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Releases: MetaMorphic-Digital/torgeternity

More Equipped handling

24 Feb 14:32
e7f983d

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  • Update Equipped logic:
    • Each item has a usage property ('worn' for armor, 'held' for everything else).
    • The base equipped state for an item is that the carryType matches its usage.
    • Melee Weapons with the twoHanded trait are only considered equipped if held in TWO hands, or held by an Actor with strength 10+.
    • Missile Weapons without the thrown trait (new) are only considered equipped if held in TWO hands.
    • Firearms without the pistol or carbine trait are only considered equipped if held in TWO hands.
  • The blue glow on the Gear tab indicates a correctly equipped item.
  • Only correctly equipped melee weapons count for the two-weapon melee defense bonus.
  • Archetypes updated where necessary with correct equipped state of their weaponry.
  • FR archetypes no longer have the skills list expanded by default.

Bug Fixes

  • AEs on Items should now be correctly enabled/disabled based on the equipped/unequipped status of the Item itself.

Carry State & Test Inspector

23 Feb 21:54
a12c18e

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  • Change equipped on Items to now hold one of Held (1H or 2H), Worn (for armor), Carried or Dropped.
    • Worn is only applicable to Armor (shields are held).
    • Held items can be held in one hand (1H) or two hands (2H).
    • Carried (Stowed) indicates that the item is still being carried in the Actor's person.
    • Dropped indicates that the item is NOT being carried by the Actor (could be left at home). They are not considered when looking for Contradictions, and thus do not affect Surge.
    • The glow is shown if the item is considered equipped (worn for armor, held for anything else).
    • Armor can be held in a hand, but is not considered "equipped" for game purposes.
    • No restriction is placed on how many items can be held in hands (two melee weapons still give the +2 melee defense bonus).
    • On becoming equipped, all non-target Active Effects on the item will be enabled.
    • On becoming unequipped, all non-target Active Effects on the item will be disabled.
    • The old equipped boolean is used to determine the new state:
      • equipped Armor becomes worn
      • equipped other Items becomes held in one-hand unless they have the twoHanded trait.
      • all other Items become stowed.
  • Add Test Inspector context menu option to chat messages.
  • The @condition enricher now supports duration=X (sets both turns and rounds to X).
  • Token Action HUD: Add Effects menu, by default it only shows the Combat Toggles (game system option to show ALL effects).
  • Cosm names are now localized when item descriptions are sent to Chat.
  • Get Items Cost Currency option working again.
  • Internally, use actor.itemTypes to access specific types of Items rather than using items.find

Ammo and other Active Effect fixes

18 Feb 22:39
5fe18ea

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  • Add test.shock and test.wounds as additional changes allowed in Active Effects, to modify the amount of wounds/shock generated by the attack.
  • Add targetSelf flag to the list of fields for a Test (so can be used in @Check enrichers to auto-set the target to the actor performing the test).

BUG FIXES

  • AEs on Ammo will no longer generate an error.
  • No error if test has no attackTraits.
  • Do not strip test.X changes from AEs when copying the AE to a target.

What's Changed

Full Changelog: 13.22.1...13.22.2

Fix for missing "Effects" button

18 Feb 13:03
884c798

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  • Fixes an issue where the "Effects" button was not appearing on targets if the AE had no entries in its "changes" table.

Active Effect Revamp & Combined Actions

17 Feb 23:51
87d55e1

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  • Reorganised the drag/drop code in the Actor sheet to simplify it.
  • The Skill Check Dialog automatically caters for different length strings in the different supported languages.
  • Active Effects
    • Always show the Torg tab in the Active Effects editor.
    • New AE option to show the Active Effect as a toggle in the "Attacks & Powers" section of the Actor Sheet.
    • Allow AE directly on an Actor to affect attacks (not just AE on owned Items).
    • Apply Effect on Attack and Apply Effect on Outcome no longer works on disabled AEs.
    • AEs with Apply Effect on Attack and Apply Effect on Outcome are NOT applied to the owning actor.
    • Clear Torg-specific AE flags when copying an AE to a target.
    • Do not offer to transfer AEs which only have changes for test.X (and do not transfer test.X changes regardless)
  • Combined Actions
    • Provide an additional line in the skill test dialog to allow the number of participants to be specified.
    • The number of participants defaults to the number of selected (not targeted) tokens, minimum 1 (primarily for GM use).
    • The Torg Value for the number of participants will be added as a bonus to the skill check.
    • When performing an attack, a checkbox is also provided to apply the bonus to damage as well the skill check (e.g. for Hordes).

Bug Fixes

  • Prevent error when attack has "If Apply Attack/Defend Trait" and the attacker/defender has no traits.
  • Prevent error if an Item's base damage is 0.

