#Foundry VTT System
1 messages · Page 12 of 1
Ahh, thank you!
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! 🙂
Can't share the maps but the pregens should be pretty easy drag & drop
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?
You can drag and drop just the class, ancestry, and career and the advancements will take care of the rest
Relatedly, is there a way to tie an ability to a treasure?
in what way?
Equipping the item grants the ability (like a special attack, for instance), and unequipping removes it.
ah yeah currently no, it's on the TODO list
Cool, no worries. Easy enough to manage/remember
There's a lot of little features like that missing which is why we're not in 1.0 land
makes sense
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
Yeah, making all the things in Delian Tomb work has been a priority
the big missing thing that will still be missing in 0.10 is Followers
That's fair. It's easy enough to manage by hand
How do you guys handle torches or other light sources?
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?
i dont
my players can see the whole map at all times
Is there a way to do minions in Foundry?
yep
Thank you!
sorry to ask here, do you have any idea where i should start looking if i want to contribute to the system itself?
oh i found Contributing.MD
We do most of our organizing in the League server
find the draw-steel-dev channel
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?
Found it 🙂
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.
actor.rollCharacteristic('intuition') did the trick
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!
there are plenty of aura modules, i like token aura ring
The Active Effects page in the system documentation that is both in a journal compendium as well as the GitHub repository
@combat.save.bonus ?
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?
Wrong active effect type
Don't use ability modifier for actor bonuses
yeah, i've got it now, thank you
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...
There is an unofficial importer you can find on GitHub. But reasults may vary.
would you have the github link?
I do not. I know it exists, but I don't remember the actual name.
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?
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
Mmm, ok. Guess I'll have to go bug hunting then
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.
There wouldn't be any other adventures published by MCDM available, as those are not covered by the creator license.
The Mad Cartographer put out a map pack for the Fall of Blackbottom maps
but you'd have to adjust from the 5' squares
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
yeah it's doable just like, not automatic
Where do I see the amount of malice that I have? 🤔
it's also on the NPC sheet
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.
could someone inform me what a calendar is in this context?
dnd5e added a calendar widget to the top center of the UI
For Draw Steel, this would help with Project progress; we could integrate daily calendar advancements with prompts for Followers to roll for progress
wasnt this about combat tho?
the carousel combat tracker and calendars take up the same location in the UI
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)
oh!
i understand now
i cant say im too enthused about a calendar tracker because i find day tracking boring and anciliary to the core DS experience
but thats just me
Tracking how long the party has been going between adventures (i.e. how many respites they take) is useful.
It just shouldn't get in the way during combat. Be collapsible or dynamically disappear on its own.
I think we'd definitely include some API to make sure it's easy to hide/show
whoever implemented Combat Carousel compatibility would then be responsible for also calling that hide/show
but by default the system would only use that top-center for a calendar
how many respites sure
but chaos was talking about individual days for followers
At least RAW the individual days give project rolls
yeah i know
but i also know a good variety of groups have alternate rulings for that or handwave it
Yeah, definitely a thing that will be default on but can be turned off
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
Yeah a party sheet is on the TODO list
Lower priority though than some other stuff, probably a post 1.0 task
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)
how did u set that up?
that looks so much cleaner than my set up
i can never make it show the specific position of the bar when its indented in segments like that
but honestly just having those resources in the sidebar would be incredibly useful
oh im blind, you said its a module
i would love to use it if you ever make it avaliable 
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
Here's where we've ended up after an all-nighter. I'll be drinking a lot of coffee at work today 😆
what are u using for those icons on the side?
Font Awesome! Foundry comes pre-packaged with it.
Or, if you mean the whole circle things in general, that's the entire reason I did the module.
Those are just hardcoded PIXI graphics attached to the token, updating whenever the token updates.
ah so not something i could apply myself
just trying to set up the module now to test it out - how would one set this up?
i apologize if im asking stupid questions
im quite slow when it comes to this sorta thing
ah ha! i got it, just had to disable bar brawl
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 🤣
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
This token module looks AWESOME! Is it plug-n-play to use, or does it still require a little code-fu?
its plug and play (source: i just installed it yesterday)
the only thing ill note is the text size is a bit big
and theres no setting to change it
🙏 I code for my terrible eyesight
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.
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.
Anyone have any recommendations for a mod that can do the countdown timer for heroes picking who goes next in the round?
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? 
default turn orders solve this issue instantly, ime
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
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
If you're interested, join the League server and say hi in the draw-steel-dev channel! https://discord.gg/rNzh6U2qMG
I ended up building my own. It was actually requested by the players. They like to get in the weeds sometimes between turns and they asked to have something visual on the screen to move them along
@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 🤣)
ur addition for the press-able stats on the token is SOOOO GOOD
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 🤣
(I lied and stayed up to fix it. Update has been pushed. 🙏)
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?
