It’s really out! Foundry VTT released 0.8.6, and it is considered stable! Stable… but… wait, what? Right, beloved users of Foundry VTT please beware, before continuing with the high hype level and this article: Stable does not mean bug free, and also does not mean all of your beloved Systems and modules are ready yet! If you followed Foundry Hub on the release series, you probably stumbled upon this article which reminds us that community developers are people too, dealing with time, family, and daytime jobs. So please, be careful before upgrading and backup your data folder, and check if your beloved systems and modules are ready. We have today received Foundry VTT 0.8.6 as a Stable release. This version is accumulated work including all release changes and features throughout 0.8.0 up to this one. 0.8.6 by itself is not as significant as the entire series, but rather a combination of bug fixes and changes occurring during the last testing cycle. Thus, here you can find the articles that cover each of the important changes in the previous releases (We will however provide a summary of the biggest features here below): PS: 0.8.5 Was not exclusively covered, as it was mostly internal bug fixes and changes that were covered. A similar scenario we have with 0.8.6. For a thorough list of changes on this release and previous ones, check out the official release notes here.On this article, we will keep a non-technical human language, by smoothing out the vocabulary and technical details. Features Overview in Foundry VTT 0.8.x Internal Infrastructure Improvements The technologies underlying Foundry VTT have been improved to newer versions, bringing implicit improvements in performance and security. For buzz words, you may hear NodeJS, Electron and HTTP2. The data layer behind Foundry VTT has been improved under a schema called Document, which improves the overall consistency of the content in the platform. This will most likely improve and extend the capabilities for Module and System developers to achieve more functionality with less effort. General improvements in the performance of data storage and the way the content is modelled in the backend of Foundry, impacting significantly the performance overall and mostly in the content stored in Compendiums. Audio Improvements The internal technology used to back everything audio related was changed (To something called WebAudio API), with better browser compatibility, performance, stability and functionality. Smooth fading between tracks, allow for a nice transition between tracks rather than a hard stop. Sequential and shuffled playlists behave more consistently. Scenes can have designated playlists. Bulk import into playlists. Better visual interface, indicators and searching through playlists. Ambient audio sources allow for triggers based on darkness levels. Walls matter to ambient audio, and can be configured to react as we want them to. Testing of ambient audio does not require a testing token any more. Dice Rolling and Chat New features in syntax of dice rolls allow for new functions like min, max, even and odds, recursive rolls. Internal changes allow for dice roll syntax to contain descriptions like /r 10[fire damage]. Overhead Tiles, Lighting and Canvas Tiles layer has been split into two, Underfoot and Overhead, so tokens can stay below the overhead ones, allowing the creation of tree canopies, bridges, hanging vines, etc. Interaction between tokens and tiles allow now for them to become transparent, when they are standing below certain tiles. Scene maps can have a “Foreground” image, representing everything that stays above tokens, as a whole. This will extend significantly the quality of maps being created and feeling more immersive. Multiple “Occlusion” mode allows tiles to be customized based on how we want them to react when tokens approach them. General improvements in performance for Ambient Light and Vision. The padding area of maps, outside the background image zone, is now considered permanently unexplored and non-visible for all tokens (except when they are out there). No canvas mode allows disabling it altogether. Other Changes Installing Systems and Modules was improved significantly, allowing the user have a better understanding of what is going on when we update them. It also gives functionalities like “locking” packages so they are not updated if they don’t want them to, as well as a summary of the update process. Token configuration allow setting the default of token behaviour (like vision and how their names are shown) to be applied across the entire game for any new actor that gets created. Floating chat window! (Can be opened with a right click or when the sidebar is collapsed). Edit world settings without having to exit the game. 1500 categorized icons available as part of the core library, increasing the total to 500. Small interface changes that overall improve the user experience. Hundreds of bug fixes and uncounted small improvements inside Foundry. Updating from 0.7.x Due to some technical changes updating from 0.7.x might not be as straight forward. Here are a few things you need to consider: If you are self-hosting using the desktop (Electron) application, it is not possible to update directly to 0.8.6 and instead, you must re-install Foundry Virtual Tabletop using the latest version. If you are currently using version 0.7.10 AND hosting your server using Node.js (not the Electron app) you can update directly to version 0.8.6 within the application UI. This requirement is due to a change in the required Node.js and Electron versions used by the software where 0.7.9 and older depended on Node.js 12+ and Electron version 10, while 0.8.x onward requires Node.js 14+ and Electron version 12. So, this is a very quick overview of what Foundry 0.8.x means! Feel free to read the official release notes or our previous articles for a human-interpreted list of changes. We are as always, glad to have readers aboard the hype train, and looking forward to your comments and opinions. 