#Foundry VTT System

1 messages · Page 12 of 1

simple nova
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Needs to be an active effect not an ability modifier

buoyant parcel
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Ahh, thank you!

acoustic nest
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For my first adventure I am running Delian Tomb. I was wondering if anybody as the pre generated characters for foundry already made? Maybe even the maps with walls? If not I better get to it! 🙂

simple nova
acoustic nest
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When you say : Drag and drop, do you mean create them (using drag and drop abilities/etc) - or is there a way to import characters?

simple nova
buoyant parcel
buoyant parcel
simple nova
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ah yeah currently no, it's on the TODO list

buoyant parcel
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Cool, no worries. Easy enough to manage/remember

simple nova
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There's a lot of little features like that missing which is why we're not in 1.0 land

buoyant parcel
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makes sense

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For the record, you've done awesome work. The system works for just about everything we want to do. Been running Delian Tomb for months now, and it's been nearly flawless

simple nova
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Yeah, making all the things in Delian Tomb work has been a priority

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the big missing thing that will still be missing in 0.10 is Followers

buoyant parcel
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That's fair. It's easy enough to manage by hand

acoustic nest
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How do you guys handle torches or other light sources?

fading wraith
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I haven't needed to since the game doesn't really track vision or light levels. Torch module for PCs + native light sources for things that don't move is how I would guess the easiest way to do it is?

eager helm
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my players can see the whole map at all times

acoustic nest
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Is there a way to do minions in Foundry?

eager helm
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yep

acoustic nest
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Thank you!

crimson olive
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sorry to ask here, do you have any idea where i should start looking if i want to contribute to the system itself?

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oh i found ⁨Contributing.MD

simple nova
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find the ⁨draw-steel-dev⁩ channel

visual oxide
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I'm experimenting a bit and trying to create a trap using Monk's Active Tile Triggers. Is there a way I can have a player get the popup to roll their Intuition characteristic. I.e. the popup where they can also select an applicable skill?

visual oxide
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Found it 🙂

sonic moth
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Is there a list somewhere of all of the DS foundry attributes and things that can be affected by an item? I’m trying to make an item that gives plus one to saving throws.

visual oxide
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actor.rollCharacteristic('intuition') did the trick

uneven patio
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anyone know how to create an aura around a Null character token when they use their Null Field? one of my players wants a visual indicator to help remind them that their aura is active but I can't figure out how to make an aura pop up when they use the ability. thanks!

eager helm
simple nova
simple nova
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Yeah

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Well, system.combat.save.bonus

lone vortex
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I'm trying to create Imbued Armor for one of my players and struggling to get the Stamina increase to apply - am I doing anything obviously
wrong here?

simple nova
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Don't use ability modifier for actor bonuses

lone vortex
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yeah, i've got it now, thank you

indigo apex
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would it be possible to import character shheets from forge steel? https://andyaiken.github.io/forgesteel

i know the character sheet can be exported from there as json...

steady vault
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There is an unofficial importer you can find on GitHub. But reasults may vary.

indigo apex
steady vault
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I do not. I know it exists, but I don't remember the actual name.

still smelt
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So, last game my players were reporting some issues where when they would use an ability, it would deplete ALL their heroic resource. Is this a problem anyone else has experienced?

simple nova
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I suspect it's some module-related issue because I've only seen sporadic issues with people saying they've had issues depleting their resources

still smelt
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Mmm, ok. Guess I'll have to go bug hunting then

half grotto
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Aside from The Delian Tomb--is there another adventure module that any fan has worked on yet?

I have a slurry of new players coming soon and I'd love to skip the busy work if something already exists.

rigid cypress
simple nova
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The Mad Cartographer put out a map pack for the Fall of Blackbottom maps

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but you'd have to adjust from the 5' squares

half grotto
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I thought I had a macro to change scenes and all lighting/walls from 5ft to 1sq back when I was running 4E in Foundry. I'll take a look

simple nova
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yeah it's doable just like, not automatic

acoustic nest
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Where do I see the amount of malice that I have? 🤔

eager helm
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bottom lefthand corner. right above player list

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or below? i forget

simple nova
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it's also on the NPC sheet

shrewd canopy
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Just my two cents (nobody asked, i know, lol), I'd much rather a combat tracker than a calendar. There's so many modules out there for calendar tracking already but there's only one combat carousel and we don't really have an alternative to that one for DS. Plus, all DS games use initiative (maybe not the alternative version, but point still stands), not all games use a calendar.

eager helm
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could someone inform me what a calendar is in this context?

simple nova
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For Draw Steel, this would help with Project progress; we could integrate daily calendar advancements with prompts for Followers to roll for progress

eager helm
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wasnt this about combat tho?

ornate jasper
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chaos is suggesting that he doesn't want support added for that module because it'd be incompatible with the calendar setup that he's more interested in (my read on it at least)

eager helm
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oh!

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i understand now

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i cant say im too enthused about a calendar tracker because i find day tracking boring and anciliary to the core DS experience

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but thats just me

steady vault
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Tracking how long the party has been going between adventures (i.e. how many respites they take) is useful.

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It just shouldn't get in the way during combat. Be collapsible or dynamically disappear on its own.

simple nova
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I think we'd definitely include some API to make sure it's easy to hide/show

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whoever implemented Combat Carousel compatibility would then be responsible for also calling that hide/show

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but by default the system would only use that top-center for a calendar

eager helm
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but chaos was talking about individual days for followers

simple nova
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At least RAW the individual days give project rolls

eager helm
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yeah i know

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but i also know a good variety of groups have alternate rulings for that or handwave it

simple nova
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Yeah, definitely a thing that will be default on but can be turned off

lone vortex
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not an urgent thing but it'd be quite nice to have a party sheet or widget showing every party member's skills and perks similar to the one in the pf2 system

simple nova
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Yeah a party sheet is on the TODO list

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Lower priority though than some other stuff, probably a post 1.0 task

patent gale
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Made my first ever module to do some custom token setup, and I'm pretty giddy about how it turned out! I'm using Health Estimates as well to have an extra visual indicator for the health stages. Thought I'd share where I landed. (top blue is recoveries left, mid purple is surges, bottom yellow is heroic resources)

eager helm
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how did u set that up?

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that looks so much cleaner than my set up

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i can never make it show the specific position of the bar when its indented in segments like that

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but honestly just having those resources in the sidebar would be incredibly useful

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oh im blind, you said its a module

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i would love to use it if you ever make it avaliable blob_thumbsup

patent gale
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The code is super rudimentary / scuffed - to the point there aren't even settings available 🤣, but I'm happy to share! I've since the video above also added:

  • temp HP bar that only shows up when token has temp HP (scales to max HP value; matches pf2e style temp hp bars)
  • show HP fraction on hover / HUD rendered (only on heroes, includes temp HP when applicable)

(please don't look too close at the code, it's so incredibly bad and just ripped together to have something. anyone is more than free to fork and edit to their hearts content.)
https://github.com/nelizzy/ds-token-override/releases/latest/download/module.json

eager helm
patent gale
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Or, if you mean the whole circle things in general, that's the entire reason I did the module.

eager helm
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yeah

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lol

patent gale
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Those are just hardcoded PIXI graphics attached to the token, updating whenever the token updates.

eager helm
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ah so not something i could apply myself

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just trying to set up the module now to test it out - how would one set this up?

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i apologize if im asking stupid questions

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im quite slow when it comes to this sorta thing

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ah ha! i got it, just had to disable bar brawl

patent gale
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ah! yeah, there's probably some interference between them, since they probably overwrite the same functions. it was very much not designed for general public use 🤣

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but on that note, it's 6am and i'm going to sleep for a bit before work. i hope it works for you! o7

eager helm
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this is actually way better than my bar brawl implementation

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thank you

still smelt
eager helm
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the only thing ill note is the text size is a bit big

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and theres no setting to change it

still smelt
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Excellent!

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ah, well, slight downside for now

patent gale
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🙏 I code for my terrible eyesight

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I'm banging my head against figuring out how to do module settings -- but hopefully eventually it'll be a little more configurable than it currently is.

eager helm
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take ur time

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i know u werent originally intending this to be shared

short wadi
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FWIW I find the little day/time tracker hand as a "this is the rough time of day" handy as a QOL thing. But a calendar implementation for downtime and such would be handy.

untold dust
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Anyone have any recommendations for a mod that can do the countdown timer for heroes picking who goes next in the round?

short wadi
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I think there's lots of timers on the module page. I believe Hurry Up! is popular.

But would a timer solve the issue you're having? tone_genuine

eager helm
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default turn orders solve this issue instantly, ime

simple nova
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If people are interested in helping out with the system, we've been doing a lot of feature updates and need some more data entry to catch up and implement them

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The biggest and latest update is 0.10 will include a new "Object" actor type, which means we can implement the DTOs from the Monster book

untold dust
patent gale
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@still smelt @eager helm (just wanted to let y'all both know i just pushed an update that should allow you to scale the size of text a little better, and it now actually scales with grid size 🤣)

eager helm
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nice

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much appreciated

eager helm
patent gale
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I've realized a devastating bug in which I didn't test for token sizes larger than 1 and it's breaking for them, but I shall endeavor to fix that this weekend 🤣

patent gale
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(I lied and stayed up to fix it. Update has been pushed. 🙏)

lone vortex
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So I've gotta ask - since Metamorphic Digital is developing the Foundry system, does that mean that you guys are eventually aiming to create premium draw steel modules for Foundry?

simple nova
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Nothing has been announced

eager helm
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unrelated to DS

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does anyone know of a way to link or attach two drawings together?

steady vault
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What do you mean?

eager helm
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lemme provide an example

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one sec

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these are like, 3 different things

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the text box, the grey square and the little red square

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i wanna just link em together so theyre connected

steady vault
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In any decent app, you can group them so they act as one. GIMP, PowerPoint or Word, Google Docs, Photoshop... But I assume you mean within Foundry directly. In which case, it is a bit of CSS wizardry.

eager helm
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so its not really doable with a module?

steady vault
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Maybe? But CSS is probably easier. Hold on.

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<img style="z-index: -1; transform: scaleX(-1); float: right" src="YourImage.png" width="225" height="210">

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The float is what you really care about, along with the z-index. z-index basically means what "depth" you want the image to have (so if your grey box is 0, the -1 and the red square would be +1). float lets you move the position of the image however you like.

eager helm
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idk coding so idk what im supposed to do with this xD

steady vault
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All of this is assuming you just want to use the image in a Foundry journal.

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In the journal, insert your image and then click on this icon </>
Find where there is something like <img src="YourImage.png">.

eager helm
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no this is a placable on the map

steady vault
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Oh, you mean a Tile?

eager helm
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i dont like using tiles cuz they arent as manipulatable as a drawing

steady vault
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For drawings, I'm pretty sure they just order as you place them. New ones on top of old ones.

