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Beta Test Guide v1.4.0
This guide helps beta testers verify the features added, changed, and fixed in the SW5e Module 1.4.0 feature set (prerelease / current v.next beta artifact). Use the checkboxes to track progress and report anything that does not match the expected results.
Canonical editable copy:
docs/beta-test-1.4.0.mdon branchv.next.
The published wiki page is a copy for convenience — edit the repo file first, then sync the wiki when the checklist changes.
For the full technical changelog, see CHANGELOG.md section 1.4.0.
Related wiki pages:
- Compatibility & Limitations
- Starship Sheet Guide
- Powercasting Configuration and Overrides
- Attribute and Active Effect Keys
- Themes and Appearance
Historical companion (not the active guide): docs/beta-test-1.3.7-1.3.8.md for older 1.3.8-era regression only.
- Cover the 1.4.0 feature set that beta testers can exercise in Foundry without rebuilding packs.
- Provide checkbox-driven, task-oriented tests with expected results and failure signs.
- Separate ordinary beta testing from contributor-only pack rebuild steps.
- Keep the repo document canonical; the wiki mirrors it for published reading.
| Component | Required version |
|---|---|
| Foundry VTT | v13.x |
| dnd5e system | v5.2.5 |
| lib-wrapper | Required (module dependency) |
| SW5e Module | 1.4.0 beta build / prerelease / current v.next beta artifact |
This guide does not claim that a stable Manifest release of 1.4.0 is already published. Install from the authorized beta artifact or Pre-release your maintainer provides.
- Obtain the authorized 1.4.0 beta / prerelease ZIP (or the current
v.nextbeta artifact you were asked to test). - Install or update the module in Foundry.
- Fully restart Foundry after installing or updating (not just a browser reload).
- Prefer a disposable test world. Back up any campaign world before updating.
- Distinguish fresh content (new create / Compendium import) from migrated older world copies when a test says so.
Ordinary beta testers should not rebuild Compendiums. Pack rebuild steps are contributor-only and are called out separately if mentioned at all.
- Open the browser developer console (F12) and keep it visible while testing.
- Prepare suggested fixtures:
- A character with Force and/or Tech casting (or create one and add sample powers).
- An NPC imported from SnV or VGH that has Force/Tech points.
- A starship from Drake’s Shipyard (or an existing SW5E starship Actor).
- At least one managed blaster and compatible ammo.
- Use a disposable Actor folder so temporary imports are easy to delete.
- Record exact steps and capture screenshots/recordings when something fails.
- Do not run destructive tests in a production campaign without a backup.
Include:
- Module version / build / commit (if known)
- Foundry version
- dnd5e version
- Browser
- Fresh vs migrated Actor/Item
- Actor or Item name
- Exact steps
- Expected result
- Actual result
- Relevant console output
- Screenshot or recording where helpful
- Whether it still fails after a full Foundry restart
Do not send passwords, license keys, or unrelated world data.
Prerequisites: Module enabled; Foundry fully restarted; disposable world preferred.
- Module loads with no attributable startup console errors.
- Character sheet opens in Play and Edit.
- NPC sheet opens.
- Starship sheet opens with Core | Inventory | Features | Effects | Description.
- A Force or Tech power Activity can be used without sheet crash.
- Compendium Scum and Villainy (
snv-monsters) opens under SW5E System Content → Monsters. - Compendium Vesh's Galactic Holodex (
veshs-galactic-holodex) opens under Monsters. - Legacy Monsters pack remains available.
- A basic weapon Attack from a character works.
- A basic starship weapon Attack works (or opens the expected crew picker).
- Retained SW5E branding displays: Pause overlay and lightsaber sheet headers / logos look present (stock Foundry chrome otherwise).
Expected: Usable sheets and packs; no crash on open; branding retained without selectable theme modes.
Failure signs: Startup errors attributable to the module; missing SnV/VGH packs; missing legacy Monsters; sheets fail to open; selectable Light/Dark/Underworld theme setting present.
