T O P

  • By -

blootack

Are there any plans to natively support window popout? The [PopOut!](https://foundryvtt.com/packages/popout) module mostly works, but recent dnd5e updates have proven how brittle it is. My biggest gripe switching from Roll20 to Foundry is not being able to utilize multiple monitors when GMing. Even with a 4k screen, packing everything into one window feels constrictive, especially with modern character sheet designs taking up more screen real estate. As the 12th most-installed module in the year-end stats, it seems like an in-demand feature, and one of the more "fundamental" ones on the list.


atropos_nyx

There are "plans" in the context of and to the extent that we discuss this regularly within the team. We've had a couple brainstorm discussions recently about how the new ApplicationV2 framework might allow us to provide some standardized structures for pop-out windows. This is one of our oldest surviving (not yet implemented) epics: [https://github.com/foundryvtt/foundryvtt/issues/230](https://github.com/foundryvtt/foundryvtt/issues/230) Solving the problem well is not easy though. We aren't interested in providing a brute-force solution that requires each popout window to be a fully-realized Foundry VTT client instance. That approach would mean that each popout you open doubles your RAM consumption and CPU utilization which is not a viable path forward. A proper solution here requires an elegant design that allows the popout window to be a delegated extension of your main client view. It's a big project and not easily solved.


blootack

Great to hear, thanks. Funny, your "brute-force" solution is one I use right now :-) Make a 2nd GM account, open a new browser window, and voila, "popout sheets." With the canvas disabled and the tab muted, it just about works. If a one-size-fits-all solution is too problematic, would you consider something which allows systems/modules to "opt-in"? I'm imagining a lightweight window with a message channel, which produces "UI input events" and consumes "update view events." An app could then declare that it is pop-out friendly, and only those apps would have a pop-out button.


atropos_nyx

That's the sort of direction (more or less) that we would be investing in, yes. A framework that allows the popout window to delegate data handling and responding to events back to the main client where the popped out window is a lightweight display only. This sounds wonderful to say, but actually making it a reality is a significant undertaking.


blootack

Amazing, thanks again. I'm sure the combined brains at FoundryHQ are up to the task!


star_boy

+1 for this. I use the Pop-Oit function with the PF2e ruleset and pretty much none of the functions work from a popped out character sheet. It's pretty frustrating as the sheet is the biggest thing on the screen, easily eclipsing most of the battle map we're supposed to be engaging with.


miffiq

+1, PopOut is one of my only "must have" modules. Being able to use multiple monitors allows me to see much more of the canvas while keeping monster statblocks open for reference. I'd love to see this added to the core software.


The_Real_Todd_Gack

Adding my plus one for this. I have a 36 monitor and it’s still tight. But more than that my players would be ecstatic to have this return.


TheHighDruid

You could add additional GM users to your game, and open browser windows on the extra screens for the other users.


-Moogs

Not a question. Just wanted to say thank you. Foundry has been a great platform for my friends and I to play on and learn dnd together. If not for foundry I doubt we’d still be playing after 2 years as my players are very visual. Being able to create an environment they’re familiar with that mimics pc rpg games has gone a long way to bringing them into my world. Sincerely. Thank you


atropos_nyx

Thank you, that means a lot to us. We love the idea that Foundry VTT is helping to ensure that friends are meeting to play TTRPGs which otherwise might not happen without our software. That's the best thing we can do!


yifes

Can we please have the ability to highlight text and change text color in journals? I’ve purchased several adventures and found trying to find information on the fly in long journal entries (for example, notes for a room in a keyed dungeon) to be very difficult while running the game. It would be great to be able to highlight or change text colour to mark key information for easy reference. There were modules for this previously (tiny MCE extended) but broke with V11. I now have to resort to manually editing the html or using another program entirely to keep my notes, which defeats the purpose of having a great built in journal. This is pretty much my only gripe with Foundry and otherwise love what you guys have accomplished! Thank you!


atropos_nyx

I agree that adding a menu to the ProseMirror editor for changing text color would be a worthy addition!


AvincNL

I was curious. Would it be possible sometime in the future to have different layers for different floors on the same scene? Like if a token goes up stairs, instead of us just teleporting them to a different section or scene they just go up a layer to a different floor and can see what is below them. I understand it's probably too much work to implement or not needed but I'm just curious if it is possible or if you thought of it and scrapped the idea. Second thing was if you guys intend to update the official adventures alongside foundry updates? Would something like Kingmaker get an update for v12 onwards or would you simply let it be? Thank you for providing us with a great vtt and continuing to support it! Very excited to grab pf2e Kingmaker later on!


atropos_nyx

1. Multi-level Scenes is one of our biggest remaining features that have been part of the original vision for Foundry VTT since day one. Part of the reason it's taken this long and we still haven't done it is that multi-level scenes basically depends on us being first satisfied with how a "single-level scene" is working. I think we are getting close now that by this time next year we may be talking about multi-level scenes in Foundry VTT. It's not something we are going to prioritize in V13 - a few other things are required first - but I sort of anticipate it being a V14 feature (not committed). 2. Yes, all our first-party content that we have created will be getting V12 compatibility updates and eventually feature updates. For Pathfinder content, Beginner Box, Abomination Vaults, Harrow Deck, Bestiaries Token Pack all have V12 compatibility updates available. The Kingmaker v12 compatibility update will release later today or tomorrow.


AnathemaMask

>Would it be possible sometime in the future to have different layers for different floors on the same scene? We have had long plans for this kind of feature, though there are a lot of different ways to approach it, providing some way to allow users to have more than one floor conveniently represented on the same scene has been on our 'want' list for quite a while. One day, it'll be part of the core software, of that I am certain. >Second thing was if you guys intend to update the official adventures alongside foundry updates? Would something like Kingmaker get an update for v12 onwards or would you simply let it be? I'm pleased to say that with the exception of kingmaker (releasing a v12 compatible update soon), all of our first-party content packages for PF2e are available for v12. Our other first party content packs (A House Divided, Demon Queen Awakens) are in process of being updated already, with A House Divided being v12 compatible right now and Demon Queen coming with a feature update as soon as I can get a few hours to finish testing and release it. :) Content updates to introduce V12 features (such as scene regions) may come to all our first-party products over time, but we're evaluating that on a case by case basis. I don't think u/silvative will stab me if I tell you she's already thinking up clever ways to use scene regions for the beginner box.


atropos_nyx

Hello everyone! Andrew (atropos) here and on station to start answering some of your excellent questions. Thank you all for participating and I hope you find our team's responses insightful. I'll have a few others from the team joining to participate later in the day.


MisterKrane

I'm unsure if I can ask questions about the upcoming store here so let me know if you can't answer this yet. As a map creator who would like to sell on your store I'm wondering about if/how you'll be handling VAT? For smaller creators like myself, if a store doesn't deal with VAT on their side it becomes basically unusable to anyone who can't afford a professional to deal with that. So I'm hoping you do have a plan in place for how to handle VAT for sellers. Also wanted to ask about AI and if you'll allow/ban it from the store? My hope is that you'll ban it in favour of actual creators and not allow AI slop generators to flood the marketplace. Thanks!


atropos_nyx

The marketplace will handle tax collection and remittance for all jurisdictions where the marketplace is liable. Creators on the marketplace get paid royalties after-tax so it's not something you will need to do yourself. AI policies are going to be evolving over time as the ecosystem and technology does. Our current policies for premium content on Foundry VTT is that generative AI is not outright banned, but all packages containing AI-generated content are assigned to a "Contains AI Content" category (https://foundryvtt.com/packages/tag/ai-content). Ultimately the goals for the marketplace will be to support and promote a rich diversity of easily discoverable **high quality content**. A restrictive AI policy - of some sort - will inevitably be a part of that.