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Maybe I am misunderstanding (clearly, I was) the question.

eager helm
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basically

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my image is a text box, and a red box on top of a grey box

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i want these three elements to be "linked" together

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so i can select the grey box and they'll all move together

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this also makes it easier for me to just copy paste this box and insert it on other elements of the map

steady vault
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As far as I'm aware, the only way to do that is select them all and move them. When multiple shapes are selected, they move together and can be pasted together.

eager helm
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unfortunate, but thanks for the info!

steady vault
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(sorry to everyone else for the unnecessary number of messages 😅 )

simple nova
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They're doing some sneaky drawing improvements for the next v14 dev build

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the new palette stuff is probably the thing that got me most excited about the Levels update

simple nova
shut glacier
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probably already said somewhere here, but enemies really should have basic maneuvers, i keep stealing from players sheets to add 🥲

simple nova
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We'll probably add them after some sheet improvements/overhauls

steady vault
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Someone (probably, definitely) already asked this, but I think I am too tired to be coherent. What should I do to make this effect.

Any damage-dealing weapon ability using this weapon gains a +1 rolled damage bonus
It's for the Heelcutter, from the Delian Tomb, for reference.

simple nova
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probably also tag to melee

haughty tundra
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Has the With Captain Features of minions been removed from the bestiary? I'm comparing an older version of the spinecleaver with a new one and the new one doesn't have the with captain feat

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Hmm I think I see why, it seems to have been added to the effects. Note that the spinecleaver source says its the goblin sniper

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With that note, is there a way to give an edge via active effects?

eager helm
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not currently

haughty tundra
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tyvm 🙂

haughty tundra
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Tyvm

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Are there any planned paid modules at this time? I would love an image module for the monsters

eager helm
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from mcdm?

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most of the monster art is from flee mortals

simple nova
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I did put this together

haughty tundra
eager helm
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theres modules to help but i highly doubt mcdm will make anything if that was ur implication when u asked about paid modules

haughty tundra
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Yeah I was hoping they would sponsor something. I've been slowly mapping images as I go but it would be a lot faster if they released something lol

eager helm
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and i dont see that changing anytime soon, personally

haughty tundra
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Is there a way of rerolling something using hero tokens? Currently I've been having players use the ability again but when it's something that uses resources it means they need to update their resources

simple nova
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0.10 will include hero token rerolls for tests

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Hero tokens RAW cannot be used to reroll ability rolls

eager helm
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yeah u can only use hero tokens on tests

idle glen
celest dock
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For now, yeah, but 0.10 will have an option for just one change to apply to each tier.

snow otter
small ingot
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Would be great if we could do that without running a python script, if there could be an online tool...

honest hearth
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It looks like the "bonuses/penalties" box doesn't accept non-numeric characters? Is there any way to add the 1d3 to power rolls from the Rivalry feature?

eager helm
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there isnt, unfortunately

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i just put a [[/r d3]] in the effect box then click it

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and put the result in the roll

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rivals are currently hard to implement

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u could also just take the average and give it a +2

simple nova
swift flume
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Hey bit of a dev question. Where does draw steel register “canvas”. I can’t seem to find it anywhere in draw-steel.mjs or else. Or is it done by default somewhere as the system doesn’t really change scenes?

small ingot
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Is there somewhere documentation of the system structure? For if I want to add an effect that changes a value of something.

celest dock
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Here's the wiki. There's a page for Active Effects.

small ingot
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Thank you. Roll data is pretty much what I wanted.

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What is the difference between save bonus and save threshold? Is the first only for situational uses?

celest dock
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Save bonus gets added to you d10 roll. Save threshold is the number you need to beat to successfully save

small ingot
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So wouldn't one make the other redundant?

steady vault
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The threshold is the target (total rolled). The bonus is a number to add to your roll.

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So no, not redundant.

celest dock
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They could also stack, so you could get a bonus to saves and also have a lower threshold.

simple nova
simple nova
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Hey folks we are getting very close to being done with the 0.10 release but would really appreciate some community data entry work to get the Dynamic Terrain Objects included and leverage some of the new active effect keys. Ping me if you want to help and I'll get you started

eager helm
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unrelated to this but is there any idea what will break with 0.10?

simple nova
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I don't think anything visible, the big change was we redid our chat messages but we have a migration and old stuff will still more or less work

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But it's hard to make guarantees for macros and modules

eager helm
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how do u mean re did chat messages

versed pollen
simple nova
simple nova
versed pollen
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i'm happy to give it a shot

simple nova
eager helm
simple nova
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Maybe a better example is the test + reroll

simple nova
eager helm
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i bet ill understand it more when its in my hands

simple nova
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It's also more obvious when you've got a big AOE

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before we would make multiple messages

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now it's one big message

slim marsh
eager helm
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pepehands

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ah well im sure there will be a work around

celest dock
slim marsh
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Same went with the Automated Animations bridge, Stevil authors both I believe.

simple nova
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Finally had a proper session zero for a long term campaign. One of my players is going to be a summoner ablob_sweat

steady vault
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My condolences and good luck

ionic valley
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Hey,

Im trying to implement Bloodbound Band from the Delian Tomb as a froundry treasure, using Bastion Belt as a template, since both give +stamina. However when I apply bastion belt to a character it gets the bonus, not with the belt.
I see the effect active under passive effects in both cases, but the stamina value doesnt change
Any ideas?

versed pollen
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I'm not certain but the problem might be you're building an ability modifier there

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Does it work if you make an activeeffect instead?

ionic valley
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it does, but weirdly it does not seem to appy it fully? a stamina.max should change a 6 to a 12, not an 8, right?

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or should it be system.stamina.bonuses.treasure ?

celest dock
celest dock
ionic valley
celest dock
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Do you wanna export the character as JSON and DM it to me and I can look at it and see whats up?

ionic valley
simple nova
ionic valley
simple nova
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I actually might as well highlight this

v0.10 pre release is now available

The next version of Draw Steel for Foundry is now available as a pre-release. You will have to uninstall the system and manually install from the releases page. This will not immediately affect the data in your worlds, but once you open your world there is a migration. As usual, we recommend making a backup whenever there's a major system update. The update will be available through normal channels sometime next week.

balmy nova
shrewd canopy
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I don't know if this exists already but it might be nice to have someone do videos showing off the different version features, or even someone showing off the core features. I know videos generally exist but I mean like a sort of guide, I feel like I'm constantly figuring out or learning new things about the Draw Steel system module.

And as a second thing, is there a way as a Director to show the forced movement that is happening to tokens? Do I have to just move them around and narrate or can someone think of a module I can use for this? I don't know if this makes sense. What seems to happen in my game, for example, is someone pushes a minion into another minion, I kind of just narrate it but in the foundry vtt I don't really do anything with the tokens to "show" that the forced movement happens.

simple nova
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We don't have any meaningful features for forced movement yet

eager helm
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yeah just move it

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anything fancier sounds like a job for the codex

balmy nova
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At this point, updates seem to be more "busywork" than features.
Most of entries in the 0.10 notes had me "ok this can be cool, but is it used anywhere?" Which is good, a solid base and API features are what keep things alive, but it's a stretch to try and make a demo of every little backend feature

shrewd canopy
shrewd canopy
shut glacier
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Can we support DLC content in foundry? (like beastheart and summoner)

eager helm
shut glacier
soft token
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The system can definitely support the classes mechanically, and it will eventually.

shut glacier
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thats a bummer

eager helm
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or smth like that

snow otter
slim marsh
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No worries, it’s just something I saw different in the prerelease they have up. Thanks for the great mods!

crimson olive
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Hey is mark being broken usually like this? We installed draw steel plus recently, but it's been like that beforehand.

simple nova
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0.10 will have some fixes for these various long enrichers

crimson olive
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Ahhhh. Ok thank you

zenith wadi
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Anyone got recommendations for modules to handle transformations, such as using the Stormwight Fury's stuff or Green elementalist animal forms?

simple nova
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Honestly macros that are like five lines are probably enough for now

simple nova
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Just adjusting the token image and the like

zenith wadi
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Idk how to do any of that. But thanks anyway

simple nova
small ingot
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How can I hide the names of creatures in the combat tracker? I know how to do it in Pathfinder.

stone path
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I'm trying to make a magic item (foesense lenses) that increases the damage output of all psionic abilities by 1. I've tried making an active effect and ability modifier with a filter for psionic but not having any luck. Is this not yet posible with the current version? If needed players can add it manually to each relevant power roll but I'm hoping to have it automated.

steady vault
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Should be possible with an ability modifier. The actual modifier should be something like damage.tier1.value | ADD | 1
Source: #1342298358664138805 message

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(do that for every tier)

stone path
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I tried that but it seems to add +1 to every type of attack regardless of whether its psionic even if I am using psionic keyword as a filter.

steady vault
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There might be a bug where the filter does not work. Might want to check the github and file a ticket if there isn't one already

stone path
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Will do thanks!

simple nova
stone path
winter gorge
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Has anyone had this issue before? Certain ability chat cards are getting truncated

balmy nova
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What do you folks do for multilevel maps?
I've been using the levels module for a bit, but it's extra confusing for players when they can see monsters on the floor above and not the ceiling they are standing on.
I've thought of moving to Multilevel Tokens, but then throwing people off cliffs becomes a problem in itself...

viral mirage
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Used levels before now am just waiting for fvtt v14 stable which has native support

balmy nova
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can't wait tbh, but I also can't make my fury wait to throw things around 😅

wispy dock
simple nova
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Yeah, it's the same issue and has a fix in 0.10

simple nova
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Version 0.10.0 is Now Available

If you installed the pre-release you will need to uninstall the system and then reinstall to receive the updates.

Highlights

  • New "Draw Steel Journal Entry" brings MCDM styles to the system, including a new TOC-style view of the system journals
  • Leveled Treasures added to compendium
  • New /test enricher and general test improvements, including requesting tests and full implementation of reactive test abilities
  • The Conduit domain choices and their associated feature/abilities are now handled correctly
  • New "Object" actor type handles dynamic terrain objects as well as mundane objects you might find in adventures like the wagon in Road to Broadhurst.

