I call it a tweak, but in fact it was a bug fix for the NPC Spell Monitor. It was just two lines of code, but it is enough of an improvement on how the component works that I wanted to show it to you. My other reason for this post is to encourage you to take a look at the Monitor if you have not already played around with it.
The NPC Spell Monitor is one of those components where you can choose how much or how little you want to interact with it. You can simply turn it on and get some value out of it immediately, or you can really dig in and mine encounter scripts similar to some of the things you can do with ACT, but in a more lightweight and direct way.
The bug fix comes from Darq Side member Callistus, who employs the monitor's various features to analyze encounter scripts. One of those is the Preset Spells list which alerts you and your party when certain known NPC spells are cast in battle. Callistus noted that preconfigured spells were not obeying alert settings when they went into Slot #6, a.k.a. the "overflow" slot.
The overflow slot is essentially a catch-all area that salvages encounter spells in excess of the first five. Rather than simply ignoring the extra spells, Slot 6 picks them all up and displays them as they are cast. But alert sounds and chat announcements were not synchronizing with preset overflow spells, which is what we corrected with today's update.
The how-to video makes this more clear, and I hope you'll check it out. Thanks to Callistus for reporting, testing and feedbacking this update.