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Releases: Miskatonic-Investigative-Society/CoC7-FoundryVTT

0.4.3

30 Oct 07:56
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  • Bug correction :
    • localization for individual development roll added.
    • 1920's Character example updated.
    • Bug on opening character from compendium corrected.
    • Double HP for pulp character corrected.
  • German translation updated thanks to Taglar
  • Spanish translation updated thanks to Lozalojo.

0.4.2

24 Oct 23:04
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  • Bug correction :
    • Not having a credit rating skill will not block char creation.
    • Bug correction on DsN V2 with 0.6.6
  • Typo correction validate
  • Spanish translation updated thanks to Lozalojo.

0.4.1

24 Oct 18:51
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version 0.4.1 :

  • Quick fix, DsN V3 is now working.
  • A few settingd added for DsN V3, color set for unit and ten dice, and a setting to sync dice rolls between players.

0.4.0

22 Oct 21:33
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  • Ready for 0.7.5
  • The latest version of 'Dice So Nice!' will not work with skills check. You have to keep an older version to see the dice.

0.3.9

21 Oct 12:21
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  • Bug correction:
    • Typo correction and missing strings.
    • Damage card displays roll correctly.
    • When holding shift while clicking on a weapon damage this will make the damage critical.
    • Occupations, Archetypes and Setups can have multiple generics specializations e.g. Art/Craft(Any).
    • Add-weapon button fixed.
    • Automatic cash&assets calculation was broken, now working as intended.
    • Riffle and shotgun skills are now one (Riffle/shotgun).
    • Skill details windows now correctly parse HTML content (All links except PDFFoundry).
    • Selected specializations now display correctly in character's occupation.
  • Macro for skills and weapon can be created with items from directory and compendiums.
    • As a GM if you click on a weapon macro, if the actor doesn't have a corresponding weapon, you will be prompt to create one.
    • If you click on a skill macro, if the actor doesn't have the corresponding skill it will be created. As a GM you'll be prompted for the skill value.
  • Specialization reworked. A specialization with a name set to 'Any' will be considered generic.
    • The generic name can be changed in lang.json.
    • When dropping a specialization with name 'Any' on a sheet, you will be prompted for a name and a base value. If you skip that the skill will be created as 'Any'. You can modify that later in the sheet.
    • When an occupation/archetype containing one or many 'Any' specialization, you will be prompted to select and existing one or to create a new one.
  • Occupation type added : Pulp.
  • Localization strings added for previous cards/sheet.
  • Option added to prevent players from modifying their status.
    • By default player can modify their status.
    • Player can now modify dying and dead status.
  • Spanish translation updated thanks to Lozalojo.

0.3.8

10 Oct 11:38
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  • SAN can be displayed as a bar on token.
  • Bug correction:
    • when weapon malfunction threshold was 100 spending luck on the roll was resulting in a malfunction.
    • spells can be added to books from compendium.
  • When adding a weapon to a character the system will try to find the matching skill (if the weapon specifies one).
    • If no skill is found, the system will create the corresponding skill and open the skill sheet for you to crosscheck and fill the base value.
  • New tab added to the character sheet for character development. In this tab you can:
    • see/modify how skills are calculated (base + personal + occupation + experience).
    • roll your skills for development. You can either click each skill individually or trigger a check for all skill by clicking the 'development' button.
  • Controls have been added for the GM.
    • Controls are located under the token group.
    • the first one allows the skill to be rolled for XP for all players.
    • the second one allows player to modify their skills value and allocates points (useful for character creation).
    • A validation report is displayed on top of the development tab.
  • You can now add weapons and skills to the macro bar.
    • If you are a player, your default character is used for the macro unless you have an owned token selected.
    • If you are the GM you need to have an actor selected before clicking the macro.
    • Macro skills/items are retrieved using names. If 2 weapons have the same name the first retrieved is used.
  • New items added : setup, occupation and archetype.
    • setup: A character setup that can contains a list of skills, items, characteristics (points allocation or rolls). Drop this on a character.
    • occupation: You can create occupation for your character. Dropping an occupation on a char will create corresponding skills if they don't exist, flag them as occupation skills and calculate your occupation points.
    • archetype: Same as occupation for pulp (Pulp rules need to be enabled).
    • Example of char creation
  • Spanish translation updated thanks to Lozalojo.

