Releases: foundryvtt/dnd5e
release-1.5.3
A minor release to fix an issue with the minimum core version. Also included is a macro icon migration, some additional small fixes to the token and icon migrations, and some further compendium data cleaning.
Installation: To manually install this release, please use the following manifest URL: https://gitlab.com/foundrynet/dnd5e/-/releases/release-1.5.3/downloads/system.json
release-1.5.2
Minor release to fix some missing files from 1.5.0. Please refer to the release notes from that release, here.
Installation: To manually install this release, please use the following manifest URL: https://gitlab.com/foundrynet/dnd5e/-/releases/release-1.5.2/downloads/system.json
release-1.5.0
In addition to numerous bug fixes and compendium fixes, this update brings several useful features and additions to the system, including: extra data on items to help proficiency determination; the proficiency dice variant rule; extra critical damage and threshold fields on weapons; a couple of popular critical hit house rules; as well as the ability to set individual ability check and saving throw bonuses. (And a bonus feature for those of you dabbling in the v9 prototype).
Features
That Longsword +1 you just picked up can have its base weapon type set appropriately now so the system can better determine if you're proficient with it or not.
Your DM is now able to switch their game to use this proficiency dice variant rule as presented in the DMG and have it appropriately affect all attack rolls, ability checks, and saving throws.
Vicious or Vorpal weapons can now have their extra critical hit damage configured, as well as any homebrew items you may have with special critical hit thresholds.
There's now built-in support for a couple of popular critical hit house rules, as well as a more flexible API for modders who want to tweak things further.
Ability scores and skills can now be individually configured to set additional bonuses to the skill or ability in question, any passive scores, or to the associated saving throw. All of these new fields may also be targeted by Active Effects.
Bonus Feature
And the bonus feature is scrolling text if you happen to be using the v9 prototype.
Developer Tooling
Another big focus of the update was on developer tooling with the goal of making it easier for others to contribute to the system, and faster for us to review those contributions. Those of you who are interested in that should take a look at the new CONTRIBUTING.md
that has been added as part of this release.
We've also made it a lot easier to review compendium contributions. If you aren't interested in developing, but still want to submit fixes to compendium content, it should be much simpler now. Feel free to implement the fix, export the item or actor, and then attach it to an issue for us to review.
Many thanks to Calego additionally for implementing a CI workflow in the repository, allowing us to streamline the release process as well as strip out files from the final release that were only used in development.
Icon and Token migrations
Courtesy of our friends at Forgotten Adventures this update ships with brand new tokens from Token Packs 20, 21 & 22, as well as all existing tokens in WEBP format. The monsters and heroes compendia have been updated to use these new WEBP tokens, and a migration will be applied to your world to update any of the old PNG tokens in use with their new, WEBP counterparts. The old PNGs won't be going anywhere, they're still there so as to not break any actors you might have stashed away in compendia or from modules. If you would like to update those compendia though, you can run the following against them:
game.dnd5e.migrations.migrateCompendium(pack);
Additionally, many of the item icons have been switched to use the ones provided by core foundry (which are also in WEBP format), and a similar migration has been added to convert those in your world too. Like with the token images, the original icons are not being removed from the system, so you can still use them. If you would like to update any of those icon paths in your compendia to the core foundry ones, you can run the same migration as above.
Patch Notes
The full list of changes is included below:
Features
- Added proficiency dice variant rule.
- Improve automatic proficiency determination across weapons, tools, and armour.
- Added the ability to configure individual ability check and saving throw bonuses.
- Split out the compendia into individual JSON files and added tooling around packing and unpacking them.
- Added currency abbreviation localisations.
- Added support for some critical hit house rules.
- Added
CONTRIBUTING.md
andpackage.json
to provide better support to contributors. - Added a way for items to prompt for ability check rolls, similar to saving throws.
- Tool items can now be configured with an individual bonus.
- Added critical hit threshold and extra critical damage fields to weapons.
