Lone Wolf Development Forums

Lone Wolf Development Forums (http://forums.wolflair.com/index.php)
-   HL - Shadowrun (http://forums.wolflair.com/forumdisplay.php?f=75)
-   -   Bug Reports - Version 2.12 (http://forums.wolflair.com/showthread.php?t=21468)

Canis May 24th, 2012 05:09 PM

When adding a specialisation, Exotic Ranged Weapon and Exotic Melee Weapon are listed in the dropdown as options yet these skills cannot be further specialised.

Also, is there a way of excluding skills still inside unbroken skill groups from the list of possible skills to specialise?

Thirdly, HL will allow advancing a skill above 6 without the Aptitude quality.

When adding a specialisation as an advancement, selecting 'other specialisation' doesn't generate a custom field text box like when you select that same option during creation mode.

Lastly, the harpoon gun is missing. It's in Arsenal with the other underwater gear, yet it's missing. However you can buy the harpoon ammo for it.

Mathias May 25th, 2012 10:06 AM

Quote:

Originally Posted by Canis (Post 83607)
When adding a specialisation, Exotic Ranged Weapon and Exotic Melee Weapon are listed in the dropdown as options yet these skills cannot be further specialised.

Also, is there a way of excluding skills still inside unbroken skill groups from the list of possible skills to specialise?

Thirdly, HL will allow advancing a skill above 6 without the Aptitude quality.

Could you please clarify these reports? I created a new character, added Exotic Melee Weapon, and there's no specialty button. It will only let me take that skill to 6, and when I add a skill group, none of the individual skills show a specialty button.

Mathias May 25th, 2012 10:09 AM

Quote:

Originally Posted by Canis (Post 83607)
When adding a specialisation as an advancement, selecting 'other specialisation' doesn't generate a custom field text box like when you select that same option during creation mode.

Added to the to-do list, thanks for the report.

Mathias May 25th, 2012 10:12 AM

Quote:

Originally Posted by Canis (Post 83607)
Lastly, the harpoon gun is missing. It's in Arsenal with the other underwater gear, yet it's missing. However you can buy the harpoon ammo for it.

The Aquadyne Shark-XS Harpoon Gun is in HL. You'll find it with the crossbows on the "Melee & Other Weapons" table.

Canis May 25th, 2012 01:57 PM

Quote:

Originally Posted by Mathias (Post 83679)
Could you please clarify these reports? I created a new character, added Exotic Melee Weapon, and there's no specialty button. It will only let me take that skill to 6, and when I add a skill group, none of the individual skills show a specialty button.

Apologies, I should have mentioned this is all in Advancement mode.

Canis May 25th, 2012 02:08 PM

Quote:

Originally Posted by Mathias (Post 83681)
The Aquadyne Shark-XS Harpoon Gun is in HL. You'll find it with the crossbows on the "Melee & Other Weapons" table.

Ah, that explains why I couldn't find it.

trayburn May 27th, 2012 03:42 PM

Power Focus and Summoning Foci
 
Greetings,

I think I've found a bug in Hero Lab for Shadowrun in how it's handling Power Foci. Per Shadowrun 4th Anniversary page 199 : "Regardless of the number of foci a magician may possess, only one focus may add its Force to any single dice pool."

But it appears that Power Foci are being added even when a higher specific foci, for instance Summoning Foci, are being added. I've checked all over for exclusions to this rule for Power Foci and have yet to find one. Help?

Tim

mcoyote May 30th, 2012 06:23 PM

Couple of strange items, some suggestions
 
Hi there,

New to the forums, been using HL for a little while now, for both Pathfinder and Shadowrun. A great product, having lots of fun using it.

With respect to the Shadowrun game system, I'm noticing two oddities that may be bugs.

First:

* Add a weapon to your hero, then add some suitable ammo to that weapon, setting its subtype appropriately (e.g., assault rifle)
* Now give this loaded weapon to a vehicle owned by the hero, with the option of vehicles as separate heroes

In my case, this causes validation failures and, upon investigation, the ammo subtype appears to be gone, even though the ammo is still in the weapon, and although the ammo may be edited from the weapon's details view a subtype may no longer be set.

