Skip to content

Releases: Artemystra/eclipsephase

v0.9.8 - Locked & Loaded

04 Oct 13:11
Compare
Choose a tag to compare

An on we go...
... and with this update 2 months in the making and dozens of working hours in planning & actual coding I present to you the third (and for now final) feature release around ammunition & weapons!

It has been a wild ride and believe me when I say there have been times in which I was not too sure how to really pull this off and if it's even worth it. But with the result at hand I'm fairly sure, that this updated version of preparing, reloading & shooting weapons is exactly worth it.

As always I'm striving for the best UX possible (and you tend to lose the sight for it once you're elbow deep covered in code and actual soultions) and while I already see, that there are some issues, I feel they're of minor nature and no show stoppers, even though they might force GMs to a bit more preparation of some encounters in the first place. Of course, if you have any concrete ideas on how to make things smoother I'm all ears. (Putting some buttons into the chat is the most obvious one for many of the current rolls, but this has to wait until after v1.0 and till when I revamp the whole task roll system)

Now, without holding you back any longer I present: The patch notes!

Added features

  • Added an all new weapon & ammunition system to help players keeping track of their loadout while automating the rules where possible
  • Introduced a new "Ammo" item type that encompasses all ammunition items except chemicals (since they're also usable in a more direct way)
  • Added a logic for checking whether the right ammunition type is present, notifying the player if not
  • Introduced a new "info"-button for ammunition (in the sideCar for PCs and in the inventory for NPCs/Threats) to show the current ammunition loadout
  • Reloading a weapon while having multiple fitting ammo types at hand (players need to keep ammunition actively equipped for this to work) triggers a dialog to choose the ammunition the character wants to reload
  • Reloading a full weapon with the same ammunition will trigger a chat notification while reloading a full weapon with a different ammo type replaces the currently loaded ammunition
  • Ammunition DV modifiers will be integrated into the weapon automatically
  • "Touch Only" - Attacks are a thing now. Every melee weapon that just needs "touch" will provide the melee-task overlay with the given option to do a "touch only"-attack
  • "Reach" has been added to the melee-task interface giving players the option to receive the correct modificator for size differences. Weapons with a specific reach bonus will pay into this never providing a higher bonus than +30
  • Added a new "ammunition"-section into NPCs/Threats inventories
  • Introducetd an all new EP-system setting (to be set globally by the GM). The rule set lets you choose between standard, survival and grenades only ammunition rules. While the original EP rules mention that ammo is more or less "infinite" due to the option of just replenish it in nano fabbers, the survival mode lets you automatically deduct ammo packs with every reload process. Grenades only will only deduct chemicals & drugs from your inventory as these are often especially strong type of weaponry and you might want to limit them.
  • Added "self replenishing" ammunition for weapons like the buzzer as rules mention they can basically reproduce their currently used swarms by simply refilling wet stock
  • Added a section to the readme file to help people get a better understanding of how to participate at the system <3

Bug Fixes & Code Quality

  • Introduced a completely new weapon preparation system aligned between all character sheets no matter if player or GM controlled
  • Weapon damage calculation has been streamlined and refactored to provide the system with sturdier code
  • Fixed a bug that deleted PC's temporary trauma/wound ignore effects on browser reload
  • Updated all railguns in the compendium to load rail instead of energy ammunition
  • Weapons/Weapon modes that are doing no damage at all wil no longer trigger a damage roll. Instead they're posting the weapons details + traits into the chat

UX Improvements

  • Aligned the design of all item sheets throughout the system to make it easier to scan for the important information
  • Redesigned damage & reload chat messages to better fit the overall chat messages design
  • Damage chat messages now show if any weapon/ammunition traits are present that modify the way damage is taken. (e.g. The chat message will mention it if a weapon/ammo type is "armor piercing", "shocking" or "stunning" it's target
  • Traits shown in chat messages provide the user with an "info"-button to get further information on how the rules work with this particular trait.
  • All automatically applied weapon effects (e.g. "long" prevents weapons from getting +10 to point blank shots) will now be accounted for automatically in the guns-task overlay
  • Conditional modifications (e.g. "fixed" provides the task roll with -20 as long as the weapon isn't mounted or the character isn't prone) will now be shown in the guns task roll overlay if applicable
  • All weapons come with their "standard" ammunition loaded. The only exception are all "seeker", the "buzzer" and the "sprayer" as these weapons are heavily dependent in their actual ammunition loaded
  • Fixed a graphical issue that led the system to letting players roll against negative skill values (e.g. -30). While the player can still roll, the system will now show the correct skill value of 0 instead.

