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Mathias
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Old July 20th, 2012, 08:36 PM
Version 6.19 of the Pathfinder files for Hero Lab is now available from the automatic updates mechanism within Hero Lab.

This update adds Magmimar, City of Monuments as a free update for all those who own the Campaign Setting #8 package, which is available for $4.99, and already contains Giants Revisited and Lost Kingdomes.

This update also adds Blood of Angels as a free update for all those who own the Player's Companion: Golarion #3 package, which is also available for $4.99, and already contains Blood of Fiends.

And we've got a lot of Adventure Path content added as a free update for everyone - the Rise of the Runelords content has been updated for the new Anniversary Edition, including the anniversary edition player's guide, and as an added bonus for this version, the book's bestiary as well. This update also adds two more issues worth of the Skull & Shackles adventure path - issues 58 and 59.
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Mathias
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Old July 20th, 2012, 08:37 PM
Here's the complete change list for this update, copied from the FAQ:

New Releases!
  • Content from Magnimar, City of Monuments has been added to the existing Campaign Setting #8 package.
  • Content from Blood of Angels has been added to the existing Player's Companion Golarion #3 package.
  • Content from the Rise of the Runelords adventure path re-release is now added. This is a free update to all users!
Enhancements & Changes
  • Added player content from Pathfinder #58, Island of Empty Eyes and Pathfinder #59, The Price of Infamy.
  • The Shield Master feat has been implemented.
  • The Quarterstaff Master feat has been fully implemented.
  • Mundane Gear now shows the size it is (if different than the size of the hero). Now you can know what size those manacles you bought 10 towns ago were! However, note that there is no information on how much gear (as opposed to armor/weapons) for different sized creatures weighs, other than small size is 1/4 of medium size. If you manage to figure out an official answer to what the weight relationship between medium and other sizes is, please tell us so we can update the calculations. Until we get such an official word, we'll leave things as is. Enjoy carrying around your Colossal Backpacks that weigh 2 lbs!
  • The Crossblooded Archetype for Sorcerers has now been fully implemented - there are now options that will allow you to select which spell and which power you want to select from each of the bloodlines at each appropriate level.
  • Added a Craft (Firearm) skill.
  • Added a No Featured Races configuration setting.
Bug Fixes
  • The Rough and Ready trait was unclear on how to use it. Added a note to explain needed to add an improvised weapon to select.
  • Intelligent Items (like the Bladebound Magus' Black Blade) were interfering with the Attribute Point buys for characters that use that method of character creation.
  • The Wildblooded Sorcerer's Sylvan bloodline was not interacting correctly with the Boon Companion feat.
  • The Prodigy feat was not correctly increasing the bonus from +2 to +4 when the chosen skills have 10 or more ranks.
  • The Ranger's Trapper archetype was not appending itself to the end of the class name.
  • The Urban Ranger archetype was trying to replace a skill that doesn't exist thanks to a typo, which was throwing an error. It now correctly should remove Handle animal without error.
  • The Twilight Knife spell adjustment was not accounting for the character's BAB.
  • The Combat Reflexes feat was always granting 1 extra Attack of Opportunity, though nothing in the text stated the minimum bonus should be 1, regardless of Dex modifier.
  • The Tetori Monk archetype's Iron Body ability was always halving the character's speed, rather than only when it was activated (even at lower than 19th level).
  • The Tetori Monk archetype's Graceful Grappler ability was always bootstrapping the Grab ability above 8th level, now it bootstrapps only when the ability is activated.
  • The Greater False Life spell adjustment was not adding to the current Hp.
  • Blowguns were applying strength modifiers to damage.
  • The Two-World Magic trait was a little unclear, added a note on what each selector was for.
  • Racial Specials were basing their DCs off of total HD rather than Racial HD only, which meant when advancing them with class levels the DCs of abilities would increase.
  • The Possess Creature feat was calculating it's DC incorrectly, adding full HD rather than half HD to the DC.
