View Full Version : Extension tracking for the 2026-04 update
Vaall
March 16th, 2026, 21:33
Hello everyone,
I'm starting this thread to track and anticipate the upcoming April update.
The goal is to identify potentially affected extensions and, more importantly, those unlikely to be updated. This message is not intended to encourage developers to modify their work. No one is obligated to complete or maintain this table, but any contribution is welcome.
(I've primarily listed the names as they appear on Forge).
I would like to propose using a Google Sheet with open editing instead. This will allow everyone to make updates as needed, add additional extensions, and include their comments if they wish.
https://docs.google.com/spreadsheets/d/1BV4JwizXi1HBsQacbPbWPyRUxPGiwELDBlGQ0bZfpso/edit?usp=sharing
LordEntrails
March 16th, 2026, 22:37
Given that the test channel code is likely to develop and change over the coming weeks, you may want a status date column. i.e. when was it checked or patched?
Moon Wizard
March 16th, 2026, 22:48
Also, some of the ones marked as included are only partially included. For example, I "believe" that Resistance is Futile, What Else Could I Do?, TEMPO/ROLLON are fully included; but BCE and Extended Automation/Overlays are partially included.
Definitely appreciate the effort to help with the tracking.
Regards,
JPG
Moon Wizard
March 16th, 2026, 22:54
Also, I want to re-iterate that I'm available to help with any migration of extensions to the new subsystems for effects/damage/heal/health in this release, either via having me take a first stab and letting developer test/verify, or consulting to the developers.
Regards,
JPG
Vaall
March 17th, 2026, 10:44
Thank you for these clarifications, Moon Wizard.
Regarding the extensions that will be partially integrated into FGU, it would indeed be interesting to know what will eventually happen to the existing versions. However, I believe everyone already has more than enough on their plate.
I would also like to take this opportunity to thank all extension creators and some of them for several years — including those not included in the list I compiled or whose work I do not personally use. Without all your contributions, using FG would not be the same experience. In my view, your work is what gives the platform that little extra something compared to other virtual tabletops. =)
TheoGeek
March 18th, 2026, 20:21
Looks like mine are failing because of the change coming from adding manager_action_damage_d20.lua (i.e modDamage and likely others are in a different package now). Looking into it.
Moon - if you want to take a stab at them, be my guest!
UPDATE:
I think I have the Improved Critical figured out
Fixing Nat20 is proving to be more difficult, not to get it not crashing, but to get it working. It's ignoring the custom damage types of "nat20", "supercrit", and "normalcrit"...trying to figure that out.
UPDATE UPDATE: :)
It seems that in the Nat20 extension, it looks like adding the damage types (i.e. "normalcrit", "nat20", and "supercrit" only works if I update the tables in data_common.lua, but if I add them programmatically in the Nat20 extension using table.insert in a loop like so...
table.insert(DataCommon.dmgtypes, sCritType)
even though the table is updated (I can debug print it and the new types show up as expected), those damage types are rejected by the ruleset and ignored in the damage computation.
But when I update the tables in data_common.lua, it works fine.
Any clues?
Stv
March 18th, 2026, 21:12
I've been informed my undo extension has been broken in the current test channel, any insight into where to effect any changes would be appreciated.
TheoGeek
March 19th, 2026, 22:58
Also, I'm having trouble with the PF2 version of ImprovedCritical (and Nat20). Not sure if I'll have time to fix those, so if anyone wants to help out!
RobboNJ69
March 20th, 2026, 05:27
Question regarding the inclusion of 5E-only extensions...
I see many extensions that were previously designed for 5E will now be part of the CORE rule set. Does that mean they will function with the other rules as well, such as PF1E?
Ex: 'Resistance is Futile'
How will that play out?
Thanks, and keep up the great work improving FG!
Rob
Jiminimonka
March 20th, 2026, 07:26
Question regarding the inclusion of 5E-only extensions...
I see many extensions that were previously designed for 5E will now be part of the CORE rule set. Does that mean they will function with the other rules as well, such as PF1E?
Ex: 'Resistance is Futile'
How will that play out?
Thanks, and keep up the great work improving FG!
Rob
They are not getting added to CoreRPG but the new effect system will do what they do.
Tempered7
March 20th, 2026, 09:49
Tactical dot . for April:
Im planning to test the aftermath of the update in relation to listed [free] extensions on how they are affected.
EDIT: I will keep confirmed working ones here to open space in post downstairs.
Works as of 23/03/2026
New ones at the bottom:
<extension name="5E - Clock Adjuster"/> Works.
<extension name="Achievement Tracker"/> Works. Also gets continued updates.
<extension name="AttackAndSpellFonts"/> Works.
<extension name="ChatlogViewer"/> Works.
<extension name="CritsAndFumbles"/> UPDATE: Works. I confused this with Critical Flavor before.
<extension name="CT-Open-On-Turn 24.02.25"/> Works.
<extension name="5E_Language_Fonts_Wizards"/> Works.
<extension name="5E_Language_Fonts_FR_Wizards"/> Works.
<extension name="DatabaseSearch"/> Works.
<extension name="TurtleRace"/> Works and SUPER FUN! My turtle lost tho LOL! Dang yellow turtle...
<extension name="GoBigOrGoGnome"/> Works. SIZE: My halfling PC's token on a map is smaller. REACH: ADDREACH/REACH Effects are working manually but it didn't automate my Goliath BattleMaster's Reach despite an equipped Glaive. SPACE: ADD/SPACE is working manually, also Huge+ creatures' tokens are bigger in map with or without the extension. I don't know if that means this one is implemented or not.
<extension name="5eModifiers"/> Works.
<extension name="npc-flavors"/> Works.
<extension name="Pets"/> UPDATE: Works [Both + button and drag & drop]. Still cant do Petception [Give PC a pet, give the PC to the pet as pet... But you can give the pet another pet. No errors.]
<extension name="Shops"/> Works. I succesfully created a shop and added some junk into the cart.
<extension name="Spell Action Info"/> Works. Shows Range alone / Components alone / Both perfectly. Transitions among range/comp/both without attitude.
<extension name="WalkThisWay"/> Works. Getting up also works.
<extension name="Weather Generator"/> Works perfectly, better than crappy DMG weather table. It is accessed from Party Sheet > Weather tab.
<extension name="WinnowingPursuits"/> Works and shows each category [action, bonus, reaction, conc... perfetto!]
<extension name="5e Reactions"/> Works. Shield, and when turned On, AC reactions text are shown.
<extension name="calendarplus"/> Works.
<extension name="EncounterDifficulty"/> Works.
<extension name="Font-Roboto (Revised)"/> Works beautifully.
<extension name="MNM Core"/> Works.
<extension name="MNM Player Journal"/> Works.
<extension name="EnlargeReduce"/> UPDATE: Fixed at 22/03/26. Don't prevent equipping self buffs / effects even when loaded with other extensions. Also gets continued updates.
<extension name="FishingFun"/> UPDATE: Fixed in 20/03/26 TEST Channel. Also gets continued updates.
