View Full Version : Official Daggerheart Bug Report Thread
WishX
March 30th, 2026, 18:57
Use this thread to post any ruleset specific issues to track and get resolved. When reporting, please provide steps in reproducing the issue and any images if possible.
HalfDecent
March 31st, 2026, 18:42
I have run into an issue with the character sheet. I am unable to make an ability check with a character after immediately creating them. I confirmed with another individual on the Fantasy Grounds Discord that they could replicate this issue.
Steps to reproduce:
1) Add a character using the plus button
66981
2)Add class, subclass, ancestry, community, starting equipment, 2 experiences, and 2 domain cards
66982
3) exit out of the advancement screen once finished
66983
4) Try to make an ability check immediately after creation
66984
5) if I used a domain ability and then try to make an ability check it works normally
66985
Lockhout
March 31st, 2026, 18:57
Very small thing I noticed, on all class' descriptions, the suggested traits are all positive, but one of them should be a -1.
This is just on the description, since the actual trait is being accounted for correctly afaik!
66986
superteddy57
March 31st, 2026, 19:04
I have run into an issue with the character sheet. I am unable to make an ability check with a character after immediately creating them. I confirmed with another individual on the Fantasy Grounds Discord that they could replicate this issue.
Steps to reproduce:
1) Add a character using the plus button
66981
2)Add class, subclass, ancestry, community, starting equipment, 2 experiences, and 2 domain cards
66982
3) exit out of the advancement screen once finished
66983
4) Try to make an ability check immediately after creation
66984
5) if I used a domain ability and then try to make an ability check it works normally
66985
Pushed a fix to address this report
Alynn
March 31st, 2026, 19:48
Marking/Clearing is backwards for both Fear, Armor, and Hope
Adding a Fear says "Adds a Fear"
Removing a fear says "Marked a Fear" It should probably say Used, or cleared.
Character sheet
Hope
When you click the plus you gain a hope
When you click the minus you mark a hope this should also say Used or Cleared
Armor
When you click the + to mark the armor it says you "gain" armor this should be marked.
When you click the - it says you marked armor, and it should say cleared.
If you grab the +/- button for Experiences and drag the error Script execution error: [string "C:..s_experience_entry:activate"]:3: attempt to call field 'actionDrag' (a nil value) is thrown.
When rolling an attack roll without a target such as ATK: 2d12 there is no hope/fear in the text.
Fear tracker allows you to add fear past 12 (admittedly this may be by design, but not rules as written).
Ramp Up (Cave Ogre ability) is coded as DMG: 1 (Fear) for targets. Should be self.
Face Your Fear (Wizard School of War ability) is coded as 1 [MOD] but should be adding an extra 1d10 magic damage
Book of Ava - Tava's Armor. It adds the ARMOR: 1 but it does not show the increase of score on the character sheet, nor can you mark that last slot created by the spell. Manually putting the slot in Misc Bonuses does work the way I would expect. if it is supposed to fall under Passive Boosts, ARMOR: 1 does not do that.
When an adversary targets one or more PCs with a Reaction effect such as AGI DC 14
Dice roll for each character, but Agility is not added to the reaction roll. And it does not compare the result with the DC to provide Success/Failure results in the text. This means our successful reactions also do not remove the target.
If the PC is also VULNERABLE it shows Disadvantage in the text, and also shows the D6 as red, but ADDS the d6 to the total value instead of subtracts from it. And Again, no Success/Failure is reported as well. 67013
If you add a bonus to a reaction it only uses the Bonus number and ignores the Stat value.
If you create a reaction and you do not give it a type, stat, or bonus, it will display the success or failure text, and remove targeting from the successful reaction rolls.
Agamon
March 31st, 2026, 21:27
A few items:
General duality rolls vs Difficulty state in the chat if it is a success/failure with hope/fear, but attacks do not. And the white on yellow hope die number is not the easiest to read to manually figure it out.66987
I have the option Auto Hope/Fear Gains turned on, but nothing seems to happen when duality rolls are made.
Finally, not a bug, per se, but I'm not sure if I'm doing something wrong while creating a new item, or if it is maybe a bug not letting me do what I need to. It won't let me create an action that is a spellcast roll, and it won't let me add a cost (stress/hope). Is there an eta on the wiki being updated with the DH ruleset?
Moon Wizard
March 31st, 2026, 22:12
Thanks for the reports. I'm gathering for @superteddy57 to look at when he returns next week from vacation. There was some conflict with his vacation and when we could release; but we decided to move ahead anyways to get it out sooner. I'll look into any outright error reports this week; but will probably have to wait for @superteddy57 for anything DH specific.
Regards,
JPG
Moon Wizard
March 31st, 2026, 23:24
Just pushed a small update to have targeted rolls also report success/failure with hope/fear as well.
Regards,
JPG
Powaghen
April 1st, 2026, 00:05
By adding and removing Galapa, it only adds the bonus to damage thresholds, and doesn't remove them.
66989
Steps to reproduce:
Add Galapa --> Remove Galapa --> Add Galapa --> [Continue cycle]
Moon Wizard
April 1st, 2026, 00:37
The character creation is additive; which means that it will only add features/changes to the character based on your additions. It is not a full-blown character manager where it has the data to add/remove all the pieces. If you add and then remove a race/class; you will need to remove the race/class changes as well.
Regards,
JPG
Stryfe484
April 1st, 2026, 19:31
When I click the link to open the Pitched Battles Environmental Entry from the Spotlight Tracker, I get an error message.
66993
Moon Wizard
April 1st, 2026, 19:45
Thanks for reporting. I'll pass along to @superteddy57 so he can fix next week.
Regards,
JPG
Izvirt
April 1st, 2026, 19:58
BUGS:
- Multiclass seems broken. Just level-up to 5 level and choose multiclass option. Error in a image.
66994
- I feel like Bare Bones (Valor-domain-card) should work automatically but it don't
Feature-wish:
- Party Sheet with added characters is completely blank-white now. Why? You can add resources and experiences of players there. :)
PS:
Sorry for my English. I understand it well but speak very rarely.
Moon Wizard
April 2nd, 2026, 02:58
Thanks for reporting.
I've pushed a patch to remove that error message. Please run a new Check for Updates on the launch screen.
I'll pass on the remaining items to the developer (@superteddy57) who is back next week to look at.
Regards,
JPG
Izvirt
April 2nd, 2026, 08:03
Error was disabled. Picking subclass (of multiclass option) copying features of main class in a character-list/abilities. I try delete only one feature and they both disappear. ( 67004 ) Subclass in a character details just can't be added (no error message). ( 67005 )
I wish you an easy search and fix of these bugs, as well as a good mood. :o
boooooooo
April 2nd, 2026, 14:58
Hi. Here are some bugs that I think I've discovered:
- Conditions aren't visible on tokens on maps
- The Restrained condition confers Adv to the attacker (which shouldn't be the case)
- The Hidden condition does not confer Disadv to the attacker
- A damage to armor button removes instead of adds to the target's marked armor
- When applying a Reaction Roll from an adversary with a DC written onto a target, no success/failure result is displayed
- Clicking on icons that spend Fear does not reduce Fear
- Countdown Trackers tick up instead of down
Suggestions:
- Countdown trackers aren't currently automated based on roll results
- an alternate way to toggle Adv/Disadv, e.g. hold CTRL
- the marking of an additional HP, for instance in the Construct's passive Weak Structure, is currently not automated
- the doubling of HP/Armor/Stress indicated by the Outer Realms Abomination's Realtiy Quake effect is currently not automated
- A better way to track Prayer Dice so that the dice results are visible and spendable on the character sheet itself
Questions:
- Is there a way to add an effect that confers resistance to Physical/Magical dmg so that it halves the respective type of damage?
- Is there a way to track Withered tokens (from the Witherwild campaign frame)?
Agamon
April 2nd, 2026, 16:29
Use RESIST: magical/physical for damage resistance.
boooooooo
April 2nd, 2026, 16:35
Use RESIST: magical/physical for damage resistance.
Thanks!
Alynn
April 6th, 2026, 15:13
DMG: 1 (Armor) does not actually mark any armor on a PC.
This does not happen if you drag/drop the DMG: 1 Armor onto the PC or if the adversary has them targeted when you click the action.
This was tested with the Acid Burrower Spit Acid ability
In addition, if you click the DMG: 1 (HP) action and this marks the last HP of the character, the system does not detect that they died.
If you then roll a normal damage roll against them you will get a message that damage exceeds hp, but we also do not trigger being dead.
boooooooo
April 6th, 2026, 17:30
DMG: 1 (Armor) does not actually mark any armor on a PC.
This does not happen if you drag/drop the DMG: 1 Armor onto the PC or if the adversary has them targeted when you click the action.