Cleanup: Delete temporary imported Actors if desired.
Prerequisites: Any character; GM or owner.
- Open the sheet in Play, then Edit.
- Scan labels for powers, skills, currency, and Special Traits.
- Play and Edit present usable controls without broken chrome.
- No raw localization keys (for example
SW5E.…) appear on primary sheet surfaces. - Special Traits open and show SW5E flags such as maneuver critical / encumbrance-related entries without Force/Tech discount flags listed as Special Traits.
Failure signs: Raw i18n keys; broken Edit controls; discounts appearing under Special Traits.
Prerequisites: Character or NPC with a wallet; any priced Item.
- Open currency / inventory price UI.
- Compare to an older Actor that may still have PHB coin leftovers (if available).
- Wallet and price denomination UIs show Galactic Credits (
gc) only. - Stock
pp/gp/ep/sp/cpare not presented as active SW5e currency choices.
Failure signs: Multi-denomination PHB coins shown as active currency.
Prerequisites: Module settings open.
- Search module settings for theme mode controls.
- Pause the game; open a character sheet header.
- If an older world still has a stored theme setting value, confirm it does nothing.
- No selectable SW5E Light / SW5E Dark / Underworld Alloy theme setting is available.
- Stock Foundry / dnd5e chrome is used for application appearance.
- Pause branding and lightsaber headers / logos still display.
- Stale theme setting values do not re-enable removed themes.
- Advancement Manager / level-up UI is readable without depending on removed theme modes.
Failure signs: Theme cycle controls present; Pause/header branding missing unexpectedly; Advancement Manager unreadable solely because of a removed theme assumption.
Prerequisites: Character (or supported Actor) with Force and/or Tech casting; Edit mode.
- Open Configure Powercasting from the Powers tab Edit-mode control.
- Exercise Force Light/Dark/Universal overrides where available.
- Exercise Tech points-ability override where Tech is available.
- Save, reopen, and check Play-mode presentation of DCs / attacks.
- Force overrides can be set and persist after reopen.
- Tech override controls appear when the Actor uses Tech.
- Edit-mode configuration is available; Play mode remains usable for casting.
- Save DC and attack presentation update consistently with the chosen abilities (spot-check one Force and one Tech power if both exist).
Failure signs: Dialog missing; Tech options absent on a Tech user; changes do not persist; sheet errors after save.
Prerequisites: Caster with Force and/or Tech points; Edit access to Power Point dialogs.
- Open Force Points configuration; set a whole-number Force discount (for example
2). - Use a leveled Force power whose raw cost is greater than the discount; note preview / Consumption / spend.
- Set discount equal to or above raw cost; confirm cost floors at
0. - Cancel a dialog change and confirm no write.
- Attempt spend with insufficient remaining points.
- Confirm Tech powers do not spend Force (and vice versa).
- Clear / omit discount and confirm missing discount behaves as
0.
- Force discount applies as
finalCost = max(0, rawCost − discount). - Tech discount works independently the same way.
- Cost never goes negative.
- Cancel does not persist partial dialog edits.
- Insufficient points block or warn as expected without spending the other pool.
- Missing discount behaves as zero.
Failure signs: Wrong pool spent; Item/Activity source cost permanently mutated; negative cost; discount ignored; Special Traits required to set discount.
Cleanup: Reset discounts to 0 on the test Actor.
Prerequisites: GM; fresh import from SnV/VGH; do not rely on old world copies for this subsection.
- Import a Force-only caster, a Tech-only caster, and (if available) a dual caster.
- Open each sheet and record Force/Tech points.
- Spend points from one pool; close and reopen the sheet.
- Trigger a sheet re-prepare / reopen without resting.
Concrete check (SnV): Import Jedi Sage (jedi-knight-sage).
- Authored Force max imports with current full (Jedi Sage: 49 / 49).
