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Mathias
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Join Date: May 2005
Posts: 13,207

Old April 12th, 2010, 07:46 AM
Version 2.7 of the Pathfinder files is now available. This has a number of bug fixes, and some improvements that were added for proper handling of the Bestiary - the main one being that creatures now have types and subtypes, and those apply their effects.

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

Enhancements & Changes
  • Thrown weapons now display separate attack values for their melee and ranged attacks.
  • A mechanism to specify the type and subtypes of creatures, and alter these types has been added.
  • Existing races have been updated to make use of Types and Subtypes.
  • The existing Templates have had their Type requirements and type changes added.
Bug Fixes
  • The default Primary/Secondary attack types for natural attacks, from the Bestiary, page 302, have been implemented.
  • If a character has natural attacks, and has equipped a manufactured weapon, the natural attack becomes secondary.
  • If a character has one one natural attack type, that attack becomes primary, regardless of the default.
  • If a character has only one natural attack (ex: Claws x2 would not count, but a Bite would), that attack gets x1.5 STR mod.
  • The Witch's Evil Eye hex no longer uses the summary text from the charm hex and no longer reverses which penalty is applied at which level.
  • The Summoner was incorrectly set as having a maximum spell level of 1, rather than 6.
  • The Fighter's armor training ability was not adjusting the armor check penalty in time for it to apply to the skills.
  • The Alchemist should have a good Ref save, not poor.
  • A Witch should start with all 0-level witch spells in their spellbook.
  • Tiny and smaller creatures now properly use their DEX rather than STR to calculate CMB.
  • The Summoner's Summon Monster ability was not marked as a tracker.
  • The Bard's Jack of All Trades: Trained Skills and Jack of All Trades: Class Skills abilities were not functioning.
  • The Bardic Knowledge ability was not allowing knowledge skills to be used untrained.
  • The Barbarian's Rage was gaining extra uses from the CON bonus added by raging.
  • Creatures with Racial Hit Dice no longer give an error if no favored class has been selected yet.
  • The effects of the Armor Expert trait were being displayed on the armor, but not incorporated into the skills. Also, it should not apply to shields.
  • The skills summary panel now scrolls properly when too many skills are present.
Data File Authoring
  • If a race's attacks differ from the default attack type, add the Helper.Primary tag to force them to be primary, and the Helper.NatOverSec tag to force them to be secondary. Existing races should not need to be changed, since they already applied the default Primary/Secondary state themselves.
  • Races now specify their Creature Type. This, along with the Hit Dice, is used to calculate the attack, saves, skill points, and Hit Die size. Existing races with hit dice will need to be updated to use the new mechanics. A type must be chosen, and the existing attack bonus, save bonuses, skill points/hit die, and HD size can be removed.
  • Templates can now specify that they override creature type, and can specify how they override it (complete replacement, change the name without changing the effects, or no effects, making the original type an augmented type.>/li>
  • The Creature Type and Creature Subtype compsets have been added to the editor
  • Subtypes are bootstrapped by races or templates, so they can be defined with effects. However, in many cases, such as the Demon and Devil subtypes, many effects of the subtype vary too much from race to race, so abilities like their summon ability can't be assigned by the template.
  • The NotLiving tag group exists on Types. The active type and any override types forward their NotLiving tags to the hero. The absence of a NotLiving tag means that this is a living character, and the specific NotLiving tag specifies whether the character is undead or a construct.
  • The #hastype[] and #hassubtype[] macros have been added to simplify the process of testing for the presence or absence of types and subtypes.
  • Abilities (like feats, class specials, racial specials, etc.) can specify their usage period. If one is specified, and field[trkMax].value is greater than 0, field[trkMax].value will be appended to the name, along with the usage period.
  • Spells can now be bootstrapped with the Helper.SpellLike tag in order to make them spell-like abilities. The standard tracker mechanism is available for them, along with the new usage mechanic, in order to set how often they can be used.
  • Abilities (like feats, class specials, racial specials, etc.) can now reference spells, which are appended to the description of the ability. This is intended for spell-like abilities and abilities that act like specific spells. Each spell has an SpInfo identity tag. Adding this tag to an Ability will make the ability display the spell's statistics and description along with its own description.
  • Spell-Like abilities are now available as an option for the "Restrict Selection to..." editor entries. This will search for spell-like abilities created as abilities or as spells with Helper.SpellLike.
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