<extension name="BoarRiding"/> UPDATE: Fixed in 20/03/26 TEST Channel. Also gets continued updates.
<extension name="5e Undo"/> UPDATE: FIXED at 23/03/2026!
NEW ONES!
<extension name="MissFlavor"/> Works.
<extension name="ResistanceIsFutile"/> From Vaall's Doc: Native to FGU / SmiteWorks
<extension name="5E - Timer"/> Works.
Tempered7
March 20th, 2026, 12:56
https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=762503&viewfull=1#post762503Here's the results of my tests for the current TEST channel: [Check the attachments for images / chatlog / console for errors]
NO INITIAL CONFLICTS / ERRORS SHOWN IN THE CONSOLE EXCEPT 3 WARNINGS: warnings.bmp
NOTE: Post Upstairs is for keeping the list of working ones from now on.
QUICK LINK TO 2026-04 UPDATES (https://www.fantasygrounds.com/forums/showthread.php?86968-2026-04-Ruleset-Updates&p=760223&viewfull=1#post760223).
In a clean 5E campaign,
* FIXED! Pressing Ability Save dice button gives script execution error: abil-save-error.bmp (https://www.fantasygrounds.com/forums/showthread.php?86969-Feedback-Thread-2026-04-Ruleset-Updates&p=760583&viewfull=1#post760583)
//This happens with or without freshly created characters [or imported ones].
I'm planning to run another test just with TheoGeek's Crit Extensions [all 3]: 1- Improved Critical Results (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760637&viewfull=1#post760637).
With below extensions online,
* Targetting self from the CT adds double targets. CT-Double-Target-bug.png #I don't know how but after removing 4-7 Extensions, it's fixed -check 1 and 2 below.
* Pressing Action Tab in the Char Sheet the first time gives 6 warnings: action-tab-warnings.png
1- Absorb-Effect + AdvancedEffects + BetterCombatEffects + 5e Undo [B][FIXED x2] + Life Ledger prevent Damage Attempts with errors. Removing all of them fixes.
2- EnlargeReduce [FIXED] + 5e EndofNextTurn [AWAITING FIX] + BetterCombatEffects prevent equipping Self Effects. Removing all fixes.
* Without above extensions, Ability Save Error is the same at this point.
* Double Target is fixed at some point.
3- CritFX_5E core damage call error. Something about Life Ledger. It's in the attachment zip>pic: CritFX.bmp [Works Isolated]
ALL EXTENSIONS [+ the ones in post upstairs] I LOADED AT ONCE:
- My mistake on Effective Initiative is at Post#69-70 (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=762503&viewfull=1#post762503). Thanks to Gilafron who noticed it. Code below changed accordingly. Original code is in Post#70.
- illahad's Prompt Reactions Updated /Heal Error. PLOT TWIST: It wasn't Arcane Ward.
- 5e Undo heal/damage undo fixed !BUT! we have another error (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760804&viewfull=1#post760804). //FIXED
- Critical Flavor probably won't get any updates.
- Turbo: UPDATE FROM VAALL'S DOC: Native to FGU / SmiteWorks.
<extension name="Absorb-Effect"/> absorb-fx-dmg-attempt.png [wo/ AdvancedEffects and BetterCombatEffects]
<extension name="AdvancedEffects"/> advFX-damage-error(no-bettercombat).png
<extension name="ArcaneWard"/> UPDATE: With all these extensions, illahad's Prompt Reactions prevent healing, when I press self heal [green button] it gives an error. ISOLATED TEST: Only the automation parts of the extension doesn't work. When I press the Arcane Ward button in various Abjur spells, nothing happens, no added HP nor Arcane Ward self-buff. But the good news is that, Arcane Ward has a manual self-heal button but it is calculated INcorrectly for the level 2. I think it doesnt take level * 2 into account? At level 2 with 16 INT, I should have had lvl2*2 = 4 + 3 int bonus = 7 HP but it only lists 3 HP. And the extension adds 3 temp HP.
<extension name="Ask me"/>
<extension name="FG-Aura-Effect"/> Abandoned by the original coder BUT Moon Wizard updated the Test version of the extension. You'll still need the extension loaded for it to work.
<extension name="AurasVisualized"/> Moon said that it is still broken.
<extension name="BetterCombatEffects"/> Reaction-shield-spell-error-bettercombatfx-grimlore5Efx.png
<extension name="5eCoinConverter"/>
<extension name="ConditionImmunity"/>
<extension name="CritFX_5E"/> Now Isolated it and it works perfectly. When combined with damage preventing Combat Effect extensions and/or Life Ledger, it throws an error.
<extension name="CSV-Table-Importer"/>
<extension name="DD5E_StrixhavenMemories"/> Works but you should enlarge the window first as it starts shrinked in the mid of screen.
<extension name="DeathIndicatorEx"/>
<extension name="DeckedOut"/> UPDATE: Works. I dealt cards to myself and to a player in another client without a problem [as GM].
<extension name="DroppedOrder"/> From Vaall's Doc: "No error. Just not working."
<extension name="DW"/> Vaall patched and continues to patch this one.
<extension name="EffectiveInitiative"/> UPDATE: I probably made a mistake (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=762503&viewfull=1#post762503). Can check my math at post#24 (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760606&viewfull=1#post760606) in chatlog. Gilafron: I reviewed the comments from March 20. I believe it was stated that Effective Initiative would be obsolete. I do not believe this statement is true. I posted in the Feedback thread for 2026-04 that out-of-box functionality does not imitate Effective Initiative functionality. Gilafron's post (https://www.fantasygrounds.com/forums/showthread.php?86969-Feedback-Thread-2026-04-Ruleset-Updates&p=762500&viewfull=1#post762500).
<extension name="FailForward"/>
<extension name="DrinkAndSink"/>
<extension name="FlavorfulNames"/>
<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)
<extension name="InitiativeNanny"/>
<extension name="FG-CoreRPG-Inventory-Identified"/>
<extension name="JackOfAllThings"/>
<extension name="LifeLedger"/> life-ledger-dmg-attempt.png // Also check CritFX for a possible conflict. Error pics are in APRIL-TEST-errors.zip below.
<extension name="Masters-Amulet"/>
<extension name="Player_NPC_End_Turn"/>
<extension name="PointsOfInterest"/>
<extension name="RETP"/> NOTE TO SELF: Isolate this one.
<extension name="SevenSeas"/>
<extension name="PF1 - Spellclass Sort + notes + NPC"/>
<extension name="StealthTracker"/>
<extension name="ToolkitActions"/>
<extension name="Turbo"/> UPDATE FROM VAALL'S DOC: Native to FGU / SmiteWorks. // MY RESULTS: All these extensions are loaded in 45 secs without and in 43 secs with Turbo but that's likely my loaded RAM. A control experiment could be done in Live Channel to see if the exact extensions load faster with Turbo to determine if it's integrated in TEST Channel. But my connection is iffy at best so that's for later, when I'm done with the TEST channel.<extension name="UndeadFortitude"/>
<extension name="VulNRes"/>
<extension name="Critically Awesome Essentials"/>
<extension name="5e Jack of All Trades v1.4.2"/>
<extension name="5E Next Level XP Automation"/>
<extension name="5EScribe"/>
<extension name="5EActionTracker"/>
<extension name="LegendaryAssistant"/> The window and manual ticking works but there's no close [X] button. Can't remember If there was automation [auto-tick], but there was none on Tarrasque/Beholder's Legendary Actions.
