DICE PACKS BUNDLE
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  1. #121
    A few minor ones:

    - Bo Staff has Bulk 2 Hands 3 instead of Bulk 1 Hands 2.
    - Flail is missing?
    - 'L'ight items have no weight, should they be .1?
    - Should weapons have the ability to set the proficiency next to them on the Actions page? I might be missing where the 'Prof' value comes from. (In this case, a Monk with a Bo Staff and Monastic Weapons feat.)

  2. #122
    Trenloe's Avatar
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    Quote Originally Posted by TheMadPhoenix View Post
    Any word on when Half-Orc and Half-Elf benefits will be added?
    Fixed in this weeks release, see this thread - especially the bug tracker link in this thread: https://www.fantasygrounds.com/forum...1b-August-21st

    Quote Originally Posted by TheMadPhoenix View Post
    Or spells?
    No meaningful update at this point.
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  3. #123
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    Quote Originally Posted by ArbiterX View Post
    A few minor ones:

    - Bo Staff has Bulk 2 Hands 3 instead of Bulk 1 Hands 2.
    - Flail is missing?
    - 'L'ight items have no weight, should they be .1?
    - Should weapons have the ability to set the proficiency next to them on the Actions page? I might be missing where the 'Prof' value comes from. (In this case, a Monk with a Bo Staff and Monastic Weapons feat.)
    Thanks for reporting, I’ll check the weapon info when I’m next in front of my dev FG.

    Set weapon proficiency level in the weapon edit window. Click the magnifying glass on the right of the weapon entry on the actions tab.
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  4. #124
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    Quote Originally Posted by ArbiterX View Post
    - Bo Staff has Bulk 2 Hands 3 instead of Bulk 1 Hands 2.
    - Flail is missing?
    Thanks for spotting these, I'll get them updated for the next release. Tracker ID #1.024.

    Quote Originally Posted by ArbiterX View Post
    - 'L'ight items have no weight, should they be .1?
    This is a bug (1.023 in the bug tracker). The weight of 0.1 will be applied to bulk L items once they are opened. A fix is in the pipeline to auto apply this correctly without having to open the item.
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  5. #125
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    [QUOTE=Trenloe;402291]Fixed in this weeks release, see this thread - especially the bug tracker link in this thread: https://www.fantasygrounds.com/forum...1b-August-21st

    I see you've changed the ancestry, thanks. I didn't think you were planning to do any more work on this.

    It still doesn't have the ability to select the two sub-traits. I assume it will not have them at any point since it's still too much work to update. So if you decide to take "intimidating visage" and "low-light vision" for example you still need to add the benefits of these to the sheet yourself.

  6. #126
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    Quote Originally Posted by Ampersandrew View Post
    I see you've changed the ancestry, thanks. I didn't think you were planning to do any more work on this.
    I think there's a misunderstanding here. I never said I would stop doing work on ancestries, especially when fixes are required to correct data, bugs, etc..

    Quote Originally Posted by Ampersandrew View Post
    It still doesn't have the ability to select the two sub-traits. I assume it will not have them at any point since it's still too much work to update. So if you decide to take "intimidating visage" and "low-light vision" for example you still need to add the benefits of these to the sheet yourself.
    This functionality is specifically what I said I wouldn’t do anything on soon. The player is asked to do the change manually by a prompt in the chat window and in the character tracker.
    Last edited by Trenloe; August 23rd, 2018 at 16:24.
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  7. #127
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    Quote Originally Posted by TheMadPhoenix View Post
    Any word on when Half-Orc and Half-Elf benefits will be added?
    Sorry if I misdunerstood your question. The ability to use these ancestries properly has been updated in this week's release. If you’re referring to an automated way to auto add two out of four abilities then this is a manual process - prompted for in the chat window and tracker. Some details in this in the post here: https://www.fantasygrounds.com/forum...l=1#post401242
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  8. #128
    When building an Alchemist, I noticed that he was given expert in fortitude saves and trained in reflex and will saves. He should have expert in reflex saves as well. Thanks!
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  9. #129
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    Quote Originally Posted by Gwydion View Post
    When building an Alchemist, I noticed that he was given expert in fortitude saves and trained in reflex and will saves. He should have expert in reflex saves as well. Thanks!
    Thanks for reporting. Assigned bug ID #1.025 and will be fixed in the next data release.
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  10. #130
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    Quote Originally Posted by Gwaihir Scout View Post
    The change to display current hit points did two things:

    Players no longer see changes to an enemy's status on the combat tracker. It always displays as Healthy. Health dots on the map tokens work fine.

    Going to negative hit points throws up errors. Script Error: [string "scripts/manager_action_damage.lua"]:1530: attempt to concatenate local 'sNewStatus' (a nil value)
    Thanks for reporting - assigned #1.027 and #1.026, respectively. The error can be ignored for now, as it doesn't impact any further code/calculations - however, it does mean that a wound/dead status change is not reported in the chat window when HP goes negative. Both are fixed in the next release - pending any errata changes on death/recovery rolls from Paizo...
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