View Full Version : Feedback Thread - FGU v4.7.0 and 2025-04 Ruleset Updates
Moon Wizard
March 21st, 2025, 19:17
This thread is to provide feedback on the latest changes located in the beta Test channel. Please post any feedback/issues to this thread.
Regards,
JPG
rhagelstrom
March 21st, 2025, 20:16
5E no ext
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
[3/21/2025 2:14:52 PM] s'masterindexitem_owner - DEPRECATED - 2024-08-13'
Moon Wizard
March 21st, 2025, 20:24
Thanks. Removed that warning; since script is also used in non-deprecated template.
Regards,
JPG
rocketvaultgames
March 21st, 2025, 20:57
Regarding - "Farewell Radial Menu - Hello Context Menu":
This seems like an improvement for sure!
Any chance of a way for extension developers to use this? For example... would love to add a Context Menu to the CT with an option to lock/unlock position. To the best of my knowledge, Radial Menus that don't already exist aren't accessible currently. (I'm definitely not an expert on this so forgive me if I have the wrong.)
Jiminimonka
March 21st, 2025, 22:35
When you open a book for the first time and type something in the search field - the search gives no results and the Chapters etc. on the left side disappear. You have to close and re-open the book then click on one of the chapters before search works.
LordEntrails
March 21st, 2025, 23:11
I noticed the 4.7.0 version number. Does this mean their will be network changes and/or it won't be compatible with 4.6.x versions?
Jiminimonka
March 21st, 2025, 23:16
I noticed the 4.7.0 version number. Does this mean their will be network changes and/or it won't be compatible with 4.6.x versions?
It gives the compatibility warning when you first launch it.
Moon Wizard
March 21st, 2025, 23:29
@rocketvaultgames,
Only "panels" (i.e. those windows always on desktop) can be locked/unlocked. This has nothing to do with context menus, just which options are shown.
@Jiminimonka,
Thanks for the heads up. Will take a look.
@LordEntrails,
Yes, there are network changes; which require GM and players to all be on same version.
Regards,
JPG
Moon Wizard
March 21st, 2025, 23:41
@Jiminimonka,
Not seeing this locally. I tried with a campaign book I was testing on; as well as the 5E books. Do you have a reproduceable case you can walk me through?
Regards,
JPG
Jiminimonka
March 22nd, 2025, 00:05
I just created a new campaign (SWADE, with Setting: SW - Savage Rifts Extension only)
Sent you a GIF on Discord.
Tempered7
March 22nd, 2025, 11:34
Some bugs:
No-Extensions: 5E - 2014
* Collapse and Expand (+ / -) function in reference manuals doesn't work in the test server, unless the manual is unlocked.
* When I roll for a table and if the roll has a link, the link icon (dragon) doesn't show but the empty space is clickable and the hollow link is working. {see pic}
** In fact the chat doesn't show dragon icon for links at all (when I drag & drop, etc)
Also from previous update (https://www.fantasygrounds.com/forums/showthread.php?84012-Beta-Release-Ruleset-Updates-2025-02&p=735791&viewfull=1#post735791) > D&D (5E)
[UPDATED] Improved character wizard to remove previously selected feature choices.
Can this be further contain chosen spells too? If it's already done, it doesn't work on TEST channel. My chosen wizards spells in char gen are still there at next level. Tested both with core rulebooks and 5e effects from dmsguild.
New things to appreciate:
* Dice icon near abilities / init / saves / skills in char sheet <3
* I dunno if it's new but "open story book" button in the middle of story page turners <3
jharp
March 22nd, 2025, 16:14
Yes, there are network changes; which require GM and players to all be on same version.
Ouch.
Tempered7
March 22nd, 2025, 16:21
Someone should warn the devs of Verses Magicae (https://www.dmsguild.com/product/358402/Verses-Magicae-Fantasy-Grounds) in dmsguild. I searched in the forum but couldn't find it.
Their extension doesn't work in test channel since the radial menu changes.
* Old spells doesn't show the speech, [EDIT: As in verse window where magic words are written]
* Newly added spells sometimes gets a verse window but it's always empty
* In Right Click Menu, "Verses" thingy doesn't do anything. [EDIT: IIRC there was a sub-menu under it. It's gone]
Note: ext loaded.
