Is there any timeline for premade maps for the official adventures .. campaigns.. also is there any map / mini marketplace coming?
It looks good - but .... it has just so little assets... i would love to use it as i love the idea of the 3d landscape for battles.. but putting a simple room together took me good 20 minutes.. i would rather pay for maps as campaigns or be able to purchase maps ... or upload from independent creators...
Can DND beyond implement some content creator focused marketplace where they take % of the profits?
So I downloaded it, and there was a play button on the download, so I goofed around with it a bit then exited... now I can't figure out how to launch it again. Looked throut the download folders a bit and none of them look like an executable. Any ideas how to start it up again?
So I downloaded it, and there was a play button on the download, so I goofed around with it a bit then exited... now I can't figure out how to launch it again. Looked throut the download folders a bit and none of them look like an executable. Any ideas how to start it up again?
You just have to run the launcher again. Not very obvious (it’s not what I would call a ‘properly’ installable program).
Hopefully you didn’t delete the launcher from your download folder!
I visit the Sigil page but it tells me to visit the page on a desktop browser to download it. However I am on a desktop. Any ideas? Tried in Chrome and Edge.
i havent logged on here in awhile but i was working on some projects for playing my campaign i was going to make drawings myself but i see they have a new thing called sigil i wonder if i should use that instead
i waited all day to use this program instead of doing my drawing and it didnt even work why do dndbeyond advertise this and make me waste my time when it doesnt even download the game.
First off, I love the look of it! It most definitely reminds me of Baldur’s Gate 3. The graphics and scenery are beautiful.
I love the 3D minis. They are awesome. I also love the sound effects. The other VTT’s have very limited sound effects. The love being able to change how the 3D mini looks. That is especially cool!!
I love the 3D spells effects!! That is awesome!!!!
Ok, now here are some questions:
I was unable to open doors. I was unable to click on any kind of a door and open it up. Am I missing something, or are the doors not able to be opened? I had to take the mini’s and jump them over the wall to get into that tavern.
I think that being able to interact with objects would be a huge step forward for Sigil. If the doors are not an item that could be interacted with, then I would make doors so that one can open them up. I would also make chests, crates, boxes, etc. able to be opened as well.
I believe that combat is not automated (i.e. automatic damage rolls if you hit, automatic saving throw rolls etc.). In the very near future, this is something I would love to see. Fantasy Grounds does a great job of automating combat. I would use that as my goalpost.
The equipment icons in the characters equipment area are extremely generic. I am assuming that the community will eventually start making beautiful icons for all of the different types of equipment.
I have not used the builder, but I have seen a few who have used it, and it looks awesome!
Overall, job well done on Sigil. In my humble opinion, it is a large leap forward for table top D&D gaming.
Also, I just have the basic mini’s/tokens. If I buy the new monster manual, will that add additional tokens/mini’s into Sigil? Also, does buying the new Players Handbook and the new DM Guide (digital) add new information into Sigil? I just opened an account on D&D beyond, so I only have the basic free rules etc.
I believe that combat is not automated (i.e. automatic damage rolls if you hit, automatic saving throw rolls etc.). In the very near future, this is something I would love to see. Fantasy Grounds does a great job of automating combat. I would use that as my goalpost.
I'll reply with some of my own feedback as well, but wanted to reply to say that combat is 'automatic' but it only seems to be with some 'attacks' actions and spells at the moment.
On most monsters that you load in, you have to free roll everything for their abilities, but some like the Goblin Boss's Scimitar attack is automatic, with the damage dice throwing out immediately on a hit or miss and dealing the damage as expected. Same for ranged attacks and spells which feels very nice especially with AOE based spells automatically hitting/missing and damaging an area of creatures.
My list of wants for the future:
I agree with the interactables. Doors, torches, chests with a very simple (open/close)(on/off) animation would be very easy to do and go a long way.
An immersion thing that is actually huge to me, rework or at least let us choose from smaller/more minimalist miniature BASES. The bases are too big, and I don't want to be forced to have colors on the bases though I do understand their practical function. If we're forced to have a base at all, that's fine, but at least make it more minimal in how cumbersome it looks. I really like to have immersive NPC conversations for example, and the more minis I put say on top of chairs around a table in a tavern, the more silly it can get with the huge bases.
I care about environmental accuracy for my world, so when I create using the preset glade map, which is basically just a grass map, it's surrounded by small hills and rocks. While I could use the grass circle like 1000 times to paint the whole map grass and exclude the valley decor outside of the bounds, it would be cool if I could generate more accurate landscapes to what I need. I think I'd use this point to echo the general idea that the devs need to make this game as SANDBOXy and modular as possible to become an elite and viable alternative to table top.
I won't talk much about assets, because I'm sure and I know they're coming, but I don't understand the 'Unpainted' minis. Why? If these are just "work in progress" minis that haven't been colored yet, that's cool then. Also right now, without the ability to choose different faces/edit faces on custom miniatures, its tough to get started.
