Every user-visible change to the site lands here on the day it ships. If an item you built earlier is affected by a fix, downloading it again picks up the current behavior.
Aug 24, 2026 UTC
Custom weapon skills now survive republishing through the BG3 Toolkit
Weapons with a custom attack (like an energy shot) could lose that attack in-game after being opened and republished in the BG3 Toolkit, because the Toolkit renamed the skill on export and broke the link that grants it. Generated skills now use the same naming convention the Toolkit expects, so a Toolkit round-trip no longer breaks them.
Mods with custom spells now open correctly in the BG3 Toolkit stats editor
Spell categories (Projectile, Shout, Target, Zone, and the rest of that family) were being written to the wrong folder in the BG3 Toolkit project, so the Toolkit's stats editor showed an empty, unusable page for them. They now land in the folder the Toolkit editor actually reads for spells.
Aug 23, 2026 UTC
Body armor no longer shows up as Clothing
Generated body armor now carries BG3's real material name (Ring Mail, Plate, Leather, and so on) instead of an internal weight-class label, so it shows up in-game as armor, not Clothing. Mods that go on to the BG3 Toolkit also get a small compatibility fix: a cleared description field no longer breaks the Toolkit's Projectile category view.
Aug 22, 2026 UTC
A publish-to-mod.io button, and a guide to go with it
Every mod page now tells you plainly whether that build can publish to mod.io through the BG3 Toolkit, with a link to a new step-by-step guide covering requirements, the exact Import/Publish steps, and what to do when you update a mod later. Mods with progression content aren't eligible yet; the page says so honestly instead of guessing.
Every mod pak is now a BG3 Toolkit project too
The pak you download now doubles as an official BG3 Toolkit project: import it in the Toolkit, reopen, and your weapon and treasure data appears in the Stats Editor ready to publish to mod.io. Same file, same install steps as before; the Toolkit files ride along quietly until you need them. A guide page for the publish flow is coming next.
Mod descriptions now come from your item
A mod downloaded from an item's page now carries the item's own description instead of a generic placeholder line. That text is what BG3's mod manager and mod.io show for your mod, so it reads like your item, not like paperwork.
Aug 20, 2026 UTC
Front page polish and Forge Bot gets its name
The front page demo now animates for everyone, the copy got a human rewrite, and the bring-your-own-AI flow is called Forge Bot everywhere: the menu, the front page, and the Forge Bot page itself. Logged-in visitors now land on their dashboard instead of the marketing page, and the Forge Bot page joined the sitemap so search engines can find it.
Keyboard and screen reader basics
Every page now starts with a skip-to-content link for keyboard users, keyboard focus shows a clear high-contrast ring on every interactive element, and icon-only buttons (pagination arrows, view toggles, star, filter chips, the create button) announce proper names to screen readers.
Progression spell picker shows every spell, sorted by level
The spell list in the progression wizard was silently cut off partway into level 3, hiding most level-3 spells. The picker now lists every eligible spell and groups them under Cantrips and per-level headers with a total count.
A new front page
The landing page got rebuilt around a live demo: watch four real weapon prompts get forged into item cards, flip any card over to see the actual recipe JSON, and read a plain-spoken walkthrough of both ways to build, the chatbot route and the wizard. It also says out loud what the site does not do yet.
Name limits now count characters, not bytes
Item and mod name length limits treated accented and non-Latin characters as two or three characters each, so names with accents, CJK, or emoji hit the cap early in the wizards. All length checks now count actual characters, matching the profile forms.
One bright theme for everyone
The dark mode toggle is gone. The site now ships a single high-contrast light theme, which fixes the scattered places where dark mode rendered washed-out or mismatched colors.
Wizards stopped hiding database problems
When the item wizards can't reach reference data, they now show a real error instead of pretending the catalog is empty or a spell list is still loading. Item names and review summaries also stopped falling back to internal spell IDs: weapon 'Unlocks' lines show real spell names, and a progression item is never silently named after its spell's internal ID.
Mod downloads keep their real names
Downloads from the mod builder page now keep their proper filename when it contains special characters, instead of falling back to a generic name. The progression builder page already did this right; the two pages now match.
Progression sigils get their real spell icons
Spell-grant items from the progression builder now use each spell's actual in-game icon instead of a broken question mark. Builds also stopped papering over missing data: a mod that would have shipped placeholder icons, wrong rarities, or items obtainable nowhere now fails with a clear error instead of downloading broken.
Aug 19, 2026 UTC
Meet Forge Bot
The bring-your-own-AI weapon designer now has a spot in the top menu: Forge Bot. Copy the interview prompt into any AI chat, design a weapon together, and paste the finished recipe back to import it. You can read the whole flow without an account; importing asks you to log in.
Download items straight from the quick-view drawer
The item quick-view drawer now has a Download button that builds a fresh .pak from the item's current data, matching what the mod drawer already offered.
Deleting an item is always recoverable now
Deleting an item from the quick-view drawer used to destroy it permanently, while the same button on the item's page sent it to your library's Deleted Items. Every item delete now goes to Deleted Items, where you can restore it. Mods can now also be deleted from their own page, and that one really is permanent, as the confirmation says.
