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1.4.0 Effects and Magic for everything

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@Plushtoast Plushtoast released this 15 May 08:36
· 13 commits to master since this release

Foundry v0.8.x Compatibility

DSA/TDE is not compatible at this time with Foundry v0.8. You will break your world if you update now. The system will be compatible once Foundry has released a stable release (probably June). Make sure to backup your world data before migrating.

New Content

  • Aventurian Magic 2 (GERMAN) available soon
  • Bestiary 2 (GERMAN) available soon
  • Die Drachenritter Einsteigerbox (GERMAN) our first adventure for Foundry soon

Important new features

Journal browser

The journal tab now contains a new button which opens the journal browser. This tool faciliates the usage of rules from all modules and also improves the performance. Journals don't have to be imported anymore and can be used directly from the compendium. Once all updates are rolled out you may delete already imported journals from your world to improve performance and reduce clutter.
Also the journal browser assists on adventure modules with included functions for map setup and quick access to all information. Make sure to have a look.

Any effect

All abilities and items can now have ActiveEffects and modify the wielding actor accordingly. You can now create magic rings and abilities modifying anything on your character data. Keep in mind that Foundry v0.7.x does not allow to edit embedded items in embedded items. So you can not add effects in compendium items or in actor's items. You have to do this manually in the item folder. This will be supported with Foundry v0.8.x.

Spell improvements

Spells/rituals/ceremonies/liturgical chants can now apply effects to the target on a successfull cast. This includes attribute modifiers coming from a spell like Axxeleratus as well as Conditions (Horriphobus) or even macros. The effect modifiers get automatically calculated depending on the QS/QL of the spell. Also the duration is calculated automatically.
All official modules get their spells updated soon to accomodate for those changes where possible. Unfortunately you have to replace spells on existing characters with the new ones manually at the moment.
If you use modules like "about time" or "times-up" those effects even decay automatically once the duration has been exceeded.
Also spells and liturgical chants with an effect formula now behave like a ranged attack and can be dodged.
Again: Version 0.7 of foundry does not support changing ActiveEffects on items owned by actors. Only items not on an actor can be modified (v0.8 is going to allow that)

Enhancements

  • Spells/Liturgical Chants with an effect formula behave now like a ranged attack and can be dodged
  • Default creature token sizes and token bar configurations can now be overwritten
  • The system can now handle both FP/SP and FW/SR modifiers. FP/SP only gets applied on a successful roll.
  • Fate rerolls now show the previous and current roll
  • The request roll feature (rq) covers now also attribute and regeneration rolls
  • Special Abilities can now be posted to the chat during the combat roll dialog
  • The pay button should now vanish once clicked
  • Regeneration roll can now only be applied once
  • Creatures can now have a trait "Immun gegen Schmerzen"/"Immune to pain" and not get pain through damage anymore (other sources still possible)
  • Opportunity attacks can neither botch nor crit anymore
  • Items and abilites can now modify parts (one of the attributes involved) of a roll
  • Weapons dropped on an actor sheet while the combat tab is enabled will now be automatically equipped
  • Professions now contain a multiplier for the ressources generated through the primary attribute (mage bards only half AE/AsP)
  • Merchants and Loot can now be hidden in the actors directory. Make sure to give permissions only after setting the flag.

Bugfixes

  • The damage roll should not be shown accidentally too early anymore
  • Chatlogs could grow very big and crash systems with low memory. This should be fixed now.
  • Not finishing opposed roles could leave stale data on an actor causing problems. This should now be more flexible.
  • Wrong configured items should not break the actor sheet anymore
  • Offhand attack and defense modifiers can now be negative too
  • Roman number for ability levels didn't show everywhere

Modules

Module updates follow the system update in due time and will not yet be available at the release of this patch.

TDE/DSA Core Rules - 1.1.1

  • Spells have been improved to do some automation which is now possible through the new system update
  • Liturgies have been improved to do some automation which is now possible through the new system update
  • Journals moved to new journal browser (see system updates)
  • Creatures are now immune to pain where applicable
  • Fixed some minor issues with items

Aventurisches Götterwirken 1 - v1.0.2

  • Liturgies have been improved to do some automation which is now possible through the new system update
  • Journals moved to new journal browser (see system updates)
  • Creatures are now immune to pain where applicable
  • Fixed some modifiers of Combat Special Abilites
  • Improved shapeshifting a little

Aventurische Magie 1 - v1.0.2

  • Spells have been improved to do some automation which is now possible through the new system update
  • Journals moved to new journal browser (see system updates)
  • Creatures are now immune to pain where applicable
  • Improved professions to properly modify the primary attribute (f.e. bards)
  • Fixed some minor bugs on Special Abilites
  • Improved shapeshifting a little

Bestiarium - v1.0.1

  • We added creatures from the Almanach to the bestiary! Including well known monsters like Trolls, Orks, Goblins and more.
  • Journals moved to new journal browser (see system updates)
  • Creatures are now immune to pain where applicable
  • Fixed some minor issues for the Morfu

Aventurische Rüstkammer - v1.0.1

  • Journals moved to new journal browser (see system updates)
  • Fixed some minor issues with items