Version 0.9.3 - Weapon Migration (Part I)
Here we are again!
So... I had a lot of research on how weapons are meant to use ammunition (as per ep2e) and we came to the conclusion, that we're not meant to count bullets in our magazines outside (!!!) the weapon. So while our weapons will still count rounds in the future, EP spares us the book keeping of "a MW Agonizer magazine with 12/20 bullets!" but instead just asks "Do you have access to the specific ammunition type (which in this case would be batteries of some sort)
This leaves us at a point where I will implement ammunition in the near future in a way, that you're not assigning them to one specific weapon, but instead assigning weapons to a ammunition type in your inventory (e.g. armor-piercing ammo for your $kineticWeapon).
I will also include a rudamentary system for those of you who want to "use up" ammunition packs. This will then basically delete 1 piece of the specific ammo from the player's inventory when they reload and delete the item if there is no more ammo left. One can then decide whether they want to count ammo that way or not via a global setting.
Counting rounds and providing specific weapons with specific ammo and make magazines count their bullets they have left outside a weapon MIGHT come in the future (after 1.0) but will definitely not be my first priority, as bodies (morphs) and the roll system rework are on top of my list then.
So: I hope you're fine with this decision, and would kindly ask you to contact me (discord laphaela) if you have a different interpretation of the rules at hand. I just need to remind you, that I'm looking for a way to implement ammo as close as possible to the rules and not searching for house rules at this point in time.
Now... with this out of the way, the moment you were waiting for: The patchnotes!
Added features
- added a new functionality around weapons preparing them to have their own ammo type
- Added custom banners to all existing compendium packs. These AI created images are free to use and remain under the same CC license as the rest of this project.
- Added a banner graphic for the "Installed Systems" page in Foundry
- Added a manual migration dialog for orphan weapons. This will be a 1-time dialog and will not be shown after migration again.
Bug Fixes & Code Quality
- Rolling melee/ranged from NPC/Goon sheet did not show any weapons at all. This has been fixed.
- Fixed an Issue that prevented muses from rolling dice [Thank you, Cafarchon]
- Fixed a bug that prevented "mesh services" from being correctly identified as "digital"-items [Thank you, ava5627]
- Fixed a bug that failed to render the button names on rep-rolls correctly
CSS/HTML Improvements
- Updated the weapon selection for guns/melee rolls to be a radio group instead of a dropdown
- Fixed a graphical issue that left profile pictures with a height of 0 if the image used was deleted from the server
- icons have had different shades of white/grey this has been aligned
- fixed an issue that inflated tooltips to a rediculous size
- redesigned ranged weapons sheet design to be aligned with the major part of the design system
- increased the hoverable area for all tooltips so they're easier to find