This was tested with the Acid Burrower Spit Acid ability
It actually removes marked armor instead. So it's doing the reverse of what it should be doing. So yeah, it's a bug
superteddy57
April 7th, 2026, 03:42
Very small thing I noticed, on all class' descriptions, the suggested traits are all positive, but one of them should be a -1.
This is just on the description, since the actual trait is being accounted for correctly afaik!
66986
Will be part of next update
Marking/Clearing is backwards for both Fear, Armor, and Hope
Adding a Fear says "Adds a Fear"
Removing a fear says "Marked a Fear" It should probably say Used, or cleared.
Character sheet
Hope
When you click the plus you gain a hope
When you click the minus you mark a hope this should also say Used or Cleared
Armor
When you click the + to mark the armor it says you "gain" armor this should be marked.
When you click the - it says you marked armor, and it should say cleared.
If you grab the +/- button for Experiences and drag the error Script execution error: [string "C:..s_experience_entry:activate"]:3: attempt to call field 'actionDrag' (a nil value) is thrown.
When rolling an attack roll without a target such as ATK: 2d12 there is no hope/fear in the text.
Fear tracker allows you to add fear past 12 (admittedly this may be by design, but not rules as written).
Ramp Up (Cave Ogre ability) is coded as DMG: 1 (Fear) for targets. Should be self.
Face Your Fear (Wizard School of War ability) is coded as 1 [MOD] but should be adding an extra 1d10 magic damage
Book of Ava - Tava's Armor. It adds the ARMOR: 1 but it does not show the increase of score on the character sheet, nor can you mark that last slot created by the spell. Manually putting the slot in Misc Bonuses does work the way I would expect. if it is supposed to fall under Passive Boosts, ARMOR: 1 does not do that.
When an adversary targets one or more PCs with a Reaction effect such as AGI DC 14
Dice roll for each character, but Agility is not added to the reaction roll. And it does not compare the result with the DC to provide Success/Failure results in the text. This means our successful reactions also do not remove the target.
If the PC is also VULNERABLE it shows Disadvantage in the text, and also shows the D6 as red, but ADDS the d6 to the total value instead of subtracts from it. And Again, no Success/Failure is reported as well. 67013
If you add a bonus to a reaction it only uses the Bonus number and ignores the Stat value.
If you create a reaction and you do not give it a type, stat, or bonus, it will display the success or failure text, and remove targeting from the successful reaction rolls.
* Chat output will be based on the guidelines provided by the publisher. I have updated them to be more consistent with their guidelines.
* The experience mod buttons were not intended to be dragged. Have disabled that feature
* The attack rolls without a target will now display if the roll is with HOPE or FEAR
* Fear tracker is setup as intended. It's not hard locked for those that wish to homebrew past the limit.
* Fear actions don't need a target as either would have worked. I refined them to not include any option for target selection.
* Updated the Wizard Subclass feature.
* I've included a way for effects to now be passively collected like the passive boosts from the features/cards. This is new and would appreciate any reports related to it.
* Continuing to work on this as the reaction system needs a bit more work.
A few items:
General duality rolls vs Difficulty state in the chat if it is a success/failure with hope/fear, but attacks do not. And the white on yellow hope die number is not the easiest to read to manually figure it out.66987
I have the option Auto Hope/Fear Gains turned on, but nothing seems to happen when duality rolls are made.
Finally, not a bug, per se, but I'm not sure if I'm doing something wrong while creating a new item, or if it is maybe a bug not letting me do what I need to. It won't let me create an action that is a spellcast roll, and it won't let me add a cost (stress/hope). Is there an eta on the wiki being updated with the DH ruleset?
* The chat output has been addressed and will be part of the next update
* The option will be fixed with the next update.
* I'm not seeing issues here with that and might need some repeatable steps that you are doing so I can try and do it exactly as you are.
When I click the link to open the Pitched Battles Environmental Entry from the Spotlight Tracker, I get an error message.
66993
* Will be resolved with next update
BUGS:
- Multiclass seems broken. Just level-up to 5 level and choose multiclass option. Error in a image.
66994
- I feel like Bare Bones (Valor-domain-card) should work automatically but it don't
Feature-wish:
- Party Sheet with added characters is completely blank-white now. Why? You can add resources and experiences of players there. :)
PS:
Sorry for my English. I understand it well but speak very rarely.
* Multiclass issues should be fixed with next update
* The unarmored options needs to be selected in the the armor editor by clicking on the armor score
Error was disabled. Picking subclass (of multiclass option) copying features of main class in a character-list/abilities. I try delete only one feature and they both disappear. ( 67004 ) Subclass in a character details just can't be added (no error message). ( 67005 )
I wish you an easy search and fix of these bugs, as well as a good mood. :o
* I'll need further elaboration on the steps you are doing to see where it's going wrong. I'm not seeing these disappear.
DMG: 1 (Armor) does not actually mark any armor on a PC.
This does not happen if you drag/drop the DMG: 1 Armor onto the PC or if the adversary has them targeted when you click the action.
This was tested with the Acid Burrower Spit Acid ability
In addition, if you click the DMG: 1 (HP) action and this marks the last HP of the character, the system does not detect that they died.
If you then roll a normal damage roll against them you will get a message that damage exceeds hp, but we also do not trigger being dead.
* Addressed in next update
Agamon
April 7th, 2026, 04:17
double post
Agamon
April 7th, 2026, 04:19
* I'm not seeing issues here with that and might need some repeatable steps that you are doing so I can try and do it exactly as you are.
I'm making an item and adding an action to it that requires an action with a Spellcast roll. But setting the action to hope/fear makes it a 1d20 roll.
67052
It was set to 2d12 last week before I just updated, but it wasn't a duality roll.
Double checking, and I can confirm that this is happening because the action was created before the update. New items' actions work as intended. All good, thanks!
boooooooo
April 7th, 2026, 05:30
Hi. Here are some bugs that I think I've discovered:
- Conditions aren't visible on tokens on maps
- The Restrained condition confers Adv to the attacker (which shouldn't be the case)
- The Hidden condition does not confer Disadv to the attacker
- A damage to armor button removes instead of adds to the target's marked armor
- When applying a Reaction Roll from an adversary with a DC written onto a target, no success/failure result is displayed
- Clicking on icons that spend Fear does not reduce Fear
- Countdown Trackers tick up instead of down
Suggestions:
- Countdown trackers aren't currently automated based on roll results
- an alternate way to toggle Adv/Disadv, e.g. hold CTRL
- the marking of an additional HP, for instance in the Construct's passive Weak Structure, is currently not automated
- the doubling of HP/Armor/Stress indicated by the Outer Realms Abomination's Realtiy Quake effect is currently not automated
- A better way to track Prayer Dice so that the dice results are visible and spendable on the character sheet itself
Questions:
- Is there a way to add an effect that confers resistance to Physical/Magical dmg so that it halves the respective type of damage?
- Is there a way to track Withered tokens (from the Witherwild campaign frame)?
Hi, thanks for the fixes via the latest updates.
The following bugs seem to not have been addressed as of yet:
- Conditions aren't visible on tokens on maps
- The Restrained condition confers Adv to the attacker (which shouldn't be the case)
- The Hidden condition does not confer Disadv to the attacker
- Countdown Trackers tick up instead of down
Izvirt
April 7th, 2026, 07:34
* I'll need further elaboration on the steps you are doing to see where it's going wrong. I'm not seeing these disappear.
I'll try to explain. May be this help you to fix whole multiclass problem (I think they are connected)
1) I create Ranger-Wayfinder and level up him to 4 level. Let's level up him to 5 level.
67053
2) Pick Multiclass advancement
67054
3) Pick any class-option (I'll pick wizard)
67055
4) Pick any domain
67056
5) Close this windows
67057
6) Look at character list/abilities. MainClass-Subclass features (in that screenshot-case Ruthless Predator and Path Forward) copied in Multiclass-Subclass features. It shouldn't. Morever if you try to delete Ruthless Predator from the Multiclass-Subclass it also deleted from MainClass-Subclass.
(oh, 5 image limit of forum)
I hope this helps.
superteddy57
April 7th, 2026, 07:46
Hi, thanks for the fixes via the latest updates.
The following bugs seem to not have been addressed as of yet:
- Conditions aren't visible on tokens on maps
- The Restrained condition confers Adv to the attacker (which shouldn't be the case)
- The Hidden condition does not confer Disadv to the attacker
- Countdown Trackers tick up instead of down
Not all reports have been completed, just pushing what I was able to get done today.
I'll try to explain. May be this help you to fix whole multiclass problem (I think they are connected)
1) I create Ranger-Wayfinder and level up him to 4 level. Let's level up him to 5 level.
67053
2) Pick Multiclass advancement
67054
3) Pick any class-option (I'll pick wizard)
67055
4) Pick any domain
67056
5) Close this windows
67057
6) Look at character list/abilities. MainClass-Subclass features (in that screenshot-case Ruthless Predator and Path Forward) copied in Multiclass-Subclass features. It shouldn't. Morever if you try to delete Ruthless Predator from the Multiclass-Subclass it also deleted from MainClass-Subclass.
