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3.7.0

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@Aliharu Aliharu released this 21 Feb 01:57
· 2 commits to main since this release

Switch Defense Types

  • There is now a dropdown on targets which lets you set what is being used for defense. Parry/Evasion/Resolve/Guile are available. "None" will set it to 0, and "Clash" will set it to 0 and enable clash bonuses on the character as well as interact with opposing rolls.
  • Parry and Evasion are stored in the target, switching between evasion/parry will set defense to the appropriate number. Bonuses from charms add to both these values

Modifiers

  • New item type "Modifiers"
  • This is a simple item with a key and number value
  • Various items can have a key modifier that is granted to actors when the item is added to them.

Opposing Rolls

  • On certain roll types, if a roll is completed and another user has a roll dialog up, the roll will be added as an "opposed roll". If the difficulty is set to 0 the total successes on the opposed roll becomes the difficulty. If its a clash attack the "defense" value on the character will be set to the total successes on the opposing roll.

Triggers

  • Triggers have a new setting where you can make it so only 1 requirement is needed to trigger the bonuses. Defaults to the currently functionality which is all requirements need to be true to trigger.
  • New Triggers "Attack Unblockable", "Attack Undodgeable" and "Attack Clash" will set the defense type and alter the defense value accordingly.
  • New Trigger "Opposed Die Face Effect" works like how "Trigger on Xs" work but will activate on an opposed roll if there is currently one on the die roll
  • New Trigger "Subtract Target Willpower"
  • New Trigger "Gambit Succeeded". For if the initiative roll on the gambit was successful.
  • New Triggers "Restore Target Motes" and "Restore Target Willpower"
  • New Trigger requirement "Defense Type" for effects that do different things on evasion/parry.
  • The Martial arts trigger can now check if your not a certain type of martial artist such as "Not Terrestrial"

Dice Roller

  • Targeting somebody with certain rolls such as Rush or Disengage now gives the same display as attacks and social.
  • Slight updates to try and make the dialog more clear that your supposed to roll damage for it after rolling accuracy on the same dialog.
  • Missing an attack will still move the attacker to the "confirm" dialog afterward to allow defenders to add charms on that step.
  • The Dice shown in the button will now calculate dice from triggers using "Dice Modifier" and "Dice to Successes" as well as the damage version of those effects

V13

  • Some basic updates to make the system work with V13 have been implemented, the system still works on V12. However based on the severity of some of the breaking changes the V13 support patch will probably be post-release and will not support V12 and V13.

Bug Fixes

  • Fixed bug where missing a gambit would subtract initiative like missing a decisive attack.
  • Fixed a bug where the "random charm" the ability categories was not working.