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Mathias
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Join Date: May 2005
Posts: 13,213

Old March 16th, 2012, 08:06 PM
Version 2.4 of the Shadowrun files for Hero Lab are now available from the automatic updates mechanism within Hero Lab. This update fills in the parts of Street Magic that didn't make it into the initial release of the Street Magic package - Spirit Possession/Inhabitation and Ally Spirits, and includes a few bug fixes.

Here's the complete change list, copied from the FAQ:

Enhancements & Changes
  • For those with the Street Magic package, a "Spirit Possessions & Inhabitation Merges" table will be available on the new Adjust tab. To possess a character, or create a character inhabited by a spirit, add a new option to this table, then select the race and force of the possessing spirit, along with any optional powers and modifications for that spirit. For those who often choose the same possessing spirits (a bound spirit, for example), the possession has an on/off checkbox, so that the possession can be set up and then turned off until it's in use.
  • Added a "True Form Merge" option to the racial modifications for those spirits with the inhabitation power. Adding this will add the materialization power to those spirits, so that you can change an unbound insect spirit into a true form insect spirit
  • Added an advancement for Long-Term Binding.
  • Ally Spirits can now be added. They are chosen on the Advances tab (or they can be added as independant spirits, in case your players meet an Ally Spirit away from its master or you want to create a free Ally Spirit). Note that Ally Spirits use the same creation mode / advancement mode distinction that PCs use. Any Force increases purchased while in creation mode will cost 8/Rating, and once you go to advancement mode, you can use the "Increase Attribute" advancement to add to the Force of an Ally Spirit, but at a cost of 16/Rating.
  • Added a Metamagic Powers adjustment to the Permanent Adjustments table on the Personal tab.
Bug Fixes
  • If you chose a cyberware or bioware grade while purchasing a new augmentation, that was not being carried over to the actual item.
  • Many of the full-body suits from Arsenal (such as the military armors) were not able to select chemical seal or environmental adaptation as a mod.
  • The Sensor attribute's description text was showing the Intuition attribute's description.
  • Added the Loco drug from Arsenal.
  • Fixed the cost of Galak.
  • Fixed the cost of the genetic infusions.
  • Added the Marker and RFID Marker Taggant Nanoware from Augmentation.
  • The Polar Survival Suit was missing its capacity.
  • Fixed the cost of Diving Gear.
  • Spirits with materialization were not applying the effects of the Immunity to Normal weapons that is granted by Materialization when they were printed.
  • Technomancers were using an incorrect attribute for their Fading Resistance dicepool.
  • Spirits and Sprites created without a master now have a maximum Force/Rating of 99, rather than 6 (Watcher Spirits now have a maximum of 1 rather than 6).
  • At certain combinations of screen height and amount of material on the Social tab, not all the tables could be seen.
  • The Extreme Environment Modification vehicle option was not allowing you to specify the environment during advancement mode.
  • Modifications of general gear and vehicle mods were being marked as augmentations, which could cause problems when other things were trying to determine if the character has any augmentations.
  • The Resistance to Toxins and Resistance to Pathogens qualities now apply their effects.
  • The Skimmer Discs and Waterjets modifications for Modular cyberlimbs should not have a capacity cost.
  • The Combat Sense adept power was not adding to full parries, although it was adding to normal parries.
  • The Bone Density Augmentation bioware was adding unarmed damage bonuses it should not be adding.
  • Martial Arts Advantages and Maneuvers are now shown on the printout.
Data File Authoring
  • Added the Helper.Disable tag. If this is added to an ability (like a quality, a critter power, a spell, or an adept power), the ability will display its name in grey, but it will still be displayed everywhere the power would normally be displayed. If Helper.Disabled is added before Setup/200000, the ability will set activated = 0 (the ability's script can then look for the state of the activated target and only apply the effects of the ability if it is activated).
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