🙂 And remember to BACKUP before you update and check out this post on Reddit that might help you figuring out if your favorite module or system is already compatible with the new release. Have fun, readers!
Foundry VTT is taking big steps forward towards the 0.8.x series, and if it wasn’t enough with the new up coming features already included, fear not, there’s even more now! This is stated as potentially the last Alpha release of the series, which means we’re getting soon into the latest testing stages before release. In this article, we’ll be saving you some time if you couldn’t check out the stream (+3 hours plus a bunch of unintentional AFK pauses :D) by presenting you a summary of all the good stuff that is coming soon! We recommend you to also check out the previous articles about the 0.8.0 Alpha and 0.8.1 Alpha releases so you don’t miss a thing, as we will only cover features exclusive to the new 0.8.2 release. Here we focus on the most important changes, beware, the information listed in this article is in no way exhaustive! Also, the vocabulary used in this article will be purposely kept non-technical and on a high level of understanding. Overview Overhead Tiles and LayersIf you want to stop with the suspension of disbelief, and want your tokens to stop walking on top of the old tree, well, now you will be able to! Tweak and configure tiles to either appear on top, under or fade away when tokens come near. Game Quality of Life EnhancementsSmall changes all around the application to lower the amount of work needed to get things done. Changes in token configuration so you can set them up by default, journal setup to make it easier to include images, and chat as a floating window, make the whole experience in Foundry better. Vision and Sight ImprovementsAlthough implicit in many of the changes all around Foundry, further improvements in performance and accuracy are part of 0.8.2 too. This also includes changes in the Padding area. Worlds, Modules and Systems ManagementA lot of work was spent improving the system and module management. Better detection and warnings about compatibility, locking modules and systems to fix them on a certain version or better tools for finding problems with your game are now possible. Overhead Tiles and Layers Rooftop Layer You’ll now be able to add an image (of same size and dimension) as part of the scene, that belongs to the “roof layer” or a higher position, where the tokens will actually stay below, rather than on top. For map builders, this is very interesting since they can now split their map designs in two layers: Background: the same as before. Foreground: a layer above tokens. This is fantastic for example for bridges, tree canopies, hanging structures, and so on and so forth.With a “house” looking Icon, the Rooftop layer can be toggled for the GM to work more conveniently on the scene. This also opens up potential feature functionalities in the future, like having more than one layer or being able to show the roof above fog of war, but for the moment, Foundry will start with the basics. Overhead Tiles A new whole feature makes tiles way more powerful. All tiles may now have a custom permanent transparency, but more importantly a vision mode. Individual tiles can be set to: Normal mode: Token stands above tile, as always. Fade: The tile will fade its transparency when a Token comes into contact with it. Roof: The tile will act as a Roof tile, blocking lightning and vision too! And likely more modes can come in the future (Radial and Vision modes are mentioned). With Overhead Tiles, you can add tiles which the tokens can walk and/or see through, like Tree Canopies, or going under a Bridge. Light sources beneath tiles i.e. roofs will be hidden but you are able to see the parts that shine through an open door or window. The interaction of the tokens with the Overhead Tiles is very accurate, and improves significantly the immersion for those who are pretty-map lovers and dungeon crawlers, now tokens no longer walk above trees and roof. Game Quality of Life Enhancements Images in Journal now use a File Picker Previously to set up an image for a journal entry you had to provide the correct path to it. Now you will be able to do it very conveniently by browsing the Foundry File Picker. The framework for editing entries is called TinyMCE, so you learn a new buzzword. Default Token Configuration Another awesome new feature is being able to set defaults for token settings in your world. You can set the vision, whether the token emits a light source or not as well as the visibility. This will significantly improve set up