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Moon Wizard
July 12th, 2025, 05:58
This thread is to provide feedback on the latest changes located in the beta Test channel. Please post any feedback/issues to this thread.

Regards,
JPG

nephranka
July 12th, 2025, 10:41
Linux: Using Fedora 42 (I know it is not the support flavor). Just reporting that trying to switch back to LIVE the updater/FG will not launch. It tries and dies. I thought I pass it along in case it effects others.

Solution: This has happen in the past with TEST, so I removed and reinstalled FG.

Egheal
July 12th, 2025, 14:56
I'm just here to say that the new dice mechanic is brilliant and was much needed. This enhancement could be considered mere eye candy. It's much more than that. It will help disabled players to play, it will make the game faster (just roll the dice, don't try to aim for the little chat box). I do, however, see a few possible criticisms. There's no difference between 80% and 120% dice. The dice tray reacts to the size of the dice. Not the dice thrown. This one is big (it could be bigger for me, but I'm not going to complain), bigger than the dices in the dice tray. Thousands of thanks.

SilentRuin
July 12th, 2025, 15:26
Honest to god.

I came up in this new TEST and was greeted with two different series of console errors without a single clue as to what has caused them. I had 1 PC and 1 NPC with all my extensions loaded and have not even tried to do anything fancy yet that would truly test this new TEST. Just came up. Dead. Locked.

I tire of being blown out of the water because nobody in SW seems to bother to see what is actually done on their system. Or make changes with a mind on what impact it will have and put out information on what the solution for those impacts are. I have no real interest in going through trial and error trying to figure out what now has been destabilized. I just want it LEFT stable. Otherwise, maintaining extensions is simply not worth the effort - especially when it feels like you keep saying "this is the last major change to make things better for you"...

[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (combattracker.list.id-00004.polymorphism_selected)
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [ERROR] Script execution error: [string "Polymorphism:..pts/manager_polymorphism.lua"]:561: attempt to call field 'setComboBoxVisible' (a nil value)
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist

Farratto
July 12th, 2025, 15:39
Can you expand on this a little bit? What does this mean?

[DEV][ADDED] tokencontrol - Add drawmode tag support

Zacchaeus
July 12th, 2025, 16:02
When creating a new book adding in a new header, page, or image seems to be adding two instead of just one header, page or image. In the case of a new page or graphic this seems to just add a bunch of white space. The header actually adds a second header. The red boxes in the attached image show the extraneous bits.

I like that it's easier to reposition elements within the pages; not so much a fan of multiple pages all on one page.

Zacchaeus
July 12th, 2025, 16:07
I'm just here to say that the new dice mechanic is brilliant and was much needed. This enhancement could be considered mere eye candy. It's much more than that. It will help disabled players to play, it will make the game faster (just roll the dice, don't try to aim for the little chat box). I do, however, see a few possible criticisms. There's no difference between 80% and 120% dice. The dice tray reacts to the size of the dice. Not the dice thrown. This one is big (it could be bigger for me, but I'm not going to complain), bigger than the dices in the dice tray. Thousands of thanks.

I see a considerable difference between 80% and 120% dice size in both the dice box and the dice thrown. What ruleset are you using?

Tempered7
July 12th, 2025, 16:24
On disabled pov:

The size of die and their staying time allowed my eyes with multiple problems to register numbers way more easily. For any other disabled people, Throwback Die (colorful skin next to Default) makes it easier to differentiate 6s and 9s already (for dyslexia). Nice! Appreciate the new additions :)

[REF MANUAL CONTINUOUS PAGES]

Also noticed that Reference Manuals now "flow" continuously, instead of stopping at the end of current page. And "Next Page" button now skips to the first page of a New Sub Chapter. Not when reading but when writing a ref manual within FGU, this has both the potential to get lost in chapters and find what you're looking for easily -depending on how the Ref Manual is written. But I can say that it can confuse old users who got used to the old system.

[TL;DR]: Flowing pages is great for reading but not much so for writing ref manuals with long pages.

[BUG]: I noticed new "brown circles" at the right side of manual blocks; when drag and dropping one into the chat, it just created an empty space with a non-working link icon (cursor as hand).

[SUGGESTION]: Note that, in disabled pov, reading ref manuals might require certain changes to the colors, font type, font size, and sometimes being able to highlight text for TTS to speak it in sound (Narrator in Win 11). If there can be a search box added to the ref manual book window in dev mode, this can speed things up on long manuals in the new system. Or maybe an option added for using old or the new system.

Egheal
July 12th, 2025, 16:38
I see a considerable difference between 80% and 120% dice size in both the dice box and the dice thrown. What ruleset are you using?
Just noticed that there is 2 separate size scales, one for the tray (80% to 120%) and one for the roll (80% to 240%). I was at 120% on tray and 240% on roll. That's just perfect.

Tempered7
July 12th, 2025, 16:49
Hey, I could have sworn I just saw a temporary extension in the sticky (https://www.fantasygrounds.com/forums/showthread.php?85367-Beta-Release-FG-v4-8-0) to remove the errors SilentRuin mentioned above but now it's gone?
I was gonna use it to test SilentRuin's and Farrato's free extensions that gave me the same errors.

Zacchaeus
July 12th, 2025, 17:43
Hey, I could have sworn I just saw a temporary extension in the sticky (https://www.fantasygrounds.com/forums/showthread.php?85367-Beta-Release-FG-v4-8-0) to remove the errors SilentRuin mentioned above but now it's gone?
I was gonna use it to test SilentRuin's and Farrato's free extensions that gave me the same errors.

You'll need to wait for extension authors to amend their extensions before you'll be able to use them.

Zacchaeus
July 12th, 2025, 17:45
[BUG]: I noticed new "brown circles" at the right side of manual blocks; when drag and dropping one into the chat, it just created an empty space with a non-working link icon (cursor as hand).


These are tags which you can click, hold and drag to reposition pages, headers etc.

Tempered7
July 12th, 2025, 18:00
These are tags which you can click, hold and drag to reposition pages, headers etc.
Oh! Ohhh! Thanks for the clarification Zacc, it was on my mind to suggest this in Wishlist but this is GREAT NEWS!
No more going up, up, down, up, down :D

EDIT: Actual Error

I got this error when trying to increase /decrease the size of a pic in a text+image block:
See attachment.

Zacchaeus
July 12th, 2025, 18:09
Oh! Ohhh! Thanks for the clarification Zacc, it was on my mind to suggest this in Wishlist but this is GREAT NEWS!
No more going up, up, down, up, down :D

EDIT: Actual Error

I got this error when trying to increase /decrease the size of a pic in a text+image block:
See attachment.

I see this happening on any scaling operation; up or down.

