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Aaron
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Old April 8th, 2016, 05:05 PM
Hey, thanks for your patience everyone! The eagerly anticipated Ultimate Intrigue, and the long awaited Southlands Bestiary are our stars this release, but also check out the new spellbook mechanisms we added at fan request! We have plans for further expansion of this system, hopefully next month!

We also have Deific Obedience support for some 15 further gods, thanks to Inner Sea Faiths, continued support for the 2nd chapter of Hell's Vengeance, and the usual complement of bug fixes!

New Releases
  • Fill your game with new conspiracies and defend against games of deception, with the highly anticipated Ultimate Intrigue supplement! This package is available now for $9.99.
  • Ultimate Intrigue Playtest material is <b>no longer available</b> - if you created a Playtest Vigilante, you must purchase the new Ultimate Intrigue package to access and update it to the released version.
  • Inner Sea Faiths, now part of our Campaign Setting #15 package ($4.99), adds Boons and Obediences for 15 lesser-known deities!
  • Kobold Press's Southlands Bestiary contains almost 100 new monsters, perfect for adventures in sprawling jungles and desert empires! This package is available now for $9.99.
  • Episode 2 of the Hell's Vengeance Adventure Path is now included in our Hell's Vengeance package, available for only $24.99!

Enhancements & Changes
  • Spellbook-using classes (like the Wizard and Witch) now track how many free spellbook spells they gain at every level, and have a separate table on the Spellbook form to add those free spells. Extra spells can be added from a second table, which charges you for the additional spells you add.
  • Spellbook-using characters created before this version can transition to the new model by dragging and dropping spells from their "Additional Spells" table into the new "Free Spells" table.
  • Physical spellbooks are now tracked in greater detail. Spellbooks (and related items like formula books) now have an Edit button on the Gear tab, which you can use to choose the spells and preparation rituals available for the book. For now, any spell added to a gear spellbook will be counted as a spell someone else wrote, indicating that you need to make a spellcraft check to prepare it - we're planning to improve our spellcasting functionality in the next release, by allowing you to keep your character's spellbook spells entirely within spellbooks on the Gear tab.
  • Many missing spellbooks from various books (Arcane Anthology, Ultimate Magic) have been entered, including the spells they contain.
  • The format used to display spells is now much closer to that used in the Pathfinder rulebooks.
  • Several improvements have been made to the tactical console's active weapons list to provide a more useful subset of attacks.
    • Weapons hidden on the hero will no longer be shown in the active attacks section of the tactical console.
    • Weapons which have been melded into the hero due to polymorph are no longer shown in active attacks.
    • Weapon-like special abilities (like those of the Annihilator robot or the Aoandon race) now show in active attacks.
    • Unarmed strikes will only be shown in the active attacks if the character has the Improved Unarmed Strike feat or is otherwise "good" at them, like a monk.
    • Ammunition which can be used as a weapon in its own right won't show in the active attacks.
  • Added an adjustment for the Beacon of Hope ability, thanks to David Birchbauer!

