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Version 2.4 is now available

Mathias

Moderator
Staff member
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.
 
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.
 
Sounds good I dont think the Alchemist Extracts are working its calling them spells and you can only pick custom spells
 
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.
 
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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)
 
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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.
 
Hello all,
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.
I feel really dumb as I don't see these new classes anywhere. I have the "Advanced Player's Guide Preview" source checked. I even opened up the Editor to look for the classes that way and I still can't see them.

I also removed my .user files to make sure they where not interfering somehow and that did no good either.

I did update both Hero Lab and the Pathfinder dataset. Confused?????? :confused:
 
I feel really dumb as I don't see these new classes anywhere. I have the "Advanced Player's Guide Preview" source checked. I even opened up the Editor to look for the classes that way and I still can't see them.

Are you running in demo mode? If so, that would explain the problem.

At the moment, the playtest classes are only available to users who have purchased access to the Pathfinder data files. They do not appear when running in demo mode. There is a bug in the V2.4 Pathfinder files where the Advanced Players Guide option is *supposed* to be greyed out in demo mode, but it's not. We've fixed it on our end and it will be greyed out in the imminent V2.5 release.

The playtest classes are locked out of demo mode due to a technical limitation. Resolving that issue will entail a few days of work. If Paizo plans to release playtest material like this on an ongoing basis, we'll need to address this limitation. We're expecting to meet with Paizo to get clarity on lots of important details like this in the near future, and we'll make changes as appropriate after that meeting.
 
For some reason the patch is requiring me to revalidate my copy but I can't since supposedly I just validated less than 120 days ago (I'm assuming this was for my desktop pc?). Since I need it on my laptop to play this weekend, is there a way around this?
 
Are you running in demo mode? If so, that would explain the problem.
Ahh thanks that is what I am doing. I have been waiting to purchase as I am about to build a whole new computer and didn't want to activate a license on this computer that is going away. Will just have to wait a week or so to try out the new classes then. :)
 
For some reason the patch is requiring me to revalidate my copy but I can't since supposedly I just validated less than 120 days ago (I'm assuming this was for my desktop pc?). Since I need it on my laptop to play this weekend, is there a way around this?

You cannot use the same license on multiple computers, and it sounds like that's what you're trying to do. With your purchase, you are provided access to a *FREE* secondary license so you can run the product on two separate computers (e.g. desktop and laptop).

The free secondary license is not issued automatically. You can get it by going to the License menu within the product and selecting the "Obtain Secondary License" option. This will take you to our license administration website, where you can request the second license and have it issued to you automatically.
 
Ok, I got the languages to work, just add them regardless and it doesn't complain though it still has them grayed out.
 
Smaill error on the Witch Hex

The Evil Eye abSumm field description says "Improves attitude by -4 step(s)."

This ability doesn't change the target's attitude towards the witch.
 
The Evil Eye abSumm field description says "Improves attitude by -4 step(s)."

This ability doesn't change the target's attitude towards the witch.

Fixed in the next update - I missed deleting a line of code when I copied the charm hex to make the evil eye hex.
 
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