  • Items that granted ranks in skills, such as the Headband of Vast Intellect, were having those ranks suppressed when dealing with a customized monster. As part of this solution, the new skItem field was created, which you can learn about in "Data File Authoring" below.
  • Custom armors made of Adamantine were not applying Damage Reduction when equipped.
  • The Fiendish Sorcery racial trait for custom races had incorrect description text (that of the fertile soil racial trait).
  • The Fast Shifter Alternate Racial Trait was not replacing the Dancing Lights spell like ability.
  • The Kitsune Trickster rogue archetype was bootstrapping the Charm Person spell like ability before 3rd level.
  • Archetypes that removed the alignment requirements of thier base class (such as the Martial Artist Monk archetype) were only effective after adding the class level. While choosing further levels, they would be greyed out and still say you needed a particular alignment.
  • Spell like abilities were not generating their correct values for the sCL field unless bootstrapped directly to the race. Now those bootstrapped directly to a class, class special, or custom ability use the level of their associated class by default. Feats or racial specials that bootstrap spell like abilities should use Helper.ClsCastLev or Helper.HDCastLev, and these will override any of the previous defaults as well. See their note in Data File Authoring below for more info.
  • A weapon's Attack/Damage modifiers (such as the Javelin's -4 to melee attacks), was not being applied when making a custom/masterwork version of the item.
  • The Fey Creature template was forbidding class levels to be applied.
  • The Heroic Recovery feat was incorrectly requiring a +8 Base Fort save rather than +4.
  • The Flight Custom Race Trait was defaulting the race to Poor maneuverability, rather than Clumsy maneuverability.
  • Large Custom races were missing their ability modifiers and their reach was too long. Tiny creatures were also missing stat modifiers.
  • Undine Monks who took an archetype that removed Stunning Fist were generating an error because their favored class bonus was trying to add to a feat that wasn't there.
  • Custom Race characters other than humanoid were requiring a Humanoid subtype.
  • Nimble Faller and Climber Catfolk ARTs were not removing the Sprinter racial special.
  • The Razmiran Priest archetype was throwing an error if you added the archetype before adding a bloodline.
  • The Dodge bonus to AC from the Gunslinger's Nimble class feature was being applied so late it wasn't being reflected in a hero's CMD.
  • Several feats were still adding their bonus even when disabled by the Customize button (such as Dodge and Combat Expertise when activated).
  • Feats that had activation boxes on the In-Play tab were still being shown there, even when disabled by the Customize button.
  • When applied to a piece of armor, the Equipment Broken adjustment was halving the armor bonus before enhancement bonuses were applied, and doubling the ACP before it was reduced by things like material/masterwork/class abilities.
  • The Ancestor Oracle Mystery was incorrectly bootstrapping the 3rd level version of Spiritual Weapon at 4th level, instead of the 2nd level version.
  • The Cat-o'-nine-tails was marked as a finessable one-handed weapon, when it should have been just a light weapon.
  • A few other weapons from Pirates of the Inner Sea were missing tags to mark them as melee weapons or damage type tags.
  • The Sorcerer's Heavenly Fire spell like ability had the tag for a Supernatural rather than Spell like ability.
  • The values displayed when memorizing a wordspell/creating a favorite wordspell for 3 effect words were slightly off, although the correct spell level was still being calculated.
  • Size modifiers to gear were not reducing the weight of that equipment, meaning several spell adjustments were working incorrectly (such as Monstrous Physique II, and Enlarge/Reduce Person).
  • The Bashing and Shield Spike item powers were interacting strangely with the Throwing Shield Item power, they would boost the damage of the shadowed Throwing shield weapon instead of the shield bash.
  • The Brass Knuckles weapon had only the Close fighter weapon group tag (it was missing the Monk weapon group tag), and the Cestus was mis-tagged as a Close weapon instead of a Monk weapon, which meant that neither was benefitting from the Unarmed Fighter archetype's Weapon Training ability.
  • The Style Master Rogue Trick was throwing an error and not limiting the secondary bonus feat to style feats.
  • The Weapons Against Evil spell was missing it's Target line text.

