github foundryvtt/crucible release-0.8.2
Crucible 0.8.2

20 hours ago

Crucible Version 0.8.2 - "V13 Beta 12"

Welcome to version 0.8.2 of the Crucible system - ongoing development towards the eventual goal of "playable beta". This release specifically supports the Ember Beta release version 0.4.0. This is a pretty major update that adds a huge number of important new features to the system with a heavy focus on the spellcraft system.

Contributors

Many thanks to the following contributors who added features or improvements as part of this release!

Highlights

  • Functional Counterspell workflow
  • New Tool items
  • Spellcraft Runes each grant started Runic Actions
  • 6 New Tier 2 Spellcraft Gestures
  • Spellcraft training progression with new talents to advance each Rune
  • Improved Active Effect configuration for Actions
  • Heroism for adversaries, watch out!

New Features

  • Provide Embed behavior for Talent items #363
  • Create a new item type for "tool" which occupies toolbelt slots alongside consumables. Convert the Lantern from accessory to tool. #379
  • Implement preliminary Counterspell workflow to attempt negation of the previously cast Spell. #387
  • Implement an extensible system of spellcraft hooks which will make it easier to define custom logic per spellcraft component. #391
  • Make the Crucible item sheet resizable #396
  • Follow suit with skills in imposing a skill bonus penalty to weapon types which you are untrained in using. Simple weapons never have a penalty. Introduce a weapon trait Intuitive which allows the weapon to be used without training at reduced penalty. #398
  • Introduce Rune progression talents that provide a +1 skill bonus to spells cast using a particular Rune. #399
  • Adapt health and morale per level for adversary actors according to creature size. #400
  • Support Active Effect configuration on an Action specifying an application requirement condition that automatically pertains to the success (critical) or failure of the action #406
  • Support auto-configuring action status effects like DoT ticks based on Action scaling #408
  • Add support for talent ID migration in Actor#syncTalents #410
  • Add carets to dice roll results that indicate whether the damage was increased or decreased due to a resistance or vulnerability. Additionally annotate results which were wholly ineffective due to immunity or excess resistance. #413
  • Adversaries can now gain Heroism in addition to protagonists, watch out! #415
  • Separate the spell tag from the composed and iconicSpell tags which allow for defining spell-like talents that are not composed. #425
  • Define training progression for spellcraft runes that provides skill bonus for spells that use that rune according to training rank. #426

API Changes

  • Add a tracked system migration version which automatically migrates all world actors to have the latest versions of their talents sourced from configured compendium packs. #411
  • Reorganize constants in the Crucible system to simplify how they are declared and frozen #409
  • Add CrucibleActor#getSkillBonus which generalizes an API for learning the actor's skill bonus for a certain array of training types #427

Content Updates

  • Add Rodent taxonomy and 2 talents #381
  • Add Rune-granted "cantrip" or "rote" actions that expand the basic foundation of the magic system. #382
  • Add some tier 2 Gestures: "Sense", "Surge", "Cone", "Blast", "Conjure", "Aura", perhaps more #383
  • Add talents at the beginning of Tier 2 that improve upon the basic runes by expanding the functionality of their cantrips and providing skill bonus for using them #386
  • Add "Expanded Toolbelt" accessory that adds bonus toolbelt slots according to quality tier #389
  • Update the four elemental Taxonomies to add damage immunities, runes, and absorption talents. Recreate the 4 Creation summons of each type to include these updates. #390
  • Add "Gesture: Conjure" to create an Elemental Sprite and four summoned elemental sprite actors. #392
  • The Pulse gesture has been moved further out in the tree, to node pre4c which makes it slightly less attainable for low-level characters. It's cost, damage, and emanation radius have all been increased #394
  • Significant changes to spellcraft Runes. Details in issue. #395
  • Add passive talents "Kineturge" and "Thoughtbinder" that add on-critical effects to the Kinesis and Control runes respectively. #397
  • Revise and standardize the written description of every Rune and Gesture to follow consistent presentation structure. #401
  • Reorganize some nodes of the talent tree and rebalance talent assignments across nodes. #421
  • Significant writing updates in Character Mechanics and Spellcraft rules journals.

Bug Fixes

  • Make the compendium sources setting more resilient against incomplete or invalid inputs #375
  • Ensure that hero type actors are always created with prototype token vision settings enabled #377
  • Poisoner's Poison Blades incorrectly tries to attack yourself instead of simply applying the Poisoned Blades effect. #388
  • Ensure the spell use dialog is able to be opened when there's a usable gesture (or always) #403
  • Don't allow scope NONE for Action-provided active effects #405
  • Remove inline style tags from some compendium talents #412
  • Errors can get thrown on combat update in CrucibleCombatChallenge.refreshCombatTracker if combat tab is popped out #416
  • Talents in Ancestry/Background/Taxonomy/Archetype sheets do not resolve dynamic links in their description fields #380

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