Warhammer Quest Framework (1.6)

MapTool campaign files that encapsulate properties, tokens, and macros for a particular ruleset or game world. "Framework" is often abbreviated "FW".

Moderators: dorpond, trevor, Azhrei, giliath, Gamerdude, jay, Mr.Ice

Forum rules
This forum is LOCKED. If a thread belongs here, use the "Report" feature of the post to let a moderator know to move it. General discussion should occur in the User Creations or MapTool forums.
Classic
Kobold
Posts: 1
Joined: Sun Jul 27, 2014 11:57 pm

Re: Warhammer Quest Framework (1.5)

Post by Classic »

Very very interested in this if it is still alive. :D

Jade
Giant
Posts: 149
Joined: Sun Jun 13, 2010 8:01 pm
Location: USA
Contact:

Re: Warhammer Quest Framework (1.5)

Post by Jade »

So, after a flurry of work we did last Winter, things have slowed down a bit. I'm currently trying to pick it back up and fix the bugs before posting another release—the framework in its current state is extremely buggy (maybe to the point where I'd call it "broken"). Hopefully I'll be able to get the most egregious bugs worked out in the next month or two and post an update then.

User avatar
Cherno
Giant
Posts: 193
Joined: Sun Dec 02, 2012 5:54 pm

Re: Warhammer Quest Framework (1.5)

Post by Cherno »

Hey, if you ever play another campaign, feel free to drop me a line, I have several copies of WHQ and the expansions and I kinda like it as a casual dungeon crawler. I'm GMT+1 btw.

Jade
Giant
Posts: 149
Joined: Sun Jun 13, 2010 8:01 pm
Location: USA
Contact:

Re: Warhammer Quest Framework (1.5)

Post by Jade »

New update coming very soon.

Also, have a Discord Channel now. PM me for details.

Jade
Giant
Posts: 149
Joined: Sun Jun 13, 2010 8:01 pm
Location: USA
Contact:

Re: Warhammer Quest Framework (1.5)

Post by Jade »

1.6 is a BIG update! Kinks did a lot of the work on this one (I've noted things he worked on in the notes below), especially automation work.

Major changes:
*There is now heavy automation: The board tiles will place themselves; attacks are fully automated (incorporating various weapons, abilities, and special rules) in most cases; many spells are automated; events and monsters are often generated automatically; etc.
*Support for Lair of the Orc Lord (optional to use)
*House rules can be changed and used!
*Support for almost everything now.
*"Warrior Sheet" provides tons of relevant info to Warriors.

