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Hello, you lovely goblins!

This month was mostly spent mapping the Phandelver and Below: The Shattered Obelisk, a new adventure that takes the Lost Mines of Phandelver and expands it. That was over 30 scenes!

A huge amount of "hidden" work has been going on this month to prepare the system to support changes required for the upcoming improvements to class and feature imports.

In addition, there are some upcoming changes around how macros can be called by DDB importer effects to reduce the amount of space actors can take in a world.

This month, we have Planescape: Adventures in the Multiverse arriving, which will be the target of adventure muncher improvements.

Thank you all for your kind support,

Jack/MrPrimate



Condensed Changelogs

DDB Importer

  • Legendary resistance effect was no longer working properly.
  • Small tweak to detecting primary spellcasting ability, that now defaults to the value set by the subclass rather than class. This is used by some custom subclasses that might change the default value.
  • Booming Blade/Green Flame Blade macro/effect was not working properly dues to 5e system changes. (no proficiency on attack roll work around.)
  • If applying effect using the API or Chris' premades, effects will only be stripped from documents if ddb importer of Chris' module apply/generate effects for that document.
  • Fix the use of some spell effect macros, such as Eyebite, where the NPC is using spellcaster scaling, as opposed to a fixed dc.
  • Absorb Elements effect is now closer to MidiQoL default and includes bonus damage and resistance.
  • A number of small macro tweaks.
  • Effect: Dancing Lights (kindly based of a great macro by @TMinz), this is the first effect DDBImporter implements that requires Warpgate. It will only be placed onto the item if Warpgate and a JB2A module is found.
  • Fix a potential slow down issue which left lots of unnecessary hooks around after munching.
  • Some tweaks to the import process that will hopefully improve the speed when updating.
  • Improvements to importing adventures in v11.
  • Arcane Recovery will now detect if you have an Arcane Grimoire attuned and grant a bonus.
  • Remove hard dependency on Item Macro for effects in v11 (DAE now provides an editor).
  • Some bonuses, such as the chronurgy wizard initiative bonus, would add proficiency incorrectly.
  • Venom troll, venom spray correction.
  • Some more background macro changes for upcoming enhancements.
  • Black Tentacles, spell corrections
  • If Vision5e was enabled, characters would get senseAll rather than blindsight, if they have blindsight.
  • Effect: Mantle of Spell Resistance was utterly barmy. No idea what I was doing when I wrote that... 3 years ago!
  • Will embed spells in magic items if using magic-items-2 module. (Character imports only).
  • Refactoring some code for future improvements.
  • Reverted tweaks to import process, based on timings and oddities from some users.
  • There is a small chance I broke something in this update, if you find something please roll back and see if the anyone else has logged it in ⁠bugs if not please do.
  • Effect: Frightful Presence (Dragons) improvements.
  • Giff will now get Powerful Build special trait.
  • Effect: Deft Strike effect.
  • Vision 5e improvements to setting Vision for monsters when Vision 5e is installed.
  • For some Third Party Adventure enhancements, tokens would not link correctly.
  • Improvements to Fire Shield effect to automate damage based on macro by @thatlonelybugbear
  • Spike Growth Macro improvements.
  • Macro effect generation code refactor, possibly breaking change (as in bugs introduced).
  • Little Giant now applies Powerful build
  • Some races with variable sizes, like the Hadozee, would not import the small size.
  • Hadozee Dodge effect.
  • Support Tavern Brawler special trait
  • Fixes to a handful of monsters with weird spell descriptions which no longer parsed. E.g. Faerie Dragon and  Sephek Kaltro.
  • Ensure transfer effects are transferred to actors when using Chris' Premades with the Monster Muncher.
  • Flesh to Stone effect fix.
  • Improve monster effect generation for features such as the Myconid Adult's Pacifying Spores. It will now set a round and seconds duration, and on the item/feature will adjust the duration if it had been parsed as an instantaneous effect.
  • Character Updater to DDB: improve updates where items have been dragged from other characters, or container definitions are bad.


Active Auras

  • Auras now have a rename/name override field, allowing the effect placed by the aura to get a new name!
  • Based on a feature by Aedif, you can now specify a custom evaluation condition for the active aura. See the readme for details.
  • There is a new per aura "Walls Block" setting, that can use the module default or specify a yes/no for the aura.
  • A tweak to template application to improve uuid detection from TPosney
  • A tweak to UI rendering to prevent failure of AA tab appearing on some existing effects.
  • Some small tweaks to improve template and drawing aura detection.
  • Applying auras to templates is possible again, see example macro.
  • Compendiums revisited and checked for issues, sample compendiums are now in a folder called "Active Aura"
  • Active Auras is now v11 only.


Adventure Muncher

  • Phandelver and Below, initial scene support (LMOP scenes).
  • Lightning Keep added.


Pathmuncher

  • Support Skill Training feat when taken outside of a ancestry choice.


Link Item Resource 5e

  • Do not override base type resources for better Token Mold compatibility


Comments

Darrin Wood

Thank you for all the great work you are doing!!