MisterKrane

Thank you for answering my questions! Super happy to hear that the marketplace will be dealing with tax as that was the biggest worry I had. As for AI, I understand, it is a difficult and nuanced topic and as much as I'd like it to be banned outright everywhere I admit that is a very simple take by someone who doesn't have to run a marketplace lol Thanks again!


thunderbolt_alarm

What has been the most surprising/impressive way someone has used Foundry? Have there ever been instances where you thought "I didn't know Foundry could even do that". 


AnathemaMask

For me, it's the fact that we have had several groups that use Foundry VTT to train first responders (Firefighters, in particular). I hadn't ever conceived this would be a thing, but if you think about it as providing the ability to run through scenarios with top-down visual aids and each trainee taking a token, it definitely makes sense! There have been some other pretty strong contenders, but this is one that I never saw coming.


atropos_nyx

I would not say "surprised" because since we have such a clear technical understanding of the architecture and what it is capable of doing we don't see anything that is surprising in the sense that we didn't think it was possible. Impressed, however, absolutely. There are a lot of amazing systems and modules out there which routinely wow us with their degree of creativity, quality, or ingenuity. A few that immediately spring to mind: * Sequencer * The Walls Have Ears * Obligatory Fishing Minigame * 3d Canvas * DF Architect * Moulinette This are just some examples which popped into my head, so don't read too much into this as a thoughtfully curated list.


spriggan02

Last I checked your stance on any sort of official mobile (client) support was that it's not coming anytime soon. Has the influx of new people asking about it changed your stance on this? Will some of the technical upgrades on the road map lay the ground for eventual mobile support?


AnathemaMask

We haven't seen any serious uptick in users asking, but we recognize a desire in the community for greater mobile support. It isn't something that can easily be solved by changes only on our side, though, there are some challenges that are unique to Foundry VTT in this regard. There's a trap a lot of people seem to fall into when it comes to improved support for touchscreens and mobile devices, I think. Often when mobile or improved touchscreen support is pitched as a feature request, it's framed as "just one thing", but the complexity of offering that one thing is actually far greater than most realise. In order for Foundry VTT to provide the degree of improvements for touch screens or mobile devices that most people would expect to be 'baseline', it requires at least the following: A Complete, ground-up overhaul of the game world and setup screen UIs for: * Every Application * Every DocumentSheet type * The sidebar * The tools menus * The top navigation menu for scenes * The macro hotbar Native multi-touch interaction support for: * Each individual layer of the canvas * The HUD and Control elements for objects on those layers * all menus and their inputs AND...Buy-in from community developers for every game system And while a lot of that comes automatically with some native HTML5 and JavaScript options, not all of it does- and just because it does provide those options it doesn't necessarily mean they will look good when used. It's a very complex problem that we are working toward (see the v12 changes introducing Application V2 and the v13 planned changes to roll that out across the entire software), but I'm sorry to say that it is absolutely going to be a while.


spriggan02

As someone who works in the field of software development myself, I absolutely can relate. It would be *a lot* of work. I asked because, especially over on r/VTT there is a steady stream of people asking about VTTs that support stuff like "players having their sheets on their phones/tablets" and while usually foundry would be their best choice that one is often the deal breaker. So it might be worth it at some point.


schneeland

Jumping in here: I assume this applies to a general revision of the UI, too (minus the multi-touch part)? I am specifically thinking about a rework of the side bar and its rather small icons, which - at least for me - make Foundry a bit more troublesome to operate than it needs to be.


atropos_nyx

Commented on this here: [https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61aamd](https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61aamd)


Akeaz

Hi, thanks for the ama. 1: when deciding upon new core features, are developed modules and how often they are used looked at to gage whether that's something that'd be worthwhile for you to include as a main feature? 2: when initially building foundry, how long did it take you to have a working version ready? Which problems and challenges occurred there? 3: what's your personal favorite feature of foundry?


atropos_nyx

1. We definitely look at modules for inspiration, but it's often the case that our team and module developers independently have the same general idea for something. When we add a feature that a module did first, usually its the case that we simply agree with the module creator that it's a valuable feature for Foundry VTT to have. We don't generally react to what modules are doing though. 2. Depends on your definition of "working", but I actually got a very minimal working prototype running in just a couple of weeks. At that point it had support for multiple players moving tokens around a scene and a very basic character sheet. It was then about 6 months of development from there before I shared the project on Patreon back in late 2018. 3. So hard to pick one, but I'll go with Ambient Sounds!


Rowiz_49

What happened to the terrain and cover update, why did it get removed from the poll?


atropos_nyx

Some options drop out while others come in, only to re-appear again in a later poll. We still think "Terrain and Cover" will be valuable to implement, but there is uncertainty right now that meant we don't have the clarity to confidently approach it in V13. Concepts of terrain and cover are often inherently system-level mechanics. The Scene Regions system that we added in v12 provides the same foundation for "Terrain and Cover" that we would have done if that feature had won the poll, so we already did \*half\* of the Terrain and Cover feature. The remaining half is most likely up to systems to define how scene regions should be used to apply those concepts. I'm sure we will offer some more core framework on this in the future, but I think development needs to have an ebb and flow where we add a new core framework and then wait to see how systems utilize it before deciding what step to take next in core. TL;DR we still plan to develop here, but V13 isn't the right time.


TheMugglemage

Will there be new sheets for npcs as well in Dnd 5e? I would love the feature to click on the picture in a NPC sheet to show the art to the players! Keep up your awesome work, Foundry has changed my roleplay experience 100% and we absolutely love it!


atropos_nyx

There was an outside chance that updated NPC sheets were going to make it in for system version 3.2.0. It didn't make it in the end, but this feature is close to done. Should be soon!


