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Bug Reports - Version 7.1

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This was a titanic struggle, with great heroes and villains clashing beneath a blood-red sky, but at the end the bug lay, broken and despairing, at the feet of the heroes.
Someone is getting a little loopy again. Or you just having too much fun at your job. :) :D

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Another Opportunity Found: Macros
Anyways I found another issue/bug buts its not Pathfinder related but #value[] macro related.

If you use #value[xShadow] and xShadow is not present on the hero then no error is given. If you use #value2[xShadow] you get all the error messages about picks and not present and the sky falls and I grow old and a kitten in the world dies.

Do you want Kittens to die Aaron? Do you? :eek:
cute-kitten.jpg
So can we get whatever protection code is in #value[] to be in the #value2[] macro also?
 
The +1/2 effective character level Favored Bonus that Aasimar Oracles can select does not appear to be properly applying to the Channel ability. At 2nd level, if the character has selected the "+1/2 to 1 Revelation (Oracle" Favored Bonus at both levels and has selected the "Oracle Channel Positive Energy" customization to that favored bonus should have a 2d6 channel as if a 3rd level Cleric. Also, at the 3rd level of Oracle, if you've selected "+1/2 to 1 Revelation (Oracle" for at least two levels then you should have a save DC equivalent to a 4th level Cleric, instead of that of a 3rd level Cleric.

I've played around with this and it definitely appears to be broken. After looking around for a while I can't find anyone talking or complaining about this which tells me either I'm missing something, or no one has tried playing an Aasimar Oracle with this particular combination of Mystery, Revelation, and Favored Bonus Customization.
 
As an Bard Archaeologist it seems I can't select either the Ninja Trick rogue talent, nor do the ninja tricks show up individually. I do have Ultimate combat enabled. It also seems that the 'extra rogue' talent feet is considered invalid, even after fourth level.

Ok, got the extra Rogue Talent feat working with the various archetypes.
 
While flurry of blows is printing out now, it is still not calculating the to hits correctly. If I have a monk 5 / fighter 1, then my BAB for flurry is +6 meaning he should have 2 full BAB attacks and 1 iterative attack. Unfortunately, HL is not displaying the iterative attack.

I don't think that is correct. Your Flurry of Blows doesn't improve to give Improved/Greater TWF until you get to 8th and 15th level, both of those are levels where your BAB, unadjusted by the flurry, grants you an iterative attack.

Also, now that flurry of blows is being looked at again, the Crusader's Flurry feat still needs to be addressed.

Ok, fixed.
 
Broodmaster archetype for the summoner is giving me an error saying I have too many/too large eidolons but I haven't actually selected any. When I do select one, it still shows the error message.

I've corrected this error to not appear before you gain an eidolon at 2nd level, and it was also incorrectly showing when you had less than the maximum number of eidolons (which should be handled by a separate warning message).
 
Herolab doesn't stop you when adding spells to your spell book. There are limits in the rules as to which and how many spells you can add per level and initially. I'd like the software to save me the time of looking those limitations up.

And, when listing Spell School concentrations on the character sheet, it lists opposition schools and concentration, but not what they are!! (Just- Evocation, Divination... and nothing about why they are printed on the sheet).

Herolab doesn't track the contents of a spellbook, although there is afan added spellbook gear item that may help you out. We don't enforce minimum numbers of spells because that would be a lot of extra complexity for something that wouldn't be terribly useful. Think about it, unlike with spontaneous spellcasters who have only the spells they add as they advance in level, spellbook casters can add as many spells as they find and want to scribe into their spellbooks. Most characters are quickly going to exceed the starting spells + 2 gained per level.

I don't fully understand what you mean by the spell school concentrations. Can you clarify?
 
Summoner's Eidolon:

The summoner is 1st Level. In the eidolon evolution selection, Improved Natural Armor is grayed out and says that the Summoner must be 5th level before this evolution can be chosen. This evolution may be picked at 1st, and then again at 5th, 10th, 15th and 20th levels.

Fixed
 
APG/ARG Alternate Racial Trait : Ancentral Arms. Adds the proficiency appropriately, but does not remove the free Skill Focus feat.


A second one just discovered: Tactical Console. If you delay (doesn't seem to happen with ready), when you have that character go later, if the initiative modifier is lower than the next player to go, when the next round starts, the character who delayed goes after the character who's action got interrupted.

If you ready you interrupt and then go immediately before the person who triggered your action on the next round. You can't interrupt someone else's action with a delay, so this is working correctly.
 
Found a problem with Predator's Grace (dFurPredat); this is supposed to return a value of +10 foot Movement when activated at base value, however, as it is written it only infers a +5 foot Movement at base value. It is then supposed to increase by +5 foot per 5 Cleric levels gained. It returns the appropriate bumps as the characters level but it is always missing that additional 5 foot of movement.

Now, I found the problem and a fix for it...
The eval script for it is off by one number; this may not be the cleanest way to fix it but it did work, returning a +10 foot movement at 1st level when activated and increasing by +5 foot per 5 cleric levels.

The original line reads:
field[abValue].value += 10 + round(field[xAllLev].value/5,0,-1) * 5

It should instead read:
field[abValue].value += 10 + round(field[xAllLev].value/5,0,0) * 5

Can't reproduce this, seems to be correctly calculating to me.
 
When I purchase both the celestial plate armor and shield, I get this message:

"Live state of gizmo 'mSpecMagic' is being tested before live state of parent pick 'iCelShield' is resolved"

It appears whenever I add any items after both have been purchased.

Resolved with UE
 
An old report of a problem with the "Dark Adept" feat was fixed, but the tail end of that thread mentioned the "Umbral Scion" feat having the same problem. That appears NOT to have been fixed yet.. instead of listing the separate spell-like abilities granted, the feat just lists itself in the spell-like abilities section of the spells tab.

Original report: is here

Fixed, thanks.
 
I'm getting this same message with the elemental races (ifrit, oread, etc) and it usually kicks in when I choose an alternate racial trait. Once it's there, I can't get rid of it.

I believe this was fixed in a previous release? I can't reproduce it, anyway.
 
Hmm, there seems to be a problem with the underfoot adept archetype for halfling monks.

At monk level 1, it removes the 1st level bonus feat just fine (replaces for underfoot grace), however for the second level of monk, it gives two bonus feats (when Monks only get one).

Either that or there is something in the rules that I'm missing.

prototype00

Can't reproduce this, seems to be working fine according to my tests

Edit: Ah, right almost forgot. The bite damage from the ring of rat fangs is not being calculated properly for creatures larger than medium. It becomes 2d6 for large creatures (should be 1d6) and 4d6 for huge creatures (should be 1d8).

I think this was fixed with UE.

Also, Improved Ki throw isn't actually requiring improved bull rush even though it says so in the description (i.e. it doesn't turn red when I don't have improved bull rush).

Thanks, looks like it had the same feat requirements as Ki Throw, so I corrected both.
 
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