0.53.0
2023/02/17
The next evolution of the modifier/ability system. The new system really opens up what's possible and I aim to deliver new modifier conditions & effects off the back of this work ASAP (including some often requested features).
My word, this release took a long time. I've changed a lot of code. There are bound to be some regressions & bugs. If you find something, please let me know.
Added
- New structure for modifiers:
- All modifiers are now comprised of a single required effect and multiple optional conditions.
- Many of the previous modifier types you're used to are now "effects" (e.g. "Re-roll"). Yes, "Override requirements" is now an effect!
- An unconditional modifier is simply an effect with no conditions.
- You can still make every modifier that you could make before and now there are even more possibilities.
- Only certain effects can be used with certain conditions and vice versa (and only certain conditions can go together too). The lists of available options will automatically update according to what you have already selected, so you don't have to worry about it. This helps ensure that sensible combinations are possible and that nonsense combinations are not. For now, the permitted effect/condition combinations are limited to support what was previously possible in UC - this will open up more in near future releases.
- As with the previous modifier system, different conditions & effects will be available within different modifier scopes (global / profile / weapon).
- New UI for creating & editing modifiers. It's less cluttered, especially for simpler modifiers, and should feel very familiar.
Improved
- Every preset modifier is still available and has been upgraded to the new modifier structure.
- Modifier descriptions are phrased more clearly & consistently.
- All of your custom modifiers (abilities) will be upgraded to the new system automatically, including their descriptions.
- Improved modifier form validation to support the new modifier UI & structure.
- Smarter handling of modifiers during simulations.
- "Deny *" modifiers are now "Disable ability" effects.
- "Extra (attacks/hit/wounds)" effects are now all handled via the "Generate extras" effect.
Fixed
- Selecting a new current attacker profile and then refreshing the page would not recall the previous selection.
- Having no attacker profile selected would sometimes throw a console warning.
- Fixed an issue where an app update could interfere with simulations and vice versa.
- Fixed a bug that could sometimes reset the current attacker when setting the current defender.
Credits
- Testing: CrinkleBat, Navarras, Serrato