Nothing has been announced
What do you mean?
lemme provide an example
one sec
these are like, 3 different things
the text box, the grey square and the little red square
i wanna just link em together so theyre connected
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.
so its not really doable with a module?
Maybe? But CSS is probably easier. Hold on.
<img style="z-index: -1; transform: scaleX(-1); float: right" src="YourImage.png" width="225" height="210">
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.
idk coding so idk what im supposed to do with this xD
All of this is assuming you just want to use the image in a Foundry journal.
In the journal, insert your image and then click on this icon </>
Find where there is something like <img src="YourImage.png">.
no this is a placable on the map
Oh, you mean a Tile?
i dont like using tiles cuz they arent as manipulatable as a drawing
For drawings, I'm pretty sure they just order as you place them. New ones on top of old ones.
Maybe I am misunderstanding (clearly, I was) the question.
basically
my image is a text box, and a red box on top of a grey box
i want these three elements to be "linked" together
so i can select the grey box and they'll all move together
this also makes it easier for me to just copy paste this box and insert it on other elements of the map
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.
unfortunate, but thanks for the info!
(sorry to everyone else for the unnecessary number of messages 😅 )
They're doing some sneaky drawing improvements for the next v14 dev build
the new palette stuff is probably the thing that got me most excited about the Levels update
I put together a new release of the Max Hamm tokens! https://github.com/JPMeehan/ds-tokens-max-hamm/releases/tag/0.9.3
probably already said somewhere here, but enemies really should have basic maneuvers, i keep stealing from players sheets to add 🥲
We'll probably add them after some sheet improvements/overhauls
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.
in v0.9 damage.tier1.value | ADD | 1 with the details tab filters set to "Weapon"
probably also tag to melee
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
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
With that note, is there a way to give an edge via active effects?
not currently
tyvm 🙂
Will be in 0.10
Tyvm
Are there any planned paid modules at this time? I would love an image module for the monsters
Nothing has been announced
Hand Drawn Tokens for Draw Steel by Max Hamm, an Add-on Module for Foundry Virtual Tabletop
I did put this together
Yeah I've been using that. Would just be nice not to have to do it manually is all
theres modules to help but i highly doubt mcdm will make anything if that was ur implication when u asked about paid modules
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
very highly unlikely, based on their previous comments
and i dont see that changing anytime soon, personally
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
0.10 will include hero token rerolls for tests
Hero tokens RAW cannot be used to reroll ability rolls
yeah u can only use hero tokens on tests
If you add it to tier 1, do you need to add 2 more lines for tier 2 and tier 3 if the same +1 ?
For now, yeah, but 0.10 will have an option for just one change to apply to each tier.
Would be great if we could do that without running a python script, if there could be an online tool...
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?
there isnt, unfortunately
i just put a [[/r d3]] in the effect box then click it
and put the result in the roll
rivals are currently hard to implement
u could also just take the average and give it a +2
Could you file a ticket for that? It's definitely a good ask
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?
Foundry provides the canvas
Is there somewhere documentation of the system structure? For if I want to add an effect that changes a value of something.
Thank you. Roll data is pretty much what I wanted.
What is the difference between save bonus and save threshold? Is the first only for situational uses?
Save bonus gets added to you d10 roll. Save threshold is the number you need to beat to successfully save
So wouldn't one make the other redundant?
The threshold is the target (total rolled). The bonus is a number to add to your roll.
So no, not redundant.
They could also stack, so you could get a bonus to saves and also have a lower threshold.
There are examples of both in the core rulebook. Generally speaking, save threshold doesn't stack with itself the same way save bonuses do
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
unrelated to this but is there any idea what will break with 0.10?
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
But it's hard to make guarantees for macros and modules
how do u mean re did chat messages
what's involved? i can spare some time but if it requires some specialist programming knowledge I probably don't have it
data entry in foundry + running a command line script
Chat message parts allow us to have multiple things going on in a message
i'm happy to give it a shot
We've got a secondary channel where we coordinate, look for draw-steel-dev on the League discord https://discord.gg/rNzh6U2qMG
not really parsing the image sorry
Maybe a better example is the test + reroll
the biggest change is on the data end of things
ah this showcases it much better
i bet ill understand it more when its in my hands
It's also more obvious when you've got a big AOE
before we would make multiple messages
now it's one big message
I did notice that I couldn't seem to get the Draw Steel Quick Strike mod applying damage in the pre-release but maybe it's my fault as I've not done a full "find the culprit" pass.
Likely due to the changes on how we construct chat messages. The mod author would just need to update that.
That was my guess which is why I didn't go far on troubleshooting yet.
Same went with the Automated Animations bridge, Stevil authors both I believe.
Finally had a proper session zero for a long term campaign. One of my players is going to be a summoner 
My condolences and good luck
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?
I'm not certain but the problem might be you're building an ability modifier there
Does it work if you make an activeeffect instead?
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?
or should it be system.stamina.bonuses.treasure ?
