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@CarlosFdez CarlosFdez commented May 7, 2025

A lot of the complexity is in the PhysicalItemSystemModel, but luckily a lot of that should carry over to future stuff. Handling max augments will be handled closer to release.

For now it can only be created if the playtest module is enabled. We should find a better way to do that later.

@CarlosFdez CarlosFdez force-pushed the augmentation-support branch 4 times, most recently from 807b920 to 4670899 Compare May 7, 2025 09:39
@CarlosFdez CarlosFdez marked this pull request as draft May 9, 2025 05:51
@CarlosFdez CarlosFdez force-pushed the v13-dev branch 2 times, most recently from 33779b2 to 6c3556e Compare May 21, 2025 00:44
@CarlosFdez CarlosFdez force-pushed the v13-dev branch 2 times, most recently from 69ee8a9 to 504abfc Compare May 27, 2025 01:06
@CarlosFdez CarlosFdez force-pushed the augmentation-support branch from 4670899 to c3cd070 Compare July 25, 2025 00:59
@CarlosFdez CarlosFdez marked this pull request as ready for review July 25, 2025 00:59
@CarlosFdez CarlosFdez force-pushed the augmentation-support branch from c3cd070 to 11e960b Compare July 25, 2025 02:46
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We need more data on whether augmentation items are actually physical items, or if we start needing to create a category for "non-physical items that go in your inventory" and include tattoos. With the implanted usage split out though, SF2e players should have something for now, even if its not ideal.

@CarlosFdez CarlosFdez marked this pull request as draft July 25, 2025 02:48
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