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Tomb of Annihilation Bug Reporting Thread

Hey there, I have a game with both Tomb of Annihilation and Hidden Shrine of Tomoachan and just recently realized that I could apply patches from the game settings. I applied the 1.3 patch for Tomb of Annihilation, loaded into the game and saw the two new items added to the journal, but the spellcasting NPCs still have the red text of an upcoming patch. I then patched the Hidden Shrine of Tamoachan and loaded the campaign, and the spellcasting NPCs seem to be correctly patched. Did I skip patch 1.2 or something for ToA? Any guidance would be appreciated.
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DarkDeer
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Shanen - Your game should be updated! Thanks for reporting this as it revealed a bug to squash!  If anyone else has had an issue going from patch 1.1 to 1.3 , please let us know in this thread and let us know the name of the game with the issue. 
Hi I got an Issue with ToA after Patch 1.3 I also use some custom created Maps in my campaign. Part of these Maps had written text on the gm layer for some trap mechanics etc. After patching to 1.3 all the text I wrote on the gm layer was gone which is very sad. I had multiple sources of inspiration which I did not save. So I have to rely on my memory and improvise next session. I also want to report that after 1.2 Some of the adventure text (I think it was Chapter 1: side quests) did reset. I translate all the text from english to german (!!!) and the side quest tab was in english again. I do not know if there were any changes to this section of text which caused it to overwrite my own writings. Overall I am still in love with roll20. Keep up the work and I hope I could help u make the experience better.
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DarkDeer
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Cleybar -  Oh no, I'm so sorry all that work was lost! I will explain how the patch function operates and give you some tips for the future to avoid this: Every asset in a game (handouts, pages/maps, and so on) has an ID#. When we update one of those assets for a patch, the whole asset is overwritten to correct it. For the future, it is always good to make a copy of your game before applying a patch. That way, if anything is changed you still have a copy of what you had. You can copy handouts in-game as well, which will give them a different ID#. If the original handout is updated in a patch, the copy should not update. This may get cumbersome though, so I recommend making a copy of the game before patching :) The Side Quest handout did update (One of the rumors was missing in the table), which is why that handout was changed.  Please let me know if you have any other questions Trivia Production Coordinator
Question, in the Roll20 advertising YouTube video of the Tomb of Annihilation module, for level 5 of the dungeon with the rotating "Gears of Hate" rooms, the rooms don't individually rotate like the youtube video showed. It's possible I haven't figured out how to do it, but there's only one map layer "tile" that is all three of the rooms connected (with bits of the cave attached to the "tile") and rotating it doesn't match what the youtube video showed or nor does it match how the rooms are supposed to operate. How can I make these rotate like the youtube video?
It looks like those are multi-sided tiles attached to a rollable table. The video shows right-clicking on the tiles and (from the pop-up context menu) choosing Multi-Sided, then Random Side. Have you tried doing that? Be sure you are on the Map Layer when you try.
That worked. Thank you!
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DarkDeer
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Also adding: Each configuration matches what is listed in the book as the options when players pull the levers in another part of the dungeon, so I would not recommend "Random Side" when selecting a side, but matching it with either the default, or the configuration the characters have chosen.  Happy gaming!
Hey, I'm going to be running a Tomb of Annihilation game soon. I'm getting tremendous amounts of lag on most of the maps because of the Dynamic Lighting. Is there any fix for this? 
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DarkDeer
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Billy - Have you checked out our performance tips wiki here?&nbsp; <a href="https://wiki.roll20.net/Optimizing_Roll20_Performa" rel="nofollow">https://wiki.roll20.net/Optimizing_Roll20_Performa</a>... If you're using Chrome, some users have better performance with Firefox.&nbsp;
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I've read through the performance tips, not many of them really helped. Just tried downloading Firefox and I'm still getting a large amount of lag and jerkyness. Don't really understand why this is happening. I've play in bunch of Roll20 games with large scale dynamic lighted maps and never had this problem. I believe it might have something to do with the shape of the tokens in which the lighting is coming out from. Read on this forum post&nbsp; <a href="https://app.roll20.net/forum/post/1067149/dynamic" rel="nofollow">https://app.roll20.net/forum/post/1067149/dynamic</a>... Obviously, I would have to go through all the maps and fix this, which kind of defeat the point of buying the module in the first place since the dynamic lighting is one of the biggest features .
