Releases: moo-man/WFRP4e-FoundryVTT
Hotfix 3.4.1
3.4.1 brings in the reinforcements you need to fend off chaos!
Bugfixes
- Fix Damaging and Impact double applying
- Fix Ablaze condition script
- Fix Nausea effect throwing an error (must reimport the disease for it to work)
- Clicking on a Range-band now sets the difficulty appropriately in the roll dialog
- When dragging details from character creation, the token name is now set accordingly
- Fix effects sometimes being applied when the owning item is removed (e.g. removing Lore of Fire spells causing Ablaze)
- Fix Champion trait damage resulting in NaN
- Fix checking the Charging sometimes setting advantage to 1 instead of adding 1
- Fix Charging text in chat card duplicating when editing it
- Fix 3x Encumbrance penalties being shown when encumbrance just passes max
- Fix containers that shouldn't count encumbrance applying their encumbrance to the actor
- Fix Prayers sometimes not being able to apply damage in opposed tests.
- Diseases should now be able to accept symptoms that don't have effects
Core
- Fix Torn Muscle (Minor) from the Fumble table not being recognized
- Fix Encumbrance Typo in Currency sheet
- Re-added the Pick weapon and removed the duplicate pick tool
- Fix misspelling of
Tentin Hunter Career Journal - Fix diseases that have their time unit inside their duration/incubation which causes duplicate text to be displayed.
- Fix misspelling of Ruptured Ligament
- Added missing healing text in Torn Muscle (Major) (all variations)
- Added effect to the Shock spell that can be used to add the Stunned condition to a target.
Starter Set
- Fix Skaven Giant Rat Swarm weapon skill
Enemy In Shadows
- Fix various broken links inside the Cult Magus journal entry
- Fix some actors having double traits (Rolf, Terenz, Johann)
- Re-added symptoms to diseases
- Fix Blackie's movement
- Added the Stubborn trait to Donkeys and Mules
Ubersreik Adventures I
- Added key text to area numbers in Spittlefeld
- Fixed text in
Part 3: The only way is downjournal.
Release 3.4.0 - CHAOS UNLEASHED
Welcome To The STORM OF CHAOS
What is Chaos Unleashed?
Chaos Unleashed is my endeavor to reduce hard-coding within the WFRP4e System. This is accomplished by using Foundry's Active Effects feature, which the WFRP4e system extends to include specialized scripts for almost unlimited customization. In short, WFRP4e's Items now may include customizable pieces of code to change aspects of the owning Actor.
How do I use it?
Effects are likely one of the most complicated features of the system. I won't go too in-depth in these release notes, hopefully saving that for a wiki page, but I have a few pointers below.
Create an Active Effect on an Actor. In the Active Effect sheet, there will be a WFRP tab. This is where you can code effects.
Effect Trigger: When the Effect will trigger. Common triggers are Prefill Dialog, Pre-Prepare Data, or Pre-Wound Calculation (used below), but there are many more.
Arguments: All effect scripts receive some arguments (args), depending on its trigger, usually intended to be modified. For example, the Construct Trait uses the Pre-Wound Calculation trigger. The script is simply args.wpb = args.sb. This means the wounds calculation will use SB in place of WPB. You can see a trigger's arguments in the script interface.
Effect Application: This aspect of scripts can be confusing or not very clear. Most commonly, it'll be Actor, meaning the Effect will apply to the Actor all the time. Also Apply with targeting is common, meaning it will not apply to the actor, but can be applied to others (or the actor itself). Things like Spells cannot use Actor, but will always be Apply with targeting.
Non-coders: If none of the above makes sense, my best advice is to analyze effects within the modules, particularly Core. One of the most basic examples is the Hardy Talent, Construct Trait. Mutations are a great application of Active Effects, both Foundry's and WFRP Scripts.
What about Migration?
This update has the most involved migration process I've ever had to do. I cannot stress enough, BACKUP YOUR WORLDS.
Migration follows a process that goes through each one of the World's Items (including Actor's owned items) and adds new data to them from the Compendium. Items are matched by name. Meaning Hardy Talents will be updated with scripts, but if you created a Talent called Very Hardy that instead adds SB as well as TB to wounds, it will not change the Talent if it doesn't exist in the Compendium.
This migration, if all goes well, still may slightly change characteristics under certain circumstances. For example, Mutations: If you've added a Mutation to an Actor that adds +10 Strength. Previously, that change was manual. After migration, that Mutation will have an Active Effect that adds +10 Strength automatically, resulting in +20 Strength.
What is still hard-coded?
Currently: Condition effects and scripts, Ward Trait, Daemonic Trait, Champion Trait, Riposte Talent, Size Trait.
What about the Compendium?
