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View Poll Results: What should I automate next?

Voters
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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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  1. #41
    Quote Originally Posted by Henix View Post
    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!
    Nice! Definitely looking forward to these (especially the Barbarian and Spellcaster ones)!

  2. #42
    Hi everyone! A quick update for you all.

    First of all, I want to apologize for the slight delay. My everyday day job and real life kept me incredibly busy over the last couple of days!

    However, I have some great news: I have just pushed the compatibility updates for my existing extensions to the Forge! They are now fully updated to work with the massive new FGU 2026-04 ruleset update.

    You can run a "Check for Updates" right now to grab the latest versions of:
    • Weapon Mastery Automation
    • Fighter Class Automation
    • Rogue Class Automation (Which now also features a newly refined popup UI!)


    As for the brand new extensions (Barbarian, Sorcerer, and the big Spellcaster QoL expansion), they will be published soon! I am just finishing up the final preparations and store pages for their release.

    I am also planning to make some video tutorials to clearly explain how to use both the new and old extensions, so keep an eye out for those. It should make setting everything up much easier for everyone!

    Thank you all so much for your incredible patience and for staying updated. A new message with the final release links will follow soon!

  3. #43
    Update v1.1 is LIVE for Fighter & Rogue!

    I have just pushed a new update (v1.1) for both the Fighter and Rogue Class Automations to the Forge!

    This is a major under-the-hood update specifically designed to make both extensions fully compatible with the massive FGU 2026-04 ruleset update that was just released.

    Because SmiteWorks completely rewrote the core effects and damage subsystems, I had to do a lot of migrating and adjusting to ensure that all the class features, automated effects, and popup windows play nicely with the new Fantasy Grounds framework.

    Changelog

    Fighter Automation 5e 2024 - v1.1:
    • 2026-04 Compatibility: Complete under-the-hood rewrite to fully support the new FGU core effects and damage architecture.
    • UI Enhancement: The extension now features a refined popup UI for Tactical Master!


    Rogue Automation 5e 2024 - v1.1:
    • 2026-04 Compatibility: Complete under-the-hood rewrite to fully support the new FGU core effects and damage architecture.
    • UI Enhancement: The extension now features a refined popup UI for Cunning Strike!


    How to update
    Just run a quick "Check for Updates" on your Fantasy Grounds launch screen before your next session to grab the latest versions.

    A quick note on bugs
    As I mentioned in my other threads, given the sheer scale of the changes SmiteWorks made to the core ruleset, there is always a chance that some weird edge cases or bugs slipped through my testing. If you notice anything acting strangely with your Fighter abilities or Rogue strikes during your games, please don't hesitate to report it here!

    Thank you all for your continued support and patience. Let me know how it works at your tables and happy gaming! ⚔️

  4. #44
    MrDDT's Avatar
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    1. Uncanny Dodge Setup: Ensure the Rogue has a power in their Actions tab that applies the effect: Uncanny Dodge; RESIST: all.

      This should be Uncanny Dodge; @DMGHALF
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  5. #45
    Quote Originally Posted by MrDDT View Post
    1. Uncanny Dodge Setup: Ensure the Rogue has a power in their Actions tab that applies the effect: Uncanny Dodge; RESIST: all.

      This should be Uncanny Dodge; @DMGHALF
    Thank you for pointing this out!

    You are absolutely right. Using `@DMGHALF` is indeed the correct and optimized syntax for the new 2026-04 FGU update.

    The extension already manages this seamlessly, as it only searches for the "Uncanny Dodge" effect name to trigger the automation, regardless of the specific modifier attached to it.

    I will update the Forge description right away to reflect this correct syntax so new users set it up properly.

  6. #46
    AoE Spells Auto-Targeting & Upcast (BETA)
    NOW LIVE: Bring smart, persistent AoE automation and upcasting to your games!

    Hello everyone! I am incredibly excited to announce that the AoE Spells Auto-Targeting & Upcast extension is officially published on the Forge and available right now!

    Stop manually dragging targets for Fireball! This extension handles smart upcasting, precise template auto-targeting, and persistent spell management.

    The Beta Rollout Plan
    I am launching this as a FREE BETA for the next 1 to 2 months.
    • Phase 1 (Free Beta - LIVE NOW): Download it for free, test it out in your campaigns, and let me know your feedback! I want to squash any bugs and polish it to perfection.
    • Phase 2 (Final Release): After the beta period, the free listing will be retired and replaced with the final, paid version (planned for 1,500 Gold / $15).



    Please drop your feedback, bug reports, and suggestions in this thread!

    Update on Barbarian & Sorcerer Automations
    I know many of you are also eagerly waiting for the Barbarian and Sorcerer Automation extensions. I want to sincerely apologize for the delay.

    Both extensions are 100% finished, but they are currently stuck in the FGU Forge Review Process. As soon as they are approved and live, I will announce them right here!

    Thank you all for your incredible patience and support. Let me know how you like the new AoE Auto-Targeting!

    Happy Gaming!
    Last edited by Henix; May 17th, 2026 at 15:54.

  7. #47
    Barbarian & Sorcerer Automations
    NOW LIVE: Bring seamless rage and metamagic automation to your games!

    Hello everyone! I am incredibly excited to announce that the Barbarian and Sorcerer Automation extensions have officially passed the Forge review process and are available right now!

    Both extensions have been thoroughly tested and built from the ground up to take full advantage of the massive FGU 2026-04 ruleset update, ready to handle the heavy lifting of the 2024 / 5.5e class features.

    There is also a video tutorial available that explains how both of them work!

    Download Links
    You can grab them directly from the Forge right here:


    Feedback & Bug Reports
    As always, since these are brand new v1.0 releases running on a completely new FGU architecture, there is a chance some edge cases slipped through my testing. If you run into any bugs or weird interactions, please drop a comment in this thread so I can squash them ASAP!

    Thank you all for your incredible patience. I hope you enjoy raging and slinging Metamagic!
    Last edited by Henix; May 21st, 2026 at 17:29.

  8. #48
    What should I automate next?
    Have your say on the next class or subclass release!

    Hello everyone!

    With the Fighter, Rogue, Barbarian, and Sorcerer automations now live and running smoothly, it's time to look ahead to the next project.

    I initially prioritized those four specific classes simply because they are the ones my own players chose for our current campaign! But now that my table is fully automated, I want to turn it over to the community.

    I want to hear directly from you: what are you currently playing at your tables, and what do you need automated the most?

    Let me know what you want to see:
    You can request either of the following:
    • A New Base Class: Tell me which of the remaining core 5.5e (2024) classes you want me to tackle next.
    • A Subclass/Subclasses: If you want a subclass for a base class that is already published (Fighter, Rogue, Barbarian, or Sorcerer), let me know which one! If you want a subclass for a base class that hasn't been automated yet, feel free to request it and I will evaluate it on a case-by-case basis!


    Just drop a reply in this thread with your vote or request. I will use your feedback to decide what gets priority in my free time development schedule.*

    Thank you all for the amazing support so far! ✨

  9. #49
    Lo Zeno's Avatar
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    My 2 copper pieces:

    I'd rather you prioritize the base classes over the subclasses, and start thinking of subclasses only after all the base classes are automated.

    My personal preference would be Warlock next (then ranger, then monk), just because, selfishly, it's what is chosen the most by the players in all the games I run.

  10. #50
    I agree with Lo Zeno about the base classes first. That said, I'd say Paladin, Wizard and Cleric would be my top 3.

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