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Beta Test Guide v1.4.0

CK edited this page Aug 10, 2026 · 2 revisions

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.md on branch v.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:

Historical companion (not the active guide): docs/beta-test-1.3.7-1.3.8.md for older 1.3.8-era regression only.


Purpose

  • 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.

Target Environment

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.


Install and Update

  1. Obtain the authorized 1.4.0 beta / prerelease ZIP (or the current v.next beta artifact you were asked to test).
  2. Install or update the module in Foundry.
  3. Fully restart Foundry after installing or updating (not just a browser reload).
  4. Prefer a disposable test world. Back up any campaign world before updating.
  5. 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.


Before Testing

  • 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.

How to Report a Failure

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.


Quick Smoke Test

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.


Section A — Character Sheets and General UI

A1. Play vs Edit and localization

Prerequisites: Any character; GM or owner.

  1. Open the sheet in Play, then Edit.
  2. 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.

A2. Credits-only currency

Prerequisites: Character or NPC with a wallet; any priced Item.

  1. Open currency / inventory price UI.
  2. 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 / cp are not presented as active SW5e currency choices.

Failure signs: Multi-denomination PHB coins shown as active currency.

A3. Appearance (no selectable themes)

Prerequisites: Module settings open.

  1. Search module settings for theme mode controls.
  2. Pause the game; open a character sheet header.
  3. 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.


Section B — Force and Tech Powercasting

B1. Configure Powercasting

Prerequisites: Character (or supported Actor) with Force and/or Tech casting; Edit mode.

  1. Open Configure Powercasting from the Powers tab Edit-mode control.
  2. Exercise Force Light/Dark/Universal overrides where available.
  3. Exercise Tech points-ability override where Tech is available.
  4. 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.

B2. Force and Tech point discounts

Prerequisites: Caster with Force and/or Tech points; Edit access to Power Point dialogs.

  1. Open Force Points configuration; set a whole-number Force discount (for example 2).
  2. Use a leveled Force power whose raw cost is greater than the discount; note preview / Consumption / spend.
  3. Set discount equal to or above raw cost; confirm cost floors at 0.
  4. Cancel a dialog change and confirm no write.
  5. Attempt spend with insufficient remaining points.
  6. Confirm Tech powers do not spend Force (and vice versa).
  7. 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.

B3. Starting NPC pools (fresh Compendium import)

Prerequisites: GM; fresh import from SnV/VGH; do not rely on old world copies for this subsection.

  1. Import a Force-only caster, a Tech-only caster, and (if available) a dual caster.
  2. Open each sheet and record Force/Tech points.
  3. Spend points from one pool; close and reopen the sheet.
  4. 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.

B4. Powers Known

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.

  1. Open a non-powercaster PC Powers Known display.
  2. Add one ordinary Force power; then one Tech power; then remove them.
  3. Add a power that has multiple Activities; confirm it counts once.
  4. Add a Free Learn power; confirm it does not increase the Known numerator.
  5. On a class caster with a positive class Known max, confirm the maximum remains intact.
  6. On an NPC with unspecified Known max, confirm N / — presentation.
  7. 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 —.

B5. Canonical power regression

Prerequisites: Fresh Force power; fresh Tech power; discounts optional.

  • Force power Activity resolves.
  • Tech power Activity resolves.
  • At-will / zero-cost power spends 0 points.
  • Leveled power spends the expected (discounted) cost.
  • Correct resource pool decreases.
  • No deprecated preparation warning attributable to the power use.
  • No DataModelValidationError on use.

Section C — Superiority and Maneuvers

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.

  1. Open Superiority configuration (Powers tab / sidebar cog in Edit).
  2. Confirm die size and current/max dice.
  3. If testing Superiority Style: grant Style and confirm one die + character-level denomination without requiring class superiority progression.
  4. Apply an Active Effect ADD to system.superiority.dice.max and confirm the pool does not collapse to 0.
  5. Open a Maneuver Item: Details, Effects tab, Description summary.
  6. Use a Maneuver heal Activity that should resolve @mod via the Maneuver ability contract.
  7. 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.max does 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 + @mod on 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.


Section D — Weapons, Ammunition, and Consumables

Prerequisites: Managed blaster + ammo; natural attack / Unarmed Strike example; explosive consumable if available; one SnV/VGH weaponed NPC.

