#Foundry VTT System
1 messages · Page 5 of 1
Hmm, sorry I'm dumb I don't understand what this means or how I would use it.
you can just install a second foundry VTT which is v13, and as long as you use the installer on their website labelled Portable, it will keep your files for them separate.
so you wont have any conflicts and it wont break your V12 stuff.
you won't need to update, you just have two Foundries - one in V12 and one in V13
No way! That's awesome. I didn't know that was an option.
u can just reinstall v12 on ur non-draw steel days. thats what i do
brand new with V13! there was an old way to do it but it required some commandline jiggerypokery
oh yeah amby got it
years of foundry has gotten me hard-wired to this kinda stuff lol
Well I'll certainly give that a go then.
just a visual example for you to show it working
Sweet, in the process of doing that right now >=D
Awesome background btw! EOE had some banger angels to add to my deck
astelli reclaimer is such a good artpiece its insane
and EoE might have been the best inworld set this year
Perhaps a silly question, but are the level numbers for player characters implemented yet? Or is that a 0.8 feature?
I tried my best, but could not find a way to change that field from "0" to "1"
you need to go to where you input the name of the class, there is a details tab that lets you add in info like player level, class resource name, how much it generates on a turn
Ahhhh I see now
I dunno specifically what is changing about this in 0.8, but I imagine once compendiums for class related things and advancements are in you're not gonna need to manually do this
Yes I assume so, thank you kindly
Oh hello there
Okay, so I just installed the Foundry VTT System for Draw Steel. How do I manage Kits and Classes? Are those things I'll have to manually write down?
each character has a kit section under equipment
Okay, and you can add the modifiers in the Kit, understood
Are there any guides or wiki outlining what features are included in the draw steel foundry module and maybe what other tools are useful for this system?
The wiki is in progress but is found here
https://github.com/MetaMorphic-Digital/draw-steel/wiki
0.8 will include a major wiki update, I've been busy this weekend writing it alongside finishing up the patch
Looking forward to the update. Thank you for all the work you're doing!
Thanks for your reply!
I’d suggest you wait for 0.8 to come out, your life will be significantly better
Will do. I'll be learning the system and the campaign won't take off til October. Hoping it'll be done by then
Pretty sure it'll be done in the next week or so, from what it sounds like
Soon ™
I have a session Friday
I love joining a channel to ask a question and finding it already answered and on-screen 😄
Got a Delian Tomb group now champing at the bit and I was planning to spend the week getting foundry set up - looks like I'll postpone that just a little.
I will say that 0.8.0 is not going to be data-complete, but future patches in this series will continue to fill out the compendiums
We appreciate your hard work!
For what it's worth I've done very little of the data entry, there's a number of people who've been helping by filing PRs
Anything specific that needs doing next?
We've only got a small amount done with the classes
but the ancestries, careers, cultures type stuff is done
Happy to walk people through the data entry process so they can submit updates
I got a clone installed and unpacked correctly, I think? just wasn't sure what to start with
Yeah, pick your favorite class and do the full level 1 for it
You can skip subclasses if you'd prefer to keep it smaller
ahh, i see most of what's there seems to be placeholders?
The classes largely don't have advancements, but there's plenty of useful data on them even without it
Honestly, a different good place to start would be just defining a bunch of the subclass items - fill in the ID info, descriptions, and sources
sure, almost out of time for lunch, but i'll work on that tonight
anyways we usually organize on the League discord https://discord.gg/rNzh6U2qMG
I'd be interested in this
Anyone interested in helping contribute please join the League server and post in the #draw-steel-dev channel
I was wondering, for the encounter tab HP tracking, what's the best way to go about this with a leader in a minion squad?
Currently, the 20 is just from the spine cleavers alone, and none from the warrior leader itself
its tracked individually
As per the rules as written, I believe.
Yeah Captains do not contribute any stamina to the squad (unless there's some sort of minion that gets + to stamina while they have a captain but I doubt it)
Oh okay, I kinda see what's happening after I play around with it a bit
The 20/20 (5) is indeed only counting the 5 minions’ stamina. The captain’s stamina is tracked on their sheet only (or associated token).
Hmm.... is there a way to reorder the groups?
My "5. Warriors" are above the "1. Spinecleavers"
I just went with unique Squad names instead of a specific order to them.
ultimately, don't number them that way, minion groups are meant to be activated in a flexible order
Initiative values are meant to be how many turns a creature has in a round. You will find if you use them in combat and end their turn, the initiative value just goes down after they had their turn.
Oh okay
So if a creature can act twice in a round, I'd put 2? Am I understanding correctly?
So, I'm trying to input the Ghouls Bleed effect for the Tier 3 result of their claw attack
But I am not quite figuring out how to do it so far
The failure/success boxes aren't populated with anything
you need to include an effect named "bleeding" in the Effects page of the Ghouls monster sheet
then you can include it. However currently that doesn't do anything in particular, as effect application from abilities has not been automated yet
Can't remember if that is going to be included in 0.8 or a thing for later
So for now, your display text should be {{potency}} bleeding (EoT)}} (if the duration is EoT)
yeah this is all cleaned up in 0.8
did you make that token for the goul yourself? it looks cool with it slightly exceeding beyond the borders of the token ring
I did! It's quite easy if you have the image with a transparent background
Thanks!
Here's how to make those tokens, from Foundry devs themselves. There's also a link to the PSD which you can use to make your own: https://foundryvtt.com/article/dynamic-token-rings/
Making dynamic tokens is a blast.
nice, I never knew
Hey, is there an easy way to create heroes and monsters in Foundry, or how does one go about doing that?
create an actor
theres a monsters module that has the lvl 1-6 monsters
theres gonna be more data entry in the next entry but idk if that includes monsters
Currently no monsters
Which module is that?
Is that updated to the release?
It's pinned in this thread
News to me there's someone who's done monsters work
its contained within the ability module, yeah
#1342298358664138805 message
its not updated
So would only be 1–3
It requires a lot of touch ups, but it'll get you 90% of the way there.
Nice, thank you all!
hero abilities level 1 to 3, monster 1 to 6
Hmm... gotta get used to Dynamic Token Rings. I am having a lot of trouble finding the public/canvas/token pathway for some reason. Anyone able to assist?
Pathway?
If you're looking for the link, it's at the bottom of the article, "crating dynamic token art", the link is in the instructions
dynamic token ring creation guide
it's in the Creating Dynamic Token Subject Artwork section
Yeah, so if I were to add my own token ring to Foundry's Dynamic Token Ring, I have to put it into a certain file explorer pathway
But I can't seem to find the way to this
Oh your own ring, yeah that's beyond me. I just use the ones always in it. Would love to know though
I think there is a work around using Sett: Some Extra Token (ring) Types
It's beautiful 🥲
worth highlighting that if you already have the #mcdm5e_flee-mortals foundry module
you can use those token assets
Is that a separate purchase from the books or is there a way to get a code?
It's under your main Foundry Application Install folder not the Data Folder:
I wouldn't add things to you Foundry installation. That's a recipe for things to break if/when you update.
Usually new token rings are added via modules or systems. If you don't want to make your own module you can use something like this:
https://foundryvtt.com/packages/more-dynamic-token-rings
SETT: Some Extra Token (ring) Types, an Add-on Module for Foundry Virtual Tabletop
yeah there's ways to register new ones in the settings
I know the premium MCDM MetaMorphic modules all have ones
Is there a role or another way to be alerted when the system updates?
I plan on running some Draw Steel mid September and want to wait with the setup till v0.8 is out.
I have a game Friday, I expect 0.8 to be out this week
really at this point it's just a question of what other data entry we want to wait on vs. put off until 0.8.1
Good to know, thank you.
Imo, some sort of alert would still be nice. Or perhaps that's just me being used to how other systems do things.
I don't have any particular permissions
Hi. I'm fairly new to Foundry, been using it with Forge hosting in D&D 5e for a month or two, and we want to try the Delian Tomb. I've set up the Draw Steel system, and I've started to implement the adventure. I have two questions about the tomb scene. First, related to the Draw Steel rules, does Draw Steel do anything about vision or lighting? I can't find anything in the rules PDF. I know it's heroic fantasy, and you "don't have to count how many torches you have" (or a quote close to that), but as far as I can tell lighting isn't even mentioned in the book. Did I miss it?
Second question: if I want to use some of the dynamic lighting features in Foundry in the Draw Steel game, can I? I thought all of that was part of Foundry default, not the 5e game system, but I can't get it to work in the Draw Steel game system in Foundry. The token has the vision and lighting tabs, but even when I set it up to have a form of "darkvision" it doesn't reveal the unlit areas of the map inside the Delian Tomb. Is implementing darkvision modes something that comes from the 5e game system instead of Foundry core?
- correct there's no particular lighting rules
you would be correct thats 5e specific afaik
There are core lighting controls, the main Foundry discord is the best place for support
https://discord.com/channels/170995199584108546/713259405667205193
At the beginning of each tomb level there is a brief section talking about the illumination available on said level.
For general use, J would simply use the module torch (or maybe torch VTT) that allows players to light a torch via their token HUD
Furthermore regarding your dark vision question you need to make sure certain things are set up in the token settings
I would generally recommend "enable global illumination" on maps and then just use the global light level to set the mood
@ivory rivet
image 1: in the vision tab of your token settings, "Vision Enabled" needs to be ticked, and "Vision Range" needs to be whatever you want darkvision to be. Additionally you "Vision mode" should be set to Darkvision, and "Detection Modes" should have a line showing Dark Vision and the range of it.
Image 2: In the Game settings menu, in "core settings" you want to go to "prototype override" and set Image 3: Vision Enabled for all tokens
but as ChaosOS said, personally I set my scenes to Global illumination on and then set dark areas to 0.55 Darkness level. Dark enough to hardly be able to see without light, but not pitch black
Thank you all for the responses!
