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Releases: StarWarsFoundryVTT/StarWarsFFG

V1.8-alpha2 Foundry v10 Compatibility Release

10 Sep 21:19
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Continued Foundry v10 compatibility. There will still be bugs.

But less of them now.

Thanks to @wrycu for putting in a bunch of effort converting various data.data data.system data.data.data.data 🤯 usages into v10 friendly things.

V1.8-alpha1 Foundry v10 Compatibility Release

19 Aug 20:46
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Basic Foundry v10 compatibility release

There will be bugs. Many bugs.

v1.72

30 Jan 21:58
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Small bug fix release to clear up issues introduced by Foundry v9.245.

What's Changed

New Contributors

Full Changelog: v1.71...v1.72

v1.71

23 Jan 18:31
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Small hotfix release to tackle bugs introduced in v1.7.

What's Changed

Full Changelog: v1.7...v1.71

v1.7

15 Jan 23:35
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This is our first release which officially supports Foundry VTT 9.x versions.

DISCLAIMER: Please ensure you back up your existing worlds before upgrading to Foundry VTT 9.x and StarWarsFFG v1.7

The primary purpose of this release is to provide compatibility with the changes to Foundry, but it also comes packed with bug fixes for almost all the most major issues experienced in v1.6 and the breaking changes Foundry's big (totally worthwhile) update to 0.8.x and 9.x brought our way.

Huge thanks to @wrycu @tropiclwd and @Rysarian for contributing bug fixes, managing our big ol' stack of issues, testing, and just generally keeping me sane enough to work on getting this release out.

Known issues:

  • Item attachments / mods are still rather buggy. Deep-embedded items (such as an item modifier on an item attachment, on a weapon or armour piece) cannot be directly edited. As a workaround, edit the item templates and delete / re-add them to the characters.

On a personal note, this will likely be the last release I will get involved with for the starwarsffg system (barring any minor hotfixes needed in the immediate aftermath of this release). My attention going forward will be 100% focused on building out the new system I have planned to supersede this old girl.

That said, I know some will be keen to stick with what they know so I fully encourage anyone actively using this system to keep contributing any bug fixes, feature enhancements or whatever else takes their fancy. The old system will not be going anywhere - I just don't plan to actively support it going forward.

v1.6

27 Jun 22:03
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This is our first release which officially supports Foundry VTT 0.8.x versions.

DISCLAIMER: Please ensure you back up your existing worlds before upgrading to Foundry VTT 0.8.x and StarWarsFFG v1.6

The primary purpose of this release is to provide compatibility with the changes to Foundry, but there are also some minor bug fixes for known issues in v1.5.

There is one major new feature for this release:

  • Big thanks to @drmattsuu for their work on the OggDude NPC Importer introduced in this release.

Huge thanks also to @Rysarian for being utterly invaluable, continually testing the dev branch on the road to this release and providing detailed bug reports and QA.

Known issues:

  • Item attachments / mods are still rather buggy. Deep-embedded items (such as an item modifier on an item attachment, on a weapon or armour piece) cannot be directly edited. As a workaround, edit the item templates and delete / re-add them to the characters.
  • Some of the modifier edit screens such as in Force Power upgrades, Specialisations and Signature Abilities are behaving oddly with some sort of off-by-one bug when adding, removing or editing modifiers.

None of the above issues are massive blockers to playability so I decided it was more important to get this release out to provide 0.8.x compatibility as soon as possible rather than waiting to iron out these quirks.

v1.5

04 Jun 13:00
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This is our final release for Foundry VTT 0.7.x, allowing us to begin preparing the system to support Foundry VTT 0.8.x going forward.

Big thanks to @Rysarian who has stepped up to provide a whole bunch of quality of life updates and bug fixes for this release.

Thanks also to contributors for this release:
@urbanhusky
@Myrnedraith
@basicgm

And as ever, @cstadther / dragkun.

