0.54.0
2023/06/10
Initial support for Warhammer 40k 10th Edition. Please consider supporting the project via the new UnitCrunch Patreon.
Features
- Removed strength characteristic from profiles (it's still available on weapons).
- Weapon strength characteristic no longer accepts relative values (e.g. "User", "+2" etc).
- All weapon strength values have been automatically updated. Relative values have been resolved where needed (e.g. a profile with strength 4 using a weapon with strength "+2" becomes a weapon with strength 6).
- Removed BS & WS characteristic from profiles.
- Added BS/WS characteristic to weapons (depending on weapon type).
- All weapon BS/WS values have been automatically updated (WS values copied from profiles to melee weapons and BS values copied from profiles to ranged weapons).
- Weapon BS/WS inputs are now optional and will display "N/A" if left blank.
- A weapon with no BS/WS value will not roll to hit (and so will not hit at all) unless it has an ability that gets around this (e.g. it can automatically hit).
- When creating a new weapon, UC will set the default weapon BS/WS value to a sensible default based on that profile's existing weapons. This should help reduce the amount of manual input required when creating a profile with multiple weapons that all use the same BS/WS.
- The "Count per unit" input is now available to melee weapons.
- "Count per unit" now defaults to a value of 1 on new weapons.
- "Ignore" profile characteristic is now known as "Feel no pain" / "FNP". Profiles have been automatically updated.
- "Ignore wounds" ability effect is now known as "Feel no pain". Profile abilities have been automatically updated
- Removed "DSv: melee" & "DSv: ranged" characteristic from profiles. Any existing values have been migrated to "Save" & "Invuln" characteristics.
- Removed "Profile template" input from profile edit form.
- "Melee" & "Ranged" are now the only 2 weapon types available. All weapons have been automatically updated to use one of these 2 weapon types.
- Added modifier effect: "Increase weapon attacks". This is only available to weapon abilities.
- All weapons that used either the "Dakka" or "Rapid fire" legacy weapon types have been automatically updated to use the new "Increase weapon attacks" effect when within half range.
- Certain weapon abilities now have an "alias" as well as a description e.g. "RAPID FIRE 1". Some parts of the UI will display the alias instead of the description, others will display both.
- Need "Re-roll wounds" but don't want it to display as "TWIN-LINKED"? You can choose whether an ability uses the suggested alias or not (checkbox to the right of the suggested alias when editing an ability).
- Added new modifier condition: "Critical hit/wound" which requires a hit or wound to be critical for an effect to be applied.
- The "Override requirements" modifier effect now has a "Critical" option to specify when the resulting hit/wound should be marked as "Critical". This replaces the "Treat as unmodified wound roll of 6" option (legacy modifiers have been automatically updated to use the new "Critical" option).
- You can now specify the following for ranged & melee attacks (look for the new checkboxes in the global modifiers panel):
- Ranged: Whether the attacker has remained stationary.
- Ranged: Whether the defender is in cover.
- Melee: Whether the attacker has charged.
- Defenders in cover will get +1 to their armour save roll. Units with a save of 3+ or better won't receive this benefit against AP0 attacks.
- Added new "Ignore cover" option to the "Special" modifier effect (which is still locked to weapon abilities).
- Added new modifier condition: "Remained stationary" which requires the attacker to have remained stationary (or not) for an effect to be applied.
- Added new modifier condition: "Attacker charged" which requires the attacker to have charged (or not) for an effect to be applied.
- "Blast" modifier effect has been updated to instead add 1 attack for each 5 models in the defender unit.
- Saving throws can not be improved by more than 1 (UnitCrunch will cap the improvement at a value of 1 if needed).
- "Modify (relative)" modifier effect has been updated to offer more flexibility:
- Operator & value now handled via 2 separate inputs.
- Value now supports dice notation.
- All existing modifier effects & preset modifier effects have been automatically updated.
- Added preset weapon abilities with the following aliases (variations in square brackets):
- ANTI-CHARACTER 2/3/4+
- ANTI-FLY 2/3/4+
- ANTI-INFANTRY 2/3/4+
- ANTI-MONSTER 2/3/4+
- ANTI-PSYKER 2/3/4+
- ANTI-VEHICLE 2/3/4+
- BLAST
- CONVERSION
- DEVASTATING WOUNDS
- HEAVY
- IGNORES COVER
- LANCE
- LETHAL HITS
- MELTA 2/D3/4/6
- RAPID FIRE 1/2/3/4/D6+3
- SUSTAINED HITS 1/2/D3
- TORRENT
- TWIN LINKED
- Added preset profile abilities with the following aliases:
- STEALTH
- Added preset global modifiers with the following aliases:
- STEALTH
- You can no longer add preset weapons (for now). This is mainly down to "Close combat weapon" no longer being a consistent thing.
- More stable update & profile migrations system.
- Tweaked changelog entry format.
- Tweaked demo profiles.
Fixed
- Adding a melee weapon to a ranged attacker didn't give it the “Attacker: melee” role (which affects where a profile is eligible to be used).
- Adding a ranged weapon to a melee attacker didn't give it the “Attacker: ranged” role (which affects where a profile is eligible to be used).
Credits
- Testing: CrinkleBat, Durthu, Grimfang, Llama, Serrato