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.
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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 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.
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)
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:
Code:<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.
Note on Arcane Ward Extension: My OP updated accordingly.
CORRECTION: Heal error stems from illahad's Prompt Reactions extension, not this one!
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.Code:<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.
Attachment 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.
Good news! Enlarge/Reduce 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
This is what I see in an isolated TEST campaign: Side Bar - Campaigns > NPCCode:<extension name="Name Maker"/> ??? There is no "Names" button under Side Bar: Campaign > NPCs window.
Attachment 66883
If someone on LIVE Channel could tell me whether Name Maker's 'Names' button in NPC Window is there, it would be great. I cant go back to LIVE until my connection problems are fixed.
Attachment 66884
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
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)
Thanks for checking anstett! I updated my OP.
I also have other news and a correction:
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?Code:<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.
Attachment 66896
Word limit is almost reached in my OP.
EDIT: Im keeping the list of working ones in post#11
And I prettified my OP.
"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
Attachment 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.
Attachment 66903Code:<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
- WITHOUT illahad's: 5e Undo heal part works under these conditions.