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-   -   SR 5th ed. Version 2.5 of the Shadowrun 5 files for Hero Lab is now available (http://forums.wolflair.com/showthread.php?t=55980)

Mathias June 6th, 2016 02:59 PM

Version 2.5 of the Shadowrun 5 files for Hero Lab is now available
 
A new update of the Shadowrun 5 files for Hero Lab is now available from the automatic updates mechanism within Hero Lab.

This is a bug fix release. Here's the complete change list:

Enhancements & Changes

  • -
Bug Fixes

  • The rule that vehicles cannot run autosofts at a rating greater than their Pilot rating was incorrectly reporting an error for autosofts running on an RCC.
  • If items (like vehicle mods or weapons) were bought or sold on a vehicle, the change in the total cost for that vehicle was not being updated on the vehicle's master until the portfolio was reloaded, meaning that the karma spent on gear didn't update if that gear was purchased on a vehicle. Apparently, the fix for this in the previous update didn't work in all circumstances.
  • You could not add multiple smuggling compartments or large smuggling compartments to the same cyberlimb.
  • Adding modifications to a drone arm would increase the number of drone mod slots the arm required.
  • The Smartsoft autosoft was not being recognized by smartgun systems on weapons as providing that character with a smartlink.
  • The Shielding modification of the Smuggling Compartment vehicle mod should not have a mod point cost.
  • The Roto-Drone's bonus Body for the purpose of customizations & weapon mounts was not available in the Drone Mods system.
  • Adding an attribute upgrade to a drone whose base value in that attribute is 0 would be reported as an error, but should instead count that attribute as being at 0.5, meaning you can upgrade it to 1.
  • On a drone that doesn't have separate on and off-road handling, the handling upgrade would think the base handling was 0.
  • Skills added by a life module were not listed among the skills you could advance.
  • Using karma to buy off the In Debt quality generated some odd error messages.
  • On a heavy weapon, where weapons of that type always have doubled recoil, the dicepool calculations with recoil included would not always reflect that doubled recoil.
  • Using the "New Adept Power" option on the advances tab to add a power that qualifies for a way discount would not show the discounted cost on the Advances tab, although the total adept power points spent would be correct, and the cost listed on the Magic tab would be correct. Note that Hero Lab cannot currently show the discounted cost of the power when choosing which new power to add, only once the power has been added.
  • When using the New Adept Power advancement, the powers you already know and are powers that you are only allowed to take once were not hidden on the list of powers to choose.
  • The Off-road handling for the Rover Model 2072 was incorrect.
  • When purchasing vehicle modifications in advancement mode, if that modification's cost calculations included costs that depended on the vehicle's attributes, the attribute multipliers could be applied twice.
Data File Authoring

  • Added the Equipment.DiffSpace tag. Normally, if a modification with a capacity cost is added to an item with a capacity cost, the capacity cost of the mods will be added to their parent item. For example, on a vehicle weapon mount, changing the visibility by adding a modification will alter the capacity cost of the weapon mount, or adding a laser sight to a cyber weapon will increase that weapon's capacity cost within its cyberarm. This tag overrides that behavior, and keeps the capacity cost of this item's mods from increasing its own capacity cost. This is used on drone arms, which use the vehicle mod rules, but whose mods use the cyberware modification rules.

Polecat June 6th, 2016 10:31 PM

Excellent, keep 'em coming!

Shaman964 June 7th, 2016 04:40 AM

Thank you so much for fixing the In Debt Issue!

Ech0 June 8th, 2016 10:55 AM

That was prompt delivery. :-) Thanks, guys!


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