Tempered7
July 12th, 2025, 18:11
When creating a new book adding in a new header, page, or image seems to be adding two instead of just one header, page or image. In the case of a new page or graphic this seems to just add a bunch of white space. The header actually adds a second header. The red boxes in the attached image show the extraneous bits.

In addition to this, it is not possible to edit the text fields newly created within the ref manual window unless I edit them first in their own window.

Btw, np for waiting the extension to incorporated into the rulesets.

EDIT:


I see this happening on any scaling operation; up or down.

Yeah, also, the text part under pics sometimes have a big gap if the image is decreased before the update. "Sometimes" is because not all of them have this.

[IMAGE BLOCK BUG]

Image blocks are also non editable when newly created within manuals. Adding image to an image block doesn't immediately update the image from No Image symbol.
Adding a 2nd image block doesn't show the image box at all. And even when in its own window (of a story) the first image doesn't show. THe first image is shown in the ref manual page, though.

Ecks
July 12th, 2025, 18:30
I think the continuous page view for books is a big readability improvement. I did notice that when reordering book pages in the sidebar, the content area doesn't update with the new position until you navigate away to a different subchapter or close the book.

Moon Wizard
July 12th, 2025, 18:58
@nephranka
Thanks for the heads up on Fedora. Unfortunately, Unity only supports Ubuntu natively, and we don't have staff to investigate issues outside of supported platforms.

@Egheal,
I'm not following your issue.
The dice "tray" scale can be modified between 80% and 120% of the built-in size and only affects the dice on the tabletop dice tray.
Once you pick up the dice from the tray (or other UI control), the picked up dice use the dice "roll" scale which can be set between 80% and 240% of the built-in dice size. The "roll" scale defaults to 200%.
You can modify the dice tray/roll sizes in the Dice window via the button in the upper right of the tabletop.

@SilentRuin,
The logical font warning was already addressed with a patch within the hour after release last night; and the combobox function fix was just pushed. Please run a new Check for Updates.

@Farratto,
By default, generic controls and token controls draw their graphics with a "shrink to fit" draw mode (i.e. default/empty draw mode). This means that the graphic is drawn at the exact size of the image (1 pixel to 1 display unit on screen) unless it is bigger than control. If it is too big, the graphic is shrunk to fit the control size. The drawmode tag allows you to specify two other draw modes for the generic control and token control, which are "fit" and "fill". With the "fit" draw mode, the largest of the graphic height/width is stretched/shrunk to exactly match the control height/width. With the "fill" draw mode, the smallest of the graphic height/width is stretched/shrunk to exactly match the control height/width.

JPG

SilentRuin
July 12th, 2025, 19:03
@nephranka
Thanks for the heads up on Fedora. Unfortunately, Unity only supports Ubuntu natively, and we don't have staff to investigate issues outside of supported platforms.

@Egheal,
I'm not following your issue.
The dice "tray" scale can be modified between 80% and 120% of the built-in size and only affects the dice on the tabletop dice tray.
Once you pick up the dice from the tray (or other UI control), the picked up dice use the dice "roll" scale which can be set between 80% and 240% of the built-in dice size. The "roll" scale defaults to 200%.
You can modify the dice tray/roll sizes in the Dice window via the button in the upper right of the tabletop.

@SilentRuin,
The logical font warning was already addressed with a patch within the hour after release last night; and the combobox function fix was just pushed. Please run a new Check for Updates.

@Farratto,
By default, generic controls and token controls draw their graphics with a "shrink to fit" draw mode (i.e. default/empty draw mode). This means that the graphic is drawn at the exact size of the image (1 pixel to 1 display unit on screen) unless it is bigger than control. If it is too big, the graphic is shrunk to fit the control size. The drawmode tag allows you to specify two other draw modes for the generic control and token control, which are "fit" and "fill". With the "fit" draw mode, the largest of the graphic height/width is stretched/shrunk to exactly match the control height/width. With the "fill" draw mode, the smallest of the graphic height/width is stretched/shrunk to exactly match the control height/width.

JPG

Just loading free Advantages extensions (just now) and nothing else I get the following so that widget fix is not fixed:

[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 12:58:13 PM] [WARNING] textwidget: Logical font () does not exist

And of course even knowing I use char wizard I've had no forewarning of whatever changes these are (if just renames again...):

[7/12/2025 12:57:59 PM] [WARNING] windowclass: Window class (decision_sub_racefeat_choice) defined with merge attribute, but asset name does not match existing asset. [AdvantagesCW] [charwizard/record_charwizard_lists.xml]
[7/12/2025 12:57:59 PM] [WARNING] windowclass: Window class (sub_charwizard_equipment_additems) defined with merge attribute, but asset name does not match existing asset. [AdvantagesCW] [charwizard/record_charwizard_lists.xml]
[7/12/2025 12:57:59 PM] [WARNING] windowclass: Window class (sub_charwizard_equipment_currentinv) defined with merge attribute, but asset name does not match existing asset. [AdvantagesCW] [charwizard/record_charwizard_lists.xml]
[7/12/2025 12:57:59 PM] [WARNING] windowclass: Window class (sub_charwizard_race_raceselection) defined with merge attribute, but asset name does not match existing asset. [AdvantagesCW] [charwizard/record_charwizard_lists.xml]

Moon Wizard
July 12th, 2025, 19:07
@Zacchaeus/@Tempered7/@Ecks,
Thanks for report on book creation issues. Will look at those soon.

@SilentRuin,
The "race" tag was changed to "species" back in Fall of last year; so don't think those are new.
Found another place for the logical font warning and pushed a fix; please run a new Check for Updates.

Regards,
JPG

Zacchaeus
July 12th, 2025, 19:15
In addition to this, it is not possible to edit the text fields newly created within the ref manual window unless I edit them first in their own window.



Yes. It seems like you have to select a frame before you can add text; you can then select no frame and still edit the text. It may be related to the doubling up of the entries.

Tempered7
July 12th, 2025, 19:20
@SilentRuin: The errors are gone after the last update. Since Advantages ext doesn't have a page, I thought you'd like to know this. CTRL / ALT still gives ADV / DISADV but Pointer Areas don't select tokens. Also, I couldn't find module priority box in Activation window (iirc it was there before). Also thanks for the extension, it's a HUGE QoL features!

@Zacchaeus: I guess so. I had the double entries too, and pre-TEST blocks doesn't have this issue.

@Moon Wizard: More power to your elbow! :)

Zacchaeus
July 12th, 2025, 19:22
Some of the frames may need a bit of adjusting as can be seen in these screenshots.