0.3.7

19 Sep 03:40
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  • Bug correction:
    • Typo on the character sheet.
    • Typo correction on the range chat-card.
    • Typo correction malus->penalty.
    • Calculation of bullets fired was wrongly deducted from the weapon magazine.
  • On the range chat-card, the fast option is not default anymore.
    • When targeting a target with MOV of 8+, the fast option will not be selected by default. Instead, selecting fast for a target with MOV less than 8 will trigger a warning. You will still be able to select it.
  • Added distance to target on the range chat-card.
    • Distance are calculated center of token to center of token. This may have an incidence on what the ruler displays if, for example, your token is 2x2 on a square grid (in that case you can't put the ruler end on the center of the token).
    • You can now see the distance from the target below the target selector in the chat-card and on the tool-tip of the target.
  • Added an option to restrict measurement to grid space.
    • By default, for combat range calculation, the distance measured is the euclidean distance. To see that distance using the ruler you'll need to hold shift while measuring. An option is added to use grid spaces instead of euclidean distance. By selecting it, distance will be calculated as per the default ruler for that grid type (Grid less; Square, Hex...)
  • Spanish translation updated thanks to Lozalojo.

0.3.6

17 Sep 13:40
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  • Addition of pulp talents (To be tested, I’m not familiar with Pulp Cthulhu, all of this is mainly cosmetic, no automation implemented so far)
    • There's a new sheet for pulp talents.
    • Talents can be dragged/dropped on actors (PC & NPC).
    • Talents are displayed as a section of the "Gear&Cash" tab.
    • Talents have no effect in play (e.g. the "Resilient" talent will NOT be taken in account for sanity loss, you'll have to do it "manually")
  • Two fields added to the character sheet for pulp heroes (Archetype and Organization).
    • To have those displayed, as well as the auto HP calculation you will have to enable the "Pulp Rules" option from the system's options.
  • Bug correction: Ammo loaded in weapons is now correctly saved between sessions.
  • On the combat chat card you can now increase/decrease the volley size in full-auto mode.
  • Added option to ignore bullets limitation.
  • Added option to ignore uses per round limitation.

0.3.5

17 Sep 00:33
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  • Automatic damage.
    • When a combat card is resolved an option will appear to automatically deal the damage to the target(s).
    • When damage is dealt status (major wounds, dying, unconscious...) will be triggered.
    • When receiving major wounds status a CON roll card will be triggered.
    • When dying, the only option for the player will be ti do a CON roll by clicking on the dice in the header of the sheet.
    • On failing a dying CON check or receiving more damage than max HP a player will die.
    • When dying or death, the actor portrait will be replaced by the dying/death icon.
    • Only the keeper can clear the dying/dead status by DOUBLE clicking on the portrait.
  • Ammunition/Uses per round.
    • Using a range weapon will now compare the number of bullet shot to the number of bullets available.
    • Shots will be limited by the max uses/round of the weapon.

0.3.4

07 Sep 17:40
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  • Inventory tab added to NPC and Creatures. Inventory can contains items, books and spells.
    • Items, book and spells can be dragged/dropped.
    • Any empty section will not be displayed.
    • Is empty the inventory will not be displayed.
  • Close combat flow: if the target is a PC, only GM can see the initiator roll.
    • The PC has to choose to retaliate/dodge without knowing the outcome of the attack.
    • GM can see everything.
  • Creature and NPC sheet design sliglty reworked.
  • Japanese transalation updated thanks to AdmiralNyar.