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SW5e Module Beta Test Guide v1.3.8
This guide helps beta testers verify the features added, changed, and fixed in SW5e Module v1.3.7 and v1.3.8. Use the checkboxes to track your progress and report anything that does not match the expected results.
For the full technical changelog, see CHANGELOG.md.
| Component | Required version |
|---|---|
| Foundry VTT | v13.x |
| dnd5e system | v5.2.5 |
| lib-wrapper | Required (module dependency) |
| SW5e Module | 1.3.7 and/or 1.3.8 pre-release |
- Go to GitHub Releases — Pre-releases.
- Download and install the latest Pre-release (likely labeled 1.3.8, which includes all work since 1.3.6).
- Review the release notes for that build before updating a live campaign world.
- Fully restart Foundry after installing or updating (not just a browser reload).
Note: A single pre-release may contain both 1.3.7 and 1.3.8 changes. Section A covers 1.3.7-specific items; Section B covers the larger 1.3.8 pass. Complete Section A first if you are doing a full regression.
- On first world load after updating, the module bumps
needsMigrationVersionto 0.38. - This migration is non-destructive — no actor or item data is rewritten.
- Starship sheet, conditions, System Damage, and token icon behavior apply at runtime on existing starship actors.
- Older world-copied blasters may need refresh or re-import to pick up new reload/use configuration.
Use a disposable test world or back up your campaign before updating.
When possible, test both:
- A freshly created or imported actor, item, or starship (from Drake's Shipyard compendiums).
- An older or migrated copy from an existing world.
Many bugs only appear on legacy data shapes.
Prepare these before starting:
| Actor / item | Purpose |
|---|---|
| PC or NPC with force and tech powers | Powercasting, themes, Configure Powercasting |
| Maneuver item (or character with maneuvers) | Maneuver sheet, superiority |
| PC or NPC with a supported blaster | Reload and ammo UX |
| Starship from Drake's Shipyard (e.g. B-wing) | Starship sheet, combat, weapon activities |
| Non-starship vehicle (optional) | Verify Space/Turn fields do not appear incorrectly |
| Character with Mastery-tier skills (optional) | Mastery reroll automation |
| Character with installed chassis modifications (optional) | Chassis panel and mod effects |
Beta testers installing published pre-release zips can skip this.
If you are testing from a local v.next checkout with compendium changes:
- Stop Foundry completely.
- Run
npm run build:db. - Restart Foundry.
Compendium Active Effects and blaster Activity itemUses data require this rebuild to appear in packed compendiums.
Complete this before deep testing. If any item fails, note it before continuing.
- Module loads: Open your world as GM. No red errors in the browser console (F12 → Console) related to
sw5e-module. - Character sheet: Open a PC or NPC sheet. Tabs render; no blank or broken layout.
- Item sheet: Open any item (weapon, equipment, or power). Sheet opens normally.
- Starship sheet: Open a vehicle-backed starship. Sheet opens with the new tab layout.
- Theme cycle: In Configure Settings → SW5E, switch Theme through SW5E Light → SW5E Dark → Underworld Alloy → Off. Each mode applies without breaking sheet layout.
- One roll each: Cast or roll one power, one maneuver (if available), and one starship weapon attack.
Failure signs: Console errors on load, sheets that fail to render, theme that leaves controls unreadable, rolls that throw errors.
These items shipped in v1.3.7 (2026-06-04). They are included here for completeness even if you install a combined 1.3.8 pre-release.
Steps:
- Open a maneuver item sheet (from compendium or world).
- Go to the Details tab.
- Change the maneuver type using the dropdown.
- Save and close the sheet.
- Reopen the maneuver and confirm the type persisted.
- Dropdown opens and lists maneuver types.
- Selected type saves and persists after reload.
Expected: Maneuver type can be changed and saved without errors.
Failure signs: Dropdown does not open, selection does not save, console error on change.