I did some work setting up maps on the VTT. Will I need to redo my work with the coming update?
There's no reason the update should effect your maps. I don't think I've ever had it happen across major foundry system updates.
Yeah outside some weird bug updating a system shouldn't do anything to your maps
Perfect. I'll update in peace then. Prepping for Draw Steel and the Delian Tomb has been the most excited I've been for a TTRPG since CAIN. I'm so hyped
I'll also note I expect fairly few changes to NPCs
The main thing is improvements to Applied Effect power rolls
Those will need fresh attention
There are of course UI updates but those hopefully aren't a problem!
So I can make the tokens for minions but not for Applied Effects and such. Understood. I'm not well versed in Foundry to begin with so I've been taking the time to learn the system while getting things ready. Discovered lighting today and that's a huge game changer. Jumping from Roll20 to this is nuts
Yeah there's so much with just the core software setup
I remember the stark difference between roll20 and foundry when I made that swap 4 years ago I think. Even back then it was really wild
I used a Light Source with Swirling Fog animation for the ||Swamp Stink|| Malice effect. Think it turned out OK:
hi all - is there a list somewhere of all foundry modules that have been built to work with Draw Steel? Unfortunately a simple search in the app does not seem to bring up anything and I know that zero is the incorrect number.
nothing
has been built to work with Draw Steel
per se.
There are modules that are system agnostic and helpful, but nothing official or recomended
Is there something you are not able to do with the base system that you'd need a module for? Mods for Mods sake is not generally advised 🙂
My last game I used Dice So Nice, Dice Tray, Image Hover, PopOut!, and Breaktime for player facing mods. The others were Ownership Viewer, Monk's Sound, a few token mods, and oodles of Dice So Nice dice options.
Guess I don't need 20 Rollsmith Dice option mods for 3 players, but hey, options are nice!
things specifically helpful with Draw Steel:
- Boss Bar (great for solo monsters)
- Token Colour Marker (Good for marking of minion squads and initiative groups)
- Bar Brawl (good to track a multitude of things)
- Monk's Token Bar (For sharing party resources amongst each other)
- Token Aura Ring (for example for null field)
- Global Process Clocks (to track montage progress or Negotiation stats)
- Smart Target (makes targeting easier, great given how much automation in this system relys on players targeting their enemies)
- Torch (great for low light environment, given nobody tracks torch usage in this game)
ooh right! Monk's Token Bar is getting added next session for HR/Surge tracking, etc.
@river citrus I added a few more to the list
Ah ok, I saw (somewhere) that there's a Token Action HUD plugin for draw steel, so thought maybe there were other system specific things out there
oh true, there is that
Follow up question - how are folks currently creating characters in Foundry - 100% manual/write up all abilities/features on the actor sheet?
short answer, yes
longer answer: Version 0.8 is supposed to drop probably this week, which will include a lot of character building and class advancement options
There's a lot of nice fixes/features in 0.8 too, cannot wait 🙂
Current difference between the main branch (current public release) and 0.8's development branch
The "Band" > "Horde" and "Troop" > "Platoon" relabeling is by far the most critical update. 😛
it's Troop --> Elite
ooh wait, yeah, we're still on level 1 of Delian's Tomb, so they have no idea what's coming for them yet 😛
Aww, still need a Goblin keyword added it seems.
#884!
kinda already ticketed with #306 🙂
ooh i'd searched for 'goblin' and didn't see that one
well, #306 is more general than goblin. I only knew it existed because I opened it 😛
I added all the others from the Encounter book to the tickets too
Can't wait to get this running on my server and get to testing! 💜
I got my game Wednesday, and my luck says the update will come out Just after it 😉
I'll enjoy it for you on Thursday 😉
How did you do that? I was changing the colors of my groups. So I had red goblins, blue ones, etc.. I would rather use token rings instead like this
It's in the dynamic token settings at the bottom of the actor's token settings, second tab (forget the name, might be display)
It's part of the dynamic token rings options.
Hmm I tried turning that on and it didn't seem to do anything...
There is an area where you need to pick a colour. If you're using a token with a borer already, it won't work.
Yes, Drafty is correct. This is what my "token" actually looks like before the dynamic ring is applied
This is a really good tutorial that I've found using the template FoundryVTT gives
Foundry Modules Used:
- REDY: Reactive Dynamic Token Rings https://foundryvtt.com/packages/pf2e-reactive-token-ring
- SETT: Some Extra Token Types https://foundryvtt.com/packages/more-dynamic-token-rings
Editing Program:
- Gimp ( https://www.gimp.org/ )
Background Remover:
- Clipdrop: https://clipdrop.co/remove-background
*Dynamic Token...
Is there a way to... save encounters? For example, if I want to reset the encounter for a different group of players instead of starting all over from scratch
make a duplicate of the map
Backups or adventure compendiums
they should hire me to work on Draw Steel and Daggerheart, to fix them; I would simply make the goblin asses Bigger
451
its true
You can have mine if you want
Ooo
Thanks
Got a question, since I'm onto making the healing potion item
Where would the recommendation be for the effects section of it?
Or is it categorized as a temporary, passive, inactive, or applied effect?
Or is it better to just put the effect into the desciption?
Not sure what effect you would add, effects are persistent
I think you could do an enricher for healing... not sure how much thats added in yet
Mine looks like that, so far
There should be an example enricher for a healing potion in the system documentation. Or maybe that will only be the case after the update? 🤔
I think it already got added but can't check atm
Healing can be done with:
[[/heal 9]] for example. But it would be amazing if those Enrichers had access to the character data to allow this to work:
[[/heal @hero.recoveries.recoveryValue]]
Added a comment to #759 about that use case.
I'm trying to configure boss bar and it's asking for HP path and Max HP path. What are the correct paths for stamina. attributes.stamina.value?
Have I spent the past 3 to 4 hours making dynamic tokens for Foundry because once you know how it's super quick and fun?
No!
-# said like a liar
Worth it though!
They should, is that potion actually on an actor?
And/or what happens when you click on it
My guess is it's just not parsing in the text
Ahh, ok yeah it wasn't on an Actor, I just had an Actor selected on the canvas. Works as expected when in an Actor's Equipment list.
Updated my comment in the Issue. Thanks!
Were there plans for any kind of knockback or collision damage automation? 🤔 considering both are kind of a big part of the game
though I don't know how you'd automate knockbacks (someone 5e made something in the "more activities" module for knockback and teleports but idk how they did that)
Long term yes, short term no
The canvas API breaks basically every core version update, so not super inclined to spend time on something with a shelf life of 8 months in the current development stage
yeah, that's a real feeling 
I appreciate the improvements to the canvas but everything getting overhauled and thanos snapping modules that are relying on the canvas (theatre inserts especially) every update makes me wonder if the code gets completely refactored each update lmao
Maybe after v14 levels it'll stabilize
It uh, basically does
maybe a macro for calculating collision and fall damage might be helpful; I know DC20 has a wee calculator button just appended to the chat
it's not like, 1 damage per space not traveled is it? I don't remember off the top of my head
It is, the only thing that can affect it are effects that specifically reduce fall damage like the Memonek ancestry ability
ahh okay <: I guess that's not too bad for calculating then
Automating it would be a challenge, but it's real quick to just right click on a monster and type in -3 to apply the slam damage for example.
Yeah that's the current recommended approach
Not sure if this makes sense to make a ticket for as a request. But I'll shoot my shot here first. Would there be any way to make chat cards dark mode for abilities, etc? I've noticed some systems have custom chat displays, not for everything like sending messages, but at least for game information. I really wish dark mode chat made it into v13 lol
I think it's fairly unlikely the system would take up the burden of dark mode chat just because core decided not to
our css is flexible/neutral so any module-driven dark mode chat solutions should work fine with us
Very fair
Wasn't sure how involved it was to implement on a system module level. Figured it might be more work when it's core, to make it work everywhere
My personal philosophy is the system shouldn't have recommended modules, but we do want to support module compatibility
How do I go about installing the DS Foundry system?
Should be easy to find when searching for systems inside Foundry.
ah okay cool
From the systems tab of Setup, click the Install System button then on the next page search for Draw Steel and click the [Install] button on the right. Then you can Create a World and select Draw Steel as the System for it.
👍
Im a bad person so I'm going to ask. Whats the roadmap looking like on the system?
I probably won't try to run the game until most of the items and monsters are in the game but I suspect that won't be happening for awhile
You can more or less follow along. https://github.com/orgs/MetaMorphic-Digital/projects/1
we've got volunteers working on the level 1 classes right now, and all of the Broadhurst monsters are done and ~half of the Delian Tomb monsters are done
Oh dang I didn't realize how early this was in dev. How have other people been running DS online?
Rules only came out 3 weeks ago! And they're chonky.
We've been working on the guts of the system for a few months but all this data work was waiting on the actual core book release
I see I see. Makes sense.
If I knew how to write for Foundry I'd offer to help. Most I can do is add items and make some macros with lots of help from the Ponsey discord
Anyone who can manage to work with git and do a handful of command line pieces can help with data entry; no "real" coding necessary
Almost all data entry occurs in-world.
yeah I've never used git hub
It's really quick to add content too. I added the first two levels of Delian's tomb in just a night. Another few hours of setting the map and all the effects, tokens, and everything up, picking the right music etc.
To run a game all you really need in Foundry is just the character sheets, the maps and tokens. Maybe a few handouts or art. You don't need to copy over any of the rules text or anything because you can just read all that off a PDF.
Neither had I but Chaos was able to get me up and running relatively painlessly
If you have the time and want to mess around with it we definitely could use more people helping out
I don't know jack about coding and I've still managed to assemble a bunch of monsters for the compendium
I'm down to do what I can
Even if that just means doing data entry for monsters, I've got a lot of experience setting up monsters in 5e Foundry from th3 ground up.
