Alpha 0.1.1 Release Notes
Added 2018-12-25 00:40:28 +0000 UTCHello friends, I'm excited to share Foundry Virtual Tabletop Alpha version 0.1.1. This release focuses on continued improvements to Dynamic Lighting and Fog of War, while also adding improvements to the Chat System and Audio Controls.

(Above) Fog of War and Exploration are now saved from session to session.
The next release version will focus on laying the foundation for the Event Triggers system while adding new flexibility to chat commands and dice rolling.
Thank you all for your continued help, enthusiasm, feedback, and support. Please keep an eye on the development progress board here for visibility into what features are in progress and coming up next!
https://gitlab.com/foundrynet/foundryvtt/boards
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Download Instructions
If you are a Patreon supporter at the $10 or greater level, please download the new build HERE.
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New Features
- Added support for Persistent Fog of War Exploration which now stores your exploration progress across multiple sessions by saving the composited exploration mask in the client's web storage. Exploration is persisted at the user level, so users who control multiple tokens will have fog of war exploration which reveals their map exploration across the set of tokens they control. One limitation of this design choice that you should be aware of is that since fog exploration is saved at the client level, if you connect to the same game session from multiple computers you will only see the saved fog exploration which was stored on that particular client machine.
- Another improvement to the lighting system - ambient or token-based light sources are now masked by the visible line-of-sight of the controlled token. This allows for light to be seen around corners even if the immediate origin of the light source is not visible. As part of this improvement, performance of ambient light sources have been improved to do less work when tokens are repositioned and only recompute the light source FOV/LOS when the source itself or the wall structure of the scene is changed.
- Added Improved Audio Playlist Controls which feature more flexibility in the playback mode which can be set at the parent playlist level. Playlists may assume one of four playback modes:
1. Sequential - Sounds play one at a time in the order in which they are displayed
2. Shuffled - Sounds play one at a time in a random order which is consistent across clients.
3. Simultaneous - Sounds all play at the same time.
4. Disabled (Soundboard) - Playlist level controls are turned off and sounds may only be activated manually, this is ideal for soundboard-style playlists with a large collection of foley effects for different situations. - Added support for private messages sent in chat. You may whisper someone privately using syntax: @<name> <message>. For example @Andrew This is a whisper!.
- Private messages may be sent to multiple recipients at once. There are two ways to do this.
Whisper groups - certain groups are valid whisper targets based on user permissions. The system currently supports @gm (or @dm) and @players for whispers which will be sent to any/all Game-Master users or any/all Players respectively.
Bracket groups - to manually whisper a specific set of people you can use square brackets with a comma separated list of names as your whisper target. For example: @[Jim,Pam] Man, Michael is a real pain in the ass today. - In addition to private messages, you may privately roll dice. There are two new dice roll modes to support this:
1. GM Roll - A GM roll rolls a formula and shows the result to the user who initiated the roll and GM users only. To make a GM Roll you can use the /gmroll 4d6 or /gmr (shorthand). - 2. Blind Roll - A blind roll submits a dice roll formula but only shows the rolled formula and result to GM users and does NOT show the result to the user who submitted the roll. To make a blind roll you can use the syntax /blindroll, /broll, or /br (shorthand).
- The default chat mode for normal messages which do not have any special command prefix attached is now in-character if you have an impersonated character or selected token that you control. Otherwise the message will be sent out-of-character. To deliberately speak out-of-character use the /ooc prefix.
- Improved check logic around special key modifiers like ALT, CMD/CTRL, and SHIFT to make them more resilient against getting "stuck" in the down position when the user alt-tabs.
- Users of the native NWJS app can now use the F5 key to reload the application.
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Bug Fixes
- Parsing of dice roll statements was previously case sensitive, meaning that rolling 4D6 would fail to register correctly as identical to 4d6, character terms in roll equations should now be case insensitive across the board.
- Fixed an issue with order-of-operations in dice parsing which would cause compound terms like @bonus where {bonus: "+4d6 + 8"} to be incorrectly treated as a single term in the roll formula.
- Resolved an annoying glitch which would cause token health bars to disappear when changes were applied to the value of the bar's attribute and the bar visibility was set to some level less than ALWAYS.
- Fixed a bug which was present in the original 0.1.0 release, but later hotfixed, that prevented new users from being created.
- Fixed a bug which was present in the original 0.1.0 release, but later hotfixed, that caused items in the sidebar directory to not be correctly editable.
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Core Software, APIs, and Module Development
- Some fairly significant restructuring to the Audio, AudioPlaylist classes. Documentation is updated here: http://foundryvtt.com/pages/entities/audio.html
- Some minor changes to the Roll, and Dice methods. Documentation is updated here: http://foundryvtt.com/pages/dice.html.
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D&D5e Game System Improvements
- Added all SRD potions into the Items (SRD) compendium with special potion artwork for all potions. Huge thanks to 8bitnoise for his contribution of the potions which were added to the compendium. The artwork used for these potions can be reused in your own games for homebrew potions. See /public/systems/dnd5e/icons/items/potions. See the image below for a preview of all the beautiful potions now included in the SRD compendium!
- Consumable items now may track charge consumption on use. Consumable items can support both a quantity of the base item as well as a certain number of charges per item. When using a consumable you can configure that item to automatically deduct a charge each time it is used. For example, suppose you have 2 flasks of holy water with 3 "charges" each. The first two times you use the Holy Water item your charges will be deducted to (2/3) and (1/3) respectively. The third time the item is used a quantity of the item will be removed, setting your stack of Holy Water down to quantity = 1 with 3/3 charges.
- Consumables may also be configured to automatically self-destruct when they run out of charges. For example, suppose you have a Potion of Healing with a single charge. When you use that Potion of Healing (by rolling it in chat) it will be automatically removed from your character inventory.
- Inventory items which are attuned will now show a small icon (similar to prepared spells) to denote which magic items are currently attuned.