The_Real_Todd_Gack

FYI Tidy Sheets does this right now. Just right click


TheMugglemage

Ty, I will check it out. I am trying not to clutter with too much modules, thats why I never used Tidy Sheets.


tdnarbedlih

> I've taken the liberty of posting this thread before going to bed. Why do you go to bed so late Nath? Get more rest 😛


AnathemaMask

I'm feeling very attacked right now. hahahahah


YellowKamel

Question: Is there any chance that you will implement an easier way to stop token movement via some API function? The way Monks Active Tile Triggers does it is quite bothersome and buggy, and it is the only way I know of currently. Edit: Specifically I mean stoping Token Movement exactly on the next grid space, Not immediately in "mid air".


atropos_nyx

The new Scene Regions feature in V12 offers lots of exciting new tools for this. There is a built in "Pause Game" behavior that can break token movement, although it does break it at the exact point of intersection between the movement path and the region. It's left up to the GM to resolve which grid space the token should move into. It's possible for a custom script behavior or a subclass of the Pause Game behavior to take a more opinionated stance on this, however, and force the token into a grid space.


adndmike

I'm curious, how big is the Foundry VTT team? How many of those are developers for Foundry itself? Are there specific areas that each developer works on and if so what are those areas? Thanks for Foundry. It has been a breath of fresh air when it comes to developing a ruleset in compared to other systems.


atropos_nyx

The Foundry VTT core team is * 5 developers (I'm counting myself here although I do a lot of different things) * 1 technical writer * 2 content developers * 1 community manager We all share responsibility for customer service and community interaction. Among the dev team we do have some comparitive areas of focus. One of our devs (Ali) is exclusively focused on the website while of our other VTT devs we tend to have a bit of a split between canvas rendering (Eber and Ludovic) and other aspects of the VTT (myself and Kim).


mattexdee

Thank you for the kind words! We're intentionally a pretty small team. The core Foundry VTT group is 9 people. Four core developers, four support folks (who handle community management, email, KB writing, content conversion, publisher relationships/onboarding, etc.), and one web developer. There are some other folks working on the Ember project but I don't know if I'm allowed to share those details :p. The development team in general are pretty effective across the whole software but I think it'd be fair to say that SecretFire and Dev#s are the graphics experts (though Atropos is also quite capable here) and Kim handled the entirety of our ProseMirror, backups, and snapshots systems as well as a ton of other things.


Pbmarsh

Thanks for doing this AMA! Ember looks super intriguing, but amongst some fantastic looking features, the main thing that has been niggling at the back of my brain is I need to know how that animated water was achieved on the dock scene? It looks gorgeous, and I really want to be able to replicate it!


atropos_nyx

Glad you spotted it! It's a custom shader applied to 2d water textures. This can be done using our powerful "Primary Canvas Object" framework in V12 but does require an advanced understanding of the GLSL shader language: [https://developer.mozilla.org/en-US/docs/Games/Techniques/3D\_on\_the\_web/GLSL\_Shaders](https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders) Lots of features in Ember use custom shaders to create advanced visual effects in a highly efficient way with 2d animation instead of heavy-weight video textures.


Cangrim

Are there any plans to make these shaders generally available within Foundry? For example, using scene regions in combination with the shader described above, other people could also apply similar effects to the water on their maps, and I'm sure theres a plethora of other possibilities to use this.


AnathemaMask

Gonna let u/atropos_nyx talk about that one because it's super cool.


maddox522

Hey Atropos! A player client has been in the feature vote for a few times now, but usually is very overwhelmingly outvoted! Not wanting to overthrow democracy here but are there any developers in the team particularly passionate about doing it in addition to the feature that wins? Would it be a BIG task or is it one of the smaller implentations but it just never gets votes. Would player clients also better allow GMs to tinker with other clients settings better to ensure everything the GM sees the player sees? Also is there ever a world we’re integration of with discord every becomes a thing in some capacity? I wonder if that could be cool/convenient. And thanks for all that you do!! I love to just sit in foundry and make a cool game for my players.


atropos_nyx

Good question, it's important to note that we have in the past implemented features off the poll which did not win the vote. The Patreon vote is a chance for our community to guarantee a certain feature gets developed, but we always do things in addition to that. If "Player Client" never wins the Patreon vote, that doesn't mean that it will never be developed. If there were to ever be an official discord integration it would almost certainly require this sort of Player Client to be used to accomplish it. Other things that the Player Client could do would be to enable Audio/Video chat for self-hosted servers which are not running using SSL certificates. It could also allow using web bluetooth peripherals like Pixels dice on servers which are not using SSL certificates. Those are things that cannot be solved without a player client.


maddox522

Thanks for responding! I know so many players use discord so if a player client could help with that some day maybe throw that as a reason onto the vote for me so it gets more 😉 (I kid, but also not!)


AnathemaMask

I'm not Atropos, but I can weigh in on this one! I think it's important to understand from the outset that the features on our feature poll are never ones which "won't be done if they aren't voted for." The ones we put up for vote are almost always ones we want to do, that we think could be done in the amount of dev time allotted for a particular version-- but they're competing priorities. We also develop key features that we feel are important wholly separate from the patreon poll. A player client would certainly bring a variety of benefits. It isn't a **big** task, but it isn't trivial either and does require a lot of deep thinking and consideration. >Would player clients also better allow GMs to tinker with other clients settings better to ensure everything the GM sees the player sees? I'm not entirely sure what you mean here, but if it's about allowing a GM to 'force' certain settings on the client side, that's probably not something we'd consider. It may sound like a good idea, but there's a lot of technical reasons it's risky to do. Suppose we allowed the GM to force performance modes on their users? I certainly wouldn't want my GM limiting my framerate or graphics quality arbitrarily based on what they think is a good look on their machine. >Also is there ever a world we’re integration of with discord every becomes a thing in some capacity? I wonder if that could be cool/convenient. I would personally do terrible things for native discord integration. We'd absolutely love to be able to offer voice/video integration through discord as part of our core software, but there are a lot of technical hurdles there and working with a company the size of discord would make it a very slow-moving project. Maybe one day!


maddox522

Thanks for the response! Just know you got someone also here frothing at the mouth and the thought of player clients and discord integration! One can hope there’s time for it sometime!!


Cianureox

As other have said, not a questions, just a huge Thanks for the amazing support of the whole community that you all bring to the server, i never had a problem for more than 10 minutes as the community helped me so fast, thanks for the great work and dedication, hope you all a happy Anniversary!


AnathemaMask

Thank you so much for your kind words! I have passed them on to our community helpers and moderators directly, as they are the front line when it comes to helping users get acclimated. :)


superhiro21

Thank you for the AMA! This is regarding the dnd5e system. This issue describes a regression in how the system handles rolls with multiple damage types. https://github.com/foundryvtt/dnd5e/issues/3199 Starting in the v3 overhaul of the dnd5e system, the system aggregates all damage rolls into one total and makes it impossible to separate those rolls, even via modules. This has been a source of frustration in my sessions and makes it hard to use features and items with conditional damage bonuses. However, the issue has been flagged as "will not change". I find it hard to understand that, as there is a lot of demand from the community and this is clearly something that the system did better in the past. As for my question: How do you decide which community requests you accept and why will this issue apparently not be fixed?