I will say that I only know how do that in the software itself, so I might need some kind of export function to be useful
If you're really interested we try and coordinate on https://discord.gg/rNzh6U2qMG
in the draw-steel-dev thread
I have joined
Weird question. I don't plan on releasing this because I don't want to take money from MCDM (or actually steal their art), but I'm working on building a Delian Tomb adventure in FVTT for my own purposes. I (almost) finished entering the adventure itself as proper journal entries with linked items and stuff. I would like to share the progress to have others' opinions. How and where could I do that? I don't want to send a zip file to everyone in this chat, that feels like spamming to me — besides the aforementioned feeling of theft.
I "built an adventure" in Foundry. Can I send the actual compendium folder as a zip file for someone else to check it out?
(I realise this is more a how to use Foundry question, and not DS-specific; feel free to tell me off)
Our of curiosity are you actually using an Adventure compendium?
I have been running my game in the foundry system since it's initial 0.6 release and while some functionality had to be done manually, or be done by modules, it is absolutely possible to run a full campaign perfectly fine on the Foundry system in its current state
I think so?
I have to admit I never used adventure compendiums. Maybe I should start doing that
Sidenote: since I am a crazy nerd, I also installed the Custom CSS module with the following settings to match (kinda) the fonts and style of the Adventure book.
body{ font-family: Amiri, "Times New Roman", serif; } blockquote{ font-family: Amiri, "Times New Roman", serif; } .title{ font-family: "Romaben 📱", Amiri, "Times New Roman", serif; font-variant: normal; font-size: 2.5em; text-transform: uppercase; letter-spacing: 1px; } p{ line-height: 1.4; } ul{ list-style-type: "⬩ "; } table{ width: 90%; margin: auto; } th { font-weight: bold; font-size: 1.1em; } th.test{ font-size: 1.25em; font-weight: bold; text-align: left; } th.montage{ font-size: 1.25em; font-weight: bold; text-align: center; } h1{ font-family: "Romaben 📱", Amiri, "Times New Roman", serif; font-variant: nomal; text-transform: uppercase; font-weight: bold; font-size: 2em; letter-spacing: 1px; } h2{ font-family: "Castio-Regular 📱", Amiri, "Times New Roman", serif; font-variant: small-caps; font-weight: bold; font-size: 2em; } h3{ font-family: "Castio-Regular 📱", Amiri, "Times New Roman", serif; font-variant: normal; font-weight: normal; font-size: 1.75em; } h4{ font-family: "Castio-Regular 📱", Amiri, "Times New Roman", serif; font-variant: small-caps; font-weight: normal; font-size: 1.5em; padding-top: 0.5em; } h5{ font-family: "Romaben 📱", Amiri, "Times New Roman", serif; font-variant: small-caps; font-weight: normal; font-size: 1.25em; padding-top: 0.5em; } h6{ font-family: Amiri, "Times New Roman", serif; font-variant: small-caps; font-weight: normal; font-size: 1.1em; }
For anyone else who is crazy enough to bother with this.
Any data entry folks happen to know what the longest name of a single creature is?
Hobgoblin Death Captain is the longest I found
Try the Giants? Or the Voiceless Talkers?
Voiceless Talker Evolutionist
surely is longer than
Hobgoblin Death Captain
Yeah, seems about right. Thanls! Figure someone here might know when making room for displaying things lol
Voiceless Talker Graywarper
Voiceless Talker Evolutionist
Is this an issue of the number of characters for a limit of characters or for display size?
Not specifically foundry related!
Doing PDF stuff and wanna see how much room I'd need, not accounting for auto-scaling font
So counting in points or pixels, is that what you mean?
Just total width, working in inches/mm
Just so you know, thre Delian Tomb is not covered by the creator license
Hence why I am not publishing this or releasing it in any public way.
It is purely for my own practical purpose; just wanted other people's input.
I'm gonna need this STAT 🤘🤘🤘
Mostly because I have the dumb idea of running it Friday with no prep
As noted, the full Delian Tomb is not licensed, but the system in 0.8 will have a lot of the pieces to run it
My goal is for by 0.8.1 to cover the first echelon of characters and all the monsters used in the Delian Tomb
The level 1 Data Entry is really coming together
What are the checkmarks for? Why do only some entries have them?
Those are Advancements where they were given a choice of things and have chosen. The others, like the Magic Skill, are simply granted at that level up.
I see. Is it a box that is meant to be checked once you’ve made your choice or is it automated?
It's not a box, it's a button.
It opens a separate window for configuring the advancement. While not fully configured, it shows a cog instead.
Oh! Thanks for the clarification. Great, then!
Eagerly counting down the hours until session tonight, but I assume the update wont be out in time
Probably (always) a bad idea to update the day of a session lol
Can I assume that the advancements without a choice are done automatically?
yeah you can see that in the top "Nature" skill
How difficult would it be to put homebrew stuff in the module?
So, the system compendiums will only be for official MCDM content, but you're free to use the "Create Module" button in Foundry to create a personal module where you can add homebrew for your games
Gotcha. I think what I mean is it simple enough for a laymen to put in Homebrew stuff or will I need to do some reading off the GitHub/etc
Kinda depends on what the homebrew is. Also, frankly, hard for me to judge
but the system contains documentation inside of it
Just adding text is trivial (Description of the class for example). Adding useful values to make something functional is fairly easy (Filling in features and values for the abilities). Automating some crazy new feature will be a challenge usually (being able to roll an ability and every enemy in burst two polymorphs into a chicken... The same chicken. 🐤 Bawk!)
If it's anything like adding 5e homebrew, as long as you got the wiki open for references, and a place to ask for a some sort of macro if needed, it's nothing but time
Here's what a new Class would look like and the kind of information you can input to make it functional, along with a Text Description on a different tab for example:
oh thats not bad at all
Yup!
Unless something changes in v0.8 or later, I assume that adding a homebrew class or ability or perk would be no different than what we do today when creating the actual content from the DS pdf. I'm prepping for our first game, and one of the PCs is a Conduit, so I just created a new class called Conduit, added the features and abilities that were needed, etc. I assume that editing capability wouldn't be removed just because the updated module will have those core classes pre-built, so I can use the same screens to create a custom class instead.
The only place where I haven't seen a way to homebrew something is when there are selections that seem to be hard coded, like languages.
It sounds like we would need to create a custom Foundry module to override the default DS world of Orden languages with a different list of languages.
Oh, and skills, if you wanted to add a custom skill or remove existing skills.
Adding a new condition might need to be done through a module too, I guess.
Yeah, it's a similar situation to dnd5e where we have a big CONFIG object that modules can adjust
Hopefully someone eventually makes a big DrawSteelHomebrew (with a witty name) module that can override that CONFIG object through updates.
In my D&D 5e game in Foundry (v12 if that matters), when a token has conditions on it and you select the token, there is a list of the icons for the conditions that show up in the top right corner of the scene (next to the chat window, etc.) and you can hover over them to see details about that condition. I'm new to Foundry and set up my game with a bunch of modules recommended by one of my players, so I'm not sure if that functionality is built into the 5e game in Foundry, or came from an add-on module.
In any case, is there any plan to do something like that with Draw Steel?
It would be nice to click the token, see on-screen (larger and clearer than the little icons inside the token) conditions, and just hover over them to remember what exactly that condition does, when it expires, etc.
That would be a module, there is a few. I don't believe they're specific to 5e.
Just trying to find the name of it, I have a few so i forget some times.
Visual Active Effects and DFreds Effects Panel would work
it is built in the pathfinder 2e system as far as I know and I would love it built in the draw steel system too
DFreds Effects Panel is the one I use in the D&D game, I guess. I just turned it on in my DS game and it worked here too. Thank you!
The only missing feature I notice in DFreds Effects Panel is the listed duration doesn't work. If you apply a condition with a Default duration on the token, then DFred's lists it as "Unlimited" - which is fine. If you use either the End of Turn or Save Ends durations when applying the condition on the token, then DFred's lists the duration as blank I think. The duration is in a colored cell or highlighted text, and the colored cell shrinks down to the width of 1 character without having any visible text in it.
I'm not sure if that would be the type of thing to report as an issue to DFred's developer, or if it implies something unusual about the way the Draw Steel game module implements conditions.
Love DFreds. I painstakingly entered the conditions for 4E a couple years ago.
Any chance you can export the JSON for those custom conditions so I can snag them for DS?
I am quite happy to do so, but don't know how. 🙂 I am using Forge hosting, if that matters. Though I'd be happy to spin up a world in my local copy of Foundry and do it there if someone can tell me how.
We've got some custom code that's probably interacting poorly
There might be an export button, but this screenshot I'm showing is using DFred's convenient effects, not the effects panel.
Let me take a look. I'll try installing DFred's convenient effects and see what happens.
I have never interacted with the DFred modules so idk what their policy is on system compatibility
it is likely there will need to be some "compatibility" module a la the Draw Steel Token HUD
Yeah, I just took a quick look, doesn't seem compatible atm. I might try and see if I can find a workaround.
Thank you both. Even without the duration listed, it is still really convenient. The duration would just be icing on the cake.
yeah I'd have to see how/what dfreds is doing
I believe we're in full compatibility with the Foundry API, but it's likely dfred's is making certain API assumptions
that works perfect then
Is there any way I can just download this info so I can hurrily get my players characters created for a quick session tmrw?
Or is that a little too noodle-y.
I also have a session tomorrow and will post here when 0.8 is available
Character creation should go smoothly with Advancements, I think we did a good job with it
Fair warning — Ancestry point buy won't be in 0.8.0, that extra bit of UI will have to wait for 0.8.1
What's your current plan for that? What do you imagine it will look like? What's the UX?
So, right now picking features is just a bunch of check boxes. Need to add
- display for the point cost of individual items
- total points available
- points spent
But the functionnality is already in?
