Log in

View Full Version : Feedback Thread - 2026-05 Ruleset Updates



Moon Wizard
March 15th, 2026, 05:02
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

Vaall
March 15th, 2026, 18:06
Hey, thanks for the short explanatory video; it makes things much easier to understand.

This is my first time testing on the test server, so I'm not very familiar with your usual practices.

I took a quick look to see the extent of the damage to the extensions...
Anyway, what I see is that the resolution of the new "STRT" and "1/T" icons is really poor; they're almost unreadable.
66811

Would it be possible, and if no one objects, to add the targeting for each effect to the general list of all effects (at least "Targets to self" and "Self to target") and the init source?


Otherwise, the global effects list is a very good idea, thank you for this addition.

Vaall
March 15th, 2026, 18:07
Duplicate post, sorry

Moon Wizard
March 15th, 2026, 18:16
The campaign Effects list is more for adding specific effects to an actor. Thus, targeting is not really considered other than guessing that the actor character in CT might be applying. That's why targeting options are not in the campaign Effects list. How are you using the list that would require that? Most effects are applied from PC Actions tab, or from CT attack/offense section of CT for NPCs.

Regards,
JPG

Vaall
March 15th, 2026, 18:39
I agree about PCs, but for NPCs, it's less obvious, and I'd rather not speculate too much.

I have a very specific way of using effects that would be quite difficult to explain without visual aids and a translator xD.

To put it simply, I apply all my effects in the same way as SAVEADD, but without making saving throws.

But even without discussing my playstyle, generally speaking, if an effect allows you to add another effect (SAVEADD, EXPIREADD, SDMGADDS, etc.), there will be no information because adding it this way won't allow you to pass on the Targeting or Init Source information (for Init Source, it will depend on the Grimlore team deciding what to do with the ChangeState status, which is redundant with the new feature you added).

If needed, I can do a stream on Discord to show and detail my use of effects.

Thank you for your prompt reply.

Regards,
Vaall

Moon Wizard
March 15th, 2026, 18:46
Hmm, will have to think about that, since those other additions are custom extensions and I also need to consider the normal use case and the volume of elements to display.

Regards,
JPG

charmov
March 15th, 2026, 21:13
I would like to see targeting from the effects menu. I've run into the problem when trying to target with NPC's from the menu. Some effects don't show on NPC actors in the tracker so I use the menu in that case.

Zacchaeus
March 15th, 2026, 23:06
I would like to see targeting from the effects menu. I've run into the problem when trying to target with NPC's from the menu. Some effects don't show on NPC actors in the tracker so I use the menu in that case.

Can you explain a bit more about what you mean here; maybe with an example of what you are trying to do.

Henix
March 16th, 2026, 02:17
Hi,

I am currently updating my extensions for the fantastic new CoreRPG/5e 2024 ruleset update, specifically utilizing the new native effect targeting feature (Self -> Target) for the Weapon Mastery mechanics.

I've run into a limitation within manager_effect.lua, specifically inside the checkEffectAddIgnore function. Currently, this function prevents duplicate effects by comparing the effect's label, duration, and init. However, it does not evaluate the targets of the effect node.

The Use Case (5e 2024 Vex Mastery):
If a Fighter with Extra Attack hits two different creatures in the same turn using a Vex weapon, they should gain Advantage on their next attack against both creatures.

Attack 1 hits Goblin A. The Fighter gets the effect Vex; ADVATK (Targeting: Goblin A).
Attack 2 hits Goblin B. The Fighter should get a second effect Vex; ADVATK (Targeting: Goblin B).


The Problem:
When attempting to apply the second effect via EffectManager.addEffect, it is blocked and ignored as a duplicate because the label (Vex; ADVATK), duration, and init perfectly match the first effect. The engine ignores the fact that this new effect is meant to be targeted at a completely different combat tracker node.

The Request:
Is it possible to update the duplicate-checking logic in checkEffectAddIgnore (and anywhere else relevant in the effect application pipeline) to also compare the targets list of the effect? Or would allowing multiple effects with the exact same label be too confusing from a user interface perspective, making it better to stick to customizing the label with the target's name?

If the base effect strings match but the target references are different, they should ideally be allowed to coexist on the actor. This would natively solve several 5e 2024 mechanics (like Vex) without requiring developers to use custom string markers to force uniqueness (e.g., the old way IFT: CUSTOM(Vex Target A) or the new way [TRGT: Target X] Vex Target X; ADVATK) which bypasses the elegance of the new native targeting architecture.

Thank you for the amazing work on this update!

Moon Wizard
March 16th, 2026, 22:44
@Henix,

Just pushed an update to the Test channel that changes the default behavior of the "effect add ignore" code to also compare targets, not just name/init/duration.

Regards,
JPG

Kelrugem
March 17th, 2026, 16:05
I have a little report regarding negating IFT effects: One can for example write IFT: !CUSTOM(test); ATK: 2 to allow a +2 attack bonus as long as the target has not "test" as an effect.

Now, there is some matter of preference regarding logic: It works, however, if one has no target, then the effect is not applied either. In my extension I rewrote it in such a way that those effects are also applied if there is no target (so negated conditional returns true). It is a matter of preference for sure :) But some might argue that it is more logical to say that the negated conditional of "If there is a target with "test" as effect, then apply +2 ATK." is "If there is no target with "test" as effect, then apply +2 ATK.", and having no target at all "trivially" means that there is no target having an "test" effect so that the bonus should be applied
(but that is nitpicking on logic; most of the time it doesn't matter, but I still wanted to report it in case you actually have a preference :) )

(The version of a negated IFT allowing no targets was a bit nasty to code though, in particular I had to consider what happens if it is a drag&drop attack and stuff like that; but the new code may not have the problems I had back then :) )

EDIT: Even if one reads this as "If there is a target and it has no 'test' effect, then apply a +2 atk bonus", then one could argue that "no target" means one has actually a target, an "empty target" interpreted as "target" naturally satisfying to have no "test" effect, and so it should allow a +2 atk bonus :D (but that is now how we mathematicians approach logic, so really just nitpicking here :D)

Moon Wizard
March 17th, 2026, 17:55
What is the use case for that scenario? Did you actually come across a power that you had to code that way?

