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Update 0.8.x Feature Prioritization Vote

With the release of Foundry version 0.7.5 now accomplished it will be soon time to turn my attention towards the 0.8.x update series. As with 0.7.x, the Patreon supporter community will play a very important role in determining one of the major features that will be a focus of the 0.8.x series. In the prior vote, Active Effects Phase One was the winning entry, and the new Active Effects system represents the outcome of that community vote.

In an effort to accomplish a more frequent and less disruptive release schedule, I will be reducing the scope of 0.8.x to only focus on two major features before putting together a stable release build. I will be choosing one of these features myself based on what I view as the most important priority for the overall health of the software, and the second major feature will be chosen by the Patreon community. To participate in that decision-making process, please choose the feature which you feel to be most important to you from the below list of options. The options are presented in alphabetical order.

Feature Choices

Advanced Template Effects and Auras which will improve upon the Measured Template system to add advanced template animations for common elemental and damage types with support for effects like fireballs, ice blasts, lightning bolts, and more. Additionally, there will be support to attach a Measured Templates to a Token which can allow it to be rendered as a aura effect which moves in sync with the Token that created it.

Card Decks and Hands which will extend the Roll Tables system to include a special type of table represents a Card Deck. A Card Deck will have a special UI, and which cards have been drawn from the Deck will be tracked at the User level in the concept of a Hand as well as API to support typical operations like shuffles, draws, discards, and more. This feature will add official API support to use card decks as well as an interface for users to create their own custom decks.

Event Triggers (Phase 1) which will add the foundation for a comprehensive system for scripted or triggered events. You will be able to define trigger regions on a map with a variety of triggering conditions including (but not limited to) tokens moving into or across the region. When the trigger condition is activated, the event trigger will execute a linked Macro which will be executed for all users, allowing for the configuration of sophisticated scripted events like revealing enemies, warping between linked locations, toggling lighting conditions, or activating a trap.

Improved Wall Types which are made possible by the advancements in wall detection and vision handling in 0.7.x. This feature will implement new wall functionality like curved walls which allow a wall segment to be transformed into an arc which can smoothly connect two points with a curved segment. This will allow for rounded building or terrain shapes to be made using far fewer line segments which will improve the accuracy of dynamic lighting as well as (potentially) improve performance by reducing the count Wall objects in each Scene.

Improved Weather Effects which will expand and iterate upon the initial Weather Effects framework to improve upon it using advanced WebGL shaders (like the new ones used for lighting), incorporating a wider variety of built-in effects, augmenting visual weather effects with accompanying sound effects, and improving weather performance for large maps by optimizing the particle emitters used for weather. This feature will also support the definition of weather-free zones where weather effects are not applied.

Overhead Tiles which add a new canvas layer above Tokens that can be used to display overhead obstacles like building roofs, tree tops, overpass bridges, or other obstacles. The overhead tiles feature will include a system for marking certain regions which can mask them as excluded from "outdoor" effects like weather and global illumination. When Tokens move underneath an overhead Tile - the tile will fade away dynamically to reveal the Token beneath.

Placeable Items which will allow Item entities to be placed inside a Scene. Placed items can be activated or picked up by an Actor, potentially triggering scripted actions. Placed items will be able to use image or video artwork and to have their appearance customized with color tinting or other image manipulations.

Player Client which will provide a free downloadable application that players can use to connect to a Foundry Virtual Tabletop game session instead of using a web browser. The configuration of the native player application would be optimized for performance and the standard browser settings which work best for Foundry VTT.

Simple Fog of War which provides an alternative to the default dynamic fog of war system. Simple fog of war would provide GMs with an option to manually manage fog exploration by concealing or revealing areas with a brush or polygon.

Please Cast Your Vote!

My own choice for the 0.8.x feature that I will prioritize is Audio Enhancements which will improve the performance and functionality of Audio Playlists and Ambient Sound sources.

The most popular choice from this poll will be prioritized as the second major feature for update series 0.8.x. The runners-up will help define prioritization for future updates and polls. You may only select one option, so choose the feature which is most important to you. Thank you for sharing your preferences and influencing the post-release development roadmap of Foundry Virtual Tabletop.

In addition to voting, please share your thoughts in the comment section below!

