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It's Sept of 2023, and this release is a large one. For those Foundry Basic subscribers interested in building compelling cities and settlements, we have a new set of city backdrops as well as hundreds of new facade prefabs and reworked "smart" roofs across the entire library. You also get a new "ancient" architectural style which we'll be expanding in the future. Check out the tutorial here.

For Advanced Foundry Patreons, we have a lot of new 3D assets, but specifically castle prefabs that let you assemble your own custom castles with ease. Also some fantastic and creative new scenes from Violet that will fit with many sea-based campaigns. 

And finally, Dungeondraft users get 12 new assets packs, splitting apart the old Rich Textures pack into managable, organized smaller packs, with 4 of them getting new updates including the Ancient architecture assets. You also get new barrels, crates, and sacks, which is a precursor to more clutter prefabs coming next month.

Enjoy!

Complete Change Log

##9.3.23 City Settlements, Ancient Architecture, Facades, Dungeondraft Forests, Grass, and Artificial

FREE AND BASIC FOUNDRY CONTENT

~~~~~~~~~~~~~~~~~~ALL MODULES~~~~~~~~~~~~~~~~~~

TECHNICAL UPDATES

All modules with compendiums now pre-organize into the “Baileywiki Content” folder.

Prefabs, Scenes, and Utility Pieces subfolders

All modules with prefab compendiums have an updated Token Attacher import script

Allows the import of one compendium at a time for the Towns module

All content modules include a recommended modules section on install

MATT, Tagger, TMFX, FXMaster, and Tile Scroll

Removed Compendium Folders as dependency

Removed CF folder backups from non-prefab compendiums

Non-5e users may still want this to migrate imported prefab compendiums’ CF Folder backups

~~~~~~~~~~~~~~~~~~BAILEYWIKI NUTS AND BOLTS - v0.2.3~~~~~~~~~~~~~~~~~~

NEW MACROS: (NOTE: To make your own custom randomizations macros, use Mass Edit’s premium version)

Change All Awnings (targets awning tag)

Change All Roofs (targets facade-roof tag)

Colorful Awnings ROYGBIV (targets awning tag)

Colorful Roofs ROYGBIV (targets facade-roof tag)

Random Roof Color - Browns (targets facade-roof tag)

Random Roof Color (targets roof-facade tag)

~~~~~~~~~~~~~~~~~~

BAILEYWIKI PREMIUM MODULE v0.5.2

~~~~~~~~~~~~~~~~~~

NEW SCENES:

Against the Wall - Forest Cliffs Clearing

Arctic Shoreline - snowy ocean water

Arctic Waters - snowy ocean water

Broken Land -lava dead fire

Cliffside Port - ocean water

Desolate Landscape - dead rocky

Forest Clearing

Green Ridge Path - forest

Mountain Path

River and Hills

Rustic Path - forest

Snowy Forest Clearing

Tropical Groove - rocky

~~~~~~~~~~~~~~~~~~BAILEYWIKI TOWNS- v0.5.2~~~~~~~~~~~~~~~~~~

REMASTERED:

98% of existing buildings, including the 19 city prefabs, have been updated with the new, colorable roof style! This is hundreds of assets.

Many smart assets have been fixed/patched with current MATT technology. This means the Magic House and the Manor Tavern Stronghold work again!

NEW PREFABS:

Buildings Ancient (Tiles in District 01 Module)

C2 Church Ancient

Gatehouse Ancient

Tower Ancient Battlement MATT

Tower Ancient MATT

City Buildings

17 New “City” Variants of the Desert Buildings

6 New City Backdrops

New City Hallway Tile Set

City Decor

City Decor Ancient Centerpiece Multi

City Decor Ancient Fountain Centerpiece

City Decor Ancient Pillar Multi

City Decor Ancient Plank Multi

City Decor Ancient Ramparts Multi

City Decor Canals

FACADES:

All City Facades remastered and many new ones created. All featuring:

Roofs, Chimneys, Smoke, and Lights are all tagged with Tagger to make changes and selecting them easily using Mass Edit.

Lights come on random times between .4 and .6 lighting.

Facade Roofs can be recolored

Right-click for alternative versions

Chimneys can be customized, removed, or animated.

Special CONTROL prefab for Facades:

CONTROL Facade Roofs Smoke Color

Facades 1x

33 Single-building Facades

Facades 2x

38 Mult-building Facades

Facades 3x

13 Multi-building Facades

NEW TILE SETS:

TILE SET City Decor Ancient Stairs

TILE SET City Decor Ancient Walls

TILE SET City Stairs Elevations

NEW TILES:

City Floor Tiles. Useful for adding masonry floors to rooms and dungeons. modules/baileywiki-city-district-01/tiles/city-settlement/floors/

NEW SCENES:

00 Release - Ancient Buildings

00 Release - City Rooms

00 Release - City Settlement Backdrops

00 Release - Facades Prefabs 1x a

00 Release - Facades Prefabs 1x b

00 Release - Facades Prefabs 2x a

00 Release - Facades Prefabs 2x b

00 Release - Facades Prefabs 3x

Ancient Cemetery

Ancient Tower

City Settlement 1 - The Colonnade

City Settlement 2 - The Old Gate

City Settlement 3 - Castle Approach

City Settlement 4 - Belltower Square

City Settlement 5a - A Quest of Five

City Settlement 5b - A Quest of Five (Optimized)

Forest Settlement 01

Forest Settlement 02

Forest Settlement 03

Forest Settlement 04