Thanks,
JPG

Kelrugem
March 17th, 2026, 18:10
What is the use case for that scenario? Did you actually come across a power that you had to code that way?

Thanks,
JPG

There is no real use case, I think, really just a preference because people will usually roll with a target. The only use case may be: Someone wants to roll their die and see how existing effects contribute. That someone may complain they would have expected that a roll without target is affected by such an effect. However, I am not sure whether one can pinpoint a common user expectation in this case :)

It may also matter if one is rolling without a target and then one wants to drag&drop the result from the chat onto the target; depending on what one defines as "standard" expectation, one may or may not want to apply such effects to such drag&drops. But such drag&drops already have in general the problem that IFT effects won't get accounted, so one could put that under the rug, too

Henix
March 17th, 2026, 18:23
@Henix,

Just pushed an update to the Test channel that changes the default behavior of the "effect add ignore" code to also compare targets, not just name/init/duration.

Regards,
JPG

Thanks for considering my proposal! This will be a fantastic update!

LordEntrails
March 17th, 2026, 18:37
I could see someone having a bonus against everything but holy, or orcs, or something. that this would be useful. But I don't know of any actual effects that would cause such.

Moon Wizard
March 17th, 2026, 19:49
Without a clear use case; I'm not sure that the issue is worth the complexity in the code it causes.
Currently, the ! operator (NOT) for tags applies to the result of the check.

If we see clear use cases pop up later, we can re-evaulate.

Regards,
JPG

Kelrugem
March 17th, 2026, 22:11
Without a clear use case; I'm not sure that the issue is worth the complexity in the code it causes.
Currently, the ! operator (NOT) for tags applies to the result of the check.

If we see clear use cases pop up later, we can re-evaulate.

Regards,
JPG

Thanks, makes sense :)

charmov
March 18th, 2026, 00:41
I could see someone having a bonus against everything but holy, or orcs, or something. that this would be useful. But I don't know of any actual effects that would cause such.

I agree with this in regard to some of the new damage effects as well. They seem neat and all but some of the combinations aren't even features in the 5e ruleset as far as I know. If there are what are they?

Moon Wizard
March 18th, 2026, 05:38
As the implementation that we have done mirrors implementations in existing extensions, and Kelrugem's extension differed from the other extensions that provided negative operator support, I picked the option that made the most sense based on existing use cases and code complexity/maintenance.

As I stated above, if we see a clear use case in the future, we will re-evaluate at that time.

Regards,
JPG

Speculi
March 18th, 2026, 13:01
I could build the Battle Maneuver Goading Attack maybe like IFT !NAME(My Character); DISATK or something like that.
Sometimes I let my players roll attacks just into chat, i.e. if they want to attack "something" in the environment and we want to decide how well that works. So I don't have a token/NPC for that thing. Still I would expect any effect affecting attacks to work. Might still be an edge case.

Farratto
March 18th, 2026, 22:23
Without a clear use case; I'm not sure that the issue is worth the complexity in the code it causes.
Currently, the ! operator (NOT) for tags applies to the result of the check.

If we see clear use cases pop up later, we can re-evaulate.

Regards,
JPG

We have used !CUSTOM(effect) on quite a few different RAW 5e spell automations in 5eAE. 161 matches on a ctrl-F of 5eAE for Player's Handbook alone.

Tempered7
March 20th, 2026, 15:14
[ERROR]
In the current TEST Channel:

In a clean 5E campaign,

* Pressing any Ability Save dice button gives script execution error: Check abil-save-error.png
This happens with or without freshly created characters [or imported ones].66860

Trenloe
March 30th, 2026, 03:03
Attack states don't reset after rolling damage tested in 5E and PFRPG2. Roll an critical hit then roll damage - the critical damage is rolled correctly, roll damage again and critical damage will be rolled. Expectation - the attack state should be reset after rolling damage.

Mike Serfass
March 30th, 2026, 15:49
Attack states don't reset after rolling damage tested in 5E and PFRPG2. Roll an critical hit then roll damage - the critical damage is rolled correctly, roll damage again and critical damage will be rolled. Expectation - the attack state should be reset after rolling damage.

In Savage Worlds, we maintain attack states because we have bennies which allow rerolls. Those rerolls should be made in the exact same state as the original roll.
I don't know if this request impacts that, but if so, we'll require some way of maintaining state.

Moon Wizard
April 1st, 2026, 18:54
Apologies for the response delays. Was focusing on getting 2E/PF2/SF2 migrated, as well as DH launch stuff.

@Farratto,
Do you have specific examples of 5E features where 5EAE is using !CUSTOM?

@Farratto/@charmov/@Speculi/@Kelrugem,
Does it make sense for IFT: !<ANYCONDITIONALTYPE> to automatically be TRUE if no target? Is that how you've seen the other implementations work?

@Trenloe/@Mike Serfass,
This was a bug; and it should be fixed in the latest Test build.

Regards,
JPG

Moon Wizard
April 1st, 2026, 19:10
I did some digging, and came up with a new way to implement the IFT: !<CONDITIONAL> scenario in the code that is much smaller now that I've had a chance to look at it a few times.

I went ahead and pushed this to Test channel.

Regards,
JPG

charmov
April 1st, 2026, 20:44
Can you explain a bit more about what you mean here; maybe with an example of what you are trying to do.

Targeting with an NPC doesn't seem to work with NPC's. I've tried to drop effects on multiple targets with the conditions list and custom effects like SKIPTURN from the menu but they don't seem to apply to the targets. Maybe something's changed since I last tried but when I have an NPC selected in the tracker and multiple targets dropping an effect from the menu doesn't seem to work.


@Farratto/@charmov/@Speculi/@Kelrugem,
Does it make sense for IFT: !<ANYCONDITIONALTYPE> to automatically be TRUE if no target? Is that how you've seen the other implementations work?



I'm not sure if I've seen this or not. What would be an example of it?

