#Foundry VTT System

1 messages · Page 5 of 1

lofty copper
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i even made custom taskbar icons so i can launch them easily

unique iron
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Hmm, sorry I'm dumb I don't understand what this means or how I would use it.

lofty copper
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so you wont have any conflicts and it wont break your V12 stuff.

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you won't need to update, you just have two Foundries - one in V12 and one in V13

unique iron
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No way! That's awesome. I didn't know that was an option.

eager helm
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u can just reinstall v12 on ur non-draw steel days. thats what i do

lofty copper
eager helm
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oh yeah amby got it

lofty copper
unique iron
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Well I'll certainly give that a go then.

lofty copper
unique iron
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Sweet, in the process of doing that right now >=D

short wadi
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Awesome background btw! EOE had some banger angels to add to my deck

lofty copper
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and EoE might have been the best inworld set this year

chrome oasis
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Perhaps a silly question, but are the level numbers for player characters implemented yet? Or is that a 0.8 feature?

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I tried my best, but could not find a way to change that field from "0" to "1"

rain tendon
chrome oasis
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Ahhhh I see now

rain tendon
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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

chrome oasis
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Yes I assume so, thank you kindly

alpine meadow
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Oh hello there

slender flame
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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?

eager helm
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each character has a kit section under equipment

slender flame
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Okay, and you can add the modifiers in the Kit, understood

clear cypress
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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?

soft token
simple nova
ashen dagger
sullen nest
slender flame
short wadi
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Pretty sure it'll be done in the next week or so, from what it sounds like

night tusk
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Soon ™

rain tendon
simple nova
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I have a session Friday

short wadi
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That's a good motivator to get it done in time XD

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Thursday for me ;D

astral horizon
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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.

simple nova
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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

rain tendon
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We appreciate your hard work!

simple nova
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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

river citrus
simple nova
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We've only got a small amount done with the classes

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but the ancestries, careers, cultures type stuff is done

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Happy to walk people through the data entry process so they can submit updates

river citrus
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I got a clone installed and unpacked correctly, I think? just wasn't sure what to start with

simple nova
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Yeah, pick your favorite class and do the full level 1 for it

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You can skip subclasses if you'd prefer to keep it smaller

river citrus
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ahh, i see most of what's there seems to be placeholders?

simple nova
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The classes largely don't have advancements, but there's plenty of useful data on them even without it

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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

river citrus
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sure, almost out of time for lunch, but i'll work on that tonight

simple nova
simple nova
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Anyone interested in helping contribute please join the League server and post in the #draw-steel-dev channel

jovial nova
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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?

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Currently, the 20 is just from the spine cleavers alone, and none from the warrior leader itself

eager helm
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its tracked individually

steady vault
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As per the rules as written, I believe.

rain tendon
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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)

jovial nova
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Oh okay, I kinda see what's happening after I play around with it a bit

steady vault
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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).

jovial nova
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Hmm.... is there a way to reorder the groups?

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My "5. Warriors" are above the "1. Spinecleavers"

river citrus
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I just went with unique Squad names instead of a specific order to them.

jovial nova
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I guess there's initiative values >.>

simple nova
night tusk
# jovial nova

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.

jovial nova
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Oh okay

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So if a creature can act twice in a round, I'd put 2? Am I understanding correctly?

night tusk
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Yes, AFAIK that's it

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Or 3 for a certain phedran man named Aiantos

jovial nova
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So, I'm trying to input the Ghouls Bleed effect for the Tier 3 result of their claw attack

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But I am not quite figuring out how to do it so far

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The failure/success boxes aren't populated with anything

night tusk
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you need to include an effect named "bleeding" in the Effects page of the Ghouls monster sheet

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then you can include it. However currently that doesn't do anything in particular, as effect application from abilities has not been automated yet

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Can't remember if that is going to be included in 0.8 or a thing for later

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So for now, your display text should be {{potency}} bleeding (EoT)}} (if the duration is EoT)

simple nova
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yeah this is all cleaned up in 0.8

night tusk
# jovial nova

did you make that token for the goul yourself? it looks cool with it slightly exceeding beyond the borders of the token ring

jovial nova
river citrus
short wadi
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Making dynamic tokens is a blast.

night tusk
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nice, I never knew

amber zealot
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Hey, is there an easy way to create heroes and monsters in Foundry, or how does one go about doing that?

eager helm
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create an actor

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theres a monsters module that has the lvl 1-6 monsters

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theres gonna be more data entry in the next entry but idk if that includes monsters

simple nova
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Currently no monsters

amber zealot
simple nova
short wadi
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It's pinned in this thread

simple nova
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News to me there's someone who's done monsters work

eager helm
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its contained within the ability module, yeah

short wadi
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#1342298358664138805 message

eager helm
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its not updated

simple nova
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So would only be 1–3

short wadi
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It requires a lot of touch ups, but it'll get you 90% of the way there.

eager helm
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nah its 1-6 afaik?

