Releases: WBHarry/pf2e-bestiary-tracking
0.9.10
An important bugfix for the Mystify Tokens setting aswell as a neat new feature 🤖 ✌️
Feature
- Added Bestiary Category Customization as a module setting under the Bestiary Appearance menu. Here you can edit the text and image for each category to better suit the setting and mood of your game.
Bugfix
- Mystify Tokens was throwing a blocking error to the Bestiary if a combat was active with no participants in it.
0.9.9
Some new features and an bugfix to an issue effecting some users🤖 👌
Features
- Added a GM section tab to the NPCView that's only viewable by the GM. The idea is to contain story related notes or other useful information that isn't applicable to the players. You can drag a journal entry to the text field to import data from it - usefull for AP journal npc info. There is also a player bar on the left. Dragging effects or other things onto a player there is the same as doing it onto their token.
- Added drag-drop sorting of NPC Categories for the GM to order things as they would like to present them.
- NPC Categories are now hidden by default when created so that players don't see them until the GM is ready. This can be altered in the
Default Hidden From Players
module setting in the Bestiary Integration menu. - The Influence tab in the NPC View is now hidden by default since it's not always applicable. It can be toggled between hidden/revealed by rightclicking on the tab.
Bug Fix
- Some worlds would get stuck without NPCCategories set which caused things to cease working after clicking on the NPC Category. Should be fixed.
0.9.8
Added some nice features that I felt GMs might need sooner rather than later. So another little release. 🤖 👌
Features
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GMs can now add fake traits to a creature from the list of available creature traits.
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GMs can now hide NPC Categories from players. For players, NPCs that are affiliated with these hidden categories will be shown in other categories they belong to, or just in Unaffiliated instead. This can be good to avoid revealing the existing of a category until the players learn of that faction.
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There is now an area on the main page of the Bestiary where a GM can drag in a Journal Entry. The idea is that this can hold the details of how they want Recall Knowledge to be handled for the group using that Bestiary.
0.9.7
Another swathe of bugfixes for things that've been unearthed by users 🤖
Bug Fixes - Adjustments
- Corrected sizing for the creature image. Long or wide creatures shouldn't get scrunched together anymore.
- The 'Return' arrow has been moved in the Creature/NPC View so it's placed above at the same place as it is in the bookmark view.
- The Image Popout when clicking on the creature icon was handling the name incorrectly. Made a fix so that users will not get to see names they do not yet know when a GM uses the 'Show To Players' icon
- Immunity/Weakness/Resistances were sometimes showing snippets of text when the option was 'None'. Fixed.
- Fixed so that Effects on creatures are not factored in when the Bestiary entry is made. IE, attack bonuses and so on will not be inflated by a Flat Modifier to attack rolls on an active effect.
0.9.6
Just a slew of bugfixes that should help out 🤖
Bug Fixes
- NPC Categories had inverted code for removing categories. This caused an issue where NPCs could end up still assigned to a category that doesn't exist, making them inaccessible and invisible and preventing them from being added again. I added a migration to return them to Unaffiliated along with fixing the root issue.
- Immunity/Resistance/Weakness in the CreateView was not displaying the name if they were generated from a rules element.
- Sorting within the bookmarks had gotten broken with the datamodel change. Fixed.
- Speeds in the CreatureView were not showing correctly for players when set as Vague.
- The NPC View always used the Actor image instead of respecting the
Use Token Image
setting. Fixed.
0.9.5
Added the Influence tab to the NPC View aswell as a lot of other features and bugfixes 🤖
Features
-
Added the Influence tab for the PF2E Influence subsystem to the NPC View 🥳
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When Vague Properties are enabled, GMs now also see the fields displayed as vague by default. There is a module setting in the Vague Properties menu
GM Sees Exact Values
that will return to the old view of always seeing the exact values. -
Added a module setting,
Default Revealed Properties
in the Bestiary Integration menu. Here you can select what - if any - creature and npc properties should be revealed to players initially when they are added to the Bestiary.
-
There is now a third checkbox above the tabs int he NPC View,
Simple NPC Toggle
. Having this active means players will only have access to the NPC View, and not the Creature View side of the NPC. Useful since a lot of NPCs aren't relevant as combatants. -
Added a new button to the Bestiary three-dot menu,
Transform NPC/Creature
. Using this will change the active creature/npc into the other type.
Bug Fixes
- Resistances and Weaknesses were always displaying vague properties even if they were turned off. Fixed.
- Added the whole kitchen sink to the Reset Macro to beef it up and help rare cases of weird old data retention.
- Probably some other things
0.9.4
A long labor of data remodeling. Some features that got thrown in aswell as some bug fixes. 🤖
Features
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Massive data remodeling. It was noticed that the Bestiary was having increasing amounst of lagg the more creatures were added to it. I've now redone the data handling and tried importing all 3 core bestiaries without issues. (Don't neccessarily recommend importing -that- much, but hey)
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Removed the save state system. No more json files. Now you can simply have multiple Bestiaries that you can swap between from the Bestiary three-dot menu. The
Bestiary Selection
view has it's own menu where you can import old save states to the new format. 🥳
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The categories an NPC belongs to can now be individually hidden from players incase they shouldn't know of certain affiliations yet.
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Lots of improvements to localization in the Bestiary itself. Quite sure it's not fully there yet, but definately taking strides.
Bug Fixes
- Added a migration that should move any creatures the module considers NPCs (unique or with NPC tag) that got stuck in the creature section of the bestiary over to the npc side.
- Hopefully most everything is solved with the data model change really. One can hope 🤞
0.9.3
Just a nice feature before I dig into another big ol' data restructure 🤖
Features
- Added the ability to completly hide creatures and npcs from players. There is a new module setting under the Bestiary Integration menu where you can set what is default for creatures and npcs respectively when they're added to the Bestiary.