Moon Wizard
April 2nd, 2026, 02:54
In a 5E campaign, I just tried dropping effects from the campaign Effects list, both presets and custom ones; as well as having a PC vs. NPC active and checking the source of the effect. It was all correct. I also tried dragging and dropping effects from both PCs and NPCs, and it was working.

If you are still having issues; please disable any extensions first to see if they might be causing the issue. Then, if still an issue, please let me know the steps to see what you are seeing.

Regards,
JPG

Speculi
April 2nd, 2026, 09:46
@Farratto/@charmov/@Speculi/@Kelrugem,
Does it make sense for IFT: !<ANYCONDITIONALTYPE> to automatically be TRUE if no target? Is that how you've seen the other implementations work?

If there is no target, it also can't have a trait/feature/tag so I would say yes, makes sense. The target is nothing, so IFT: !<ANYTHING> is always true, imho

Kelrugem
April 2nd, 2026, 11:33
@Farratto/@charmov/@Speculi/@Kelrugem,
Does it make sense for IFT: !<ANYCONDITIONALTYPE> to automatically be TRUE if no target? Is that how you've seen the other implementations work?


I think it is logically more consistent, yes, as I described in my other posts and as Speculi also just mentioned :) But gameplay-wise it is really not relevant, I guess :D

In my extension I returned true for such cases, but there was a similar extension for 5e and that one did the opposite; I never saw anyone complaining about the implementation of both versions. So, only if it is really easy to implement and to mantain, then returning true for logic-consistency may be nice, but that is just "aesthetic"/cosmetics :)

Though there may be one gameplay-argument relevant for FG: Targets without the conditional (so for which the effect would be applied) are usually bigger in numbers than the targets excluded by the conditional (so for which the effect would be ignored), so that it may make sense to apply the effect to rolls with no target for a better "approximation" of the pure chat roll, especially if one wants to drag the number of the chat to a target. Currently, IFT effects are not taken into account when one drags chat results onto targets, but at least the majority of cases would then be handled well
(I hope it makes sense what I mean in this paragraph :D)

Farratto
April 3rd, 2026, 06:23
Apologies for the response delays. Was focusing on getting 2E/PF2/SF2 migrated, as well as DH launch stuff.

@Farratto,
Do you have specific examples of 5E features where 5EAE is using !CUSTOM?

Regards,
JPG

Well, let's go through the first few from 5eAE:

Web AE; (C); SHARETURN; IFT: !CUSTOM(Object); AURA: 20 single,cube,80F8F8FF; Web; SPEED: difficult; IF: !CUSTOM(WebRestrained); SAVEA: (SDC) DEX (M); SAVES: (SDC) DEX (M); SAVEADD: WebRestrained; EXPIREADD: ReminderWeb; 'Escape DC Str (SDC); 'Lightly obscured

Sleet Storm AE; (C) AURA: 20 point, blue; AoE Sleet Storm; IF: !CUSTOM(Object); SPEED: difficult; OBSCURED: physical; SAVEA: [SDC] DEX (M); SAVEADD: prone; SAVES: [SDC] DEX (M); SAVEADD: prone

Magic Circle AE; IFT: !CUSTOM(Object); AURA: 10, point, white; AoE Magic Circle; IFT: TYPE(aberration, celestial, elemental, fey, fiend, undead); GRANTDISATK; IMMUNE: charmed,frightened; IMMUNE: possessed

Evard's Black Tentacles AE; (C); SHARETURN; AURA: 20 cube,yellow; AoE Evard's Black Tentacles; SPEED: difficult; SAVEDMG: 3d6 bludgeoning,magic,spell; IF: !CUSTOM(OnceEvardsBlackTentacles); IF: !CUSTOM(RestrainedEvardsBlackTentacles); SAVEA: [SDC] STR (M); SAVEE: [SDC] STR (M); SAVEADD: RestrainedEvardsBlackTentacles; SAVEADD: OnceEvardsBlackTentacles; SAVEADDP: OnceEvardsBlackTentacles

Blade Barrier AE; (C); SHARETURN; AURA: 5 all,cube,red; AoE Blade Barrier; SPEED: difficult; IF: !CUSTOM(Sculpt); SAVEDMG: 6d10 force; IF: !CUSTOM(OnceBladeBarrier); SAVEA: [SDC] DEX (H)(M); SAVEADD: OnceBladeBarrier; SAVEADDP: OnceBladeBarrier; SAVEE: [SDC] DEX (H)(M)

$ Spirit Guardians (Good or Neutral); (C); AURA: 15 !ally, 80FAFAD2; AoE Spirit Guardians; FACTION(!self); IF: !CUSTOM(IgnoreSpirit Guardians); SPEED: difficult; SAVEDMG: 3d8 radiant; IF: !CUSTOM(OnceSpiritGuardians); SAVEA: [SDC] WIS (M)(H); SAVEADD: OnceSpiritGuardians; SAVEADDP: OnceSpiritGuardians; SAVEE: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant

Farratto
April 3rd, 2026, 06:25
Apologies for the response delays. Was focusing on getting 2E/PF2/SF2 migrated, as well as DH launch stuff.

@Farratto/@charmov/@Speculi/@Kelrugem,
Does it make sense for IFT: !<ANYCONDITIONALTYPE> to automatically be TRUE if no target? Is that how you've seen the other implementations work?

Regards,
JPG

Yes, I feel pretty confident IFT: !<whatever> returns true with BCEG if there is no target. Which, would be the desired and expected behavior in the vast majority of situations I can remember/imagine.

Henix
April 5th, 2026, 17:46
Hi, while developing my extension I have encountered some issues that seem to be related to the core 5E ruleset rather than my own code. To verify this, I have disabled all extensions and confirmed that these bugs persist in a clean environment.

Issue 1: Script Error on Player Character Saves (Main Tab)
Attempting to roll a saving throw from the Main tab of a Player Character sheet triggers a script execution error and prevents the roll from completing.

Error Log:

[4/5/2026 6:31:28 PM] [ERROR] Script execution error: [string "5E:scripts/manager_action_save.lua"]:287: attempt to index field 'sSaveDesc' (a nil value).