It should be adding 6 stamina like you expect. Are there other active effects affecting stamina on the actor? Wonder if one of them is overriding it for some reason.
That AE key will be added in the 0.10.0 system version, which would be the best place for treasure bonuses that don't stack with each other.
nope, plain character just with class/background/etc minimal test PC
Do you wanna export the character as JSON and DM it to me and I can look at it and see whats up?
I'm away from my PC now, but sure
If you wait a couple days the Bloodhound Band is included in the 0.10 release
Thanks! Well play first session next week, so it's gonna be a month until I'll need it
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.
This is what I have rn, the bonus to recoveries is not automatically calculated though
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.
We don't have any meaningful features for forced movement yet
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
If it's just backend stuff that's fine, I just meant if there's anything user facing for the updates. Or all the current user-facing features.
gotcha, thanks
Can we support DLC content in foundry? (like beastheart and summoner)
theyre not covered under the license so they cant be replicated
oh wow, so forever we will need to create manually any features for the class..
The system can definitely support the classes mechanically, and it will eventually.
thats a bummer
i believe matt said once theyve achieved RoI those will be included in the license
or smth like that
won't get to update it till new version it out, so there will be a lag.
No worries, it’s just something I saw different in the prerelease they have up. Thanks for the great mods!
Hey is mark being broken usually like this? We installed draw steel plus recently, but it's been like that beforehand.
0.10 will have some fixes for these various long enrichers
Ahhhh. Ok thank you
Anyone got recommendations for modules to handle transformations, such as using the Stormwight Fury's stuff or Green elementalist animal forms?
Honestly macros that are like five lines are probably enough for now
A five-line macro can handle swapping back and forth between forms
Just adjusting the token image and the like
Idk how to do any of that. But thanks anyway
The macros channel on the main server can help you
How can I hide the names of creatures in the combat tracker? I know how to do it in Pathfinder.
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.
Should be possible with an ability modifier. The actual modifier should be something like damage.tier1.value | ADD | 1
Source: #1342298358664138805 message
(do that for every tier)
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.
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
Will do thanks!
Screenshots of the behavior when you have the ability modifier with the psionic filter
I tried again and I must have not inputted something correctly. Everything is working now.
Has anyone had this issue before? Certain ability chat cards are getting truncated
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...
Used levels before now am just waiting for fvtt v14 stable which has native support
can't wait tbh, but I also can't make my fury wait to throw things around 😅
Unsure if this specific case will be fixed, but it was mentioned there's some fixes for this in v0.10 coming soon: #1342298358664138805 message
Yeah, it's the same issue and has a fix in 0.10
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
/testenricher 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
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.
Let us know if the docs are clear enough for any advanced features like the ToC & Navigation, if you choose to use them
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
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
While I'm always on dark mode, have you guys tried the new journal styling in light mode as well?
Yep
Probably should include a screenshot of light mode in the release notes
@soft token actually walked away saying he preferred reading long text in the light mode version
I often do the same.
Weidly, I prefer writing in dark mode, but reading in light mode. ¯(°_o)/¯
Eye strain is a funny thing
Is there a way to play a Summoner other than coding the entire class myself?
Currently the summoner is not part of the Community license. One of my players recently picked Summoner so I expect I'll be sneaking in some system improvements and writing macros. I started some stuff already in the 0.10 release with making some API for macros to use
Thanks
Following up - As someone who hasn't really messed with adding things to a module manifest; the wiki documentation + the in-foundry app for the TOC of very easy and straightforward. Used the 'System Journals' journal compendium as a reference which was also helpful
Blurred the contentsjust in case for Delian Tomb related things:
Did retainers make it to this release? Or at least a way to run them?
You'll have to remain excited for at least another major update of the system.
https://github.com/MetaMorphic-Digital/draw-steel/issues/155
They're on the increasingly short short list
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.
I am running the 0.10 release and the pre-release of Quick Strike and it seems to be working for me so far.
I did have issues before the new pre-release build of Quick Strike. Yet now it and the automated animations are working.
#1418264815519924435 message put together a macro for the Summoner using the new canvas.tokens.performTokenPlacement method we added in 0.10
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
congratulations on the v 0.10 release and many thanks for all the work you guys have put in!
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.
Yeah we've got an open ticket to address and upgrade the Spend section
It just needs to be turned into another rich HTML field
I must say that 0.10 is a fresh addition to the system and omg I love it. You guys did an amazing job of putting edges and banes effects on top of treasures bonus (that is making my life so much easier)
I can't wait to create magic items for my players and HUGE thank for this update. Very well done
Can someone tell me how this is supposed to be used?
Hi, I'm currently trying to get the Blade of the Luxurious Fop to work with this, and it doesn't seem to work.
EDIT: nm, I saw you now added leveled treasures in v10 and am just grabbing the effect off those! Thanks!