Full Notes: https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/release-0.10.0

wispy dock
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Very excited for the journal improvements while I work on creating personal compendiums of the adventures 👀 The new chat cards are very nice as well.

simple nova
wispy dock
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Will do! I'm using Draw Steel to try and get more advanced with my Foundry knowledge, so I'll definitely dive into the ToC at minimum

simple nova
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We did prioritize a "TOC Configuration" app, I started with the D&D ToC setup and then made a bunch of fixes where their design felt outdated

steady vault
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While I'm always on dark mode, have you guys tried the new journal styling in light mode as well?

simple nova
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Yep

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Probably should include a screenshot of light mode in the release notes

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@soft token actually walked away saying he preferred reading long text in the light mode version

steady vault
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I often do the same.

simple nova
steady vault
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Weidly, I prefer writing in dark mode, but reading in light mode. ¯(°_o)/¯

simple nova
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Eye strain is a funny thing

uneven portal
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Is there a way to play a Summoner other than coding the entire class myself?

simple nova
uneven portal
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Thanks

wispy dock
zenith wadi
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Did retainers make it to this release? Or at least a way to run them?

soft token
simple nova
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They're on the increasingly short short list

ivory rivet
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Does anyone know if Draw Steel Quick Strike is compatible with the new v0.10 system? I think I saw some messages a few days ago that it wasn't working with the pre-release, but I might have misunderstood it.

eager helm
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theres a prerelease version

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should be in the #1448382845692416000 channel

slim marsh
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I did have issues before the new pre-release build of Quick Strike. Yet now it and the automated animations are working.

simple nova
idle glen
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Chaos, Thank goodness you have people at your table wanting to play a summoner. I've told my necromancer buddy he has to stay an Elementalist for the time being

lone vortex
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congratulations on the v 0.10 release and many thanks for all the work you guys have put in!

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If this is the appropriate place for feature suggestions, it'd be cool if the enrichers could be used in ability blocks as well as journals - for example, the Ogre Juggernaut's ability Pitchfork Catapult has an additional effect upon spending Malice that causes every target with M < 1 to become bleeding, but if I put [[potency M 1]] into the Spend Effect section of the ability's statblock, it just appears as written rather than turning into a nicely formatted M < 1.

simple nova
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It just needs to be turned into another rich HTML field

quiet barn
molten oriole
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Can someone tell me how this is supposed to be used?

prime shoal
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Having actually tested the Blade of the Luxurious Fop from the compendium, the bonus still doesn't seem to work x-x

simple nova
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Could you file an issue on the repository

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It should be an Ability Modifier

simple nova
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But it allows someone to hide a feature or ability from display

prime shoal
simple nova
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That's actuallywhy it's a separate subtype

prime shoal
#

Thank you!

molten oriole
# simple nova It's only a programmatic thing, there's no UI input

Ok, thanks. I thought I could utilize this for the level 1 and 2 conduit where you have to pair features and skills for the domains.
For three subclasses those features are abilities and my workaround was to put a feature in the middle (that then gives out the skill and the ability). Would have been nice to make those features invisible after as they are not really needed (and you can't delete them without removing the skill and ability as well).

#

But all in all a very nice update. Spent the afternoon/evening yesterday to check for all the possible texts to make more pretty with the new enrichers and implemented tests for various monsters I am using..

simple nova
#

That was a separate set of updates we made, a bunch of stuff got moved off the subclasses into the main class and then we added some logic to gate feature and ability choices by your subclasses

simple nova
molten oriole
#

Just checked how you did it in the system compendium and it seems you had the same ideas as I did with the tools available.
It's just that I had all the content finished before it was done by your team and now I like my icons for all the features better. 😅
Plus, I like to have control over the content without worry that in some update the stuff I changed (or just did it in a way that I found more convenient) is overwritten. But it is amazing that you implement all the options for those that do not want to put in the work. For free, might I add.

simple nova
#

Yeah our data entry volunteers are a huge part of the system's success

#

The Update from Compendium option on NPCs won't touch the item img or name, just the system data btw

molten oriole
#

As I did all my monsters etc myself as well, those would update from my own compendium anyway, I would assume. 🤔

simple nova
#

Yeah

molten oriole
#

Keep up the good work.
I am looking forward to templates in v14 and maybe some enhancements in regards of handling the summoner.
An option to enter free text for ability ranges ("Summoner Range") would already be nice.
As would be more type tags (or free text) for NPCs to have all the subtypes (Fire, Wode Elf, Human and what not).

simple nova
#

Yeah, were probably just going to pull the trigger and add em soon

#

My thought on the Summoner Range is I'd rather turn the range field into a formula

#

So it would just be 5 + @R

#

All of the abilities with weird ranges just get Special anyways

molten oriole
simple nova
shut glacier
#

how can i know attribute keys to create effects?

#

i want for max stamina for now

celest dock
shut glacier
#

thank you

simple nova
#

It's also in the system documentation

haughty tundra
#

I may be mistaken but I thought that I read in the notes there was a way of rerolling using Hero tokens in the newest release, am I mistaken?

ivory rivet
#

I think that is only for Tests, not Ability rolls.

#

Yes, just tested it and I get the reroll button on skill tests.

#

Not directly related, but I just remembered and tested it too: For ability rolls you can click the three-dot menu in the top right corner above the damage total, you can alter the damage type or add a modifier (number or die formula) to the damage.

#

Is there any plan to add an option to that menu to let you change the tier result of the roll? That is something I'd find very useful.

haughty tundra
#

Ah whoops, I hadn't realized it was only for tests. Ty

simple nova
simple nova
#

Some of my players reported they didn't know why their heroic resources went down unexpectedly, and I think the root cause is that clicking an ability then cancelling the power roll dialog still deducts the heroic resources. We generally need to overhaul the use-ability flow and it's something we'll address then.

#

Also, has anyone ever had issues where tokens & combatants were acting more interdependent than they should be? Especially with minion squads? Had some very odd behavior in my session tonight but am having trouble replicating it, I suspect it had something to do with using foundry's ctrl c ctrl v

steady vault
versed pollen
# simple nova Some of my players reported they didn't know why their heroic resources went dow...

this was probably the biggest issue I had - there's a lot of automation on heroic resources but it's silent

that's a very tidy way to do things if the system handles resources so completely that the GM never has to think about them

but with a VTT the GM inevitably will at some point - there are abilities that aren't (and sometimes can't be) perfectly automated, there are player mistakes, the reality of using a VTT is sometimes the GM or the player has to step in to do something themselves. And as soon as the user and the automation have to work together, the user needs to know what the automation is doing

The other foundry system I've played (the pathfinder one) handled this in a fairly blunt but imo very practical way: it would post changes (from any source) to HP bars to the chat as these little one line messages (they also had a handy Undo button on them.) It seemed messy to me at the time, but after playing without them I realised just how valuable they were. My first session in draw steel had me constantly having to double check with players they actually applied their damage, and we had the exact same problems with not knowing what HR is doing. the secondadventure I ran had a chronopath with Again, which was really awkward with malice

i can't really overstate how useful being able to see when the automation does stuff is in practice

simple nova
#

Yeah, in general our ability workflow is getting a B- and I'd really like it move it up to an A

simple nova
#

But if anyone has reproduction steps for token copy paste errors I'd be very grateful

celest dock
#

What's happened when you do it? I'll try messing around today to see if I can reproduce too

simple nova
crimson olive
#

wait-

#

was it copying the entire datastructure and editing all them

#

like when a token is linked to the actor sheet and you have two on the table

ivory rivet
#

Regarding exposing automation into the chat log, the one that keeps troubling my players is that monster free strikes don't get displayed in the chat log. Unless they are looking for it at the moment I use the button, they don't notice the damage being applied on the token. I'm a big fan of always sending to chat something for every automation, or at least have a setting to turn that on or off.

simple nova
simple nova
#

The other issue is chat message update permissions; if a monster makes an attack it's not easy for players to update the message to show they took the damage, we'd either need sockets or to make new messages

wispy dock
#

Is there a way to add this style of laser line to the bottom of a table in a Journal? I see the table.compact element with strong tags in the wiki but that adds the gold laser lines to the top.

Still learning a lot with journal stuff, so just making sure I'm not missing something with the current system.

simple nova
steady vault
wispy dock
versed pollen
simple nova
#

We'll definitely have a setting to adjust

steady vault
#

Okay, I just finished trying out all the new journal entry pages and styling and I gotta say it puts any previous attempt to shame. Shame on me. Great job all of you!

That being said, however, there is a tiny thing I noticed that is really down to how Foundry displays embeds: the provided example

    <h5>@UUID[Compendium.draw-steel.abilities.Item.ufMtQ8Vjk69ZaB6E]{Halt Miscreant!}</h5>
    <p>@Embed[Compendium.draw-steel.abilities.Item.ufMtQ8Vjk69ZaB6E includeName=false]</p>
</div>```
shows that the embed (the name of the ability) will display too close (IMO) to the previous paragraph. I would simply put a `<br>` before it, but it could also be baked into the `div` class that it has a little more breathing room above it.
wispy dock
#

Also just finished creating the journals for Dark Heart of the Wood using all the fancy new stuff. Very new to a lot of the html stuff, but the wiki was great and result is awesome. I'll have to go back and add breaks above the div class as mentioned above; I also noticed it looked a little tight for spacing.

Also really love that I can now just create basically a list of entries into a Power Roll Tier Outcomes journal and mix embedding + resultSource to make something that reads really nicely for the various tests/group tests.

simple nova
#

Yep that was the goal 🙂

simple nova
steady vault
#

I would be tempted to set it as a fraction of em, just so it scales better.

simple nova
#

yeah sure

steady vault
#

But I don't remember if margin accepts em...

simple nova
#

it does

whole hawk
#

hoo boy i have not been in Here in a good while

think i'm gonna have to relearn everything from scratch

#

probably best so i don't confuse old info with new anyway

steady vault
#

If you read the wiki, you should be up to speed.

whole hawk
#

there's a wiki blob_dizzy

#

is it pinned

steady vault
#

It is on the GitHub page > Wiki

whole hawk
#

errr
oh

#

i only have up to v0.7.3 but i probably need to update foundry

steady vault
#

Yep. Foundry v13 only (until v14 happens)

simple nova
#

We'll probably squeeze in one more patch, 0.11, before v14

unreal minnow
#

Hey guys, there were a lot of monsters in the Foundry Draw Steel, but now for Tomb Raider Layer 2, Spindlegoth etc. are missing. Is this due to legal reasons or because they simply haven't been built yet?

simple nova
#

It's expected that in the future the license will be expanded to cover various adventure monsters, but so far it hasn't happened yet

unreal minnow
#

thx

simple nova
#

We're getting very close to content-complete for the core books; we need data entry volunteers for

  • Dynamic Terrain Objects
  • Artifacts
  • Updates to existing material to implement the latest features

Some stuff is still blocked

  • Retainers (will be available in 0.11)
  • Imbues (will be available in v14)
eager helm
#

theres still no imbuement treasures, right?

#

or am i missing something

versed pollen
#

I think it's everything that depends on active effects is on hold until foundry v14 comes out because that's overhauling how it works
so any work before then would be wasted

eager helm
#

its reliant on active effects?

#

how?

simple nova
eager helm
#

i see

simple nova
#

We're not totally blocked on AE stuff (see all the new features in v0.10), but there are limitations

#

By contrast, we're stone cold not touching measured templates since there's a complete overhaul in v14

lofty copper
#

How do i best implement retainers?