Steps to Reproduce:

Open any Player Character sheet.
Ensure you are on the Main tab.
Click on any Saving Throw (e.g., Strength, Dexterity).
The error appears in the console and no dice are rolled.



Issue 2: Multi-targeting "Cast" Button Failure
When a PC has multiple targets selected, clicking the "Cast" button for a spell in the Actions tab fails to trigger the saving throw for the targets.

Steps to Reproduce:

Open a PC sheet and navigate to the Actions tab.
Select two or more targets in the Combat Tracker (CTRL+Click on tokens or tracker).
Click the "Cast" button for a spell that requires a Save DC.
Result: Nothing happens; no saves are rolled by the targets.
Note: If only one target is selected, the button works correctly. The failure only occurs with 2+ targets.

Surge
April 5th, 2026, 18:47
Trying out with the PFRPG2 ruleset. No extensions loaded.

The RANGE(n) conditional tag doesn't seem to work and throws an error:

Effect string tested:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67020&stc=1&d=1775410835

Error:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67021&stc=1&d=1775410840


Separately to this error, if an effect doesn't have a non-recognised keyword (so a description) as the first component, the mouse-over tooltip for the effect icon on the token on an image shows the name of the token rather than the effect string.

Thanks.

Trenloe
April 5th, 2026, 22:43
In the PFRPG2 ruleset, there are character effects (setup in the PC Sheet -> Combat tab) that can be shown/hidden in the CT by use of the Do Not Display Character Effects/Display Character Effects button - within the CT for the GM or within the PC Sheet -> Combat Tab for the players.

This works fine for the detailed effects view:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67022

But when the detailed view is hidden, the Effect summary is only shown if "Display Character Effects" is active, if "Do Not Display Character Effects" no effects are shown in the effect summary line:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67023

Do Not Display Character Effects/Display Character Effects button should control only showing/hiding character effects in effect summary line as well as the detailed effects view in the CT.

Moon Wizard
April 6th, 2026, 00:24
@Henix / @Surge,
I've pushed updates to address those issues in CoreRPG and 5E rulesets. Please run a new Check for Updates to get the latest.

@Henix,
Also, please make sure you do not have any unzipped rulesets that may be overriding changes, as one of the items was fixed previously.

Regards,
JPG

Henix
April 7th, 2026, 09:45
@Henix / @Surge,
I've pushed updates to address those issues in CoreRPG and 5E rulesets. Please run a new Check for Updates to get the latest.

@Henix,
Also, please make sure you do not have any unzipped rulesets that may be overriding changes, as one of the items was fixed previously.

Regards,
JPG

Thank you for the updates!

I have run the latest "Check for Updates" and can confirm that Issue 1 (PC Main Tab Saves) is now working perfectly.

Regarding your note on unzipped rulesets: I have double-checked my rulesets folder and I definitely do not have any unzipped versions of CoreRPG or 5E. I am running strictly from the updated .pak files.

However, Issue 2 (Multi-targeting "Cast" button failure) still persists on my end.

Current Behavior:

Single Target: If I have one creature targeted and click the "Cast" button or drag and drop to one creature, the save is forced correctly.
Multiple Targets: If I have two or more creatures targeted (via CTRL+Click) and hit "Cast," no dice are rolled, and no saving throws are triggered on the targets, but only the description appear in chat, like when you dont have targets selected.


The console does not throw a script error when this happens; it simply fails to execute the saves for the group. I am testing this in a brand new, clean campaign with no extensions enabled.

Moon Wizard
April 7th, 2026, 17:01
@Henix,

I may need more specific steps to walk through how to recreate this. I'm not seeing this issue in my testing. (See video)

Thanks,
JPG

Henix
April 7th, 2026, 21:44
@Moon Wizard,

Thank you for the video and for looking into this. I understand it's working on your end, but I am still able to reproduce this consistently in a brand new environment.

To be as specific as possible, here is exactly what I am doing:

Setup:

Created a brand new 5E Campaign (No extensions, no themes).
Added 3 NPCs from the 5E Monster Manual 2024 to the Combat Tracker.
Placed the NPCs and a Test PC on a map.
The PC targets the 3 NPCs using CTRL+Click (targeting arrows are visible and targets show in the PC's targeting section).


The Issue:

I open the PC Actions tab.
I click the "Cast" button for a spell that includes a Save DC or an Attack roll.
Result (Saves): The chat shows the spell name, but no saving throws are rolled by the targeted NPCs.
Result (Attacks): Only one attack roll is made in total, instead of one for each target.
If I then deselect two NPCs and leave only one target, clicking the same "Cast" button works perfectly.


I have recorded a short video/GIF of my screen to show you exactly where the interaction fails.

Moon Wizard
April 8th, 2026, 01:01
@Henix,

Thank you very much for the video. I was able to track down the issue. Please run a new Check for Updates.

Regards,
JPG

Henix
April 9th, 2026, 14:24
@Moon Wizard,

Thank you very much! I just ran the latest update and I can confirm that both the PC Saves and the Multi-target "Cast" issues are now fully resolved and working as expected.

Thanks again!

Henix
April 12th, 2026, 20:21
Hi @Moon Wizard,

Since I'm currently developing an extension, I've been doing some testing and happened to stumble upon two more bugs regarding effect expiration logic. I’m not 100% sure if these are related to the recent updates or long-standing behaviors, but I wanted to share my findings in case they are helpful.

1. Multi-Target "One Action" Expiration Failure
When a PC has multiple targeted effects (using the [TARGET] tag) set to "expire on next action," the consumption logic seems to only trigger correctly for the first effect in the list.

Steps to Reproduce:

Apply two separate effects to a PC: DMG: 1d6 [TARGET: Ogre] and DMG: 1d6 [TARGET: Cultist].
Set both to expire on "One Action."
Attack the Cultist (the second effect target): The extra damage is applied, but the effect remains on the PC.
Attack the Ogre (the first effect target): The extra damage is applied and the effect is consumed as intended.

Observed Behavior: It seems like the engine successfully finds the effect to apply the damage bonus, but perhaps encounters a hurdle when indexing which effect to remove if it isn't the first one in the CT list.