(oh, 5 image limit of forum)
I hope this helps.
It does, thank you. Will be looking it over.
Izvirt
April 7th, 2026, 10:12
After patch muticlass work properly! Thanks!
But there is new problem and this about rules of system. When you choose multiclass you receive only new Class features without their Hope feature. For example I created wizard, leveled up him to 5 level and choose to multiclass into rogue. I should receive only Cloaked and Sneak Attack features. Rogue's Dodge should not be present because this is Hope feature.
superteddy57
April 7th, 2026, 14:22
After patch muticlass work properly! Thanks!
But there is new problem and this about rules of system. When you choose multiclass you receive only new Class features without their Hope feature. For example I created wizard, leveled up him to 5 level and choose to multiclass into rogue. I should receive only Cloaked and Sneak Attack features. Rogue's Dodge should not be present because this is Hope feature.
Thanks for the report. I'll look into it.
superteddy57
April 7th, 2026, 20:57
Hi, thanks for the fixes via the latest updates.
The following bugs seem to not have been addressed as of yet:
- Conditions aren't visible on tokens on maps
- The Restrained condition confers Adv to the attacker (which shouldn't be the case)
- The Hidden condition does not confer Disadv to the attacker
- Countdown Trackers tick up instead of down
* For the conditions to be visible I'll need to see what I missed when adding since they are not part of the normal list of conditions. Still looking this over
* Will be fixed in the next update
* Will be fixed in the next update
* It's intended by design.
superteddy57
April 7th, 2026, 20:57
After patch muticlass work properly! Thanks!
But there is new problem and this about rules of system. When you choose multiclass you receive only new Class features without their Hope feature. For example I created wizard, leveled up him to 5 level and choose to multiclass into rogue. I should receive only Cloaked and Sneak Attack features. Rogue's Dodge should not be present because this is Hope feature.
Should be fixed with next update. Will however need to remove them manually on existing characters.
superteddy57
April 7th, 2026, 20:58
Still working on the reaction rolls
Alynn
April 8th, 2026, 06:16
"I've included a way for effects to now be passively collected like the passive boosts from the features/cards. This is new and would appreciate any reports related to it."
I can see with the Ancestry Feature Wings of the Faerie that adding the Flying: EVASION: 2 does add it to the passive bonuses of evasion
Tava's Armor still seems to fail, but that looks like its because there is a space between ARMOR and the colon. "Tava's Armor;ARMOR : 1" instead of Tava's Armor;ARMOR: 1 which does add the passive to it.
In addition now DMG: 1 (Hope) [Self] actually gives the character hope instead of takes it away.
Heal 1 (Hope) [Self] still gives hope, but oddly enough now seems to have an extra bit of data before that
"Character Name:
[HEAL] Tava's Armor (i just added the heal action to this to test)
[CLAUSE: hope (1)]
[CLAUSE: hope (1)] [CLAUSE: hope (1=1)
DMG: 3 (Hope) [Self] is giving the character 3 hope instead of using it.
superteddy57
April 8th, 2026, 11:56
"I've included a way for effects to now be passively collected like the passive boosts from the features/cards. This is new and would appreciate any reports related to it."
I can see with the Ancestry Feature Wings of the Faerie that adding the Flying: EVASION: 2 does add it to the passive bonuses of evasion
Tava's Armor still seems to fail, but that looks like its because there is a space between ARMOR and the colon. "Tava's Armor;ARMOR : 1" instead of Tava's Armor;ARMOR: 1 which does add the passive to it.
In addition now DMG: 1 (Hope) [Self] actually gives the character hope instead of takes it away.
Heal 1 (Hope) [Self] still gives hope, but oddly enough now seems to have an extra bit of data before that
"Character Name:
[HEAL] Tava's Armor (i just added the heal action to this to test)
[CLAUSE: hope (1)]
[CLAUSE: hope (1)] [CLAUSE: hope (1=1)
DMG: 3 (Hope) [Self] is giving the character 3 hope instead of using it.
Thanks for the feedback. I see the issue with the Hope issue. Huge help. Will update the module data as well.
superteddy57
April 8th, 2026, 12:10
I pushed the fix for the hope adding when using the damage action. I double checked the modules for both the Core Rulebook (Players) and the SRD (Players) and I'm not seeing the effect for Tava's Armor have a space in it. I did another push to ensure everyone is getting what I'm seeing.
Alynn
April 8th, 2026, 14:21
Yeah, I forgot when you put something on a character it makes a copy for the sheet. So of course it wouldn't update in the character. A fresh copy from the system looks good.
Is there anything specific you would like me to concentrate on. I can continue to play with the characters I made and randomly come across what I come across, or if you would like me to concentrate in one location or another let me know. I try to play with this at least an hour a day for not just QA but also for my own project. So it's two birds and all that.
superteddy57
April 8th, 2026, 15:13
Have fun and let us know when you run into something. I'm still working on the Reactions and getting those working better than they are. Something is not connecting and it's being sneaky. Once I have that complete I'll do another push and I believe that should cover the reports up to this point.
Alynn
April 8th, 2026, 19:55
Testing methodology- Going through the adversaries in alphabetical order. I am only reporting the first time I see the issue, so if a later adversary has that same issue as a previous, I do not write it out again.
Since I know that reactions are actively being worked on I am omitting what I find there.
Adult Flickerfly -
Hallucinatory Breath - Needs to have a Tracker added to it Halucinatory Breath of 1d6 with a loop.
- Once you roll the random number for the loop it doesn't change. It should roll the 1d6 each time it resets the loop. If this needs to be done manually each time having the ability to roll it without having to open up the action and clicking inside the tracker dialog box would be nice.
Whirlwind: Clicking the DMG: 1 (Fear) does nothing, if you drag and drop it on the Adversary it does spend the fear.
Uncanny Reflexes: Clicking the DMG: 1 (Stress) [Self] clears stress on the adversary instead of marking it.
Arch-Necromancer -
Dance of Death - Should also have a Damage 1 Fear on it as you can option to spend a fear to do full damage.
Beam of Decay - The DMG: 2 (Stress) when put on a PC clears the stress on the PC instead of marking it.
Your Life is Mine - Another countdown loop without a Tracker built into it.
Assassin Poisoner -
Out of Nowhere - has no actions. It should be giving advantage to attack rolls to the Assassin Poisoner
Fumigation - Should have an expend On next action for the Dizzied effect.
superteddy57
April 8th, 2026, 20:02
These are great as I might not get the actions quite right, I do appreciate recommendations on improving them. I'll get those updated to the modules. I have pushed a new build earlier that I think addresses the reaction issues.
Agamon
April 9th, 2026, 02:53
Is it possible to get a modifier field on the Random Max line of the Tracker action? So that you could create a max of, say, 1d6+2?
spliskamatyshak
April 10th, 2026, 03:04
Tier 3 choice for *Gain +1 bonus to two unmarked character traits and mark them* is only giving one trait selection per checked box instead of two.
Also, Tier 3 choice for *Take an upgraded subclass card...* isn't applying the upgraded card actions for the subclass to the subclass section of the actions tab.
Agamon
April 10th, 2026, 06:23
Dmg: 1 (Stress) clears 1 stress. (Healing stress also correctly clears stress).
I had one player whose duality rolls did not auto proc the fear and hope, but the other two did. I have no idea how that might happen...his options had it set to "Yes".
superteddy57
April 10th, 2026, 12:55
I currently have a build of updates being pushed the next weekly update (Tuesday) that I tested and not seeing the issues above. I would wait til that update and report back if you are still having issues. If so, I will need a copy of your campaign and the character in question in regards to the auto resource generation.
Agamon
April 10th, 2026, 14:46
I saw the discord convo, and I think the issue might have been that the one player was constantly making weapon attacks during the fight. I'll have to check and see if that's the issue.
Lockhout
April 10th, 2026, 15:17
I'm super sorry if this has been posted before on the thread, but I haven't found it, so might as well repost just to be sure!
When you click to adjust a character's loadout for the cards they are currently using, it let's you have six active cards. But unless it's a feature I've missed, at least in the Core Set, it says max cards are five:
67073
67074
superteddy57
April 10th, 2026, 15:19
I'm super sorry if this has been posted before on the thread, but I haven't found it, so might as well repost just to be sure!
When you click to adjust a character's loadout for the cards they are currently using, it let's you have six active cards. But unless it's a feature I've missed, at least in the Core Set, it says max cards are five:
67073
67074
Thank you for the report. I'll get that adjusted.
ThatBritishMo
April 12th, 2026, 00:39
Hi.
I've just been trying the Daggerheart SRD ahead of purchasing the core ruleset, however I noticed that I cannot select multiple ancestry for mixed ancestry.