SilentRuin
July 12th, 2025, 19:24
@SilentRuin: The errors are gone after the last update. Since Advantages ext doesn't have a page, I thought you'd like to know this. CTRL / ALT still gives ADV / DISADV but Pointer Areas don't select tokens. Also, I couldn't find module priority box in Activation window (iirc it was there before).

@Zacchaeus: I guess so. I had the double entries too, and pre-TEST blocks doesn't have this issue.

@Moon Wizard: More power to your elbow! :)

I'll look - at least Polymorphism no longer locks up the app completely when coming up - that seems to have been fixed. I mean I can update again I guess and see if those logical errors are gone.

Sure enough - see a check update now - clicked - and those logical errors are also gone.

Verified the core selection key to several extensions in Advantages Pointer Areas is no longer working either. Likely they stealthily screwed with the override I do for

function onToolbarTargetSelectValueChanged(c)

what fun.

Tempered7
July 12th, 2025, 19:32
I'll look - at least Polymorphism no longer locks up the app completely when coming up - that seems to have been fixed. I mean I can update again I guess and see if those logical errors are gone.

Good luck and more power to you, too! :)

[REF MANUAL BUG: TEXT + IMAGE BLOCK]
I also found another one:

In only "Left Image + Right Text Blocks", text part is not shown. This was in a pre-TEST module. Right Image + Left Text ones are kept intact.
Newly created text + image blocks doesn't create the text part.

Moon Wizard
July 12th, 2025, 19:34
The onToolbarTargetSelectValueChanged code was not changed in this update.

Regards,
JPG

SilentRuin
July 12th, 2025, 19:39
The onToolbarTargetSelectValueChanged code was not changed in this update.

Regards,
JPG

Guess I'll have to debug with prints throughout it as that is where the select logic is performed. And that is not true really is it - a simple check vs changes in that file shows it had. Not sure how its impacting my code - but something is...

64809

Moon Wizard
July 12th, 2025, 19:44
It was a simple rename with exactly the same functionality. I didn't count those as true "changes", since they do not change any of the logic.
Purely organizational to bring common functions together under a better naming scheme.

JPG

SilentRuin
July 12th, 2025, 19:49
It was a simple rename with exactly the same functionality. I didn't count those as true "changes", since they do not change any of the logic.
Purely organizational to bring common functions together under a better naming scheme.

JPG

I agree - so tested again making sure I did everything and logged everything - it worked fine. I trusted the other's report a bit to quickly me thinks.

Probably they did not have the source token (doing the targeting) selected. My bad for not more thoroughly investigating/testing/verifying it. My only excuse is TEST "shell shock".

As far as I can tell all my stuff is maybe working now after most recent update - though I won't know that for sure without others attempting to do their normal client/host running of stuff.

I suppose I missed the CW changes from last fall you say? And will remedy them or remove them as required.

Tempered7
July 12th, 2025, 20:02
Probably they did not have the source token (doing the targeting) selected. My bad for not more thoroughly investigating/testing/verifying it.

Oh dang, sorry, Silent. It is likely that I did something wrong when testing but tried it again with the exact steps I took:

https://www.dropbox.com/scl/fi/d8yg6mnod80ub9yqfaq80/advantages-pointers.mp4?rlkey=s0s2co3xi6hp7acojls8ggmuw&e=1&st=vucehxvr&dl=0

SilentRuin
July 12th, 2025, 20:17
Oh dang, sorry, Silent. It is likely that I did something wrong when testing but tried it again with the exact steps I took:

https://www.dropbox.com/scl/fi/d8yg6mnod80ub9yqfaq80/advantages-pointers.mp4?rlkey=s0s2co3xi6hp7acojls8ggmuw&e=1&st=vucehxvr&dl=0

Your video does not show you triggering the select with the target mode button at top of your map (click it for all or hold ALT or CTRL while clicking for enemy/friend - forget which is which).


Moon Wizard - cannot find the BuildRecords() calls for these or I'm not recognizing them. Should I just cease trying to filter their records as now undoable?

[7/12/2025 2:12:00 PM] [WARNING] windowclass: Window class (sub_charwizard_equipment_additems) defined with merge attribute, but asset name does not match existing asset. [AdvantagesCW] [charwizard/record_charwizard_lists.xml]
[7/12/2025 2:12:00 PM] [WARNING] windowclass: Window class (sub_charwizard_equipment_currentinv) defined with merge attribute, but asset name does not match existing asset. [AdvantagesCW] [charwizard/record_charwizard_lists.xml]

Tempered7
July 12th, 2025, 20:23
Your video does not show you triggering the select with the target mode button at top of your map (click it for all or hold ALT or CTRL while clicking for enemy/friend - forget which is which).

Yeah, that's what I forgot to click, misremembering it as if it used to auto-select. Sorry for the confusion I caused.

Attachment is the image of Activation window where there was a box in which I enter numbers for Mod Priority. I hope I don't misremembering it, too.

EDIT: Btw, CTRL is for friendly & ALT is for enemy.

SilentRuin
July 12th, 2025, 20:28
Yeah, that's what I forgot to click, misremembering it as if it used to auto-select. Sorry for the confusion I caused.

Attachment is the image of Activation window where there was a box in which I enter numbers for Mod Priority. I hope I don't misremembering it, too.

EDIT: Btw, CTRL is for friendly & ALT is for enemy.

Works for me. You sure you have module priority turned on - and have it set to be used by the extension you want it used in?

64812

Tempered7
July 12th, 2025, 20:32
Works for me. You sure you have module priority turned on - and have it set to be used by the extension you want it used in?

Oh damn. Only "Display Mod Priority level (1-3)" is off. I should've searched more thoruoughly.
Not gonna happen again.
Also sorry for causing this post to deviate.

digimatt
July 12th, 2025, 20:37
I very much appreciate the updates to the Story Book. None of these are complaints or bugs, just suggestions from someone who puts a lot of work into making their books look as good as possible for the end user in conversions:
1) When narrowing the view so an image becomes responsive (yay!) in some cases the height it takes up isn't adjusted, so results in extra white space above, and between the image and the label (see screenshot).64810
2) When stacking two-column layouts (also yay!) it puts the right column below the left. This is of course ideal, EXCEPT when it comes to image/text and text/image blocks. There are a lot of cases where it is unappealing or can disrupt the flow, so it would be nice if there was an option when creating the book to choose the responsive order of two-column fields. If that's not practical, then I think it should always be image then text when stacked. (I'm aware it's unlikely there'll be a consensus on this so can only share my opinion).

