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CeaDawg
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Join Date: Aug 2011
Posts: 82

Old August 3rd, 2012, 02:58 PM
The Dobel Revolution mono bike is not being removed from the dashboard when it is unchecked on the main character to which it belongs to. At first I thought this was caused by a glitch involving some of the mods made to the revolution, but have since found that this is occurring on other characters that have purchased this bike either during character creation, or during game play. Once this vehicle is added to a portfolio the handling of the portfolio slows down to a crawl, even with only the bike and it's owner in the portfolio. This is really bad when several groups are gathered into one portfolio for handling an encounter such as the ambush at the Deer Park Campground in the Dawn of the Artifacts module Midnight. Removing it from the character once the portfolio is stalled out does not improve the situation. I have tried created a stand alone version of the bike as the only character in the portfolio, instead of as a minion, and importing it to the group portfolio. This still slows down the handling of the portfolio, but not to the extent that having it as a minion does. Let me know if you want a copy of the files. I'm running them on an ASUS board with an Intel i3 2.27GHz CPU, 8GB of RAM, & Win 7HP 64b OS.

Oh, in the two cases where the bike as been given to another hero, it has resulted in two of the bikes existing in the portfolio; one on the originating hero and the second on the hero to which the bike was given.

Last edited by CeaDawg; August 3rd, 2012 at 03:00 PM.
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JDDyslexia
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Join Date: May 2012
Location: New Bedford, MA
Posts: 17

Old August 3rd, 2012, 03:04 PM
Using the build point system, the cost of enemy is now half of what it should be (it's halving the sum of incidence and connection rating when calculating the BP bonus of the quality)
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Canis
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Join Date: Feb 2012
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Old August 3rd, 2012, 03:22 PM
Military Helmet is still limited to rating 6, thus limiting the helmet commlink to 6.
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Mathias
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Old August 3rd, 2012, 03:41 PM
Quote:
Originally Posted by Canis View Post
Military Helmet is still limited to rating 6, thus limiting the helmet commlink to 6.
Please report this to Catalyst, not me - they need to provide the costs for the additional levels. War!'s section on extending the ratings of military commlinks did not include a mention of how to modify the military armor helmet installed commlinks from Arsenal, and the differences between the costs of ratings 4, 5, and 6 of those helmets is not equal to the difference between the total costs of the modules/programs for each of those ratings. Without consistant numbers relating the price at each rating of the helmets to the price at each rating of the modules/programs, I can't come up with a formula that would allow me to deduce what the price should be at each rating beyond 7 for those helmets.

Last edited by Mathias; August 3rd, 2012 at 03:43 PM.
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Canis
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Old August 4th, 2012, 02:57 AM
I had a sneaking suspicion that was the problem.

Okay, I'll let them know.
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Mad Hamish
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Join Date: Jun 2011
Location: Tasmania
Posts: 82

Old August 4th, 2012, 10:22 PM
Mystic Adepts seem to be using their split amount for Magic Points to calculate max adept power levels and maximum forces

A mystic Adept with magic 6 (1 for Physical Adept, 5 for magician) is getting an error (You may not have a higher level of your adept power than your Magic Attribute) trying to buy level 2 in any physical adept powers and is showing a maximum force of 10 for casting.

page 195 of the 20th anniversary rulebook has
"For every point of Magic invested in physical abilities the character gets one Power Point that she can use to purchase adept powers. Every point of magic invested in mana-based abilities grants the character one point to use with Magic base skills. For all other purposes, including the determination of the maximum level for adept powers, the character's full magic attribute is used."
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Jareth Valar
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Join Date: Aug 2009
Posts: 38

Old August 5th, 2012, 03:28 AM
Actually that was cleared up in the FAQ found http://www.shadowrun4.com/game-resou...ked-questions/

Re-posting for everyone else.

Quote:
Though mystic adepts must split their Magic between Magic-based skills and adept powers, it says that for all other purposes, including the limits of adept powers, the mystic adept uses his full Magic attribute. Does this mean that a mystic adept with Magic 6 who has allocated 2 points to Magic skills and 4 points to adept powers can cast Force 6 spells without flinching?

The Magic points allocated towards Magic-based skills counts for all aspects of those skills. This includes: Magic-linked skill tests (Summoning, Spellcasting, Enchanting, etc.), maximum spell Force, overcasting, etc.

For a mystic adept’s adept powers, only the points allocated towards adept powers apply. This includes powers that require Magic Tests like Attribute Boost, the maximum rating of leveled adept powers, etc.

For all other purposes—i.e., non-Magic-linked skills—the mystic adept’s full Magic attribute is used: pressing through astral barriers, initiation grade limit, Masking metamagic, being assensed, etc.

So for the example above, a mystic adept with Magic 6 with 2 points devoted to Magic skills and 4 points to adept powers, the maximum Force he can cast at is 4, and anything over Force 2 is Physical Drain. His adept powers are limited to rating 4 or lower.
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Kesendeja
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Join Date: Aug 2009
Posts: 86

Old August 5th, 2012, 12:34 PM
Dormant Metagenetics is charging double in the karma gen system, not sure about the other creation systems.
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dusttraveller
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Join Date: Sep 2012
Posts: 1

Old September 5th, 2012, 09:55 PM
Currently, with 2.18 installed, using BP character creation, Negative Qualities are costing BP, and Positive Qualities are giving BP back. As this seems like a pretty noticable and crazy bug for no one to be commenting on it, I wanted to make sure that I'm not just doing something wrong here.

It seems to be affecting all Qualities, although I didn't check every single one.
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cryptoknight
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Old September 10th, 2012, 09:00 AM
Quote:
Originally Posted by dusttraveller View Post
Currently, with 2.18 installed, using BP character creation, Negative Qualities are costing BP, and Positive Qualities are giving BP back. As this seems like a pretty noticable and crazy bug for no one to be commenting on it, I wanted to make sure that I'm not just doing something wrong here.

It seems to be affecting all Qualities, although I didn't check every single one.
Doesn't seem to be the case for me.

Make a brand new character (by default 80 BP spent because HL defaults everything to 2).
Added Albinism BP spent 70/400

Added Ambidextrous BP spent 75/400
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