Releases: moo-man/WFRP4e-FoundryVTT
Hotfix 3.3.1
This patch should fix pay/credit/other money issues, deafened condition, and mounted reference issues.
Release 3.3.0
I might have gotten carried away with this update, which is why it took so long. There is a TON of features, so I hope it doesn't break too badly. Backup and be cautious when updating! Don't do it before your game!
PLEASE NOTE: Changes to module content does not affect your world. Either drag the updated entities in manually or reinitialize.
System - 3.3.0
Features
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Automated Conditions! Using conditions have never been easier, now you're able to apply condition effects with a click of a button. This is the first foray into Active Effects, and there's still a lot to do, such as conditions do not apply modifiers yet, that's for the next update.
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Mounts! This is a super fun feature that I'm really excited about. Now you can designate a mount (by dragging an actor from the sidebar) for any actor. When dragging a mounted actor onto the map, it will automatically place the mount under it and link their movements.
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Rearranged actor sheet elements to utilize the new Effects tab, which now is the home of Conditions, psychology, diseases, injuries, and criticals, and in the future, Active Effects.
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Added Dual Wielding functionality. When you have an offhand weapon and attack with your main hand, there's now a checkbox to check if you're attacking with both weapons, which will automate the process.
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Combat Reminders: Fighting Mutants? Diseased Ratmen? Now, when appropriate, the GM will receive reminders for various tests, such as corruption tests or tests to resist disease.
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The Daemonic Trait is now implemented. When applying damage, if triggered, it will show that the damage should be disregarded.
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The Slayer Talent is now implemented and damage should be calculated accordingly.
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You can now apply damage from basic dice roll chat cards.
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When rolling for a character, the attribute formula and results are now shown as a tooltip to better facilitate swapping rolls around. Also the rolls are shown for Random Talents
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Added buttons in the sidebar for initiating character creation and showing the table menu
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Advancement indicators now turn into checkmarks when they are sufficiently advanced for a complete career
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When tabbing through skill advances and performing updates, the skills will now immediately update upon tabbing out (Thanks Death Stapler!)
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Dialog-bypassing macros should now correctly bypass the dialog.
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Reloading tests are now created if one isn't found.
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Compendium Pack names have been standardized for ease of use.
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Tables now default to minimum 1
Bug Fixes
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Fix melee offhand weapons not checkable
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Fix Mindless/Construct traits not working
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Charging with Tiring weapons should now correctly calculate damage.
Core Module - 1.2.0
- Added various journal entries for character creation, advancement, and basic test mechanics.
- Dirty Fighting now has the correct max Characteristic (Weapon Skill)
- Lasso category group fixed from Bow to Entangling
- Blight Symptom modifier fixed.
- Charlatan career characteristic advancement scheme fixed
- Blessing of Tenacity duration fixed
- No more vombears, sorry!
Starter Set - 1.3.0
- Added the Introduction to Ubersreik & The Empire journal
- All token file names are now lowercase to work with Linux systems
- Fixed Exploding Pig credit link (was pay)
RNHD - 1.3.0
- Added Gnome character generation details - name, height, eye/hair colour. (Thanks Simulacrum for providing the names!)
- Added a button on the left (with the canvas tools) to load the Clock app
- Fixed Boatman/Coachman Tokens
Enemy in Shadows 1.1.0
- Dhar mechanics now include the enhanced overcasting
- Fix broken links in Tzeentch's Fire
- Fix links in Pink/Blue Fire of Tzeentch
- Various other content fixes.
Additionally, the Arcane Marks & Careers Module has been revamped with Mark traits and Career journal entries that utilize the Core module's art!
Release 3.2.0
Hi everyone! Glad to see 3.1.0 didn't break much. 3.2 adds the first integrated use of Extended Tests, and finally an easy way to deal with overcasting and opposed tests! Additionally, if you've experience horrendous lag that is basically unplayable, this was caused by syncing the RNHD Clock + Calendar, this has been fixed and now works fine!
PLEASE NOTE: Changes to module content does not affect your world. Either drag the updated entities in manually or reinitialize.
System - 3.2.0
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Added Reloading integration with Extended Test! You can manually change the state of the weapon's loading value by clicking or right clicking, but as you use the weapon it will decrease. Once it hits 0, it adds an extended test. Now when you try to use the weapon, it will roll the extended test. Once complete, the weapon will be loaded.
