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RQG 6.0.0

· 15 min read

Supported Foundry Versions Download Count

warning

This is a major release that requires Foundry v14. It also changes what documents are picked up by Rqid prioritization (see below), which can alter existing worlds. Given the scope of the changes, expect a higher risk of new bugs than usual.

Make sure to back up your world before updating!

This release is a large overhaul of the system internals, with the overarching goal of moving this now six-year-old system into Foundry v14's way of doing things. The character and item sheets have been rewritten to use Foundry's V2 document sheets, the data layer has been migrated to use DataModels, and the world migration now generates a detailed report of what changed.

There are also many smaller improvements — from new fields that Active Effects can target to affect a weapon's attack chance, to a combat tracker button that resets the active combatant to the first one. See below for the full list of changes and bug fixes.

RQID Changes

caution

Both of these changes are breaking: they can alter which linked documents are shown in your world after upgrading, and the RQID API functions used by custom macros/modules are changed — see below.

Priority Is Now Compared Globally

Previously, when resolving an RQID (e.g. to link a rune, journal, or spell to its canonical document), a matching World document was always preferred over a matching Compendium document, no matter what Priority value each had. From this version, RQID resolution instead picks whichever matching document has the highest Priority — World or Compendium — and only falls back to preferring the World document when priorities are tied.

In practice, this means: if you have customized or overridden a system document in your World (for example, a house-ruled skill or journal description), and the shipped Compendium version of that document ends up with an equal or higher Priority, the Compendium version may now be used instead of your World override. To keep your World version taking precedence, open it in the RQID editor and make sure its Priority is set higher than the Compendium document it's meant to replace.

Breaking API Changes for Macros and Module Authors

If you have custom macros or modules calling the RQID API directly, two methods changed shape as part of this update:

  • Rqid.fromRqidRegexAll(regex, docPrefix, lang, scope) has been renamed to Rqid.fromRqidRegex, and its scope string ("world" / "packs" / "all") is now an options object: Rqid.fromRqidRegex(regex, docPrefix, lang, { source: "world" | "packs" | "all", mode: "all" | "best" }).
  • Rqid.fromRqidCount(rqid, lang, scope)'s scope string is likewise now an options object: Rqid.fromRqidCount(rqid, lang, { source: "world" | "packs" | "all" }).

Existing worlds don't need any changes for this — only custom scripts/macros calling these methods directly need to be updated.

Foundry DataModels

All system data — including derived values like skill category modifiers and hit point totals — now uses Foundry's DataModels, a data layer that validates your characters, items, and other documents against a defined structure. This is also the groundwork behind the new effect.add fields described under Active Effects below.

Updating to this version triggers a one-time check of your existing documents against these new rules, repairing anything that doesn't match — a chance to heal documents that may have drifted out of shape over the years. This runs automatically as part of the system migration when you update. If you want to run this check again later, there's a macro for that in the "System Macros" compendium, in the "RuneQuest Glorantha System/Macros" folder.

Structured Migration Reporting

When the system migrates your world data, it now provides a detailed migration report showing exactly what was changed. This includes change diffs and migration metadata so you can review what happened. The report is saved as a journal entry in your world, with pages listing what was performed, any issues found, and a summary. If any characters or items could not be fully repaired by the automatic migration, they are listed so you as the GM can look at them manually.

V2 Character & Item Sheets

Why the Move to V2

The character and item sheets have been completely rewritten using Foundry's Application V2 framework. Foundry has deprecated the old V1 application framework and will remove it in a future core version, so this move keeps the system compatible going forward. The V2 sheets are now the default for all characters and items.

info

The old V1 sheets are still available as a fallback (right-click the sheet header to switch), but they are deprecated and will be removed in an upcoming release.

Light/Dark Mode & Pop-Out Windows

V2 sheets support Foundry's light and dark modes, and can be popped out into their own window using Foundry's native pop-out feature — something V1 sheets could not do.

Drag & Drop Rework

Drag-and-drop has been reworked. Hovering over a draggable row now reveals a grab icon — grab that icon to drag the item, rather than clicking anywhere on the row. Dropzones also highlight more clearly when dragging something over them, making it easier to see where an item will land.

Item Icon Tooltips

Hovering over an item's icon on the Gear, Combat, or Passions tab now shows its description in a tooltip, so you no longer have to open the item sheet just to remember what something does. If you are the GM and the item has GM notes, those are shown in the same tooltip below the description — players never see this part.