Full Changelog: 13.21.0...13.22.0

BD, Recovery, Contradictions, Blast weapons, Portraits

08 Feb 09:27
ce6e894

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  • Bonus Die:
    • Don't add "+x BD" into the chat title.
    • Don't show the BD button while the attack total indicates a failure.
    • Change the icons to the standard Torg d6 image.
    • Get "Rolled Bonus-Dice in advance" value in skill test working again (not rolled in chat card until test is a success).
  • When an Item triggers a skill check, put the item name on a separate line in the chat title.
    • Put "TM" as superscript after the item name if it is has the "Trademark Wpn" trait.
  • Ensure various data fields are Number (integer) not String: missileweapon.range, power.skillLevel, shield.minStrength, vehicle.topSpeed, vehicle.tough
  • When adding a token to a Combat that has already started, display a turn marker under it if it is a member of the active faction.
  • Add a recovery button for Shock on Stormknight and Threat sheets:
    • In combat, it reduces the shock by 2 (Recovery)
    • Out of combat, it removes all shock.
  • When "Highest DN" is not set (previously "Unique DN"), then display the result text against each target rather than at the top of the chat card.
  • Stymied/Vulnerable handling:
    • Hold SHIFT when clicking the +Stymied and +Vulnerable button to immediately apply the VERY version instead.
    • Ensure correct durations when applied from chat card or drama card during combat.
  • Add description to some status effects with their game effects.
  • Add button to show portrait image of Actor/Item in larger window, from which it can be shown to all players.
  • Removed hbs files which are not used (primarily for cards which are not Items).
  • A Blast weapon will have the Multi-Target entry set to 1 by default in the Test dialog (so it will consume only 1 ammo, and have no multi-target penalty).
  • TAH: Reinstate the missing Skills tab.
  • Contradictions:
    • Only Perks with the "Contradictions" checked should be allowed to cause Contradictions.
    • Use current scene, not the active scene, when checking against the cosm's axioms.
    • Display 1 or 4 as a superscript value after an Item's name if its use could cause a Contradiction on the current scene.

What's Changed

Full Changelog: 13.20.0...13.21.0

Multi-Target Actions & Skill Chat Cards

05 Feb 14:32
36269d4

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  • General Skill Chat Card changes:
    • Reconnection is now handled like other tests, so a Reconnect button will appear when the actor succeeds at the test (possibly after modifications to the action total).
    • Buttons in chat cards are hidden when they are no longer a valid option.
    • Automatically roll Bonus Die on GOOD or OUTSTANDING attack totals (configurable game setting).
  • Reworked MULTI-TARGET ACTIONS
    • A single chat card is used for each multi-target action.
    • The buttons to modify the action total remain near the top of the card.
    • At the bottom of the card is a list of targets, with buttons specific to each target (including the BD button)
      • A "ping token" button is available on each target to ping the token (SHIFT and ALT work as per normal canvas pings)
      • Clicking on the target's name will pan the canvas to centre on that target's token.
    • Buttons which affect the attacker (e.g. "apply soak", backlash) appear above the target list.
    • Buttons which affect a token have less rounded borders.
  • Additions to Token Action Hud support:
    • Add PERKS tab
    • Allow making a Tapping Roll on eternity shards

Full Changelog: 13.19.1...13.20.0

Attributes, Price, Inspiration, Item Piles & Token Action HUD

02 Feb 16:09
b00343d

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  • Avoid aborting migration early during editing of an Actor (the edit still occurs).
  • Update the expanded attributes displayed for Items in Actor sheet lists:
    • Hide price when no price is set.
    • Add "Price:" prefix (localized) when price is shown.
    • Hide ammo when max ammo is 0 or not set.
    • Tidy up layout of other aspects.
  • Update price handling:
    • Ignore commas in price when calculating its Torg Value (Javascript doesn't support locale-sensitive conversion).
    • Update how price is stored consistently between vehicles and items.
  • Change how dice are displayed in the Chat so dice which are actually exploded are marked as exploded (so 20 on unskilled rolls aren't marked as exploded).
    • Show manual dice rolls (d20 and/or d6) against each rolled dice (game system option to disable).
  • Drama Card Inspiration improvements:
    • Add configuration parameter for how much shock is recovered on Inspiration, CONFIG.torgernity.shockPerInspiration (default 2)
    • Add actor.system.other.inspiration field to Actors which can be modified by Active Effects which specifies how much shock is recovered when Inspiration occurs (default value: CONFIG.torgernity.shockPerInspiration). (useful for Rune of Replenishment)
    • Prevent error if vehicle has friendly/hostile disposition when applying Inspiration.
  • Some basic changes to make it slightly compatible with Item Piles (only applicable if you have the module enabled).
    • All physical items have a quantity field (not always displayed in the Item sheet since most owned Items can't be stacked)
    • Eternity Shard is now based on GeneralItemData instead of BaseItemData
    • Basic Item Piles configuration is automatically set by the game system.
    • Item Piles Currencies are determined by looking for all Currency Items in the world sidebar and in compendiums.
    • TODO: Please raise an issue if there are any improvements to the default configuration which you find useful.
  • Add some basic support for Token Action HUD providing Skills, Attacks and Powers in the HUD.
    • A game setting determines whether unskilled skills appear in the HUD's Skills list.
    • HUD buttons are marked with a HAND for equipped gear and a STAR for favored skills.

What's Changed

Full Changelog: 13.18.3...13.19.1

Resetting Possibilities & Tapping Eternity Shards

28 Jan 21:31
ad5d19b

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  • Add roll button on Eternity Shards to roll Reality against the Tapping Difficulty of the Shard.

  • Display Eternity Shards on STATS tab of the Storknight sheet for easier access to the Tapping Roll.

  • Add a button in SK sheets and Eternity Shards to reset the number of possibilities at the start of the Act.

    • Hold SHIFT on the SK sheet to automatically reset used possibilities on owned Eternity Shards as well.
  • Allow number of possibilities per Act for SKs to be configured with CONFIG.torgeternity.possibilitiesPerAct

    • Active Effects can modify the number per act by modifying the property system.other.possibilities.perAct
    • Any existing AE that modifies system.other.possibilities will be automatically changed to modify system.other.possibilities.perAct (e.g. Prodigy perk)
  • Translations by Durak (French), Helmut (German), and Teotimus (Spanish).

Full Changelog: 13.18.2...13.18.3

Show custom skill name (not id) in skill test chat message

27 Jan 17:05
1bd0285

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