Senior Member
Join Date: Jul 2015
Posts: 216
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I searched and couldn't find anything, so I apologize in advance if I missed it. In PF2, how does one account for ammunition (arrows, bolts, etc) usage? In SF it's easy, but this appears to be completely missing from PF2. This is a big in game usage issue with HLO.
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#1 |
Senior Member
Join Date: Jul 2008
Posts: 1,321
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Since using ammo destroys it, I've just been "selling for 0" expended ammo between turns.
Currently Running: Pathfinder Second Edition Currently Playing: Pathfinder First Edition, Star Trek Adventures Former HL Games: D&D 4e & 5e, Mutants & Masterminds 2E & 3E, Savage Worlds |
#2 |
Senior Member
Lone Wolf Staff
Join Date: Apr 2013
Posts: 691
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We realize this is a little clunky and are hoping to improve this in the near future.
As far as it being easier in SF vs PF2, I'm not sure what you're referring to, as both games use similar ammo interfaces. On the Play tab, in the Equipment section, on the weapon in question, an icon appears (bullets in SF, bow and arrow in PF2). Clicking this should give you access to the ammo contained within the weapon. Perhaps your arrows are not slotted into the bow? |
#3 |
Senior Member
Join Date: Jan 2013
Location: Rochester, MN
Posts: 1,517
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When I click on the bow and arrow icon, it shows whatever ammo is "stored" in the Weapon but the + and - icons don't do anything and typing in the box reverts to 0. The same happens with the stack icon next to the ammunition's separate entry in the Equipment list. Doing these things works in Starfinder. I reported it as a bug. (Initially I thought it was just a demo limitation.)
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#4 |
Senior Member
Lone Wolf Staff
Join Date: Apr 2013
Posts: 691
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@Parody thanks for the report, I'm definitely seeing that on my end too now. Curious that it's broken in one game and not the other (as I said, they use the same UI code), so I suspect a data problem. I'll get the DFA's attention on this.
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#5 |
Senior Member
Lone Wolf Staff
Join Date: Apr 2013
Posts: 691
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We think we have a handle on this one now. I believe it was working correctly at one point, but was broken in an optimization pass that we did a little while ago. We're testing a fix now, and hopefully if it works as expected, this will be in an update very soon (unsure if it would make it in for tomorrow or not).
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#6 |
Senior Member
Join Date: Jul 2015
Posts: 216
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Thanks Joe. I try to be accurate with my bug reporting, so I was pretty sure when I said it worked in one and not in the other I was onto something. I too figured it was the same or extremely similar code and was confused why it didn't work the same.
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#7 |
Junior Member
Join Date: Apr 2020
Posts: 3
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Has this been implemented? I'm unclear on how to "apply" the used ammo. Do we have to split it off the stack and go into the inventory screen and sell it for 0?
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#8 |
Senior Member
Join Date: Jan 2015
Posts: 160
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Ammunition to a character adds a tracker with which to track the used/remaining ammo. It doesn't actually remove it from the character, that must be done manually, but it allows for the tracking of how much remains.
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#9 |
Junior Member
Join Date: Apr 2020
Posts: 3
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OK. Thanks.
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#10 |
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