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New Curse of Strahd

Hello! I currently own and am running a game with a purchased Curse of Strahd Module.  With the email roll20 sent out today, they introduced a new version of CoS that I would be keen on using! Will I need to repurchase the module for the updates or will they be provided for free?  Can I update a current game without losing my players loot or other custom maps?  Thanks! 
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Edited 1680912160
Gauss
Forum Champion
From the email: "Already own Curse of Strahd? You get access to the new and improved module this week FOR FREE and will retain access to the now deprecated module forever." And it looks like it is a separate module.
It looks likes it's just an updated version of the former Curse of Strahd module with updated doors and windows. What I would like to know is will those who already own Curse of Strahd only have access to the updated lighting and token page for this week and, if so, do we need to then later buy the new version just to have the doors and windows updated. Because if it's the latter, it makes me wonder about what will happen with some of the other modules I've bought before the lighting update.
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Edited 1680968849
I own the CoS bundle and received the email. When I click on the "Get it Now" button is shows it costs $24.99 but that I already own it. ??????? Sure enough, though, it showed up in My Marketplace Items (without the Revised Banner) and the original as (Deprecated). However, it didn't update my game that was already created with the deprecated version.
That's my concern. When I hit the play it now button in my email it created a new game. But if this is genuinely just a "trial" and after the week if I want the token page, the windows and doors automatically in, and so on then I need to buy a module I already own... Probably not gonna be buying many modules on Roll20 without a guarantee of what's in them personally. It feels very disingenuous and money grabby to change no content, only update an existing module, and then make you buy it all over again. 
You can create a game this week for reference  and if you need it or want to play it: you can copy that game and play in the copy.
I've been playing CoS for about 5 sessions so far over the last couple of months. So the question is do I need to update my game to use the new module? I see the deprecated module, but don't see the ability to add it (it's not in the drop list), however if I create a new game, it's available to select and shows as 'addons in testing'. I didn't see any sort of guidance provided that tells us who already purchased it previously and are running a game.
Curse of Strahd is a module, you cannot update a game based on a module with another module. You basically have choice from three options (seeing you have pro subscription): 1) create a new game based on the new module and have your players join the new game. You can use the transmogrifier to copy over their characters and any homebrew you added. Also move the compendium sharing to the new game. If you use dynamic lighting and only made slight changes, this is your option 2) stick with your current game. In this case create a new game based on the new module, delete the content you want to upgrade and transmogrify the new content. This is a cumbersome process as you need to recreate the journal tree manually. If you use dynamic lighting and added many monsters and map this might be your option. 3) stick with your current game and ignore the new revived version. If you do not use dynamic lighting, prefer this option.
Doug E. said: I own the CoS bundle and received the email. When I click on the "Get it Now" button is shows it costs $24.99 but that I already own it. ??????? Sure enough, though, it showed up in My Marketplace Items (without the Revised Banner) and the original as (Deprecated). However, it didn't update my game that was already created with the deprecated version. I had the same concern. But check the place where the "buy" button would be... It says "owned". You can't buy it, even if you want to. That is, you can still buy it as a gift for someone else, but not for yourself. Now, games that have already been created ARE NOT UPDATED. If you look at the in-game patch notes, they will state patch 2.5. However, when you create a NEW game, the revised module is used and the patch notes are... empty. The main practical differences between the deprecated and the new version are, as far as I've gathered: new DL doors and windows, some pretty neat macros and rollable tables, improved hyperlinking of handouts and sheets, complete and improved token set (no more texts tokens, much improved multi-sided tokens) and player art handouts WITHOUT labels (finally!). I still haven't tried to create a new game with the old deprecated module and I don't know if it is possible. I assume that access to the new module is automatic and NOT limited to this week, despite the very confusing wording on the e-mail. This is only an assumption, though! I guess we'll find out next week. As for updating existing games. You have to do it manually via Transmogrifier, if you're Pro subscriber. Otherwise, I think you have to stick to the old version or start from scratch. If you have access to the Transmogrifier, whether you import the new tables, macros, tokens et al to your old game or the other way around greatly depends on how much you have edited your current game. If you haven't progressed past the Village of Barovia, I'd suggest using the new game and importing all relevant old stuff to it. Otherwise, I'd stick to the current game and import whatever you thought would improve your game from the revised game. (If you do not have access to the Transmogrifier, you can still check the new additions and use them as basis for replicating them on your old game, when possible).
