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Project Jumpgate: officially out of beta

I'm also seeing a few issues with the new Foreground Layer and Dynamic Lighting. Help Center people are working on it though. Gez C. said: Andez said: What issues are people still having? I want to try the foreground update but I haven't played any of my games in Jumpgate yet because it had a bunch of issues at the start. Would anyone recommend updating or should I wait until it's more stable? (note: I have a few API, use macros, and made rollable tables) I would suggest making a copy of your game then converting the copy to jumpgate and giving it a try but keeping the original just in case. I wish I had done that.  The principle issues I have have been Breaches through dynamic lighting barriers when in explorer mode (though update Vision on token Drop seems to have stopped this at the moment) I had an issue with duplicated tokens, moving one but a ghost token remained in place (this only happened to me once) Elements on the map level disappearing. That's happened a few times. Slow map loads
1744242507
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I've been on Jumpgate for months. Although I have encountered occasional issues, there was not much I could specifically attribute to Jumpgate. Sometimes Roll20 (being a browser app) is just slow or ornery. The benefits of all the new interface features far outweigh the potential drawbacks.
keithcurtis said: I've been on Jumpgate for months. Although I have encountered occasional issues, there was not much I could specifically attribute to Jumpgate. Sometimes Roll20 (being a browser app) is just slow or ornery. The benefits of all the new interface features far outweigh the potential drawbacks. Me too. I still have my AD&D 2E game on Legacy as the RPGMaster API suite needs some time to become locked in with Jumpgate but all my Cthulhu games have been on Jumpgate since launch. The only ongoing issues I've had have been the Explorer mode problem, (which I just work around now) and the occasional phantom token issue. Everything else that I've had issues with has either been resolved or I've found a simple workaround. On the whole the experience is massively better on Jumpgate than Legacy once you get used to it. Of course it will take some getting used to because it is different and there will be a learning curve. I'm already trying to get my head round how best to use the Foreground layer.  The sooner people jump in and start playing with it, the easier it will be to use and, in my opinion anyway, they will see the benefits of the new platform.  One of the tricks I've recently discovered is simply being able to place a powerful light token waaay off the map, and it can act like a single source sun/moon for shadows. 
I have one major gripe with Jumpgate, and it's this: The multi-sided option on the token dropdown menu is way at the bottom of the list. It's at the bottom on legacy, too, but that menu opens up, instead of down - so the multi-sided token menu is right next to your mouse when you click it, requiring only small movement. This makes handling tokens that are used as counters a hassle - the option doesn't even appear on tokens that do not have multiple sides, so why not just move it to the top, so for tokens that it's relevant to, it's more accessible? EDIT: For comparison:
I gave the  Foreground layer a try its very useful. I have an urban D&D game and having to move the rooves was a pain. Foreground now eliminates that so YEY.. 
Gez C. said: I gave the  Foreground layer a try its very useful. I have an urban D&D game and having to move the rooves was a pain. Foreground now eliminates that so YEY..  I had an idea last night that I'm going to try out today regarding "Cliff Edges" or Castle Walls etc. I'm going to se how well using the "Group" facility to match a bunch of foreground images with invisible tokens, so that as a Player Token approaches a wall or cliff, the things below that edge come into view so that the outer images start coming in first and the images closer to the edge need the token to be standing by the edge to look straight down... It may require quite a bit of faffing about with creating duplicate PNGs of the foreground image and incrementally cropping them in Photoshop or something, but if it actually works AND looks good from the players POV it could be fun to play with.