Is this something that is only available after purchasing the core ruleset, or not yet implemented? Thanks
superteddy57
April 12th, 2026, 02:06
An update is going out Tuesday that should allow drag and drop of the ancestry features to an ancestry record. The intended way for mixed ancestries is creating a new ancestry record. This will make it available for selection.
lordbulljr
April 12th, 2026, 18:25
I have two bugs to report:
1. when advancing to tier 3 and selecting the "Take an upgraded subclass card...", the abilities still list as foundation with no option to add or copy over the abilities from the subclass card:
67085
2. when advancing to tier 3 and selecting the multiclass options, but not committing to the multiclass, removing the option also removes the class and subclass abilities:
67086
67087
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superteddy57
April 12th, 2026, 19:12
I have two bugs to report:
1. when advancing to tier 3 and selecting the "Take an upgraded subclass card...", the abilities still list as foundation with no option to add or copy over the abilities from the subclass card:
67085
2. when advancing to tier 3 and selecting the multiclass options, but not committing to the multiclass, removing the option also removes the class and subclass abilities:
67086
67087
67088
67089
Thanks for the report. You are correct, the process is a bit disconnected and causes issues. I will have this fix part of the next weekly update (Tuesday).
superteddy57
April 14th, 2026, 14:19
Pushed an update to address all reports up to this point
Alynn
April 14th, 2026, 16:48
Character portraits survive character deletion.
Reproduction steps
Create some characters and make sure they all have character portraits. Pay attention to the order the characters are created.
Delete all the characters.
Create a new character. The first new character created will have the same portrait already assigned to it that the previous first created character had.
Create a second new character. It has a portrait assigned to it of the second created character previously.
If you delete Say the 3rd created character, and create a new character it will then have the portrait of that deleted character.
My guess is that the portrait isn't deleted out of the portrait folder when the character is deleted, so when you recreate a character and it gets assigned a number (0001) it sees that portrait for 0001 exists, and so it is already assigned to that character.
spliskamatyshak
April 14th, 2026, 17:02
Tier 3 choice for *Gain +1 bonus to two unmarked character traits and mark them* is only giving one trait selection per checked box instead of two.
Also, Tier 3 choice for *Take an upgraded subclass card...* isn't applying the upgraded card actions for the subclass to the subclass section of the actions tab.
Neither of these issues were solved by the update.
Each tier should behave exactly the same for *Gain +1 bonus to two unmarked character traits and mark them*, thus allowing all traits to be improved each tier and two traits to be improved per check box marked.
*Take an upgraded subclass card...* changes Foundation to Specialization but doesn't add the specialization actions.
superteddy57
April 14th, 2026, 17:22
Character portraits survive character deletion.
Reproduction steps
Create some characters and make sure they all have character portraits. Pay attention to the order the characters are created.
Delete all the characters.
Create a new character. The first new character created will have the same portrait already assigned to it that the previous first created character had.
Create a second new character. It has a portrait assigned to it of the second created character previously.
If you delete Say the 3rd created character, and create a new character it will then have the portrait of that deleted character.
My guess is that the portrait isn't deleted out of the portrait folder when the character is deleted, so when you recreate a character and it gets assigned a number (0001) it sees that portrait for 0001 exists, and so it is already assigned to that character.
This is a long standing issue with the core system. Not something the ruleset code would introduce.
superteddy57
April 14th, 2026, 17:58
Neither of these issues were solved by the update.
Each tier should behave exactly the same for *Gain +1 bonus to two unmarked character traits and mark them*, thus allowing all traits to be improved each tier and two traits to be improved per check box marked.
*Take an upgraded subclass card...* changes Foundation to Specialization but doesn't add the specialization actions.
Pushed a new update to address this report.
spliskamatyshak
April 15th, 2026, 04:59
Each tier (including tier 4) should behave exactly the same for *Gain +1 bonus to two unmarked character traits and mark them*, thus allowing all traits to be improved each tier and two traits to be improved per check box marked.
Also, the spellcast trait isn't displayed in the Subclass section
superteddy57
April 15th, 2026, 15:35
Each tier (including tier 4) should behave exactly the same for *Gain +1 bonus to two unmarked character traits and mark them*, thus allowing all traits to be improved each tier and two traits to be improved per check box marked.
Also, the spellcast trait isn't displayed in the Subclass section
Pushed a fix to address these reports.
Cyrian
April 18th, 2026, 04:26
The ruleset is looking great! Thank you for the work done on this!
A few things I'm seeing:
1) Clicking the Character Details right under the character name brings up the detail screen with four clickable links, but the Community link brings up the "Select Community" dialogue box rather than the Community card.
2) Some Ancestry and Community selections are not showing any details on the Abilities tab, only the text "Your character has no ancestry (or community) features to display.". Examples I've seen this on are the Faerie ancestry and Wildborne community. I thought this might be just that they don't have any "rollable" features, but the Orderborne community has a link to their Dedicated ability with no buttons to press. Related, if I clear the Faerie ancestry and Wildborne community and add in others, such as Drakona and Orderborne, they do not update with those features on the Abilities tab, as if the original selections have broken that area of the sheet, but the Character Details section has the updated links.
3) Most mod buttons show chat text that the mod has been "activated" but the Experience buttons have no chat output or other visual notice that it has been clicked. Can experiences get the same chat text output as other mods to indicate it has been clicked? If they are clicked more than once (for example, if someone clicks it, doesn't see anything happen, so clicks again), the experience mod is added twice to the roll, or however many times the button is clicked before the roll is made.
Thanks!
superteddy57
April 18th, 2026, 05:24
The ruleset is looking great! Thank you for the work done on this!
A few things I'm seeing:
1) Clicking the Character Details right under the character name brings up the detail screen with four clickable links, but the Community link brings up the "Select Community" dialogue box rather than the Community card.
2) Some Ancestry and Community selections are not showing any details on the Abilities tab, only the text "Your character has no ancestry (or community) features to display.". Examples I've seen this on are the Faerie ancestry and Wildborne community. I thought this might be just that they don't have any "rollable" features, but the Orderborne community has a link to their Dedicated ability with no buttons to press. Related, if I clear the Faerie ancestry and Wildborne community and add in others, such as Drakona and Orderborne, they do not update with those features on the Abilities tab, as if the original selections have broken that area of the sheet, but the Character Details section has the updated links.
3) Most mod buttons show chat text that the mod has been "activated" but the Experience buttons have no chat output or other visual notice that it has been clicked. Can experiences get the same chat text output as other mods to indicate it has been clicked? If they are clicked more than once (for example, if someone clicks it, doesn't see anything happen, so clicks again), the experience mod is added twice to the roll, or however many times the button is clicked before the roll is made.
Thanks!
Is this with the SRD or Core Rulebook module for #2?
3) The mod actions send it to the modifier box, you can see the number change and there are slots under the number box that you can click on to remove them from the box. They use the core functionality of the feature. I will add it to my notes next time I circle back to see if it can be more obvious.
Cyrian
April 18th, 2026, 05:43
#2 - This is with the Core Rulebook. I do not have the SRD loaded - should I? I always assumed this should not be loaded if the full books are loaded instead, but maybe that's a bad assumption.
#3 - I see the mod changing now, that is helpful to know they are tallied there. The slots under the mod number are quite tiny but I see how they can be cleared if there is an error. This works, but if a chat output can be added for the experiences so that they are (more) visible in chat like the others, that would be cool.
Thanks again!
superteddy57
April 18th, 2026, 05:48
1) I was able to find the issue and will have the fix in the next update.
2) Not really, you can have both, but I asked cause it might be related to the record itself. I tested it on my end and it's showing the abilities for Faerie and Wildbourne when I add them to a fresh character. So I'm not sure what might be going on your end and we might need to dig deeper. Can you create a fresh campaign and attempt to make a character with that ancestry and community and see if it replicates?
3) I have a solution that will be part of the next update.
Cyrian
April 18th, 2026, 06:10
Fresh campaign and those abilities load in now, so that's good. However, if I clear the ancestry or community and try to change either, the Abilities tab doesn't update. I have tried deleting the features in the Ancestry and Community sections of the Abilities tab, but nothing repopulates those areas if I choose a different selection or even re-select the original selection. This might be a very fringe case as most people won't be changing those choices, but it could come up I suppose.
Cyrian
April 18th, 2026, 06:40
Healing a value over the HP you have marked does not clear any HP. For example, if you have 2 HP marked and you use a Minor Health Potion, a result of a 1 or 2 works fine, but a result of 3 or 4 does not clear any HP.
Morinoonna
April 18th, 2026, 19:09
Good afternoon!
I'm writing to report that the Powerful Beast animal form for druids appears to have been written/coded with the original July 2025 release version of Daggerheart rather than the updated September 2025 release of the material. In the more recent book revision the stats for Strength and Evasion were swapped so that Powerful Beast for has +3 Strength and +1 Evasion rather than the reverse-- which certainly makes sense in the context of the animal form itself.