EDIT: Forgot to add, text speech on chat & maps is working. Except it stays on map forever instead of predefined seconds.
LordEntrails
March 22nd, 2025, 17:41
Someone should warn the devs of Verses Magicae (https://www.dmsguild.com/product/358402/Verses-Magicae-Fantasy-Grounds) in dmsguild. I searched in the forum but couldn't find it.
Their extension doesn't work in test channel since the radial menu changes.
Grim Press has a Discord here: https://discord.com/channels/418642246431408128/544951685668143125
I've posted a message there to your report.
Tempered7
March 22nd, 2025, 17:58
Grim Press has a Discord here: https://discord.com/channels/418642246431408128/544951685668143125
I've posted a message there to your report.
Thank you Lord. I can't use discord myself, it is also banned here. This time even with VPN it's giving me troubles.
LordEntrails
March 22nd, 2025, 18:05
Thank you Lord. I can't use discord myself, it is also banned here. This time even with VPN it's giving me troubles.
Glad to help :)
LordEntrails
March 22nd, 2025, 19:38
Someone should warn the devs of Verses Magicae (https://www.dmsguild.com/product/358402/Verses-Magicae-Fantasy-Grounds) in dmsguild. I searched in the forum but couldn't find it.
Their extension doesn't work in test channel since the radial menu changes.
* Old spells doesn't show the speech, [EDIT: As in verse window where magic words are written]
* Newly added spells sometimes gets a verse window but it's always empty
* In Right Click Menu, "Verses" thingy doesn't do anything. [EDIT: IIRC there was a sub-menu under it. It's gone]
Note: ext loaded.
EDIT: Forgot to add, text speech on chat & maps is working. Except it stays on map forever instead of predefined seconds.
Reply to this in Discord:
Grimlore: Thanks for reporting. The developer of this extension not longer updates their content. I've passed it to the team internally and we'll look for a solution.
Tempered7
March 22nd, 2025, 19:42
Reply to this in Discord:
Grimlore:[/B]]
Thanks for reporting. The developer of this extension not longer updates their content. I've passed it to the team internally and we'll look for a solution.
Thanks for the good news! So kind of them to not leaving it orphaned :)
Moon Wizard
March 22nd, 2025, 23:09
@Tempered7,
* I was just looking at the collapse/expand buttons from spotting that in other report. Next test update will have a fix.
* Will investigate the chat link issue.
* No plans to remove previously chosen spells from the list for this release; but will put on our list for future releases.
Regards,
JPG
Tempered7
March 22nd, 2025, 23:45
More power to you, coding wizards!
Mephisto
March 23rd, 2025, 19:18
Can you explain what the new „dynamic“ tag will do for columns? I think I have an idea but I’m not 100% positive what the change is to before the change.
Moon Wizard
March 23rd, 2025, 23:21
The actual "column width" for child windows will vary between the defined column width and (2 * column width) - 1; instead of being fixed to exactly column width. This has the effect of removing empty space on the right edge of lists using this tag. (i.e. the Character Selection window in the beta Test channel now uses this.)
Regards,
JPG
Ecks
March 25th, 2025, 03:28
The right click menu is a nice improvement. Some feedback:
Overall, the menu ordering seems a bit inconsistent. For example, sometimes Close Window / Minimize are at the top, other times it's the last item in the list. For example:
Open Story records window. If you right click the blank area, Minimize and Close window are at the bottom of the list. However, if you click on a story record line item in the list, the menu is basically reversed, with the first option being Close Window.
There might be an argument to remove the Close Window and Minimize options when right clicking on a record in a list. If you wanted to close the window, you could still right click in a blank area or on the window header / frame area to get the existing Close / Minimize options.
When right clicking on the story window, there's an option to "Create Item" but not "Create Advanced Item". The terminology also differs from the add buttons in the window, which say "Add" instead of "Create".
When right clicking on an open image window, the first option is Close Window, seems like it should be the last item. Personally, I'd want Pointers to be the first option, as it's the one I use the most, though that's subjective.
