Dev Blog | Week of June 14
This was a big week. Most of the work went into the Virtual Tabletop, and it is starting to feel like a real table. There are also meaningful upgrades to the character builder, the language system, the GM Notebook, and the genotype pages on the website. Here is everything that shipped.
Your Companions, Beasts, and Vehicles Can Come to the Table
The VTT got the most attention this week. Your companions and Beast Shape forms now convert into real tokens on the map. Companions render their genuine sheet card right in the session, beasts drop in as playable creatures, and there is now a full Vehicle sheet so mounts and constructs are tracked alongside everyone else. GMs can take a beast straight from their vault and assign it to an NPC.
To make all of this readable at a glance, we added a library of over 80 status condition marker icons. Tokens can now visibly show whether they are bleeding, prone, stunned, blinded, charmed, paralyzed, irradiated, and a long list of others. No more guessing what is happening to a token across the table.
Spectator Mode and Log in as Character
Two new ways to join a table.
Spectator mode lets someone watch a session through a link without being a member of the group. Great for showing off a game or letting a friend look in.
Log in as Character lets a GM step into a player's character on the table for a moment, which is handy for running a scene or covering for a player who is away from their seat.
Running Encounters Live
GMs picked up three new in-session panels. An Encounter Briefing view to manage a fight as it runs, a Skill Check Inspector to set up and resolve checks on the fly, and a Challenge Inspector for hazards, traps, and puzzles.
We also added support for multi-floor scenes, so a map with several levels renders the correct floor instead of flattening everything into one.
Breakthrough: Group Skill Checks for Elohim Resonance
We added Breakthrough, a group Skill Check that lets a party combine their efforts on Elohim Resonance. Players declare a Breakthrough, respond, lock in their skills, roll, and resolve the result together.
Endurance Reinforcement Now Adds HP
We fixed a bug where the Endurance Reinforcement SCR HP bonus was not being applied. It now correctly adds to your hit points, and we ran a backfill so existing characters get the HP they were owed. If your max HP went up this week, that is why.
Core Stats Stability
We tracked down a desync where a Core Stat's total could drift below its set score. Characters now self-heal it if it ever happens, the repair is guarded against corrupt values, and the Core Stats step in the builder shows the correct total.
Languages, Rebuilt
The language system got a real overhaul.
Every language is now sorted into a 7-category function taxonomy, shown in the in-app picker, the review step, and the website language tables.
Braille and Sign are no longer treated as separate languages. Raised-text now overlays any written language, and sign language is handled per language. You can spend a language pick on a raised-text or sign modality in the builder, the review step, or directly on your character sheet.
Backgrounds dropped the forced ancient-plus-modern pairing. Every background language grant is now any-era (for example, Cultist grants 1 and Vagrant grants 3), and the app and website finally agree on what each background gives you.
GM Notebook: Hand Items to Your NPCs
GMs can now give a crafted item from the GM Inventory straight to one or more of their own NPCs through a searchable, multi-select picker. The item lands unequipped so you decide when and how the NPC uses it.
We also cleaned up the action rows across the GM Inventory, Spell Codex, Feat Vault, and Beast Vault so every card uses a consistent set of icon buttons with tooltips, instead of buttons wrapping onto a second line.
There is also a new Missions generator with saved missions, full create and edit support, and the ability to assign a mission to an adventure.
Genotype Art on the Website
The genotype pages now show framed genotype card art cropped from the full character portraits, with per-genotype framing dialed in. The gallery looks a lot more finished.
Up Next
The Virtual Tabletop remains the main focus as we keep filling in live table tools. Thanks for playing, and see you at the table.