<extension name="5e EndofNextTurn"/> End-of-next-turn-prevents-selfFX.png. WILL BE UPDATED BY STV LATER.
<extension name="Basic Card Tables"/>
<extension name="LinkFill"/> This is for Rob2e extensions, such as, auto-level up. Need more tests. If Team Twohy could tell me which extensions it affects and how, I can check them [if they are free] too.
<extension name="Name Maker"/> Broken. There is no "Names" button under Side Bar: Campaign > NPCs window. In 5E and 2E at least.
<extension name="FGU_DM_Assist_Observer_Core_v0_7_5_forge"/> Doesn't work in the TEST Channel at all, doesn't show any info. But info in CHAT / Console is there.
NEW ONES!
<extension name="CriticalFlavor and Spells"/> No text on crit hit/spell damage. //Zacchaeus= The author hasn’t been active on the forums for several months and the extension has not been updated for a similar period so I would assume that it is unlikely to get further updates.
----------------------------------------------
Note that I didn't check all of them for everything. This is just my preliminary test results.
RobboNJ69
March 20th, 2026, 15:46
They are not getting added to CoreRPG but the new effect system will do what they do.
I thought that was one and the same. Either way, I'm happy we'll (PF1E) have access to some of those effects. We want to use them for house rules. Thanks for clarifying. Rob
Vaall
March 20th, 2026, 16:22
Thanks for all the testing. I'll update the Google Sheet.
We're starting to have quite a list of buggy extensions already.
Tempered7
March 20th, 2026, 16:31
Thanks for all the testing. I'll update the Google Sheet.
We're starting to have quite a list of buggy extensions already.
You're welcome, thank you for starting the list.
And yeah, Im still testing the others, there are also many that works which I also noted.
EDIT: New ones.
<extension name="WalkThisWay"/> Works. Getting up also works. Aaaand the song stuck in my mind again xD
<extension name="WinnowingPursuits"/> Works and shows each category [action, bonus, reaction, conc... perfetto!]
<extension name="5e Reactions"/> Works. Shield, and when turned On, AC reactions are shown.
<extension name="FGU_DM_Assist_Observer_Core_v0_7_5_forge"/> Doesn't work in the TEST Channel at all, doesn't show any info. But info in CHAT / Console is there.
<extension name="LinkFill"/> This is for Rob2e extensions, such as, auto-level up. Need more tests.
Questions:
<extension name="DW"/> Is this Death Ward?
Im stuck here, what to do next? How to poke around so that I can trigger errors, etc?
Tempered7
March 20th, 2026, 16:39
Edited previous post, also if someone answers my two questions I can be more help.
SilentRuin
March 20th, 2026, 16:41
Based on your chart I've removed Turbo and Resistance is Futile from my extensions directory in TEST. Will the things now native to FG be removed from FORGE and also auto removed from extension deliveries by updates?
What about Effective Initiative? I asked about if this functionality was now native to FG - but it was unclear. GA is patched again - and Poly is patched - neither new updates are delivered to TEST yet except to certain people. Otherwise, your chart for my stuff looks up to date. Well done - very handy for looking up status of non me stuff.
VLC extension also appears to function fine in TEST (sounds that I use with VLC/Kenku/Discord).
Tempered7
March 20th, 2026, 16:46
What about Effective Initiative? I asked about if this functionality was now native to FG - but it was unclear. GA is patched again - and Poly is patched - neither new updates are delivered to TEST yet except to certain people. Otherwise, your chart for my stuff looks up to date. Well done - very handy for looking up status of non me stuff.
VLC extension also appears to function fine in TEST (sounds that I use with VLC/Kenku/Discord).
Hi Silent,
What should be tested for Effective Initiative? Im on it. [This time properly as I feel good now]
VLC is also on my list but I dont use Kenku/Discord, instead, I configure Voice-meter (https://vb-audio.com/Voicemeeter/banana.htm) so that I dont need anything else [as I cant use Discord, but Kenku was working for me.]
Edit: Also note that above extensions loaded in 45 sec. without Turbo and 43 sec. with Turbo. Probably just my loaded RAM though.
SilentRuin
March 20th, 2026, 16:52
Hi Silent,
What should be tested for Effective Initiative? Im on it. [This time properly as I feel good now]
VLC is also on my list but I dont use Kenku/Discord, instead, I configure Voice-meter (https://vb-audio.com/Voicemeeter/banana.htm) so that I dont need anything else [as I cant use Discord, but Kenku was working for me.]
Not 100% sure on everything - but I was told I needed it for my random scrambling of initiative order (FG option) every round. It basically insures the effect (CT entry effects) fields for init triggers and such are reset correctly when the round reorders.
Playing any other way lets players know who is next in turn order the next round. They are not clairvoyant and should not be allowed to plan for such things. Also, found another FG option recently that does not even let client SEE the correct order for the current round - which with randomization between rounds is perfect - they are on their own to decide what to do not knowing who or what is next up for a turn - as it should be.
Tempered7
March 20th, 2026, 16:56
Not 100% sure on everything - but I was told I needed it for my random scrambling of initiative order (FG option) every round. It basically insures the effect (CT entry effects) fields for init triggers and such are reset correctly when the round reorders.
Playing any other way lets players know who is next in turn order the next round. They are not clairvoyant and should not be allowed to plan for such things. Also, found another FG option recently that does not even let client SEE the correct oder for the current round - which with randomization between rounds is perfect - they are on their own to decide what to do not knowing who or what is next up for a turn - as it should be.
Got it. I'll setup an Init on each round On in a GM acc, and keep moving the Rounds to see what happens.
GM Discretion is my objective, so I will also check things from a Player client.
Vaall
March 20th, 2026, 17:20
Questions:
<extension name="DW"/> Is this Death Ward?
This is one of my extension that effectively prevents the death of a player character (PC) or non-player character (NPC) when they have this effect "DW". I've already patched it but haven't put it on the test server.
Next, we'll come to what I think is the most difficult part: testing everything is possible. Then we'll have to wait for patches for the major expansions to do more testing. Many developers are already working on this or are aware of it. Where it will get complicated is with the "abandoned" expansions, where, if I understand correctly, SW will take over.
Tempered7
March 20th, 2026, 18:04
Thanks for clarification Vaall.
Where it will get complicated is with the "abandoned" expansions, where, if I understand correctly, SW will take over.
That would be great!
Got it. I'll setup a Init on each round On in a GM acc, and keep moving the Rounds to see what happens.
GM Discretion is my objective, so I will also check things from a Player client.