Version 0.9.5.5 - Bugfixes & Preparation

26 Jul 08:06
Compare
Choose a tag to compare

We're moving towards weapon amunition with really big steps, but there's a lot to consider while we're doing so. This is why I'm currently focussing on bugfixes & code quality, as I want this system to be as sturdy as it can be (considered, that it is a huge patchwork of different, and hopefully ever improving, coding styles) as this will also make it easier for future updates to find fixes for anything I might have gotten wrong or want to change later on.

For this update this means: Some things got fixed, some things got streamlined. And overall all stays the same :)

Added features

  • Added a new functionality that allows chat messages to just show summarized modifiers. Players/GMs can click the modifier's summary to get details on the roll modifiers themselves.

Bug Fixes & Code Quality

  • Refactored/aligned the weapon preparation over all sheets in advance to introducing ammunition effects (sounds small, but very important)
  • Refactored the weapon selection into one singular function
  • Fixed a graphical bug that rendered distorted the profile image of any character in limited sheet mode
  • Fixed a bug that asked characters with which weapon they want to roll melee & guns if they did not have any weapon equipped
  • Updated the read me with my latest contact credentials[- Fixed a bug that rendered psi descriptions in the GM's pop up triggered from chat twice
  • Fixed a bug that prevented firing modes from being displayed correctly on NPCs/Threats
  • Melee modifiers have not been calculated correctly. This has been fixed (Thank you baharclerode)

UX Improvements

  • Fixed a graphical bug that renderes item descriptions to be left aligned on the character sheet

Version 0.9.5 - Weapon Sheet Revamp

16 Jul 09:42
Compare
Choose a tag to compare

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))

Version 0.9.3.1 - Quickfix

02 Jul 14:01
Compare
Choose a tag to compare

Hey there, me again!

Nothing dramatic, just forgot some icons and to save ammoTypes to all rangedWeapons.

Cheers!

Bug Fixes & Code Quality

  • Updated all rangedWeapons with their new ammoType

CSS/HTML Improvements

  • Updated the weapon sheet with the correct icon for maxAmmo

Version 0.9.3 - Weapon Migration (Part I)

02 Jul 12:30
Compare
Choose a tag to compare

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

Version 0.9.2 - Bugfixes and Guns/Melee Dialog Addition

23 Jun 11:21
Compare
Choose a tag to compare

Hi, hi, hi, hi, hi!

So this is a rather small update fixing some bugs, but it also lays the groundwork for the core feature of version 0.9 and the last I'll implement till we bump this bad boy to 1.0 (which then is "ready to play"! (After only 2 1/2 years of development! W00p W00p!)

So here we go...

Added features

  • Rolling guns or melee from the skills section will scan the character's sheet for any active guns or melee weapons. If it finds them, the player is asked to choose a weapon or confirm they want to roll without selecting a weapon. This prevents players from accidentially rolling without being able to correctly roll damage or deduct amunition afterwards!
  • Added a "natural skill cap" of 100 to all standard skills (meaning that skill value + aptitude cannot be > 100 as per general EP rules. Mods of any kind such as specializations, skill artifacts or global mods will still be added to the roll of course)

Bug Fixes & Code Quality

  • Fixed an issue using a deprecated AE object (.label) instead of .na
    me in the Effects tab (this makes the system future proof till v13 at least)
  • Fixed a bug that prevented peripherals to be shown on NPC/Goon Sheets
  • Fixed a bug that disabled inventories on NPC/Goon Sheets if a special skill was present
  • Resetting rest to a character did not also reset the temporary trauma/wound ignore. This has been fixed.
  • Renamed the "Vehicles" Tab on NPC/Goon Sheets into "Peripherals" for consistancy reasons
  • Oracles now correctly provide +10 to perceive tests

Version 0.9.1 - Migration to Foundry v11

07 Jun 08:51
Compare
Choose a tag to compare

Hi-di-ho, fellow humans!
Vacation time hit me hard and I was out all May, which is why this update is barely adding v11 readiness for now. Though... that's not true exactly, as we have also a new language pack included, thanks to the great @luizbgomide . Thanks to them EP2e now also fully supports portuguese! Thank you for making this possible.

