This release drops support for Foundry 12 and introduces support for Foundry 13, so you need to
update Foundry to v13 before you can update this system to v5.0.0
There are a lot of changes under the hood to follow the Foundry v13 way of doing things. The amount
of deprecation warnings are greatly reduced, but there are some still left since they require larger
rewrites that will come later. They should not impact the functionality though.
There are not a lot of new features in this release, but the styling in various places have been
updated to look more like Foundry v13. The system no longer uses the deprecated TinyMCE editor,
instead it uses ProseMirror for text editing.
Also in the previous versions you did not get strike rank buttons for unlinked actors, this release
will show those buttons for unlinked actors as well. See
SR Buttons
for more info about how they work.
Foundry v13 have a system where you can see the last chat even if you have the chat collapsed. This
RQG version introduces a user level setting so you can decide if the chat should be expanded when
you roll something. That should make the feeling more similar to how it was before. It is off by
default, so you need to enable it in the settings if you want that behavior.
There are now links to the Release Notes (this), Documentation and Bug Reports (Github issues) under
the settings sidebar for easy reference.
A small new feature in this version is that you can now get a premade Rqid link string that you can
paste into your journals if you want a link to a "type" of document. This is not a new feature, but
before you had to type the link manually. Now you get a premade string that you can use from the
Rqid editor that you can open via the icon in the
document titlebar. The styling of the dialog was also slightly improved.
After pasting that string into the journal it will look like this. You can tell if the link is a
default Foundry UUID link or a RQID link by the surrounding border. RQID links have a dashed,
rounded border where the UUID links have a thin solid border without rounding instead.
This release contains a few bug fixes and improvements, the main feature is that it is now possible
to do an ability roll directly from the combat tab weapon chance.
This allows you to do a simple ability check for the weapons skill from the combat tab without
initiating a full combat flow. A single click on the percentage chance will open the ability roll
dialog for the skill row clicked. Double-clicking will roll directly to chat without any dialog in
the same way any other ability roll works.
The previous release inadvertently removed the possibility to do combat without having tokens on a
scene. This release fixes that, and also adds a few new features and improvements.
In version 4.0.2 you could only use tokens on a scene to do combat. This release adds both tokens
and actors to the attacker and defender dropdowns in the combat dialogs.
Since adding this feature will increase the number of items in those dropdowns there is now a new
system setting that lets you opt out of seeing actors.
An added feature is that the dropdowns will specify if the dropdown item is a token or an actor. And
if you are a GM you will also see a 🔗 icon next to the actors that are linked.
It is now possible to roll the damage of a weapon directly from the weapon line in the combat tab.
This will be a completely manual roll without any automation. It will also be a "normal" roll so no
support for special successes or criticals. But any damage bonus will be added and rolled.
When you click on a rune, skill, spell, passion, characteristic or a weapon, it will now show a roll
dialog, instead of displaying a chatmessage. The dialogs are built with Foundry ApplicationV2, so
they will adjust to your light/dark mode Foundry setting, see below.
The visual representation of these rolls in the chat are also completely rewritten, and tries to be
more easily scannable for the eye by using visual clues for different success levels, bold text for
what is rolled, and by adding toned down background images according to what is rolled. Another
design intent is to keep the chat messages as small as possible to not clutter the chat. In line
with that is the expand roll feature, which will show the modifiers used in the roll if the roll is
clicked.
At the top it will display what ability you are rolling for (rune, skill, passion or reputation),
and the "native" percent chance.
In the middle you can see
Actor - the token actor that is doing the ability check.
Augment - a dropdown to choose any augments in effect.
Meditate - a dropdown to choose any meditations in effect.
Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can
enter anything you want, both in the describing text field, and in the numeric percentage
modification field. It will be shown in the expanded roll in the chat message.
At the bottom you can see the target percentage that you will roll against. You can also select the
roll mode (Public Roll, GM Private Roll, GM Roll or Self Roll). And to the right is a button to do
the roll and open a chat message to show the result.
The chat message will show what was rolled, what token that did the roll, the result of the roll,
and if you click the "Success" line it will expand to show what modifiers were used.
The "Success" line will be differently styled depending on the result of the roll to make it quick
and easy to see the outcome. It shows the result (Fumble / Fail / Success / Special / Critical), the
result of the dice roll, and the target you need to roll under.
Similar to the ability check, but for characteristics. At the top it will show the characteristic
name and value.
In the middle you can see
Actor - the token actor that is doing the characteristic check.
