Switching the pinned version needed a /reload before the key did anything different. Until then the key fired whichever version you had just switched away from, and on some switches it cast nothing at all. A sequence with no modifier variants was never affected, and that's the reason: only the variant path swaps the buttons out instead of refreshing them, and only the refresh re-pointed your keybinds and your action bars at the new ones. Both paths do that now. Reported by Munnky on an Unholy Death Knight.
GRIP-EMS v2.4.17
Released September 16, 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
2A sequence imported from someone whose talents you do not have can carry a spell your client knows nothing about. The step is uncastable, the button lights up, nothing fires, and the repair panel tells you the spell is not learned. The pass counted a step like that as fine, set the flag that says it has run, and never looked again. It now counts that step as left behind and leaves the flag unset, so it tries again at every login until the step can be resolved. A character that already spent its one attempt on an earlier build gets a fresh one. Reported through GauPanda for three affected players, and named on the original thread by itmeTeemo.
Grab it
Release notes written by Sataana and reproduced here with his permission.