I've updated all the official modules and their actors to use these effects. World and module compendium packs will have to be migrated by the owner. This should be a fairly easy process by creating a new world and not migrating until you've imported all your compendium content, migrating, then exporting it back.
That's enough about Active Effects in the release notes, good luck against the Storm of Chaos ;) (reinforcements are always available via Discord, Moo Man#7518)
Improvements
-
Active Effect integration as described above.
-
Using above, Conditions like Fatigued now apply their penalties via the Dialog.
-
The Roll Dialog's Talent selector now is a generic "Bonus" selector, divided into Talents and Effects
-
The Roll Dialog now updates based on bonuses selected
-
Advantage is now editable in the Roll Dialog, which updates the Modifier and Actor's Advantage. Additionally, clicking "Charging" will add an Advantage accordingly.
-
Weapons/Spells/Prayers/Traits can now define a dice value to roll with Damage.
-
Added more details for Traits to help make them clearer when creating your own. If you used a trait to cause damage, and it doesn't cause damage anymore, make sure the new field
Does Damageis checked in the Trait details. -
Traits can now define a Skill to use if they are rollable.
-
Added a
Consume Ammoproperty for ranged weapons. Previously this was inferred from weapon type (Entangling didn't consume ammo). If Consume Ammo is checked and ammunition group isNone, it will consume its own quantity as ammunition. This allows those with Ranged (Engineering) to use Explosives correctly. -
Prevent GM-only tasks (like reminders) from running multiple times if there are multiple GMs.
-
Fear and Terror now are integrated as chat commands and entity links.
/terror 3or/fear 2,@Fear[3]or@Terror[2,Ghost]. This can also be applied from the Fear trait. Additionally, added Start of Combat reminders that show all creatures than invoke fear or terror. -
Added a customized Overcast option for Spells/Prayers, where you can define a Label, Initial, and Scaling factor. For Example: A Summoning spell might summon SL (Initial) + 1 (Scaling) per +2 SL daemons (Label)
-
When you've channelled a spell and failed the casting, there will now be a Miscast.
-
Various localization fixes
Bugfixes
- Traits now work correctly in Opposed Tests
- Trait damage being incredibly high should be fixed.
- Text content from chat cards is now copyable.
- Improvised Weapon button on the Combat Tab now uses the correct formula.
- Fixed misspelling
advancementsin character generation. - Hopefully fixed Mount causing the inability to open Actor sheets.
- Using video files as tokens now show correctly in chat.
- Fixed adding channelling SL on unmemorized spells stopping at half SL
UI
- Made text's color default to white so they don't conflict with modules as much. This could cause unreadability in other areas, but I fixed all the windows I could find.
- Items with broken image links now don't break the item sheet's header formatting
- Fixed Observer Journal Entries clipping the bottom off.
- Fixed Roll Table sheet issues
- Fixed Roll Table result chat message styling.
Official Modules
Ubersreik Adventures I is now available! Ubersreik Adventures offers six scenarios for Warhammer Fantasy Roleplay set in the Duchy of Ubersreik, the setting established in the Warhammer Fantasy Starter Set. These can be used as single stand along adventures, slotted into an existing campaign, or combined to form a campaign exploring the Duchy of Ubersreik.
All
- Implemented Active Effects to all applicable Actors/Items. This process may result in some statistics of Actors to be slightly off if they received some Effect that increases/decreases characteristics. but I believe I've combed through it enough to make sure most of them are correct.
- Journal Entries should now be sorted correctly upon importing them (meaning the way I sort them to roughly match the books).
- Fixed links in Journal Entries: Cordelia's Apothecary, County of Widow's Vale, Events (Ubersreik), Advancement
Core
- The new Slayer Talent's script calculates damage correctly.
- Added missing Text in
The AethyrJournal Entry ShadowTalent text updated with a linkRegeneratespell now has the correct CN of 6Warhammerweapon damage and qualities/flaws have been correctedShockspell text formatting removed so the Condition link works.- Greatly enriched critical, injury, prayer, and spell item descriptions.
- Added the correct income skill for Aide/Advisor/Counsellor/Chancellor
- Fixed the Hair/Eyes colour table.
- Added missing Messenger career token.
- Added Academic career description links in the
Class And CareerJournal - Changed Injury Item names to denote their location (probably should have done this a long time ago)
Starter Set
- Fixed the image file for Ferdinand being capitalized, causing issues on Linux (along with hosting providers like Forge)
RNHD
- Fixed some walls that should've been doors in Three Feathers Scene
Enemy In Shadows
- Fixed map text in Weissbruck
- Fixed map text in Altdorf
- Fixed Bogenhafen Watch Recruit Weapon Skill being 4 instead of 40.
- Added missing Journal Entry for Resolution (Wanted: Bold Adventurers!)