LordEntrails
July 13th, 2025, 01:23
Hey, I could have sworn I just saw a temporary extension in the sticky (https://www.fantasygrounds.com/forums/showthread.php?85367-Beta-Release-FG-v4-8-0) to remove the errors SilentRuin mentioned above but now it's gone?
I was gonna use it to test SilentRuin's and Farrato's free extensions that gave me the same errors.
I think this is the actual post you are mentioning: https://www.fantasygrounds.com/forums/showthread.php?85368-Beta-Release-Ruleset-Updates-2025-08&p=747031&viewfull=1#post747031

Tempered7
July 13th, 2025, 01:55
I think this is the actual post you are mentioning: https://www.fantasygrounds.com/forums/showthread.php?85368-Beta-Release-Ruleset-Updates-2025-08&p=747031&viewfull=1#post747031

Yes! I don't know what happened there :D
Thanks, Lord!

EDIT: Core Old Templates 2025-08.ext (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64793&d=1752295868) in the link isn't listed in TEST channel's extensions menu in Luancher. (5E & CoreRPG). It is listed in Live, though. (I updated TEST).

dmbrown
July 13th, 2025, 17:00
I watched the video and didn’t see this as an option, but can the dice roll anywhere when you double click on a dice icon, such as rolling for an attack or damage?

Moon Wizard
July 13th, 2025, 18:33
@SlientRuin,
For the CW stuff, as I mentioned when you took on the project initially, the CW code will be consistently changing to fit the needs of the latest versions. If you can avoid injecting in them; then that is better. In fact, since it's been broken for 9+ months and no one has complained, I suggest it's unneeded. As far as I remember, the equipment section was overhauled as part of the 2024 last fall, and would have to be re-implemented with the new code.

@digimatt,
Thanks for the report and suggestion. Your automatic suggestion seems reasonable, so will look into it as well.

@dmbrown,
When rolling, the dice are no longer bounded by the chat window.

SilentRuin
July 13th, 2025, 18:45
@SlientRuin,
For the CW stuff, as I mentioned when you took on the project initially, the CW code will be consistently changing to fit the needs of the latest versions. If you can avoid injecting in them; then that is better. In fact, since it's been broken for 9+ months and no one has complained, I suggest it's unneeded. As far as I remember, the equipment section was overhauled as part of the 2024 last fall, and would have to be re-implemented with the new code.

@digimatt,
Thanks for the report and suggestion. Your automatic suggestion seems reasonable, so will look into it as well.

@dmbrown,
When rolling, the dice are no longer bounded by the chat window.

I only supported the equipement stuff as part of the overrall BuildRecords() calls I was provided with. Once it was removed there was no longer any way I could filter on modules for the equipment. The other race vs species changes I updated. Its for when you create PCs - which for me happens about once every 2 years as we start a new campaign, so yeah - 9 months is nothing. Not first or last time something will "cease working" without me noticing it since we are not really informed when things specifically change that we override.

Really you guys should search the extensions for code you plan to whack - I mean I have to do that with your rulesets already - its not that big of a burden. When you change something and search in your codeset where it needs to change - you just add in the directories to search with extensions also. Then at least you can give us a heads up. I'll remove the equipment module filtering support.

Mike Serfass
July 13th, 2025, 20:21
Why does every die roll have [__ActionsManagerRoll__] appended to the message? Is that due to partial changes being committed?

jharp
July 13th, 2025, 20:49
Honest to god.

I came up in this new TEST and was greeted with two different series of console errors without a single clue as to what has caused them. I had 1 PC and 1 NPC with all my extensions loaded and have not even tried to do anything fancy yet that would truly test this new TEST. Just came up. Dead. Locked.

I tire of being blown out of the water because nobody in SW seems to bother to see what is actually done on their system. Or make changes with a mind on what impact it will have and put out information on what the solution for those impacts are. I have no real interest in going through trial and error trying to figure out what now has been destabilized. I just want it LEFT stable. Otherwise, maintaining extensions is simply not worth the effort - especially when it feels like you keep saying "this is the last major change to make things better for you"...

[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] setValue: Recursive call terminated for (DATABASENODE) (combattracker.list.id-00004.polymorphism_selected)
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [ERROR] Script execution error: [string "Polymorphism:..pts/manager_polymorphism.lua"]:561: attempt to call field 'setComboBoxVisible' (a nil value)
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist
[7/12/2025 9:11:46 AM] [WARNING] textwidget: Logical font () does not exist

Sometimes I think the best means of communicating this message to SW is to NOT test your extension during the TEST release. Let your customers express their dissatisfaction to FG after they release the TEST to Release.

Jason

Moon Wizard
July 13th, 2025, 20:57
@SilentRuin,
Part of building mods is that the underlying system does change over time. This is true for any moddable platform. You don't see big companies like Bethesda or others doing sweeps of mods to "make sure they all work". Also, it's not realistic to expect a company to be able to understand and debug the entire set of all mods made for a system, as it is extremely resource intensive and cost prohibitive.

@MikeSerfass,
That is part of the code to prevent Throw Anywhere rolls to be able to work with legacy ChatManager overrides without creating infinite loops. The default coding strips it out. It appears that it's not being stripped out in SW because of the unique die handling paths in that system. Will take a look.

@jharp,
Please do not suggest that. While that might be good for you personally; it is not a great experience for your users.

Regards,
JPG

Moon Wizard
July 13th, 2025, 21:04
A fix has been pushed for Savage Worlds roll text.

Regards,
JPG

jharp
July 13th, 2025, 21:15
@SilentRuin,
Part of building mods is that the underlying system does change over time. This is true for any moddable platform. You don't see big companies like Bethesda or others doing sweeps of mods to "make sure they all work". Also, it's not realistic to expect a company to be able to understand and debug the entire set of all mods made for a system, as it is extremely resource intensive and cost prohibitive.

@MikeSerfass,
That is part of the code to prevent Throw Anywhere rolls to be able to work with legacy ChatManager overrides without creating infinite loops. The default coding strips it out. It appears that it's not being stripped out in SW because of the unique die handling paths in that system. Will take a look.

@jharp,
Please do not suggest that. While that might be good for you personally; it is not a great experience for your users.

Regards,
JPG

Well they aren't as much my users as they are yours. If the platform continues to change without proper regard for mods then the end result is a bad experience for YOUR users because eventually those modders just won't bother to update their mods.

As to a comparison to Bethesda, they don't modify the modding API near as much (at all?) as SW. If you are going to change an api then create a depreciation mechanism. If you are changing a mechanism then you should document exactly how the old call should map to the new call. It seems to me that SW has no issue surprising mod developers (your users).

As to me, I will continue to test only once it hits production. Anything else is really a waste of my time.

Jason

Mephisto
July 13th, 2025, 22:27
I really like the changes to the Reference Manuals. Maybe there is time to add GM only text blocks? This way a section could be shared with players without revealing GM information while not requiring 2 sections for the same topic - one for the players and one for the GM.