2. "Expire on Roll" Console Error with Advantage/Disadvantage
Effects set to expire "on roll" trigger a host-side script error when the roll involves multiple dice (Advantage or Disadvantage).

The Error:

[ERROR] Unable to find effect to remove. (combattracker.list.id-0000x.effects.id-000xx)

Steps to Reproduce:

Apply an effect to a PC with ADVATK or DISATK, set to expire "On Next Roll" (e.g., Vex; ADVATK [TARGET: Ogre]).
The Player triggers an attack roll.
The Host chat immediately throws the error above.


Observed Behavior:
My guess is that the engine might be attempting to trigger the effect removal for each die involved in the roll. If the first die successfully removes the effect, the second die's attempt results in the "Unable to find effect" error because the ID has already been cleared.

Environment:

CoreRPG / 5E Ruleset (2024 or Legacy)
No extensions enabled.


I've attached two short videos showing these interactions to help visualize what I'm seeing. Hopefully, this helps narrow things down!

Thanks again for all the hard work on the ruleset!

Moon Wizard
April 14th, 2026, 04:29
@Henix,

I really appreciate the time you've spent helping me sound out the systems to find issues in the Test channel.

I've pushed a new update that should address those issues (effects with alternate "apply" logic did not expire when more than one effect active; effects with apply logic that expired were incorrectly added more than once to expiration queue).

Please run a new Check for Updates.

Regards,
JPG

Moon Wizard
April 21st, 2026, 16:37
As I mentioned previously, the release was delayed a week to give me more time to look at or help with extensions. If you have an extension and need help, please reach out to me directly.

In that vein, I am also looking at popular extensions reported on Discord.

I just pushed a Test build update for Aura effects (a popular third party extension no longer supported by the original developer); if I can get some people to help test it.

Regards,
JPG

Tempered7
April 21st, 2026, 17:41
I just pushed a Test build update for Aura effects (a popular third party extension no longer supported by the original developer); if I can get some people to help test it.
JPG

I have time to test it.
I always loaded Aura effects but never played a paladin to test it.
So it might take a while.

If you direct me to things to test, what to do, etc., I can be more helpful.

EDIT/PREP:

https://forge.fantasygrounds.com/shop/items/32/view

This extension enables auras and area-of-effect buffs/debuffs by adding/removing effects on other actors based on proximity.



Aura of Conquest; DMGO: [HLVL] psychic; Movement is zero
AURA: 10 enemy,cylinder; DMGO: [HLVL] psychic; Movement is zero



* Size, Alignment, Point [Example; AURA: 10 all,point; Example AoE; ATK: -5], Dying !dying,

* 5E type: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, undead, living construct, aarakocra, bullywug, demon, devil, dragonborn, dwarf, elf, gith, gnoll, gnome, goblinoid, grimlock, halfling, human, kenku, kuo-toa, kobold, lizardfolk, merfolk, orc, quaggoth, sahuagin, shapechanger, thri-kreen, titan, troglodyte, yuan-ti, yugoloth.

Exceptions


If a resulting aura effect is set to “off” in the combat tracker, the effect will not be removed based on token movement. This is useful for managing automatic effects like those for saved or immune creatures.
The factional relationship of ally or enemy is evaluated from the source of the aura effect.

Tempered7
April 21st, 2026, 22:17
First Aura Effect Error in TEST: Happens when I move the token with the aura
[Did I code the aura wrong? AURA: 10 ally,white; Aura of Protection; SAVE: [CHA] ...]
Note: I also enabled Auras Visualized, otherwise Clean Test Campaign.

Setup for reference:
67177

The Movement Error:
67178

nephranka
April 22nd, 2026, 00:17
@Henix,

I really appreciate the time you've spent helping me sound out the systems to find issues in the Test channel.

I've pushed a new update that should address those issues (effects with alternate "apply" logic did not expire when more than one effect active; effects with apply logic that expired were incorrectly added more than once to expiration queue).

Please run a new Check for Updates.

Regards,
JPG

With an Aura in play...a token movement gives:
[4/21/2026 7:14:36 PM] [ERROR] Handler error: [string "FG-Aura-Effect:..pts/manager_token_aura.lua"]:181: getTokensWithinDistance: Invalid parameter 1

Tempered7
April 22nd, 2026, 00:28
Same with what I got [manager_token_aura_lua]:31: [tokensource (nil)]-- but the number is different.

Moon Wizard
April 22nd, 2026, 01:59
Are you also using Auras Visualized? That one has not been fixed, so may cause issues with the fixed Aura Effects.

If not, can you walk me through how to set up in a new campaign; or provide a set up campaign zipped up that I can look at with steps to see the issue?

Thanks,
JPG

Tempered7
April 22nd, 2026, 03:39
This time I tried without Auras Visualized. Error line-31 still triggers if I do the same thing.
Moving ANY token(s) triggers lines 31 and 181 errors, not just the PC with aura.

Also Triggered 181: The cause is " AURA: 10 all,point; Example AoE; ATK: -5 " However you write it [with/without space or "Example AoE;"].

Notice the codes in 2 pics.

Space removed from the EFFECT:
67181

Movement causes error 181 with the above code when entered exactly as is.
67182

When I can I'll test - Mixing the Aura Effects Code with 5E Auto EFfects [Grim Press] (https://www.dmsguild.com/en/product/352166/fantasy-grounds-5e-automatic-effects-essentials-bundle) from dmsguild

Entire campaign attached. I also tried map options like LoS on and off. It's the effects not the map.

Moon Wizard
April 22nd, 2026, 05:14
@Tempered7 / @nephranka,

Thanks for testing those, and providing the error output. I was able to track down the issues; and posted a new build to the Test channel.

Can you please run a new Check for Updates, and try again?

Regards,
JPG

Tempered7
April 22nd, 2026, 05:20
EDIT: Oh you beat me to it. REJOICE! :D

I forgot the steps:

1. Create the campaign
2. Either create or import the AuraPala [same result]
3. Place him on the CT, then to Party Window
4. Drag target icon in the CT to target himself [pala]
5. Open the map [the coast]
6. Place Pala on the map and apply the aura effect [" AURA: 10 all,point; Example AoE; ATK: -5 "]
7. Move the Pala or any other token you place after him and 181 triggers.