- Added missing Journal Entry for Resolution (The Affair of the Hidden Jewel)
- Added missing Journal Entry for Options: You Don't Look Like A Kastor...
Hotfix 3.3.3
Another hotfix to fix unopposed damage application and skill value totals (for 0.7.9)
Hotfix 3.3.2
This patch's main goal is to reduce chat message size, which I believe I've accomplished (down to 0.7% of the previous size!). It did require some refactor, so bugs could be present. Be on the lookout when performing opposed tests.
Also:
-
Fixed various buttons on the character sheet, such as rest/improvised weapon
-
Observer journal entry sheets not able to see the bottom text
-
Fixed Resolute not being accounted for in opposed tests.
Hotfix 3.3.1
This patch should fix pay/credit/other money issues, deafened condition, and mounted reference issues.
Release 3.3.0
I might have gotten carried away with this update, which is why it took so long. There is a TON of features, so I hope it doesn't break too badly. Backup and be cautious when updating! Don't do it before your game!
PLEASE NOTE: Changes to module content does not affect your world. Either drag the updated entities in manually or reinitialize.
System - 3.3.0
Features
-
Automated Conditions! Using conditions have never been easier, now you're able to apply condition effects with a click of a button. This is the first foray into Active Effects, and there's still a lot to do, such as conditions do not apply modifiers yet, that's for the next update.
-
Mounts! This is a super fun feature that I'm really excited about. Now you can designate a mount (by dragging an actor from the sidebar) for any actor. When dragging a mounted actor onto the map, it will automatically place the mount under it and link their movements.
-
Rearranged actor sheet elements to utilize the new Effects tab, which now is the home of Conditions, psychology, diseases, injuries, and criticals, and in the future, Active Effects.
-
Added Dual Wielding functionality. When you have an offhand weapon and attack with your main hand, there's now a checkbox to check if you're attacking with both weapons, which will automate the process.
-
Combat Reminders: Fighting Mutants? Diseased Ratmen? Now, when appropriate, the GM will receive reminders for various tests, such as corruption tests or tests to resist disease.
-
The Daemonic Trait is now implemented. When applying damage, if triggered, it will show that the damage should be disregarded.
-
The Slayer Talent is now implemented and damage should be calculated accordingly.
-
You can now apply damage from basic dice roll chat cards.
-
When rolling for a character, the attribute formula and results are now shown as a tooltip to better facilitate swapping rolls around. Also the rolls are shown for Random Talents
-
Added buttons in the sidebar for initiating character creation and showing the table menu
-
Advancement indicators now turn into checkmarks when they are sufficiently advanced for a complete career
-
When tabbing through skill advances and performing updates, the skills will now immediately update upon tabbing out (Thanks Death Stapler!)
-
Dialog-bypassing macros should now correctly bypass the dialog.
-
Reloading tests are now created if one isn't found.
-
Compendium Pack names have been standardized for ease of use.
-
Tables now default to minimum 1
Bug Fixes
-
Fix melee offhand weapons not checkable
-
Fix Mindless/Construct traits not working
-
Charging with Tiring weapons should now correctly calculate damage.
Core Module - 1.2.0
- Added various journal entries for character creation, advancement, and basic test mechanics.
- Dirty Fighting now has the correct max Characteristic (Weapon Skill)
- Lasso category group fixed from Bow to Entangling
- Blight Symptom modifier fixed.
- Charlatan career characteristic advancement scheme fixed
- Blessing of Tenacity duration fixed
- No more vombears, sorry!
Starter Set - 1.3.0
- Added the Introduction to Ubersreik & The Empire journal
- All token file names are now lowercase to work with Linux systems
- Fixed Exploding Pig credit link (was pay)
RNHD - 1.3.0
- Added Gnome character generation details - name, height, eye/hair colour. (Thanks Simulacrum for providing the names!)
- Added a button on the left (with the canvas tools) to load the Clock app
- Fixed Boatman/Coachman Tokens
Enemy in Shadows 1.1.0
- Dhar mechanics now include the enhanced overcasting
- Fix broken links in Tzeentch's Fire
- Fix links in Pink/Blue Fire of Tzeentch
- Various other content fixes.
Additionally, the Arcane Marks & Careers Module has been revamped with Mark traits and Career journal entries that utilize the Core module's art!
Release 3.2.0
Hi everyone! Glad to see 3.1.0 didn't break much. 3.2 adds the first integrated use of Extended Tests, and finally an easy way to deal with overcasting and opposed tests! Additionally, if you've experience horrendous lag that is basically unplayable, this was caused by syncing the RNHD Clock + Calendar, this has been fixed and now works fine!
PLEASE NOTE: Changes to module content does not affect your world. Either drag the updated entities in manually or reinitialize.
