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.
A number of bug fixes, and "behind the scenes" eslint was added to the build.
That should improve code quality going forward, but it also meant that more or less every file has
changes.
There has been a design change in how the rqids for hit locations should be constructed. Now the
system default syntax is for example i.hit-location.left-leg and there is a macro in the
compendium "Rqid Macros" called "Set Hit Location Rqids" that can set the correct rqid on all
hit-locations (even on those that already has a rqid set).
This syntax is expected by the token effect for protection, so to make that work this macro needs to
be run, and at least the humanoid hitlocations needs to be updated.
This macro will list RQG hit location names and let you match them to the location names from the
system settings by drag-n-drop. Yellow background means that the name does not exist as a setting.
That might be fine if you do not have any creatures that need that hit location. It could also be
because you have translated the hit location to another language so that they don't match the
English names.
Drag the names from the right setting table to the corresponding hit location. If you are missing a
hit locations to drag from, just add them to the system hit location setting, and rerun this macro.
When "Update" is clicked, all hit location items in compendiums, world and scenes will get the
standard Rqid for that hit location.
This release fixes the errors Got unexpected item type in assert, undefined ≠ skill. There was a
missed line that still used the old style of weapon to skill links.
This is an even smaller followup bugfix release. If you have an actor compendium with embedded items
with the old active effect style, the migration crashes. This release should fix that.
The major fix is that the pre migration form now updates items in compendiums, both item compendium
packs and actor pack with embedded items. The downside of this is that it takes longer time to run,
but it is only run during migrations so hopefully it wont be too annoying. There is a known bug
left - it does not update items inside token actors on a scene. Foundry v11 has done updates to how
they work and I will wait to see how it works out in that version before fixing that.
The other fix is that the token actor effects duration now is defined as seconds instead of rounds.
That means they will disappear even if the combat tracker is not active, but the game time moves
forward (assuming you have the module "Times up").
There are also a few other minor bug fixes included.
Please note that if you have items / actors in compendiums, the migration won't work for them. That
will be fixed in version 2.2.1
This release might be a bit disruptive to already existing worlds since it changes the model of how
things are stored. Sorry for this wall of text but please read it before upgrading. And as always -
really do take a backup before you start! The full changelog can be found here
CHANGELOG.md
Previously the link from weapon items to the skills that's needed to use them used a Foundry uuid to
point to a skill when the weapon item was not embedded and a item id to point to the skill item on
the same actor when then weapon item was embedded on an actor. This meant that if the weapon skill
in your world was deleted, then all weapon pointing to that skill would be broken. Now the skill
item is referenced with a rqid instead, which means that as long as you have at least one skill item
in your world or compendium with the correct rqid, the weapon item will find it. Hopefully this will
make the setup more resilient to changes in your worlds.
The Migration will try to find the skill previously linked and use the rqid on that skill to update
to the new way of linking skills, if it fails (because it can't find a skill with an rqid on it) it
will save the previous values and show "NOT FOUND" when the weapon use tab is shown, and hovering
will tell you the content of the previous links. In this screenshot the weapon was broken even
before the migration since both links were "undefined".
Starting to use Rqids for linking weapon skills is a big change and to migrate your worlds I've
incorporated a "Batch Rqid Editor" that is run before the actual migration scrips in order to set
Rqids on the items that needs it (similar to the CoC one if you've seen that one). It will go
through all items in your world and for each item that is missing an rqid it will display a row for
each distinct name (for example Jump) to let you set the rqid for all items with that name.
Currently it will show forms to set Rqids for skill, rune magic & hit location items one after the
other. If it finds an exact match for the name of an item with an existing item that already has a
set rqid, then it will autofill that rqid in the form. The "Existing Rqids" dropdown lists all Rqids
that exist in the system.
There is a "magic wand" icon to the right of the rqid input field that will take the name of the
item and convert that into a rqid. That can speed up the entering of data a lot, but take care to
try and use the already existing Rqids where possible. The rqid should be in english even if you
have translated the system.
⚠ One word of caution - on my machine the form makes Chrome crash on larger worlds, and after a
lot of debugging I came to the conclusion that it was a Chrome extension that went haywire when it
saw this form with all those input fields. It's not so fun to come half way into filling this form
only to have everything disappear, so if you want to be on the safe side I would recommend doing the
migration in an incognito window without any extensions.
