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  1. #901
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    Quote Originally Posted by Montis View Post
    Regeneration has a damage symbol which is kind of confusing. I think we had a similar issue with fast heal, but that one got fixed
    This will be updated in tomorrow's update. Thanks for letting us know.

    Quote Originally Posted by Montis View Post
    I would like to request that the Saving Throw Base Settings on the Combat tab get an Item Bonus field to saves; this would enable things like Antidote and Antiplaque not stacking by default, which is how it should be RAW.

    ATM it's a bit fiddley as you always have to double check how much item bonuses someone has and then reduce the Antidote/Antiplaque's bonuses by that much.
    I've added this to the dev list to review at a future date.
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  2. #902
    Hi
    I can't edit storyentries like the ones linked on the maps in the seven dooms of sandpoint. They are read only. I could do that in every older module until now and i was using this feature often. If this isn't a bug i'll need a method to work around that (copying all entries and replacing the map links is not a solution).

    Thanks in advance.

  3. #903
    Hello,
    I've noticed this issue the past few weeks: when creating a new NPC/Creature, if the creature has spells, the CL is not working when entered. I unlock the creature, edit the spell class, enter in a CL, but when the creature is locked CL is blank. The only thing it really affects is cantrip casting, and ideally I'm not casting too many cantrips with my creatures, but it still is a functionality issue, and one that I think appeared recently.

  4. #904
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    Quote Originally Posted by TheBeardsley View Post
    Hello,
    Hello! Welcome to the FG forums!

    Quote Originally Posted by TheBeardsley View Post
    I've noticed this issue the past few weeks: when creating a new NPC/Creature, if the creature has spells, the CL is not working when entered. I unlock the creature, edit the spell class, enter in a CL, but when the creature is locked CL is blank. The only thing it really affects is cantrip casting, and ideally I'm not casting too many cantrips with my creatures, but it still is a functionality issue, and one that I think appeared recently.
    The recent GUI standardization broke this. I'll get a fix in the next release. Thanks for making us aware of the issue.

    Note that CL doesn't have to be entered if the CL is the same as the creature level, the creature level will be used instead if CL in the spell class is 0. There's a display bug where the actual damage entry doesn't update immediately if the creature level is changed after a spell has been added to the PC, but the actual action roll will be correct. I'll look into a fix for updating spell data if the creature level changes.
    Last edited by Trenloe; June 20th, 2025 at 16:36.
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  5. #905
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    Quote Originally Posted by TheBeardsley View Post
    I've noticed this issue the past few weeks: when creating a new NPC/Creature, if the creature has spells, the CL is not working when entered. I unlock the creature, edit the spell class, enter in a CL, but when the creature is locked CL is blank. The only thing it really affects is cantrip casting, and ideally I'm not casting too many cantrips with my creatures, but it still is a functionality issue, and one that I think appeared recently.
    The ability to edit (and retain) the CL of a spell class has been fixed in today's update: https://www.fantasygrounds.com/forum...June-24th-2025 Thanks again for making us aware of the issue.
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  6. #906
    I am having a couple of connected issues with npc spells. When I click on the bubble that I expect would open the spell description, it casts the spell, which circumstantially makes it vanish. If I want to read the spell description, I have to go to open it from the general spells list.

    I then have issues trying to reset the spells. There are two "reset spells" options in the pop up when I right click, and the one that looks to me like it should restore the spells that have been cast permanently deletes all of the creatures spells, even if it's a read-only version. I now have a couple of bestiary entries that have permanently lost their spells.

  7. #907
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    Quote Originally Posted by Endurance View Post
    I am having a couple of connected issues with npc spells. When I click on the bubble that I expect would open the spell description, it casts the spell, which circumstantially makes it vanish. If I want to read the spell description, I have to go to open it from the general spells list.
    Works fine for me - do you have any extensions or themes enabled?



    Quote Originally Posted by Endurance View Post
    I then have issues trying to reset the spells. There are two "reset spells" options in the pop up when I right click, and the one that looks to me like it should restore the spells that have been cast permanently deletes all of the creatures spells, even if it's a read-only version.
    The top one (with the lock with an eye icon) will reset the spell uses - i.e. it will take you back to the spells that were prepared in the spell class initially - i.e. it's equivalent to an 8 hour rest and 1 hour preparation. The second one (with the circle icon) will remove all of the preparations from the spells - which will hide the spells if the NPC is locked or Mode = Combat (unlock the NPC to see the spell mode).

    Quote Originally Posted by Endurance View Post
    I now have a couple of bestiary entries that have permanently lost their spells.
    If you want to revert a record in a module to the base record, right-click on it in the campaign list and select "Revert Changes".
    Attached Images Attached Images
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  8. #908
    Quote Originally Posted by Trenloe View Post
    Works fine for me - do you have any extensions or themes enabled?

    [
    I have a few, but it's probably B9's spell tokens. Darn.

  9. #909
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    Quote Originally Posted by Endurance View Post
    I then have issues trying to reset the spells. There are two "reset spells" options in the pop up when I right click, and the one that looks to me like it should restore the spells that have been cast permanently deletes all of the creatures spells, even if it's a read-only version
    Based on your feedback showing how this is confusing, I'm going to change the reset potion right-click menu text as follows:

    Attached Images Attached Images
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  10. #910
    Quote Originally Posted by Trenloe View Post
    Based on your feedback showing how this is confusing, I'm going to change the reset potion right-click menu text as follows:

    That's much clearer, thank you! And I verified that it was the B( extension, sadly.

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