Last edited by Mathias; July 20th, 2012 at 08:40 PM.
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Mathias
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Old July 20th, 2012, 08:39 PM
  • The Soul Forger Magus archetype had an incorrect tag that marked the Weapon Training ability as modified, which was preventing it from being taken with other archetypes (like Staff Magus).
  • Several Class Abilities of the Shadow Wizard Specialized School were not showing charges correctly on the In-Play Tab.
  • The Holy Vindicator prestige class was not stacking with previous classes Channel Energy. It now has a selector to choose which one it wishes to stack with.
  • The Holy Vindicator prestige class was not interacting correctly with Chennels when setting the value of the Sacred Shield ability.
  • The Wraith race had an energy drain rather than energy damage special.
  • Racial spellcasting that enabled the race to cast spells from a second spell list wasn't functioning correctly once adding class levels that should match and stack with the racial spellcasting. For example Spirit Nagas cast Sorcerer spells, but can also learn Cleric spells, but when adding a level of Sorcerer, the sorcerer spellcasting could not learn any cleric spells.
  • The Runeforge conferred ability adjustments were missing the code to be able to be turned off.
  • The Metal Wizard forbidden school had the tag for the Air school, which meant the incorrect spells were being marked to cost 2 slots to memorize.
  • Rage Powers were not counting Ranger levels when the correct archetype (Wild Stalker) was present, which meant rangers of that archetype could not legally take any rage powers with a barbarian level pre-req.
  • The Wizard's Enhancement School's Augment ability needed to show in the tracked resources, and the summary was being incorrectly generated.
  • The Snake, Constrictor animal companion was incorrectly gaining Constrict at 7th level instead of 4th level.
  • The Spiked Destroyer feat had an error in its pre-reqs, it was checking for the presence of the "1 weapon" version of the Martial Weapon Proficiency feat, rather than the "all" version.
  • Archeologist's Luck was not applying its Luck bonus to CMB.
  • The following cleric spells were requiring deities when the most recent version removed that requirement: Infernal Healing (and Greater Verision), Lover's Vengeance
  • The Wizard's Conjuration School's Dimensional Steps ability was marked as Supernatural rather than Spell-Like.
  • Updated the text of the Quicken Spell metamagic power to reflect pathfinder's wording, and removed a pre-req that was preventing it being added to spontaneous spells.
  • The Divine Boon of Desna vanity was missing.
  • The Cavalier's Challege ability was applying the damage bonus to all weapons, rather than only to melee weapons.
  • Unseat was appending incorrect text to the Mounted and Charging Conditions.
  • You can now equip your shield bash attack as the main hand attack and equip another weapon in your off hand without throwing an error. You silly-billys.
  • Spontaneous Healing Alchemist discovery had an inaccurate charge type in the Tracked Resources list.
  • The Output Hero Statblock CMB/CMD text needed to have commas inserted between different maneauver types.
  • The Sensei archetype's Insightful strike ability adds a bonus to CMB when an appropriate weapon is equipped. This is a temporary fix until we have a system for situational/weapons equipped bonuses to CMB.
  • Favorite Metamagic spells could not choose bonus spells (such as those gained by archetypes, mysteries, or bloodlines) if those bonus spells were from outside the class' normal spell list.
  • The Horse Master feat had incorrect pre-reqs when being chosen by a PFS character.
  • The Hydra stock portfolio had 5 more heads than the entry in Bestiary 1.
  • The Output Hero Statblock option was hiding a skill if that skill's total bonus was equal to the bonus of the linked attribute, regardless of if you had ranks in the skill or not. Changed it so that if you have ranks in the skill it will show the bonus anyway.
  • The Cad Fighter archetype's Dirty Maneuvers ability was throwing an error if you hadn't enabled the APG maneuvers source. Same for the Brawler archetype's Close Control ability.
  • Normal and Masterwork Manacles weren't changing weight when made small.
  • Tarrasque race incorrectly had Stunning Critical rather than Staggering Critical.
  • The pre-reqs for several feats from the APG were not recognizing abilities that "count as" bardic performance, such as the Evangelist's Sermonic Performance abilty.
  • Animal Companions that bootstrapped a weapon at the same level they increased in size (such as the crocodile with its tail slap) were seeing an incorrect damage increase. It turns out the tag designed to stop that, Helper.CompNoSize, was being applied a bit too late to be detected by the script that gives damage bumps to Animal Companion weapons when they increase in size.
  • The Iomedaean Sword Oath feat was not requireing a Worshipper of Iomedae.
  • Inquisitors with cleric levels weren't stacking correctly with regards to their domain powers.
  • Staff of Life price corrected.
  • Holy Avenger wasn't applying SR when equipped by a paladin.
  • The Totem Spirit - Shundar-Quah feat was applying +1 to reflex rather than fortitude saves.
  • Mindchemist's Cognatogen's were generating the incorrect duration on the In-Play tab.
  • The Samsaran racial ability Shards of the Past, was still granting its bonuses even when replaced/disabled.
