#Changes Coming in DCC System 1.0

1 messages · Page 1 of 1 (latest)

devout ingot
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Bottom line: I have completed a complete visual refresh of the app based on the official print character sheets, added significantly more weapon configuration options, and added a setting that lets you roll your own damage, crits and fumbles in both emote mode and standard chat card mode.

Under the hood, it also sends tons of information to the chat cards and adds hooks for third-party modules to use, sends manifestations and mercurial magic to the chat with spell rolls, and closes a dozen GitHub issues.

lament jewel
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Looks fantastic. One question, is the skill tab still there and has it undergone any changes? Using it myself for my heavily modded game.

devout ingot
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Thanks for taking a look. Skill tab is still there and has a visual refresh to match everything else, as well as fixing the bug where ability scores weren't being added in correctly.

copper oyster
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Any ETA on when you will be releasing 1.0?

devout ingot
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I want to ensure that @viscid python has a chance to adapt the QoL module to work with the changes, so not quite sure yet, but hopefully soon!

coarse pine
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Awesome work on the sheet! Looks so good

copper oyster
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Are there any plans to include active effect functionality? There are many spells or critical hit results that cause a temporary condition for x number of rounds. It would be very helpful to create active effects and have it automatically expire after a certain number of rounds. ie Magic Shield gives an AC bonus for a number of rounds.

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This would help tremendously with bookkeeping which is the biggest benefit of VTTs.

frozen hinge
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Looking good! I'm tempted to test out the new sheet, is there anything I need to keep in mind if I do? I'm running a very non "standard" dccrpg game I'm in the midst of a weird frontiers campaign where I have made some skills/weapons and spells. What issues (if any) might I run into with using custom made skills/items/spells?

devout ingot
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I would love for you to test the custom skills! The only non-graphic-design change was fixing a bug where you could not enable adding the related attribute to the skill.

frozen hinge
viscid python
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Hey, thanks @devout ingot! We've had some DMs about it, but for the broader group's awareness -- I'll be testing this weekend for compatibility, and hopefully be able to provide a greenlight in the coming days.

Next step will be some refactoring to make use of the hooks-based architecture the system team has started to put in place, so the integration is less brittle, but that may take a little time as I get up to speed with the Foundry API and deal with day job stuff.