#

I assume as NPCs for now?

eager helm
#

what i did was make a hero then adjust the recoveries that their class gives em

#

then just make custom abilities for their signatures and such

simple nova
#

Retainers are on the docket for 0.11, but yeah they're kinda messy rn

lofty copper
#

I'll go for an NPC roughly for now

eager helm
#

if u use bar brawl u can set up a makeshift recoveries bar for them

#

just to track how many recoveries they got

tepid grove
#

I saw there's new keys for keep highest 2 for dice rolls, but I only see them specifically for a characteristic roll. Is there a way to make it work for Blessing of Fate and Destiny?

tepid grove
#

Also, is it system.characteristics.might.dice.mode or system.characteristics.m.dice.mode?

#

I used "m" and it just broke the sheet completely lol

#

but "might" doesn't seem to work (doesn't break the sheet)

#

oh nevermind, it defaults to keep highest

#

whoops

ivory rivet
#

I am watching a YouTube video about Foundry journal features, and they're covering how to embed another content item, a cool feature I didn't know about. It doesn't work for DS actors though. Is that a bug or design decision? I think in an ideal world it would embed content similar to how a monster stat block looks in the Monster book or the Delian Tomb encounter pdf, but I don't know how feasible that would be to implement. It would be sweet to be able to have dynamically built and self-updating encounter journals like in the DT without needing to do double-entry or having the journal out of sync from the actor.

steady vault
#

Sauce?

ivory rivet
#

Whether it's providing stunning handouts to your players, running all of the checks and rolls for a trap right from its description, or just keeping your notes organized, Journal Entries in Foundry Virtual Tabletop are an invaluable tool for any GM, but there can be a lot of features that are easy to miss. Today we're going through everything yo...

▶ Play video
#

It has bookmarks, but the section on embedding docs is about 24 minutes in.

#

They're using D&D as the system in their sample world, and it seems to bring in some sections of a character sheet from the actor, but they haven't said much about how which portions of the sheet get displayed. I assume that is a system decision, but don't know that for sure.

uneven patio
#

is there an official way to report bugs? i just noticed that the Dwarf Stone Whisperer is missing the slide effect on their signature ability

ivory rivet
wispy dock
simple nova
eager helm
#

is the auto-application of winded at 50% stamina hard coded into the system?

simple nova
#

yeah, what's up?

eager helm
#

just trying to figure out triggler

#

if its hard coded in the system no biggie

simple nova
#

yeah it's in BaseActorModel#_onUpdate

  _onUpdate(changed, options, userId) {
    super._onUpdate(changed, options, userId);

    if ((game.userId === userId) && changed.system?.stamina) this.updateStaminaEffects();
#

  /**
   * Update the stamina effects based on updated stamina values.
   */
  async updateStaminaEffects() {
    for (const [key, value] of Object.entries(ds.CONST.staminaEffects)) {
      let threshold = (Number.isNumeric(value.threshold)) ? value.threshold : foundry.utils.getProperty(this.parent, value.threshold);
      threshold = Number(threshold);

      const active = Number.isNumeric(threshold) && (this.stamina.value <= threshold);
      await this.parent.toggleStatusEffect(key, { active });
    }
  }

honest hearth
#

Is there any way to have damage apply to targeted tokens instead of selected tokens? My selected tokens are the ones actually doing the attacking, and it messes me up every single time where I do a power roll and then apply the damage to the attacker 😭

eager helm
#

are u using quick strike?

#

#1448382845692416000

honest hearth
#

No, but looking at it I also really don't want to be... it seems to do a lot that I do not personally want.

eager helm
#

thats fair

#

the system doesnt natively support this

#

its been asked in the past, fwiw

ivory rivet
# honest hearth No, but looking at it I also really don't want to be... it seems to do a lot tha...

Just to clarify, Stevil has several modules in his channel that do different things, but I believe that Quick Strike only really does one thing: damage a targeted token instead of a selected one (and includes a button in the chat message to undo it). The other modules listed in the channel that finaljas90 linked to are all independent and can be skipped if you aren't interested in them. I may be misunderstanding what you are looking for though...

simple nova
honest hearth
zinc glen
#

it's usually easiest for the owner of the target to apply the damage

#

(because it avoid permission issues with players trying to modify gm tokens and the like)

ivory rivet
#

The Draw Steel system module applies damage to the selected token, so the Director might roll the monster attack, and the player then uses the button to apply it if they were the target. And when a player is acting, they roll the action and the Director uses the apply button to record the damage on the monster token. That's the default because of how permissions of ownership work. The quick strike module lets anyone (player or director) apply damage to a targeted token without needing ownership. So the Director can select a mob and target a player, use the action, and apply the damage to the target. And the player can select themself, target a monster, and apply the damage themself.

#

My table has only used Quick Strike for one or two sessions so far. My initial impression is that it steamlines communication a little bit since the players do not need to make sure I'm selecting the right monster that they meant to attack, and I do the mob's damage to the players without waiting for them to apply it. But other than that, it's the same amount of "work" either way, it just alters who is doing which step. So the question is just which workflow is easiest for your table to learn, basically a matter of preference.

simple nova
humble thistle
#

If I wanted to make a Summoner in Foundry right now, how would I go about implementing it?
I saw there were a few macros for Summoner Actions but I'm not sure how to build the entire character

simple nova
#
  1. Make a personal compendium (from the setup screen)
  2. Make an item compendium for the class + its features + its abilities
  3. Make an actor compendium for the summons
wind kite
wind kite
ivory rivet
#

I have a question about a module interaction with the Draw Steel system. I believe the fix will need to be in the other module, but I'm wondering if anyone here can provide some info about what to ask the other module developer.
My table and I use the PopOut! module to have actor sheets open in another window. This works fine with Draw Steel, but there are some visual elements like the tier result icons, and the range and target icons, do not show up in the popped out window. Examples of the normal actor sheet and the same sheet when popped out are in the first two pictures.

#

I've looked at the CSS and the popped out window has the same CSS definitions for those elements as the normal sheet, so it seems like the CSS is okay. Next I searched through the normal sheet's source code for the string "Draw Steel Glyphs", and it found 20 instance in 6 files (see the 3rd picture for a list). When I do the same search for the popped out window, it only finds 18 instances in 4 files. The two files that are "missing" in the source of the popped out window are draw-steel.mjs (both in the base directory and the 0.10.1 subdirectory), which have the following code snippet:
"Draw Steel Glyphs": { editor: false, fonts: [ { urls: [systemPath("assets/fonts/DrawSteelGlyphs-Regular.otf")] }, ], },

I recognize that no one working on the Draw Steel system has any responsibility for what PopOut! does, but with your general understanding of how Foundry modules work, and Draw Steel works, do you have any guidance for what I should put into a feature request with the PopOut! developer? Is it just that we need to assign the url for the fonts? If so, would best practice be for them to add a "if system=DS then urls= blah" code block to their module, or is there a better way to handle it in the Foundry environment?

#

Alternatively, could the path to the font be included in the CSS files instead of or in addition to the draw-steel.mjs file?

#

I just used the developer tools to insert this code at the top of draw-steel-system.css and it seems to fix the display of the glyphs in the popout window.
'@font-face {
font-family: "Draw Steel Glyphs";
src: url("../assets/fonts/DrawSteelGlyphs-Regular.otf") format("opentype");
}
'
Is that something you would be willing to add to your css, or would that cause other issues elsewhere?

simple nova
#

Furthermore, if Popout isn't supporting a core API (registering fonts) then that's very much a module level problem rather than system

ivory rivet
#

Thanks, ChaosOS. I appreciate the info. I didn't know v14 was going to be handling detached windows, that is good to hear - one less module to worry about! If it wasn't, then I'd put in a feature /bug request to Popout asking them to support the registered fonts.
In the meantime, in case anyone else is in the same situation, I just found a workaround using the Custom CSS module and adding a world css entry for the font face. That will get us through until v14.

simple nova
#

Probably worth filing just so they at least know

sly hinge
#

has this system gotten any notable updates in the past 3 months or so? i finished a game around november but will run a 1 shot in a few days

steady vault
#

Boy, has there ever!

#

Pinned is the last update, 0.10, and its patch notes.

#

(actually, the latest realease is 0.10.1, I believe; it fixes some bugs from 0.10.0)

sly hinge
#

shit i need to update the software

#

idk how to update foundry on my VM

steady vault
#

A VM on your machine or remote service?

sly hinge
#

remote service

#

i think there was a guide for updating on the linux installation guide

#

i'll have to check later

simple nova
simple nova
sly hinge
#

good to know

eager helm
#

is there a place to denote or track PP from a career?

simple nova
haughty tundra
#

Is the functionality for the status conditions that end of turn or on a save to go in to the inactive effects instead of fully removed intended? The reason I ask is this keesp the red around the button and t token assign status conditions in bold, meaning to apply it again through those effects I need to click it twice instead of once

eager helm
#

i see that u can spend career points but idk where those career points can be seen

simple nova
eager helm
haughty tundra
# simple nova it's intentional it's only a disable

Is there any possibility in the future that if the conditions are inactive the buttons and token assign status conditions treat them as off, so that if they get clicked it activates the condition instead of removing it?

simple nova
#

Yeah, could you file a 🎫 for that

haughty tundra
#

absolutely, was in the middle of filing a ticket as I thought it was a bug but then I thought maybe it was intentional

#

and also just following up on finalijas90's comment, I also struggle to find the career points. The only place I've seen them is on the career sheet, not the actual actor sheet.

patent gale
#

Chaos, were you the one running for or playing a summoner? 👀 Curious how that's felt in Foundry.

simple nova
#

I am the director. The macros help a lot

balmy nova
#

I need to check those summoner macros, one of my players is a void elementalist and I've been spawning portals as actors for "There Is No Space Between"

simple nova
#

Most of the macro is about managing all the other parts

balmy nova
#

I found and touched up this macro to spawn an actor, but it's probably a horrible mess

const {x, y} = canvas.mousePosition;
const monsterName = "Portal";
const creatureData = await game.actors.find(i=> i.name === monsterName);
if(!creatureData) return ui.notifications.error(`Unable to locate ${monsterName}. Check your actor directory`);
const creatureTokenData = await creatureData.getTokenDocument();
const mapPosition = canvas.grid.getSnappedPosition(x,y);
const creatureUpdate = await creatureData.getTokenDocument(mapPosition);
await canvas.scene.createEmbeddedDocuments("Token", [creatureUpdate.toObject()]);```
steady vault
balmy nova
#

mainly to spawn a cool portal with effects

steady vault
#

Oh, that's sick

balmy nova
#

tried to do it with tiles, but couldn't make it properly

#

and I thought about regions + auto teleports, but they can open one extra portal at the beginning of the round! wouldn't have any idea how to properly set up a popup message to choose the target portal

steady vault
#

A custom script would probably be needed. I am not smart enough to tell you what it could look like.

balmy nova
#

yeah, a custom script, some way of identifying each portal with a visual, and a second choice for the unoccupied space of their choice adjacent to the other portal.

