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