github foundryvtt/crucible release-0.5.4
Crucible 0.5.4

latest releases: release-0.8.1, release-0.8.0, release-0.7.9...
pre-release2 years ago

Rule Changes

  • Incapacitation has been changed. The concept still exists in the system, but it is no longer a condition that is applied at 0 Health. Instead, at zero Health a character gains the Weakened condition. While a creature is Weakened, it suffers -1 to maximum Action, loses access to a free Movement action, and suffers an additional 2 Vulnerability to any Morale damage sustained.
  • The Broken condition has been reworked for parity with the new Weakened condition. While a creature is Broken it cannot expend Focus, actions it takes suffer from +2 Banes, and it suffers an additional 2 Vulnerability to any Health damage sustained.
  • An attack which is now fully defended by Armor is referenced as Armor as the action result. An attack which is only partially defended by Armor is referenced as a Glance. As a consequence of this change, actions posted to chat before this update may no longer report their correct outcome states.
  • The Katana weapon type is configured to do Slashing damage (as intended) rather than Piercing (a bug).
  • The rules for Flanking have been changed to incorporate adjacent Allies as providing a bonus to Engagement. The initial implementation of Flanking resulted in a situation where for in combats with many allies or enemies, everyone ended up flanking everyone else. As a consequence, bonuses from Flanking became too commonplace and did not require sufficiently strategic movement and positioning in order to accomplish. The revised implementation of Flanking takes into consideration adjacent allies - which contribute their own Engagement score towards your ability to withstand enemies that you are mutually engaged with. Since adjacent allies now reduce the extent to which you are flanked, it is beneficial to team up and fight in formation - but watch out for AOE damage!
  • The calculation for maximum Focus has been changed to remove level as a contributing input. The new maximum Focus formula is simplified to (Wisdom + Presence + Intellect) / 2. This generally results in slightly lower Focus for physically-oriented characters with mostly unchanged Focus for mentally-oriented characters. Please note, I know that many testers want Focus pools to be larger - while this change does not accomplish that, there will be additional changes coming to add new talents geared towards pure spellcasters that will increase Focus capacity.
  • The Pulse gesture now generates a square template centered on the acting Token that affects every adjacent square rather than a circular template that produced inconsistent results, sometimes missing targets which were adjacent.

Talents

  • Added an automation framework to support summoning abilities. This now supports Gesture: Create which will automatically create the summoned creature via a template placement workflow. The summoned creature will be automatically configured, leveled to the correct level, and added to combat initiative.
  • Improve the design and automation of the Body Block reaction which now is self-target and automatically converts an unconfirmed attack against you which either was defended by Armor or as a Glance into a Block instead.
  • Reworked the Runewarden signature talent to provide a passive bonus to Resistances equal to half your Wisdom. The bonus provided by your Ward gesture also changes to half your Wisdom instead of doubling. Added missing automation for this additional bonus when using the Ward gesture.
  • Clarify Intent has been rebalanced. It now costs 2A and restores +1 Focus if successful but also grants the target +1 Boon to actions taken for the round.
  • Counter-Strike description corrected to remove mention to "empowered", which is not a tag featured on this action.
  • Correct the Influence gesture which was incorrectly scaling with Wisdom instead of Presence.
  • Add the missing "Two-Handed" tag to the Ruthless Momentum talent.
  • Correct Rune: Stasis to prompt the user for a choice of physical damage types similar to Kinesis and correct a bug which prevented Stasis spells from correctly dealing morale damage.
  • Corrected the ability score scaling of several on-critical rune effects, each of which now scales (as intended) with the Ability score corresponding to that particular rune. Affected talents are Necromancer, Mesmer, Lightbringer, Voidcaller, Rimecaller, and Dustbringer.
  • Gesture: Strike now benefits from bonuses to weapon damage which affect your mainhand weapon.
  • Add automation for the Iramancer talent which now correctly allows expending Focus while Enraged.

Bug Fixes

  • Correct the Engagement box for large sized creatures.
  • Improve hit detection to consider a hit box for all tokens instead of only the token center point. The hit box is equal to the Token bounds minus half the grid size in all directions.
  • Statuses like Exposed, Flanked, Guarded, and Prone no longer apply boons or banes to restorative abilities.
  • Fix a bug with the context tags applied to spells cast via the Spell Cast Configuration dialog to correctly only display the actual components used for the chosen spell instead of all potential components.
  • Improve the way that Spells are prepared to ensure that you are prevented from casting a spell which you do not have sufficient resources to perform.
  • Restoration (healing) is no longer incorrectly mitigated or amplified by Resistance or Vulnerability.
  • Confirm that a requested animation path exists in the JB2A database before attempting animation to avoid breaking action confirmation if the requested asset paths do not exist.
  • Correct the extensions on Constantia fonts to be .ttf (lowercase) instead of .TTF (uppercase).
  • When changing the components of a Spell, reset any configured target template to prompt the user to place a new one.
  • Fix the bug which prevented adding new Actor Hooks for a Talent which did not have any previously configured.
  • Address a bug which incorrectly triggered start of turn action events when adding or removing Combatants from the tracker. This bug is not yet fixed as the resolution depends on an update to the core Foundry VTT v11 code. A change made on the Crucible side means that this bug will be fixed as soon as foundryvtt/foundryvtt#9641 is implemented.
  • Refactor the Background and Archetype sheets to simplify the way that included Talents are rendered and prevent the ability to remove included talents if the document is not editable.
  • Correctly block purchasing a second Signature talent from the same Node.
  • Fix a bug which failed to compute flanking engagement for Tokens whose actors had been deleted.
  • Implement a workaround to support the JB2A Katana animation path.
  • Only update flanking when Token properties change which require re-assessing flanking rules.
  • Correct a bug which failed to prevent spending Focus while Enraged.

UI/UX/Software Improvements

  • The Strike action is now automatically annotated as either melee, ranged, mainhand, or twohand depending on the nature of the actor's equipped weaponry.
  • AOE target specification can now include the limit field which limits the number of targets effected to a maximum number within the area of effect. Targets are sorted based on proximity to the template origin and the closest targets are affected up to the allowed limit.
  • Improve the clarity of syntax used to annotate target tags. The number of attacks comes first, followed by the target type, followed by a maximum distance or target limit if applicable.
  • Improve the logic used to determine whether self-target status effects are applied for an action which imposes effects on both the initial user and some other target.
  • Redesign the software framework for weapon attack actions to increase parity and consistency of workflows with spell and skill attacks.
  • Allow much finer snapping precision when placing ray templates which now snap at 3 degree increments rather than 15 degree increments.

Playtest One

  • The Baisaz Tusk Charge ability is now limited to only affect the closest target in the template path.
  • Anvil's Grabby Hands ability will now correctly only apply the status effect on himself if the attack action is successful.

Documentation

  • Fix documentation that Heavy armor does not allow a free Move action, rather than this being disallowed by the Bulky trait. The Bulky trait imposes 2 Banes to Initiative rolls.
  • Update Combat -> Movement -> Engagement and Flanking to cover new Flanking calculation.
  • Correct a number of typographical or grammatical errors.

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