Bug Fixes
  • Added the Iron Gods AP source to the Timeworn item adjustment.
  • Steward of the Great Beyond was showing an incorrect number of uses per day.
  • The ogrekin's oversized limb mutation was not working.
  • The Sawback sword was incorrectly complaining when added to a non-magic weapon.
  • The Bloatmage PrC was granting 3 skill points per level, rather than 2.
  • Mnemonic Esoterica now adds a cloned spell which becomes whatever spell is selected.
  • Student of Philosophy's diplomacy situational was incorrect.
  • Noble Scion of Aulamaxa was not showing a tracker on the in-play tab.
  • Last releases change to the sensate archetype was made in error, and has been reverted to replacing all weapon trainings.
  • Channel Evil was not meeting the pre-reqs of feats needing negative channeling.
  • Believer's Hands was not calculating the number of dice healed for non-paladins correctly, and was not adding a single charge for non-paladins.
  • Choosing Trample for the Ability Focus feat was not increasing the DC.
  • Swarmshape Summon V was incorrectly showing on the Magus spell list.
  • The Assegai weapon had no attack bonus.
  • The Barbarian secondary class wasn't counting its level towards rage power requirements.
  • A number of races were incorrectly listed as "forbidden" when the Midgard Campaign Setting sourcebook was active.
  • Adding some tags to archetypes related to setting up spellcasting were not being transferred to the archetyped class.
  • The Arcane Sorcerer Bloodline's Bloodline Arcana was not increasing the DC of MM applied spells.
  • Several Subdomains of Protection were missing text describing their granted powers.
  • The Halfling Sling-staff was not showing a melee attack.
  • The Gear and Abilities Dossier was not showing the generated description for some Hazards.
  • The Sonic Rifle was incorrectly marked as a siege weapon, and had an incorrect range increment.
  • The Zero Rifle had an incorrect range increment.
  • The Acrobatic Stunt and Escaping Stunt were incorrectly generating too many charges.
  • Several of the Anointing items from Arcane Anthology were incorrectly sourced.
  • The Unnerving Gaze ART was not calculating the DC based on total HD (including class levels).
  • The Poisoning sheath was not a holder.
  • One version of the Ring of summoning affinity had a typo in the name.
  • The <i>ki</i> strike abilities gained by the Iroran paladin at 7th, 10th, and 16th level were showing as "requirements not met."
  • Utilitarian Magic was adding an incorrect DC bonus.
  • The kusarigama had the wrong fighter weapon groups.
  • The babau's protective slime ability wasn't showing as a defensive ability.
  • For Army Characters, Siege weapons were not increasing OM and Consumption correctly.
  • For Army Characters, Hunters were getting too high of a spellcasting bonus.
  • The Mesmirist's Manifold tricks was displaying 1 too many tricks when activated.
  • The Caligni Dark Folk's Death Throes ability was not calculating it's DC correctly.
  • Accomplished Sneak Attacker wasn't updating the additional damage from Sneak attack.
  • The filcher archetype wasn't granting Immproved Steal and Greater Steal with an unchained rogue.
  • The Shadowsworn class' shadow familiar was not working.
  • Psychic Maestro now works when bootstrapped with Target tags.
  • Hasted Assault magus arcana had an incorrect summary.
  • The Good planar focus had the text of the evil focus (although it was applying the correct effects).
  • The Survivor Druid archetype was not replacing the sub-abilities of wild shape.
  • Multiclass druids were getting the effect of the shaping focus feat, even when not possessing that feat.
  • Archetypes which were adjusting the level at which wild shape was gained (like Aquatic Druid), were not seeing that reduction in the progression of forms available to the polymorph form.
  • The Hammer of Thunderbolts was not showing it's activation when the hero had a Belt of Giant Strength equipped.