Steps:
- As GM, click Pause (or use the pause hotkey).
- Observe the pause overlay on the canvas.
- Spinning pause icon appears behind the pause text, not overlapping it badly.
Expected: Icon and text are legible; icon does not cover the word "Paused."
Failure signs: Icon renders on top of text or obscures it.
Eleven languages were added: Dowuta, Gank, Gormak, Houkese, Kall, Mandaba, Mikkian, Nikto, Tiss'shar, Tognath, Zilkin.
Steps:
- Create or open a character whose species grants one of the new languages (or add the language manually in Edit mode).
- Open language selection or the character's language list.
- New languages appear in the language list.
- Language can be selected and saved.
Expected: All eleven languages are available where species or manual language selection applies.
Failure signs: Language missing from list, untranslated key shown instead of label.
Steps:
- Open language configuration (character sheet languages, species setup, or CONFIG-driven language UI).
- Review how languages are presented.
- Languages are grouped into common and rare categories per SW5e site designation.
Expected: Clear grouping; common languages separated from rare languages.
Failure signs: Flat ungrouped list where grouping is expected, or languages in wrong group.
Steps:
- Browse force or tech powers in a compendium or on a character sheet.
- Look for school icons where powers are filtered or listed by school.
- School icons appear for force/tech powercasting schools where the UI shows school metadata.
Expected: SVG school icons visible in appropriate power lists and CONFIG-driven surfaces.
Failure signs: Broken image placeholders, missing icons across all schools.
Steps:
- Open a maneuver item sheet.
- Look for maneuver type icons.
- Known limitation — not a bug: Icons are assigned in module CONFIG for maneuver types, but maneuver sheets do not yet display these icons. Do not file a bug unless icons are broken elsewhere.
Steps:
- Change Foundry's core language to de, es, fr, or it (if available).
- Open language lists or species with new languages.
- No flood of missing localization keys in the console.
- Language grouping still works.
Expected: Updated locale files apply without major untranslated-key spam.
Failure signs: Console flooded with missing translation errors for SW5E.* language keys.
These items shipped in v1.3.8 (2026-06-24). Work through each subsection and check off items as you pass them.
Steps:
- Open Configure Settings → SW5E → Theme.
- Test each mode: SW5E Light, SW5E Dark, Underworld Alloy, Off.
- For each theme, open these surfaces:
- PC or NPC actor sheet
- Item sheet (weapon, equipment, or power)
- Starship sheet
- A chat / roll card (make any roll)
- Short Rest or Long Rest dialog
- Cast Power or Save activity usage dialog (if available)
- A compendium browser (powers, equipment, or starships)
- Cybernetic Augmentations manager (if character has augmentations)
- SW5E Light: readable controls on all tested surfaces.
- SW5E Dark: readable controls on all tested surfaces.
- Underworld Alloy: new theme applies globally; dialogs and sheets themed.
- Off: stock Foundry/dnd5e appearance returns.
- Checkboxes render correctly (not invisible or misaligned).
- Dropdowns and
<select>elements are readable (contrast, borders). - Icon-only controls have visible hit targets.
- Cybernetic Augmentations dialog: installed cards, install area, buttons, and scrollbars readable in SW5E Light.
- Journal / datapad surfaces respect theme (spot-check one journal entry if available).
- Class advancement or level-up config app respects theme (if you level a character during testing).
Expected: Consistent theming across sheets, dialogs, chat cards, and browsers. No unreadable text or invisible form controls.
Failure signs: White-on-white text, missing checkbox visuals, dialogs that ignore the selected theme, Cybernetics dialog that fails to theme in SW5E Light.
Open a vehicle-backed starship from Drake's Shipyard (B-wing recommended).
Tab bar
- Primary tabs are Core | Inventory | Features | Effects | Description (in that order).
- No legacy Crew tab.
- No Starship Sheet V2 preview shell or setting.
