This released is a smaller update, mainly to fix the issue with mixed languages for runes and hit
locations.
Mixed languages for runes / hitlocation dropdowns
If you have runes or items in multiple languages in your compendiums, then you could get a mix of
languages in the dropdowns to select those item type. This fix prioritises:
world language (a setting)
english (fallback language)
any other language
and in each category the item with the highest priority wins.
Make it possible to drag a compendium pack to an actor
Until now it's not been possible to drag a compendium of for example hit locations directly from the
compendium to an actor. You would either have to drag each individual hit location or import the
compendium to a folder in the world and drag that folder to the actor.
Now it's possible to drag a compendium folder to an actor to get all items inside it.
This released is a smaller update, mainly to match the wiki release
1.3.0.
Rename "Command Cult Spirit (Elemental)" to "Command Cult spirit"
The common rune magic spell Command Cult Spirit was named Command Cult Spirit (Elemental) so
that has been changed, and the rqid for it that was changed to i.rune-magic.command-cult-spirit
from i.rune-magic.command-cult-spirit-elemental along with the journal entry description rqid that
is now je..command-cult-spirit. This is a common rune magic that is added to most cults, so to not
break any existing links there is a migration that updates these names and rqids (for English only).
The wiki version 1.3.0 has the corresponding change.
A lot of old migrations have been removed, partly because they no longer should be necessary, and
partly because the code in them was not going to work in Foundry v12 that deprecates a lot of old
style code.
The removal of migrateWeaponItemDamageBonus will make sure any weapon damage bonus definitions are
not overwritten when updating the system. Previously a system update would enforce melee weapons to
get damage bonus, missile weapons to remove any damage bonus and thrown weapons to get half db. Now
the update will leave the weapons as they are defined.
Of the system provided macros, only the assign rqid to journals macro is left.
assign-rqid-to-hit-locations does not work after hit location setting was removed, and
migrate-old-journal-links should not be necessary anymore.
This release corrects a lot of errors in the definitions and adds token images to the bestiary, as
well as extending the bestiary with harpies, scorpion men and tusk riders.
There are now two modes on the actor sheet, Edit Mode
and Play Mode. You can switch between the modes by
clicking on those icons in the actor sheet title bar.
note
To be able to switch between the edit & play mode you need to be a trusted player or higher. Even
normal players can edit their values if their GM switches the mode for them, but they can not change
mode themselves.
In edit mode it is possible to edit characteristics, rune, skill & passion values. The screenshot of
the skills tab, shows the gained chance input field. The percent chance shown to the right is the
"normal" chance that includes both base chance and skill category bonus, as well as the gained
chance.
To make it easy to see what mode the actor is in, a lot of accent colors are changed to green when
it is in edit mode.
Play mode hides some things for the GM to make the actor sheet less cluttered. An example of this is
the Creature? toggle that only is available in edit mode.
A new actor starts in edit mode, this means that after this upgrade all actors will be in edit mode.
You can easily fix that by clicking on the edit mode toggle, or you can run a script that will be
supplied separately.
As a followup to being able to create new gear, it is now also possible to have duplicates.
Previously you could only have one gear, armor or weapon named the same, but now you can have as
many as you like.
Drag a weapon to a pack animal without adding the weapon skills
If you drag a weapon to an actor the skills linked to that weapon will also be added so that the
actor can use the weapon. This is good in most cases, but if you drag a spear to a horse it doesn't
make sense that the horse gets the skill to fight with that spear. This issue is solved by checking
if the actor you drag the weapon to has arms (specifically a hitlocation with the rqid
i.hit-location.right-arm) and if it doesn't it won't add the skills.
Background tab biography field should be player editable
Only the GM could edit the biography text field on the background tab of the actor sheet. Now
players can do that too.
Add hit location and rune dropdowns into RqidLink areas
In all places where you can set a link to a rune or hit-location there now is a dropdown that will
add a link. You can still drag-n-drop to the area but it is hopefully an easier way to adding these.
The lists are populated by looking in compendiums for rqids of rune and hit locations, so if you
would like to add more runes / hit locations, you would need to create a compendium and assign a new
rqid to them.
Hero points are not part of the standard rules but was still shown on the character sheet. You can
now decide if you want them or not with a setting.
warning
If you use the hero points you need to enable them in the settings after upgrading to this release.
