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June 22nd, 2026, 03:45 #91What Threat Legacy does is carry over a percentage of the difference between the previous threat value and the current one, but only if the previous value was higher. For example, if your threat was 1,000 on the previous turn, Threat Legacy is set to 25%, and your threat this turn is 500, you will receive a Legacy bonus of 125. That is 25% of 500, which is the difference between the previous and current threat values.Threat Legacy, I'm not sure what % it's doing but doesn't seem to be working correctly as a % of anything I can tell.
Personally, what I would like it to do is keep a % of the last threat carried over to the new threat amount.
I tested it here and encountered no issues. Can you confirm that your NPCs meet the minimum Intelligence requirement configured in the extension options (there are options for you to define the minimum Intelligence value to be considered 'rational' and another one to be considered 'intelligent')? Also, which ruleset are you using? Only intelligent character will consider spellcasting, healing or Opportunity attacks as threats, I made it like that so that irrational beasts or really dumb characters could be a little more "realistic" with their choices.Spell Casting Threat is not working at all.
This is probably caused by the same issue mentioned above. Can you confirm whether your NPCs meet the minimum Intelligence requirement?Healing Threat doesn't seem like its working correctly. I can see it sometimes but other times I don't see it working correctly.
I fixed the duplicated states in the option buttons.In the options, there is 2 options for the same thing (Verbose) (Both Messages: GM and Messages: Player)
In the options, (Discreet) is not correctly giving the summary, its acting like Verbose. (think its related to the other options issue)
In the options, "Logical Chance" has 2 options for the same thing, likely causing some issues.
In future releases, I plan to add options to show or hide the widget and adjust its position and size. I will also consider using alternative graphics.I love the new widget icon things, but can I suggest maybe using another icon for =< #2 because it's very hard to see the number in that white skull, so if maybe you can use like color dots around it instead or something on the skull. Those graphics look awesome but saying for ease of use it's hard to see.
FG already has a NEUTRAL faction. Wouldn't that be enough to solve this issue? AGGRO also has the "Valid Target: Any Friendly" option, which prevents neutral actors from being selected as targets. Finally, you can assign the "NOTHREAT" effect to an actor, and it will be ignored as a potential target.Can we have an option for FACTION = NONE to not display any info and not target anything? The main reason is a lot of the times things that are faction none are likely objects that don't need to target anything.Last edited by Alanrockid; June 22nd, 2026 at 03:54.
"A saint does what is right. A leader does what is necessary."
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June 22nd, 2026, 04:00 #92
Ok this makes a lot of sense and I will do more testing with that info in mind.
I can just apply a "NOTHREAT" effect on creatures, thank you, but that wasn't what I was saying. FACTION: NONE is triggering threat messages when it's their turn.
There are 4 factions in FG. Foe, Friend, Neutral, and None.
I feel like none and neutral shouldn't process threat messages, or give us the option to not process them with them.-MrDDT
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June 22nd, 2026, 04:04 #93
I wouldn't worry about the Faction NONE thing, I can simply use an effect, "independent; Nothreat"
-MrDDT
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June 22nd, 2026, 04:32 #94
I understand now. I thought you were saying that actors with the Neutral or None faction were being considered valid targets. That should be easy to implement, so I’ll work on it next week.
Feel free to report any other issues you encounter by then, so I can include them all in a single update."A saint does what is right. A leader does what is necessary."
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June 22nd, 2026, 06:55 #95
I also would be interested to hear what GM settings worked for you in your game that felt like it worked well.
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Yesterday, 16:05 #96
AGGRO v1.5.0
This release introduces a new feature and refinements to the UI.
New Feature
- Users can now configure which factions are eligible to roll for AGGRO.
UI Refinements
- Threat values now have their own configuration window to avoid cluttering the Fantasy Grounds Options menu.
- The AGGRO token widget can now be set to always on, always off, or shown only when hovering over a token.
- The widget position and size can be chosen by the user.
Bug Fixes
- Discreet mode for the host was behaving like Verbose mode. FIXED.

"A saint does what is right. A leader does what is necessary."
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Today, 08:11 #97
Amazing work, thank you.
-MrDDT
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