Foundry Module for Dungeon of the Mad Mage v2.0 (Patreon)
Content
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.