New Features/Increased Implementation/etc.:
Since 1.4b7:
*Lair of the Orc Lord now supported (but optional)! (Kinks)
*Dungeon will now place itself! (Kinks)
*Added additional support for Chaos Warrior "Poisonous Bite"
*Reload is now incorporated into the Equipment macro
*Manage Equipment now remembers the last item used
*Added macro to allow players to modify the groups and colours of macros on their warriors
*Added support for ignoring all non-magical armour
*Added "Create Monster(s)" macro for quickly creating monster tokens, & the new Spawning Area (Kinks)
*Doors now snap-to-grid (Kinks)
*Monster classes are now customizable (Kinks)
*Attack macro now uses targets, and will determine hit success automatically
*New Create Character macro which is more comprehensive, and can be used on any token; will generate token class, stats, images, etc. (Jade & Kinks)
*New dead end tiles (Kinks)
*New "Escape Dungeon" macro (Kinks)
*New "Customize Character" macro (Kinks)
*New image-based d6 macros (Kinks)
*Added Bretonnian stuff to Hazards rolls
*Added "Explore!" macro for the lantern carrier, which automatically draws and lays down the next dungeon tile
*Damage macro now notifies the GM of the actual damage healed or caused, not just overkill
*Integrated tiring rules for Bretonnian with Broadsword
*The macro-regrouping macro now supports setting and using defaults
*Added more robust spellcasting support for the Elf Ranger
*More robust Ring of Jade support (Kinks)
*New "Create Warriors" macro for easily creating new Warriors (Kinks)
*Added support for gendered heroes
*GMs may now determine how players select their class in House Rules
*Added support for macros to deal damage directly to tokens
*Monsters now have race, for Hatred-related purposes (Jade & Kinks)
*Backend improvement to state handling in the turn macros
*Added more robust spellcasting support for the Warrior-Priest
*Added macros to make it easier to assign Items & Treasure to warriors & reset treasure states (Kinks)
*Added Blood Rage automation to turn macro
*Damage macro now reports skills and items that may affect the result (and thus might require checking modifiers)
*New House Rule lib token as central location to toggle House Rules & Interpretations
- *Contains TONS of options, some for rules interpretations and some for house rules.
*Edit Character now shows class-specific info
*Added Fangs & Warp Magic attributes & the Helm of Sorcery item to Edit Character macro
*Incorporated Queen of Bretonnia's Favour to Attack Roll
*Added Ranger's trainhelp, the Shield of Spell Absorption, and Chalice of Night to Edit Character
*Added additional states to show when a character is more ensared
*Escaping from nets is now automatically handled by the turn macro
*Warriors will now automatically be thrown out on a catastrophic result of "set ablaze"
*Added support for Talisman of Obsidian; Monstrous magic will now fail automatically as appropriate when next to someone with a Talisman of Obsidian
*Improvements to the Belt of Gagron (Kinks & Jade)
*Added macros (& tokens/icons) automating the effects of Fireball, Heal Wounds, and Ogre Strength spells (Kinks)
*Added a tracker for Treasure due (Kinks)
*Implemented Charm of Learning
*Support for Official Event generation method (old method is a House Rule option now)
*Arcane Knowledge now generates a random spell when appropriate
*Added macros covering the functionality of Healing Hands, Cleansing Flames, and all Witch Hunter amulets. (Kinks)
*Added Witch Hunter's "Precious" Healing Potion (Kinks)
*Damage/Heal is much more situationally aware, and only asks for things it needs
*Added macros for Storm of Rocks, Lightning, Sword of Aenarion, Lifebringer, Freeze, Pit Of Despair, Shockwave, Resurrect, Life Force, Confuse, Shield, Rebound, Levitate, Fiery Shield, Burning Hand, Robe of Fire, Flesh Worm, Ice Demon, and Soul-bind spells (Kinks)
*Improvements to Assign Gold (may now be used to cause gold loss)
*Event Deck automatically handles setup when "Start New Dungeon" is run
*Added Ring of Desolation initial support (Kinks)
*Minor change in Monster displays (Kinks & Jade)
*Fear now separate stat (Kinks)
*New Heal Wounds macro (Kinks)
*Improved Attack Roll popups (Kinks)
*Enchanted Shield incorporated into Damage/Heal
*Start New Dungeon now handles all new dungeon setup automatically
*Assign Treasure now automatically uses drawn treasure (Kinks)
*Resurrect automatically resets gold (Jade & Kinks)
*Damage macro prompts for giving gold (Kinks)
*All Alehouse skills added (Kinks)
*Squint Eyed Rogar's "Magical Potion" added (Kinks)
*Macros for all events/hazards (Kinks)
*Macro for sealing Hell's Gate (Kinks)
*Break now automatically counts all monsters of a kind as a group (Kinks)
*Fear/Terror now automatically incorporated into Attack Roll (Kinks)
*Use Amulet now includes descriptions (Kinks)
*Basic Monster numbering addition to make pointing out Monsters easier (Kinks)
*"Leave Settlement" now listed as a location in Find Special Location (Kinks)
*Combat Gauntlets added (Kinks)
*Use Amulet now launches certain amulet macros (Kinks)
*Initial support for "start of turn" stuff (Kinks)
*Attack roll now asks when appropriate for Ethereal/Daemonic enemies (Kinks)
*Start New Dungeon now checks to make sure the party has a Lantern before starting (Kinks)
*Spell macros automatically launch when applicable
*Edit Character now includes runeofdeath, missile, magicarmour, HBonus, Dungeons, lastitem, and QuestCompleted
*Initial implementation of spell targeting using shift (implemented for Lightning Bolt)
*Giant rats getting themselves killed now prompt for a killer (Kinks)
*Energy Jewel implemented (Kinks)
*Cast Spell now incorporates Magical Dispel (Kinks)
*Ranger/Warrior Priest spell/blessing casting limited by level (Kinks)
*Power Phase roll is rolled automatically (Kinks)
*Sneaky Git automated (Kinks)
*Number of spell effects of various kinds automated (Kinks)
*Events are no longer automatically run; this was causing problems during event chains
*Framework now tracks amount of debt Pit Fighter has paid off, in addition to how much he owes
*Lib:Turn Power Phase rolling now integrates cleanly with Wizards
*New Monsters are now automatically numbered when Monster Numbering is turned on
*When the Lantern goes out, the Lantern-bearer gets "re-light lantern" macro (Kinks)
*New Rune of Restoration effect workaround macro (Kinks)
*New "Arrive at Settlement" macro (Kinks)
*New macros for Crossing the Chasm, Desecration, and Waters of Fate (Kinks)
*Improvements to Shaman Hunger (Kinks)
*New Tornado, Fire, Which Road?, Famine, Stranger, Massacre, Lightning, Guests, Bad Map, Prisoner, Rockfall, Plague, and Chapel (travel hazards) macros (Kinks)
*Duel, Join the Watch, & Runaway Settlement macros added (Kinks)
*New Monster Attack macros (Kinks)
*Alehouse skills now assigned (Kinks)
*Pit Fighters can now pay their debt at the Fighting School (Kinks)
*Full Monster spell support (Kinks & Jade)
*Improvements to Blunderbuss (Kinks)
*Poison Globe support (Kinks)
*Entrance doorway added (Kinks)
*Draw Event now spawns monsters (Kinks)
*Macro for viewing the Dungeon Deck (Jade & Kinks)
*Improved Gang Up macro (Kinks)
*Drag & Rend support (Kinks)
*Edit Monster to parallel Edit Character (Kinks)
*Lots of automation for Monster Attacks (Kinks)
*Various skills, including "Run" and "Weaponlord" now supported (Kinks)
*Shaman Spell Descriptions in "Cast Spell" tab now (Kinks)
*Additional Vampire States & Automation (Kinks)
*Hand of Death automation (Kinks)
*New Warrior Sheet macro as a major Warrior utility macro (Kinks & Jade)
*Improved way of Handling Weapons & Damage (Kinks)
*Dungeon now lays itself out as it gets explored (Kinks & Jade)
*Ambushes automatically get rolled (Kinks)
*Correct Warrior titles are now used (Kinks)
*Board clears itself (Kinks)
*Treasure can be assigned (Kinks)
*Support for a lot of Lair of the Orc Lord stuff (Kinks)
*More Warrior Names! (Jade)
*Other stuff we've forgotten to add here (Jade & Kinks)
*Minor tweaks and improvements (Jade & Kinks)