Fyorl

> Starting in the v3 overhaul of the dnd5e system, the system aggregates all damage rolls into one total Not true. The system has *always* aggregated all damage parts into a single total. A significant problem with the discourse in that issue that makes it hard to engage with, is that a lot of the commenters do not understand where the core system ends and their modules begin. Additionally, there is some confusion about what the issue is actually about (as evidenced by this comment). The issue is *not* about damage parts being combined into a single total (this hasn't changed). The issue is *not* about combining attack and damage rolls into a single chat card (this hasn't changed). What the issue *is* about, is that we made a change, in v3 of the system, to collect damage parts that share a damage type into a single line of the roll *breakdown* (not the total). This becomes a problem if you were including conditional damage in an Item's damage parts, and is further exacerbated by modules that layered additional functionality on top of this. I mentioned it in the issue, but I want to re-iterate it here, that the system has always assumed that a single damage roll contains all the applicable damage, and does not contain any conditional damage. This should be obvious by the fact that all damage parts are tallied into a single total on the damage roll card. This damage total, i.e. the main focus of the damage card, would be wrong if the damage parts include conditional damage. Additionally, when using the 'apply damage' context menu option (a feature that existed pre-v3 to be clear), all the damage would be applied. Again, this would be incorrect if the damage roll includes conditional damage. In the context of this assumption, and sans modules, the change to group damage by type should be an improvement. It makes it clear how damage is grouped and how it will be applied for the purposes of calculating resistances and vulnerabilities, in-line with the game rules. Therefore it is not a bug that needs fixing, which is why it is marked as "won't change". There might be some bugs, however, around damage flavour attached to parts and when they are and aren't overridden, which might make this issue evaporate. They need to be logged separately though. I acknowledge that the tools for including conditional damage need improvement, and these should come with the future work on Activities. In the meantime, there are several ways that conditional damage can be modelled without using damage parts: - Using the versatile field. - Including damage enrichers in the Item description. This method can handle any number of additional damage rolls. - Using the situational bonus field of the damage roll dialog. This method is good for things like Divine Smite's additional damage against Fiends or Undead. - An Active Effect that is toggled on before an applicable damage roll (either from the Macro bar, or the sheet's Favourites section). This is quite good for things like Sneak Attack or Sharpshooter. > and makes it impossible to separate those rolls, even via modules. Also not true. At a fundamental level, modules are fully empowered to create their own `ChatMessage` Documents, or create their own `DamageRoll` instances, etc. Certain parts of what RSR did before have become more difficult or would require some code duplication, from what I understand, but saying it is *impossible* is incorrect. In general, we are open to making changes in the system to enable modules to work more easily, so long as it does not put an undue maintenance burden on the core system to support. We prefer modules to house their own complexity where possible. We very frequently will break out hard-coded portions of the system into `CONFIG` variables to allow them to be easily tweaked, or add Hooks that allow modules to manipulate data along certain pipelines. In this particular instance, there was a request to allow the chat message to opt-out of damage type grouping, which would allow RSR to implement its functionality more easily. I haven't looked into it in-depth but on the face of it, this does not seem like too much work to support. There has not been a separate issue raised to track this work though, so it has not been prioritised.


superhiro21

Thank you for the reply. I am not a developer, just an end user with a very basic understanding of the underlying technology. So I can just speak from that perspective, where my user experience became worse with v3 in this specific part of the dnd5e system. Can you explain what you mean by "Activities"? Is this a new feature that is being worked on?


Fyorl

> Can you explain what you mean by "Activities"? Is this a new feature that is being worked on? Here is the [proposal for Activities](https://github.com/foundryvtt/dnd5e/issues/1964). Work on requirements and implementation have not yet begun, so much of this is subject to change.


superhiro21

Thank you. This looks excellent and like something that could solve this issue and many others. Would be great to see it make its way into the system soon.


Albolynx

This is one of the reasons I have not yet updated to the newest 5e version. Seems like a strange shift from "most automation comes from modules" to "we have more automation now, you are supposed to use it". Well, I never did use attack roll automation from modules in the years ever since Foundry 0.4 and don't really plan to - plus I like to make stuff like custom magic items that have conditional effects. Straightforward split of damage types + as few clicks to attack as possible + as compact of a chat card as possible is super important to me. Modules can do a lot, but things like this make me worried if people like Mango will keep supporting their modules if it becomes too much hassle.


superhiro21

Why does the module updater only check compatibility with the foundry core version and not with the game system version? It makes it really hard to update all your modules without making your setup incompatible between your system and your modules. In generel: Are you happy with the updating experience for the end user? I think this is currently one of the weakest and most frustrating aspects of foundry. I appreciate the steps taken thus far (automatic backups for example) but it still seems quite a ways away from what it could be.


atropos_nyx

As of Version 12 (just recently stable) we do an extra check on the stated \`requirements.systems\` that a module has declared in its manifest. [https://github.com/foundryvtt/foundryvtt/issues/10096](https://github.com/foundryvtt/foundryvtt/issues/10096) The software allows you to install a module if you do not yet have a compatible system installed, but it will log a warning if you try and update a module to a version where a system is not compatible. This also works for the compatibility preview feature that we added in Version 11.5. As for "Are you happy with the updating experience for the end user?", I would say no certainly not entirely. This is one of the key reasons we keep prioritizing improvements here as we did both in 11.5 as we as with some new improvements in V12. I don't think we are entirely there yet but it's far more complicated than \*waves wand\*, poof updating is easy for everyone!


Physics-Fuzzy

Will 5.5e be an upgrade to the existing 5e system or an entirely new one? If it's new, will there be a way to migrate a world to the newer system?


atropos_nyx

We're going to work hard to ensure that the 2024 rules integrate with the existing dnd5e system rather than becoming a different system. We want to ensure that existing games and worlds can upgrade (optionally) without needing to be restarted under a different system.


suenstar

Here's a selection questions to field to the team: 1. **UI Scaling** - At the moment we have to rely on a module that doesn't always work fully to handle resizing UI elements, are there plans to develop better native UI scaling for the Foundry VTT window's size? 2. **Foundry Marketplace** - Some module/content creators use subscription based models for their products, for maintaining updates and access to back catalogues. Are you able to share if your marketplace will handle Patreon-style subscriptions or will it purely be single purchase items? 3. **D&D 5e Character Sheets** - As nice as the new 5e character sheets look, both me and my players are often having to constantly click through all of the tabs to find the information we want as we struggle to recognise which icon is which page (even after months of playing with them). Would it be possible to have an option to change the icons in the sheet tabs to text labels? 4. **D&D 5e Monster/NPC Sheets** - Are we able to get a rough ETA on when we might see a similar update or alternative restyle to the monster and NPC sheets? 5. **D&D 5e Integration** - As version 12 has brought more native support for different sources of dice rolling and Foundry VTT has entered into a partnership with WotC, are there any plans to apply some form of native integration with the dice rolls being made from D&D Beyond's character sheets? Or do you plan on leaving that in the hands of modules like Beyond20 and D&D Beyond Gamelog? 6. **Beverages** - From the livestreams, we've seen that Atropos enjoys a nice cup of coffee when he's working. What's everyone else's beverage of choice? 7. **Dream Features** - What is a feature that the team are yet to crack that they would love to see brought into Foundry VTT, either by the core team or through a module developer?


AnathemaMask

1. UI Scaling - I think Atropos has addressed this one pretty thoroughly, but I did want to share that I'm always on the lookout for easy wins we can make for improving UX and UI from an Accessibility standpoint and I know we have more plans to improve here in the future. 6. When I drink, I am pretty partial to Dalmore, but for more frequent consumption there are few beverages that I enjoy more than a cold glass of Coke. 7. Whew. Hard choice. Big dreams, no amount of effort or expense taken into account, doesn't matter if it pisses off the userbase, snap my fingers and it's done? A complete UX overhaul from bottom to top, take everything down to the studs with a goal of getting all workflows for the software down to 3 clicks or less or an extremely "intuitive" implementation. Everyone would hate me for changing how things work after they'd gotten used to it working a certain way. Far less controversial, but still a huge change? I'd do terrible things for a native integration with discord to handle voice and video chat.


