-
March 20th, 2026, 17:20 #21
This is one of my extension that effectively prevents the death of a player character (PC) or non-player character (NPC) when they have this effect "DW". I've already patched it but haven't put it on the test server.
Next, we'll come to what I think is the most difficult part: testing everything is possible. Then we'll have to wait for patches for the major expansions to do more testing. Many developers are already working on this or are aware of it. Where it will get complicated is with the "abandoned" expansions, where, if I understand correctly, SW will take over.
-
March 20th, 2026, 18:04 #22
Thanks for clarification Vaall.
That would be great!
And Silent, sorry for slowness.
Here's my findings. It was kinda tricky. First of all, the Effective Init extension is working perfectly in TEST.
As long as you keep the enemies UNIDentified, they don't show in the Player Client order, so, they cant even see what creatures are next.
But the problem is, PCs also cant see the enemies themselves on the map. This seems like elemantary, but check this out:
First, the settings: https://imgur.com/AvGNOwH
1- Players can see that you dont show them the init order if they check the settings before the combat starts:
And UNID enemies wont be listed in the Chat.
player-settings.png
Now good news: They still can't see the Player Order and the enemy init order. Once IDentified, current enemy are shown in the CHAT when it is their turn. But since the init will rescrambled, they wont be able to see the same order again.
2- When these options are on, this is what GM Client shows: 1-April 2-Arti 3-Bladesinger / Oblex -> Drow -> Lizard -> Bear
gmclient-init.jpg
3- Meanwhile, this is what Players see: 1- April 2-Arti 3-Bladesinger / BUT / Bear -> Drow -> Oblex -> Lizard.
Dont be fooled by the player order because it is always like that. 4 explains.
player-client-init.png
4- But when the order changed again, players see the same order.
playerorder2.png
5- Compare to the updated GM Order:
playerwiver2.jpg
NOTE: I didnt add Requested Rolls so I dont know what happens if you also use that extension and turn On leverage RR in the settings.Last edited by Tempered7; March 21st, 2026 at 23:56.
I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
LIST OF ALL FREE FGU STUFF
//Design with Systems, not Custom Solutions!
-
March 20th, 2026, 18:45 #23
In my games combat groups prevents any client from seeing anything they don't own or are of the same faction and/or group, so not going to see some of things you mentioned. I was actually curious if Effective Initiative was even needed anymore in TEST. As in if you unload it from campaign, do effects still get reordered on trigger times correctly.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
-
March 20th, 2026, 18:57 #24
Both Init settings are there without the extension loaded. But I cant test it if it works as the same because cant connect to Cloud anymore. Also, Chromium pops up several tabs now.
When I tested for the scramble part, it changes the init order in GM Client every round though.
EDIT: Effects such as Bladesong [Bladesinger] / Hypnotic Pattern / Dominate Person expired in time for example.
EDIT 2: Yes, effects still get reordered on trigger times correctly.
EDIT 3: I tested with Drow Mage Levitate 100 dura / 6 Init adjust -and- Shield 1/16. Both times the effects expired on time.Last edited by Tempered7; March 20th, 2026 at 19:35.
I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
LIST OF ALL FREE FGU STUFF
//Design with Systems, not Custom Solutions!
-
March 20th, 2026, 19:17 #25Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
-
March 20th, 2026, 19:21 #26
Last edited by Tempered7; March 20th, 2026 at 20:19.
I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
LIST OF ALL FREE FGU STUFF
//Design with Systems, not Custom Solutions!
-
March 20th, 2026, 19:27 #27
New ones:
EDIT: LinkFill extension note added. If someone from the Team Twohy could tell me which extensions it affects and how, I can check them [if they are free] too.Code:<extension name="ArcaneWard"/> NOTE TO SELF / Gonna need to create my Solo Abjurer Tank first. <extension name="CritsAndFumbles"/> Module loaded. Crit Hit / Damage from a melee attack didn't yield a text. <extension name="DW"/> Vaall patched this one. <extension name="EffectiveInitiative"/> No longer required. Both with or without the extension, Effect Timers expire in time [however long] when the initiative order is changed at every turn. Can check my math at post#24 in chatlog.<extension name="LinkFill"/> This is for Rob2e extensions, such as, auto-level up. Need more tests. If Team Twohy could tell me which extensions it affects, I can check them [if they are free] too. <extension name="LinkFill"/> This is for Rob2e extensions, such as, auto-level up. Need more tests. If Team Twohy could tell me which extensions it affects and how, I can check them [if they are free] too. ---------------------------------------------------20/03--------------------------------------------------- <extension name="5e EndofNextTurn"/> End-of-next-turn-prevents-selfFX.png. WILL BE UPDATED BY STV LATER. <extension name="5e Undo"/> 5e-Undo-dmg-attempt.png [wo/ AdvancedEffects, BetterCombatEffects, Absorb-Effect] WILL BE UPDATED BY STV LATER. ---------------------------------------------------20/03--------------------------------------------------- <extension name="Spell Action Info"/> Works. Shows Range alone / Components alone / Both and transitions perfectly.
EDIT 2: I saw Death Ward, Achievement Tracker, Fishing Fun, Festival Boar Game just updated. Notes in my OP are updated for these extensions. Current Bugs of Fish/Boar are fixed in 20/03/26 TEST Channel.
EDIT 3: 5e EndofNextTurn and 5e Undo Damage / Heal WILL BE UPDATED BY STV LATER.Last edited by Tempered7; March 21st, 2026 at 02:59.
I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
LIST OF ALL FREE FGU STUFF
//Design with Systems, not Custom Solutions!
-
March 20th, 2026, 20:56 #28
Next Batch Currently Being Tested
EDIT: All notes are added. Code List in My OP updated accordingly.Code:<extension name="CritFX_5E"/> Now Isolated it and it works perfectly. When combined with damage preventing Combat Effect extensions and/or Life Ledger, it throws an error. <extension name="GoBigOrGoGnome"/> Works. SIZE: My halfling PC's token on a map was smaller. REACH: ADDREACH/REACH Effects are working manually but it didn't automate my Goliath BattleMaster's Reach despite an equipped Galive. SPACE: ADD/SPACE is working manually, also Huge+ creatures' tokens are bigger in map with or without the extension. I don't know if this one is implemented or not. <extension name="illahad-ReactionsPrompt"/> ON HOLD. <extension name="LegendaryAssistant"/> The window and manual ticking works but there's no close [X] button. Can't remember If there was automation [auto-tick], but there was none on Tarrasque/Beholder's Legendary Actions. <extension name="Pets"/> UPDATE: Works [Both + button and drag & drop]. Still cant do Petception [Give PC a pet, give the PC to the pet as pet... But you can give the pet another pet. No errors.] <extension name="Weather Generator"/> Works perfectly, better than crappy DMG weather table. It is accessed from Party Sheet > Weather tab.
Last edited by Tempered7; March 21st, 2026 at 03:09.
I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
LIST OF ALL FREE FGU STUFF
//Design with Systems, not Custom Solutions!
-
March 20th, 2026, 22:23 #29
I just posted an update to Theogeek's Improved Critical to the test channel. I disabled everything but 5e for now. Test away.

The version should show up in the chat as "9.TEST_CHANNEL"
-
March 20th, 2026, 22:42 #30
NEXT BATCH FOR LATER:
Code:<extension name="ArcaneWard"/> Gonna need to create my Solo Abjurer Tank first. <extension name="DeckedOut"/> PLAYER CLIENT TEST [fingers crossed on cloud connection] <extension name="EnlargeReduce"/> Another go, this time isolated. It still prevents selfFX even when isolated. <extension name="illahad-ReactionsPrompt"/> ON HOLD. <extension name="RETP"/> NOTE TO SELF: Isolate this one. <extension name="StealthTracker"/> Solo 9Rogue versus Banshee then 13Rog vs. Lich
Last edited by Tempered7; March 21st, 2026 at 03:19.
I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
LIST OF ALL FREE FGU STUFF
//Design with Systems, not Custom Solutions!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)


Reply With Quote

Bookmarks