Core tab
- Ability scores and skills display with character-style ability cards.
- Recharge, Refitting, and Regen repair buttons are present.
- Crew & Passengers, Fuel, and Power Die Allocation panels are collapsible.
- Crew Management, Power Routing, and Fuel controls are on Core (not a separate Crew tab).
- Ability config cog opens configuration.
- Skill and save-tab rolls work from the sheet.
Inventory tab
- Sections include Weapons, Equipment, Modifications, and stock Loot/Cargo.
- Modifications section header shows Mod Slots and Suites usage stats.
- Advanced ordnance (e.g. Proton Torpedo) appears under the correct section.
Features tab
- Starship Actions and Systems sections present.
- Modifications section is not on Features (it belongs on Inventory).
Effects tab
- Starship condition grid is present (see B4).
- Display-only sync Active Effects (Used, Slowed, System Damage icons) do not appear in the generic Active Effects list below the grid.
Description tab
- Stock description content renders.
Sidebar
- Hull and Shield points/dice display.
- System Damage pips display when SD > 0.
- Destruction Saves tray appears when Hull is 0.
- Speed and Travel Speed display.
- No legacy sidebar Mod Slots / Suites summary card.
- Shield meter fill and vital meter placement look correct.
Removed / changed
- Stock vehicle Features tab is hidden in favor of the dedicated Starship Features tab.
- Patch and Regenerate Shields use stock item use behavior (no custom compact recovery dialog).
Expected: Complete starship workflow on the new five-tab layout without legacy Crew tab or V2 preview.
Failure signs: Wrong tab labels, Modifications on Features tab, sync effects cluttering Active Effects list, sidebar Mod Slots card still visible, save-tab roll markup overlap.
Steps:
- Open a starship sheet. Note Space Speed and Turning Speed.
- Open the stock dnd5e Movement configuration dialog from the sheet or token.
- Use Use Derived to reset movement if available.
- Place the starship token on a scene and drag it to move.
- Space Speed and Turning Speed visible on starship actors.
- Movement dialog integrates with starship movement modes.
- Use Derived reset works.
- Token movement on the map uses Space movement (not air or land incorrectly).
- Open a non-starship vehicle (if available): Space/Turn fields do not appear.
Expected: Starships use Space and Turning movement; ordinary vehicles are unaffected.
Failure signs: Starship token moves as air/land, movement dialog errors, Space/Turn fields on non-starships, console errors about movement type registration on startup.
Steps:
- On a test starship, increment System Damage (SD) from 0 through 6 using sheet controls or GM tools.
- At each level, note mechanical effects.
- SD 1+: Disadvantage on starship skill and ability checks.
- SD 2+: Slowed movement contribution applies.
- SD 3+: Outgoing attack/save disadvantage.
- SD 4+: Effective Hull/Shield/Regen caps apply; Recharge/Refitting restore targets capped at effective max.
- SD 5+: Used condition latches.
- SD 6: Catastrophic helper state (verify per your table's expectations).
- Sidebar SD pips update with level.
- Token HUD shows System Damage icon when SD > 0; icon clears at SD 0.
Expected: RAW-aligned SD effects at each threshold; sidebar and token reflect current level.
Failure signs: Effects not applying, pips out of sync, token icon stuck after SD cleared.
Steps:
- Reduce starship Hull to 0.
- Confirm the Destruction Saves tray appears in the sidebar.
- Roll a Destruction Save.
- Tray appears at Hull 0.
- Roll formula is a single 1d20 (not
1d20 + 1d20or double d20). - Failure increments System Damage; natural 1 increments SD.
- Natural 20 restores Hull to 1 and resets counters.
- Three successes stabilize the ship.
- No stale "three failures destroy" wording in the UI.
Expected: Stock dnd5e D20 roll configuration dialog; single d20 roll.
Failure signs: Double d20 in formula, tray missing at Hull 0, counters not updating.
