Releases: Muttley/foundryvtt-fallout
release-11.14.3
release-11.14.2
release-11.14.1
release-11.14.0
v11.14.0
Enhancements
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[#166] Add new Vehicle Actor and corresponding sheet (Many thanks to QckSilverDragon for contributing this code)
- When using Weapons from a Vehicle Actor sheet, the player's assigned main character attribute/skill/tag values will be used. For a GM player the attribute/skill/tag of the Actor linked to the currently selected Token will be used instead.
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[#502] Allow Traits and Perks to have Active Effects
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[#503] Add the Quickstart Rules and "Machine Frequency" adventure to the system (many thanks to Modiphius for allowing us to include this material)
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[#504] Add new Tranquilize X weapon effect
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[#505] Add new Wrangle weapon quality
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[#508] Pre-populate new NPCs with all Skills
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[#509] Improve Disease item schema
- Disease items now contain fields for tracking whether they are active (character experiencing symptoms), and how many days the infection has been active for as well as the duration.
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[#513] Indicate on hit location model when an actor is immune to radiation or poison
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[#525] Add new source "Astoundingly Awesome Tales, Issue No. 6 - Into the Abyss"
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[#526] Add new Aquatic weapon quality
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[#532] Add a New Scene macro which handles reduction of intoxication and chem dose levels for alcoholic/addicted characters
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[#533] Automatically add new Addiction items to character when needed
Bugs
- [#500] Knuckles missing weight value
- [#510] Addictions and Diseases should not show stash controls
- [#512] Fix inconsistent typography between different item sheets
- [#531] Intoxication levels should be reset for Alcoholic characters when sleeping
Chores
- [#499] Merge new French translation updates from Crowdin
- [#506] Update source titles to include newly released books/PDFs
- [#511] Migrate Active Effects interfaces to use the non-legacy interfaces
- [#534] Merge new French translation updates from Crowdin
Please welcome QckSilverDragon to the Fallout system development team
release-11.13.0
v11.13.0
Enhancements
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[#481] Add Macro for Consuming Dirty Water From the Environment
- This is called "Drink Dirty Water" and for players will consume Dirty Water for their assigned default character. For GMs it will consume Dirty Water for the selected token.
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[#490] Round Actor caps in order to play better with fractional values created when using Item Piles merchants
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[#491] Allow Active Effects to be added to Miscellany items
Bugs
- [#482] Robot Mods not appearing in their own section on a PC sheet
- [#484] Food is healing even if a character is full
- [#487] Hazmat Suit is missing cost/weight/rarity values
- [#488] Well rested doesn't modify current HP level correctly after party sleep
Chores
- [#478] Merge new French, Polish and Portuguese/Brazilian translation updates from Crowdin
- [#485] Global Die deprecated, should now be accessed as foundry.dice.terms.Die
- [#486] Merge new Portuguese/Brazilian translation updates from Crowdin
- [#489] Sass's behavior for declarations that appear after nested rules will be changing
- [#492] Merge new Polish translation updates from Crowdin
- [#495] Remove Use of Deprecated Sass darken() Method
NOTE: This release marks the end of support for FoundryVTT v11 and requires FoundryVTT v12
release-11.12.2
release-11.12.1
release-11.12.0
v11.12.0
Enhancements
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[#257] Add support for scavenging locations
- These are a new Actor class which allows you to place them on a scene and allow the players to interact with them using Item Piles, etc. once the scavenging results have been calculated
- Includes new game settings which allow you to both specify the default RollTable to use for each category, and to filter available RollTables by compendium
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[#443] When deleting scrappable items, ask the player if they want to turn them into junk
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[#444] Allow relevant items to be flagged as junk and have the scrapping tool always use them first if available
- The following items can be be flagged as being Junk items and if they are will be used as part of the salvage process: Apparel Mod, Apparel, Miscellany, Robot Armor, Robot Module, Weapon Mod, Weapon
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[#454] Populate the compendiumSource field when adding items to actors via ItemSelectors to aid with Babele translations
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[#459] Add ability to flag Ammo items as being multishot
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[#460] Ammo quantity roller should update shot count for multishot ammo now they're identifiable
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[#461] Flag existing ammo items in compendiums as multishot where necessary
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[#462] Add Pre-War Money item to Miscellany compendium
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[#463] Add generic Junk item to Miscellany compendium
Bugs
- [#438] Owned Robot Mods do not display in Character sheet inventory
- [#452] Resistence labels not correctly localized on Apparel Mod item sheet
- [#453] Not using localized Skill names in Item Selector interface
- [#455] Missing localization of placeholder in apparel mod
- [#466] Brahmin Milk item missing its radiation recovery value