View Full Version : Official Shadow of the Demon Lord Bug Report Thread
crleonhard
February 25th, 2025, 13:41
Actually, both appear to be working now -- when I manually reduce the dmg via the CT the halfwound is clearing as well. It's bizarre, bc I swear both I and my players tried every method we could think of 2 weeks ago when we first saw this issue and nothing was clearing it, but I'm glad it's working!
DJR77
May 2nd, 2025, 02:08
Seems like "button_record_activateid - DEPRECATED - 2024-03 - Contact ruleset/extension/forge author" appears in chat any time I open an NPC. Tested on new campaign with no extensions as well.
damned
May 4th, 2025, 07:57
I have queued a patch for this.
crleonhard
June 13th, 2025, 14:10
The "Frightened (source not in sight)" Effect in Core Rulebook Player has an error: it shows a -3 mod for INT; all the other stats correctly show -1.
crleonhard
July 11th, 2025, 15:08
On the Party Sheet, I'm seeing the script error below when I click Rebuild Party Inventory:
ItemManager.getAllInventoryListPaths - DEPRECATED - 2024-06-11 - Contact ruleset/extension/forge author
doremicom
August 12th, 2025, 02:40
Paths do not appear to show correctly, missing the bottom parts that characters can use to put talents onto their sheet. I have attached a screenshot.
Moon Wizard
August 12th, 2025, 06:31
Just pushed a hot fix for the Path window issue. Please run a new Check for Updates.
Regards,
JPG
crleonhard
August 22nd, 2025, 14:32
I'm seeing a new error when opening a character sheet containing spells:
Script execution error: [string "C:spell_charsheet:used"]:46: attempt to index a nil value
65203
Moon Wizard
August 22nd, 2025, 20:34
Can you provide the XML for the character by exporting it?
Thanks,
JPG
Moon Wizard
August 24th, 2025, 02:51
Just submitted several updates to the patch system, including a fix for that script error as well as some standardization of the spell record.
Please run a new Check for Updates to get the latest code.
Regards,
JPG
Magus Janus
August 27th, 2025, 08:09
Hey, dark folks! I've been having trouble with my spells recently. How do I fix this? Some spells work normally, while others glitch and simply don't work.65268
Moon Wizard
August 27th, 2025, 17:37
Can you click the Compile Logs button when the console pops up; so I can see the full context?
Thanks,
JPG
crleonhard
August 27th, 2025, 21:37
The "C:spell_charsheet:used" error appears to be resolved, thanks!
I am still seeing the "ItemManager.getAllInventoryListPaths - DEPRECATED - 2024-06-11 - Contact ruleset/extension/forge author" error on the PS Rebuild Party Inventory button.
Also FWIW the "Frightened (source not in sight)" Effect in Core Rulebook Player still applies an incorrect mod (-3 INT, should be -1).
Moon Wizard
August 27th, 2025, 22:50
@Magus Janus,
Just pushed an update that I believe will solve that issue. Please run a new Check for Updates, and let me know if you still see issues.
Regards,
JPG
Moon Wizard
August 27th, 2025, 23:24
@crleonhard,
Just pushed an update that should address the deprecation warning.
For the Frightened, the text of the effect reads "A frightened creature makes attack rolls and challenge rolls with 1 bane or 3 banes when it can see the source of the frightened affliction." So, the default situation would be -3 based on how I read that.
Regards,
JPG
crleonhard
August 28th, 2025, 15:59
Thanks, the deprecation warning is gone now.
Re the Frightened effect, the text you reference is correct. This is why there are two effects in the player module: "Frightened (source in sight)" and "Frightened (source not in sight)". The "source in sight" effect correctly applies a -3 mod on all stats. The "source not in sight" effect correctly applies a -1 mod to all stats except Intelligence, which has an incorrect -3 mod. In both cases, the mod should be the same for all stats: -3 if source is in sight, or -1 if not.
65282
FWIW, when looking at it now, the Effects list is no longer appearing under the Character sidebar where it used to be. I can only access it via the Module list now.
Moon Wizard
August 28th, 2025, 18:10
Just pushed a couple more updates that hopefully should address those for you. In general, I don't know the system, so I'll need pointers, screen clips, etc. like you've been doing.
Regards,
JPG
crleonhard
August 28th, 2025, 18:37
Wow, thanks for the quick turnaround! Yes, the list is back in the sidebar and the effects look correct now. Thanks again!