The 'loading map' feature in the folder seems much more suited to very linear 'One Shot' campaigns. I think this system needs work for more open world/open ended campaigns. Say for example I use Sigil to recreate Curse of Strahd and Barovia's different locals, how messy would it be to just have a giant list of locations in that little folder on the side INCLUDING sub-locations like the dungeon under Death House? This probably worries me the most. I pushed Divinity Original Sin 2 to it's absolute max by having a map/location for just about every location in my open world to do something similar, but I hope this is at least as good in storing/loading large amounts of locations in one campaign.
Rotating miniatures. Seems minor, but kinda huge for quality of life. I like to make my players have their minis face in a good direction, at the very least for immersion in say conversations when you approach a bar, or sit across from someone in a dialog. The miniature 'facing' the right direction after moving the mini is very janky, and rotating only works in one direction. I think a very easy fix is to give us TWO keys to rotate, to cut the time and make it easier to rotate your mini. Similar to rotating the actual camera itself.
Homebrew support. I haven't fully tested what's importable from homebrew and not, including homebrew items. But seems like my homebrew subclasses cant be imported into the game. Hopefully can in the future.
PDF/img URL interactable. Would be very neat if those little blue point of interests could be say opened in game to view a handout. Like clicking on a notice board to see pre-prepared handouts.
The automatic application of damage on a hit is fine, but unless I missed something, there needs to be a way to adjust this.
E.g, while playing through the sample adventure, one of my players wanted to hide behind a barrel for cover against the goblin archers. And I couldn't see a way to apply the adjustment for cover.
There’s another thread that goes into more detail about it, but the short version is that WotC has decided to end the large scale development of Sigil here, so most of the team that was brought on to create Sigil was let go because their contracts were now at an end.
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I have access to the beta but can't since I'm all Mac. Hopefully soon!
Sigil is now available.... to everyone. Unless you run Mac.
*sighs in OSX*
It hasn't been OSX in a while. It has been just Mac OS since version 11 (currently on OS 15). But I still feel your pain.
Is there any timeline for premade maps for the official adventures .. campaigns.. also is there any map / mini marketplace coming?
It looks good - but .... it has just so little assets... i would love to use it as i love the idea of the 3d landscape for battles.. but putting a simple room together took me good 20 minutes.. i would rather pay for maps as campaigns or be able to purchase maps ... or upload from independent creators...
Can DND beyond implement some content creator focused marketplace where they take % of the profits?
So I downloaded it, and there was a play button on the download, so I goofed around with it a bit then exited... now I can't figure out how to launch it again. Looked throut the download folders a bit and none of them look like an executable. Any ideas how to start it up again?
You just have to run the launcher again. Not very obvious (it’s not what I would call a ‘properly’ installable program).
Hopefully you didn’t delete the launcher from your download folder!
Any idea if/when it will be available of Mac?
Any clues about why NPC enemy troops look like they have a bunch of lines through them.
Thanks.
Right click and un-hide them.
I visit the Sigil page but it tells me to visit the page on a desktop browser to download it. However I am on a desktop. Any ideas? Tried in Chrome and Edge.
i havent logged on here in awhile but i was working on some projects for playing my campaign i was going to make drawings myself but i see they have a new thing called sigil i wonder if i should use that instead
i waited all day to use this program instead of doing my drawing and it didnt even work why do dndbeyond advertise this and make me waste my time when it doesnt even download the game.
I downloaded it and installed it and every time I open it up I get " the game servers are currently undergoing maintenance " for the pastr= 4 days
Ok. My first impressions of Sigil.
Also, I just have the basic mini’s/tokens. If I buy the new monster manual, will that add additional tokens/mini’s into Sigil? Also, does buying the new Players Handbook and the new DM Guide (digital) add new information into Sigil? I just opened an account on D&D beyond, so I only have the basic free rules etc.
I'll reply with some of my own feedback as well, but wanted to reply to say that combat is 'automatic' but it only seems to be with some 'attacks' actions and spells at the moment.
On most monsters that you load in, you have to free roll everything for their abilities, but some like the Goblin Boss's Scimitar attack is automatic, with the damage dice throwing out immediately on a hit or miss and dealing the damage as expected. Same for ranged attacks and spells which feels very nice especially with AOE based spells automatically hitting/missing and damaging an area of creatures.
My list of wants for the future:
The automatic application of damage on a hit is fine, but unless I missed something, there needs to be a way to adjust this.
E.g, while playing through the sample adventure, one of my players wanted to hide behind a barrel for cover against the goblin archers. And I couldn't see a way to apply the adjustment for cover.
That is a good point. There certainly needs to be ways to adjust for cover and things like that.
download the new launcher and it will update it, its no longer in alpha and available to everyone now
Hope we will have new'z soon about the future of Sigil with 90 % of the staff get fired.
There’s another thread that goes into more detail about it, but the short version is that WotC has decided to end the large scale development of Sigil here, so most of the team that was brought on to create Sigil was let go because their contracts were now at an end.