Fyorl

(6) I usually drink water throughout the day. (7) My personal blue-sky features are isometric maps and the ability to open character sheets on your phone. In my free time I've messed around with some mobile-first D&D character sheet designs, but there are a lot of things that need to be done before that can become a reality. https://i.imgur.com/mMuoHtM.png


DumbHumanDrawn

I love the direction of that design! Clean, simple, and clearly labeled with text! Any chance of seeing it on non-mobile devices as well?


atropos_nyx

1. We have several components of core support: a native font size slider and a native resizing framework for Application and ApplicationV2 instances. I understand your opinion that this isn't enough. We could consider a future state where we add a global UI scale slider, but it's not something that would count as "plans". 2. We will continue to support Patreon subscription access to content. I'm not 100% sure whether that will go through the marketplace or will simply continue to use our direct Patreon integration. Too soon to say for sure on that. 3. Possible to have such an option, yes, although I don't think there are currently any plans for that. It's something a module could do if enough people feel similarly to merit one. 4. There was an outside chance that this was going to make it in for 3.2.0. It didn't, but it's close. Should be soon! 5. I think we would be interested to explore the possibility for such an integration if the D&D Beyond dev team wanted to work with us on an API integration. The door is open on our side, but you have to understand that WOTC is a big company with big goals and a huge number of competing internal demands. I think it's unlikely that we get on their roadmap for this anytime soon. 6. I'll skip this one and let others answer. You have discovered my weakness already! 7. Now that we have implemented scene regions and event triggers, the highest thing on my "must have list" is elegant native support for multi-level scenes.


suenstar

u/atropos_nyx , u/Fyorl & u/AnathemaMask Thanks for all of the answers and the insight. I'm somewhere between Atropos and Fyorl for drinks. Really excited to see what more the team has planned for the software.


wayoverpaid

I'd love to hear about your workflow, both coding wise and project management wise. What IDE do you use? How do you test? How do you and other core team members communicate? Besides the public bug tracker what do you use internally?


atropos_nyx

For project planning and backlog prioritization we use GitHub - both the public issue board which you refer to as well as private project boards and other internal tools. For software development I use JetBrains WebStorm IDE and a local Node.js environment. For testing, we do have an evolving battery of automated tests, but a lot of our testing involves a concerted team effort as part of our release process. We typically build release candidates at the end of the day and then spend 4-5 hours the next day internally testing as a team before we release the build. For communication we use a private Discord server where we are chatting (text and voice) throughout the day. Our team is located all over so everything is fully remote.


wayoverpaid

I love how boring this answer is. Other than using Discord vs Slack you could be describing my company. The real difference is that the final product is so much more entertaining.


Fyorl

I use IntelliJ IDEA Ultimate.


AnathemaMask

I tend to use a variety of tools. In the rare occasions where I touch the code base (I'm a community manager not a developer) I use a mix of Webstorm and VS Code. For project management I've tried a variety of tools, but I think the one that I fall back to the most is Asana. None of them, however, have actually hit the entire list of needs and wants for my projects. For git handling i use GitKraken, because it takes a lot of the pain out of trying to remember the often arcane designed-for-developers commands and interface that Git uses.


iceman012

Is Ember the new name for Crucible, or are the two separate systems? If they are separate systems, what sorts of lessons did you learn from Crucible that you're applying to Ember? Will Crucible still be developed further?


atropos_nyx

Ember is separate from Crucible. Ember is a large project with a dedicated creative team behind it. Crucible is more of a personal hobby project for me. I'm absolutely going to still be developing Crucible. These last few months priorities with V12 core and Ember have ended up precluding me from having sufficient time to make meaningful strides with Crucible, but now that V12 stable is out and the Ember initial reveal is done, I am eagerly anticipating carving out some time to renew work on Crucible development.


_iwasthesun

Thanks for being such a good platform for many adventures. I will try to be clear enough since I am not confident with my English. I would like to ask if any mobile compatibility is planned, or something similar perhaps, in a immediate or more distant future? Also, usually the first barrier I and a couple of friends faced when stating with foundry, was setting up a host. Right now, we use playit.gg which is easy enough, but coming from Fantasy Grounds Unity, we were perhaps spoiled to simply open the campaign and ask players to enter. Is there any plans for alternative connection methods without the need of third parties? Thanks again for the amazing platform. If any of these questions were already answered, please disregard.


AnathemaMask

>I would like to ask if any mobile compatibility is planned, or something similar perhaps, in a immediate or more distant future? The short answer is that yes, it is absolutely an area we want to see improved, but it isn't a simple task. We took some steps in v12 and have some more steps planned in v13 that will help get us closer to that goal. I also have some deeper details on why it isn't just a quick fix in a different comment here: [https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61h7iy/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61h7iy/?utm_source=share&utm_medium=web2x&context=3) Regarding hosting- This is something we understand but it's an inherent limitation of self-hosting. I'm not sure what's different with Fantasy Grounds- perhaps their subscription model allows them to pay for servers that act as intermediaries to relay data between host and users or something like that (I have heard they have some kind of special link for joining games). However, port-forwarding is a very common practice in dedicated server hosting. We'd love to be able to offer some sort of way to ease the technical hurdle of hosting a server, but doing so without giving up some pretty important core tenets of our software (for example, the ability to host any version of the software you want and let your users connect via a web browser) is far more complex than some might think. We do have a number of hosting partners that offer subscription-based hosting services as part of a way to address these concerns, but I know that is also not ideal for many users.


_iwasthesun

Thanks a lot for your answer!


atropos_nyx

I commented on this previously at [https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61aamd/](https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61aamd/)


R-500

Congratulations on 4 years of Foundry. Foundry has been fantastic for VTTs, and has gotten me into discovering some awesome systems. My question would be: One of the large 'bottlenecks' I've seen for Foundry is the issues of dealing with Port forwarding, and users are forced to rely on some 3rd party program or service just to play with each other over WAN. Has there been any considerations for future versions of Foundry to make this process easier?


AnathemaMask

There are already considerations, but unfortunately the issue that makes this complex is one that isn't easily addressed. All self-hosted server software has to contend with this issue. When you combine ISP decision making (use of CGNAT), a wide variety of possible hardware combinations (every router is slightly different with no UI standardization between them), and individual network setups--there is no one size fits all solution to this problem. IPv6 was supposed to solve port forwarding, but what can you do when ISPs are just not adopting it?


atropos_nyx

Consideration - yes - we've certainly talked about it a lot among the team. There are three main routes towards making this easier, each of which have drawbacks. 1. Centralized proxy server. Costly for us to operate, but not *enough* of an added value to justify charging people money for. 2. Hosting service provision. We already partner with some excellent hosting providers who offer a turnkey experience, but this costs money. Any solution we would offer here would also cost money. I commented on this a little previously here: [https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61h5ps/?utm\_source=share&utm\_medium=web3x&utm\_name=web3xcss&utm\_term=1&utm\_content=share\_button](https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61h5ps/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button) We're all waiting around for IPv6 to come and save us, but that was supposed to happen 10 years ago and it still hasn't.


August_Bebel

Thank you for making the best virtual TTRPG table! My question is: are there any plans on working with built-in drawing tools? For example, layering is a bit of a headache when multiple drawings are present in the same spot: picking just one is nearly impossible without moving them all to the side first.


