Version 0.0.713 of the Draw Steel Codex is now available.
New Triggered Ability Editor Triggered Abilities now open in a redesigned editor which is laid out like the new Ability Editor we released a few weeks ago.
In this update4
Full notes
Full Draw Steel update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
5 fixes3 additions4 changes0 removals
Gameplay
UI and audio
Balance
Fixes
Maps
changedNew Triggered Ability EditorTriggered Abilities now open in a redesigned editor which is laid out like the new Ability Editor we released a few weeks ago. It has a navigation pane on the left with sections for Trigger, Setup, Effects & Display, the work area in the middle where you configure the ability and a preview pane on the right. Everything that used to be in one long form is now grouped by section so it should be easier to find what you need and to see how the different parts of the ability fit together.
addedProse EngineThe new editor has a first attempt at building out a prose engine which converts GoblinScript formulas into plain language. What this means is if you add a formula to the [c]Triggers Only When[/c] field of [c]Damage Type = "fire" and damage > 5[/c], the [c]How This Triggers[/c] panel will show [c]When you take damage, if the damage type equals fire and the damage is more than 5[/c]. Formulas in Triggers can get complicated so we hope this makes it easier to understand what your condition is actually checking for. This is brand new and we only focused on adding support for symbols that appear in triggers. Not every symbol or formula will support this plain language and where it isn't available, it will fallback to show the formula.
changedLive Preview While You EditAs you make changes to the triggered ability, the preview column shows what the ability would look like as a card, this is an authoring aid only to help you get live feedback and help you catch potential errors, the Triggered Ability Display modifier is still required alongside a Triggered Ability to display the trigger in the Action Bar. This preview will auto-derive from your entries in the editor, but these can be overridden by making updates in the [c]Display[/c] section. The [c]How This Triggers[/c] panel shows you how the Codex will interpret the trigger and will flag problems as you work (things like missing behaviours, misspelled ongoing effects or damage types and references to GoblinScript symbols that don't exist on your chosen trigger event) to try and catch the simple errors that catch us all out.
addedTest PanelThere is also a new Test Trigger panel which will let you check whether your conditions will actually fire without having to set up a full encounter to test the trigger. This is driven from tokens placed on the current map and you can assign tokens to different roles (trigger subject, trigger owner, attacker, etc), fill in any extra values the trigger uses (damage type, distance, keywords, etc) and press Run Test. If the condition fails, the pantel will tell you in plain language which part of the condition failed and what it needed. Depending on the condition, there are also options to 'pretend' that subject has a given condition, ongoing effect, attribute so you don't always need to set up that condition on the map. This panel can be popped out so you can edit the ability and re-run the test, you can also leave this open and close the editor, make updates to tokens on the map and re-run the test from the popped window. There is also an Open Editor box which will take you straight back to the ability editor.
addedGoing Back to the Old EditorThe new editor is on by default, if you run into an issue there is a setting called "Use classic triggered ability editor" in Settings, if you check this and reload the Codex it will use the classic triggered ability editor.
fixedOther Features & FixesThe Chimera Solo monster has been implemented.
Draw Steel changes
changedTriggered Abilities now open in a redesigned editor which is laid out like the new Ability Editor we released a few weeks ago. It has a navigation pane on the left with sections for Trigger, Setup, Effects & Display, the work area in the middle where you configure the ability and a preview pane on the right. Everything that used to be in one long form is now grouped by section so it should be easier to find what you need and to see how the different parts of the ability fit together.
addedThe new editor has a first attempt at building out a prose engine which converts GoblinScript formulas into plain language. What this means is if you add a formula to the [c]Triggers Only When[/c] field of [c]Damage Type = "fire" and damage > 5[/c], the [c]How This Triggers[/c] panel will show [c]When you take damage, if the damage type equals fire and the damage is more than 5[/c]. Formulas in Triggers can get complicated so we hope this makes it easier to understand what your condition is actually checking for. This is brand new and we only focused on adding support for symbols that appear in triggers. Not every symbol or formula will support this plain language and where it isn't available, it will fallback to show the formula.
changedAs you make changes to the triggered ability, the preview column shows what the ability would look like as a card, this is an authoring aid only to help you get live feedback and help you catch potential errors, the Triggered Ability Display modifier is still required alongside a Triggered Ability to display the trigger in the Action Bar. This preview will auto-derive from your entries in the editor, but these can be overridden by making updates in the [c]Display[/c] section. The [c]How This Triggers[/c] panel shows you how the Codex will interpret the trigger and will flag problems as you work (things like missing behaviours, misspelled ongoing effects or damage types and references to GoblinScript symbols that don't exist on your chosen trigger event) to try and catch the simple errors that catch us all out.
