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Version 0.9.5 - Weapon Sheet Revamp

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@Artemystra Artemystra released this 16 Jul 09:42
· 138 commits to Release_Branch since this release

Off we go...

It has been a very intense last week, while I worked my way through a revamp of weapons and how they're represented throughout the system. Oringinally I just planned to introduce the bare minimum, but I then figured that I should not release a fix that leaves so many issues open so... I just redid everything basically.

And it worked! (To my suprise)

So with this version of the system you're not only getting the next iteration of weapons, but also some important quality of life features throughout the system. Not only will they be important for any further weapon update towards 1.0, but also when it comes to any addition to the rolling and combat system in the future (this has not been put to the roadmap yet, but I'm pretty sure that I'll not stop here).

So before I let you browse through the (rather massive) change list, I want to thank anyone who helps finding bugs in the system and making this EP-thing work as it does today. You're awesome :)

No go and kill some TITAN with your new weaponry.

Added features

  • Complete overhaul of all weapon-sheet designs including many new features as weapon-traits and weapon-accessories. (Please note that these traits/accessories are hardcoded due to the current limitations of Foundry itself)
  • Added weapon modes and the functionality to select the weapon mode you want to choose for an attack
  • Added the option to click on weapon traits to see the appending rules
  • Changed the weapon damage field from being a freetext input to a more systematic approach. This makes it easier to find the right formula[Changed gender, sex and origin to be comboboxes for a more flexible way of finding one's identity (Thanks to ava5627)
  • Started the alignment for all item designs for better sheet readability. (This is an ongoing effort and will be done with the release of v1.0)

Bug Fixes & Code Quality

  • Changed the way damage is calculated to make it easier to apply modification later on
  • Correct range/ammo modifications to the compendium's rail weapons according to the system rules (Thanks to ava5627)
  • Fixed a bug that did not render the name of Morph Traits/Flaws & Special/Know Skills correctly in the item creation menu
  • Fixed a bug that rendered the "current modifiers" in a wonky way as soon as ignored wounds came into play (the roll calculation was never effected)
  • refactored all weapon/sheet representations into one for better maintainability in the future (This includes getting rid of duplicated code in most areas around weapons)

UX Improvements

  • Redesigned weapon respresentation in the Action SideCar
  • Redesigned weapon representation on all sheet inventories
  • Added an confirmation dialog to effect deletion
  • Added tooltips to all NPC war/trait/gear pills for better readability
  • (morph-)traits & flaws lost their colors due to a bug. This has been fixed
  • Fixed some minor graphical alignment issues (Thanks to ava5627)
  • Added all weapons with the new model to the compendium
  • Added folders to the "weapons", "ware" and "trait" compendiums for better readability
  • combined the morphtraits and the ego traits compendium
  • combined the mesh services and the apps compendium
  • deleted the "bots" compendium due to it's lack of use (Important: Due to the nature of changes I introduce to character sheets regulary and how foundry handles packs, I'm not yet sure whether it makes sense to have archetypes or premade characters in a compendium at this point in time. I'll think about this and may be introducing them during a later point in time (surely after the 1.0 release))