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Bug reports - version 1.0

The description text of Vision Enhancement option in the Visual Enhancements category menu has the same description as the Low Light vision enhancement.

The Security tags and Sensor Tags have the same description as Stealth Tags

Fixed in the next update, thanks for the reports.
 
Improved Ability doesn't work right for an Adept power.

It should be 1.5x base rating. I have the Influence group at 4, I shouldn't be able to go past Improved Ability 2

Yep, the maximum adjusted ratings aren't currently being calculated and enforced on skills. This is already on my to do list, but thanks for catching it.
 
When I run enough programs on a comlink to run up against the processor limit, the response and system of the device starts decreasing. Though on page 232 of SR 4A it clearly says

So that's a bug, right?

- Stoffern

When you move your mouse over the System rating, is it telling you "The system program's rating may not exceed the Response rating of the device. (=X)"?
 
Small issue when adding mapsofts after creation.
It throws an error about entering domain, but there is no way to enter it.
The box which is there after its added during creation is not there while in advancement mode.
(sorry if I'm unclear, still recovering from GenCon!)

Fixed in the next update (along with the same error on Tutorsofts and Datasofts), thanks for the report.
 
Cyber/Bioware and the reduction of essence is not affecting the magic attribute correctly.

When you lose essence you lose both max magic attribute and current magic attribute.

i.e. if I make a character with 5 points of magic and put in .5 points of bioware my essence is 5.5 This immediately reduces my current magic attribute to 4 and my max magic attribute to 5

I made a physical adept and stuck .9 essence worth of 'ware into her. Her max magic attribute was reduce correctly, but her current magic attribute stayed at 4.

[quote="SR4A Page 177]
Anything that reduces a character’s Essence will also reduce Magic.
For every point (or fraction thereof ) of Essence lost, the character’s
Magic attribute and her Magic maximum rating are reduced by one.
A character with a Magic of 4, for example, whose Essence is reduced
to 5.8 has her Magic immediately reduced to 3 and her maximum to 5.
Further Essence reductions do not reduce the character’s Magic again
until Essence drops below 5.
[/quote]
 
Not sure if this has been identified:

Cannot lock character creation if two contacts are not chosen.

SR4A, pg 88: Contacts are recommended, not required. The example shows that one character picked one contact, and the other chose two.
 
while we are talking about characters, the Street Samurai has underspent on Gear while the hacker, Gunslinger Adept and Bounty Hunter have all overspent. the Bounty Hunter also has two pieces of Gear that he should no be able to take(the STR8 min bow is availability 18 while the arrows for it are availability 16) you would think that Catalyst would be able to work within their own rules.
 
Just as a note, all the pre-gens should already be included - are they not in the Shadowrun portolfios folder?

Now that you've pointed that out I've found them. I first tried importing a stock hero (since that was how I used M&M Instant Superheroes) and couldn't find the sample PCs there.

PS - Thanks for all the good work.
 
More important than the defenses' names mentioned above is that they are not being calculated correctly. At least not in my case. The dodges are fine, but the parries are not. My character has a Reaction of 10 and a Close Combat Group of 3. Parries should be Reaction + Weapon Skill, so a 13, yet they are coming out as 11. I don't know if it is only counting the skills in the group as a 1 or it is using Agility instead of Reaction as my character has an Agilily of 8.

As a side note, it would be nice if the dodge calculation grabbed all mods to the dodge skill and not just the skill points. I created Move by Wire and all the increases work, including the bonus to Dodge skill. However it is not using it when calculating Defense. Probably something you don't want to deal with until you work on the Augmentation rulebook, but I thought I would mention it.

Edit: I just realized that Enhanced Articulation is in the core rules, so bonuses to dodge not being picked up is a current bug.
 
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Cyber/Bioware and the reduction of essence is not affecting the magic attribute correctly.

When you lose essence you lose both max magic attribute and current magic attribute.

i.e. if I make a character with 5 points of magic and put in .5 points of bioware my essence is 5.5 This immediately reduces my current magic attribute to 4 and my max magic attribute to 5

I made a physical adept and stuck .9 essence worth of 'ware into her. Her max magic attribute was reduce correctly, but her current magic attribute stayed at 4.

I'm afraid I can't duplicate this. I chose the Adept heritage for a blank character, set magic to 4, then added an augmentation (Ultrasound Sensor was the first one my mouse hit) - the Magic attribute is being displayed as 3, and the calculations I see in the mouseover are "Starting Value 4, Essence Reductions -0.3 (-1)", with attribute limits of 1/5(7).
 
Not sure if this has been identified:

Cannot lock character creation if two contacts are not chosen.

SR4A, pg 88: Contacts are recommended, not required. The example shows that one character picked one contact, and the other chose two.

I've removed the restriction on switching to advancement mode for the next update.
 
I see what the problem is.

Under Basics -> Special Attributes

My magic says 4. In truth it's 5, but on that page it's displaying a 4 It made me think I had spent only the BP to get to 4, but I had spent them to get to 5. A little confusing... But I understand it now.
 
More important than the defenses' names mentioned above is that they are not being calculated correctly. At least not in my case. The dodges are fine, but the parries are not. My character has a Reaction of 10 and a Close Combat Group of 3. Parries should be Reaction + Weapon Skill, so a 13, yet they are coming out as 11. I don't know if it is only counting the skills in the group as a 1 or it is using Agility instead of Reaction as my character has an Agilily of 8.

There was a bug and it was using the normal attribute for the skill to calculate parries, rather than Reaction. I've fixed that for the next update, thanks for the report.

The rest is better handled outside the bug reports thread:
http://forums.wolflair.com/showthread.php?p=60620#post60620
 
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