github foundryvtt/crucible release-0.8.8
Crucible 0.8.8

14 hours ago

crucible-text

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 severe action tag for exceptionally dangerous actions that bypass Health or Morale and deal damage directly to Wounds or Madness #555
  • Ranged weapons with the reload property now begin combat already loaded, and players are automatically prompted to reload any dropped weapons at the end of combat #604
  • Add an @Action text 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 trap consumable 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.summons is 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.bonus values #671
  • Add a prepareAbilities actor 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 CrucibleSpellAction class rather than the base CrucibleAction class, 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 id rather than their uuid #589
  • The Crawl movement action no longer incorrectly removes the Prone condition from the acting creature #636

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