- Added an ESLint configuration to the repository to aid new contributors in passing code style checks.
- Most bonus fields now support data references.
- Ability check bonuses now apply to initiative rolls when appropriate.
Bug Fixes
- Fixed several issues where invalid roll formulae would break character sheets.
- Fixed some issues with roll formula simplification.
- Fixed the missing Active Effects tab on Vehicle sheets.
- Fixed spell to spell scroll conversion sometimes missing some data.
- Numerous compendium data clean ups.
- Fixed Vehicles trying to use a proficiency bonus they didn't have.
- Fixed clicking on an Active Effect icon attempting a roll.
- Fixed macro duplication logic.
Contributors
Thanks to Calego, Connor McCormick, 'DFreds', 'Giddy', Jeff 'Arbron' Hitchcock, Johannes Loher, 'Kandashi', Phil Best, 'Surge D20', and all those who submitted bug reports and issues.
Installation: To manually install this release, please use the following manifest URL: https://gitlab.com/foundrynet/dnd5e/-/releases/release-1.5.0/downloads/system.json
release-1.4.3
Milestone: %"DND5E 1.4.3 - Bug Fixes"
This is a very small release to fix some minor but annoying issues around AC and better handle old actor data.
Contributors
As always, thanks to all those who contribute to the system, in particular thanks to Jeff 'Arbron' Hitchcock and all those who submitted bug reports and issues.
release-1.4.2
This release includes improvements to auto-calculated AC, as well as some minor bug fixes.
There is now a simpler way to set a creature's Natural Armour:
This will allow the creature to still receive the benefits from a Shield they have equipped, as well as any additional bonus AC items they are wearing. Existing NPCs in your world that were previously using the 'flat' complete AC override will be automatically migrated to use this new Natural Armour calculation. It is still possible to set Natural Armour with an armour item and the 'Equipped' calculation, or to override it entirely by using the 'Flat' calculation.
The AC breakdown tooltip has been improved to separate out bonuses from different item sources and display the item it came from:
The 'Magical Bonus' equipment type has been removed as it was no longer needed. All items of this type in your world will be automatically migrated to the 'Trinket' equipment type. A small script is provided that can automatically create the Active Effects necessary to have AC bonuses from those items apply to characters using auto-calculated AC now: https://gitlab.com/foundrynet/dnd5e/-/snippets/2158796
Bug Fixes
- Fixed resource consumption using negative values
- Fixed errors occurring when death saves collected three results
- Fixed several issues around the AC breakdown
- Fixed some deprecation warnings
- Fixed some of the data for the Web and Fire Shield spells in the SRD
- Removed unused font
Contributors
Thanks to Jeff 'Arbron' Hitchcock, Giddy, and all those who submitted bug reports and issues.
release-1.4.0
This update brings a long-requested feature to the dnd5e system: automatic armor class calculation. This D&D5E system update was championed by Kim (Fyorl) who led and organized the community efforts to implement the features in this update. Big thanks are due to all the contributors!
An NPC with their armor equipped
Players and DMs alike will be able to configure their character's or NPC's armor class using a new dialog on the sheet that comes pre-configured with some common options such as Draconic Resilience or Unarmored Defense.
By default a character will use whatever equipped armor they have to calculate their AC, according to the rules you've come to expect. They may also opt to select one of the other pre-configured armor calculations. For those with homebrew needs, there is also an option to input an entirely custom armor calculation formula. Finally, those who wish to opt-out entirely of automatic armor class calculation can input whatever value they like for their character's AC, just as before.
Hovering over the armor class value on the sheet will display a tooltip containing a breakdown of how that armor class value has been achieved.
Active Effects
All of these new components to armor class calculation (ac.flat
, ac.base
, ac.shield
, ac.bonus
, and ac.cover
) are targetable with Active Effects, opening the door to a variety of new magic item and in-combat effects. See the SRD item compendium for some examples of this, such as the Ring of Protection, and Robe of the Archmagi.
