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-   -   Savage Worlds Bug Reports (http://forums.wolflair.com/showthread.php?t=46174)

CapedCrusader October 15th, 2013 07:30 PM

Savage Worlds Bug Reports
 
This will be the new home for any bug reports related to Savage Worlds. It will give me a central place to watch for any outstanding issues and keep you up to date on where I am in getting them fixed. And thank you in advance for finding the broken things so I can get them dealt with! (Take a Benny from petty cash!)

Ron
CapedCrusader


Current Bug List as of 23-Oct-2014:

Version 3.1 includes all latest bug fixes.

Setting Bugs
Deadlands
1. DL Correct Shaman power points allowed - should go to 15
2. DL Issues with Veteran o' the Weird West

I am currently working on a core files update for this, and should have it out in a few days. #15 turned out to be serious enough to warrant an immediate fix without waiting for the Companion work to be done. If you know of a bug not on this list, let me know. I went through the forum and also my own notes here. There are a couple mentioned here in the forum related to Setting files (Deadlands, mostly), and I'll try to get those done as well.

CapedCrusader October 15th, 2013 07:35 PM

I'll even start...

The stats for the molecular knife and sword need to be checked.

zarlor October 15th, 2013 07:40 PM

The Brawny (edgBrawny) edge needs to have a Pre-Req preclude of the Obese (hinObese) Hindrance.

And I think you may want to have this thread stickied.

EDIT: LOL. Yeah, I spoke to soon as it looks like it was stickied right after I posted that. :)

CapedCrusader October 15th, 2013 10:28 PM

As you can see, they are already on it...

Gap October 26th, 2013 09:00 AM

The Adept edge appears to require the Martial Artist edge. My french edition of SaWo deluxe doesn't mention such a requirement. Could anyone check the english deluxe version ? Thanks :)

jbearwillis October 29th, 2013 03:28 PM

Savage Worlds: Deluxe (English) Pg 38-39

Adept

Requirements: Novice, Arcane Background (Miracles),
Faith d8+, Fighting d8+

Adepts are holy warriors who have trained themselves to be living weapons. Some do so to be ultimate warriors; others do it in the service of a cause or deity.

Their unarmed attacks do Str+d4 damage, and they are
always considered armed for purposes of the Unarmed
Defender rule.

In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Adept must have the power to begin with, and this does not allow him to activate more than one power in a round.

If no corrects me, then I do believe it's a bug.

zarlor October 29th, 2013 06:24 PM

I can confirm that it's a bug. The Adept Edge (edgAdept) should not have Martial Artist as a pre-req but the base data file does have it in there.

jbearwillis October 29th, 2013 06:29 PM

I guess you could copy the edge in the editor and take out the pre-req for the martial artist and give it a new Unique ID and save it. At least until a fix comes down the ppeline at any case.

jbearwillis October 29th, 2013 07:01 PM

I made a quick fix to the Adept edge for the Savage World data file. If you want it "Gap", just Private Message me your email. I will send it to you, then all you have to do is download it and double-click it and it will put it in for you. Then after that just check the box in the configure your hero window and you will be good to go. Hope it helps. When a fix comes down the pipeline just delete my file that you downloaded.:)

Does regard this post, the King has spoken - this isn't the post your looking for. Move along, I said move along!!!!!! LOL

CapedCrusader October 29th, 2013 07:15 PM

Stop what you are doing! (Forgive me, "King Arthur" is on, and the Roman land owner just said that...)

Hero Lab is correct as it is.

SWD Errata from Pinnacle:
Page 38 Adept: Change to “Requirements: Novice, Arcane Background (Miracles), Martial Artist, Faith d8+, Fighting d8+” and change the second paragraph to:
“As a free action, an adept can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action.”

http://www.peginc.com/freebies/SWcor...tes_Errata.pdf

jbearwillis October 29th, 2013 07:22 PM

Forgive me Mi'lord. Bows to one knee, I had no idea. Waits for the ok to stand once again. Looking very nervous indeed.

CapedCrusader October 29th, 2013 07:37 PM

Have you ever seen the new version, with Clive Owen? Great scene, it's where Arthur finds Guinevere.

CapedCrusader October 29th, 2013 07:41 PM

and stand up, for crying out loud...

jbearwillis October 29th, 2013 07:45 PM

Yes I have, very awesome movie and just a little role-playing in the forums. LOL

zarlor October 30th, 2013 05:09 AM

We're supposed to actually look at the errata? Next thing you know you'll want us to check the Pinnacle forum for official clarification on stuff, too! ;)

The only reason I didn't check the errata was because... umm .... well, you see... oh wait, my goldfish is calling...

Mindseye November 1st, 2013 08:49 PM

Also the number of points you receive from super Karma should be the same as you would receive via the super power points edge. Currently Super Karma seems to give 5 points regardless of whether it is on Standard, Heavy Hitters or Major Leaguers.

On a likely related note, the Natural Growth option appears to give only 5 points without regard to the power point option setting. If using the Super power point edge manually, the power points scale appropriately.