Comments

What about Multilevel Scenes?where does that live in the Dev pipeline?

Maudova

I love Foundry and I love the extreme support it fosters. But I find myself almost exclusively using a different VTT (still a small developer one) because it supports simple fog of war. I do wish that feature would get more love. Foundry is great if I have hours of time to invest in prep ... but sometimes I just need to show a map to my players without them seeing it all. Being forced to spend a long time to make a bunch of walls on ever map effectively makes using Foundry a large time commitment that I can't really justify.

Victor Ling

0.8.x development will take until at least March or April, so Card Support will be an option for the 0.9.x series which will be underway around May/June of next year.

Foundry Virtual Tabletop

Will card support be in January then, or is it going to have to compete for existence again?

Joseph

Can always open a browser tab and login as a user there to put on another screen. That's what I have been doing atm to accomplish this same thing.

Joseph

Card Support is an essential feature for dozens of TRPGs, unlike Overhead Tiles which is useful (but not necessary) for some battlemap-heavy games. I'm kinda bummed card support it's being delayed even more :(

Alex Phenomen

Congratulations to those who voted for Overhead Tiles - this will be the next major feature in Foundry Virtual Tabletop version 0.8.x along with audio improvements!

Foundry Virtual Tabletop

YES!

Joseph

I almost chose Player Client, but as was mentioned, I don't think it will really help with anything. What I really want is just a simple "player view" of the map to pop-out and put on another monitor for in-person games. Even better would be a hide-able "player view" box on the GM's view too (similar to Arkenforge, but I understand that Foundry is aimed towards online play and not in-person like Arkenforge).

Rocky Ipock

RIP Card Support :( So question, will the next feature update be the runner-up to this poll? Or will Card Support possibly be delayed even more?

Joseph

Would player client lower the minimal hardware requirements?

Alexander Lush

I was thinking if a player could run foundry locally, they could potentially make a world that runs only offline and create characters in there.

McArthur

I had the same thought! Might give a truer sense of what would be most popular, as everyone’s second choice might be overwhelming support for something...

Tim Webb

It's actually amazing. We love it. I have one laptop for me and my players have one designated person who controls all the players during combat on another laptop. (i.e moves the players) But we don't use virtual dice and the players use normal paper character sheets at the moment. If everyone is looking down at their devices I think it might take a bit of the atmosphere and fun of all getting together. That said the players want to be able to access their up to date character sheets outside the game, so I'm still voting for player client.

Dillon Brice

Supporting older browsers and OS's often comes at a cost. One of my pet hates as a web developer is my client saying oh someone rang up and couldn't access the application. They're on Windows 7 and IE 9... please fix urgently. Someone should urgently go to their house and let them know that combo has about 7,000 vulnerabilities for a start. :-| Sorry, that was a rant. I've had too much coffee. You're right of course. But it is no easy task to keep backwards compatibility and still be putting out amazing new features. Just my two cents worth.

Dillon Brice

I'm planing a tv in a table and a player client with the char sheet + the hability to move the tokens with arrow way like square by square would be awesome for my future D&D desk :)

Hugo Prudente

The good news is that these votes are for which feature gets developed as the next priority- not whether the get developed at all. So just because something doesn't win this time around doesn't mean it will never be developed. :)

Other Games

You'll be pleased to know that audio improvements will be coming to 0.8.x regardless. :)

Other Games

I believe there's support somewhere for custom token status effects? Not sure where I'd look for that. Or if it's possible to make a colored status icon?

Daniel S.

oh sick!!

Daniel S.

https://foundryvtt.com/packages/statuscounter/ might want to have a look

Markus Raab

+ 1000% for a player client that even just has the character sheet only. I sit around a table with friends using a big screen, and I'd love for them to be able to look at their character sheets. They don't even need the map or dice rolling.

Dillon Brice

Even just a mobile character sheet + chat window + dice rolling would be pretty awesome.

Justin Rens

Does Player Client mean mobile app?

wawgster

The example I was thinking of was the Mythic Game Master Emulation Deck https://www.drivethrurpg.com/product/257195/Mythic-Game-Master-Emulator-Deck If you turn the card round you get a different result

Stargolem

Whay about sound management improvements?