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backer packet 2 was levels 1-6 for monsters

simple nova
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Backer packet was 1–3

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Oh I do see the Ashen Hoarder at 4

amber zealot
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Nice, thank you all!

night tusk
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hero abilities level 1 to 3, monster 1 to 6

jovial nova
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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?

short wadi
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Pathway?

short wadi
night tusk
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it's in the Creating Dynamic Token Subject Artwork section

short wadi
jovial nova
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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

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But I can't seem to find the way to this

short wadi
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Oh your own ring, yeah that's beyond me. I just use the ones always in it. Would love to know though

jovial nova
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I think there is a work around using Sett: Some Extra Token (ring) Types

jovial nova
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It's beautiful 🥲

simple nova
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worth highlighting that if you already have the #mcdm5e_flee-mortals foundry module

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you can use those token assets

steady vault
simple nova
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it is separate yeah

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same as any other VTT adaptation

river citrus
amber parcel
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I wouldn't add things to you Foundry installation. That's a recipe for things to break if/when you update.

simple nova
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yeah there's ways to register new ones in the settings

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I know the premium MCDM MetaMorphic modules all have ones

amber parcel
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Is there a role or another way to be alerted when the system updates?

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I plan on running some Draw Steel mid September and want to wait with the setup till v0.8 is out.

simple nova
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I have a game Friday, I expect 0.8 to be out this week

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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

amber parcel
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Good to know, thank you.

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Imo, some sort of alert would still be nice. Or perhaps that's just me being used to how other systems do things.

simple nova
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I don't have any particular permissions

ivory rivet
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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?

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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?

simple nova
eager helm
simple nova
night tusk
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Furthermore regarding your dark vision question you need to make sure certain things are set up in the token settings

simple nova
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I would generally recommend "enable global illumination" on maps and then just use the global light level to set the mood

night tusk
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@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

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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

ivory rivet
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Thank you all for the responses!

slender flame
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I did some work setting up maps on the VTT. Will I need to redo my work with the coming update?

short wadi
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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.

rain tendon
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Yeah outside some weird bug updating a system shouldn't do anything to your maps

slender flame
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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

simple nova
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The main thing is improvements to Applied Effect power rolls

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Those will need fresh attention

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There are of course UI updates but those hopefully aren't a problem!

slender flame
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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

simple nova
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Yeah there's so much with just the core software setup

night tusk
river citrus
void geyser
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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.

night tusk
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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

river citrus
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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.

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Guess I don't need 20 Rollsmith Dice option mods for 3 players, but hey, options are nice!

night tusk
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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)
river citrus
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ooh right! Monk's Token Bar is getting added next session for HR/Surge tracking, etc.

night tusk
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@river citrus I added a few more to the list

void geyser
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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

night tusk
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oh true, there is that

void geyser
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Follow up question - how are folks currently creating characters in Foundry - 100% manual/write up all abilities/features on the actor sheet?

night tusk
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short answer, yes

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longer answer: Version 0.8 is supposed to drop probably this week, which will include a lot of character building and class advancement options

river citrus
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There's a lot of nice fixes/features in 0.8 too, cannot wait 🙂

soft token
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Current difference between the main branch (current public release) and 0.8's development branch

river citrus
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The "Band" > "Horde" and "Troop" > "Platoon" relabeling is by far the most critical update. 😛

night tusk
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it's Troop --> Elite

river citrus
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ooh wait, yeah, we're still on level 1 of Delian's Tomb, so they have no idea what's coming for them yet 😛

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Aww, still need a Goblin keyword added it seems.

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#884!

night tusk
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kinda already ticketed with #306 🙂

river citrus
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ooh i'd searched for 'goblin' and didn't see that one

night tusk
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well, #306 is more general than goblin. I only knew it existed because I opened it 😛

river citrus
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I added all the others from the Encounter book to the tickets too

wispy estuary
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Can't wait to get this running on my server and get to testing! 💜

still smelt
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I got my game Wednesday, and my luck says the update will come out Just after it 😉

short wadi
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I'll enjoy it for you on Thursday 😉

mossy cove
# jovial nova It's beautiful 🥲

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

short wadi
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It's in the dynamic token settings at the bottom of the actor's token settings, second tab (forget the name, might be display)

jovial nova
mossy cove
short wadi
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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.

jovial nova
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Yes, Drafty is correct. This is what my "token" actually looks like before the dynamic ring is applied

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This is a really good tutorial that I've found using the template FoundryVTT gives

jovial nova
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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

eager helm
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make a duplicate of the map

jovial nova
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Ah

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And basically throw it into a compendium that I can draw from, essentially?

simple nova
jovial nova
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Ok, thank you

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Sniper too big?

simple nova
eager helm
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its true

short wadi
jovial nova
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Ooo

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Thanks

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Got a question, since I'm onto making the healing potion item

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Where would the recommendation be for the effects section of it?