Line 31:

All I did was the same thing until 6. Place Pala, then move him without any other token [but with Auras Visualized enabled]

Tempered7
April 22nd, 2026, 05:24
@Tempered7 / @nephranka,

Thanks for testing those, and providing the error output. I was able to track down the issues; and posted a new build to the Test channel.

Can you please run a new Check for Updates, and try again?

Regards,
JPG

Updated and had No errors.

nephranka
April 22nd, 2026, 10:18
@Tempered7 / @nephranka,

Thanks for testing those, and providing the error output. I was able to track down the issues; and posted a new build to the Test channel.

Can you please run a new Check for Updates, and try again?

Regards,
JPG

It does indeed looked to be fixed.

Gilafron
April 26th, 2026, 13:15
Init Source effect element does not seem to handle Roll Init each round option as expected.

Scenario:
1. Gerrella cast Shield at Initiative Count 9
2. FG attributes Shield effect AC: 5 with Initiative Count 9
3. Combat advanced to next round
4. Gerrella rolled Initiative Count of Count 18
5. The Shield Effect maintained Initiative Count 9

While there may be some debate if the Shield Effect should move from 9 to 18, I know many players expect the effect to end on the characters turn. Our group attributes this behavior to the chaos of combat that some effects last longer than others.

By rule, the Shield effect expires at the beginning of the players turn, so I think it should expire on Initiative Count 18.

NOTE: The extension Effective Initiative still works and handles this as I would expect. I'm suggesting this behavior should be out-of-the-box behavior or an option to handle it one way or the other.

Attached screen shot. 67214

Moon Wizard
April 26th, 2026, 15:58
That is expected behavior based on the original design.

Effect initiative values do not update when using the roll init each round option. As you say, there is some debate on this. Some say it should last a full round; while others believe it should update each round. For simplicity and less confusion, the effect initiatives were left alone, when the roll every round option was added.

I can't find it right now; but I believe at least one extension does a remapping of initiatives on effects when the actor initiative changes.
EDIT: Found it - https://forge.fantasygrounds.com/shop/items/75/view

Regards,
JPG

Henix
April 26th, 2026, 18:03
@Henix,

I really appreciate the time you've spent helping me sound out the systems to find issues in the Test channel.

I've pushed a new update that should address those issues (effects with alternate "apply" logic did not expire when more than one effect active; effects with apply logic that expired were incorrectly added more than once to expiration queue).

Please run a new Check for Updates.

Regards,
JPG

@Moon Wizard,

Thank you for the previous updates! I've been testing further on the Test Channel and the earlier fixes are working great.

However, I've come across a few new issues that seem to be related to the concentration, damage application and UI feedback.

1. Targets of Concentration Spells triggering (and breaking) Caster Concentration

Steps to Reproduce (as shown in the video):

The PC casts Moonbeam and applies the "Concentration" effect to themselves.
The PC targets one or more NPCs on the map/Combat Tracker.
The PC clicks the "Cast" button in the Actions tab to force the Saving Throws on the targets.
The PC then applies the Damage to the targets.
Immediately upon taking damage, the NPC targets are prompted to make a Concentration Save, even though they are not concentrating on anything, and on fail my concentration is removed.


2. Damage UI problem
I’m seeing a couple of issues with how damage is being reported visually in the current Test build:

Top-Center Popup: The notification that appears at the top-middle of the screen shows the damage but is not reporting the type and numerical damage value.
Token Widgets: The floating widgets (icons showing damage type and numbers) that usually appear over tokens on the map when they take damage are currently not showing up at all.


3. Drag-and-Drop Damage Inconsistency
I've also noticed that applying damage via drag-and-drop (dragging the damage result from the chat or the action tab directly onto a token or CT entry) is intermittently failing. Sometimes the damage applies correctly, but other times it is simply rolled and not applied to the target with no error message in the console.

Environment:

CoreRPG / 5E Ruleset (Test Channel)
No extensions enabled.


Hopefully, the video makes the sequence clear for bug 1.

Thanks again for the incredible support!

Moon Wizard
April 27th, 2026, 02:44
Just pushed BCEG / BCE updates to Forge Test channel; see notes here:
https://www.fantasygrounds.com/forums/showthread.php?72284-5E-Better-Combat-Effects-Gold&p=762527&viewfull=1#post762527

Regards,
JPG

Moon Wizard
April 28th, 2026, 06:06
@Henix,

Just pushed fix for the Damage UI problem you mentioned. Will be looking at others tomorrow.

Thanks,
JPG

Moon Wizard
April 28th, 2026, 21:28
Just pushed Aura Effects updates to Forge Test channel (includes SilentRuin shape changes).

Regards,
JPG

Moon Wizard
April 28th, 2026, 21:37
@Henix,

Just pushed update to fix concentration on damage issue.

For the Drag-and-Drop Damage Inconsistency, I haven't been able to recreate. If you end up figuring out what might be triggering, please let me know.

Regards,
JPG

SmackDaddy
April 28th, 2026, 23:03
When is the full 28 April FGU release happening today?

Zacchaeus
April 28th, 2026, 23:04
When is the full 28 April FGU release happening today?
It’s been pushed back to 5th May.

SmackDaddy
April 28th, 2026, 23:07
It’s been pushed back to 5th May.

Ahhhh, ok -- I had half of my party ready to test things before Sundays' session....thanks Moon and Zacchaeus, and dude, thank you for working with the extension owners the way you and the rest of smitework has!!! Just goes to show how much you actually value the work of those people who are adding functionality to your app, to where now, much of this is getting to be native to FGU! Way to go!

Moon Wizard
April 29th, 2026, 07:37
Just pushed new builds of both Aura Effects and BCEG.
This should fix conditionals before aura tags (Aura Effects); as well as SAVEDMG tags (BCEG).

Regards,
JPG

nephranka
April 29th, 2026, 11:08
I was wondering if you think it is possible to also repair the Life Ledger ext? The effects for adjusting max hd are used quite a bit on npcs.

