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Mathias
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Old March 16th, 2010, 07:31 AM
Hello all,
With the release of Hero Lab version 3.6, we've posted version 2.4 of the Pathfinder files. Here's the changes, copied from the FAQ in the program:

Enhancements & Changes
  • Added the new Alchemist, Cavalier, Inquisitor, Oracle and Witch classes from the Advanced Player's Guide! These classes will be part of the core Pathfinder data package until the release of the Advanced Player's Guide later this year.
  • Added content from Pathfinder 28, 29 and 30.
  • Made further speed improvements, especially when multiple classes have been added to the hero.
  • The Journal tab now uses "edit date" controls, making it easier to edit the dates of your adventures. Journal output now also formats dates correctly.
  • The Configure Hero form now allows easier access to the settings for the hero.
  • When you create an NPC, an NPC tab now appears before the Personal tab. Details entered on the NPC tab appear in statblock output.
  • The Hero's background details are now printed as the last thing on the character sheet. This can be disabled by enabling the "Hide Background Details" output setting on the configure hero form.
  • The Tactical Console "Manipulate" form now increases in size intelligently with the main Hero Lab window.
  • The limits on individual classes have not been raised, but characters can go beyond 20 total levels and creatures can have more than 20 Hit Dice. So, you can have a Fighter 20/Cleric 1, but not a Fighter 21. This follows the simple method described in the Beyond 20th Level section on pgs 407-408 of the main book. Note that because over 1 billion XP are required to get to level 29, each level beyond 28 costs 1 XP more than the previous level.
  • Added Maneuver Type Display picks to all characters. These can store any modifiers to specific combat maneuvers, and if their modifiers are not zero, they will be displayed on the Basics summary, under the CMB and CMD (and on the statblock and character sheet).
  • Various creatures who gained bonuses vs. trip because they had many legs or a snake-like body grant the appropriate bonus to the new trip display pick.
  • The various combat maneuver bonus feats (Improved Disarm, Greater Grapple, etc.) grant the appropriate bonus to the new combat maneuver display picks.
  • Added "wikitext" statblock output from the "File" -> "Output Active Hero Summary" menu item.
Bug Fixes
  • You now receive an error message when trying to buy something you cannot afford. If you really want it, set the price to 0 or check the "buy for free" checkbox.
  • Fixed a bug where the "current cash" display would not appear when buying something from a choose form.
  • The Elven Curve Blade was not set as a Weapon Finesse weapon.
  • The spell lists for many Cleric Domains had not been updated from the d20 versions.
  • Many Cleric Domain powers were not properly integrating the cleric level into their calculations.
  • The height and weight mechanics were still using the d20 methods. This has been fixed.
  • A monk with Defensive Combat Training added 2x modified AC bonus to CMD.
  • If the Spells Per Day adjustment was used to add spells memorized, the extra spells were still being marked in red if they exceeded the original limits.
  • Fixed the skills available for the Missionary trait.
  • The Scimitar weapon should cost 15gp, not 20gp.
  • The Ride skill should have an armor check penalty.
  • The Finding Haleen trait now functions.
  • The radio button control is now properly replaced by one that looks appropriate for the game system. (Oops.)
  • The Duelist class requires Acrobatics 2 ranks, not Tumble 5 ranks.
  • Paladins at less than 4th level no longer see Channel Energy.
  • The Gnome Race gets speak with animal, not speak with burrowing mammal.
  • The Dragon Disciple Class's bite attack now gets 1.5x STR bonus.
  • The Disguise skill should not be trainied only.
  • Arcane spell failure chances were not being totaled correctly.
  • The Druid class now notes its spontaneous casting ability.
  • The Paladin's Smite ability was not applying its attack bonus when activated.
  • The Stunning Fist feat's uses/day from classes other than Monk were being rounded up, and are now properly being rounded down.
  • Added the Shortsword, Shortspear, and Spear to the Monk's weapon proficiencies
  • Natural Attacks added by a template now change damage properly with the hero's size.
  • Having a fly speed now makes Fly a class skill, with the proper skill modifier from maneuverability.
  • Fixed the names and prices for a few riding animals.
  • The Far Shot feat was multiplying ranges by 1.5.
  • The Shuriken weapon had an incorrect range and incorrect cost calculations as a magic weapon.
  • The Wisdom in the Flesh Trait was not making its chosen skill a class skill.
  • The Cleric's choice of energy type now says "Positive" or "Negative" instead of "Turn" or "Rebuke".
  • The Tengu race's Stealthy special was only adding a bonus to Perception, not Stealth.
  • The Ray of Enfeeblement spell allows a Fort save for half, rather than no save.
  • The starting attributes for Pathfinder Society characters were not being properly bounded at 7-18.
Data File Authoring
  • Added an advanced tutorial to the editor about creating the Alchemist class. If you're looking for more information on writing your own classes, check this out!
  • Many existing bootstrap options were replaced with a new way of adding bootstraps that makes it easier to set common tags and fields for those options. For example, for Races, an option to add natural attacks was added that makes it obvious how to assign damage, set the number of attacks, or make the attack primary.
  • If you are adding a fly speed that is not natural, for example, from a spell or a magic item, add the Helper.NotNatural tag to the fly special, and it will not make fly a class skill or grant skill modifiers based on maneuverability.
  • Because the class skill and modifiers for a fly speed need to be determined early enough to be incorporated into the skill calculations, these are checked at Post-Attributes/9000. If you want to calculate fly speed after this time, for example, in order to set fly speed equal to walking speed, you should give the fly special a positive value before Post-Attributes/9000, and then set the real value during the final phase (before Final/15000) (walking speed is finished at Final/10000). The swim and climb specials already worked this way for their skill bonuses.
  • Added the #attrmod[XXXX] macro, which means "hero.child[XXXX].field[aModBonus].value" - use this to retrieve the final modifier for an attribute
  • Added the #attrbonus[XXXX] macro, which means "maximum(hero.child[XXXX].field[aModBonus].value,0)" - use this to retrieve the final bonus for an attribute (if a character has a negative attribute modifier, they have an attribute bonus of 0).
  • Added the #attrbonus1[XXXX] macro, which means "maximum(hero.child[XXXX].field[aModBonus].value,1)" - use this when a number of uses is set equal to an attribute bonus, and the number added can't be less than 1.
  • A character with more than 20 levels/hit dice will be assigned the Hero.Epic tag, so that things with an Epic pre-requisite can be created.
  • Added Maneuver Types to the editor.
  • The existing Quadruped checkbox on races was expanded to include "More than 4 Legs", which gives the same encumbrance bonuses as quadrupeds, and a +8 Trip CMD and "Snaky Build", which gives immunity to being tripped.
  • If the ClSpecWhen tag is left off a class special when bootstrapped to a class, this now causes a warning message, rather than an error.
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Virtue
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Old March 16th, 2010, 07:58 AM
Great im updating my hero labs right now