Also noticed that encumbrance does not seem to be calculated properly for values over d12 when you have the Brawny edge. Under 12 seems to be working fine.

Late Addition: When using attack ranged with a throwing object, it does not display properly in the Attack power summary. Attack ranged seems to assume only shooting skill.

dartnet November 21st, 2013 08:01 PM

EDIT: I broke the system on with a data file I was working on....

dartnet November 21st, 2013 08:02 PM

Found issue fixed issue.

Endtransmission December 12th, 2013 01:27 PM

I'm not sure if this has been reported yet, but there's an easy way to generate an error message within the base Savage Worlds system.

Start a new character (or in fact any character that has no Arcane Background) and go to the Personal tab. Click on Add Permanent Adjustment at the bottom and select the Arcane Powers option and watch the errors start to appear.

I would have expected to not see this option unless the character has the option to actually have powers?

Endtransmission December 17th, 2013 08:07 PM

I've just re-encountered an issue with the core SW data file that would be good to get updated if possible please?

There are a number of Skills in the datafile that only appear as valid options if you have Arcane Backgrounds selected, such as Faith and Weird Science. A while back Zalor pointed me to a thread with a reply from PegInc (http://www.peginc.com/forum/viewtopic.php?t=39287) showing that there shouldn't be this preclude as you can technically have these skills without an Arcane Background.

Any chance we can get the SW data file updated to reflect this statement from PegInc please? Otherwise I need to create copies of core skills in my Data file, which I would rather not do.

Hollis February 5th, 2014 07:16 AM

This was reported via Pathfinder tech support:

"When making a Shaman for Deadlands it does not automatically boost power
points to 15."

wootersl February 6th, 2014 05:38 PM

Super Bug?
 
Um. I'm using Savage Worlds with the Super Companion add on. When I am selecting Hinderances, the "Power Points" is greyed out and says "Arcance Background (Any) required." Shouldn't it say "Arcane"?

SeeleyOne February 6th, 2014 08:41 PM

There is a different edge used called Super Power Points. That is because the settings for the game can change how many Power Points are given per time that you take the edge.

zarlor February 7th, 2014 04:36 AM

I think he means the spelling error in the Power Points pre-req.

Tzurah March 1st, 2014 08:48 PM

The Deadlands Edge Veteran o’ the Weird West incorrectly has Seasoned as a requirement. It can only be taken at character creation (unless you have a really nice GM, and this is Deadlands so that that's unlikely) and it's requirement is Novice.

Plus it's supposed to give you '20 xp' (for four advances, if I understand the rules right) to make you seasoned, but this didn't appear to happen for me. That may be because it wasn't a valid choice, I don't know.

zarlor March 2nd, 2014 03:49 AM

I believe the way it was originally set up like that was to force the player to rank the character to Seasoned (your "free" advances) and then take the Edge. That should be fixed in the next version so it will likely work more like how it is now down in the Hell on Earth and Deadlands Noir files.

wootersl March 3rd, 2014 01:23 PM

Super Powers Bug?
 
1 Attachment(s)
I created a character using the Savage Worlds Super Powers and selected the following powers: Attack, Ranged; Darkvision; Deflection; Energy Control; Invisibility; Teleport. The Attack, Energy Control, Invisibilty and Teleport are all switchable (with Teleport being the base). Everything seems fine until I print out a character. The Energy Control shows under attacks, but doesn't show up under the powers listing. I have attached a PDF and my portfolio for review.

robocoastie March 4th, 2014 05:26 AM

I get an error when starting Savage Worlds which says: "Thing 'wpSSClu' - Bootstrap thing - 'wpWWBayonF' does not exist." It then proceeds in "safemode". Same error comes up when I work on a datafile and click "TestNow!"

Any thoughts? My system: Windows8, plenty of resources.

Rob

zarlor March 5th, 2014 04:36 AM

Quote:

Originally Posted by robocoastie (Post 176900)
I get an error when starting Savage Worlds which says: "Thing 'wpSSClu' - Bootstrap thing - 'wpWWBayonF' does not exist." It then proceeds in "safemode". Same error comes up when I work on a datafile and click "TestNow!"

Any thoughts? My system: Windows8, plenty of resources.

Rob

That's not your system that's the problem or anything, it was an error in the Slipstream file (the SS in the name gives that away) where it accidentally was trying to use an item from the Weird War II file (the WW in the second name). I believe that's fixed in the latest Slipstream file, though. Did you check for updates to make sure you have the latest one? If not the other way to fix it would be to download the Weird War II file.

robocoastie March 5th, 2014 07:37 PM

fixed
 
applying update to Slipstream and WW again fixed it. Thanks!

Rob

CapedCrusader March 8th, 2014 01:57 PM

wootersl - Thanks for sending that. I'm not sure what's going on, but you've given me an excellent example to work from. I'll take a look and thanks!!

DigitalGM March 29th, 2014 03:14 PM

Unarmed re-checks itself after save and re-load
 
I am having the following problem with the Armory tab:

Character has sword and dagger or sword and shield, etc.
Checked boxes to equip the two weapons, unchecked box for "unarmed".
No validation error warnings.
Save portfolio.
Save PDF of Hero.
Re-open portfolio.
Validation error!?
The "unarmed" box is checked again, along with the other two weapons.