Juan Sangrós

Nope; it's just a web browser in a wrapper. That said, if you need people to have 24/7 access, Foundry can be set up to run on a dedicated/remote host, rather than directly on the GM's machine.

T.J. Lanza

I have some observations about the VTT's UX! eduardoeditor@gmail.com

Javerd

I think support for very old computers/laptops and mobile would enable more people to use FoundryVTT. I DM for a Westmarches server (no set player groups, different people each time) and a lot of players only have mobile or very old devices where Foundry does not run. Otherwise my personal favorite would be the possibility to exclude areas from global illlumination.

Jens

With a player client, would it be possible for players to create a character offline and import it into my game? For stuff like adventure league/pathfinder society.

McArthur

As far as I get it the client be not much more than a browser without URL bar that is set up correctly. You just need an additional install instead of changing browser settings.

Markus Raab

Wish there was ranked choice voting for this! there are several of these features I like, and quite a few I don't care if they get developed for awhile.

Andrew Gover

second on the Illimat; that would be very fun as it's so adaptive

Clay Bell

I think he's thinking tapped like in MTG?

Clay Bell

Audio is the feature that I will be prioritizing with my own choice, so you'll be able to look forward to this in 0.8.0

Foundry Virtual Tabletop

This is something that is hard to build in the core software in a system-independent way, because each game system and ruleset will have its own requirements for how to build dice rolls in a collaborative manner. The API allows for systems to implement this sort of experience, if it is relevant to them.

Foundry Virtual Tabletop

Not 100% guaranteed, but that would be one goal of the system, if there's a good way to do it.

Foundry Virtual Tabletop

Thanks for the feedback, the newly added Active Effects system needs some time to mature and have support rolled out in different game systems. I think this will change the playing field in a meaningful way on this matter.

Foundry Virtual Tabletop

Yes, I think being able to play cards into a visible location on the board would be part of the feature.

Foundry Virtual Tabletop

Full transparency, the player client will not meaningfully change the system or networking requirements that players face.

Foundry Virtual Tabletop

I'm not sure I agree that there are "correct" vs "incorrect" answers, but I agree with you that card decks opens more classic pen+paper gameplay mechanics than other options.

Foundry Virtual Tabletop

There's all sorts of Foundry users who have different preferences and gameplay styles. I think the number of people voting for Overhead Tiles demonstrates that there are a substantial number of people who would use this feature if it existed.

Foundry Virtual Tabletop

Full transparency: a dedicated player client won't alleviate the need to have proper networking configuration.

Foundry Virtual Tabletop

Yeah, I think allowing cards to have a front and a back where they might have different meanings being face down vs. face up would be important. I'm not sure about rotation, but probably flipping vertical should also be supported.

Foundry Virtual Tabletop

Good suggestions, those kind of quality of life and workflow improvements are always good to prioritize on an ongoing basis (although probably not glamorous enough for the main feature vote).

Foundry Virtual Tabletop

If we get card support, it not only can enhance some RPGs, but can actually allow other RPGs and other tabletop games altogether. With card support, I might be able to convince Keith Baker to offer virtual versions of Illimat and Phoenix Dawn Command (a card-based RPG).

Kristian Serrano

I tried that, it doesn't seem to work well for flat teleporters. I can't fit a 1x1 teleporter space in the map I have. But thank you for your recommendation! Edit: Nevermind, you can now make Multilevel Tokens teleporters a voluntary click from the player to use. That wasn't a feature last I tried it, either that or I'm just bad at looking.

Adam

It definitely works. My guess would be IAM errors or bucket permission errors. S3 is a pain to wrangle.

P Man

Yes, seconded. Need S3 to be the first page that loads if I choose as such.

P Man

Ping me, it sounds like you're just having some sort of network/firewall/routing issues. I might be able to help. Find me on discord SLATE#0001 - look for John Stamos ;)

P Man

I could be mistaken, but I think that's a part of the game ruleset, and not a foundryvtt issue/feature

P Man

There are some seriously cool options here! I’m not sure that adding support for other game systems really adds value to Foundry /at this time/. Cards are of limited use in most systems, versus adding improvements for existing ones. I’d also like to see improvements for my players with inadequate computers/bandwidth, so I think the player client will reduce the burden on them.

Tim Webb

I second this.