CHA Rune Magic Point Limit Per Cult

The character sheet now shows the CHA-based rune magic point limit for each cult, making it easier to see how many rune points a character can have in each cult.

The Skills tab now has a search field at the top. Type part of a skill's name to instantly filter the list down to matching skills, hiding categories that have no matches — handy for characters with long skill lists. Clearing the field brings back the full list.

Rune Display by RQID

The Rune tab has gotten a visual makeover. Each rune icon's size and intensity now reflects how strong that rune is — the higher the chance, the bigger and bolder the icon. For opposed rune pairs (e.g. Harmony/Disorder), a balance marker on a line between the two runes shows how far a character leans towards one side of the pair over the other. Where a rune is positioned depends on its opposed rune setting.

Apply Wound dialog makeover

The Apply Wound dialog has had a facelift. The title now names both the character and hit location (e.g. "Apply Wound to Left Arm of Vasana"), so it's clear who receives the wound when multiple character sheets are open.

Entering the raw damage dealt shows the armor protecting that hit location (if any) — listing each equipped piece by name and its AP — plus a formula for the effective damage after AP is subtracted. If more than one piece of armor covers the location, each piece's AP can be included or excluded individually — useful, for example, with fall damage, where only soft armor applies — or all at once via a master checkbox.

A second checkbox and formula show whether (and how) the wound also reduces the character's total Hit Points, with the before/after total updating as you type. The button that opens the dialog from each hit location box also traded its old hand-holding-medical icon for a burst symbol.

Heal wound dialog makeover

The Heal Wound dialog got the same treatment. Two buttons at the top — "Heal One Wound" and "Remove All Damage" — let you either patch up a single wound or clear every wound on the hit location in one go.

When healing a single wound, "Hit Points to Heal" can be dragged in with a slider or typed directly. Below that, "Select Wound to Heal" lists each individual wound on the location so you can pick which one to treat.

The "Heal Wound" button now uses a green heart-pulse icon, and each wound listed under "Select Wound to Heal" shows a burst icon next to its remaining damage value — the same icon used in the Apply Wound dialog.

Spirit Magic Points Editable in Edit Mode

Variable Spirit Magic spells can now have their invested points edited directly from the character sheet's Spirit Magic tab. In Edit (green) mode, the points cell becomes a plain number input instead of requiring you to open the item sheet. Play mode and non-variable spells behave as before.

Compact Spell Summary for Rune & Spirit Magic

The Rune Magic and Spirit Magic tables no longer show a separate column for each spell attribute. Instead, each spell now shows a compact summary string (its "signature"), similar to how spells are written in the rulebooks — e.g. points, range, duration, and concentration — with the full details available in a tooltip. As part of this change, Ritual Rune Magic spells no longer have their Range and Duration silently dropped from the summary, since those values can still be relevant for ritual casting.

Active Effects

The system has been adapted to Foundry v14's new Active Effect format: duration is now a single value + unit instead of separate seconds/rounds/turns fields, and start time/round/turn/combat are now grouped under "start".

Your existing effects are converted to this new format automatically when you update, including moving any legacy MP/HP max bonus paths to the new system.effect.add.magicPoints.max / system.effect.add.hitPoints.max fields described below.

New Additive Fields

A new system.effect.add namespace exposes additive fields that Active Effects can target in ways that weren't previously possible. None of these values could be targeted by an Active Effect before, with one exception: max Magic Points could be boosted directly through a hack in the old version. The DataModel cleanup removed that hack in favor of its own dedicated field, described below.

system.effect.add.magicPoints.max (on the character)

A bonus to max Magic Points — for example from a POW storage crystal. In previous versions, an Active Effect could target system.attributes.magicPoints.max directly and it kind of worked, since that value was calculated before effects were applied; the DataModel cleanup now calculates it afterwards, so this dedicated field is needed instead.

system.effect.add.hitPoints.max (on the character)

A bonus to max Hit Points.

system.effect.add.skillCategoryModifiers.<category> (on the character)

A bonus to a skill category — for example, to boost all Manipulation skills with an effect.

info

<category> is one of: agility, communication, knowledge, magic, manipulation, perception, stealth, meleeWeapons, missileWeapons, shields, naturalWeapons, otherSkills.

system.effect.add.melee.attack / system.effect.add.melee.parry / system.effect.add.missile.attack / system.effect.add.missile.parry (on weapon items)

Bonuses to a weapon usage's attack and parry chance. As before, effects that target fields on an item (rather than the character) need to use the "Custom" application mode.

