It is finally time for us to announce the beta-channel release of Version 4 for Foundry Version 11! V4 will be bringing a whole host of new features for all of you to enjoy. V4 contains hundreds if not at least a thousand hours of development work, as it's a complete re-imagination of the system's code from scratch! For V4 we have focused our effort on making a more stable system that can be more easily updated for the future to come.
Our most notable upgrades are: Foundry V11 Compatability, Sheet Overhaul, Species Items, Trainer Party Sharing, Rules Automation[1], Pokemon Mass Generator, and the Dex Overhaul.
¶ IMPORTANT: How to Update Safely To a New Version
This update performs a data migration when worlds are launched which cannot be reversed if you do not backup your data
These steps are mostly a copy from Foundry's own V11 Stable Release Notes, please follow them to ensure a save transfer.
- Back up your User Data from version 10. This can be done by following this guide
- We strongly recommend uninstalling Foundry VTT before installing the update but this is an optional step.
- Download and install the latest Version 11 Stable Release[2]. You may not update to version 11 using the in-application updater. You must reinstall using a full download from the download page.
- After launching Foundry VTT in v11, take a moment to update your Game Systems and Add-on Modules. Some systems and modules will have a V11 compatible version available, some will not.
4.1 You can only update PTR to V4 after updating Foundry to V11.- Launch your world. Be aware that in order to protect your data, all modules will initially be disabled during the first launch of a World in Version 11.
- Login as a GM and let the Migration Tool run, this may take some time. It will attempt to keep you updated with a loading bar at the top of the screen, after it is done, a pop-up will appear telling you the Migration is finished.
6.1 The migration WILL delete all your chat history as it is no longer compatible.
6.2 If you feel like the migration tool is stuck don't hesitate to reach out to us over on Discord!- Carefully re-enable a few Modules at a time, choosing ones you view as most essential. Take the time to test your World in-between to make sure nothing has drastically changed.
And if everything has gone well, congratulations! You can now Enjoy Foundry v11 with PTR v4
While this will be the V4 Beta we expect this release to be as close to Stable as possible. We are mostly looking forward to adding some more Quality of Life changes as well as adding more Automation to items in our Compendiums.
It's been a long but very rewarding road as we have been working on getting V4 ready for you all, and because of that this update is gonna be massive. One of the biggest parts of the complete system Overhaul was redoing how Species are handled by the system, instead of the data being stored as direct objects, they have now been turned into Foundry Items, this means that it's simpler than ever before to edit existing species, as well as creating custom ones! We have also massively overhauled all the Actor & Item sheets, and even updated the Sidebar.
Anyways, since there's such a variety of changes we'll be displaying them per section here:
Thus we have now switched to housing Species as their own Item within Foundry, which allows us a much simpler and stabler way of managing our Species Data!
To give a Pokemon a species it is as simple as draggin a Species item onto a Pokemon Actor, inside the Species Compendium you'll find all pokemon up to gen 9 present.
If you wish to create Custom Species, you can simply do so by creating a new Item in Foundry of type Species, or duplicating an existing species from the compendium, followed by editing the details as necessary.
This new system also means that you can have unique changes to a given Pokemon, the Species in your Item folder, or the Compendium gets copied whenever you apply it to an Actor, meaning any changes you make to it are not made to the version on the Actor, and vice versa. So if you want to have one Mudkip that's also a Rock type? Just drag a Mudkip onto your Mudkip Actor, open the Species Sheet from the Actor Sheet, and change the type!
Upon updating to V11 the system will automatically try to update your species, this may fail for some species with particularly weird names, you'll quickly notice if a species is not properly applied if your stats aren't showing properly. You'll see in the Extra tab that your species is empty. You can quickly remediate that by just dragging the proper species back onto the Pokemon!
All old Custom Species will automatically be imported into the 'Old-CSE-Species' folder in the items tab.
The sheets are more compact than before, and have had a new stylish lick of paint, oh- and about the paint? It's customizable! The system supports 37 themes by default, one for every Pokeball, and support for adding Custom Themes will drop in a future beta before 4.0's release.
Besides this there are many useful new features, like Automated Struggle Detection, Item Containers, Feature Nesting, and much more!
If you wish to add a Pokemon Actor to a party, it is as simple as dragging them unto the appropriate area of the Party Sheet.
To remove a Pokemon, simply drag the Pokemon to a different Trainer's Party, or move it out of the folders of the old Trainer.
At the top of the Party Sheet you will also find the 'Download Party' button, this will download your Party; Trainer & Pokemon, into a single JSON file, which can then be imported from the Actor Tab by pressing the "Import Party" button.
Using this system sharing parties not only between worlds, but also between different tables is easier than ever!
Created a couple Team Rocket grunts and looking to share them? Looking for some cool gym leader teams? Share all your parties over on our Discord!!
In here you can generate a large amount of Pokemon with just a few clicks, perfect for some random encounters!
You can either tell it a specific species to generate, or point the generator at a Roll Table and it will randomly roll on there instead! The system comes with its own Roll Table Compendium called Habitats, be sure to Import it into your world for easy use!
We are currently in the progress together with the Community to go through every feat, edge, ability, move, etc. in the Compendiums and provide them all with Rules Automation for all of you to enjoy.
If you want to help us out with this, please check out the Contribution Guide, as any help is appreciated!
A full guide on how to use the Rules System can be found here.
There are many breaking changes from PTR v3. Anything accessing the game.ptu
object will find it completely reworked.
Please see API Improvements below for more info.
Trainer & Pokemon Sheets
Item Sheets
Added the entire Paldean Dex to PTR.
We've also added Species Items for Mega Evolutions as well as added some PTR Exclusive Pokemon.
The Move Master side bar has been replaced by the Token Panel providing much the same functionality with a new lick of paint and a more stable implementation.
With lots of inspiration from the PF2e System[3] we have added our own version of the Rules System, allowing items and effects to be more easily automated.
Together with members of the community we're slowly but surely adding automation rules to all items in our Compendiums.
If you want to help us out with this, please check out the Contribution Guide
A full guide on how to use the Rules System can be found here.
Removed all Sounds & Animations until the 4.1 update.
The game.ptu
api has been completely recreated, the following are the most notable endpoints:
game.ptu.species.get
OBSOLETE - Looks up old data, Here for compatability purposes but will be removed before 4.0 full release
game.ptu.species.query
a filter function on the species data, can be used like await game.ptu.species.query(species => species.slug == "bulbasaur")
game.ptu.item.get
searches items by name or slug, must provide type, can be used like await game.ptu.item.get("ember", "move")
game.ptu.macros
houses all system-integrated Macros.
Inspired by PF2e's Foundry System ↩︎