Lost Mine of Phandelver Bug Reporting Thread

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Mel
Roll20 Development 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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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); } }); } });
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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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 Development 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!
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 Production 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 Development 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 Development 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! 
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!
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Mel
Roll20 Development Team
Happy patch day! A full list of patch notes can be found in your modules, but here's a rundown of what's changed: Lost Mines   Tokens: Removed "Has Sight" from tokens. Characters with darkvision still exude light (which the GM can see), but they will need to have "Has Sight" checked manually. Map tokens on GM layer should no longer exude light. The maps may still look overlit due to creatures w/darkvision, but players will experience them normally. Zombies in Thundertree have been replaced with Ash Zombies. This may effect games where those previous zombie tokens have moved. Please check your game for zombie locations. I hope this clears up the performance issues that folks have been having with this module. Thank you all so much for your feedback! Your discussions here have affected how we deal with production internally going forward to bring the best experience we can to you all. As always, please let me know if you have any issues and I'll be on them next patch!
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The 1.2 Patch doesn't do what it says it does. All tokens are still marked as "Has Sight" (which I think they should be; why wouldn't they?) But the Patch Notes 1.2 say that it 'Removed "Has Sight" from tokens') and some are apparently carrying torches (they Emit light, and all players see it). Furthermore, it seems that the radii of "Emits Light" is different between the tokens on the landing page, and the tokens that get dragged onto the map from the character entries. Also, in Thundertree, the description says, "The corpses of two giant spiders are sprawled near the edge of the pathway." But they're not, on the map. They're some twenty or thirty feet away from the edge of the pathway. A minor quibble, but a valid one, I think. In addition, there are some unofficial Errata that need to be corrected in the adventure. Page 20, under 1. Cellar: The read-aloud text fails to mention the other (visible) door in the room. This door leads to Area 2. Add the following to the end of the read-aloud text: A door flanks the cistern on the northwestern side Page 30, under 2. Blighted Cottages: The “Awarding Experience” section should note that it’s 150 XP, not 50 XP.
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Also, the Ash Zombie entry is left stuck at the bottom of the Journal in my upgraded games (but not in a fresh one).
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Furthermore,  "Cultist" in the Monster Images is spelled "Cultis."
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Mel
Roll20 Development Team
Calion, can you let me know which tokens have "All Players See Light" checked? That probably should not be there for anything but 1 or 2 of the player tokens on the main page.  Thanks for all of this, I'll be checking it out!
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Mel said: Calion, can you let me know which tokens have "All Players See Light" checked? That probably should not be there for anything but 1 or 2 of the player tokens on the main page.  Thanks for all of this, I'll be checking it out! The folk hero and the Halfling on the main page, and the folk hero, noble, and Halfling from the character sheets. I'm not sure why any  of them should be carrying torches by default. 
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Mel
Roll20 Development Team
Oh! They're all carrying torches (or a lantern) in their inventory as pregen characters.  The noble shouldn't be, that's an error, but we did set up the player characters with light sources to have them on their persons. I'll look into putting a handout into the information section that explains this and how to turn it off.
I can't find any of Lost Mine's assets anywhere in the Art Library. Other assets I purchased from the market show up fine, but Phandelver is nowhere to be seen, even though I chose it as the game module. I hope this is a bug.
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Mel
Roll20 Development Team
Hi Austin! Assets from Modules and Add Ons are not added to the Art Library. If you have access to the Transmogrifier ( https://wiki.roll20.net/Transmogrifier) you can easily copy over desired content between games, otherwise you can make a game and delete out what you don't wish to use.  Hope that clears things up!