#

so way too much work compared to "where do you move? ok, remember your real pending movement"

simple nova
#
const monsterName = "Portal";
const monster = await game.actors.getName(monsterName);
const notif = ui.notifications.info(`Placing ${monsterName}`)
await canvas.tokens.performTokenPlacement(monster)
notif.remove()
#

basically

  • performTokenPlacement wraps up all of the nastiness of having to spawn a token
  • getName is a much more eloquent version of that find
balmy nova
#

oh, and it lets me place it afterwards! That's amazing, I always had to move it bc it chose the wrong square

simple nova
#

Yeah, we still have a lot of infrastructure to build for summoning, but as an API method it's a rock-solid way to cover any kind of token placement the system needs

#

it was also a lot easier to slide it in when it's macro-only and I don't have to worry about the UI of "how to do you know what to place"

#

the macro author is in charge of that

leaden sapphire
#

Is there a way I can add a "Judged" condition? I've been using "Targetted" for my player's conduit to better track who he has judged?

flint reef
#

That's exactly what I've been doing as well.

simple nova
flint reef
#

Oh sick I'll look into it

#

Actually while I'm here, do status effects have their end type programmed in? Like EoT or Save? I know I can manually put this in on the little drop down menu but I don't think I checked if it works but applying it from the attacks

steady vault
#

If it comes from an ability effect (from a Power Roll), it has a duration.

simple nova
#

Yeah all that is doable

flint reef
#

I think I just make it harder on myself a lot of the time and manually put things in when I don't need to

simple nova
#

Yeah a lot of the effect stuff is now in the system from an overall architecture POV but there's still a lot of data entry work needed

leaden sapphire
#

Is this a good place to ask for feature request? I have one around the initiative system.

eager helm
#

u can put tickets in the github page

#

fwiw i find the turn system works pretty well

leaden sapphire
#

Agreed… it works well… just have a possible idea that might improve upon it but I’ll put it into the GitHub

simple nova
#

Yeah, to be perfectly blunt a feature request that's made here but not written up on the GitHub is something I'm going to forget about in 24 hours

leaden sapphire
#

That's what I figured but doesn't hurt to ask

simple nova
#

While it's not going to be in the next few patches, I do hope by the end of the year I can get around to building some UI for negotiations and montage tests

ivory rivet
#

In the meantime, a negotiations UI was just added to Draw Steel Plus - like, literally just - maybe an hour ago... 🙂 I just upgraded and saw it, haven't used it yet obviously.

balmy sentinel
ivory rivet
#

On a first look, it seems quite usable. I appreciated the option for custom motivations. I want to see what it looks like on the player screen when my wife logs in tomorrow.

ivory rivet
#

Very cool! I'd missed that motivations could be shown when discovered. I like it a lot, will definitely be using it.

tepid grove
#

I know v14 is on the near horizon -- are there plans to support v13 for a little longer (dual compatibility)? Mainly because its tough to move to a new version for GMs who play multiple systems and use a lot of modules...

#

Already have a strong feeling that Theatre is gonna break 🫠 so I'll likely have to commission someone to help put fixes in lmao

simple nova
pliant gale
#

Hi! I have draw steelsystem v0.10.1 in foundry vtt v13
Have an issue

  1. I don`t have field to add anything into active/passive/temporary effects compared to sanctified/blessed weapon.
    Is there way to solve this?

  2. also is there a button to roll for save? I can change bonus and threshold, but nothing is prompted to roll and nowhere to press to actually make a save.

simple nova
eager helm
simple nova
#

Also I don't have a great reason why the "add changes" button might be hidden, I assume some level of module interference because I've never seen it

pliant gale
#

lets assume i want to replicate blessed weapon for some reason.
I can choose keyword, but it will not give me field for entering bonuses

My character list was in edit mode when i opened Ability modifier

pliant gale
celest dock
#

If you disable all your modules, do you see the plus button to add changes?

pliant gale
simple nova
#

There not being the + button to add changes is very unusual. How are you hosted?

#

That's not even something the system does, that's a core foundry thing

pliant gale
#

Screen - curent state of window

Em.. I just have Foundry on my Laptop, if i understood you correctly

celest dock
#

Maybe a browser specific thing?

pliant gale
simple nova
#

Do you have any other systems installed?

ivory rivet
#

It is missing the Priority column as well as the plus. Any chance the text is off the popup panel and there is no scroll bar to get to it? I don't see a way to resize the popup panel in Chrome, and zoom affects the whole panel, but maybe a system-wide font scale setting would push the rightmost columns off screen?

simple nova
#

Doesn't look like a font size issue and if it did that would be generally noticed as a core issue, as the system literally does not touch that page

ivory rivet
#

The Changes heading is normally over Priority, not Value, so something is messing with the positioning. CSS padding on the row with the plus button maybe?

#

Could be an interaction with another module messing up the CSS?

simple nova
#

Hard to know without the user sticking around to troubleshoot

pliant gale
pliant gale
steady vault
#

@pliant gale What are the results with all modules disabled and the other systems removed (assuming you really don't need the other systems for other worlds)?

celest dock
#

You can also try and see if the issue happens in another system as well.

pliant gale
pliant gale
simple nova
simple nova
simple nova
#

What happens if font size goes down

#

I don't remember the default

steady vault
simple nova
#

But this ultimately would be a core bug if this fixes it

pliant gale
#

🤣 font, yes. I reset my ui preferences and it apeared back

simple nova
#

Okay 100% a core bug

pliant gale
#

Thanks for helping to discover this❤️

simple nova
#

But it doesn't show if there's no changes

#

@ivory rivet good call it was exactly the font size setting

lost spade
#

Hi is it possible add homebrew items? Or change stamina specifically, characters have stamina boosting ring from Delian tomb

eager helm
#

yeah, just go in and change the effect

#

on the treasure

#

same thing homebrew items, just go into the items tab and create an item

simple nova
steady vault
#

With the new journal page types, I am wondering: is the idea for the eventual Encounter Sheet to be a journal page type? Or it going to be an actor type? Or something else (maybe an item)?
Just a curiosity, not important.

simple nova
#

But honestly not super committed yet

#

Party will be an actor type

steady vault
#

How can I get the aside.boxed with a title? Or am I using the wrong class for what I want?

  <p>Title</p>
  <p>Text Here</p>
</aside>```
simple nova
#

switch that title from <p> to <h3>

steady vault
#

Ah, I see. It's closer with <h4 class="center">Title</h4>

#

It's so simple, I think it's a sign I shouldn't be working on this right now.

steady vault
#

Other question: can someone explain in other words to me what this means?
damage.bonuses.value: Give a bonus to the first damage effect's damage at each tier
damage.bonuses.treasure: Give a bonus to the first damage effect's damage at each tier. Should be used with the Upgrade mode for non-stacking bonuses.

ivory rivet
#

I could be wrong, but my understanding is that damage.bonuses.value will be equivalent to adding +X damage to each tier without needing to create separate entries for tier1, tier 2, tier 3. In most situations, it is just a shortcut to using all three of the tier-specific options we had in v0.9. The one twist is that it clearly applies just once to an ability, so if an ability did 2 separate damage effects (like if tier 3 does 6 damage plus 2 fire damage), it will apply to just the first one.

#

And I think damage.bonuses.treasure works the same, but is explicitly separated for use with treasures with the intent that they probably won't stack with other treasures but can stack with increases from other sources. So your magic sword would use damage.bonuses.treasure (with the Upgrade mode), but a class feature would use damage.bonuses.value.

#

That's just how I read the notes though, I don't have any insider knowledge...

simple nova
#

Yeah, the idea is that the treasure keys allow for better disambiguation of what should or should not stack

#

We can't just use the source to decide because there are treasures that explicitly stack

lost spade
#

Any way to run 0.10 on older version of foundry? (13.350) or just add leveled treasures to 0.9.2?

simple nova
#

It's core bug fixes

soft token
#

We dont support 13.350 because there is zero reason to not be on 13.351

simple nova
#

Security fix though so reinstall needed

#

(which is good)

steady vault
#

Hey, so how... how are titles supposed to be built? Should I make an item Feature for every choice and add those to one "advancement" in the title or should I build 3 "advancements" for the different options the player can take?

simple nova
steady vault
#

I wanted to share that thanks to the improvements to journals, I managed to create all of the Dark Heart of the Wood in Foundry—with heavy use of Embeds—including all custom items, titles, and monsters, all in about two days' work. Granted, the adventure isn't that long, but still 34 PDF pages as 96 journal pages (one per header).

simple nova
#

Yeah, the good news is that Draw Steel so far has maintained a consistent style, unlike 5e which reinvents itself every book

#

so some system CSS is all that's needed to make everything

soft token
#

Famous last words

simple nova
pliant gale
#

"Blocking" missing performance trait/keyword
(i can fix it in my world)

steady vault
#

There are a lot of specific keywords that aren't present in the system, but you can make a Configuration journal page and them there.

simple nova
simple nova
slim marsh
#

I was recreating a tactician today in 10.2 and I'm having a very hard time finding where to select my kits with Field Arsenal. I can't seem to get the selection to appear. Is there a new way to do this now or am I just missing the selection?

simple nova
#

RIP looks like I introduced a new bug while fixing the Berserker bug

slim marsh
#

I'm frankly relieved to know this is the case and I'm not just missing it.

simple nova
#

so after you've added the class

#

use the "Reconfigure Advancement" button

slim marsh
#

Got it, thanks!

simple nova
#

0.11.0 is our next release, it won't be long because we want to drop that in the near future so we can get one final set of features out before pivoting to v14 dev

burnt field
#

Hi! I'm trying to create a token resource bar for temp stamina, but can't seem to find temp stamina in either the "attribute bars" (where stamina lives) or the "single values" (where HR/surges live). What is the temp stamina value called?

simple nova
#

is this for a module integration?

burnt field
simple nova
#

We've also got enrichers

eager helm
simple nova
#

e.g. [​[/heal 10 temp]]

burnt field
#

Helpful, thx!

ivory rivet
#

You can also set up bars and editors in the token right-click UI using Bar Brawl, if you prefer.

burnt field
ivory rivet
eager helm
#

token tooltip alt is useful for displaying values like this

ornate jasper
#

or is there a different setup screen you mean?

simple nova
ornate jasper
#

gotcha

ornate jasper
#

is it possible to automatically put an ability into chat when a creature goes to 0 hp or is deleted from a scene?

simple nova
#

it's definitely doable if you write your own code

ornate jasper
#

hmmm i probably could but i'm gonna skip it for now

slim marsh
#

Playing with the new journal system and trying to think ahead to new edits. Do we have the ability to export from the TOC the files we uploaded into it?