Gilafron
April 29th, 2026, 13:42
+1 for Life Ledger

Moon Wizard
April 29th, 2026, 19:23
Priority goes to those developers who reach out to me for help. After that, my goal is to work down the list of extensions based on actual usage and/or subscribers; and see if I can help.

There's a separate thread where Vaall has compiled a list of ones tested so far, and whether they are impacted. This is also a great help, since I can skip any that other users say are already working.

Regards,
JPG

nephranka
April 29th, 2026, 19:43
Yeah, this one is on the list and effected. Also, it was one of Ryan's so no one is left to maintain it. Any help would be great. Thanks.

Farratto
April 30th, 2026, 13:06
Priority goes to those developers who reach out to me for help. After that, my goal is to work down the list of extensions based on actual usage and/or subscribers; and see if I can help.

There's a separate thread where Vaall has compiled a list of ones tested so far, and whether they are impacted. This is also a great help, since I can skip any that other users say are already working.

Regards,
JPG

Life Ledger is one of the original MeAndUnique extensions that was part of the effect-based coding automation suite. When M&U "retired" rhagelstrom and I split most of the his extensions in half and became their maintainers. Life Ledger was one of rhagelstrom's. I took a look at the problems it has now and it's just too big a project for me at this time. I'm very busy at work right now (and likely will be for a few years at least) so I can't take on any projects larger than simple bug fixes at this time.

All that being said, I think Life Ledger's functionality would fit well into the ruleset anyway. If you're absorbing most of BCEG's functionality, I think Life Ledger's functionality would fit well into the ruleset as well. Just my opinion on that one. But in any case, it's functionality is quite useful (especially for vampire-like creatures and spells) and if you were to get it running again, it would be very appreciated by me (and I'm sure the community as well).

bwatford
April 30th, 2026, 19:50
This new extension handles MAXHP and DRAIN effects nicely, and I am working with the author to bring it forward in the new FG version. It would replace Life Ledger for those effects.

https://forge.fantasygrounds.com/shop/items/3022/view

Gilafron
May 1st, 2026, 00:52
I really like Life Ledger handling of rolled hit points. It made it easy. And tracks very well.

graphil
May 1st, 2026, 08:24
+1 for life ledger

Henix
May 1st, 2026, 14:32
@Moon Wizard,

Thank you for the quick fixes! I have tested the latest update and can confirm that both the Damage UI and the Concentration on damage issues are now fully resolved on my end.

Regarding the Drag-and-Drop Damage Inconsistency:

I am still able to reproduce this very easily in a brand new campaign with no extensions loaded. However, after further testing, I think I’ve found the specific trigger to let you replicate it.

The Trigger:
It appears this only happens when no creature is selected in the Combat Tracker.

With no selection: Drag-and-dropping damage to a Map Token or CT entry is inconsistently ignored.
With a selection: If I select one or more creatures in the CT first, the drag-and-drop seems to work perfectly every time.


Observations:

The failure happens when dropping on both the Map Token and the Combat Tracker entry.
There is no error in the console when the drop fails; the dice simply land and nothing happens.


I’ve attached two short video showing the difference between trying the drop with and without a creature selected. Hopefully, this helps you narrow down why the bug occurs.

Thanks again for looking into this!

Moon Wizard
May 2nd, 2026, 19:12
@SilentRuin / @bwatford,

NPC condition immunity and light effects should be fixed in CoreRPG and 5E rulesets now. Please run a new Check for Updates.

Thanks,
JPG

bwatford
May 2nd, 2026, 19:52
The Ammunition Manager extension by bmos is not working in test and I don't believe it is supported any longer.

https://forge.fantasygrounds.com/shop/items/26/view

I want to fix it but it is locked away in the vault. Is there any way to get access?

Here is the error, it should be a simple fix.

Script execution error: [string "FG-Ammunition-Manager:...5e_char_weapon.lua"]:33: attempt to call field 'performRoll' (a nil value)

Moon Wizard
May 3rd, 2026, 05:26
Unless the developer gives us permission; I can't provide the source code. I know that he provided a GitHub for other projects he worked on; but not sure if this one has a GitHub project.

I'll add to my list of extensions requested to be looked at. Finishing up with SilentRuin who asked for my help; and then going to work down list based on subscriber/usage.

Regards,
JPG

bwatford
May 3rd, 2026, 06:04
Thanks for your efforts MW!

Moon Wizard
May 3rd, 2026, 06:14
@Henix,

I looked at your videos; and did some debugging. This looks to be an issue in the current client, not related to any of the new Test code. If you wait half a second over the token, it should always roll against the token. I've escalated to Carl to look into.

Regards,
JPG

bwatford
May 3rd, 2026, 08:20
@Moon Wizard,

I got the ammunition Manager code off of Github, and have fixed it and it is working now in Test. Should I send you a copy?

Moon Wizard
May 3rd, 2026, 08:26
Yes, please; I can push to the Forge. Thanks!

Regards,
JPG

graphil
May 3rd, 2026, 08:29
Could someone please check this one as it is very useful?
illahad's Prompt Reaction - https://forge.fantasygrounds.com/shop/items/1463/view

Tempered7
May 3rd, 2026, 09:36
Could someone please check this one as it is very useful?
illahad's Prompt Reaction - https://forge.fantasygrounds.com/shop/items/1463/view

I did, in here (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760565&viewfull=1#post760565). It prevents self heal. Error pic below.

<extension name="illahad-ReactionsPrompt"/> Prevents self-heal / healing others [whoever it comes from] such as Acolyte's Cure Wounds, and PC's False Life with an error. See !illahads-reactions-prevents-selfheal-falselife.png (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66903&d=1774296270)

graphil
May 3rd, 2026, 09:39
I did, in here (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760565&viewfull=1#post760565). It prevents self heal. Error pic below.

<extension name="illahad-ReactionsPrompt"/> Prevents self-heal / healing others [whoever it comes from] such as Acolyte's Cure Wounds, and PC's False Life with an error. See !illahads-reactions-prevents-selfheal-falselife.png (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66903&d=1774296270)

Great thanks. Note that it is not on the tracker sheet.