And Silent, sorry for slowness.
Here's my findings. It was kinda tricky. First of all, the Effective Init extension is working perfectly in TEST.
As long as you keep the enemies UNIDentified, they don't show in the Player Client order, so, they cant even see what creatures are next.
But the problem is, PCs also cant see the enemies themselves on the map. This seems like elemantary, but check this out:
First, the settings: https://imgur.com/AvGNOwH
(https://imgur.com/AvGNOwH)
1- Players can see that you dont show them the init order if they check the settings before the combat starts:
And UNID enemies wont be listed in the Chat.
66861
Now good news: They still can't see the Player Order and the enemy init order. Once IDentified, current enemy are shown in the CHAT when it is their turn. But since the init will rescrambled, they wont be able to see the same order again.
2- When these options are on, this is what GM Client shows: 1-April 2-Arti 3-Bladesinger / Oblex -> Drow -> Lizard -> Bear
66862
3- Meanwhile, this is what Players see: 1- April 2-Arti 3-Bladesinger / BUT / Bear -> Drow -> Oblex -> Lizard.
Dont be fooled by the player order because it is always like that. 4 explains.
66863
4- But when the order changed again, players see the same order.
66865
5- Compare to the updated GM Order:
66864
NOTE: I didnt add Requested Rolls so I dont know what happens if you also use that extension and turn On leverage RR in the settings.
SilentRuin
March 20th, 2026, 18:45
That would be great!
And Silent, sorry for slowness.
Here's my findings. It was kinda tricky. First of all, the Effective Init extension is working perfectly in TEST.
As long as you keep the enemies UNIDentified, they don't show in the Player Client order, so, they cant even see what creatures are next.
But the problem is, PCs also cant see the enemies themselves on the map. This seems like elemantary, but check this out:
First, the settings: https://imgur.com/AvGNOwH
(https://imgur.com/AvGNOwH)
1- Players can see that you dont show them the init order if they check the settings before the combat starts:
And UNID enemies wont be listed in the Chat.
66861
Now good news: They still can't see the Player Order and the enemy init order. Once IDentified, current enemy are shown in the CHAT when it is their turn. But since the init will rescrambled, they wont be able to see the same order again.
2- When these options are on, this is what GM Client shows: 1-April 2-Arti 3-Bladesinger / Oblex -> Drow -> Lizard -> Bear
66862
3- Meanwhile, this is what Players see: 1- April 2-Arti 3-Bladesinger / BUT / Bear -> Drow -> Oblex -> Lizard.
Dont be fooled by the player order because it is always like that. 4 explains.
66863
4- But when the order changed again, players see the same order.
66865
5- Compare to the updated GM Order:
66864
NOTE: I didnt add Requested Rolls so I dont know what happens if you also use that extension and turn On leverage RR in the settings.
In my games combat groups prevents any client from seeing anything they don't own or are of the same faction and/or group, so not going to see some of things you mentioned. I was actually curious if Effective Initiative was even needed anymore in TEST. As in if you unload it from campaign, do effects still get reordered on trigger times correctly.
Tempered7
March 20th, 2026, 18:57
Both Init settings are there without the extension loaded. But I cant test it if it works as the same because cant connect to Cloud anymore. Also, Chromium pops up several tabs now.
When I tested for the scramble part, it changes the init order in GM Client every round though.
EDIT: Effects such as Bladesong / Hypnotic Pattern / Dominate Person expired in time for example.
[B]EDIT 2: Yes, effects still get reordered on trigger times correctly.
EDIT 3: I tested with Drow Mage Levitate 100 dura / 6 Init adjust -and- Shield 1/16. Both times the effects expired on time.
SilentRuin
March 20th, 2026, 19:17
Both Init settings are there without the extension loaded. But I cant test it if it works as the same because cant connect to Cloud anymore. Also, Chromium pops up several tabs now.
When I tested for the scramble part, it changes the init order in GM Client every round though.
EDIT: Effects such as Bladesong / Hypnotic Pattern / Dominate Person expired in time for example.
[B]EDIT 2: Yes, effects still get reordered on trigger times correctly.
I take it that means Effective Initiative is no longer required and is part of FG then? Might want to update that doc with that info. Thanks that was what I was looking for - I'll unload Effective Initiative extension in TEST also.
Tempered7
March 20th, 2026, 19:21
I take it that means Effective Initiative is no longer required and is part of FG then? Might want to update that doc with that info. Thanks that was what I was looking for - I'll unload Effective Initiative extension in TEST also.
Np :) Yes, I tested with Drow Mage Levitate 100 dura / 6 Init adjust -and- Shield 1/16. Both times the effects expired on time. Chatlog is at post upstairs.
Also, my OP updated.
Tempered7
March 20th, 2026, 19:27
New ones:
<extension name="ArcaneWard"/> NOTE TO SELF / Gonna need to create my Solo Abjurer Tank first.
<extension name="CritsAndFumbles"/> Module loaded. Crit Hit / Damage from a melee attack didn't yield a text.
<extension name="DW"/> Vaall patched this one.
<extension name="EffectiveInitiative"/> No longer required. Both with or without the extension, Effect Timers expire in time [however long] when the initiative order is changed at every turn. Can check my math at post#24 (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760606&viewfull=1#post760606) in chatlog.<extension name="LinkFill"/> This is for Rob2e extensions, such as, auto-level up. Need more tests. If Team Twohy could tell me which extensions it affects, I can check them [if they are free] too.
<extension name="LinkFill"/> This is for Rob2e extensions, such as, auto-level up. Need more tests. If Team Twohy could tell me which extensions it affects and how, I can check them [if they are free] too.
---------------------------------------------------20/03---------------------------------------------------
<extension name="5e EndofNextTurn"/> End-of-next-turn-prevents-selfFX.png. WILL BE UPDATED BY STV LATER.
<extension name="5e Undo"/> 5e-Undo-dmg-attempt.png [wo/ AdvancedEffects, BetterCombatEffects, Absorb-Effect] WILL BE UPDATED BY STV LATER.
---------------------------------------------------20/03---------------------------------------------------
<extension name="Spell Action Info"/> Works. Shows Range alone / Components alone / Both and transitions perfectly.
EDIT: LinkFill extension note added. If someone from the Team Twohy could tell me which extensions it affects and how, I can check them [if they are free] too.
EDIT 2: I saw Death Ward, Achievement Tracker, Fishing Fun, Festival Boar Game just updated. Notes in my OP are updated for these extensions. Current Bugs of Fish/Boar are fixed in 20/03/26 TEST Channel.
EDIT 3: 5e EndofNextTurn and 5e Undo Damage / Heal WILL BE UPDATED BY STV LATER.
Tempered7
March 20th, 2026, 20:56
Next Batch Currently Being Tested
<extension name="CritFX_5E"/> Now Isolated it and it works perfectly. When combined with damage preventing Combat Effect extensions and/or Life Ledger, it throws an error.
