0.36.0
2022/01/25
Profile abilities!
Added
- Added support for "profile abilities": modifiers that are scoped to individual profiles and activated whenever that profile is used in a simulation (so long as the ability is enabled & its requirements are met).
- You can choose from preset profile abilities or create your own when editing a profile. Profile abilities are stored and recalled with the profile.
- Profile abilities can be selected to be active/inactive when a profile is used on the "Crunch" page. These selections are stored and recalled with the profile.
- Profile abilities require a "Profile role" value to be set ("Attacker" / "Defender"). This denotes what role the profile must be used in for the ability to be applied. This also informs what abilities are available under "Relevant profile abilities" when a profile is selected on the "Crunch" page.
- Profile abilities have an optional "Attack type" value ("Melee" / "Ranged"). This limits an ability to only be available/applied for a certain attack type on the "Crunch" page.
- A maximum of 4 profile abilities can be stored on each profile.
Improved
- AP input is now capped at -6 to support even the silliest of weapon profiles (was capped at -5). Thanks to u/NAForgiven for pointing out the need for this.
- Minor layout improvements on really wide viewports.
- Stability improvements.
Changed
- Reduced the maximum number of global modifiers that can be selected at once from 8 to 6 (in light of the addition of profile abilities).
- Removed "Wound roll threshold" from modifier "Application" options as this mechanic has been handled by modifiers of type "Override requirements" for some time now.
Fixed
- Fixed an issue whereby multiple weapons with exactly the same name couldn't be selected individually to be active/inactive on the attacker profile.
- Fixed a bug whereby weapon abilities would not save as expected, especially if the per-weapon limit had been reached. Big thanks to u/NAForgiven for reporting this one.