I too am using Chrome and am finding any of the dynamically lit maps impossible to use, they are incredibly slow and it slow down to the point of not even being able to scroll down in handouts Has there been any follow up on this? The lighting is definitely the source, as soon as it's toggled off the game returns to normal.&nbsp; I've ran plenty of D&D campaigns using Dynamic lighting on bigger maps than some of the ones presented here with no issues.&nbsp; Not sure what the deal is? I'll test with Firefox later, but given never having had issues in the past i'm not optimistic Tested with firefox - works fine in Firefox - although i've never had to switch browsers due to lighting before? For clarification my system is not a low or mid range pc, there shouldn't be any hardware reason for this slowdown.&nbsp; I enabled " Override software rendering" to no avail. The other options I assume have been renamed or are not available as I do not see them in the chrome flags list&nbsp; Thoughts?
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DarkDeer
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Tomb of Annihilation is the largest module we've produced so far on Roll20. It has a very large number of high rez maps, along with many tokens that have darkvision (which means they exude light to represent their field of vision). We did our best to try and find a happy medium between detail and function while setting up dynamic lighting walls, but some PC's might still experience some issues.&nbsp; Taking off darkvision on already placed tokens can help a great deal if you are not using CTRL-L to test the sight radius of a token. We had great performance jumps when we stopped implementing "Has Sight" as a default on tokens, so that should no longer be an issue. If any tokens other than PC tokens have "Has Sight" checked, I recommend taking it off. [Speaking from my own GM experience running the game, I do not have a fancy high end PC and experienced some lag on Chrome, but nothing that I would consider unplayable by any means. There are many more factors than just PC performance at play regarding lag on the platform.] The team is aware of the lag issues on some of these maps and while I cannot give you a definitive what and when, we are always improving the platform :) Thank you for your feedback!
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DarkDeer
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Patch Notes for 1.3 (Q) Nine Shrines Fixes Dynamic Lighting in Shagambi's Shrine Added link to Obo'laka's Puzzle Cube in their Shrine Port Nyanzaru - Gathering Information Added in rumor for section 93-96 Item Handouts Added in Flame Tongue Longsword and Bracers of Defense as item handouts.
Trivia said: Shanen - Your game should be updated! Thanks for reporting this as it revealed a bug to squash!&nbsp; If anyone else has had an issue going from patch 1.1 to 1.3 , please let us know in this thread and let us know the name of the game with the issue.&nbsp; I think I might be having this exact issue with my game 'Chult I Stay Or Chult I Go?'. Spellcaster NPCs have their spells in the old format. I checked some of the other patch changes, and it seems I have gotten the 1.1 and 1.3 fixes (at least the ones I checked) but not the 1.2 ones.
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DarkDeer
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Thank you Royne, I'll let a dev know and get that fixed for you :)
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DarkDeer
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Royne- Should be all fixed now! Thank you for letting us know about the issue.
Faerie Dragon lists&nbsp;Superior Invisibility under the "Bio & Info" tab, but it's the only trait that's not listed on the Character Sheet tab.&nbsp; Thanks for considering!
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Gen Kitty
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Chuck K. said (elsewhere): I think I found a bug with the lighting layer (something I noticed because the Tomb of Annihilation module has "has sight" unchecked for all NPCs to help with lag). Easy way to test is in Map (S) L1 Rotten Halls, room #10 on the west side. The Wights have emits light 60 ft, dim light empty, all players see light unchecked, has sight unchecked. If you grab one of the Wight tokens and drag them down in line with hallway 5c to the east, and watch the dark/light lines against the walls, you can see that the Wight token is emitting light and seems to cause lighting calculations. Removing their light entirely (which does nothing from a play standpoint since they have no sight and no "others can see"), stops it.
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DarkDeer
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In order to have creatures have darkvision, they must exude light. If a GM wishes to remove this, they can from all tokens in Game Settings. This is currently the best compromise we are able to make between everything having sight on and GM's needing to input all vision settings for creatures.&nbsp;
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Tokens that have 60ft light, but with sight disabled, don't have any visibility. I understand that the module has sight disabled by default to help with advanced fog of war and lighting lag. I'm guessing you left light values entered so it would be easy for GMs to just enable sight per token without having to type in values. The bug I was trying to report wasn't about tomb of annihilation specifically (it is just where I noticed it and was a good example to use). It seemed odd that tokens that have light, not visible by other players, and no sight still cause lighting updates on the map when moved around when there's no practical reason for them to. (since nothing can actually make use of the light in that combination of settings).
