Exalted Scenes 7.0.7: Smoother Broadcast Control and Cleaner Scene Transitions
Hi everyone,
Exalted Scenes 7.0.7 is a focused quality update built around reports from the community. This one is mostly about making live scene control feel more reliable during play.
The GM Panel should now behave better when organizing scenes and characters inside folders. Dragging and dropping items should feel more consistent, especially when reordering things during prep.
The Theater Strip also received several fixes. It should now remain clickable while broadcasting, even when it is placed on the right side of the screen. I also improved its reset controls, keyboard movement, and live shot syncing, so managing theater shots during a broadcast should feel much smoother.
Character positioning during broadcast was another important area. Positions should now sync more accurately between the GM and players, and characters can be moved all the way to the screen edges again. This should help a lot with Hero Mode layouts where every bit of screen space matters.
Finally, scene audio cleanup was improved for Narrator Jukebox users. When a scene ends and the option to stop audio is enabled, soundboard effects should now stop together with music and ambience instead of carrying over into the next scene.
Thank you to everyone who reported these issues clearly. Detailed reports make a huge difference, especially for live-session bugs that only show up in real table use.
Comments (5)
I like exalted scenes really much. Compared to other TOTM-modules, this one feels best for me. "Sequences" I use quite often. There is just one thing that I miss - I guess it's not possible to add weather effects or filters to a scene?!
Is it normal that in Hero mode, if you resize a portrait on scene with + and -, its ACTIVE area (the part you can drag and drop) doesn't change?
probably I can improve that flow, I'll note it down for the next update. <3 thanks for the report!
Does exalted scenes allow you to "bounce" the character as the player talks?
No, honestly, this is actually a feature I had never even considered before, and it sounds incredible. The reason I never thought about it is because I usually don’t run player audio directly through Foundry. I normally set up a Google Meet for voice chat instead. I remember trying to use Foundry’s built-in audio and camera system in the past, but it always felt really finicky to me, you know? Lots of disconnects, inconsistent audio quality, random issues... Has it gotten better nowadays? Is it actually working well for you? Because this honestly feels like the kind of feature you could build an entire update around. Even more than simple bounce effects, players and GMs could upload sequential character sprites that simulate mouth movement, blinking, subtle facial animations, and then have those sprites animate dynamically while the player is talking. That would be INSANE. Seriously, tell me more about your experience using Foundry’s native audio system, because if more people are using it now... man, I would have an ABSOLUTE BLAST building something like this.