Second:

* Add armor to your hero
* Give this armor to a vehicle owned by the hero, with the option of vehicles as separate heroes

In my case, an error box appears indicating a circular reference ("A inside of B, where B is inside of A", or some such). Moving anything else in this way works fine, only armor seems to cause a problem.

I also have a few, additional curiosities:

* Will there be a drop-down list of knowledge skills built in at some point, or will they remain manual entry?
* Ditto for condition flags (e.g., partial cover, prone, stunned, called shot, perhaps visibility?), automatically integrated into attack/defense dice pool computations?
* Would it be possible to have a selected firing pattern for automatic weapons (e.g., short burst, narrow) settable in the weapon's entry in the weapons tab? This would make it possible for the attack dice pools listed in the dashboard tooltips (which I find very useful) to always be applicable to the current setting.
* Blue sky here -- were one to have the condition flags and firing pattern selection, it seems likely the tactical console could be enhanced to enable (close to) one-click attacks from one hero to another. To ensure completeness, such an option could offer a little "attack" dialog box allowing last-minute overrides of the dice pool mods, ec.

Mathias May 31st, 2012 09:17 AM

Bug Reports - Version 2.12
 
(a bug reports thread for the 5/31/12 release)


Unfortunately, there are still some sections of the Shadowrun files we haven't completed yet. These are all coming as soon as we can get them accomplished. There's no need to repeat these items as bug reports.
  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
  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.
  7. Runner's Companion
    • The Alternative Character Creation Chapter.
    • The AI and Free Spirit sections of the Advanced Character Concepts chapter.

_Pax_ May 31st, 2012 09:51 AM

Typographical Error
Settings Summary - "Programs Use Attribut Ratings"
... parenthetical note reads "Rkill Rating", should be "Skill Rating"

Zuni Technomancer May 31st, 2012 10:52 AM

Hi,
I get an validation error when adding a linguasoft to a data sprite. It states that my sprite needs the biowire echo.
At page 242 core rule book it states that any lingua soft complex forms are in the list for optional forms.
And, sprites can't learn complex forms.

Canis May 31st, 2012 02:02 PM

Chaser autosoft will not allow a rating to be selected. The customise button is grey'd out and there's no way to increase the rating from the default 1.

When selecting Complex Forms as advancements or during creation mode, TacNet is not an option.

Mara May 31st, 2012 11:28 PM

The MQ-1 Predator Drone has a strange error with it.
Without putting ANYTHING on it, just straight up stock when you go to it to start doing
customization, it has a validation error: Weapon Mount(Fixed, External, Remote): This vehicle has used 2 of its 1 available weapon mounts. It puts this error twice, and
the drone has 2 weapon mounts.

cryptoknight June 1st, 2012 02:51 PM

It's not on your list so... the Metagenetic versions of existing Qualities are still missing.

MetaVariants should be able to pick Metagenetic qualities and have the total count against their base positive qualities instead of generating a validation error.

goofdad June 1st, 2012 09:37 PM

When adding Foam Explosives:

add 1kg rating: 4
then add 1kg rating: 5

It adds a second rating 4 rather than one of each.

Also: Detonator Caps don't stack?

Mad Hamish June 2nd, 2012 04:49 AM

How do you use lingua-softs?
 
I've got an Erica Elite Comlink with Iris Orb Operating System and a Sim Module.

In Advancement Mode I've added a Linguasoft (Yorumba) and it's showing on the Knowledge Tab under Languages as Rank 0 with no dice associated.

I've tried creating another character and if I give the same comlink, os, Sim Module and lingua soft it all goes fine.

Any ideas how to get it working?

Calabim696 June 2nd, 2012 05:37 AM

When I import a sample spider stock hero from Unwired into a portfolio I get this error: "Critical information not found in data file: Source 'Twilight Horizon'"

Mathias June 2nd, 2012 06:33 AM

What does your commlink currently list as its System rating?

If you press the Edit button on the linguasoft, look in the top left - what does it list as the current rating of the linguasoft? On the skill itself, what does it list as the skill's rating and dicepool?

If you hover your mouse over each of those numbers I pointed you to, what does it report?

Mad Hamish June 2nd, 2012 07:00 AM

Commlink system rating = 3

Linguasoft Rating = 3

In the language part of the Linguasoft screen it has
- 0 Yoruba Linguasoft

If I hover over the 0 it shows
Calculations
Situational Linguist (+2), Augmented Maximum (=0)

Skill Limit 0/6 (0)

Skills must be modified by the advances tab once the character is locked for play.