~~~~~~~~~~~~~~~~~~BAILEYWIKI CITY District 01 - v0.2.2~~~~~~~~~~~~~~~~~~

This pack contains much of the new Tile content for Ancient Architecture and City Settlements

~~~~~~~~~~~~~~~~~~BAILEYWIKI CITY Districts 02-05 - v0.2.0 (District 05 v0.2.1)~~~~~~~~~~~~~~~~~~

Updated manifest for Foundry v11

Includes technical changes from above

~~~~~~~~~~~~~~~~~~BAILEYWIKI CABAL DUNGEON - v0.2.1~~~~~~~~~~~~~~~~~~

Includes technical changes from above

FOUNDRY ADVANCED CONTENT

~~~~~~~~~~~~~~~~~~BAILEYWIKI 3D - v 0.2.3~~~~~~~~~~~~~~~~~~

NEW SCENES:

‘Hollow Fort (Night)’ - A “Small” fort (the map is 80x60) in a forested area - what once might have been an outpost of a larger kingdom or the seat of a minor local lord is now vacant, however the workmanship of the stones is such that the defensive walls still stand. This map starts illuminated, with one side of the fort turned into a small camp and the other side turned into a pen for animals.

‘Hollow Fort (Day)’ - If the party have survived the night in the ancient fort then they awaken to a golden sunrise. This map is still illuminated, however switching to lighting mode and deleting all the lights around the fort won’t cause any problems.

‘Submerged Cliff’ - An unassuming group of tropical islets hides a sudden drop in the sea floor, leading to a deep underwater ‘cliff’ area that is a haven for local wildlife - and for the sea hag that has made a cave at the base her lair.

‘Sea Hag’s Lair’ - An underwater map in a tiny cave - not much room to maneuver and full of water, any encounter in this area will be challenging. Switching the map to a ‘full of air’ variant is just a matter of disabling the fog in the scene settings.

‘Waterfall Secret’ - A waterfall diorama map with many pools and falls - and some of the pools hide entrances to underground caves, which can be viewed from the rear. This map could be used standalone, or as a transitional area - the hidden cave leading further underground, or to a secluded cove.

‘Tropical Beach’ - A very straightforward map including a large shallow beach area, the beach itself and a road along a cliffside. The party coming ashore and facing resistance, or the party traveling the road and encountering creatures from the beach would both work great..

NEW MODELS:

“Fortress Walls”: Seven wall pieces designed to be snapped together in order to create a variety of shapes for large, well-fortified strongholds..

Crenellations: Seven crenellation variants designed to be used with the fortress walls, but they’ll work with any structure as they also snap to the grid.

Structural walls: Six walls that will match the ‘thick’ walls from last month and are usable to extend buildings made with them.

Floors: A wooden floor, a version with a hole for a ladder, and some floors intended for the curved wall pieces and the circular tower pieces, as well as a half-floor ledge/balcony.

Roofs: A straight and curved wall piece, which affix on to a large stone gable.

Stairs and ladders: A larger version of the stone stairs that comes with the side trim, some wooden stairs for indoor use, and two lengths of ladder - works great with MATT to teleport tokens up or down them.

Octagonal Tower pieces: 10 pieces that can be mixed and matched to create a variety of tower types, including a large foundation made to be sunk into the ground below the bottom floor, and a spiral staircase that fits neatly within a level.

Trim: Various pieces of trim used for along the top of walls and floors, or at the corner of buildings in order to add visual interest and cover up ‘gaps’.

PREFABS:

The prefabs compendium has been reorganised - rather than organising by date, they are now organised by category and have been grouped together into matching ‘sets’. Since it is a compendium this will not affect any scenes you have already created.

Fortress Pieces - Structures: Five variants of the octagonal tower designed to mesh with the fortress wall pieces (an end piece, a corner, T-junction, X-junction and a tower mounted alongside a straight wall), and a ‘gatehouse’ building made of the ‘thick’ wall pieces to match previous months’ structures, also set up to mesh with the fortress walls.

Fortress Pieces - Walls: Five basic wall pieces (short/long, corner/t-junction, and wall w/buttress) and two feature pieces (a gate/archway and a wall with prefab stairs). All walls are 30ft tall, but are set up so that they can be sunk into the ground any distance.

City Prefabs - Street Segments: 16 different street segments designed to link up together to create simple city/town layouts - four corners, four end pieces, four t-junctions, two straight pieces a crossroad and a ‘blank’ sidewalk tile. Normally the corners etc would be collapsed into one prefab each, however since the sidewalk and road tiles have directional textures different prefabs were needed for different orientations.

City Prefabs - Wall/Ledge segments: Arrangements of the city walls with the ‘extensions’ already attached, so that they can be placed anywhere and simply moved up/down to account for rough terrain etc. Also three ‘ledge’ pieces for making raised sections within cities/towns, or for coastal frontages.

City Prefabs - Structures: To go along with the street segments, some ‘block’ prefabs consisting of several buildings have been set up that should be able to fit roughly on a blank sidewalk tile in between two roads - or of course used as the ‘edge’ of a city where the back side doesn’t matter. Also included is the prefab of the stable and of the building with an interior/building with a tavern interior that were previously difficult to find.

DUNGEONDRAFT CONTENT

New Maps (Original Dungeondraft File):

city-sept-2023.dungeondraft_map

