Version 0.7.0 Feature Prioritization
Added 2020-05-26 23:00:07 +0000 UTCThe strategy for software relases after launch is as follows. Each release will build up to a major version through a series of smaller Alpha and Beta channel updates. Each major release will focus on three large features as well as any number of smaller features and bug fixes. I will be choosing two of the "large features" based on my own assessment of importance and prioritization, and the third feature will be chosen each version by the community through a Patreon poll. Please read the companion post for more details.
The next major release will be Version 0.7.0. The large features that I have chosen to focus on for Version 0.7.0 are An Improved Audio and Playlists System and Improved Dice API.
The third feature included in the 0.7.0 series of updates will be voted on by the community from the following filtered list of options:
"Simple" Fog of War - An alternative to the default fog of war system which would, instead, give a gamemaster direct control over the Fog of War exploration through manual masking and unmasking of the fog exploration state.
Active Effects System (Phase 1) - Active Effects will provide an official structure and mechanism for Actors to be modified by temporary effects which change their attributes. The Active Effects system will provide an official API framework for tracking duration-based or item-based effects that can be easily added or removed from an affected Actor. This option is listed as (Phase 1) because the Active Effects system is a very large feature and not all of it's components will be built right away.
Card Decks and Hands - Card Decks will extend the Roll Tables system by allowing for a sub-type of table which specifically 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. This feature will add official API support to use card decks as well as an interface for users to create their own homebrew Card Decks.
Overlay Tiles - Overlay Tiles will be a new Canvas Layer which will allow for Tiles to be placed on a layer above the background, tokens, and regular tiles. Tiles placed in this overlay layer will have some special properties which will configure their behavior when Tokens move beneath them with options to change their visibility dynamically as controlled tokens pass underneath. This will allow for immersive effects with building roofs, tree tops, or bridges.
Event Triggers (Phase 1) - The Event Triggers system will expand upon the Macros system by allowing for location-based triggers to be defined on each Scene with varying trigger conditions. When a Token activates the trigger condition, a linked Macro will be executed allowing for the gamemaster to define scripted events. In addition to custom Macro executions, Event Triggers will also enable warp points between connected Scenes or activation of Traps. This option is listed as (Phase 1) because the Event Triggers system is a very large feature and not all of it's components will be built right away.
Curved Walls - Curved walls will allow for any wall type to be made into an arc which can smoothly connect two points in a curved arc instead of a direct line. 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 - Improved Weather Effects will iterate upon the initial Weather Effects implementation to improve upon it. These improvements will target performance by reducing the rendering complexity for weather on large maps and at small zoom scales, immersion by enabling the definition of "weather-free" zones so you can have rain outside but no rain inside, and variety by adding several new built-in weather filters that can be utilized.
Please Cast Your Vote!
The most popular choice will be selected as the third large feature for update 0.7.0 and the voting amongst runners-up will help to 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 VTT!
Comments
What I'd love is multi-screen options. I DM with so many tools and pop ups! :D
Benoit Meilleur
2020-10-27 17:43:17 +0000 UTCCan i take the code to make this or, can i made a script to this!?
Javerd
2020-06-24 23:29:31 +0000 UTCHey Javerd, neither of those are explicitly supported right now, but rerolling damage and choosing the better result isn't something that needs a specific feature to support, just roll damage twice when you choose to use the feature. For elemental adept this is already supported using the dice reroll syntax which you can include in your damage rolls.
Foundry Virtual Tabletop
2020-06-24 15:09:01 +0000 UTCThere are something to effective the use of two d&d feats: Savage attacker and Elemental Adept!? Something to help selecting and work in some dice's results!?
Javerd
2020-06-24 10:26:15 +0000 UTCHey Nestor - please do note that none of the options in the poll are specific to D&D5E and would all apply to any/every game system.
Foundry Virtual Tabletop
2020-06-07 22:58:08 +0000 UTCAs far i can see, not D&D players will lose almost always those kind of surveys, so meanwhile there was some interesting D&D feature on the poll, the rest of us will be forced to wait until future chances.
Néstor C.