times. Floating Chat Frequently requested, the chat can now be turned to a floating window (by right clicking on its icon) just like the combat tracker, compendiums tab or other sidebar applications. It will be very interesting to see how this will work with the PopOut! module and effectively have a dedicated screen just for the canvas and put all UI controls on another monitor. Video Tiles now have Video Controls This well received feature allows you to control the animations of tiles. You will be able to play, pause and stop it. This could be used for things like door animations, particular situations where something starts moving and so on. Hex Grid improvements They will now better apply snapping of ruling applications, by using exact corner and center spot calculations. More icons Foundry’s collection of icons got extended by another 1500 new ones by Rexard now including over 5500 in total. They are mostly focused to skills and spells and have been organized to make it easier to find the ones you are looking for. Vision and Sight Improvements Better performance Always welcome. Based on some improvements in the polygon calculations, better accuracy and performance in vision takes effect. This applies more particularly in distance objects. Scene Padding Sight Players will no longer be able to see outside the canvas of the scene map! Beware, if there are no walls, player tokens may still be able to see if they come across it. With proper walls set by the user, one can use the canvas now for a safe spot for storing tokens, tiles or drawings. Worlds, Modules and Systems Management Lock Systems and Modules You are now capable of locking a module or a system, to prevent it from being updated or uninstalled, so you can rest assured that nothing will break in your next game. Compatibility risks and dependencies Modules and systems will now show their dependencies when they are activated to give you a better understanding what will be installed and warning messages for compatibility issues have been improved. Change world settings from in game It will now be possible to update the World Description and Game Schedule without having to close the game! Launch in Safe Mode This option will disable all active modules in a world and disable audio playlists and scenes. A good starting point if you feel like you accidentally messed up your world. Wrapping up Phew, what a long list! 0.8.x is becoming bigger and bigger. What do you, lovely readers, think about the direction Foundry is taking with 0.8.x? This being the last ALPHA build on the series means we will soon be entering the BETA stages and maybe, a stable release before next month!
What is FATE RPG? FATE is a tabletop RPG system that is agnostic to any specific setting. It relies on players thinking out of the box, being proactive and playing with creativity and imagination. It was first published by Evil Hat Productions in 2003, and the latest 4th edition was launched in 2013 as a Kickstarter, including variants of the systems that will be talked about here briefly. The system itself is published under two free content licenses: CC BY 3.0 and the Open gaming license. What is so cool about FATE? For the FATE fanbase, the game is not just a standard RPG. They call it a “toolkit”, because it is generic, it is designed at its core to have its rules modified and be very powerful for home brew and custom designs for game experience. It focuses on narrative and centers around the player characters. The biggest premise is about having Aspects, small short sentences that give a brief explanation about your character, like Low-level Thug or Black Sheep of the Thompson Family. These aspects can be anything really, and the book explains and gives examples about how to create good ones. They are about the character themselves, his contacts or family, her personality traits or possessions, and must either be an advantage or a problem, depending on the situation. It also involves relationship aspects with other characters (Crossing Paths Aspects) and Trouble Aspects. The RPG mechanical part of it, is a skill list, which is designed to be customized or used as is. Characters have a skill pyramid in which they decide in which they are very good, in which okay and in which mediocre. It also includes rules for adding stunts and extras, but mostly everything is just aspects (with slight different mechanical interpretations). Small phrases that describe what they are about and perhaps a mechanical rule for it. Even places or organizations have aspects, even the game itself has aspects! Players can call to (invoke) them and use them to their favour, or the GM as problems against them. FATE in game, uses custom d6 dice, however it can be played normally with just d6 dice really. The dice either gives -1, +0 or +1 to the base skill stat, you add them altogether and get your final result, compare it either against a difficulty value or opposed to someone else, if it’s the case. All players have to play with is their aspects, skills and stunts, and look for creative ways to use them when they see fit, by using FATE Points. Fate Points are the resource management of the system. Basically it is a currency for players to invoke their Aspects in order to get bonuses or re-rolls, and can gain them back by accepting compels: Dramatic situations