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April 22nd, 2026, 05:14 #51SmiteWorks
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@Tempered7 / @nephranka,
Thanks for testing those, and providing the error output. I was able to track down the issues; and posted a new build to the Test channel.
Can you please run a new Check for Updates, and try again?
Regards,
JPG
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April 22nd, 2026, 05:20 #52
EDIT: Oh you beat me to it. REJOICE!

I forgot the steps:
1. Create the campaign
2. Either create or import the AuraPala [same result]
3. Place him on the CT, then to Party Window
4. Drag target icon in the CT to target himself [pala]
5. Open the map [the coast]
6. Place Pala on the map and apply the aura effect [" AURA: 10 all,point; Example AoE; ATK: -5 "]
7. Move the Pala or any other token you place after him and 181 triggers.
Line 31:
All I did was the same thing until 6. Place Pala, then move him without any other token [but with Auras Visualized enabled]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!
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April 22nd, 2026, 05:24 #53I 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!
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April 22nd, 2026, 10:18 #54
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April 26th, 2026, 13:15 #55Zealot
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Init Source effect element does not seem to handle Roll Init each round option as expected.
Scenario:
1. Gerrella cast Shield at Initiative Count 9
2. FG attributes Shield effect AC: 5 with Initiative Count 9
3. Combat advanced to next round
4. Gerrella rolled Initiative Count of Count 18
5. The Shield Effect maintained Initiative Count 9
While there may be some debate if the Shield Effect should move from 9 to 18, I know many players expect the effect to end on the characters turn. Our group attributes this behavior to the chaos of combat that some effects last longer than others.
By rule, the Shield effect expires at the beginning of the players turn, so I think it should expire on Initiative Count 18.
NOTE: The extension Effective Initiative still works and handles this as I would expect. I'm suggesting this behavior should be out-of-the-box behavior or an option to handle it one way or the other.
Attached screen shot. Init Source Not Changing.jpgLast edited by Gilafron; April 26th, 2026 at 13:27.
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April 26th, 2026, 15:58 #56SmiteWorks
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That is expected behavior based on the original design.
Effect initiative values do not update when using the roll init each round option. As you say, there is some debate on this. Some say it should last a full round; while others believe it should update each round. For simplicity and less confusion, the effect initiatives were left alone, when the roll every round option was added.
I can't find it right now; but I believe at least one extension does a remapping of initiatives on effects when the actor initiative changes.
EDIT: Found it - https://forge.fantasygrounds.com/shop/items/75/view
Regards,
JPGLast edited by Moon Wizard; April 26th, 2026 at 16:04.
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April 26th, 2026, 18:03 #57
@Moon Wizard,
Thank you for the previous updates! I've been testing further on the Test Channel and the earlier fixes are working great.
However, I've come across a few new issues that seem to be related to the concentration, damage application and UI feedback.
1. Targets of Concentration Spells triggering (and breaking) Caster Concentration
Steps to Reproduce (as shown in the video):
- The PC casts Moonbeam and applies the "Concentration" effect to themselves.
- The PC targets one or more NPCs on the map/Combat Tracker.
- The PC clicks the "Cast" button in the Actions tab to force the Saving Throws on the targets.
- The PC then applies the Damage to the targets.
- Immediately upon taking damage, the NPC targets are prompted to make a Concentration Save, even though they are not concentrating on anything, and on fail my concentration is removed.
2. Damage UI problem
I’m seeing a couple of issues with how damage is being reported visually in the current Test build:
- Top-Center Popup: The notification that appears at the top-middle of the screen shows the damage but is not reporting the type and numerical damage value.
- Token Widgets: The floating widgets (icons showing damage type and numbers) that usually appear over tokens on the map when they take damage are currently not showing up at all.
3. Drag-and-Drop Damage Inconsistency
I've also noticed that applying damage via drag-and-drop (dragging the damage result from the chat or the action tab directly onto a token or CT entry) is intermittently failing. Sometimes the damage applies correctly, but other times it is simply rolled and not applied to the target with no error message in the console.
Environment:
- CoreRPG / 5E Ruleset (Test Channel)
- No extensions enabled.
Hopefully, the video makes the sequence clear for bug 1.
Thanks again for the incredible support!Last edited by Henix; April 26th, 2026 at 23:03.
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April 27th, 2026, 02:44 #58SmiteWorks
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Just pushed BCEG / BCE updates to Forge Test channel; see notes here:
https://www.fantasygrounds.com/forum...l=1#post762527
Regards,
JPG
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April 28th, 2026, 06:06 #59SmiteWorks
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@Henix,
Just pushed fix for the Damage UI problem you mentioned. Will be looking at others tomorrow.
Thanks,
JPG
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April 28th, 2026, 21:28 #60SmiteWorks
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Just pushed Aura Effects updates to Forge Test channel (includes SilentRuin shape changes).
Regards,
JPG
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