- Condition grid shows starship conditions: Blinded, Disabled, Ionized, Invisible, Shocked, Slowed, Stalled, Stunned, Tractored, Used.
- Slowed has explicit level buttons 1, 2, 3, 4.
- Used toggle works.
- RAW tooltips appear on hover.
- System Damage is not in the condition grid (it is tracked separately).
- Condition hover styling is readable.
Expected: Full starship condition grid with Slowed levels and Used control.
Failure signs: Missing conditions, Slowed without level buttons, System Damage incorrectly in grid.
- Starship token HUD shows starship-only conditions (Used, Slowed 1–4, Cover, System Damage display).
- Creature-only conditions (e.g. stock
slowed) do not appear on starship tokens. - Toggling Slowed 1 → 2 → 3 → 4 updates the token icon (allow ~1 second between toggles).
- Toggling Used updates token icon.
- No console error:
Cannot add property parent, object is not extensiblewhen toggling statuses. - Character token HUD does not show starship-only entries.
Expected: Token icons sync from flags/SD; no sync crash on toggle.
Failure signs: Console extensibility error, wrong icon for Slowed level, starship conditions on character tokens.
Steps:
- Apply Ionized, Blinded, and Invisible to a starship. Roll an outgoing attack or save.
- Attack a starship that is Blinded, Stalled, Stunned, or Invisible. Note incoming attack advantage/disadvantage defaults.
- Apply Stalled or Stunned. Roll STR or DEX save (not a Destruction Save).
- Ionized / Blinded / Invisible apply default outgoing disadvantage or advantage as appropriate.
- Incoming attacks vs Blinded/Stalled/Stunned/Invisible starships get correct default advantage/disadvantage.
- Stalled/Stunned: STR and DEX saves auto-fail.
- Destruction Saves are not affected by Stalled/Stunned auto-fail.
Expected: Roll dialogs pre-select correct advantage/disadvantage; auto-fail only on appropriate saves.
Failure signs: No modifier applied, wrong advantage state, Destruction Saves incorrectly auto-failing.
Steps:
- Damage a starship (reduce Hull/Shields, add SD if needed).
- Use Recharge, Refitting, and Regen from the Core tab.
- Recharge dialog opens and applies restore.
- Refitting dialog opens; optional Reduce System Damage applies before restore calculation.
- Regen dialog opens and applies.
- Recharge resets Destruction Save counters.
- Refitting resets Destruction Save counters.
- Regen does not reset Destruction Saves.
- At SD 4+, Recharge and Refitting restore targets are capped at effective max.
Expected: Three distinct repair workflows with correct SD and Destruction Save interactions.
Failure signs: Dialog fails to open, restore ignores SD caps, wrong Destruction Save reset behavior.
Steps:
- On a starship with primary/secondary weapons, roll an Attack from a weapon row or activity.
- Adjust Power Routing and roll again; confirm damage scales.
- Fire Proton Torpedo or Concussion Missile (Dex save, half on save).
- Use a template weapon (e.g. burst laser) and a single-target weapon.
- Primary/secondary weapon Attack Activities roll successfully.
- Default attack ability is Wisdom when none is set on the weapon.
- Power Routing damage scaling applies through stock dnd5e damage rolls.
- Proton Torpedo / Concussion Missile use Dexterity saves; half damage on successful save.
- Launcher shells remain utility/gating items (no fake 0d0 Attack Activities).
- Template weapons still prompt for measured template placement.
- Single-target weapons do not spuriously prompt for measured templates.
Expected: Stock dnd5e Attack and Save Activities on starship weapons with correct defaults.
Failure signs: Roll errors, wrong save ability, templates prompted on every weapon, Power Routing ignored.
The following are deferred to a later starship weapon rollout:
- Launcher selection UI
- Launcher reload workflow
- Ammo consumption for ordnance
- Bombs, mines, and cluster munitions
- Migration of existing world actor embedded weapons
Use a supported managed blaster on a PC or NPC (from Drake's Shipyard or a world copy with reload support).
