Monster Blueprint Change Log

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This page keeps a log of what changes were made to the monster template, or monster blueprint.

At this time, any blueprint of version 2.0 or higher is acceptable for older monsters on one of those blueprints, unless there is a missing feature they should have. Older monsters may be upgraded to the most current template on a case-by-case basis.

New monsters should use the newest blueprint.


Version 2.0

  • A lot of changes; too many to list
  • Siege damage section
  • Range and increments fields for ranged attacks
  • Overrides for attack quantities for each of the attack types
  • Several variables in the special abilities: hit dice, hit points,

Version 2.01

  • added two new variables to the special abilities sections: maneuver offense, maneuver defense.

Version 2.02

  • added a 5th skill entry (and 5th nudge skill, and 5th skill notes) fields

Version 2.03

  • added format comments for "Hardened" and "Immune" in strong-against field
  • added format comments for "Vulnerable" and "Defenseless" in the weak-against field.

Version 2.04

  • added "Maneuver Offense" and "Maneuver Defense" variables to each special ability section.

Version 2.05

  • added:
  • Nudge-Pri-Atk-Crit-Range
  • Nudge-Sec-Atk-Crit-Range
  • Nudge-Ter-Atk-Crit-Range
  • Nudge-Qua-Atk-Crit-Range
  • Nudge-Ranged-Atk-Crit-Range

Version 2.06

  • added:
  • {{#var:Special1-CR}} -- a variable for the monster's CR
  • NudgeAbility1-CR -- a nudge field to adjust CR. This is a multiplier (not an adder)
  • Updated:
  • NudgeAbility1-HitDice -- changed from an adder to a multiplier.

Version 2.07

  • added "Incorporeal" as a type/subtype option (updated comments. Provides details on the incorporeal state in the "strong against" section.

Version 2.08

  • added "NudgeFullAtkPriDamage" to Pri, Sec, Ter, Qua, and Ranged attacks, allowing full attack to do different damage than standard attacks.
  • added comment about using #expr in the special abilities, in conjunction with the variables.

Version 2.09

  • added the following variables for use in each special attack section:
  • {{#var:PriDamage-StdAtk}}
  • {{#var:SecDamage-StdAtk}}
  • {{#var:TerDamage-StdAtk}}
  • {{#var:QuaDamage-StdAtk}}
  • {{#var:RangedDamage-StdAtk}}

Version 2.10

  • added the following fields:
  • Subtype-Notes
  • Lore-Notes
  • Nudge-Ambush-Chance
  • Ambush-Chance-Notes
  • also moved the maneuver defense fields down to the same place as the maneuver offense fields.

Version 2.11

  • added the following fields:
  • Associated-Role-Notes (w/transclude)
  • Override-Pri-Atk--Std-Atk-Damage--Notes
  • Override-Pri-Atk--Full-Atk-Damage--Notes
  • Override-Sec-Atk--Std-Atk-Damage--Notes
  • Override-Sec-Atk--Full-Atk-Damage--Notes
  • Override-Ter-Atk--Std-Atk-Damage--Notes
  • Override-Ter-Atk--Full-Atk-Damage--Notes
  • Override-Qua-Atk--Std-Atk-Damage--Notes
  • Override-Qua-Atk--Full-Atk-Damage--Notes
  • Override-Ranged-Atk--Std-Atk-Damage--Notes
  • Override-Ranged-Atk--Full-Atk-Damage--Notes
  • updated comments for "Role" to include "Henchman" as possible value
  • updated comments for "Senses" to include "Mindsense" as possible value
  • updated comments for "MoveTypes" to include "Vaulting" as possible value

Version 2.12

  • added subtype2 through subtype5

Version 2.13

  • added 'hide' fields for all strong-against and weak-against effects for each of the subtypes 2 through 5 (27 new fields!)
  • condensed some of the universal variables previously listed in each of the 9 special abilities, into a section at the start of the special abilities, called "UNIVERSAL VARIABLES". These variables function independently of the special abilities, and cannot be nudged (e.g. skill DC's).
  • added a sample format for poisons and diseases, also near the beginning of the special abilities section.

Version 2.14

  • pulled out the "hide-strong-against" and "hide-weak-against" fields for subtypes 2 through 5
  • pulled out all of the nudge values for all of the special abilities
  • replaced all the variables of the special abilities with templates. Templates can be modified with attributes.
  • all of these changes were in preparation for implementing the bestiary template through a Cargo database table. This requires a significant reduction in the number of fields used by the template.
  • at the time of this version, all previous nudge values and variables still work. However, it would be good to remove all of these in each monster, so the Template:Monster can be cleaned up to use only one system.

Version 3.00

  • Cargo is deemed to be not viable for our needs, instead our partner site, Virtua Rasa, coded up our own tool, the Million Monster Machine
  • Huge upgrade to entire template to add support for the Million Monster Machine
  • Automated and codified roles and level ranges
  • Added role-specific power override sub-templates
  • Codified senses and movement types for Pattern support

Version 3.01

  • Rebuilt all Patterns to be compatible with the Million Monster Machine
  • Added ability to add up to two patterns to all monsters with the Million Monster Machine
  • Fixed a few small bugs with 3.0 changes

Version 3.02

  • Upgraded Blueprint to convert 'Swarm' monster type into a role, which can now be applied to almost all monsters