Changelog:

New Features / Improvements

  • All dice (except force die) will show a tooltip detailing the result of each die roll. This should also improve accessibility.
  • Improvements to the FFG dice pool dialog UI (details here: dfbce51).
  • Vehicle encumbrance tracking.
  • Allow switching between Genesys and Star Wars vehicle range bands in the system settings.
  • Allow item mods/attachments on armour.
  • Fixes / improvements for sheet formatting for weapon / armour mods and attachments.
  • Added simple tracker for uses of medical items. Tracker can be a range between 0 and 5. Label can be changed by sheet or globally.
  • Allow weapon mods for Vehicle Weapons.
  • Show item notes in weapon roll card.
  • Allow use of any characteristic on any weapon. Covers cases such as Aeffects, Selonian Tail weapon, Realm of Terrinoth thrown weapons, etc. Please note this change may require you to edit your existing melee / brawn weapons and assign the appropriate characteristic in the item configuration.
  • Allow selection of associated roll skill on Vehicle Weapons to cover cases where they do not default to Gunnery.

Bug fixes

  • Fixed issue with Skill Add Threat modifier dropdown not populating skill list
  • Fixed issue where configuration tab was not visible from v1 item modifer and item attachment sheet.
  • Fixed issue where "block" values were incorrectly specifying data type.
  • Fixed bug where unlinked tokens could not roll weapons that were added on their token sheets but were not on original actor sheets.
  • Fixed typo in console logs (no more weaon).
  • Fixed missing checkboxes on Adversary sheet options.
  • Fixed issue preventing rolls from the Token Action HUD module from properly calculating minion group skill upgrades.
  • Fixed bug causing drag/dropped item mods to duplicate instead of stacking ranks.
  • Fixed issues with character defense/soak calculation related to item mods and attachments.
  • Fixed (Terrinoth) Alchemy which was using Willpower when it should be using Intellect.

v1.4

10 Mar 20:28
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The big ticket highlight for this release is:

  • Item attachments!

IMPORTANT NOTE: This will require a complete OggDude reimport AFTER first deleting the Skills and Item Attachment compendiums.

Along with...

  • Better migration of alternate skill lists between updates.
  • Various bug fixes and improvements for the send to chat feature, and weapon attack chat messages.
  • Lots of CSS overhauls, allowing better support for multiple themes, custom tweaks and UI modules.
  • Various bug Fixes and enhancements to item modifiers
  • Bug fixes and improvements to the importers, including better support for SWA imports where armour items were previously hard coded into gear.
  • Improvements to the Deutsch localisation
  • Bug fixes and feature enhancements to the Group Manager
  • Better support for PDFoundry

And so much more... so much that I'm not going to even attempt to include it all in these notes, so check out the git commit changes here (#832) if you're inclined to dig deep... there's a lot to see!

Thanks to all the contributors for this release:

  • aljovin
  • Shyster Effd#5441
  • ArbuckleZero
  • Mandaar
  • florianpiekert

We love you all!

And as always, huge props to dragkun (@cstadther) for working like absolute mad, churning out constant code, and steering this crazy ship.

This is the way.

v1.3

16 Jan 03:02
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v1.3 changelog:-

New Features / Enhancements:

  • Added "Send to All" option for roll dialog.
  • Created v2 of all sheets (v2 sheets include right side tab control).
  • Added Terrinoth and Crucible to default skills themes list (these will be available in new worlds).
  • Added All Skills to skill list modifier drop down, will apply the modifier to all skills.
  • Additional Spanish translations provided by ForjaSalvaje.
  • Added restricted checkbox to items.
  • Updated OggDude importer to populate restricted value.
  • Added Source to the description for all imported items.
  • Added context to destiny point flip message, now with styling and lists what the pools changed to.
  • Support for talent grouping added by @wrycu.
  • Added sheet level options for talent sorting to override global setting, added localization to talent grouping.
  • Added new paused image.
  • Added image display in inventory for items, and made images rollable for weapons (thanks @wrycu for the work contributed on this).