Steps:
- Confirm the weapon row shows a Reload control.
- Set magazine to 0 ammo (or empty
system.uses). - Use Attack activity.
- Use Rapid or Burst with partial ammo (fewer shots than required).
- Perform a successful Reload with a compatible Power Cell or Slug Cartridge in inventory.
- Fire a normal attack at full ammo and confirm consumption.
- Reload control visible on supported blaster weapon row.
- Attack at 0 ammo: private Reload whisper to owner + GM and Reload chat card.
- Rapid/Burst with insufficient ammo: "not enough ammo" path (whisper + card).
- Reload consumes compatible inventory ammo and refills the magazine.
- Successful Attack/Rapid/Burst consumes correct
itemUsesshots (including alternate-fire costs). - Legacy world blaster with
flags.sw5e.reload.typesstill detected as managed blaster. - Reload labels and messages are localized (not raw i18n keys).
Expected: Magazine-style system.uses tracking with inventory-based reload.
Failure signs: No reload button on supported blaster, reload does not consume ammo, shots not consumed on fire, raw key strings in chat.
Use a character with a modification chassis (armor, weapon, focus generator, etc.).
Steps:
- Open the item sheet and locate the Modification Chassis panel.
- Expand/collapse the panel.
- Open the install picker (Enhanced Items → Item Modifications browser).
- Install a mod via picker and via drag/drop from compendium or world item.
- Click an installed modification name.
- Make a roll that should benefit from an installed mod's effects.
- Chassis panel is compact and collapsible with slot cards.
- Footer icon actions and tooltips work.
- Install picker opens without developer/debug metadata on normal rows.
- Compatibility badges and issue messaging are clear (Valid / Warning / Blocked).
- Drag/drop install from compendium and world items works.
- Clicking installed mod name opens the source item sheet.
- Installed mod name styling does not look like a full-width button slab.
- Installed-mod effects contribute at roll time (attack bonus, DC bonus, etc.).
- Homebrew slot overflow (e.g. 22/20 slots) shows a warning but does not hard-block (per homebrew flexibility).
Expected: Full chassis install workflow with roll-time effect aggregation.
Failure signs: Install picker crash, drag/drop silent failure, mod effects not applied on rolls, hard block on over-slot homebrew values.
Steps:
- Open a character with force powers in Edit mode.
- On the Powers tab, click the Configure Powercasting cog.
- Set per-school overrides, Light/Dark casting ability overrides, and Universal mode.
- Click Save Changes.
- Cog is hidden in Play mode; visible only in Edit mode.
- Configure Powercasting dialog opens.
- Per-school forcecasting ability overrides save correctly.
- Light/Dark casting ability and max force point ability overrides work.
- Universal Highest Effective Light/Dark mode works; Fixed Ability option available.
- Save Changes saves and closes the dialog (no extra header/helper clutter).
- Universal default compares effective Light/Dark abilities after overrides (not raw WIS/CHA only).
Expected: Full override dialog with clean UX.
Failure signs: Cog visible in Play mode, dialog does not save, overrides ignored on rolls.
Test with items or Active Effects that grant bonuses (e.g. Focus Generator, Wristpad, Fadecasting/Rendcasting/Withercasting mods).
- Force power attack bonus applies on force power attacks.
- Tech power attack bonus applies on tech power attacks.
- Broad power save DC bonus applies.
- Ability-specific or save-target DC bonus applies.
- Melee/ranged power attack bonuses (
mpak/rpak) apply from relevant modifications.
Expected: Save DC preparation consumes supported bonus keys; bonuses appear on rolls.
Failure signs: Bonuses missing on roll dialog or chat card, DC not updated.
- Mastery / High Mastery / Grand Mastery: advantage, double proficiency, and chat-card rerolls work.