Magus Janus
September 6th, 2025, 07:18
Thanks, it's working better now.
One thing I noticed is that the console keeps giving an error when an offensive spell is cast without a marked target, which happens a lot during my games. It would be interesting if they went back to simply displaying the die result, even without a target.
In the photo, I made an attack against an NPC, then did it without marking a target. When that happens, the spell description doesn't even appear.
While I'm at it, it would be interesting if the use of these spells were automatically added to the spells used tracker.65354
damned
September 6th, 2025, 08:56
Hi Magus Janus you need to target before casting spells. The majoroity of spells check the targets stats to determine success hence you need to target so that the code can do what it needs to. It cant mark the spell off as used automatically otherwise when you use the last use you cant access the damage or effects.
ProfDogg
September 11th, 2025, 13:03
So I adjusted a character's stat (from within the Ancestry window box) but it doesn't reflect in the sheet afterward. Am I missing some step?
ProfDogg
September 11th, 2025, 13:06
Also, separate (I assume) issue, I'm getting a handler error on all rolls. See log...
ProfDogg
September 11th, 2025, 13:29
So I adjusted a character's stat (from within the Ancestry window box) but it doesn't reflect in the sheet afterward. Am I missing some step?
Disregard this one... I figured it out... Had to adjust, then drag...
crleonhard
November 16th, 2025, 15:02
There's an invalid attempt to call global getValue() in campaign/scripts/spell_charsheet.lua in the onDamageAction handler on line 129:
RulesetWizardDiceRoller.Roll(draginfo, windataref, "damageRollAction", DiceRollDescription, DiceRollString, getValue(), DiceRollAdditionalInfo);
That getValue() should be replaced with a nil (as it is in all the other handlers in that module).
crleonhard
November 16th, 2025, 22:09
Back in February, I reported a problem with the halfhealth icon in the CT not going away after the target was healed. More recently, I noticed that it was only failing when they were healed to exactly 0 dmg, but worked fine as long as they still had at least 1 dmg. This led me to the bug in ct/ct_entry.xml in the onValueChanged handler for the damage control (line 767), where a conditional is skipping the icon check entirely if getValue() == 0:
if getValue() == 0 then
return true;
elseif DB.getValue(nodeCT, "damage", 0) >= DB.getValue(nodeCT, "health", 10) - DB.getValue(nodeCT, "damage", 0) then
DB.setValue(nodeCT, "halfhealth_value", "number", 1);
else
DB.setValue(nodeCT, "halfhealth_value", "number", 0);
end
crleonhard
November 18th, 2025, 20:08
This change appears to resolve the issue:
if getValue() == 0 then
DB.setValue(nodeCT, "halfhealth_value", "number", 0);
elseif DB.getValue(nodeCT, "damage", 0) >= DB.getValue(nodeCT, "health", 10) - DB.getValue(nodeCT, "damage", 0) then
DB.setValue(nodeCT, "halfhealth_value", "number", 1);
else
DB.setValue(nodeCT, "halfhealth_value", "number", 0);
end
Moon Wizard
November 19th, 2025, 00:54
Thanks for the reports and info. We've escalated to the developer of the ruleset, so they can take a look.
Regards,
JPG
mchargharg
December 5th, 2025, 07:16
Most players' spells are grayed out and they get errors when they cast them (targeted or not). It's been occuring the last couple sessions and we've just been playing around it manually. Compile log is attached. There seems to be some script execution error 309. Any help would be appreciated.
Ravanazar
December 6th, 2025, 01:43
Most players' spells are grayed out and they get errors when they cast them (targeted or not). It's been occuring the last couple sessions and we've just been playing around it manually. Compile log is attached. There seems to be some script execution error 309. Any help would be appreciated.
Same issue and 309 error in my game.
crleonhard
December 9th, 2025, 11:40
The error reported by a couple of people above ([string "IPFGSDLSECORE:..scripts/spell_charsheet.lua"]:309: attempt to compare userdata with number) is due to a bug in campaign\scripts\spell_charsheet.lua line 309, which currently looks like this:
if DB.getValue(nodeItem, "minstrength", 0) > DB.getChild(nodeChar, "strength", 0) then
What it SHOULD look like is this:
if DB.getValue(nodeItem, "minstrength", 0) > DB.getValue(nodeChar, "strength", 0) then
To the devs: if you're trying to reproduce this error, it only happens if someone with equipped armor makes an attack roll with a spell.