addedThere is also a new Test Trigger panel which will let you check whether your conditions will actually fire without having to set up a full encounter to test the trigger. This is driven from tokens placed on the current map and you can assign tokens to different roles (trigger subject, trigger owner, attacker, etc), fill in any extra values the trigger uses (damage type, distance, keywords, etc) and press Run Test. If the condition fails, the pantel will tell you in plain language which part of the condition failed and what it needed. Depending on the condition, there are also options to 'pretend' that subject has a given condition, ongoing effect, attribute so you don't always need to set up that condition on the map. This panel can be popped out so you can edit the ability and re-run the test, you can also leave this open and close the editor, make updates to tokens on the map and re-run the test from the popped window. There is also an Open Editor box which will take you straight back to the ability editor.
addedThe new editor is on by default, if you run into an issue there is a setting called "Use classic triggered ability editor" in Settings, if you check this and reload the Codex it will use the classic triggered ability editor.
New Triggered Ability Editor
Triggered Abilities now open in a redesigned editor which is laid out like the new Ability Editor we released a few weeks ago. It has a navigation pane on the left with sections for Trigger, Setup, Effects & Display, the work area in the middle where you configure the ability and a preview pane on the right. Everything that used to be in one long form is now grouped by section so it should be easier to find what you need and to see how the different parts of the ability fit together.
Prose Engine
The new editor has a first attempt at building out a prose engine which converts GoblinScript formulas into plain language. What this means is if you add a formula to the [c]Triggers Only When[/c] field of [c]Damage Type = "fire" and damage > 5[/c], the [c]How This Triggers[/c] panel will show [c]When you take damage, if the damage type equals fire and the damage is more than 5[/c]. Formulas in Triggers can get complicated so we hope this makes it easier to understand what your condition is actually checking for. This is brand new and we only focused on adding support for symbols that appear in triggers. Not every symbol or formula will support this plain language and where it isn't available, it will fallback to show the formula.
Live Preview While You Edit
As you make changes to the triggered ability, the preview column shows what the ability would look like as a card, this is an authoring aid only to help you get live feedback and help you catch potential errors, the Triggered Ability Display modifier is still required alongside a Triggered Ability to display the trigger in the Action Bar. This preview will auto-derive from your entries in the editor, but these can be overridden by making updates in the [c]Display[/c] section. The [c]How This Triggers[/c] panel shows you how the Codex will interpret the trigger and will flag problems as you work (things like missing behaviours, misspelled ongoing effects or damage types and references to GoblinScript symbols that don't exist on your chosen trigger event) to try and catch the simple errors that catch us all out.
Test Panel
There is also a new Test Trigger panel which will let you check whether your conditions will actually fire without having to set up a full encounter to test the trigger. This is driven from tokens placed on the current map and you can assign tokens to different roles (trigger subject, trigger owner, attacker, etc), fill in any extra values the trigger uses (damage type, distance, keywords, etc) and press Run Test. If the condition fails, the pantel will tell you in plain language which part of the condition failed and what it needed. Depending on the condition, there are also options to 'pretend' that subject has a given condition, ongoing effect, attribute so you don't always need to set up that condition on the map. This panel can be popped out so you can edit the ability and re-run the test, you can also leave this open and close the editor, make updates to tokens on the map and re-run the test from the popped window. There is also an Open Editor box which will take you straight back to the ability editor.
Going Back to the Old Editor
The new editor is on by default, if you run into an issue there is a setting called "Use classic triggered ability editor" in Settings, if you check this and reload the Codex it will use the classic triggered ability editor.
Other Features & Fixes
The Chimera Solo monster has been implemented.
An icon appears above doors when players approach them allowing them to click on the icon to open the door.
Updated the Demon Chorogaunt's Signature, Malice and Villain Abilities to improve usability and apply fixes.
Human BlackGuard has had many improvements implemented
Giant Hawk has been implemented
Fixed some parallax errors related to auras.
Fixed some bugs with aligning maps correctly when importing them.
Night Shift: Devil Division
We had the pleasure of meeting the team behind Night Shift: Devil Division last week. This is a Draw Steel-based game which is live on Backerkit today, and if they hit their £150,000 stretch goal they plan to bring it to the Codex!
If you want to see more games using the Draw Steel system AND on the Codex, consider backing it today! Oh, it also looks amazing, by the way.