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It’s finally here.

The Dungeon of the Mad Mage Foundry module has received a major overhaul and is now compatible with Foundry v14.

If you already have the module installed, you can update directly through Foundry.

For a fresh install, grab the manifest URL from the usual FVTT post here:

https://www.patreon.com/tychmaps/posts/dungeon-of-mad-81031156

This rebuild replaces a lot of the older module structure with more modern native Foundry functionality, including:

Active Tiles replaced with teleport regions

Full native Levels support

Animated doors

Door sounds

Tile effects such as flooded rooms and illusions now handled through macros (no third-party module dependencies!)

I’m considering v2.0 a beta release for now. The module is huge, and it’s difficult to fully QA every scene and interaction before release, so please comment here or in the Discord #dotmm channel with any bugs or issues you discover.

Important: Updating to v14

This update will overwrite the existing tychmaps-dotmm module folder. It is strongly recommended that you manually back up this folder before updating.

The v14 update provides new scenes with updated functionality. It does not upgrade existing scenes in place. To use the new functionality, you will need to import the new scenes into your world.

Existing scenes may lose their map image references when the update overwrites files at their original paths (within the modules folder)

If this happens, you can restore the original map files from your backup or the ZIP attached to the DotMM Module post linked above. Extract the files into:

FoundryVTT/Data/modules/tychmaps-dotmm/maps

This should restore the images in your existing scenes without affecting their other configurations.

Note that any future updates will introduce the same issue as the module folder is overwritten every update.

Known issues

The global light animation control currently behaves as a toggle rather than a true on/off setting. If scenes are in a mixed state, using it may turn some animations on while turning others off.

Skullport West - Upper Level is currently missing visibility of Level 0, which causes transparent areas to appear incorrectly on that scene. This can be fixed by editing the scene properties and adding Level 0 to the visible levels.

This has been a substantial rebuild, and I’m very happy to finally have it out in the wild.

If you’ve been waiting to run Undermountain in Foundry v14, you should be good to go.

Files

Comments

Linwe_27

Yayy thanks Tych ! With animated doors it's amazing!

Vince

Any chance that you'll do Fantasy Grounds compatible versions of the DotMM maps?

Scotia

So, I upgraded and the maps have a big triangle with a question mark inside overlaying the whole map. How do I fix that? I'd ask on Discord, but even though my account is connected, I can't seem to join the Discord server.

Tych Maps

Hmm. Maps are still appearing? It sounds like it might be the DM overlay tile is not being found. Can you check your user data and in module/tychmaps-dotmm/assets/level##/ do you see a dmoverlays folder?

Tych Maps

at the moment no plans to do a Fantasy Grounds module - but all the map files (dd2vtt) should be able to be imported to FG with walls/lights.

Scotia

Yes, they are there. But I've noticed that all the maps in the game are pointing to the old folder... a maps folder... rather than an assets folder. Is there any way to quickly update them all?

Tych Maps

Because the module is packaged as an adventure, the only way to "update" scenes is to swap them out for new ones (ie. import the new ones and use those instead). Unfortunately there is no way to simply update what you have already imported into your world. If you have other elements on the scene (map pins, actors) you could copy/paste those over to the new scene.

Scotia

Got it. No problem! I'll let our DM know he has a little work ahead of him. :) Thank you!

Scotia

Got the new maps imported. Which of the previously required support modules can now be deleted? Monk's Active Tile Triggers? Anything else?

Tych Maps

Everything! This upgrade makes my modules completely independent of any other modules

Scotia

That is awesome. Thank you for all the hard work! You make game nights that much more fun.

David Mizrahi

Hello, I have the level 1 imported in my world and i have made modification, but now with the adventures import, i can't import the level 2 or 3 without erasing the level 1 even when changing the name. Can you add the scene compendium in addition to the Adventure compendium ?

Tych Maps

A couple options to get this working for you: 1 - you could export the scenes (right-click in scene and Export as JSON), then re-import it 2 - You could check out the Picky Adventurer module (tested it with v14 and appears to work fine), which will let you select specific scenes to import from the adventure. Note that either of these options may introduce some issues with things like teleports (which transitioned from MATT teleports to region teleports).

Bridger

I hope this fixes itself before my session tomorrow, But I downgraded from legacy mapmaker to blacksmith tier in order to get the module for importing the DotMM maps into my foundry, but it still says locked behind blacksmith tier even though I have said tier. Any help would be appreciated.

Tych Maps

That is weird. To confirm, this is the post you are trying to access and saying it's locked? https://www.patreon.com/tychmaps/posts/dungeon-of-mad-81031156 On my end it shows blacksmith access and you as blacksmith member. First thing I'd try is clearing browser cache or going incognito and logging in again. Perhaps it still thinks you are a mapmaker.

Bridger

Just tried the clearing cache and going incognito and that didn't work. Is there a way for you to send me the module link? I understand if not this is quite an unusual circumstance.

Tych Maps

I already did :) Check your Patreon DMs. Quickly realized that was probably easier that troubleshooting Patreon bugs with a session looming tomorrow. Let me know (DM works) in a few days if you're still having access issues though!