Martijn S. said: Curse of Strahd is a module, you cannot update a game based on a module with another module. You basically have choice from three options (seeing you have pro subscription): 1) create a new game based on the new module and have your players join the new game. You can use the transmogrifier to copy over their characters and any homebrew you added. Also move the compendium sharing to the new game. If you use dynamic lighting and only made slight changes, this is your option 2) stick with your current game. In this case create a new game based on the new module, delete the content you want to upgrade and transmogrify the new content. This is a cumbersome process as you need to recreate the journal tree manually. If you use dynamic lighting and added many monsters and map this might be your option. 3) stick with your current game and ignore the new revived version. If you do not use dynamic lighting, prefer this option. Good summary. I still don't think they'll cut access to the new revised version after this week, though. Let's see. I'll try to create a game next week and see what happens. (Creating one now as clean backup just in case).
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Even if they did cut access (which they won't), you could still make a game today and then duplicate the pristine copy as many times as you wish. Alyron: Great rundown of the new features. I think marketing didn't go into enough detail. The Conversion team basically rebuilt the whole module from scratch up to latest standards.
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Eve
Roll20 Team
Hey y'all. If you don't know me already I'm Eve, one of the producers here at Roll20. Curse of Strahd was one of the first, if not the very first, modules ever converted for Roll20. Similar to what we did for Lost Mine of Phandelver last year we went through and recreated the Curse of Strahd module according to our current conversion standards. Now, just to clear up any confusion that exists about the updated Curse of Strahd module I'm going to go through and answer questions one at a time. Bryan D. said: Hello! I currently own and am running a game with a purchased Curse of Strahd Module.  With the email roll20 sent out today, they introduced a new version of CoS that I would be keen on using! Will I need to repurchase the module for the updates or will they be provided for free?  Can I update a current game without losing my players loot or other custom maps?  Thanks!  There is no need to repurchase Curse of Strahd if you already own it. If you'd like to transfer characters from an existing game of Curse of Strahd to the new module you'll want to make a new game with the updated module and then use the Character Vault  to transfer the characters to this new game. If you'd like to bring over custom loot or maps that you've created the easiest way to do that would be to use the Transmogrifier, though that does require a Pro subscription.  Just a little mad said: It looks likes it's just an updated version of the former Curse of Strahd module with updated doors and windows. What I would like to know is will those who already own Curse of Strahd only have access to the updated lighting and token page for this week and, if so, do we need to then later buy the new version just to have the doors and windows updated. Because if it's the latter, it makes me wonder about what will happen with some of the other modules I've bought before the lighting update. There is no time limit. If you owned the original Curse of Strahd module you now also own the updated Curse of Strahd 2.0 module.  Doug E. said: I own the CoS bundle and received the email. When I click on the "Get it Now" button is shows it costs $24.99 but that I already own it. ??????? Sure enough, though, it showed up in My Marketplace Items (without the Revised Banner) and the original as (Deprecated). However, it didn't update my game that was already created with the deprecated version. Sorry for the confusion this seems to have caused. Unfortunately we were unable to update the now deprecated module of Curse of Strahd. For anyone who owned Curse of Strahd before the update the deprecated version will always be available to you but if you'd like to use the newly added features and bug fixes then you'll need to create a new game with the new module.  Martijn S. said: Curse of Strahd is a module, you cannot update a game based on a module with another module. You basically have choice from three options (seeing you have pro subscription): 1) create a new game based on the new module and have your players join the new game. You can use the transmogrifier to copy over their characters and any homebrew you added. Also move the compendium sharing to the new game. If you use dynamic lighting and only made slight changes, this is your option 2) stick with your current game. In this case create a new game based on the new module, delete the content you want to upgrade and transmogrify the new content. This is a cumbersome process as you need to recreate the journal tree manually. If you use dynamic lighting and added many monsters and map this might be your option. 3) stick with your current game and ignore the new revived version. If you do not use dynamic lighting, prefer this option. This is a very concise answer and almost exactly what I would say. Thank you. Alryon said: Now, games that have already been created ARE NOT UPDATED. If you look at the in-game patch notes, they will state patch 2.5. However, when you create a NEW game, the revised module is used and the patch notes are... empty. The main practical differences between the deprecated and the new version are, as far as I've gathered: new DL doors and windows, some pretty neat macros and rollable tables, improved hyperlinking of handouts and sheets, complete and improved token set (no more texts tokens, much improved multi-sided tokens) and player art handouts WITHOUT labels (finally!). I still haven't tried to create a new game with the old deprecated module and I don't know if it is possible. I assume that access to the new module is automatic and NOT limited to this week, despite the very confusing wording on the e-mail. This is only an assumption, though! I guess we'll find out next week. That's a really good breakdown of the changes. There are also a small handful of bug fixes. I'm mainly replying to this to reiterate that you're correct that for anyone who already owned Curse of Strahd they now also own Curse of Strahd 2.0. They will retain access to both modules. Anyone who does not already own Curse of Strahd and purchases it now will get the 2.0 version.