Would anyone be able to help me set up the token aura ring for say, a party of 4 goblin warriors and also the corresponding combatant group in the combat encounter tracker?
edit: figured out the combatant group thing
I think I understand it now...boy do I wish I could apply a ring to more than one token at once
token aura ring is a mod I'm guessing?
because minion groups can move independently, even if they die as a team! Go Joe! Knowing is half the battle, and dying together is the other half!
Or are you just trying to denote which goblin is in which Combatant Group?
I'm just having trouble making damage dealt to one token not effect the entire combatant group.
Is that how it's intended? I understand how it works in practice, maybe it's just my mind being used to seeing a token in foundry die or something.
Here's an example. I want the highlighted goblin to go down 1 stam, not all the gobbos.
Do I just need to be diligent about these buttons here to mark certain ones dead?
The way minion groups work, the group takes 1 damage, not all the individuals (despite the visual), as evidenced in your second screenshot.
Gotcha, so right now it's a tiny brain game of just doing the math on the fly as it's shown in the encounter tracker, then deleting/marking defeated an appropriate number.
Yep. I am partial to marking them Defeated and hiding them to the players (invisible) so the max Stamina of the group doesn't change.
Yeah, that's why like the Spinecarvers are listed as: 5/10/15/20 So the group has 20 stamina total, and once you've taken 5 damage one minion is killed, once you've taken 10 damage another one drops, etc
So if someone charges you for 11 damage, the Group has 9 Stamina left and the first minion hit is gone and the attacking player picks another one to remove.
Huge_Fanboy makes a good point, currently removing the tokens from the map puts their Encounter 'versions' in a strange state. I use "Adjective" naming, so my "Sullen Goblin Spinecarver" turns into just "Goblin Spinecarver" when deleted, but remains on the Encounter Tracker.
Good ideas, all.
How do you allow them to take turns? For example in my test combat it defaults to a random creature taking its turn.
Do I need the Lancer initiative module or is that not needed in the standalone system.
No, the system takes care of that. When an encounter starts, you have an arrow ➡️ next to each combatant. You click that to take a turn (and there's a little button at the bottom of the tracker to end turn or go to the next round).
Ah I got it. It's actually great UI, not sure why my eyes were drawn elsewhere.
Each combatant has that, so every minion in your group will get a turn (which I appreciate as a way of making sure they all use their thing); note that you don't have to click the arrow to have them act.
The arrow is relevant if they have some condition
Also automates the Heroic Resource for players I believe?
Yeah, although heroes are much less likely to end up in a group
Arguably, moving a token when it's not their turn should not count toward their speed. I don't know if that's possible in core, but if so: very useful for forced movement.
Definitely an improvement we could make just more fiddly
I'm curious, what is your group like? Are you the director? What's the story? What's the current arc?
Running Road to Broadhurst as a one-shot
it's the summer so we do different one shots every Friday
That sounds awesome. What other one-shots have you played/are you planning to play?
I know this is a little delayed, but I was going through my addons tonight to make sure I knew what each one was doing, cleaning out unwanted ones, etc. I remembered seeing this question recently, so figured I'd share my results. Here are the addons I plan to use for my first Draw Steel session this weekend.
Thanks I imagine this will be useful when I run my game
I just wanted to check before I start inputing all the data, right now for foundry we need to input all the actions, maneuvers etc, for monsters correct?
0.8 should be out before end of week with a bunch of data built in
Sadly I am running the Delian Tomb tomorrow. However Glad to hear that there may be less work for me in the future :). Its not too bad putting the goblins in. I just wanted to make sure I wasn't redoing work someone had already done
The Draw Steel Abilities module has a monsters compendium that has what you need for at least the first few encounters. It doesn't have token art, but the stat blocks are there.
I think it has playtest versions of monsters through level 3 or maybe 6. You might need to review them in case there are changes from the final release.
As @ivory rivet has said, the pinned Abilities module from Drafty contains all December Backer packet monsters from level 1 to 6.
Given they are over half a year old it's wise to review each of them before using them, but mostly they remained the same.
Regardless it will save you lots of time this way
That Abilities mod has a ton of outdated values. Most of the core Maneuvers and more than half of the Shadow Abilities have something incorrect/changed from just a quick peek.
Does the DS module have kits? I can't find them in that case
It has kit abilities
Ah okay. So you have to manually add the bonuses?
Basically, yeah.
Are race abilities anywhere?
Nowhere yet. They will be included in 0.8 in some form (not certain how).
So where and how do you add them?
The features are (currently) created manually and so are the abilities that some Acenstry features grant.
Okay so a lot of abilities I assume are just written into Features and hopefully remembered
Abilities are active things that you click on (so actions, manoeuvers, etc.); if you mean a "+6 bonus to Stamina" that would be an Active Effect (that you have to create yourself for now).
And I assume to add +6 bonus to Stamina, you write in the Changes tab of the active effect? What do I write in the Attribute Key?
It doesn't seem to change any value? Putting it into the Effects tab as a passive effect has no effect on speed or stamina
My impression was that the active effects weren't working until v0.8 comes out in the next few days, but that could be an error/misunderstanding on my part.
Okay
There is a text under "Common Mistakes !: Current Stamina (system.stamina.value) and Temporary Stamina (system.stamina.temporary) must not be targeted with an active effect. These are meant to regularly change, which is why they're exposed in play mode."
Which maybe would indicate that speed or stamina can't be changed with active effects
They can, but you must use system.stamina.max and system.speed.value (which is a static value in play mode).
I did, but nothing happened.. So I'm doing something wrong
I assume it should be a passive effect
Is it on the actor sheet (effects tab) or only in the ability/feature?
I mean is it also here?
Yes
Setting up my FoundryVTT world to run a test session for Delian Tomb 🙌
I noticed that the Null is only able to pick a single signature ability when you drag in the class and uses the "Create Null With Advancements" window.
This should be two signature abilities from what I can see. The premade Monk at least has two.
Your change mode should be add or upgrade
Tried both, it doesn't change anything from what I can tell
I assume the ruler should turn yellow after full speed is used and red when double speed is used.. Now the speed on the sheet is 5, the ruler turns yellow after 6, and the feature should make it 15
I assume Details and Duration tabs should be left unchanged?
This one worked for me. It might be that the wiki is ahead of realease in its terminology.
There you go
Works for me
How do you see current stamina on a token?
I also wonder why the ruler turns yellow one movement further than the movement speed..
It's to account for double-movement, i.e. dash.
As a bar, you mean? Display Bars
Well, the ruler should turn yellow after full movement (right now it turns yellow after full movement + 1) and it turns red after double movement + 1
Full movement is OK: green. A little more: yellow, because if you do this it warns the user that this movement is only valid in some instances. More than that: red, because it's pretty much always illegal to do this, but Foundry won't stop you.
Yeah yeah, but right now it stays green for 1 extra square
Oh! You sure have some weirdness...
Yeah.. But I guess it's a minute detail
I mean that I don't see that — I can't reproduce that. It might be that you have a bug somewhere because of modules or something.
Speed (and therefore the colored squares) is counted starting 1 square away from your current position. Are you sure that's what is happening? If you move 1 to the right, it counts as 1 square of movement even if you see two squares being highlighted.
I only have the one module active. Speaking of modules, do other modules work with DS? I used to have a drop down menu for abilities when you selected a token in 5e.. Now I assume you have to open up your character sheet, go into the Abilities tab and click the ability you want to use?
That sounds like you used Token Action HUD for 5e - For Draw Steel you'd need 'Token Action HUD Core' and the 'Token Action HUD Draw Steel' modules then you should see a similar drop down when selecting a token.
This was apparently only in a non-gridded map. With a grid it works
Token Action HUD Draw Steel doesn't seem to exist?
https://foundryvtt.com/packages/token-action-hud-draw-steel
It is V13 only, so if you're not on that Foundry version it may not show up.
Token Action HUD Draw Steel, an Add-on Module for Foundry Virtual Tabletop
😮
I do have v13, so somethings off
Any other DS modules? Because when I search for modules, Draw Steel gives 0 results
Make sure you're looking at the right filter and not searching through your installed ones
Gotta click the install button first
There arent really any "draw Steel" modules. I think there's a compatible version of token action HUD in the works.
Modules aren't typically displayed that way by system, unless they've been around for awhile and do a very specific thing.
Yeah I just installed the token action hud
I don't know if the version of it is fully available. I thought it was I testing or something. Might need to find a json for it
This one
Looks like Method 1 for install on the module might not be available right now 😆 Method 2 with the manifest URL works though. Like Drafty said though it is early days for it, so might be some issues (which might be why it doesn't show up when searched yet)
sorry for following up on this rather belatedly, but from where did you source the backgroundless images? I do own Where Evil Lives etc but couldn't find it in the resources packs
I save them from the pdf
Depending on your PDF reader of choice, should be relatively easy to right click and save it
Whenever I get a new PDF, I usually take an hour or two to go through and save all the images for use in my digital games
'boutta have a fight with acrobat reader...
It really does
the best time to change was before but the second best time is now, brb
PDF XChange also does tabs, so browsing multiple documents is a breeze
It's a little dated looking, doesn't have a dark mode. But it's feature rich.
Yeah.. So is there a list of modules developed for DS?
As far as I know, the only one specific to DS is Draw Steel Abilities, which has some class abilities and monsters of levels 1-6, but it is based on the playtest content and won't exactly match the final PDF. It sounds like it will be unneeded once the v0.8 comes out in the next few days. That is my impression, anyway.
Well, clearly Token Action HUD Draw Steel is a module for DS
Other system agnostic modules can be useful for a lot of things though. I happened to review all my addons last night and made a list of what ones I'm using with notes on why. Here it is, in case you are interested.
I would reiterate no, but sometimes there are compatible modules. System devs are very strong about this, typically. There should be no "required mods". It comes with a lot of baggage and assumptions.
If it's "required", it should probably just be part of the system.