<extension name="GoBigOrGoGnome"/> Works. SIZE: My halfling PC's token on a map was smaller. REACH: ADDREACH/REACH Effects are working manually but it didn't automate my Goliath BattleMaster's Reach despite an equipped Galive. SPACE: ADD/SPACE is working manually, also Huge+ creatures' tokens are bigger in map with or without the extension. I don't know if this one is implemented or not.
<extension name="illahad-ReactionsPrompt"/> ON HOLD.
<extension name="LegendaryAssistant"/> The window and manual ticking works but there's no close [X] button. Can't remember If there was automation [auto-tick], but there was none on Tarrasque/Beholder's Legendary Actions.
<extension name="Pets"/> UPDATE: Works [Both + button and drag & drop]. Still cant do Petception [Give PC a pet, give the PC to the pet as pet... But you can give the pet another pet. No errors.]
<extension name="Weather Generator"/> Works perfectly, better than crappy DMG weather table. It is accessed from Party Sheet > Weather tab.
EDIT: All notes are added. Code List in My OP updated accordingly.
TheoGeek
March 20th, 2026, 22:23
I just posted an update to Theogeek's Improved Critical to the test channel. I disabled everything but 5e for now. Test away. :)
The version should show up in the chat as "9.TEST_CHANNEL"
Tempered7
March 20th, 2026, 22:42
NEXT BATCH FOR LATER:
<extension name="ArcaneWard"/> Gonna need to create my Solo Abjurer Tank first.
<extension name="DeckedOut"/> PLAYER CLIENT TEST [fingers crossed on cloud connection]
<extension name="EnlargeReduce"/> Another go, this time isolated. It still prevents selfFX even when isolated.
<extension name="illahad-ReactionsPrompt"/> ON HOLD.
<extension name="RETP"/> NOTE TO SELF: Isolate this one.
<extension name="StealthTracker"/> Solo 9Rogue versus Banshee then 13Rog vs. Lich
Tempered7
March 20th, 2026, 22:43
I just posted an update to Theogeek's Improved Critical to the test channel. I disabled everything but 5e for now. Test away. :)
The version should show up in the chat as "9.TEST_CHANNEL"
Gimme 5 mins to stock up some tea and I'll update xD
edit: Started now. Let's see. Do you have any features to be tested in mind? Otherwise, I just finished 2 Crit Builds as prep and I can crit 27% of the time.
Tempered7
March 20th, 2026, 22:49
@TheoGeek
Started now. Let's see. Do you have any features in mind to be tested? Otherwise, I just finished 2 Crit Builds as prep and I can crit 27% of the time.
EDIT:
66868
Above pic is my settings for Crits.
TheoGeek
March 20th, 2026, 22:58
@Tempered
Nothing in particular. I did a rudimentary check and it looked good, but I didn't really stress test it. If you want to try to make it do bad things, be my guest!
Tempered7
March 20th, 2026, 23:04
@Tempered
Nothing in particular. I did a rudimentary check and it looked good, but I didn't really stress test it. If you want to try to make it do bad things, be my guest!
Oh ok. Then I'll just stress test on a 9 AC Camel,
1- First Crit Hit results
2- Then Crit Damage results to see if they match with the settings.
3- NVM: Will also test on crit immune npcs like the undead / construct to see what happens. [They can unlist 3.5 ed out of shelves, but they cant unlist 3.5 ed out of hearts :')]
4- Then finish with a high AC monster like a helmed horror.
TheoGeek
March 20th, 2026, 23:06
Oh ok. Then I'll just stress test on a 9 AC Camel,
1- First Crit Hit results
2- Then Crit Damage results to see if they match with the settings.
3- Will also test on crit immune npcs like the undead / construct to see what happens.
4- Then finish with a high AC monster like a helmed horror.
That sounds great!
Tempered7
March 20th, 2026, 23:26
Ok, here's my findings: First I rolled tons of attacks with ADV to see what crits. Nothing unusual there. [edit: nvm --Btw, undeads are not immune to crit in 2014? It doesnt say in their stats :S]
I Hit the first error: It happened right after I attacked the Zombie alone. I rolled Nat20 with a Vorpal Scimitar. Rolling damage also gave the same error later on.
66872
This is the chatlog analyzer link [also in attachment] but it doesnt tell much cause my crit profile is high: https://fgu.kuura.art/chatlog/69bdc7451fca7_chatlog.html/character/CRIT!
Crit elf build xml is in the attachment: Basically, Barb2/Champ5/Assassin13 with Elven Accu + Dual Wield + Martial Adept. All buffs on.
TheoGeek
March 20th, 2026, 23:31
Ugh. Do you have the Nat20 extension loaded? If so, could you try it without?
Tempered7
March 20th, 2026, 23:34
I didnt load Nat20 or the other one. Only Improved Crit. Fresh TEST campaign.
EDIT: Now trying the same thing with other weapons.
EDIT 2: Same thing with a Whip and Longsword +2. It happens when I roll Nat20 but after a dropped roll or two.
Tempered7
March 20th, 2026, 23:49
It happens when I roll Nat20 but after a dropped roll or two.
I found the cause of the error (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66872&d=1774045362): Damage Crit Dice: Maximize under Imp Crit: PC Damage settings. First pic on my OP: https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66868&d=1774043602
I changed it to default:
66875
Now it doesnt give the error with the same Scimitar despite Nat20 on double dropped die:
66876
Tempered7
March 21st, 2026, 03:23
Two Corrections:
<extension name="EnlargeReduce"/> CORRECTION: Another go, this time isolated. It still prevents selfFX even when isolated.
<extension name="Pets"/> CORRECTION: Works [Both + button and drag & drop --I forgot to unlock the sheet before]. Still cant do Petception [Give PC a pet, give the PC to the pet as pet... But you can give the pet another pet. No errors. Didnt add more than that.]
EDIT: Currently Working on
From Vaall's Docs: Arcane Ward part of Arcane ward ext is not working.
TheoGeek
March 21st, 2026, 04:25
Thanks for collecting that data. I'm currently at a loss as to what's going on. Apparently more changed under the hood than I originally thought. This might take a while.
Tempered7
March 21st, 2026, 04:32
Thanks for collecting that data. I'm currently at a loss as to what's going on. Apparently more changed under the hood than I originally thought. This might take a while.
Take your time, I'll be here for another 2-3 hours and later days.
Im by no means a coder in any extend. Just to throw some ideas and inspire.
But my take on this is, maximize PC crit dmg setting is breaking something if someone preps a high crit profile / to-hit / crit damage build.
Maybe checking my Elf Crit xml (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66871&d=1774045351) gives you ideas? It is a legit old 2014 build, even with a crippling useless feat [martial adept] so it's not 100% nuclear.
If you check it you'd notice that Fighting Style gives me +dmg which may be breaking things for the Maximize setting?
Whatever the setting do, I also did it in the build I guess. Also consider dmg types: magical (+3), slashing. As I understand the error semantically, it attempts to get length of field of whatever the 'dice' means and can't find it? So, do dmg types have 'dice' tag(?)/whatever that the extensions cant find the length field of?
