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Releases: Marzogh/The-Living-Codex

The Living Codex v2.0.0

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@Marzogh Marzogh released this 04 May 14:53

The Living Codex v2.0.0

The Living Codex has officially moved out of beta.

v2 is now the main experience: fast, local-first, and built for real table play in D&D 5e (2014). Create, edit, and run characters with no backend dependency, then export cleanly as portable character packs.

Highlights

  • v2 is now the primary app flow
  • Tactical Play Board for at-table gameplay
  • Refined Edit workspace for character management
  • Species default portraits + class badges (including multiclass display)
  • Updated spell coverage and lookup behavior
  • New visual documentation gallery in README
  • Legacy v1 archived for reference under archive/v1/
  • MIT license added for project-authored code/content

Run locally

python3 -m http.server 8000

Open: http://localhost:8000/

Legal

The MIT license applies to original project code/content in this repository.
Dungeons & Dragons, Wizards of the Coast, and related marks remain property of their respective owners.
No warranty. Use at your own risk; you’re responsible for outcomes and any errors.

2.0.0-beta

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@Marzogh Marzogh released this 02 May 16:03

The Living Codex v2.0.0-beta

This beta delivers the v2 tactical play experience and major UX refactors across Edit and Play workflows.

Highlights

  • Tactical Board-style Play Mode with faster in-session controls
  • Dice tray workflow and in-combat roll actions
  • Improved spellcasting, slot handling, and action logging flows
  • Header/layout cleanup and reduced control clutter
  • Diagnostics and tooling access consolidated via gear-menu workflows
  • Appearance/theming groundwork with identity-aware defaults and user customization paths
  • Ongoing stability and interaction fixes across v2 edit/play surfaces

Run Locally

This project is static/local-first, but it must be served over a local HTTP server (do not open the HTML file directly with file://).

  1. Clone and enter the repo:
    git clone https://github.com/Marzogh/The-Living-Codex.git
    cd The-Living-Codex
  2. Start a local server (Python 3):
    python3 -m http.server 8000
  3. Open in browser:
    • http://localhost:8000/v2.html
    • or standalone bundle: http://localhost:8000/v2-standalone.html

Notes

  • Everything is local-first (no backend/cloud dependency required for core usage).
  • If you edit source JS/CSS and use the standalone bundle page, rebuild the bundle before retesting that page.

v0.5.0-beta.1 First Beta of the Living Codex

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@Marzogh Marzogh released this 10 Feb 18:48

Changelog

[0.5.0-beta.1] - 2026-02-10

Functional Beta Milestone

This release marks the first end-to-end functional beta of The Living Codex.
Core character creation, spellcasting logic, subclass handling, and multiclass
rules are now fully wired through the data, rules, and UI layers.


Added

  • New character creation workflow (class, species, abilities, proficiencies)
  • Multiclass-ready class model with primary class awareness
  • Full subclass system:
    • Subclasses loaded from PHB, XGtE, TCoE, SCAG, etc.
    • Subclass selection gated by correct class level
  • Spellcasting ability inference:
    • Wizard → INT
    • Cleric / Druid → WIS
    • Bard / Sorcerer / Warlock / Paladin → CHA
    • Multiclass precedence handled correctly
  • Automatic spell slot calculation:
    • Full / Half / Third / Pact casters
    • Correct PHB multiclass slot table
    • Arcane Trickster & Eldritch Knight gating enforced
  • Prepared spell limits per class (Wizard, Cleric, Druid, Paladin, Artificer)
  • Cantrip support via dedicated dataset
  • RulesDB system with indexed access to:
    • Classes
    • Subclasses
    • Species
    • Spells
    • Cantrips
  • Python normalisation pipeline (CSV → JSON → RulesDB)
  • Overlay-based editing UI (consistent modal behaviour)

Changed

  • Spells UI redesigned:
    • Text + toggle-based interaction (no inline text fields)
    • Known vs Prepared separation clarified
    • Cantrips shown as read-only list
  • Proficiencies UI redesigned using pill-style layout
  • Reduced dead space and improved layout balance
  • Spell slots UI now class-aware and auto-calculates by default
  • Setup data separated cleanly from derived stats

Fixed

  • Spell slot calculation errors for multiclass characters
  • Rogue / Fighter third-caster progression bugs
  • Subclass availability appearing at incorrect levels
  • Prepared spell count mismatches
  • Cantrip handling edge cases
  • RulesDB loading path issues when self-hosted

Known Limitations

  • Subclass spell list restrictions not yet enforced (hooks only)
  • Inventory and equipment automation incomplete
  • No persistent storage backend (local state only)
  • UI polish ongoing (mobile/touch optimisation pending)

[0.5.0-beta.0]

Internal development builds — not released


[0.4.x] and earlier

Experimental and exploratory builds prior to full rules integration


Versioning Notes

  • alpha: exploratory or incomplete systems
  • beta: feature-complete but still stabilising
  • stable: data formats and APIs considered locked

Planned

See GitHub milestones for upcoming releases:

  • 0.5.x: polish, enforcement, automation
  • 0.6.0: persistence, inventory, equipment, export