github foundryvtt/dnd5e release-1.2.0

3 years ago

DnD5e Version 1.2.0 is a new major version for the dnd5e game system which implements a number of new features, bug fixes, and usability enhancements.

COMPATIBILITY WARNING: The version 1.2.0 release for the D&D5e system ONLY SUPPORTS Foundry Virtual Tabletop version 0.7.6 (release) and greater. To use this new game system version you must also use Foundry VTT version 0.7.6. If you do not wish to update your core software, please continue using a previous version of the dnd5e system.

Installation: To manually install the 1.2.0 release, please use the following manifest URL: https://gitlab.com/foundrynet/dnd5e/raw/release-1.2.0/system.json

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New Features

  • Refactored the way that senses data is stored in the Actor data model to explicitly track the sense type and distance for different perception types like darkvision, blindsight, tremorsense, or truesight. Add a new companion sub-application for configuring the senses that are available to a certain Actor.
  • Item attunement has been changed from a boolean to a numeric state which tracks whether or not an item requires attunement, as well as whether that item is currently attuned. Update the character sheet display to represent each state.
  • The maximum number of limited uses for an item is now allowed to be defined as a formula that is resolved against the base Actor data which owns that item. For example, Lay on Hands could be configured to use charges with a maximum number of 5 * @classes.paladin.levels or Bardic Inspiration can be configured to have a maximum number of uses of @abilities.cha.mod. Important Note: this feature requires a bug fix in the core FVTT software and will not function properly until core version 0.7.9 is released.
  • Allow the "Attack Roll Bonus" of an item action configuration to be a string field instead of purely numeric to support cases where the attack bonus incorporates a formula reference.
  • Item ammunition consumption may now reference the same item as the consumption target to support use cases like thrown weapons which deplete their own quantity when used. This allows, for example, throwing axes or javelins to consume their own quantity when an attack roll is made with that item.
  • The Ability Activation configuration sheet has been overhauled to consolidate ability usage workflow across all item types. Previously spells used a different separate workflow for their configuration and they have now been fully merged in with other item types. Additionally, the new ability usage configuration form supports the possibility of abilities which consume multiple resource types, for example with both limited uses per day as well as a linked consumed resource, both of which can be configured at the point in time that the ability is uses.
  • Improve the logic used to test whether an item satisfies the conditions needed for it to be used by first testing all usage requirements and then only enacting those data changes after verifiying that all requirements are jointly met. For example, if a spell requires both a spell slot and a linked consumed resource, both must be available in order for the spell to be cast.
  • Updated the logic which assigns proficiency to new Owned Items to reference the weapon and armor proficiencies of a player character to make a dynamic choice about the initial proficiency value for the weapon or equipment.
  • A character or NPCs spellcasting save DC is now shown next to the spellcasting ability selector on the Spellbook tab for both Character and NPC actor types.
  • Improve Wild Shape transformations by creating a new class for the assumed form of the creature that has the proper number and denomination of hit dice that the creature possesses. Enabling short resting while in Wild Shape.
  • Moved the button for movement speed configuration out from the traits tab and into the attributes header as a cog icon within the Speed attribute itself.
  • Redesign the "Toggle Effect" button for an Active Effect to switch between a Cancel symbol (for inactivate) and a Checkmark (For activate).
  • Rolling hit dice using the Short Rest dialog now correctly accounts for increases to temporary maximum hit points in the amount of health which may be restored.
  • Improve the displayed format of limited uses for spells to avoid overflow and collision with the spell title.
  • Improve the workflow for creating a measured template associated with an ability activation to re-maximize the initiating Actor Sheet after the measured template has been successfully placed.

Compendium Content

  • New Forgotten Adventures monster tokens have been added for 10 CR1/2 and CR1 creatures!
  • Added an initial set of Active Effects to the 5e system compendium packs supporting the following Class Features: Fiendish Resilience, Fighting Style: Archery, Fighting Style: Defense, Fighting Style: Dueling, Ki: Empty Body, Rage, Unarmored Movement (Monk).
  • Added an initial set of Active Effects to the 5e system compendium packs supporting the following Spells: Bane, Barkskin, Bless, Fire Shield, Shield.
  • Migrate the Monsters and Heroes compendium packs to use the new senses data structure.
  • Correct a text error in the description for the Talisman of Ultimate Evil.
  • Cleanup of unnecessary <span> tags from description HTML content in compendium packs.
  • Correct the Zombie and Pseudodragon monster entries which were incorrectly missing their token artwork.
  • Fix an issue with damage configuration for Alchemist's Fire.
  • Correct the activation cost and usage of Shadow Stealth in the Monster Features and Shadow creature compendium entries.
  • Removed the "Musical Instrument:" prefix from instrument items in the 5e items SRD. Added links in the baseline "Musical Instrument" entry which link to each specific instrument type.

Bug Fixes

  • Remove the proficiency bonus which was being incorrectly added to attack rolls made with consumable items like alchemist's fire which should (instead) be treated as improvised weapons.
  • Fix an issue with the display of item chat cards when the default roll mode was set to "self".
  • Fixed an issue with derived data preparation errors occur when adding owned items to a Vehicle type actor sheet.
  • Fixed an issue where Class Features were being duplicated when advancing a class level via drag-and-drop.
  • Remove a deprecated and unused reference to the isPC attribute in the Actor5e class which is no longer used.
  • Re-work the "Special Traits" application to use a thin-style Firefox scrollbar.
  • Avoid an issue when performing updates on an Owned Class item that do not contain the "data.subclass" key.
  • Resolve an issue with misconfiguration and handling of the trait selector ui for chosen class skills.
  • Fixed invalid consume values for Wing Attack which was not configured to correctly consume legendary actions for all dragon types.

API Changes

  • [BREAKING] Rename the MovementConfig class to ActorMovementConfig for more specificity and consistency with other Actor sub-configuration applications.
  • [BREAKING] Refactor the legacy DND5E.senses configuration object to use new localization keys and values.
  • The Actor5e#useSpell method is deprecated as all item usage now flows through the Item5e#roll function.
  • Add an Item5e#getSave helper method which computes the correct saving throw DC for a certain item ability given it's own data and the owning Actor data. Use this to fix a bug which failed to display the correct save DC for at-will or upcast spells.
  • Refactor Actor5e#createOwnedItem as Actor5e#createEmbeddedEntity to capture all cases where the createOwnedItem helper method is not used.
  • Add the options.critical = true flag to all DiceTerm instances within a Roll which were increased because of a critical hit.
  • Add a new Item5e#displayCard method which handles the final chat message generation for an Item card given input parameters which are provided from an external configuration.

Contributors

  • Many thanks to Lucas for contributing the improvement to Short Rest logic to support temporary maximum HP.
  • Many thanks to Kandashi and siliconsaint for their help configuring active effects for Class Features and Spells.
  • Many thanks to Stryxin from Forgotten Adventures for the wonderful monster tokens.

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