Hi Spelledarkonto, welcome too FG.
No there's no difference in how LoS works in DotMM. Note, however, that only a few maps have been done for DotMM (see the first post) so lots of them don't have LoS added.
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Hi Spelledarkonto, welcome too FG.
No there's no difference in how LoS works in DotMM. Note, however, that only a few maps have been done for DotMM (see the first post) so lots of them don't have LoS added.
I see, very weird that it doesn't work for me then. I can see the difference in lighting when I am GM but I don't get any definitions on the walls, doors etc on any level (We just begun adventure on lvl 1).
I guess I'll maybe have to clear everything and download the module again or something.
Update: Got it working looking forward to years of dungeon delving with this adventure alone :P
lavoiejh, you will be happy to know that Carl came up with some way to address that limitation. I didn't want to suggest that it was fixable because I was under the impression that our earlier design choice had put us into a position there which was unchangeable. Evidently that is not the case and there is a new version going to be pushed to our dev channel for testing this week, along with a few other cool new features.
Another big feature that Carl touched on was movement blockers. They are drawn much like terrain but you can see through them completely -- they just block movement. I think this is going to be a great way to handle things like a portcullis, barred windows, etc. It may be a while before we have this fully tested in the UI though, because it also needs new icons and UI hookups. We want to finish testing everything around it too before rolling out a new map feature like this that will begin to be incorporated into data modules.
Glad to hear it! I think it'll prove worth the time investment in the long run. Always excited to explore new features as well! I'm sure you'll have plenty of testers waiting in the wings for the transparent blocker feature, I know I've seen many people clamoring for it.
I'm running HotDQ and we just moved to Unity. I attempted to use the attached xml and while the size of the file was greater than that of the xml that I had been using for classic (64KB on classic vs the 612KB in your upload) There are no walls present in the maps when I load them. Also the map of skyreach castle seems to be formatted differently as when I drop a token on it the token takes up a Large creature space instead of 1 square.
Any help would be appreciated.
You should not need to be downloading any xml files from here. Once they are uploaded here, Zacchaeus then verifies them and includes them in the products that download from the FG server. So once it's verified, you will get the LOS data as soon as you run an update.
@Zacchaeus I am just checking in about the LoS xml I drafted for AAW Search for the Tri-Stone in message #817. I wanted to make sure this was what smiteworks is looking for before I turned in more drafts.
Thanks.
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