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    posted a message on Obojima: Tales from the Tall Grass - Issues and Support Thread
    Quote from spamandtuna >>
    Quote from luck4you >>

    As for the rogue, you're meant to start with 3 enchantments, but you can only choose 1. You're then meant to gain 2 additional enchantments at certain levels, but you're only able to choose 1 additional enchantment each time.


    Fixed!

     YES! Thanks for sharing, I've been waiting for this one since the beginning! Glad to see it's now been fixed :D

    Posted in: Release Issues & Support
  • 1

    posted a message on Obojima: Tales from the Tall Grass - Issues and Support Thread
    Quote from BlueQuill >>



    Waxwork Rogue has an issue where the corresponding Enchants are less then they should be:
    Level 10 there should 7 options with 3 from Level 3 and 2 from the following corresponding Levels.

    In the image above its currently making all Enchantment levels only give 1 option.

    Corresponding text from the Source book related to this error:

     I mentioned this one before, but hadn't added a screenshot to it. This does make the issue more visible

    Posted in: Release Issues & Support
  • 1

    posted a message on Obojima: Tales from the Tall Grass - Issues and Support Thread
    Quote from spamandtuna >>

    Per the rules, it’s not a choice, though: “You now use the alternate enhancements found below.”

    (Can’t imagine why anyone would choose to forgo the better option anyway. 😅)

     It seems I was partially mistaken 😅. On the sheet with your actions, it shows up with the current changes (e.g. Delicacy going from 1d6 to 1d12 with max 4 active at once, Shielding seal showing max 3 seals at a time).

    However, under the tab of "Features & traits" it sill shows only the original amount (like the 1d6 healing with max 2 active at once, and max 1 shielding seal at once).

    So while it could lead to confusion on that tab (as you need to scroll to "advanced enchantments" click it open and check the enchantments that apply to your build), on the "main screen" when using your actions, it is indeed completely fixed :) 

    Posted in: Release Issues & Support
  • 0

    posted a message on Obojima: Tales from the Tall Grass - Issues and Support Thread
    Quote from spamandtuna >>

    I believe that’s working as expected. All your qualifying Enchantments get enhanced at level 13. You’d only choose an Enchantment at that level if you don’t any that qualify.

    When you reach 13th level, some of your enchantments become more potent. You now use the alternate enchantments features found below. If you have yet to learn any of the following enchantments, you may learn one as part of this feature.

     Before the last bugfix, you were able to select the higher level enchantment at level 13, allowing the player to see the new effect. Right now, it still shows the base level effect instead of changing/being able to change it to the better effect.

    For example, at first you were able to change "delicacy" into its advanced form, being able to see that you're now healing 1d12 instead of 1d6. That's currently been removed, only being able to see a list of enchantments that change at level 13, but only able to see their base level effect from the enchantment itself. 

    In its previous form you could switch it out at level 13 for its advanced version, helping prevent players from having to double check their lvl 13 feature on which enchantments have changed, and in which way, whenever they want to use one.

    While it could be argued that it's not a bug, removing a feature that was previously usable feels like its removal was unintended. Even if it was removed due to not working as well as it could have, it would seem better to improve its function instead of getting rid of it completely. 

    Posted in: Release Issues & Support
  • 0

    posted a message on Obojima: Tales from the Tall Grass - Issues and Support Thread

    New issue:

    For the new rogue subclass, previously you had to select the regular enchantment, and could afterwards select the advanced version (upon reaching level 13). Unfortunately, the advanced version of the enchantment can no longer be selected, regardless of whether you choose the regular version first or not. It just doesn't show up in the available choices. This is the case for both using the save DC for intelligence and charisma. 

    Posted in: Release Issues & Support
  • 2

    posted a message on Obojima: Tales from the Tall Grass - Issues and Support Thread
    Quote from spamandtuna >>

    I have no power to fix anything myself, just to report it to those who do. Those items are indeed already on the list.

     Thanks for sharing when fixes have been rolled out tho! Makes it feel like it matters when issues are reported, instead of making no difference. 

    Posted in: Release Issues & Support
  • 1

    posted a message on Obojima: Tales from the Tall Grass - Issues and Support Thread

    Found another issue with the rogue subclass:

    Some enchantments (like "detonate") seem to be missing when choosing to use "intelligence" for the enchantment save DC.

    The previous issue of having too few enchantments also still remains. 

    Posted in: Release Issues & Support
  • 0

    posted a message on Obojima: Tales from the Tall Grass - Issues and Support Thread

    Quote from spamandtuna >>

    Quote from RedMageNeko >>

    College of Masks only provides a single mask at lvl 3 when the features description states it should be 2.

     

    Quote from luck4you >>

    The bard is meant to start with 2 masks, and gain an additional masks at certain levels.

     

    Quote from Badusua >>

    the college of masks bard dosent have a second mask option for lvl 3!

     

     

    Fixed!

     

     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

     

    Great to hear! Looking forward to the fix for the available enchantments of the Rogue subclass as well :) 

    Posted in: Release Issues & Support
  • 2

    posted a message on Obojima: Tales from the Tall Grass - Issues and Support Thread

    I've noticed that the mask subclass for bard and wick subclass for rogue have a similar bug going on when it comes to the amount of choices.

    The bard is meant to start with 2 masks, and gain an additional masks at certain levels. While the description on the character sheet does mention the correct number of masks, you're always 1 mask behind when it comes to the amount you can choose.

    As for the rogue, you're meant to start with 3 enchantments, but you can only choose 1. You're then meant to gain 2 additional enchantments at certain levels, but you're only able to choose 1 additional enchantment each time. Once again, the text on the character sheet mentions the correct amount of available enchantments, but you're unable to select that amount.

     

    Edit: I also just noticed that the level 17 subclass feature for the wax rogue "Spirit Flame" is added twice. 

    Posted in: Release Issues & Support
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