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New update - v3.98 (beta)

I don't know if I'm doing something wrong, but I've tested the Stack With extra with movement powers and Regeneration and it doesn't seem to do anything, the ranks aren't added and the effects are still listed as separated elements on the output sheet.

My bad, I just forgot to activate the Movement power extra. Still for regeneration the effect is a little more tricky.
 
Corrosion and Disintegrate still lacks a flaw for "Objects Only" (-1/rank), a fairly common modification to get core Corrosion.
 
The attached portfolio has someone with an array where clicking on any of the options states that too many powers are activated. Probably because the Strike, Corrosion, and Snare lack a way to turn them off.
 

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Thanks Colen, that worked. Guess I try to overcomplicate things when it is late at night. lol

I found one pre-existing character is now mysteriously 4 points over budget....going to pen, paper, & calculator check to check the math of the old character. If that comes out right then the cost of something must've changed between old and beta HL. I'll let you know what I find.

I see Jumping shows up in Specials and on the printout and I love the addition of throwing distance. Would it be possible to have the baseline (non-Speed) running values (MPH & ft/round) show up as well?

Please ignore the attached JPEG, that was before I found where you talked about the "off button" in the Configure Hero settings. Might I suggest that that be an optional "on" button instead?

Nigel Fogg, aka The Wayfarer

A) the pen, paper, calculator check revealed that the pre-Beta HL failed to add up correctly for that one, and only that one, character. Still haven't found the culprit(s).

B) in addition to my request for baseline running values to show up on the sheet, I'd like to add a request that baseline swim values show up as well. Since my aim here is to keep people from having to look up what the "natural" non-super powered rate is. :)

Nigel Fogg, aka The Wayfarer :)
 
A) the pen, paper, calculator check revealed that the pre-Beta HL failed to add up correctly for that one, and only that one, character. Still haven't found the culprit(s).

B) in addition to my request for baseline running values to show up on the sheet, I'd like to add a request that baseline swim values show up as well. Since my aim here is to keep people from having to look up what the "natural" non-super powered rate is. :)

Nigel Fogg, aka The Wayfarer :)

Yep nigel, the normal run and swim rates would be nice- for the time being to make it easier for my GM (and thus myself) I use part of a characters "backround" field to make those and other useful notations. lol
 
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These are some issues I noticed over the last couple of days. I don't know if any of these have been reported yet.

  • Stack with doesn't work with chained powers
  • Containers or Linked powers inside non Dynamic arrays generates errors when one is selected
  • Plus there is an old issue of mine, passive containers are supposed to be permanent, why do they have a ckeck box?
  • The scale down button scale the character up, plus the algoritm doesn't work properly
  • If I build a new skill and I insert a replace id, the original element disappers even if the source isn't selected
  • Given the new option regarding Dynamic powers the Wide extra from the Mastermind Manual should allow to selected double the normal amount of PP
  • The Feats from supplements (like Warriors & Warlocks) don't appear in the Special sheet
 
to colen please dont 4get

colen-
just a reminder as well that equipment quataties output needs to be extended constructed items(for utity belts as example):)
 
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Colen,

This is going to sound like an odd question no doubt.

I was helping with a character for one of my fellow players. I sent the HL file on and now she can open that file just fine & dandy BUT is telling me she can't open another character she'd previously made. She gets an error message stating that it may not be a valid HL file.

Is it possible that something in the beta test flavored file I sent forced her non-Beta HL to change and thus no longer sees her non-Beta characters as valid? She's claiming she was able to open her old file without a problem last night.

Puzzled. :confused:

Nigel Fogg, aka The Wayfarer
 
Oh dear! Now my very unhappy fellow player has sent this:

I retyped everything into a new portfolio and now it says I can't save it because it is in demonstration mode and I don't have the license to save it!

So, could my sending her a file from my Beta HL have somehow corrupted her non-Beta HL?

Help!
 
I don't know if I'm doing something wrong, but I've tested the Stack With extra with movement powers and Regeneration and it doesn't seem to do anything, the ranks aren't added and the effects are still listed as separated elements on the output sheet.