The problem was happening before v4.5.
The problem still occurs with v4.5.

Possible factors:
Imported characters from two other people's Hero Lab outputs into my portfolio (they are players and I am GM, and I want copies of all PC's on my laptop.)

I have Fantasy Companion, and at least one of the players did not. This caused slight problems with equipment because of variations between Core Rules and FC, but those were fixed by deleting gear and re-purchasing it.

Anyone else experiencing this? Any solutions? It's not a major problem, but it is frustrating.
I tried to search the forums before posting, but couldn't find anything. Please point me in the right direction if I missed it.

Thanks, Zarlor, for suggesting I move this to the 'bugs' thread.

Quote:

Originally Posted by zarlor (Post 179003)
I can confirm that for some reason when loading a portfolio (at least with no other settings selected) it does, indeed, recheck the Unarmed Strike box. So I'd call it a bug and put it in the Savage Worlds Bug Reports thread.


SeeleyOne March 30th, 2014 03:44 PM

When a user file has one or more "Replaces Thing ID" it creates errors when importing a creature or opponent from the stock files. I think the problem is that it does not look for a "Replaces Thing ID" while the rest of the program normally does.

Unless this could be fixed, the new Game Master Encounter Builder function is completely useless to me.

Colen March 31st, 2014 07:45 AM

Quote:

Originally Posted by SeeleyOne (Post 179158)
When a user file has one or more "Replaces Thing ID" it creates errors when importing a creature or opponent from the stock files. I think the problem is that it does not look for a "Replaces Thing ID" while the rest of the program normally does.

Unless this could be fixed, the new Game Master Encounter Builder function is completely useless to me.

You should be seeing exactly the same behavior as you did when you imported from the "Import Stock Hero" dialog in the previous version of Hero Lab. What exactly are the error messages you're getting?

SeeleyOne March 31st, 2014 04:27 PM

Yeah, I am getting the same naughty behavior. I just kept quiet until now. ;)

The first slew of errors was "Attempt to access non-live pick" for the new version of the added thing, in this case a skill. I like to limit Novice characters to d8 in their skills, so I have the maximum rank increase as the rank increases. However, this required a replacement of the skills. I THINK the error is because it is trying to add the old skill and does not know where the new one is.

The second slew of errors was "Unexpected error occurred when adding pick X to container". Probably for the same reason.

I also have a slightly different version of the Parry trait, basing it off of an Evasion skill instead of Fighting. It will not calculate on imported people.

So, that is why I think that it is having trouble with looking at replaced ids.

Colen April 1st, 2014 07:09 AM

Hmm - that sounds like a data file issue, rather than something specific to the encounter builder. Can you please email me the data files causing the problem, along with a saved portfolio demonstrating it, to colen@wolflair.com ? Thanks.

SeeleyOne April 1st, 2014 08:26 PM

Quote:

Originally Posted by Colen (Post 179328)
Hmm - that sounds like a data file issue, rather than something specific to the encounter builder. Can you please email me the data files causing the problem, along with a saved portfolio demonstrating it, to colen@wolflair.com ? Thanks.

I have figured out the problem, but not how to fix it (at least not automatically).

I have several mods that require a particular mod to be checked (sometimes for indirect reasons). I was about to send the email off, but then I tried something (I checked the source in the Configure Hero). Perhaps the to-do list could have where it adds the default settings to stock imports?

EricaOdd April 22nd, 2014 08:02 PM

I'm not sure if this has been reported yet.

In the Space: 1889 file, the New Power, Power Points, and Rapid Recharge power edges are coming up unavailable even if you have the Weird Science AB.

I think the problem lies in the requirements for those edge being a little to specific! They all call for Arcane Background (Any) before they can be taken, and since the AB isn't called (Any), it's not reading that you have the requisite AB.

zarlor April 23rd, 2014 06:11 AM

Quote:

Originally Posted by EricaOdd (Post 181402)
I'm not sure if this has been reported yet.

In the Space: 1889 file, the New Power, Power Points, and Rapid Recharge power edges are coming up unavailable even if you have the Weird Science AB.

I think the problem lies in the requirements for those edge being a little to specific! They all call for Arcane Background (Any) before they can be taken, and since the AB isn't called (Any), it's not reading that you have the requisite AB.

No, those use the following: hero.tagis[Edge.edgArc?] <> 0, so that edgArc? is just a wild car. As long as the arcane Background in question has a UniqueID that starts with edgArc it thinks it's good to go. However, the UniqueID of the Weird Science edge in the Space 1889 file is "edg89Weird", so Erich will just have to rename the Edge to soething like "edgArc89WS" or the like, is all. Since the data file was done by one of us users rather than LoneWolf directly you may want to send him a PM as well, just in case he isn't checking this thread.

EricaOdd April 23rd, 2014 07:17 AM

Thanks! I've sent him a PM. :)


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