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16 posts tagged with "rqg-3"

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RQG 3.4.9

· One min read

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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).

Improvement

  • Allow free text in homeland field

RQG 3.4.8

· One min read

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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).

Bug Fixes & Improvements

  • Warnings about compendiums not indexed etc
  • Some runes appear to be too small

RQG 3.4.7

· 2 min read

Supported Foundry Versions Download Count

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

Bug Fixes & Improvements

  • Can only add one digit at a time to Modifiers box
  • Selecting Ammo on Combat Section of Character Sheet Initiates a Dice Roll Card
  • XP gain rolls are modified by ENC penalties when they should not be
  • Implement the context menu equipped entries
  • Untranslated strings if concat value is null

RQG 3.4.5

· One min read

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This released contains a bugfix for some translations when using Foundry v12.

Bug Fixes

  • some spirit magic texts are not translated in Foundry 12.

RQG 3.4.4

· One min read

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This released contains a bugfix for the damage roll when using Foundry v12.

Bug Fixes

  • cannot roll damage or hit location in Version 12.

RQG 3.4.3

· One min read

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This released is a tiny update, with the sole purpose of making RQG work in Foundry v12.

Bug Fixes

  • Make RQG Foundry v12 compatible by handling change in game.system.documentTypes.

RQG 3.4.2

· One min read

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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:

  1. world language (a setting)
  2. english (fallback language)
  3. 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.

Other Bug Fixes & Improvements

  • Make actorSheet getData handling of common runemagic up to 10x faster, assume common runemagic has rqid.

RQG 3.4.1

· 2 min read

Supported Foundry Versions Download Count

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.

Remove old migrations

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.

Other Bug Fixes & Improvements

  • Update the wiki installation documentation link to the new documentation site: Getting Started
  • Rename default armor material names to make them consistent
  • Rune types ("element", "power", ...) are should be in lower case to match wiki runes
  • Update documentation
  • Fix usage of deprecated code in preparation for Foundry v12

RQG 3.4.0

· 4 min read

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This released focuses on making the editability for players.

Edit mode on actor sheets

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.

Add gear items directly from actorSheet

It is now possible for players (and GMs) to add new gear (gear, currency & consumables) themselves by clicking on a + icon.

Loosen duplicate embedded item name check

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.

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.

Make Hero Points an opt-in setting

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.

Other Bug Fixes & Improvements

  • Rqid editor "Get Document Like This" is not filled in properly
  • Priests don't get the 20% bonus to their POW gain roll
  • Show an explanation in the Rune Magic tab why nothing is shown as lay member