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DarkDeer
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Chuck - That is how tokens have darkvision using the VTT. So it works like a character having a torch, but one that only they can see. There is not a difference programatically between torch light and darkvision radius, its just wether the token shares it's vision radius with other tokens or not :) The value is there so GM's can enable sight on that token and hit CTRL-L to see what that token can see, even in darkness.&nbsp; Does that help? :)
I'm having some trouble with the Fane of the Night Serpent map, there's a tremendous amount of lag when I move the characters around the map, go to ping, and some of my players cant even load in. any recommendations or tricks I can try to fix this situation?
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DarkDeer
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Hi Redtitan! We have a general tips and tricks guide here -&nbsp; <a href="https://wiki.roll20.net/Optimizing_Roll20_Performance" rel="nofollow">https://wiki.roll20.net/Optimizing_Roll20_Performance</a> Fane of the Night Serpent is a huge map with a lot of dynamic lighting, light sources and tokens, all of which can affect performance. There may be some spots on the map where you wouldn't mind simplifying the dynamic lighting, such as pillars. We put a DL "x" to show that a player cannot move past those and that they restrict line of sight. If your game does not benefit from that as much, those could be a quick way to remove some of the processing from the page.&nbsp; Let me know if that helps!
Thanks for the words of advice, still seems a bit choppy in some places but i can definitely see a differance
Trivia said: Shanen - Your game should be updated! Thanks for reporting this as it revealed a bug to squash!&nbsp; If anyone else has had an issue going from patch 1.1 to 1.3 , please let us know in this thread and let us know the name of the game with the issue.&nbsp; I still have incorrect spells for my npcs and the chult map has incorrect distance on it. This is so far all I have noticed, and am stated as up to date. game name is Tomb of Annihilation DK.&nbsp;
Hi, I feel like a complete noob for asking this, but how do you know which patch you are on ? And how do you apply a patch to an existing campaign, can't seem to find the option.... Thanks in advance...
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DarkDeer
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A new copy of the game will be the latest update. If it's an older version, you can check if there's a "Patch Notes" handout under the START HERE folder in the module :)
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Thanks, it's an older game, just checked, and there are no Patch Notes. So, how do I patch ?
Hi Philippe, Sorry for the delay! Could you email us at <a href="mailto:Team@Roll20.net" rel="nofollow">Team@Roll20.net</a> with a link to the game in question? Thank you! Philippe K. said: Thanks, it's an older game, just checked, and there are no Patch Notes. So, how do I patch ?
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keithcurtis
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Reported Elsewhere : GM Sean &nbsp;said: Hi, I bought the Tomb of Annhiliation on the market place and the macros included are not working.&nbsp; I push the buttons, either token or not, and it activates, and its outputs are blank and no text. How do I get this fixed since I bought this from roll d20? Disappointed DM
keithcurtis said: Reported Elsewhere : GM Sean &nbsp;said: Hi, I bought the Tomb of Annhiliation on the market place and the macros included are not working.&nbsp; I push the buttons, either token or not, and it activates, and its outputs are blank and no text. How do I get this fixed since I bought this from roll d20? Disappointed DM Thank you for moving this to the right board.&nbsp; Appreciated. But, I guess my question is, I bought this product from Roll d20 and it is not working.&nbsp; What is the protocol?&nbsp; If the product is not working that I bought, do I post on a community board and hope someone responds in a day, a week, a month?&nbsp; How does it get fixed, etc? I am not sure how this works and doing a search on the site, I am not seeing an answer, hence, I posted on the community forums to better understand how others or myself, get resolution.&nbsp;&nbsp; I posted this a couple of days ago now, have a game to run in a couple of hours, just need to get this addressed. Thanks, Sean
Hi GM Sean, All of those are very valid questions! Typically the best point of contact for a module will be its associated bug report thread (as you have found here). That said, if you are looking for a more direct line of support, you are free to email us at <a href="mailto:Team@Roll20.net" rel="nofollow">Team@Roll20.net</a> and we will help however we can! With all of that aside :) I saw that Keith had provided some potential solutions in the older thread, did that help the issue at all? As an additional note, in case you are using another sheet, our official Wizards of the Coast content is made specifically for the official 5e sheet made by Roll20, so we cannot guarantee that various macros will transfer if you are potentially using another sheet.