Bugfixes (note: some of these may have been introduced since 1.5):
*Damage macro no longer thinks "Duck and Dodge" is "Dodge"
*Using Healing Potions no longer messes up Elf Healing Potions in the same inventory (and uses the Healing Potion properly)
*Fixed major bug relating to size limit of Switch function in Journeying macro
*Fixed error in weapons with a damage multiplier
*Ignoring specific amounts of armour now also incorporates shields (finally!)
*Fixed rare bug in Damage/Heal macro
*Damage/Heal macro now only affects Warriors and Monsters
*Fixed a bug where the Lantern wouldn't be properly registered for initiative order
*Fixed a bug in amulet charging at the Witch Hunter's Guild
*Idiot proofed (prevented cancelling out in) the following Settlement Locations: Alchemists Labratory, Animal Trader, Armourer, Armoury, Dwarf Guildmasters, Elf Quarter, Fighting School, Fletcher, Gambling House, General Store, Gunsmith, Noble House, Shaman Training, Temple of Sigmar, Training Camp (including Wizard Level stuff), Weaponsmith, Wizard's Guild
*Fixed a bug causing the Wizard's Guild to crash on the Ranger
*Pit Fighters can no long go into training point "debt" while levelling up
*"Continue Journey" has been improved and shouldn't break with updates nearly as often
*Fixed bug with Pistol Crossbows being improperly named in the macros
*Fixed a bug in "Equip Shield" causing text to be displayed
*Some space-saving measures (Kinks)
*Fixed bug preventing furs from being used with a metal gorget
*Fixed bug where missing with fangs did not reset the skill
*Fixed EndDay bugs with certain warrior types
*Fixed skipdays miscounting
*Fixed bug with Shield of Spell Absorption
*Totem Staff can now only be used once/adventure
*Fixed bug with 2-handed weapons and shields
*Fixed journeying bug in event 61
*Fixed a bug with Witch Hunter levelling
*Fixed bug where people who were not netted were breaking free of nets
*Fixed bug in Damage/Heal limiting dealDamage() options
*Fixed strange "Special" bug in dealDamage (from modDisplay)
*Fixed rounding bug in numDisp()
*Enchanted Shield fixed
*Armourer Helmet bug fixed
*Wizard-related bug in Leave Dungeon fixed
*Explore now works for exceptions (Kinks)
*Fixed bug with first Broadsword attack
*Tweaked Monster Number calling macro: can now be called remotely
*Fixed bug with the Chaos Shrine being caused by the charm of learning
*Bretonnian no longer told he learns a new skill when he does not while leveling
*Fixed Temple of Sigmar getName bug
*Fixed critical damage macro bugs related to trusted macro issues
*Fighting School no longer gives training points to non-Pit Fighters
*Add Mana now adjust Shaman's mana bars
*Fixed bug with flash powder & firebomb purchase numbers
*Fixed crash when purchasing helmets at the Armourer
*Heal function now updates Monster health bars
*Elf Rangers may now purchase and recharge staves at the Wizard's Guild
*Fixed bugs and better implemented City Watch results of Elf Rangers at the Wizard's Guild
*Fixed lantern bug
*Pit Fighter now starts with his armour equipped
*Fixed Grey Armour bug in Damage/Heal
*Orb of Might/Energy Jewel no longer drain when the spell is aborted
*Can no longer explore when the lantern is out (Kinks)
*Noble no longer allowed to visit any locations before L&S (Kinks)
*Throwing axe can now be used in hand-to-hand combat (Kinks)
*Negative Weapon to hit modifiers now properly applied (Kinks)
*Fixed Level 2 Monster spawning bug (Kinks)
*Attack rolls now incorporate special damages (Kinks)
*Monster Damage Dice now display correctly (Kinks)
*Create Monsters now includes all Monsters again (Jade)
*Treasure no longer given for 0 Monsters
*Lots of other bugs! (Jade & Kinks)
*Other minor fixes, tweaks and typo corrections (Jade & Kinks)

Known bugs:
*Genders are not implemented everywhere yet—we're working on getting that into all the old macros.
*Solo Warriors will never see Monsters that normally come in a quantity of 1.
*Several other bugs which may or may not have been fixed in the past 6 years...

Post Reply

Return to “Campaign Frameworks”