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Joe
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Old December 4th, 2019, 09:02 AM
New Content Available
Client Fixes
  • SR6 - Fixes certain items such as clothing, custom container, custom gear, and custom location not displaying a control to enter a custom cost in Creation mode, even though a custom cost is required. In Advancement mode, the normal Buy button for these items is now hidden, since a custom cost is required.
  • SR6 - clothing now displays a cost range above the custom cost control, and the custom cost control defaults to a suggested cost instead of 0
  • SR6 - Fixes the text input field for custom contacts not working
  • PF2 - Fixes an issue with iterative attack dice rolls where the damage value changed depending on the attack iteration. It was showing (and rolling) the wrong damage value for the final iteration.
  • PF2 - Converts the roll attack button to a a "reset" button after the final roll of an iterative attack so that the final damage rolls are still accessible at the proper values
  • PF2 - Weapons with Forceful were not expanding their Damage and Crit to attack column 2 and 3

Game Mechanics
  • SR6 - The Metamagic table was not showing on the Magic tab for initiated characters.
  • SR6 - The Exceptional Attribute quality was allowing attributes beyond just the Mental and Physical attributes.
  • SR6 - Machine Sprites were incorrectly getting the Cracking and Electronics skills instead of Electronics and Engineering.
  • SR6 - The number of Echoes available to select was not shown on the Echoes table on the Resonance tab.
  • PF2 - When ammunition was inside a weapon, the tracker to record shots used was showing a minimum and maximum of 0, instead of the amount of ammunition in that group.
  • PF2 - Handwraps of mighty blows were not allowing talismans to be attached.
  • PF2 - When fast healing was added under added abilities, there was no way to set its value.
  • PF2 - The ranger's Crossbow Ace feat was not providing its +2 circumstance bonus to crossbow damage.
  • PF2 - Comma switching for gear names was not functioning correctly in some cases on the statblock's gear list.
  • SF - The soldier's Nimble Juggernaut ability was incorrectly increasing the maximum Dex bonus armor provided.
  • SF - The Biohacker's Improved Treat Condition had a typo in its pre-requisites.
  • SF - The Shadow Creature summoned monsters had no damage listed for their attacks.
  • SF - Bone blades added to large characters such as a dragonkin were showing as medium weapons.
  • SF - Explosive darts were defaulting to groups of 20, instead of groups of 25.

Last edited by Joe; December 4th, 2019 at 09:05 AM.
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Dragnmoon
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Old December 4th, 2019, 02:03 PM
Still waiting for my often requested ability to track Fame spent in PF2 like we can in Starfinder.
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Dragnmoon
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Old December 4th, 2019, 02:05 PM
Will the GM content for Fall of Plaguestone include the player content?
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uasutton
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Old December 5th, 2019, 06:51 AM
Any time frame on when we will be able to select a second Vangaurd Aspect, or multiple alternate racial traits?
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Joe
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Old December 5th, 2019, 09:52 AM
Quote:
Originally Posted by Dragnmoon View Post
Will the GM content for Fall of Plaguestone include the player content?
I'm told by the datafile guys that the GM content will require you to already have the player content, or to buy them at the same time (I think then it will be set up as a package dependency).
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Dragnmoon
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Old December 6th, 2019, 12:21 PM
Quote:
Originally Posted by Joe View Post
I'm told by the datafile guys that the GM content will require you to already have the player content, or to buy them at the same time (I think then it will be set up as a package dependency).
So different from the HeroLabs Classic where GM Content for AP and Modules included that info.

Will the prices reflect that splitting up of Data?

Edit I would also like to point out the player package for HeroLabs Classic was $9.99 for all AP and Module player items. HeroLabs online at $4.99 per AP part and Module will be significantly more expensive. Not happy about that.

Last edited by Dragnmoon; December 6th, 2019 at 12:23 PM.
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BJ
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Old December 12th, 2019, 12:40 PM
When the idea of player content being negligible was had, the player content in Pathfinder adventures was relatively minimal. We reached a point with Starfinder and PF2 where that wasn't the case and money would be lost trying to cling to the old ways. Adjustments had to be made to ensure enough was being earned to at least cover the cost of the time spent by our data file team.

At the same time, we didn't want to penalize players who wouldn't need the encounter libraries for the adventures so we chose to split the product allowing the players to purchase just the content relevant to them.

Stand-alone adventures are a different creature than APs. Our price for a full AP is still $24.99, we simply split off the player content and charge for it separately to benefit players. When the encounter portion is out, you'll be able to purchase both to have everything you need to run the AP and the total of the two packages will still only be $24.99.

Hope that helps!
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Dragnmoon
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Old December 12th, 2019, 01:39 PM
Quote:
Originally Posted by BJ View Post
When the idea of player content being negligible was had, the player content in Pathfinder adventures was relatively minimal. We reached a point with Starfinder and PF2 where that wasn't the case and money would be lost trying to cling to the old ways. Adjustments had to be made to ensure enough was being earned to at least cover the cost of the time spent by our data file team. !
That might not be the case for every Module, there has only been one so far. Will you adjust the price accordingly for modules that have minimal player content?
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BJ
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Old December 13th, 2019, 08:24 AM
We're told that this is the standard now, but if something changes we will absolutely adjust to account for it.
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