Crucible Version 0.8.8 - V13 Beta 17
Hey everyone, welcome to a big Crucible update. This may be the final update in the 0.8.x series and potentially the final update for Version 13.
Coming Next
We are approaching about 1 month to go until V14 stable and that means it's time to start turning development attention towards all the new shiny V14 features that will help the Crucible system a lot. I won't go into it much now, but there's a lot to look forward to including:
- Better active effects automation
- A framework for planned movement actions
- Switching MeasuredTemplates to SceneRegions for way more automation opportunities
- Automated aura mechanics
- And much more!
Contributors
Many thanks to the following contributors who added features or improvements as part of this release!
Highlights
The big features of this 0.8.8 release include:
- A new character creation step for purchasing equipment as part of character creation.
- A new framework for spell scrolls as a sub-category of consumable.
- Curse magic, with composed curses using Gesture:Aspect + Inflection:Negate that impose vulnerabilities to every damage type as well as 6 iconic curses that target each of the system's 6 ability scores.
- Mechanics for adversaries with zero in an ability score that changes the rules for how that creature plays.
- A new consumable subtype for traps which can be armed and then triggered later.
- Some important API changes to actor data preparation enabling better automation through active effects and actor hooks.
- Lots of new content including new types of equipment and new adversary creation options.
New Features
- Introduce special mechanical rules for Actors that have a score of zero in a particular Ability, including immunity to effects that target that ability and loss of access to dependent skills #258
- Add tooltip cards for Armor, Accessory, Tool, Consumable, and other physical item types, matching the existing hover card behavior for Weapons #514
- Implement the
severeaction tag for exceptionally dangerous actions that bypass Health or Morale and deal damage directly to Wounds or Madness #555 - Ranged weapons with the
reloadproperty now begin combat already loaded, and players are automatically prompted to reload any dropped weapons at the end of combat #604 - Add an
@Actiontext enricher that allows linking to and embedding a specific action performed by a specific creature in journal text #613 - Informational tooltips are now shown when hovering over action tags throughout the UI #620
- When a dropped item cannot be immediately equipped out of combat, it is now placed unequipped in the backpack rather than blocking the recovery #622
- Non-spell actions that require more free hands than the actor currently has available are now properly blocked #623
- Introduce a new
trapconsumable subtype along with the Steel-Jaw Trap as the first compendium item of this type #626 - Use of Inflections is now blocked when casting a composed spell while the actor is affected by the Silenced condition #641
- Talents granted by detail items (Ancestry, Background, Archetype, Taxonomy) are now sorted by granted level (ascending) and then alphabetically #644
- Summon Actions are now grouped in a dedicated section on the Actions tab of the character sheet, separate from General Actions #646
- Summon actions now validate that
action.usage.summonsis properly configured before use, surfacing an informative error if the summon target is missing #647 - The name of the creature to be summoned is now displayed as the target in summon action chat cards instead of "No Targets" #648
- Talents can now be dragged from Adversary actor sheets #654
- Active Effects transferred from owned Items are now displayed on the Effects tab of the character sheet, with correct suppression when the source item is unequipped #656
- Add support for composed curse spells using the Aspect gesture combined with the Negate inflection and various runes, applying damage vulnerability of the selected rune's type to the target #664
- Add six Iconic curse spells, each targeting a different primary ability score #668
- Add support for scroll consumable items that grant temporary access to spellcraft components #674
- Add automation for reading spell scrolls that applies their spellcraft components as a temporary active effect #676
- Actions originating from consumable items are now grouped into a dedicated Consumable Actions section on the actor sheet Actions tab #678
- The
<crucible-currency>web component now supports a preferred denomination attribute, allowing prices to be displayed in a specific currency unit (for example, silver) even when the total value exceeds that denomination #680 - A Starting Equipment selection step has been added to the Character Creation workflow, allowing players to spend their starting gold budget on initial items #682
- Actions granted by equipped items are now shown in the tooltip cards generated for physical items #683
- Update the skill check DC difficulty tiers ("Trivial" at DC 9 through "Impossible" at DC36) to reflect a better scaling curve #658
- Improve the player experience of rolling unprompted skill checks without a preconfigured DC.
API Changes
- Redesign the actor data preparation workflow so that ability scores are finalized as derived data, enabling actor hooks and Active Effects to target
ability.bonusvalues #671 - Add a
prepareAbilitiesactor hook that fires prior to total ability score values being computed, allowing systems and modules to programmatically grant ability score bonuses #580 - Iconic spells are migrated to use the
CrucibleSpellActionclass rather than the baseCrucibleActionclass, consolidating all spellcraft logic under the specialized subclass #667
Content Updates
- Add a Paralytic Vial toxin consumable #627
- Add a Choking Ampoule bomb consumable that deals poison damage to Morale #628
- Add a Jeweler's Toolkit tool item to the equipment compendium
- Add new adversary talents ported from the Ember module: Bonded Mind, Thermal Vision, Trampling Charge, Gloom Sight, Grave Mark, Horrific Critical, Necrotic Bite, Shadow Gait, and Sunlight Weakness
- Add the Guardian Beast and Lawkeeper adversary Archetypes
- Rename the Runeweaving crafting skill to Glyphweaving #662
- Disambiguate the Restrained status effect from the Thoughtbinder talent's damage-over-time effect; the DoT effect is renamed to Dominated #637
- Various corrections and additions to the Conditions rules page #634
- Update Archetypes, Backgrounds, and Taxonomies to ensure all granted talent references point to valid talents #629
Balance Changes
- Miscellaneous balance adjustments across various talents and actions #632
- Remove the Focus cost from Reactive Strike to better incentivize holding an action in reserve for strike reactions #631
- Relax the talent prerequisites for the Dawn Beacon and Engulfing Darkness iconic spells
Bug Fixes
- Fix the carrying capacity indicator on the character sheet filling in the wrong direction #681
- Actions belonging to unequipped items are no longer incorrectly registered on the actor #679
- Hazard tags are now correctly displayed in the label generated by the hazard text enricher #663
- Fix an issue with the Body Block talent that prevented it from being usable #619
- Ensure Actors added to Hazard or Award enricher popups are confirmed to be World Actors and return their
idrather than theiruuid#589 - The Crawl movement action no longer incorrectly removes the Prone condition from the acting creature #636