  • The Mystic Past Life ART was calculating the number of past life spells incorrectly, it was adding in bonuses from ability score advancement every 4th level. As part of this a new tag group "AttrEvol" was added, which is detailed below.
  • Undines were not granting Swim as a class skill.
  • The Agile weapon property now correctly targets the Unarmed Strike when added to a custom Amulet of Mighty Fists.
  • The Relentless racial trait for custom races incorrectly had charges.
  • The Efficient Quiver needed a weight.
  • Removed the Glory Domain's expr-req that you channel positive energy, since there is an evil deity that grants it (although why you'd want to take it if you channel negative energy is a mystery to me).
  • The Custom Race's Weakness ability score array and Xenophobic language array were not granting 1 build point back.
  • The Maneuver Master monk archetype's Flurry of Maneuvers was adding bonuses at 3rd level an higher, when Maneuver training already provides the same bonus.
  • The Vampire Hunter inquisitor archetype's Detect Undead ability was not showing because of an incorrect containerreq.
  • The Abroglian Corset magic armor had an incorrect weight.
  • The Eclectic Training faction ability was calculating the incorrect bonuses.
  • Several Ioun stones were missing their Seeker of Secrets source (Amber Spindle, Crimson Sphere, Emerald Ellipsoid, and Onyx Rhomboid). Onyx was misspelled "Onxy".
  • The Celestial Servant wasn't adding the Celestial template to animal companions.
  • Data File Authoring
    • Skills now possess the Item Skill Ranks field "skItem". This field is designed for items that grant long term int bonuses and ranks in a particular skill. If the value of the Item Ranks field is higher than Total Ranks (skRanks), then the value of skRanks is increased to that of skItem. Unlike Innate Ranks (skInnate), this field is not suppressed when customizing a monster. When adding ranks to skItem, then must be added BEFORE skRanks totals and sets it's value at Post-Levels 9000, and I will be using Pre-Levels 4000 as a default time to add to skItem.
    • Added the Helper.ClsCastLev tag for use with spell like abilities. Normally, spell like abilities are bootstrapped to the race and use the rSpCastLev field on the race to set their CL. If a spell like ability has this tag it instead uses the #totallevelcount macro to set the CL equal to all class levels (not counting racial HD).
    • Added the Helper.HDCastLev tag this is similar to ClsCastLev, but sets the Cl to the total HD (both from race and class levels). If this and ClCastLev are both present, this overrides and total HD will be used.
    • Added the cBonSplInc field to class helpers. This field increases the bonus spells gained from your spellcasting class's attribute modifier (for every 1 increase to this field, the class gains bonus spells as though the ability modifier were 1 higher). This is used for the Sihedron Tome artifact.
    • Added several tag groups to automatically calculate the charges of a special. The ChargeCalc tag group is used to... Calculate the base charges. For example, ChargeCalc.LevelFull sets the base charges to the level of the class this special is associated with. ChargeCalc.AttrUses3 gives a base of 3 charges, and must be combined with a ChargeAttr tag to specify which attribute adds it's modifier. For example, an ability that is usable 3+Int modifier times will have both "ChargeCalc.AttrUses3" and "ChargeAttr.aINT", if something were to change it to use Con for generating the charges, it could do a tagreplace the "ChargeAttr.aINT" with the "ChargeAttr.aCON". Currently this system is only used for a few Witch Hexes (Waxen Image, Speak in Dreams, etc) that are modified by the Scarred Witch archetype, but we plan to go back and expand its use to previous abilities.
    • Added the AttrEvol tag group, found on the Level advancement ability score bonuses, when they are added to the hero, they forward their tag to hero. If you need to figure out the ABSOLUTE initial score, just subtract the count of these tags from the corresponding attribute's aNormal field. This is used for the Mystic Past Life ART.
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Maidhc O Casain
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Old July 21st, 2012, 03:17 AM
Thanks TREMENDOUSLY for all the bug fixes! Some of these have been driving me crazy - it's awesome to have them all working correctly now.
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JimGroves
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Old July 21st, 2012, 11:56 AM
Quote:
Originally Posted by Mathias
Updated the text of the Quicken Spell metamagic power to reflect pathfinder's wording, and removed a pre-req that was preventing it being added to spontaneous spells.
Thank you very much. I sincerely appreciate this.
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redward
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Old July 23rd, 2012, 07:52 AM
Thanks for all the shield bashing fixes! Now I can continue making ridiculous shield-based characters!
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richard451
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Old July 26th, 2012, 09:20 AM
Thank you for the bug fixes!!
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thrilled
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Old August 1st, 2012, 06:07 AM
Thanks for the update!

Still a bit disappointed to another update come through without the fixes for the synthesist.

Sincerely!

/Mikael
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