Baileywiki Landing Page

Baileywiki Landing Page

by Baileywiki

Claimed by Baileywiki
v3.1.0
Updated Nov 2, 2026
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Description

A free module to create fully interactive landing pages in Foundry, with per-player hover effects, image swaps, sound, selector markers, click actions, automated layouts, backdrops, custom tile interactions, and more.

Turn any scene into a beautiful, interactive front door for your game.

Build a party HQ, a quest hub, a chapter splash, or a session menu: a gridless scene with gorgeous, hoverable, clickable buttons that open your Journals, character sheets, roll tables, macros, or jump to other scenes. Your players land somewhere that feels designed, not just dropped onto a battlemap.

The whole thing is additive to Foundry. Buttons are ordinary Tiles and labels are ordinary Drawings, so Token Magic FX, Mass Edit, snapping, and the native Tile HUD all keep working on everything you make. You can use Monk's Active Tiles freely, but you do not need it. The click and effect functions are built in.

Looking for ways to create landing page elements and character poses? Try MadProps (scenes and props), TurnSheet (characters), and BatlGrid (top-down props).

Looking for a tutorial?

Watch the full video walkthrough: Landing Page 3.0 Tutorial. Prefer to read? The full written guide is here.


New: a whole new way to edit

Select a button, region, or tile right on the canvas and tune its hover, click, look, label, and sound in one window. Everything previews live, there is one Save, and Cancel or Esc puts it all back. It is on by default, and you can switch back to the classic panel any time with the New editing experience setting.

  • Hover and sound presets. Card art for the Fantasy, Sci-fi, and Modern themes. Effects stack, and any Token Magic effect can be inverted or pinned always on.
  • Scene, Navigation, and + Add interaction menus. Shaped backgrounds with a width slider, visual menu layouts, a player view row, and button style, labels, spacing, and size with a ghost preview before you save.
  • New page wizard. Pick a theme, a background shape, and a menu layout, and start from a sample Button List page.
  • Button artwork. A button art picker, a UI button pack, themed icon badges, square frames, and icon buttons.
  • Frosted panes. Draw soft glass panels on any page. They use one fast cached blur and frost only what sits below them.
  • Character widget and Interactive text as ready-made interactions, with a visual widget preset browser.
  • Subpages, rebuilt. A page picker, a Subpages tab, and one-click Home, Back, and Go-to buttons you can drop onto any page.
  • Audio strip and Player Preview. Scene music controls right under the menu bar, and a toggle to see exactly what your players see.
  • For macro authors. A small navigation API: goHome(), goBack(), navigateTo(), getCurrentPage(), listPages(), and more.

Built for 3.0 and still here

  • Character Widget. Draw a box, point it at a sidebar Actor folder, and get a live character menu that stays in sync as your roster changes. Each card is a full button with hover, click, sound, markers, and labels. Works with any Actor.
  • Dynamic Information. A text drawing can show live fields (a name, a biography, any document path) from the character under your cursor, or from a pinned Actor, Journal, or Item.
  • Subpages and satellites. Keep several pages on one scene, or list other scenes as satellites, with Home, Back, and Go-to navigation or a small floating Simple Nav bar.
  • Interactive Regions. A Foundry Region can be a button: hover lights the map inside the shape, and click runs an action.
  • Lit tiles. Mark a tile Lit so a light on it lights only that tile while the rest of the scene stays dark.
  • Hover and click animation. On a video or GIF tile, choose how it plays on hover and click, with quick presets for a Door, Chest, Book, and Portal.

Highlights

  • One-click Designer. Pick a layout, choose your buttons, and hit Build. Manage Buttons renames, reorders, and sets each click. Presets save and share the look of your menu.
  • A growing library of button art in a visual, searchable browser: fantasy scrolls, stone, wood, iron, ice, arcane filigree, sci-fi panels, and more. Or upload your own.
  • Recolor everything instantly. Color schemes (Gold, Arcane, Cyan, Crimson, Slate) or a custom color with a picker and an on-screen eyedropper.
  • Per-player hover effects. Glow, any Token Magic FX preset, a text color change, or an image swap, each shown only to the player whose cursor is on the button. Grow on hover is there too.
  • Click actions that matter. Open a Journal, a character sheet, or a roll table, run a macro, jump to a subpage, or send each player to another scene.
  • Beautiful labels. Use any installed font or import Google Fonts, with control over color, size, opacity, outline, and offset. Labels can appear only on hover.
  • Shaped scene backdrops. Put your splash art inside a circle, square, or arched frame, and generate the scene thumbnail straight from it.
  • Polish toggles. Soft drop shadows, hover-only labels, pixel-perfect hit detection on hand-placed art, and a per-scene option to launch unpaused.
Landing page example: a fantasy hall with four scroll buttons for Quest Log, World Map, Notes, and Crafting

How it works

Open the Landing Page control on the left toolbar. You stay in control of a normal scene: the module drops button Tiles and label Drawings for you, wires each hover effect and click action, and links every label to its button so they move together. Because it is all native documents, you can hand-place extra buttons, restyle in seconds, export and import scenes with Foundry's own tools, and lean on the modules you already use.

