Releases: moo-man/WFRP4e-FoundryVTT
Release 3.0.0
Hi everyone!
I'm so excited it's finally time to unveil WFRP 3.0.0! Not only is it possibly one of the most feature-rich updates ever, the official modules I've been working on are also finally available! Check out my video to learn more about this update, and the official modules available.
Note that this update doesn't include anything about Active Effects. That's still in the works!
PLEASE NOTE: I've only had a limited time testing 3.0 and since it contains a ton of updates, please expect some instability and be cautious whether you decide to use it if you have a game coming very soon.
Official Modules
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The Core Content Module is now available! This includes everything that was removed from the content wipe, and a ton more! Tons of journal entries, from rules to lore, all organized for your use. Enjoy the Reikland map as it was meant to be seen (also fully pinned with its various locations!), as well as beautiful full body actor images, alongside their tokens. Plus an additional pack for the entire careers and their details
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The Starter Set Module is now available! This module includes the entire city of Ubersreik (journal entries and scene pinned with each location), as well as the Making the Rounds Adventure, and the various Ubersreik Adventures in the Starter Set. All Actors/Items are also provided and ready to go, Pregens included!
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The Rough Nights & Hard Days is now available! This module includes each of the RNHD Adventures as Journal Entries, fully linked and ready to go with associated Actors and Items. Also a new optional clock feature to easily manage these time based adventures! This clock will also integrate with the Calendar/Weather Module to automatically advance it.
I poured a whole lot of energy into these things (fully linked actors/items/journal entries, walled scenes, all organized into folders upon initialization), and many of you have wanted to support me, so if that's still what you want to do, this is how you do it! :)
Features
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Added the
GrievanceBug Reporter! I want to talk about this first because it will help me tremendously in keeping track of issues. Accessible in the settings tab, this bug reporter will automatically send your report to this Github page. There are various 'domains' to select, and that domains tell me what package has the issue, such as the system, core module, starter set adventure, etc. Once posted, please feel free to follow up on the issue with screenshots or additional information. -
Added Extended Tests! Accessible from the Skills tab. Extended Tests are a new
Itemtype that can be used to keep track of various things. These items can be assigned a Skill, and that skill is rolled when you click on the Extended Test, adding the result. GMs have the option of hiding the test from the player completely, or just hiding the progress. -
Added an Actor Configuration menu. Accessible by clicking
Configureat the top of the sheet. This menu can be used to easily change various aspects of the Actor, like auto calculation, or (see below) what hit location table to roll on. -
Added custom hit location support. Hit locations are tables that can be added by the user or by modules (For instance, the Core module adds Spider and Snake tables, and the EiS module will add the Quadruped table). It is important to note however that the underlying actor data is still the standard hit location table, the customized hit location tables just relabel the results.
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Added Status for NPC type Actors, and changed sheet layout. Now NPCs have their own Career tab, which includes the Status box. There is a button on the status box to generate money according to their status.
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Added Skill Modifiers: If you open an owned skill, there is now an option to apply a bonus or penalty to that skill specifically.
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Added Skill Cost Modifiers: If you open an owned skill, there is now an option to apply a modifier to the XP cost of advancing that skill.
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Added an
Off-handcheckbox to equipped weapons in the Combat tab. This will apply the offhand penalty (accounting for ambidextrous) when using the weapon. -
Added an option to limit the number of weapons equipped. When checked, only 2 one handed weapons can be equipped, or one 2 handed weapon.
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The 'Special' box on ammunition now shows in the chat card when using that ammo.
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The Biography sections on all Actor sheets will now expand with the sheet.
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Added Corruption custom link and command. Type
/corruption Moderateto prompt the players to test against moderate corruption. Or, if preparing an adventure, use@Corruption[moderate]{Moderate Corruption}to create a clickable link to do the same. The corruption test will automatically add corruption, and prompt for Mutations if necessary. -
Added the Stat Parser application. Simply copy an entire stat block from a book and it'll do its best to parse it and apply to the actor. Accessible by right clicking on an Actor.
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Added styling to Journal text to align closer to the official book's layout.
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Added a Basic Item compendium used by the system. This compendium pack includes skills (without descriptions) and the 3 currency items. This pack is removed by the Core module to avoid clutter.