Apart from that I experimented a bit and fixed a few things along the way like...

Added features

  • Fully fledged portuguese language support

Bug Fixes & Code Quality

  • Fixed a bug, that prevented GMs from seeing the additional info for psi sleights in chat
  • "in melee" in the ranged combat dialogue, correctly claimed, that it would conduct 10 from your dice pool while falsely conducting 20. This has been fixed.

Version 0.9 - Eclipse Phase goes Chinese

11 Apr 10:49
Compare
Choose a tag to compare

Harrow you people!
It happened! Eclipse Phase is now available in Simplified Chinese! From this update on we'll provide you with an ever growing Chinese version of the system, translated by Garrise! Thank you for all the hard work you poured into this. Let's hope to grow out player base even further with this update!

But that's not it: I've been working hard during the last couple of weeks to FINALLY present you with the latest version 0.9 with a whole lot of fixes & design changes at hand, that are mostly - but not exclusively - around smart animals, robots and drones - or short "Peripherals".

Some of these changes are hidden away and just to prepare other changes to morphs in the future, but there are also a lot UX changes that will make it easier for you to navigate the sheet and handle your items added to them.

As always I'm trying to migrate your old data, but please keep in mind to check your existing peripherals afterwards in case of some changes didn't make it correctly.

That's it from me, an here are the Patchnotes!

Added features

  • The system is now natively available in Simplified Chinese!
  • Completely redesigned the way peripherals are working.
  • This update might break a few peripherals in preparation to other features in the near future
  • Added a button to automatically provide robots/vehicles with a bot AI (This can be found on the item sheets)
  • Prepared the peripherals sheets to be directly rolled from in a future update.
  • Updated the "recharge rests" button in the toolbar to the left, to show an overlay with all active characters in it. The GM can now easily select the characters they want to recharge while excluding the others.
  • Added the functionality to show a third short rest if a specific effect is applied (e.g. through the ware Energy Efficiency)
  • Added a confirmation request to be shown before items are deleted from the sheet permanently. (To delete items without seeing this pop up just press SHIFT)

Bug Fixes & Code Quality

  • Fixed a bug that set the infection rating to 100 if psi was rolled without any infection modifier provided
  • Fixed a bug that provided a +2 modifier for virus effect rolls if a simple success was rolled
  • Fixed "Adrenal Surge" that did not add it's value to the vigor pool properly
  • Fixed a bug that displayed goon flaws in the traits category
  • corrected the spelling of "passengers" for vehicles in the english version
  • Fixed an issue that let players with a skill value of 99 or higher let select to "swap" their dice after rolling a 99

CSS/HTML Improvements

  • streamlined the design for all peripherals (vehicles/robots/smart animals) in preparation for later use
  • Simplified the item controls for all items. Delete & Edit are now always shown, saving you an extra click to open the items details first.
  • Updated the ReadMe Structure for git hub to make it easier to get an overview of all the features included in the current system
  • Added tooltips to many items (especially in the action sideCar) that present you with the item's name if it is too long to be shown

Version 0.8.6.1 - Hotfix

18 Feb 22:56
Compare
Choose a tag to compare

Hello everyone!
This is just a little hotfix to hopefully prevent your characters from breaking in the future! Stay save.

Bug Fixes & Code Quality

  • Updated the migration assistant to prevent it from running newly created items which led to character sheet losses in the past
  • All items will now be version stamped to make it easier to bulk-migrate them if necessary in the future
  • Fixed an issue that prevented Threads from properly using active effects due to an outdated data-structure being used

Version 0.8.6 - German Version Below!

14 Feb 14:13
Compare
Choose a tag to compare

Hello everyone!
A what-version where? A German version? What ist this, a mind trick? Is this Psi? TITAN??? Why the heck are these patchnotes delivered in German?

WELL! Because I am proud to announce, that this Eclipse Phase system is now officially (unofficially) localized, which gives everyone the opportunity to translate the whole system (relatively easy) into any language the ASCII-character set allows you to! Since I'm native in German, I took this opportunity and translated the first version myself, which might be the reason why some of the sentences are rough on the edges.

That said you're all more than welcome to help with any translation you want to assist with (even German, if you want)!

