Lone Wolf Development Forums  

Go Back   Lone Wolf Development Forums > Hero Lab Forums > HL - Shadowrun

Notices

Reply
 
Thread Tools Display Modes
Mathias
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 13,213

Old April 13th, 2012, 04:27 PM
(a bug reports thread for the 4/13/12 update)

Unfortunately, there are still some sections of the Shadowrun files we haven't completed yet. These are all coming as soon as we can get them accomplished. There's no need to repeat these items as bug reports.
  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.
  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).
  9. Runner's Companion
    • The Alternative Character Creation Chapter.
    • The Drake, HMHV Infected, Shapeshifter, AI, Free Spirit, and Sapient Critter sections of the Advanced Character Concepts chapter.
Mathias is online now   #1 Reply With Quote
bludragn
Junior Member
 
Join Date: Aug 2011
Posts: 21

Old April 13th, 2012, 10:37 PM
Woot 1st!!


Improved ability combat skills (in this case pistols) is not discounting for the warriors way. All the other adept powers under The warriors way are working correctly.
bludragn is offline   #2 Reply With Quote
bludragn
Junior Member
 
Join Date: Aug 2011
Posts: 21

Old April 13th, 2012, 10:43 PM
I have a pistols adept using warriors way quality.
I selected improved reflexes mystic armor and combat sense for the 3 powers discounted (magic attribute 6)
When i add improved ability (pistols) and raise it to lvl2. it increases the cost of combat sense (from .75 discounted and raises to 1pt).

I also have quickdraw and rapid healing selected to finish out the powers and it doesnt change with those. It also doesnt change when i raise the 2 powers im getting a discount on. only changes the cost when i do improved ability<combat skills> and raise it higher then lvl 1. Just checked again. It is changing the cost when you specify which combat skill.
I did it while only having quick draw which was discounted correctly, then i added improved ability<combat skill> it didnt change the cost of quickdraw untill i selected a combat skill.

Last edited by bludragn; April 13th, 2012 at 10:56 PM.
bludragn is offline   #3 Reply With Quote
KnobblySavage
Junior Member
 
Join Date: Apr 2012
Posts: 16

Old April 14th, 2012, 04:25 AM
The underbarrel shotgun of the Nitama Optimum II Assault Rifle should have an ammo capacity of 5(m) according to my Arsenal, in Hero Labs it has 10(c).
KnobblySavage is offline   #4 Reply With Quote
Mathias
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 13,213

Old April 26th, 2012, 02:06 PM
Quote:
Originally Posted by KnobblySavage View Post
The underbarrel shotgun of the Nitama Optimum II Assault Rifle should have an ammo capacity of 5(m) according to my Arsenal, in Hero Labs it has 10(c).
Fixed in the next update, thanks for the report.
Mathias is online now   #5 Reply With Quote
KnobblySavage
Junior Member
 
Join Date: Apr 2012
Posts: 16

Old April 14th, 2012, 05:35 AM
The negative quality "prejudiced" adds its build point cost instead of subtracting it like it should.
KnobblySavage is offline   #6 Reply With Quote
Mathias
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 13,213

Old April 26th, 2012, 02:09 PM
Quote:
Originally Posted by KnobblySavage View Post
The negative quality "prejudiced" adds its build point cost instead of subtracting it like it should.
Fixed in the next update, thanks for the report.
Mathias is online now   #7 Reply With Quote
Mathias
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 13,213

Old April 26th, 2012, 02:01 PM
Quote:
Originally Posted by bludragn View Post
I have a pistols adept using warriors way quality.
I selected improved reflexes mystic armor and combat sense for the 3 powers discounted (magic attribute 6)
When i add improved ability (pistols) and raise it to lvl2. it increases the cost of combat sense (from .75 discounted and raises to 1pt).

I also have quickdraw and rapid healing selected to finish out the powers and it doesnt change with those. It also doesnt change when i raise the 2 powers im getting a discount on. only changes the cost when i do improved ability<combat skills> and raise it higher then lvl 1. Just checked again. It is changing the cost when you specify which combat skill.
I did it while only having quick draw which was discounted correctly, then i added improved ability<combat skill> it didnt change the cost of quickdraw untill i selected a combat skill.
Fixed in the next update, thanks for the report.
Mathias is online now   #8 Reply With Quote
Mathias
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 13,213

Old April 14th, 2012, 09:57 AM
bludragon, please give me a complete list of the adept powers you have. Just a list - power: AP cost

The way qualities don't bother the user with what powers should be discounted - they figure out which combination of discounted powers would give you the greatest benefit.
Mathias is online now   #9 Reply With Quote
starman77
Junior Member
 
Join Date: Sep 2010
Posts: 18

Old April 14th, 2012, 07:07 PM
found a few bugs:

The dv & defense modifiers for high-velocity weapons is not correct. Should be DV +11 and Defense -11, it's showing +9/-9. Same with Mini-Guns, these are supposed to be DV +14 Defense -14. Arsenal 26 and 30.

The Ammo Feed option for Machine Guns does not appear to be working, Bought the Stoner-Ares M107. checked under Modification, there is a line that says Ammo Feed but no method to set or change it, just a question mark that describes it.

PDF sheet output is not showing all the mods installed on armor. It just shows 2 lines, all the mods that do not fit on those two lines are not shown.
starman77 is offline   #10 Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 12:17 PM.


Powered by vBulletin® - Copyright ©2000 - 2024, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.