Then you just compare with:
QUICK LINK TO 2026-04 UPDATES (https://www.fantasygrounds.com/forums/showthread.php?86968-2026-04-Ruleset-Updates&p=760223&viewfull=1#post760223).
Relevant changes:
dice
[DEV][ADDED][CoreRPG+] EffectManager calls added to get effect data, bonus, dice + bonus, descriptor list, and more.
crit
[USUAL SUSPECT] [FIXED][5E/4E/3.5E/13A/D20M/DW/DCC/SD/SF1] Multiple damage effects with same damage type but some include critical effects would not calculate correctly.
NOT 5E! [UPDATED][4E/13A] More flexible parsing of damage and critical fields when adding items to PC.
dmg
[ADDED][5E/4E/3.5E/PF1/SF1/13A/D20M] Damage/Heal tags - @DMG (#D#+# type), @HEAL (#D#+#), DMGMAX, @DMGMAX, DMGHALF, @DMGHALF, HEALMAX, @HEALMAX, HEALHALF, @HEALHALF, DMGMULT, @DMGMULT, HEALMULT, @HEALMULT (includes support for negative multipliers to convert damage/heal tags) (all multipliers support optional tags for <range>/opportunity/weapon/spell)
TheoGeek
March 21st, 2026, 16:32
I've been wanting to refactor this for a while and make it less complicated. Maybe now's the time. :)
Tempered7
March 21st, 2026, 20:28
I've been wanting to refactor this for a while and make it less complicated. Maybe now's the time. :)
I would remove all the maximize settings and leave them as Standard. Good luck and more power to your elbows!
Note on Turbo added:
<extension name="Turbo"/> This may or may not be the part of APRIL PATCH. All these extensions are loaded in 45 secs without and in 43 secs with Turbo but that's likely my loaded RAM. A control experiment could be done in Live Channel to see if the exact extensions load faster with Turbo to determine if it's integrated in TEST Channel. But my connection is iffy at best so that's for later, when I'm done with the TEST channel.
Tempered7
March 21st, 2026, 23:51
Note on Arcane Ward Extension: My OP (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760565&viewfull=1#post760565) updated accordingly.
CORRECTION: Heal error stems from illahad's Prompt Reactions extension, not this one!
<extension name="ArcaneWard"/> UPDATE: With all these extensions, Arcane Ward has a conflict error when I press self heal [green button], shown in arcaneward-selfheal-err.png. ISOLATED TEST: Only the automation parts of the extension doesn't work. When I press the Arcane Ward button in various Abjur spells, nothing happens, no added HP nor Arcane Ward self-buff. But the good news is that, Arcane Ward has a manual self-heal button but it is calculated INcorrectly for the level 2. I think it doesnt take level * 2 into account? At level 2 with 16 INT, I should have had lvl2*2 = 4 + 3 int bonus = 7 HP but it only lists 3 HP. And the extension adds 3 temp HP.
Error downstairs is from when all the extension are loaded. Triggers when I press the green HEAL: 3 temp SELF button next to the purple icon in Arcane Ward line under [Class (Wizard)]. For comparison, False Life HP roll triggers the exact error and doesnt add any temp HP.
66881
The error is not present when isolated but the miscalculation of self heal and the broken automation is still present.
Note: In a clean TEST campaign without extensions, False Life works properly.
Tempered7
March 22nd, 2026, 00:30
Good news! Enlarge/Reduce (https://www.fantasygrounds.com/forums/showthread.php?86407-Enlarge-Reduce-(5E)&p=760683&viewfull=1#post760683) is fixed.
It doesnt prevent having self buffs / effects anymore. Even when I tried it along with all the other extensions it's still working. My OP Updated.
EDIT: Also, Note on Name Maker
<extension name="Name Maker"/> ??? There is no "Names" button under Side Bar: Campaign > NPCs window.
This is what I see in an isolated TEST campaign: Side Bar - Campaigns > NPC
66883
If someone on LIVE Channel could tell me whether Name Maker (https://forge.fantasygrounds.com/shop/items/114/view)'s 'Names' button in NPC Window is there, it would be great. I cant go back to LIVE until my connection problems are fixed.
66884
Tempered7
March 22nd, 2026, 13:36
SavageWorlds v5.17.0 Beta Testing (https://www.fantasygrounds.com/forums/showthread.php?87027-SavageWorlds-v5-17-0-Beta-Testing)
New version of upcoming SavageWorlds ruleset is available in Test channel. Main purpose of this development cycle is to keep the ruleset in sync with upcoming CoreRPG 2026-04 release.
Changed
Global effects are consistent with CoreRPG
Global effects list opening button moved from effect master list into combat tracker
anstett
March 22nd, 2026, 15:32
Name Maker
Retested just now and it does not appear on the NPC dialog box like it used to. It has been broken for me (2e) for several months.
(checked the Forums, my report was October 18th 2025)
Tempered7
March 23rd, 2026, 17:17
Thanks for checking anstett! I updated my OP.
I also have other news and a correction:
<extension name="CritsAndFumbles"/> CORRECTION: Works. I confused this with Critical Flavor [which is for crit hits and spells]. This one is for Skills, Concentration, Init.
<extension name="MissFlavor"/> Works.
<extension name="CriticalFlavor"/> No text on crit damage.
<extension name="CriticalFlavor-Spells"/> No text on spell crit damage. Tested it on an unconscious Camel with Eldritch Blast.
Also I caught a weird anomaly thanks to miss flavor: It said, the unconscious Camel dodged my Eldritch Blast... Probably just a wrong type of flavor text but unconscious effect should have been guarranteed crits afaik?
66896
Word limit is almost reached in my OP.
EDIT: Im keeping the list of working ones in post#11 (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760558&viewfull=1#post760558)
And I prettified my OP (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760565&viewfull=1#post760565).
Tempered7
March 23rd, 2026, 21:05
"5e Undo Damage / Heal" Testing: My OP Updated.
ISOLATED TEST: WORKS!
Freshly created campaign in TEST
Only 5e Undo loaded.
Both damage/heal parts works perfectly!
With all the extensions online:
- First of all, if any other ext such as Absorb Effect prevent dmg, Undo says "there's nothing to undo". No errors for Undo here.
- It still doesn't go well with CritFX because the CritFX also has bugs with Life Ledger and other dmg preventing extensions:
[Absorb-Effect + AdvancedEffects + BetterCombatEffects + Life Ledger]
When damage preventing extensions removed:
* It DOESN'T prevent damage attempts by itself among other extensions if I remove all the other dmg preventer extensions.
- If no dmg has been done by or to anyone, it still says "there's nothing to undo" without errors.
- Undo damage part of the extension works under these conditions: See !undo-dmg-completed.png
66904
- There is an extension among what's left that prevents self-healing: I will find and isolate it later [to check if undo heal also works with other extensions on]. This'll take a min or two. GOTCHA! Illahad's Prompt Reactions.
<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
66903
- WITHOUT illahad's: 5e Undo heal part works under these conditions.