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Added a right click option to Test cards to start an oppose test with your targets. This allows overcasting to very easily be applied. Additionally when placing the AoE template, tokens within the template are automatically targeted.
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Added a warning in the Bug Reporter: update the modules before you report!
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Practical quality is now accounted for in armour (note that this does not change the user-entered Penalty, just the baked-in armour penalty)
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Translation fixes, hopefully this stops errors when translations are applied
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Revamped Charging, now it's a checkbox in the Roll Dialog if charging is relevant
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Fix Riposte triggering even when you don't have the Talent
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Condition Links now work correctly, posting the description of the condition to chat
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Fix traits being applied even when disabled (like Swarm multiplying HP)
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Added Corruption to the
/help
menu
Core Module - 1.11
- Fix the Broken Bone (Head) injury referring to the LEg
- Fix the Distract quality description
- Fix Arrow/Elf Arrow qualities
- Added a lower resolution GM screen
Starter Set - 1.03
- Fix some of the pregens' exp values.
RNHD - 1.03
- Fixed the unplayable latency/lag caused by syncing the calendar and clock
Enemy in Shadows 1.01
- I have discovered most, if not all, Compendium links in EiS have somehow been deleted. This update fixes some of them, but I'm sure many more exist. This is very unfortunate and I'm sorry it happened, please use the bug reporter to report any more you find!
- Fix extra Garden text in Teugen House
- Fix Cult Acolyte career misspelling Channelling
- Fix Mikael's mutation to correctly be Bestial Face (Dog) instead of Dog head
Beta 3.1.0
Hi everyone! This update is in a bit of a rush, so I'm prefacing it as a beta. There could be some issues. Please report them! Thanks everyone for the bug reports so far. Sorry if it feels slow going, now that EIS is released I can focus on new stuff!
PLEASE NOTE: Changes to module content does not affect your world. Either drag the updated entities in manually or reinitialize.
- The Enemy In Shadows is now available! This is a huge module filled with all the awesome content in Enemy In Shadows and the Companion book. Complete with campaign journal entries, a pinned Bogenhafen map, optional rules, new spells, mutations, tables, and more!
System - 3.1.0
- Added Vehicle Actors! Still work in progress, but get ready to hop on the nearest coach and take a journey!
- Standardized sheet headers so now buttons shouldn't overlap
- Fix miscasting even if ingredient is used
- Fix the Defensive property filling the dialog on all turns
- Fix "String" being display for ammunition qualities.
- Spell Macros now give the casting/channel dialog
- Talent Tests In the Roll Dialog now properly stacks
Core Module - 1.1
- Added a higher resolution Reikland map! Reinitialization is not needed. The file is replaced and your current map should use it.
- Remove junk Arrow description
- Fix Halfling not getting 2 Random Talents during character generation
Starter Set - 1.02
- Fix placement of Rugger's Boarding House and Crooked Hammer
- Applied Scene Notes to various maps
- Fix more broken links and misspellings
RNHD - 1.02
- Swap Minute and Hour hand
- Fix more broken links
Hotfix 3.0.2
Sorry this bug with damaging, was a bit perplexing for a while. Hopefully this works well for everyone.
- Fix issue with not being able to edit wounds with some actors (and thus not able to apply damage)
- Fix /pay and /credit
Hotfix 3.0.1
Hi everyone. There's a lot more issues than I expected, but overall release went really well! Hope these fixes smooth it out
PLEASE NOTE: Changes to module content does not affect your world. Either drag the updated entities in manually or reinitialize.
System - 3.0.1
- Fixed the 'split of null' issue that prevents character sheets from opening
- Fixed damage calculation when attacking with a trait.
- Fix weapon reaches sometimes breaking opposed tests
- Status is now cleared when deleting your current career
- Fix some careers having the wrong class trappings
- Fix mass importing all actors from a compendium pack
Core Module - 1.01
- Change filenames to be all lowercase (hopefully didn't miss any). This should remove the 404 errors for linux/Forge users
- Fix a ton of broken links, thanks to everyone who posted!