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Or is it categorized as a temporary, passive, inactive, or applied effect?

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Or is it better to just put the effect into the desciption?

short wadi
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Not sure what effect you would add, effects are persistent

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I think you could do an enricher for healing... not sure how much thats added in yet

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Mine looks like that, so far

eager helm
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thats how mine looks too

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u can do an enricher for recovery value iirc

jovial nova
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Yeah... I'm going to let someone else trailblaze the enrichers

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But thanks!

night tusk
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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? 🤔

simple nova
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I think it already got added but can't check atm

river citrus
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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]]

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Added a comment to #759 about that use case.

narrow pivot
night tusk
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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

river citrus
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Worth it though!

simple nova
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And/or what happens when you click on it

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My guess is it's just not parsing in the text

river citrus
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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.

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Updated my comment in the Issue. Thanks!

tepid grove
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Were there plans for any kind of knockback or collision damage automation? 🤔 considering both are kind of a big part of the game

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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)

simple nova
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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

tepid grove
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yeah, that's a real feeling blobded

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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

simple nova
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Maybe after v14 levels it'll stabilize

tepid grove
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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

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it's not like, 1 damage per space not traveled is it? I don't remember off the top of my head

simple nova
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It is, the only thing that can affect it are effects that specifically reduce fall damage like the Memonek ancestry ability

tepid grove
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ahh okay <: I guess that's not too bad for calculating then

river citrus
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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.

simple nova
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Yeah that's the current recommended approach

short wadi
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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

simple nova
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I think it's fairly unlikely the system would take up the burden of dark mode chat just because core decided not to

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our css is flexible/neutral so any module-driven dark mode chat solutions should work fine with us

short wadi
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Very fair

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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

simple nova
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My personal philosophy is the system shouldn't have recommended modules, but we do want to support module compatibility

alpine meadow
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How do I go about installing the DS Foundry system?

dapper coral
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Should be easy to find when searching for systems inside Foundry.

alpine meadow
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ah okay cool

river citrus
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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.

alpine meadow
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👍

valid tinsel
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Im a bad person so I'm going to ask. Whats the roadmap looking like on the system?

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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

dapper coral
valid tinsel
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ah nice!

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an actual github with a properly documented issues page?!

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wowza

simple nova
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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

alpine meadow
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Oh dang I didn't realize how early this was in dev. How have other people been running DS online?

rigid cypress
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Rules only came out 3 weeks ago! And they're chonky.

alpine meadow
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Oh, that's fair

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I've heard some folks are using Owlbear rodeo

simple nova
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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

alpine meadow
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I see I see. Makes sense.

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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

simple nova
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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

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Almost all data entry occurs in-world.

alpine meadow
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yeah I've never used git hub

river citrus
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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.

rain tendon
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If you have the time and want to mess around with it we definitely could use more people helping out

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I don't know jack about coding and I've still managed to assemble a bunch of monsters for the compendium

alpine meadow
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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.

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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

rain tendon
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in the draw-steel-dev thread

alpine meadow
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I have joined

steady vault
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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.

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I "built an adventure" in Foundry. Can I send the actual compendium folder as a zip file for someone else to check it out?

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(I realise this is more a how to use Foundry question, and not DS-specific; feel free to tell me off)

simple nova
night tusk
night tusk
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I have to admit I never used adventure compendiums. Maybe I should start doing that

steady vault
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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; }

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For anyone else who is crazy enough to bother with this.

short wadi
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Any data entry folks happen to know what the longest name of a single creature is?

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Hobgoblin Death Captain is the longest I found

night tusk
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Try the Giants? Or the Voiceless Talkers?

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Voiceless Talker Evolutionist
surely is longer than
Hobgoblin Death Captain

short wadi
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Yeah, seems about right. Thanls! Figure someone here might know when making room for displaying things lol

Voiceless Talker Graywarper
Voiceless Talker Evolutionist

steady vault
short wadi
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Not specifically foundry related!

