Crucible Version 0.7.2 - "V13 Beta 2"
Version 0.7.2 fixes a number of bugs surfaced in playtesting of the prior 0.7.0 release. Crucible version 0.7.2 requires Foundry VTT version 13 (13.344 recommended).
There is still a lot of work to do, both on new features as well as on V13 compatibility. This release is a "V13 Beta" and further releases will follow in the days and weeks to come.
New Features
- Add configuration for valid movement actions #38
- Add a visible milestone progression bar to hero sheets. #44
- Auto-create move actions when moving via drag-and-drop in Combat #51
Content Changes
- Add some helpful utility macros to the crucible playtest import #55
Bug Fixes
- Restore broken talent automation that was incorrectly stripped in a past commit #33
- Fix bug which incorrectly scaled and positioned the talent tree screen of the character creation app #35
- Fix bug which prevents the Talent Tree from being rendered if there is no active Scene in Foundry VTT #34
- Declare actionHooks as a JavaScriptField and resolve issue with blank hooks when first added causing a validation error #40
- Improve reliability of the CrucibleActionConfig sheet rendering of action hooks to avoid incorrect indentation and re-render upon updates #41
- Improve the completeness and robustness of flanking calculation. Fix the issue that Monsters who are Broken incorrectly cannot be flanked. #42
- Hammer and Anvil in the Ring of Valor playtest have errors and are unable to perform rolls. #43
- Talents which increase Engagement like "Hold Fast" or "Seasoned Veteran" were crashing the character sheet by incorrectly manipulating the resources object. #48
- Ensure that the token ruler measurement correctly accounts for a free move, if available. Correctly compute AP cost of vertical movement (elevation changes). #50
- Rune of Kinesis fails to roll attacks #52
- Fix bug that resulteid in talents selected during character creation being created as world-level items in addition to embedded items within the created Actor. #53
- Resolve issue that could cause the number of available talent points at creation to be incorrect #54