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oadrian
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Join Date: Aug 2018
Posts: 24

Old August 17th, 2018, 06:01 PM
I can't seem to find a way to satisfy the specialist wizard spell list requirement. I added 11 cantrips with at least one abjuration cantrip. And I added 9 first-level spells with at least one being abjuration. But the app still reports that I need to add more spells, but if I do it reports that I need to remove a spell.
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thaX
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Old August 19th, 2018, 10:50 PM
From what I see, the spellbook has the Arcane bit and the School bonus bit, but the school is adding the same as the regular Arcane section. I added the one spell from the Diviner selection on mine, then chose the rest from the arcane selection, it is seemed to work, except Diviner still wants me to choose the rest of the spells I had already choosen with the arcane selection.

Hope that makes sense.
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nightpanda2810
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Old August 20th, 2018, 04:50 AM
Quote:
Originally Posted by oadrian View Post
I can't seem to find a way to satisfy the specialist wizard spell list requirement. I added 11 cantrips with at least one abjuration cantrip. And I added 9 first-level spells with at least one being abjuration. But the app still reports that I need to add more spells, but if I do it reports that I need to remove a spell.
I believe this is a known bug (be the first one listed in the OP, and a dev reported it a page or 2 back after Wednesday's update.
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thaX
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Old August 20th, 2018, 03:42 PM
After the update, the spellbook on my character is fixed, and I have no errors now. Seems they removed/combined with arcane the specialist schools having a separate entry for the spellbook.

It also has me preparing an extra spell for the cantrips, is that right?

Thanks, LW, for the update.
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ShadowChemosh
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Old August 20th, 2018, 04:36 PM
Quote:
Originally Posted by thaX View Post
It also has me preparing an extra spell for the cantrips, is that right?
Looking at the PDF that seems correct.

From the PDF:
ARCANE SCHOOLS
If you choose to specialize in an arcane school, you gain an extra spell slot for each level of spell you can cast. You can prepare only spells of your chosen arcane school in these extra slots. In addition, you can prepare an extra cantrip of your chosen school.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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nightpanda2810
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Join Date: Jun 2016
Posts: 121

Old August 20th, 2018, 05:37 PM
OP updated.

Cleared out the clutter as well. Decided no need to show the old bugs.

Thanks DEV team for the hard work! Clearly using the industrial strength can of RAID.
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charlieluce
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Join Date: Jul 2008
Posts: 886

Old August 22nd, 2018, 10:45 PM
Alchemy/Alchemist Bugs:

If non-Weapon Alchemy Items are purchased, they are always treated as Equipped. (Reported)

The Alchemist Class has no support for daily preparation of Alchemical Items. This no doubt ties in to not having proper support for Alchemical Formula Books. (Reported)

The Alchemist Class has no support for the Quick Alchemy class feature, no shock I suppose. (Mentioned in the above report)

The Alchemist Class has no support for the Empowered Bombs class feature. (I didn't bother to report this one)

Currently Running: Pathfinder Playtest (Doomsday Dawn)
On Hiatus: Pathfinder (Iron Gods AP)
Currently Playing: Mutants & Masterminds 3E, D&D 4e
Former Games: Savage Worlds, M&M 2E
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ShadowChemosh
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Old August 22nd, 2018, 10:52 PM
Quote:
Originally Posted by charlieluce View Post
If non-Weapon Alchemy Items are purchased, they are always treated as Equipped. (Reported)
As mentioned I can't duplicate this so I doubt LW can either. Need more details.

Quote:
Originally Posted by charlieluce View Post
The Alchemist Class has no support for daily preparation of Alchemical Items. This no doubt ties in to not having proper support for Alchemical Formula Books. (Reported)
What do you want the software to do? Alchemical items are either crafted or purchased. Both of this is supported by the software. What "daily preparation" you are expecting to be done?

Quote:
Originally Posted by charlieluce View Post
The Alchemist Class has no support for the Quick Alchemy class feature, no shock I suppose. (Mentioned in the above report)
Quick Alchemy creates a "real" item on the fly. This is already supported as you would have to add the "real" crafted item to your character. What are you expecting the software to do?

Quote:
Originally Posted by charlieluce View Post
The Alchemist Class has no support for the Empowered Bombs class feature. (I didn't bother to report this one)
This appears to be a opps as it was not finished and no note about it not being implemented added. This is a real bug that should be reported so that it can be fixed.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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charlieluce
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Join Date: Jul 2008
Posts: 886

Old August 23rd, 2018, 12:57 AM
How many times do I need to repeat the qualifier "Non-weapon"? The issue doesn't come up with Bombs.

Currently Running: Pathfinder Playtest (Doomsday Dawn)
On Hiatus: Pathfinder (Iron Gods AP)
Currently Playing: Mutants & Masterminds 3E, D&D 4e
Former Games: Savage Worlds, M&M 2E
charlieluce is offline   #69 Reply With Quote
charlieluce
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Posts: 886

Old August 23rd, 2018, 08:29 AM
The Alchemist class, as it stands, has not been implemented. The fact that you can kludge around this does not change that.

During daily preparation, the Alchemist can make half-batches of any of the items in their formula book, without material cost but at a Resonance cost. These items are "real" but temporary; they lose potency at the end of a day (analogous to how a Wizard prepares spells).

As it stands, there is no distinction in HLO between the temporary alchemical items the character can produce every day and any ones that the character produces by regular crafting, purchases, or finds; since any temporary items not used during the day "go away" and must be replaced (with the same or different items) during the next preparation, this is another cumbersome kludge the players has to find a workaround for.

An Alchemist's formula book should be treated like a Wizard's spellbook, because that's basically what it is. This includes knowing what levels of formulas the character can add to the book, and prompting them to add their free ones when they level up.

Alchemists should have a preparation panel where they select their temporary items for the day, with a persistent +/- counter so that it's both easy to maintain a standard loadout and easy to change it when desired. When the player clicks "Done", the temporary items should be added to the character and the proper amount of Resonance be deducted. The temporary items should be clearly distinguished from permanent items on the character, and they should be removed from the character when "Rest and Prepare" is clicked (which should probably bring up the new day's preparation panel).

As an aside, there really ought to be an easy way to expend Bombs on the Play screen. With the amount of stuff an Alchemist carries it could potentially make a difference in Encumbered status during play.

For Quick Alchemy, since there is no requirement that the item briefly produced be one that the Alchemist currently has as part of daily preparation, craft, purchase, or treasure, it would be nice if the formula book popped up and the item could be selected so that the specifications were there in front of the player (and of course take care of the Resonance deduction); given that those items only last briefly, a pop-up is probably best.

Currently Running: Pathfinder Playtest (Doomsday Dawn)
On Hiatus: Pathfinder (Iron Gods AP)
Currently Playing: Mutants & Masterminds 3E, D&D 4e
Former Games: Savage Worlds, M&M 2E
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