Make the characteristics ratings an opt-in setting
Each user (GM or player) can now decide if they want to see the rating of the characteristics value
as a red / green bar under the value. The setting is per user, but realistically it's mostly for GMs
to get a quick evaluation of NPCs.
Make sure to update the wiki module to at least version 1.2.0 since this system version includes
changes to document types that needs to be reflected in these documents. Please look at the
Installing page for details about the wiki module.
A focus of this release has been to remove the last hindrances to translate the system. Now hit
location names are no longer used for identification so they can be translated without affecting
functionality. There is most likely still rough edges when it comes to translations, but from this
version everything should be translatable.
In previous versions only the GM could select what arrows a bow should use. With this update the
players can do that themselves in the combat tab on the actor sheet. The quantity of projectiles and
thrown weapons can now be edited directly in the combat tab as well. The input fields have a
slightly brighter color than the rest of the sheet. And hopefully it should be easier to understand
how much ammo you have. Please note that only equipped ammo will be shown in the dropdown.
Use rqid for armor coverage and remove hit locations setting
The hitlocations were previously identified by name, and the available hitlocations were defined in
a setting. That setting is now removed and the compendiums in the world are now scanned by the
system for hit location rqids. This is part of making hit locations translatable, but it also makes
it more important that the hit locations actually have a proper rqid, since that is used to identify
what an armor item protects.
You can either drag and drop a hit location item to the "Hit locations" area on the armor item or
select one in the dropdown to add it to the set of hit locations the armor item protects.
Change the hit location "Connected to" field to use rqid instead
To completely remove any use of hit location names for identification, the "Connected to" property
now also uses rqid. A hit location item "Connected to" setting is used in damage calculations. Hit
locations that have a "for damage calculations act as" set to "Limb" and also are "Connected to" a
hit location that have "for damage calculations act as" set to "Abdomen" will become useless if the
Abdomen hit location gets a hard blow.
Also since the rqid now is so important for hit location items it is shown among the other
properties (see screenshot). If you need to edit it, the normal fingerprint icon in the header will
open the rqid editor.
The "Connected to" dropdown is populated by the hit locations in compendiums that have a hit
location rqid.
• This release contains a few bugfixes and improvements. Notably it no longer hides any rune items
that are embedded on an actor. If there are any runes that aren't shown in the normal tables, there
is another table with the "extra" runes so they can be deleted or edited.
• Also in worlds where the world language is set to something else than English, the Rqid search is
improved. If searching for a Rqid don't find any document, the same Rqid will be searched again for
an English version. This can be used for adding journal descriptions in another language that
fallback to showing the English version if no translation exists.
For example the system provided cult "Ernalda" has a linked description to Rqid je..ernalda.
Adding a translated description journal with the Rqid je..ernalda and with the same language as
the world would open that journal instead of the english version. At the same time some other cult
that is linked to a description that did not have any translated description would open the English
version.
• The "focus" field on spirit magic items can now be edited by players on the actorSheet spirit
magic tab. Just click on the focus column to edit.
Make sure to update the wiki module to at least version 1.0.0 since this system version includes
changes to document types that needs to be reflected in these documents. Please look at the
Installing page for details about the wiki module.
In previous versions the system tried to figure out if full, half, or no damage bonus should be
added to the weapon damage by looking at if it's a melee, thrown or missile weapon. This worked for
the majority of weapons, but could not capture exceptions like sling that is a projectile weapon,
but anyway should get half damage bonus.
Starting with this version you need to add +db or +db/2 to the damage string of the weapon if
you want it to include a damage bonus. The damage listed in the Weapons & Equipment books are
expressed in the same way (except they write halv damage bonus like +½db).
There is a migration included that should update all existing damage strings.
Make runes translatable by using rqid for linking
Previous versions used the name of rune items for linking to them, with this change the rqid of the
runes are used instead. This should make it possible to translate the name of the runes.
The links that were changed was; opposing & minor runes links in the rune item, cult item runes,
rune magic item runes, and skill runes (used for sorcery spells until a dedicated sorcery spell item
type exists). With this change the system setting for the name of the magic rune was removed and the
rqid of the magic rune is now a CONFIG instead (set to i.rune.magic-condition by default).
There are migrations for all the item changes needed for this.
The Rqid editor field for the id now autofills the part of the id that fully depends on the document
type. It also handles setting language and priority better when creating a new rqid. You will get
default values for that when you set a rqid.
The info display, as well as the list of other items with the same rqid now has an improved display
of what folder the document is located in.
