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Bug Reports - Version 2.16

Back in the day, the 'grade' dropdown for implants didn't have any affect on the item purchased.

Well, in a similar vain, the rating and 'wireless' and 'RFID' settings similarly don't have any affect on a lot of purchasing windows. This is especially noticable when dealing with Program Options - when in advancement mode you cannot change AP, Area and other rating based options once selected and they go in at rating 1. Switching to creation mode works, but still annoying.

And removing wireless and RFID isn't possible as you can't change the purchasing window options. However, you can turn them off, which is roughly the same except when dealing with a couple of nanotech weapons which allow external access. Removal is much more useful.
 
BUG; Drone: Roving Hub

The Evo Mobile Terminus has Response 3, Signal 5, System 3, Firewall 3.

However, for the one installed standard in the Roving Hub drone, HL shows Response 4, Signal 5, System 4, and Firewall 4.

Nothing in the drones (regrettably brief) description indicates it should get such upgrades.
 
BUG: Transgenic Augmentation: "PuSHeD"

Building a Hacker Adept, I noticed that the +1 die from PuSHeD is not being added to the die pool for using Exploit, even exploit is tied to Hacking, which is a logic-linked skill.

If I look at Hacking in my Active skills tab, I see:
  • Skill rating 9 (it's 6(9) due to Adept powers)
  • Logic 5
  • PuSHeD 1
... for a total of 15d. So far, so good.

Over in the commlink, though:
  • Skill rating 11 (including the +2 for specialising in Exploit)
  • Exploit 5
  • Optimised: Exploit 1
... for a total of 17 dice.

Notice how PuSHeD is missing? The total should be 18 dice; Hacking is still a Logic-linked skill, even when Logic is not contributing to the die pool directly.
 
Military Armour Encumbering as body *2

If you have a character with Body 6 and give it heavy military armour it shows as encumbering (-2) while the description has it only encumbering on body *3
 
Tailored Pheromones is affecting checks for
Composure and Judge Intentions.
I don't think it should be by the book.

Also it would be nice if you could apply a modifier to Composure, Judge Intentions etc
 
BUG: Transgenic Augmentation: "PuSHeD"

Notice how PuSHeD is missing? The total should be 18 dice; Hacking is still a Logic-linked skill, even when Logic is not contributing to the die pool directly.

I wonder.... since PuSHed enhances Logic Linked skills, when you hack it's Program Rating + Skill.... Logic isn't linked at that point.
 
I wonder.... since PuSHed enhances Logic Linked skills, when you hack it's Program Rating + Skill.... Logic isn't linked at that point.
Hacking is always a logic-linked skill. Yes, even when Logic itself isn't contributing to the die pool.
 
Tailored Pheromones is affecting checks for
Composure and Judge Intentions.
I don't think it should be by the book.
Per the RAW Tailored Pheromones applies a bonus to all rolls that involve Charisma and/or Social Skills.

(And it occurs to me: that means, Charisma-tradition mages can get bonus Drain Resist dice out of it ... O_o ... HOUSERULE, STAT!!)
 
Per the RAW Tailored Pheromones applies a bonus to all rolls that involve Charisma and/or Social Skills.

(And it occurs to me: that means, Charisma-tradition mages can get bonus Drain Resist dice out of it ... O_o ... HOUSERULE, STAT!!)

I'm fairly sure this is Charisma linked social skills. I'm 99.99% sure we worded it in such a way that you can't get that bonus on Drain Resiatance tests (I'm fairly sure we worded that to say natural only...) Not that I have my books handy, but I'm fairly sure.
 
when you hack it's Program Rating + Skill.... Logic isn't linked at that point.

This is mentioned on the website in an FAQ or in Unwired, I can't remember where right now but when I do I'll post the reference. When in the matrix, just because your dice pool doesn't include an Attribute doesn't mean one isn't at play - there is an alternative which ignores the porgrams and uses the same skill + attribute dice pool.

So yes, PuShEd definitely does apply.
 
Per the RAW Tailored Pheromones applies a bonus to all rolls that involve Charisma and/or Social Skills.

(And it occurs to me: that means, Charisma-tradition mages can get bonus Drain Resist dice out of it ... O_o ... HOUSERULE, STAT!!)

The actual text is "... add their ratings as a dice pool modifier to Charisma and Social Skill Tests. This bonus has no effect on magical abilities and tests"

So no need for the house rule but I'd say that Composure etc are not actually a Charisma or Social Skill test so it shouldn't apply.
 
Welladay:

BUG: Augmentation, Tailored Pheromones

Tailored Pheromones' description states, "This bonus has no effect on magical abilities and tests"

Yet HL is adding it to Drain tests, for Charisma Traditions.
 
[...] I'd say that Composure etc are not actually a Charisma or Social Skill test so it shouldn't apply.

Composure is "Will + Charisma". It is clearly a Charisma test. And for whatever reasons, strictly RAW ... Tailored Pheromones does indeed apply.

Not that I think they SHOULD, but ... *shrug* ...
 
(I'm fairly sure we worded that to say natural only...)
You're with Catalyst?

Honestly, Tailored Pheromones should have been worded to apply to "in-person Social Skill tests", period. Maybe add a note like: "At the GM's discretion, Teilored Pheromones may apply to other tests - generally Charisma-linked tests involving face to face interaction with other characters".

:)
 
You're with Catalyst?

No, I was one of the proof readers for SR4A. I use my Bloodname in gaming media, but it was mispelt. I'm in the credits for SR4A (and a couple of others from around that time) as Frank Vickors - should be Frank Vickers :o)

I must point out I am in no way associated with CGL, I do not work for them and I don't represent them in any way. My opinions and comments are my own, I'm just an avid Shadowrun player and GM of many years who once moaned to CGL about typos :oD

And as for Tailored Pheremones, I agree completely, hopefully when Augmentation is reprinted it'll be changed. Or FAQ'd before then.
 
I am running with an AI right now and I don't see anything in the rules forbidding AI from having these things. It must be an oversight/error.
 
Tactical console problem

Hi all,
Not sure if it's just me but the tactical console seems to get confused when there are some characters in the portfolio not involved in the combat.
When I hit the next initiative phase (and maybe next turn) some of the non combatants move up the list and appear before some combatants. They have the icon to add them to the combat, so the system is aware that they should not be there but they still are.
To fix this, I have to add them to the combar, then remove them again...

Is this a bug or am I doing something wrong?

Cheers, Ian

P.S. this has been a problem in all of the versions that I have used...
 
Bug: Incorrect Capacity (Oyoroi Armor)

The capacity of the Oyoroi Armor (listed as "Modern Samurai Armor", which is actually a group that includes Red Samurai Armor) in Hero Lab is set to 4, but the book capacity is actually 11, and the Arsenal errata makes no mention of a discrepancy.
 
Hi.

I am new to the forum.
And I don't know if that is the right post.

I have bought the Hero-Lab with Shadowrun and all add-ons.

Now I have created a char with the Hyundai Shin-Hyung car. The data is shown in the program.
But when I am printing it, the car is printed but with no data.
All car data is 0.

Is that a bug?

Thank you.

Regards
LoneRift
 
Gremlins

When looking at the Dice Pool for Gremlins on a machine sprite i noticed it has
DP 12 vs Firewall + Stealth
The description has system instead so its not to bad just an interesting misspell:)
 
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