Migrations
Those of you with existing worlds should expect no major disruptions with this update. All of your existing Actors will have been migrated to preserve their armor class values. To start using the new automatic armor class calculation on those migrated Actors, all you need to do is open their armor class configuration and delete the large, top number, removing the armor class override.
Any Actors you have in world-level compendia will have also received the same treatment. You will notice that the Starter Heroes and the SRD monsters are all now using automatic armor class calculations (where appropriate). If you would like to apply this to your own world-level compendia or are a dnd5e module developer and wish to migrate the compendia provided with your module, we have provided a small migration utility to help. You may run the following in the console or as a script macro:
game.dnd5e.migrations.migrateArmorClass(pack);
This will migrate the given compendium, removing the armor class override from any Actors that have armor and/or shield items equipped. If you need to apply the default migration which preserves AC values exactly, you may run the normal dnd5e migration as usual with migrateCompendium
.
Patch Notes
While armor class was the main focus of this release, there were still plenty of other fixes and improvements that were added.
Features
- Automatic armor class calculation.
- Added support for metric units in the system settings. This just changes labels and does not automatically convert existing data.
- Item rarity is now a drop-down and can be configured by modules through
CONFIG.DND5E.itemRarity
. - Tool items now have a tool type category that they can belong to.
- Active Effects transferred from items which are equippable or have an attunement requirement will now no longer provide their effect if they aren't equipped or attuned.
- A character may now select individual weapon, armor, and tool proficiencies instead of only whole categories.
- The sorting of proficiencies in the proficiency selector dialog is now localisation-aware.
- Added a
restCompleted
hook for modules that fires whenever a character finishes a long or short rest. - Eligible class skills can now be configured on class sheets.
- Vehicles may now have a land, air, or water type.
Bug Fixes
- Items that are added from a compendium and then renamed no longer continue to stack when another of the original item is added again from the compendium.
- Fixed some issues around traits like Remarkable Athlete or Jack of all Trades persisting their proficiency changes to the actor even after the traits are removed.
- Fixed the level at which the Champion's Additional Fighting Style feature is received.
- Fixed the level at which the Paladin's Spellcasting feature is received.
- Placing an Actor with custom token sizes into a compendium no longer replaces those custom token sizes when you again retrieve that creature from the compendium.
- The dialog for selecting features on level up no longer scrolls off the screen if there are too many features.
- Fixed encumbrance calculation.
- Fixed polymorphing a token resetting the token's vision even if 'Keep Vision' was selected.
Contributors
Thanks to Phil Best, Jeff 'Arbron' Hitchcock, Iñaki 'ccjmk' Guastalli, Varriount, and all those who submitted bug reports and issues.
release-1.3.6
Bug Fixes
- Chat cards which prompt for a saving throw no longer leaving the saving throw button in a disabled state.
- Marking skills as proficient on the character sheet now functions correctly with Jack of all Trades active.
- Spell from Scroll creation workflow from an actor now functions as intended.
- [Polymorph] Restore Transformation of linked NPCs no longer leaves transformed token on canvas
- [Polymorph] Resolved some edge cases related to polymorph transformation handling
Contributors
- Thanks to all those who submitted bug reports and issues.
release-1.3.5
Re-release of 1.3.4 to correct an error in the final merge.
release-1.3.4
New Features
- Added a host of missing translation strings.
- Item proficiency maps now configurable by modules.
- More token art from Forgotten Adventures.
Bug Fixes
- Fix Cure Wounds in Acolyte and Priest NPCs.
- Fix rotating ability templates causing them to disappear.
- Fix reverting a transformed token to a token with a wildcard image.
Contributors
- Thanks to Kandashi, Jeff "Arbron", Gerardo Magela Machado da Silva, Cameron McFarland, and all those who submitted bug reports and issues, as well as Stryxin and Forgotten Adventures for the new token artwork.
release-1.3.3
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