- Authored Tech max imports full when present.
- Dual casters import both pools full when both are authored.
- Spending reduces the correct pool only.
- Closing and reopening preserves the spent value.
- Preparation / reopen does not silently refill current back to max.
Failure signs: Current stuck at 0 while max is positive; auto-refill on reopen; wrong pool spent.
Cleanup: Delete temporary imported NPCs when finished.
Prerequisites: Fresh non-caster PC; Force/Tech powers from Powers & Maneuvers; at least one Free Learn power if available; one NPC caster from SnV/VGH.
- Open a non-powercaster PC Powers Known display.
- Add one ordinary Force power; then one Tech power; then remove them.
- Add a power that has multiple Activities; confirm it counts once.
- Add a Free Learn power; confirm it does not increase the Known numerator.
- On a class caster with a positive class Known max, confirm the maximum remains intact.
- On an NPC with unspecified Known max, confirm
N / —presentation. - On an NPC caster, confirm the numerator matches qualifying embedded powers (Free Learn excluded).
- Non-powercaster PC begins
0 / —(or equivalent empty display) for unused cast types. - Adding one ordinary Force power → Force Known
1 / —(when max unspecified). - Adding one ordinary Tech power → Tech Known
1 / —independently. - Removing powers restores prior counts.
- Multi-Activity power counts once.
- Free Learn does not count against Powers Known.
- Class-derived positive maximum remains intact on PCs.
- NPC unspecified max shows
N / —. - Force and Tech counts remain independent.
Failure signs: Free Learn counted; multi-Activity double-count; Force/Tech bleed; max invented as 0 for NPCs that should show —.
Prerequisites: Fresh Force power; fresh Tech power; discounts optional.
- Force power Activity resolves.
- Tech power Activity resolves.
- At-will / zero-cost power spends
0points. - Leveled power spends the expected (discounted) cost.
- Correct resource pool decreases.
- No deprecated preparation warning attributable to the power use.
- No
DataModelValidationErroron use.
Note: This section tests the general module superiority system. SnV/VGH are not assumed to contain superiority creatures.
Prerequisites: Character with Superiority or Superiority Style; at least one Maneuver Item.
- Open Superiority configuration (Powers tab / sidebar cog in Edit).
- Confirm die size and current/max dice.
- If testing Superiority Style: grant Style and confirm one die + character-level denomination without requiring class superiority progression.
- Apply an Active Effect ADD to
system.superiority.dice.maxand confirm the pool does not collapse to0. - Open a Maneuver Item: Details, Effects tab, Description summary.
- Use a Maneuver heal Activity that should resolve
@modvia the Maneuver ability contract. - Reopen Actor and Item sheets.
- Superiority configuration controls work in Edit and remain readable in Play.
- Die size and current/max dice display correctly and persist.
- Superiority Style grants a die without requiring class superiority progression.
- ADD against
dice.maxdoes not zero the pool incorrectly. - Maneuver Effects tab is present.
- Description shows Activation / Range / Target / Duration summary when those labels exist.
- Heal formulas behave with the current modifier model (
1d@superiority.die + @modon corrected content). - Values persist after reopen.
Failure signs: Max dice collapses to 0 from ADD effects; missing Effects tab; heal always uses 0 mod; Style requires a class progression incorrectly.
Prerequisites: Managed blaster + ammo; natural attack / Unarmed Strike example; explosive consumable if available; one SnV/VGH weaponed NPC.
- Attack with remaining magazine shots.
- Use Burst and Rapid where the weapon supports them.
- Empty the magazine and attempt Attack / Burst / Rapid.
- Reload with compatible ammo.
- Confirm no duplicate consumption and no legacy warning spam.
- Normal Attack consumes magazine uses as expected.
- Burst and Rapid consume the expected shot counts when supported.
- Empty / insufficient magazine stops the activity before resolving and surfaces Reload guidance.