Landing page example: a writing desk scene with Quest Log, Party Loot, and Notes buttons and character portraits

Compatibility and recommended modules

Foundry VTT v13 to v14. System-agnostic at its core (built and tested with D&D 5e).

  • Token Magic FX (required): powers hover effects, drop shadows, two-tone recoloring, and the shaped backdrop.
  • Mass Edit (recommended): links each button to its label so you can move the whole menu as one.
  • FXMaster (recommended): ambient particle effects for extra atmosphere.

From Baileywiki

Made by Baileywiki. If you love rich, ready-to-play VTT content, come say hi, and bring your table somewhere worth landing.

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Releases

v3.1.0
18.7 MBNov 2, 2026Core 13 to 14.369

## 3.1.0 (2026-11-02) Since **3.0.4**. Verified on Foundry 14.369. ### New: the new editing experience Select a button, region, or tile on the canvas and tune its hover, click, look, label, and sound in one window. Changes preview live, there is one Save, and Cancel or Esc puts everything back. It is on by default. To use the classic helper panel, Builder, and HUD instead, turn off **Game Settings > Configure Settings > Baileywiki Landing Page > New editing experience**. Worlds that already saved a choice keep it. - **Hover and sound presets** with card art for the Fantasy, Sci-fi, and Modern themes. Effects stack. Token Magic effects each get Invert, Pin, Settings, and Remove. - **Scene, Navigation, and + Add interaction menus.** Background shape cards and a Width slider, visual menu layout cards, a Player view row, and Navigation > Look with Placement and size and a ghost preview. - **New page wizard** with themes, background shapes, menu layouts, and a sample Button List page. - **Button artwork:** a button art picker, a new UI button pack, themed icon badges, square frames, and icon buttons. - **Frosted panes** you can draw on any page. They keep the same fast cached blur, blur only what sits below the pane's elevation, and have an Elevation field. - **Character widget** and **Interactive text** as interactions, with a widget preset browser and new preset plaques. - **Subpages rebuilt** with a page picker and a Subpages tab. **Add navigation to pages:** drop Home, Back, and Go-to buttons onto any page, even one you are not viewing. - **Audio strip** under the menu bar for scene music, and a **Player Preview** toggle on the Edit panel. - **Clear flags** in the Edit panel's more menu, and HUD icons that open the new editors directly. - **For macro authors:** `game.modules.get('baileywiki-landing-page').api` now has `goHome()`, `goBack()`, `navigateTo()`, `getCurrentPage()`, `listPages()`, `hasSubpages()`, `rebuildWidget()` (GM only), and `setLandingScene()`. ### Also improved - The helper opens by itself only on Landing Page scenes, and Edit Mode turns off on other scenes. - Background Width changes only the width, and the background tile always stays behind other tiles. - Foundry v14 buttons are placed exactly where the preview shows. Existing pages do not move. - Interactive region hover labels are no longer oversized on large maps. - The Empty (invisible, label-only) button style is now available from Navigation > Look, not just the new page wizard. - With the new editing experience on, the classic helper panel no longer opens by itself. It stays available from the Edit panel's more menu. - Built-in images are WebP now, so downloads are smaller. ### Fixed - Drop shadows no longer pick up glow, bloom, outline, or invert. - Grow on hover no longer keeps growing in Design Mode. - Hover image swap no longer leaves the tile at the swapped image's size. - Character Widget: Staggered Tokens now shows each character's own art from a shared folder. - Character Widget: overlapping rebuilds no longer create duplicate characters. - Foundry v13: shaped Character Widget portraits line up with the widget box. - Relative spacing no longer changes the button size. - Foundry v14: interactive region hover labels are centered on the region. - Rebuild no longer warns about overwriting customizations when there are none. - Foundry v14: stock sample scenes (Sewer Adventure, Desk) now line up correctly after import, no Rebuild needed. - The Edit bar no longer disappears when you click Edit after closing the classic panel. - Text boxes with Scroll turned on now scroll with the mouse wheel instead of zooming the canvas, including plain (non-rich) text. - With the new editing experience, canceling a placement from + Add interaction (tile, interactive region, frosted pane, character widget, interactive text) no longer leaves a stray element on the scene. Cancel, Esc, the X button, or switching scenes removes what was just created, labels and portraits included, and never touches anything that was already there.