Tommy said: Gez C. said: I gave the  Foreground layer a try its very useful. I have an urban D&D game and having to move the rooves was a pain. Foreground now eliminates that so YEY..  I had an idea last night that I'm going to try out today regarding "Cliff Edges" or Castle Walls etc. I'm going to se how well using the "Group" facility to match a bunch of foreground images with invisible tokens, so that as a Player Token approaches a wall or cliff, the things below that edge come into view so that the outer images start coming in first and the images closer to the edge need the token to be standing by the edge to look straight down... It may require quite a bit of faffing about with creating duplicate PNGs of the foreground image and incrementally cropping them in Photoshop or something, but if it actually works AND looks good from the players POV it could be fun to play with. That sound pretty amazing. Very imaginative. Nice :)
Invisible png tokens work as a trigger for tokens to appear at a certain range if you want to do that.  Tommy said: Gez C. said: I gave the  Foreground layer a try its very useful. I have an urban D&D game and having to move the rooves was a pain. Foreground now eliminates that so YEY..  I had an idea last night that I'm going to try out today regarding "Cliff Edges" or Castle Walls etc. I'm going to se how well using the "Group" facility to match a bunch of foreground images with invisible tokens, so that as a Player Token approaches a wall or cliff, the things below that edge come into view so that the outer images start coming in first and the images closer to the edge need the token to be standing by the edge to look straight down... It may require quite a bit of faffing about with creating duplicate PNGs of the foreground image and incrementally cropping them in Photoshop or something, but if it actually works AND looks good from the players POV it could be fun to play with.
Excellent idea Novercalis said: Invisible png tokens work as a trigger for tokens to appear at a certain range if you want to do that.  Tommy said: Gez C. said: I gave the  Foreground layer a try its very useful. I have an urban D&D game and having to move the rooves was a pain. Foreground now eliminates that so YEY..  I had an idea last night that I'm going to try out today regarding "Cliff Edges" or Castle Walls etc. I'm going to se how well using the "Group" facility to match a bunch of foreground images with invisible tokens, so that as a Player Token approaches a wall or cliff, the things below that edge come into view so that the outer images start coming in first and the images closer to the edge need the token to be standing by the edge to look straight down... It may require quite a bit of faffing about with creating duplicate PNGs of the foreground image and incrementally cropping them in Photoshop or something, but if it actually works AND looks good from the players POV it could be fun to play with.
Now I am getting the shrinking Jumpgate line on a game that’s about a month away!…
We're playing in a Jumpgate game right now and people are experiencing phantom tokens, sudden token vision issues and one player keeps getting exited from of the game. The GM is also experiencing a lot of lag, even though the maps aren't very large or complex.
convert my game to Jumpgate. Now i have two versions Legacy and Jumpgate of the exact same game. The Legacy version runs immensely smoother to the point where crowded maps are easy to use, but in Jumpgate lag way to much to really play on them. Additional it seems like the hardware acceleration doesn't work as well as in Legacy. GPU usage in Legacy 22% GPU usage in Jumpgate 6% Two tabs, same map, jumpgate noteable worse performance. Bug report is already open.
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Edited 1744895304
Hey, I am testing out Jumpgate, looking promising so far! But I've noticed that when you add something other than plain numbers on the bars they just disappear.                                                                  The same token on Legacy (Left) and Jumpgate (Right), exact same values in their bars. This is a serious dealbreaker for me, as I often use that to put useful information on tokens. For another example, for DnD characters I often place (AC) on the same bar as HP to check that at a glance. I am wondering if this is an issue that might get fixed in the future or if it is intended or inevitable behaviour for Jumpgate.
Yeah, I've got the same issue right now with Jumpgate. Being able to throw additional bits of info into those bars (Be it text or other numbers in brackets) is pretty vital for me as a GM. It helped clear up token marker usage, otherwise I'd end up with pogs with about 6 or 7 markers on them.
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Ulti
Pro
Sheet Author
API Scripter
The issue appeared again in one of the game I've created since that message. If I copy a page in that game, it will show the same issue. If I create a new page, the issue doesn't appear yet. A new effect I noticed on affected pages: @{selected|token_id} does return an id when nothing is selected. The id returned is the same as the id returned by @{target|token_id}, whatever the token I point to. If any developper is interested, I can share the game link. I received no answer to the bug ticket I opened on that issue the 27th March. Ulti said: Tuo said: Ulti said: There is the same issue with @{target|token_name}  by the way. I opened a ticket about all that 8 days ago, but only received the automated answer. I can't replicate this issue, both @{target|token_name} and @{target|token_id} resolved fine in a jumpgate test game, both for tokens dragged from different character sheets, and for tokens dragged from the same character sheet. Each one returned their unique ID or name as supposed to. Yes, it seems I cannot replicate that anymore with new games. I can still reliably replicate on old games, but not when I create a new one.