D1. Managed blaster

  1. Attack with remaining magazine shots.
  2. Use Burst and Rapid where the weapon supports them.
  3. Empty the magazine and attempt Attack / Burst / Rapid.
  4. Reload with compatible ammo.
  5. 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.

D2. Natural attacks and consumables

  • 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.


Section E — Starship Sheet and Crew

Prerequisites: SW5E starship; at least two Pilot/Crew-capable Actors with Deployment rank ≥ 1 where possible; GM for hidden-crew tests.

  1. Open Core → Crew & Passengers.
  2. Add multiple Crew via Add Crew multi-select; add one Pilot (exactly one selection).
  3. Confirm PC/NPC group headings, P / C membership pills, and search (pilot / crew / passenger).
  4. Compare Play vs Edit: Set Pilot / Remove visibility.
  5. Make a starship skill check with two qualified crew aboard (responsible-crew picker).
  6. Make a starship weapon attack with multiple candidates (firing-crew picker / PB).
  7. Confirm Active Crew removal.
  8. As GM, hide a crew member and verify non-GM visibility; test aggregate NPC quantity controls if available.
  9. 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.


Section F — Starship Resources and Combat

Prerequisites: Starship token on a scene; Role with movement effects preferred; Fuel available for burn tests.

F1. Hull / Shield token bars

  1. Open Token / Prototype Token configuration.
  2. Opt into Starship Hull and Starship Shields resource bars (sw5e.starshipHull / sw5e.starshipShields).
  3. 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.

F2. Combat, DR, movement, stores

  1. Resolve a starship attack with firing crew when applicable.
  2. Apply damage affecting Shields then Hull; observe flat DR if enabled.
  3. Exercise System Damage / conditions / Slowed / Power Routing as available on the sheet.
  4. Confirm Role Override movement on Space/Turn; apply Slowed and Power Routing once each.
  5. Check Max Fires/Round informational row.
  6. Burn multiple fuel units; cancel a burn; burn at 0.
  7. Open Recover Power combined dialog; allocate pools.
  8. In Edit, open Ship’s Stores cog; confirm Play hides the cog but keeps bars/actions.
  9. In Edit, confirm Space/Travel Speed/Pace numeric counters hide while Turning Speed remains visible.
  10. 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.


Section G — New Monster Compendiums

G1. Scum and Villainy Monsters (snv-monsters)

Prerequisites: GM; Compendium browser.

  1. Open SW5E System Content → Monsters → Scum and Villainy / snv-monsters.
  2. Count Actors (expect 508).
  3. Confirm Creature Type folders and sample one Actor from each populated folder.
  4. Confirm legacy Monsters pack still present.
  5. Confirm incomplete Veerhydra stub is absent.
  6. Check source label SnV on a sample Actor.
  7. Import Jedi Sage and one Tech caster; verify points and Powers Known.
  8. 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.

G2. Vesh's Galactic Holodex (veshs-galactic-holodex)

Prerequisites: GM.

  1. Open the VGH pack under Monsters.
  2. Count Actors (expect 115).
  3. Confirm seven populated Creature-Type folders: Aberration, Beast, Custom Type, Droid, Humanoid, Plant, Undead.
  4. Confirm source displays exactly Vesh's Galactic Holodex.
  5. 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
  6. 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.


Section H — Currency and Content Authoring (advanced / optional)

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, prepared known.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.


Section I — Migration and Compatibility

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.

  1. 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).
  2. Load as GM and allow migrations to run.
  3. Compare a fresh import vs a migrated Actor for currency and Maneuver heals where relevant.
  4. 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 gc on supported builds; price denominations remap to gc.
  • Recognized obsolete Maneuver heal formulas rewrite to 1d@superiority.die + @mod without 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.


Section J — Console and Error Review

While performing the sections above, watch the browser console for module-attributable issues:

  • No DataModelValidationError
  • No unexpected TypeError / ReferenceError / SyntaxError
  • No unresolved StringTerm / NaN on 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.


Final Regression Checklist

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

Test Completion Summary

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:

Contributor-only notes (not required for ordinary beta testers)

  • Pack _source edits require Foundry fully stopped, then npm run build:db, then Foundry restart.
  • Ordinary prerelease ZIP testing does not require those steps.

Appendix — known limitations (polish)

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.

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