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Releases: Plushtoast/dsa5-foundryVTT

1.1.3 Hotfix

16 Feb 21:27
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Changes:

  • Animal abilities can now alter attack rolls
  • Money inventory handling improved
  • /rq command accepts now modifiers. Type /rq in the chat, chose the talent with the arrow keys, press tab and add a number as modifier, f.e. /sk Körperbeherrschung 3
  • Diseases and Poisons now have a soulpower/toughness tooltip to indicate how to properly apply the target's stat
  • Issue with malfunctioning advantages/disadvantages after fresh login (especially mages) should be fixed
  • Entries on roll dialogs in the situational modifier list can now be selected/deselected with a single click
  • Invisible tokens in the combat tracker should now be properly greyed out instead of disappearing
  • Magical and clerical careers can now have an empty primary attribute
  • AND MOST IMPORTANTLY: The german translation for a roll check is now "Probe"

1.1.2 Hotfix

13 Feb 16:42
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  • Fixed an issue where talents, spells.. were not advancable or deletable anymore
  • Added missing talent "Brett- & Glücksspiele" back again
  • Fixed /sk command showing english and german talents
  • Characters can now have no Primary Attribute, needed for "Intuitiver Zauberer" and other sort of mages
  • Fixed calculation of the carrying capacity
  • Some other minor issues

1.1.1 Hotfix

12 Feb 16:08
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Minor Bugfixes to ensure save travels in Aventuria.

  • Dragging self made items from the library onto the character is now possible
  • Attribute rolls should now consider the difficulty modifier properly
  • Improved the tooltip for the damage calculation
  • Improved the way talents and other embedded entities behave while changing the skill value (no snap backs and unsaved changes)
  • Combat techniques and skills can now be posted to the chat
  • Primary attribute of combat technique daggers and fencing weapons was wrong
  • Tab did not select text contents of input fields on the character sheet
  • Introduced new free bugs

Core - 1.1

09 Feb 16:10
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Everything ready for the release of the german core module

  • Consumables can now be created. Depending on the quality they provide a different effect and can be consumed via right click in the inventory (f.e. for healing potions)
  • Free adventure points for languages from careers should now be correctly calculated
  • Characters can now be magical and clerical at the same time
  • Enabling of religion and magic tab faciliated (add a spell/ritual/cantrip/specialability/blessing/liturgy/ceremony to enable the corresponding tab)
  • Improved effects of special abilites (f.e. combat abilities with effect "+1 AT" give a bonus to +1 on attack per each step value (see next point)
  • Version #1 of automated combat special abilitys. If configured correctly, the abilities show up during the attack/parry dialog and can be selected). Currently possible modifiers are f.e. +1 PA, +1 AT, +1 TP. Modifiers on the defense roll caused by the attack will be added in a future version.

Everything ready for the launch of the core module :)

Bugfixes:
Calculation of pain levels
Unable to roll if status effect on character

Minor Fix

07 Feb 15:59
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Fix Blind GM Roll
Fix Dice So Nice implementation

Minor Fix

06 Feb 19:32
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Enable Apply Damage and Apply Mana/Karma cost on right click chat message
Fix Blindgmroll
Enable Advantage/Disadvantage/SpecialAbility Attribute Modifiers

Minor fix

04 Feb 23:30
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Fix Geweihter/Zauberer not calculating AsP/KaP
Fix Schips only updating after sheet close

Day one patch Hotfix

04 Feb 16:55
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Fix compatibility with german foundry localization module
Fix deprecated equipment category poison
Fix at/pa quick command and unarmed combat

Initial Release

03 Feb 15:58
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Get ready to play DSA/TDE within foundry.

Skills, attributes, liturgies, ceremonies, spells, rituals, weapon tests, prolonged tests and many more can be rolled.
If entered special abilities, advantages and disadvantages are automatically put into condsideration of relevant rolls.
Status system has been implemented.
Opposed Test and Damage calculation that takes into account Size, weapons, armor
Poisons and sicknesses are implemented and can be rolled upon.
Character generation based on the entered species, cultures and professions is available or you can manually just enter all details of your character in the system.
Management of inventory with drag and drop and information on all items.
Manual modification of rolls and test results.
And more!