Use case: I build my module for an adventure but we add something new and shiny for say, encounter pages, that I want to add and make references to. If I've deleted the original journals, I don't have an easy way to get all of my journal items back that I can think of.

#

I can drag and drop original pages but it gets laborious.

#

Or if I really screw something up, I might want to rebuild it without losing a lot.

simple nova
#

You can always just remove the line in the manifest to see the normal version

slim marsh
#

Should I be expecting different viewable permissions with TOC at this time?

E.g. I have a Journal set to None on visibility in the sidebar and I can set individual items to Observer or "Show" them to players.

If I use a TOC journal and set that to None in the compendium for visibility for players, my player test can't see a thing like before. I seem to have to share the whole TOC Journal as Observer to "Show" things again but then they can see everything.

#

Images work though, which I find interesting.

#

I've been able to share handouts for now using Embed in chat with some success which is a workaround for some but not all items.

simple nova
#

So the ToC app is mostly useful for something that's either strictly private, GM only or all public, since it's still backed by the underlying "is a compendium collection"

#

I will say that the visibility: none option may be useful for specific journals that are only meant to embedded or otherwise linked from

soft token
#

You could subclass our ToC app and show/hide entries depending on a flag property.

#

However its main use is to present a source - book, adventure, etc - in a more visually appealing way than a standard Compendium. Plus it lets you hide some entries by not having them in the ToC app whatsoever, something that can't be done with a standard Compendium.

storm stratus
#

Is there a module or macro or something for placing multiple actors/minions on the canvas simultaneously? For example, if I want to place 8 crawling claws I'd have to drag n' drop or copy/paste. But in an ideal scenario I could just drag once and then it would ask how many copies (or perhaps use a hotkey?).

simple nova
storm stratus
#

Thank you! I'll see if I can't fiddle around with it, would make for such a quality of life for encounter building lol

simple nova
#

Probably by the end of the year we'll have an Encounter actor or page type that directly leverages that method

storm stratus
#

That'd be awesome, I'd imagine it could be similar code to how the 'party' folder in PF2e core system functions

simple nova
#

We've actually got a Party actor coming in 0.11 with a "place members" button leveraging that API

storm stratus
#

ohhh very exciting, definitely can see that being utilized for quick mob placement too somehow 🤔 I've always wanted an in journal script/macro that 'summons' enemy actors where they should be placed but haven't looked into it much

simple nova
#

Yeah, the encounters page (in my head) will have buttons to place monsters that also immediately add them to relevant combat groups

storm stratus
#

wow that'll be sick! Do you have any ideas for utilizing Regions? I haven't played around with them much, but perhaps those could be utilized for environmental hazards like brambles and such?

simple nova
#

Yeah we will be significantly augmenting region capabilities post-1.0. there's a lot changing in v14 that's very good for us but also has made it low priority until we switch to v14

storm stratus
#

Ah I gotcha, understandable but exciting looking towards the future! While I've got you here, where's the best location to report smaller bugs such as (see attached)? In the github or is there a better spot?

simple nova
#

GitHub yeah

simple nova
#

Bracket mismatch yeah

steady vault
#

Happens to me all the time, because of my keyboard layout, to type {} instead of [] of vice-versa.

final lichen
#

Frenzy is not consumed when using Companion powers. It does not see the accumulated Frenzy. I might have 4 out of 10 Frenzy but it will say 0 when using powers. Am I missing something

final lichen
#

This is Dnd

short wadi
simple nova
prime shoal
#

Played around with the Regions on foundry and they're very cool, I just wish they had difficult terrain for only GM controlled tokens / player controlled tokens. I'm guessing that might be on the to do list?

#

Unless that is already an option and I missed it, in which case I'd love to be pointed in the right direction!

simple nova
#

we've got tickets though for difficult terrain

signal root
#

New here... I'm working on creating a class for the Beastheart and I have a question about modifying the hero's heroic resource gain value

Greater Ferocity
At the start of each your turns in combat, you now gain 1d3 + 1 ferocity instead of 1d3 ferocity.
Sure, I could just use the macro to pop in one additional HR every turn, but I'm trying to find the right Attribute Key to just upgrade the value with an Effect.

I see in the wiki there are things like system.hero.skillModifiers.[skill].edges so I am assuming (hoping) there is an attribute for heroic resources as well

Anyone know if this is a thing? Or maybe can point me in the direction of a list of all the available attribute keys?

simple nova
signal root
#

Yeah that's a good point - was just hoping there was a quick way to modify that value with an item.

simple nova
#

Yeah our echelon 3 and 4 automation is spotty

signal root
#

It's all good - just thought I would ask the experts! I have found the system relatively intuitive now that I've spent some time in it, so good work

sly hinge
#

What version of the system should I update to? I saw there was a bug with one of the latest updates

simple nova
#

0.11 will be out next week as we close the book on v13 and start working on v14

sly hinge
#

so just the latest one?

simple nova
#

yeah

#

(the reason we're switching now is it looks like Testing 1 will drop by next week, which is our signal to switch to working on v14 compatibility)

#

it means 0.11 won't quite have as much as we originally hoped since it's only getting a month in development instead of 2, but that also means more will be offloaded to 1.0 and beyond

ivory rivet
#

No obligation, but if you feel like answering: what is the most significant change you see coming to a DS game due to v14? And what do you think will be the most fun/interesting change, if it isn't the same thing?

sly hinge
#

also curious

simple nova
#

Active Effect compendiums will also be very useful for

  1. Building a library of common but not core status effects like Burning and Marked
  2. Imbues
soft token
haughty tundra
#

There's no treasure actor sheet is there? I'm thinking kind of what pf2e has

soft token
#

No

simple nova
prime shoal
#

It's a type of sheet that you can put items in, and then players can claim them from said sheet.

#

In other systems it can also be used to keep track of party gold and items to sell, but that's not relevant for Draw Steel.

simple nova
#

Yeah, I don't think that's going to be high or even medium priority with how different DS works for rewards

soft token
#

as always, you should make an issue on github and detail why this is a good feature.
DS doesnt do "loot" much, or at all, in the traditional sense so i also struggle to see what the use case is.

-# (that aside, i think pf2e is a terrible system to take inspiration from but that's neither here nor there)

eager helm
#

ive only ever heard people praise the pf2e system

short wadi
#

I wonder if some kinda tab on on a Encounter, montage, negotiation sheet in the future could be a place to drag and drop rewards. Might be a good enough solution to keep everything in one place.

simple nova
simple nova
shrewd canopy
#

hey everyone, sorry to bother. i've been running a game for a few sessions now and i've realized that, since we have a tactitian, setting up the "marked" effect is very time consuming. is there some sort of a macro to apply effects like this on the selected token? if not, is there some sort of guide on how to make a macro like that? thank you. i don't know if here is the proper place to ask, i'm also in the league of extraordinary foundry vtt developer discord, and the foundry vtt server discord (in case it's better to ask in those channels). thank you.

eager helm
#

u can make an enricher to apply the status and put it on the ability

#

that should allow u to just slap it on a selected token

simple nova
#

System functionality has gotten ahead of the compendium daata entry

simple nova
#

if you want me to walk you through for how to make the improvement to the system data so everyone has access to it you'd go there

valid agate
#

Say, anyone know of a mod similar to Combat Carousel that works with Draw Steel's initiative?

simple nova
#

Pretty unlikely, I think we're the only system that implemented Combat Groups

whole canopy
#

I was just setting those up for the first time and was really confused why the groups stam weren't summing. Realized they werent minions after waaaaay too long. I like the groups though, thats a great organizer for this many tokens on the board

shrewd canopy
simple nova
shrewd canopy
#

so step 1, have a token be marked.
step 2, look for the effect, open it, click the little passport.
step 3, create macro with the text [[/apply <copy and paste the passport code>]] and save

#

that it?

#

nvm, step 1 is to look for the effect inside the "Mark" item, use that item

#

okay, if i click my macro a char box shows up with the "marked" thing. if i click a token and click that it applies marked. it's good enough for now

#

yay

prime shoal
short wadi
#

They are, buying I'm talking about a different thing in regards to system implementation.

sly hinge
half grotto
#

Any chance you made more of these? I have group color markers up to 8, currently

short wadi
#

Not really. I only make stuff for my own use case and then share occasionally.

half grotto
short wadi
#

I might remake them to match the colours used in the update to mark groups in the encounter tracker

#

You could do it in paint if you wanted. Just a background with a number.

#

If I remake them I might move away from a number and use a simple icon instead. If I can pull myself out of my warm bed I'll post em soon 😄

simple nova
#

["#FFFFFF", "#000000", "#FF0000", "#00FF00", "#0000FF", "#00FFFF", "#FF00FF", "#FFFF00"]

#

white/black/red/green/blue/teal/pink/yellow

short wadi
#

Chaos, Do you by chance know the size of the curve corners on the square icons in the tracker? 10-20%? Nevermind.

short wadi
#

I'll probably itterate around with this idea.

#

I have a few modules installed for the icons on the tokens and outlines on the icons as an fyi

#

Oh weird, they were compressed in a strange way. Here.

Rainbow one is just for fun or you need a special marker. I had room on the 3x3 grid I made haha

#

@half grotto If these help! I can always remake them with numbers pretty quickly, if you prefer.

prime shoal
#

Is there a way to reference a Power Roll Tier Result journal in a macro chat message? I'm trying to make a nice looking macro for the Swamp Stink goblin Malice Action, and can't figure out how to make the glyphs look nice. Apologies if there's a page I missed that answers this question.

simple nova
#

For something like swamp stink you just mark it as a reactive test on the impact tab

#

Then the power roll effects represent the test tiers

prime shoal
#

Mhm, I have seen that. Related question I suppose, is there a way to execute an action from a character sheet, like the grab manuever, with a macro?

celest dock
#

You should just be able to drag the item from your sheet to the macro bar.

prime shoal
#

Aha, you're right, I knew there was something slipping my mind.

whole canopy
#

Was looking through the codex chat and saw an example of combat and how it prompts the director to choose minions to die when damage thresholds are met for minion groups.

Is that something that could be implemented in Foundry? This isn't a direct "Can you get that done", just a "does the system allow for that type of thing?"

simple nova
#

It's doable yeah

#

Non trivial UI work, but there aren't hard limitations on that

#

Worth filing a ticket for

simple nova
#

Version 0.11.0 is Now Available!

Highlights

  • New Actor Type: Party. See an easy overview of your party's stamina and recoveries, plus have a single token to represent the whole group on a world map.
  • New Actor Type: Retainer. Part hero, part NPC, these are ready to aid your heroes on their quest.
  • New Item Type: Follower. Artisans and Sages can now be added to the Projects tab of the Hero Sheet, allowing you to keep track of your entourage.

Known Issues: The functionality of the party, retainer, and followers are all still very limited, including not supporting advancements on retainers or rolling from followers. Improvements to these are all high priority and will come in our next release for v14.