Having actually tested the Blade of the Luxurious Fop from the compendium, the bonus still doesn't seem to work x-x
Looks like the active effect was set up as the wrong type
Could you file an issue on the repository
It should be an Ability Modifier
It's only a programmatic thing, there's no UI input
But it allows someone to hide a feature or ability from display
You are correct, I also forgot to actually enable the one on the compendium effect - is there any way to apply a treasure bonus to only abilities of a certain tag? Like only a melee tag or a ranged tag.
The ability modifier AE subtype has a field on the Details tab to pick keywords
That's actuallywhy it's a separate subtype
Thank you!
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..
The Conduit got redone this release to just work out of the box
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
Note that there's an "update from compendium" option in the header buttons for monsters to grab their updates
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.
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
As I did all my monsters etc myself as well, those would update from my own compendium anyway, I would assume. 🤔
Yeah
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).
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
That would be better from a system's stand point and some future automation of the summoner.
I just thought that maybe free text like in the target section could be a nice addition (at least when you choose Special in the drop down) to have a quick solution that can also handle basically all homebrew one could think of.
Version 0.10.1
Small bugfix patch ahead of my game tonight: https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/release-0.10.1
thank you
It's also in the system documentation
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?
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.
Ah whoops, I hadn't realized it was only for tests. Ty
Yeah, that's where the change tier bit will go
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
I have had those issues when copy-pasting tokens, yeah.
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
Yeah, in general our ability workflow is getting a B- and I'd really like it move it up to an A
I need to figure out what's going on then, I couldn't easily reproduce in 5e
But if anyone has reproduction steps for token copy paste errors I'd be very grateful
What's happened when you do it? I'll try messing around today to see if I can reproduce too
Two things I noticed
- Toggling defeated on one Combatant was toggling on the others
- the popup text for squad stamina changes was showing for all of them (but the actual stamina change did not propagate mistakenly, purely visual)
I suspect it might be a local only issue with objects being reused rather than passed by value in some functions, and so a reload would have fixed it
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
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.
I am not 100% sure what was happening but possibly something like that, I'm also not sure if it was a core or system bug
Yeah, the biggest issue is Foundry's chat log has a lot of purposes. Honestly though might be worth just changing from a dialog to a chat message, especially since we've also got the Summoner
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
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.
I know we have some stuff for <caption><strong>Text</strong></caption>
As someone who works with text editors as a day job, "laser lines" is now what I will call separators.
To be fair, I took that from whoever wrote the journal entry pages section of the draw steel system wiki "Wrapping the caption inside strong tags will surround it with gold-colored laser lines that extend horizontally to match the width of the table." 😂
Iirc the PF2 system sends a new one-line chat message every time an HP attribute is changed (even if you change it on the character sheet manually)
And then it has a little undo button on the message which is surprisingly useful
It was surprisingly uncluttered in practice
We'll definitely have a setting to adjust
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.
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.
Yep that was the goal 🙂
yeah margin-top: 10px is probably an improvement, I'll file it into 0.10.2
I would be tempted to set it as a fraction of em, just so it scales better.
yeah sure
But I don't remember if margin accepts em...
it does
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
If you read the wiki, you should be up to speed.
Yep. Foundry v13 only (until v14 happens)
Yeah, we've been steadily incrementing the minimum core version. 95% sure Foundry has a warning in the UI that you need to update your core version when it's a blocker for updating a system
We'll probably squeeze in one more patch, 0.11, before v14
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?
Legal; the license currently only covers Draw Steel: Monsters, but the Delian Tomb has a number of unique stat blocks not included in the book
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
thx
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)
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
ish? The actual blocker is for the imbue treasures we want to make an active effect compendium
i see
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
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
Retainers are on the docket for 0.11, but yeah they're kinda messy rn
I'll go for an NPC roughly for now
if u use bar brawl u can set up a makeshift recoveries bar for them
just to track how many recoveries they got
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?
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
Not yet
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.
Sauce?
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...
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.
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
Embedding stat blocks isn't availabe yet for Draw Steel, but it is on the github as a high priority feature request and is currently on the v0.11.0 milestone: https://github.com/MetaMorphic-Digital/draw-steel/issues/901
yeah it's on the very short list of things to do
is the auto-application of winded at 50% stamina hard coded into the system?
yeah, what's up?
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 });
}
}
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 😭
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.
thats fair
the system doesnt natively support this
its been asked in the past, fwiw
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...
The expectation is that the players would then click "apply damage"
This seems extremely odd to me. Why would players apply monster damage?
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)
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.
Because they might have triggered actions
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
- Make a personal compendium (from the setup screen)
- Make an item compendium for the class + its features + its abilities
- Make an actor compendium for the summons
It also allows to apply conditions and effects to the target.
Could you specify what you mean exactly. From your Initial description it pretty much fits the requirements.
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?
The short answer is that core will be providing detached windows in v14 natively so it's not a high priority item
Furthermore, if Popout isn't supporting a core API (registering fonts) then that's very much a module level problem rather than system
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.