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superteddy57
April 18th, 2026, 21:48
Good afternoon!
I'm writing to report that the Powerful Beast animal form for druids appears to have been written/coded with the original July 2025 release version of Daggerheart rather than the updated September 2025 release of the material. In the more recent book revision the stats for Strength and Evasion were swapped so that Powerful Beast for has +3 Strength and +1 Evasion rather than the reverse-- which certainly makes sense in the context of the animal form itself.
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Not sure of the version that was given to us, but I can update both the SRD and Core Rulebook with the proper stats. Characters already created might need to change those values manually.
Morinoonna
April 18th, 2026, 23:06
Not sure of the version that was given to us, but I can update both the SRD and Core Rulebook with the proper stats. Characters already created might need to change those values manually.
Entirely fair! =) I only happened across it myself cause I was building a druid character within FGU and noticed the stats were different. Here's a link to the full Errata of what was updated during the September release last year:
https://www.daggerheart.com/wp-content/uploads/2025/09/Daggerheart-Errata-September9th2025.pdf
superteddy57
April 20th, 2026, 15:47
Fresh campaign and those abilities load in now, so that's good. However, if I clear the ancestry or community and try to change either, the Abilities tab doesn't update. I have tried deleting the features in the Ancestry and Community sections of the Abilities tab, but nothing repopulates those areas if I choose a different selection or even re-select the original selection. This might be a very fringe case as most people won't be changing those choices, but it could come up I suppose.
I'm having a hard time replicating this issue and I might need more information to replicate.
Healing a value over the HP you have marked does not clear any HP. For example, if you have 2 HP marked and you use a Minor Health Potion, a result of a 1 or 2 works fine, but a result of 3 or 4 does not clear any HP.
I'm also not seeing this with the build that will be getting pushed in the weekly update. I would suggest trying again with this next update.
superteddy57
April 20th, 2026, 15:47
Good afternoon!
I'm writing to report that the Powerful Beast animal form for druids appears to have been written/coded with the original July 2025 release version of Daggerheart rather than the updated September 2025 release of the material. In the more recent book revision the stats for Strength and Evasion were swapped so that Powerful Beast for has +3 Strength and +1 Evasion rather than the reverse-- which certainly makes sense in the context of the animal form itself.
67148
Pushed a hotfix for the modules
GozerMatt
April 21st, 2026, 23:59
When I try to add Adversaries to the Spotlight Tracker using the "Add to CT" button I get an error message and the links in the potential adversaries list are blank. This seems related. Is this an unfinished feature rather than a bug? Thanks!
superteddy57
April 22nd, 2026, 00:16
what module are these from, the Core Rulebook or the SRD?
GozerMatt
April 22nd, 2026, 00:19
Both. 67176
superteddy57
April 22nd, 2026, 00:21
I was able to replicate, pushed a fit to address your report.
GozerMatt
April 22nd, 2026, 00:27
Thank you!
GozerMatt
April 22nd, 2026, 00:31
Ok, it's working now but the adversaries aren't usable. They don't have any stats that I can see. The top ones were added through the environment, the bottom ones were dragged over from the adversary window. 67179
superteddy57
April 22nd, 2026, 00:55
Ok, it's working now but the adversaries aren't usable. They don't have any stats that I can see. The top ones were added through the environment, the bottom ones were dragged over from the adversary window. 67179
Apologies, I see where the issue was. Turned out to be missing in two places and not just one. Pushed another fix to address your issue. You might need to remove the environment and add it back into the tracker to get things linked up again.
GozerMatt
April 22nd, 2026, 01:04
Working perfectly now. Thank you!
boooooooo
April 27th, 2026, 22:34
I'm having a hard time replicating this issue and I might need more information to replicate.
I was also able to replicate this, but I can't figure out why this is so. Anyway, restarting the program seems to fix the issue.
boooooooo
April 27th, 2026, 22:59
Is there an effect that crits on a 19-20, like for an umbra-touched adversaries? I tried CRIT: 19 and it doesn't seem to work.
Also, is there a reason why the Unconscious and Prone effects are applied to targets with all HP marked even though these conditions don't exist in Daggerheart?
Thanks
superteddy57
April 28th, 2026, 10:28
Is there an effect that crits on a 19-20, like for an umbra-touched adversaries? I tried CRIT: 19 and it doesn't seem to work.
Also, is there a reason why the Unconscious and Prone effects are applied to targets with all HP marked even though these conditions don't exist in Daggerheart?
Thanks
You are correct the CRIT: # effect was not firing and a fix will be available with the next update. The Unconscious and Prone statuses were put in for helpful reminders the actor was brought to 0. They will be gone with the next update.
boooooooo
April 29th, 2026, 00:00
Thanks.
I also noticed something about the automation of rests.
Clearing of armor use, stress, and HP are not automated for short rests.
Stress and HP are cleared for long rests, but not for armor use.
superteddy57
April 29th, 2026, 01:59
Thanks.
I also noticed something about the automation of rests.
Clearing of armor use, stress, and HP are not automated for short rests.
Stress and HP are cleared for long rests, but not for armor use.
I believe there were instances where the player could use their rest roll on party members. I'll double check, but that would be the reason I didn't have it set to automatically target the player themself.
boooooooo
April 29th, 2026, 04:43
Thanks.
By the way, is it possible to make an unmodified Duality dice roll without clicking on a trait in the character sheet? Likewise, to roll just a single Hope die or a single Fear die?
Agamon
April 29th, 2026, 05:40
I believe there were instances where the player could use their rest roll on party members. I'll double check, but that would be the reason I didn't have it set to automatically target the player themself.
Yes, this is the case, so I think it's better that the downtime stuff isn't automated.
boooooooo
April 29th, 2026, 05:53
Yes, this is the case, so I think it's better that the downtime stuff isn't automated.
Is the dice result drag-and-droppable onto a PC to automate the Hp/Stress/Armor use removal?
Also, shouldn’t armor use be removed for Long Rests anyway, just like it does for HP and Stress?
Anyway, for now, do you think creating an item, naming it Short Rest and adding actions to subtract from hp/stress/armor use would be the best way to automate this?
superteddy57
April 29th, 2026, 13:55
Is the dice result drag-and-droppable onto a PC to automate the Hp/Stress/Armor use removal?
Also, shouldn’t armor use be removed for Long Rests anyway, just like it does for HP and Stress?
Anyway, for now, do you think creating an item, naming it Short Rest and adding actions to subtract from hp/stress/armor use would be the best way to automate this?
You could actually place the party members into the combat tracker and they could target who they are using the rest roll on, including themselves. You are free to do what you feel is right for your player/game. I coded it that way to help accommodate many facets of play and for those moments where the rest is used to assist another. You could drag and drop the text output to the character receiving it to automate the healing process as well.
boooooooo
April 29th, 2026, 17:24
Ok, so I tried creating actions and clicking on them, and also clicking on default actions provided by the ruleset. But I’m getting a bunch of (Clause) errors instead of HP/Stress/armor use replenished. I can replicate it consistently if the amount of resource to be removed is higher than current resource. But it also happens at other times sometimes too. So maybe this is a bug?
superteddy57
April 29th, 2026, 17:30
Can you show me the editor window for the actions you made? I'll remake them on my end and test to see.
Cyrian
April 30th, 2026, 04:10
The Thistlefolk Thief in The Sablewood Messengers book is missing the Back Off feature.
boooooooo
April 30th, 2026, 12:56
Can you show me the editor window for the actions you made? I'll remake them on my end and test to see.
Here's an example using an unmodified action that's included in the game. Stress only clears if the "heal" roll result is less than the amount of marked stress. I.e. if it has 6 stress marked, a heal 4 would remove 4 stress. But if there's only 2 stress marked, a heal 6 would not remove the 2 stress. I'm not running any extensions.
On another note, do notice that the ancestry and community sections are empty (image 2) even though they have been selected (clank and highborne respectively). Image 5 shows that they only become available after a restart of the application.
superteddy57
April 30th, 2026, 13:04
What's interesting at first glance is the number of clause tags. I'll use what you gave me and test it out. See if I can see why it's producing that many clause tags.
superteddy57
April 30th, 2026, 14:32
Here's an example using an unmodified action that's included in the game. Stress only clears if the "heal" roll result is less than the amount of marked stress. I.e. if it has 6 stress marked, a heal 4 would remove 4 stress. But if there's only 2 stress marked, a heal 6 would not remove the 2 stress. I'm not running any extensions.
On another note, do notice that the ancestry and community sections are empty (image 2) even though they have been selected (clank and highborne respectively). Image 5 shows that they only become available after a restart of the application.
