I'll check that thread out, and see if they can test with no extensions. Thanks!
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Edited: moved here while I was posting. :D My bad!
A couple bugs. I just picked up Volo's Guide due to the sale and have two issues. If I use the Orc race from Volo's, but not the Orc from Eberon) it throws a log error but continues. It might be due to a recent change removing the intelligence penalty.
And if I select Triton from Volo's guide as a race in the character wizard, it has no ability score modifiers while it should have three.
None are huge deals but I thought I would mention them.
!
The error for the Orc seems to actually be caused by the skill choice (which also changed recently) rather than anything to do with the ability scores. For the Triton, the wording used doesn't even work with drag and drop so I'll need to change that. Not sure why it is worded the way it is since I'm fairly sure that wording would never have worked.
I was curious if this was tracked down? I thought it might have been due to the previous update. I played with it a good month or so ago and build a Forge Cleric. However, when I want back to play with it again today I see it is not there. It seems to have disappeared in the last two updates at least I believe. It still works if you manually create your Character from scratch. You can still add them manually after you create a Character using the wizard of course. But starts defeating the purpose then.
Noticed that the Cleric I made using the Wizard, did not get proficient in their Wisdom or Charisma Saving throw.
When you use the Wizard for applying your spells, it goes by spell slots and not the number of spells you can prepare daily. IE, my character had a WIS of 18 (+4) at level 4 after an ASI boost... A cleric knows the amount of spells of Wis Mod + Level. It doesn't inform the player they CAN choose extra spells. The Wizard will allow it, but give a nice "-1" in your spell slots.
They should work in the test branch. I tested again just to be sure and I got the Saving Throw Proficiencies on the output character.
Yes, the fix is in, I just made all three and the specialization window came up for all of them, again this is in the test branch. Are you using live or do you see this in Test?
Yep, thanks for the find, I'll get that fixed.
On the FG launch screen is a settings button. Depending upon FGC/FGU their is then an option for "Channel". It will default to "Live" and that is where you want to run your games from. But for testing you can change it to "Test" and then run an update. Be aware in FGU anything you do in Test will not normally be accessible in Live (i.e. it makes copies of your campaign data). In FGC you should use a test campaign, just in case Test changes something detrimental to your campaign.