All the "stacks with" extra does is make the target power display as if it's a higher rank. For example, let's say I have two Speed rank 1 powers, A and B. I tell A to stack with B, and activate both. Now they display as:

A (Speed 1)
Speed: 10mph, 88 ft./rnd

B (Speed 1)
[Stacking ranks: +1] Speed: 25mph, 220 ft./rnd

They're always going to show up as separate effects, since at any time you might deactivate power A, or maybe want to activate power A and not power B.

I'll see if I can change things so that power B displays as "Speed 1+1", to indicate that extra ranks have been added to it; hopefully that should make things clearer.


Plus, since sometimes one might only want to add a PF to an existing power (especially Super strength PF), giving the option to have Rank 0 stacking powers might be a good idea.

e.g.: allowing a character to have Super-strength 3 naturally and a device giving him a stacking rank 0 Super-strength with the Groundstrike PF

That's an interesting idea, I'll put it on the to-do list. :)
 
Corrosion and Disintegrate still lacks a flaw for "Objects Only" (-1/rank), a fairly common modification to get core Corrosion.

Wouldn't that just be the "Affects objects only (+0)" extra? I just checked Corrosion and Disintegration in Ultimate Power, and neither of them have a flaw listed like that.
 
Duggan - thanks for the file, this will make it easier to track down the issue.

This may be by Intent, but the Reset Conditions button doesn't impact Bruises and Injuries.

I forgot that the field for "count the number of bruises" was different, I'll get this fixed.

atlarman: I'll add equipment quantities to constructed items.

B) in addition to my request for baseline running values to show up on the sheet, I'd like to add a request that baseline swim values show up as well. Since my aim here is to keep people from having to look up what the "natural" non-super powered rate is. :)

Another good idea, I've put this on the list.
 
[*]Plus there is an old issue of mine, passive containers are supposed to be permanent, why do they have a ckeck box?

It's a convenience, so you can turn everything in the container off at once. You sometimes need to do this if you're a container in an array, for example.


The scale down button scale the character up, plus the algoritm doesn't work properly

Scaling down seems to work fine for me - it reduces saving throws, ability ranks, etc. The algorithm is pretty rough, but works reasonably well on the examples I tried it on - can you give me an example of a situation where you ran into problems?


If I build a new skill and I insert a replace id, the original element disappers even if the source isn't selected

Unfortunately that's how the replacement mechanism works - the original version goes away completely. If you want the original to appear in some circumstances but not others, you can do this:

1) Create your new skill that only applies when source X is enabled, and does NOT replace the old skill.
2) Create a replacement version of the old skill that is hidden when source X is selected.


Given the new option regarding Dynamic powers the Wide extra from the Mastermind Manual should allow to selected double the normal amount of PP

Sorry, I don't understand what you mean here. :(



Thanks for your other feedback - I'll look into those issues.
 
I was helping with a character for one of my fellow players. I sent the HL file on and now she can open that file just fine & dandy BUT is telling me she can't open another character she'd previously made. She gets an error message stating that it may not be a valid HL file.

Is it possible that something in the beta test flavored file I sent forced her non-Beta HL to change and thus no longer sees her non-Beta characters as valid? She's claiming she was able to open her old file without a problem last night.

Oh dear! Now my very unhappy fellow player has sent this:

I retyped everything into a new portfolio and now it says I can't save it because it is in demonstration mode and I don't have the license to save it!

So, could my sending her a file from my Beta HL have somehow corrupted her non-Beta HL?

Help!

There should be no chance of the beta file doing anything like that - it should still have opened properly in the previous version of the M&M files, even. It sounds like something else on her computer changed - maybe an antivirus program went wonky and deleted some important Hero Lab data?

If she's also having problems loading a file into Hero Lab that she had previously saved, that sounds more like something else corrupting files than an issue with Hero Lab.

Once she reactivates her license, does the problem still occur?
 
