Lost Mine of Phandelver Bug Reporting Thread

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Mel
Roll20 Dev Team
Here is the new thread to report on Lost Mine of Phandelver bugs as of Patch 1.1 Patch notes follow below As always, if you have any questions or concerns, please let us know in this thread Mel, the new Production Coordinator Patch 1.1 NPC Corrections Glasstaff His stats now link to the correct stat block, and his spells have been updated. We have updated his statblock to include his abilities from his Staff of Defense. Glasstaff’s token has also been updated. This NPCs Quarterstaff attack has been corrected to 3 (1d8-1), from 4 (1d8-1) Wolf This NPC portrait and token now correctly matches the Monster Manual entry instead of its placeholder token image. Map Corrections GM Layer for all Maps All room keys and other GM text elements now match our updated WOTC map assets. Cragmaw Hideout Dynamic Lighting has been updated to include the stalagmites littered across the dungeon Redbrand Hideout Global Illumination has been enabled. Dynamic Lighting has been updated to better show players the walls of the map. Ruins of Thundertree This map grid has been correctly resized to 10’ units from 5’ per unit. Tokens have been resized appropriately. Wave Echo Cave This map grid has been correctly resized to 10’ units from 5’ per unit. Tokens have been resized appropriately. Dynamic Lighting has been updated to better show players the walls of the map. Token Corrections NPC Sight Tokens have been updated to have “Has Sight” Enabled and in most cases, have had darkvision or truevision set for their light radius. Doppelganger Rollable Table Tokens We have made rollable table tokens for the Doppleganger NPCs and have included a handout describing their use. Flameskull Token Now has light enabled to reflect its Illumination trait and its token has been updated to the Monster Manual image. Stirge This token has been updated to the Monster Manual image. Handout Corrections Credits Handout A Credits handout is now included in the module.
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Couple things. First of all, performance seems to have tanked. Very stuttery, very jumpy now. Also, only got to check out Cragmaw Hideout, what's the deal with monsters having sight lines now? That would get very confusing as a DM with their sight lines and player sight lines. EDIT: ah, I see my second point was addressed. What was the reasoning behind adding it, though? I imagine it's the reason behind my computer getting bogged down. EDIT 2: just went through Cragmaw Hideout fixing this for myself, and there's some strange line of sight source in the wolves area that I cannot for the life of me figure out. this whole thing seems like a mess.
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performance is beyond awful now EDIT - just on the wave echo cave map.  all others, including TotYP add ons, seem perfectly speedy
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Ed S.
Plus
In general giving NPC's sight is pointless and causes lag. If a DM really wants it they can add it, but there is no reason to make everyone suffer with slow performance. 
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Sky
Pro
Ed S. said: In general giving NPC's sight is pointless and causes lag. If a DM really wants it they can add it, but there is no reason to make everyone suffer with slow performance.  This is why I had to write an api script to remove all that crap from npc tokens when adding them to the map or selecting them all and running the command.  on("chat:message", function(msg) { if (msg.type !== "api") return; var Command = msg.content.split(" ")[0]; if (Command === "!fix-tokens") { var Option = msg.content.split(" ")[1] || "NPC"; if (msg.selected === undefined) return; _.each(msg.selected, function(a) { var Token = getObj("graphic", a["_id"]); if (Token !== undefined) { // Light & Vision Settings Token.set("light_radius", ""); Token.set("light_dimradius", ""); Token.set("light_otherplayers", false); Token.set("light_hassight", false); } }); } });
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Ed S. said: In general giving NPC's sight is pointless and causes lag. If a DM really wants it they can add it, but there is no reason to make everyone suffer with slow performance.  It's incredibly pointless, I agree very much. It's creating a huge hassle for me.
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Sky
Pro
Braden P. said: Ed S. said: In general giving NPC's sight is pointless and causes lag. If a DM really wants it they can add it, but there is no reason to make everyone suffer with slow performance.  It's incredibly pointless, I agree very much. It's creating a huge hassle for me. The script I wrote above will help ease that problem with a little fuss.
