Releases: ZerdBG3/RAW
Releases · ZerdBG3/RAW
v5.2.0.0
What's Changed
- Add Chinese and ChineseTraditional Localization by @XieLongWu in #218
- Implements Hit Dice usage during Short Rest
- All 12 default classes have the correct Hit Die value assigned. Unidentified classes are given a d8 by default (it is possible to change the hit dice assigned to a class or add modded classes to a list on
shortRest\Classes_HitDice.json- see the Features page for the explanation) - Adds a
Start Short Restspell to all characters, to remove the cap of Short Rests per Long Rest (since it's not possible to alter that value mid-save) - Half the total Hit Dice (rounded up) are restored upon a Full Rest (Long Rest with enough camp supplies)
- Durable feat makes each Hit Die heal the full amount (not RAW because of technical limitations)
- All 12 default classes have the correct Hit Die value assigned. Unidentified classes are given a d8 by default (it is possible to change the hit dice assigned to a class or add modded classes to a list on
- Bard's Song of Rest is a Passive that enhances the Performance during a Short Rest, providing the RAW benefits of extra healing on the first Hit Die spent by the Bard and their allies
- Cleric's Turn Undead duration changed to 10 turns
- Adds more spells to the
ENUM_RAW_SpellsAgainstInvisibleTargetslist - Monk changes
- Bonus Unarmed Strike is separated from the default Unarmed Strike available to all characters, but it is only usable after attacking first
- Changed all Save DCs to be based on Wisdom
- Introduces a Stunning Strike interrupt. Both the action and the interrupt were changed so the Stunned conditions is applied until the end of the Monk's next turn
- Way of the Four Elements
- Fangs of the Fire Snake initial attack damage changed to be entirely fire damage (
Unarmed Damage + 1d10 + Dex Mod), while also providing temporary spells for the remainder of the turn, to make unarmed attacks with increased range (same range as the initial ability), dealing fire damage (Unarmed Damage + 1d4 + Dex Mod) - Fist of Four Thunders now allows for bonus action unarmed strike after, like all other Elemental Disciplines
- Fangs of the Fire Snake initial attack damage changed to be entirely fire damage (
New Contributors
- @XieLongWu made their first contribution in #218
Full Changelog: v5.1.1.0...v5.2.0.0
v5.1.1.0
v5.1.0.0
What's Changed
- Russian Localization by @AksKun in #214
- Saving Throws of all kinds (including concentration) are prevented from critically failing by the
skillCheck_critFailoption - Adds the
monkoption (details available at the Features page) - Moves the logging per mod option to the config file, so that users can manually activate logging through their config file
New Contributors
Full Changelog: v5.0.0.0...v5.1.0.0
v5.0.0.0
- Removes mod fixer so it works with Patch 7
v4.4.1.0
What's Changed
- Changes to
invisibility⚙️- Removes the sight cone check for see invisibility on players, removing the need to micro manage your character to reveal invisible enemies
- Fixes player controlled summons getting the free sneaking attempt when going invisible
- Changes the free sneaking attempt for invisible enemies to a single stealth check vs the highest perception character on the seek radius
- Removes the
invisibility_aoooption, merging it with theinvisibilityoption
- Changes to
attunement⚙️- Allows the customization 🔧 of the item's list. See how here
- Changed attunement description's text color for faster identification of items that require attunement upon hovering
Full Changelog: v4.4.0.0...v4.4.1.0
v4.4.0.0
What's Changed
- Fixes spells cast as reaction blocking bonus action spells being used
- Fixes
instantDeathtriggering while transformed- There is a bug in vanilla that outright kills polymorphed characters if the damage is bigger than the transformation's and the original character's current HP combined. This is not the mod's fault
- Adds ⚙️
invisibilityandinvisibility_aoooptions (thanks @drkekyll ❤️). Take a look into the major changes and possible customization: https://github.com/ZerdBG3/RAW/blob/main/Features.md#invisibility-%EF%B8%8F-invisibility
Full Changelog: v4.3.0.0...v4.4.0.0
v4.3.0.0
What's Changed
- Moves ModOptions.json to a folder by @FelipeRenault in #210
- Moves the
ModOptions.jsonfrom the Script Extender folder's root to theScript Extender/RAW/folder - Automatically copies existing old options file to the new folder upon opening the game
- If no old file is detected, it will create one with the default values automatically
⚠️ After copying, it will start using the new one, so it's safe to delete the old one and any further changes must be made on the new one too⚠️
- Moves the
Full Changelog: v4.2.0.0...v4.3.0.0
v4.2.0.0
What's Changed
- New option for QoL Spell Durations by @FelipeRenault in #209
Full Changelog: v4.1.1.0...v4.2.0.0
v4.1.1.0
What's Changed
- Fixes Instant Death considering the target's HP after the hit instead of before (on the relevant scenarios, it always considered 0 HP, thus any damage higher than your Max HP would kill you, regardless of remaining HP before the attack did damage)
- Implements the summon statuses for compatibility with dr. kekyll's Summon Initiative Fixer mod
Full Changelog: v4.1.0.0...v4.1.1.0
v4.1.0.0
What's Changed
- Updating Action Icons by @FelipeRenault in #205
- Instant Death by @drkekyll in #206
- ⚙️
instantDeath: Players only: Taking damage that exceeds the current hit points by the character's hit point maximum kills them outright, without death saving throws
- ⚙️
- Stinking Cloud by @drkekyll in #203
- Stinking Cloud no longer blocks action usage, instead consuming one single action from characters inside it on their turn start upon failing the Saving Throw
- Fixes Barbarian's Wild Magic Teleport by @FelipeRenault in #207
- For some reason, Vanilla applies the status to everyone around the Barbarian when the random outcome happens. It wasn't always like this, seems like some unintended behavior added recently
New Contributors
Full Changelog: v4.0.3.0...v4.1.0.0