Probably worth filing just so they at least know
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
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)
A VM on your machine or remote service?
remote service
i think there was a guide for updating on the linux installation guide
i'll have to check later
I'm pretty sure due to some security updates 13.351 needs a clean install (of the software, you can keep your data)
0.10.2 will be out by then with a few more bug fixes + feature improvements
good to know
is there a place to denote or track PP from a career?
yeah that's implemented, there's even context menu options to spend career points for projects
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
where can i find that
i see that u can spend career points but idk where those career points can be seen
it's intentional it's only a disable
okay i can find the amount given via ur career but im not sure where i can find the amount i spend some but not all of my PP
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?
Yeah, could you file a 🎫 for that
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.
Chaos, were you the one running for or playing a summoner? 👀 Curious how that's felt in Foundry.
I am the director. The macros help a lot
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"
That should be fairly easy, just use the canvas.tokens.performTokenPlacement part
Most of the macro is about managing all the other parts
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()]);```
Reading the description of the ability, my mind goes to regions (which I am told will be much improved in V14), instead of actors. Why spawn actors? 
mainly to spawn a cool portal with effects
Oh, that's sick
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
A custom script would probably be needed. I am not smart enough to tell you what it could look like.
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"
yeah, so canvas.tokens.performTokenPlacement is something Draw Steel added to simplify it
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
performTokenPlacementwraps up all of the nastiness of having to spawn a tokengetNameis a much more eloquent version of thatfind
oh, and it lets me place it afterwards! That's amazing, I always had to move it bc it chose the wrong square
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
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?
That's exactly what I've been doing as well.
0.10.2 adds an applied effect to the judgment ability, you can recreate this yourself
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
If it comes from an ability effect (from a Power Roll), it has a duration.
Yeah all that is doable
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
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
Is this a good place to ask for feature request? I have one around the initiative system.
Agreed… it works well… just have a possible idea that might improve upon it but I’ll put it into the GitHub
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
That's what I figured but doesn't hurt to ask
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
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.
My UI is mostly just a glorified counter/tracker lol just needed something for my sessions this weekend
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.
Right side is player view
Very cool! I'd missed that motivations could be shown when discovered. I like it a lot, will definitely be using it.
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
v14 is going to require meaningful breaking changes in the system so there are no plans for dual compatibility
Hi! I have draw steelsystem v0.10.1 in foundry vtt v13
Have an issue
-
I don`t have field to add anything into active/passive/temporary effects compared to sanctified/blessed weapon.
Is there way to solve this? -
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.
- the categories are determined by the info on the first and second tabs
- the "roll save" is both automatically prompted when a creature ends its turn and is also a context menu option on each save ends effect
- ive had this issue. sometimes it works better when u try to go into edit mode before u edit the field
- theres no button to just roll a save. i reccomend using the save macro from #1418264815519924435, it'll force a save roll
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
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
Info on first two tabs doing nothing for me.🥲
Okey. I see automatic save roll. ✨
If you disable all your modules, do you see the plus button to add changes?
No, nothing. Restarted foundry to be sure
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
Screen - curent state of window
Em.. I just have Foundry on my Laptop, if i understood you correctly
Maybe a browser specific thing?
I am not in the Browser. I opened Foundry on PC.
Or is there are some shadow shenanigans under?
Do you have any other systems installed?
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?
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
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?
Hard to know without the user sticking around to troubleshoot
Yes, i do (Call of Cthulhu, Custom System Builder, Cypher System, DnD 5)
I can try to delete them all as i don`t need them
Sorry, it was really late at night for me
@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)?
You can also try and see if the issue happens in another system as well.
DnD have [+] to make changes
No changes for Draw Steel when i deleted all other systems
I'm seeing the same issue in the screenshot though, the right hand entry of the box is cut off. What is your font size?
Yeah I wasn't asking to delete I was asking to check against other systems since they have the same AE dialog
7
5
But this ultimately would be a core bug if this fixes it
🤣 font, yes. I reset my ui preferences and it apeared back
Okay 100% a core bug
Thanks for helping to discover this❤️
Oh see there's a scrollbar
But it doesn't show if there's no changes
@ivory rivet good call it was exactly the font size setting
Hi is it possible add homebrew items? Or change stamina specifically, characters have stamina boosting ring from Delian tomb
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
the bloodbound band is in the compendium as of 0.10
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.
Actor type most likely
But honestly not super committed yet
Party will be an actor type
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>```
switch that title from <p> to <h3>
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.
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.
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...
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
Any way to run 0.10 on older version of foundry? (13.350) or just add leveled treasures to 0.9.2?
Is there a reason why updating from 13.350 to 13.351 is prohibitive?
It's core bug fixes
The jump from 13.350 to 13.351 will not be noticeable. Just look at the release notes, there's barely anything.
https://foundryvtt.com/releases/13.351
We dont support 13.350 because there is zero reason to not be on 13.351
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?
