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
CrucibleCombatforcombat,exploration, andsocialchallenges, each with their own system data schema - Implement custom UI rendering for the
combatsubtype ofCrucibleCombatwhich 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
accessoryitem 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
identifierfield 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
thisis theCrucibleActorbeing modified and the first positional parameteritemis theCrucibleItemwhich 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
consumewhich 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
equipItemaction except for Armor which cannot be changed during combat. - Introduce
PassiveCheckas a counterpart class toStandardCheckused for passive tests. - Add
CrucibleGroupActor#renderGroupCheckTooltipfor 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.createHazardandCrucibleActor#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
CrucibleActionTagsclass to more efficiently ensure that all action tags are propagated and sorted in correct order. - Rework the
strikeaction tag to support an arbitrary configured sequence of weapon strikes rather than simplymainhand,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
lootitem 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
Surprisedcondition, automate, and document its effects. - Allow passing an
item,token, ortemplateto theCrucibleActionas 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
prepareTrainingactor hook which is no longer used.
Bug Fixes
- Improve the configuration of the last cast spell when using the
castaction - 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