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1.0.3: a week of bug hunting — Foundry import, ghost quests and friends

· 3 min read
IGMLcréation
Créateur de LoreMind

First week after the 1.0 launch, and it was a busy one: thank you to everyone who installed DM Loremind, tested it, and above all reported bugs — almost everything below comes straight from your feedback.

🎲 Foundry VTT import: the big batch (module 0.2.8 → 0.2.9)​

This was the main pain point several of you reported, and it got a deep treatment:

  • Dungeon Alchemist walls: imported scenes triggered validation errors in Foundry (light: 2 is not a valid choice) — the walls used the old Foundry v9 scale. They are now converted properly, and as a bonus "terrain" walls (wagons, rocks) partially let vision through, as Dungeon Alchemist intended.
  • DungeonDraft lights: no more completely blinding screen — colors were decoded incorrectly (torches turned pure white) and the intensity stacked on top of the lighting already baked into the image. Lights got their true colors back, with a subtle intensity.
  • Scene previews: missing thumbnails in the Foundry sidebar are now generated systematically.
  • No more "disallowed extension" error on .dd2vtt files during import.
  • Enemies without a Foundry actor: if an enemy references an actor that doesn't exist in your world (created in another world, missing compendium), the module now creates a blank sheet to fill in instead of silently skipping the enemy — and the stats you enter survive re-imports. A notification lists the enemies concerned.

🧹 "Ghost quests" are gone​

A sneaky bug: deleting a free quest could leave its scenes lying around in an invisible corner of the database… which is why deleted quests kept resurrecting in the Foundry export. Three changes:

  • Deleting a free quest now really deletes its content — and the confirmation dialog tells you the exact impact ("4 scenes will be deleted with it") before you confirm.
  • The Foundry export only includes quests that actually exist.
  • On first launch of 1.0.3, an automatic repair takes care of existing data: orphaned content becomes visible again as a quest (nothing is destroyed behind your back — you decide whether to keep it), and empty shells are cleaned up.

🐛 Other fixes​

  • Backup/restore: images were not properly linked to the campaign when importing a backup, which broke their display — fixed (1.0.1).
  • Lore sidebar: with many templates, the bottom panel would end up hiding the whole tree. It is now capped with its own scrollbar — thanks to the user who reported it 🙏.

🔒 Under the hood: security and quality​

  • A continuous analysis pipeline is now in place (full code linting + vulnerability scanning of the Docker images): 22 CVEs purged from the images on the very first run, and every build is now checked before publishing.
  • A big technical-debt pass on the application core, to keep the code healthy over time.

How to update​

  • Docker: docker compose pull && docker compose up -d (or the automatic update);
  • Foundry module: update from Foundry's module administration (v0.2.9).

And if you run into a bug, come tell the tale on the Discord — as you can see above, it works. See you next week!