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Doing PDF stuff and wanna see how much room I'd need, not accounting for auto-scaling font

steady vault
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So counting in points or pixels, is that what you mean?

short wadi
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Just total width, working in inches/mm

rigid cypress
steady vault
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Hence why I am not publishing this or releasing it in any public way.

rigid cypress
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Just wanted to make sure that was known 😊

steady vault
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It is purely for my own practical purpose; just wanted other people's input.

half grotto
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Mostly because I have the dumb idea of running it Friday with no prep

simple nova
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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

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My goal is for by 0.8.1 to cover the first echelon of characters and all the monsters used in the Delian Tomb

simple nova
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The level 1 Data Entry is really coming together

steady vault
river citrus
steady vault
#

I see. Is it a box that is meant to be checked once you’ve made your choice or is it automated?

soft token
#

It opens a separate window for configuring the advancement. While not fully configured, it shows a cog instead.

steady vault
#

Oh! Thanks for the clarification. Great, then!

short wadi
#

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

steady vault
# simple nova

Can I assume that the advancements without a choice are done automatically?

simple nova
lusty orchid
#

How difficult would it be to put homebrew stuff in the module?

simple nova
lusty orchid
#

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

simple nova
#

Kinda depends on what the homebrew is. Also, frankly, hard for me to judge

#

but the system contains documentation inside of it

river citrus
forest ridge
#

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

river citrus
#

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:

lusty orchid
#

oh thats not bad at all

river citrus
#

Yup!

ivory rivet
#

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.

simple nova
steady vault
#

Hopefully someone eventually makes a big DrawSteelHomebrew (with a witty name) module that can override that CONFIG object through updates.

ivory rivet
#

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.

short wadi
#

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

zinc glen
#

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

ivory rivet
#

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.

half grotto
ivory rivet
#

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.

simple nova
half grotto
ivory rivet
#

Let me take a look. I'll try installing DFred's convenient effects and see what happens.

simple nova
#

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

half grotto
ivory rivet
#

Thank you both. Even without the duration listed, it is still really convenient. The duration would just be icing on the cake.

simple nova
#

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

half grotto
simple nova
#

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

steady vault
#

What's your current plan for that? What do you imagine it will look like? What's the UX?

simple nova
#

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
steady vault
#

But the functionnality is already in?

half grotto
#

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

half grotto
#

I think I understand it now...boy do I wish I could apply a ring to more than one token at once

river citrus
#

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?

half grotto
#

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?

steady vault
half grotto
steady vault
#

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.

river citrus
#

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.

half grotto
#

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.

steady vault
#

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).

half grotto
#

Ah I got it. It's actually great UI, not sure why my eyes were drawn elsewhere.

steady vault
#

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.

simple nova
#

The arrow is relevant if they have some condition

river citrus
#

Also automates the Heroic Resource for players I believe?

simple nova
#

Yeah, although heroes are much less likely to end up in a group

steady vault
#

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.

simple nova
night tusk
simple nova
#

Running Road to Broadhurst as a one-shot

#

it's the summer so we do different one shots every Friday

night tusk
#

That sounds awesome. What other one-shots have you played/are you planning to play?

ivory rivet
wicked ruin
hazy agate
#

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?

zinc glen
#

0.8 should be out before end of week with a bunch of data built in

hazy agate
#

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

ivory rivet
#

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.

night tusk
river citrus
#

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.

amber zealot
#

Does the DS module have kits? I can't find them in that case

steady vault
#

It has kit abilities

amber zealot
#

Ah okay. So you have to manually add the bonuses?

steady vault
#

Basically, yeah.

amber zealot
#

Are race abilities anywhere?

steady vault
#

Nowhere yet. They will be included in 0.8 in some form (not certain how).

amber zealot
#

So where and how do you add them?

steady vault
#

The features are (currently) created manually and so are the abilities that some Acenstry features grant.

amber zealot
#

Okay so a lot of abilities I assume are just written into Features and hopefully remembered

steady vault
#

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).

amber zealot
#

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?

steady vault
amber zealot
#

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

ivory rivet
#

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.

amber zealot
#

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

steady vault
#

They can, but you must use system.stamina.max and system.speed.value (which is a static value in play mode).

amber zealot
#

I did, but nothing happened.. So I'm doing something wrong

#

I assume it should be a passive effect

steady vault
#

Is it on the actor sheet (effects tab) or only in the ability/feature?

amber zealot
#

It's in the effects tab

#

I might be stupid.. sec let me see haha

steady vault
#

I mean is it also here?

amber zealot
#

Yes

supple night
#

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.

steady vault
amber zealot
#

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?

steady vault
#

This one worked for me. It might be that the wiki is ahead of realease in its terminology.

amber zealot
#

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..

steady vault
steady vault
amber zealot
steady vault
#

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.

amber zealot
#

Yeah yeah, but right now it stays green for 1 extra square

steady vault
#

Oh! You sure have some weirdness...

amber zealot
#

Yeah.. But I guess it's a minute detail

steady vault
#

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.

amber zealot
#

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?

wispy dock
#

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.

