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Kharmakazi
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Join Date: Nov 2016
Posts: 13

Old May 8th, 2020, 12:42 AM
Thanks for screwing up Herolab once again and making it just painfull to use why the hell was this stupid weapon locker enabled i now cant have four throwing darts, gauntlets, sword and a buckler bash cause thats to many weapons
Now i have to store a weapon in my locker and if i wanna use it i gotta go pull it outta the locker so i can see what its bonus/damage


Who asked you if i wanna carry twenty weapons i can turn this update off

[Edited to remove profanity]

Last edited by rob; May 8th, 2020 at 03:14 PM.
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mattagc
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Join Date: Sep 2019
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Old May 8th, 2020, 06:20 AM
I just noticed this last night too and have been wondering where it came from as it's causing me grief too.

Is there some rule that I missed that states that you can only have 6 weapons at a time?
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charlieluce
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Old May 8th, 2020, 08:47 AM
If HLO treated throwing weapons as Hand Ammunition it might not be that bad, but as it stands the Weapon Locker is the "screw up any character that uses thrown weapons" system.


I don't think the devs realized how many characters it was going to affect.


EDIT: Does it make a difference if the throwing weapons are in a stack?

[Edited to remove profanity]

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Last edited by rob; May 8th, 2020 at 03:27 PM.
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MarcelGM
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Old May 8th, 2020, 11:28 AM
Looks like animal rage barbarian gets bugged by this. It thinks you have 14 weapons when you choose that rage ability
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ShadowChemosh
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Old May 8th, 2020, 02:55 PM
Quote:
Originally Posted by charlieluce View Post
EDIT: Does it make a difference if the throwing weapons are in a stack?
Weapons in a stack count as only one weapon for the purpose of the weapon locker. Say you have 12 daggers but they are stacked together that will only count has 1 of the 6 weapons you can have out.

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rob
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Old May 8th, 2020, 03:26 PM
@Kharmakazi and @charlieluce: I understand that these are unprecedented times and there's a lot of pent up frustration for most of us. But that's no excuse for using profanity. Please conduct yourself in a civil manner or your posting rights here on the forums will be suspended.

@Everyone: The primary motivation behind this change is that weapons are extremely expensive to keep "live" within the Hero Lab engine. Due to the vast array of different customizations and ways in which weapons behave, there are a ton of calculations involved with each one. This was causing performance issues on the server for characters with a bunch of weapons.

The server is a shared resource, so one player with a ton of stuff can negatively impact all other users. For example, after a few scenes with the standard mantra of "loot the bodies", the party "pack mule" can end up carrying a dozen or two weapons that they have no intention of actually using - they're just carrying them until the weapons can be sold. With this change, the "pack mule" now puts all those weapons into a locker where they incur no performance overhead on the shared server.

We chose a limit that we believed was going to work for the vast majority of users. We needed to find a number that struck a balance between the server performance implications and what makes sense for a realistic usage scenario.

As for the example @Kharmakazi cited, users absolutely CAN have "four throwing darts, gauntlets, sword and a buckler bash". There is absolutely no reason to keep each of those throwing darts as a separate weapon. Simply stack them as a single weapon entry and mark them off as they are used. You'll still have two more weapon slots available.
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rob
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Old May 8th, 2020, 03:28 PM
Quote:
Originally Posted by MarcelGM View Post
Looks like animal rage barbarian gets bugged by this. It thinks you have 14 weapons when you choose that rage ability
This was definitely an oversight on our part. We're working on a hotfix right now to address this issue, which should be out soon.

Edit: The hotfix has been deployed. This should no longer be an issue.

Last edited by rob; May 8th, 2020 at 03:43 PM.
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rob
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Old May 8th, 2020, 03:42 PM
Some additional notes about this change:
  1. We made sure it's straightforward to swap weapons in and out of the storage locker.
  2. You can instantly toggle on/off infrequently used "built-in" attack forms, such as the fist and natural attacks.
  3. You can customize which weapons are available at any time.

For the typical thrown weapons specialist, the loadout might consist of:
  • Favorite thrown weapon with all the perks on it for the initial use
  • Two different backup thrown weapons with various perks for use after the favorite
  • Stack of generic versions of a thrown weapon that is the fallback once all the special ones are exhausted
  • Primary melee weapon
  • Backup melee weapon
  • Disable the built-in Fist
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flyteach
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Old May 8th, 2020, 05:00 PM
Rob, in the future, when springing major changes like this, it might help if some warning could be given to prepare players. People are working (or not working), come home, go to play and then find out stuff doesn't work as planned and impacts playing/fun time increasing stress levels rather than relieving them as intended. If the steps and recommendations could be put up a couple of days before rollout, players could prepare.
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mattagc
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Join Date: Sep 2019
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Old May 8th, 2020, 09:07 PM
Cool, thanks for the info. I wanted to make sure it wasn't some rule I was missing since I use HLO a lot to verify I'm not messing up rules. :-)
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