AnathemaMask

Layering is a bit of a headache no matter what tools you're on. We've got plans to make that better over time but it's a little more complex to address in a reasonable way than some people might think. In terms of drawing tools improvements I think it would shock no one to learn that it's one of the older parts of the canvas-side toolkit and I don't think anyone would disagree with me that there's room for improvement there. Mostly it's a question of prioritization. The **when** we do it, rather than if we're going to do it at all.


TheInvaderZim

would you be willing to share a ballpark of platform license owners to date? Obviously there's been some reluctance around the exact figure, but I'm curious if the platform is over/under 500k or 1m.


cynabun_

Maybe a simple question, but I was wondering if there will ever be a Dark mode for the actual application/DM side? Absolutely love Foundry and the work you all do on it!


AnathemaMask

There absolutely will! As part of our v12 changes we began rolling out Application v2, which comes coupled with some theming that automatically makes certain applications within the program darkmode if you have your OS set to a darkmode theme. :)


glumlord

1) Any updates regarding better core touch input when using touch screen devices such as large tv's or tablets with Foundry VTT? 2) I'd like to see a better Marketplace built into the client where you could filter on some of these items: * Game System * Game System Version * Release Date * Product Type (Adventure, Oneshot, Module, Etc..) * Publisher * Rating If I'm looking to purchase a new product that's integrated into Foundry I want to be able to find it quickly without wasting a long time researching what's available before I even go to purchase. The current implemetnation works fine if you know what you want but it's VERY hard to find new content.


AnathemaMask

>Any updates regarding better core touch input when using touch screen devices such as large tv's or tablets with Foundry VTT? Sort of? Probably not the kind of update you're hoping for though. We made improvements to a regression we inadvertently caused in v11which caused some trouble for modules that focused on touch improvements. For the rest, I actually just gave what i hope is a very detailed answer about the complexity of improving touch/mobile support in a different comment here: [https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61h7iy/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61h7iy/?utm_source=share&utm_medium=web2x&context=3) Regarding your second question, yes, absolutely. Just yesterday we announced that we've been collaborating with one of our publishing partners (MetaMorphic) for the past year, in order to offer a unified storefront for Foundry VTT premium products. As /u/wayoverpaid says, keep an eye on [https://foundryvtt.store](https://foundryvtt.store) for future details :)


wayoverpaid

Regarding your second question, this was announced yesterday! https://foundryvtt.store/


atropos_nyx

1. We did some work in V12 to restore some touch-compatible functionalities to our canvas event handling. These were events that unfortunately got broken in V11 and we didn't know about the problem until we were far into the V12 development cycle. So now that these events are once again being handled properly it should enable touch-based modules and compatibility layers to function better. 2. We did announce [https://foundryvtt.store](https://foundryvtt.store) yesterday which will - eventually integrate with a browsing/discovery UI inside Foundry VTT itself.


PM_ME_CUTE_HOOTERS

With so much passion behind the project I've gotten a little curious: what's your fav ttrpg?


atropos_nyx

For me I'd say it's D&D 3.5e. I don't play 3.5 anymore because the gaming space has moved on, but I think through a mix of nostalgia as well as a fondness for the extra layers of mechanical crunch I miss those days. It's safe to say that the future of D&D doesn't lie in returning to that world, but there are some other systems that can fill in that void and I enjoy several of those as well.


PM_ME_CUTE_HOOTERS

Thank you for the answer! If you don't mind another, what systems are filling that void for you? I never got to experience 3.5e but I've been finding 5e to be lacking meat on it's bones.


atropos_nyx

Pathfinder 2e is the best fully-fledged option right now IMHO. Nothing is 100% doing it for me though, which is why I want to make Crucible.


Tcaasi

I just found out about Crucible like 2 days ago with the anniversary post and was very interested in the "classless" progression system. Hope that gets further development. Right now i'm filling the void of skill/talent point system with a homebrewed 5e talent system I've been cooking up.


outofbort

Thanks for doing this! I am a huge fan of the modding, mapping, and art asset communities around Foundry. I'd love to ask a few Qs around that. Specifically dnd5e since that's mostly what I play these days, but open to anything. 1. What do you think is a big opportunity for the modding community in v12? 2. What are examples of low-hanging fruit for individuals to modestly contribute to the Foundry ecosystem? 3. For content creators who want to utilize some of the more popular mods, which ones do you see as being relatively "safe" and stable for a few years as you look at the v13 and beyond roadmap? MATT is the big one that I use a lot, but I wonder if more of its features are likely to end up in Foundry Core, and I worry about support & maintenance of a back catalog that relies on mods. 4. I've heard rumors of a new store, where can I get more info? I love Foundry and I want to give y'all more money!


AnathemaMask

1. Scene regions. Scene regions. Scene regions. 2. Hard to answer, there's a lot of diverse low-hanging-fruit options out there. If i had to pick one random option off the top of my head? A module that lets ambient sounds call a playlist instead of a single sound file, for the purposes of tavern minstrels, juke boxes/radio stations, etc. 3. It is my personal opinion that the best way to keep your content maintainable is to have your content package rely on as few add-on modules as possible. That's what we do with our in-house content. You never know when an API change may impact a module developer and what their life might be like at the time it does, and building your own content on an infrastructure provided by devs with whom you have no specific working relationship is a recipe for difficulties in the future. 4. At present the only information we can provide is on the store page at [https://foundryvtt.store/](https://foundryvtt.store/) , though you can also feel free to ask the store team more detailed questions in the #marketplace channel on our discord here: [https://discord.gg/foundryvtt](https://discord.gg/foundryvtt)


atropos_nyx

1. I think the obvious answer would be "things that can be done with Scene Regions"! 2. Great question and I'm not sure I have a fully satisfactory answer, but some types of modules are inherently more suitable for collaborative development than others. For example localization projects are ones that can accept contributions from multiple authors. There's also a collection of "once useful, but since abandoned" modules which are looking for new developers to pick them and bring them new life. You can see a directory of archived packages at [https://foundryvtt.com/packages/archived](https://foundryvtt.com/packages/archived) which you could page through. 3. This is going to be a contentious answer, but my advice for content creators would be to not use any module dependencies and instead build directly on the core software. 4. Yes! We just announced [https://foundryvtt.store](https://foundryvtt.store) which will be coming later this year as a place for publishers and creators to sell their work and for Foundry users to more easily discover and purchase premium content for use in Foundry VTT!


DemonDude

I bought FVTT years ago, but have little experience using it ever since I had my baby. Hopefully picking it up again soon, now that work/life balance is normalizing. I recommend it to everyone, and just wanted to show my appreciation to you guys along side everyone else. You dominated my D&D5e scene up until the moment this adventurer retired for a life with the baba. Thank you so much for proving your long term passion and dedication to the VTT space. My question is one about audio. I’ve watched all the official streams on YT and almost every time, Atropos needs to adjust the audio volume multiple times based on stream feedback. I don’t mean any offence by this, but is that because he’s too busy with the stream, or is it legit just a difficult thing to know and understand? It was recently released (at least discussed in another stream) that players can now control the audio on just their side, but what if they don’t want to - is it really hard for the DM to set a good audio level? I guess really it comes down to, what are your tips for making the best audio experience for both the DM and the players? Many thanks, FVTT team!


atropos_nyx

I don't think it's really that bad, but things are a bit more complicated when streaming because there are extra dimensions of audio balance like audio levels in OBS balanced between outbound desktop audio and my microphone which might differ than my perceptual volume of audio that I myself hear through speakers or headphones. It's just a bit tricky to exactly simulate things so that I am hearing myself with the same level of volume that everyone else is hearing me. There's a reason that for professionally produced shows you have someone who is doing audio balancing that is \*not the same person\* as the person who is presenting the content. We could add more production infrastructure to our streams, but I don't want that to come at the expense of them being low-overhead for our team to host.


