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
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.
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.