1.0.3: a week of bug hunting — Foundry import, ghost quests and friends
· 3 min read
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
.dd2vttfiles 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!