- Compatible ammo Reload refills as expected.
- No double-consume; no spam of obsolete warnings.
- Natural attacks / Unarmed Strike behave as natural where classified.
- Flat ability-mod damage is not duplicated incorrectly.
- Explosive consumable destroys / consumes as expected for the item.
- SnV/VGH monster weapons expose saves/riders on Activities where authored.
Fresh vs migrated: Spot-check both a fresh Compendium weapon and an older world copy if available.
Failure signs: Double damage mods; Reload never offered; Activities throw; migrated items diverge badly from fresh examples without explanation.
Prerequisites: SW5E starship; at least two Pilot/Crew-capable Actors with Deployment rank ≥ 1 where possible; GM for hidden-crew tests.
- Open Core → Crew & Passengers.
- Add multiple Crew via Add Crew multi-select; add one Pilot (exactly one selection).
- Confirm PC/NPC group headings,
P/Cmembership pills, and search (pilot/crew/passenger). - Compare Play vs Edit: Set Pilot / Remove visibility.
- Make a starship skill check with two qualified crew aboard (responsible-crew picker).
- Make a starship weapon attack with multiple candidates (firing-crew picker / PB).
- Confirm Active Crew removal.
- As GM, hide a crew member and verify non-GM visibility; test aggregate NPC quantity controls if available.
- Check Flight Manifest counts and persistence after reopen.
- PC and NPC crew groups appear as expected.
- Membership pills and search work.
- Play vs Edit chrome matches: visible Set Pilot / Remove restricted to Edit; authorized Remove still available via context menu where permitted.
- Add Crew multi-select deploys multiple distinct Actors; Pilot requires exactly one.
- Responsible-crew picker appears with 2+ qualified Actors; one qualifies auto; zero rolls without crew PB.
- Firing-crew proficiency can apply on attacks; public chat stays ship-attributed.
- Active Crew was removed. Confirm no Active Crew selector or workflow remains.
- Hidden crew visibility follows GM-only rules where applicable.
- Aggregate NPC quantity promotes/adjusts without cloning Actors (if tested).
- Flight Manifest counts and assignments persist after reopen.
Failure signs: Active Crew UI or selector present; multi-select ignored; picker never appears with multiple candidates; crew vanishes after reopen; non-GM sees hidden members.
Cleanup: Remove temporary crew assignments from the test ship.
Prerequisites: Starship token on a scene; Role with movement effects preferred; Fuel available for burn tests.
- Open Token / Prototype Token configuration.
- Opt into Starship Hull and Starship Shields resource bars (
sw5e.starshipHull/sw5e.starshipShields). - Edit bars from the Token HUD; reopen Actor/token.
- Hull and Shield resource choices appear for starships only (manual opt-in).
- Bar values/maxima display sensibly.
- HUD edits update and persist (Hull ↔ HP value path; Shields ↔ temp path).
- Existing tokens are not auto-migrated; stock Hit Points remains available.
- Resolve a starship attack with firing crew when applicable.
- Apply damage affecting Shields then Hull; observe flat DR if enabled.
- Exercise System Damage / conditions / Slowed / Power Routing as available on the sheet.
- Confirm Role Override movement on Space/Turn; apply Slowed and Power Routing once each.
- Check Max Fires/Round informational row.
- Burn multiple fuel units; cancel a burn; burn at 0.
- Open Recover Power combined dialog; allocate pools.
- In Edit, open Ship’s Stores cog; confirm Play hides the cog but keeps bars/actions.
- In Edit, confirm Space/Travel Speed/Pace numeric counters hide while Turning Speed remains visible.
- If using space-station variant setting, spot-check station behavior.
- Starship attack and firing-crew PB behave as in Section E.
- Hull/Shield damage presentation remains coherent with sheet vitals.
- Flat Damage Reduction behaves per world automation setting.
- System Damage / conditions / Slowed / Power Routing do not stack Slowed repeatedly on re-derive.
