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-   -   Bug Reports - Version 2.12 (http://forums.wolflair.com/showthread.php?t=21468)

Canis May 24th, 2012 05:09 PM

When adding a specialisation, Exotic Ranged Weapon and Exotic Melee Weapon are listed in the dropdown as options yet these skills cannot be further specialised.

Also, is there a way of excluding skills still inside unbroken skill groups from the list of possible skills to specialise?

Thirdly, HL will allow advancing a skill above 6 without the Aptitude quality.

When adding a specialisation as an advancement, selecting 'other specialisation' doesn't generate a custom field text box like when you select that same option during creation mode.

Lastly, the harpoon gun is missing. It's in Arsenal with the other underwater gear, yet it's missing. However you can buy the harpoon ammo for it.

Mathias May 25th, 2012 10:06 AM

Quote:

Originally Posted by Canis (Post 83607)
When adding a specialisation, Exotic Ranged Weapon and Exotic Melee Weapon are listed in the dropdown as options yet these skills cannot be further specialised.

Also, is there a way of excluding skills still inside unbroken skill groups from the list of possible skills to specialise?

Thirdly, HL will allow advancing a skill above 6 without the Aptitude quality.

Could you please clarify these reports? I created a new character, added Exotic Melee Weapon, and there's no specialty button. It will only let me take that skill to 6, and when I add a skill group, none of the individual skills show a specialty button.

Mathias May 25th, 2012 10:09 AM

Quote:

Originally Posted by Canis (Post 83607)
When adding a specialisation as an advancement, selecting 'other specialisation' doesn't generate a custom field text box like when you select that same option during creation mode.

Added to the to-do list, thanks for the report.

Mathias May 25th, 2012 10:12 AM

Quote:

Originally Posted by Canis (Post 83607)
Lastly, the harpoon gun is missing. It's in Arsenal with the other underwater gear, yet it's missing. However you can buy the harpoon ammo for it.

The Aquadyne Shark-XS Harpoon Gun is in HL. You'll find it with the crossbows on the "Melee & Other Weapons" table.

Canis May 25th, 2012 01:57 PM

Quote:

Originally Posted by Mathias (Post 83679)
Could you please clarify these reports? I created a new character, added Exotic Melee Weapon, and there's no specialty button. It will only let me take that skill to 6, and when I add a skill group, none of the individual skills show a specialty button.

Apologies, I should have mentioned this is all in Advancement mode.

Canis May 25th, 2012 02:08 PM

Quote:

Originally Posted by Mathias (Post 83681)
The Aquadyne Shark-XS Harpoon Gun is in HL. You'll find it with the crossbows on the "Melee & Other Weapons" table.

Ah, that explains why I couldn't find it.

trayburn May 27th, 2012 03:42 PM

Power Focus and Summoning Foci
 
Greetings,

I think I've found a bug in Hero Lab for Shadowrun in how it's handling Power Foci. Per Shadowrun 4th Anniversary page 199 : "Regardless of the number of foci a magician may possess, only one focus may add its Force to any single dice pool."

But it appears that Power Foci are being added even when a higher specific foci, for instance Summoning Foci, are being added. I've checked all over for exclusions to this rule for Power Foci and have yet to find one. Help?

Tim

mcoyote May 30th, 2012 06:23 PM

Couple of strange items, some suggestions
 
Hi there,

New to the forums, been using HL for a little while now, for both Pathfinder and Shadowrun. A great product, having lots of fun using it.

With respect to the Shadowrun game system, I'm noticing two oddities that may be bugs.

First:

* Add a weapon to your hero, then add some suitable ammo to that weapon, setting its subtype appropriately (e.g., assault rifle)
* Now give this loaded weapon to a vehicle owned by the hero, with the option of vehicles as separate heroes

In my case, this causes validation failures and, upon investigation, the ammo subtype appears to be gone, even though the ammo is still in the weapon, and although the ammo may be edited from the weapon's details view a subtype may no longer be set.

Second:

* Add armor to your hero
* Give this armor to a vehicle owned by the hero, with the option of vehicles as separate heroes

In my case, an error box appears indicating a circular reference ("A inside of B, where B is inside of A", or some such). Moving anything else in this way works fine, only armor seems to cause a problem.

I also have a few, additional curiosities:

* Will there be a drop-down list of knowledge skills built in at some point, or will they remain manual entry?
* Ditto for condition flags (e.g., partial cover, prone, stunned, called shot, perhaps visibility?), automatically integrated into attack/defense dice pool computations?
* Would it be possible to have a selected firing pattern for automatic weapons (e.g., short burst, narrow) settable in the weapon's entry in the weapons tab? This would make it possible for the attack dice pools listed in the dashboard tooltips (which I find very useful) to always be applicable to the current setting.
* Blue sky here -- were one to have the condition flags and firing pattern selection, it seems likely the tactical console could be enhanced to enable (close to) one-click attacks from one hero to another. To ensure completeness, such an option could offer a little "attack" dialog box allowing last-minute overrides of the dice pool mods, ec.

Mathias May 31st, 2012 09:17 AM

Bug Reports - Version 2.12
 
(a bug reports thread for the 5/31/12 release)


Unfortunately, there are still some sections of the Shadowrun files we haven't completed yet. These are all coming as soon as we can get them accomplished. There's no need to repeat these items as bug reports.
  1. Combat
    • Apply wound modifiers to the appropriate tests.
  2. Magic
    • Astral Attributes, Perception, Projection and Combat (currently incomplete)
  3. Matrix & Technomancers
    • AR vs. VR vs. Hot-Sim VR (currently incomplete)
    • Active/Passive/Hidden mode
  4. Vehicles & Drones
    • Rigging & Jumping In (including full handling for cyborgs)
  5. NPCs & Critters
    • Grunt/Lieutenant NPC Mechanics
    • Group/Professional Rating
  6. Miscellaneous
    • Track what senses a character currently has active, and report that to the user in a single list. This will be a list of special senses that's shown when you move your mouse over the Perception dicepool at the top of the screen.
    • For the Condition Monitors on the In-Play tab, replace the numbers with boxes
    • Apply various "All Actions", "All Physical Actions", "All Matrix Actions" etc. bonuses/penalties, including wound penalties
    • Modify Contacts so that they can't be altered on the Social tab during Advancement mode, but are instead changed on the Advancement tab, to preserve a record of how your relationship with that contact changed.
  7. Runner's Companion
    • The Alternative Character Creation Chapter.
    • The AI and Free Spirit sections of the Advanced Character Concepts chapter.

_Pax_ May 31st, 2012 09:51 AM

Typographical Error
Settings Summary - "Programs Use Attribut Ratings"
... parenthetical note reads "Rkill Rating", should be "Skill Rating"


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