SilentRuin
July 14th, 2025, 00:14
@SilentRuin,
Part of building mods is that the underlying system does change over time. This is true for any moddable platform. You don't see big companies like Bethesda or others doing sweeps of mods to "make sure they all work". Also, it's not realistic to expect a company to be able to understand and debug the entire set of all mods made for a system, as it is extremely resource intensive and cost prohibitive.

Regards,
JPG

Time to do notepad++ search on current rulesets and extensions with a key word involving function or variable name change...

< 60 seconds

Time to look at hits that actually will be affected...

< 60 seconds

Then a nice global post like in here to tell how to fix/repair what your changing or at the very least say - "this is changing for you and this is what it was and why we changed it and this is what it now is" leaving it to us to decide how to fix if necessary.

Do not tell someone who actually knows the details on how its some huge onerous task that can't possibly be accomplished.

Just be honest. State up front "Look we like just concentrating on our own stuff and changing what we like when we like without worrying about the consequences to any extensions."

That I could accept. This "Oh its too hard to do..." stuff?

Not so much.

[Renaming function, removing function, changing arguments - 90% of what burns me in an update - telling me these are too much trouble to mention is not really a thing]

LordEntrails
July 14th, 2025, 02:10
Silent, I like the idea, but you know there are over 450 extensions on the Forge? So all of them would have to be downloaded, extracted and then a search run on them. Would NPP handle that many files? That's a ton of files if each extension only has 2 text files to worry about. And a lot will have many more than that right? I guess a more intelligent process could be run, to only download and extract the ones that are relevant and the download and extraction could be automated. But still, I would expect the devil to be in the details.

I totally agree that something needs to be done to reduce impact on community devs. But I'm not convinced this idea is the solution.

SilentRuin
July 14th, 2025, 02:33
Silent, I like the idea, but you know there are over 450 extensions on the Forge? So all of them would have to be downloaded, extracted and then a search run on them. Would NPP handle that many files? That's a ton of files if each extension only has 2 text files to worry about. And a lot will have many more than that right? I guess a more intelligent process could be run, to only download and extract the ones that are relevant and the download and extraction could be automated. But still, I would expect the devil to be in the details.

I totally agree that something needs to be done to reduce impact on community devs. But I'm not convinced this idea is the solution.

Not sure about the rest of the ruleset/extension crowd - but I'm betting that the amount of code that is actually overridden (subject to renaming, removing, arg changes) is not the majority of the code and therefore a knowable limited quantity.

Moon Wizard
July 14th, 2025, 17:49
Just pushed an update to fix a few of the book editing items:
* Header block appears to be added twice.
* Script error when attempting to scale image block.
* Image block not updating when dropping asset on it.
* Unable to edit text until frames added/removed.
* Left Image + Right Text Blocks is missing text block portion.

Still tracking the other items, and will be pushing more updates soon.

Regards,
JPG

Tempered7
July 14th, 2025, 18:48
Cosmetic: Bottom image text in DEV mode is still too low but In display mode (the module loaded in extensionless new campaign) some -not all- pics have correct text placement underneath.

This is a real time display problem: Now Dual Story Blocks (2 Text, or Text + Image) place the blocks on top of each other instead of side by side in dev mode when first created. (Only 2 exts: Dev Conversion Checker + CSV Table Import). When I /reload, the blocks are displayed normally but I can't add frames to text blocks if they are at the left of an image.

When an image in a dual block is on the right, scaling arrow doesn't respond.,

EDIT: After reload pic added.
EDIT 2: Changing "can not be added frame" to "added frame isn't shown on dev mode before reload"

Moon Wizard
July 14th, 2025, 19:05
Thanks for the reports. I have the stacking initialization issue already on my list; partially made more visible by other fixes so far.

Regards,
JPG

nephranka
July 15th, 2025, 00:45
@nephranka
Thanks for the heads up on Fedora. Unfortunately, Unity only supports Ubuntu natively, and we don't have staff to investigate issues outside of supported platforms.

@Egheal,
I'm not following your issue.
The dice "tray" scale can be modified between 80% and 120% of the built-in size and only affects the dice on the tabletop dice tray.
Once you pick up the dice from the tray (or other UI control), the picked up dice use the dice "roll" scale which can be set between 80% and 240% of the built-in dice size. The "roll" scale defaults to 200%.
You can modify the dice tray/roll sizes in the Dice window via the button in the upper right of the tabletop.

@SilentRuin,
The logical font warning was already addressed with a patch within the hour after release last night; and the combobox function fix was just pushed. Please run a new Check for Updates.

@Farratto,
By default, generic controls and token controls draw their graphics with a "shrink to fit" draw mode (i.e. default/empty draw mode). This means that the graphic is drawn at the exact size of the image (1 pixel to 1 display unit on screen) unless it is bigger than control. If it is too big, the graphic is shrunk to fit the control size. The drawmode tag allows you to specify two other draw modes for the generic control and token control, which are "fit" and "fill". With the "fit" draw mode, the largest of the graphic height/width is stretched/shrunk to exactly match the control height/width. With the "fill" draw mode, the smallest of the graphic height/width is stretched/shrunk to exactly match the control height/width.

JPG

Well...it has magically fixed itself ;)

Mephisto
July 16th, 2025, 20:28
Quick question: At the moment, any entry in a book creates an advanced story entry. However, for locations, wouldn't it make sense to instead create a "Location" entry?

Jiminimonka
July 16th, 2025, 20:31
Quick question: At the moment, any entry in a book creates an advanced story entry. However, for locations, wouldn't it make sense to instead create a "Location" entry?

Locations are separate entries from Story/Book.

Devs (community and otherwise) would do well to go back and create Location entries. I am (slowly) for Savage Rifts.

Zacchaeus
July 16th, 2025, 20:43
Quick question: At the moment, any entry in a book creates an advanced story entry. However, for locations, wouldn't it make sense to instead create a "Location" entry?

Locations are really meant for players enabling them to create a base. The impetus for locations is the Bastions section in the 5e 2024 DMG. They could, as you suggest, be used for locations in a dungeon or any other area but book entries are better and more flexible for that purpose.

Mephisto
July 16th, 2025, 22:06
I understand. In that case, Adv. Stories could be improved by having a GM text field and a „paste to chat“ button like locations have. That way you could easily paste a description to chat.

wndrngdru
July 16th, 2025, 22:12
Perhaps Locations should be renamed then? Bases? Bastions? Keeps? Castles? They currently don't really work the way I would like them to as a "general" location. I would much prefer the sub-locations be able to take a link to another location. That would allow me to create "neighborhoods" or "sectors" that contain other locations. Right now, they're too specific to be useful as I don't play 5e.