To affected users: until the devs are able to get a fix pushed out for this through official channels, you can fix it for yourself by unzipping the IPFGSDLSECORE.pak file in your \SmiteWorks\Fantasy Grounds\rulesets directory (you'll probably need to rename it to IPFGSDLSECORE.zip first) to a folder named IPFGSDLSECORE and editing the campaign\scripts\spell_charsheet.lua yourself as indicated above. (You may want to apply my fix to line 129 of the same file, described a few posts above, at the same time.) Only the host needs to do this. When you reload FG, it will use the files in this folder instead of the pak file for the ruleset. Please note though that when an update for this ruleset is pushed out, you'll want to delete this folder you manually created so the new, fixed pak file gets loaded at that point.
Moon Wizard
December 9th, 2025, 21:55
Since we have not heard back from the third party developer in some time; I went ahead and made the changes the @crleonhard suggested for the last few items. Please run a new Check for Updates, and let me know if still an issue.
Regards,
JPG
mchargharg
December 9th, 2025, 22:51
I updated and I think it works, based on a couple quick tests. The spells are still grayed/blacked out, but I was able to target and roll without generating an error code.
crleonhard
December 10th, 2025, 00:08
The issue with the grayed out spells may be that when you first drop a new spell on your sheet it doesn’t have any available castings — try double-clicking the Rest button and see if that fixes it.
Ravanazar
December 16th, 2025, 02:47
Starting and Expert talents for the Faun and Halfling ancestries are blank.
They have a title on the ancestry sheet such as "Quick Step (Faun 0)" but when opened the talent sheet is completely empty.
No title, no label, no description or text.
Both ancestries are from the "Demon Lord's Companion Player" module.
Unloading and reloading the module does not restore them.
6 blank/empty talents with no label show in the Talents window under Demon Lord's Companion Player.
Josith
December 16th, 2025, 19:31
I've confirmed the issue and put in a bug report for the Companion module.
spoofer
December 18th, 2025, 14:18
I will look into this over the Christmas holidays.
Tenraix
December 20th, 2025, 06:10
Hey everyone. I am running into a problem with many of the character sheet and combat rolls prompting errors. every time I make an attack roll, or any check for that matter, I get this error that is in the screenshot. Is there a work around or should I chalk this up to another broken (and useless) module? Thank you in advance and happy gaming.
66026
crleonhard
December 21st, 2025, 15:37
Hey everyone. I am running into a problem with many of the character sheet and combat rolls prompting errors. every time I make an attack roll, or any check for that matter, I get this error that is in the screenshot. Is there a work around or should I chalk this up to another broken (and useless) module? Thank you in advance and happy gaming.
66026
Try adding a token image to the character. A lot of the scripting that generates chat output errors out if the token isn't set.
crleonhard
January 7th, 2026, 18:33
I found a bug causing finesse weapons to not apply boons/banes from effects. The fix needs to be made in campaign/item_weapon.xml in two places in the scripting for the "attack" control: line 341 (in BoonBaneCalc) and line 544 (in BoonBaneCalcNoTarget). In both places, a fix might look like this:
if nodeWeapon.getChild("finesse").getValue() == 1 and nodeWeapon.getChild("attacktype").getValue() == 'melee' then
local nFinesseBoon, nFinesseBane = 0, 0;
if nMelee > nRanged then
ModifierStack.addSlot("Melee", nMelee);
nFinesseBoon = nStrengthBoon;
nFinesseBane = nStrengthBane;
else
ModifierStack.addSlot("Finesse", nRanged);
nFinesseBoon = nAgilityBoon;
nFinesseBane = nAgilityBane;
end
nExtraBoon = nExtraBoon + nAttackBoon + nFinesseBoon;
nExtraBane = nExtraBane + nAttackBane + nFinesseBane;
(Let me know if you'd like a hand maintaining this ruleset; I'm happy to help.)