Moon Wizard
May 3rd, 2026, 17:21
@Henix,

I heard from Carl; and he referred to code written by Joshua to support desktop rolling.

The dice code is capturing whether there is active motion as to whether to make a roll without interacting with objects on the tabletop (i.e. just trying to throw dice).
In order to ensure a target; you either need to pause before dropping to ensure that the movement threshold is not triggered
OR you can turn on the "Dice: Limit rolls to chat window", and it ignores the threshold completely.

Regards,
JPG

Tempered7
May 4th, 2026, 16:13
+1 for life ledger

Last time I checked, Life Ledger had 2 errors,

1) It prevented damage attempts with an error, I cant remember if I tested it alone because I didnt wrote it in my test page.
2) <extension name="CritFX_5E"/> Now Isolated it [CritFX] and it works perfectly. When combined with damage preventing Combat Effect extensions and/or Life Ledger, it throws an error.

1- When trying to roll for damage
67274

2- Enabled with CritFX. At the bottom of the CHAT.
67275

Moon Wizard
May 4th, 2026, 22:32
Thanks; I've added to the User Reported part of my list; Life Ledger and Crit FX are below several others in usage/subscription.
Requests/reports like this put it above the next tier (i.e. developer requests > Top 12 extensions -> User Reported -> Everything Else).

Regards,
JPG

Tempered7
May 4th, 2026, 23:14
Thanks; I've added to the User Reported part of my list; Life Ledger and Crit FX are below several others in usage/subscription.
Requests/reports like this put it above the next tier (i.e. developer requests > Top 12 extensions -> User Reported -> Everything Else).

Regards,
JPG

Oh, users can also request. Just to cast my vote, IMHO, below extensions also deserve May Update treatment if there is time for them.
Thanks for the hard work Moon! :)

Stealth Tracker
illahad-Reactions Prompt
Legendary Assistant
5E Scribe
Death Indicator Ex
Dropped Order
Points Of Interest
Arcane Ward

drempel
May 6th, 2026, 01:09
Thanks; I've added to the User Reported part of my list; Life Ledger and Crit FX are below several others in usage/subscription.
Requests/reports like this put it above the next tier (i.e. developer requests > Top 12 extensions -> User Reported -> Everything Else).

Regards,
JPG

Life Ledger for me as well.

[5/5/2026 5:04:08 PM] [ERROR] Script execution error: [string "LifeLedger:..pts/manager_action_heal_ll.lua"]:10: attempt to index global 'ActionHeal' (a nil value)
[5/5/2026 5:04:08 PM] [ERROR] Script execution error: [string "LifeLedger:..manager_action_recovery_ll.lua"]:12: attempt to index global 'ActionHeal' (a nil value)
[5/5/2026 5:04:08 PM] [ERROR] Script execution error: [string "LifeLedger:scripts/manager_hp.lua"]:443: attempt to call field 'getAbilityEffectsBonus' (a nil value)

bwatford
May 9th, 2026, 04:06
The WOB Life Drain extension in the Forge, now does everything that Life Ledger did and more.

It is the best replacement since LL is no longer supported by the author.

https://forge.fantasygrounds.com/shop/items/3022/view

Gilafron
May 9th, 2026, 15:09
Thanks, bwatford. I'll check it out. It looks pretty good with all the functionality. The level-by-level hit point tracker carried over from life ledger. That was very nice.

JustinFreitas
May 10th, 2026, 01:37
Oh, users can also request. Just to cast my vote, IMHO, below extensions also deserve May Update treatment if there is time for them.
Thanks for the hard work Moon! :)

Stealth Tracker


Hi Tempered7,

I made updates to StealthTracker the other day so let me know how it goes next time you update.

Thanks,
Justin

Tempered7
May 10th, 2026, 03:42
Hi Tempered7,

I made updates to StealthTracker the other day so let me know how it goes next time you update.

Thanks,
Justin

Sure.
I have to rest most of the day for health issues but as soon as I feel better, I'll test it.
And thanks for not leaving it, when playing rogues, it's the best extension to have. :)

bwatford
May 10th, 2026, 04:33
Hi Tempered7,

I made updates to StealthTracker the other day so let me know how it goes next time you update.

Thanks,
Justin

The main issue I see right now, is it throws an error when using the Carrier Extension. When you are trying to mount a character in the CT you get a error from Stealth Tracker.

Should be repeatable. Will get you more details the next time I see it.

drempel
May 10th, 2026, 17:48
The WOB Life Drain extension in the Forge, now does everything that Life Ledger did and more.

It is the best replacement since LL is no longer supported by the author.

https://forge.fantasygrounds.com/shop/items/3022/view

Great! I'll give it a look!

drempel
May 10th, 2026, 17:55
Great! I'll give it a look!

Looks like it's throwing errors too (at lest with my set of extensions). Having ADJ box is having trouble anchoring to the wounds box. Using MNM character sheet tweaks.

I'll Look into if it's confliucting with another extension later (life ledger didn't) and file a proper report on the extensions thread.

FGMax
May 20th, 2026, 22:19
Hi all,

New discovered issue as of last night is it seems the baseline FHEAL function doesn't fire. I've tried with all extensions off and it doesn't seem to heal over time. Was this one changed in terms of modifier tag possibly? I tried HEAL and REGENE as well with and without parentheses with no luck either. This is 3.5 ruleset specifically.

Moon Wizard
May 21st, 2026, 01:29
This appears to be working for me; see picture attached. Are you running any extensions?

Regards,
JPG

FGMax
May 21st, 2026, 21:57
This appears to be working for me; see picture attached. Are you running any extensions?

Regards,
JPG

Hi,

Yes I just tested again on 3.5 ruleset with something like Test; FHEAL: 1. I'm running nothing but Theme: Legacy - Wood for this test, and did try parentheses and brackets just to be sure.

Moon Wizard
May 21st, 2026, 22:31
Okay, I think I found the issue. Please run a new Check for Updates.

Regards,
JPG

FGMax
May 21st, 2026, 23:05
Okay, I think I found the issue. Please run a new Check for Updates.

Regards,
JPG

Yes, just tested it and that seems to have done it. Thanks again!