Moon Wizard
July 16th, 2025, 22:22
@Mephisto,
You can already specify a section in any of the advanced story text blocks to have a paragraph type of "Chat". (CTRL + 3) This changes a paragraph to have a different frame and a button to send to chat.

Regards,
JPG

superteddy57
July 16th, 2025, 22:28
Locations are really meant for players enabling them to create a base. The impetus for locations is the Bastions section in the 5e 2024 DMG. They could, as you suggest, be used for locations in a dungeon or any other area but book entries are better and more flexible for that purpose.

It depends on the ruleset and how that ruleset uses them. World of Darkness and Fallout uses them as locations and has expanded the record to work within that ruleset. The base location is built for a broader approach and then changed within 5e.

Mike Serfass
July 17th, 2025, 15:51
Like many others, it seems, I didn't take locations to mean bases.
I've been using them as locations on maps.
We have bases / headquarters implemented in the Savage Worlds ruleset and wouldn't ever use locations for bases.

LordEntrails
July 17th, 2025, 22:12
My example is for my Stellar Atlas. So I've got Star Systems, Planets, Cities, Taverns, etc.
My only complaint with the way locations are architected is sub-locations are useless to me. Sub-locations don't show up in the Locations master list, and if you drag from the master list to the sub-location it makes a copy so now you can no longer update the one in the master list.

It probably works well for Bastions where something like a "Chapel" or "standard" type locations you would want to copy when you creating a custom party base. But for my use I just drag the child locations into the text and that works fine.

I wonder how much work it would take to change the behavior for my ruleset? I will have to look into that.
64871

superteddy57
July 17th, 2025, 22:27
Well you could change the way the children operate by linking back to the source location. This would change the default behavior of locations in your ruleset. The entry would be turned into a shortcut back to that source location, but nothing of that location would be stored within the entry and require more coding for the name and if/when it changes and also if the record has been deleted from the campaign to remove it from the list. Lots of overhead for that to work properly. If you want to talk about it, I'm in the discord most days and you can ask away.

wndrngdru
July 17th, 2025, 23:17
My example is for my Stellar Atlas. So I've got Star Systems, Planets, Cities, Taverns, etc.
My only complaint with the way locations are architected is sub-locations are useless to me. Sub-locations don't show up in the Locations master list, and if you drag from the master list to the sub-location it makes a copy so now you can no longer update the one in the master list.


This is exactly how I wish they worked as well. My use case is neighborhoods in a larger city or sectors of a large base.


I wonder how much work it would take to change the behavior for my ruleset? I will have to look into that.


If you get it worked out and are able to, a ruleset-agnostic extension that provides that functionality would be a welcome addition. I could probably even be persuaded to part with some hard-earned expendable income for it. :)

LordEntrails
July 18th, 2025, 01:38
Well you could change the way the children operate by linking back to the source location. This would change the default behavior of locations in your ruleset. The entry would be turned into a shortcut back to that source location, but nothing of that location would be stored within the entry and require more coding for the name and if/when it changes and also if the record has been deleted from the campaign to remove it from the list. Lots of overhead for that to work properly. If you want to talk about it, I'm in the discord most days and you can ask away.
Thanks!


If you get it worked out and are able to, a ruleset-agnostic extension that provides that functionality would be a welcome addition. I could probably even be persuaded to part with some hard-earned expendable income for it. :)
Won't be anytime soon. But I have added it to my ideas list for my ruleset. But if/when we get to it I would be happy to share it for free. Nothing I do isn't something a thousand of you couldn't do better ;)

superteddy57
July 18th, 2025, 03:12
Well it's on my list of things to investigate and expand at some point since I would like to get more world building tools for those that like that sort of thing. It's one of my ideas to attempt to try where things pick up relationships and the system understands parent to child and vice versa in locations.

Tempered7
July 18th, 2025, 10:53
Well it's on my list of things to investigate and expand at some point since I would like to get more world building tools for those that like that sort of thing. It's one of my ideas to attempt to try where things pick up relationships and the system understands parent to child and vice versa in locations.

Can this be extended to include not just story pages (in locations) but also images? Especially images with text. For something like procedural generation. Or maybe for creating birds view hex map first, then to use gradually zoomed in images of locations. For example,

Let's say main image is an empty hex map with white bg. "Image Locations" (as I call it) goes like this: Zone > Settlement > Building > Room... etc. Like the video (website is down atm)

zgAG9KysNPs

LordEntrails
July 18th, 2025, 16:25
Can this be extended to include not just story pages (in locations) but also images? Especially images with text. For something like procedural generation. Or maybe for creating birds view hex map first, then to use gradually zoomed in images of locations. For example,

Let's say main image is an empty hex map with white bg. "Image Locations" (as I call it) goes like this: Zone > Settlement > Building > Room... etc. Like the video (website is down atm)
Why not just use map pins/links? At least for now. That's what I do.

Now, if map pins had different graphics to go with them... at least by linked object type (story, image, encounter, etc) then it would be obvious. But none of you ever vote for my map pins suggestion when I put it on the wishlist *G*

(Not true, but you can vote here: https://www.fantasygrounds.com/featurerequests/featurerequests.php?titlesearch=Pin%20Colors
And here: https://www.fantasygrounds.com/featurerequests/featurerequests.php?titlesearch=Pin%20graphic)

Jiminimonka
July 18th, 2025, 16:40
Why not just use map pins/links? At least for now. That's what I do.

Now, if map pins had different graphics to go with them... at least by linked object type (story, image, encounter, etc) then it would be obvious. But none of you ever vote for my map pins suggestion when I put it on the wishlist *G*

(Not true, but you can vote here: https://www.fantasygrounds.com/featurerequests/featurerequests.php?titlesearch=Pin%20Colors
And here: https://www.fantasygrounds.com/featurerequests/featurerequests.php?titlesearch=Pin%20graphic)

There is a free extension that lets you have custom pins

LordEntrails
July 18th, 2025, 17:33
There is a free extension that lets you have custom pins
I know, but I won't make modules for distribution that require an extension. And I'm reluctant to use extensions in general.

SilentRuin
July 18th, 2025, 17:50
I know, but I won't make modules for distribution that require an extension. And I'm reluctant to use extensions in general.

Wise. EXTENSIONS = RISK!!! :)

Jiminimonka
July 18th, 2025, 20:47
Wise. EXTENSIONS = RISK!!! :)

Waddayamean? ;)

Tempered7
July 19th, 2025, 02:33
Why not just use map pins/links? At least for now. That's what I do.