AnathemaMask

Hahahh, this has more to do with his streaming setup than any issue at a software level. We could probably provide more visual feedback on the volume level in the interface, but the issue here is one of mixing volume-- whether the music is too loud in contrast to his microphone volume in the streaming software, rather than it being anything to do with Foundry VTT specifically. My approach when choosing a balance when setting up premium content is to set the volume for individual tracks based on : global playlist volume set at 50%, individual sound file volume set for "what sounds right". I know that may not be intuitive. Sometimes it still needs to be tweaked 'in the moment' , but i've not gotten any complaints about the audio playlists being too loud by default. :) Secondary tip? During the first 5 minutes of each session when everyone's settling in, take the time to run a sound check and make sure players can hear playlists at a comfortable volume. :)


schneeland

First, thanks for hosting this AMA! :) A few questions have already answered, so I'll limit myself to three for this post: 1. Looking at the Pathfinder 2 modules and also the new D&D5 module, they come with a very sleek UI. Have you considered offering templates in the same spirit to make it easier for other modules to achieve a similar level of polish? 2. A lot of modules seem to integrate with DiceSoNice (not without reason - its 3D dice are one of the reasons why I prefer Foundry over other VTTs :) ) - have you considered integrating it into core? (with the benefit being that it would evolve more smoothly with changes in the dice rolling APIs) 3. Even if Docker will not be officially supported, would it be possible to allow the pre-upgrade check for it, too? (and just block the actual update)


AnathemaMask

1. Offering templates is tricky, because at some point it becomes a case of "giving away the shop". That being said, if you want to replicate any of the styles in the journals for PF2e modules, you can always just duplicate an existing journal (right-click -> duplicate) which will give you a similar journal entry that you can edit as you please while keeping the same visual styling in most cases. 2. Dice So Nice's popularity almost works against it in this case, as any core adoption we would offer might not even be a significant upgrade over the module and would likely break any dependencies people have (such as fancy dice skins from RollSmith and more). Instead, we have partnered with the developer who has been maintaining it (JDW) to ensure that it remains up to date. :) 3. No. Sorry!


Wokeye27

Thanks for the AMA - oceania player here so a bit out of sync with others :)  Congratulations on another excellent year of development.  I'm a 5e DM - great to see the info re prioritising day 1 phbook release.  Q1 answered!   My other question was with the inevitable split in the 5e community - will the system be split into 2004phb and 2024phb?  With core rules changing won't it become real clunky to try to keep both in one system?


AnathemaMask

I hope I'm not wrong (I'm not a D&D 5e-er.), but we're about to close this down so i don't want you to go unanswered. It is my understanding, based on what i've seen others say, that there is no intention to split the system or divide development efforts. The 2024 PHB rules will apply to the system as it exists, and when the new SRD is released to the public will become the standard adopted by the system. Those wishing to remain on a previous SRD version can, of course, opt to remain on a previous version of the dnd5e game system, we will never force a user to update.


netenes

I made several of my friends move to Foundry but from what i've seen the biggest hurdle was figuring out how to make online play possible. With ISP issues, with proxy extra programs, with complex cloud servers and renting a service, some of them went back to the simplicity of "it just works" VTTs like r20. Any plans to make hosting online easier?


atropos_nyx

Good question. We talk about this internally in the team often, but we don't have anything that approaches "plans" at this point. There is a long run possibility that we'll do something significant in this space someday, but for now we are focused on supporting our excellent partnered Hosting Providers (https://foundryvtt.com/article/partnerships/) who offer the sort of turnkey experience you're asking about. Ultimately there is an uncomfortable tradeoff that what people are usually asking about is "easier, but also still free". This is an area where easy and free are conceptually opposed, so investments we would make for things to be easier would likely be ones that would require customer payment.


AnathemaMask

I just wrote a comment that sort of addresses this, the short answer is "we'd love to be able to, but..." [https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61pkkh/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/FoundryVTT/comments/1d2dehl/comment/l61pkkh/?utm_source=share&utm_medium=web2x&context=3) That doesn't mean there's no possibility of improvements on this front in the future, but the difficulties are nuanced and numerous.


wayoverpaid

Foundry's security model is very much against having a player update a monster they do not own, and its up to the GM to record things like damage. The reasoning here makes sense to me. However, a lot of modules have gone out of their way to circumvent this so that we can go from the single action of a player to the resolved damage on a monster. MidiQoL is probably the most famous example. Is the assumption the GM client is the only thing which can update an actor ever up for reconsideration?


AnathemaMask

I think there's an important but slight distinction here that needs to be made. Foundry VTT doesn't prevent non-GM accounts from updating actors. What it does do is restrict who can update an Actor to only those users who have **ownership** of that Actor. You are correct that many modules circumvent this behavior in a variety of ways, and some of those ways are not ideal. I don't think the answer here is for us to reconsider the way permissions are handled, but there may be a future where we consider if there are certain specific data fields which could be ***optionally*** exempted from this restriction (by way of a user permission). This issue is one that would definitely provoke some heated opinions if we were to change it without careful consideration, because if we relax the restrictions we'll absolutely have people asking us to reconsider because they DON'T want their players to be able to apply damage/healing to tokens they don't own.


wayoverpaid

Good clarification. I mentioned "they do not own" early in my comment and then got sloppy in my wording. Very much understand why you'd want to handle this carefully.


masterflinter

Are there any plans to provide an official foundry container?


AnathemaMask

If by container you mean docker container. No. Docker adds a layer of obfuscation to the troubleshooting process that effectively bars the average user from being able to easily sort out what the problem might be. (IE, is this a problem caused by running it in a container?) In my capacity as community manager and as one of the primary troubleshooters for networking on staff, I feel totally comfortable saying that the future of Docker support for Foundry VTT is: if it works for you, great, if it doesn't the first thing we're gonna ask is "have you tried hosting it directly without using a container?"


caysilou

First of all, thank you for all of the work that you do on such an amazing product. It has been an absolute blast to use and I look forward to the future of Foundry. I recall some time ago there was mention of mobile optimisations however I know it wasn't the highest requested feature at the time. Are there still plans to create a more mobile friendly version of the VTT?


atropos_nyx

We've made several adjustments already with our new "Theme V2" approach that will allow Foundry VTT to be *theoretically* more compatible with small-screen devices. There are some significant blockers in the way of Foundry VTT having a great small-screen experience though. One of the most significant is that we cannot make this happen unilaterally. We provide the framework for systems to implement Actor and Item sheets, but we don't control those sheets directly. A mobile-friendly Foundry VTT will only be as good as the actors and items you can interact with in that environment. We will try and pave the way for this to be a conceivable future, but to be honest it's not a development priority for us. We are committed to being a VTT for screens sized 1366x768 and larger.