But that's not all!
In this update PSI finally comes into this system in a way more convenient manner, than we had before. We're introducing rollable sleights, auto pushes for PSI CHI and even clickable elements for the GM, if an infected person rolls one of their abilites, saving you a lot time to ask them what exactly their skill does (or - if you want to be a bit more clandestine about it: Don't force them to write you which skill they're using)

There are also many more conveniece features you might want to have a look into. We have a lot of automation, can use pools for other things than just swap dice an much more!

And now without further ado... the patch notes!

Added features

  • A complete overhaul over how rolls are shown in the chat! This makes readability of - well - everything a lot easier and helps to understand any modifications a lot better. thank you @williamkeller, you opened my eyes! (though I did not yet refactor rolls completely. But I like your solution a lot!)
  • Localization done: This includes all character sheets, chat messages and dialogs. Currently the system comes in English (standard) and German. If you want to help with translation, just reach out on discord (Jorra#7357)
  • Pools:
    • Players can now spend pools outside combat situations! This includes a dialog, reiterating the rules BEFORE the player's pool gets deducted
    • To access spending pools players can click the pool counter on top of the skills. (GM cannot do this, they can just modify the pools as they like through a simple input field though)
    • All rules and the pools used a posted to the chat
    • Temporary Wound/Trauma ignore works and automatically creates active effects on the player's sheet. These will reset after every long rest (you'll find an option in the settings allowing you to extend the reset to short rests as well. The rules stating that EVERY rest ist resetting them, but it was widely mentioned on the official EP discord, that many people want them to reset only on long rest. Choose your poison. The GM can also just delete the active effects from the effects tab. They're named "Temporary" to clearly identify them.)
    • "Ignore Trauma" is now available in the status summary in the sideCar
  • PSI is now largely automated:
    • Psi Sub-Strains can now be configured by using convenient drop downs inside the psi-tab. Players and GMs can still create their own strains by using "The Custom" as a sub-strain. Your players old information about their sub-strain is stored there.
    • Psi (gamma) sleights are now rollable from the psi tab
    • The infection rating can no longer be modified manually by players (the GM still can to this)
    • Infectionlevel raises automatically according to the infection bas cost and whether the infected pushes their sleights or not
    • Infectiontests are automated and rolled after the skilltest is finished (this includes a message of any infection effects applicable. Be it damage or temporary enhanced/restricted behaviours and/or motivations.)
    • Infectiontests can be ignored by spending MOXIE (does not yet work beforehand. This will change in the future. To ignore an infection test players & npcs can click a checkbox in the skill test dialog)
    • Psi Chi auto-pushes work for all psi chi sleights applicable
    • Rolling a Psi Chi sleight adds all the information about the sleight used, for the GM. Just click on the "info"-icon in the chat to get the full description of the sleight, it's infection rating, the duration and the action-cost of the sleight.
    • Psi details can now be minimized to save space in the psi tab. The player can decide whether they wan to auto-close the details or not
  • Threats can now get bonuses through active effects

Bug Fixes & Code Quality

  • Merged fray & psi rolls into standard task rolls, deleting a lot of redundant code on the way
  • Fixed a bug that prevented players from using any pools while rolling on special skills
  • Wounds are now affecting aptitudes as they should be (checked this with the rule experts on the EP discord. Let me know if you want an option to change this in the settings. I might add it, if there is enough feedback in this direction.)
  • Migration Script:
    • Added a finishing message to the migration dialog, once everything is done.
    • FIxed an issue in the migration script that kept setting back the characters origins/sex/gender
  • Added a DR/IR value that gets derived from the current damage value (These can now be used to be shown as an extra bar in modules like Bar Brawl
  • Fixed a bug that prevented aptitude rolls from using any pools
  • "Running" falsely stated that it applies a -10 bonus while applying -20 in reality (as per rules). This has been fixed
  • Fixed a bug that prevented users from using a lot of the systems functionality if DiceSoNice! was not installed (Thank you herrozerro for raising this issue)
  • Fixed a bug that prevented the inventory from being shown if ONLY digital/consumable items were added (Thank you IcedQuinn for raising this issue)
  • Fixed a bug that prevented "Apps" from being shown on a characters sheet at all. They're now to be found in the inventory as planned (Thank you Mirsellus for raising this)

