Development Update August 2023
Added 2023-08-01 21:35:17 +0000 UTCHello Adventures!
I'm on holiday (vacation) with my family, so hopefully this scheduled message lands in your inbox, and the Kobold interns have not taken this opportunity to seize power.
This month has been quiet on the visible front, but several exciting changes have got our server goblins all over-excited. There have been some incredibly boring refactorings, adding new components and deploying infrastructure to support new features for the DDB Importer. For now there should be no real impact for you, dear user, except perhaps a slightly more stable service.
There were also a couple of failed experiments. Always frustrating, but some valuable lessons were taken.
The changelogs are below, but they are mostly a collection of minor improvements and fixes.
So what's coming? Well, I'm working hard on improving the addition of class features and feats to the compendium munch. This requires a slightly different approach than previously. As many of you ask and observe, the feat and class feature parsing leaves a little to be desired right now. The information the DDB Importer needs to automatically generate effects and data about features only comes through when the item is attached to the character. In addition, there are currently several features that can't be munched.
What will this unlock? Well hopefully, all the missing features, as well as the effect and configuration as if they have been imported via a character! Hurrah! When can you have it? Great question. It's a somewhat complicated operation, and I hope to have something to roll out to God Tier Patrons either late this month or early next. However, software development is always _bad_ at predictions. So, we will see. This will follow the pattern of rolling out to God Tier, and once I'm happy it's mostly working to Undying.
Thanks once again for your support
Jack/MrPrimate
Condensed Changelogs
DDB Importer
- When using Items with Spells some items, notably Staves, would not get the charges for spells linked to the item charges.
- Artificer spells now force the M/material property for components.
- Some Artificer Infusions still causing problems with flag depths in v11.
- If 3d canvas, mapmaking pack, and 3d token compendium are installed then the importer will do a search on monsters when they are imported to add a default monster model. It will only do this if one does not already exist on the monster in the compendium.
- If using Chris' Premades with Items With Spells, som items would fail if effects were applied to the spells loaded by items with spells.
- Vision 5e stub effects would not apply to items or spells munched into compendiums.
- Chris Premade effects would not apply to characters if the option was not selected in the muncher.
- When applying Vision/Detection Modes 5e effects spell targets will be set to self.
- A fix for third party munch where the importer could choke on actors that are not from DDB.
- Chris's Premades would not always capture all feature types when applying via the medkit pack.
- When using Chris' Premades if more than one document had the same effect it could cause issues.
- Monster sense parsing. If Vision/Detection modes 5e is installed, then don't add detection modes to monsters.
- Adamantine Armor and similar now will add midi-qol effect.
- Tweaks to create bonfire and active aura template spells.
- Correct class name on flag data for class features for @kaelad
Pathmuncher
- Some name mappings for Highhelm.
- Invested items are now marked as invested thanks to updates in Pathbuilder exports.
- Spell blending on Pathbuilder is now taken into account and reflected on your imported sheet if the option is selected.
- Fix Thaumaturgy Initiate Benefit parsing reporting as mismatch.
- Match Prodigy background.
- Some features such as Raging Thrower caused failures during evaluation due to a typo.
- Throwing shields would not import correctly.
- Ensure current focus points are set after feature import.
- Improvements to Psi Amped cantrips when using the psychic-amps module.
Tokenizer
- Scale layer option - you can now scale a layer by a percentage.
- Fixes for systems such as Gumshoe system where PC's type is marked slightly differently in the data model.
Note Licker
- Bug would prevent disable some note config options appearing.
- Prevent players getting error message about libwrapper.
Active Auras
- If wall blocking was enabled AA would throw deprecated warning messages (in v11). Also, auras would be applied inconsistently
Comments
It seems that it was temporary, it works now, unsure what caused it. it's loading now as expected.
Aljovin
2023-09-01 03:39:32 +0000 UTCIt's not, could you hop onto the discord and provide a bit more information about the monster, foundry versions etc.
MrPrimate
2023-08-31 08:52:12 +0000 UTCHi! I've been using the importer for a while now, but just found out that I'm missing a template for a monster, I tried reimporting, but I get "API Failure: Unkmown error during monster loading:..." is it something you're aware of Mr. Primate?
Aljovin
2023-08-29 19:27:01 +0000 UTCVery cool! thanks!!!
Mike McCarty
2023-08-15 17:23:41 +0000 UTCMike, I found this creator's full build, with most of the work already done. No monsters in-place, including Strahd's heart, and you'll probably want to tweak some stuff to your liking, but it's pretty dang good: https://www.reddit.com/r/CurseofStrahd/comments/sb6raj/my_singlescene_castle_ravenloft_in_foundry_is_now/
Jeremy Varo-Haub
2023-08-15 16:27:39 +0000 UTCGot it thanks again!!
Mike McCarty
2023-08-09 22:37:03 +0000 UTCI think Roll20 had some custom ones made for this exact reason!
MrPrimate
2023-08-09 22:13:58 +0000 UTCOh wow! I must have been mistaken. I thought for sure my Roll 20 version I paid for years ago had some, but then I made the switch to Foundry. Thanks for your help!
Mike McCarty
2023-08-09 21:16:08 +0000 UTCHey, the CoS adventure doesn't include any maps for Castle Ravenloft beyond the isometric one with all the labels on, you'll need to source some for Foundry. Dynamiic Dungeons has some: https://www.patreon.com/dynamicdungeons/posts?filters%5Btag%5D=COS (although you will need to wall them, and Pyram King may also have some Castle Ravenloft maps
MrPrimate
2023-08-09 09:52:32 +0000 UTCHey Mr Primate I'm having an issue I need some guidance on. I'm running Curse of Strahd and Dinner with Strahd is this Saturday. I just realized that there is only one Castle Ravenloft map in there, the elevator. How can I update without overwriting everything that I've already tweaked for my campaign? I can just fake it for now with one dinning hall map but I'll eventually need all the other maps of the castle. Any guidance is appreciated and of course thanks for everything you do for the community!
Mike McCarty
2023-08-09 01:06:14 +0000 UTCSee if this will help you out. https://ko-fi.com/post/A-Badgerwerks-network-update-Item-Macro-R6R6N7M89
James Davis
2023-08-02 15:41:00 +0000 UTCYou can install it direct by pasting the manifest link from the module page, and this will work in v11. AIUI a v11 "official" version should be available soon.
MrPrimate
2023-08-02 15:36:28 +0000 UTCHi! Thank you so much for all the work that you do & enjoy your vacation! I just wanted to mention, the Item Macro module is now outdated (and seems to have last been updated in 2022) and no longer recognized by the DnDBeyond Importer, so I can't select the import options that require it (Generate Active Effects for Spells). Any idea what is the future of that? :)
Ema Bícová
2023-08-02 13:52:40 +0000 UTC