that plays against them. Who is FATE good for? Good for those who don’t feel like reading long ruleset books of mechanical rules. Good to jump in across different systems with the same rulesets. Amazing for World Builders, Homebrews and Customization of rules to achieve desired dramatic experiences. Good for improvisation and collaborative games (NPCs, Places, even Organizations are just aspect sentences). Good for roleplaying and story-telling, that focuses on characters arc and growing paths. This may be arguable, but FATE is a double edged sword system. On one way it can be great for new RPG players because there aren’t too many rules. However, it can be also daunting at the same time, because there are no class lists, no race lists, no item lists or special abilities list. So, someone without any experience in Roleplaying games may be lost and intimidated by coming up with their own ideas. Who is FATE not good for? Not good if you like Crunchy Games with long lists of items and powers, and enjoy making combos and builds.However: FATE is Perfectly capable of handling equipment and magic with mechanical significance through extras. Not so good if you enjoy tactical combat, where the 2 meters distance from target allows using “war machine” giving +1 vs Orcs and can be combined with “barbarian rage” if using it on a forest up to 3 meters away from a dead tree.However: Extras & Stunts do have requirements to be used and be quite mechanically significant, if used right. Power Builders and PVP. It’s just not meant for that. FATE is heavily collaborative and relies on players sharing and working together. Without Balance in mind.However: FATE provides rulesets that ensure all players have equal opportunities to be significant in a story. I am confused, I play D&D! Yes, you might panic a bit. FATE needs a mindset switch. Forget everything you know about RPG games and start over. FATE doesn’t have power builds, combos, rulesets, new classes or fancy level 18 items. In fate you just play with your sheet, sticky notes to write down “temporary” aspects and dice. Everything is mostly short sentences. No ammo management, no long item lists and no strict rules for equipment requirement. Even items can be implicit in your aspects, like “Veteran solider with an AK-47″ already says and gives you that weapon if your GM agrees. However, all of these small “no” points, can be supplemented in FATE to get closer to simulation. The book itself provides rules for it if desired. Particularly the toolkit books, which we’re explaining next. Lots of FATE books! what is going on? Do not worry! FATE is always FATE and the concepts are always the same across all editions. They are all mostly “enriched” versions of it to accommodate to different needs. Here’s what you need to know: FATE Core: It’s the base rulebook, 300 pages of self contained FATE rules, with plenty of examples, ideas and and explanations that help customize the system. I would recommend this one for first-timers. FATE Accelerated: 50 pages version of FATE that makes it great for quick games and one shots. Instead of skills, stunts and extras, you only define how your character does stuff: Carefully, Flashy, Sneaky, Quickly, etc FATE Condensed: 60 pages version of FATE that is basically FATE Core summarized in a smaller amount of pages. So all examples are gone and how-to’s. It is great for players who know their way around fate. It also slightly modifies some rules to make FATE a bit easier to learn. For many, this is the best way to play FATE. FATE Toolkits: The System Toolkit enhances and customize the FATE game experience to your liking, expands on things like Magic, Cyberware and more techniques for building stunts and rules. Then, Adversary Toolkit, gets deeper into creating challenges, hazards, threats and enemies, as well as giving example settings and how to play them. Finally, other Fate Books are setting-specific oriented, among these are really beloved ones like Dresden Files, Venture City for Superpowers, Nova Praxis, Atomic Robo or Fate of Cthulhu. Enough fluff, I have Foundry VTT. Where do I start? There are two great systems for FATE in Foundry VTT: FateX – by Patrick “Daddi” Bauer Gorgeous looking system, designed with user interface in mind. You begin by creating “Templates” of characters (or anything really, such as Organizations or a Place). Since in FATE anything can act like a “character” and just has Aspects, Templates is just the right term for world builders and GMs. Then, you can create characters out of these Templates. Following the example shown earlier in the article, here we can see that you can enter a Character Edit Mode in order to modify the stats and aspects of the character. When you exit it, the character becomes “non-editable” and ready for play. I recommend FateX when you just want to go ahead and play standard FATE (in any of its editions) with more or less the standard structure, and appreciate a nice clean UI and a small amount of effort to get going. Modular FATE – by Richard “Skimble” Bellingham Another option for playing FATE, Modular Fate is perhaps more oriented to “System Hackers” and “Foundry configuration freaks” 🙂 If you enjoy customizing every single piece of your game and approach it in a more modular and structured way, perhaps Modular FATE is for you. In