CSS/HTML Improvements

  • Fixed a visual bug that rendered the sideCar in a weird way, if the headline changed it's length (e.g. because words are shorter/longer in other languages)
  • Fixed a visual bug that broke the layout of dialogs if the words got too long (for the same reasons as above)
  • Fixed a visual bug aligning the appearance of special skills for NPCs/Threats with exotic skills from PC's sheets
  • Fixed an issue that printed the abravation instead of the full name when rolling an aptitude
  • "Moxie" skills were falsely labeled "Insight". This has been fixed (Thank you for raising this herrozerro)

Hallo ihr alle!
Eine Was-Version? Wo? Eine Deutsche Version? Is das ein Mind-Trick? Is das Psi? ODER ETWA TITAN??? Warum um alles in der Welt gibt's jetzt Patch Notes auf Deutsch?

NUN! Ich bin stolz euch allen mitteilen zu dürfen, dass dieses System nun offiziell (inoffiziell) lokalisiert ist. Das gibt euch allen die Möglichkeit das gesamte System in verschiedene Sprachen zu übersetzten, solange die entsprechenden ASCII-Zeichen dafür zur Verfügung stehen. Da ich selbst Deutsch als Muttersprache spreche, habe ich die Gelegenheit beim Schopf ergriffen und schon einmal eine grobe, Deutsche Übersetzung angestossen.

Davon ab seid ihr alle herzlich eingeladen mir mit Übersetzungen in verschiedene Sprachen zu helfen (Auch Deutsch!)

Aber das ist noch nicht alles!
In diesem Update steckt ausserdem eine komplette Überarbeitung von PSI, die es viel angenehmer macht das zu nutzen. Ausserdem gibt es nun würfelbare PSI Fertigkeiten auto pushes für PSI CHI und sogar klickbare Elemente für GMs, wenn Infizierte ihre Fertigkeiten würfeln. Das gibt euch die Möglichkeit direkt zu sehen was die Fertigkeit macht und spart euch viel (vielleicht sogar geheime) Kommunikation mit euren Spielern über Regelfragen.

Wir haben jede Menge weiteren Kram automatisiert, also wollt ihr euch den Bogen sicher noch einmal ganz genau ansehen! Ihr könnt nun sogar Pools für andere Dinge als Würfel-drehen nutzen und viele andere Dinge.

Und nun ohne weiteres Aufheben... die Patchnotes!

Neue Features

  • Die Art wie Würfelwürfe im Chat dargestellt werden wurde KOMPLETT überarbeitet. Das macht sie WESENTLICH besser lesbar und nachvollziehbar. Danke @williamkeller, du hast mir die Augen fürs Coding geöffnet! (Ich hab zwar die Würfe noch nicht komplett refactored, aber ich liebe deine Lösung!)
  • Lokalization: Das inkludiert alle Charakterbögen, Chatnachrichten und Dialog. Das System kommt derzeitig in Englisch (Standard) und Deutsch. Wenn du mir helfen willst weitere Übersetzungen hinzuzufügen, dann melde dich über Discord (Jorra#7357)
  • Pools:
    • Spieler bekommen nutzbare Pools ausserhalb von Kampfsituationen! Das schliesst einen Dialog ein, der noch einmal die Regeln wiederholt BEVOR dem Spieler der Pool abgezogen wird.
    • Um Pools auszugeben kannst du einfach auf den Pool über den Skills klicken. (SLs können diese Funktion nicht nutzen. Sie können Pools jedoch direkt über das Inputfeld verändern.)
    • Regeln und Pools die genutzt wurden werden in den Chat gepostet.
    • Wunden/Trauma temporär ignorieren funktioniert nun. Das erstellt einen Active Effect auf dem Charakterbogen. Sie werden automatisch entfernt, wenn Spieler:innen eine lange Rast nutzen. (Es gibt ausserdem eine Option in den Einstellungen dies auch auf eine kurze Rast auszuweiten. Die Regelexpert:innen auf dem offiziellen EP Discord sind zwar der Meinung, dass die Regeln es verlangen, dass JEDE Rast die temporären Effekte zurücksetzt, meinen jedoch auch, dass es mehr Sinn macht dies nur auf lange Rast anzuwenden. Ihr habt die Wahl! Ausserdem kann die SL immer auch die Effekte Manuell vom Charakterbogen aus dem Effekt-Tab löschen.)
    • "Trauma Ign...
Read more