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Bug Reports - Version 2.10

A test requires you to roll dice.

When do you roll dice, in order to successfully wear armor?

Yeah and as I pointed out when averaging attributes it was not referred to as a test but a task. It seems more likely to me that since 99% of the time you are using a stat it is by rolling dice they specified that up front. Since they specified that you are then saying that is the only way it is used. While your average task which can involve rolling dice and not rolling dice depending on the situation was not clearly specified. That does not mean the only time the averaging comes into play is when rolling dice in a test.

On top of that it narrows a rule down to a weird level, where super-humanly strong/tough bodies are encumbered by low levels of armor. When a rule makes you go WTF, that makes no sense I think it is a good time to step back and wonder if you are word gaming the rule too much.
 
A test requires you to roll dice.

When do you roll dice, in order to successfully wear armor?
When the wearing of the armor causes the character to be sufficiently encumbered so as to bring the fatigue rule in to play, or when the player wants to wear enough armor that they resemble the kid wearing the overstuffed snowsuit in an old Christmas movie, ie: the armor encumberence exceeds the character's strength. {I'm too tired to dig that one of the book atm. I'll post it when I get up tomorrow.}

This came up at a missions event last year when a player tried to wear FFBA and armoured clothing under a full set of red samurai armor; body 4, strength 3.
 
*sigh* ... "wearing armor" isn't a task either.

Sigh, yes it is. Everything you do whether passive or active is some form of task. Or to narrow it down a bit given that wearing more armor than x2 your body can cause penalties it requires enough effort to be considered a task. You are word gaming this into a illogical conclusion, too me that is a hint that maybe that is not the rule.

Wearing armor is just one of those tasks that normally does not require any test, like driving a car under normal conditions. or moving without actively running. When moving without actively running it is still related to the persons strength attribute, but it only matters when a run test comes up. It is not like a person with two cyber legs is using his meat strength to propel himself at normal speeds and only uses the cyber when running. Just like a person would not use only his meat body for encumbrance except for when he wears so much armor a test comes into play.
 
Getting a Cyberarm Slide doesn't let you put a gun into it, It's listed as a container, but not available when selection locations for a pistol.
 
Cost Issues for non-standard Cyberware in Advancement Phase

So I have my character in advancement phase, and attempt to buy Wired Reflexes (1) (Alphaware) for them. Cost is ¥22,000, I have ¥121,000. After clicking "add", I would expect that available cash to go to ¥99,000. However, it only goes down ¥11,000 (cost of standard). Essence appears to be subtracting correctly for non-standard 'ware, but for some reason the monetary cost is not charging me correctly.

Looking at my character, I don't see anything that is magically reducing the monetary cost - or maybe I'm missing something? Advice appreciated.

Note that if I explicitly say to pay ¥22,000 it subtracts correctly.
 
What I've found so far.

Buying off "Uneducated" after selecting Naga, Pixie, etc from the race menu charges you the points but when you try to buy technical active skills it still charges double BP and gives you an error about not being allowed Technical skill groups.

Dartgun does not appear as a modification option under cyberlimbs (fingertip dart yes, dartgun no).

Cyberlimb Armor modification does not appear to add to worn armor on the armor screen.

Cyberlimb Comlinks do not appear on the Matrix tab.
 
Cybergun (Squirtgun) does not appear as a modification option for cyberlimbs. Neither does the Cybergun (Taser) or the projectile spur.
 
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Missing: "Modular Electronics" vehicle modification

Detailed in the SR4A changes document, as an errata to Arsenal:

MODULAR ELECTRONICS
Modular Electronics allows the upgrade of a vehicle’s Signal and Response hardware above the normal +2 limit by making components modular and easy to replace.
Slots: 1
Threshold: 8
Tools: Kit
Cost: 1000¥
Availability: 6
Special Skill: Hardware
 
Still having a issue with discounting adept powers with ways of the adepts.

Char has improved ability 2 pistols (discount)
improved reflexes2 (discount)
Mystic armor4 (discounted)
motion sense, quick draw rapid healing sustenance linguistics and combat sense2 (none discounted)

When i select improved adept power and increase the combat sense from lv2 to lvl 4, HL switches the discount from the improved ability pistols to the combat sense even though it wasnt being discounted before. Its going by whatever is the higher cost power and applying the discount. I dont remember reading anywhere that it works that way. its only discounting 3 powers like its suppose to but it switches powers that are getting discounted to the higher cost one and throws off the power point cost total for everything.
 
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Adding substances other than toxins to Splash and Gas grenades as well as injection darts.

Currently the tool only allows toxins.
 
Articulated Weapon Mounts?

Whenever I try and add a weapon to an Articulated Weapon Mount, I get an error message saying the mount requires an underbarrel mount but whatever weapon doesn't have one. I've checked and HL says each weapon has an 'under' mount availbale.
 
BUG: Cyberarm Armor

Not the same issue I posted abotu recently. This is an error in calculation.

Specifically: Cyberarm Enhanced Armor states it has a capacity cost of "Rating x 2". However, when adding armor to a cyberlimb, it is actually charging "rating x 4". That is to say, 2 points of Enhanced Armor is costing eight capacity, not the four it should be.

Open fresh character->get cyberlimb->add enhanced armor.

The capacity cost shown next to the entry is wrong -double, see above-, the actual capacity calculation is correct (Modifications - 4 capacity spend).

Seems safe to ignore as a "workaround".
 
Ah, well that at least means it won't kick a Validation error at you. Still, the display is a (minor) bug. :)
 
It does the same thing with cyberlimb attribute enhancement. It calculates it correctly when adding up capacity but it displays it at 2x rating rather than 1x rating as written.
 
HL suddenly won't let me add spells to a character in creation mode! I'm trying to create an NPC but it still shows 0/0 spells learnt if I create a PC.
 
HL suddenly won't let me add spells to a character in creation mode! I'm trying to create an NPC but it still shows 0/0 spells learnt if I create a PC.

What is the character's spellcasting, or ritual spellcasting, skill rank? That determines the number of spells they can learn. 0/0 tells me that neither of those skills have been added to the character. If either of them are present and it's showing 0/0, that will help point out the source of the bug.
 
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