Pushed a fix to address this issue
boooooooo
April 30th, 2026, 14:51
Pushed a fix to address this issue
Thanks. But looks like hp/stress/armor is now reversed. + sign unchecks box. - sign checks box. And once all boxes are checked, they can't be unchecked anymore. Similarly, if no boxes are checked, they can no longer be checked.
Also, Prepare via Short Rest adds 2 Hope instead of 1. Plus, both Prepare and Prepare with Ally don't work via Long Rest.
superteddy57
April 30th, 2026, 15:21
Thanks. But looks like hp/stress/armor is now reversed. + sign unchecks box. - sign checks box. And once all boxes are checked, they can't be unchecked anymore. Similarly, if no boxes are checked, they can no longer be checked.
Also, Prepare via Short Rest adds 2 Hope instead of 1. Plus, both Prepare and Prepare with Ally don't work via Long Rest.
Thanks for the report. pushed another fix to smooth out that area.
boooooooo
April 30th, 2026, 16:14
Thanks for the report. pushed another fix to smooth out that area.
Thanks. But I'm afraid, healing HP or Stress via actions now checks the boxes (instead of unchecking).
Also, armor use deduction via +/- signs and actions doesn't seem to work.
superteddy57
April 30th, 2026, 16:26
Thanks for the report. Pushed another hotfix to address the resource changes.
Cyrian
April 30th, 2026, 22:47
It looks like the HP and Stress issues are worked out (+ and - buttons work, and things like potions clear as expected). Armor + and - buttons seem to not be working though.
superteddy57
May 1st, 2026, 00:03
It looks like the HP and Stress issues are worked out (+ and - buttons work, and things like potions clear as expected). Armor + and - buttons seem to not be working though.
Thank you for the patience and reporting. Very fickle area since all the resources don't follow a simple increase/decrease across the board. I tested with the new fix and it appears working. Please run another update to receive it.
Cyrian
May 1st, 2026, 00:29
No worries, you're doing amazing (and quick) work on the issues as they come up!
Armor + / - buttons are working now, thank you. The "Use" button over the armor works until it's maxxed, then seems to stop working even after you manually change the numbers with the + / - buttons.
Related, what is the intended mechanical usage for armor? It seems the language with the +/- buttons, USE button, and using the DMG: 1 (Armor) on Adversary sheets don't totally align. In the language of the book, if you had an armor with base score of 3, you would equip it in the inventory which results in the main screen showing Armor Slots 0/3. Utilizing armor to reduce damage, or receiving damage to your armor (such as from an Acid Burrower), should "mark" it. When you are at 3/3 marked, your armor is no longer functional. However, clicking the + button has the text output "clears armor" and the - button "marks armor," the "Use" button has text output of "uses an armor slot to negate damage," and the DMG: 1 (Armor) reduces the number while the text output is "marks Armor." One or more of these is probably not working as intended, but it would be helpful to know if the intent is that we should be counting armor damage (marking) upward or downward in this FG ruleset.
Thanks again!
superteddy57
May 1st, 2026, 00:57
The 'Use' button should mark a slot and then also heal the character. If the health marks are at 0 then it doesn't work. The +/- buttons are for manual changes or to assist in using features. The abilities tab and actions pretty much automate this process, but does give another way to adjust it.
Cyrian
May 1st, 2026, 01:25
Ok, good to know about the Use button needing a marked Health to be there in order to work.
So there are three automations that are in conflict:
1) Clicking the Use button for armor INCREASES the number in the box right under it, for Marked Armor.
2) Applying armor damage from an adversary such as Acid Burrower's "DMG: 1 (Armor)" DECREASES the number in the box.
3) Short Rest - Repair Armor INCREASES the number in the box.
The first two should move the number in the same direction, "marking" (using) the armor, while the third should move it in the opposite direction, right? Which direction should that be for the FG ruleset? Should marking (damaging) armor increase the number in the box or decrease it? That will shed light on which of those scenarios is not working correctly.
Based on the way the rulebook is written, scenario 1, where marking an armor slot is damaging it, seems correct, so my assumption is that scenario 2 "DMG: 1 (Armor)" buttons should increase the number as well, but is mistakenly decreasing it, and scenario 3 Repair Armor should decrease it, but is mistakenly increasing it.
Agamon
May 1st, 2026, 04:50
Is rest automated? Where is that, the Menu button on the Tracker only has the Delete options.
Edit: Oh, just found it, r-click on char sheet.
boooooooo
May 1st, 2026, 05:45
Ok, good to know about the Use button needing a marked Health to be there in order to work.
So there are three automations that are in conflict:
1) Clicking the Use button for armor INCREASES the number in the box right under it, for Marked Armor.
2) Applying armor damage from an adversary such as Acid Burrower's "DMG: 1 (Armor)" DECREASES the number in the box.
3) Short Rest - Repair Armor INCREASES the number in the box.
The first two should move the number in the same direction, "marking" (using) the armor, while the third should move it in the opposite direction, right? Which direction should that be for the FG ruleset? Should marking (damaging) armor increase the number in the box or decrease it? That will shed light on which of those scenarios is not working correctly.
Based on the way the rulebook is written, scenario 1, where marking an armor slot is damaging it, seems correct, so my assumption is that scenario 2 "DMG: 1 (Armor)" buttons should increase the number as well, but is mistakenly decreasing it, and scenario 3 Repair Armor should decrease it, but is mistakenly increasing it.
Yup, I'm seeing the same thing. Actions applied onto armor seem to have their intended effect reversed.
superteddy57
May 1st, 2026, 13:50
Yeah I saw that too with another round of testing. Something was swapping certain resources around. I think I got it this time. Let me know if it's still acting up.
Cyrian
May 1st, 2026, 17:24
Hmm, just patched but I don't see any changes from any of those three scenarios. The good news is that scenario 1 (clicking the "Use" button) to mark an armor and clear an HP works as intended and is the most common thing used by players. Scenarios 2 and 3 are both still doing the opposite of what they should do.
Also while testing the Short Rest functions, I noticed if you're not targeting anyone, the result just goes to the text output as expected. However, if you then drag the text output to a character, it heals HP no matter what the original role was for. The two attached pics show text output from a Short Rest for both Clear Stress and Repair Armor, and the result of clearing HP when dragged to the character rather than Stress of Armor.
superteddy57
May 1st, 2026, 17:56
On my end I'm seeing it work as intended
67254
This is the state of the armor. It has 1 armor slot marked.
67256
Then when I hit the + button it marks another slot
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Hitting the - button will clear a slot
superteddy57
May 1st, 2026, 18:07
I pushed another hotfix to address the drag and drop not working correctly.
boooooooo
May 4th, 2026, 18:23
On my end I'm seeing it work as intended
67254
This is the state of the armor. It has 1 armor slot marked.
67256
Then when I hit the + button it marks another slot
67256
Hitting the - button will clear a slot
For me, it seems that clicking on/dropping a green "heal" armor button outputs it as a red armor icon in chat ("marks 'Armor'") and thus increases armor use. Likewise, clicking on/dropping a red "damage" armor button outputs it as a green armor icon in chat ("clears 'Armor'"), thus reducing armor use. It's the same whether they are self or target buttons. Therefore, they are not working as intended.
Alynn
May 4th, 2026, 22:52
For me, it seems that clicking on/dropping a green "heal" armor button outputs it as a red armor icon in chat ("marks 'Armor'") and thus increases armor use. Likewise, clicking on/dropping a red "damage" armor button outputs it as a green armor icon in chat ("clears 'Armor'"), thus reducing armor use. It's the same whether they are self or target buttons. Therefore, they are not working as intended.
I just opened mine up to check it myself.
Yup just seen what they were talking about.
Testing using the Frontline Tank Ability for Guardian
I have 5 armor slots. I have 3 marked. When I click the green HEAL (2) Armor I now have 5 slots marked instead of 1.
superteddy57
May 4th, 2026, 22:54
Make sure you are using a fresh rebuilt character after these updates.
The outputs would not have an impact if it's a new or old character. It would only be beneficial for a new character if a major database change went through. Which I don't believe I have done so since release.
Agamon
May 5th, 2026, 03:48
If you have an item with a Feature that has actions, but no actual actions on the item itself, it won't appear in the Gear section of Abilities.
superteddy57
May 5th, 2026, 04:05
If you have an item with a Feature that has actions, but no actual actions on the item itself, it won't appear in the Gear section of Abilities.
Pushed hotfix to address this
Fazakerley
May 5th, 2026, 13:57
Thanks for the system, I'm really enjoing using it. I'm also having a few problems with the automation of rests: I don't think the prepare/prepare with a friend is currently giving hope for the prepare action on a rest - they have to be entered manually.
Fazakerley
May 5th, 2026, 14:22
Also, you can only tick one item rather than 2 (or 3) when you're resting.
superteddy57
May 5th, 2026, 15:32
Thanks for the system, I'm really enjoing using it. I'm also having a few problems with the automation of rests: I don't think the prepare/prepare with a friend is currently giving hope for the prepare action on a rest - they have to be entered manually.
