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· 2 min read

Data

  • Added data from AP 48.

Improvements

  • Magic Resistor armor upgrades now automatically grant SR.
  • SR is exported as part of the PDF under the "Resistances" section.
  • Mystics with the Akashic connection can now select a profession skill to receive bonuses from the Selections 2.0 section of the Character Sheet.
  • Destiny's Device feature of the Starsinger archetype now automatically grants proficiency and Weapon Focus for starknives.
  • Nanocyte class feature Eldritch Array now automatically adds Technomancer spells to the class spell list.

Bug Fixes

  • Fixed spelling error in the description of armor upgrade Sonic Dampener.
  • Fixed extraneous commas in the languages section of the exported PDF.
  • Fixed duration of spell Greater Invisibility to be 1 round/level instead of 1 minute/level.
  • Fixed issue with Improved Unarmed Strike causing the damage dice for Unarmed Strikes to be 0d3 for characters lower than 4th-level.
  • Fixed theme Planar Traveler missing having two instances of the Plane of Fire as options while missing the Plane of Water.
  • Fixed incorrect price and level for augmentation Inner Gyros.

Homebrew - Phase 3 Complete

This release expands the homebrew support to include:

  • Ammunition
  • Class Feature Options for existing features, so you can homebrew Biohacker Theorems, Mechanic Tricks, Operative Specializations and more.
  • Alternate Class Features for existing classes.

· 2 min read

Improvements

  • Characters, Creature Companions, Starships, Mechs, Vehicles, NPCs and Homembrew items can now be duplicated to your account from the read-only view if you're signed in.
  • Added a "craft" button in the Equipment section of the Character Creator that deducts UPBs instead of Credits.
  • Weapons in the Equipment section of the Character Creator can now be filtered by damage dice and damage type.
  • Grenades are now grouped in the Inventory and on the Quick page of the Character Sheet.

Bug Fixes

  • Mechanic Trick Extra Mod now provides an extra mod.
  • Fixed cost of Starship TIMs with the "Any" role to be 3 instead of 6.
  • The cost of installing additional TIMs in a Starship now increases as described.
  • Bonus from Telepathic Dampener Armor Upgrade now shows in the Situational Bonuses section.

Improved Handling of Profession skills

This release improves how Profession skills are handled, especially when it comes to choosing a specific profession for certain Racial Traits, Theme Benefits, Item etc. In most cases, you will now be able to select from a list of all the profession skills your character has.

More specifically, the following improvements have been made:

  • Dwarf alternate trait "Mining Expert": You can select a profession to provide the bonus to.
  • Bureaucrat theme: You can select a profession skill. The +1 ability adjustment will automatically be added to the ability associated with the chosen profession.
  • Icon theme: You can select the profession skill to apply the +1 bonus to.
  • Prole theme: You can now select a profession and only the select profession will receive a +2 insight bonus. All other profession skills still get a +1 insight bonus.
  • Profession Tools item: You can now select a profession to apply the +4 bonus to.

Finally, your character will now automatically be considered proficient with weapons with the Profession special property if you have ranks equal to or greater than the weapon's item level in a profession skill with a matching name.

· 2 min read

Improvements

  • Hoverchairs can now have items stored in them using the sidebar.
  • Starship Stat Block now shows the special materials for system where relevant.
  • Damage shown for the Rail special property is doubled when Starship weapons are linked.
  • Items which can be installed as Armor Upgrades can now also be installed into upgrade slots on Characters and Drones.
  • The XP heading in the Details section of the Character Creator can now be clicked to show the Character Advancement table.

Bug Fixes

  • Fixed Sheath array options in the Selection 2.0 tab not providing bonus to Reflex saves.
  • Fixed the description of Glitch Gremlin Creature Companion graft.
  • Fixed issues with stashed ammunition not being shown.
  • Fixed issue where the damage for Solar Flare was calculated in correctly when multiclassing.

Homebrew - Phase 2 Complete

This release marks the completion of the second phase of the Homebrew feature. You can now create Feats, Themes and Spells. Solarian Crystals can now also be homebrewed by selecting the "Solarian" type when creating a Weapon.

Documentation

A new documentation section has been added accessible via the "Documentation" link in the footer or by going directly to https://hephaistos.azurewebsites.net/docs. Release notes and the page about VTT Support have been moved to the new documentation. Additionaly, extensive documentation has been added for Dragonscript (the custom scripting language created for and used within Hephaistos to apply effects like bonuses, penalties etc.) which should be helpful when homebrewing Feats and Themes.