Yeah for sure. I just enjoy me some automation and quality of life
Hmm.. Is there a way to have an ability target a character chosen as a target? Right now I can use an ability, its text pops up in the chat.. Apply damage button at the bottom.. The damage is applied to the selected token. I want it to deal to the targeted token. Also preferrably automatically
Far too early for any sort of automation like that
Not even at a 1.0 release
If that's even the desire on the devs part
That's fair. But what about damaging a target rather than a selected token?
We will always prefer to operate from selection because that respects the foundry permission structure
I see, thank you!
Hey I made the module. It should be visible now as the maximum foundry version was set to 13.342
It is indeed!
If you find any bugs feel free adding an issue on GitHub.
Dragodoth, I've run into two issues but I'm not quite ready to submit it to GitHub yet. Still trying to reproduce the first one consistently enough to describe it clearly. Second one I'm not sure if it is an actual issue or should be a feature request.
- Sometimes when customizing what actions or groups are in a given button, it will delete all the ones that are there except for the first. But it doesn't happen all the time I haven't taken the time yet to experiment with how to reproduce it. I'll try to do that this weekend, then I'll put in an issue about it.
- Are you supposed to be able to sort the abilities when in editing mode? The game config settings has an option about whether it defaults to sorting alphabetically or not. I have that turned off. But I don't see any way to sort the actions, maneuvers, etc. manually in any way.
I’ll look into that but those sound as something the core module deals with
Okay, so I'm trying to set up an ability for the goblins from the Delian Tomb, and the Goblin Warriors have an ability called Bury the Point, which does damage and can apply bleed. However, I can't seem to figure out how to get it to actually show that on the ability. On the Impact tab of the ability I added a damage effect for the power roll, but when I try to add "Applied Effect" I can specify the potency and value, but the drop down for effects on failure is empty.
Yeah, it's a bit messy in 0.7, we've got that chunk refactored in 0.8
Here's what the ability looks like in 0.8.0
Okay, thanks!
If I update the module, will this work with existing NPCs, or will I need to recreate it?
Update isn't available quite yet but the only thing you'll need to adjust is any existing Applied Effects
I'm just getting everything that doesn't seem tied to the module in place so I can fill in the rest asap when it's ready /o/
the options in the dropdown are populated by the items in the "Effects" tab on the ability
Not sure if they apply conditions to tokens automatically, though, never got around to testing that before I left on vacation
I have a very noob question for foundry VTT. I have created enemy groups or squads in the encounter. Is there a way for me a add a colour to the tokens to know at a glance what tokens are part of what squads? I have installed a few modules but none seem to have this.
I recommend this module: https://foundryvtt.com/packages/token-color-marker
Token Color Marker, an Add-on Module for Foundry Virtual Tabletop
But you can also used dynamic token rings and change the ring colour
Thank you this looks like exactly what I am looking for
Ooh, Summoner play test PDF just hit my email. So many new friends!
I'll note that playtest materials aren't covered by the license. Just a reminder for ppl 😊 the final version will be tho, most likely
(You can obvs plug em into your homegames)
my concern is less the licensing and more the code requirements 
e.g. last minute bug squishing
What's 120 player-controlled minions? That's nothing!
I mean, I have minions who will do the data entry for the summoner minions, that's less my concern than just building the whole Summoning framework
I have a question regarding power roll effects for the drawsteel module. I am trying to add the effect to the power roll but it doesn't display anything after the A<0, A<1, A<2 etc. NVM figured it out. You add it to the display field after {{potency}} I am learning!
The token flipping when moved to face the way it was just moved - how do I make it not do that?
There is a setting under token called lock artwork rotation
tick that and it will not flip around 🙂
there's also a core setting
lock artwork rotation also prevents ctrl + mousewheel
while the core setting shuts down all movement-based autorotation
Okay yeah I like players being able to ctrl + mousewheel flip. Sometimes my players fiddle with that, get "tilted" etc.
Thank you!
I'm having trouble getting the lancer initiative module to work. Is there an alternative someone could suggest?
What would you need it for? The system handles that
Yeah it's handled natively now--it took me a minute to figure out but it works very well!
Oh I suppose I should have check ed on that first 
Lancer initiative was only needed for the CSB implementation
We had functioning initiative in 0.6 even
When will we know of the .8 update?
These are the last few open items on the Milestone list:
https://github.com/MetaMorphic-Digital/draw-steel/milestone/3
Basic data entry is there for a lot of things. Chaos and others are working hard on it.
There was a fair bit of last-minute bug killing earlier today.
Found some late breaking bugs that unfortunately will prevent a release today
oof
Happy bugzappin' meanwhile!
All work is progress!
Hi, I dug into it in some more detail and I think the issue is that within the Token Action HUD editor screens, the Draw Steel items don't have unique names - they all are called just "Item:" and the "duplicates" get deleted as soon as you enter the editor screen. I submitted the issue in GitHub.
So things like conditions work fine on the Effects button panel, but all the abilities under the Action, Maneuver, etc. buttons are not editable.
Ok I’ll check that out. Thanks
Thank you!
If I can do anything to help, any testing or whatever, please let me know.
DM’d using the system yesterday using the development branch edition, worked great 👍
Two minor things I’ve noticed:
- Null can only select one signature ability on creation, but should be two. This was easily remedied by adjusting the value from 1 to 2.
- When using Healing Grace a Conduit should be able to use 1 or more Piety to get additional effects. Right now the checkbox only allows spending 1 piety.
Yeah, noticed a few other data entry errors myself and will adjust by 0.8 release
Hey, quick question, has anyone come across this issue (sorry if fixed in next version and i missed it)
I am getting an error on the second time i edit the monsters stamina via the right click token menu for managing the resources (the green box where you can modify the resource).
DataModelValidationError: DrawSteelActor [fZv5iHWDWzxbiMcg] validation errors: system: stamina: value: must be an integer [No packages detected] at DataModelValidationFailure.asError (foundry.mjs:5126:12) at DrawSteelActor.validate (foundry.mjs:11713:59) at DrawSteelActor.updateSource (foundry.mjs:11786:10) at #preUpdateDocumentArray (foundry.mjs:58674:20) at async ClientDatabaseBackend._updateDocuments (foundry.mjs:58616:5) at async DrawSteelActor.updateDocuments (foundry.mjs:12525:21) at async DrawSteelActor.update (foundry.mjs:12637:21)
I can work around it for now by just changing the value via the character sheet, just bringing it up in case it was a bug.
If you think you encountered a bug, file a ticket for it
https://github.com/MetaMorphic-Digital/draw-steel/issues/new/choose
Nvm it was another module conflicting that I didn't need. Condition lab & triggler
this setting specifically
Ah yes, that one sadly straight up stops the system from working iirc
Yea, disabled now and works alot better haha
people are working very hard on getting each class ready for 0.8 at level 1 at the very least, hopefully we'll have it soon but a few things have cropped up during data entry that have made chaos go "hmmm that needs better implemented"
Yeah the data entry compendium stuff is in at this point for what we wanted in 0.8 there’s just a few issues that need fixing first
All classes will be in at level 1, and there will be a monster compendium with all of the generic monsters from the Road to Broadhurst and Delian Tomb (since we can’t use the monsters unique to the adventures under the current license)
once 0.8 is done i think its probably the goal to get E1 complete, then E2, E3 and finally E4
i might be able to get back to data entry some time soon
I am reviewing the final bits and bobs for 0.8
Good and bad news about final QA pass is I am catching stuff
Better to catch them now than later.
If 0.8 take another week or month (hopefully not), then so be it.
but yeah little stuff like this
But I'm quite excited to share this stuff with everyone in the near future
Ah, I see
So that compendium Ashes made a while back is in the realm of redundancy now I suppose
not in its entirety quite yet, 0.8.0 will only be level 1 + Delian Tomb monsters
but I expect by 0.8.2 it will be redundant in its entirety
Question: will the compendiums eventually contain loot rewards as well? Like those in the Heroes book, I mean.
There will be a treasures compendium
That’s the term. Treasures. I forgot that for some reason.
eventually everything in the heroes and monsters book will be in the foundry system
but it is alot lol so, baby steps!
but we can always use more volunteers! Especially once 0.8 is ready I think there's gonna be more demand to get in the system and get this data entered
Release candidate is up. You can do a manual install by copying the system.json link. In-app update will be available later
https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/release-0.8.0
Character creation is acting a little wierd. You can't drag over a Subclass after dragging a Class since it hasn't "saved" that you have a Class. So, it ends up giving you all subclasses and their features and skills.
You can go back and remove the other two subclasses and it does prompt to remove the granted Abilities, however the Skills remain and you can't remove them since in Play Mode it shows you all your skills but in Edit Mode none of your skills are listed.
If you add a wrong skill it moves it to the top of the list, if you then remove it, it restores the erroneous skill at the end of the list. I'll work on a bug report in a few (if there isn't already one).
Which class is giving you all subclasses? Each class should have an advancement that allows picking a single subclass
Or two in the case of the conduit
Drag-drop of a subclass should be disallowed.
Yeah we need to figure out what framework we want in 0.8.1 for homebrew/3p subclasses etc.
Same with perks
We should force them into the same 'flow' that we enforce right now (or should enforce better). A temporary implementation that can go into a minor update would be a drag-drop area on the advancement prompt.
I mean the long term solution would be to have a Compendium Browser with a picker a la dnd5e, but yeah my short term solution was drag n drop
Of course
Im just agreeing there has to be a short term and long term solution, and the long term one should be relegated to a bigger milestone
Shadow
ahh yeah, like the Fury makes you pick: (also those icons sizes, eep!)
Issue is just a missing 1 in the Shadow College requirements:
Bug reported the Advancement issue as #932, still trying to narrow down the Skills thing.
Just filed a bug report after I broke the combat tracker 😅 whoops
Well this is why it's a release candidate
I added to Katie's bug report
I do enjoy the simple "ah nuts" that got responded. For some reason such a light-hearted sounding response made me smile
me too buddy...me too...