superteddy57
January 7th, 2026, 18:40
I found a bug causing finesse weapons to not apply boons/banes from effects. The fix needs to be made in campaign/item_weapon.xml in two places in the scripting for the "attack" control: line 341 (in BoonBaneCalc) and line 544 (in BoonBaneCalcNoTarget). In both places, a fix might look like this:
if nodeWeapon.getChild("finesse").getValue() == 1 and nodeWeapon.getChild("attacktype").getValue() == 'melee' then
local nFinesseBoon, nFinesseBane = 0, 0;
if nMelee > nRanged then
ModifierStack.addSlot("Melee", nMelee);
nFinesseBoon = nStrengthBoon;
nFinesseBane = nStrengthBane;
else
ModifierStack.addSlot("Finesse", nRanged);
nFinesseBoon = nAgilityBoon;
nFinesseBane = nAgilityBane;
end
nExtraBoon = nExtraBoon + nAttackBoon + nFinesseBoon;
nExtraBane = nExtraBane + nAttackBane + nFinesseBane;
(Let me know if you'd like a hand maintaining this ruleset; I'm happy to help.)
I am currently going through a clean up pass of the ruleset. I will keep note of this and help get it resolved.
Gwydion
January 17th, 2026, 14:39
Is there a current bug with spell attack rolls? No extensions loaded and I'm trying to cast burning beam aginast a bandit and I get a handler error: [string "IPFGSDLSECORE:..gn/scripts/managerRolls.lua"]:351:attempt to index a nil value
Ravanazar
January 17th, 2026, 17:54
Is there a current bug with spell attack rolls? No extensions loaded and I'm trying to cast burning beam aginast a bandit and I get a handler error: [string "IPFGSDLSECORE:..gn/scripts/managerRolls.lua"]:351:attempt to index a nil value
I tried the same spell adding it to a sheet then targeting an NPC. It would not roll against the selected target.
Until I adjusted the castings up then back to down. The spell no longer showed greyed out and then rolled normally against the target
Gwydion
January 17th, 2026, 17:56
I tried the same spell adding it to a sheet then targeting an NPC. It would not roll against the selected target.
Until I adjusted the castings up then back to down. The spell no longer showed greyed out and then rolled normally against the target
Interesting. I will try that. Thank you!
superteddy57
January 17th, 2026, 18:16
I'm still looking in cleaning up the ruleset and trying to get it into the Test server for everyone to test. If you do spot anything, please post here or another thread to make me aware of issues you are seeing.
crleonhard
January 21st, 2026, 02:37
Yes, I have observed that adding a new spell onto a charsheet is a little glitchy, in that the scripting that sets up the status of all the controls in the spell entry (specifically, showing/hiding the roll button and the gray bar that disables the entry) doesn't all get executed when you first drop the spell onto the sheet. I put in some extra code to handle this in the Weird Wizard extension, but in the base ruleset if you simply close the charsheet and reopen it that should cause everything to reinitialize properly. (As Ravanazar has observed, other manipulations of the spell controls can accomplish the same thing by causing that re-initialization code to trigger.)
Ravanazar
February 14th, 2026, 23:32
First game with the updated sheets. Players report some troubles
1. Power shows 0 for level 1 Spellguard and Magician at least (as we have those in our group.)
2. Slots show the number of slots one power level behind the Power being displayed.
3. Power did not increase when Spellguard and Magician leveled up to 2.
4. Spells still not always listing under their proper Tradition.
5. Languages header missing "Languages" text.
6. Languages not displaying Speak/Read/Write status indicators.
7. Equipping soft armor not adjusting Defense (Cycling through equp/carry helped on one players sheet but not the others)
8. The Talent "Overwhelming Strike (Barbarian 2) and Combat Prowess (Barbarian2)has no text in the body only in the title.
9. Script Execution error: [string "W:item_attacks_npc"]:12: attempt to index local 'sRange' (a number value) when trying to open any of the "Micca's NPC Records: NPC: Micca Corruption 3, NPC: Micca Corruption 4, NPC: Micca Corruption 5, NPC: Micca Corruption 6. From Book -The Queen of Gold - chapter 3 under Bloody Butchery.
10. Script execution error: [string "IPFGSDLSECORE:..s/manager_actio_attacl.lua"]:257: attempt to index field 'range' (a number value) when clicking on the above NPC's attack roll buttons.