Modular FATE, as opposed to FateX, which works in Templates, it works more in “modules” or components. You can separately design Aspects, Skills, stunts and tracks by creating their own lists in a way they can be reused across different actors. It also includes a sub-app called FateUtilities that makes a summary of the game for the GM. Both systems are great, and it is always good to have more than one option! This does not happen very frequently in Foundry VTT, so do enjoy it! Test both, see which one fits your needs and go. That’s the great thing about FATE in Foundry. Recommended Modules for Fate in Foundry? Hmm, this is always hard. What’s good for me may not be good for you.However, if you insist… take a look at these: Conclusion Hope you have enjoyed this guide! FATE is really good for both short and long games. It is very flexible, powerful, narrative-focused game. Moreover, it can be used for different tones if set up right, like terror, investigation, action and exploration. I recommend at least checking it out, perhaps it is the one system that you pick up and stay with! What do you think about Fate? Which system is best or which modules work great for FATE?Share in the comment section below! Looking forward to sharing and hearing some thoughts as well!
We’re all getting excited about Foundry VTT 0.8.x series, and even though it is still on ALPHA (yes, the upper-case means: don’t try it yet), it takes us to the point where we can see in action what’s coming soon! So, let’s get hyped together about the changes that are coming to Foundry VTT 0.8.1 Alpha, which means that eventually, these will be part of a STABLE release some time down the road soon. Previously, Alpha 0.8.0 began with mostly under the hood changes. 0.8.1 starts getting into perceptible changes for users. In this article, we are going to focus on the changes that actually have user impact. Technical topics will be only mentioned on the high level so at least you get an idea. The idea is to make it easier for you, as GMs, to catch on what’s going on, so hopefully this helps. I recommend checking our previous article on what’s going on in the 0.8.0 Alpha release here, the official release notes here and check out Foundry VTT’s official twitch here. Overview These are the major feature changes that are introduced with 0.8.1. Check Foundry VTTs 3 hour Stream Preview for details. Audio System ImprovementsAudio System is one of the main focus areas of the series. Improvements in Playlist management, Tracks control, Ambience audio and Infrastructure will be covered in detail down below. These will certainly allow GMs and users have a more detailed control and management of audio, including crossfading, playback mode by playlist and mass import. Dice System ImprovementNew modifiers will extend system support and functionality, while also starting to allow external sources of dice rolls, which are becoming common in these times. Physical electronic dice rolls, web services, and other external systems will soon be able to define the dice results. Improvements in other areas as a side effectAs development goes by, some times developer find areas of improvement as a side effect of other improvements. This is always good and it means things start getting each time more flexible and flexible. Journal entries and lighting also get some love in this release. Audio System Improvements Core Background Changes This of course means little to normal users and GMs, but basically the backend audio was completely rewritten. The previous technology, called howler.js is being replaced with a more standardized modern approach called the Web Audio API. The benefits are mostly towards more streamlined development approaches where howler.js proved to be too much for what was needed by Foundry. This will also directly impact Macro usage and the way audio trackers are used by developers and avoid an issue where HTML 5 was running out of browser sockets. New Features in the User Interface Folders in the music tabThis is of course absolutely awesome and a very welcome feature. Being able to create folders into which we can place playlists will significantly help in the organization of music. Search bar in the music tabAnother cool feature is the capability of searching for playlist names and tracks. This helps GMs that have different audio tracks ready for different situations, and when improvisation comes into play. Nothing is more frustrating than line-searching the right audio for the moment! Reorganized user interfaceWe will now be able to see the time reference of the track being played, and the volume controls in a cleaner more condensed view of the track. This also includes play, pause, stop buttons as before, but includes a playlist level next-previous songs control. New context menu in playlistWe will be able to mass-manage playlists and folders with right-click context menus, including copying, duplicating, exporting (to other worlds or games), mass deleting, and more. Better UI feedback on bufferingWhen the audio is not yet loaded on the client, it will show a loading-loop to indicate that the audio track is not yet playing. This is one of the side-benefits also of the new technology behind Foundry VTT. New Functionalities in Audio Controls Fade & Crossfade supportThis is if not, one of the most exciting