Generally title with one advancement that provides an option of three features, but there's tons of titles that are exceptions to that
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).
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
Famous last words
Version 0.10.2
Mix of small features and some compendium content improvements https://github.com/MetaMorphic-Digital/draw-steel/releases/tag/release-0.10.2
"Blocking" missing performance trait/keyword
(i can fix it in my world)
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.
Fwiw I think Performance is an ability keyword and the Configuration is only for monster keywords
File a ticket on the repository please
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?
RIP looks like I introduced a new bug while fixing the Berserker bug
I'm frankly relieved to know this is the case and I'm not just missing it.
in the meanwhile you can open up the Field Arsenal feature and select the advancement after its added
so after you've added the class
use the "Reconfigure Advancement" button
Got it, thanks!
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
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?
We don't have it as a separate bar, it's built into the main stamina bar
is this for a module integration?
Ah - so no way to add temp stamina without opening the character sheet then?
We've also got enrichers
use an enricher or use a macro #1418264815519924435
e.g. [[/heal 10 temp]]
Helpful, thx!
You can also set up bars and editors in the token right-click UI using Bar Brawl, if you prefer.
This is what I'm doing for HR/surges, but the temp stamina would need to be its own, uh, variable for that to work. Alas.
Temp Stamina is its own variable: system.stamina.temporary. I don't use it in a bar since there isn't a "maximum" value for the bar to present as a ratio, but you could use an arbitrary max of 10 or something, whatever your party's abilities are unlikely to exceed.
token tooltip alt is useful for displaying values like this
what do you mean by step 1? the setup screen only has the game worlds / game systems / add-on modules, is this for a future foundry version?
or is there a different setup screen you mean?
Top right of the module tab lets you make a module with compendiums
gotcha
is it possible to automatically put an ability into chat when a creature goes to 0 hp or is deleted from a scene?
no we don't have any kind of trigger system like that
it's definitely doable if you write your own code
hmmm i probably could but i'm gonna skip it for now
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.
Ultimately it's "just" a compendium, normal compendium operations apply
A collection of Document objects contained within a specific compendium pack.
You can always just remove the line in the manifest to see the normal version
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.
That unfortunately is more about how core doesn't use document level permissions for compendiums
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
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.
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?).
canvas.tokens.performTokenPlacement is a method we added for summoning purposes. You could definitely wire it up to a macro for more general use
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
Probably by the end of the year we'll have an Encounter actor or page type that directly leverages that method
That'd be awesome, I'd imagine it could be similar code to how the 'party' folder in PF2e core system functions
We've actually got a Party actor coming in 0.11 with a "place members" button leveraging that API
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
Yeah, the encounters page (in my head) will have buttons to place monsters that also immediately add them to relevant combat groups
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?
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
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?
GitHub yeah
Yes, you can submit an issue here: https://github.com/MetaMorphic-Digital/draw-steel/issues.
This is a funny typo.
Bracket mismatch yeah
Happens to me all the time, because of my keyboard layout, to type {} instead of [] of vice-versa.
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
Is this for Draw Steel or D&D
This is Dnd
Do you have any thoughts about making it able to embedded into the journal for building adventures? So it can display the encounter details?
Actually, re-reading it as an actor or page, perhaps lol
If it's an actor it will have an embed
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!
right now there's only the core Modify Movement Cost behavior
we've got tickets though for difficult terrain
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?
I would recommend just editing the class on the sheet
Yeah that's a good point - was just hoping there was a quick way to modify that value with an item.
Yeah our echelon 3 and 4 automation is spotty
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
What version of the system should I update to? I saw there was a bug with one of the latest updates
0.10.2 is still overall the best but there's a specific bug related to advancements
0.11 will be out next week as we close the book on v13 and start working on v14
so just the latest one?
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
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?
also curious
Some of it is just baseline core improvements like the detached windows and scene levels
Active Effect compendiums will also be very useful for
- Building a library of common but not core status effects like Burning and Marked
- Imbues
One of the core methods had a typo in their documentation, writing "An string" instead of "A string".
There's no treasure actor sheet is there? I'm thinking kind of what pf2e has
No
What's a treasure actor do?
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.
Yeah, I don't think that's going to be high or even medium priority with how different DS works for rewards
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)
ive only ever heard people praise the pf2e system
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.
It's got a ton of feature work but the underlying code base is... questionable
yeah, that honestly makes a lot more sense to me
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.
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
System functionality has gotten ahead of the compendium daata entry
the League channel is for system contributors
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
Say, anyone know of a mod similar to Combat Carousel that works with Draw Steel's initiative?
Pretty unlikely, I think we're the only system that implemented Combat Groups
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
i looked at the documentation and attempted [[/apply marked]] but it isn't working. not really sure how to do it tbh, never used enrichers before. thanks anyway though.
You need an effect in the effects tab of the item to apply
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
I just saw the other day someone added those as modules which seem neat!
