Senior Member
Join Date: Sep 2017
Posts: 602
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I just doubled checked all the backgrounds and they're working fine for me. Are you picking Quandrix for the feat in the In-Play tab? If not, it defaults to Lorehold and its cantrips (just because that's first alphabetically). "Quandrix Initiate" will be highlighted red in the background screen and reporting an error that you don't have the right thing selected. Check that and let me know if it's still broken for you.
Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! |
#961 |
Junior Member
Join Date: Sep 2014
Posts: 17
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#962 |
Junior Member
Join Date: Mar 2017
Posts: 2
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I cant seem to get a new infusion to show up in the list for selecting known infusions for artificer. While not proficient at most of this stuff, my usual method of take an existing one and backwards engineering it doesnt seem to be working. Clearly im missing something, is there something besides "Special Ability Category -> Artificer Infusions" checked that tells it to add it to the list of possible known infusions? Any help is appreciated.
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#963 |
Junior Member
Join Date: Mar 2017
Posts: 2
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Disregard my previous attempt to post, I found out that I was reverse engineering an outdated version of the ability. While I generally dont have issues reverse engineering abilities by finding similar abilities, I find myself really confused here and out of my depth. Essentially, I am trying to replace the artificer infusions enhance armor and enhance weapon to keep in line with my campaign to maintain bounded accuracy as best as I can. I dont know scripts, its all plugging different things in until it works for me usually.
Im replacing the AC bump from defense with a damage reduction. I dont need it to change anything on the actual character but I cant seem to get it to be selectable when trying to apply them to a set of armor. The scripts left over from copying the regular enhance defense dont seem to be working to even apply the regular bonus. The enhance weapon I wanted to go a different route by instead of applying a +1/+2 bonus to a weapon to increase its damage die by 1/2 sizes when selected. I realize that this can be achieved by applying adjustments for a more simple, practical execution. I am still running into the same issue of not being able to select the weapons in the applied infusions tab without applying +1 bonuses to them. Any assistance is appreciated, if im just too far in over my head that I can make the artificer in my group (my wife) deal with these things out of HL, but Id like to know how its done if possible. (the wiki on github seems like learning mandarin to me) |
#964 |
Senior Member
Join Date: Sep 2017
Posts: 602
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Quote:
Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! |
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#965 |
Senior Member
Join Date: Sep 2017
Posts: 602
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Multiverse of Madness
To update y'all, I've got Mordenkainen Presents: Monsters of the Multiverse feature complete. It'll be there, in all it's glory, in the next release, 3.5. Items Progress I'm currently working on some items, going roughly backwards in chronological release. Strixhaven is good to go. Fizban's is mosty good*. Witchlight is halfway done. *Ah, Fizban's. So the items that are NOT done are the Hoard items. Each one has a minimum of three drop-downs needed: quirk, level (Slumbering through Ascendant), and damage type (of the dragon). Some, like the Dragon Vessel and Dragon-Touched Focus, need 4 drop downs. Three is ugly and pretty much impossible to make pretty; 4 is out of the question. So I'm noodling some more complicated solutions. Right now, I'm thinking something along the lines of the Artifact Properties tab, where you can select your properties and link them back to the item that provided them. It's going to get uglier when you have more than 1 Hoard item on your character, but still properly functional. All of this is to say...I'm not sure I'm going to get the Hoard Items into the next release. I may swing back to them after I wrap up the Witchlight stuff. The Next Next Release (3.6) Looking forward, the next WotC release is Call of the Netherdeep, which is set in Exandria (Critical Role's setting). I realized that since we also don't have the Explorer's Guide to Wildemount (also set in Exandria) items and monsters programmed yet, this is probably the right time to tackle them. So I'm setting my sights on completing all 1st-party Exandria content in the patch after next. As usual, there will likely be some extra stuff from other sources, new adjustments, quality of life improvements, etc., but that's where the focus will be. Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! |
#966 |
Senior Member
Join Date: Mar 2010
Posts: 184
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I'd offer to help but I lack the need resources (the source material lol)
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#967 |
Senior Member
Join Date: Sep 2017
Posts: 602
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So...I got the Hoard Items done. If you want a full preview of the next update, which I may push soon, go ahead and check out the pending changes notes.
Some highlights: MAJOR STUFF
MINOR FUN GOODIES
THE FIXES
Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! Last edited by Fenris447; February 21st, 2022 at 07:14 PM. |
#968 |
Senior Member
Join Date: Sep 2017
Posts: 602
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Release 3.5 is live!
V3.5 - Behold, My (Multiversal) Stuff! - February 24, 2022 MAJOR ADDITIONS
MINOR ADDITIONS, ENHANCEMENTS, & CHANGES
BUGS & CORRECTIONS
NEW KNOWN ISSUES
Found an issue with or have a suggestion for the 5e Community Pack? Please post it here at our GitHub. Feel free to stop by the Lone Wolf Development Subreddit, for discussion of any and all LWD products and community efforts! Last edited by Fenris447; February 24th, 2022 at 02:45 PM. |
#969 |
Senior Member
Join Date: Dec 2011
Posts: 100
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Not sure if this is a bug, or I'm just missing something, but it seems that the skill selection from the Prodigy feat is pervasive. Once a skill is selected in the "Proficiencies" tab, the skill is on the character. It cannot be deleted in the proficiencies tab, and even if you delete the feat, the character still shows as being proficient with the skills that had been selected.
Is there some way around this, or do I need to go back and recreate the character? |
#970 |
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