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Joe
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Join Date: Apr 2013
Posts: 688

Old February 14th, 2018, 11:19 AM
New features
  • Adds a new "ammo management" button to weapons on the Play tab that use ammo. This window will let you change what ammo is currently loaded in that weapon, as well as change the ammo level as you add/expend/recover ammunition. - Note: We plan to add a way to automatically subtract the 'right' amount of ammo for your current weapon (e.g. with Usage = 4) in the future. For now, we display the weapon's max capacity and usage in the same ammo management window, so you can easily subtract the usage amount manually.
  • Adds buttons on the Combat section of the Play tab for Night's Rest (refill all pools), 10-Minute Rest (spend 1 RP to refill Stamina), and Gear Recharge (refill all batteries) - The gear recharge button doesn't currently cost any money, but will have that as an option in the future (see page 234 of the core book)

Changes and improvements
  • Better feedback on the character loading screen as to what step it's currently processing
  • Adds a prompt to reload the page if loading encountered a problem
  • Improves performance throughout the app, and significantly improves initial startup time
  • Adds weapon and armor proficiencies to the Play tab, the Weapons and Armor sections of the Equipment tab, and to the print view
  • Adds creature type to the Play tab and to the Race section
  • Adds damage resistances and energy resistances to the Play tab and to the print view
  • Adds movement speeds to the Play tab and to the print view
  • Adds KAC+8 to the summary pane
  • Improves the set of generic attack bonuses show on the Play tab and the print view to be more comprehensive
  • Tweaks the style of die roller buttons on the Play tab to have a larger and more consistent/discernible clickable area

Bug fixes
  • Fixes "Token invalid" errors to automatically update the login token instead
  • Fixes the "Configure" block sometimes showing on the details view when there's no options
  • Fixes the text on the details view not having any bottom padding
  • Fixes an edge case that could cause "Maximum call stack size exceeded" errors on the Play tab
  • Fixes some cases of characters sometimes not loading successfully until the page is refreshed
  • Fixes a bug where clicking on some parts of a dialog window such as a "sell" window would cause the underlying item details to be opened.
  • Fixes some items and the Solar Weapon for Solarian not showing up in the Equipment block on the Play tab
  • Fixes setting a custom name for custom gear, languages, and other custom things
  • Fixes quantities not showing up for equipment on the print view
  • Fixes spell-like abilities not showing the right usage counts on the Play tab and the print view
  • Fixes spell-like abilities not using the right maximum on the usage tracker input
  • Fixes sorting for feats on the print view
  • Fixes cases where Stamina, HP, or Resolve could be referenced for characters that don't have them
  • Fixes some console errors from the Play tab and the print view
  • Fixes drones being able to alter ability scores when they shouldn't Fixes accounting for the secondary tables on each class section when showing the section validation colors

Game mechanics fixes
  • Hero Lab has been updated to incorporate changes Paizo made to the FAQ on 2/9/18
  • The Eager Dabbler theme ability was applying its bonus even after users had added a rank to a skill.
  • A character with Improved Unarmed Strike now deals lethal damage with unarmed attacks.
  • The Null-space chamber was not negating the bulk of contents placed within it.
  • Armor upgrades can now be purchased as loose items, not currently installed in any armor, in the Technological Items table.
  • Weapon fusions can now be purchased as loose items, not currently installed in any weapon, in the Magic Items table.
  • Solarian Weapon Crystals can now be purchased as loose items, not currently held in a Solar mote, in the Magic Items table.
  • Technomancers who had an archetype replacing their fourth level class feature were losing one highest spell level spell known even at level 1-3.
  • The serums of enhancement from the core rulebook have been added.
  • The stealth drone had an incorrect land speed.
  • The Spy operative specialization was listing the wrong exploit in its description (but adding the correct one once that specialization was chosen).
  • The mechanic drones were setting their name to "Drone" when selected, rather than showing which type of drone they were.
  • The Override Weapon Damage Type adjustment was transposing the Piercing and Slashing selections.
  • Nuars could not choose to switch their Unarmed strike to dealing piercing damage.
  • Harm Undead was showing as not meeting prerequisites when taking an archetype for a 1st level Mystic which replaced the highest connection power.
  • Mystic archetypes that replaced the 6th level ability would begin replacing the highest-level connection power before 6th level.
  • The replacement of the highest level connection power by archetypes applied to Mystics was sometimes confusing an upgrade to an earlier power for an equal level actual highest connection power.
  • The Penalty adjustment was not allowing the user to select the amount of the penalty.
  • Drones were not getting the benefit of weapon specialization with weapons they were proficient with when their master's level was 3rd or higher.
  • Professional's Clothing was only able to select from among the skills added to your character.

Last edited by Joe; February 15th, 2018 at 01:21 PM.
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