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Releases: NocTempre/acks-equipment

v0.15.0

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@github-actions github-actions released this 19 Jul 14:55
v0.15.0: wear buckets on the character sheet, and containers you can …

v0.14.1

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@github-actions github-actions released this 17 Jul 18:59
Release v0.14.1 — public release with ACKS II App License

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

v0.14.0

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@github-actions github-actions released this 17 Jul 08:13
acks-equipment v0.14.0

v0.13.0

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@github-actions github-actions released this 17 Jul 02:39
v0.13.0: full RAW Non-Proficient Use package (RR p. 106)

The old flat -1 was the 0th-level branch of the rule misapplied to everyone.
RAW, triggered by the equipped STATE (any weapon/armour unusable by class, or
an untrained fighting style - weapon and style proficiency are distinct and
BOTH required):

- 1st+ level: attack as a 0th-level fighter (attack throw 11+, bba -1) on
  every attack while so equipped, even with an otherwise-usable weapon
- 0th level: still 0th level, additional -1
- regardless of level: no attribute BONUS to attack throws or AC (penalties
  kept); Weapon Finesse inert (nothing to swap in)
- class powers unusable + no XP: Judge-side, surfaced as the new
  nonProficientUse advisory violation

loadout.mjs computes the state; roll-wrap.mjs replaces the flat -1 with the
package; effects.mjs cancels the positive DEX AC mod in the loadout effect.
Known gap (documented): item-less attacks have no bonus channel to degrade.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

v0.12.3

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@github-actions github-actions released this 16 Jul 22:29
v0.12.3: clean packaging after rules-extract purge

Rules extracts no longer exist anywhere in the repo or its history;
this release replaces the removed module.zip assets with a clean build.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

v0.12.2

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@github-actions github-actions released this 16 Jul 04:13
v0.12.2: smoke-test every entry point (audit after the init-crash hot…

v0.12.1

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@github-actions github-actions released this 16 Jul 04:10
v0.12.1: HOTFIX — module dead at init; AE changes carry `type`, not `…

v0.12.0

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@github-actions github-actions released this 16 Jul 03:42
Fix 15-char macro id (again) — and stop masking validate's exit code

acksEqNamed0000 was 15 characters; Foundry requires exactly 16. This is the
second time this bit, and the reason it reached a tag is a process flaw of mine:
the release chain piped validate through `| grep -iE "warn|fail|OK"`, and grep
EXITS 0 when it matches the word "FAIL" — so the && chain sailed past a failing
validate. Run validate bare so its exit status actually gates the release.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

v0.11.0

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@github-actions github-actions released this 16 Jul 03:37
v0.11.0: fix paper-doll unequip sync; class training chunks; named it…

v0.10.0

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@github-actions github-actions released this 15 Jul 20:43
Fix 15-char macro id; add the scavenged-equipment overlay

The v0.10.0 build failed validation: the Item Loss macro's _id
"acksEqItemLoss0" was 15 characters, and Foundry's DocumentIdField requires
exactly 16. I had skipped `npm run validate` after `build:packs` in that
release, and validate is precisely the step that checks packs/_source — so CI
caught what I should have. Now acksEqItemLoss00.

Also adds the scavenged-equipment overlay (RR p. 160), gated by
overlayScavenged. Reuse first once more: every RAW result is expressible in
fields core already owns, so this is a table + planner returning core-field
updates with no runtime layer — "-1 damage" becomes a "1d6-1" damage string,
"-1 to attacks" system.bonus, "+1 stone" weight6, "-1 AC" aac.value. Effects are
cumulative (19-20 rolls twice more, and the reroll row itself contributes
nothing), attack/AC penalties cap at -5, and breaks/cannot-sneak are recorded as
a flag for the Judge rather than auto-destroying. Tests encode RR's worked
example (19 -> 7,15 = rusty blade + loose hilt). +13 checks (129).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>