As you may or may not have been noticed, there has been a drought of new articles recently here on Foundry Hub. This site is run by a handful of volunteers who put their time and effort into it to give back to the community, but we are just a few people, and we all do have other responsibilities in life that have priority. So we are hoping to improve that and work slowly towards a sustainable but regular stream of content. I personally would like to thank everyone on the team and everyone who contributed content to Foundry Hub over the last few months. You are awesome, and your help, effort, time, and creativity are appreciated! So to do so, we have decided that we need help or, better said, people who want to volunteer and join us to help work towards the mentioned goal. So we took some time and reflected on coming up with better-defined roles so people can apply for the positions they are interested in and/or have the time for. However, if you wish to participate in Foundry Hub in a way we do not mention here, please apply nonetheless, this list is not exhaustive. We are interested in any form of help, from community animation to tech/design skills. Chief Editor This is an admin position that handles management tasks and relations inside and outside of the team. You are the person to talk about existing and potentially new content on Foundry Hub and questions about the editorial procedures. In addition, our official partners (Foundry Gaming, /r/FoundryVTT subreddit, Content Creators) will be in contact with you regarding anything related to content. And you will have a direct say on what gets published and when. Your tasks: Availability: You should be around on Discord regularly to answer questions/requests and, apart from that, be able to dedicate a few hours each week. Editor As an editor, you will work on drafts from community contributors and Foundry Hub Writers to help and tune the drafts into a ready-to-publish state. This will include making sure articles are of good quality and make sense for the reader. The articles have a pleasing layout and will look good on the page. They include all relevant metadata like tags, related modules, etc. Experience with WordPress can be helpful but is not necessary. Your tasks: Availability: You should be able to dedicate a few hours each month to work on articles. Assistant Editor Each content that is published on Foundry Hub should ideally have been going through multiple sets. As an assistant editor, you will be in the quality control department, proofread articles to sanity check against typos and grammar issues, and check if links and media are working correctly. You also give the okay if the article was understandable to you as a reader or if some parts need more clarity. Being well versed or a native speaker of the English language is desired here. Your tasks: Availability: You should be able to read through some content each month. This position needs the least time investment, but it needs to be done sometimes on short notice. Writer We at Foundry Hub have the goal to produce content of our own instead of relying solely upon contributions from the community. Such content includes recurring articles like Module Roundup and Community Spotlight, non-technical summaries about new Foundry VTT releases, and covering relevant news. As a writer, you don’t have to do all of those mentioned, but you can decide what interests and motivates you. You are also welcome to present new ideas or series of articles you would like to write about. Your tasks: Availability: Depending on what you want to write about, the availability might differ. But in any case, you should be able to commit to a certain amount of content you feel comfortable with each month.
With last week’s 0.8.3 release, we entered the beta phase for the 0.8.x series, and now with the 0.8.4 release, it moves steadily to a stable release. Both versions mainly focus on fixing bugs found by the alpha testers and getting ready for a stable release. There are only a handful of new features, and most of them are small minor ones however we will highlight a couple that might be interesting for you. Radial Occlusion Mode With this mode activated when a Token moves underneath an Overhead Tile instead of hiding it completely it will just expose a small part around it as you move leaving the remaining Tile intact. This can be useful for navigating vertical maps or increase the immersion, and someone will definitely find other creative uses for this feature. Weather Effects and Overhead Tiles Another feature has been added that suppresses the weather effects beneath an Overhead Tile if a Token is present. Further enhancing the immersion effect of the system. Tile Configuration zIndex This setting will give users who use many Tiles more control on placing them below or above each other. Further Improvements for the Package Manager After implementing locking packages from being accidentally deleted or updated in a previous release, the user experience got extended even further by giving you a report of all actions performed after you hit the “Update All” button in the Package Manager. So you are no longer left wondering which modules or systems actually got updated just because you didn’t pay attention to the whole process. This release will most likely end the beta phase, and if all goes according to plan, you can expect the first stable release by the end of the month or early next month! If you follow the updates from module developers, you can already see many modules already being ready for the changes of the 0.8 release, so it’s a good time to get hyped!
Dungeon Channel just released an awesome new tool that will automatically generate walls for your custom maps. This tool is designed especially for cartographers and works by uploading a layout of your map with either the floor or the walls in a solid color which shouldn't take long if you created the map. However this will still be useful for everyone who has basic knowledge in image editing.
You are now able to extend your dice buying addiction to the digital space. The Rollsmith is a new service launched by the creator of the Dice So Nice! module and his 3D artist friend to bring you new high quality dice designs to Foundry.