v3.0.4
18.2 MBOct 8, 2026Core 13 to 14

## 3.0.4 (2026-10-08) Since **3.0.3**. ### Fixed - **Subpages panel: Simple Nav, Transition, and Reset all page assignments stay reachable** — panel body is viewport-capped and scrolls (footer pinned); edit-mode banner no longer pushes those controls off-screen.

v3.0.3
18.2 MBOct 7, 2026Core 13 to 14

## 3.0.3 (2026-10-07) Since **3.0.2**. ### Fixed - **Hover-only labels no longer stay invisible after the setting is turned off.** Turning off Labels → Hover-only labels (or the Tile HUD "show only on hover" box) removed the flag but left the label's client-side visibility hidden, so button captions disappeared until a manual canvas fix. Labels the hover engine hid are now restored when hover-only is cleared, respecting subpage and hidden state, and HUD edits refresh immediately. - **Subpages panel: long page lists no longer push the row controls and New Subpage off-screen.** The page list now scrolls inside a viewport-capped region, and its scroll position is kept when the panel re-renders. - **Scene changes no longer freeze FX Master effects and button Grow animations.** Clicking a button with an animated Grow hover to change scenes left its resize running against a destroyed tile. The error stopped PIXI's shared ticker, which FX Master particles and Grow both rely on, and repeated switches made it worse. The resize is now stopped when the scene unloads and can no longer throw.

v3.1.0
Nov 2, 2026

3.1.0 (2026-11-02)

Since 3.0.4. Verified on Foundry 14.369.

New: the new editing experience

Select a button, region, or tile on the canvas and tune its hover, click, look, label, and sound in one window. Changes preview live, there is one Save, and Cancel or Esc puts everything back. It is on by default. To use the classic helper panel, Builder, and HUD instead, turn off Game Settings > Configure Settings > Baileywiki Landing Page > New editing experience. Worlds that already saved a choice keep it.

  • Hover and sound presets with card art for the Fantasy, Sci-fi, and Modern themes. Effects stack. Token Magic effects each get Invert, Pin, Settings, and Remove.
  • Scene, Navigation, and + Add interaction menus. Background shape cards and a Width slider, visual menu layout cards, a Player view row, and Navigation > Look with Placement and size and a ghost preview.
  • New page wizard with themes, background shapes, menu layouts, and a sample Button List page.
  • Button artwork: a button art picker, a new UI button pack, themed icon badges, square frames, and icon buttons.
  • Frosted panes you can draw on any page. They keep the same fast cached blur, blur only what sits below the pane's elevation, and have an Elevation field.
  • Character widget and Interactive text as interactions, with a widget preset browser and new preset plaques.
  • Subpages rebuilt with a page picker and a Subpages tab. Add navigation to pages: drop Home, Back, and Go-to buttons onto any page, even one you are not viewing.
  • Audio strip under the menu bar for scene music, and a Player Preview toggle on the Edit panel.
  • Clear flags in the Edit panel's more menu, and HUD icons that open the new editors directly.
  • For macro authors: game.modules.get('baileywiki-landing-page').api now has goHome(), goBack(), navigateTo(), getCurrentPage(), listPages(), hasSubpages(), rebuildWidget() (GM only), and setLandingScene().

Also improved

  • The helper opens by itself only on Landing Page scenes, and Edit Mode turns off on other scenes.
  • Background Width changes only the width, and the background tile always stays behind other tiles.
  • Foundry v14 buttons are placed exactly where the preview shows. Existing pages do not move.
  • Interactive region hover labels are no longer oversized on large maps.
  • The Empty (invisible, label-only) button style is now available from Navigation > Look, not just the new page wizard.
  • With the new editing experience on, the classic helper panel no longer opens by itself. It stays available from the Edit panel's more menu.
  • Built-in images are WebP now, so downloads are smaller.

