github foundryvtt/crucible release-0.7.4
Crucible 0.7.4

latest releases: release-0.8.0, release-0.7.9, release-0.7.8...
4 months ago

Crucible Version 0.7.4 - "V13 Beta 4"

Version 0.7.4 adds a large number of new features and fixes with continuing iteration of V13 support and system development. A major theme for this update involves skill checks and combat adjustments.

Major Highlights

  • Locally rendered 1ft grid
  • Improved Skill Checks with passive check tooltips
  • Knowledge Checks and Knowledges via character creation
  • Consumables like elixirs, potions, etc...
  • Improved combat initiative and heroism generation
  • Improvements to Natural weapons and armor for adversaries
  • Adversary skill progression via Archetype
  • Lots of bugfixes

New Features

  • Add a dynamically rendered grid which only displays the Crucible microgrid in a radius around your controlled token and is otherwise invisible.
  • Define custom subtypes for CrucibleCombat for combat, exploration, and social challenges, each with their own system data schema
  • Implement custom UI rendering for the combat subtype of CrucibleCombat which visually tracks Heroism accumulation with configurable settings for GM vs. Player visibility
  • Add tooltip displays for Actions similar to talent tooltip cards
  • Add a heroism progress bar to the CombatTracker which displays accumulation of Action Points towards earning a Heroism point.
  • Add accessory item type for rings, amulets, belts, cloaks, etc... and support up to 3 accessories being equipped on a hero.
  • Add item property requiring "Investment" and system state attribute tracking "Invested" for items which require an attunement-like process as a prerequisite for their use.
  • Allow all CruciblePhysicalItem subclasses to provide both actions and actorHooks.
  • Add an identifier field to every CruciblePhysicalItem type since physical items cannot be uniquely identified by their item ID.
  • Consolidate compendium packs for armor, weapons, and accessories (new) into a single pack for "Equipment" with subfolder organization.
  • Rebalance the weight and base prices of all weapons
  • Add some new talisman options with different damage types
  • Refine and standardize the function signature for all actorHook functions such that this is the CrucibleActor being modified and the first positional parameter item is the CrucibleItem which contributed the hook.
  • Add Taxonomy characteristics to track whether the taxonomy can use equipment or cast spells.
  • Add Consumable item type with support for actions but not actor hooks. Add an invesntory section allowing a number of consumables to be equipped and ready for use.
  • Rebalance adversary archetype and taxonomy ability score scaling
  • Move Taxonomy size and stride into a movement sub-schema for conformity with other document types
  • Have sheet tabs with multiple HTML fields like public/secret for items or Actor biographies expand/contract in an accordian style to make it easier to read one section at a time.
  • Add a new action tag consume which supports designation of a consumable item and automatic depletion of that item via the action usage.
  • Add CrucibleAction#target#self as a boolean field which allows the action to automatically target self depending on the target scope and type
  • Add basic equipment for healing and rallying elixirs and tonics
  • Generalize Item equipping and unequipping rules to use the same equipItem action except for Armor which cannot be changed during combat.
  • Introduce PassiveCheck as a counterpart class to StandardCheck used for passive tests.
  • Add CrucibleGroupActor#renderGroupCheckTooltip for rendering standardized group test results as tooltips.
  • Add hero biography pronouns
  • Align group actor travel pace with token movement actions
  • Allow updating a detail item (ancestry, background, archetype, taxonomy) on an existing actor (with warnings/caveats)
  • Allow Background items to explicitly grant novice training in specific skills rather than indirectly via assigned talents
  • Implement knowledge system and enable Backgrounds to provide starting knowledges
  • Add support for hazard-type actions where the environment targets an Actor with a hazard of a certain strength. Corresponding API with CrucibleAction.createHazard and CrucibleActor#hazardAttack
  • Add environmental hazard enricher for expressing hazards in journal text with syntax [[/hazard {strength} {...tags}]]{name}
  • Convert Natural weapons to be a property of any weapon in any category rather than a single category themselves.
  • Allow an Action-specific damage type to supercede the standard damage type of the used Weapon
  • Shift Action auto-confirmation message to ChatMessage#_onCreate
  • Add configurable skill progression for adversary Archetypes.
  • Add CrucibleActionTags class to more efficiently ensure that all action tags are propagated and sorted in correct order.
  • Rework the strike action tag to support an arbitrary configured sequence of weapon strikes rather than simply mainhand, offhand, etc... allowing for more advanced attack combinations.
  • Support actors having an arbitrary number of equipped natural weapons outside of the predefined mainhand and offhand weapon equipment slots.
  • Allow equipment to be equipped, unequipped, or dropped by dragging and dropping those items within the Inventory tab of the Actor Sheet.
  • Give adversaries who don't use equipment automatic training progression in natural weapons
  • Eliminate the Secret tab from item sheets in favor of collapsible description sections
  • Add support for tooltipped passive skill checks
  • Formalize the loot item type with basic physical properties and config sheet.
  • Actions which are disallowed during combat should still be allowed before round 1 of combat has started.
  • Implement Crucible-specific initiative tiebreaker sorting rules.
  • Distinguish the display of combat initiative report to avoid revealing hidden combatants to players.
  • Add the Surprised condition, automate, and document its effects.
  • Allow passing an item, token, or template to the CrucibleAction as constructor context.
  • Continue factoring talent and action hooks out of persisted data and into system-defined functions
  • Remove unspent Heroism points when a Combat encounter is concluded.
  • Remove the prepareTraining actor hook which is no longer used.

Bug Fixes

  • Improve the configuration of the last cast spell when using the cast action
  • Remove the flanked condition when Combat ends
  • Failed to confirm action usage of healing elixir
  • Failed to record heroism for certain actions
  • Make the +2 boons/banes effects of the blinded condition symmetric for making attacks (2 banes) and receiving attacks (2 boons)
  • Fix Action clone token assignment
  • Fix several rendering issues with Action context tags
  • Fix bugs with chat message skill check DC assignment and refactor to DialogV2
  • Ensure that Adversary prototype token size changes automatically when their Taxonomy size is updated.
  • Ensure that Natural armor begins scaling Dex immediately (from zero) instead of from 8 as was incorrectly configured.
  • The grapple action incorrectly costs 0A
  • Adversaries have NaN as their Skill bonus for strike actions
  • The effects of the Weakened condition do not appear to be fully automated when reaching exactly 0 health
  • Support removing Actors from the Group actor sheet which no longer exist in the game World.
  • Guard against drawing resource bars for actor-less tokens
  • Fix localization issue with labels from a recreated last-cast-spell.
  • Fix issue with adversary skill training rank
  • Remove usage of foundry.mjs ESM imports in order to allow Crucible to work on The Forge. This could be restored later once Forge supports this type of import.
  • The incomplete character progress indicator on the hero sheet incorrectly functions as a level-up button
  • It is possible to complete character creation without actually obtaining a properly completed character at the end.
  • For adversaries that have only a single weapon (like a Huiana "Bite"), actions like Strike should not prompt to select between mainhand and offhand.
  • Level 1 adversary minions no longer have any resistances or vulnerabilities
  • Players (non-GM) are unable to create a character because of permission issues with item ownership

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