Added a bug for Kit Advancement shenanigans.
hmm, got this bug and my migration is hung at 80%
That was always its future
How do we volunteer?
https://discord.gg/ZfBURZxw this is the discord we're coordinating on, and on the github is information on contributing
I know Chaos at some point was gonna have a tutorial of sorts to explain how to contribute data entry content, but I'm not sure if it is up yet
Any chance you could do a json export of the actor
The Contributing.md gets a decent amount of it but it needs more details
I'm not seeing the error attached to any specific actor?
this is just on launch of the system
every time i load the world the migration is stuck at 80%
Scroll up, are there any errors higher up in the console?
the error no longer triggers and unfortunately my computer crashed inbetween these messages :(
wait no nevermind!
There are no other errors.
game.items.invalidDocumentIds.first()
running that in the console gives undefined
'pologies was playing valorant
another undefined
(error attached again for clarity)
Installed 0.8.0 from the manifest URL. Having issues with the combat tracker just disapearing... I restarted my foundry instance and took out all modules. No difference.
It worked long enough to get the first single combat enounter setup for the Delian tomb, then stopped working entirely. Now I can't get up a single combat tracker without a restart of the entire foundry server.
@simple nova This is supposed to be compatible with v13 right?
Yeah known issue will be ficed
You'll need to reinstall
Yeah 0.7+ are v13 exclusive
its weird when I install it says its not compatible
So says the almightly Github, V13
What's your v13 build?
The number after the period
Ah yeah 0.8 requires 347
There's a bunch of core bugs in 13.346 I reported that were affecting the build
Got fixed in 347
Is the Draw Steel Abilities module now obsolete with the system update?
Not quite fully
But also it may be easier to make stuff fresh
Given all the post-packer updates
I had the same error and the items were perks in my case. Deleting them didn’t work only deleting whole actors. When I deleted perks on my 0.7.3 world then migration went without error.
So that's where your ironclad will comes from. The lobbies of Val.
god i wish my story as to how i keep going was that simple
Important Information about the 0.8.0 Release Candidate
I have just removed the release candidate pending the various bug fixes. You will need to reinstall when a new build goes up.
Version 0.8.0 Is Now Available
Highlights
- Updated system info to release PDFs
- Compendium Content for level 1 characters & the intro adventures
- Advancements streamline character creation by adding skills, languages, and items based on your choices
- Major updates to effect application, streamlining how effects are defined and allowing one-click application
- New Active Effect subtype for applying bonuses to items
- Fully refreshed documentation
Full Changelog: https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/release-0.8.0
Could I get a mod to pin this?
Thank you to all of the contributors!! Upwards and onwards! 
Yay! I also updated the Draw Steel TAH module for 0.8.0 and fixed the issue
Thank you!
ayyyy awesome!
Question about v0.8 career advancements. I'm making a new character, adding a career, and the advancement window lists my choices. Here's the one for a Soldier. Using the gear icons, I can choose my skills and language, but there is no gear icon for choosing a perk. I checked a few other careers and they don't have a gear icon for perks either. Is this working as intended, or a known issue, or something I should submit as an issue in GitHub?
I searched in open issues and didn't see it, but I'm not sure if I should add it as an issue or if that is how its expected to work and we should just drag-n-drop our perk manually.
It's on the docket for 0.8.1; we just don't have the logic for picking a thing from a category yet
hi, I updated the system to 0.8 (awesome work btw!) and I noticed that the recovery value was not updating with the stamina increase from Spark Off Your Skin (dwarf trait), maybe I'm missing something? it did work with the Panther stamina increase
Foundry newbie best practice question: if I want to create a new homebrew ancestry, culture, or class, where should i do it? In the Draw Steel System compendium in the same folders as the official content, in the Draw Steel System compendium but in a custom folder, or in a completely separate compendium, or in the Items panel?
Pretty sure you should use a separate compendium or items panel. Otherwise, system updates will overwrite your custom content.
Do you have any modules active?
I just noticed that the upgrade from 0.7.3 to 0.8.0 did not copy any existing values for current recoveries to the new recoveries data path. Is there some way to warn people before they update to make a note of how many recoveries the heroes have if they are between sessions of a running game?
Something didn't upgrade correctly for me. With the new version of the TAH module, there was no content in any of the main buttons. I tried to edit them to see if I needed to "rebuild" them and I couldn't get anything to show up. All I get is what you see in this screenshot.
I tried reverting to the old version, and the bars are still incorrect. I also tried going into the game config settings for the hud, then into Layouts, then did the Reset All Layouts, but nothing changed.
Huh, well, its fixed now... Since reverting to the old version didn't help, I re-updated to the latest version and now it is working.
Advancements looking great so far! Would it be able to default a newly created Hero actor to have Caelian by default?
Need a Sanity check quick - am I about to do a good thing or a bad thing?
You have to, so... Should be fine but might want to export your world first if you're worried.
Since the migration is from a minor build of core to another minor build of core, you're totally fine.
Just don't the other direction without a backup.
Did I see somewhere earlier, but is this normal?
There's some module interaction interfering with the upgrade
I would like to see if people can narrow it down
What does the console say?
Happy to help, but where do I find the console?
F11 usually
Hmm, I'm on Browser via Molten Server- so F11 fullscreens 😕
@simple nova Any other ideas perhaps on how to check for you?
I think it is F12 in a browser, at least Chrome.
To open the console
Another new Foundry user question, especially with the new DSID attribute for items that was described in the docs for v0.8.0: If I create a character using the DS compendium, and then I edit one of the features on the actor, will my edits be overwritten in future module updates? For example, a Conduit has the Piety feature which lists when it gains the class resource. I'd like to edit it for my 2 chosen domains so it lists how those two domains gain piety. If i do, will my changes get overwritten in the future? If so, I should probably put my domain piety sources into a separate custom feature instead of modifying the Piety feature.
In theory (someone correct me if I'm wrong), modifying what's on your sheet does not affect the compendium and thus will not get overwritten. When dragging something from the compendium, you are essentially creating a copy for that actor, so it doesn't change when the source compendium changes.
Correct
Thanks
I noticed this too. Is there no way to change the stamina value for recoveries?
I added the stamina bonus from the dwarf trait to the kit bonus as a work around, and deactivated the effect from the dwarf trait to not duplicate it
Version 8 is good folks good work on getting so much in
I don't think it's a bug, but tiny nitpick: the skills list (when picked from the advancement) show in the order granted, rather than in alphabetical order. If you pick them manually (from the dropdown menu), they are in alphabetical order.
File a feature request to sort them in the sheet rendering
It's the type of improvement we can easily make in 0.8.1
There's a separate data path for recovery value you could adjust. Need to take a look at what we did wrong in the order of operations
I am fascinated by these ghost items
Wait, do you have a compendium named Consumables?
@simple nova Thanks for fixing that Combat tracker disapearing bug with the full release of 0.8!
I'm checking out this update, and went to build a new character, clicked "Add Ancestry" and a window popped up that let me select from a selection of Ancestries. Can we just ignore this somehow, and if not, how do we add our own custom things to the compendium with this update?
Building on this--is there a thought on existing skills being greyed out from choosing when you're doing advancements or initial character creation?
You can still create a new item of type Ancestry and make it fully custom; then drag that unto the character sheet.
Same goes for Careers, Classes, etc.
I do! Thats mine, is it causing issues you think?
Like not allowing to pick the same skill twice?
Yeah, exactly
How do I do that? I am not familiar with how that works. Is there a tutorial somewhere that I can use?
For example when making my players charcters, one of them had read person from a class or something already, and it was still an option in the list.
Also an indication if the skill is picked twice, so you can navigate to one of the selections and make it different (:
Items tab (the suitcase icon) > create a new item > the popup will ask a name, containing folder and type of item > in that dropdown, choose Ancestry.
You can also drag an existing ancestry onto the sheet and then change everything about it afterwards if you prefer
There doesn't appear to be an Ancestry option.
Seems I was wrong. The second option is the only option, then.
That's hugely disappointing. In the previous version, while it had to be done by hand, I could at least do it. I'm surprised there isn't a "custom" or "blank" option like before.
adding to this, there doesn't seem any way to see what skills have been picked in build mode at all
I've had to flip in between build and non-build mode before choosing confirm in unbuild mode
You should make your own Item compendium and then you should be able to make the ancestry there. Some types require creation inside a compendium. If you over of the i icon next to type it should give more details.
Is this what you are referring to?
Yep! That popup tells you what item types have to be created inside a compendium.
So, what document type do I pick? My guess is item, but better safe than sorry.
Item
Once that's created, open it up and you should be able to create items inside it and you should now see amcestry as an option. You may have to unlock it first. I can't remember if it starts unlocked or not.
Figured it out. Thank you.
I'm looking at the Ancestries, trying to figure out how they are made, and when I look at the default human, I see that the signature trait is added as an "Advancement: Item Grant"
When I try to copy an item I created into a box it doesn't copy.
I get this error.
Oh lmao that's not intended
For now you can make it as a feature and it won't be a meaningful difference
0.8.1 will have a bunch of ancestry improvements, including the point buy
Well, that's a bummer for now.
It might be that you had it saved with the old names in the core module storage folder. I sometimes have to delete it to see the updates made.
is there a way to write a similar enricher in the display field to get the proper potency+effect spelled out? like {{potency}}{{effect}} or something?
all modules are deactivated
console says this
and this
I'll file a ticket 🎫
Hi, hello! Love the module, first of all.
Second, I don't know if it's been reported, but there is an error in descriptions for Wyrmplate and Prismatic Scales
They give system.damage.immunity.[damage type] as formula for immunities, but the wiki has the effect as system.damage.immunities.[type].
I have no idea how to operate GitHub, so I bring it up here.
Have you tried using both versions of the effect? Which one works?
immunities does. I've been trying to figure out why the resistances don't work so I checked the wiki and compared versions. Changing the effect formula to system.damage.immunities.[type] fixed the issue
It also doesn't show up in edit mode, but processes correctly for the play mode.
