The radar-scope pause overlay only applied via the renderGamePause hook,
which does not fire on every pause toggle path — pressing Space after an
unpause could show Foundry's default GAME PAUSED. The overlay injector is
now idempotent and wired to renderGamePause AND pauseGame (plus a ready
check), so the scope applies on every toggle; verified across repeated
unpause/pause cycles.
Also rasterize the three FALSE ALARM NPC tokens (Rostova, Changed Vance,
the Tear) to 1024px PNGs, matching the map fix in v2.0.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Pause: replace the stock spinner with an animated DG2 radar scope (centre-
swept beam, phosphor trail, range rings, glinting blips) captioned MISSION
PAUSED / ALL STATIONS HOLD.
Home rule (criticalEvents automation setting, default on): when an Agent
rolls a natural 01 on a percentile test, roll 1d6 on the PROVIDENCE table
(1 = recover 1D4 SAN ... 6 = the whole cell gains +20%/1 WP); a natural 00
rolls on the CALAMITY table (1 = equipment failure ... 6 = everyone in the
scene loses SAN as something notices the cell). Events post as dramatic
gold/red dossier chat cards with the d6 attached (themed 3D dice); the
Handler applies effects. Verified both paths end-to-end in isolated Foundry.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Chat rework:
- Roll cards are now dark 'Eyes Only' dossier cards with a classification
strip (FIELD OPERATION / THE UNNATURAL / LETHAL FORCE), roll name, and a
target chip. Message frame is colour-accented per roll variant via a
deltagreen2.variant flag set in DGRoll.toMessage and styled on
renderChatMessageHTML. Flavor lines dropped in favour of the card header.
Field Equipment compendium:
- New packs/field-equipment with 60 modern DG gear items across
surveillance, counter-surveillance, forensics, hazmat/protective,
breaching/restraint, non-lethal, and support. Each uses a bundled
white-on-black icon, carries flavourful descriptions with mechanical
bonus notes, and an Agent's Handbook expense tier. Registered in the
Delta Green pack folder.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Registers three Delta Green 2 colorsets with Dice So Nice and applies them
per roll type so the dice match the moment:
- dg2-agency (olive drab, metal, cloudy, bone numerals) -> skill/stat/luck
/weapon checks; set as the table default appearance.
- dg2-lethality (black + blood red, fire texture) -> damage and lethality.
- dg2-unnatural (void violet glass, astral texture, green glow) -> SAN
checks, rituals, and sanity damage.
Dice are tagged in each toChat() via tagRollDice(); registration runs on
the diceSoNiceReady hook and degrades silently when DSN is absent.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- New characterSheetStyle option 'tactical' (default), css/dg2-tactical.css.
- Dark federal-dossier design: charcoal surfaces, olive accent, Public
Sans throughout, uppercase letterspaced name plate and section headers.
- Color-coded HP (olive) / WP (steel) / SAN (red) resource cards.
- Modern underline tab navigation; skill rows as hoverable panels with
dimmed untrained skills and olive value badges; restyled item lists,
inputs, and buttons.
- Item sheets (AppV1) carry the theme class and get matching dark styling.
- Fix: CSS selectors still targeted .deltagreen after the system-id
rename, leaving most stock sheet styling dead - renamed to .deltagreen2.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Percentile roll cards: outcome banners (crit/success/failure) with icons
and margin-of-success text instead of color-only inline styles.
- Damage and lethality cards: Apply Damage / Apply Lethality buttons that
hit targeted or selected tokens, auto-subtracting equipped armor
protection reduced by the weapon's armor-piercing value.
- Sanity damage cards: apply buttons for success/failure loss with GM
whispers for temporary insanity (5+), breaking point crossings, and 0 SAN.
- Ammo: weapon ammo is now numeric with a magazine capacity; attack rolls
expend a round (ammoTracking setting, default on), gear tab shows an
ammo column with a reload control, compendium weapons carry capacities.
- CSS: drop live Google Fonts imports (offline reliability); DG2 styles
with dark-theme support.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rename system id, template/asset paths, settings namespace, and pack
references; repack compendia with corrected asset paths; point manifest
at slaguru666/DeltaGreen2. game.deltagreen API namespace kept for macro
compatibility.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>