I feel bad dropping all these
superteddy57
February 14th, 2026, 23:35
First game with the updated sheets. Players report some troubles
1. Power shows 0 for level 1 Spellguard and Magician at least (as we have those in our group.)
2. Slots show the number of slots one power level behind the Power being displayed.
3. Power did not increase when Spellguard and Magician leveled up to 2.
4. Spells still not always listing under their proper Tradition.
5. Languages header missing "Languages" text.
6. Languages not displaying Speak/Read/Write status indicators.
7. Equipping soft armor not adjusting Defense (Cycling through equp/carry helped on one players sheet but not the others)
8. The Talent "Overwhelming Strike (Barbarian 2) has no text in the body only in the title.
9. Script Execution error: [string "W:item_attacks_npc"]:12: attempt to index local 'sRange' (a number value) when trying to open any of the "Micca's NPC Records: NPC: Micca Corruption 3, NPC: Micca Corruption 4, NPC: Micca Corruption 5, NPC: Micca Corruption 6. From Book -The Queen of Gold - chapter 3 under Bloody Butchery.
10. Script execution error: [string "IPFGSDLSECORE:..s/manager_actio_attacl.lua"]:257: attempt to index field 'range' (a number value) when clicking on the above NPC's attack roll buttons.
I feel bad dropping all these
Can you export the affected characters and post them here for me to tinker with?
Ravanazar
February 15th, 2026, 18:47
Can you export the affected characters and post them here for me to tinker with?
Character backups attached
Ravanazar
February 15th, 2026, 18:49
The players made attempts to manually adjust things so that it was playable for them
superteddy57
February 15th, 2026, 19:21
Were these characters created before or after the update?
superteddy57
February 15th, 2026, 19:39
The Magician or the Spellguard I'm not seeing a Power increase at Level 2 in the book or the path record.
Ravanazar
February 16th, 2026, 18:09
Were these characters created before or after the update?
Yes, prior to the update
Ravanazar
February 16th, 2026, 18:13
The Magician or the Spellguard I'm not seeing a Power increase at Level 2 in the book or the path record.
You appear to be correct.
The players reported this incorrectly to me then.
They shall be shunned by the new god for 1 weeks time for each offense.
superteddy57
February 16th, 2026, 18:59
All good, I finding the Power was not collecting correctly. I'll have an update soon. Still figuring out the spell list not displaying correctly. The NPC issues appear to be a module issue as I can't replicate with core rulebook NPCs.
superteddy57
February 18th, 2026, 16:20
First game with the updated sheets. Players report some troubles
9. Script Execution error: [string "W:item_attacks_npc"]:12: attempt to index local 'sRange' (a number value) when trying to open any of the "Micca's NPC Records: NPC: Micca Corruption 3, NPC: Micca Corruption 4, NPC: Micca Corruption 5, NPC: Micca Corruption 6. From Book -The Queen of Gold - chapter 3 under Bloody Butchery.
10. Script execution error: [string "IPFGSDLSECORE:..s/manager_actio_attacl.lua"]:257: attempt to index field 'range' (a number value) when clicking on the above NPC's attack roll buttons.
I feel bad dropping all these
I'm not able to locate these modules. Do you have links to these modules?
Ravanazar
February 18th, 2026, 16:24
I'm not able to locate these modules. Do you have links to these modules?
https://www.fantasygrounds.com/store/product.php?id=IPFGSDLSEQG
Shadow of the Demon Lord The Queen Of Gold
spoofer
February 19th, 2026, 11:44
@superteddy57 Thanks for all of your amazing work on this ruleset. If you see anything that is a data error, then post here and I will update.
spoofer
February 19th, 2026, 11:49
Re: The Talent "Overwhelming Strike (Barbarian 2) has no text in the body only in the title.
I was not able to reproduce this. I see the text in the body.
superteddy57
February 19th, 2026, 14:20
Re: The Talent "Overwhelming Strike (Barbarian 2) has no text in the body only in the title.
I was not able to reproduce this. I see the text in the body.
I believe they are referring to when it's added to the character sheet. At least that's how I read it. I'm looking at the issue and the spell list issue as well.
superteddy57
February 19th, 2026, 20:41
Pushed a fix for the spell list issue.
Ravanazar
February 20th, 2026, 02:24
Re: The Talent "Overwhelming Strike (Barbarian 2) has no text in the body only in the title.
I was not able to reproduce this. I see the text in the body.
When opened from inside the character sheet some show no text in the body. Pic attached
66663
superteddy57
February 20th, 2026, 02:31
When opened from inside the character sheet some show no text in the body. Pic attached
66663
Thank you I could verify, Still working on seeing why it's not transferring the description.
crleonhard
February 20th, 2026, 03:45
(Nevermind, just saw that someone else already reported this.)