Fixed

  • Drop shadows no longer pick up glow, bloom, outline, or invert.
  • Grow on hover no longer keeps growing in Design Mode.
  • Hover image swap no longer leaves the tile at the swapped image's size.
  • Character Widget: Staggered Tokens now shows each character's own art from a shared folder.
  • Character Widget: overlapping rebuilds no longer create duplicate characters.
  • Foundry v13: shaped Character Widget portraits line up with the widget box.
  • Relative spacing no longer changes the button size.
  • Foundry v14: interactive region hover labels are centered on the region.
  • Rebuild no longer warns about overwriting customizations when there are none.
  • Foundry v14: stock sample scenes (Sewer Adventure, Desk) now line up correctly after import, no Rebuild needed.
  • The Edit bar no longer disappears when you click Edit after closing the classic panel.
  • Text boxes with Scroll turned on now scroll with the mouse wheel instead of zooming the canvas, including plain (non-rich) text.
  • With the new editing experience, canceling a placement from + Add interaction (tile, interactive region, frosted pane, character widget, interactive text) no longer leaves a stray element on the scene. Cancel, Esc, the X button, or switching scenes removes what was just created, labels and portraits included, and never touches anything that was already there.
v3.0.4
Oct 8, 2026

3.0.4 (2026-10-08)

Since 3.0.3.

Fixed

  • Subpages panel: Simple Nav, Transition, and Reset all page assignments stay reachable — panel body is viewport-capped and scrolls (footer pinned); edit-mode banner no longer pushes those controls off-screen.
v3.0.3
Oct 7, 2026

3.0.3 (2026-10-07)

Since 3.0.2.

Fixed

  • Hover-only labels no longer stay invisible after the setting is turned off. Turning off Labels → Hover-only labels (or the Tile HUD "show only on hover" box) removed the flag but left the label's client-side visibility hidden, so button captions disappeared until a manual canvas fix. Labels the hover engine hid are now restored when hover-only is cleared, respecting subpage and hidden state, and HUD edits refresh immediately.
  • Subpages panel: long page lists no longer push the row controls and New Subpage off-screen. The page list now scrolls inside a viewport-capped region, and its scroll position is kept when the panel re-renders.
  • Scene changes no longer freeze FX Master effects and button Grow animations. Clicking a button with an animated Grow hover to change scenes left its resize running against a destroyed tile. The error stopped PIXI's shared ticker, which FX Master particles and Grow both rely on, and repeated switches made it worse. The resize is now stopped when the scene unloads and can no longer throw.
v3.0.2
Oct 7, 2026

3.0.2 (2026-10-06)

Since 3.0.1.

Fixed

  • Character Widget topdown/portraittoken art no longer steals another actor's topdown file from a shared folder (Staggered Tokens). Keyword-only folder matches are used only when exactly one keyword hit exists in that directory, or the directory basename matches the actor name; otherwise topdown/portraittoken fall back to the actor's prototype token texture (then portrait), not the first keyword hit in a shared pack folder.
v3.0.1
Oct 6, 2026

3.0.1 (2026-10-06)

Since 3.0.0.

Added

  • Character Widget: PF2e Party as a synthetic Actor folder. Party actors (actor.type === "party") appear in the Character Widget Actor Folder dropdown alongside real Actor folders. Choosing a Party builds the roster from that party's members. Parties are synthetic (not real Foundry folders) and may not behave like folders — there may be problems; please report issues.
v3.0.0
Oct 4, 2026

3.0.0 (2026-10-04)

Baileywiki Landing Page 3.0

Since 2.0. A landing page can now hold a living character menu, several pages (including other scenes), lit props, frosted panels, and doors and chests that actually open. Requires Token Magic FX. Foundry v13 and v14.

Character Widget

  • Draw a box and point it at a sidebar Actor folder. It builds a live character menu from that folder and stays in sync as the roster changes.
  • Each card is a full landing-page button: hover, click, sound, markers, and labels, with its own Widget Builder (layouts, art fit, custom shapes, per-character backing and scale).
  • Save, load, update, and export widget presets (bundled ones included). Copy/paste and multi-select work the same as the main page.
  • The old "Player Widget" name is now Character Widget (any Actor, not only player characters). Existing widgets keep working. Labels scale with the tile.

Dynamic Information

  • A text drawing can show live fields ({{name}}, biography, or any document path) from the Character Widget portrait under the cursor, or from a pinned Actor, Journal, or Item.
  • Rich HTML, alignment, shrink-to-fit or scroll. The panel lingers so you can move onto it, and waits a moment before switching characters.
  • In Design Mode, character sheets get a copy button for each field. You can hide the widget's own name labels when Dynamic Info is showing them.