amber zealot
amber zealot
wispy dock
amber zealot
#

😮

#

I do have v13, so somethings off

#

Any other DS modules? Because when I search for modules, Draw Steel gives 0 results

untold dust
#

Make sure you're looking at the right filter and not searching through your installed ones

#

Gotta click the install button first

amber zealot
short wadi
#

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.

amber zealot
#

Yeah I just installed the token action hud

short wadi
#

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

wispy dock
# amber zealot 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)

astral horizon
# short wadi You can have mine if you want

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

short wadi
#

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

astral horizon
#

'boutta have a fight with acrobat reader...

short wadi
#

I highly recommend PDF XChange

#

Adobe sucks

astral horizon
#

It really does

#

the best time to change was before but the second best time is now, brb

short wadi
#

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.

amber zealot
ivory rivet
#

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.

amber zealot
#

Well, clearly Token Action HUD Draw Steel is a module for DS

ivory rivet
#

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.

amber zealot
#

Nice, that's a good start!

#

Thank you

short wadi
#

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.

amber zealot
#

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

short wadi
#

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

amber zealot
#

That's fair. But what about damaging a target rather than a selected token?

simple nova
#

We will always prefer to operate from selection because that respects the foundry permission structure

amber zealot
#

I see, thank you!

swift flume
# amber zealot

Hey I made the module. It should be visible now as the maximum foundry version was set to 13.342

swift flume
#

If you find any bugs feel free adding an issue on GitHub.

ivory rivet
#

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.

  1. 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.
  2. 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.
swift flume
#

I’ll look into that but those sound as something the core module deals with

cold girder
#

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.

simple nova
#

Here's what the ability looks like in 0.8.0

cold girder
#

Okay, thanks!

#

If I update the module, will this work with existing NPCs, or will I need to recreate it?

simple nova
astral horizon
#

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/

buoyant parcel
hazy agate
#

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.

short wadi
#

But you can also used dynamic token rings and change the ring colour

hazy agate
#

Thank you this looks like exactly what I am looking for

river citrus
#

Ooh, Summoner play test PDF just hit my email. So many new friends!

rigid cypress
#

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)

simple nova
rigid cypress
#

Also that!!

#

Don't worry about it yet, you've got enough on your plate 😂

simple nova
#

e.g. last minute bug squishing

steady vault
simple nova
#

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

hazy agate
#

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!

amber zealot
#

The token flipping when moved to face the way it was just moved - how do I make it not do that?

hazy agate
#

tick that and it will not flip around 🙂

simple nova
#

lock artwork rotation also prevents ctrl + mousewheel

#

while the core setting shuts down all movement-based autorotation

amber zealot
#

Okay yeah I like players being able to ctrl + mousewheel flip. Sometimes my players fiddle with that, get "tilted" etc.

#

Thank you!

hazy agate
#

I'm having trouble getting the lancer initiative module to work. Is there an alternative someone could suggest?

short wadi
#

What would you need it for? The system handles that

half grotto
hazy agate
simple nova
#

Lancer initiative was only needed for the CSB implementation

#

We had functioning initiative in 0.6 even

slender flame
#

When will we know of the .8 update?

slim marsh
#

There was a fair bit of last-minute bug killing earlier today.

simple nova
#

Found some late breaking bugs that unfortunately will prevent a release today

half grotto
#

oof

astral horizon
#

Happy bugzappin' meanwhile!

half grotto
#

All work is progress!

ivory rivet
#

So things like conditions work fine on the Effects button panel, but all the abilities under the Action, Maneuver, etc. buttons are not editable.

swift flume
#

Ok I’ll check that out. Thanks

ivory rivet
#

Thank you!

#

If I can do anything to help, any testing or whatever, please let me know.

supple night
#

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.
simple nova
young tide
#

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.

night tusk
young tide
#

Nvm it was another module conflicting that I didn't need. Condition lab & triggler

#

this setting specifically

night tusk
young tide
#

Yea, disabled now and works alot better haha

whole hawk
#

Howdy drawing steelers

#

We hit 0.8 yet?

lofty copper
# whole hawk We hit 0.8 yet?

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"

rain tendon
#

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)

lofty copper
#

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

simple nova
#

I am reviewing the final bits and bobs for 0.8

#

Good and bad news about final QA pass is I am catching stuff

steady vault
#

Better to catch them now than later.