Ravanazar
February 22nd, 2026, 03:04
Effects are also showing no text
66670
superteddy57
February 22nd, 2026, 03:54
Ok, thanks for the report.
superteddy57
February 22nd, 2026, 04:19
Pushed fix to address effect description being empty.
Ravanazar
February 22nd, 2026, 14:39
Man, your awesome. Thank you!
superteddy57
February 23rd, 2026, 16:59
Pushed fix to address the missing talent text during the level up and creation steps. You will have to rebuild the character or drop the Talent again and remove the other one.
crleonhard
February 25th, 2026, 02:51
FWIW, the current IPFGSDLSECORE.pak has an archived pak inside the pak. It's not hurting anything, but is making the pak 5 MB larger than it needs to be.
superteddy57
February 25th, 2026, 04:38
Thanks for the report. I have removed it from future pushes.
mchargharg
February 27th, 2026, 00:57
So, we are running into tons of issues with this update. Here are the first that have come up:
Drag-n-drop functionality is non-existent on NPCs. Can't drag new spells, equipment, or anything onto NPCs like before, so I am having to manually type in every single spell on a magic user (not fun) even when they already exist in the database.
No one can figure out where the equipped armor is (used to be a box) other than equipment; it was much easier to see what was equipped and calculating the defense.
Can't delete lines in certain areas, like effects; there just isn't an option even when the record is unlocked
Thanks for the work.
superteddy57
February 27th, 2026, 03:37
I'll look into the npc drops, but equipment is handled on the inventory tab. Equip the armor and the defense will be updated on the abilities tab.
You will need to specific on what you can't delete and where exactly you can't delete them. This will help narrow down and get those resolved quicker.
superteddy57
February 27th, 2026, 03:54
Pushed a fix for the NPC drops that I could locate. Attacks, Weapons, Armor, Effects and Spells.
crleonhard
February 27th, 2026, 16:02
In a new campaign, the dice are covering the dice mods -- is there a way to reposition these that I'm not seeing?
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66698
66698
mchargharg
February 27th, 2026, 16:43
In a new campaign, the dice are covering the dice mods -- is there a way to reposition these that I'm not seeing?
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66698
66698
Same. You can manually move them by using a right click near the upper left on the d20 to unlock position then move it. I also deleted all of the dice but the d20 and d6 using the Dice tab.
mchargharg
February 27th, 2026, 16:51
Pushed a fix for the NPC drops that I could locate. Attacks, Weapons, Armor, Effects and Spells.
Thanks, I'll test it out later today.
As for the armor, we did find that it was managed through inventory now, not a big deal. The issue we had was that though a shield was equipped, it was not providing a defense bonus. We had to manually add that to the modifier box under Defense.
As far as being unable to delete line items, one for sure was on NPCs where there wasn't a way to delete "effects." I'll get on my personal computer later and see if I can catalog any more.
One additional thing that we experienced playing last night: attacks (or spells) with boons/banes. Previously, if you had a boon on an attack, you'd hit the attack button and it would automatically add the correct number of boons/banes to the roll. When we were playing last night, you had to double click on the boon/bane box next to an attack to send it to the boon/bane modifier box in the bottom left and then hit attack for the boons/banes to actually roll with them. If there's a way to automate having innate boons/banes roll with attacks when you hit the attack button, that would be great. This was for both characters and NPCs.
superteddy57
February 27th, 2026, 17:08
You will have to click to add the banes/bones by click on the boxes now to add it to the global bane/boon control on the desktop.
superteddy57
February 27th, 2026, 17:16
The reasoning is to help with calculating all your bane/boons from various sources. Clicking on (or click and type) into the global bane/boon boxes on the desktop is the main mechanism for the banes'boons the roll has. So it's best to build that up first and then complete the roll.
superteddy57
February 27th, 2026, 18:06
Pushed another fix to address the effects list on the NPC record not showing the delete button when unlocked.
Ravanazar
March 14th, 2026, 22:46
Upon leveling to 4 today the ancestry Health bonus was not applied to any of the characters
superteddy57
March 14th, 2026, 23:02
Pushed a fix to address the updating to 4 not adding the additional bonuses to health.
rayosheeba
March 15th, 2026, 04:38
How am I supposed to add effects/statuses to PCs and NPCs now? I can't simply drag them onto the entries in the combat tracker anymore.
superteddy57
March 15th, 2026, 05:50
How am I supposed to add effects/statuses to PCs and NPCs now? I can't simply drag them onto the entries in the combat tracker anymore.