So will we get the Summoner after the trade shows?
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Mathias
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Old March 16th, 2010, 08:58 AM
10 AM Tuesday: The class is finished, along with the basic mechanics of Eidolons, and I'm working on the Eidolon's evolutions right now. After that, there are a few more things to handle for the Eidolons (like the saves, magic item slot sharing and alignment matching), then translating the Evolutions so the summoner class can use them.

I'm hoping to have that done before Rob and Colen leave for GTS.
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Virtue
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Old March 16th, 2010, 09:09 AM
Sounds good I dont think the Alchemist Extracts are working its calling them spells and you can only pick custom spells
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Mathias
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Old March 16th, 2010, 09:32 AM
The extracts work exactly like spells, so it wasn't worth the time to add customizable names during the rush to get the APG added. I'll get to that when I get the chance.

Like a Wizard, an alchemist needs to have spells in his spellbook before they can be memorized.

Last edited by Mathias; March 16th, 2010 at 02:16 PM.
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Mindcloud
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Old March 16th, 2010, 12:58 PM
What about the bestiary?
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rob
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Old March 16th, 2010, 01:20 PM
Quote:
Originally Posted by Mindcloud View Post
What about the bestiary?
That's due out in a few weeks. We've got a huge tradeshow next week, so the Bestiary material will be out a week or so after we get back.
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stormraven
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Old March 16th, 2010, 06:07 PM
Christmas has come early! Thanks guys!
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Gruubii
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Old March 16th, 2010, 06:44 PM
Mathematical Prodigy, still won't show the skills to select so returns a validation error, also adding languages after starting issue. That said, I am glad for the update by the by, and trying to find out how to make a prestige class add spell casting levels, straight spell useage, and so forth (Lyrical Thurmaturge, custom-ed)

Last edited by Gruubii; March 16th, 2010 at 06:49 PM.
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Mathias
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Old March 17th, 2010, 08:49 AM
The Mathematical Prodigy issue will be fixed in the next update, thanks for the report.

What problem are you having with languages after starting?

For future reference, there is an existing thread for bug reports on this forum.
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