Data File Authoring
  • Added Helper.ClonSpSel2, which is intended to be used along with a bootstrapped cloned spell. As with the Mnemonic Esoteric, adding this tag to the root ability directs the cloned spell to look at the second selector for the spell it should copy.
  • Added Hero.ProfShlWep, which makes the user proficient with shields as weapons, which was needed for some interactions of the Shield Champion class with feats like weapon focus.
  • Added Hero.NoItemEnha, which is added by the automatic bonus progression sources from PU. It turns off the enhancement bonuses for specific magical arms/armor and disables the enhancement bonus selector when creating custom arms/armor.
  • Added the sBookCost field to spells, which calculates the cost to scribe the spell into a spellbook (spell level squared x 10 gp, minimum 5 gp).
  • Added the following fields to the Class component to support tracking spells gained from leveling up. cSbkFrMax is the maximum number of free advancement spells for this class at this level. cSbkFrUsed is the number of free advancement spells used. cSbkFrLeft is the number of spells left, calculated from cSbkFrMax and cSbkFrUsed. cSbkFr1st is the number of free advancement spells gained at 1st level (it defaults to 3 + the Spellcasting Modifier). cSbkFrRate is the rate that free advancement spells are gained after 1st level (it defaults to 2).
  • Added the Helper.InSpellbk tag, which marks spells added to spellbook gear items (as opposed to the spells added to the spellbook form on a class' tab).
  • Added the SbkChoice component (added to the Class compset), with the cSpkChoNam field. This records the text displayed when a class is selected by a spellbook gear item.
  • Added the Buyable and Sellable components to the Spell compset, so that spells can be sold and bought.
  • Added the Helper.StartCantr tag to classes which start with a selection of Cantrips in their spellbooks.
  • Added the Helper.NonPhysSbk tag to classes which store their spells in a non-physical item and should not be able to be selected by spellbook gear items to associate spells to. This is chiefly for the Witch classs, who keeps her spells in a familiar.
  • Added the Helper.NoSplName tag. When applied to an item with a gizmo that contains spells, it prevents those spells from interfering with the livename generated for the item so tagged.
  • Added the Helper.SplBkError tag. Spells inside a spellbook gear items which are marked as understood but associated with a class whose spell list they do not belong to gain this tag, which generates an error.
  • Added the Helper.SplBkSplSp tag. Spellbook gear items which choose to split the associated classes of the spells within them assign this tag to all spells within them, which causes them to display a selector.
  • Added the SbkPageNum tag group, which has generated tags for numbers 1-600. Spellbook gear items have a default of 100 pages which can be increased or decreased by an incrementer, but assigning one of these tags will change the starting number of pages.
  • Added the Helper.CfgNoSkill, when added to a configurable, any class skill tags on Custom Specials added to that configurable will not be gained by the hero.
  • Added the SbNameApp.ShowZeroes tag, when added to something generating a name automatically and appending a value, this tag causes a value of 0 to be appended. Normally a value of 0 is ignored. Same tag added to the SbNamePar, LvNameApp, and LvNamePar tag groups.
  • Added the Spellbook compset, and an editor tab to support it. This is mostly the same as the mundane gear component, but has a default entity defined, into which spells may be bootstrapped.
  • Added the cFav1Name and cFav2Name fields to Class Helpers, which is used to set some aspects of the Favored Enemy/Favored Terrain tables. Archetypes like the Dandy can change both this and the resObject field of the governing resource to switch from, for example, "Favored Enemy" to "Favored Nation".
  • Applying Helper.NoIncr to a favored enemy/favored terrain pick should now hide the incrementer, useful if an archetype allows only a single terrain/enemy which is then upgraded at a set rate.

Last edited by Colen; April 8th, 2016 at 05:39 PM.
Aaron is offline   #1 Reply With Quote
Silveras
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Old April 8th, 2016, 07:45 PM
Nice work on the spellbook stuff. I look forward to playing around with it more later.

Question: I can't seem to find anything about the Influence systems in Ultimate Intrigue.. including any new entries for NPCs for Social Stat-blocks. Is that forthcoming material? Likewise, PC influence Ranks within organizations, and Organizations themselves (with their new stat-blocks).
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lortondm
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Join Date: Aug 2012
Posts: 128

Old April 8th, 2016, 09:43 PM
I'm getting this error. Help the non-programming savvy guy here with how to fix, please! Thanks very much:

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

Syntax error in 'eval' script for Thing 'fFRSoutMag' (Eval Script '#1') on line 2
-> Tag 'Classes.Inquisitor' not defined
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Mathias
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Old April 8th, 2016, 11:39 PM
fRFSoutMag does not exist in the Hero Lab files we create. This is coming from a user-created addon.

I can see what the error is - the Classes tag for the Inquisitor class is not "Inquisitor", it's "Inquisito", because we always cap Classes tags at 9 characters (because the Class Level's Id is the classes tag with a "c" as a prefix).

