#Bugs with the CoC7 Data Model and App v2 test release
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Thread started, thanks for the feedback, I'd forgotten I'd fixed ranged multitarget.
Happy to help in any other way I can.
CoC7 Test version 8.0.12
- Fix detached windows for the Investigator sheet v3 tabs are permanently hidden when resized too small
- Fix range combat base range can't be automatically selected
- Fix armour values being a string but not a valid roll
- Fix unable to work out which is the Dodge skill on Core Content normal beasts
- Fix damage card where armour absorbs all damage from unable to be completed
Thoughts on the new version. Thank you so much, for everything.
Good things:
- The add bonus/penalty dice buttons are so clutch! We did that manually all the time before.
- Dark mode summarized sheets with icons only look SO GOOD. And they work much better with faster tooltips that include your skill level. Huge UX upgrade.
Bugs:
- Melee automatic success button broken.
- Create Link - Sanity Check silently fails:
- Non-existent data field provided to {{formGroup}} handlebars helper.
If you leave the Label blank, which is pretty common if you're not pre-making these links.
- Non-existent data field provided to {{formGroup}} handlebars helper.
- More responsive design on character sheets would be amazing. Or at least sideways scrolling for skills.
- The summarized sheet is fairly good about this but could still use a bit of refining.
- Ranged combat automation does not provide XP ticks, even when it should.
- The Spend Luck button only appears when the skill is at 2%+, not at 1%. Spending Luck on 1% skills is allowed, it's only 0% ones that it's not (imo).
- This is a regression, v13 allows spending on 1%.
Differences of Opinion:
- I don't think you should be able to push a Fumbled roll? Debatable: "The impact of Fumbles should take effect immediately and may not be negated through pushing the roll" (KR 89). I suppose you could let them have the fumble consequence and then let them push it for potentially even more consequences... Not something that needs to be enforced through code though.
- The "Close Card" button pops up way too much and reduces information density in the logs for no gain. Most of the time we don't need to open the card.
CoC7 Test version 8.0.13
- Fix melee combat automatic success button
- Fix ranged combat automatic XP tick skills
- Allow spending luck to get an Extreme success
- Prevent pushes on fumbles, and toggle in house rules to allow pushing fumbles
- Fix summarised characteristic widths when weapon names are too long
- Set system as verified for v14
There was an issue with clicking sanity links with pool modifiers/difficulty that was fixed but this might not fix the Create Link issue you mentioned, if it still doesn't work please post the steps to reproduce the issue
Ability to spend luck to get a critical success has been restored, (KR 99) mentions critical and fumbles can't be modified with luck points which I took to mean you can't do that
The Items and Actors (apart from the old investigator sheet and chases which is left to right movement) scroll vertically for consistency.
The Close Card button removes the ability to modify rolls and for combined/opposed rolls it also applies the development flag to skills.
If this doesn't fix your issues or needs more discussion please let me know
CoC7 Test version 8.0.14
- Remove unneeded console.log calls
There was an issue with Dice So Nice not rolling, so I posted a bug with them. They've come back saying : "This is an issue in the CoC system. They are still using a feature (CONST.CHAT_MESSAGE_TYPES.ROLL) that was removed in v14. You should report this to them. Thank you!"
The issue is that when you make a dice roll from either the character sheet or from a card in chat, it doesn't work. This is with CoC7 Test Version 8.0.14
Yes, it works now. Regarding Luck, my read is that you can spend down to the Critical level of success (to beat an Extreme for instance) but you wouldn't get the additional benefits of said Critical. I could be wrong!
Yay for vertical scrolling!
For Close Card, I'll have to see how it goes in actual play. Don't really want to have an additional required click after every check but I'll see.
The issue is with custom dice, did you raise this as an issue on their GitLab?
I tried it with the default dice from DsN and it doesn't work :\
I meant custom as in the dt and do we use to allow bonus and penalty dice without rolling an additional d10 "/roll 1d6" works "/roll 1dt" errors. Same as clicking "Test Roll" in the 3D Dice Settings
He did, here: https://gitlab.com/riccisi/foundryvtt-dice-so-nice/-/work_items/544 Sorry I can't help more, not a javascript programmer.
yes I did, @lofty jetty has found it
It is going to be fixed in DsN 5.3.1
Updated DsN released and rolls now work
I've spotted another minor issue - links for skill checks created with the link editor don't work from a journal that has been detached into a separate window. They work fine from a regular, non-detached journal though.
CoC7 Test version 8.0.15
- Fix detached coc7-link click events, add fallback to old method for v12
- Add Error message for DsN 5.3.0
Thanks James, it's almost right - it does trigger the card in chat now, but it appears twice from a detached journal (but works correctly from a non-detached one) 🙂
This doesn't happen for Actors with that link now, I've asked if it a known issue in Foundry and implemented a work around for Journals
CoC7 Test version 8.0.16
- If custom enrichers onRender is called twice ignore second call
Works perfectly! Thanks, I appreciate all your hard work, it’s a really great system.
CoC7 Test version 8.0.17
- Fix i.skill.fighting-throw to i.skill.throw migration in archetypes, experience packages, setups, and occupations
- Fix Dhole's House importer missing skills, items, and weapons detection
- Fix Investigator Wizard pressing skip on specialization selection dialog
- Prevent users adding to Cthulhu Mythos skill (double click to unlock)
- Prevent updater performing updates that don't change the document
CoC7 Test version 8.0.18
- Fix Dhole's House importer null skills, items, and weapons
Hello everyone. Not sure if this is the right place, but I spotted a bug in the 8.0.18. In the Sanity Check box, I can't input Min/Max if it is not an integer ( ie: I cannot type in "1d6" for example )
Which Sanity Check box are you editing?
This one
CoC7 Test version 8.0.19
- Fix enforced number values on Sanity Check triggered from Select modifier window