I am curious how you're using your bars: 7/20 is HP??? (2) = ?? 6/6 = ??? (10/6) = ??? 0/4 = ?? (6)=?? Zearoth K. said: Hey, I am testing out Jumpgate, looking promising so far! But I've noticed that when you add something other than plain numbers on the bars they just disappear.                                                                  The same token on Legacy (Left) and Jumpgate (Right), exact same values in their bars. This is a serious dealbreaker for me, as I often use that to put useful information on tokens. For another example, for DnD characters I often place (AC) on the same bar as HP to check that at a glance. I am wondering if this is an issue that might get fixed in the future or if it is intended or inevitable behaviour for Jumpgate.
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Edited 1745067819
Cereal Nommer
Pro
Sheet Author
Images in my attacks/spells in chat stopped working in a Jumpgate game. They worked last week, on April 11th. I'll test in a non-Jumpgate game soon to fill in details. Edit: Okay, it appears to be non-Jumpgate related, but .webp images/animations can no longer load in chat, even with the #.png trick.&nbsp; For instance: [test]( <a href="http://img-cereal-nommer.rf.gd/TimSpellAnimations/Test/test.gif" rel="nofollow">http://img-cereal-nommer.rf.gd/TimSpellAnimations/Test/test.gif</a> " "style=border:0" "#.png) ⬆ This works. ⬇ This doesn't anymore. [test]( <a href="http://img-cereal-nommer.rf.gd/TimSpellAnimations/Test/test.webp" rel="nofollow">http://img-cereal-nommer.rf.gd/TimSpellAnimations/Test/test.webp</a> " "style=border:0" "#.png)
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Cereal Nommer said: Images in my attacks/spells in chat stopped working in a Jumpgate game. They worked last week, on April 11th. I'll test in a non-Jumpgate game soon to fill in details. Can you describe how the images are stored and invoked? Have you verified that the URLs are still good?
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Edited 1745068017
Cereal Nommer
Pro
Sheet Author
It seems to have changed during the April 15th or 16th update. I've got a ton of .webp animations for my spells that broke, even retroactively. Scrolling back up the chat it's just full of text links. Cereal Nommer said: Edit: Okay, it appears to be non-Jumpgate related, but .webp images/animations can no longer load in chat, even with the #.png trick.&nbsp; For instance: [test]( <a href="http://img-cereal-nommer.rf.gd/TimSpellAnimations/Test/test.gif" rel="nofollow">http://img-cereal-nommer.rf.gd/TimSpellAnimations/Test/test.gif</a> " "style=border:0" "#.png) ⬆ This works. ⬇ This doesn't anymore. [test]( <a href="http://img-cereal-nommer.rf.gd/TimSpellAnimations/Test/test.webp" rel="nofollow">http://img-cereal-nommer.rf.gd/TimSpellAnimations/Test/test.webp</a> " "style=border:0" "#.png)
Oh, the bars are: HP/HP (Armor) Repairs/Repairs (Evasion/E-Defense) Heat/Heat (Speed) This is for Lancer which is pretty information dense, so having all that at a glance on the token without the need for markers (which would quickly become a mess and spoil intel for players) is very convenient for running it. Novercalis said: I am curious how you're using your bars: 7/20 is HP??? (2) = ?? 6/6 = ??? (10/6) = ??? 0/4 = ?? (6)=?? Zearoth K. said: Hey, I am testing out Jumpgate, looking promising so far! But I've noticed that when you add something other than plain numbers on the bars they just disappear. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The same token on Legacy (Left) and Jumpgate (Right), exact same values in their bars. This is a serious dealbreaker for me, as I often use that to put useful information on tokens. For another example, for DnD characters I often place (AC) on the same bar as HP to check that at a glance. I am wondering if this is an issue that might get fixed in the future or if it is intended or inevitable behaviour for Jumpgate.