I'll bet we eliminated some sloppiness that meant we weren't catching an error that has existed in some user-created file for a while, and now that error is being properly caught.
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Colen
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Old April 9th, 2016, 06:09 AM
Quote:
Originally Posted by Silveras View Post
Nice work on the spellbook stuff. I look forward to playing around with it more later.

Question: I can't seem to find anything about the Influence systems in Ultimate Intrigue.. including any new entries for NPCs for Social Stat-blocks. Is that forthcoming material? Likewise, PC influence Ranks within organizations, and Organizations themselves (with their new stat-blocks).
We don't currently have plans to support the new systems in Ultimate Intrigue (nemeses, influence, social stat-blocks, etc) in Hero Lab. All the new systems are either so simple that they don't really benefit from being tracked within Hero Lab, or are primarily GM-focused and don't have much for players to track, or just involve large blocks of text (which are better tracked in a product like Realm Works or even a word processor than Hero Lab).

We'd rather spend our time fixing bugs or making other improvements than implementing support for these new systems, which (IMO) wouldn't have a lot of benefit for our users.
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ShadowChemosh
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Posts: 10,725

Old April 9th, 2016, 08:19 AM
Quote:
Originally Posted by lortondm View Post
I'm getting this error. Help the non-programming savvy guy here with how to fix, please! Thanks very much:

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

Syntax error in 'eval' script for Thing 'fFRSoutMag' (Eval Script '#1') on line 2
-> Tag 'Classes.Inquisitor' not defined
This is not part of the Community Packs. I am pretty sure its from Forgotten Realms. You need to get in touch with RavenX.

Hero Lab Resources:
Pathfinder - d20pfsrd and Pathfinder Pack Setup
3.5 D&D (d20) - Community Server Setup
5E D&D - Community Server Setup
Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources.
Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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lortondm
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Join Date: Aug 2012
Posts: 128

Old April 9th, 2016, 09:38 AM
Quote:
Originally Posted by Mathias View Post
fRFSoutMag does not exist in the Hero Lab files we create. This is coming from a user-created addon.

I can see what the error is - the Classes tag for the Inquisitor class is not "Inquisitor", it's "Inquisito", because we always cap Classes tags at 9 characters (because the Class Level's Id is the classes tag with a "c" as a prefix).

I'll bet we eliminated some sloppiness that meant we weren't catching an error that has existed in some user-created file for a while, and now that error is being properly caught.
Thanks. How do I find what file fRFSoutMag is contained in so I can edit Inquisitor to Inquisito? Please let me know.
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AndrewD2
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Old April 9th, 2016, 09:43 AM
Grab a good text editor like Notepad++ or Atom or something and do a "Search in Folder" for

<tag group="Classes" tag="Inquisitor" />

You should find the problem file, then you can edit it and report the bug to the right person.
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lortondm
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Join Date: Aug 2012
Posts: 128

Old April 9th, 2016, 10:05 AM
Quote:
Originally Posted by AndrewD2 View Post
Grab a good text editor like Notepad++ or Atom or something and do a "Search in Folder" for

<tag group="Classes" tag="Inquisitor" />

You should find the problem file, then you can edit it and report the bug to the right person.
That's not finding anything. Using WordPad, which I've used to edit before. Any folder I should be searching? Windows 10 search function is a little better than 8 or 7 but it's not perfect as I know from looking for ordinary Word or pdf files. Any other way to fix?

It's frustrating that things that were working fine before can create errors when new official updates are generated later.
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Mathias
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Old April 9th, 2016, 10:12 AM
Try searching for:

Code:
#levelcount[Inquisitor]
and change that to

Code:
#levelcount[Inquisito]
If that was the code that was used, then this feat was always bugged, but now, Hero Lab is properly detecting that bug.

P.S. In the Develop menu, see if Enable Data File Debugging is turned on. I think this is the sort of error that wouldn't be reported if debugging is not turned on.
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