I don't know if you should file a bug report or feature request to change the wiki, but it's probably the best place to bring attention to that.
That's normal. All effects are calculated after the baseline of the Edit mode sheet.
I assume as much. I'm not a particularly technical person, but I treasure my Dragon Knight Null's resistances dearly, so I tried solving the mystery.
It can be confusing, but that's how the system (currently) works.
P. S.: No idea if they plan on changing that behaviour at some point or if they even can.
No, feel free to file a request for it
File a bug report.
We'll squash a bunch with 0.8.1 + add new stuff that will also get community QA, just the nature of the beast
is there an active effect or way to apply edges on a certain target?
mainly thinking for foil
Not currently
thx
u can check out the progress of milestones on the github page
the short answer is: I am taking a week long break before I get back to reviewing pieces for 0.8.1
I'll be around but a lot of the content work revolves around me taking time to do reviews and I need a break from that
You deserve it!
Well earned given you seemed to crunch hard for .8
Very cool!
woah this looks insanely useful!
Anyone else notice that the monster blocks in the pdf have a very weird way of selecting text? I can't select the whole block, just sections at a time.
That depends on which PDF reader you use.
Really? I tried adobe reader and foxit?
looks like the header and attributes are after the rest of the block in the pdf
at least when using sumatra pdf
Acrobat makes some weird selection, but some others are worse. Okular, imo, is the most sensible.
if you start the selection on immunity and then move the mouse up to free strike the whole block is selected (again, sumatra pdf)
this is a thing I've seen in other pdfs when tables are involved
(pdf is an eldritch abomination of a format)
Holy poop!!!
Sadly yes but it’s also as close to universal as we can get.
the ordering is not 100% consistent, the muceron on p62 is slightly different
(the header seems to be before immunities instead of at the end of the block just before the attributes)
This is why PDF converters simply cannot be relied upon without significant human work
What about directing users to the Monsters book content on Steel Compendium? I've just learned of it this weekend, and I don't know how complete and accurate it is, but I'd expect the HTML to be a lot easier to parse in a monster importer app.
Are the 10 pregens in a compendium in the system? Planning to set up a world this weekend and wondering how much I’ll need to understand about building heroes.
the pregens are not in the compendium, however you will be able to just drag the class onto your character sheet and select the various abilities/features that the pregens use
I honestly need to send a clarifying email regarding the pregens
I will also note that it only took me ~15 mins/char, including doing up the art, when I ran on Friday
it's very fast to recreate them with the current compendium
not saying you shouldn't send that email, but given the pregens are included in the free RtBH Conventure, you'd think they would be fine? #NotALawyer
Road to Broadhurst is explicitly not part of the license
the more you know
Have they confirmed that it was intentionally left off? Because that was intended as "you can run this at cons or stores for 1-4 hours, have at it!" which doesn't seem to be "never share this or else" type content 🙂 Might email them to request that it be added to the list explicitly if they didn't mean to exclude it for obscure reasons. 🤔
Yes, explicitly confirmed, probably tied to the map usage
I think it's less "never share this or else" and more "don't make content using this material" which is what we're doing when we make things like compendiums and such
But yeah, I strongly suspect the core issue is the maps, which means that the pregens might be fine
It's just disappointing to have an intro adventure you're specifically not allowed to create or share. Czepeku absolutely makes enough money to let one version of one map be freely distributed. 
Goodness, there's 33 versions of it and one is flowing with blood! hehe Called the "Let's take the other road" version heheh
I honestly wouldn't be surprised if that's even one of the free maps. I know the map with the goblin encounter is a free map from Mad Cartographer
I found it for sale on their website and roll20, so might not be.
I forget that low quality versions are free, the high def ones typically are not
No need to parse at all for the monster book monsters. Already done here: https://github.com/SteelCompendium/data-bestiary-json
(there are other repos for other formats if you for some reason would not like to import json)
Huh, very cool! If that is already done, has anyone brought it into Foundry as actors yet? That could provide the monster compendium in one fell swoop.
If someone wants to write the converter I'd be open to supporting it, but any conversions would need hand adjustment
My action plan when I was toying with the idea was to introduce a new "raw" compendium that was based on import, and then have the proper compendium being built based on copying and editing from there.
(I shelved my ambition as I cannot provide code, and I think it is much more valuable if the import script is public and community improveable)
Wish I’d known this sooner 🙂
AI art/LLM, etc in any capacity, positive or negative, is a banned topic of discussion on the server as per our community guidelines.
Thank you I didn't know this
(This also should give you a rough vibe of how the company/community in general approaches that content as a partial answer)
I absolutely get that, but I was doing the work and figured I should at least ask
Hey I know this reply is late, but I made the steel compendium. If you want to programmatically grab the monster (and/or rule) data, I have dedicated repos to pull that data in a structured format: https://steelcompendium.io/#bestiary
json, yaml, and markdown are available. Let me know if you find any bugs 🙂
I already have a repo to handle conversions. Its written in TS (which I am new to, prepare your eye bleach).
https://github.com/SteelCompendium/data-sdk-npm
If you guys want to write the serialization logic to read to/write from the Model, I would be happy to include it and ill auto generate that data format whenever bug-fixes come in. Up to you all.
I don't understand enough about coding at this point to understand everything you said. When you say write the serialization logic, would that be something run within foundry or at your end some other way? What I was now thinking of doing is modifying the module I was working on to be able to convert your .json's into foundry readable actors.
On a practical level, you need to convert the data in some fashion and then import using the foundry API to create the actors
(If posting this isn't allowed, please tell me or a mod so it can be removed.)
Reminder, this will not get published, it's just for my home game.
Wanted to share that I completed the tokens for the Delian Tomb pregens and I am quite happy with the result, if I do say so myself. I wish my GIMP skills were slightly higher so I could round the fire off the elementalist, but that aside, I'm proud of those results!
It looks great!
Is condition lab & triggler in any way compatible with DS?
it is! i use it in my game
Great! Does Midi Quality of Life Improvements work?
uhhhhh i dont use that module so i couldnt tell ya
but ill check once i get home tonight! what does it do?
Automates a lot of stuff. Not sure how relevant it is in v13.. also it's been a long time since I used Foundry so I've kind of forgotten
I'll try to fiddle with it now and see if it does anything
fwiw the draw steel system automates a buncha stuff
Yeah I'll see if QOL gives anything of value
how often does the DS system get updated approximately?
pretty often
pretty sure midi quality of life (ie midi-qol) only works with dnd5e so its highly unlikely to do anything with the draw steel module
Yeah midi qol doesn't even show up in my modules in DS, so that is indeed true
What do you use triggler for? A lot of the conditions are already automatically applied, like winded and bloodied after going below 0 stamina
I have a different experience from Finaljas. When I have Condition lab & Trigglers enabled, I can't open character sheets anymore. no idea why that is
that looks cool as heck! may I kindly ask for you to share them with me?
I am also happy o share my enemy dynamic tokens from the Delian tomb with you
Interesting. I've got the module active, and I'm able to open character sheets
TBF, the bug I am describing was back in Version -.6.2, so maybe the bad interaction has since been fixed accidentally?
What would you use condition lab & triggler for?
i dont really use triggler
just condition lab
What do you use it for?
just making custom statuses
What are examples of custom statuses needed? I'd like to do a little bit of prep work, haven't run the first session yet.
Like dazed, slowed?
Because those conditions I can already find
I've already got all the conditions, and the system automatically applies winded and dying
certain monsters (dragons come to mind) inflict unique statuses that arent listed there
Ah
I use Token Color Marker as a poor man’s Condition Lab until more active effect options are added to the DS system. Things like Judgement, or Hidden that are helpful to see at a glance, but aren’t included in the default conditions right now. Also marking different groups of enemies, and if I wasn’t using the unique frames for minions, I’d probably try to mark all the minions too.
i also like having some QoL statuses like different colored marks to represent misc effects
or stuff like mark/judgement
Okay yeah player abilities make a lot of sense
some way to mark whats a minion and whats a leader/solo is a good idea for my table
i forget what else ive made
i also dont like the icons used for the statuses so being able to change them is nice
this doesnt denote if a monster is a minion, is my issue
That's true..
I use dynamic ring colours for types of monsters (Minion, standard, leader, etc)
But aren't certain monsters minions and others not?
yes, thats why its a status
I guess if you don't remember which type of monster is a minion and which isn't..
so i can apply to some monsters and not others
its more for the players than me
Fair point
I copied some for the frame templates from these, but if I didn’t want to go to as much work as I did, a simple status I can toggle is ideal.
https://discord.com/channels/332362513368875008/1406034492485009671
thats cool
is there an easy way to bulk apply dynamic token ring colours?
Probably gonna remake these, but i use these with token color marker to denote groups
Yeah, making it easy for players to tell which monsters are minions and which are going to have more HP seems like really helpful info for them, and something that fits the cinematic motif. “Some mooks are going to die in one hit or off camera, but if one gets more screen time, watch out for them!”
Basically what my setup looks like
first of all, if you don't mind using Active Effects, than that works as well, you just don't get access to those via the token HUD
second, 1 condition that is deffinitely required is a marker for the Censor's Judged condition
my players really quickly understood that if there is a whole lot of monsters of the same type, they are probably a minion group... the Delian Tomb is going to throw a spanner into that XD
Might've found my minion icon for the not-so-serious group
Yeah, I think they’d probably pick it up after a while, but my group usually goes 2 or 3 weeks between sessions, so I’m trying to keep a decent amount of info just always in front of them. You make a good point about groups of 4. Another thing I considered is that the art isn’t always intuitive. The Spinecleaver is absolutely shredded, but has less Stamina than the wimpy Stinker. 🤷♂️
to be fair, the Spinecleaver being a minion instead of the brute horde archetype of Goblins is a travesty IMO
The applies effects system is meant to cover those kinds of statuses
im aware, but like gloom dragon does the test roll damage thing that applies statuses
which isnt a power roll
Can you add a condition to multiple characters at once? Like the group 1 status, group 2 status etc
Ah yeah that'll get support in 0.9
The Kit option is gone in the Equpment tab - is there a reason for that?