Other random findings:
A number of image controls respond to left, middle, and right click instead of just left:
Lighting tab color picker (e.g. right click and color picker opens unexpectedly)
The color picker window (e.g. color area, sliders)
The image layer visibility, sharing, lock/unlock, etc
Mask Hide/Reveal buttons
Line of Sight types (Select, Line, Square, Circle)
And more
Moon Wizard
March 25th, 2025, 04:00
Thanks for the feedback.
* For this first pass of context menu changes, we just wanted to get the menu updated. Currently, the menu includes built-in menu options in the order registered, followed by custom menu options in the order defined in the scripts. I'm sure we'll look at refining this as we move forward.
* For the image data control tools, I'll pass along your feedback to Carl to review.
Regards,
JPG
masteryogurt
March 26th, 2025, 18:29
General Observations
Images (Player Version) (CoreRPG / 5e)
Player client's context menu has a "Synch [sic] Client View" option .
As far as I can tell this doesn't do anything when players click it (and probably shouldn't).
This option (and the misspelling of "Sync") is in 4.6, but it's a lot less noticeable when in radial. Which shows how much better this context menu is at unearthing options!
Character Sheets / Story / Images / Items (Possibly More) (CoreRPG / 5e)
I don't have an "Add New Item" option.
Ecks reports seeing it, I don't have it at all. Running Mac client.
I didn't test every location where I can right-click to add new.
Character Sheet (Tested in 5e)
Different context menu orders in [I]Locked and Unlocked states.
Locked menu order is
Rest
Minimize
Close
Unlocked order is
Close
Minimize
Clipboard
Rest
General Context Menu Design Feedback (UI/UX)
BLUF: I love this and my players will be very happy, too. It is closer to meeting players where they are.
But I wanted to expand on Ecks' comment:
There might be an argument to remove the Close Window and Minimize options when right clicking on a record in a list.
The new Context Menu is inheriting Radial Menu's design. But they are different types of menus, with different user expectations.
Context menus are more "specific" to a selected item. The click should act on either the window, or a distinct item (e.g. record, token, text selection, block). If there are no item-specific actions, then it's better if no menu appears on right click.
If the context menu must include window- and item- level actions, the user needs to understand which is which. One design solution is to locate window-specific actions at the end, separated by a design element like a horizontal rule.
Radial Menu had a "mixed" metaphor approach. Window-level actions like "close window" were always in the same place. Radial Menu was also a weird UI; users didn't have existing design expectations like in a Context Menu.
Example
If I right-click "Roll Ability Check", I expect context menu to pull up actions for this element and only this element.
If a context menu doesn't appear, that tells me there's no special actions. It's confusing to right click "Roll Ability Check" and see "Rest." Is the rest related to the ability?
I'd actually expect options like these:
"Roll Ability Check"
"Roll Check with Advantage"
"Roll Check with Disadvantage"
Anyway, this menu is way better at meeting players where they are. I'm excited to see it get polished!
Moon Wizard
March 26th, 2025, 19:22
* Thanks for report on the Client View Sync/Synch menu. That should only appear on GM side. Will fix in future Test build.
* For lists that already have add/edit/delete buttons in UI, I already removed the context menu duplication. (especially with current menu behavior, see below)
* I'm not seeing the change in the radial menu behavior on PC sheets. I always see Rest, Minimize, Close in that order. Maybe steps to recreate if you have them?
For a general note, the goal was to move to context menus with as little ruleset coding changes as possible; which means that the menu still follows all the previous behaviors. (i.e. menus are a composite of all control/window menus in each case, with built-in menus remaining as before. (i.e. no menu behaviors have changed; all menu options are still available; no ruleset coding was broken; etc.)
In order to do anything as detailed as your Ability Check roll example; that would require ruleset developers (not just SW, but all community developers) to greatly increase the number of menus registered and amount of coding for every control affected.
Regards,
JPG
Moon Wizard
March 26th, 2025, 21:43
I found an issue in the context menu code where the sorting could be inconsistent; just pushed an update to make those more consistent. Ruleset-generated menu items should now always come before built-in menu items; and we're talking internally about menu order of built-in items. Any changes to ruleset-generated menu items will be up to each ruleset developer.