They are, buying I'm talking about a different thing in regards to system implementation.
You should be able to do that with Item Piles
Any chance you made more of these? I have group color markers up to 8, currently
Not really. I only make stuff for my own use case and then share occasionally.
All good--is it simple enough to do in a free program like Krita or something?
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 😄
Haha, all good. Thanks!
lmk if you need the hex codes, they're in the system source code
["#FFFFFF", "#000000", "#FF0000", "#00FF00", "#0000FF", "#00FFFF", "#FF00FF", "#FFFF00"]
white/black/red/green/blue/teal/pink/yellow
Chaos, Do you by chance know the size of the curve corners on the square icons in the tracker? 10-20%? Nevermind.
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.
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.
You shouldn't need the tier outcome page, and I believe the ability is already updated in the compendium thanks to the tireless efforts of our volunteers
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
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?
You should just be able to drag the item from your sheet to the macro bar.
Aha, you're right, I knew there was something slipping my mind.
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?"
It's doable yeah
Non trivial UI work, but there aren't hard limitations on that
Worth filing a ticket for
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
Starting next session, multiple of my players are going to have followers and retainers, so this is a lifesaver
will test it very soon!
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?
This is the party screen, useful but not a lot of functionality
For now, a projects tab is among the todos
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 😅
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
wait, you can make pictures for groups?
Yeah you can edit the picture for each group
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?
do u have visual active effects?
with it u can double click on an active effect to turn it off and on
is that a module? the effect is a Talent's Steel Ward if that changes anything
just downloaded that module and looks like it does what I need. thanks for the recommendation!
yep i ran into the same issue with steel ward haha
The effect is actually its own document. Macro would be something like
const effect = fromUuidSync('Actor.xyz.Item.abc.ActiveEffect.def');
effect.update({ disabled: !effect.disabled });
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.
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.
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
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.
All that's core API, it's just that Draw Steel is a tactical game so some things are more important
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?
Oops. We'll have a new release out soon with some bug fixes and we'll also correct that
is there a way to have the lookup enricher round down?
[[lookup Math.floor(@myVal / 2)]]
tyty
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
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
yeah you just need to wrap @movement.value/2 in Math.floor()
dope, thx
Awesome for Going Official! Congratulations!
There will be proper announcements later today through various channels 🙂
What does Going Official mean?
https://cdn.discordapp.com/attachments/1178722992604315688/1482081290139336704/FYI_Draw_Steel_on_Foundry_VTT.jpg?ex=69b5a743&is=69b455c3&hm=c7f8db19d201acd08f8c2405e35e95095117e9514d3b381f5e3ca50becbb2ebb&
You can purchase Draw Steel modules in Foundry so they got licensed by MCDM
Hope you all get the license to do other stuff like The Summoner and upcoming modules
Those prices in USD?
I believe so
Yeah they are USD prices, I just purchased all three 😉
Draw Steel for Foundry is now Official!
In partnership with MCDM, MetaMorphic Digital has produced four modules for Draw Steel!
In addition, today's system update adds Draw Steel art for the system compendiums as well as the background.
Can you elaborate what the book modules include?
Product page should explain it
The Monsters and Heroes modules only include Journal compendiums. They use Foundry's art mapping to integrate the tokens into the existing system compendiums
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... 😄
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
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?
Genuinely depends on how sales for today's releases do
Will there be feedback areas for items we want to report? Or should we just bide our time as things refine past v.1?
!mcdm-foundry
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.
Verbiage needs updating but same links
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.
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
v1.0 seems to be a big one
looks like the potency changes are coming in that version?
We'll see how much gets done
Congratulations 🎉🎉 this is super exciting news to see!
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.
@simple nova so cool that stuff is official. Going to now pick up the Delian Tomb.
congratulations on the release guys!
Congrats!
so is this how we're getting summoner early? 😛
congrats on the release!
(cough) Fall of Blackbottom (cough)
-# (Also waiting on licence stuff, of course.)
Yooo congrats!
The Summoner is a non-trivial programming challenge, but I also have a player in my Friday game using the class so I'm getting some hands on experience with what it will need
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?
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
Any particular example?
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?
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
Yeah we have a consistent structure for this stuff across all modules
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:
The rivals are all set up with wild cards
Yeah, I just realized. Super cool for variation!
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
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.
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.
This is what I see in console when I try to import Part 2: Broadhurst and Environs from the compendium.
Drop an issue in the support portal #1342298358664138805 message
I'm investigating
Can you confirm your core version, system version, and what other modules are enabled?
I'll do a find the culprit to confirm the issue
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!
I just did find the culprit and it didn't work with no other modules enabled
Is the error the same?
This is the intended behavior; you get prompted the first time to import part 1 (the first adventure), and manually import parts 2 and 3
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)
I'm on Mac, does that make any difference? I literally resinstalled Foundry yesterday to take advantage of the mac silicon support update
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
Very strange, but thank you.
