Crucible Version 0.8.9 - [V13 Beta 18]
Happy weekend everyone, I have another V13 update for Crucible. This is a smaller update that fixes some important bugs.
Coming Next
We are hard at work on the V14 version of Crucible which has progressed rapidly in the last week. I anticipate a further Crucible release coming very soon (probably next week) with a preview release for testing Crucible specifically in Version 14! We already have a bunch of things implemented including new V14 approaches to Active Effects, Scene Regions, Planned Movement, and more!
Contributors
Many thanks to the following contributors who added features or improvements as part of this release!
Highlights
- Key bugfixes for spell dice rolling and actor size preparation
- New action tags for
"vocal"and"auditory"to better model actions that are affected by the Deafened and Silenced conditions. - Improvements to the mechanics of strikes with ranged and reloaded weapons
New Features
- Add
vocalandauditoryaction tags to properly implement interactions with the Deafened and Silenced conditions. Actions taggedvocalrequire the actor to be able to speak,
while actions taggedauditorycan only affect targets that are able to hear #638 - Skill check rolls now display pips that visually indicate the proficiency tiers relevant to the rolled skill, helping players quickly assess how their result compares to difficulty
thresholds #698 - Attempting to add the party to a group check provides an informative warning if there is no defined party or that party is empty #97
Content
- Add the Deft Grip talent which allows a character wielding a two-handed projectile or mechanical weapon to be treated as having one free hand #659
API Changes
- Factor out the shared stylistic framework for pip elements used throughout the system so that the styles are reusable across different UI contexts
#709
Bug Fixes
- Fix a bug which incorrectly discarded persisted bonuses to creature stride, engagement, and size #713
- Ensure that Active Effect outcomes applied as a result of an action always receive unique IDs to prevent collisions #706
- Ensure composed spell actions always have
hasDiceset totrue, and fix a related issue where spell hooks were double-firing and counterspells cast outside of combat were not
resolving correctly #687 - Fix an issue where the mainhand
Strikeaction could be incorrectly disallowed when the mainhand weapon costs more actions than the offhand weapon
#702 - Fix an issue where using an offhand strike with a reloadable ranged weapon did not mark that weapon as unloaded #702
- Fix an issue where actions with the
naturaltag were automatically failing for Hero actors #702 - Fix an issue where
reloadactions did not prompt the actor to choose which weapon to reload when two unloaded weapons were equipped #702 - Fix an issue where selecting a different weapon in the action use dialog did not update the ability, enchantment, and skill fields shown in that dialog
#702 - Fix an issue where composed spells sometimes targeted the defense associated with the previously cast spell rather than the correct defense
#701 - Fix an issue where Damage over Time applied automatically from a status effect (such as the
poisonedcondition) was not always being added correctly
#701 - Fix an issue where
generic-tagged actions did not display or contribute their roll result to the outcome unless the total was at least a glancing success
#701 - Fix an issue where
generic-tagged actions did not account for multiplier, base, and bonus values when computing damage #701 - Fix an issue where skill-based attacks erroneously applied the actor's skill bonus to the base damage calculation #701
- Fix an issue where Damage over Time did not respect the Resolute and Invulnerable talents #701
- Fix the implementation of the Strong Grip talent to correctly align with its description