The fields are divided into melee / missile and attack / parry so effects can be limited to, for example, only melee attacks.

This could be used to create a Bladesharp effect, see below. It's a bit clunky, since you need to create a separate effect for each weapon and point strength, but it does make it possible to build a compendium of spell effects that can simply be dragged onto the actor. This handling will be improved in a future release.

note

This whole area of the system is still experimental. More changes to Active Effects — new effect.add fields, other effect modes, etc. — are likely to show up in future releases.

Match Suspension to Equipped Status

Active Effects on physical items (gear, armor, weapons) now have a "Match Suspension to Equipped Status" option on the effect itself. When enabled, the effect is automatically suspended/unsuspended together with the item's equipped state — for example, an Active Effect on a piece of armor can be set to only apply while the armor is equipped, without needing a separate condition or macro. This option is off by default; enable it on each effect where you want it, or turn on the world setting described below to have it on by default for new effects. As soon as you enable the option on an effect, its suspended state is immediately updated to match the item's current equipped status, rather than waiting for the next time the item is equipped or unequipped. While the option is enabled, the effect's "Effect Suspended" checkbox is greyed out and can't be toggled manually, since its state is now controlled automatically by the item's equipped status.

A new world setting, Default: Match Effect Suspension to Equipped (off by default), controls whether newly created Active Effects on physical items have this option enabled by default; existing Active Effects are left unchanged when you change the setting. Regardless of this world setting, you can always turn the option on or off for each effect individually.

tip

The setting defaults to off for backwards compatibility with existing worlds, but depending on your preference it's probably a good thing to turn on, so new Active Effects on gear/armor/weapons automatically suspend when the item is unequipped.

Active Effects Tab Setting

The Active Effects tab on the character sheet used to be toggled through a hidden config flag. Now it is a GM-only world setting "Show Actor Effects Tab", making it much easier to find.

It lists every effect on the character along with Start, Duration and "Match Equipped Suspension" columns, plus an early-expiry badge whose tooltip flags possible configuration mistakes. As before, the tab itself is only ever visible to the GM, never to players.

Weapon Effect Modifiers in Combat

The Attack and Defence dialogs now show a tooltip breakdown of the target chance, including when a weapon effect modifier (e.g. from an Active Effect on the weapon) is in play. Hovering the chance box reveals how the total was calculated.

Combat Tracker Improvements

There is a new GM-only "Activate First Turn" button on the combat tracker. In RuneQuest, everyone states which Strike Rank(s) they act on at the start of the round, which can reorder who goes first — this button lets the GM jump straight to whoever ends up first in the new turn order, instead of clicking "Previous Turn" repeatedly to get back to the start.

Protection Token Effects Support All Creature Types

Protection token effects now use regex RQIDs (introduced in RQG 5.3.0), allowing them to work with all creature types instead of only humanoid characters.

Additional Fixes

  • Fix deprecated TableResult#text in fumble rolls ()
  • Fix improvement of Runes and Passions not working ()
  • Fix Rune Magic cult chooser dialog ()
  • Fix cult tabs not filling the width ()
  • Fix Rune Magic cannot adjust level on stackable spells ()
  • Fix avoiding mutation of roll modifiers during tooltip render ()
  • Fix POW crystal Active Effect reads with legacy fallback ()
  • Fix drag-drop handling and safe skill embedding ()
  • Remove jQuery usage throughout the codebase ()
  • Migrate all deprecated Foundry v14 APIs ()
  • Improve cult info column spacing on the v2 Rune Magic tab so the Rune Points and cult/god name columns no longer wrap awkwardly, with full text available via tooltip ()
  • Fix weapon usage rate model error ()
  • Show an informational field instead of the damage bonus selector when a weapon usage's damage formula has no damage bonus placeholder ()
  • Fix detached/popped-out v2 application actions (e.g. the Attack dialog) not working ()
  • Remove price display from gear items, improve gear tab responsiveness, and improve the view-by-location gear view ()
  • Derive skill chance at runtime instead of persisting it, avoiding stale values ()
  • Standardize chat message speaker objects ()
  • Localize the RQID header button's aria-label, removing a console warning ()