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Moon Wizard
January 9th, 2026, 18:30
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

humby
January 9th, 2026, 23:14
Just been having a quick poke around in a new 5E 2024 campaign in the beta, some things I picked up on:


The new autoload for modules was nice, but in a 5E campaign it loaded the 2024 core modules (as expected) but also loaded the legacy supplements such as Volo and Tashas and also the Adventures in Faerun module - is this intended?
The setting a module to autoload for players by clicking on the icon on the module tile worked, but I did notice there isn't a draggable icon for it in the bottom left of the module activation window, like there is for allowing and disallowing?
I love the new shortcut pins on images, very nice, however I did note that the new icon to denote shared pins isn't very noticeable, especially when zoomed out.
On a related note, is there any intention of adding the ability to customise the pin icons (so the icon could be set to a beer mug to denote a tavern, or a stack of coins to denote a shop, for example)?
Manually removing an effect by deleting it on the combat tracker doesn't display a notification (to be fair, it doesn't display it in chat, either).
If the GM has a hidden creature on the combat tracker, and it is that creature's turn, and they use one of the pre-made / standard effect buttons (blinded, charmed etc.) from the Effects window, in the chat there will be a GM only message to say the effect has been applied but the notification appears for both the GM and the Player.
If the GM sets a speaker from an NPC record, and then clicks one of the pre-made / standard effect buttons (blinded, charmed etc.) from the Effects window when it is non-one's turn (i.e. they are not in initiative / no-one has the turn marker), the chat will display a message with the speaker's name and the effect, but will use the standard GM icon.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66170&stc=1&d=1768000235

Moon Wizard
January 9th, 2026, 23:20
Responses below:

Autoload of Legacy modules - This is intended; as according to Wizards, these books are canonical rulebooks still.
Button for player auto-load - Will look at this; don't want to make global option though due to issues with that.
Shortcut pins - Will talk to Adam about shared visibility; no plans to make "custom icons" at this point just tying the "type" of the record to a visual identity.
Manual deletion of effects lack of notification - This is by design; only "expiring" effects notify.
Notification of effect add for hidden creatures or GM only effects - Will look at this.
Speaker on effect adds - Will need to try to reproduce/investigate. Not following at the moment; but will ask if I have questions.


JPG

Zarestia
January 10th, 2026, 11:51
The assets are now loading way faster, that's nice :)
The custom link icons are also good.

- The notifications for acid, poison and lightning damage (in for example 5E) are a bit hard to read on the white background.
- When sharing a single story narration text, there is an X to close it. When sharing multiple after another, there is an arrow to get to the next one. But the last one also has an arrow instead of an X.
- Can you speak as an identity as a player? Currently only the GM can use the "chat bubbles". It would be cool if players could also use this feature. (NVM, this worked)

Feedback from one of my players: It would be nice if you could move the window showing the story narration.

Zacchaeus
January 10th, 2026, 19:30
I'm not sure if this is an issue or not since I'm unsure of what the options for Chat: Display location are supposed to do exactly.

At any rate applying an effect to a character on the CT displays a notice to chat and brings up a toast and displays a little thumbs up signal on the token no matter what the setting for Display location is set to.

I'm assuming that chat only should only broadcast to chat and that no toast will pop up and no thumbs up will appear on the token.
I'm assuming that chat and image should pop up the toast and broadcast to chat.
I'm assuming that chat and token should show the thumbs up on the token and broadcast to chat and there should be no toast.

Mephisto
January 10th, 2026, 22:38
Same rulesets have defense actions like a block or a dodge/evade. Can we get some CoreRPG icons for these actions?

Farratto
January 10th, 2026, 23:10
Generally, I realy like the new updates. One suggestion: When you do a save on multiple creatures, it's nice (for many reasons) if you can see on the map which creatures failed/saved the saving throw. Can you make the little "saved" "failed" text stay on the token much longer? Maybe until another spell is cast or until a turn change?

LordEntrails
January 12th, 2026, 00:31
Question on the new pin graphics...
Do they use the library object icons defined for the ruleset or are they set to a single set of graphics?