I'm not seeing this with my testing
67290
Might need exact steps you are attempting to see if I can replicate what you are seeing.
Also, you can only tick one item rather than 2 (or 3) when you're resting.
This is intended. Choose each one one at a time.
boooooooo
May 5th, 2026, 19:57
Hi, I have some questions:
- Is there a way to automate rolling a d10 as an Adv die?
- Is it possible to enable DMGBASETYPE? This would be useful to replace physical damage rolls with magical and vice versa.
- Is there a way to create an action or effect to permanently mark off HP (or alternatively, reduce HP slots)?
- Seems that there are some discrepancies that I'm seeing on Demiplane's weapon tables, e.g. longsword is d10+3, and glowing rings is d10+2 instead. I'm not sure which platform has the correct stats?
superteddy57
May 5th, 2026, 20:09
Hi, I have some questions:
- Is there a way to automate rolling a d10 as an Adv die?
- Is it possible to enable DMGBASETYPE? This would be useful to replace physical damage rolls with magical and vice versa.
- Is there a way to create an action or effect to permanently mark off HP (or alternatively, reduce HP slots)?
- Seems that there are some discrepancies that I'm seeing on Demiplane's weapon tables, e.g. longsword is d10+3, and glowing rings is d10+2 instead. I'm not sure which platform has the correct stats?
1) No, didn't see anything that would make me consider that since all adversary rolls use the d20. If you are referring to Advantage die, it's at the bottom of the abilities tab you can cycle what the advantage die is.
2) When I'm able to circle back I will be piping into the new CoreRPG Effect system which I believe has this capability.
3) I implemented the passives as effects and should update the character's sheet if the tag matches that wording. So HP: -1 should do so, haven't looked at this in some time.
4) The content provided to us is the data that I used. If there was an errata then I'll need to get my hands on it to adjust the data.
Speculi
May 5th, 2026, 22:08
https://www.fantasygrounds.com/library/daggerheart/daggerheart-srd/core-mechanics#weapons
At least in the SRD, it looks like Longsword, Battleaxe and Greatsword are missing the "d" of d10
- Seems that there are some discrepancies that I'm seeing on Demiplane's weapon tables, e.g. longsword is d10+3, and glowing rings is d10+2 instead. I'm not sure which platform has the correct stats?
4) The content provided to us is the data that I used. If there was an errata then I'll need to get my hands on it to adjust the data.
This is the current errata: https://www.daggerheart.com/wp-content/uploads/2025/09/Daggerheart-Errata-September9th2025.pdf
NEW Page 115: Mechanics - Glowing Rings have been adjusted. The damage has been changed to: Tier 1 - d10+2.
NEW Page 115-120: Mechanics - The Spear has been adjusted. It does not have “Cumbersome” as a feature and the damage has
been changed to: Tier 1 - d8+3, Tier 2 - d8+6, Tier 3 - d8+9, Tier 4 - d8+12.
NEW Page 115-120: Mechanical - The Longsword has been adjusted. The damage has been changed to: Tier 1 - d10+3, Tier 2 -
d10+6, Tier 3 - d10+9, Tier 4 - d10+12.
So Longsword with d10 + 3 and Glowing Rings with d10 + 2 is correct.
Agamon
May 6th, 2026, 02:22
According to the pdf, those weapon stats are cprrect.
boooooooo
May 6th, 2026, 14:08
1) No, didn't see anything that would make me consider that since all adversary rolls use the d20. If you are referring to Advantage die, it's at the bottom of the abilities tab you can cycle what the advantage die is.
2) When I'm able to circle back I will be piping into the new CoreRPG Effect system which I believe has this capability.
3) I implemented the passives as effects and should update the character's sheet if the tag matches that wording. So HP: -1 should do so, haven't looked at this in some time.
4) The content provided to us is the data that I used. If there was an errata then I'll need to get my hands on it to adjust the data.
1) Thanks. If it's possible to automate it via an action or effect, that'd be great
3) Was hoping that it could also be automated via an action/effect rather than having to manually do it
boooooooo
May 6th, 2026, 14:16
Some new questions:
1. Passive effects don't seem to work if they're added to an item. The only way to get it to work is to create a feature within the item and then add the passives from there.
2. Do you think it's feasible/possible to add a feature that scales the stats of an adversary if their tier was manually increased? This feature is available on some other Daggerheart apps, so thought to mention this idea. There could also be an option to toggle this option off in case anyone would want to do this manually instead.
3. It doesn't seem like Features can be dragged and dropped from one window to another, e.g. from an adversary to another.
4. Self dmg and heal by Adversaries do not seem to work on themselves.
5. Is there a way to enable tooltips when hovering over entries in the Abilities tab? There is at least one extension that does this but works only for the D&D 5e ruleset.
superteddy57
May 6th, 2026, 15:55
1. A fix is pushed to address this
2. There are some guidelines in the core rulebook, but not solid mechanics. Something in my notes, but not on my TODO list at the moment.
3. A fix is pushed to address this
4. Can't verify. Changing the target for damage and heal actions appear to be doing what is expected. You would have to give me exact steps to replicate.
5. What sort of tooltips are you looking for exactly? If you mouse over the action buttons tooltips do appear.
boooooooo
May 6th, 2026, 16:34
1. A fix is pushed to address this
2. There are some guidelines in the core rulebook, but not solid mechanics. Something in my notes, but not on my TODO list at the moment.
3. A fix is pushed to address this
4. Can't verify. Changing the target for damage and heal actions appear to be doing what is expected. You would have to give me exact steps to replicate.
5. What sort of tooltips are you looking for exactly? If you mouse over the action buttons tooltips do appear.
1. Great, it works. Thanks.
3. Works too.
4. Seems to work now after the hotfix.
5. Hovering over the text of an ability (not its action buttons) would display text from the main window, thus letting the user know what the ability does. Saves the user the extra steps of clicking to open its window and having to close it thereafter.
superteddy57
May 6th, 2026, 18:26
5. Have to be careful as the tooltip system will block view of elements that may require interaction and there is no scroll to the control. So a lot to consider when it comes to tooltips.
Agamon
May 8th, 2026, 05:57
Did the new update do something to DH? If I put an effect on someone in the Spotlight Tracker, I get an error when the spotlight moves to them and the actual actor tracker stays on the last actor as well as the new one.
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superteddy57
May 8th, 2026, 15:07
Did the new update do something to DH? If I put an effect on someone in the Spotlight Tracker, I get an error when the spotlight moves to them and the actual actor tracker stays on the last actor as well as the new one.
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You are correct, the new effects stuff did play a bit of havoc with the code. I pushed a fix to address the errors.
Cyrian
May 8th, 2026, 21:11
Features from armor and weapons appear to be doubling when equipped. Examples are the Heavy Feature from Chainmail Armor (and Butcher's Axe, so not just armor) and the Flexible feature on Gambeson Armor. It's also not just the Evasion calculation. The Baking Tray Breastplate's Very Heavy feature should give -2 Evasion and -1 Agility and both the Evasion and Agility mods are being doubled. This must be a relatively new bug as this was not the case a week or two ago.
The Armor marking / clearing automation is still mostly doing the opposite of what it should, other than the "Use" button in the Armor section which functions correctly. Applying armor damage from an adversary "DMG: 1 (Armor)", repair skills such as a Guardian's Frontline Tank "Heal: 2 (Armor) [Self]", and Short Rest -> Repair Armor are all doing the opposite of what they should.
Long Rest -> Repair All Armor seems to not do anything, although Tend to All Wounds and Clear All Stress work.
Long Rest -> Prepare and Prepare with Ally seem to not do anything, although Short Rest -> Prepare works.
superteddy57
May 8th, 2026, 21:36
Features from armor and weapons appear to be doubling when equipped. Examples are the Heavy Feature from Chainmail Armor (and Butcher's Axe, so not just armor) and the Flexible feature on Gambeson Armor. It's also not just the Evasion calculation. The Baking Tray Breastplate's Very Heavy feature should give -2 Evasion and -1 Agility and both the Evasion and Agility mods are being doubled. This must be a relatively new bug as this was not the case a week or two ago.
The Armor marking / clearing automation is still mostly doing the opposite of what it should, other than the "Use" button in the Armor section which functions correctly. Applying armor damage from an adversary "DMG: 1 (Armor)", repair skills such as a Guardian's Frontline Tank "Heal: 2 (Armor) [Self]", and Short Rest -> Repair Armor are all doing the opposite of what they should.
Long Rest -> Repair All Armor seems to not do anything, although Tend to All Wounds and Clear All Stress work.
Long Rest -> Prepare and Prepare with Ally seem to not do anything, although Short Rest -> Prepare works.
I pushed a hotfix to address your report.
Cyrian
May 8th, 2026, 22:10
Fantastic, all of those look great now! Thanks again for the quick work!