A new month a new Module Roundup. Welcome back and join us as we take a look at a selection of Modules that either got a big update or came out this month. This time around we have a couple module suites with a variety of features, modules to help run your sessions and one that lets you better enjoy Foundry on non officially supported devices. Recently Updated GM Screen First up we have GM Screen by Calego a module that gives a virtual tab where you can pin all kinds of information you may need during a game with a lot of options to customize. What’s new with the recent update apart from improved performance is the ability to create Player Sheets that players can access any time. This can be useful for things like cheat sheets, rules, or important story points. Simple Calendar Simple Calendar by Vigorator is a system agnostic module that lets you add a customizable calendar to your game world. This module got a bunch of updates this month which implements features like support of game world time, moon cycles, seasons, letting players add their own notes to the calendar as well as a new compact view. If you want to add an calendar to your game world this module may be worth a look even if you are already using modules such as Calendar/Weather or About Time. Simple Calendar lets you import their settings to it. Token Magic FX SecretFire surprised us with a new update to Token Magic FX, your favorite module to apply graphical filters to your Tokens and Tiles. This release addresses a number of fixes and underlying changes to improve the performance of the module. That is not to say there hasn’t been some shiny new things. A new filter has been added to support Sprites as well as a macro that functions as a makeshift UI for TMFX helping you to select fire effects on the fly. New Modules this Month DF Architect flameweave000 joins us again with DF Architect a new module that adds plenty of quality of life improvements to help you build your scenes more efficiently. The list is long and includes features like capture a snapshot of the canvas (optionally including the Token vision), shortcuts for layers as well as a quick swap feature between two layers or the ability to filter which layer you want to see or hide. Additionally it also comes with new features specifically for Walls and Lightning. Hotkeys for Wall types, always have wall chaining activated without having to hold CTRL, join wall parts together or templates for different lightning sources. Be sure to checkout the module description for more details on all the features. Mobile Improvements Whether you want to access your character sheets or play whole sessions on a mobile device if this appeal to you it has just become a whole lot easier with Mobile Improvements a new module by Sunspots. It offers a complete UI overhaul including better controls with small screens in mind and it utilizes the TouchVTT module to interact with the canvas. Similar to most mobile apps you can switch between the main view in this case the scene on the canvas and the settings/controls (the sidebar). Each window will be shown full screen but there is a list of all active windows at the bottom which makes switching between them effortless. The macro bar can be toggled on and off to make it mobile friendly. Other features are a toggle to switch between normal and mobile view and the functionality to disable the canvas rendering for better performance or as I would put it less battery drain. Overall this makes the module a solid alternative to the Simple Mobile module. Moulinette Core (and more) Now this module or should I say modules are another collection of really neat features and is developed by Sven Werlen. The Core Module only provides the foundations for the other Moulinette modules to function of which there are currently six. Each has a different purpose so you are able to pick and choose which ones you want to include. Scenes: Import from and share scenes to the community. Icons: Search and import icons from game-icons.net. Image search: Search images using bing and import them as Journal Entries. Tiles: Search tiles from a provided list or include your local assets and drag them directly on the scene. Sounds: Search the BBC audio archive or your own custom library for music and create playlists on the fly. As well as create your own Soundboards. Scribe: Search for available core and babele translations for Foundry maintained by the community. Make sure to watch the video by Baileywiki for a full rundown on the modules. What are your favorite modules that came out this month or new features you enjoyed? Let us know in the comments!
The widely teased isometrics module from grape_juice has gotten it's first public release today. In case you don't know what it is or have never heard about it before this module's main feature is implementing a fully isometric grid canvas to Foundry VTT allowing you play your sessions in the style of beloved old school video game RPGs.