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Edited 1681293506
Hi all This may be a misunderstanding on my part... we play CoS every year as a Halloween vampire hunt, but we should be lining up for this as a full campaign soon and so I thought I'd load up a new game and have a wee play.  When we first started I couldn't figure out why my players were running round and round the castle keep (Ravenloft map 2) and then I did a player view.  There are different DL lines in front of the castle doors now than the original, and I get what they're trying to do (you can see down from the ramparts, but not up), but they completely block sight to the doors, as did the original lines.  Yes I can delete them or set to transparent easily enough, but just thought I'd flag that this seems to be a flawed bit of DL, unless I've missed the point.  Even at transparent the players would only be able to say they'd like to approach the doors, they couldn't cross the lines (game settings for DL to block movement).
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Eve
Roll20 Team
Simon G. said: Hi all This may be a misunderstanding on my part... we play CoS every year as a Halloween vampire hunt, but we should be lining up for this as a full campaign soon and so I thought I'd load up a new game and have a wee play.  When we first started I couldn't figure out why my players were running round and round the castle keep (Ravenloft map 2) and then I did a player view.  There are different DL lines in front of the castle doors now than the original, and I get what they're trying to do (you can see down from the ramparts, but not up), but they completely block sight to the doors, as did the original lines.  Yes I can delete them or set to transparent easily enough, but just thought I'd flag that this seems to be a flawed bit of DL, unless I've missed the point.  Even at transparent the players would only be able to say they'd like to approach the doors, they couldn't cross the lines (game settings for DL to block movement). I've taken a look at the maps myself and I think I understand the issue. It's not made as clear as I'd like that Map 2 is only meant to be used when exploring around the heights and battlements of Castle Ravenloft. Map 3 has the doors that lead into the castle along with the rest of the ground floor rooms of the castle.
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Edited 1681306765
Hi Eve Thanks for coming back to me. I think map 2 is also for that initial approach to the castle; it is how the players get to the stables, the garden, the overlook, interact with the portcullises etc, all of which really serve to build atmosphere and tension. It really isn't a big deal as long as any DM is aware of the potential for the party not to realise the doors are there without the DM either making a statement to that effect or changing the DL lines, I can't see how one map could do both jobs.  That having been said, lovely job Roll20,  I am itching to play
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Eve
Roll20 Team
Simon G. said: Hi Eve Thanks for coming back to me. I think map 2 is also for that initial approach to the castle; it is how the players get to the stables, the garden, the overlook, interact with the portcullises etc, all of which really serve to build atmosphere and tension. It really isn't a big deal as long as any DM is aware of the potential for the party not to realise the doors are there without the DM either making a statement to that effect or changing the DL lines, I can't see how one map could do both jobs.  That having been said, lovely job Roll20,  I am itching to play I noticed that. I'm honestly not sure we have an ideal solution there. I don't want to promise anything that I might not be able to deliver but I'll see if there's something we can do to make it a little easier to run that map.