NPC combat goes live in multiplayer and other key fixes
Big multiplayer milestone today: NPC combat is now fully operational in multiplayer sessions. Previously, a data format mismatch was silently preventing NPCs from accessing their unique attacks, spells, and abilities during combat encounters. This meant that while players could duke it out just fine, NPCs were essentially showing up to the fight unarmed — not exactly the thrilling encounter a DM wants to run.
After tracking down the root cause, we resolved the formatting inconsistency and all NPC multiplayer combat cards now successfully fetch their unique attacks, special abilities, spells, and the appropriate dice rolls and stat modifiers.
Player spell casting restored
On the player side, we also squashed a bug that was preventing players from casting spells during combat. Spell selection, targeting, and resolution are all back online and functioning as intended.
Long rests, short rests, and HP persistence
We've added long rest and short rest functionality to characters, giving players the ability to recover hit points and resources between encounters. HP also now persists between multiplayer sessions, so your character's state carries over from one session to the next.