View Poll Results: What should I automate next?
- Voters
- 5. You may not vote on this poll
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Artificer
0 0% -
Bard
1 20.00% -
Cleric
5 100.00% -
Druid
0 0% -
Monk
1 20.00% -
Paladin
0 0% -
Ranger
2 40.00% -
Warlock
2 40.00% -
Wizard
2 40.00%
Multiple Choice Poll.
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March 13th, 2026, 16:18 #31
Update for Rogue Automation 5e 2024 is now live!
v1.0.2 Update
Bug Fixes:
- Spell Attack Filtering: Fixed an issue where casting spell attacks (like Firebolt or Chromatic Orb, etc...) would incorrectly trigger the Sneak Attack / Cunning Strike popup.
- Weapon Property Enforcement: Fixed an issue where attacking with non-Finesse melee weapons (e.g., Longswords, Greataxes, etc...) would incorrectly prompt for Sneak Attack.
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March 13th, 2026, 17:11 #32If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 20th, 2026, 00:11 #33
Update for Fighter Automation 5e 2024 is now live!
v1.0.2 Update
Compatibility Fix - Fixed compatibility issue with other extensions.
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March 20th, 2026, 13:55 #34
Hi everyone! Just a quick development update regarding the release schedule for the upcoming classes.
As some of you may have seen on the forums, SmiteWorks is preparing a massive update for the core D20 ruleset (2026-04), which includes a complete rewrite of the effects, damage, and health subsystems:
Because this upcoming FGU update completely changes the underlying code that my extensions rely on, I am temporarily pausing the release of new class automations on the Forge. Right now, I am focusing all my development time on the Test channel to achieve two things:
Originally Posted by Zacchaeus
- Migrating and updating the extensions I've already released, ensuring they won't break when the new 2026-04 update goes live.
- Building the new class automations directly on this new, updated framework so i don't have to do this twice!
The Good News!
The wait will be worth it! Once the new FGU ruleset update officially drops, I am planning a massive release day. I should be able to immediately launch:
- Barbarian Class Automation
- Sorcerer Class Automation (depending on how much time i have)
- A HUGE Extension focused on general spellcaster automation that I think you are absolutely going to love!
Thank you all so much for your patience and support while we navigate these core system changes. I'll keep you posted on the progress!
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March 20th, 2026, 15:36 #35High Patriarch
- Join Date
- Feb 2017
- Posts
- 688
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March 21st, 2026, 22:34 #36Please consider voting for these features:
Feature idea: add a toolbar/dockbar for FGU windows to minimise into (Discussion and examples here)
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March 25th, 2026, 15:00 #37Thank you so much for the support and understanding. Hearing that my extensions are "must buys" for you really makes me happy! Knowing that players are enjoying them this much gives me motivation to keep working on the other classes.
Originally Posted by Dax Doomslayer
I would absolutely love to share all the details with you right now, but since things are still actively being worked on (especially with the new ruleset migration), you'll have to wait for now!
Originally Posted by Lo Zeno
However, I can definitely give you a little teaser: the extension will automatically manage spell slot consumption whenever a spell is cast. Furthermore, it will fully handle upcasting for damage/heal, automatically deducting the correct higher-level spell slot if you choose to cast a spell at a higher level, and it will output a notification to the chat!
As for the most "interesting" feature... that one is still deep in development and testing, so my lips are sealed for now!
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March 25th, 2026, 15:22 #38
That's already interesting enough, thank you.
If I may give you my 2 cents:
currently I'm using other extensions to automate certain spellcasting things, like Bratch9's Advanced Spell Damage to automate upcasting, and others. Upcasting a spell has some tricky edge cases because it's not always "just" increasing damage/healing, sometimes it increases duration, number of targets, or has even completely different additional effects. As for managing spell slot consumption: in my personal experience, this particular automation gets added to every 5e magic-related extension, it's nice at first, then rapidly gets disabled or abandoned by the users, and the reason is that there are so many feats, class features, racial abilities, subclass features etc that grant the ability to sometimes cast a spell without a spell slot that either you end up requiring a very strict and very convoluted organisation of the Actions tab to avoid consuming a slot when you shouldn't (or viceversa), or you just... don't automate that, because having to click the checkbox for a used spell slot every time you actually need to consume the spell slot is much less cumbersome for the player.
Just something to think about.Please consider voting for these features:
Feature idea: add a toolbar/dockbar for FGU windows to minimise into (Discussion and examples here)
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March 26th, 2026, 10:21 #39
Thank you so much for your 2 cents, I actually deeply appreciate this kind of constructive feedback!
You make an excellent point about upcasting. It is definitely much more complex than just adding extra dice, and I am actively researching if and how I can cleanly implement upcasting for those tricky edge cases like duration, extra targets, or entirely different effects.
Regarding spell slot consumption, I completely agree with your analysis. As both a DM and a player, I know firsthand how frustrating it is when an extension forces you into a convoluted, strict setup just to handle a free cast from a racial trait, a feat, or a magic item.
To solve this exact issue, I've implemented a very simple, on-the-fly bypass. Similar to how my Weapon Mastery extension uses the ALT key to manage Nick and Cleave, if you need to cast a spell without burning a slot, you simply hold the ALT key while clicking the CAST, ATK, or EFFECT button. The extension will process the roll, output a [FREE] tag in the chat, and completely ignore the spell slot consumption. No strict Actions tab setup required!
That being said, your point about player preference is incredibly valid. Because of your considerations, I will absolutely include a global setting in the options menu to toggle the automatic spell slot consumption completely ON or OFF. This way, tables that prefer the manual checkbox method can just disable that specific feature while still enjoying the rest of the automation!
Thank you again for taking the time to share your experience, this is exactly the kind of insight that helps make these tools better for everyone!
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April 29th, 2026, 20:09 #40
Hi everyone! Just a quick update on the release schedule and some news about what’s coming next.
As some of you might have noticed on the Test channel, SmiteWorks has adjusted the release date for the major ruleset update (2026-04) a few times to ensure stability. It moved from April 21st to the 28th, and is now currently scheduled for May 5th.
Since my upcoming extensions are built specifically for this new architecture, my release will follow theirs. You can expect the updates for the existing extensions and the new ones to go live on the Forge on May 5th, or within 1-2 days after, once I’ve confirmed everything is perfectly synced with the final live version of the ruleset.
The Launch Day Lineup
On the day the update drops, I will be releasing three new extensions:
- Barbarian Class Automation: Confirmed and ready to rage!
- Sorcerer Class Automation: This turned out to be a relatively big and complex project with a lot of moving parts, but it is complete and working beautifully.
- The Spellcaster "QoL" Expansion: Remember the teaser I dropped about automatic spell slot consumption and upcasting? Well, the "hidden/interesting" feature I couldn't talk about is complete. I still won't spoil exactly how it works, but I can tell you this: it is a quality-of-life tool that tries to streamline how magic interacts with the battlefield and multiple combatants at once.
Please keep in mind that these releases alongside the new ruleset update are just a starting point. I wanted to get the core functionality into your hands as soon as possible. Given the massive scope of the FGU ruleset update, and the sheer amount of code I had to rewrite across all my existing and new extensions to make them compatible, there will inevitably be some bugs or edge cases that I missed. Please don't hesitate to report them here so I can fix them as quickly as possible!
Furthermore, especially regarding the new Spellcaster expansion (but applying to the others as well!), if you use it and feel that something is missing or needs a change, or if you have ideas for new features and implementations, I will be more than happy to try to add them based on your feedback!
Thank you all for the patience and for being part of this project!
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