As the original developer chose to do it in a non-standard way, I'll have to look into getting that process re-established.
superteddy57
March 16th, 2026, 04:36
Pushed a fix to address not being able to drop effects to the combat tracker entry
rayosheeba
March 17th, 2026, 02:16
Hey man, thank you very much for the attention and also for the efficiency. I’d also like to take the opportunity to congratulate you on the cleanup of the module as well — it was very welcome.
Eldin89
March 25th, 2026, 04:41
Hi, I have been following this thread since the update and have not seen anyone else mention the combat tracker not tracking properly anymore.
Before the update it correctly ordered players before enemies withing the swift, slow, surprise brackets; but after the update it doesn't order correctly and seems to follow the FG default highest dex goes first ordering.
Considering how critical the combat tracker is and noone else has reported it, am I and my group doing something wrong?
In general the changes have been a big improvement as the bugs have been ironed out so thank you for your efforts.
superteddy57
March 25th, 2026, 05:04
Hi, I have been following this thread since the update and have not seen anyone else mention the combat tracker not tracking properly anymore.
Before the update it correctly ordered players before enemies withing the swift, slow, surprise brackets; but after the update it doesn't order correctly and seems to follow the FG default highest dex goes first ordering.
Considering how critical the combat tracker is and noone else has reported it, am I and my group doing something wrong?
In general the changes have been a big improvement as the bugs have been ironed out so thank you for your efforts.
Pushed an update to address this report.
rayosheeba
March 28th, 2026, 16:11
Status effects are being correctly applied under “Status” in the Combat Tracker, but only for NPCs.
If you apply a status effect to a player in the Combat Tracker, it appears in the summarized form, but when you click “Show Status” in the CT, it is not listed there.
I also cannot remove them from PCs unless I delete the PCs from the Combat Tracker and add them back to the map.
I would also like to know if there is an easier way to remove lighting effects applied to tokens (both PCs and NPCs) other than deleting them and placing them back on the map.
superteddy57
March 28th, 2026, 18:03
I'm on vacation and can't address this till I'm back. The original developer's design was not in line with the way the Effects system currently works. So I'm not sure how to get the current lighting system to work within their design.
superteddy57
April 7th, 2026, 02:38
I looked it over and unfortunately the previous developer went in a different direction and didn't stick with the core design for the effects. I don't believe it's possible at this time to get that working. You can use the token light feature from the image sidebar to assist in adding lights to the tokens on the map.
Eldin89
April 18th, 2026, 00:59
Pushed an update to address this report.
Thanks! The combat tracker is working as expected now! I am getting another issue with status effects though. When attacking a player or NPC with an active effect (checkbox checked) in the combat tracker it is throwing an error an not applying boon/banes to the roll. A couple of the effects we have had this issue with are blinded & frightened if that helps with isolating this issue. Hope you had a good vacation.
superteddy57
April 18th, 2026, 01:06
Thanks! The combat tracker is working as expected now! I am getting another issue with status effects though. When attacking a player or NPC with an active effect (checkbox checked) in the combat tracker it is throwing an error an not applying boon/banes to the roll. A couple of the effects we have had this issue with are blinded & frightened if that helps with isolating this issue. Hope you had a good vacation.
it's best to provide as much information to help replicate it. Can you attempt to replicate it and provide your logs or show me images of it being done and/or an image of the error you are receiving?
Eldin89
April 18th, 2026, 04:36
Sure thing. The error is:
67142
It happens when attacking a creature with effects active by checking the box next to the effect on the creature in the tracker. The above error occurred for a player attacking the creature and only displayed in their client, not my GM client. For reference I have attached an image of the GM combat tracker.
67143
In testing the above issue I discovered another issue where if you add a creature that is not size 1 to the combat tracker (the Minotaur in the above image for example) it updates the creature to be size 1. If you open that creatures information panel (the angry face icon in the combat tracker) from the combat tracker it will display size 1 in the info panel instead of 2 like if you open it from the NPCs library. This may also play into some other weirdness on token size I have noticed previously but not been able to identify a cause for.
Thanks for your work on the module. It is better with every update.
superteddy57
April 21st, 2026, 15:48
Pushed an update to address the latest report.
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