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Modules and Worlds can define
tagsfor their compendium packs for them to be included in the system's search features. For example, if a module adds a pack that has career and mutation items. The module should definetags : ["career", "mutation"]in the packs definition inmodule.jsonso that functions that search for careers or mutations can find it optimally. -
Added confirmation box whether to ask whether you want to apply species characteristics when changing NPC/Creature species value.
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Implemented
Mindlesswhen rolling for Initiative (always goes last) -
Users can now apply damage if the damage is to actors they own.
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The Caslon Antique font is now used for Canvas text
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Added the
/travelcommand to quickly query Empire travel distances (according to Gitzman's pdf found here. Thanks @sladecraven (LeRatierBretonnian) -
Added various checks to ensure players have access to tables even if they don't have access to the table folders. Note that this requires a GM to be connected to work.
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Tons of refactor, mainly converting to es6 modules.
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The system now assigns the WFRP-Header image to be the default world image.
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Opposed Roll (hopefully) improvements: The post modifiers are now not cumulatively applied. For instance, if you attack 2 large creatures, it should correctly only apply +10 to each, not +20.
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Important for macros and modules: Refactored the rolling functions to avoid logic within the callback of the dialog. The
setup____functions now simply return a promise that is fulfilled when the user submits the dialog. The input data can then be sent to various actor functions depending on what test it is.
For example:
this.actor.setupWeapon(weaponData).then(setupData => {
this.actor.weaponTest(setupData)
});Bugfixes
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Damaging is now working as dev-intended. It replaces the opposed SL, not the individual SL. If roll plainly, without using any opposed features, it will also apply to your individual SL in that case, but will revert accordingly if that test is then used in a manual opposed test.
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Fixed typo that wasn't correctly recognizing Agility in the Talent 'Associated Test' dropdown. Thanks @DSchmidlin
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Fix rolling a 99 resulting in a critical sometimes.
UI
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Attempted to fix various module styling collisions. It's a never ending task so please bear with me. Note worthy additions are Forien's Quest Log and Calendar/Weather.
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Changed various UI elements to be safe from more copyright issues
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Changed pin icons to be safe from copyright issues (thanks for the help JDW!) If you want to learn how to use old icons you might have, check the wiki.
Release 2.1.0
I wanted to save the next release for when I got more news from C7, but there were some pretty important fixes I wanted to get out there.
As most of you know, things are looking positive from C7. They are very supportive of moving forward for official support. These things take time though, as it all has to be coordinated between Atropos, C7, GW, and myself. I can't wait to bring it to you though, and I'm taking advantage of the time this is taking by trying to get as much ready as possible to release when I get the green light.
Improvements
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Champion and Riposte are now implemented seamlessly in the opposed logic.

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Credit command can now be linked with
@Credit[<credit command>]where the input would be the same as the/creditcommand, so10gc5ss EACHor5ss10bp SPLIT-- great for planning out quest rewards in journals!
Bugfixes
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Fixed Partial, Impenetrable, and Weakpoint properties not being seen correctly
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Fix traits that modify movement not applying correctly
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Distract quality is now registered correctly
2.0.0
I wasn't ever sure I would get to 2.0, and I certainly didn't expect it to look like this. Regretfully, Ranald's Blessing has run dry and 2.0 loses more than it gains. All compendia, tables, icons, tokens, have been stripped due to the higher scrutiny towards the system. But all is not lost, all the mechanics remain, and the same level of automation can still be achieved.
I hope this doesn't ruin the premium experience Foundry offers for Warhammer Fantasy 4e. Please contact me if you need assistance in creating items that the system can recognize and provide automation with.
If you feel as I do and want to see an open avenue to include the 4e content officially, perhaps respectably reach out to Cubicle 7 and describe how important Foundry and the Warhammer system are to you. Please be amicable. Edit: I do want to clarify one thing, this was not a result of any action from C7 as a company, but nevertheless, gaining their attention to maybe move this forward in a direction that can work for everyone is the ideal scenario.
Otherwise, @DasSauerkraut has provided an excellent extension to the opposed system.

There's some other slight fixes, but I'm not sure that they really worth mentioning, or even matter anymore.