#

If 0.8 take another week or month (hopefully not), then so be it.

simple nova
#

but yeah little stuff like this

#

But I'm quite excited to share this stuff with everyone in the near future

whole hawk
#

Ah, I see
So that compendium Ashes made a while back is in the realm of redundancy now I suppose

simple nova
#

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

steady vault
#

Question: will the compendiums eventually contain loot rewards as well? Like those in the Heroes book, I mean.

rain tendon
#

There will be a treasures compendium

steady vault
#

That’s the term. Treasures. I forgot that for some reason.

rain tendon
#

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

astral horizon
#

Love a bit of QA

#

saves pain in the long run

simple nova
river citrus
#

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).

simple nova
#

Or two in the case of the conduit

soft token
#

Drag-drop of a subclass should be disallowed.

simple nova
#

Yeah we need to figure out what framework we want in 0.8.1 for homebrew/3p subclasses etc.

#

Same with perks

soft token
#

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.

simple nova
soft token
#

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

river citrus
#

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.

marble pewter
#

Just filed a bug report after I broke the combat tracker 😅 whoops

simple nova
#

Well this is why it's a release candidate

river citrus
#

I added to Katie's bug report

marble pewter
#

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...

river citrus
#

Added a bug for Kit Advancement shenanigans.

lofty copper
#

hmm, got this bug and my migration is hung at 80%

rain tendon
#

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

simple nova
simple nova
lofty copper
#

this is just on launch of the system

#

every time i load the world the migration is stuck at 80%

simple nova
lofty copper
#

wait no nevermind!

#

There are no other errors.

simple nova
lofty copper
simple nova
#

Very odd. game.items.get("ouT...")?

#

copy the id from the error

lofty copper
#

(error attached again for clarity)

simple nova
#

Fascinating

#

I'll see when I can go through this

scenic tartan
#

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.

lusty orchid
#

@simple nova This is supposed to be compatible with v13 right?

simple nova
#

You'll need to reinstall

scenic tartan
#

Will do, thanks.

simple nova
lusty orchid
#

its weird when I install it says its not compatible

scenic tartan
#

So says the almightly Github, V13

simple nova
#

The number after the period

lusty orchid
simple nova
#

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

supple lake
#

Is the Draw Steel Abilities module now obsolete with the system update?

simple nova
#

Not quite fully

#

But also it may be easier to make stuff fresh

#

Given all the post-packer updates

swift flume
# simple nova Fascinating

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.

half grotto
lofty copper
simple nova
#

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.

simple nova
#

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

simple nova
half grotto
#

Thank you to all of the contributors!! Upwards and onwards! mcdmheart

swift flume
lunar shell
#

ayyyy awesome!

ivory rivet
#

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.

simple nova
mossy willow
#

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

jovial nova
#

I'm getting the "80% applying migration for 0.80 V" as well

ivory rivet
#

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?

steady vault
simple nova
jovial nova
#

I took out the modules

#

Deactivated them all

ivory rivet
#

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?

ivory rivet
#

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.

half grotto
#

Advancements looking great so far! Would it be able to default a newly created Hero actor to have Caelian by default?

still smelt
#

Need a Sanity check quick - am I about to do a good thing or a bad thing?

river citrus
soft token
#

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.

still smelt
#

Did I see somewhere earlier, but is this normal?

simple nova
#

There's some module interaction interfering with the upgrade

#

I would like to see if people can narrow it down

simple nova
still smelt
simple nova
still smelt
still smelt
#

@simple nova Any other ideas perhaps on how to check for you?

ivory rivet
#

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.

steady vault
#

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.

soft token
#

Correct

ivory rivet
#

Thanks

still smelt
# ivory rivet

Oh, THAT console! - and here I thought it was something else 😅

half grotto
mossy willow
valid tinsel
#

Version 8 is good folks good work on getting so much in

steady vault
#

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.

simple nova
#

It's the type of improvement we can easily make in 0.8.1

simple nova
simple nova
simple nova
scenic tartan
#

@simple nova Thanks for fixing that Combat tracker disapearing bug with the full release of 0.8!

ember flower
#

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?

half grotto
steady vault
#

Same goes for Careers, Classes, etc.

still smelt
steady vault
half grotto
ember flower
half grotto
#

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.

half grotto
steady vault
#

You can also drag an existing ancestry onto the sheet and then change everything about it afterwards if you prefer

ember flower
#

There doesn't appear to be an Ancestry option.

steady vault
ember flower
#

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.

zinc glen
jovial nova
celest dock
ember flower
#

Is this what you are referring to?

celest dock
#

Yep! That popup tells you what item types have to be created inside a compendium.

ember flower
#

So, what document type do I pick? My guess is item, but better safe than sorry.

celest dock
#

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.

ember flower
#

Figured it out. Thank you.

ember flower
#

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.

simple nova
#

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

ember flower
#

Well, that's a bummer for now.

swift flume
night tusk
#

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?

night tusk
#

console says this

#

and this

#

I'll file a ticket 🎫

nocturne raft
#

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.

steady vault
nocturne raft
#

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.

steady vault
#

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.

steady vault
nocturne raft
#

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.

steady vault
#

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.

simple nova
simple nova
#

We'll squash a bunch with 0.8.1 + add new stuff that will also get community QA, just the nature of the beast

eager helm
#

is there an active effect or way to apply edges on a certain target?