Missing links restored
Progression items were the only item type without an Edit button on their page; it works now. And when you view your own published item on Explore, there is a link back to your editable version, matching what mods already did.
Mod version history is back
A mod's page again lists every version you have generated, newest first, each with its own download button, plus a comparison view showing what was added, removed, or changed between any two versions. Public mod pages show the same list for public versions.
Downloading an old version now gives you that version
Downloading an older version of a mod used to rebuild it from your items' current stats, so the pak matched today's items instead of the version you picked. Old-version downloads now rebuild from the snapshot stored with that version, and re-downloads no longer add duplicate entries to the version list.
Items link to their build history
Every item page now links to a history page listing each mod build that included the item, newest first, so you can trace when and where an item shipped.
Aug 17, 2026 UTC
Armor AC ability now works in game
Custom armor with an AC ability (like Dexterity on medium armor) wrote that field under a name the game does not recognize, so the ability modifier never applied to your armor class. The generated file now uses the name the game expects. If you built armor with an AC ability, download it again to pick up the fix.
Failed searches now say so
When a search in the effect builder hit a server error, the results panel kept showing its idle text, so a failure looked exactly like "no results". Any search or page fragment that fails to load now shows a visible error message telling you to try again.
Aug 9, 2026 UTC
Spell search in the effect builder now works
The spell search box in the effect builder answered every query with a "coming soon" message. It now searches the real spell list, so typing a name brings back actual spells you can attach to an effect.
Weapon damage dice is now a picker
The weapon damage dice field was free text, so a typo like 2x6 sailed through and shipped a weapon with broken damage. The field is now a dropdown offering only dice the game supports.
Aug 8, 2026 UTC
Returning weapons
A new Returning option on the weapon Properties step makes a thrown weapon fly back to your hand after you throw it, using the same mechanism as the game's own returning weapons. Look for it next to Light and Thrown.
74 unique-item passives added to the picker
The passive picker only knew the game's generic magic-item passives; effects from named unique items, like Impulse Blast from the Intransigent Warhammer, were never in the catalog. 74 of those passives are now available to put on your own gear.
Apostrophe-named spells work in the progression builder
Picking a spell with an apostrophe in its name, such as Hunter's Mark or Melf's Acid Arrow, silently failed to register the selection in the progression builder. All twelve affected spells now select correctly.
Weapon properties no longer vanish on edit
Editing a weapon whose type information could not be resolved silently dropped its built-in properties, such as Versatile, from the result. Stored properties are now preserved when the type is unknown.
Footer matches the page theme
The site footer rendered as a full-width white slab that ignored the page background. It now sits on the same themed surface as the rest of the page with its content centered, in both light and dark mode.
Aug 6, 2026 UTC
About, contact, and legal pages
The site now has real About, Contact, Privacy Policy, and Terms of Service pages, all linked from a footer that appears on every page.
See exactly which build you are on
The footer now carries a build stamp with the deployed version and build time. If you are waiting on a fix, the stamp tells you whether it has landed yet.
Placeholder passives removed from the picker
Two passives in the picker displayed as "%%% Empty", a leftover placeholder string from the game files. They are gone.
Energy shot descriptions show the right element
An energy shot weapon's description listed its base damage as piercing even though every part of the shot deals the chosen element. The description now shows the element for both damage lines, matching what already happened in game.
Readable version diffs in dark mode
The change history on item pages was hard to read in dark mode. Diff colors now work in both themes.
Effect builder works better with screen readers
Labels in the effect builder are now attached to their controls, and the quick-pick buttons show a visible focus ring when you tab through them.
Jul 13, 2026 UTC
Movement speed effects now work in game
An item's movement speed bonus used to show up in the tooltip but do nothing when equipped. The effect now uses the game's real movement resource, so your character actually moves farther.
Jul 12, 2026 UTC
Damage dice checked before the last step
Entering damage dice the game does not support (such as 1d3) used to fail with a server error at the final Create step. The weapon wizard now flags bad dice right on the damage field.
Jul 11, 2026 UTC
Progression page controls fixed
On the progression builder, the leveling speed options now highlight when you pick one, and the dropdowns open where they should. Both work in light and dark mode.
Jul 9, 2026 UTC
Around 200 missing equipment passives recovered
The passive picker was missing a large set of equipment passives, including the whole Infernal Weapon line. Those passives are now available, and passives that share a display name show enough detail to tell apart.
Descriptions no longer show raw [1] placeholders
Passive and spell descriptions used to show literal [1] and [2] markers where the game substitutes real values. Descriptions now show the actual numbers.
Weapon actions and immunities granted by items now work
Weapon actions picked from the spell list and status immunities generated fine but did nothing in game. They are now emitted the way vanilla items do it, so they take effect when the item is equipped. The quick-pick list was also audited against game data to remove a wrong spell ID.
Clothing goes in the camp clothes slot
Generated clothing went into the armor slot and pushed off your equipped armor. Body and foot clothing now use the camp clothes slots, and existing items pick up the fix the next time you download them.
Jul 8, 2026 UTC
Energy shots for ranged weapons
Ranged weapons can now grant energy shots: added attacks that fire a straight beam of elemental damage using your bow's real draw animation. Pick a look from the catalog (radiant, fire, force, and more) and add as many shots to a weapon as you want.