Wouldn't that just be the "Affects objects only (+0)" extra? I just checked Corrosion and Disintegration in Ultimate Power, and neither of them have a flaw listed like that.
It would be the Affects Objects only. :) The catch is that that extra doesn't do anything to turn off the inherent "Affects Objects" extra. Right now, the only way to add it is as a custom flaw since all the other flaws subtract twice, once for Drain and once for Damage.

And no, it's not in the book. *wry grin* It shows up in character writeups, but they didn't add "objects only" or "non-objects only" to UP. I personally see that as an oversight, but I can understand you being leary of adding custom extras/flaws not in the book.
 
Given the new option regarding Dynamic powers the Wide extra from the Mastermind Manual should allow to selected double the normal amount of PP


Sorry, I don't understand what you mean here. :(
If you have Array 10, you track 20 pp among the dynamic powers. The Wide extra should make that same Array track 40 pp (with the implied caveat that no power should be able to hold more than 20 pp of that).
 
I've made some changes to the power level cap messages. They no longer appear as validation errors - instead, if you haven't met the caps, a message appears at the bottom of the Powers tab (see attached image). I put it on the powers tab, since a lot of heroes add Protection or Damage to meet the PL caps on this tab.

If you don't like the message, you can turn it off as usual.

Also, a note on the philosophy behind this feature. It's meant to be a help for new players (hence being enabled by default); if you're new to the game, you may need some hints on how to make a "balanced" character for the game's Power Level.

Otherwise, you run the risk of taking a character who (for example) has capped defense, but only half the attack bonus he should have, because it sounds like a cool concept; then, half way through the first adventure, you find that you can't actually do any damage to the evil Dr. Molecule as he rampages through Freedom City.

Some of you have posted how players spend their time "min-maxing" their heroes, but isn't that really built into the game system? If you don't want heroes making PL 10 characters, shouldn't you limit them to PL 8 instead, and have them fight PL 8 villains? To me, a PL 10 game implicitly means that without traits at the cap of PL10, the character is at a great disadvantage against his foes. An experienced player might want to ignore the message because he knows the tricks to building a good hero anyway, but a newbie probably shouldn't do that.

Or am I off base here? Could the feature still use some improvement? I want to include it to help the newbies, but not at the cost of annoying everyone else. Let me know what you think! :)
 

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If you have Array 10, you track 20 pp among the dynamic powers. The Wide extra should make that same Array track 40 pp (with the implied caveat that no power should be able to hold more than 20 pp of that).

Ah! Thanks for the clarification, I'll put this on the bug list.
 
I've made some changes to the power level cap messages. They no longer appear as validation errors - instead, if you haven't met the caps, a message appears at the bottom of the Powers tab (see attached image). I put it on the powers tab, since a lot of heroes add Protection or Damage to meet the PL caps on this tab.

If you don't like the message, you can turn it off as usual.

Also, a note on the philosophy behind this feature. It's meant to be a help for new players (hence being enabled by default); if you're new to the game, you may need some hints on how to make a "balanced" character for the game's Power Level.

Otherwise, you run the risk of taking a character who (for example) has capped defense, but only half the attack bonus he should have, because it sounds like a cool concept; then, half way through the first adventure, you find that you can't actually do any damage to the evil Dr. Molecule as he rampages through Freedom City.

Some of you have posted how players spend their time "min-maxing" their heroes, but isn't that really built into the game system? If you don't want heroes making PL 10 characters, shouldn't you limit them to PL 8 instead, and have them fight PL 8 villains? To me, a PL 10 game implicitly means that without traits at the cap of PL10, the character is at a great disadvantage against his foes. An experienced player might want to ignore the message because he knows the tricks to building a good hero anyway, but a newbie probably shouldn't do that.

Or am I off base here? Could the feature still use some improvement? I want to include it to help the newbies, but not at the cost of annoying everyone else. Let me know what you think! :)

Colen,

I completely understand your reasoning here.

Perhaps the wording could be changed. Right now it gives the impression that one MUST meet the caps. Maybe change it to two separate messages, one keyed to attack and one keyed to defense, that would show up as appropriate and say "Your (Attack) Bonus is below the PL limit. Increasing it by ( X value ) is permissible."

Just my two cents worth. :)
 
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