Coming in November: "Wild Woods" Theme, Missed Crucible Adventure (oops..), New "Downtown" and "Modular Dungeon" Tiles, and Foundry v10 Updates! (Patreon)
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Hey all!
Big beginning of the month update letting you know what ya'll can expect from The MAD Cartographer in November!
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November Theme: Wild Woods
Heads up for this months theme, we're hitting up one of our oldest themes (Forest Wilderness was our third theme released over two years ago!) and covering some gaps we felt we never managed to whilst also making some more advanced maps for it.
Some of these will start coming out over the next few days once I've done final tweaks, but here's some early shots of what you can expect!
Explore a mystical cave that harbours an ancient water weird in this exterior-interior forest cave...
Seek out The Maw, a natural (or unnatural) rock formation that leads down into the depths of the world. Keep your eyes on high when traveling through the pass known as The Gauntlet, rife with bandits and ne'er do wells!
A long-forgotten forest crypt built into the side of a hill, explore the small memorial room and discover the secret forgotten chambers that lie beyond! For Foundry VTT using the Levels module players will be able to move on top of the hill and then head down into the crypt seamlessly.
Other maps to come this month:
- Road landslide
- Forest Troll Bridge (with troll's grotto)
- Ruined Watchtower
- Forest Ruins
- Hags Tree Stump Hovel
... and more!
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New "Downtown" and "Modular Dungeon" Tiles
We're adding some more content to our Patreon Exclusive "Downtown" and "Modular Dungeon" packs, for Downtown we have a 3 storey noble house complete with conservatory, garden and shed!
Three new modular tiles will be added to our Modular Dungeons pack, an Arcane Prison, Water Shrine and Escaped Beast rooms to add into your custom made dungeons!
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Crucible Magazine: Forgotten Sewers
In August we released the Forgotten Sewers adventure from Crucible Magazine and made it accessible to All The Things™ patrons on their Master List, but forgot to send out the links at the end of the month, so we've just sent out a message to anyone who supported us from August up to now with links for the content. Sorry for the delay!
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UPDATE: Foundry V10 System/Ruleset Dependencies
Note: This issue is only for Foundry users that aren't using D&D Fifth Edition Ruleset
So things have still been slightly up in the air with v10 Token Attacher content, we thought we had things fixed, but apparently not, but soon we will.. sort of.
So what's the problem currently?
TL;DR: Core Foundry v10 update changed something and it stopped our modular content from working on non D&D5e games.
Longer version... Our use of Token Attacher module (for making the modular content or moving/rotating walls and tiles stuff in a lot of our modules) has always been system agnostic so Token Attacher could work with any ruleset/system (5e, PF1, PF2, etc.) The way the module works is that tiles, walls, lights, sounds, etc. are attached to a Token ("Actor") which you move around and rotate.
Foundry v10 update brought the Adventure Importer, which was a great way to unpack modules and gave more options with our journals. Unfortunately, it was only after converting everything that we discovered that Adventure Importer forces the Actor Compendium (which Token Attacher uses) in our map packs now to have a requirement that it is assigned a single system/ruleset, i.e. 5e. This is a change from the Foundry developers end, this is not a change that we have deliberately chosen as it is.. problematic. It's possible to remove Adventure Importer and use other modules, but then we're reliant on more non-core stuff that could be changed with other version updates.
So what are we doing to fix things?
We have been looking for various solutions since v10 dropped, including talking back and forth with different 3rd party module developers and the Foundry team. The reality is that there's nothing that we can do on our end, the core product (because we make more advanced Foundry content) is now 5e system by default.
HOWEVER, Harrison and I are going to put together a small video tutorial (very small as this is a very easy fix) showing you what you need to edit to make our packs work with whatever system you're using. It is quite simply as much as opening a file, renaming the system, and saving it... but we'll show you how to do it. We'll be releasing this on Patreon but also implementing it into our new Splash screen page for our Foundry packs, that we'll be releasing soon!
We looked into reverting back to pre-Adventure Module, but that creates other issues, we considered making multiple versions of each pack but there's too many game systems out there that we can't make a new version for each of them, so showing you how to make them work on your system seems like the best option.
Why can I open other map makers modules on my current ruleset/system?
The vast majority of map makers don't use the modules that we do to make enhanced Foundry VTT maps (levels, token attacher, monks, etc.) to create more impressive, complex and technical Foundry specific maps. They don't make pre-walled modular tiles, they don't make rotating dungeons, us choosing to do that means we get awesome maps that no other VTT can handle, but it comes at a cost.
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Hope ya'll are looking forward to wealth of content this month! Let us know what you think and if you have any feedback then we always want to hear it.
Keep rollin' those 20s folks!
Alex, Harrison & Team MAD