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Releases: League-of-Foundry-Developers/torch

2.3.0 Added light sources for Dungeon Crawl Classics

11 Dec 01:01
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  • [FEATURE] Now supporting Dungeon Crawl Classics. Many thanks to marcusadmortati for supplying the data and testing.

2.2.2 - Use with foundry not on root of site corrected

09 Dec 16:59
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  • [BUGFIX] Didn't load light sources properly if Foundry was not at root of site. (Thanks MrPrimate for the PR!)

2.2.1 - Fixing manifest to point to right branch

08 Dec 15:44
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v2.2.0 Simplify and clarify defining data for light sources

07 Dec 01:16
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  • [FEATURE] (Lupestro) Updated README for clarity in creating user settings. (Issue #27 - many participants)
  • [FEATURE] (Lupestro) Improved and simplified source JSON syntax with defaults for most fields. (Issue #27 - many participants)
    • This change shouldn't invalidate any existing light source JSON files.
  • [FEATURE] (Lupestro) Introduced aliases to JSON to give new names to light sources defined elsewhere.
    • Using this in a very simple custom JSON will make this module more useful to those who play in a non-English language.
  • [FEATURE] (Lupestro) Provided aliases for dnd5e light sources that should provide smoother integration with ddb-importer. (Issues raised by MrPrimate and emmoth)
  • [FEATURE] (Lupestro) Improved name and description of options for consuming torches, candles, etc. to avoid confusion. (In response to comments by vgeirnaert)

I'm looking at loading localized language JSON files for the out-of-the-box sources on startup in a future release. This will need the actual (i.e. matching letter-by-letter) light source names used in various games when played in different languages. Contact me if you play with light sources in another language and you're interested in helping out.

v2.1.4 - Fixes to bullseye lantern as light source

04 Dec 16:01
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  • [BUGFIX] DnD5e Bullseye Lantern had wrong dim/bright ranges due to copy/paste error.
  • [BUGFIX] Bullseye lanterns in all systems that had 53 degree radius, now have 57 degree radius.
    • 53 degrees is technically correct for a cone (n units wide at center distance n, per rules).
    • 57 degrees (1 radian) would be correct for a (spherical) sector of radius n and arc length n.
    • Foundry projects light radially, so you get a spherical sector, regardless of the game rules.
    • Using 57 degrees is the fairest solution available within Foundry's constraints.
      • The extra beam width compensates for what you lose in the corners that radial light won't reach.
    • You can always reduce it back to 53 degrees with a custom JSON, of course, if you feel strongly about it.

v1.4.5 - Final release for v9 - released on separate v9 branch

04 Dec 16:25
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Adjusted branching and module.json to put version for up through FoundryVTT 9 on its own branch, so the v10 code can move to main. We anticipate no further development on this branch.

Several fixes to reported issues

09 Oct 00:13
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  • [BUGFIX] Corrected issue (found by vkdolea) where user-supplied sources for new systems weren't processing properly. (#26)
  • [BUGFIX] Now pulling non-dim/bright light properties for the light source configured in settings from the prototype token. (#22)
  • [BUGFIX] Fixed the translation files for several languages. (#24)

v2.1.2

17 Sep 00:18
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  • [BUGFIX] Fixed image used for dancing lights
  • [BUGFIX] Reset precedence order to user-supplied light sources first, then the source in config settings, then module-provided defaults based on game rules.

Added German translation and fixed two bugs

24 Jul 15:08
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  • [BUGFIX] (Lupestro) Context menu wasn't opening in HUD after exhausting a source - had to reopen HUD.
  • [BUGFIX] (Lupestro) Making Dancing Lights respond to configured settings.
  • [FEATURE] (ToGreedy) German translation.

Multiple Light Sources for Multiple Systems on V10

24 Jul 14:18
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  • [BREAKING] Supports FoundryVTT v10 only.
  • [FEATURE] Support for several light sources across several systems - details in README
  • [FEATURE] Support for overriding light source settings or adding more via JSON file - details in README
  • [INTERNAL] Complete refactoring of source code to better support added complexity imposed by new features.