Subpages

  • Several pages on one scene. Assign tiles, drawings, tokens, regions, lights, and sounds to any mix of pages. New drops tag themselves to the page you are on; navigation stays shared.
  • Other scenes as satellites. List a regional map or battle map as a Scene subpage. Stamp Home, Back, and Go-to (or turn on Simple Nav, a small floating icon bar you can drag). Back returns to the hub page you left; Go-to stays on the map until you pick.
  • Satellites inherit the hub's Immersive / Lock look (including "let players expand the sidebar") and the hub's background music when they have none of their own.
  • Rename pages in the list (button labels follow). Per-page fade, a short scene change (~half a second) instead of Foundry's long transition, and a clearer scene picker.
  • Home, Back, and Go-to drops are their own buttons: resize them, delete them, and they no longer take the main menu with them. Page icons and the old floating world-Home button are gone; Simple Nav replaces that Home button.

Interactive Regions

  • A Foundry Region can be a button: hover lights the map inside the shape, click runs an action, with an optional soft edge.
  • Animated Token Magic presets (fire, smoke, waves, and the rest) play on the region the same way they do in Mapping. Region labels can be hover-only, like tile labels.

Lit tiles

  • In Design Mode, mark a tile Lit. A light whose center sits on that tile's art, and which sits above the tile, lights only that tile. The rest of the scene stays dark. Token Magic on the tile is unchanged. Turn Lit off to go back to normal lighting.

Frosted panels

  • The snowflake control on a drawing (or the helper panel) blurs the map inside the shape.

Hover and click animation

  • On a video or GIF tile (WEBM works best), set how it plays on hover and on click: play through, play to a hold frame, reverse on leave, loop, or latch open.
  • After it opens: wait, then run the click; stay open and auto-close; close on a second click; or close when the pointer leaves.
  • Shared speed (quarter speed up to 3×), sounds at the start and/or the hold, and a separate close sound (off, same as open, or your own clip).
  • Quick presets: Door, Chest, Book, Portal. Sample art ships for a door, a chest, two books, and two portraits, plus heavy door open/close sounds. Portal is a preset only — bring your own art.
  • Clicks land on the visible art, not the empty padding. Hit shape → Full tile restores the full rectangle. Animations stay closed until someone actually hovers or clicks.

Builder, buttons, and presets

  • Manage Buttons is the menu: rename, reorder, add a blank button, and set the click (including "go to this subpage"). Stock defaults (Quest Log, World Map, and the rest) can point at a specific Scene, Journal page, Actor, Macro, or Roll Table, or keep matching by name.
  • Presets save and share the Builder's look (not the scene's content): save, load, update, rename, export, import.
  • Button size and spacing: Auto or Fixed, 50–200% scale, relative gaps, two rows or two columns, and a live preview before you commit.
  • Label size is a percent of the button. Information labels stay readable in the dark; Object labels take scene lighting. Labels can grow with the button.
  • Grow on hover, Color Adjust next to Glow and image-swap, and Additional FX… for the rest of the Token Magic list.
  • Rebuild can protect buttons you have moved: keep position, labels, hover, and sounds while the rest of the menu updates. A full Lock still skips that button entirely.
  • Drop shadow can be turned off. The Designer window stays put when you switch panes, and you can drag it.

Sound, view, and fonts

  • Per-button volume for hover, click, and a custom close sound. Scene music has its own volume, mute, and loop (on the helper and in the Designer). Players in Immersive mode get a small mute/volume of their own, with Reset back to your default.
  • Viewing a landing page follows that scene's playlist. Immersive mode can let players open the sidebar while the rest of the chrome stays hidden.
  • Google Fonts has a Settings menu, plus a shortcut on the Labels pane.
  • The Landing Page control has its own icon on the left toolbar. The helper shows the module name, the scene, and shortcuts for the widget, samples, access, and frost.

Drawing tools

  • Drawings can show real HTML (bold, lists, bios) with alignment.
  • Edit Points on the Drawing HUD: move, add, or delete corners with wall snap. Shift places freely. Esc leaves.
  • A text box can have no visible border. Wheel over a scroll box scrolls the text.
v2.0.0
Aug 13, 2026

2.0.0 — 2026-08-13

The biggest update yet. Landing Page turns a Foundry scene into a fully interactive, per-player front door — invisible buttons, rich hover effects, sound, and a locked "intro screen" feel — all authored from one Designer panel.

