As someone else mentioned, the day 14 bow still glows red/blue for me. Perhaps it would be better to switch it to a warrior with a melee facing a gawker with a gem/gems you can't curse? That way, the puzzle still makes sense, and you can keep testing to see why enchanted weapons aren't turning white/yellow by enchanting the swapped character? You could probably also keep the bow on them as well in the event the error is with bows specifically.
By the way, have you EVER gotten a yellow glow on a weapon? The white-clad thief typically has a yellow glow dagger, and the milking Warrior has had a yellow glow mace once, before switching to blue glow the next day.
That might help me track down if it’s a random thing or it just isn’t working at all ever for some people. I have not yet replicated the issue on my system.
Nope, I was actually curious about that. It felt like they should have had white/yellow weapons in retrospect, but I never got a single one throughout the entire playthrough. I can confirm they work, considering they appear in the custom character editor though. I would also like to note I'm playing on the browser version through Microsoft Edge, so maybe that's somehow messing with the spawn of the glow
I’ve updated the code and added a delay between the magic aura “clearing” whenever a new adventurer is loaded, and the magic aura getting set to “holy”. Hopefully it’s a speed thing. It’s the only thing I can think of why it would affect story mode but not sandbox.
You’re under no obligation to give me your time, but could you please fire up day 14 again and see if the holy glow is on the bow now?
Thank you so much for testing it! and SUPER thank you for including the console log! I put in debug specifically for this. this proves that the issue isn’t “nonmagical” interrupting “holy”. they are distinctly activating one after another.
It means that for some reason, the magic aura simply isn’t changing….. The fact that it works in sandbox mode but not story mode is a real head-scratcher. I’ve been unable to replicate it on my own system. This might take a while to get to the bottom of. Thank you again for your help.
No problem, however, I decided to do even more testing after I realized that I was wrong about my initial assumption that sandbox works properly. I'll post the images below, but it seems that only "Fire", "Evil", and "Non-magical" work properly.
Non-magical
Fire (oscillates red and blue)
Evil (oscillates red and purple)
Holy (appears as it does in other testing, a red that changes to a variety of color)
Icey
Rainbow, which despite the name, is pure white
Splat, which just seems to be a slightly brighter Non-magical
And finally Acid, which is pure red.
Actually, NONE of those are working! The colors aren’t updating. Only the glow intensity.
Okay. Swung the BIG hammer this time. No more color loading, no more gradient making. I’ve baked the styles of glow directly into the shader, and it just toggles which one it uses.
Third time’s the charm. I’ve updated the browser version. Could you please check if the glow is working one more time?

If that's not a yellow/white glow, then I need to fix my monitor! Only downside is it seem the fix took out the console logs for the weapon effects, but that's something not as vital. And yes, I checked the other effects in custom game, and they seem to work just fine. (Fire is a red/yellow, Evil is a dark red/purple/grey, Holy is a white/yellow, Ice is a light blue/white, Rainbow is a violent rainbow glow, Splat has a red/yellow/pink that doesn't move, and Acid is a yellow/green)
HUZZAH! I took the glow console logs because I had a strong feeling my shotgun fix resolved it. We already knew the shader could show the default glow; it just wasn’t updating the color, which I populated via convoluted means that worked for my system but not for others’. So I made the shader store MULTIPLE defaults and just toggle which one it would use.
Thank you for all your help! This would have been five times as hellish to get to the bottom of without you.