The important ones to set Rqid on are the weapon skills and Dodge, Jump, Move Quietly & Spirit
Combat. The others can be left blank. When it comes to weapon skills there has been a lot of
variation historically what they have been called. Even though it will currently work whatever rqid
you set, I recommend to try and follow this standard for the rqid:
Melee-weapon skills usually are called something like 1H Daggers (Dagger) note plural on the
category Daggers which translates to a rqid of i.skill.1h-daggers-dagger. Most of you probably
do not have offhand skills, but if you do, the rqid should be the same as the primary hand skill
with a -offhand suffix, for example 1h-daggers-dagger-offhand. There are exceptions like
Quarterstaff that only is a category with no specialisation.
Missile-weapon skills follow the same pattern of category (specialisation), Javelins (Javelin)
or as rqid i.skill.javelins.javelin.
Natural weapon skills partly follow the same pattern for fist type weapons Fists (Fist), but
there are also one of a kind types like Grapple etc.
The system only cares about the common rune magic spells (Command Cult Spirit, Divination, Sanctify,
Summon Cult Spirit, Dismiss Magic, Extension, Multispell, Find Enemy, Heal Wound, Soul Sight, Spirit
Block, and Warding). It is used to mark these spells in the rune magic spell list on the actor sheet
(see screenshot further down )
The Hit location needs Rqids to make the token hud effects work as they should (the protection
effect will search for humanoid bodyparts on the actor). Please set Rqids on the human hitlocations
"Head", "Left Arm", "Right Arm", "Chest", "Abdomen", "Left Leg" & "Right Leg" to the "humanoids"
version of Rqids. You might see more rows depending on what creatures you have in your world, but
you can ignore the other hitlocations and leave them unset.
The syntax for custom Active Effects that affect items have changed. This is a breaking change and
will need manual fixing when encountered. The syntax for custom Active Effects previously was
<item type>:<item name>:<affected path> (for example skill:Dodge:system.baseChance). This is
now changed to <rqid>:<affected path> (for example i.skill.dodge:system.baseChance). This makes
the AE work in any language as well as simplifying the logic when embedding an item with an AE on an
actor. The rqid for an item can be found by opening the item sheet and clicking "Rqid" in the sheet
window header. The custom AE now also works on string values (previously it only worked on numbers).
For example you could make an effect that increases weapon damage by 1d6 by setting the "Attribute
Key" to i.weapon.broadsword:system.usage.oneHand.damage and the "Effect Value" to +1d6.
When you load your world you will get warning logs in the browser console (F12) looking something
like this if you have active effects using the old syntax.
Foundry does not let you edit AE on embedded items, so to fix an actor with a broken AE you need to
drag the item to the sidebar, delete the item from the actor, edit the AE on the item and then drag
it back to the actor.
Please note that I still consider the custom Active Effects as experimental (only a little less so
after this change).
The previous cult item could not model Orlanths different subcults and still have one rune pool for
all of them. Now there is a concept of "deity" and "sub cults". Currently this is mostly important
for Orlanth, so if you already have a cult item with the deity Orlanth, when you drag another
subcult of Orlanth to the actor they will get merged so that they share the same pool of rune
points. You can also edit the subcults of a cult item in "Cult" tab on the cult item sheet.
⚠ Please note that if you had entered text in the previous field "Subcults" that is now gone.
So before upgrading it could be wise to look at that field for any actors where it might be
important (read PC actors) and note what subcults they should have so you can manually add them
after the upgrade!
The cults supplied with the system now has a list of common rune magic spells that you get when
joining the cult (there is a field in the cult item sheet where they are listed). When dragging a
cult to an actor the actor will get all of those added. Most cults have the same set, but there are
exceptions (like Eurmal that has fewer).
Note that existing cults items will not get retrofitted with the common runemagic spells
automatically. The common runemagic spells will be marked on the actor sheet with a cult symbol as
long as they got the correct Rqid in the pre-migration Rqid form.
The token effects have been updated to match some magic spells, like protection (1 - 4), strength,
Befuddle, Bladesharp, Bludgeon, Coordination, Counter magic, Demoralize, Dullblade, Fanatacism,
Fireblade, Glamour, Glue, Ironhand, Lantern, Light, Mobility, Parry, Shimmer, Slow, Spirit screen,
Vigour, as well as some of the previously ones like Asleep, Prone etc. In addition there are 6
general purpose effects. If you install the module
Times Up, the effects with a background all disappear
after 10 melee rounds, and the ones with a brighter orange background actually affect the actor as
well (using active effects).
The actor sheet now makes wounds more immersive, starting with a red tint if the actor is wounded
going through blurring and eventually greyscale if the actor is shocked, unconscious or dead.
Skills without specialisation warning on Actor Sheet
Previously you would get a dialog forcing you to specify the specialization of a skill that had an
unspecified specialization (...) when you dragged it to an actor. Now the skill is embedded - but
you get a warning on the skill-tab that you should complete the skill by entering what the skill
specialization is.