- Role movement Active Effects provide Space/Turn baseline.
- Max Fires/Round is informational only (does not block firing).
- Multi-burn fuel applies available amount with soft warning when over-requested; Cancel leaves fuel unchanged; Burn at 0 is a no-op.
- Recover Power combined dialog validates headroom and persists one update.
- Ship’s Stores cog is Edit-only; modes persist independently; Cancel does not write.
- Edit-mode movement-counter hiding matches expected behavior.
- Station variant still supported when enabled (spot-check).
Failure signs: Auto-assigned Hull/Shield bars on old tokens; Slowed compounds each reopen; Recover Power double-writes; fuel burns more than available without warning; Active Crew resurfaces; theme-dependent starship chrome required for readability.
Prerequisites: GM; Compendium browser.
- Open SW5E System Content → Monsters → Scum and Villainy /
snv-monsters. - Count Actors (expect 508).
- Confirm Creature Type folders and sample one Actor from each populated folder.
- Confirm legacy Monsters pack still present.
- Confirm incomplete Veerhydra stub is absent.
- Check source label SnV on a sample Actor.
- Import Jedi Sage and one Tech caster; verify points and Powers Known.
- Spot artwork load (approved or fallback).
Folder samples to open when populated: Aberration, Beast, Construct, Droid, Force Entity, Humanoid, Plant, Undead, Custom Type. Do not require Starship when that folder is empty/absent.
- Pack appears under Monsters.
- Actor count is 508.
- Creature-Type folders organize content.
- Legacy Monsters remains present.
- Incomplete Veerhydra stub is absent.
- Source displays
SnV. - Artwork loads (exact, likely match, provenanced, or marked fallback).
- Representative natural and manufactured weapons open.
- Force/Tech creatures embed powers; authored points start full; Powers Known displays correctly.
- Import + reopen works with no Actor-construction errors.
Prerequisites: GM.
- Open the VGH pack under Monsters.
- Count Actors (expect 115).
- Confirm seven populated Creature-Type folders: Aberration, Beast, Custom Type, Droid, Humanoid, Plant, Undead.
- Confirm source displays exactly
Vesh's Galactic Holodex. - Spot-check named Actors (present in current pack):
- Acklay, Gladiator
- GEMINI Conspirator Droid
- Emperor's Wrath
- Albek
- Imperial Cipher Agent
- Dark Side Spectre
- Saava
- Evarrian
- Import a Force and a Tech caster; verify pools / Known; accept generic artwork fallback where maintainer art is pending.
- Pack appears under Monsters with 115 Actors.
- Seven expected folders are populated.
- Source string is exactly
Vesh's Galactic Holodex. - Named spot-checks open without construction errors.
- Weapons / Force / Tech / points / Powers Known behave consistently with the SnV embedding approach.
- Imported Actor persists after reopen.
- Generic artwork fallback is acceptable where custom art is deferred.
Cleanup: Delete temporary imports.
Audience: Advanced testers / homebrew authors. Ordinary beta testers may skip.
Prerequisites: Ability to open Attribute and Active Effect Keys.
- Credits-only wallet and item prices use Galactic Credits.
- Orphan PHB currency keys are not presented as valid SW5e currency.
- Attribute page documents Force/Tech point fields,
known.max, preparedknown.value(non-AE), discount flags, starship resource IDs, movement keys, and@sw5eCrewAttackProf. - Distinction between AE targets and prepared/read-only / token resource IDs / roll terms is clear.
Failure signs: Guide or UI encourages AE on known.value, token resource IDs, or the crew attack roll term.
Source: CHANGELOG.md 1.4.0 Migration subsection; module.json needsMigrationVersion (1.3.6); runtime migration on GM load.
Prerequisites: Backup; optional older world copy.
- Back up the world before first GM load on a build that includes currency fold (1.3.4) or Maneuver formula rewrite (1.3.5).