Bug fixes:

  • Fixes for file upload behaviour for users of The Forge.
  • Fixed issue with additionalFlavorText error on some rolls.
  • Fixed issues with Dedication increasing stat out of control.
  • Fixed issue with OggDude import failing when skills not selected.
  • Moved import id to ffgimportid to resolve issue when compendiums are migrated from a core upgrade.
  • Updated roll audiohelper call to push sound to all connected clients.
  • Fixed handling of Destiny Roll requests if multiple GMs are online.
  • Fixed specialization link search for world compendiums that have been converted to module compendiums or if the compendium name changed.
  • Fixed OggDude export/import with non-english characteristic names (now uses characteristic keys).
  • Fixed styling issue with Adversary career pillbox.
  • Fixed styling issue where last skill in a column was cut off.
  • Fixed issue where added skills were removed when duplicating an actor.
  • Fixed missing Experience in OggDude importer.
  • Fixed alt skill list applying to new character.
  • Fixed issue where secrets tags were not rendering correctly.
  • Fixed issue with Genesys Adversaries import. The issue was caused by a link to the stored alt skills list being updated instead of a new instance being used.
  • Fixed Melee-* skill weapons not calculating damage correctly when based on Brawn.
  • Fixed issue with DOM context inconsistencies that was causing character->character drag and drop item transfers to fail.
  • Fixed Dice So Nice result on the Ability die when rolling a "6" (@JiDW).
  • Fixed group skill values when duplicating a character.
  • Fixed ability and difficulty downgrading to bring it in line with the system rules. If all the potential dice are already in their downgraded form, any further downgrades are ignored (thanks @cvaliente for the spot and fix).
  • Fix for compendium save/display issues.

Under the hood:

  • Switched to using getCombatant instead of relying on base object for initiative dialog title.
  • Added additional error handling for dice dialog error on skills.
  • Changed the way skills are rendered, by splitting skills into two columns and rendering those columns.
  • Added compendium migrations, as new version (1.3) will change importid property from importid to ffgimportid to resolve issue with Core migration overwriting property.
  • Refactored tabs to a handlebars partial template, so that all sheets use the same code to generate tab controls.
  • Added new item base class that includes associated items. (item-to-item associations). This is in preparation for upcoming item attachments updates.
  • Added functional testing.

Uses mocha, and will only run in nodejs mode and on localhost.
Steps to Run:

  1. npm install -> to grab dependencies.
  2. Add test:true to system.json.
  3. Start FoundryVTT as normal, locally.
  4. Browse to localhost version localhost:30000
  5. Log in as a GM, a new macro will be auto-generated for running functional tests.
  6. Run macro to execute tests.
    Examples of how to add tests:
    see /tests/ffg-tests.js ==> this is the test runner.
    see /tests/common.test.js ==> this is a unit/functional test

v1.2

20 Dec 02:37
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v1.2 changelog:-

New Features / Enhancements:

  • Confirmed Foundry VTT 0.7.9 compatibility (probably).
  • The [ROLL] BB code can now be used in owned item descriptions.
  • Updated Skill Importer to update imported skill themes if they already exist instead of overwrite.
  • Added ability to download skill theme.
  • Localized skill importer text.
  • Weapon items now look for "Melee" or "Brawl" in the skill name and allow for characteristic based damage calculation if desired. This should improve things for Genesys players who use non-StarWars skill names for this sort of weapon behaviour.
  • Added Brawn Option to Lightsaber-based weapons (per Ancient Sword).
  • Added ability to add automatic Light or Dark side points to rolls.
  • Automatic additions to rolls (success, advantage, threat, failure etc) can now be added via Item modifiers.
  • Rolls that contain only Force Die will now exclude the success/failure message.
  • The Roll Initiative button on the combat tracker now opens a dialog to allow for selecting Vigilance or Cool and adding any automatic success/failure etc. Additionally, any other skill can be assigned to initiative on a per-character basis by right clicking on that skill in the relevant character sheet. Skills will be prefixed with a * on the skill list of the character sheet if they had been added as initiative skills.
  • Improvements to the rendering of the Destiny Pool dialog to allow for moving around the screen. GMs can also right click on the top or bottom movement bars to request a destiny pool roll from players which will automatically populate the pool.
  • Shadow of the Beanstalk skill list added by @skeet70, including localisation into French, German and Spanish.
  • Added hook on chat message rendering to handle dice symbol replacement.
  • During import of species, added species abilities to the species description.
  • Updated OggDude importer to import additional die symbol modifiers.
  • Added Rolling Ability to vehicle weapons, players will still need to enter their Gunnery skill for the pool but it will now display weapon chat card on roll.
  • Added quantity management to vehicle cargo hold items.
  • Added item status to weapons, will add appropriate number of setback dice to roll, will display a UI error if damage renders weapon unusable.
  • Added localization to roll results.
  • Added Enable/Disable Auto Soak Calculation on Character and Minion sheets.
  • Added an icon to the character sheet that opens up general character info fields.
  • Added detailed fields for Obligation, Duty, Morality etc which can be accessed by clicking the relevant box on the Biography tab.
  • Added Duty and Obligation entry. Obligation and Duty fields will auto calculate based in entered values, if no values are entered, the field will auto calculate to 0.
  • Added Genesys implementation for motivations.
  • Styling fixes/improvements for Critical Injury display on character sheets by @saethone.
  • Enhanced current SWA Importer to create compendiums for non-starwars files based on filename (http://genesysadversaries.dylanpetrusma.com/).
  • Added OggDude Import of Skill Descriptions to Journal entry compendium.
  • Updated skill sizing to allow for more equal skill category distribution.
  • Moved group manager button to destiny pool display.
  • Added ability to add sounds to dice rolls
  • Added ability to add additional flavor text to dice rolls
  • Added ability for GM to send a built dice pool to a user who can click on the chat message to load dialog and roll.
  • Added ability to click on specialization talent header to edit attributes associated to that instance of the talent.

Bug fixes:

  • Fixed issue where career skills were not being marked correctly.
  • Fixed uploads for The Forge asset library.
  • Fixed issue that caused talent modifiers to not correctly transfer to specialisations.
  • Some improvements and fixes to the Spanish localisation by ForjaSalvaje.
  • Some improvements and fixes to the French localisation by @Mandaar.
  • Fixed issue where weapons with one quality were not importing the quality correctly.
  • Updated ffg-criticalinjury.html and item-sheet-ffg.js to correct reference images from relative path to systems.
  • Fixed issue where compendium and id were not generating correctly (id object was misspelled).
  • Updated migrations to handle skills.json file and store migration level in settings. This should prevent issues with custom skill sets when updating Foundry versions.
  • Fixed issue with Group Manager access being lost.
  • Fixed issue where alive tracker on minion sheet was 1 wound off.
  • Updated Entity Link rendering on character sheet item details.
  • Updated chat styling to display tooltips correctly anchored to their parent message.
  • Fixed context menu issues for Force Powers on character sheets.
  • Updated CSS to correctly display items without cutting off the last item.
  • Fixed issue where, when you went over max encumbrance, it was adding to max encumbrance by the amount over.
  • Updated OggDude importer to add space after comma when adding specials so that they wrap correctly.
  • Changed variable name in macro generation to resolve issue where The Furnace module defines a variable as actor.
  • Fix to handle new method of accessing derived item values on owned items on Foundry VTT 0.7.9.
  • Fixed issue where modifiers were not updating correctly, due to the above mentioned 0.7.9 changes to owned items.

Under the hood:

  • Updated roll-options template to not expect passed renderedDice tags. Instead, they will be rendered when template is processed using custom handlebars function and a static string, its no longer necessary to pass in dice symbols.
  • Updated import to only look for Qualities in another compendium instead of searching through all world journal entries.
  • The default skill list has now been refactored out into its own file for readability and to allow for easier maintenance and/or customisation.
  • Clean up config values into separate files to increase overall readability.
  • Converted dice pool display from dialog to formapplication. This allows for context to be maintained through popout dialog.
  • Moved destiny rolls and flipping to queue model, and custom socket method.
  • Refactored adversary sheet to inherit from actor-sheet-ffg.js eliminating duplicate code and making it easier to manage actor sheet changes.