I don't know if this has been mentioned before but: p resently, token tooltips are visible even in darkness when you hover over the place in the tabletop where the token sits. Personally, I consider this a "bug". Maybe there should be a checkbox, like for tokens on the Foreground Layer, where you can set tooltips to be hidden by darkness, or maybe they should just be that way by default. Otherwise, a player could just move their mouse over the tabletop and find all the "hidden by darkness" items, including NPCs that they should not know exist. DMs have enough on their plate to remember to turn on or off the tooltips for each and every token that has them and it would be especially cumbersome on maps with a lot of NPCs. So, I'd like to see something like maybe: "Show" and "Show in darkness" as two separate options with both off by default or something similar.
Saul J. said: I don't know if this has been mentioned before but: p resently, token tooltips are visible even in darkness when you hover over the place in the tabletop where the token sits. Personally, I consider this a "bug". Maybe there should be a checkbox, like for tokens on the Foreground Layer, where you can set tooltips to be hidden by darkness, or maybe they should just be that way by default. Otherwise, a player could just move their mouse over the tabletop and find all the "hidden by darkness" items, including NPCs that they should not know exist. DMs have enough on their plate to remember to turn on or off the tooltips for each and every token that has them and it would be especially cumbersome on maps with a lot of NPCs. So, I'd like to see something like maybe: "Show" and "Show in darkness" as two separate options with both off by default or something similar. Sadly, this has been the case since Token Tooltips were introduced&nbsp; over three years ago, and it was reported as a bug back then.&nbsp;
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That's truly sad. Maybe someone will decide to fix it now since Jumpgate is "new" technology? Here's hoping...
Ahhh, Lancer. Gotcha, Perhaps you can use the tooltip to show the other numbers in a jumpgate game until "fix" in the meanwhile. (assuming its not intentional as is). Zearoth K. said: Oh, the bars are: HP/HP (Armor) Repairs/Repairs (Evasion/E-Defense) Heat/Heat (Speed) This is for Lancer which is pretty information dense, so having all that at a glance on the token without the need for markers (which would quickly become a mess and spoil intel for players) is very convenient for running it. Novercalis said: I am curious how you're using your bars: 7/20 is HP??? (2) = ?? 6/6 = ??? (10/6) = ??? 0/4 = ?? (6)=?? Zearoth K. said: Hey, I am testing out Jumpgate, looking promising so far! But I've noticed that when you add something other than plain numbers on the bars they just disappear. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The same token on Legacy (Left) and Jumpgate (Right), exact same values in their bars. This is a serious dealbreaker for me, as I often use that to put useful information on tokens. For another example, for DnD characters I often place (AC) on the same bar as HP to check that at a glance. I am wondering if this is an issue that might get fixed in the future or if it is intended or inevitable behaviour for Jumpgate.
how do i go back jumpgate is a mess and i hate it, character portaits wont load for me or my players. maps crash or now show off the map screan which makes me really dissoranted. please dear god i hate these changes give me back my old roll20 and stop making changes no one asked for
shinylamp said: how do i go back jumpgate is a mess and i hate it, character portaits wont load for me or my players. maps crash or now show off the map screan which makes me really dissoranted. please dear god i hate these changes give me back my old roll20 and stop making changes no one asked for ALWAYS ALWAYS ALWAYS MAKE COPIES AND BACKUP. You can not convert a Jumpgate game to Legacy. You cannot transmogify your jumpgate campaign to Legacy either. Gotta build a new campaign from scratch if you had no backup.&nbsp;
Can't say this enough. Novercalis said: ALWAYS ALWAYS ALWAYS MAKE COPIES AND BACKUP.
1745265660
Gauss
Forum Champion
Zearoth K.,&nbsp; The bar issue you were having should now be resolved.&nbsp;
1745266373
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
shinylamp said: how do i go back jumpgate is a mess and i hate it, character portaits wont load for me or my players. maps crash or now show off the map screan which makes me really dissoranted. please dear god i hate these changes give me back my old roll20 and stop making changes no one asked for Hi shinylamp! If you used the "Convert Game" command, it should have automatically made a copy of your legacy game. That is my understanding of the function. Is this not the case in your situation?