Difficulty - a dropdown to choose the difficulty (multiplier) of the roll.
Augment - a dropdown to choose any augments in effect.
Meditate - a dropdown to choose any meditation that is done.
Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can
enter anything you want, both in the describing text field, and in the numeric percentage
modification field. It will be shown in the chat message.
The bottom part is the same as the ability check above. And the chat message will look like this
when the result is expanded to show any modifiers.
Similar to the ability check, but for casting Spirit Magic. At the top it will show the spell name
and properties.
In the middle you can see
Actor - the token actor that is casting the spell.
Level - how many magic points you will use to cast the spell. This value is only possible to
edit if the spell is variable.
Boost - how many magic points you will use to boost the spell to overcome any defences.
Augment - a dropdown to choose any augments in effect
Meditate - a dropdown to choose any meditation that is done.
Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can
enter anything you want, both in the describing text field, and in the numeric percentage
modification field. It will be shown in the chat message.
The bottom part is the same as the ability check above. And the chat message will look like this
when the result is expanded to show any modifiers.
Similar to the ability check, but for casting Rune Magic. At the top it will show the spell name and
properties.
In the middle you can see
Actor - the token actor that is casting the spell.
Level - how many rune points you will use to cast the spell. This value is only possible to
edit if the spell is stackable.
Use Rune - a dropdown to choose which rune you will use to cast the spell. The rune image and
percentage of the selected rune is shown to the right, and if the rune has an experience check it
will have a glow behind it, similar to how it looks in the character sheet.
Boost - how many magic points you will use to boost the spell to overcome any defences.
Augment - a dropdown to choose any augments in effect
Meditate / Ritual - a dropdown to choose any meditations or ritual preparations.
Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can
enter anything you want, both in the describing text field, and in the numeric percentage
modification field. It will be shown in the chat message.
The bottom part is the same as the ability check above. And the chat message will look like this
when the result is expanded to show any modifiers.
The way combat works has changed. Ideally you should have a token selected that is the target of the
attack before clicking the weapon you want to attack with. It is possible to use this without
setting a target, and instead let anyone defend, but you cannot aim an attack unless you have a
target selected.
Similar to the ability check, but for attacking someone. At the top it will show the skill name, and
the "native" percent chance.
In the middle you can see
Attacking Actor - the token actor that is doing the attack. If you own more than one actor
(token) you can change the actor via this dropdown.
Defending Actor - This will display the name of the targeted token, or say "No target
selected" if none is selected. You can only have one token targeted, if you have selected more
than one you will get a notification about that, and one of them (whatever happens to be the
"first") will be used as the target.
Attacking Weapon - the weapon that is used to attack. The dropdown will contain the weapons
the attacking actor has equipped.
Usage - this decides how the weapon will be used, for example one-handed or two-handed. The
dropdown will contain the options that are available for the selected weapon.
Damage Bonus From - This can be used to get the damage bonus from an animal you are riding on
if you are doing a charge. It is preselected to the attacking actor, but can be changed to any
other token on the current scene that you are the owner of that is not a humanoid.
Extra Damage - You can add either a number or a roll formula here. It can for example be used
to get the extra damage from a bladesharp spell to be part of the damage calculations.
Hit Location Formula - The dropdown contains 3 options; the normal 1d20, 1d10 & 1d10+10
to allow attacking from below or above. If "Aimed Blow" (below) is selected, this will be disabled
since you will hit the hit location chosen there.
Below the "Modifiers" heading there are different modifiers you can apply
Aimed Blow - If you have a target selected, you can choose to aim the blow to hit a specific
hit location. The dropdown will show the hit locations of the target. Selecting a hit location
here will halve the base percentage chance.
Augment - a dropdown to choose any augments in effect
Prone Target - checking this checkbox will add a +40% modifier to the target chance.
Unaware Target - checking this checkbox will add a +40% modifier to the target chance.
Darkness - checking this checkbox will add a -75% modifier to the target chance.
Halved Chance - checking this checkbox will halve the base percentage chance.
Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can
enter anything you want, both in the describing text field, and in the numeric percentage
modification field. It will be shown in the chat message.
At the bottom you can see the target percentage that you will roll against, as well as buttons with
the attack modes you can do with the selected weapon. Clicking one of these buttons will give this
chat message:
If there is a target selected, only users that own that target will see the defend button. Clicking
it will open the defence dialog:
This is similar to the attack dialog, but for defending an attack against you. At the top it will
show the skill name, and the "native" percent chance.
