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Hey everyone, I just released Augur: Nexus 1.1.3.

This update is mostly made from user requests after the last release, and it focuses on two things that matter a lot during play: Making sites faster to use from the map, and letting GMs show players the connected world without showing them every secret behind it.

The biggest change is that Connections can now be hidden from players.

In Nexus, a Site can have Connections attached to it: NPCs, monsters, items, clues, journals, notes, images, threats, contacts, treasure, and whatever else helps define that place. Those Connections are useful because they let a location carry its actual table context instead of just being a marker that opens a scene.

But once players can browse parts of the Nexus, that creates an obvious GM problem: Some of those Connections are things players should know. Some are absolutely not.

So now GMs can hide individual Connections from players, or hide entire groups of Connections on a specific Site.

For example:

A town can show the tavern, blacksmith, quest board, and known NPCs, while the cult underneath the chapel stays GM-only.

A dungeon entrance can show rumors, known routes, and visible landmarks, while hiding the boss, secret treasure, trapped shortcut, and future encounters.

Hidden Connections stay visible to the GM with clear eye-slash markers, so you can still prep and run everything from one place. Players only see what they are meant to see.

You can also hide whole groups per Site. So maybe the Monsters group is hidden on one ruin, but visible on another location where the players already know what lives there. It is not a global switch. It belongs to that specific place.

That makes Nexus much more comfortable as a player-facing world tool. You can let players browse the connected world, follow the places they know about, and open the parts they are allowed to access, without exposing the prep you still need behind the screen.

The other big quality-of-life change is faster map interaction. Site pins now support Shift-click. If you are the GM, Shift-clicking a site pin jumps straight to its linked scene. You no longer have to open the preview panel first just to move through the map.

Site pins also now have a right-click menu for common GM actions: Open the site scene, edit the site, change whether players can see it, change whether players can open its scene, delete the site.

That sounds small, but it makes the map feel much less fussy to use at the table. The important site actions are now right there on the pin.

There are a few smaller improvements too:

hidden Nexus Tab entries now use a proper eye-slash icon instead of the weird missing-character glyph some users were seeing.

branch/scene deletion warnings are clearer.

cinematic scene transitions can now be disabled in module settings if you prefer simpler navigation or don't want to change the view of your maps.

site icons can now be non-square and still retain their aspect ratio.. meaning no more squashed custom icons.

Files

Nexus Update: Show Players The World Without Showing Every Secret | Foundry VTT

Patreon: https://www.patreon.com/TheAugur Augur: Nexus 1.1.3 is a user-requested quality-of-life update for GMs running connected worlds in Foundry VTT. The biggest change is hidden Connections. Sites in Nexus can hold NPCs, monsters, items, notes, journals, clues, threats, and other prep. Now GMs can hide individual Connections from players, or hide whole Connection groups on a specific Site. That means a location can show players the parts they know about while keeping secret bosses, hidden treasure, future encounters, faction secrets, cult leaders, ambushes, or undiscovered hooks safely in the GM view. This update also makes Site pins faster to use on the map. GMs can Shift-click a Site pin to jump straight to its linked scene, and right-click a Site pin to open common actions like Open Site Scene, Edit Site, player visibility, player scene access, and delete. Augur: Nexus is free, system-agnostic, and built for turning separate Foundry scenes into a connected world you can move through, prep around, and gradually reveal to your players. Get Augur: Nexus: https://foundryvtt.com/packages/augur-nexus Support The Augur: https://www.patreon.com/TheAugur #FoundryVTT #TTRPG #Worldbuilding #GameMaster #VTT

Comments

Nathan Gessner

BRO THURSDAY IS MY SESSION!!! YOU'RE THE ABSOLUTE BEST! Some locations had some rare items, secret npcs, and I was so scared they'd just be able to see all of that, then literally 2 days before the session you drop this. Now the app is like 100% usuable for us! Amazing work brother

Nathan Gessner

Im also very glad they can still selectively see things still too, because total hiding wouldn't be ideal as maybe we just wanna keep the merchant there as a reminder, or possibly we'd want the village leader as a reminder of who they might wanna talk too, and this list can like slowly expand more and more as we "unhide" things which is a very cool and immersive dynamic

The Augur

Glad it's going to be useful!! That is exactly what I wanted to achieve with this update. Now it can be truly be useful for GMs and players!

FoundryVTT Maintenance

Amazing work! I love using your suite of tools to quickly create my world, everything is so well made and I can tell you put a lot of work into it :) On another note, would it be possible to implement some sort of secret GM note within the journal area for sites? I'd usually use the 'secret' text block but it appears players can still see them

Luiz Gabriel dos Santos Tomikawa

Is there a way of not pulling all the players when the GM opens a scene/map? When i click on Open the scene every player comes as well, even in the scenes that are hidden from them. So i would have to use the default Foundry map tool to visualize maps without making the players also get pulled in there. This makes doing quick changes in maps before getting the players harder to deal with.

The Augur

That is an excellent idea, I will see about adding that option on the context menu and right click menu on map.