Now, if map pins had different graphics to go with them... at least by linked object type (story, image, encounter, etc) then it would be obvious. But none of you ever vote for my map pins suggestion when I put it on the wishlist *G*

(Not true, but you can vote here: https://www.fantasygrounds.com/featurerequests/featurerequests.php?titlesearch=Pin%20Colors
And here: https://www.fantasygrounds.com/featurerequests/featurerequests.php?titlesearch=Pin%20graphic)

That's also what I do. Also I completely forgot about the extension. Still though, it would be a nice function to have in base app.
What I was thinking was something that can be also used as hex images (icons changing shapes to hex shapes) for procedural generation along with links to them.

Btw, voted both.

Egheal
July 19th, 2025, 06:39
Reporting errors with the Traveller ruleset clicking the Skills and the action tabs, fresh campaign, no extensions (log shortened to be able to post over the characters numbers limit):
[7/17/2025 8:59:53 PM] MEASURE: LOAD - PART 2 - 9.3505148
[7/17/2025 9:00:45 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:00:45 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:00:45 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:00:45 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:00:45 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:01:33 PM] [WARNING] window: Anchored static width ignored for control (encumbranceframe) in windowclass (charsheet_inventory)
[7/17/2025 9:01:33 PM] [WARNING] window: Anchored static width ignored for control (encumbranceframe) in windowclass (charsheet_inventory)
[7/17/2025 9:01:33 PM] [WARNING] window: Anchored static width ignored for control (encumbranceframe) in windowclass (charsheet_inventory)
[7/17/2025 9:01:33 PM] [WARNING] window: Anchored static width ignored for control (encumbranceframe) in windowclass (charsheet_inventory)
[7/17/2025 9:01:35 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:01:35 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:01:35 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:02:08 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:02:08 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:02:08 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:02:08 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)
[7/17/2025 9:02:08 PM] [ERROR] Script execution error: [string "MGT2:campaign/scripts/char_statcycler.lua"]:72: attempt to call field 'updateDisplay' (a nil value)

Locotomo
July 19th, 2025, 17:46
Pathfinder 2e, DC Panel is not working properly. When you set a simple dc, it doesn’t change the roll dc.

Egheal
July 19th, 2025, 20:56
I don't know if it is linked with the errors I reported 2 comments above, but assigning roles for spaceships don't seems to work. If I give the Gunner role to a character, there is no weapon showed. So ships Tab is broken.
Edit.:
reverting to v 4.7, I can confirm that the Skills tab in v4.8 is broken. Impossible to put characteristics in the skills in v4.8.

Locotomo
July 19th, 2025, 22:36
Activities and Favorites tabs seem to be broken as well. After a while they were just blank.

wndrngdru
July 20th, 2025, 00:18
Activities and Favorites tabs seem to be broken as well. After a while they were just blank.

As stated in this thread (https://www.fantasygrounds.com/forums/showthread.php?85369-Developer-Notes-2025-08-Ruleset-Updates&p=747034&viewfull=1#post747034), PF2/SF2 have not been updated yet.

Moon Wizard
July 20th, 2025, 19:30
@Egheal,

Just pushed updates for Traveller issues on the PC Skills tab.

Regards,
JPG

Trenloe
July 20th, 2025, 19:38
Pathfinder 2e, DC Panel is not working properly. When you set a simple dc, it doesn’t change the roll dc.
As mentioned by @Moon Wizard PFRPG2 is not part of the test channel right now. We need to make ruleset releases to support Paizo July 31st releases and due to v4.8.0 being in test we can't implement any v4.8.0 code with PFRPG2/SFRPG2 rulesets in test until after the July 31st Paizo releases.

Lonewolf
July 22nd, 2025, 09:36
All main body text missing in Savage Worlds books in 4.8. Have asked Savage Worlds developers to check extent of the issue via discord.

EDIT: confirmed

Atmotaye
July 24th, 2025, 17:25
The Plot Die for the Cosmere ruleset are not present when selecting the ruleset, only when selecting CoreRPG as the ruleset.

Moon Wizard
July 24th, 2025, 18:02
That's actually a reskinned Fate die; but still behaves as a Fate die. We don't support per-game-system dice at this time, so it's just cosmetic at this point.

Josh mentioned putting a way to roll a Plot die on the desktop as an icon; but not sure if that is in the current release.

Regards,
JPG

rocketvaultgames
July 25th, 2025, 15:00
Sorry if I'm late to the party, but finally gave TEST a spin to check out the new dice rolling...

Is there an (on/off) option for this? One of the things I really like(ed?) about FG more than Foundry is keeping the dice confined to the tray/chatbox rather than rolling all over the screen.

This seems like the real life equivalent of rolling in a dice tray (where you can see all the results together) vs. rolling all over a huge table where you have to scan around to see the results (and in this case before they disappear).

Egheal
July 25th, 2025, 16:07
If you double clic a die in the character sheet those dices are thrown on or near the Chat window, not on the whole table. And if you grab the dices you can throw them gently for the same effect. But I see your point. Foundry offer both possibilities: inside Chat or everywhere. The animation and behavior of the dices are way better in FGU (the possibility to clic or grab on the character sheet...).

rocketvaultgames
July 25th, 2025, 17:28
If you double clic a die in the character sheet those dices are thrown on or near the Chat window, not on the whole table. And if you grab the dices you can throw them gently for the same effect. But I see your point. Foundry offer both possibilities: inside Chat or everywhere. The animation and behavior of the dices are way better in FGU (the possibility to clic or grab on the character sheet...).

As it works now on LIVE is excellent in my opinion. As it works on TEST is a strict downgrade for my games.

This reminds me of the addition of the 'combat tabletop list"... Thankfully (sincere thanks!) an option was added to not have to use it.


I also just realized that for example, when everyone rolls initiative or is making the same saving throw (many with ADV/DIS (multiple dice)) the last thing I want is all of those dice in a the way of any activity I'm trying to do in the rest of the interface (check NPC details, etc.).


A simple "Force all Rolls to Chatbox/Dicetray" option would be perfect! (maybe hold ALT to roll anywhere! for that big campaign defining roll!)


I'm all for progress and many new features have been helpful over the years, but some of these changes are not helpful to everyone.

Sulimo
July 25th, 2025, 17:38
A simple "Force all Rolls to Chatbox/Dicetray" option would be perfect! (maybe hold ALT to roll anywhere! for that big campaign defining roll!)



This is there, except opposite from what you are asking for, ALT+Roll is not counted.

https://i.imgur.com/VXzT9RV.png

Lazarus1485
July 29th, 2025, 17:05
hi
Looking at the dice skin selection screen it would be good if in the drop down box the dice sets we own stood out a bit.
Maybe have owned sets in bold and at the top of the list so they are easy to find.
The number of dice sets available is growing so the list will only get longer.

I know if you select 'all' everything is displayed but being able to easily filter on owned sets would be appreciated.

