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LaSossis Modules migration to VTT 13

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LaSossis Modules migration to VTT 13
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DESCRIPTION

UUUUAAAAAAAAAAAAAHHHHH !!!! FINALLY

Hold on to your butts, it's gonna be a bit long...

Well well well, i'm a bit early but i couldn't wait What a great idea to start a project close to the release of the Lancer System v3.

But thanks to the heat wave in Europe and the broken air conditioning at my work.I was free to leave earlier, giving me more time to cook. Some stuff went more smooth than expected, others .... ooof

So i finally move to v13, what i did it migrating my own world and setup and fixing all **** that was broken. That process did brought some new feature along the way, as it gave me opportunity to check all modules i have.

(Teasing : new Ruler + Isometry stuff)That plus some small request from patrons and others., there a lot of stuff.if you see this [*] it means this was something suggested by a user. (either patreon or not) Sadly bye bye V12 , i cant maintain both.

Expect bugs and stuff, has i probably missed some stuff.

Anyways, let's start with the small modules first.

Template Macro

Migration to V13

Added movement penalty for Lancer Automation Ruler (cf LA Ruler)

f using THT Fork, the THT ruler can interact with Templates if needed [*]

Temporary Custom Status

V13 Migration

Grid Aware Aura Fork

Movement Penalty for Lancer Automation Ruler

Boolean: Interact With THT Ruler, allows line of sight THT ruler to interact with some Auras [*]

Terrain Height Tools Fork

V13 Migration + Updated to lasted version of the Original Module

Cf. Original Module updates

Actor Browser Fork (lancer)

V13 Migration

Improvement in Group Edit tool, showing in yellow and Green entry with different value among selection and entry that will be modified

So for those who don't know, i have this little management module for actor, popping up a window, allowing to drag and drop NPCs and recently group edit NPCs.

I had a bug where it reset all my NPCs by accident, it should be fixed. (but make a backup just in case).

Also added a little shortcut to edit prototype token

Lancer Style Library

Attempt to mitigate the influence of Carolingian UI over the Annoying Lancer Alternative sheet

Lancer NPC Import

Little V13 Migration

Elevation Ruler Fork

DEPRECATED FOR V13

this module is no longer needed, as functionality like movement history and other stuff now exist in v13.

Core ruler functionality now exists inside Lancer Automation

Token Faction Fork (Advanced Team)

V13 Migration + UI stuff

Fixed the Hover border behind token option

Player Groups

V13 Migration

Reveal Fog of War

V13 Migration

I should change the repo name

Lancer Automation v3.0.0

oh boi

The big one: move to Foundry VTT v13 and the Lancer v3.0.0 system.

Movement is now handled entirely in-house, so Elevation Ruler is no longer required (and should be disabled). On top of the port there's a pile of new features and a lot of fixes.

The new Lancer Automations Ruler

With V13, many things I implemented in Elevation Ruler are no longer needed. such as the movement history (which I'm glad about, my v12 one was messy and old, and I had to rebuild it).

This ruler is of course optional, but what does it do?

Just like in v12: movement cost calculation, cumulative climbing, movement penalty with my THT fork etc... , but also regions

Speed-tier coloring on the drag ruler (standard / boost / over-boost), Just like Lancer Speed Provider.

Lancer flying & climbing rules built in: flying movement is free up to your speed cap per move, then costs max(horizontal, vertical)

Elevation readout On waypoint labels, with climb arrows and a difficult-terrain warning marker along the path

Terrain penalties: Combine Terrain Height Tools, Grid-Aware Auras, and TemplateMacro difficult terrain (whichever is highest), shown on the ruler.

Auto-elevation

Free movement (hold V) ignores movement cost; debug movement (hold B) moves without firing any automation. These are now Lancer Automations keybindings.

Tactical distance labels: (new, optional): while dragging, every other token shows its distance and elevation difference from where you're hovering.

Movement history and combat tracking now use Foundry's native system; per-turn / per-round auto-clear are options.

Keybinding moved: "Reset/Revert Movement" is now H* (was R)

Isometric support

Well, I'm starting to be curious about isometry, so I wanted to dip my toe into it and support some stuff that were bothering me.

If you use Isometric Perspective or Grape Juice Isometrics, several features now render correctly in iso. (I mainly tested on Isometric Perspective)

Token stat bars, nameplates, and status icons stay upright above the projected sprite.

Ruler waypoint labels and tactical-distance labels stay upright.

Target reticle sits on the projected token instead of the orthogonal cell.

Damage / status floating text appears over the projected token.

Drag-select draws a proper screen rectangle and selects what's boxed (no more giant skewed diamond).

A second click/hover/select zone sits over the token image, so you can click the sprite instead of the empty cell.

Tokens visually rise over terrain they pass during movement

The flying-bob effect bobs vertically instead of diagonally.

Token / Sequencer effects no longer stay skewed after switching back to a non-iso scene.

Token Action HUD

New option: keep the HUD above open actor sheets so it doesn't get buried. [*]

Attack range preview is now a clean pulsing highlight on the canvas when you open an attack (and optionally when an attack card prints) instead of a persistent aura.

A pick target button is added to the attack HUD (shows your weapon range or sensor range) so you can target straight from the dialog. (in addition to Burst/Blast and Line)

New Repairs quick-adjust control on the HUD for actors that have repairs.

Changed the Skill Category to Attribute and added an 'Other Skill' option like in Annoying Sheet [*]

Various v13 layout fixes (floating favorite columns, macro labels, sounds, weapon-profile refresh)

Rest window redesigned :Instead of typing a number and announcing it in chat, you now see every connected player's mech, each showing its current repairs, and you pull repairs directly from them

Deployables

The "Deploy System Items" menu is now Deploy Actors and accepts any actor.

Actor-level extra deployables show up in the Token Action HUD (marked with a dot)

Per-deployable range and count overrides are saved correctly

During placement, Q/E adjust elevation

Misc

New per-category "On Wreck" choice: leave nothing, drop THT difficult terrain, or drop a movement-penalty aura on the wreck.

Sensors now take priority over Battle Awareness when both would spot the same target, so the visual is consistent. (also Shader fixed for isometric)

New per-token Detection Visual control (on the token config): full silhouette + scan, a simpler rotating outline, no overlay, or fully hidden from detection.

Scan now uses Lancer v3's own Scan flow and journal, with Lancer Automations adding its extras on top.

Throw: picking "Throw" now pre-ticks the system's Thrown checkbox and uses thrown range.

Permanent statuses applied at initiative are now whispered to the relevant players and GMs instead of spamming public chat. [*]

Stabilize now correctly consumes a full action.

Fix Overcharge Description Text

"And a shit ton of fixes for V13 Migration.

THAT'S ALL FOR NOW.Next time we will begin the first vote for patreon feature. (cf last post) bye bye. Ty for the support

LaSossis PATREON 0 favs
VIEWS1
FILES14 files
POSTEDMay 30, 2026
ARCHIVEDMay 30, 2026