Moon Wizard
January 12th, 2026, 23:43
@humby,
* Button for player auto-load - Added.
* Shortcut pins - Image link share overlay increased in size.
* Notification of effect add for hidden creatures or GM only effects - Fixed
* Speaker on effect adds - Fixed

@Zarestia,
* Damage notifications - We're going to wait for more feedback on the damage notifications before we change anything here.
* Story narration text next/close button display - Fixed

@Mephisto,
* Block/Dodge attack results - Added icons to support results of "block" or "dodge" for other rulesets to use.

@Farratto,
* Lingering save results - No plans to implement non-temporary image overlay FX at this time. I think there is an extension that adds widgets to do that already.

@LordEntrails,
* Library object icons - The link icons are defined as a windowclass -> icon mapping in the under linksettings in the gameelements.xml in CoreRPG (and any layered rulesets). They are separate graphics, but we made link icons to match all the currently provided CoreRPG sidebar icons.

Regards,
JPG

LordEntrails
January 12th, 2026, 23:59
Thanks!

humby
January 13th, 2026, 08:55
@humby,
* Button for player auto-load - Added.
* Shortcut pins - Image link share overlay increased in size.
* Notification of effect add for hidden creatures or GM only effects - Fixed
* Speaker on effect adds - Fixed


Re-tested these with no issues.

Out of curiosity, are you intending the notifications to be alterable by themes in the future? So D&D / Pathfinder games could have it look like a wooden sign or a scrap of parchment, Traveller / Starfinder games could have it look like a metal sign or computer display and so on?

Mephisto
January 13th, 2026, 14:33
@Mephisto,
* Block/Dodge attack results - Added icons to support results of "block" or "dodge" for other rulesets to use.


Thank you so much! Much appreciated!

humby
January 14th, 2026, 14:01
Adding an item to a parcel displays a notification about a record being created, so if you have a table that, for example, generates a parcel with "[1d20x] Arrow +1" as a result, you will get 1 - 20 notifications that a new Arrow +1 record has been created.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66209&stc=1&d=1768399247

Moon Wizard
January 15th, 2026, 21:09
@humby,

Thanks for the heads up. Just pushed a new update to bypass the notifications for items added as sub-records of other records.

Regards,
JPG

Mike Serfass
January 19th, 2026, 16:30
Modules don't maintain permissions between game loads.

When the GM sets a module to be allowed to players, the next time the session loads, those permissions are set back to "disallow'.
So the GM must reset those permissions EVERY GAME and the players must reload the modules EVERY GAME.

This has always been a problem, but I had code to work around this bug.
The current changes now make this impossible to work around.

This happens in all rulesets and happens only with some modules.
The GM loading the module seems to affect this default setting.

Trenloe
January 19th, 2026, 18:49
Modules don't maintain permissions between game loads.

When the GM sets a module to be allowed to players, the next time the session loads, those permissions are set back to "disallow'.
So the GM must reset those permissions EVERY GAME and the players must reload the modules EVERY GAME.

This has always been a problem, but I had code to work around this bug.
The current changes now make this impossible to work around.

This happens in all rulesets and happens only with some modules.
The GM loading the module seems to affect this default setting.
As the issue with maintaining shared state between sessions isn't limited to the test version for you, I've moved this discussion to the House of Healing forum here: https://www.fantasygrounds.com/forums/showthread.php?86578-Module-share-state-not-being-maintained-between-sessions

Mike Serfass
January 20th, 2026, 21:53
The Next Turn and Round x messages display to the GM but not to players.
Is that intentional? Shouldn't those messages appear for players as well?

Moon Wizard
January 20th, 2026, 23:27
Yeah, looks like I'll need to patch that up tomorrow. Still planning to push today for what is currently working.

Regards,
JPG

Moon Wizard
January 20th, 2026, 23:47
This version has been pushed Live; all future reports should go in the House of Healing.

Regards,
JPG

Moon Wizard
January 21st, 2026, 21:57
@Mike Serfass,

I've updated the CoreRPG ruleset to send the correct round/turn notifications to player clients as well.

Regards,
JPG