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inca1980
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Join Date: Mar 2012
Posts: 8

Old March 31st, 2012, 07:38 AM
When I try to buy off a negative quality in the advancement tab, it's not removing the negative quality from the list in my qualities tab, it instead just seems to add another copy of the negative quality to the list.

In the case of custom negative quality, when i tried to by off my customized "day job" neg. quality it just added another negative quality to my list which just says "--Custom Negative Quality--".
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Mathias
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Join Date: May 2005
Posts: 13,207

Old March 31st, 2012, 07:40 AM
This thread is intended as a collection for any bug reports for the 3/30/12 update.

Note that there are still some projects we have not had a chance to complete:
  1. Combat
    • Apply wound modifiers to the appropriate tests.
  2. Magic
    • Astral Attributes, Perception, Projection and Combat (currently incomplete)
  3. Matrix & Technomancers
    • AR vs. VR vs. Hot-Sim VR (currently incomplete)
    • Active/Passive/Hidden mode
  4. Vehicles & Drones
    • Rigging & Jumping In (including full handling for cyborgs)
  5. NPCs & Critters
    • Grunt/Lieutenant NPC Mechanics
    • Group/Professional Rating
    • Critters
  6. Miscellaneous
    • Track what senses a character currently has active, and report that to the user in a single list. This will be a list of special senses that's shown when you move your mouse over the Perception dicepool at the top of the screen.
    • For the Condition Monitors on the In-Play tab, replace the numbers with boxes
    • Apply various "All Actions", "All Physical Actions", "All Matrix Actions" etc. bonuses/penalties, including wound penalties
    • Modify Contacts so that they can't be altered on the Social tab during Advancement mode, but are instead changed on the Advancement tab, to preserve a record of how your relationship with that contact changed.
    • Guest cost for a lifestyle, shared lifestyles, permanent lifestyles
  7. Augmentation
    • Biodrones (this requires the rules for critters to be finished first).
  8. Street Magic
    • The sample vessels on pg 87 (in terms of how they'll be handled in Hero Lab, the vessels are critter races that are possessed by the spirits, so this project requires the critter rules to be finished first).
These are all known issues, and there's no need to report them as errors.
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inca1980
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Join Date: Mar 2012
Posts: 8

Old March 31st, 2012, 10:01 AM
Drones and vehicles don't have an Armor attribute included. This armor is inherent to the vehicle/drone.
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crowofpyke
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Join Date: Aug 2011
Posts: 30

Old April 1st, 2012, 05:44 PM
Handling can never go below 0.

However, I added 'off-road tires' to a Thundercloud Morgan and the handling went from 0 to -1.
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crowofpyke
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Join Date: Aug 2011
Posts: 30

Old April 2nd, 2012, 07:05 AM
Forgery still listed as a Logic skill and still calculated with Logic.

It is an Agility skill - SR4A.
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Darkorin
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Join Date: Apr 2012
Posts: 1

Old April 2nd, 2012, 09:47 AM
Sprites have an attributes problem, in Calculations the rating appears twice, so instead of being Rating + X, it is Rating*2+X for all the sprites.

(But the Initative and Initiative passes are all correct!)
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cryptoknight
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Join Date: Dec 2008
Posts: 523

Old April 2nd, 2012, 06:36 PM
How do I make a Grunt?

Per Sr4A Grunts have a Professional Rating which is a dice bonus to resist social actions. And a group of them have a group edge equal to their professional rating.

They also only have a single damage track.

Then there are super grunts (Lieutenants) which have higher stats than the grunts they lead, share the edge pool of their grunt team, but only die if the killing shot does 1.5x their body.
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inca1980
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Join Date: Mar 2012
Posts: 8

Old April 3rd, 2012, 06:01 AM
Dicepool for my pistols are not calculated correctly.
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Mathias
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Posts: 13,207

Old April 3rd, 2012, 07:10 AM
Quote:
Originally Posted by inca1980 View Post
Dicepool for my pistols are not calculated correctly.
"Not Calculated Correctly" is too vague to help me track down where the problem actually lies. Please elaborate on what you're seeing, and how that differs from what you expect to see.
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inca1980
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Join Date: Mar 2012
Posts: 8

Old April 3rd, 2012, 05:18 PM
Sorry, I was real tired when I wrote that, here's some issues:

--So I have Pistols 1 with no specialization and Agility 2. Then I also have a Smartgun and contact lenses with a Smartlink. The dicepool should be PIstols 1 + Agility 2 + Smargun 2 = 5

The dicepool for my Colt Manhunter is only 3 instead of 5 as it should be. When I mouse over the dicepool my Colt Manhunter the calculation says

"Pistols (Semi-Automatics) (+!), Smartgun System, Internal (+2), Starting Value of 0"

--All my sprite's attributes all add Rating twice. So my Crack Sprite is rating 3 but it's Pilot says 6 and the calculation says: "Rating(+3), Rating(+3)"

--Also just wondering if you took note of the issues I posted earlier in this thread.
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