Regards,
JPG
Mike Serfass
April 4th, 2025, 20:28
I noticed a new behavior with locking / unlocking character sheets.
The delete icon on all list items displays when the charsheet is unlocked.
Is this the new, intended behavior?
superteddy57
April 4th, 2025, 21:31
I noticed a new behavior with locking / unlocking character sheets.
The delete icon on all list items displays when the charsheet is unlocked.
Is this the new, intended behavior?
Yes, it is intended and expected now. The idea is that when unlocked you are in an "edit" mode.
Mike Serfass
April 4th, 2025, 21:39
I understand the edit mode concept. But displaying all the delete buttons right next to dice fields, which are double-clicked regularly?
When a player goes into edit mode, how frequently are they going to delete records vs having an extra layer of preventing unintentional deletes?
The players in last night's game commented on the delete buttons appearing like this, and considered it a bug and opportunity for misdeletes.
superteddy57
April 4th, 2025, 21:40
The delete and links will be moving over to the left side of the window entry. The current cleanup is for us to make this move. Are you seeing this on Test? If so, where?
Moon Wizard
April 4th, 2025, 23:04
All the delete buttons and links for list items in all the standard rulesets have been moved to the left side to be closer to the name they are associated with.
Regards,
JPG
MrDDT
April 6th, 2025, 10:33
I'm not seeing these on maps, can you point out where they are?
[ADDED] Token planned movement approve/cancel UI added to map image windows.
Zacchaeus
April 6th, 2025, 12:31
I suspect these icons here?
Ecks
April 6th, 2025, 17:47
[ADDED] Token planned movement can now be used when token lock is off by holding the Alt key when initiating the move.
Great improvement! I also like that players can approve their own movement when token lock is disabled. I almost never use token lock because I don't want to click approve every time, but the planning tool is really useful for measuring movement.
Some things I noticed while testing:
When token lock is off, players can approve/cancel other player and enemy NPC movement using the new approve/cancel UI - is this expected? I was only able to test with a local player instance approving a GM owned character movement.
When token lock is on, players cannot approve their own movement from the token (expected), but the new approve/cancel UI allows players to approve movements even when token lock is on.
If GM plans a movement for an NPC that is not visible on the map (via Combat Tracker visibility control), the new approve/cancel UI shows the players the token and the planned movement arrow is shown on the map.
I did see a few console errors while messing with planned movement. To recreate in 5E:
Create two images, Image 1 and Image 2
Drag a PC from Combat Tracker to Image 1
Plan PC movement on Image 1, do not approve/cancel (leave pending)
Drag same PC from Combat Tracker to Image 2
Plan PC movement on Image 2, getPlannedMovementDistance console error raised. Note the new Planned Movement UI sidebar is not shown on Image 2.
[ERROR] Handler error: [string "CoreRPG:scripts/manager_actor_display.lua"]:619: getPlannedMovementDistance: Invalid parameter 1
Note the Planned Movement UI is still present on Image 1, attempting to approve or cancel the movement for the token that was removed will throw a console error:
[ERROR] Script execution error: [string "CoreRPG:scripts/manager_token_move.lua"]:120: approvePlannedMovement: Invalid token ID
[ERROR] Script execution error: [string "CoreRPG:scripts/manager_token_move.lua"]:132: cancelPlannedMovement: Invalid token ID
Delete PC from Combat Tracker
Re-add PC to Combat Tracker (drag from Character Selection to CT). Console error thrown:
[ERROR] Handler error: [string "CoreRPG:scripts/manager_actor_display.lua"]:312: attempt to index field 'tokenMap' (a userdata value)
MrDDT
April 6th, 2025, 20:09
I suspect these icons here?
Thank you. I had it covered up with the CT, and never saw that.
I hope we can get a hotkey option for the approve all.
Moon Wizard
April 6th, 2025, 21:19
@Ecks,
Thanks for the reports. I was actually just working on the GM vs. client visibility issues for the new UI this morning when I saw your note.
Not sure on the other error, but I'll follow your steps.
