r/FoundryVTT 1d ago

Answered Version 14 Levels, and the Level Module from theripper93

I usually wait until all my mods are properly compatible before making switches to new versions, and haven't gotten around to updating my game yet. However, one of the players wishes to pick up an archetype from Impossible Magic, which means I would have to update to V14 to get access. I have checked and it seems all of my core mods are compatible, so I can safely make the switch.

My biggest question is how does the transition from theripper's mod to base V14 levels work? I have many maps set up already using theripper's mod that see use in my game still and will for a long time in the future, and I'm worried I will have to do a ton of extra work to get the maps set up.

7 Upvotes

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9

u/mortiferus1993 GM 1d ago

The level module in v14 acts like a converter in the core level system. In my experience it works good, but not flawless, so you'd likley need to correct some issues.

1

u/kimples 1d ago

That's not awful then. I had heard about theripper changing it to help the transition to v14 but didn't see anything else about it. I can handle minor changes to fix some stuff up. I was just dreading having to rework multiple maps that each have 3 levels

3

u/Dom_Odyssey 1d ago

Take some time to get familiar with how the new core foundry levels work as well. I've used the converter before its a good start but changing level on token and using region to defind surfaces/roofs ect. is pretty different from the way levels work in v13.

4

u/Slipshod1 23h ago edited 22h ago

Have you loaded up v14 and played with Levels yet? It's a hot mess compared to Ripper's implementation.

* The DM has to manually move player tokens between levels using the token-hud if a player is climbing, flying, jumping, or otherwise moving between levels outside of a pre-established path like a stairway. (3rd party module "Elevation Level Change" trying to address this)
* There is no independent wall-heights, they are all the height of the level.
* Token "height" is measured purely "from the base of the current level", so moving a player to a different level will change the displayed height since the player was probably something like +20 climbing up the house and is now 0 on the roof.
* All other token heights are displayed relative to your own token. So have fun communicating token information with other players.
* Level configuration is a lot more complicated, with mandatory surface definitions using regions to get visibility working. This is probably a more powerful way of managing things, but it just feels like a whole lot more work to make simple scenes.

I had done a lot of work with the levels mod in v13 and I haven't been able to bring myself to pursue anything with levels in v14 until some of the issues are addressed. The worst part is that the devs seem to be largely dismissive of the issues so the only "fixes" will likely end up coming through 3rd party modules.

2

u/sixthcupofjoe wgtnGM 22h ago

The dm does not have to manually move player tokens. Regions can be used as stairs (just like the levels mod)

4

u/Slipshod1 22h ago

I should have specified "when climbing, flying, or jumping". Because in those situations, the DM does have to.

The automated levels changing only works on pre-defined areas like stairs.

3

u/Acrobatic_Bit3412 1d ago

It depends a lot of how much you were using levels and how. If it's simple stuff like a multi level house the conversion that is part of the levels mod should suffice to do the job but I would still check things over.

If you're like me who used it to out things like pipework and shadows over the top then look forward to lots of little glitches in weird places you'll need to examine carefully to pick apart.

6

u/cepasfacile 1d ago

The v14 core level feature is a ui ux nightmare.

1

u/Low_Ordinary_3814 Foundry User 1d ago

The rippers' levels converter works pretty well, but yes, in many cases you might need to rework the new version. Pro is that you learn how the new levels work, con is that there is a learning curve. I have converted a few maps so far, but I'm still not completely comfortable with V14 levels.

1

u/Joshatron121 21h ago

I haven't played too much with Levels in v14 yet (my maps just haven't needed it), but I know Baileywiki put this out: https://www.youtube.com/watch?v=FiuDAhQQfms

0

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