2020-06-07 20:28:48 +0000 UTCMaybe I just don't understand what Active Effects really is, but I can't believe that simple Fog of War isn't highest vote. For me, if I want to get a map ready on a moments notice, or I don't have the prep time needed to fully add in all the walls for dynamic FoW, that simple FoW feature is critical. Maybe because that is what I have been using with Maptools for so long. It would also make in-person play on a TV screen much easier to run and set up. Here's hoping Simple FoW to the top of the list. Everything else except curved walls just seems like icing on the cake, whereas Simple FoW seems like a core functionality need.
Andrew Gover
2020-06-04 14:18:33 +0000 UTCI meant something more like vision control for walls (more wall types/settings) rather than full multi-level support. But it's always nice to see that so many things are coming :)
SoulCake
2020-06-02 14:10:29 +0000 UTCAfter watching a live stream on the wall creation, it would be nice to see a circular wall option creation
wawgster
2020-05-29 22:16:14 +0000 UTCBear in mind this is not an exhaustive list of all the future features which can or will be added. Support for multi-level maps will be largely a portion of the event triggers system rather than a separate mechanism
Foundry Virtual Tabletop
2020-05-29 00:19:30 +0000 UTCI was surprised not to see anything about multilevel map support as well. As an example, Arkenforge has a feature that lets you layer maps & walls onto a single scene.
Edward Rehr
2020-05-28 23:46:03 +0000 UTCAs I migrate my campaign over from Fantasy Grounds, the most useful feature of that VTT is the tracking of PC and NPC effects in DnD 5e. It makes the DM's role so much simpler and is an incredible time saver in combat. It's the main reason we moved from MapTool and Roll20. I really like Foundry and would love to see something like this implemented.
sturtus
2020-05-28 14:30:44 +0000 UTCthanks so much. one more: are there shortcut keys like on roll20 ?
Zach Weisser
2020-05-27 18:15:33 +0000 UTCDamn, I would've really really liked some wall elevation system because that's not really something you can do with a module. But Active Effects are nice too.
SoulCake
2020-05-27 17:11:06 +0000 UTCunfortunately the community card deck module is at best a work-around and it would be better to have one actually built into the core so it could simplify things. It would also make the system board game friendly and increase user audience.
David Berg
2020-05-27 15:27:14 +0000 UTCImproved keyboard shortcuts, actually. Ex: Ctrl-1 through 0 to select chat, combat, scene, etc. tabs in the right toolbar, etc.
Aaron Cammarata
2020-05-27 13:46:15 +0000 UTCActive effects already exists as a module. I would very much rather simple fog of war to work as then I can do some manual things that cannot be done with present functions. Ah well :(
Gyro
2020-05-27 13:42:21 +0000 UTCWell, my thoughts on the card decks was for rules systems that rely on them. Savage Worlds uses card decks for initiative, chase rules and the drama deck. Torg uses several card decks as a core rules feature as well.
Mark Mealman
2020-05-27 13:27:19 +0000 UTCThere is a community module for this already, so IMO less pressing to have it in core. I'm in favor of Active Effects System as well. Otherwise, the only other item I ran into myself by playing yet is the missing curved walls, but that is icing on the cake for now.
Johannes Luber
2020-05-27 08:54:53 +0000 UTCThe list is so good that it's really hard to choose 1, I want it all!
Hugo Prudente
2020-05-27 08:23:42 +0000 UTCCard Decks and Hands It's a core feature. And here that core feature is as valuable as curved wall. (Good Release but I will continue to support that this feature need to be done.)
DamonReborn
2020-05-27 07:58:38 +0000 UTCI voted for Active effect system but al choice are good !
Nicolas Dllx
2020-05-27 07:07:34 +0000 UTCNo, you will remain a slave to the module indefinitely
tim posney
2020-05-27 05:27:35 +0000 UTCI voted for active effects because a functioning active effects system (if it’s like a mashup of Magic Items and Dynamic Effects) would allow me to build myself a mini character creator - put all the properties associated with Elf (High) into one feat and... voila! Sooooooooo fast!!!
Ally
2020-05-27 04:41:47 +0000 UTCThe Card Decks & Hands feature would be a nice touch for things such as D&D 5e's Deck of Illusion. But as much as I'd like that, it'd just be icing on the cake. There's more pressing options here. Improved Weather Effects would also be a nice touch, but again, icing on the cake. Now an Active Effects System, oh yeah, that's the meat in the burger.