Moon Wizard
July 29th, 2025, 18:07
Interesting idea. Not sure if I'll be able to do anything before release, since I'll be out of town for a few days before release. But, it's something I'll keep on my idea list for improvements to that area.

Regards,
JPG

LordEntrails
July 29th, 2025, 21:47
So, three pieces of feedback from me;

1) The default size of the rolled dice is.. obnoxious. I know it can be adjusted per player, but perhaps 200% is too large a default? Maybe 160? (I'm using 120 myself)
2) The flowing Book pages during reading is great. Really nice improvement. Hoping for more formatting options in the future (like text flowing around images automagically).
3) The flowing Book pages during editing and creation is horrible. I thought it was a bug. This is going to make creating Books really challenging. Might it be possible to turn off this flow mode while editing and just show the active page? I guess a workaround is opening the story pages individually.

LordEntrails
July 29th, 2025, 21:59
I'm getting an error on my ruleset (FrontierSpace via the Forge). I know it's releated to RSW but any help figureing out how to resolve this would be appreciated.

[7/29/2025 1:50:15 PM] [ERROR] Script execution error: [string "FrontierSpace:rulesetwizard/rswcombobox.lua"]:265: attempt to call field 'add' (a nil value)

Jiminimonka
July 29th, 2025, 22:00
So, three pieces of feedback from me;

1) The default size of the rolled dice is.. obnoxious. I know it can be adjusted per player, but perhaps 200% is too large a default? Maybe 160? (I'm using 120 myself)
2) The flowing Book pages during reading is great. Really nice improvement. Hoping for more formatting options in the future (like text flowing around images automagically).
3) The flowing Book pages during editing and creation is horrible. I thought it was a bug. This is going to make creating Books really challenging. Might it be possible to turn off this flow mode while editing and just show the active page? I guess a workaround is opening the story pages individually.

1) Dunno about obnoxious - but having it extra large to start makes people notice (and then they can adjust it to suit their preference)?
2) Yes
3) Agreed, don't make creating books more complex that it already is please.

SilentRuin
July 29th, 2025, 22:22
How do you set the die roll scale? For sure the chat "/scaleroll 100" did not register as working at all. Acted like it was not a keyin at all.

Moon Wizard
July 29th, 2025, 22:24
1) We're going to start with this size; and see how the overall community feedback is.
3) Maintaining two different display mechanisms is very complex and maintenance heavy; so we'll be sticking with the current iteration for now. We have some longer term plans for making books easier to build once we get closer to a reader solution.

RSW combobox
My advice is to convert your RSW combo boxes to standard combo boxes. AFAIK, the reason for having a separate combo box in RSW is no longer valid in the Test version, as the new combobox code is more flexible and supports separate value/display text natively.

Regards,
JPG

Moon Wizard
July 29th, 2025, 22:25
@SilentRuin,

Open the dice window and use the Tray Scale and Roll Scale buttons to modify the size of the dice for each case.

Regards,
JPG

Jiminimonka
July 29th, 2025, 22:25
How do you set the die roll scale? For sure the chat "/scaleroll 100" did not register as working at all. Acted like it was not a keyin at all.

In the Dice UI.

Moon Wizard
July 29th, 2025, 22:29
/scaledice will affect the dice tray scale; and /scaleroll "should" affect the dice roll scale (but is currently broken). Will fix in next build.

Regards,
JPG

LordEntrails
July 30th, 2025, 00:41
Thanks Moon.
Looking forward towards seeing your longer term plans for Book creation :)

Wolfheart
August 9th, 2025, 16:54
I've spent countless hours working on two campaign books (converting PDF > line breaks > entering and editing is quite some work) and now it's all ruined with all these pages I had prepared in the sidebar now on one page instead of being able to click on the pages in the sidebar to move from one entry to another. I cannot see how this is an improvement. Scrolling and scrolling and scrolling to find something instead of having the different entries neatly lined up in the sidebar to click between. There's been a lot of good improvements over the years but this is just horrendous. I don't want to scroll like this :( It doesn't look good either.

Is there a way to roll back to the previous version? Or make it optional?

I see that all my previous work in the campaign books are mostly as they were before the update (although here and there two pages now are on the same page)

Jiminimonka
August 9th, 2025, 17:06
I've spent countless hours working on two campaign books (converting PDF > line breaks > entering and editing is quite some work) and now it's all ruined with all these pages I had prepared in the sidebar now on one page instead of being able to click on the pages in the sidebar to move from one entry to another. I cannot see how this is an improvement. Scrolling and scrolling and scrolling to find something instead of having the different entries neatly lined up in the sidebar to click between. There's been a lot of good improvements over the years but this is just horrendous. I don't want to scroll like this :( It doesn't look good either.

Is there a way to roll back to the previous version? Or make it optional?

I see that all my previous work in the campaign books are mostly as they were before the update (although here and there two pages now are on the same page)

There is no roll-back.

None of your data is lost. This is the first step to make navigating the books better for the reader.

Split the chapters into sub-chapters to aid navigation.

Zacchaeus
August 9th, 2025, 17:19
I've spent countless hours working on two campaign books (converting PDF > line breaks > entering and editing is quite some work) and now it's all ruined with all these pages I had prepared in the sidebar now on one page instead of being able to click on the pages in the sidebar to move from one entry to another. I cannot see how this is an improvement. Scrolling and scrolling and scrolling to find something instead of having the different entries neatly lined up in the sidebar to click between. There's been a lot of good improvements over the years but this is just horrendous. I don't want to scroll like this :( It doesn't look good either.

Is there a way to roll back to the previous version? Or make it optional?

I see that all my previous work in the campaign books are mostly as they were before the update (although here and there two pages now are on the same page)

Each page still appears in the index (sidebar) and clicking on one of them will take you to that page just like it did before. The main difference is that each sub-chapter is shown on one page on the right but nothing has changed as regards the index navigation.

Wolfheart
August 9th, 2025, 19:50
Each page still appears in the index (sidebar) and clicking on one of them will take you to that page just like it did before. The main difference is that each sub-chapter is shown on one page on the right but nothing has changed as regards the index navigation.

Unfortunately the sidebar / index doesn't work for me. Clicking any of the pages in the sidebar doesn't switch between the pages, it just stays on the first page where now all the pages below it are.

Jiminimonka
August 9th, 2025, 19:56
Unfortunately the sidebar / index doesn't work for me. Clicking any of the pages in the sidebar doesn't switch between the pages, it just stays on the first page where now all the pages below it are.

Moon Wizard just pushed a hotfix that might help this. Please update.

LordEntrails
August 10th, 2025, 02:31
Closing this thread. This is the feedback thread for 4.8.0 when it was in public BETA. Issues should now be discussed in the House of Healing.