How can Roll20 think having the following message in every non-Jumpgate game, visible to every player is acceptable? Your Game is Missing Features ⛔ Upgrade your campaign to Jumpgate to experience a faster, smoother play with tons of new features and improvements. Plus, Subscribers have exclusive beta access to the highly-requested Foreground Layer, adding depth and dynamic interactions to campaigns with roofs, treetops, overlays, and more
I have to agree that he first line is a bit rude, and the mesage itself totally irrelevant to the players. Jim W. said: How can Roll20 think having the following message in every non-Jumpgate game, visible to every player is acceptable? Your Game is Missing Features ⛔ Upgrade your campaign to Jumpgate to experience a faster, smoother play with tons of new features and improvements. Plus, Subscribers have exclusive beta access to the highly-requested Foreground Layer, adding depth and dynamic interactions to campaigns with roofs, treetops, overlays, and more
1745872448
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Is it really any different from Discord telling me to upgrade to Nitro, even on servers I don't manage?
keithcurtis said: Is it really any different from Discord telling me to upgrade to Nitro, even on servers I don't manage? That equates to suggestion to use Plus or Pro.&nbsp; This is like much of the advertising of Roll20 - misleading at best.
Gauss said: Zearoth K.,&nbsp; The bar issue you were having should now be resolved.&nbsp; Thanks! That's great!
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Edited 1745989412
vÍnce
Pro
Sheet Author
Can we get the query prompt windows looked at for JG-based Custom Sandbox games?&nbsp; I recall a bug early on with JG where the query prompt was hidden by character sheets and handouts and could not be brought to the foreground even when selected. ;-(&nbsp; This forces you have to move, close, resize sheets and/or handouts to access the query (IF you even know there is a query prompt because it's hidden behind everything) I believe this was fixed at some point in JG beta, but it appears to still be an issue for Custom Sandbox games which is painful when developing sheets that use queries.&nbsp; FYI: You can easily override the VTT's CSS with Stylus forcing the query to a higher z-index, but we really shouldn't need to do that. I submitted a ticket last week (although I submitted thinking it was all JG games, I have come to realize it's probably just a problem for Custom Sandbox games)&nbsp; Thanks
1745990148
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
It happens in regular JG games as well, at least for me.
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Edited 1745990779
vÍnce
Pro
Sheet Author
keithcurtis said: It happens in regular JG games as well, at least for me. Hmmm.&nbsp; That really needs to be fixed.&nbsp; It's very confusing even when you know there should be a prompt with a roll let alone for someone who makes a roll and doesn't know why it never posts to chat. BTW, I didn't know it was an issue until I disabled my(your) Stylus override. lol
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Edited 1746024218
Quite true. Almost all advertising is obtrusive. I can accept advertising in a web site's sidebars, but in-game is overly annoying. (I'm more irked&nbsp; than usual about ads lately, and not just on Roll20. &lt;rant about ads on streaming services deleted&gt;) keithcurtis said: Is it really any different from Discord telling me to upgrade to Nitro, even on servers I don't manage?
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One of my Jumpgate games has the "New Compendium" toggle available in its settings, while another one doesn't, forcing the new compendium on. Is there any way to disable the new compendium for that game? The new compendium is still much more cumbersome to use than the old more compact one.
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Edited 1746070861
Gauss
Forum Champion
Hi Aleksi,&nbsp; I am guessing your game is a D&amp;D 5e 2024 game? If so that is the reason.&nbsp; If you are not using D&amp;D 5e 2024 as the primary character sheet you can still switch your compendium back to the old compendium.&nbsp; Aleksi said: One of my Jumpgate games has the "New Compendium" toggle available in its settings, while another one doesn't, forcing the new compendium on. Is there any way to disable the new compendium for that game? The new compendium is still much more cumbersome to use than the old more compact one.
Yeah switching to 2014 sheet as primary and 2024 as secondary allowed me to go back to the old compendium, thanks. Gauss said: Hi Aleksi,&nbsp; I am guessing your game is a D&amp;D 5e 2024 game? If so that is the reason.&nbsp; If you are not using D&amp;D 5e 2024 as the primary character sheet you can still switch your compendium back to the old compendium.&nbsp;
Drag and drop from the compendium is not working for me as of this morning.&nbsp;
Reading this discussion here and elsewhere leads me to a simple conclusion. The best point of time to switch to Jumpgate is probably somewhere in 2027.
