Skip to content

Releases: Aliharu/Foundry-Ex3

2.8.3

02 May 02:43
Compare
Choose a tag to compare

data model hotfix with diceToSuccesses

2.8.2

01 May 21:42
Compare
Choose a tag to compare

-Fixed issue where xp spent would not show up

2.8.1

26 Apr 17:37
Compare
Choose a tag to compare

This is a new release of 2.8.1 to fix migration issues with the new Data Models. If you ran a world with 2.8.0 please revert to the pre-update backup before running 2.8.1

Important
Moved to the new Foundry data model functionality to get ahead of breaking changes. Its really important to do a backup of this patch due to potential issues with the new data model. I hopefully ironed out all the potential ones but i don't trust Foundry.

Roller Icons

  • Roll types now have an icon with them that displays as well as the token of the person making the roll and the target.
  • Making a roll will now display an icon card. By default it displays for actions that typically target a character such as attacks and social, but there is a setting to trigger for all rolls.
  • These icons will default to roll type such as "withering attack" and "Join battle", if not making a specific action it will use an icon based on the users ability, default icon for everything else is a d10.

Add Opposed Charm Dialog

  • When a character makes a roll against a target. There will be an option to click a button to add opposing charms to that characters roll
  • Added a special "Add Opposed Charm" dialog. This dialog will allow you to batch add opposed charms,
  • Has similar functionality to the die roller except it will instead add any charms to available roll dialogues open on other users.
  • Can also be used to add manual bonuses.

Auto Add Charms

  • There is a dropdown to allow charms (When active) to automatically add to rolls.
  • What rolls the charm will add to can be customized to an extent such as "attacks" or "join battle".
  • Can also be used to automatically add to the opposed charm dialog.

Other Changes

  • There is now a checkbox to allow charms to function like active charms without needing committed motes.
  • Added Necromancy ritual field to character creator
  • You can now specify if a ritual is Sorcery or Necromancy.
  • Sidereals will now have their maiden icon display next to appropriate abilities in the character sheet and creator
  • Added new formula options 'initiative', 'nonsurprisedevasionpenalty', and 'nonsurprisedparrypenalty'
  • Using Join Battle while you have an initiative number will now add to the initiative instead of replace it.
  • Disengage roll now default to a 2 initiative cost. You can turn this off in settings.
  • Major+ Craft projects now properly deduct the 10 CraftXP required to make the project.

Bug Fixes

  • Fixed Gold/White Craft XP gain values on superior projects
  • Fixed issue where saving charms in the Saved Rolls would cause the amount of times it was added be reset to 1.
  • Character creator now sets the prototype token name to the proper value.

2.7.6

05 Apr 21:10
Compare
Choose a tag to compare

General

  • Added some new background
  • Fixed issue where casting spells from ArgonHud would always cost Willpower each shaping roll.

Character Sheet

  • Added overwhelming value to attack bonuses
  • Specialties list should now properly interact with bonus points

Character Creator

  • Added option for "bonus merits" for various reason you have more merit points without messing up the math
  • The number of charms for each maiden type now appear below the charm list for sidereals

Template Importer

  • Necromancy spells should now set the proper mote cost

2.7.5

31 Mar 19:52
Compare
Choose a tag to compare

-Hotfix
-Migration to fix embedded items
-Fixed issue where character generators were using old sorcery values

2.7.4

31 Mar 17:39
Compare
Choose a tag to compare

Spellcasting

  • The way sorcerous motes work have been changed. You can now track the mote requirement of spells during casting
  • "Spending" a spell now spends its willpower cost (-1 because the system assumes you cast the spell)
  • "Spend item" has been replaced on spells with a mote cost (non-rituals) with "Cast Item"
  • When you cast a spell it uses the willpower cost and becomes your active spell displaying what you are currently casting. You can continue casting the spell by clicking the cast button again or using the sorcery button in the combat tab. You can also stop casting a spell which will reset your motes.
  • Successfully casting a spell refunds 1 willpower (if not crashed) and resets your sorcerous motes. The 3 mote cost increase for being crashed is also taken into account.