Tempered7
March 24th, 2026, 00:19
Follow-up on 5E-Undo: Weird Error When Connected to a GM
Decked Out needed to be tested with a Player Client so I also stress-tested 5E Undo.
Undo Damage/Heal parts are still working.
I connected to myself from Cloud as a Player Client and clicked Hit Dice with the PC I control in the Player acc. The Player's Character gave below error in the GM Client [not in PC client] when I double clicked Hit Dice to regain HP:
66908
This one may be hard to reproduce because after I Undo'ed damage from the Fire Snake the PC damaged, the error is gone.
I cant connect to myself for a while so I cant make a controlled experiment [if it does the same when isolated in a network environment PC/GM].
But these are all the results so far.
When I played alone, this didn't happen.
You may wanna check my extension state xml [also at post#52] because I've changed some.
EDIT 1: It doesnt do that with the same extensions [also isolated] on GM-Only Client with the same or another character.
Tempered7
March 24th, 2026, 00:29
ExtensionState for 5E-Undo: See post#51
<extension name="5E_Language_Fonts_FR_Wizards"/>
<extension name="5E_Language_Fonts_Wizards"/>
<extension name="5EActionTracker"/>
<extension name="5eCoinConverter"/>
<extension name="5E-Encumbrance"/>
<extension name="5eModifiers"/>
<extension name="5EScribe"/>
<extension name="AurasVisualized"/>
<extension name="Basic Card Tables"/>
<extension name="ChatlogViewer"/>
<extension name="Critically Awesome Essentials"/>
<extension name="CritsAndFumbles"/>
<extension name="CSV-Table-Importer"/>
<extension name="CT-Open-On-Turn 24.02.25"/>
<extension name="DatabaseSearch"/>
<extension name="DD5E_StrixhavenMemories"/>
<extension name="FailForward"/>
<extension name="FG-CoreRPG-Inventory-Identified"/>
<extension name="FlavorfulNames"/>
<extension name="InitiativeNanny"/>
<extension name="LinkFill"/>
<extension name="MissFlavorText"/>
<extension name="PF1 - Spellclass Sort + notes + NPC"/>
<extension name="PointsOfInterest"/>
<extension name="RETP"/>
<extension name="SevenSeas"/>
<extension name="ToggleEffectLights"/>
<extension name="ToolkitActions"/>
<extension name="Weather Generator"/>
<extension name="MNM Core"/>
<extension name="5E - Clock Adjuster"/>
<extension name="Spell Record Actions"/>
<extension name="Achievement Tracker"/>
<extension name="AltWoundColors"/>
<extension name="EncounterDifficulty"/>
<extension name="FGU_DM_Assist_Observer_Core_v0_7_5_forge"/>
<extension name="PlayerAgency"/>
<extension name="5e Jack of All Trades v1.4.2"/>
<extension name="DeathIndicatorEx"/>
<extension name="5E Next Level XP Automation"/>
<extension name="Font-Roboto (Revised)"/>
<extension name="Player_NPC_End_Turn"/>
<extension name="Shops"/>
<extension name="calendarplus"/>
<extension name="ConditionImmunity"/>
<extension name="npc-flavors"/>
<extension name="VulNRes"/>
<extension name="MNM Player Journal"/>
<extension name="EffectiveInitiative"/>
<extension name="Spell Action Info"/>
<extension name="5e Legendary Assistant"/>
<extension name="Pets"/>
<extension name="WinnowingPursuits"/>
<extension name="5e Reactions"/>
<extension name="5e Undo"/>
<extension name="Masters-Amulet"/>
<extension name="WalkThisWay"/>
<extension name="Ask me"/>
<extension name="FG-Aura-Effect"/>
<extension name="DeckedOut"/>
<extension name="CloseWindows"/>
<extension name="AttackAndSpellFonts"/>
<extension name="StealthTracker"/>
<extension name="UndeadFortitude"/>
Stv
March 24th, 2026, 22:27
Thanks for the heads up, I'll take a look and see if I can get that fixed.
Cheers,
Stv.
Tempered7
March 25th, 2026, 04:41
Thanks for the heads up, I'll take a look and see if I can get that fixed.
Cheers,
Stv.
Np :) Good luck!
NEWS for the List:
Resistance is Futile functionality is being absorbed into the rulesets as of the next version of Fantasy Grounds in a few weeks. This extension will no longer be useful after that. I will be retiring it at that time.
Source: www.fantasygrounds.com/forums/showthread.php?84384-5E-Resistance-is-Futile&p=760679&viewfull=1#post760679 (http://www.fantasygrounds.com/forums/showthread.php?84384-5E-Resistance-is-Futile&p=760679&viewfull=1#post760679)
Stv
March 28th, 2026, 16:26
Pushed a new build of undo to the test channel, hopefully fixes the error you found @Tempered7.
Cheers,
Stv.
Tempered7
March 30th, 2026, 07:59
Pushed a new build of undo to the test channel, hopefully fixes the error you found @Tempered7.
Cheers,
Stv.
Having a bit of cold and fever. I'll check back as soon as Im good.
Tempered7
April 6th, 2026, 19:57
Pushed a new build of undo to the test channel, hopefully fixes the error you found @Tempered7.
Cheers,
Stv.
Two Good news:
1- 5E Undo HD bug is fixed,
2- [unrelated to undo] Saving Throw error is also fixed.
Moon Wizard
April 10th, 2026, 18:05
Thanks for all the tracking everyone. I've been sort of heads down making sure all the rulesets work, before I got involved more closely in helping with extensions.
After discussing with our team, I've decided to move back the release of these changes to April 28, in order to give me more time to work with anyone who would like me to help migrate or help with fixing extensions.
I'll need someone familiar with the extensions to talk me through what they actually do while I'm working on them, as well as to test them once I make the changes. For those no longer being worked on but popular enough, I can work with any interested community user to help. Please reach out and let me know.
I've already taken a pass at helping Theogeek with his extensions, since he reached out directly.
Regards,
JPG
TheoGeek
April 11th, 2026, 03:02
Thanks a ton Moon! I just got Nat20 uploaded to the forge for the TEST channel.
TheoGeek
April 22nd, 2026, 04:38
UPDATE:
Got this working and seems to be functioning as it does on the Live channel.
Version 9.0 uploaded to TEST.
==============
I'm almost there with the Improved Critical extension!
graphil
April 23rd, 2026, 07:23
Moon Wizard. As well as your sweep of discord, is it worth looking at anything on the forge with over 1000 subscribers that hasn't been tested yet?
Tempered7
April 24th, 2026, 15:16
NEWS: <extension name="FG-Aura-Effect"/> Abandoned by the original coder BUT Moon Wizard integrated it into the new update in TEST / Bugs FIXED.
Might want to clarify that, I don't believe that MW has integrated Aura Effect into anything, but has updated the Test version of the extension. You'll still need the extension loaded for it to work.
OP Updated.
Last Batch: Below extensions will take some time for me to check but I'll start whenever I can.
