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PF2 HLO Bug List

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.
 
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.
 
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.
 
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.
 
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.
 
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. :)
 
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)
 
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.

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?

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?

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.
 
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.
 
Heightened Spells are showing up in the wrong spell level in the Play tab and in printouts. E.g. if I have Mage Armor memorized at 2nd level, that's important information.
 
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Sturdy shields are also missing from the item list. It seems that weapon and armor that are also magic items before runes are all missing.
 
Heightened Spells are showing up in the wrong spell level in the Play tab and in printouts. E.g. if I have Mage Armor memorized at 2nd level, that's important information.

Known.

Sturdy shields are also missing from the item list. It seems that weapon and armor that are also magic items before runes are all missing.

Many magic items haven't been implemented yet. More have been added past 2 updates they've done.

Cannot add dice as an effect. And overriding dice has no effect.

How do I do this?
 
How do I do this?

Under temporary adjustments (equipment category) there's an option for Override Weapon Damage Dice. If you add that, it has several options. One is for the weapon in question (melee or range AND which weapon). Next you have "Number of Dice" and "Size of Dice"

If you click on the weapon to open it, you *can* see that the numbers have changed, but there is no change to the Play Tab, print-outs or the Dice Roller for that weapon.

Also there is no way to *add* dice without overriding the base dice.
 
Under temporary adjustments (equipment category) there's an option for Override Weapon Damage Dice. If you add that, it has several options. One is for the weapon in question (melee or range AND which weapon). Next you have "Number of Dice" and "Size of Dice"

If you click on the weapon to open it, you *can* see that the numbers have changed, but there is no change to the Play Tab, print-outs or the Dice Roller for that weapon.

Also there is no way to *add* dice without overriding the base dice.

Welp, forgot to try this. It still happening after today's update?
 
Welp, forgot to try this. It still happening after today's update?

This appears to be fixed. You still can't add a number of dice, you have to specify an exact effect.

Being able to specify additional dice would be nice for Potent Crystals, Oil of Potency or the Shillelagh spell.

That or it would be nice to be able to specify the Dice # while leaving the dice size alone. I understand you probably don't want to make the list of effects too large though.
 
As I almost missed this I wanted point out that HLO has a new option that is on by default. If you try and add a specific magic armor or weapon they are initially NOT displayed. You have to uncheck the new "Hide Special Items" at the top of the add weapon/armor window.

Just wanted to point that out. :)

HideSpecial1.jpg
 
Handwraps of mighty fists take up actual hand slots so if you mark them as equipped you can't also mark your fist as equipped or a sword. Additionally Dragon *Kick* from Dragon Stance is listed as taking up a hand
 
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Sent through bug report, but not sure if it went through.

Can only add one temporary adjustment. Adding one removes the "+" option. If you have the adjustment list up and select multiple, you get an error.

Affects both play and adventuring tabs.
 
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