Regards,
JPG
Moon Wizard
April 6th, 2025, 22:33
@Ecks,
Just pushed a client update to fix up context menus for token planned movement accept/cancel; limits on APIs for approving/cancelling movement on player clients; and update to UI to exclude unowned, non-public tokens from player approval list view.
@MrDDT,
I added the capability to drag the Approve All and Cancel All buttons to the hot key bar. Note; since the buttons are now independent of the image at that point; the hot key bar versions will approve/cancel movement in all open image windows.
Regards,
JPG
MrDDT
April 6th, 2025, 22:51
@Ecks,
Just pushed a client update to fix up context menus for token planned movement accept/cancel; limits on APIs for approving/cancelling movement on player clients; and update to UI to exclude unowned, non-public tokens from player approval list view.
@MrDDT,
I added the capability to drag the Approve All and Cancel All buttons to the hot key bar. Note; since the buttons are now independent of the image at that point; the hot key bar versions will approve/cancel movement in all open image windows.
Regards,
JPG
Thank you, super helpful.
MrDDT
April 7th, 2025, 21:50
[4/7/2025 3:45:41 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token_move.lua"]:220: attempt to index local 'w' (a userdata value)
[4/7/2025 3:45:45 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token_move.lua"]:220: attempt to index local 'w' (a userdata value)
Getting this error on the host side, when the client side approves their own token locked movement while map token lock is not on.
Moon Wizard
April 7th, 2025, 22:38
@MrDDT,
I'm not seeing that on my side; so perhaps there are a specific set of steps I need to follow to see this? Or maybe I need a copy of your campaign folder zipped up?
Regards,
JPG
MrDDT
April 7th, 2025, 22:48
@MrDDT,
I'm not seeing that on my side; so perhaps there are a specific set of steps I need to follow to see this? Or maybe I need a copy of your campaign folder zipped up?
Regards,
JPG
So I made a new copy of the campaign and it's not happening, then go back to the old one and it's not happing there either.
If it pops up again, I will see if I can get you a copy of the campaign.
MrDDT
April 8th, 2025, 15:42
@MrDDT,
I'm not seeing that on my side; so perhaps there are a specific set of steps I need to follow to see this? Or maybe I need a copy of your campaign folder zipped up?
Regards,
JPG
Ok got it worked out how to make it happen.
[ERROR] Handler error: [string "CoreRPG:scripts/manager_token_move.lua"]:220: attempt to index local 'w' (a userdata value)
Turn OFF token lock movement.
Use the new movement holding alt and drag.
Change the size of the map/image.
Then click approve.
Moon Wizard
April 9th, 2025, 06:57
Thanks for posting the steps. I actually hit this during our test session tonight before I looked at your steps.
I've pushed a few fixes, including this one, into a new update. Please run a new Check for Updates.
Regards,
JPG
MrDDT
April 10th, 2025, 01:05
Thanks for posting the steps. I actually hit this during our test session tonight before I looked at your steps.
I've pushed a few fixes, including this one, into a new update. Please run a new Check for Updates.
Regards,
JPG
Looks to be working correctly.
Is there going to be an option to have self approved moves for players even with token lock on?
Moon Wizard
April 10th, 2025, 05:11
No. Token locking by design means that GM approves player moves.
Regards,
JPG
MrDDT
April 10th, 2025, 07:11
No. Token locking by design means that GM approves player moves.
Regards,
JPG
What would you call if you want self-approved movement for players but not have token locking and not have to have the players hold alt each time they want to move?
Moon Wizard
April 10th, 2025, 08:13
Currently, there are two modes:
1. Token lock is on. Any time a player attempts to move, a planned movement path is created. GMs must approve player movement. GMs can use planned movement using the Alt key, but are not required to.
2. Token lock is off. GM or player can use planned movement using the Alt key, but are not required to.
There are no other modes at this time. It sounds like you are asking for a different mode that forces player planned movement but allows them to approve. You can accomplish this today by telling your players to use the Alt key to create planned movement for their turns. There is no plan to add another mode for this version.