Interactive hover (the headline)

  • Per-player hover effects. A glow, any Token Magic FX preset, or a direct text-colour change — each seen only by the player pointing at the button, with no GM online and no flag writes at play time.
  • Inverted (reverse) hover — art that pops into colour. Any effect can run backwards: shown at rest and cleared on hover. The showcase is greyscale-until-hover — a button's art sits in black & white and snaps into full colour the instant the cursor lands on it. One-click setup via the Black & white until hover button.
  • Hover-image swap. A button (or any custom tile) switches to an alternate picture on hover and back on leave — per-player, stacking with every other effect, with its own invert (show the alternate at rest, the original on hover). Set per tile or scene-wide.
  • Hover on labels & any text. Invisible buttons can light up their label text on hover — recolour, opacity, and lettering stroke.
  • Mix and fine-tune. Effects stack freely, each with its own invert and a settings gear to tune colours, strengths, blur, and more per button or label.
  • One tidy panel. Everything "on hover" now lives together — glow, image swap, and hover sound — with the long TMFX filter list moved into its own Edit effects… modal. Push changes to every button live with Apply hover effects, no rebuild required.

Buttons & layout

  • Invisible (label-only) buttons — the art disappears so only the text shows over your own background; a dashed Design-Mode outline keeps them easy to grab.
  • The whole menu is one linked set — drag any button to move the entire menu together, or select one button and pull the whole menu into Mass Edit's preview to free-scale/reposition it as a unit.
  • Button-set X/Y offset — place the menu exactly where you want over your art, applied on build or slid live with Apply offset.
  • Lock a button so Rebuild leaves it exactly as you tuned it (position, style, click, hover, label all preserved).
  • Label text controls — opacity plus a lettering-stroke override (set width to 0 to remove Foundry's default stroke, or choose your own).

Markers

  • Selector marks that appear on a label on hover — underline, double-underline, frame, dot, flanking dots, diamond, flourish, or brackets — recolourable and auto-sized to the text. Pin one always-on as a "you are here" indicator.

Sound

  • Per-player hover & click sounds from a bundled ~176-clip CC0 library (UI / Fantasy / Sci-Fi), browsable with click-to-preview — or upload your own audio.
  • Scene music that loops or plays once — seamless crossfade loop, or a one-shot that plays on first view and stays quiet.

The "intro screen" feel

  • Lock screen — frame the scene with an adaptive view that fits every player's screen (no black bars), with optional pan/zoom locks, Launch unpaused, and Immersive mode (hides Foundry chrome) — all in one place, players-only (the GM always moves freely).
  • Preview User View — a GM toggle that flips the scene into exactly what a player sees (saved view, locks, immersive, buttons live on mouse-over), leaving just the helper panel; closing it snaps you back to your normal GM view.

Text & fonts

  • Text-stroke control on any Foundry text drawing, not just module labels.
  • Google fonts auto-load for every player on scene load — no manual refresh.

Samples & docs

  • New sample: The Rise of Erebus — a fantasy-city landing page showcasing invisible buttons, markers, a text-colour hover, and custom art.
  • Unified demo journal — all samples share one generic journal and build consistently on import; no dead clicks.
  • Online how-to guide — a full step-by-step guide, linked from the module Settings and every demo journal page.

Housekeeping

  • Token Magic FX is now required (it drives the hover effects, drop shadow, and two-tone buttons); Baileywiki Mass Edit and FXMaster are recommended companions.
  • Module settings are GM-only — players no longer see any Landing Page settings.
  • The helper panel remembers when you close or minimize it and only auto-opens on actual landing-page scenes (one click from the Tiles button anywhere else).
  • Polish: label sizing, Designer accordion behaviour, clearer section names.
v0.34.50
Jul 21, 2026

0.34.50 — 2026-07-20

Fixed

  • Re-importing a sample now adds demo journal pages introduced in a later release. The importer reuses the demo journal already in your world, so the Downtime, Shop and Rules pages added in 0.34.49 never appeared for anyone who had imported a sample before. Re-importing now tops up any missing pages. Pages are matched by name, so anything you have edited, renamed or written yourself is left untouched.
v0.34.49
Jul 21, 2026

0.34.49 — 2026-07-20

Fixed

  • A stale Category Default no longer kills a button. If a default pointed at a journal that had since been deleted or renamed, the button died even though a perfectly good fallback existed behind it — which is why an imported sample could end up with only one working button. Every candidate target is now checked before use, and a target that no longer exists is skipped in favour of the next option (the button's own action, the link it shipped with, or a name match). Valid defaults still take precedence exactly as before.
  • Sample buttons you enable later now work. The bundled samples only ship links for the buttons they come with, so switching on Downtime, Shop, Rules or World Map afterwards and rebuilding left dead buttons. Both demo journals now include a page for every standard category, and a button with no other target falls back to the demo page matching its name. This applies to already-imported sample scenes too — no re-import needed.
v0.34.48
Jul 21, 2026

