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Paragon
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Old April 13th, 2018, 05:52 PM
Could you put in a procedure that would deduct all money over the normal starting value when character generation is locked?
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CapedCrusader
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Old April 13th, 2018, 10:03 PM
But what about the other gear they buy from their starting funds? Unless they remember to buy all gear after locking the character this would be problematic. And would only apply to this one Setting.

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Currently Running: Savage Worlds (Fantasy), Savage Galaxy Rangers
Currently Playing: Pathfinder (Kingmaker - it's good to be the King), Savage Wearing the Cape
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Paragon
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Old April 16th, 2018, 07:37 PM
I wasn't suggesting it as a generic Procedure, just in the .user file. And if people are going to buy other gear with the funds instead of just what's intended, then they can just as easily do that by buying-for-nothing, too. But if you have the extra funds and then the procedure, at least it'll keep the numbers straight for people who are trying to do it properly but might get confused about how much they've spent.
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Jay_NOLA
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Old April 18th, 2018, 04:02 PM
Two quick things if you update the data files

1.) I mentioned standard Savage world gear,etc. in Interface Zero 2.0. The cost is 10 times the SW core cost and requires GM's permission according to the 2.0. The 2.0 book only mentions weapons, but everything else ought to be logical. So not sure if that would be something to set up or for some to just rember to multiply the cost. of the item when purchasing it.

Some armor got dropped as explained in the book. Some 1.0 gear didn't make it into. Could see a separate 1st edition data file as 1st edition had a good bit of stuff in it. (The Hellfrost computer game was one of those fun things that got dropped. in 2.0 for example.)

2.) If you update it could you add in the gear, cyberware, edges,etc. from the IZ 2.0 expansions, modules, etc. The Japan book for example has a ton of stuff in it for example.
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CapedCrusader
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Old April 19th, 2018, 05:30 PM
1) Well, that would require creating a whole list of the standard gear with the prices changed. Because how would you know which items it includes? Possible, just time consuming.

2) I don't have access to any of the other books. Were they in that bundle? If so, then I do now. But that's a recent acquisition, and I haven't been through any of it yet. But it's possible if they were included in the bundle.

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Currently Running: Savage Worlds (Fantasy), Savage Galaxy Rangers
Currently Playing: Pathfinder (Kingmaker - it's good to be the King), Savage Wearing the Cape
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Jay_NOLA
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Old April 20th, 2018, 11:24 AM
The new books were in the bundle.

David is going to add the few things in latter to existing products in the bundle so no need to buy anything.

These are some of the old free PDF downloads that were on the old Gun Metal Games website. I put the links if you want to grab them since wayback has the PDFs on an archive copy of the site.

https://web.archive.org/web/20111013...Boston-map.pdf

https://web.archive.org/web/20111013...r-counters.pdf

https://web.archive.org/web/20111213...-1.5-extra.pdf
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Jay_NOLA
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Old April 22nd, 2018, 01:41 PM
Spotted some bugs and having problems with a skill points available.

1.) Noticed that the description text is missing for some ranged weapons the Furious Assult Rifle, the Mjolmir Anti-Material Rifle, etc.

2.) One premade PC is showing a problem with Available Skill Points which it looks like is a problem with how HL is handling cyberware. The character has Enhanced Articulation I (Streetware) which ups Agility by 1 die. But something is glitching with available Skill Points as HL is saying that 1 point is over spent when 1 point is not over spent of the 15 points. So something isn't reading correct in regards to the cyberware. If you remove the item and up Agility by 1 which is what the cyberware is doing the skill pints are coming out to the correct amount spent, but your told you overspent on attributes, but skill are totaling to 15 points. So attribute increases from cyberware isn't impacting skill point costs like it ought to.

3.) Several characters and archetypes have Climbing and Swimming skills and are not using Athletics. Using Athletics in place of those 2 skills is an optional rule in Interface Zero. Those 2 skills are currently precluded. Not sure if it could be don to set up an option to turn on and off Athletics use as a skill.
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CapedCrusader
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Old April 23rd, 2018, 12:02 PM
I'll take a look.

_
Currently Running: Savage Worlds (Fantasy), Savage Galaxy Rangers
Currently Playing: Pathfinder (Kingmaker - it's good to be the King), Savage Wearing the Cape
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Jay_NOLA
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Old April 23rd, 2018, 01:54 PM
Thanks,

Caught another bug last night when entering another premade starting player character. The race is Simulacrum (Luxury) PC. and the occupation is Media Icon, but I'm getting an error saying Attractive is required, but the character has the Attractive Edge already as it is a racial ability.
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salcor
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Old July 23rd, 2018, 06:57 PM
Quote:
Originally Posted by Jay_NOLA View Post

2.) One premade PC is showing a problem with Available Skill Points which it looks like is a problem with how HL is handling cyberware. The character has Enhanced Articulation I (Streetware) which ups Agility by 1 die. But something is glitching with available Skill Points as HL is saying that 1 point is over spent when 1 point is not over spent of the 15 points. So something isn't reading correct in regards to the cyberware. If you remove the item and up Agility by 1 which is what the cyberware is doing the skill pints are coming out to the correct amount spent, but your told you overspent on attributes, but skill are totaling to 15 points. So attribute increases from cyberware isn't impacting skill point costs like it ought to.
Caped Crusader,

Have you had any luck identifying the cause of this skill point issue? Cyberware, some edges, and Fortune and Glory table choices are causing the same error in the Savage Rifts datafile. And the IZ 2.0 file still has the same issue.

Salcor
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