System - 3.2.0
-
Added Reloading integration with Extended Test! You can manually change the state of the weapon's loading value by clicking or right clicking, but as you use the weapon it will decrease. Once it hits 0, it adds an extended test. Now when you try to use the weapon, it will roll the extended test. Once complete, the weapon will be loaded.

-
Added a right click option to Test cards to start an oppose test with your targets. This allows overcasting to very easily be applied. Additionally when placing the AoE template, tokens within the template are automatically targeted.

-
Added a warning in the Bug Reporter: update the modules before you report!
-
Practical quality is now accounted for in armour (note that this does not change the user-entered Penalty, just the baked-in armour penalty)
-
Translation fixes, hopefully this stops errors when translations are applied
-
Revamped Charging, now it's a checkbox in the Roll Dialog if charging is relevant

-
Fix Riposte triggering even when you don't have the Talent
-
Condition Links now work correctly, posting the description of the condition to chat
-
Fix traits being applied even when disabled (like Swarm multiplying HP)
-
Added Corruption to the
/helpmenu
Core Module - 1.11
- Fix the Broken Bone (Head) injury referring to the LEg
- Fix the Distract quality description
- Fix Arrow/Elf Arrow qualities
- Added a lower resolution GM screen
Starter Set - 1.03
- Fix some of the pregens' exp values.
RNHD - 1.03
- Fixed the unplayable latency/lag caused by syncing the calendar and clock
Enemy in Shadows 1.01
- I have discovered most, if not all, Compendium links in EiS have somehow been deleted. This update fixes some of them, but I'm sure many more exist. This is very unfortunate and I'm sorry it happened, please use the bug reporter to report any more you find!
- Fix extra Garden text in Teugen House
- Fix Cult Acolyte career misspelling Channelling
- Fix Mikael's mutation to correctly be Bestial Face (Dog) instead of Dog head
Beta 3.1.0
Hi everyone! This update is in a bit of a rush, so I'm prefacing it as a beta. There could be some issues. Please report them! Thanks everyone for the bug reports so far. Sorry if it feels slow going, now that EIS is released I can focus on new stuff!
PLEASE NOTE: Changes to module content does not affect your world. Either drag the updated entities in manually or reinitialize.
- The Enemy In Shadows is now available! This is a huge module filled with all the awesome content in Enemy In Shadows and the Companion book. Complete with campaign journal entries, a pinned Bogenhafen map, optional rules, new spells, mutations, tables, and more!
System - 3.1.0
- Added Vehicle Actors! Still work in progress, but get ready to hop on the nearest coach and take a journey!
- Standardized sheet headers so now buttons shouldn't overlap
- Fix miscasting even if ingredient is used
- Fix the Defensive property filling the dialog on all turns
- Fix "String" being display for ammunition qualities.
- Spell Macros now give the casting/channel dialog
- Talent Tests In the Roll Dialog now properly stacks
Core Module - 1.1
- Added a higher resolution Reikland map! Reinitialization is not needed. The file is replaced and your current map should use it.
- Remove junk Arrow description
- Fix Halfling not getting 2 Random Talents during character generation
Starter Set - 1.02
- Fix placement of Rugger's Boarding House and Crooked Hammer
- Applied Scene Notes to various maps
- Fix more broken links and misspellings
RNHD - 1.02
- Swap Minute and Hour hand
- Fix more broken links
Hotfix 3.0.2
Sorry this bug with damaging, was a bit perplexing for a while. Hopefully this works well for everyone.
- Fix issue with not being able to edit wounds with some actors (and thus not able to apply damage)
- Fix /pay and /credit
Hotfix 3.0.1
Hi everyone. There's a lot more issues than I expected, but overall release went really well! Hope these fixes smooth it out
PLEASE NOTE: Changes to module content does not affect your world. Either drag the updated entities in manually or reinitialize.
System - 3.0.1
- Fixed the 'split of null' issue that prevents character sheets from opening
- Fixed damage calculation when attacking with a trait.
- Fix weapon reaches sometimes breaking opposed tests
- Status is now cleared when deleting your current career
- Fix some careers having the wrong class trappings
- Fix mass importing all actors from a compendium pack
Core Module - 1.01
- Change filenames to be all lowercase (hopefully didn't miss any). This should remove the 404 errors for linux/Forge users
- Fix a ton of broken links, thanks to everyone who posted!
- Fix Hochland Long Rifle/Handgun damages, now they are correctly at 9 instead of 8
Starter Set - 1.01
- Fix broken links
- Fix Edmund Streissen's Armor value
- Fix Heske Glazer's stats
RNHD - 1.01
- Fix Suffuse with Ulgu icon
- Fix Clock Face to have the correct numbers
- Fix Clock help menu to have the correct values
- Removed the Gnome compendium (that just contained the Gnome race details), this has been moved to the RNHD Campaign compendium.