<extension name="Ask me"/>
<extension name="AurasVisualized"/> Moon Wizard said that it is still broken.
<extension name="5eCoinConverter"/>
<extension name="ConditionImmunity"/>
<extension name="DeathIndicatorEx"/>
<extension name="FailForward"/>
<extension name="DrinkAndSink"/>
<extension name="FlavorfulNames"/>
<extension name="InitiativeNanny"/>
<extension name="JackOfAllThings"/>
<extension name="Masters-Amulet"/>
<extension name="Player_NPC_End_Turn"/>
<extension name="PointsOfInterest"/>
<extension name="RETP"/> NOTE TO SELF: Isolate this one.
<extension name="SevenSeas"/>
<extension name="PF1 - Spellclass Sort + notes + NPC"/>
<extension name="StealthTracker"/> Fingers crossed.
<extension name="ToolkitActions"/>
<extension name="VulNRes"/>
<extension name="Critically Awesome Essentials"/>
<extension name="5e Jack of All Trades v1.4.2"/>
<extension name="LinkFill"/>
<extension name="5E Next Level XP Automation"/>
<extension name="5EScribe"/>
<extension name="5EActionTracker"/>
<extension name="Basic Card Tables"/>
BaneTBC
April 24th, 2026, 19:37
Might want to clarify that, I don't believe that MW has integrated Aura Effect into anything, but has updated the Test version of the extension. You'll still need the extension loaded for it to work.
Tempered7
April 25th, 2026, 07:14
Might want to clarify that, I don't believe that MW has integrated Aura Effect into anything, but has updated the Test version of the extension. You'll still need the extension loaded for it to work.
Thanks for the clarification Bane, I stasrted make mistakes as I got tired.
OP Updated.
Gilafron
April 25th, 2026, 21:09
Posting here an error with Life Ledger. It throws an error on boot up and throws an error when starting combat:
67204 Bootup (BCEG has error as well)
67205 Combat Tracker (start of combat)
Gilafron
April 25th, 2026, 21:12
BCEG throws this error at start of combat:
67206
Gilafron
April 25th, 2026, 21:18
Advanced Effects threw this error when adding to CT:
67207
NOTE: BCEG wasn't loaded
estrolof
April 26th, 2026, 10:49
I haven't shared my "still being written and tested" extensions yet. But, while doing a test, I got an error message.
I unloaded my in-development extension and retested. Sorry if I missed this in the thread (I have been up a long time).
1. Add a character to the CT, then add an NPC or second character with later initiative
2. Add the following effect to the character: Poisoned; SAVEOE: 14 CON (with a duration of 2 or more)
3. Set the CT to an actor and advance the turn
4. When the impacted PC's turn ends and is passed to the next actor it successfully attempts the saving throw.
5. When the save is a failure we see no errors, it just keeps truckin'
6. When the save succeeds, however, we get an error message (see below) and the effect is not removed.
[ERROR] Handler error: [string "CoreRPG:scripts/manager_action_save.lua"]:31: attempt to index global 'rAction' (a nil value)
Gilafron
April 26th, 2026, 13:50
I reviewed the comments from March 20. I believe it was stated that Effective Initiative would be obsolete. I do not believe this statement is true. I posted in the Feedback thread for 2026-04 that out-of-box functionality does not imitate Effective Initiative functionality.
Tempered7
April 26th, 2026, 14:51
I reviewed the comments from March 20. I believe it was stated that Effective Initiative would be obsolete. I do not believe this statement is true. I posted in the Feedback thread for 2026-04 that out-of-box functionality does not imitate Effective Initiative functionality.
Hmm, I counted Levitate [100 duration] and compared to Shield [1 duration] and they adjusted to the Init but I didnt take -End of Player's turn- into account.
AFAIK, without the extension, the settings of the extension was still there.
But I probably made a mistake, sorry about that. Im changing my OP (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760565&viewfull=1#post760565).
<extension name="EffectiveInitiative"/> ORIGINAL. No longer required. Both with or without the extension, Effect Timers expire in time [however long] when the initiative order is changed at every turn. Can check my math at post#24 (https://www.fantasygrounds.com/forums/showthread.php?86983-Extension-tracking-for-the-2026-04-update&p=760606&viewfull=1#post760606) in chatlog.
Gilafron's post (https://www.fantasygrounds.com/forums/showthread.php?86969-Feedback-Thread-2026-04-Ruleset-Updates&p=762500&viewfull=1#post762500)
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
Also, +1 for the suggestion.
Tempered7
April 26th, 2026, 15:25
Guys, I said I'll check the last batch but I think I should rest for while. Im making too many mistakes.
It was fun to collaborate with the lovely forum folks though. :)
More power to you testers, extension devs, and SmiteWorkers!
Moon Wizard
April 26th, 2026, 16:02
@estrolof,
Thanks for the report on SAVEOE. I just pushed a fix to address that error.
Regards,
JPG
elblade121
May 11th, 2026, 19:42
Is there a list anywhere that lists extensions that are now obsolete or why some have been listed in my inventory as Unlisted with FGForgeRetired (Absorb Effect, Resistance is Futile, Turbo)?
LordEntrails
May 11th, 2026, 21:24
Is there a list anywhere that lists extensions that are now obsolete or why some have been listed in my inventory as Unlisted with FGForgeRetired (Absorb Effect, Resistance is Futile, Turbo)?
Other than the link in the OP, not that I'm aware of.
Anything in your inventory marked Unlisted has either been changed to that status by the developer (or SmiteWorks if the developer is absent and the extension no longer functions). Usually it is because the the extension no longer works and the developer is not going to fix or maintain it. But it could be for others reasons as well if the developer has decided to withdraw it.
MrDDT
May 13th, 2026, 03:22
Is there a list anywhere that lists extensions that are now obsolete or why some have been listed in my inventory as Unlisted with FGForgeRetired (Absorb Effect, Resistance is Futile, Turbo)?
Absorb Effect
Exhausted
FranklyNot
IFNOTUNTRUEEffects
ResistanceIsFutile
TEMPOandROLLONI
Turbo
TurnBasedEffects
WhatElseCouldIDo
OngoingSaveEffects
All no longer needed put into CORE now.
lprchaun
May 25th, 2026, 00:10
I was in the process of selling a house, buying a place, and moving. Missed all of this while it was going on and I am sorry.
Trying now to update the Damage Reroll Feats extension and realize how everything has changed.
is there somewhere that lists how the damage, etc. is handled vs. how it used to be handled?
Or do I need to try and relearn it the way I did the first time?
Sorry for making other people look at my extension while I was out of commission. I didn't want it to fall by the wayside.
Moon Wizard
May 25th, 2026, 00:28
As I mentioned in your thread; I'm already working on a rebuild of your extension. I'll provide once I have it working again.
Regards,
JPG
lprchaun
May 25th, 2026, 13:15
As I mentioned in your thread; I'm already working on a rebuild of your extension. I'll provide once I have it working again.
Regards,
JPG
Yes. Thanks! Just didnt want you to have to redo my stuff
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