Regards,
JPG
Laerun
April 10th, 2025, 22:59
Currently, there are two modes:
1. Token lock is on. Any time a player attempts to move, a planned movement path is created. GMs must approve player movement. GMs can use planned movement using the Alt key, but are not required to.
2. Token lock is off. GM or player can use planned movement using the Alt key, but are not required to.
There are no other modes at this time. It sounds like you are asking for a different mode that forces player planned movement but allows them to approve. You can accomplish this today by telling your players to use the Alt key to create planned movement for their turns. There is no plan to add another mode for this version.
Regards,
JPG
I like the new changes, however, having to hold the Alt key might cause grief for some. But I am used to this behavior as a GM. I do realize that having several options are not easy in FG, especially since features usually are on, or off, and not in between.
Jiminimonka
April 11th, 2025, 06:28
I like the new changes, however, having to hold the Alt key might cause grief for some. But I am used to this behavior as a GM. I do realize that having several options are not easy in FG, especially since features usually are on, or off, and not in between.
An extra option for player token movement is fine, holding down Alt doesn't seem too complex for me, I still lock tokens in combat.
I do find in Test aa GM sometimes holding Alt is not dragging the token, it moves the map and it seems to be based on the map. Part of a map I made in FGVTT seems to be non-token movement friendly...
MrDDT
April 11th, 2025, 20:51
I like the new changes, however, having to hold the Alt key might cause grief for some. But I am used to this behavior as a GM. I do realize that having several options are not easy in FG, especially since features usually are on, or off, and not in between.
As a side note, there is already an ext out there that can bypass this. Step Counter does it, however, it is paid.
SilentRuin
April 19th, 2025, 00:29
Is there an option to reduce the size of the distance number shown on targeting line between tokens? Its huge. And in the way. Yes it varies in size as you zoom but that size is always getting in the way when in melee range. There is no reason for it to be so large when tokens are so close together.
LordEntrails
April 19th, 2025, 01:23
Is there an option to reduce the size of the distance number shown on targeting line between tokens? Its huge. And in the way. Yes it varies in size as you zoom but that size is always getting in the way when in melee range. There is no reason for it to be so large when tokens are so close together.
I believe it is sized based off the grid size. Try altering your grid. Note you can set the grid number so instead of being a 5ft square it's a 10, or 20. Probably not what you want in the long run, but maybe for testing.
Ecks
April 19th, 2025, 03:49
Really like the new visual design for pointers, targeting, and movement arrows.
I did see an issue where sometimes the targeting distance label would sometimes "drop" off and be left behind. To recreate:
Using "Caves of Hunger SW Player Map" from 5E Rime of the Frostmaiden
Setup tokens as follows: capture.png (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64073).
The A token is targeting the three other tokens.
Move the A token from initial location on the right to the center
The 5' labels don't move and end up "detached" off to the right
I also noticed sometimes the targeting labels don't appear when targeting at melee (5') range. In the above example, after approving A's movement so that it is centered between the three other tokens, if you clear A's targets and re-target, no label/arrow appears. Moving the A token around will make the labels appear. That said, it would be nice if there was a better indicator for targeting at melee range. This is a common issue in games I run with melee targeting.
As @SilentRuin mentioned, it seems for some grid sizes the targeting distance label can be too large, though in my case it seems mostly when zoomed out maybe a bit further than I normally would.
Some examples I found, using the Rime of the Frostmaiden module:
Angajuk's Bell Player Map: (grid size: 94x94). Targeting token at 10' distance looks good.
Grimskalle Battlement Level Player Map: (grid size: 50x50). Targeting token at 10' distance, the 10' label will cover the tokens a small amount as you zoom out.
Caves of Hunger SW Player Map: (grid size: 25x25). Targeting token at 10' distance, the 10' label will pretty much completely cover the tokens as you zoom out.
pindercarl
April 19th, 2025, 05:06
I believe it is sized based off the grid size. Try altering your grid. Note you can set the grid number so instead of being a 5ft square it's a 10, or 20. Probably not what you want in the long run, but maybe for testing.