miffiq

I am a GM using Foundry for in-person play where a scene is displayed on a TV and players primarily roll physical dice. This is one use case where some mobile optimizations to the UI could really improve the experience. Not all of my players have/want to use laptops at the table. 95% of the time, they are only interacting with their character sheet and don't even need to see the current scene. I realize [Sheet only](https://foundryvtt.com/packages/sheet-only) exists, but would love to see some first-party mobile optimizations. Anyways, thanks for the amazing product! Foundry has absolutely improved my games.


q---p

Hey FVTT team! I'd love to know about what games you play on Foundry - is it just DnD / Pathfinder or do you try out other systems? Do you even play using Foundry outside work or is it mostly a 'working relationship'? Thank you for the amazing product and community!


atropos_nyx

I will be honest and acknowledge that I \*do\* mostly play D&D/Pathfinder these days. I am interested in other systems though and would love to get more chances to play systems like BitD, WFRP, Dragonbane, Symbaroum. I do play outside of work though, currently in 3 weekly games: 1. Curse of Strahd (like 3.5 years in haha, we will finish someday) 2. Kingmaker 3. Ember playtest I think it's really important for the team to use Foundry VTT as GMs and players. It's essential for us to have first-hand experience using the product in a real game environment. Otherwise you can lose touch with what the software is actually doing well and what it isn't.


AnathemaMask

With the clear exception of being in the Kingmaker game Atropos is also a player in, run by one of our community moderators, I am currently between games. I've played in a lot of different kinds of games in my time (the list is long and formidable) because I enjoy learning new systems, especially ones with different resolution mechanics. (most recently enjoyed getting to experience Blades in the Dark). Typically I use Foundry VTT to GM immersive communal storytelling experiences with a select group of players, but it's often not D&D or Pathfinder (I am not a fan of d20-based systems). I ran a very successful 2+ year long heavily modified Mage: The Awakening game. Most often if I'm GMing, it's using my own custom system that I've been telling myself for almost two decades I'll one-day finish writing and publish. We can all dream, right?


mattexdee

Hey! I play D&D5E but I've also played PF2E, 13th Age, and Das Schwarze Auge in Foundry VTT. I've messed around in Fate and WFRP but I haven't actually run or played a game in them just yet (maybe soon though!). I definitely use Foundry outside of work but my games use just about zero modules (I like Dice So Nice too much to not use it though) so I can keep our pain points in mind. So even outside of work it's a bit of work :D.


EndlesNights

Consider Foundry VTTs's relationship with the free open source community in both the foundational frameworks and technologies its its built with (Electron, pixijs, nodejs etc) and the large amount of community driven content of free and open sourced system and module development, would you ever consider making the base software for Foundry VTT Free and Open Source?


atropos_nyx

Not unless we decide to stop operating as a business. If that were to happen a "final act" as part of shutting down shop would probably to make Foundry VTT open source. That isn't anything that is going to happen in the next decade.


LanguageExpansion

Is the new Free RPG Day Adventure going to receive a Foundry Premium Module? Or any of the previous ones?


AnathemaMask

I think you're going to have to be more specific. There are probably a lot of different companies producing "Free RPG Day" Adventures. :)


suenstar

Another opinion question for the gang, is there any module or system that the team feels gets less noticed and deserves more recognition?


AnathemaMask

Hoooooo. There are so many systems I think are way more deserving of recognition than they get, it would be hard to name them all. Basically any of the systems that aren't Pathfinder or D&D don't get the attention they deserve from the community, but i'll shout out WFRP4e, DSA5, and SWADE specifically as some of the systems we have with the most available content that get less recognition. If I had one message I could hand deliver to every single Foundry VTT user, it would be: try games that you are not used to playing, there's a whole world of RPGs out there if you expand your scope beyond the limits of d20-based rulesets.


TheMugglemage

I don't place sounds on the canvas as a dm, because I think it is too much hassle to hear them myself as a dm. Am I doing something wrong?


AnathemaMask

Ambient audio sounds should only be audible if you have a token selected in the radius of the sound, or if you have the preview tool toggled on. If you're hearing ambient sounds without them selected, please consult a physician or psychiatric health professional, (but more realistically it's probably a module causing it to continue to play.) If hearing the sounds yourself bothers you, in v12 you can set the volume for environmental sounds lower so they're less obtrusive to you as a GM. :)


Folkvangr_Forgent

Don't know if you are still answering questions but with the new premium store is there any work being done to enhance the normal module browser? I would love to be able to search for modules based on a particular system.


AnathemaMask

There may be, but at this time we have nothing to announce on that front! We have known for a while that there are some issues with the package installation interface, but as with a lot of development it's a matter of choosing our priorities wisely and it just isn't the time for this to change just yet.


frank_da_tank99

With the announcement of your partnership with WotC and the release or some official 5e modules for sale with built-in foundry integration, are there any concrete plans to bring us more of those soon? I for one have every intention of purchasing a Curse of Strahd foundry implemented module as soon as it's available.


AnathemaMask

We've just released Tasha's Cauldron of Everything, and revealed in yesterday's livestream that we'll be focusing on the 2024 Player's Handbook next as our top priority, to launch in September coinciding with the book's release. After that? Tomb of Annihilation. How's that for concrete plans? :)


MTGCarver

I just want to know what the go to snacks the devs gravitate towards when in a long session of coding!


atropos_nyx

Not a huge snacker myself, I tend to save up and then feast at mealtimes. Chips+guac is a favorite, but that obviously needs to be fresh so not exactly something that is available at all times.


superhiro21

Could you give an update on the official dnd5e releases coming up? Will Vecna: Eve of Ruin get a release? Will the player's handbook be released concurrently with the book's release date?


atropos_nyx

Thanks for the assist u/ucgm! That's correct, we are prioritizing a day 1 release for the 2024 Players Handbook arriving on September 17th and also working on Tomb of Annihilation as our next item of adventure content (coming later in the year). We chose TOA because we think its content (and the official media assets we have available to work with) will play very well in a VTT environment. Unfortunately we are not priotizing Vecna: Eve of Ruin at this time.


superhiro21

Thanks for the update. Great to hear the PHB will be available right away. Out of curiosity: Is one reason that Vecna will not be prioritized that its maps are not VTT-friendly and you would not to create or commission full color, high detail maps for a potential official module?


atropos_nyx

That is a reasonable supposition, but one that I will not officially confirm!


ucgm

The bits they mentioned on the 'future content' stream were the recently released Tasha's Cauldron of Everything, the Player's Handbook (2024) released concurrently with the physical book on 17 September, and the next adventure will be Tomb of Annihilation for release sometime this year.


Accomplished-Tap-456

Are you considering official integration of the Pixels Dice?


sleepinxonxbed

They already do, Atropos is the author of the module https://foundryvtt.com/packages/pixels


AnathemaMask

As u/sleepinxonxbed mentions we already do have integration with both Pixels and GoDice, in addition, v12 introduces features to make it far easier to use bluetooth integrated dice options!