#

mainly thinking for foil

simple nova
#

Not currently

eager helm
#

thx

valid tinsel
#

Okay so 8.1 when?

#

Lol

eager helm
#

u can check out the progress of milestones on the github page

valid tinsel
#

Im just bugging lol

#

8 is great though lots of good stuff in there so far

simple nova
#

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

short wadi
#

You deserve it!

dapper coral
#

Well earned given you seemed to crunch hard for .8

marsh edge
#

Working on a monster importer

ivory rivet
#

Very cool!

eager helm
#

woah this looks insanely useful!

marsh edge
#

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.

steady vault
marsh edge
zinc glen
steady vault
#

Acrobat makes some weird selection, but some others are worse. Okular, imo, is the most sensible.

zinc glen
#

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)

steady vault
#

Sadly yes but it’s also as close to universal as we can get.

zinc glen
#

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)

simple nova
#

This is why PDF converters simply cannot be relied upon without significant human work

ivory rivet
#

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.

sonic moth
#

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.

rain tendon
#

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

simple nova
#

I will also note that it only took me ~15 mins/char, including doing up the art, when I ran on Friday

rain tendon
#

it's very fast to recreate them with the current compendium

night tusk
simple nova
#

Road to Broadhurst is explicitly not part of the license

night tusk
#

the more you know

river citrus
#

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. 🤔

simple nova
#

Yes, explicitly confirmed, probably tied to the map usage

rain tendon
simple nova
#

But yeah, I strongly suspect the core issue is the maps, which means that the pregens might be fine

river citrus
#

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. ablobwhistle

#

Goodness, there's 33 versions of it and one is flowing with blood! hehe Called the "Let's take the other road" version heheh

night tusk
#

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

river citrus
#

I found it for sale on their website and roll20, so might not be.

night tusk
#

I forget that low quality versions are free, the high def ones typically are not

prisma canopy
#

(there are other repos for other formats if you for some reason would not like to import json)

ivory rivet
#

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.

simple nova
#

If someone wants to write the converter I'd be open to supporting it, but any conversions would need hand adjustment

prisma canopy
#

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)

marsh edge
supple cloud
#

AI art/LLM, etc in any capacity, positive or negative, is a banned topic of discussion on the server as per our community guidelines.

smoky patrol
supple cloud
#

(This also should give you a rough vibe of how the company/community in general approaches that content as a partial answer)

smoky patrol
#

I absolutely get that, but I was doing the work and figured I should at least ask

rapid crypt
#

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.

marsh edge
simple nova
steady vault
#

(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!

amber zealot
#

Is condition lab & triggler in any way compatible with DS?

eager helm
#

it is! i use it in my game

amber zealot
#

Great! Does Midi Quality of Life Improvements work?

eager helm
#

uhhhhh i dont use that module so i couldnt tell ya

#

but ill check once i get home tonight! what does it do?

amber zealot
#

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

eager helm
amber zealot
#

Yeah I'll see if QOL gives anything of value

#

how often does the DS system get updated approximately?

eager helm
manic hinge
amber zealot
#

Yeah midi qol doesn't even show up in my modules in DS, so that is indeed true

amber zealot
night tusk
night tusk
amber zealot
night tusk
#

TBF, the bug I am describing was back in Version -.6.2, so maybe the bad interaction has since been fixed accidentally?

amber zealot
#

What would you use condition lab & triggler for?

eager helm
#

just condition lab

amber zealot
#

What do you use it for?

eager helm
#

just making custom statuses

night tusk
#

Same

#

never Really got into the Tirggler side

amber zealot
#

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

eager helm
#

certain monsters (dragons come to mind) inflict unique statuses that arent listed there

amber zealot
#

Ah

lone minnow
#

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.

eager helm
#

i also like having some QoL statuses like different colored marks to represent misc effects

#

or stuff like mark/judgement

amber zealot
#

Okay yeah player abilities make a lot of sense

eager helm
#

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

amber zealot
#

Fair

#

I use unique tokens for every type of monster

eager helm
#

i also dont like the icons used for the statuses so being able to change them is nice

eager helm
amber zealot
#

That's true..

eager helm
#

if i have a minion status, i can apply that

#

same with captain

short wadi
#

I use dynamic ring colours for types of monsters (Minion, standard, leader, etc)

amber zealot
#

But aren't certain monsters minions and others not?

eager helm
#

yes, thats why its a status

amber zealot
#

I guess if you don't remember which type of monster is a minion and which isn't..

eager helm
#

so i can apply to some monsters and not others

eager helm
amber zealot
#

Fair point

lone minnow
short wadi
eager helm
#

thats cool

zinc glen
#

is there an easy way to bulk apply dynamic token ring colours?

short wadi
#

Probably gonna remake these, but i use these with token color marker to denote groups

lone minnow
# eager helm its more for the players than me

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!”

short wadi
#

Basically what my setup looks like

amber zealot
#

Nice

#

What's a good picture for minion tag?

night tusk
night tusk
amber zealot
#

Might've found my minion icon for the not-so-serious group

lone minnow
# night tusk my players really quickly understood that if there is a whole lot of monsters of...