Amazing Rando

Adding support for cards enables more RPGs than currently possible, while the others are just "oooh, ahhh" enhancements that don't lead to new game play. Cards are the clear correct answer.

Daryl

Overhead would be great! I am planning on urban combat for the next few sessions.

Matthieu Gagnon

Overhead tiles, while good looking, brings less value to the platform than some of the other options. I wonder how this poll would look like with ranked voting. I voted for cards not because it's my top feature (would rather see wall type improvements or a player client), but cause it has the highest chance of beating "Overhead Tiles" and is far more meaningful than tiles.

Antony

I choose player client because even with no firewalls, using Hamachi, and being on the same network in my house I haven't been able to get my players to connect to my game in several months and no amount of troubleshooting has been able to help us.

David Kerr

Simple Fog of War is not sexy, but it will help my GMing workflow.

Randy M. Roberts

Looking forward to the audio enhancements. If cards wins can there be an option to support cards being rotated in the deck? Some card decks have cards that give a different result if they are upside down.

Stargolem

I'd like to see some options for managing worlds and users. MOTD's for the server, for the GM, for the users, etc. The ability to backup/restore worlds, sync them with a remotely hosted server, the ability for users to change their passwords. Some centralized user management where I can see what users have access to what actors, compendiums, tables, etc. My second choice would be cards (having board games in FVTT would be amazing), third would be overheads.

Clay Bell

I am torn between cards and wall types - Cards would open up a few other systems for Foundry implementation (and might provide neat UI options that can be co-opted for things like spell cards in D&D). Wall types would be generally a neat QoL improvement when setting up maps - but it can be done at the moment with straight walls and patience. Event triggers/overhead tiles/advanced template effects can all be done fairly well via modules at the moment - and while I'd like to see them in core, I'd prefer the features that don't have such good module implementations.

Michael Chester

I'd like the option to have a combat exist not specific to a scene. For example if I have an upstairs and downstairs for a map, its not particularly easy to track tokens that move between the maps in the combat tracker.

Ian Murphy

I personally didn't want to vote on any of these. As a new player it's too difficult to track bonuses/buffs/debuffs that are added to rolls. That's my #1 issue.

Christoffer J

I chose cards as this option and others like it would allow for a more in-depth role-playing experience, which is currently very hard to pull off virtually.

Gremley Kahron

Overhead Tiles for me, given I'm planning on making a bunch of settlement maps for Curse of Strahd and Rime of the Frostmaiden for my next map packs, this has me excited for it being native and not requiring a mod.

Alex Hitchen

Overhead tiles is visually cool, but brings little value to the game. I would like to have events. Cards is so much needed by so many

Bo Helweg

Hard to decide....

SoulCake

Yeah, I kinda hoped that sth. like this would come with the active effects support.

SoulCake

This is no easy choice!!

Nicola Nappelli

lol I was just gonna say that Lucas. That mod is smooth as butter!

James Silverthorn

I'm going cards, I like the action and adventure deck Savage world uses just to shake things up use them for all my games and you can't really play DL without cards.

Rich Erich

You wrote that you want to build card decks from rollable tables. Would that include cards tha ca n be placed in a scene for everyone to see? Would it also be possible that the card represents a entity like a journal entry, item or even actor like tables do ? If so I would change my vote to card decks.

Markus Raab

Audio, audio and audio enhancements/stabilization :) !

LeRatier Bretonnien

That's a good thought for the usage...expendable abilities!

Valerie

I'd still love to see token status icon's be able to display a number over them simply by pressing a number key while hovering over one. It's actually the primary feature to me left in roll20 that foundry doesn't have yet, and I use it a lot for a system I'm working on. Once that feature comes I might be ready to make the switch finally.

Daniel S.

SO..... I voted for cards out of whats there. But what I REALLY want badly is a framework for shared dialogs. There are a number of game systems where it is helpful for player/GM and/or multiple players to collaborate on things like building a dice pool. Really what it comes down to is collaborative workflows. You could loo kat some web business collab tools for inspiration.

Jeffrey Kesselman

Have a look at the "Multilevel tokens" module by grandseiken. It's exactly what you need.

Lucas

I would love to have sectioned areas for weather and global illumination. Makes city/town maps, and taverns with outdoor areas less appealing without these features.

