Just came around to play with the new demo. Some things that I noticed:
-Its great that you implemented being able to only swap loadouts once per round but there are still 3 things: You can un-/equip your shield as part of swapping your loadout even though that should cost an action. You can stow/draw two weapons at once even though that should only be possible with the dual wielder feat. And you are not able to use your action to swap your loadout (Theoretically you could swap to your crossbow, shoot, action surge and swap back, I know this is an edge case so I totally understand if you dont implement it). Are these design decisions or did you just miss it?
-I had an encumberence bar which was easily understandable, but It would be nice to be able to hover over it to know what being lightly/heavily encumbered does.
-The spell "Aid" (2nd lvl cleric spell) gives temporary hitpoints in your game, while it should increase max hitpoints instead.This means you should be able to heal them back.
-I was not able to use the "Arcane Recovery" feature of my wizard. When I finished a short rest and clicked the button it used the feature (couldnt use it again) but I wasnt able to choose any slots to recover.
-The tooltip from mage armor is a bit misleading since it says it increases the armor of characters that do not wear armor, while its absolutly possible to increase the armor of someone that already does wear armor (e.g. our rogue with 11+dex goes to 13+dex). It works perfectly, but people who dont know this might think its only for wizards etc.
-Its great that you fixed thunderwave so youre not the middle of it anymore, but the aiming is still a bit off theoretically. I understand it if you want to keep it like this, but at the moment the caster needs to be the center of one of the sides of thunderwave, as far as I know the cube just needs to "originate from the caster" which means they only need to touch one part of the cube, example: C=Caster X=Fields hit by thunderwave
How you do it: XXX
What should be possible as far as I know:
I understand if this is to hard to implement, just wanted to mention it.
-Hold person worked on the spiders, while the tooltip states correctly that it should only work on humanoids
-I cast the light cantrip on the shield of my fighter with my wizard, but when my wizard went unconcious the light on my fighters shield ended. Since light is not a concentration spell, it should last for its full duration no matter what happens to the caster as far as I know.
-When said wizard fell unconcious I tried to stabilize her with a medicine check from my fighter, but wasnt able to do so, I dont know if I didnt see how or if its not implemented but this is definetly an important feature since its the only way for non-healers to save dying characters.
-Characters that were prone (from falling unconcious) automatically stood up when they were concious and their turn started. This is when I noticed that there is no possibility to purpusefully drop prone or not stand up. This might seem like something you dont want to do, but since being prone makes ranged attack rolls against you have disadvantage, there are plenty of possibilities in which a character might want to be/stay prone.
This is everything that I noticed during my latest playthrough. I would love to hear some feedback on which of these things are on purpose, and which ones will or will not get changed :)