The distance labels are not related to the grid size. They are theme-able like other UI elements. You can find the definitions in the gameelements.xml under imagesettings:
<distance>
<frame name="distance" overlay="distance_overlay" offset="12,12,12,12" />
<fonts value="distance_value" suffix="distance_suffix" incr="distance_incr" />
<spacing>6</spacing>
<confirm icon="token_move_confirm" />
<cancel icon="token_move_cancel" />
<arrow icon="distance_arrow" />
</distance>
You can ignore the font "suffix," as it is no longer used and should be removed. They do get "smaller" when zooming out beyond 1:1, but as SilentRuin noted, they maintain their relative size when zooming in. This is to prevent them from get larger and overtaking the view. I'll talk to John about any changes we may make. In the meantime, you can tweak the font size of "distance_value" and the frame offset to find something more to your liking. If you find a size that works well for you, it might be worth sharing so that we can adjust the default values.
In the attached image you can see the labels with the font size reduced to 20 and the offset changed to 8,8,8,8.
64074
pindercarl
April 19th, 2025, 05:32
Attached is an extension with the aforementioned changes. It should make it easier if you want to do any tweaks.
SilentRuin
April 19th, 2025, 18:57
Attached is an extension with the aforementioned changes. It should make it easier if you want to do any tweaks.
If this is the new default you will be going with (or plan to provide an option to set this sizing) then I'll just wait for that, as your image looked good for that kind of close in view. I really wish the whole distance/arrow logic only displayed when you hovered over the targeting token and not when it was selected. That way would not matter what size was as it would only clutter things up if you were actively hovering over token to see it. If possible I would LOVE and option that just turned off the perma display on a selected token (or turn it off when an action is actually triggered). It gets in the way of things when trying to select or see things on a regular basis. Hover is plenty "good enough" especially if you have webm graphics going between the tokens which is blotted out by the targeting arrow.
MrDDT
April 19th, 2025, 20:37
The distance labels are not related to the grid size. They are theme-able like other UI elements. You can find the definitions in the gameelements.xml under imagesettings:
<distance>
<frame name="distance" overlay="distance_overlay" offset="12,12,12,12" />
<fonts value="distance_value" suffix="distance_suffix" incr="distance_incr" />
<spacing>6</spacing>
<confirm icon="token_move_confirm" />
<cancel icon="token_move_cancel" />
<arrow icon="distance_arrow" />
</distance>
You can ignore the font "suffix," as it is no longer used and should be removed. They do get "smaller" when zooming out beyond 1:1, but as SilentRuin noted, they maintain their relative size when zooming in. This is to prevent them from get larger and overtaking the view. I'll talk to John about any changes we may make. In the meantime, you can tweak the font size of "distance_value" and the frame offset to find something more to your liking. If you find a size that works well for you, it might be worth sharing so that we can adjust the default values.
In the attached image you can see the labels with the font size reduced to 20 and the offset changed to 8,8,8,8.
64074
Wow just wanted to say I've tested this. It is much better, also the new updates to token movement on approve and speed of movement/smoothness etc., are great. Feels much better.
anstett
April 20th, 2025, 19:37
Question about the changes to Languages.
Will the Chat still use the same html tags? I see (but have not tested) that Languages are moving to Effects but will that change how they are displayed and recorded in the Chat Log?
I convert the HTML from the chat export to Word, then exported to our wiki.
https://www.dragonslayers-society.org/pmwiki-old/pmwiki.php?n=Main.2025-04-18c
The example from this past session.
"
BOB No apparent interactions with Werner
Vee Barlett : [Translation] curses Werner again in a high screeching language noise. <font color="#000000">curses Werner again in a high screeching language noise.
[understood by: Vee Barlett]
Moon Wizard
April 20th, 2025, 20:42
Just pushed Carl's changes to Test channel; if you want to check on them without extension.
Regards,
JPG
Moon Wizard
April 20th, 2025, 20:43
@anstett,
We didn't change anything to do with language output; only determining who can speak/understand languages.
Regards,
JPG
anstett
April 21st, 2025, 22:07
Thank you!
Moon Wizard
April 22nd, 2025, 21:19
Closing thread as this version is released, please post any future feedback in the House of Healing main support forum.
Regards,
JPG
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