Welcome back to the Module Roundup a new month has passed which gives us the opportunity to present you again with a couple highlights from the Foundry VTT module world. This time we have some tools to help you organize and build your world, play the perfect sound effect when you need it, give Foundry a new look and an easier solution to implement certain animations. Recently Updated SoundBoard by Blitz The first one on the list is the innovative audio solution by Blitz which got a really big update close to releasing this article. Not only does it already support the Audio Overhaul Foundry update in 0.8.1 it also got a bunch of new features. This module allows you to import and use Sound Effects in a pretty, independent window. It also comes with included boards. The new macro mode generates you a macro that plays a sound which will be used in another new feature to create embeds of said macros in journals which you can click to play it. New options for randomly modulating the pitch each time a sound is played have been added as well as in case you feel the sounds are getting monotonous after a while. A help button has also been added which is quite detailed in covers all the settings and controls the module has to offer. These are not all the new features and fixes that have been added to this release. The list is quite long but if you are interested have look at the changelog yourself. Note: make sure to turn on the sound in the preview. Pin Cushion Pin Cushion is one of these modules that you have installed since forever and becomes such a natural feature that you forget it is a module. If you have never heard of it before and you like annotating your maps and worlds, it makes giddy for excitement. It enables selecting any icon you want for your map journal pins. This month its functionality got expanded by contributions from Ethaks and now lets your players create map pins on any scene (if they have permission to create JournalEntries). You can set the default permissions for other players for these notes and has the option to store them in folder named after the player so that your existing well organized journal system does not fall into chaos when your players start adding notes on everything they encounter. Compendium & Macro Folders This one is cheating a little bit by talking about two modules in this section. However not only are they both from Erceron they also share most of the new features. Both of these modules are what I would consider as quality of life modules as they add the ability to organize your world a tiny little bit more. As you might have guessed by the names already these modules are letting you create folders for both your macro directory and inside of compendiums. This month they got reworked so the folders work now identically like other directories in Foundry VTT. The context menus got extended, a lot of UI improvements and changes as well as exposing an API which lets you gain direct access to the folder objects in case you want to use for a macro or inside another module. New Modules this Month Automated Animations You installed the awesome animations from JB2A and wondered how to actually use them? Or are you sick and tired of creating macros for all your items and spells? Otigon has you covered with his excellent module which will work for the free animation pack as well for the Patreon one. The module also depends on you having FXMaster and supports a bunch of modules that mess with the rolling itself you can read more about that here. Not only automatically detects animations for common items like Mace, Greataxe, Scorching Ray and Cure Wounds. It also adds a new tab into your items where you can customize them and even override them completely to use any animation from the pack you want. My player’s Rapier shoots purple rays when it attacks because why not? Minimal UI Some people play games where you don’t need a lot of controls that Foundry offers or just think that the UI is too cluttered. If you feel the same way or just want to give the application a fresh look then this module by JeansenVaars is worth taking a look at. It gets rid of all the UI elements without losing the functionality by hiding them of screen and pop in when you hover it. It is highly customizable, you can change the colours of certain UI elements, set the length of the macro bar and even get rid of the Foundry VTT icon if that bothers you. Last but not least it has a neat little scene preview if you hover them on the navigation bar. Token Stamp 2 for Foundry VTT Some readers might know of the web application from RollAdvantage that lets you easily create awesome looking tokens for your game by uploading an image, choose a border and have few settings to customize all without needing any knowledge or skills of a graphics software. Now you can do all of this directly in Foundry. Instead of choosing an image for a token there is now another button that opens a dialogue window with the Token Stamp 2 application loaded. It gives you all the same options and importing the final token will automatically set it for the actor. All in all pretty convenient if you are using the site already or a looking for a good and easy way to create tokens for your game. If you are a module developer and plan on releasing a new, exciting module or have big update coming up for one let us know and there might be a chance it gets featured in the next Roundup. You can contact us on the official Foundry VTT Discord Server where we have a #foundry-hub channel.
We are currently looking for people to help us grow Foundry Hub into a great platform for content of all kinds related to Foundry VTT. If you are interested please have a look at the positions we want to fill. Editor You have knack for writing? You want to create content or give content from other people an additional platform? Then you might be interested joining our editorial team. Help with researching articles and quality control (e.g. proof reading). Write own articles, for example one of the recurring series like Module Monday. Work with contributors to help them get their submissions published. Editor-in-Chief If just being an editor is not enough and you also want to make some decisions you might be interested in being a chief editor. This role comes with more responsibility but also more with the opportunity to move the site’s content into a direction you envision. Have a say on what kinds of articles are being published on the site. Make sure editors are not having problems and help them out if they need it. Establish and manage contacts with members of the community and encourage them to publish on Foundry Hub if you think they are providing potential interesting or valuable content. Decide on a posting schedule. Designer You have a good eye for aesthetic and no problem creating images then you might want to consider to join us as a designer. Create templates and images for articles. Help out with layout and formatting. If you have experience also help out with design choices for the Foundry Hub page. You are motivated and want to help out, but none of those roles are what you are looking for? In that case you can still apply just make sure to tell us what kind of tasks you want to do. If you are interested you please fill out the form by clicking on the button below and we will get in touch with you
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