We also had some package release process changes; you should expect to see this dialog when you go to update, click yes.

Full Notes: https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/0.11.0

eager helm
#

woah!

#

already!

balmy nova
#

Starting next session, multiple of my players are going to have followers and retainers, so this is a lifesaver

#

will test it very soon!

eager helm
#

so i know the functionality of the party actor is limited

#

ive been tracking the party's projects in a hero actor named "party"

#

should i keep on using that?

balmy nova
#

This is the party screen, useful but not a lot of functionality

simple nova
eager helm
#

makes sense

#

tyty

balmy nova
#

btw, I already found a bug, my bug detection powers are as sharp as ever.

One of my players has their token set up as wildcard ( for swapping between different forms with other module). When I use the wonderful "Place Members" button, it freaks out.

I'll file an issue on Github 😅

simple nova
#

That's the first public button to use our place tokens API we introduced in 0.10, so good to catch that now

#

But yeah I'm awol this weekend so we decided to push today so I can fix bugs between now and Friday

sly hinge
#

wait, you can make pictures for groups?

simple nova
#

Yeah you can edit the picture for each group

uneven patio
#

I'm trying to make a macro to toggle a specific passive effect on a Hero sheet to be active/inactive, anyone know where to start? not sure where to access the character's effects tab data, should I be looking to update the token or the actor?

eager helm
#

with it u can double click on an active effect to turn it off and on

uneven patio
#

is that a module? the effect is a Talent's Steel Ward if that changes anything

uneven patio
eager helm
simple nova
short wadi
#

Is anyone aware of a module that would allow players to see the active effects on a creature without giving them permissions to thr actor directly? They show up on the token, but it'd be nice if they could click the token and read the text associated with them. Like how Visual Active Effects shows the effects on the top right for their own token. Sorry if that's confusing.

#

Like this, but for tokens they don't control. I know this isn't exactly the best place to ask, but I figured I'd shoot my shot within the community here.

ivory rivet
#

The module that I use for it is DFreds Effect Panel, but I don't honestly know if players can see monsters or not. I can't check it right now, but my hunch is that it probably doesn't work on monsters since a player can't select them, only target them.

short wadi
#

That's the one I'm referencing that I use (in the last pic). They're both kinda the same in terms of function. It doesn't appear to, afaik

eager helm
#

i had this same issue

#

if u figure out a work around lmk!

short wadi
#

Idk if this is a thing the system module could work to solve? I could submit a ticket. Monsters can often have passive/active effects applied to them that the players would find handy to know what they do, outside of just the icon on the token itself. For instance, the Shield? Shield! for kobolds. Would be nice to know on the players side. Maybe not the best example, but one that popped out.

simple nova
#

All that's core API, it's just that Draw Steel is a tactical game so some things are more important

half grotto
#

I'm on system version 0.11.0, as a habit I always refresh to see if a game system update is available--is this intended?

simple nova
#

Oops. We'll have a new release out soon with some bug fixes and we'll also correct that

eager helm
#

is there a way to have the lookup enricher round down?

simple nova
#

[[lookup Math.floor(@myVal / 2)]]

eager helm
#

tyty

simple nova
#

might need evaluate=true or whatever we have

#

but the ability to do full roll parsing is very powerful

#

big upgrade over the dnd5e implementation

eager helm
#

i believe what i have (its rounding down from an odd number speed)

#

is like

#

[[lookup @movement.value/2 evaluate]]

#

so ill change it to evaluate=true

simple nova
#

yeah you just need to wrap @movement.value/2 in Math.floor()

eager helm
#

dope, thx

slim marsh
#

Awesome for Going Official! Congratulations!

forest ridge
#

hell yeah

#

🎉🎉

simple nova
#

There will be proper announcements later today through various channels 🙂

ivory rivet
#

What does Going Official mean?

wicked ruin
#

Hope you all get the license to do other stuff like The Summoner and upcoming modules

steady vault
#

Those prices in USD?

wicked ruin
wicked ruin
#

Yeah they are USD prices, I just purchased all three 😉

simple nova
steady vault
#

Can you elaborate what the book modules include?

simple nova
#

Product page should explain it

steady vault
#

I mean as opposed to the system compendiums.

#

I see they include some nice tokens.

simple nova
#

The Monsters and Heroes modules only include Journal compendiums. They use Foundry's art mapping to integrate the tokens into the existing system compendiums

slim marsh
#

Yep, seeing a large TOC journal, I'm trying to make searching it in one go more convenient but it is basically the hero or monster manual in the system, rather than just the components.

#

The Tomb/Broadhurst items have scenarios/journals there, some token art. Maps are straight forward, walls, lighting and text with token placements as shown in the adventure guide, nothing like MATT or automations are in them but a good starting place to save people time I think.

#

I had to pick them up as soon as I saw them... 😄

simple nova
#

We built them using as much of the core functionality as we could but do not do module integrations

#

It does mean that we're waiting on v14 for anything that's really demands scene levels

wicked ruin
#

Are you able to say if we’ll get more official modules in the future like the Summoner, The Fall of Blackbottom and all the stuff in the Crack the Sun crowdfunder or is that not something that can be talked about yet?

simple nova
slim marsh
#

Will there be feedback areas for items we want to report? Or should we just bide our time as things refine past v.1?

simple nova
#

!mcdm-foundry

formal hornetBOT
#
Foundry VTT Content and Support

MCDM’s 5e Foundry VTT content is developed by MetaMorphic Digital Studio and can be found on the Foundry VTT Marketplace. 

MetaMorphic provides their own support website for bug reports and troubleshooting.

simple nova
#

Verbiage needs updating but same links

slim marsh
#

Crack the Sun may bug me a bit as they just did a crowdfunder as I wish I could just, I don't know, add it into my pledge for the future.

simple nova
#

Yeah, there's a lot of uncertainty and we'll try to communicate things we know, but also I can't commit to much in any direction right now. My focus now is on 1.0 and getting the system ready for v14

eager helm
#

v1.0 seems to be a big one

#

looks like the potency changes are coming in that version?

simple nova
#

We'll see how much gets done

zealous abyss
#

Congratulations 🎉🎉 this is super exciting news to see!

slim marsh
#

One item I'm trying to figure out since about v10 is in existing worlds I get messages such as "Apply migrations..." for a DS version at world launch. I can't seem to get them to go away but don't see any console errors either.

marsh edge
#

@simple nova so cool that stuff is official. Going to now pick up the Delian Tomb.

lone vortex
#

congratulations on the release guys!

untold dust
#

Congrats!

crimson olive
#

so is this how we're getting summoner early? 😛

manic hinge
#

congrats on the release!

steady vault
short wadi
#

Yooo congrats!

half grotto
#

Fuck yes. Even for just the art, I'm fired up.

#

Congrats, team!

simple nova
steady vault
#

Silly question: Where are the tokens for the classic heroes in the Heroes book? Is the art "hidden" in the files or is there a way to drag the tokens into the world from the journal?

night tusk
#

Congratulations on your official MCDM support for foundry 🥳 after months of absence because we swapped to the codex, I just wanted to drop in to applaud your for your work and effort

steady vault
#

Well, say I want to use the dwarf conduit Dazar. How do I place him on the canvas? Do I make a new hero and assign the image that is somewhere in the module files to the actor and token or is there something else that's "premade," so to speak?

slim marsh
#

For heroes, I see them in: draw-steel-heroes\assets\tokens\dynamic

For monsters, several are in: \draw-steel-monsters\assets\tokens\dynamic

#

Delian tomb has art too in draw-steel-delian-tomb/assets/tokens/static/ that are in use but those are drag and drop, ready to go.

#

at least for pregens

simple nova
#

Yeah we have a consistent structure for this stuff across all modules

half grotto
#

Not sure if intended with the new modules--but the character vs. token art doesn't match. For example, this is the 1st echelon rival shadow:

simple nova
half grotto
simple nova
#

Basically there's not quite enough art to exactly assign each to an echelon

#

Wild cards was the best way, with obviously you as a GM may be advantaged to be more specific

sonic moth
#

just installed delian tomb official module but only Part 1 got added to my game. Hitting import on the other parts doesn't seem to do anything.

slim marsh
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I think I saw the same thing as it only imported the first part, I opened the module compendium and then imported 2 and 3.

#

They did import though.

sonic moth
#

This is what I see in console when I try to import Part 2: Broadhurst and Environs from the compendium.

steady obsidian
soft token
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I'm investigating

soft token
sonic moth
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I'll do a find the culprit to confirm the issue

soft token
#

I was not able to reproduce an issue on my end on 13.351, 0.11.1, and just delian tomb, heroes, monsters enabled

#

I did find a core bug though!

sonic moth
soft token
sonic moth
soft token
#

Yeah that's definitely odd, and I'm seeing nothing like that.
Could you try reinstalling the system, and then reinstalling the module?
If neither of those things work, my suspicion would be something core, so a reinstall of the software would be needed.
The error sadly isn't a lot to go on cus it's something in the core software from what I can tell, and I can't reproduce on my end.

#

(by reinstall I mean explicitly uninstalling and the installing again)

sonic moth
#

I'm on Mac, does that make any difference? I literally resinstalled Foundry yesterday to take advantage of the mac silicon support update

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I just made a clean Draw Steel world and imported it. Part 1 imported with the popup and then I was able to successfully import Part 2 and 3 manually.

#

So there's something it doesn't like about my existing DS world

soft token
#

Very strange, but thank you.

sonic moth
sonic moth
soft token
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😄

soft token
fickle spindle
#

Just bought the Delian Tomb Foundry Module, the Token and layout look amazing, I had already purchased the Delian Tomb PDF before but having the token and maps already laid out is a time saver.

steady vault
#

I tried making a save bonus active effect, but it doesn't seem to actually work. What am I doing wrong? (I tried changing the priority, but nothing).

half grotto
#

Anybody's players not able to target creatures in Foundry post-update?
Can target allies fine, not enemies

violet gull
short wadi
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FWIW MCDM has already offers it for their VTT as part of the books purchase. This is just partnered with MCDM.