Active Effects

  • Added aiming to effects list. No mechanical effect due to the complexities of the action.
  • Added some descriptions to certain effects telling their mechanical bonuses

Bug Fixes

  • Fixed issue with labels on roll settings not showing up correctly
  • Fixed issue where having 0 initiative would cause certain automations to not work.
  • Willpower rolls should no longer be treated as Rout checks.
  • Sorcerous workings should now use the roll settings for sorcery

2.7.3

24 Mar 16:37
Compare
Choose a tag to compare

Character Creator

  • Lunar favored/excellency attributes now work correctly
  • Fixed issue with spirit shape and tell not working
  • The random ability assigner now puts the high numbers in favored abilities first
  • Fixed some bugs where deleting items would cause the various lists to enter a broken state
  • The attribute and abilities lists should now work better and not bug out as often
  • Added a Confirm popup if you hit the close button
  • You can now delete charms form the ability/attribute sublists

Dice Roller

  • Added "armorpenalty" to the formulas
  • Fixed issue where accuracy rolls would display the missed attack message in addition to the dice roll message.
  • If "Success Modifier" is added while the dialogue is in "Damage Mode" on an attack it will subtract from the attack successes
  • Fixed issue where when attacking multiple targets with Split attacks it was using 1 roll for each targets Attack Successes. Attack Successes are now divided on each target and editable on each target individually
  • Dice Caps now properly use the attack accuracy for NPC attacks

2.7.2

14 Mar 01:03
Compare
Choose a tag to compare

Character Sheet
-Fixed bug where recover motes was not working

Template Importer
-Charms with no ability now default to "universal" instead of evocation if the charm type is not evocation

Charms
-Mental/Physical/Social Attribute added to "Previous Num Charms"

Character Builder
-Maiden charms now properly take into account prereqs and if they have a favored/unfavored cost

2.7.1

10 Mar 04:02
Compare
Choose a tag to compare

Template Importer
-Importing Weapons/Armor is now better at filling out data for artifacts. If the block with the stats, hearthstone slots, and attunement are inputted it will properly set artifact status, tag, and hearthstone slots.
-Added a new option "Hearthstone". Will work like item but set the field to artifact and give the item a different icon.

Dice Roller
-Target Defense Penalty added as a dice roller option for charms
-Fixed bug where certain labels were not showing up in the dice roller
-Fixed bug where unhorse was not correctly applying the "prone" condition
-Fixed issue where Gambit Difficulty field would not show up in the interface if the character had a target

Gambits
-Added an option to enable gambits that exist in Essence but not in Exalted Third Edition. Knockback,Knockdwn,Pilfer,Pull, and Reveal Weakness

2.7.0

03 Mar 02:03
Compare
Choose a tag to compare

Martial Arts
-Various fields have been added to the 'customability' for martial arts. Weapons, Armor and nature (for SMA).

Character Builder
-Now filters Martial Arts by armor availability.

Template Importer
-New type "Martial Arts" this is for importing the header section for martial arts including the things like description and weapon/armor proficiencies. The new fields are automatically set.

Charms
-Any combat ability has been added to the alt prerequisites section. will use archery, brawl, melee, thrown, and war as the abilities for the prereqs.
-"X previous" charms have been added to the prereqs. For things like "4 Occult charms"

Character Sheet
-Icons have been changed for resetting motes when not in edit mode
-The calculator icon for health is replaced with an info for wounds if not in edit mode.
-Experience now uses spent/Available rather than remaining/available. The add XP macro built into the system has been updated to account for this
-Abyssal advancement chart now shows up in the advancement dialogue
-Flaw type has been added to the merits item
-Under the abilities/attributes. It will now tell you the cost of increasing that ability while in edit mode.

Settings
-Removed homebrew "Flat XP" and added "Universal advancement" from crucible in options.

Combat Tracker
-The "Roll All" and "Roll NPCs" buttons work correctly with double 10s again (broken in last patch) and now properly shows the dice rolled.
-You can now in the colors dialogue change the color and icon of the "Begin Turn" icon in the combat tracker.

Double Tens formula
-To get the "Roll All" button working with new v12 dice rolls. A new formula has been added to implement "Double successes". use "ds". So for example a basic roll of 2 dice would be /r 2d10cs>=7ds>=10. With this you can now manually enter in dice rolls in the chatbox if you desire.