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Releases: foundryvtt/dnd5e

release-0.7.0

13 Jun 16:44
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Foundry VTT - D&D5E Version 0.7.0

  • The 5e system has been almost totally redesigned in order to feature a new structure as an ES6 module, a new data template which uses the new core template features. An expanded and modified Actor and Item data model to incorporate much more information in a more direct format, and many other new features.
  • The above changes involved significant alterations to the D&D5e data model. Please consult the compiled model structure in game.system.model to see the new schema which should be used for D&D5e Actors and Items. Furthermore, please inspect the included migrations module in the D&D5E repo and available as within the API as game.dnd5e.migrations for a variety of helpful functions which help to migrate existing Entities and illustrate the changes which occured to the data. For module developers working in the D&D space, I strongly encourage you to connect with me on Discord for any help you need in updating to this latest data specification.
  • Many fields in the data model which were previously used are now deprecated and will be removed by Foundry VTT version 0.5.x. These fields are retained in the data model for now, but flagged with a _deprecated key.
  • The character and item sheets have been fully redesigned for a more professional aesthetic with a cleaner and more powerful structure.
  • Many monsters from CR1 to CR9 have been incorporated into the Monsters SRD compendium pack.
  • A new round of Token artwork courtesy of Stryxin from Forgotten Adventures and creature biographies courtesy of Penelope (Vyrnali) are available for low-CR creatures.
  • Core concepts of the 5e system like action type, target type, distance units, activation costs, currency denominations and much much more are now persisted as enumeration objects within the CONFIG.DND5E namespace.
  • The inventory, spellbook, and features tabs for Actor and NPC sheets now have a helpful set of filters which allow you to restrict visibility of the item list to items which have a certain activation cost or usage condition.
  • Separate spellbook sections for Innate Spellcasting, Always Available spells, and Pact Magic has been added which no longer uses the same set of spell slots as the spell would if it were prepared normally. This is configured through the "Spell Preparation Mode" field in the Spell Details tab.
  • Weapon damage rolls are no longer assumed to benefit from the ability score modifier of their designated ability. While this is usually the case there are many scenarios where this modifier is not granted, therefore the default is that the modifier is excluded from the damage roll unless included with either the a direct attribute reference like @abilities.str.mod or the shorthand @mod tag.
  • Changing an Actor size on the traits tab will automatically adjust the dimensions of their prototype token according to the stated size rules. To set Token base dimensions differently, edit the Actor sheet first then go update the Token size to some non-standard dimension.
  • String labels for elements of the data model have been moved outside the data template which is stored on every actor and maintained as system level metadata which is either statically or dynamically computed for HTML rendering.
  • All items which can deal damage now support multiple damage types with separate fields for components of the damage formula. Each component of the damage formula may have a different damage type assigned to it.
  • Redesigned the use of the versatile damage modifier. The versatile field defines an alternative formula which will replace the first component of the damage formula if the item is used in a versatile way. This level of generalization works well for both versatile weapons as well as for spells like Toll the Dead which deal a different amount of damage in certain situations.
  • Added an "other formula" field to all activated items which can specify any arbitrary dice formula that can be rolled in addition to attack and damage rolls. This can be useful for additional damage like poison, for ancillary skill checks or saving throws, or for random results which apply to the effect like for prismatic spray.
  • Weapon properties have been migrated from a free-form string to a structured list of boolean flags.
  • Spell components have been migrated from a free-form string to a structured list of boolean flags.
  • Ability activation cost has been changed from a free form string to a 3 part form featuring a cost type and a numeric activation cost value.
  • Spell or Feat effect duration has been changed from a free-form string to a structured field with 2 values; a numeric duration value and a designation of duration units.
  • Effect targets have been changed from a free-form string field to a structured object containing a numeric value, a designation of units, and a target type.
  • Ability range has been changed from a free-form text field to a structured object with a numeric value and designation of distance units.
  • Added support for all physical items to provide a boolean flag for whether or not they are identified as well as a separate text description to be shown in the event the item is not yet identified. This unidentified text is not yet used, but will be adopted in an upcoming version.
  • Added support for spell upcasting and cantrip damage scaling. Cantrip damage scaling is already supported with automatic scaling based on character level or NPC spellcasting level (or CR). Spell upcasting is supported now in the data model, with future UI work to allow for automation and selection of the spell level at which to cast a spell.
  • Spell saving throws can now accept an explicit spell DC which would override the default formula based on the caster's spellcasting modifier and proficiency score.
  • Armor type items may now track the maximum dexterity modifier which can be granted by the piece of equipment.
  • Added a new equipment type "trinket" which can be used for items which are equipped and attuned but worn like jewelry rather than used strictly as consumables.
  • Localization support has been added for a great many strings used in the D&D5E system. This effort is not complete, but this update goes a long way towards supporting translation for D&D5E into other languages. Please see the file lang/en.json in the D&D5E repo for English string keys and translations. Follow the same procedure used by the core software for translating these strings for support in other languages.
  • Added an optional attribute for spellcasting level for NPCs so that different NPC creatures can have a specific spellcaster level assigned which may differ from their challenge rating.
  • Expand the actor data model to support an optional additive bonus for each skill which, in combination with the multiplicative bonus to proficiency will determine the total skill modifier.
  • Added a convenient conversion button to the currency display on Actor Sheets which will upwards convert all carried currency to the maximum allowed denomination using standard currency conversion rules. Electrum counts as 5 silver each (2 per gold). I don't care about your edge cases.
  • Limited item uses are now supported for every item type which can be activated. Different limited usage modes are available ranging from per short rest, per long rest, per day, and charge based. Additionally, items can be restricted in use based on a recharge r6 roll which is tracked and automated on the character sheet.
  • Trait selector UI now supports a string separator character of a semi-colon (;) which will break a custom trait string to be displayed as multiple tags.
  • Added explicit tracking for armor, weapon, and tool proficiencies in the Traits section of the character sheet.
  • When adding spells to NPC sheets, those spells are assumed to be initially prepared by default. When adding weapons and armor to NPC sheets, those items are assumed to be equipped and the actor is assumed to be proficient in their usage by default.
  • Added an explicit software license (GPLv3) and content license (OGL) files to the D&D5E repository.
  • Fixed a bug which casued critical success and failure highlighting to be revealed for blind dice rolls.
  • The "Backpack" type item has been renamed to "Loot" to better reflect its intended usage.