Every import on that build stored its spells as the raw {spell:186289} form the transport uses instead of as spell names. The sequence showed up in your list, the keybind lit up, and nothing was cast. Deleting it and importing it again gave you the same result, because the import itself was writing the damage. What kept it hidden is that each damaged copy was stamped as already being in your language: the repair panel read that stamp and reported the sequence clean, and the check that runs when you log in read the same stamp and passed over it every time. Imports store spell names again. A sequence already damaged on your character is now listed in the repair panel as an error with a Fix button, and the login check repairs it whether or not an earlier repair had cleared its stored spell tags, so anything you imported on v2.4.14 fixes itself the next time you log in. Reported by GauPanda for three players who were all holding damaged sequences, and Lionkolla ran the test that pinned it to the build.
GRIP-EMS v2.4.15
Released September 10, 2026. 2 entries in the author's notes.
Every entry
The author's own words, complete. Long sections are sorted into areas by LazyGrip.
Fixed
2The repair rebuilt each sequence as it finished with it, so where two damaged sequences were linked, the first could be rebuilt from the second before the second had been repaired and came back holding the broken text again. That took a second login to settle. Every sequence is repaired first and rebuilt afterwards now, so one pass is enough whichever order they come up in. The message EMS prints afterwards no longer says a locale change was detected on a client whose language never changed; a repair to untranslated spell text says what it was.
Grab it
Release notes written by Sataana and reproduced here with his permission.