I use Token Action HUD core and the Token Action HUD Draw Steel sub-module to do that. It puts a nice button bar out on the screen for whatever tokens are selected, with character abilities, setting/clearing conditions, etc. If multiple tokens are selected, it will only show options that all of them share - including conditions. So you can set conditions on all of them with one click in the hud.
Oh nice! That works perfectly, thanks!
Yes, I find myself using that hud for running monsters pretty much entirely - I don't need to open any character sheets during a fight. Even reading the ability descriptions can be done right in the HUD by just hovering over the ability and seeing the details in the popups.
Totally. Quick right click on an ability and the popup tells it all
Is the character sheet in view or edit mode? In view mode, I think it only shows sections that have something in it. In edit mode, they all show up.
In edit mode. In view mode it's empty and in edit mode there's Consumable, Trinket, Leveled and Artifact. Looks like kits are accidentally removed?
Characters that already have a kit have the kit tab with the kit that's there, but characters with no kit also don't show a kit tab
Maybe that is new in v0.8 since you pick kits through the class advancement process?
Where would the kit be put into the character sheet, though?
One moment, grabbing a screenshot.
You can also drag and drop the kit from a compendium
Oh nice, they're added in there.
Yep, basically level 1 is fully covered
So it seems! Races, career, culture. So nice!
So in the interface, it varies how you access them. For the Stormwight Fury it is off of the Stormwight sub-class. For the Tactician, it is part of the Field Arsenal feature. Either way, you can open the appropriate item (Stormwight subclass in the sheet header, or Field Arsenal item in the Features tab), and use the circular arrow to remove the existing kit and choose new ones.
That circular arrow lets you make changes to any of your choices that you made during character advancement.
Yeah getting a hang of it, very nice!
We had our session zero on Sunday when .8 wasn't released yet.. and now it's so much more smooth
We had session one on Saturday, and then I updated all my players' tokens to be using the new stuff from v0.8 on Sunday/Monday. Works really well. Just be aware that there are some data entry issues that need to be cleaned up, so take some time to review the content when prepping actors. I'm putting in bug reports for any errors I find.
just imagine you are a player in a game and a bunch of monster rock up with this yellow pill pinned to their head
@simple nova how is the number of Hero Tokens determined when you click reset? is it just always 5? or is it number of player?
i believe it counts the number of players in the user config?
Pretty sure it's this.
"Those are, as you can see, minions."
What's the intention for handling allied NPCs like Ashleigh in Delian Tomb. The NPC sheet doesn't have the Skills field. Use it anyway and just list the skills in a feature? Use a mostly-blank Hero sheet?
I'm leaning towards using a PC sheet so skills will show up in the Test dialog, but not sure if that will mess up automation if another player owned hero-type character is on the scene. Would it affect Malice calculations, for example?
Do I need to change player permission for the compendium items for players to be able to drag and drop stuff from there onto their sheets?
I'd say she's not really an "NPC" as much as a "Daily Project Roll", so just a Journal Page entry with the handout details could be enough maybe? She'll never be in combat and if you need her on the map, a blank NPC with a token could work (or even a Tile!).
Player was able to drag a Kit from the Compendium onto their sheet in Edit Mode with no special perms. Should be the same for other Items.
Yeah in the future we'll have a proper Follower actor type
It sets the value to the number of non-GM users.
There are improvements planned, pending #369.
Is there a way to track the number of currently logged in non-GM users?
Sure, but I don't think that's gonna be what we end up doing (see issue).
I read the issue on GitHub and I’m sure I understand. (It might be too early in the morning for my brain 😅 ).
We're going to make a "Party" actor type, and the number of heroes in it will be used for hero tokens
So, Wode Elf "Swift" ability has override speed, which doesnt play well with other speed boosts.
I think I noticed the swashbuckler and whirlwind kits also have that override--two of my players have those kits.
I'm at work but would you mind checking if that is the case? I think it is, unfortunately.
looks like they add to speed instead of override
Okay, good to know. Thank you!
If the override has a lower priority than the adds to speed does it work then?
I dont see where, if any, kits speed buffs have priority.
They don't, it's something we need to better handle in 0.8.1
It should be upgrade instead of override, right?
Or does that break stuff like conditions that reduce your speed?
Slowed is always evaluated at the end
But basically we probably need to have some kind of "base speed upgrade" on ancestry traits
Because it's frankly got weird unique interactions
Isn't there also just an "add" option? I haven't messed with those properties in a while so I'm a bit rusty.
Yes, but if something feature says "Your speed is X" and some other thing says "Your speed is Y," you want to pick the higher number (except for Slowed, but ChaosOS already adressed that).
It isn't a +2 to speed, it's your speed is now at least 7, for example.
I see.
The way I always did it using 4th or 5th edition via Foundry is having the base speed, I would use the add function--but maybe it was always because the language involved increasing speed "by 10 feet" for example, rather than your speed now becomes a new base value.
yeah ancestry traits are specifically weird
Guessing that's all part of why I'm having a time of adding an ancestry to Rival monsters. E.g. Laesi in DT/Fort Forsaken needs Determination. That or I'm just not figuring out how to apply it to them. Guess I'll just drag/drop from Abilities for now.
Isn't that exactly how one should do that? Drag the feature/ability only?
Rivals have Rival Ancestries but I couldn't drag from the Hero ancestries.
file a feature request
worth noting that the ancestry traits and the rival traits are not neccessarily the same.
E.g. elves otherwordly grace:
Hero's ancestry "Your elf body and mind can’t be contained for long. Whenever you make a saving throw, you succeed on a roll of 5 or higher."
Rival Ancestry "At the start of each of their turns, the rival can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn."
same narrative functionality, same name, but not same mechanical functionality
Well there goes the "easy" way. Guess that gets tagged on to the whole deal.
Yep, you will probably have to do them all individually as features 🤷🏻
-# personally I did them as "No Action" abilities because I hate remembering things in another tab I never go to
I tend to agree, I prefer having everything relevant in one tab
ideally for me, Stamina, Stats, Speed, Stability would be at the top of the sheet regardless of tab, and features/abilities would be in one tab, for monsters anyway
Sheet reworks are the type of thing well probably target for 1.0
For sure, and right now it's functional and ultimately that's more important
I already opened a ticket requesting the sheet to emulate the official stat blocks in appearance and design
whats it lookin like the implementation for the "treat [characteristic] as X higher for the purposes of potencies" is or might be?
Probably some AE path. It'll be implemented whenever we actually have a UI evaluating the potencies
That would be outstanding. I know one thing I've liked though about Forge Steel is they actually show me in their [Beta] Classic Sheet, what was selected and where. Knowing not only what we selected things or the source for things, is something I know I'd find useful in the sheet but it might be too much information.
One of the reasons I find this important is even in testing, I tried to make a 1:1 pregen copy of what came from Forge Steel with our 0.8 implementation. I can't match it, so it's helping me identify and address issues. If I can't get a 1:1 match, I like to know why. (e.g. try to build the Fury, I find issues in Career and other selections)
Is there an existing issue regarding Stamina for Recoveries not increasing with Max stamina?
e.g.
Fury pre-built as I can in 0.8
vs
Forge Steel
I would think my max amount recovered would adjust to 11 as 1/3 of total as Forge Steel has done.
Just realized something after last nights game - but I notice that for character sheet features - there is no way to change the category of an entry ALREADY on the sheet, is there? I know if I make one in the item or compendium, it will allow me to tag it, but if I generate it ON a sheet, is there a way to tag it there (ancestry, title, perk, etc)
yeah, filed the fix earlier this week and merged in today, it'll be fixed in 0.8.1
basically we calculated recovery value before adding in certain bonuses
Item subtypes, e.g. Perk vs. Title, are difficult to change in Foundry; you're better off just recreating
Is there any module or functionality to import Forge Steel character Data into foundry?
no
I'm sure over the coming months people will steadily improve converters
Thats an interesting idea though... Im adding that to the backlog (no promises other tools would support it, but... one step at a time)
https://github.com/SteelCompendium/data-sdk-npm/issues/6
Quick question. after a player moves the "movement ruler" that shows how far they can move is staying on. Is there a way to reset it or turn it off?
It resets after you go to the next round
Thank you , I appreciate it
If you want to clear it earlier, I think you can use the three dot menu in the combat tracker, though I don't think you can do it for just 1 token specifically.
And I think you can turn it off entirely in the Foundry settings, but might be misremembering that.
what Lindharin said
The Foundry system isn't updating for me. It pops an error when I try:
Error: [draw-steel] The "path" argument must be of type string. Received an instance of Object
at Setup.post (setup.js:9269:21)
at async #updateCheck (setup.js:6306:24)
at async update (setup.js:6082:23)```
I'm not sure if it's known yet, but the College of Black Ash gives the player all of the Lore Skills instead of just the magic skill.
what platform are you on?
did you use the release candidate from Saturday?
or is that the current live build?
Windows. I'm using Foundry V12 (one of the other games I have hasn't updated to V13 yet).
To clarify: The Draw Steel ruleset isn't updating.
This is 0.8.0
I use forge for Foundry vtt, so whatever the version is there.
The system requires v13 I’m pretty sure
Just looked, I have 0.6.2, the next version (0.7.0) requires V13.340. But it's not saying that, it's generating the error above when I try to update everything. Other rulesets I have instead show a "this requires V13" message.
I have no idea why that is, we've got everything on the official listing handled just fine
looks like it hasn't been logged yet
You can use the Windows Portable version to run standalone v13 with it's own Data Folder, so you can keep your v12 install entirely separate.