~~~~~~~~~~~~~~~~~~BAILEYWIKI ASSETS A - v 0.0.15~~~~~~~~~~~~~~~~~~

NEW OBJECTS - 276 Total

Chests - 136 objects total

[BW] Storage and [BW] Kitbash Mats X tags

6 Wood designs - 96 objects total

2 stages: open and closed

2 versions: clean and damaged

2 components: lid and base

Colorable and static

Gold filled version (static only) - 6 objects

2 Stone Designs - 32 objects total

2 stages: open and closed

2 versions: clean and damaged

2 components: lid and base

Colorable and static

Gold filled version (static only) - 2 objects

Barrels - 44 objects total

[BW] Storage and [BW] Kitbash Mats Wood

Complete barrels - 14 objects total

2 upright: clean and damaged

5 on side: clean, damaged, and destroyed. 2 designs

Colorable and static

Empty barrels - 12 objects total

2 designs

3 versions: clean, damaged, destroyed

Colorable and Static

Barrel lids - 18 objects total

3 designs

3 versions: clean, damaged, and destroyed

Colorable and Static

Sacks - 28 objects total

[BW] Storage and [BW] Kitbash Mats Cloth

6 designs

2 versions: clean and ripped

3 “filled” versions with coal, potatoes, and grain

Colorable and static

Crates - 10 objects total

[BW] Storage and [BW] Kitbash Mats Wood

3 Components: composite, lid, interior

2 versions: clean and damaged

Colorable and static

Shelves - 68 objects total

[BW] Storage and [BW] Kitbash Mats Wood

1 Set of Shelves with 3 design variants

1 floating shelf with 3 design variants

3 versions: clean, damaged, and broken

Static and Colorable

~~~~~~~~~~~~~~~~~~BAILEYWIKI BASE ASSETS (“LEGACY”) - v 0.0.5~~~~~~~~~~~~~~~~~~

NOTE: This pack is retired. Retain it to make old maps work, but otherwise, it is replaced by a series of new, individual packs. These new packs will make it easier to use and organize the new Rich Textures.