0.34.48 — 2026-07-20

Changed

  • Button targets are now worked out at click time, not baked in at build time — no rebuild needed. Change a Category Default in Settings and every matching button obeys it on the very next click. Each button resolves in a fixed order: the click action you set on that specific tile, then the Category Default for its category, then the link it shipped with (a bundled sample's demo journal), then a live name match. That last step means simply creating a journal named "Quest Log" or a scene named "World Map" makes those buttons work immediately, even on landing pages built by earlier versions.
  • Imported samples work out of the box and still respect your defaults. A freshly imported sample opens its own bundled demo journals, because that's the link it ships with. If you've set your own Category Defaults, those win instead — no import, rebuild, or reconfiguration required either way.
  • Clearing a button's click action no longer kills it. It now falls back to your Category Default, or the link it shipped with, instead of leaving the button dead.
  • Note for existing landing pages: on pages built before this update there was no record of which button clicks you had set by hand, so those are treated as automatic and a matching Category Default will take precedence. If a button should keep its hand-set action, open its Click Action from the Tile HUD and save it once — it is then marked as explicit and always wins.
v0.34.47
Jul 21, 2026

0.34.47 — 2026-07-20

Fixed

  • Imported sample landing pages now link to their own demo journals again. If you had already set your own Category Defaults in Settings, importing a sample replaced its bundled demo links with those defaults — so the sample's buttons opened the wrong thing, or nothing at all. A sample import now always wins with its own self-contained links, so the scene works the moment it lands. Your Category Defaults still take over the next time you Build / Rebuild from the Designer, so overriding them works exactly as before. (Regression introduced in 0.34.45.)
  • The Sewer sample no longer loses its "Party Loot" button on import. The button was seeded in the scene but its category wasn't enabled in the sample's builder config, so the import deleted it and never rebuilt it.
v0.34.46
Jul 21, 2026

0.34.46 — 2026-07-20

Fixed

  • Sample scene embers were too large and too fast. Both bundled samples shipped FXMaster ember particles with oversized, quick-moving settings — the Writing Desk at scale 1 / speed 0.5 and the Sewer at 0.6 / 0.3. Both now use scale 0.2 / speed 0.23, for a slower, finer drift that suits the scenes. Each sample keeps its own tint and density. Affected v13 and v14 identically, since both variants carried the same values.
v0.34.45
Jul 21, 2026

0.34.45 — 2026-07-20

Fixed

  • Default buttons (Quest Log, World Map, Party Loot) could be permanently dead. If a button was built before its target existed — no journal named "Quest Log", no scene named "World Map" — it was saved with an empty link, and a rebuild preserved that empty link. Creating the document afterwards, or pointing the category at one in Settings, made no difference: the dead link survived every rebuild. Empty links are no longer preserved, and an explicit target set in Settings now takes precedence over a preserved one, so reconfiguring a category actually takes effect. Hand-set click actions on individual tiles are still preserved across rebuilds as before.
  • Buttons with no target now say so. Clicking an unlinked button did nothing at all — no message, no console entry — which is why these dead buttons went unreported for so long. It now tells the player the button isn't linked yet, and tells the GM where to set a target.
v0.34.44
Jul 20, 2026

0.34.44 — 2026-07-20

Fixed

  • Restored the Designer's "Build / Rebuild menu" button, the "Set scene audio" button, and the Extras section, which went missing in 0.34.43. Two template files (builder.hbs, scene-design.hbs) were packaged while still being written to disk, so each shipped ~500 bytes short and simply stopped mid-section — taking the footer button with them. The templates themselves were always correct; only the packaged copies were incomplete. Releases are now verified against the uploaded archive before being announced.
v0.34.43
Jul 17, 2026

0.34.43 — 2026-07-17

Added

  • Designer audio: "Play sound file" + loop toggle. The Scene audio section (in both the Designer and Scene Design) now has a Play sound file field — a true file path with a Browse/Upload picker, like the default path in Settings — to attach a single ambient audio file to the landing scene, separate from the Playlist/Track fields. A Loop the sound file toggle (on by default) controls whether it repeats. The sound plays locally for every player who views the landing page, on the environment audio channel so the ambient-volume slider scales it.
v0.34.42
Jul 11, 2026

0.34.42 — 2026-07-11

Changed

  • Sample scenes no longer require FXMaster. The bundled samples use an FXMaster region behavior for their ambient ember particles. FXMaster is now a recommended (optional) module rather than a silent hard dependency, and it's declared as such in the manifest.

