RQG 3.4.6
This released contains an updated link to the RQG Wiki Module now that it has been released.
This released contains an updated link to the RQG Wiki Module now that it has been released.
This release only updates the license text.
This release only updates the compatability to include Foundry 12.
This released is a smaller update, mainly to fix the issue with mixed languages for runes and hit locations.
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:
and in each category the item with the highest priority wins.
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.
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.
${{key}}$
translation syntax, change to §_key_§
This released focuses on making the editability for players.
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.
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.
It is now possible for players (and GMs) to add new gear (gear, currency & consumables) themselves by clicking on a + icon.
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.
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.
Only the GM could edit the biography text field on the background tab of the actor sheet. Now players can do that too.
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.
If you use the hero points you need to enable them in the settings after upgrading to this release.
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.