- Mastery proficiency config dialog opens and renders without localization errors.
- Mastery reroll does not always return 20.
- Superiority Dice: Active Effect changes to
system.superiority.dice.maxpersist through data preparation; formula bonuses apply.
Expected: Skill-tier automation with working reroll UX.
Failure signs: Reroll always 20, superiority max reverted after sheet close.
- Dropdown/select fields in Active Effects render correctly in SW5E Light, SW5E Dark, and Underworld Alloy.
Failure signs: Broken select styling, invisible options.
- Open attunable SW5e equipment without the dnd5e magic property.
- Attunement controls appear and work (derived magic during preparation).
Failure signs: Attunement missing on attunable equipment.
- Actor wallet shows currency correctly.
- Custom currency settings UI is removed (simplified currency handling).
- Item price denomination still works.
Failure signs: Wallet broken, missing currency display.
- Base class (not subclass) feature advancements and effects work on level-up or sheet display.
Note: Subclass advancements are not in scope for this release.
- Vertical tab backing on character sheet is readable in SW5E Light (not transparent/broken).
Failure signs: Invisible or unreadable tab labels in SW5E Light.
- Trigger activity configuration constrains targets to the same actor (no invalid cross-actor targeting).
Failure signs: Trigger can target wrong actor.
- Open a journal entry with Underworld Alloy theme active.
- Journal content respects theme scoping.
Failure signs: Journal ignores theme or has contrast issues.
On world load, confirm no console errors for:
- libWrapper / starship movement registration
- Space/Turn movement type pre-localization
- Mastery proficiency config localization
Failure signs: Red errors on first load related to the above.
When something fails, please include as much context as possible. Copy this template:
Foundry version:
dnd5e version:
SW5e Module version:
Content type: fresh / migrated / compendium / world copy
Actor or item name (if relevant):
Steps to reproduce:
1.
2.
3.
Expected result:
Actual result:
Console errors (if any):
(paste from F12 → Console)
Screenshot or video:
(link or attach)
Where to report:
- GitHub Issues
- Project Discord (see README for invite link)
These are expected behaviors or follow-up polish items. Please do not file bugs unless behavior is worse than described.
| Item | Notes |
|---|---|
| Maneuver type icons | Assigned in CONFIG; maneuver sheets do not display them yet (1.3.7). |
| Modifications header density | May show compact text like Mod Slots22/20Suites0/3 — functional, cosmetic polish deferred. |
| Homebrew mod slot overflow | Values above RAW cap (e.g. 22/20) are allowed with warning, not hard-blocked. |
| Weapon activity deferred work | Launcher selection, reload, ammo consumption, bombs/mines, world actor migration — not in 1.3.8. |
| Older world blasters | May need refresh or re-import for new reload/itemUses configuration. |
| Compendium Active Effects | Require npm run build:db + Foundry restart in dev environments. |
| Theme visual pass | Subjective readability feedback welcome; not every surface has automated coverage. |
| Slowed icon sync timing | Rapid toggles without pause may briefly show stale icons; wait ~1s between level changes when testing. |
| Legacy sync effect IDs | Brief duplicate System Damage display effect possible on SD apply; usually resolves within ~1.5s. |
| SD Used latch | Latches through sheet/API paths; direct flag editing may not trigger latch. |
| Subclass class features | Base class advancements/effects only; subclasses not automated in this release. |
| PHB / EC / WH journal packs | If present in your build, spot-check import and navigation only. |
For a comprehensive 28-section GM/QA checklist covering startup, CONFIG, compendia, migrations, and homebrew paths, see the internal document:
That checklist is optional and intended for power users or maintainers doing a full regression pass.
This guide maps to CHANGELOG.md sections [1.3.7] and [1.3.8]. If you are unsure whether a behavior is intentional, check the changelog Added, Changed, Fixed, Weapon Activities, and Migration subsections for your version.
Thank you for beta testing!
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.