aristalis |
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Two things about kineticists: They don't get composite blast until they get expanded element. It's an "and" requirement, not an or. They also don't get the level 1 utility until level 2, level 2 until class level 4.. etc. Definitely looking forward to whatever you put in next, and when I get paid next week I'll send some $ your way! Maybe a strawpoll here to see what people want in next would be great.
Faelyn |
Hey TG, found another bug for you to check into... I *think* the source is the Sacred Tattoo half-Orc racial trait. I was trying to edit my half-Orc kineticist with that trait and the site kept giving me the "Whoops something went wrong error." So I thought perhaps something happened and when I attempted to remake him I suddenly got the message immediately after I selected Sacred Tattoo again...
Also, I second the request for expanded kineticist! :)
Tabletop Giant |
Hey TG, found another bug for you to check into... I *think* the source is the Sacred Tattoo half-Orc racial trait. I was trying to edit my half-Orc kineticist with that trait and the site kept giving me the "Whoops something went wrong error." So I thought perhaps something happened and when I attempted to remake him I suddenly got the message immediately after I selected Sacred Tattoo again...
Also, I second the request for expanded kineticist! :)
Got it - the error was being thrown anytime the character model had a luck bonus - which the Sacred Tattoo grants. I cleared it up and your half-orc is now free of the terrible bonds of the 9th level Whoops spell. :)
The kineticist appears to be very popular! What I'm humoring putting together is some sort of polling system where folks can rank which classes they'd like first and that can help to establish the implementation order. Might use an external site - depends which is easiest and still efficient.
!
Faelyn |
Also found another glitch... Heirloom Weapon trait is causing a data table error. I think it's the area that allows to to specify the weapon, because I can select the additional options such as +2 bonus to combat maneuvers, but when you go to th section to select the weapon it just Thinks and Thinks.
Tabletop Giant |
As much as I'd like to see some of the advanced classes implemented, I'd suggest sticking with the core rulebook classes first. That would get it up and running fully for Core mode, which might help build a user base.
Completely agree; plus, it lays out the design pattern for all the classes that follow. After core classes are done we'll go by user enthusiasm (again, kineticists are looking good for the next choice so far).
Another small issue. The button/textbox to add a profession doesn't seem to actually do anything. I've tried it several times. It pops-up a wait box for a few seconds, but nothing about the character changes.
Found the bug and was able to hotfix it - should work now :)
Also found another glitch... Heirloom Weapon trait is causing a data table error. I think it's the area that allows to to specify the weapon, because I can select the additional options such as +2 bonus to combat maneuvers, but when you go to th section to select the weapon it just Thinks and Thinks.
Also was able to hotfix!
I'm showing no armor proficiency on a Weapon Master fighter.
I would love to know how it got into that state! I created a Weapon Master to test, and he ended up fine. Somehow all of your bonus feats were purged; if you hit that state again, try to recall the last changes you'd made and let me know.
For the moment though - I was able to directly attribute the proficiency feats to the character. Looks like they took; if for some reason they do not show on the character sheet, clear the cache (just make a change, any change) and they should appear as appropriate.
As far as current status - I'm pretty deep into restructuring Racial Traits so as to use the new design. I'm past what I would call the 'hard part' (where I have to think) and am entering the phase of just work work work. This changes are pretty deep - requiring db schema updates - so it's taking a bit of time (though, not *that* much longer).
After those racial traits are redesigned and they're stable, the Cleric will be next :)
Tabletop Giant |
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The racial traits redo is done! The UI and design of racial traits is now in line with the rest of the system; any feats gained from a racial trait will now be chosen and configured on the 'Feats' tab along with all other feats.
With this release two new races are also available - Androids and Catfolk.
Some bug fixes next, and then on to Clerics!
GinoA |
claudekennilol wrote:I know some of the details but they're not mine to tell. He's doing good last we talked. But life happened and he found himself with much less time to work on TTG.Understood, claude! Give him my best wishes please and hopefully all turns around to start for the better soon.
Hear, hear!