preparing for Foundry V12


Preview

The Foundry devs have been hard at work getting a new version, version 12, ready for release. It’s still at least a couple months out but there are some exciting things coming.

V12 Preview (Foundry states these are the provision plans and may change)

currently here is what’s in store for V12

  1. Event Triggers, this adds more event hooks into the API, allowing developers and GMs to interact with events. This essentially brings in many of the features that Monk’s Active Tiles into the core codebase. Which is exciting to see. The example gave in their article says “Event Triggers will allow users to define scripted events that occur dynamically when Tokens interact with a certain area of a Scene. Have a pressure-plate trap trigger a boulder showing up at the end of the hallway, provide functional teleporters for your bridge crew, or have all the lights go out when your party wakes that terrifying eldritch abomination.”
  2. Several internal code changes. I had to end up changing several API calls off from a deprecated function to newer API methods. Sound, UI, Fog of War, all required changes for me to write in. They also have written in a new way of creating UI. This abstraction layer they are adding is very exciting. It should allow developers to use any kind of html rending framework they want. In effect you can use Svelte, React, or Vue to build UI for Foundry modules. Which is fantastic to see and will definitely help to build impressive UIs in the future.
  3. The canvas and many things related to it have been updated. Elevation, detection modes, illumination, animations.

Also when watching their stream I heard they might implement “roll request”. Which could allow me to integrate automated skill checks for Terminal access. But I don’t see that one their board, so maybe that isn’t a thing 🤷.

You can read their full preview article.

I have been going over the Terminal code in V12 preview and have gotten 95% of the features working. The only thing not working is the map reveal feature. Which I’ve reached out to Foundry devs for help on that issue.

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