Vek17 / TabletopTweaks-Base

Tabletop Tweaks is a mod that seeks to adjust the cRPG rules to more closely follow the tabletop ruleset. Additionally it adds content missing from the base game.
MIT License
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Nature fang combat style #704

Open Kosha99 opened 7 months ago

Kosha99 commented 7 months ago

Screenshot_1 Is it intended that nature fang archetype don't qualify for combat styles feats on 6 and 10 levels?

GrimLefourbe commented 7 months ago

I don't think it's intended, I believe it's a bug due to the Combat Style Feat prerequisites not being extended in the Nature Fang archetype file (https://github.com/Vek17/TabletopTweaks-Base/blob/master/TabletopTweaks-Base/NewContent/Archetypes/NatureFang.cs), we can see in the file that uncanny dodge has its prerequisites modified to accomodate Nature Fang but the Combat Style feat doesn't.

UncannyDodgeTalent.AddPrerequisite<PrerequisiteArchetypeLevel>(p => {
    p.m_CharacterClass = DruidClass.ToReference<BlueprintCharacterClassReference>();
    p.m_Archetype = NatureFangArcehtype.ToReference<BlueprintArchetypeReference>();
    p.Level = 4;
    p.Group = Prerequisite.GroupType.Any;
});
ImprovedUncannyDodgeTalent.AddPrerequisite<PrerequisiteArchetypeLevel>(p => {
    p.m_CharacterClass = DruidClass.ToReference<BlueprintCharacterClassReference>();
    p.m_Archetype = NatureFangArcehtype.ToReference<BlueprintArchetypeReference>();
    p.Level = 12;
    p.Group = Prerequisite.GroupType.Any;
});

In game we can see both of those talents have "Nature Fang" as an optional prerequisites but the combat style feat don't.