Fixed

  • Importing a sample without FXMaster installed no longer errors or produces a broken scene. A region behavior is a module-supplied document subtype, so if the module that provides it isn't active, Foundry can't construct it and the whole import fails. The importer now drops any region behavior this world can't build, tells the GM which module was missing, and imports the scene cleanly — everything else (buttons, backdrop, hover, journal links) works exactly as before. Install FXMaster and re-import to get the embers back. The check is generic (it covers any third-party region behavior, not just FXMaster's) and behaves identically on v13 and v14.
v0.34.41
Jul 7, 2026

0.34.41 — 2026-07-07

Added

  • Player-access check. A landing page is a front door for players, so after you Build the module now checks whether the documents its buttons link to (journals, actors, scenes, tables) are readable by players, and offers a one-click grant to Observer for any that aren't. There's also a "Check player access" button in the panel to run it on demand.

Fixed

  • Whole-journal button links now open. A button pointing at a whole Journal Entry (e.g. a category default configured in Settings) opened a blank sheet on v14; it now opens to the journal's first page. Buttons pointing at a specific journal page already worked. (Not system-specific — affects dnd5e too.)
  • System-agnostic label font. Generated button labels fall back to an available font when the style's default (dnd5e's "Modesto Condensed") isn't present in the world's system, so labels render properly outside dnd5e. (Click actions were already system-agnostic — pure Foundry core.)
v0.34.40
Jul 2, 2026

0.34.40 — 2026-06-26

Added

  • “Show credit links” setting (world, default on) that hides the credit links at the bottom of the Landing Pages panel when turned off.
  • BatlGrid credit link — “Top-down Assets: batlgrid.ai” — added to the panel credits alongside turnsheet.ai and madprops.ai.
v0.34.39
Jun 26, 2026

0.34.39 — 2026-06-26

Added

  • Built-in sample landing pages — “Sewer Adventure” and “Writing Desk.” Import them from the helper panel’s Samples button as ready-made, fully-editable starting points you can change freely. Each is a real scene, not a flat import: the menu buttons are generated by the module’s own Builder (so restyling, relabeling and rebuilding behave exactly as on a hand-built page), the custom art and backdrop are hand-placed, and every button is wired to a self-contained demo journal. They ship as version-matched v13 and v14 layouts and are picked automatically for your Foundry version so they render correctly on either.
  • Designer “Scene base” section at the top of the Designer: set one image and choose how it fills the scene — a traditional Background or a shaped Backdrop tile (circle / arch / square) — plus a Background color picker. Switching modes cleans up the other.
  • “Change Tile Image” HUD button (Design Mode): swap any tile’s art while preserving its width and recomputing height from the new image’s aspect ratio — no stretching; works for images and video.
  • “Button X/Y offset % (Foundry v14)” setting: a configurable, scene-proportional nudge for generated buttons on v14 only (v13 untouched).

Changed

  • The main Build / Rebuild button now applies the entire Scene base (background image, backdrop tile, and background color), not just the buttons.
  • Sample menus are generated by the module’s button builder rather than baked tiles, so an import is identical to a Designer build and rebuilding changes nothing.

Fixed (mostly Foundry v14 compatibility)

  • Scene background image and color set correctly on v14, where they moved onto a Level embedded document (the deprecated Scene#background / backgroundColor are no-ops there). Sized to the scene so they fill.
  • Token Magic FX effects (backdrop sprite, drop shadows, two-tone tint, per-client hover) replay through TMFX’s live API on import instead of being purged for stale placeable IDs.
  • Button centering for rows and panels on v14, with the configurable per-scene offset above for v14’s positioning quirk.
  • Backdrop placement on v14 (its TMFX sprite renders ~half a tile up-left; new backdrops are anchored to compensate, so they land centered).
  • Label anchoring so sample text lands identically on v13 and v14.
  • Consistent button sizing across every layout; a scene thumbnail is generated for backgroundless v14 scenes; and the Designer no longer logs a v14 deprecation warning.
v0.34.38
Jun 26, 2026

0.34.38

  • Fixed: the main Build / Rebuild button now also applies the Scene base section — the background image, backdrop tile, and background colour — instead of only rebuilding the buttons. (The section's own Apply button still works on its own too.)
  • Fixed: switching from Background to Backdrop tile now places the backdrop centered on v14. v14's Token Magic FX sprite renders ~half a tile up-left of the tile, so a newly created backdrop tile is now anchored with its top-left at the scene center to land the visible backdrop dead-center (v13 keeps centering the tile normally).
v0.34.21
Jun 25, 2026

0.34.21

  • New: the helper panel now has an explicit close (×) button in its header, alongside minimize. Closing fully dismisses the panel — reopen it from the scene‑controls button — and it no longer reappears on scene change once closed.
Machine-readable feed: GET /api/v1/modules/baileywiki-landing-page/changelog?channel=stable

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