- Load as GM and allow migrations to run.
- Compare a fresh import vs a migrated Actor for currency and Maneuver heals where relevant.
- Confirm lib-wrapper is enabled; Foundry v13.x + dnd5e 5.2.5.
- Full-world backup warning understood before migrating a real campaign.
- Orphan PHB wallet amounts fold into
gcon supported builds; price denominations remap togc. - Recognized obsolete Maneuver heal formulas rewrite to
1d@superiority.die + @modwithout wiping homebrew unknowns. - Fresh vs migrated differences are understandable; some content still needs reimport rather than migration.
- lib-wrapper required; unsupported configurations documented as limitations.
- Artwork fallback for SnV/VGH is an accepted limitation where noted.
- No assumption that the module world-migrates every NPC Compendium Actor without import/rebuild.
Failure signs: Silent irreversible wallet merges without backup warning in docs; homebrew Maneuver formulas overwritten incorrectly; migrations require ordinary testers to rebuild packs.
While performing the sections above, watch the browser console for module-attributable issues:
- No
DataModelValidationError - No unexpected
TypeError/ReferenceError/SyntaxError - No unresolved StringTerm /
NaNon power or starship rolls - No deprecated preparation warning on canonical power use
- No failed module asset requests for required icons (fallback art may still 404 only if mis-marked)
- No missing document errors when opening pack Actors
- No Activity execution / power-consumption failures on canonical examples
- No missing localization on primary surfaces
- No duplicate hook / lib-wrapper registration warnings attributable to this module
Separate unrelated browser/extension noise from module-attributable errors when reporting.
After a full Foundry restart:
- Module restart clean
- Fresh Actor path OK
- Migrated Actor path OK (if tested)
- Force casting / discounts / pools
- Tech casting / discounts / pools
- Superiority / Maneuvers
- Managed blaster + Reload
- Natural attack
- Consumable spot-check
- Starship sheet + crew workflow
- Starship combat / DR / movement
- Hull/Shield token bars opt-in
- SnV pack (508) + sample casters
- VGH pack (115) + sample casters
- Fallback artwork accepted where deferred
- Legacy Monsters remains
- Source labels (
SnV,Vesh's Galactic Holodex) - Powers Known behavior
- No attributable console failure
Tester:
Build/commit:
Foundry version:
dnd5e version:
Browser:
World type: Fresh / Existing / Both
Quick smoke: PASS / PARTIAL / FAIL
Characters and UI:
Powercasting:
Superiority:
Weapons:
Starship sheet:
Starship combat:
SnV:
VGH:
Migration:
Console:
Issue summary:
Reproduction steps:
Expected:
Actual:
Console output:
Screenshots/recording:
Cleanup completed:
- Pack
_sourceedits require Foundry fully stopped, thennpm run build:db, then Foundry restart. - Ordinary prerelease ZIP testing does not require those steps.
| Topic | Note |
|---|---|
| VGH artwork | Generic/canonical icons are acceptable while custom art is deferred. |
| SnV artwork | Some art may be unofficial replacements; fallbacks may be marked for replacement. |
| Theme modes | Selectable SW5E themes are removed; use Foundry appearance settings. |
| Active Crew | Removed; membership Pilot/Crew/Passenger is authoritative. |
| Hull/Shield bars | Manual opt-in only; no auto-migration of existing tokens. |
SW5e Module Wiki
Start here: Home · Getting Started · Feature Overview · Sheets & Features
Popular topics: Blaster Reload and Ammo Use · Themes and Appearance · Starship Sheet Guide · Powercasting Configuration and Overrides
Need help? Troubleshooting · FAQ · Compatibility & Limitations
Working on the module? Developer Guide · Developer Reference · Local Setup and Workflow · Testing & Contribution
For general FoundryVTT help, please use the Foundry VTT Discord, Baileywiki’s Foundry VTT playlist, or Encounter Library’s Foundry VTT Basics playlist.