Rules Changes
- Adjusted the scaling factors used for Elite level enemies to round up in threat level rather than rounding down. For example, now a Level 3 Elite (1.5 threat multiplier) rounds up to Threat Level 5 rather than Threat Level 4 (as before). As a consequence of this change Hammer and Anvil (Playtest Day 2) are somewhat more dangerous.
- The Flanked condition now only applies boons for melee attacks rather than applying to both melee and ranged attacks. The stakes are higher for combatants engaged in melee.
- The Prone condition is reduced in effectiveness to add +1 Boon for melee attacks and +1 Bane for ranged attacks against the target. You are no longer limited to moving only 1 space when performing a Move action to return to your feet from Prone.
- Added built-in support for Disengagement Strike which can be performed in combat outside of your own turn (as a reaction). Disengagement Strike now costs zero action and 1 Focus point. Playtesting and feedback has revealed that disengagement strikes are almost never used and the new balance changes to flanking rules make it more simple to implement this change without it being a balance concern. To simplify understanding of the conditional requirements for performing a Disengagement Attack the rules are rewritten such that you can perform a Disengagement Attack as long as you are not Unaware or Flanked.
- Maximum Wounds is reduced to 1.5 times Health.
- Maximum Madness is reduced to 1.5 times Morale.
Software/UI/UX
- Rework and redesign the way that effect duration is declared and tracked. The system now uses the following conventions:
- Effects with duration expressed in rounds expire at the start of the Actor's next turn.
- Effects with duration expressed in turns expires at the end of the Actor's next turn.
Additionally, the start round of an effect is automatically adjusted if the effect is applied to a combatant earlier in the turn order. This improvement depends on a bug fix that will not be available until the next V11 software release.
Together, these standardizations allow for simplification of logic and removes an issue where, due to rerolling of initiative each round, certain effects could apply more times than intended.
- Automate and enforce the requirement that you must have a certain number of free hands available to perform a Spellcraft gesture.
- Add support for dragging and dropping an Action from an Actor Sheet onto the Hotbar to create a Macro to quickly use that Action. The created Macro can be used by any controlled token which has that Action.
- Rework and improve the Actor#equipWeapon and Actor#equipArmor methods to have a better API and more reliable workflow.
Weapons
- Allow weapons in the Talisman 1h category to be equipped in either mainhand or offhand slot. Previously 1h talismans were offhand-only.
Actions
- The angle of effect of the fan target type (used by actions like Cleave or spells with Gesture: Fan) is increased from 160 to 210 to make this AOE attack more useful given it's short range.
- Correctly allow actions with the target type blast to specify a blast radius in addition to a maximum distance.
- The Heavy action tag which requires use of a Strength-scaling weapon has been renamed to Brute to disambiguate with the heavy weapon category which is not required.
- Add the multiple property (optional) to the Action target schema which supports differentiating multiple attacks against a single target vs. a single attack against multiple targets.
Talents
- Add the new Swipe talent which can be used to hit 2 adjacent enemies using a heavy two-handed weapon.
- Add the new Thread the Needle talent which enables making a ranged weapon strike which gains boons from Flanking just as a melee attack would.
- Correct the tags of Ruthless Momentum so that it correctly only costs 1AP with the prerequisite that it can only be used after killing an enemy.
- Correct the automation of Inspire Heroism to ensure it adds tracked boons to rolls.
- Inspire Heroism has its area of effect reduced from pulse 3 to pulse 2.
- The Weak Points talent is moved to dex1a and is now automated to apply its damage bonus automatically when the appropriate conditions are met.
- Mark Prey now has a duration of 3 Turns instead of unlimited duration.
Bug Fixes
- Fix a bug which prevented right-click panning the canvas due to MouseInteractionManager changes in core v11.304.
- Fix a bug which could result in an offhand item being unable to be equipped even if the offhand slot was open.
- Damage over time from Poisoned Blades now only apply to critical hits from actions with the melee tag.
Playtest One
- Orivech now has the Iramancer talent enabling him to cast spells while Enraged.
- Restore the custom talents which were incorrectly stripped from Hammer and Anvil during a previous playtest release.
- Anvil's Hammer Toss now has maximum distance of 6 spaces.