I’ll test more this weekend and report back.
Turns out I am a fool and I was hitting the wrong import button in the top right instead of the "Import Adventure" button the bottom left. It works as expected now.
😄
Here's an improvement to the core software coming in v14 just for you: https://github.com/foundryvtt/foundryvtt/issues/13779
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.
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).
Anybody's players not able to target creatures in Foundry post-update?
Can target allies fine, not enemies
You made an ability modifier
T for target? Or select?
I really hoped there would be some sort of discount if you already have those in hardcover and digital... Had I known, I'd have waited and only get the Foundry versions as they will be the ones I use the most...
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.
Target
My understanding is that bundles are on the Marketplace roadmap
I don't believe anything in the system would be the issue, can you reproduce with no modules?
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
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."
Yeah, the token artwork from the Monsters book is so nice.
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
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
Will token artwork eventually be added for monsters that currently don't have any?
i believe chaos said its unlikely
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.
metamorphic cant do much about the art in the book, unfortunately
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?
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.
Just annoyed because the precedent set for me by Paizo was including art even for creatures that don't have art in the book, including new art specifically for the module, but again I didn't really expect it, just annoying.
your feelings are valid 
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
i dont come from pf2e but i can empathize with ur frustration
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.
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.
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.
To be fair, Paizo have a trove of artwork going back to 2009 that the Foundry team could trawl through - able to grab art from old 1e bestiaries and adventures
Sure. But for Monster Core, they had art for all 3 age categories of all the new dragons, which was all new art.
Comparison’s the death of joy, though. I definitely got the value out of them I wanted, if that’s the concern. Just slightly annoyed in a way that isn’t mean to tear down anyone involved. 
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
Oh my days, how did I not notice that?!?! I am so stupid!
Yes it's something we're considering. We have concerns about discover ability since we can't just token map them
!mcdm-foundry
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.
@slim marsh definitely submit feedback through the portal
Sure, just getting things out of my head more. Some items transcend module and I’m trying to go through it all.
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
Running DHotW
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?
For a lot of maps, once they're shown they don't have to change size, so as long as the squares are about the size of a token's base, I just don't touch the map on the screen. I am using a seperate webpage logged in as a player on the seperate screen.
Yes, that’s one of my essential items for the shared screen, just keeping the 1” grid seems to throw me at times.
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
May be a dumb question but what does purchasing the players book provide that isn't in the free ruleset compendium stuff?
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.
Easy access to the art plus a fully produced journal of the rules
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.
Paizo has a very deep well of art they can pull from that MCDM simply doesn't have
If the modules are missing some art that exists in the books or pdfs, that is an error that should be reported so it can be fixed, please.
You can report missing art here: https://support.metamorphic-digital.com/
Will help if you have a page number, too.
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?
can confirm
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)
Probably the message parts update in 0.11
Is it worth putting in a ticket about it? Would that be something you would want in the issues tracker? Or is that something you wouldn't consider Draw Steel system responsibility?
Nah put a ticket in, DSN is the one module I recognize we have some integration responsibilities
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?
one of the 0.11.0 changes was removing the circular icon for combatants who had gone for players
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?
The Draw Steel system is free, you can install that from the system section and you will need to before the module will work
thank you for the quick reply, I'll get on that right now.
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.||
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
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.
I unfortunately don't have a ton of time to go through and triple check everything in the module, and I don't want to like, flood the support with tickets every time I see something, so that may take a while for me to write down enough notes for me to feel comfortable submitting it.
Genuinely one ticket per issue is preferable, it allows us to assign the work in bite size pieces
Especially since it may require different team members to fix depending on the issue
The journal combination is entirely on me, I had them split at first but decided the downsides of that were greater; the content links should help you go between pages
But yeah we can definitely do more back links
will echo chaosos, module developers want tickets. and by the fistful.
I found a typo on p37, it should be "an" instead of "a"
this is a 10/10 ticket
(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)
I’m curious if it’s possible to use both the official Draw Steel monsters module and the unofficial one at the same time. Have it use the official art for monsters that have it and use the unofficial art for monsters that don’t. It may be a solid solution for people even though the art style is different
Yeah, Foundry fully supports multiple art mappings. You can adjust priorities in the "Configure Art" setting sub menu
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.
ah yeah so the Delian Tomb uses a mix of treasures from the core book and bespoke ones
the bespoke ones are in the module's compendiums, while we just link to the system version for stuff that already exists
I unfortunately can recreate it without modules. It's if a token disposition is set to "Secret" that they can't be targeted. Super odd
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.
Oh wow, never even thought of using it like that. Super cool!
If you just want "ambiguous" but a creature, use Neutral
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
That is really nice! I'll have to remember that icon
modules/draw-steel-monsters/assets/art/ajax-coin.webpMonsters book has the Ajax icon
Will definitely be stealing this idea.
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.
As in A<2, for example? Or "equal to your Presence score" or something like that?