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keithcurtis
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Hi GM Sean, Usually, you can get a response to something like this pretty quickly. Did you try the suggestion I left you in the other thread, about&nbsp; clearing the Chat Archive &nbsp;(not&nbsp; clearing your current Chat Log ) ? That's the most common culprit in macros universally failing to provide output. Also, Could you let me know which sheet you are using for the campaign? Most common are the Roll20 OGL for 5e or the Shaped Sheet for 5e. That can help narrow down problems. Ultimately, we do have troubleshooting steps. They are outlined below. In the meantime, I'll see if I can escalate this for you. Could you please carefully work through these steps of our guide to&nbsp; Solving Technical Issues ? Step 1: Make sure to use the right browser Please check if these issues persist when using both Chrome&nbsp; and&nbsp; Firefox. Step 2: Ensure that there are no extensions/addons interfering with Roll20 Please disable&nbsp; all&nbsp; add-ons/extensions&nbsp; and&nbsp; anti-virus programs. Step 3: Clear your cache If none of the above succeeds, please thoroughly work through&nbsp; Step 4 .&nbsp; (Don't forget the complete Console Log!) Thank you!
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keithcurtis
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Sniped by Drespar! :)
Support, Yes, I cleared the Chat Archive as you suggested.&nbsp; It did not resolve the macro output issue.&nbsp; The game Macro's just say GM . . .&nbsp; and no output into the chat. I am using the 5E D&amp;D Shaped Character Sheets. I am using Chrome for browser. There are no extensions or addons interfering that I can see or know about.&nbsp;&nbsp; I have cleared my cache. Sean
Could you give the 5e OGL sheet by Roll20 a try? The shaped sheet is community contributed and is not officially supported in the official adventures.
Since were in the game playing, how would switching character sheets effect my players sheets?&nbsp; Would all they exp, levels, items, notes, etc convert over?
Most things should transfer without much hassle. I would say it is prudent to write them down (copy paste to a google doc, or take a screenshot, etc.) just in case, but the two sheets share a lot of similar attributes and should carry over without too much trouble. GM Sean said: Since were in the game playing, how would switching character sheets effect my players sheets?&nbsp; Would all they exp, levels, items, notes, etc convert over?
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Loren the GM
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My suggestion would be duplicate the game for backup just in case - that way nothing gets lost.
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DarkDeer
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Patch Day! Tomb of Annihilation Patch Notes for 1.4 Updated Spellcasters for OGL sheet 2.4
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keithcurtis
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Reported Elsewhere : xTimmyx &nbsp;said: So i'm playing the campaign with my players.&nbsp; and i bring them all into one of the maps that is needed to play the game.&nbsp; &nbsp;The whole map is pure lag,&nbsp; and i think it has to do with the Dynamic light effect and such.&nbsp; we got the one map done, but today i went in afterwards and fiddled around on the map itself.&nbsp; when i'm on the Object layer, its Super laggy, even for me when i'm by myself.&nbsp; Zooming is super laggy,&nbsp; moving tokens is super laggy.&nbsp; moving around the map with your right mouse click and hold and drag is super laggy. HOWEVER.&nbsp; When i'm in the DMs layer,&nbsp; I can move tokens, move the map around, zoom in and zoom out ALL WITH EASE.&nbsp; &nbsp; So i dunno if you guys know about this,&nbsp; but now i am going to be cut and paste the maps into new maps separately so i can have a smoother experience.&nbsp; :)&nbsp; Cheers guys :)&nbsp;
Thank you Keith! i'd like to add something else into it too...&nbsp; Pertaining to the GM layer being smooth.&nbsp; its also smooth on the Map Layer and the Dynamic Light layer as well!&nbsp; &nbsp; Cheers
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keithcurtis
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My guess is that Dynamic Lighting might be slowing you down, since it would not function while you are on those other layers. If you don't need your NPCs to have DL features (I never turn this on for them in my own games-- Silly players, light is for PCs! ), you can quickly turn it off on a whole group with a script like Token-mod.
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xTimmyx said: Thank you Keith! i'd like to add something else into it too...&nbsp; Pertaining to the GM layer being smooth.&nbsp; its also smooth on the Map Layer and the Dynamic Light layer as well!&nbsp; &nbsp; Cheers Exact same problem here. I have a fairly high-end computer (i5-6600k, 16gb RAM) and I was getting severe lag on the map with my Roll20 Chrome instance spiking up to 60% CPU usage. Showing all the shrines on one map seems like the wrong choice. edit: fixed by running token mod against all tokens on the token layer. So CTRL+A to select all tokens then: !token-mod --off light_hassight edit2: still laggy. I ended up splitting the Shrines map by hand into 9 individual maps... not fun.