Releases: fmasa/wfrp-master
3.5.0
Career Compendium (#22)
Careers can now be managed in Compendium and imported from the Rulebook*. You can also leave Career/Social Class empty now to represent Career-less characters such as monsters.
In the future, I plan to introduce a screen that lets players upgrade the Characteristics available at their Career level and get advances in available Skills and Talents with automatic XP spending. If you have thoughts about that feature, let me know in #23.
* Due to technical limitations, upgradable Characteristics are not imported.
Other Improvements
- Added link to Wiki for commonly used features of the app (#27)
- Add option to import/export Compendium from/to files (#31)
- Markdown formatting is interpreted for Compendium items descriptions (#32)
- Use SB instead of WPB when determining max Wounds for Characters with Construct traits (#33)
- Dependency updates and code cleanups
Bug fixes
3.4.0
3.3.2
3.3.1
3.3.0
Traits
Traits work in a similar way as Talents. You can import a list of Traits from the official rulebook right now. Traits are currently tracked in Skill & Talents tab, but I plan to find a better place for them someday.
This builds upon NPC characters introduced in 3.2.0
Effects ⚙️🪄
Traits and Talents now support some automation - simple Traits/Talents that change Size, Wounds, and/or Characteristics automatically apply the changes.
This also fixes the long-standing issue of Hardy talent support. Hardy was previously implemented as a checkbox which (when checked) increased maximum Wounds of Character.
This new system supports even Hardy with multiple advances.
You can migrate towards new Hardy functionality by following these steps:
- Edit max. Wounds and leave the text field blank (you'll see that max Wounds will be auto-calculated from now on.
- Uncheck Hardy checkbox
- Remove any Talents named Hardy from your Character's Talents
- Add Hardy Talent to Character (this can be either manually created Talent, or Talent from Compendium)
Bug fixes
Added missing Add NPC button in NPC screen (#3)
3.2.0
🎉 WFRP Master is open-source!
Take a look at the Github repository.
You can now file feature suggestions and bug reports directly instead of emailing them.
If you would like to help with the development (be it programming, UI design or testing new features), let me know by opening new issue.
👤 NPC overhaul
Previously NPCs were just simple entries scoped to Encounter. Now NPCs are full-blown characters the same way the Player Characters are. You can use them in multiple Encounters, you can even use the same NPC multiple times In an encounter - when you do so, each NPC instance has separate wounds and advantage.
You can specify a public name for NPC - this name will be shown to players in Combat UI instead of the NPC's real name. This is useful when your players don't know the enemy's name yet etc.
Future scope
- New NPCs are only available in new Encounters (without existing NPCs), but the "old" NPCs will automatically be migrated to new NPCs.
- I'd like to introduce a simplified form for NPC creation that would allow you to just copy&paste NPC stat blocks from PDF adventures
- Creatures/Beasts support - adding Traits and Trait compendium, optional Career, and Class for Creatures.
⚔ Combat improvements
- You can now specify the Advantage cap as expression using Characteristics
- Advantages are visible in the combatant list
- The combatant sheet now shows Skills, Talents, Spells, Miracles, and Blessings in compact view, so you don't have to open Character detail to remember your skill TNs.
Changelog
You can now see Release notes (Changelog) directly in the app. (There is a fair chance you are reading this in the app right now)
UI improvements
- You can now search compendium items when adding i.e. Skill to Character
- Added new tab with Notes - character note is there, as well as ambitions that were moved from the Characteristics tab