1.6.0 testing
Community Testing Requests:
For those of you interested in helping to QA this branch, I'll put together a list of stuff I think we're most concerned about in a thread.
51 Replies
New Stuff to Test:
Advancements
- Double check that editing advancements works on Class and Subclass Items
- Verify that advancement forwards and backwards works as expected on Character Actors
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Older Stuff I consider a Critical Flow for smoke testing:
Item Usage
- Rolling an Item
- Rolling Attacks
- Rolling Damage
In particular verify that any scale values referenced in such fields work as expected.
Actor Creation and Editing
- NPC, Character, and Vehicle
- Sheets should all still open and modify fields as expected
Item Creation and Editing
- Verify that Class Items and Subclass Items can be created (as well as the other kinds of items from before)
- Double check that existing items are still editable
Token
- Verify that token attributes can be edited correctly, damage applied, effects, etc.
Unknown User•3y ago
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How are you deleting/leveling down? Via the core sheet or via macro?
Unknown User•3y ago
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try something for me:
1. Close and re-open the sheet after adding an advancement
2. (if that doesn't make the confirm thing work), refresh after adding the advancement
Unknown User•3y ago
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curious. ticket time
thanks @max.pat 😉
lmk when ticket made and I'll put milestones and stuff on it
@calego gave LeaguePoints™ to @max.pat (#221 • 2)
Unknown User•3y ago
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I was just going to comment on the Monk as well. I built a custom class, the Pugilist, and was going through the advancement stuff. I was looking at the Monk for inspiration and found two things:
1. the "Unarmed Strike (Monk)" weapon in the "Items (SRD)" should change it's damage to Either fix is fine, adding the
If the scaling value is named
[email protected]
, like MaxPat said to make crits work
2. the "Unarmed Strike (Monk)" weapon should be added to the level 1 features so it's added to a Monk's character sheet
1
to the scaling value or in front of the damage roll (although the latter looks weird)die
, then maybe just d6
is better. The decider could be if any other Monk features use the unarmed strike die for something else (e.g. a feature says to roll 3 unarmed strike dice)
found a few subclass features that ask you to roll multiple Martial Arts die: Breath of the Dragon, Ascendant Aspect, Arms of the Astral SelfThat is why the scale value doesn’t include a dice count by default
I agree that we should include a unarmed strike attack
Unknown User•3y ago
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Huh, they should be able to
Can confirm, the only option I had when clicking the plus sign was Grant Items
🎟️
The benefits of 🎵 tEsTiNg 🎵
I will create one
❤️ you guys for pulling this down and giving it a run through
was going to just ask for Scale Value, but we might want to add Hit Points too since the Draconic Bloodline sorcerer also gets 1 extra HP per level
GitLab
Advancement on a subclass can only grant items (#1487) · Issues · F...
Testing 1.6.x branch and found out that on a subclass, the only advancement you can add is Grant Items. There are a few subclasses that could use Scale...
Too bad race items didn't make it, the Hill Dwarf could get their extra 1hp per level and some spellcasting that comes at later levels could be useful (e.g. Tiefling)
Unknown User•3y ago
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The active effect for bonus rage damage and monk's unarmored movement cannot reference the scale values because active effects in core don't allow
@
formulas in the value fields of scale value
Not sure how useful scale value for a fighter's extra attack is given that that particular number wouldn't actually be used anywhereUnknown User•3y ago
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Are you using DAE?
Unknown User•3y ago
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Hmm, oh, I know why
It's cause it is just adding the
@
formula directly into the roll formula, and then resolving it thereUnknown User•3y ago
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So many plusses
Unknown User•3y ago
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Gotta make sure you add
+
before the active effect in rage 🙂Unknown User•3y ago
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Just glad someone is testing it, been working on this release since October, nice to have fresh eyes 😵💫
Unknown User•3y ago
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@max.pat gave LeaguePoints™ to @arbron (#61 • 32)
can anyone confirm this?
https://gitlab.com/foundrynet/dnd5e/-/issues/1490
GitLab
1.6.0 level up dropdown doesn't always stick (#1490) · Issues · Fou...
Create a character and apply a class item to them. Level that character up to level 5, complete advancement prompts. Observe that the dropdown...
Unknown User•3y ago
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Unknown User•3y ago
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smells like a race condition
Also, have you always been able to add items to actors in locked compendia via drag and drop?
Unknown User•3y ago
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testing in a non dev env
yep, that works. kk not a regression
Unknown User•3y ago
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well you can't edit anything else on an actor in a locked compendium, so I didn't expect to be able to drop new items on them
Unknown User•3y ago
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Ooook, now I can't reproduce the level up dropdown bug.
Is this something developermode is causing???
Unknown User•3y ago
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Should open a ticket for this
Not really, I think maybe there's a vague hope for a more dedicated "spell list" mechanism. Haven't heard anything specific but that's my vague hope at least :)
Unknown User•3y ago
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I don't think we should add spell lists until we have proper support for it, like the ability to ensure the spellcasting ability is appropriate for multi-classing, preparation mode is properly set, players have the ability to easily skip adding spells without having to unclick each one individually, and modules have a way to add spells to the spell list in a proper standardized way
Unknown User•3y ago
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