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Hey folks!

I’ve been diving deep into the code to ensure everything is running smoothly. I just pushed v2.0.1 for Mortal Needs, addressing those annoying bugs and polishing the overall experience.

What’s New & Fixed:

Settings Persistence: A huge shoutout to EmilitheAP and Alex for flagging this! The module was ignoring per-need settings and strictly following global defaults. That’s fixed, your custom values now actually stick.

Threshold Triggering: Fixed a nasty bug where consequences only kicked in at 100%, regardless of your settings. If you set a trigger for 50%, it will now actually trigger at 50% instead of waiting for the "total meltdown" at max.

Codebase Check: I did a full sweep and squashed several smaller bugs:

Migrated conditions from v1 are no longer silently failing.

Cleaned up UI text (no more "mortal-needs" lowercase eyesores).

The GM "Keep or Remove" dialog for consequences no longer resets your tick counter if you choose to "Keep."

Official Registry: Big news! Mortal Needs is now on the official Foundry package registry. You can install and update it directly from the Foundry UI, no more manual downloads!

A Personal Note on Updates & Support

I want to be 100% honest with you all. Since Mortal Needs is a free module and I have the premium modules to maintain, I sometimes end up prioritizing the premium ones for updates and bugfixes.

However, I realize I need to improve this workflow. You deserve a "Premium Experience" even with my free modules. My goal is to make sure these tools are ALWAYS functional and reliable for your games.

I’ll be keeping a very close eye on Mortal Needs from now on. These were the bugs I managed to find, but if anything else pops up, let me know! I promise to jump on hotfixes as fast as possible to keep your journey through the mortal realm (and its needs) seamless.

Thanks for your monumental patience and for being such a supportive community. Your feedback genuinely helps me grow every single day. ❤️

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Comments

Tony Helferich

Thank you, thank you, thank you! Also, what is this music? I love it!

Paulo Daniel

Is it possible to add a feature for all this flow to happen in a separate window? like with popout?

Wand & Widgets

Do you use popout in your game? Let me see what I can do

Paulo Daniel

Sorry, I replied in the wrong post. It was supposed to put this in session flow. The problem with session flow is that it occupies too much of foundry screen. Currently I created a new GM user and then I use one of the windows to have session flow open and another to have the game itself.