new features we get. We can set Fade in/out time per both, track or playlist, and this will automatically slowly and smoothly fade in/out the song or crossfade to the next song coming up.Individual settings on Audio Tracks will override the more general Playlist configuration. Playlist Playback ModeAnother super cool feature, now playlists can be set across different mode, such as sequential, shuffle or simultaneous, configuring the way a playlist behave. Non simultaneous playlists will automatically make it so only one track may be played at a time. This means, pressing play on a track will automatically stop the previous one, and crossfade if configured! Bulk LoadingEven though current achievable by third party modules, bulk loading will be natively supported. We will be able to select a folder and all audio within will be imported into the chosen playlist. Ambience Audio (Audio that is placed on the map) Wall configuration for Audio PassthroughWe will be now be able to precisely set the behavior of each wall (or group of walls) to define whether we want the audio to go through it or not. This will improve immersion significantly in dungeons, for instance. Fading applies more naturally on token movementThe outcome experience of going through an area with sound effects, will now adjust more naturally. GM Testing capabilitiesA toggle button will allow the GMs easily test their ambient audio by just using their Mouse Cursor, rather than having to drop in tokens. Multiple sources of audio behave better on simultaneous token controlsAreas that have multiple audio sources will apply when using selecting multiple tokens, becoming capable of hearing all sources. Darkness Thresholds and Activation RangeFor those super-pro scene builders, night and day can have different ambient audio tracks. So you can set up people talking during the day and the sound of insects during the night. This brings a side effect to scene audio control of darkness thresholds, now called Darkness Activation Range. Behind the Scene Changes .m4a and .opus audio format supportedIncrease the compatibility with different audio formats. Fading & Crossfading behaviorFading applies when stopping and starting, as well on scene change, except on pause, which immediately stops playing audio. Better preload bufferingAudio Tracks will automatically preload 20 seconds before the next audio track begins. This will help players stay more in synch with the GM. Tracks can be marked for preloading as before, but overall the functionality has been improved significantly. Better client volume controlsGlobal volume levels apply to each user independently, and now variations in the volume are better handled and should act more precisely as expected, improving the synchronization between levels and the predefined volumes. Better synchronized ShuffleRandomness should now be less random and more predictable 🙂 Shuffle playlists now ensure everyone starts the same audio track in randomized playlists. Playlist sortingPlaylists will be sorted alphabetically by default, but also users will be able of drag & drop audio tracks on top. Dice System Improvements Dice Rolls MetadataThis impacts mostly developers, but a wrapper around dice rolls allows enhanced functionality in general. One of the user oriented benefits of this is that now rolls may now contain flavors related to their numerical components. For example a +1 Bonus can now come with “Strength Bonus from Thanos Glove” Atropos writing code at the speed of light 🙂 An Insight onto Dice Rolls Flavour text New Roll Modifiers– minimum and maximum: Allows for defining absolute results on dice rolls– even or odd: Allows for picking up certain roll results– recursive rolls: Advanced logic allows re-rolling under a custom condition Backend API Improvements and External dice rolling supportThe Roll function will become asynchronous. This has several technical consequences of course, but the main reason behind this change, is to allow external inputs that provide dice results, for example results from rolling dice physically, the new Pixel Dice or external services, among other benefits. Other improvements Lighting Improvements in Darkness ThresholdAs part of the audio improvements done, Foundry will allow setting up a Darkness Activation Range that affects illumination based on darkness level, but now, in both directions, rather than only lights off or on in Darkness. Journal In-Line rolls flavorIn line rolls in Journals will allow a flavor text on top of the button, improving the user experience of this specific functionality. Wrapping up Phew! That was a LOT of info right? Well, the point was to give you an insight (yes, this is not all) of what’s going on in Foundry after all. So, what do you think about the changes mentioned? Foundry is growing up immensely and it comes together accompanied by it’s community. It’s main developer, Atropos, creates these Alpha builds not for just testing, but also for gathering feedback. You can find the official patch notes here. Looking forward the next release will focus on a new feature Overhead Tiles as well as improvements to A/V and package management. So I hope everyone get’s on the hype train with me and get prepared for more roleplaying stuff to come in these online times 😀
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