· One min read

Improvements

  • Items (including Ammo) can now be stored in the Efficient Bandolier.
  • MedObserve armor upgrade adds an entry to the situational bonuses.
  • Voice Amplifier augmentation can now be activated from the Selection 2.0 tab.
  • Raxilites can now select between Flowering or Seeding from the Selections 2.0 tab.
  • Grouping of items and ammunition in the inventory now accounts for field that can be overridden.
  • Added a stat block view to the Starship sheet.

Bug Fixes

  • Fixed Gambler theme providing bonuses for all three possible Ability Scores. This was caused by incorrect data. If you had previously selected an option for the Theme Knowledge benefit of this Theme you will need to do so again.
  • The Healing Touch Mystic class feature no longer disappears when an Archetype is selected.
  • Fixed issue where the ammo buttons in the Weapons section of the Sheet were hidden on mobile if no ammo was loaded.
  • Choosing a large race for the Xenometric Android racial trait now sets the character size to large.

· 4 min read

Data

  • Added data from Redshift Rally.
  • Added data from AP 47.

Improvements

  • Technomancer Magic Hack Spell Countermeasures now adds an entry to the Situational Bonuses section of the Character sheet.
  • Conditioning bonuses from the Commando archetype are now shown in the Situational Bonuses section on the Character Sheet.
  • Added Fine as a possible size for NPCs.
  • Bonus from Halfling racial trait Duck and Cover now appears in the Situational Bonuses section.
  • Tool kits can now be equipped. For most tool kits, equipping them will show the bonus they provide in the Situational Bonuses section of the Quick page.
  • Description for the Soldier class now lists Heavy Weapon, Heavy Armor and Shield as proficiencies.
  • Circumstance bonuses now stack if they're from different sources.

The following improvements have been made to the Fantasy Grounds Unity XML export:

  • Bonuses to Ability score from personal upgrades is now in the "mod" section.
  • Armor upgrades and installed weapons are exported as part of the armor they're installed in.
  • Augmentations are no longer duplicated in the inventory and only show in the Augments section.
  • Spells with no saving throw or SR now have the word "No" in that field.

Bug Fixes

  • Fixed issue with Ability Crystals not being accounted for when determining damage bonus from the Painful Injection Biohacker Theorem.
  • Fixed NPC, Mech and Vehicle stat blocks to not have unnecessary linebreaks when copied.
  • Fixed issue where Save DCs for Grenades were calculated using Strength instead of Dexterity.
  • Fixed Yasakaja companions having a 5-ft space instead of a 10-ft space.
  • Fixed incorrect BAB calculation when the Stellar Sage alternate class feature is chosen.
  • Fixed issue where the Broken Cycle alternate class feature would influence other class features even after it was unselected.

Improved Ammunition Management

This release brings some major improvements to how ammunition is managed for weapons.

Firstly, when loading ammunition into a weapon the capacity of the weapon is taken into account. So, for example, a Tactical Semi-Auto Pistol can now only have 9 rounds loaded into it.

Secondly, the different categories of ammunition mentioned in the Core Rulebook (Cartridges, Charges & Missiles) work closer to how they should. Cartridge ammo (rounds, shells, bolts, darts, pellets etc.) can be reloaded all at once and will fill up the weapon up to its capacity. Reloading Charge ammo (mainly batteries) will choose the battery the highest remaining charges, while still not exceeding the weapon's capacity. Missiles (including arrows) are reloaded one at a time, meaning that a single press of the reload button will only add one more missile to the weapon until it reaches capacity.

Thirdly, buttons in the Weapons section of the Sheet > Quick tab to Use and Reload are always visible and weapons can be reloaded without needing to be completely empty first. Additionally, a button to unload ammunition has also been added.

Finally, The ammunition selection dropdown in a weapon's sidebar now makes a distinction based on special material. So Small Arm Rounds made of Horacalcum show up as a separate item to normal Small Arm Rounds.

There are still aspects of how ammunition works in the Starfinder rules that aren't completely accounted for, but this should be significant step-up from what has previously existed in Hephaistos.

Breaking Changes

I've tried as much as possible to make this change transparent of existing characters, but unfortunately there is a breaking change. If you view a character that was created before this version and had ammo loaded into weapons the Quick page will show the weapons fully loaded. Further, when you use the ammunition it won't deplete from your inventory. The simplest workaround for this is to unload all ammunition and reload.