Currently experiencing a bug where I cannot create the Helm of Awareness infusion as I must first choose an item to be infused, but then I get the text: "There are no items that match the requirements for infusion."
Additionally the Armorer's Thunder Gauntlets and Lightning Launcher do not appear to exist for weapon infusions, despite existing in the actions tab for attack actions. (Might this require an additional item like the Revenant Double Bladed Scimitar to differentiate between having the Feat or not?)
There's a few big issues with Armorer and DNDB. None of the Devs really seem to care because it's UA.
You'll run into the same problem at level 9 when trying to do the "Armor Modifications". Since there's no non-magical "helmet" or "bracers" item in the game (and we still can't homebrew non-magic items...), there's no way to have those pieces of the armor take infusions on the character sheet.
Not sure about the Gauntlets or Launcher though, I thought that they were considered magical and couldn't take infusions?
Side question for you: I don't (even though power armor says I do), so my walk speed is getting dropped down 10ft, are you experiencing the same problem?
I can't help but feel that the other infusions you can just choose to make without needing prerequisite resources in Beyond mean that it's just a checkbox on the Devs profile when generating the infusion that might of been overlooked. For example a check box option for either "prerequisite item" or "no requirements" and they've just checked that there's a requirement and tagged "helmet" in it which obviously doesn't exist when it searches the database for a helmet. An example of what does work would be Ring of Protection, you obviously need a ring to infuse, but Beyond doesn't recognize that you require one to create the infusion.
I reviewed the Gauntlets and Launcher again just to be sure, the text count as a simple melee weapon and counts as a simple ranged weapon are used for their descriptions which should mean that they can be infused.
I didn't notice the walking speed reduction as I built a max STR Orc in Guardian Armor (disgustingly resilient guy with 8 and 6 attunements btw), so I duplicated and turned that into a DEX Goblin Infiltrator Armor and re-attuned infusions. Turns out you're right, it's not recognizing that the armor you wear is void of STR requirements and so you lose 10ft speed.
ADDITIONALLY I noticed two further problems. When you remove the armor, the game still treats you as wearing the infiltrator armor as your movement is still increased by 5ft when not wearing any armor at all. Additionally, there is another issue if you infuse armor with the Enhanced Defense infusion which you can definitely do in this instance otherwise the level 9 feature Armor Modifications text would be useless. "You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature." The bonus doesn't recognise that you're past level 10 and so the bonus is only "Level 1" in accordance with their system which means the modifier which should be +2 is only a +1. I checked and it's the same thing with the Enhanced Weapon infusion. I'm unsure if this is due to the programming of the Armorer subclass but I've only seen this happen on this subclass.
Overall it's a real shame since I think a lot of this could be fixed with just an attentive eye and an understanding how how the Beyond database calls on options it offers the players. This subclass may be a touch overloaded but I do like that it brings a uniqueness to the table that can enhance a characters story. Would love to see it fleshed out and working on Beyond.
The bonus doesn't recognise that you're past level 10 and so the bonus is only "Level 1" in accordance with their system which means the modifier which should be +2 is only a +1. I checked and it's the same thing with the Enhanced Weapon infusion.
This is NOT just an issue with the Armorer subclass, as my Artificer is a Battle Smith and I'm dealing with this too... How is this bug even possible? Shouldn't they just be pulling your class level? It's annoying that I have to add a custom +1 bonus to my AC and my attack/damage rolls for my enhanced weapon. Seems like such a simple fix...SMH.
Currently experiencing a bug where I cannot create the Helm of Awareness infusion as I must first choose an item to be infused, but then I get the text: "There are no items that match the requirements for infusion."
Additionally the Armorer's Thunder Gauntlets and Lightning Launcher do not appear to exist for weapon infusions, despite existing in the actions tab for attack actions. (Might this require an additional item like the Revenant Double Bladed Scimitar to differentiate between having the Feat or not?)
There's a few big issues with Armorer and DNDB. None of the Devs really seem to care because it's UA.
You'll run into the same problem at level 9 when trying to do the "Armor Modifications". Since there's no non-magical "helmet" or "bracers" item in the game (and we still can't homebrew non-magic items...), there's no way to have those pieces of the armor take infusions on the character sheet.
Not sure about the Gauntlets or Launcher though, I thought that they were considered magical and couldn't take infusions?
Side question for you: I don't (even though power armor says I do), so my walk speed is getting dropped down 10ft, are you experiencing the same problem?
I can't help but feel that the other infusions you can just choose to make without needing prerequisite resources in Beyond mean that it's just a checkbox on the Devs profile when generating the infusion that might of been overlooked. For example a check box option for either "prerequisite item" or "no requirements" and they've just checked that there's a requirement and tagged "helmet" in it which obviously doesn't exist when it searches the database for a helmet. An example of what does work would be Ring of Protection, you obviously need a ring to infuse, but Beyond doesn't recognize that you require one to create the infusion.
I reviewed the Gauntlets and Launcher again just to be sure, the text count as a simple melee weapon and counts as a simple ranged weapon are used for their descriptions which should mean that they can be infused.
I didn't notice the walking speed reduction as I built a max STR Orc in Guardian Armor (disgustingly resilient guy with 8 and 6 attunements btw), so I duplicated and turned that into a DEX Goblin Infiltrator Armor and re-attuned infusions. Turns out you're right, it's not recognizing that the armor you wear is void of STR requirements and so you lose 10ft speed.
ADDITIONALLY I noticed two further problems. When you remove the armor, the game still treats you as wearing the infiltrator armor as your movement is still increased by 5ft when not wearing any armor at all. Additionally, there is another issue if you infuse armor with the Enhanced Defense infusion which you can definitely do in this instance otherwise the level 9 feature Armor Modifications text would be useless. "You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature." The bonus doesn't recognise that you're past level 10 and so the bonus is only "Level 1" in accordance with their system which means the modifier which should be +2 is only a +1. I checked and it's the same thing with the Enhanced Weapon infusion. I'm unsure if this is due to the programming of the Armorer subclass but I've only seen this happen on this subclass.
Overall it's a real shame since I think a lot of this could be fixed with just an attentive eye and an understanding how how the Beyond database calls on options it offers the players. This subclass may be a touch overloaded but I do like that it brings a uniqueness to the table that can enhance a characters story. Would love to see it fleshed out and working on Beyond.
This is NOT just an issue with the Armorer subclass, as my Artificer is a Battle Smith and I'm dealing with this too... How is this bug even possible? Shouldn't they just be pulling your class level? It's annoying that I have to add a custom +1 bonus to my AC and my attack/damage rolls for my enhanced weapon. Seems like such a simple fix...SMH.