Adam
2020-05-27 03:25:48 +0000 UTCSo many amazing things to look forward to, but Active Effects wins by a whisker for me.
Vicky Radcliffe
2020-05-27 03:11:17 +0000 UTCI think that's probably expected. My own choices are ones that are important to do, but less glamorous.
Foundry Virtual Tabletop
2020-05-27 03:09:47 +0000 UTCYeah as much as I want Effects and Triggers added I see The Card request A LOT on the inter webs.
Drunemeton
2020-05-27 02:53:39 +0000 UTChttps://foundryvtt.com/article/module-development/ https://foundryvtt.com/article/system-development/ https://foundryvtt.com/api/ API discussion: https://discord.gg/DAZhZ2
Drunemeton
2020-05-27 02:51:42 +0000 UTCWould love to retire Trigger Happy :)
Youness Alaoui
2020-05-27 02:45:48 +0000 UTCI'd have liked most of these better than the sound part tbh. Still, can't wait to see what comes next :)
Windwalker
2020-05-27 02:42:37 +0000 UTCEffect system, oh my, would love to see that in core even if we needed to adjust the char parser - and it freed Tim for another amazing mod <3
Sebastian Will
2020-05-27 01:32:16 +0000 UTCThese are all such good choices. The agony of choosing just one.
Jeremy Regnerus
2020-05-27 01:30:59 +0000 UTCWhile these sound like nice features, none of them would be priorities to me. My vote would be "something else, unspecified." I would have voted for the audio playlist thing, but you already committed to that :P
Quirken
2020-05-27 01:26:17 +0000 UTCLets get those TRIGGGGEEERRRSSS!
Paulo R
2020-05-27 01:23:07 +0000 UTCCard Decks open up more RPGs to be played in Foundry.
Amazing Rando
2020-05-27 01:06:20 +0000 UTCAww, no option to vote on token action bars... :(
Jordan Ramsdell
2020-05-27 00:48:18 +0000 UTCdoes anyone know where to find: (1) documentation for writing macros and (2) character-sheet-specific api's
Zach Weisser
2020-05-27 00:44:39 +0000 UTCHard choices: 1) Overlay Tiles 2) Event Triggers 3) Active Effects
Erik Wirtz
2020-05-27 00:43:43 +0000 UTCWould love to retire dynamiceffects
tim posney
2020-05-27 00:38:50 +0000 UTCThese are all wonderful options and look forward to seeing many of them down the road. I'd be happy to see just about any of these in release 0.7. Great work!
Sarah (ExpQuest)
2020-05-27 00:19:58 +0000 UTCI can't choose only one! Why are you torturing me :(
Elvis Pereira
2020-05-26 23:52:49 +0000 UTCSimple fog of war! The rest are nice, but the simple fog of war is really essential.
James Miller
2020-05-26 23:52:02 +0000 UTCI want them all!!
Lensman
2020-05-26 23:48:37 +0000 UTCOh, no! Only one? D:
Miriadis
2020-05-26 23:38:37 +0000 UTCActive Effects System is mostly available through Dynamic Effects module.
Can Dinçer
2020-05-26 23:38:12 +0000 UTCCan we have all? I'd like to have all %)
DK
2020-05-26 23:36:47 +0000 UTCHave to say that odd shaped tokens would be a big nice to have for me, especially on hex maps where anything larger than a single hex is weird
LordFluffy
2020-05-26 23:34:19 +0000 UTCI've heard more than a few people say they'd like to see manual FoW manipulation available -- even that it's a deal-breaker for them. That said, curved walls and (not on the list) support for odd-shaped tokens -- for quadrupedal animals, for instance -- are also high as sought-after features.
Rob
2020-05-26 23:28:37 +0000 UTCoof. All of these are amazing. I'm excited to see what come next!
Alena Organa
2020-05-26 23:27:18 +0000 UTCi cant handle this .... too hard to decide !
JP80
2020-05-26 23:21:52 +0000 UTCThat moment when you want everything, but you can only choose one option. (=^・^=)
Fuwakami Mana
2020-05-26 23:14:30 +0000 UTC