1746249262
StéphaneD
Pro
Sheet Author
API Scripter
Linda said: Reading this discussion here and elsewhere leads me to a simple conclusion. The best point of time to switch to Jumpgate is probably somewhere in 2027. If 2027 is the moment when the legacy engine is retired, then yes.&nbsp;
I held off moving to jumpgate until it was rolled out as being out of beta. I converted most of my games (not a good idea in hindsight) Whilst it has a number of excellent features it has too many bugs that should have been ironed out.&nbsp;
How do I go back to my legacy version of the campaign... I tried this out for a few weeks, and despite the advertising, it definitely does not load my maps faster.&nbsp; Many of my maps are large with a bunch of objects, but roll20 handled them with a minute or so of load time.&nbsp; Jumpgate is taking upwards of 6-7 minutes to load and another minute or so to zoom in or out.&nbsp; Ok, so it doesn't work as advertised, no biggie... Except the back up you guys created for my campaign which reads old name (legacy) is empty.&nbsp; nada... not a single thing in it.&nbsp; Please explain.
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Edited 1746319849
Gauss
Forum Champion
Hi Brian O.,&nbsp; I suggest filing a bug report via the&nbsp; Help Center . When you upgrade the game it is supposed to create a Legacy backup. However, I have seen issues with the process to create the Legacy backup which is why I recommend using the copy game feature instead. That leaves the original game intact while copying the game into Jumpgate.&nbsp; It is only one point of potential failure rather than two points of potential failure.&nbsp; Brian O. said: How do I go back to my legacy version of the campaign... I tried this out for a few weeks, and despite the advertising, it definitely does not load my maps faster.&nbsp; Many of my maps are large with a bunch of objects, but roll20 handled them with a minute or so of load time.&nbsp; Jumpgate is taking upwards of 6-7 minutes to load and another minute or so to zoom in or out.&nbsp; Ok, so it doesn't work as advertised, no biggie... Except the back up you guys created for my campaign which reads old name (legacy) is empty.&nbsp; nada... not a single thing in it.&nbsp; Please explain.
Appreciate Gauss following up here to let you know it was released! Wanted to surface this to a couple of others who had the same asks and input - Novercalis, SapBrannigan - let us know in case the updated bar behavior from the last 2 weeks isn't hitting your usecases. Gauss said: Zearoth K.,&nbsp; The bar issue you were having should now be resolved.&nbsp; Novercalis said: Ahhh, Lancer. Gotcha, Perhaps you can use the tooltip to show the other numbers in a jumpgate game until "fix" in the meanwhile. (assuming its not intentional as is). Zearoth K. said: Oh, the bars are: HP/HP (Armor) Repairs/Repairs (Evasion/E-Defense) Heat/Heat (Speed) This is for Lancer which is pretty information dense, so having all that at a glance on the token without the need for markers (which would quickly become a mess and spoil intel for players) is very convenient for running it. Novercalis said: I am curious how you're using your bars: 7/20 is HP??? (2) = ?? 6/6 = ??? (10/6) = ??? 0/4 = ?? (6)=?? Zearoth K. said: Hey, I am testing out Jumpgate, looking promising so far! But I've noticed that when you add something other than plain numbers on the bars they just disappear. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The same token on Legacy (Left) and Jumpgate (Right), exact same values in their bars. This is a serious dealbreaker for me, as I often use that to put useful information on tokens. For another example, for DnD characters I often place (AC) on the same bar as HP to check that at a glance. I am wondering if this is an issue that might get fixed in the future or if it is intended or inevitable behaviour for Jumpgate. SapBrannigan said: Yeah, I've got the same issue right now with Jumpgate. Being able to throw additional bits of info into those bars (Be it text or other numbers in brackets) is pretty vital for me as a GM. It helped clear up token marker usage, otherwise I'd end up with pogs with about 6 or 7 markers on them.