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Mathias
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Join Date: May 2005
Posts: 13,213

Old August 1st, 2014, 10:05 AM
A new update of the Shadowrun 5th edition files for Hero Lab is now available from the automatic updates mechanism within Hero Lab.

This update adds Run & Gun as a new package. To purchase this, choose "Purchase Data Package" from the License menu. This package is available for $9.99.

There are also several functionality improvements in this update, along with bug fixes.

Here's the complete change list for this update:
New Releases!

  • Content from Run & Gun is now available! You can purchase this by choosing "Purchase Data Package" from the License menu.
Enhancements & Changes

  • Wound penalties are now applied.
  • On the In-Play tab, you can now enter your cumulative recoil. As you fire more shots, the dicepools for the weapons will be recalculated to reflect the recoil penalties (after taking into account that weapon's recoil compensation).
  • On the In-Play tab, you can now enter your total moved this turn, and Hero Lab will calculate the effects on your actions once that total reaches running or sprinting.
  • The Addiction, Allergy and Simsense Vertigo qualities now have an on/off checkbox on the In-Play tab to apply their effects when in withdrawl or when exposed to an allergen, or when using AR/VR, and the Severe and Burnout levels of addiction now apply their penalty to Social skills at all times. The Addiction quality has been split into two separate qualities - Addiction, Physical and Addiction, Psychological. Existing Addictions will default to a Physical addiction. If you want to change this for an existing character, use the Unlock option at the bottom of the Advances tab to return to creation mode, delete that addiction and add the Psychological version, then return to Advancement mode on the Advances tab.
  • The Drawbacks for the Fire-Bringer and Wise Warrior mentor spirits how have an on/off checkbox on the In-Play tab to apply their effects when you've acted against your Totem's restrictions.
  • Added a Crash checkbox for the drugs Jazz and Long Haul.
  • Added a new table to the Adjust tab for Status Effects like Nauseated, Disoriented, or Slowed. These are imposed by poisons, drugs, called shots, and other bad things that can happen to your character.
  • Added the adjustments table and the new status effects table to the Manipulate form that can be launched from within the Tactical Console that allows quick access to the contents of the In-Play tab (and now the contents of the Adjust tab).
  • Incorporated the 7/9/14 errata.
  • Added the BTLs from pg. 413, both as chips on the Gear tab and as downloads on the Matrix tab (or in the programs section of a matrix device).
Bug Fixes

  • Items whose cost is a percentage of their parent's cost (like an internal smartgun system) were adding their cost even as an integral mod.
  • While in advancement mode, when purchasing an item that has modifications, the cost of the modifications was being doubled.
  • Weapons that had integral grenade launchers, when added to a vehicle, could generate error messages about too many weapons being attached to a weapon mount.
  • A 4th edition restriction on the number of active foci had been left in.
  • The Improved Potential adept power was not applying any bonus to the selected limit.
  • A skill that was added at rating 0 was not including the defaulting penalty in its dicepool.
  • Although you can purchase drugs directly on a chem patch, if a drug was a loose piece of gear on the gear tab, it could not be moved into a chem patch.
  • Recoil Compensation was not being displayed on a weapon's printout.
  • The Audio Enhancement mod was not reporting or applying its wireless effects.
  • An error about needing the summoning skill could be reported for summoned spirits that had been added during creation mode.
  • The Cyber-implant specialty of the automatics skill was not applying to the Cyber Machine Pistol and Cyber SMG.
  • The effects of drugs were not being applied to a technomancer's living persona.
  • The Centering focus was subtracting its Force from the Centering metamagic, rather than adding it.
  • If both versions of the gearhead adjustment were added to a vehicle, they would report error messages about only being allowed to turn on one, even if only one was turned on.
  • The Chrysler-Nissan Jackrabbit's speed was incorrect.
  • If the Mystic Armor adept power was added through advancement, then had its rating improved as an advancement, multiple copies of Mystic Armor would be displayed on the Armor tab.
  • A Qi Focus that contains a power that would improve one of the character's existing adept powers would still apply its improvement if the focus was unequipped or not bound.
  • A Qi focus that was improving one of the powers granted by a mentor spirit was calculating its cost without taking the mentor spirit's free power levels into account.
Data File Authoring

  • Added an adjustment tab to the editor. Adjustments are added on the Adjust tab or on the Permanent Adjustments table of the Personal tab.
  • Added a status effects tab to the editor. Status Effects are very similar to adjustments, but all status effects are always present on all characters, on the Adjust tab, while adjustments must be added by the user.
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TheMaskedFerret
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Join Date: Apr 2011
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Posts: 390

Old August 1st, 2014, 11:26 AM
Thank you!
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voydangel
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Join Date: Jun 2014
Location: Seattle
Posts: 30

Old August 1st, 2014, 11:27 AM
Thank you so much for all your hard work Mathias (and everyone else on the team who worked on this)!!!

It always gives me a warm tingly feeling to see bugs I have reported show up on the "fixed bugs" list.
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d20Maverick
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Join Date: Apr 2010
Posts: 83

Old August 1st, 2014, 12:30 PM
This is a great update, thanks guys! And a couple of weeks before GenCon, too, so I can make sure my characters are all legal prior to arriving. Bravo!

What is the 7/9/14 errata that was incorporated? I apparently missed that release, is it posted online somewhere?
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Mathias
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Join Date: May 2005
Posts: 13,213

Old August 1st, 2014, 12:49 PM
The latest errata document we got from Catalyst is dated 7/9/14. Not much changed from 2/9/2014 that affects anything HL tracks. The only thing I remember that's included in that change is that the Chemical Protection armor mod no longer applies to inhaled toxins.
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d20Maverick
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Posts: 83

Old August 1st, 2014, 01:03 PM
Gotcha. Thanks for sharing that!
d20Maverick is offline   #6 Reply With Quote
roal4151
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Join Date: Oct 2013
Location: Quebec
Posts: 6

Old August 2nd, 2014, 08:56 AM
Thanks, Mathias, for all the energy you put in this
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