- Fix Hochland Long Rifle/Handgun damages, now they are correctly at 9 instead of 8
Starter Set - 1.01
- Fix broken links
- Fix Edmund Streissen's Armor value
- Fix Heske Glazer's stats
RNHD - 1.01
- Fix Suffuse with Ulgu icon
- Fix Clock Face to have the correct numbers
- Fix Clock help menu to have the correct values
- Removed the Gnome compendium (that just contained the Gnome race details), this has been moved to the RNHD Campaign compendium.
Release 3.0.0
Hi everyone!
I'm so excited it's finally time to unveil WFRP 3.0.0! Not only is it possibly one of the most feature-rich updates ever, the official modules I've been working on are also finally available! Check out my video to learn more about this update, and the official modules available.
Note that this update doesn't include anything about Active Effects. That's still in the works!
PLEASE NOTE: I've only had a limited time testing 3.0 and since it contains a ton of updates, please expect some instability and be cautious whether you decide to use it if you have a game coming very soon.
Official Modules
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The Core Content Module is now available! This includes everything that was removed from the content wipe, and a ton more! Tons of journal entries, from rules to lore, all organized for your use. Enjoy the Reikland map as it was meant to be seen (also fully pinned with its various locations!), as well as beautiful full body actor images, alongside their tokens. Plus an additional pack for the entire careers and their details
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The Starter Set Module is now available! This module includes the entire city of Ubersreik (journal entries and scene pinned with each location), as well as the Making the Rounds Adventure, and the various Ubersreik Adventures in the Starter Set. All Actors/Items are also provided and ready to go, Pregens included!
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The Rough Nights & Hard Days is now available! This module includes each of the RNHD Adventures as Journal Entries, fully linked and ready to go with associated Actors and Items. Also a new optional clock feature to easily manage these time based adventures! This clock will also integrate with the Calendar/Weather Module to automatically advance it.
I poured a whole lot of energy into these things (fully linked actors/items/journal entries, walled scenes, all organized into folders upon initialization), and many of you have wanted to support me, so if that's still what you want to do, this is how you do it! :)
Features
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Added the
GrievanceBug Reporter! I want to talk about this first because it will help me tremendously in keeping track of issues. Accessible in the settings tab, this bug reporter will automatically send your report to this Github page. There are various 'domains' to select, and that domains tell me what package has the issue, such as the system, core module, starter set adventure, etc. Once posted, please feel free to follow up on the issue with screenshots or additional information. -
Added Extended Tests! Accessible from the Skills tab. Extended Tests are a new
Item
type that can be used to keep track of various things. These items can be assigned a Skill, and that skill is rolled when you click on the Extended Test, adding the result. GMs have the option of hiding the test from the player completely, or just hiding the progress. -
Added an Actor Configuration menu. Accessible by clicking
Configure
at the top of the sheet. This menu can be used to easily change various aspects of the Actor, like auto calculation, or (see below) what hit location table to roll on. -
Added custom hit location support. Hit locations are tables that can be added by the user or by modules (For instance, the Core module adds Spider and Snake tables, and the EiS module will add the Quadruped table). It is important to note however that the underlying actor data is still the standard hit location table, the customized hit location tables just relabel the results.
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Added Status for NPC type Actors, and changed sheet layout. Now NPCs have their own Career tab, which includes the Status box. There is a button on the status box to generate money according to their status.
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Added Skill Modifiers: If you open an owned skill, there is now an option to apply a bonus or penalty to that skill specifically.
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Added Skill Cost Modifiers: If you open an owned skill, there is now an option to apply a modifier to the XP cost of advancing that skill.
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Added an
Off-hand
checkbox to equipped weapons in the Combat tab. This will apply the offhand penalty (accounting for ambidextrous) when using the weapon. -
Added an option to limit the number of weapons equipped. When checked, only 2 one handed weapons can be equipped, or one 2 handed weapon.
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The 'Special' box on ammunition now shows in the chat card when using that ammo.
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The Biography sections on all Actor sheets will now expand with the sheet.
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Added Corruption custom link and command. Type
/corruption Moderate
to prompt the players to test against moderate corruption. Or, if preparing an adventure, use@Corruption[moderate]{Moderate Corruption}
to create a clickable link to do the same. The corruption test will automatically add corruption, and prompt for Mutations if necessary. -
Added the Stat Parser application. Simply copy an entire stat block from a book and it'll do its best to parse it and apply to the actor. Accessible by right clicking on an Actor.
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Added styling to Journal text to align closer to the official book's layout.