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Mel
Roll20 Dev Team
Hello folks! I wanted to step in and address the issues regarding the LMoP patch. For Roll20 Module production, we have an internal goal of doing the work so our GM's don't have to. We started with interlinking handouts, making custom tokens, and dynamic lighting. We also want to respond to feedback, which led us to start editing maps to remove or adjust trap graphics, secret floors and other assets to make sure players are truly surprised by dungeon features. One of these pieces of feedback we have received has been that  it would be a benefit to have module tokens outfitted with "Has Sight" as a default. If it helps our GM's, we want to make it part of our production process. If a GM feels the "Has Sight" mechanic is slowing down their game, it's easy to reverse for tokens currently on the maps - https://wiki.roll20.net/Game_Settings_Page#Token_... The tokens attached to NPC characters will still have it on their tokens when dragged out, but this should help with any performance issues due to quantity of tokens. Another performance issue may be due to the complexity of Dynamic Lighting on some of the maps in Lost Mine. Right angle rooms are very easy to light with fewer segments some of the maps have quite a few unorthodox shapes. Thank you all for your feedback as we all learn what helps Roll20 GM's best, we really appreciate it!
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Mel said: If a GM feels the "Has Sight" mechanic is slowing down their game, it's easy to reverse for tokens currently on the maps - https://wiki.roll20.net/Game_Settings_Page#Token_... The tokens attached to NPC characters will still have it on their tokens when dragged out, but this should help with any performance issues due to quantity of tokens. Not sure I'm following. On my Settings page, Has Sight is definitely turned off already, so I'm not sure how this is going to reverse it for all the tokens on the maps already. Unless I'm missing an entirely different settings page, anyway.
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Nic B.
Roll20 Mod Team
Braden P. said: Not sure I'm following. On my Settings page, Has Sight is definitely turned off already, so I'm not sure how this is going to reverse it for all the tokens on the maps already. Unless I'm missing an entirely different settings page, anyway. Braden, you can apply the defaults to existing content in game via the following process:  https://wiki.roll20.net/Game_Settings_Page#Applyin... Be sure to heed the warnings in that section of the Wiki, however. :)
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Nic B. said: Braden P. said: Not sure I'm following. On my Settings page, Has Sight is definitely turned off already, so I'm not sure how this is going to reverse it for all the tokens on the maps already. Unless I'm missing an entirely different settings page, anyway. Braden, you can apply the defaults to existing content in game via the following process:  https://wiki.roll20.net/Game_Settings_Page#Applyin... Be sure to heed the warnings in that section of the Wiki, however. :) Okay, that's useful enough. However, there's still a huge issue occurring in my game, and that would be these phantom sight lines on all my maps. They are going to heavily interfere with my ability to discern between what players can see and cannot see. There are no tokens that should be giving off sight lines, but it just seems like they're glitched into each map. Really, really disappointed with the quality of this "patch". EDIT: I want to make it perfectly clear what is happening here:  https://puu.sh/wNuLK/3d360b48c3.png In this image, there should be no weird light source coming from no where. Light is not on any token, sight is not on any token. Any way to get rid of this? There's a ton of them on other maps as well and I don't want fake lines overlapping with real ones.
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Mel
Roll20 Dev Team
Braden - I'm looking into this, I tried to recreate and had the same issue you're experiencing.
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Mel
Roll20 Dev Team
Braden - I believe I found the issue - It looks like the area 3 token on the GM layer is emitting light. It would follow that on the other maps you're seeing the same issue, hence the weird lighting. Thank you for bringing this to our attention, I'm on it! 
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Mel said: Braden - I believe I found the issue - It looks like the area 3 token on the GM layer is emitting light. It would follow that on the other maps you're seeing the same issue, hence the weird lighting. Thank you for bringing this to our attention, I'm on it!  I kind of thought the same thing too. I had checked the settings for it and ensured that light was turned off, but it persisted. Hope it's something you guys can work out on your end, and I'm glad you were able to recreate it!