Foundry V13 - What's Changed? Worth Upgrading? Let's Find Out!

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I've been playing around with V13 of Foundry VTT and here's what I've seen! This video showcases mostly everything major that V13 brings to the table, at least from a user perspective. I'm not a code guy though, so I can't really talk about back end stuff.

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Timestamps:
0:00 Introduction
0:37 UI Changes
2:18 Ruler Changes
3:39 Molten Hosting (Sponsor)
4:41 New Doors
6:11 Combat Changes
7:15 Other Minor Changes
8:31 Outro
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Using regions to set up areas of difficult terrain is easily my favorite feature in v13 so far.

paperlp
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The difficult terrain calculations makes this update worth it regardless of anything else

aidankircher
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I'll be sending you my medical bill for the eye damage from that little light mode "demo"

LeahLuciB
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I generally wait at least 2-3 months after the stable to upgrade. When its "stable" theres always last minute things. Ive have been using foundry since when it was "0.7".

mirtos
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Oh god the difficult terrain thing is so nice

SystemOfFantasy
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The auto rotating made NO SENSE until you showed how it looks with the top down tokens and like…yeah, that’s neat I guess? I don’t like it being like a default thing foundry is sort of pushing because I think those tokens are impractical versus the classic pawn where you can just find any image and put on it

I’m glad you can at least change it easily, and you really saved me a headache trying to find out what setting that is when I do upgrade to 13 man, thanks

Giozize
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Looks amazing can't wait until it is stable.

NauticaTron
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Thanks for the info! Your videos are always a big help.

BanangArang
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Great! I was getting ready to work on Star Wars flavored doors and opening animations. Now I just need to worry about the graphics. Thanks for sharing.

FootSquare
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V13 Stuff I like/Hope For:
- Reyzor or somebody implements the difficult terrain into automatic regions for spells now it's fully stable and integrated.
- New Doors are so dank and that actually saves you having to line up door textures which is a huge time saver if you build maps inside foundry.
- Having the ruler stuff built in is going to un-confuse the topic and the many different modules and their inconsistent ways of handling height or etc.
- Super excited to see a more useable UI and some better independent scaling features.

RisingStarPFE
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Great video, as always. There's some great things in this release, but having a game 'in progress' I'll have to keep an eye on things and wait until my 400 GAZLION MILLION modules are all updated to be compatible. Such are the woes of a Lunatic4Life…

drunemeton
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I actually gasped at seeing the new programming colors, it was such A PAIN to use macros directly on the editor before that!

efrenenverde
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I released my UI module Carolingian UI just a month ago and then I saw v13. Lol it's been well accepted but I guess it will be less needed.

carolxs
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Great video, awesome features.
Integrated drag ruler would be great if there will be an option for meters instead of feet, but the difficult terrain stuff is awesome.
Doors are great, too...but as I´m using premade adventures (AV for pf2e coming up next) I hope that they will use these as well in an update.

mindcastpodcast
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me, a lancer player: hahaha yes the new foundry update haha yes

jambondepays
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Oooo, I like the new sidebar tabs location. It always seemed a bit crampt up at the top, and it also limited further expansions for more tabs added by modules. Now there's room for the number of tabs to grow. At least I assume so. I mean that's all modules are, just HTML, CSS and Javascript so theoretically anything is possible.

exstasis
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The fading out GUI and always visible chat on the screen were ideas taken from existing Foundry 12 modules.

exstasis
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You should put out a video when it's cool to move to version 13. I know it's different for everyone but a ballpark would be nice

jquickri
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2:35 For this part, can you look at the token settings on an actor and see if you're able to turn the rotation on per actor? Currently using a module for rotation that allows for this, as I use a mix of both circular artwork tokens and also top-town tokens.

Akeche
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Aren't the journal levels already a thing in V12, or is that a PF2 system feature?
The doors, darkness emission, and difficult terrain regions are all incredible, though.

Steev
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