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Added a Basic Item compendium used by the system. This compendium pack includes skills (without descriptions) and the 3 currency items. This pack is removed by the Core module to avoid clutter.
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Modules and Worlds can define
tags
for their compendium packs for them to be included in the system's search features. For example, if a module adds a pack that has career and mutation items. The module should definetags : ["career", "mutation"]
in the packs definition inmodule.json
so that functions that search for careers or mutations can find it optimally. -
Added confirmation box whether to ask whether you want to apply species characteristics when changing NPC/Creature species value.
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Implemented
Mindless
when rolling for Initiative (always goes last) -
Users can now apply damage if the damage is to actors they own.
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The Caslon Antique font is now used for Canvas text
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Added the
/travel
command to quickly query Empire travel distances (according to Gitzman's pdf found here. Thanks @sladecraven (LeRatierBretonnian) -
Added various checks to ensure players have access to tables even if they don't have access to the table folders. Note that this requires a GM to be connected to work.
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Tons of refactor, mainly converting to es6 modules.
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The system now assigns the WFRP-Header image to be the default world image.
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Opposed Roll (hopefully) improvements: The post modifiers are now not cumulatively applied. For instance, if you attack 2 large creatures, it should correctly only apply +10 to each, not +20.
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Important for macros and modules: Refactored the rolling functions to avoid logic within the callback of the dialog. The
setup____
functions now simply return a promise that is fulfilled when the user submits the dialog. The input data can then be sent to various actor functions depending on what test it is.
For example:
this.actor.setupWeapon(weaponData).then(setupData => {
this.actor.weaponTest(setupData)
});
Bugfixes
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Damaging is now working as dev-intended. It replaces the opposed SL, not the individual SL. If roll plainly, without using any opposed features, it will also apply to your individual SL in that case, but will revert accordingly if that test is then used in a manual opposed test.
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Fixed typo that wasn't correctly recognizing Agility in the Talent 'Associated Test' dropdown. Thanks @DSchmidlin
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Fix rolling a 99 resulting in a critical sometimes.
UI
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Attempted to fix various module styling collisions. It's a never ending task so please bear with me. Note worthy additions are Forien's Quest Log and Calendar/Weather.
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Changed various UI elements to be safe from more copyright issues
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Changed pin icons to be safe from copyright issues (thanks for the help JDW!) If you want to learn how to use old icons you might have, check the wiki.
Release 2.1.0
I wanted to save the next release for when I got more news from C7, but there were some pretty important fixes I wanted to get out there.
As most of you know, things are looking positive from C7. They are very supportive of moving forward for official support. These things take time though, as it all has to be coordinated between Atropos, C7, GW, and myself. I can't wait to bring it to you though, and I'm taking advantage of the time this is taking by trying to get as much ready as possible to release when I get the green light.
Improvements
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Champion and Riposte are now implemented seamlessly in the opposed logic.
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Credit command can now be linked with
@Credit[<credit command>]
where the input would be the same as the/credit
command, so10gc5ss EACH
or5ss10bp SPLIT
-- great for planning out quest rewards in journals!
Bugfixes
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Fixed Partial, Impenetrable, and Weakpoint properties not being seen correctly
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Fix traits that modify movement not applying correctly
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Distract quality is now registered correctly
2.0.0
I wasn't ever sure I would get to 2.0, and I certainly didn't expect it to look like this. Regretfully, Ranald's Blessing has run dry and 2.0 loses more than it gains. All compendia, tables, icons, tokens, have been stripped due to the higher scrutiny towards the system. But all is not lost, all the mechanics remain, and the same level of automation can still be achieved.
I hope this doesn't ruin the premium experience Foundry offers for Warhammer Fantasy 4e. Please contact me if you need assistance in creating items that the system can recognize and provide automation with.
If you feel as I do and want to see an open avenue to include the 4e content officially, perhaps respectably reach out to Cubicle 7 and describe how important Foundry and the Warhammer system are to you. Please be amicable. Edit: I do want to clarify one thing, this was not a result of any action from C7 as a company, but nevertheless, gaining their attention to maybe move this forward in a direction that can work for everyone is the ideal scenario.
Otherwise, @DasSauerkraut has provided an excellent extension to the opposed system.
There's some other slight fixes, but I'm not sure that they really worth mentioning, or even matter anymore.