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. 🤷‍♂️

night tusk
#

to be fair, the Spinecleaver being a minion instead of the brute horde archetype of Goblins is a travesty IMO

simple nova
eager helm
#

im aware, but like gloom dragon does the test roll damage thing that applies statuses

#

which isnt a power roll

amber zealot
#

Can you add a condition to multiple characters at once? Like the group 1 status, group 2 status etc

simple nova
amber zealot
#

The Kit option is gone in the Equpment tab - is there a reason for that?

ivory rivet
# amber zealot Can you add a condition to multiple characters at once? Like the group 1 status,...

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.

amber zealot
ivory rivet
#

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.

amber zealot
#

Totally. Quick right click on an ability and the popup tells it all

ivory rivet
amber zealot
#

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

ivory rivet
#

Maybe that is new in v0.8 since you pick kits through the class advancement process?

amber zealot
#

Where would the kit be put into the character sheet, though?

ivory rivet
#

One moment, grabbing a screenshot.

simple nova
#

You can also drag and drop the kit from a compendium

amber zealot
#

Oh nice, they're added in there.

simple nova
#

Yep, basically level 1 is fully covered

amber zealot
#

So it seems! Races, career, culture. So nice!

ivory rivet
#

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.

amber zealot
#

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

ivory rivet
#

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.

night tusk
night tusk
#

@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?

eager helm
#

i believe it counts the number of players in the user config?

half grotto
amber zealot
ivory rivet
#

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?

amber zealot
#

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?

river citrus
river citrus
simple nova
soft token
#

There are improvements planned, pending #369.

steady vault
soft token
#

Sure, but I don't think that's gonna be what we end up doing (see issue).

steady vault
#

I read the issue on GitHub and I’m sure I understand. (It might be too early in the morning for my brain 😅 ).

simple nova
tidal marsh
#

So, Wode Elf "Swift" ability has override speed, which doesnt play well with other speed boosts.

half grotto
tidal marsh
half grotto
#

Okay, good to know. Thank you!

rain tendon
#

If the override has a lower priority than the adds to speed does it work then?

tidal marsh
#

I dont see where, if any, kits speed buffs have priority.

simple nova
#

They don't, it's something we need to better handle in 0.8.1

steady vault
#

It should be upgrade instead of override, right?

#

Or does that break stuff like conditions that reduce your speed?

simple nova
#

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

half grotto
steady vault
#

It isn't a +2 to speed, it's your speed is now at least 7, for example.

half grotto
simple nova
#

yeah ancestry traits are specifically weird

slim marsh
#

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.

steady vault
#

Isn't that exactly how one should do that? Drag the feature/ability only?

slim marsh
#

Rivals have Rival Ancestries but I couldn't drag from the Hero ancestries.

night tusk
#

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

slim marsh
#

Well there goes the "easy" way. Guess that gets tagged on to the whole deal.

night tusk
#

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

rain tendon
#

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

simple nova
#

Sheet reworks are the type of thing well probably target for 1.0

rain tendon
#

For sure, and right now it's functional and ultimately that's more important

night tusk
eager helm
#

whats it lookin like the implementation for the "treat [characteristic] as X higher for the purposes of potencies" is or might be?

simple nova
slim marsh
#

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)

slim marsh
#

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.

still smelt
#

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)

simple nova
#

basically we calculated recovery value before adding in certain bonuses

simple nova
scarlet lantern
#

Is there any module or functionality to import Forge Steel character Data into foundry?

eager helm
#

no

simple nova
#

I'm sure over the coming months people will steadily improve converters

rapid crypt
brisk root
#

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?

amber zealot
#

It resets after you go to the next round

brisk root
#

Thank you , I appreciate it

ivory rivet
#

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.

old salmon
#

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)```
ember flower
#

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.

simple nova
#

or is that the current live build?

old salmon
#

To clarify: The Draw Steel ruleset isn't updating.

ember flower
#

I use forge for Foundry vtt, so whatever the version is there.

zinc glen
old salmon
#

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.

simple nova
simple nova
river citrus