• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Bug Reports - Version 2.6

inca1980

Member
When I try to buy off a negative quality in the advancement tab, it's not removing the negative quality from the list in my qualities tab, it instead just seems to add another copy of the negative quality to the list.

In the case of custom negative quality, when i tried to by off my customized "day job" neg. quality it just added another negative quality to my list which just says "--Custom Negative Quality--".
 
This thread is intended as a collection for any bug reports for the 3/30/12 update.

Note that there are still some projects we have not had a chance to complete:

  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.
    • Guest cost for a lifestyle, shared lifestyles, permanent lifestyles
  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).
These are all known issues, and there's no need to report them as errors.
 
vehicle handling

Handling can never go below 0.

However, I added 'off-road tires' to a Thundercloud Morgan and the handling went from 0 to -1.
 
Sprites' Attributes bug!

Sprites have an attributes problem, in Calculations the rating appears twice, so instead of being Rating + X, it is Rating*2+X for all the sprites.

(But the Initative and Initiative passes are all correct!)
 
How do I make a Grunt?

Per Sr4A Grunts have a Professional Rating which is a dice bonus to resist social actions. And a group of them have a group edge equal to their professional rating.

They also only have a single damage track.

Then there are super grunts (Lieutenants) which have higher stats than the grunts they lead, share the edge pool of their grunt team, but only die if the killing shot does 1.5x their body.
 
Dicepool for my pistols are not calculated correctly.

"Not Calculated Correctly" is too vague to help me track down where the problem actually lies. Please elaborate on what you're seeing, and how that differs from what you expect to see.
 
Sorry, I was real tired when I wrote that, here's some issues:

--So I have Pistols 1 with no specialization and Agility 2. Then I also have a Smartgun and contact lenses with a Smartlink. The dicepool should be PIstols 1 + Agility 2 + Smargun 2 = 5

The dicepool for my Colt Manhunter is only 3 instead of 5 as it should be. When I mouse over the dicepool my Colt Manhunter the calculation says

"Pistols (Semi-Automatics) (+!), Smartgun System, Internal (+2), Starting Value of 0"

--All my sprite's attributes all add Rating twice. So my Crack Sprite is rating 3 but it's Pilot says 6 and the calculation says: "Rating(+3), Rating(+3)"

--Also just wondering if you took note of the issues I posted earlier in this thread.
 
Is your pistols skill coming from a skillsoft?

I can't duplicate your error, but someone on Catalyst's forums reported an error that autosofts and skillsofts weren't calculating their value correctly, and I've gotten that fixed, so I might have fixed this problem, too.

If that's not the case, you'll need to tell me more about this character.

I find I prefer to let the bug reports build up for a week or two and then address them all at once, rather than switching tasks during my workday. I do, however, keep an eye on the thread to watch for cases where I can see that there's not enough information about the issue, yet.
 
Well, the Technomancer character has the biowire echo in Unwired but since that's not supported I just made some notes and kept his activesofts stored on one of his commlinks. The thing is they weren't running at all, i.e. the little box next to them was unchecked....besides he doesn't have a skillwire system installed.
I read your post and then saw if deleting them worked and it did, my dicepool went to the correct value of 5. Then I re-bought them and the value stayed at five and everything is fine, so i'm not sure what was happening originally. Now when I mouse over my dicepool in the weapons tab it says "Pistols (Semi-Automatics) (+3), Smartgun System, Internal (+2), Starting Value of 0"

I still don't understand the "Pistols (Semi-Automatics)", I don't have the specialization. Shouldn't it say "Pistols + Agility"?

I'm still having the problems with my sprites all showing basically twice the attributes that they should have.

Thanks so much!!
 
Inca, I'll bet it says Pistols (Semi-Automatics) because the pistol is in that category.

When I have a specialization it shows

Pistols (Semi-Automatics) (+3)(+2)
 
I'm seeing funny business on Drones.

Take a Nissan Doberman. It has Targetting. I can't customize it for a weapon skill.
So I add Targetting, select Automatics, set the gear rating to 3. Put an HK227 SMG in the turret. The to hit is defaulting to pilot (+3) -1 = 2. It's ignoring the Targetting skill of Automatics.
 
All skillsofts don't seem to work.

I just made a character with Rating 4 skill wires. Loaded Rating 4 perception onto them. My perception score is still defaulting, and ignoring my skill.
 
High Velocity gun mod may not work

If I select an Ares Alpha assault rifle and customize it, the "High Velocity" mod is dimmed out because "This modification only available for FA mode weapons." Pretty sure the Alpha supports full auto. Similar message for other FA-capable weapons. (Using the Mac Beta version 3.9f, SR version 2.6).
 
The "High Velocity" gun modification doesn't seem to work right; for at least the Ares Alpha and a couple other assault rifles, it is dimmed out with the text "This modification only available for FA mode weapons". Pretty sure the Alpha and some other assault rifles are FA-capable (and denoted as such in Hero Lab). Mac Beta 3.9f #299, SR files 2.6.
 
Back
Top