Chris Winn

Card system is sort of needed for certain game systems. Don't think you can do Torg without it and even Savage Worlds is better when you have the adventure deck.

Mark Mealman

Please also bump the version number with all hotfixes to redure confusion and load on helping with troubleshooting.

Vesa-Pekka Palmu

Keep in mind that if you experience issues make sure to disable all modules and see if the problem persists. If so please file a bug report. If not then you have a module, not FVTT, causing issues! (I mention this because I had stability issues and it turned out to be Token Patrol. Taking that out of my lineup resolved the issue!)

Drunemeton

Check the reddit, I think I saw someone manage to do that...

Mandraw

Card and Hand support would help enhance so many games, allowing for implementations of a ton of small press games, as well as helping to fill out elements for a Simple Worldbuilding System for games without full support.

Michael Parker

Oooh, you convinced me

Timothy Tasse

I thought for a while, and I chose Event Triggers. I have a map of a guild hall's indoors. There's a pillar in the central, on top of which is a higher floor. There's a door on the lower floor, on the pillar. I want to have players who try to move through that wall to instead be teleported to another part of the map, where the lower floor is. So in other words, I need a wall to act as a teleporter. I'm hoping that the Event Triggers will have that or lead to that.

Adam

If I understand correctly, overhead tiles would allow me to set up global illumination for the area outside of a cave complex, but then allow for dynamic lighting when the token go into the cave? If so, big thumb up from me!

Mark Flores

This was a tough one. I will say, I'll always choose more functional/practical stuff over flashy stuff. TBH, although it's certainly nice, I don't need or necessarily want things like animations and triggers. In short, I don't need my VTT to rival a video game. This is, of course, just my opinion. All that said, there are plenty of the options I care about on the list... too many! Which is a good thing.

Rob

I didn't vote for cards, but if it wins I won't be too upset. Memorized spells and conditions as cards sounds fun!

Bradley Eng-Kohn

Hey Atro! Surprised the overhaul for the compendium system didn't make the list, considering it's one of the biggest sore points IMHO. I voted for improved walls, simply because I think it's the only one in the list that isn't already well handled by modules, and you know what I think about duplication of effort :P I wish you a lot of fun in this new 0.8.x cycle!

Youness Alaoui

I assure you it certainly works, so I suspect you've just gone wrong somewhere with the initial configuration. Please see https://foundryvtt.com/article/aws-s3/

Foundry Virtual Tabletop

Yeah, the S3 support doesn't really work. I have lots of S3 experience and gave up on it...

James Miller

Honestly, I'd like improved S3 support. Very laggy making that initial connection when browsing through S3 folders. Also, would be nice for the file browser to "remember" the last folder you were in so you can resume from there when working things out (a check-box option).

Omair Quraishi

Makes sense - to be clear performance and stability will always be a focus of every release cycle. There were some major performance improvements in 0.7.5, some of which perhaps came at the expense of a bit of stabilty, which will return as modules and core bugfixes roll in.

Foundry Virtual Tabletop

need those inspiration cards for my victims

Mario

Appreciate your perspective, but the purpose of these polls are to give the Foundry community the chance to influence development of features that they are excited about. There are lots of folks that are excited about non-glamorous infrastructure, API, and stability improvements which will always be prioritized (to a degree) in every release. Making content creation easier for content creators is a great thing to invest in, but it's not a great option for the poll. Hopefully that makes sense to you.

Foundry Virtual Tabletop

I really need better stability and performance; last night several players had to reload/relog to continue playing. I also can't use the vision/fog system; it's too finicky and my players always see too much or too little, so I've voted for the simple system. Apart from those things though, I ❤️ Foundry!

Ben Kimball

These are all such great features, it's hard to choose! I cast my vote but would nominate overhead tiles to receive an honorary vote lol

Ren

Foundry does not need more whiz bang items yet. It needs foundational support for content generation. Things like : 1) Dependency management for mods and worlds; adventures need the ability to require particular mods, load them as part of loading the world, so they can leverage them in their automation. 2) The ability to assemble a world module without writing or including javascript. Let the content guys do content, and don't require coding to make delivery happen. 3) Built-in token library support. If an adventure doesn't want to ship token art (because it raises cost), it should be able to query the users installed token packs and attempt to automatically find appropriate tokens.

Jason Denton


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