Hide Opposing / Minor rune settings depending on runeType on Rune Item Sheet
The settings for opposing and minor runes in the rune item sheet are now only shown when they are
relevant according to the type of the rune.
This release requires a separate wiki module to be installed and activated. Please look at the
Installing page for details.
Move system compendiums into a separate wiki module
Having the compendiums as a separate module, one per language, mean a lot less compendiums in the
system in the future when we have multiple languages. It also simplifies the administration of what
set of wiki you want since it will be handled by activating / deactivating modules instead of
specialised settings in the system. Having them as a separate module also simplifies releasing
updates since the module can be released independently of the system.
The previous compendium packs were built for the previous Foundry database NeDB, but the new wiki
module builds database files for the v11+ database "classic level" so Foundry does not need to
convert them at startup anymore.
For linked actors that currently are in combat there is now a row of 12 SR buttons. Clicking one of
those will add a combatant to the current combat tracker at that SR, and clicking it again will
remove it. There is also a ⓘ icon with a tooltip that has a reminder about how many SR various
actions take. The DEX SR and SIZ SR are visualised by background color as an aid when using this.
The top of the combat tracker is updated so that the "Reset Initiative" ↺ button clears all
duplicate combatants and their SRs. The previous buttons "Roll All" & "Roll NPCs" are removed since
they make no sense for RQG.
Missile weapons now have buttons for populating the combat tracker at the SRs they can shoot. For
weapons with rate S/MR there are two buttons depending on if you start the round with a loaded arrow
or not. The Range and Rate of missile weapons are now shown, both on the combat tab and on the gear
tab.
The actor name is now divided into the name field and an extendedName / epithet field. The intended
use is to keep the name short since that is what is displayed in sidebars, chat etc. The epithet
field could then be used for family names or descriptive addons like "son of Herila" or "the dragon
slayer". As part of this change the layout of the header was also updated, and if the actorsheet
width is reduced the image is hidden to conserve space.
If you have the module Drag Ruler active then you will
get feedback on how far you can move your token. By default the green color means you are within
attack range, a yellow color means you can get there but cannot attack. Red color means you cannot
get there.
There is also support for an optional rule that lets you sprint further than your MOV. See "Speed
Provider" settings in the drag ruler module settings.
This release drops support for Foundry 10 and introduces support for Foundry 11, so you need to
update Foundry to v11 before you can update this system to v3.0.0
New hit location view for humanoids and improved wounded indications
For actors with humanoid hitlocations the display is now more graphical. For this to work the
hitlocations need correct rqids, and that can be fixed with the supplied macro
RuneQuest Glorantha | en/Macros & Rolltables/Rqid Macros "Set Hit Location Rqids", that was
added in the last release.
System compendium packs are now organized into folders
The handling of compendiums in Foundry 11 is much improved and this release takes advantage of the
new abilities by organizing the supplied system compendium packs into folders.
Active Effects have changed in Foundry 11 and RQG now follows the new standard of not copying the
active effects from the items to the actor. Instead they remain on the items, and it is also
possible to edit acive effects even on embedded items. The "hidden" AE debug tab that shows active
effects that affect an actor has been updated to take this into consideration. Also the item sheets
no longer hide the active effect tab on embedded items. Note: To see the active effect tab run
CONFIG.RQG.debug.showActorActiveEffectsTab=true in the f12 browser console.
BUG: Rune magic should not be accessible for cult laymembers
If you are not initiated into a cult you should not have access to the cults common rune magic. If
you only have laymember status in a cult the rune magic table is now hidden.
Improve UX of MOV and relocate the ENC display to the gear tab
The MOV / ENC display in the actor sheet header has been too complicated. This tries to simplify it
by concentrating on shoving MOV only there. The max / equipped % carried ENC is shown on the gear
tab instead.
GM view
Player view
MOV tooltip
ENC display
Make it easier to see if a skill can get experience or not
On the skill tab there is now a "pen" icon on the skills that can not be improved by experience, but
has to be studied to improve. This should make it more obvious why you don't get an "experience"
glow on some skills.
If an actor has a set of hit locations that do not cover the full range of the d20 hit location die,
or if there are hit locations that overlap there will now be a warning displayed to make it more
obvious that the actor is not correctly set up.
The titlebar rqid icon is moved to the left side, next to the Foundry id icon. Also it is no longer
necessary to open the rqid window to see what rqid the document has, since that information is now
shown as a tooltip.