#

I do wish there was a bundle for buying both on Foundry though.

half grotto
#

Target

simple nova
#

My understanding is that bundles are on the Marketplace roadmap

simple nova
# half grotto Target

I don't believe anything in the system would be the issue, can you reproduce with no modules?

haughty tundra
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What does the Draw Steel Heroes module contain that isn't in the core system? I plan on buying it regardless I'm just curious

wispy dock
#

The Heroes book as a Table of Contents-ified journal compendium, including all of the artwork from the heroes book, as well as "token art for all nine of the core heroes as well as the the Source of Earth and Familiar summons."

haughty tundra
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Tyvm

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and I just bought it. So happy to have this, especially the monsters

wispy dock
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Yeah, the token artwork from the Monsters book is so nice.

haughty tundra
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Yeah, I was manually linking things from the Flee Mortals from 5e and then finding other artwork, but this is gonna be so much nicer and easier

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I asked a few times about it and always got what I took as a probably not, so I was shocked but very happy to see this when I updated Draw Steel to V0.11 and was like what updates do we have

haughty tundra
#

Will token artwork eventually be added for monsters that currently don't have any?

eager helm
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i believe chaos said its unlikely

haughty forge
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It is actually really annoying to me to purchase a token pack that doesn't even contain tokens for every monster contained within the book. I understand that's a limitation of the art existing, but especially when compared to Paizo's offerings at a similar (or even better) price point, it's very disappointing.

eager helm
#

metamorphic cant do much about the art in the book, unfortunately

haughty forge
#

I may also be somewhat annoyed that there's no art for the ||Ruinborn|| from Delian Tomb, although I can't say I was expecting it. Guess I will keep relying on my stock of PF2e art.

One thing that I actually would like to ask about, is it possible to get more tokens added to the Heroes book based on the ancestry art?

haughty tundra
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Yeah, its a big annoyance to me when I buy something and there's no token artwork. I get its not on Metamorphic, but I think having a list of no official artwork is available for the following creatures as a prewarning would be nice at least.

haughty forge
eager helm
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your feelings are valid tone_genuine

haughty tundra
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Paizo was also my introduction to Foundry. Kinda. I started with 5e and hated what was available. Came to Foundry as a player like a year or two later and was super impressed with it. Starting GMing PF2e on Foundry right around the time of the official partnership, so tokens and adventure modules started coming in.

My first time buying a module without tokens for everything was actually Flee Mortals for Roll20, and I was pleasently surprised when the Foundry Module had more artwork than the ROll20 module

eager helm
#

i dont come from pf2e but i can empathize with ur frustration

haughty tundra
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My first third party experience was also Battlezoo, which do a really good job with stuff...for PF2e. Their 5e stuff is...pretty lacking imo. Generally speaking if I can build stuff better than the official content it leaves me disappointed.

slim marsh
#

I hope that sales and interest with the feedback are enough to encourage additional iterations of the modules to increase their perceived value for others. Yet, I'm also glad to support their work. Paizo really spoiled me on tokens, that's for sure.

slim marsh
#

Some items that I'm working through:

I got errors on Delian Tomb if I only wanted to import say, the Journal and not the whole thing. "Cannot use 'in' operator [...]", I've not tested others with it yet.

Some folders in areas aren't getting nested within a folder for that adventure, kinda an organization thing for me but maybe not for others but Part 2 outside of a folder for the adventure seems a bit off for me.

It's nice for locations on the Broadhurst region map that are hidden to get names too for convenience. The journal doesn't label them without the other maps in the material so it gets a bit lost. Not to mention instructions to unhide them. Adding to that, I miss region maps too, I can't even find one for the town where buildings were labeled.

I miss encounter maps to reference for placement. I know work is done to accelerate initially but for some reason I still want to know what it should look like if I, I don't know, change something.

I miss having a clear hand-outs section for my players to see, either for rewards or for quest leads. It's just text. The hall of triumph in part 2 I could share but I couldn't share quest leads. I feel like I'm missing from the PDF where it was in written in different text, more visible.

I should stop there but it's just some of the things I'm seeing at the moment.

wraith warren
haughty forge
haughty tundra
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I think it was the Bigsby's guide to giants on roll20 that was missing a ton of stuff despite being official 5e content. That was mega disappointing

steady vault
simple nova
#

!mcdm-foundry

formal hornetBOT
#
Foundry VTT Content and Support

MCDM’s Foundry VTT content, for 5e and Draw Steel, is developed by MetaMorphic Digital Studio and can be found on the Foundry VTT Marketplace. 

MetaMorphic provides their own support website for bug reports and troubleshooting.

simple nova
#

@slim marsh definitely submit feedback through the portal

slim marsh
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Sure, just getting things out of my head more. Some items transcend module and I’m trying to go through it all.

simple nova
#

For sure. Stuff that gets into the portal is stuff that can get acted on, but this is a perfectly fine place to think out loud

marsh edge
#

Running DHotW

slim marsh
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That is so eerily similar to the table setup for the group I'm in. Have you found a way to keep the grid locked for the token size in a way that works well for you on the large screen?

marsh edge
marsh edge
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Monks common display can do a lot to help too

slim marsh
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Yes, that’s one of my essential items for the shared screen, just keeping the 1” grid seems to throw me at times.

whole canopy
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What do you do when you need to pan? I feel like I move around the map a lot as a DM and zoom in/out a bunch. I guess that's why another player profile would be beneficial

dense marsh
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May be a dumb question but what does purchasing the players book provide that isn't in the free ruleset compendium stuff?

marsh edge
# whole canopy What do you do when you need to pan? I feel like I move around the map a lot as ...

It isn’t perfect for sure. But it’s very “similar” to what you’d do with a large paper map. Everyone remembers where they are, I move the map and resize it, ok place your minis again. I’m using minis for the players and foundry tokens for enemies. You could have proxy tokens for the payers to help with positioning, but I’ve found I rarely need them. Note, the bigger the tv the better.

simple nova
lone vortex
#

I'm not sure if this is necessarily the right place for negative feedback but while I'm very happy with the Foundry system and to pay Metamorphic for the work they've done in creating it, I'm disappointed with the Monsters and Delian Tomb premium modules having bought them both - I was expecting something similar to Paizo's digital offerings with unique art and tokens for every statblock in the books (including ones that lacked art in the pdf/hard copy), so it feels quite bad when so many monsters lack art altogether or just use the generic cover page for that enemy type (the dwarves are a particularly bad example here). It's especially annoying that the Delian Tomb module has no art for the adventure's unique enemies like the Ruinborn and water wolves.

simple nova
soft token
ivory rivet
#

Quick sanity check: using DS system with version 0.11.1 with the Dice So Nice module and 3d dice, when a player starts their turn and get a random 1d3 of heroic resources, there is no 3d die rolled on the screen. The roll result is in chat, and the HR is gained, it is just the visual 3d die that is missing. My players insist (and I agree) that the HR die roll used to include the visual 3d die, so we think something changed in a recent update to DS. Does anyone else use Dice So Nice and notice the same thing?

ivory rivet
#

With some more testing, what I've found is that using Draw Steel as the system, and all modules disable except for the Dice So Nice and Dice Tray (and the ones that have extra dice colors/textures), if you enter a dice formula in chat and hit enter, it rolls the 3d die. If you use Dice Tray to select a die type, it adds the die formula in chat, and if you click in chat and hit enter it will roll the 3d die. But if you use Dice Tray to select a die type and click the Roll button (instead of clicking in chat and hitting enter) it will not use the 3d die and only posts the result to chat. Using the D&D 5e game system with the same Dice So Nice / Dice Tray modules active, the Roll button on the tray works normally and rolls the 3d die. So there seems to be two ways to "submit" a die roll, and in the latest Draw Steel system one way triggers the 3d die and one way does not.

EDIT: If that is true, then maybe a power roll uses method 1 (and does trigger the 3d die) but the HR roll uses the other method (and does not trigger the 3d die)

eager helm
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this used to happen but doesnt anymore

#

idk why

simple nova
#

Probably the message parts update in 0.11

ivory rivet
simple nova
#

Nah put a ticket in, DSN is the one module I recognize we have some integration responsibilities

ivory rivet
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Another sanity check from yesterday's game: In the encounter tracker, when an actor has not gone there is a straight arrow icon, and once they take their turn it turns into a circular icon. Yesterday, I could see both icons as the director. My players could see the straight arrow icon for actors who haven't gone, but could not see the circular icon for actors who had already gone. They all checked, and none of them could see the circular icon. I just tried to reproduce it in a test world today, logging in as director in one session and as a player in a private window, but I couldn't reproduce it. I'm not sure if it somehow fixed itself since yesterday, or if it behaves differently for me even when logged in as a player. I am hosting this on Forge, if it matters.
Anyone else had a player report the missing icon?

simple nova
crystal trout
#

I just got the delian tomb foundry module, how do you use it? i tried to create a world for it but i need to specify a game system and I haven't got draw steel for foundry. Help?

toxic thunder
#

The Draw Steel system is free, you can install that from the system section and you will need to before the module will work

crystal trout
haughty forge
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Certain effects that should be marked as Save or EoT for the system's existing automation are not, such as the ||glass spiders in the mage tower of delian tomb's Double Bane. This same effect actually doesn't have any automation, when it could easily be plugged in for the system - I had done so manually myself prior to the official module.||

simple nova
#

A lot of system development went alongside the module development and I wouldn't be surprised if some features got missed, file tickets and we'll fix ASAP

haughty forge
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This isn't really a bug, but it'd be nice to have a landing page with the module's cover art, maybe? I'd also actually suggest seperating the 'Adventure' and 'Encounter' sections of the journals entirely, so that I could have both of them open in separate windows instead of having to scroll between them, or at least hyperlink back from the encounters to the adventure section of the journal. Preferably both TBH.

haughty forge
simple nova
#

Especially since it may require different team members to fix depending on the issue

simple nova
#

But yeah we can definitely do more back links

soft token
#

I found a typo on p37, it should be "an" instead of "a"

this is a 10/10 ticket

simple nova
#

(also if you find typos 95% of the time you should also report it to MCDM because w used the 1.1 PDF as our source of truth)

wicked ruin
simple nova
dire terrace
#

Great to see an official release and thanks for adding the rules to Foundry in the first place.

My group were already having a good time playing my cobbled together Delian Tomb game and this will make things that much smoother for game night.

One stumbling block I had was that when I went looking for titles and treasure the compendium seemed to be incomplete but in fact everything can be found amongst the text in the Journal where the adventure is detailed.

simple nova
#

the bespoke ones are in the module's compendiums, while we just link to the system version for stuff that already exists

half grotto
simple nova
#

That's fully intentional

#

"secret" is intended for things like Gargoyles or Animated Armor that should visually look like tiles until they reveal themselves. That's a core software feature.

half grotto
#

Oh wow, never even thought of using it like that. Super cool!

simple nova
#

If you just want "ambiguous" but a creature, use Neutral

simple nova
#

Btw I was fussing around with icons andmodules/draw-steel-heroes/assets/art/title-page-griffon.webp makes for a pretty good party actor icon

#

with tint: #000000 it looks good on any map

wispy dock
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That is really nice! I'll have to remember that icon

simple nova
#

modules/draw-steel-monsters/assets/art/ajax-coin.webpMonsters book has the Ajax icon

half grotto
#

Will definitely be stealing this idea.

fallen slate
#

Can I reference a player's characteristics from a journal power roll tier outcome page? Using @characteristics.xxxx.value doesn't seem to work. I have a test in a journal, pointing to the power roll tier outcome page, and I'd like to be able to reference the characteristics of whoever rolls the test.

steady vault