In the middle you can see
Attacking Actor - the token actor that is doing the attack.
Defending Actor - This will display the name of the targeted token, or present a dropdown of
tokens you own that are part of the current scene. If you do not have a token that can defend you
will instead see a notification about that instead of this dialog.
Defence - Depending on what the Defending Actor can do you will see a dropdown with "Parry",
"Dodge" and "Ignore". Changing this will affect the rest of the dialog, hiding or showing
different parts.
Parrying Weapon - the weapon that is used to parry with. The dropdown will contain the weapons
the attacking actor has equipped that can be used for parry.
Usage - this decides how the weapon will be used, for example one-handed or two-handed. The
dropdown will contain the options that are available for the selected weapon.
Below the "Modifiers" heading there are different modifiers you can apply
Augment - a dropdown to choose any augments in effect
Subsequent Defence Modifier - the dropdown lets you choose the penalty for defending against
multiple attacks.
Halved Chance - checking this checkbox will halve the base percentage chance.
Other Modifier - a text field to enter any other modifiers. This is not a dropdown, so you can
enter anything you want, both in the describing text field, and in the numeric percentage
modification field. It will be shown in the chat message.
Master Opponent Penalty - if the attacker has a chance above 100% you can get a penalty to the
defence here. If you have over 100% on the defence, the attacking roll will get a penalty.
At the bottom you can see the target percentage that you will roll against, as well as a button to
do the selected defence.
Pressing that button will roll the attack and defence rolls, and update the previous chat message
with info about the rolls, and the outcome from the attack/parry, or the attack/dodge table like
this:
The rolls can be expanded to reveal the modifiers applied. Depending on the outcome you will see
different things, but in this example clicking on the button "Roll Damage & Hit Location" will do
these rolls, and update the chatmessage with the outcome of those as well:
Again exactly what will be show will depend on the outcome, but in this example the damage roll was
clicked to show the details of the damage roll, and you can apply the damage to the parrying weapon,
and also apply the damage that went through the weapon to the defenders head.
Clicking "Apply Damage to Weapon" will reduce the HP of the weapon (in this case the defending
weapon).
Clicking "Apply Damage to Actor" will apply the rolled damage to head, reducing AP unless the blow
should ignore armor. If the damage is stopped by the armor a ui notification will inform about that
nothing went through.
The buttons will disappear when clicked, leaving a summary of the attack in the chat.
Exporting the chat will also give a summary of what happened:
[5/14/2025, 1:13:16 PM] Uzko (Dark Troll) token attacks Vasana token AttackRoll: 39 / 65 = Success DefenceRoll: 54 / 90 = Success Attacker rolls normal damage.Defender’s parrying weapon takes 1 HP damage if damage more than its current HP. Any excess damage goes to the affected hit location. DamageRoll: 2d8[weapon damage] + 1d6[damage bonus] = 7 + 5 = 12 HitLocationRoll: 19 = 19 = Head
This is a minor release that just contains one improvement. It is now possible to type anything in
the homeland field in the background tab. Up until now it was a dropdown with only preselected
values, you still get the dropdown but can also choose to type freetext into the input field.
There are also some behind the scenes changes of how a release is done (but that doesn't affect the
game).
If your world has a lot of compendiums, you might have got warnings about runes that can't be found,
and that compendiums are not yet indexed while starting. This release should fix that. It also
contains size adjustments of runes icons.
In addition it updated the way the build tools are set up to make it possible to remove the game
system warning about
The "RuneQuest Glorantha" system's manifest contained the following unknown keys: "type", "release-please-start"
The other warnings will be removed in the next major RQG release when Foundry 11 support will be
dropped. In addition dependencies are updated, and the package manager is changed from the
deprecated version of yarn to pnpm (this won't affect the game).
This released contains a bunch of bugfixes that should remove some annoyances. When entering
modifications for rolls in the chat, it no longer loses focus after every key press. The calculation
of the chance to improve skills is no longer incorrectly affected by how much you carry. And other
fixes, see the linked github issues for details.
It also adds a log to the dev tools console to indicate how long caching of runes & hit locations
take. It look like this, and the first line will always take a lot longer than the second, since the
second line will "benefit" from the caching done by the first. You can use this information as an
indication if things are running slowly.
RQG | Caching Runes took: 106.442138671875 ms RQG | Caching Hit Locations took: 0.569091796875 ms