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  1. #101
    I don't know if this is the right place for this or if it is already known, but here goes.
    If you drag the attack die/action for a ranged weapon like a Longbow to the shortcut bar and use the shortcut bar to roll for your attack with said weapon it doesn't add checkmarks to the ammo counter like it would if you rolled directly from the sheet.
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  2. #102
    LordEntrails's Avatar
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    Quote Originally Posted by Lilly Fireblade View Post
    I don't know if this is the right place for this or if it is already known, but here goes.
    If you drag the attack die/action for a ranged weapon like a Longbow to the shortcut bar and use the shortcut bar to roll for your attack with said weapon it doesn't add checkmarks to the ammo counter like it would if you rolled directly from the sheet.
    Correct, the hotbar makes copies of actions that are local to the hotbar. So this means it does not have access to the ammo count. It also means if you change the weapon attack on your character sheet (or skill roll, or anything you added to the hotbar) FG will not update the action you made on the hotbar.

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  3. #103
    Quote Originally Posted by FSHSchmo View Post
    Thank you for catching this, I'll check it out this evening. Any certain class or all of them?
    All of them.

  4. #104
    Quote Originally Posted by LordEntrails View Post
    Correct, the hotbar makes copies of actions that are local to the hotbar. So this means it does not have access to the ammo count. It also means if you change the weapon attack on your character sheet (or skill roll, or anything you added to the hotbar) FG will not update the action you made on the hotbar.
    So it is an engine limitation then?
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  5. #105
    Zacchaeus's Avatar
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    Quote Originally Posted by Lilly Fireblade View Post
    So it is an engine limitation then?
    In that the hotbar is just a string which does something and doesn't link back to the full functionality.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  6. #106
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    Quote Originally Posted by Lilly Fireblade View Post
    So it is an engine limitation then?
    Yea, pretty much. But not a technology limitation. It was an architecture decision. There are pro's and con's to either approach. Couldn't tell you what those are though

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  7. #107
    Quote Originally Posted by FSHSchmo View Post
    Thank you for catching this, I'll check it out this evening. Any certain class or all of them?
    Got this fixed and it should go out with the next update.
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  8. #108
    Quote Originally Posted by FSHSchmo View Post
    Got this fixed and it should go out with the next update.
    Rock on! I did also notice quite a few typos scattered about. I'll try to make a compiled list over the weekend.

  9. #109
    Dungeons & Dragons: Unearthed Arcana from the FG store does not appear to include the full Artificer class. It has an older version (granted, just a couple months older) from Unearthed Arcana: The Artificer Revisited (2/28/2019) that does not include the full four subclass options as in Unearthed Arcana: The Artificer Returns (5/14/2019). Assuming WOTC made any changes, it may also be missing any updates to the wording introduced in that slightly newer release. It's also labeled as "The Artificer" in the FG class list instead of just "Artificer". We don't go around calling all the other classes "The Druid" and "The Wizard" now do we? I could see a case made for "The Bard" though...

    Edit 1: The newer one has some spell list changes. It adds multiple spells from Xanathar's to the Artificer list at all six spell levels (including cantrips). It adds PHB spells Faerie Fire and Feather fall to the 1st level list. It removes PHB spell Shield of Faith from the 1st level list. No other changes to spell list.

    Edit 2: the Artificer Specialist feature now includes four choices: Alchemist, Archivist, Artillerist, and Battle Smith, italics for new ones. No other core class features were changed.

    Edit 3: slight wording change to the Artificer Specialists header, just before the actual specialists are listed. Alchemist is completely unchanged. Artillerist is completely unchanged. Archivist and Battle Smith are both completely new.

    Edit 4: new Artificer Infusions added: Enhanced Wand, Repeating Shot, Repulsion Shield. No other infusions changed, including the entire Replicate Magic Item list. The new spell Arcane Weapon was not changed.

    Edit 5 (final): The text for the Optional Rule: Multiclassing sidebar changed slightly in the Spell Slots section. Instead of half level rounded down, as normal for multiclass spell slot calculations with half casters (Paladin and Ranger), the new version says to round up. Artificers do have the same 4 3 3 3 2 spell slots for 1st through 5th level spells, but they get cantrips while Paladins and Rangers do not. The round up may account for the cantrips, and it's confirmed as a thing on the main site for the UA pdf.
    Last edited by Caelen; June 22nd, 2019 at 03:28.
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  10. #110
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    The version of the UA in the store has all the updates including the one released on 14th May. https://www.fantasygrounds.com/forum...-May-21st-2019
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

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