Agamon
May 9th, 2026, 03:44
So, the way Prayer Dice work, when you use them to modify a roll, you use them after the roll is made. But in FG, when you expend them for the modifier, it adds the modifier to the next roll. Is there a way to fix this? Not necessarily to add to the previous roll, I'm pretty sure FG can't do that, but to at least allow the die to be expended without the modifier being added?
The "reduce incoming damage" action is a bit weird, too. It adds a -X DMG effect to the caster, which would reduce the next damage roll my player makes. This should also be applied after the incoming damage roll, so an automated effect doesn't really work well here either...
superteddy57
May 9th, 2026, 14:38
Some allowances need to be made due to how fantasy grounds operates. I use what is available to me to make it work.
boooooooo
May 9th, 2026, 15:39
Discovered a few more, plus some suggestions:
1. ADVATK and DISATK no longer work.
2. IMMUNE not longer works.
3. It doesn't seem possible to add a bonus to Diffculty in Reaction rolls. In this instance, the Difficulty would be negated.
4. Is it possible to have a Direct Dmg effect?
5. Is it possible to have a half/double dmg effect?
6. Is it possible to make it possible to rearrange Actions and Features in, for instance, an adversary?
7. Is it possible to add a Self/Target toggle for Action rolls? This would be useful if there was a rule that states that the PC has to make a future Action roll against a set Difficulty.
Thanks
Agamon
May 9th, 2026, 15:48
Some allowances need to be made due to how fantasy grounds operates. I use what is available to me to make it work.
Of course, its just that spending the die creates a adjustment that the player then needs to clear because it's incorrect, and there's no way to just spend the die with no effect. I can change this myself to something that just pops a message, but I just thought I'd share that my player found it annoying and others might feel the same.
superteddy57
May 9th, 2026, 16:02
Of course, its just that spending the die creates a adjustment that the player then needs to clear because it's incorrect, and there's no way to just spend the die with no effect. I can change this myself to something that just pops a message, but I just thought I'd share that my player found it annoying and others might feel the same.
And we appreciate the feedback, just relaying why the direction and it's current implementation. Certainly can put it on my list to find a better solution.
Agamon
May 10th, 2026, 00:38
And we appreciate the feedback, just relaying why the direction and it's current implementation. Certainly can put it on my list to find a better solution.
That's all I ask, like I say, I can work around it myself, thanks!
Agamon
May 12th, 2026, 00:59
Adversaries are clearing a stress on a crit.
boooooooo
May 13th, 2026, 15:08
Have a few more questions:
- If a tooltip is deemed unfeasible, is it possible to instead have text below abilities that are collapsible. Some folks prefer being able to see what each ability does at a glance.
- Right now, we can only change the type of dice for Hope and Fear. Is it possible to change it to none via a "-" option? This would be useful for abilities that ask us to roll only a single Hope or a single Fear die.
- Can we color reaction rolls with Fear and Hope colors too? This is because there are abilities that allow us, for instance, to only reroll the Hope die. If we could right-click and reroll one or both dice in the chat window, that'd be even better.
- Is it possible to have the ability to set the Difficulty of a Reaction roll based on the target's difficulty? Right now, it's only possible to add Difficulty based on the caster's.
- Is there a reason why it's not possible to have attack and damage animations as seen in other systems? Would be great if they could be integrated.
Thanks
superteddy57
May 13th, 2026, 19:50
Adversaries are clearing a stress on a crit.
Will be fixed with the next update.
superteddy57
May 13th, 2026, 19:54
Have a few more questions:
- If a tooltip is deemed unfeasible, is it possible to instead have text below abilities that are collapsible. Some folks prefer being able to see what each ability does at a glance.
- Right now, we can only change the type of dice for Hope and Fear. Is it possible to change it to none via a "-" option? This would be useful for abilities that ask us to roll only a single Hope or a single Fear die.
- Can we color reaction rolls with Fear and Hope colors too? This is because there are abilities that allow us, for instance, to only reroll the Hope die. If we could right-click and reroll one or both dice in the chat window, that'd be even better.
- Is it possible to have the ability to set the Difficulty of a Reaction roll based on the target's difficulty? Right now, it's only possible to add Difficulty based on the caster's.
- Is there a reason why it's not possible to have attack and damage animations as seen in other systems? Would be great if they could be integrated.
Thanks
1) Will consider with the next round of code expansion
2) Same as above
3) The reroll system should already handle this. You can choose the die you would like to roll. Unless I'm misunderstanding the request
4) Save as above
5) Not sure since if you get the notifications it should do the animations, I will look into this as it's still a brand new feature that was added recently.
boooooooo
May 13th, 2026, 20:22
1) Will consider with the next round of code expansion
2) Same as above
3) The reroll system should already handle this. You can choose the die you would like to roll. Unless I'm misunderstanding the request
4) Save as above
5) Not sure since if you get the notifications it should do the animations, I will look into this as it's still a brand new feature that was added recently.
5) Ah, I had missed the Reroll button. Awesome feature! Having said that, having the dice color coded as Hope and Despair in Reaction rolls would be helpful.
superteddy57
May 13th, 2026, 20:43
5) Ah, I had missed the Reroll button. Awesome feature! Having said that, having the dice color coded as Hope and Despair in Reaction rolls would be helpful.
I think I may have misunderstood the section on reaction rolls. I'll have to see about changing that section of the code to accommodate having hope and fear with reaction rolls.
boooooooo
May 13th, 2026, 20:49
I think I may have misunderstood the section on reaction rolls. I'll have to see about changing that section of the code to accommodate having hope and fear with reaction rolls.
Thanks. You'll just have to make sure that it doesn't trigger automatic gaining of Fear/Hope.
boooooooo
May 14th, 2026, 04:51
Discovered another:
Countdown adjustments in the countdown window are not visible in the chat window to players, even if the eye icon has been toggled by the GM.
Agamon
May 15th, 2026, 23:22
Otoh, people often forget the reaction rolls don't have anything to do with hope and fear. Having neutral colored dice has helped with that in my group.
superteddy57
May 21st, 2026, 13:57
I haven't missed the last two reports, just currently working through updating the ruleset to get connection to the new effects system. Will be looking these over when the update is complete.
Fazakerley
May 22nd, 2026, 11:08
I was wondering why the active loadout lets you choose 6 cards rather than 5? Rules state 5 and rest to go in vault, unless there's an erratum I haven't seen.
superteddy57
May 22nd, 2026, 14:07
It shouldn't really have a gate, but I was testing with 6. There are traits and features out there that could let you exceed the loadout count. Plus homebrew campaign frame options could allow it.
Agamon
May 22nd, 2026, 21:08
I haven't missed the last two reports, just currently working through updating the ruleset to get connection to the new effects system. Will be looking these over when the update is complete.
Nice! I tried using the DMG effect and was sad it didn't work
superteddy57
May 22nd, 2026, 22:03
Nice! I tried using the DMG effect and was sad it didn't work
When you are experiencing issues, it's best to provide details on what you are seeing and what you are expecting. Steps to replicate are almost essential for rolls as then I can try to repeat what you are doing to see where it's failing.
Morinoonna
May 22nd, 2026, 22:04
Good afternoon!
At present we are only able to select one downtime move during short or long rests and there is no second window that pops up afterward for the second downtime move. This means that currently you have to use the rest feature twice in order to complete both of your downtime activities:
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Agamon
May 23rd, 2026, 00:36
When you are experiencing issues, it's best to provide details on what you are seeing and what you are expecting. Steps to replicate are almost essential for rolls as then I can try to repeat what you are doing to see where it's failing.
Ah, I wasn't sure it was supposed to work, so I didn't report it as a bug. Here's an adversary with the DMG: 1d8 effect applied, but the damage roll is not effected.
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Agamon
May 23rd, 2026, 00:37
Good afternoon!
At present we are only able to select one downtime move during short or long rests and there is no second window that pops up afterward for the second downtime move. This means that currently you have to use the rest feature twice in order to complete both of your downtime activities:
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That's intentional. It lets you have three rest moves if you're an elf, or to share rest moves.
superteddy57
May 23rd, 2026, 03:46
Ah, I wasn't sure it was supposed to work, so I didn't report it as a bug. Here's an adversary with the DMG: 1d8 effect applied, but the damage roll is not effected.
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Thanks, I'll check and see if that works with the new systems I'm connecting.
DrakePD
May 29th, 2026, 03:56
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Seems when you activate the Manual Dice Roll in Option, and have a modified Weapon, it does not have the dice entry locations.
superteddy57
May 29th, 2026, 06:38
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Seems when you activate the Manual Dice Roll in Option, and have a modified Weapon, it does not have the dice entry locations.
That's due to the dice expression. Can't be helped in order for it to work with exploding options and the drop lowest options. The feature itself would need to be updated to accommodate the expressions.
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