After some quick testing of 1.0.9, it seems to be a lot more stable, and behaving as expected. A few points: Delay double-ticks duration. A token have all its conditions "tick" when activated, decreasing duration of your typical condition. If the token then delay its turn, its conditions will "tick" again on the same turn. Currently, the workaround I see is to reapply it with the correct duration. However, this seems a bit to much considering how often (my players at least) players will delay. I suggest, if possible, that delaying will reverse "tick" all conditions once. This still leaves the cases where a condition reach a duration of zero, and as such is removed from the token. As this is much rare, having to add it again is a fair workaround, but of-course even better would be that conditions at duration zero, is only removed when the token passes its turn. Please consider adding this as an option. When delaying, the initiative is not adjusted. Earlier, I suggested this be done automatically, but I have now come to the conclusion that manually editing initiative in the Turn Order window works fine. However, if you would add a dialog box when pressing delay, asking for the tokens new initiative, it would be nice... but not required. In the older version of CombatTracker (0.2.7) and StatusInfo (0.3.11), there was a command called !ct show, that would give information on the selected token like this: Pressing the "Eye" would show the description of the condition, while the "Bin" would remove it. This was a great way of checking what an Icon on the token meant, if a player (or GM) was in doubt. I very much hope that you plan to re-implement this feature. An improvement to this, would be the ability to change the remaining duration of the condition on that token, and to edit the description for that token only. Having individual descriptions for each token, would allow us to indicate just how much bleed damage a character suffers each turn, or something similar. Please keep up the good work, and thank you so much for improving upon this script. PS: I have tested this in both a fresh campaign, as well as the one you (still) have access to. And it works fine in both.