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Thanks for the feedback! I think my original plan was to have it work like haste, but it resulted in some odd parity issues with tabletop, especially with other tandem actions at later levels, so I had to implement it more faithfully.
I could possibly look into adding a setting that makes you immediately use it at the start of your turn though, and setup the tandem icons to have a cross overlay or something when set to their disable modes?
Ah, neat! Thank you for the quick response and thank you again for this wonderful mod!
Ok, so it looks like the first bug was caused by Tendril strike technically being a ranged strike. This was pretty easy to replicate thanks to all the details you gave!
I'll have to keep an eye out for the bracer one though. The eidolon doesn't seem to have the item qEffect, but there might be some oddly specific circumstance where it somehow gets transferred?
Huh, I've never seen anyone report any of those before :o
Thanks for the report, I'll look into it and hopefully have a fix out soon!
It does have a few weird interactions trying to fit into the base game code, though:
-I used act together on my summoner, casting a manipulate spell (electric arc), and then having my summon make a Tendril Strike (Trip) action. The summon's action triggered an Attack of Opportunity from an enemy adjacent to it. I guess the manipulate trait from the summoner (not in range) somehow was carried over to the summon (in range)?
-Also, I have had an attack targeted at the summon bring up the reaction text box from the summoner's Bracers of Missile Deflection, but choosing to use the reaction has no effect as the attack is targeting the summons AC, not the summoner.
Sadly due to licencing issues and my personal proximity to the base game, I can't create mods based on ORC content :C
I might be able to get someone else in the community to make a separate mod that uses mine as a dependency to add it though?
Also, thanks for pointing out that a new Swarm Eidolon just dropped :o I was wondering if they were gonna add one, but nobody with a pre-release copy of the book seemed to have mentioned it :o
That mod is unfortunately mostly for testing purposes, so that modders can get their classes and ancestries ready for new expansions before the official level cap is raised for a major update.
It'd be a lot of work to add feats and subclass features for levels 10-20 when there's no level 8+ content currently available to use it in.
Most of the class does however function for level 20 in terms of proficiency scaling - and I could possibly look into implementing some of the higher level ASIs and weapon specialisation increases for the eidolon just to future proof things.