~~~~~~~~~~~~~~~~~~BAILEYWIKI BASE ASSETS (“LEGACY”) - v 0.0.5~~~~~~~~~~~~~~~~~~

NEW/REORGANIZED PACKS:

[BW] Base Textures 00 - Basic

[BW] Base Textures 01 - Artificial

Made all roof patterns neutral in color so they could be colored easier

Added “ancient” architecture pieces

Add new Object tags “Stone…” with over 100 new elements

Added many new floor textures and patterns

Added new city wall “walls”

Added new Portals, including doors and windows

[BW] Base Textures 02 - Paths and Stone

[BW] Base Textures 03 - Special FX

[BW] Base Textures 04 - Natural

[BW] Rich Textures 00 - Grass & Vegetation

Added 22 new textures and patterns

[BW] Rich Textures 01 - Forest & Swamp

Added 38 new textures and patterns

[BW] Rich Textures 02 - Rocky

Added 23 new textures and patterns

[BW] Rich Textures 03 - Hills

[BW] Rich Textures 04 - Snowy

[BW] Rich Textures 05 - Oceans & Water

[BW] Rich Textures 06 - Desert & Badlands

[BW] Rich Textures 07 - Settlements

Files

Baileywiki Sep 2023 Release - Cities & Settlements Expansion, 3D Castle Prefabs, Dungeondraft Assets

It's Sept of 2023, and this release is a large one. For those interested in building compelling cities and settlements, we have a new set of city backdrops as well as hundreds of new facade prefabs and reworked "smart" roofs across the entire library. You also get a new "ancient" architectural style which we'll be expanding in the future. For Advanced Foundry patreons, we have a lot of new 3D assets, but specifically castle prefabs that let you assemble your own custom castles with ease. Also some fantastic and creative new scenes from Violet that will fit with many sea-based campaigns. And finally, Dungeondraft users get 12 new assets packs, splitting apart the old Rich Textures pack into managable, organized smaller packs, with 4 of them getting new updates including the Ancient architecture assets. You also get new barrels, crates, and sacks, which is a precursor to more clutter prefabs coming next month. To get this content, go to https://www.patreon.com/baileywiki SETUP GUIDE: https://bit.ly/baileywiki-faq MODULAR SYSTEM GUIDE https://bit.ly/baileywiki-modular-system Modules Used or Referenced Elevated Vision by Caewok https://foundryvtt.com/packages/elevatedvision Mass Edit by Aedif https://foundryvtt.com/packages/multi-token-edit Token Magic FX by SecretFire https://foundryvtt.com/packages/tokenmagic Monk's Active Tile Triggers by Ironmonk https://foundryvtt.com/packages/monks-active-tiles Multiface Tiles by Freeze RPG https://foundryvtt.com/packages/multiface-tiles Tagger by Wasp https://foundryvtt.com/packages/tagger 3d Preview by theRipper93 https://theripper93.com/ Token Attacher by KayelGee https://foundryvtt.com/packages/token-attacher/ Levels Modules: Levels by Ripper https://foundryvtt.com/packages/levels Wall Height by Ripper https://foundryvtt.com/packages/wall-height Better Roofs by Ripper https://foundryvtt.com/packages/betterroofs Featured Links: Artwork by Baileywiki using assets from... DungeonQuill https://www.patreon.com/dungeonquill Caeora https://www.patreon.com/caeora Tom Cartos Assets https://www.patreon.com/tomcartos u/mcglintlock 00:00 Release Overview 02:12 Where to Find New Assets 02:49 New Compendium Folder Organization 02:52 Foundry Basic - Ancient Architecture 08:52 FB - Facades 13:39 FB - City Settlements 18:38 FB - Forest Settlements 20:09 FB - Finished Scenes 25:29 Foundry Advanced - 3D Prefabs 31:26 FA - 3D Castle 32:37 FA - 3D Scenes by Violet 36:53 Dungeondraft - Part 1 41:50 DD - Part 2 44:41 Closing

Comments

Sizzle

I just wanted to say THANK YOU SO MUCH for everything you do! I aspire to make some great maps and I am currently *panicking* prepping for my next session :') This will be a huuuuuuge help. I will continue to re-visit youtube as I get more versed in map making and migrate my campaign onto Foundry.