I've just experimented with a new character and it looks like Linguasofts work o.k. normally but don't work if you have the Linguist positive quality.

I built a character without Linguist and added a Linguasoft and it worked giving a ranking of 5, then I removed that linguasoft and bought Linguist.
When I added a Linguasoft it gave rating 0.
Then I dropped the quality and the Linguasoft that wasn't working gave a rating of 5

Bluesmun June 2nd, 2012 02:04 PM

Can't upgrade implants?
 
So, I'm putting together a character who has alphaware cybereyes. I go into the 'Edit This Gear' part to get mods like thermographic vision, vision magnification, etc. It already has alphaware eye recording units and image links automatically, but when I go to add more it doesn't give me an option to get a better upgrade. And when I buy it, I get an error note saying that I've got a Standard modification, but I need Alphaware or higher because it needs the same grade as its parent.

The problem is, I can't seem to find any way to make it Alphaware. It doesn't give me any kind of options to make mods alpha, beta, or delta. I do get the option when I'm buying cyberware, though. Am I missing something?

Dagnir June 2nd, 2012 11:28 PM

Ruthenium Polymer Coating issue
 
I added Ruthenium Polymer Coating to some clothing which is legal to do as long as the garment covers the whole body. I made the clothing a overcoat and the error i am getting is that it takes a slot in an item that has 0 slots. can we fix this? cause Ruthenium Polymer Coating takes no slots and it says in the description that you can add it to armor or clothing as long as it covers your whole body.

thanks :)

Ryu June 3rd, 2012 12:16 AM

Buy Orthoskin -> Buy Orthoskin Modification (Most easily seen on a fresh char, but just the same in character advancement.)

The essence cost for the modification is not deducted.

There is no option to choose an implant grade for the modification.


The same error occurs with the Chameleon Mod for Dermal Sheaths R3 with Ruthenium Polymer Coating. Maybe enter those mods like the Skillwire Expert System?

Mara June 3rd, 2012 12:32 AM

One thing I was expecting with the release of Unwired was the ability
to finally build our own Commlinks...

It seems like that, if you want to build a Hacker with a Custom Built Commlink,
you have to build a Custom Nexus

Ryu June 3rd, 2012 12:48 AM

Quote:

Originally Posted by Mara (Post 84209)
One thing I was expecting with the release of Unwired was the ability
to finally build our own Commlinks...

It seems like that, if you want to build a Hacker with a Custom Built Commlink,
you have to build a Custom Nexus

The rules permit to build a Nexus from scratch and to upgrade devices to (original rating+2). There are IIRC no rules for designing a commlink from scratch. Not a bug in that case.

You can rename existing commlinks, maybe that is enough for your purposes.

Mathias June 3rd, 2012 07:52 AM

According to the rules, cyberware can be replaced for a better grade of cyberware only by surgically removing the existing system and installing a completely new cyberware system of the new grade.

In Hero Lab's terms, delete the old one and purchase a new one.

Bluesmun June 3rd, 2012 08:44 AM

No, I mean. I'm not trying to upgrade the cyberware itself, just the mods in the cyberware. But I don't have the option of buying anything but standard mods.

http://i47.tinypic.com/333jrjl.png
http://i48.tinypic.com/30tpir8.png

See what I mean?

Mathias June 3rd, 2012 08:49 AM

Quote:

Originally Posted by Bluesmun (Post 84226)
No, I mean. I'm not trying to upgrade the cyberware itself, just the mods in the cyberware. But I don't have the option of buying anything but standard mods.

http://i47.tinypic.com/333jrjl.png
http://i48.tinypic.com/30tpir8.png

See what I mean?

As a workaround, use the "Customize" button to purchase those, and find the edit icon (hammer and wrench) on the mod's edit form. Clicking that will bring up another form that will let you set the implant grade.

I'm moving this into the bug reports thread, and I'll investigate why this isn't working.

Mara June 4th, 2012 01:53 AM

Cannot set a price for BTL or Simsense recordings

Ryu June 4th, 2012 04:04 AM

Quote:

Originally Posted by Mara (Post 84271)
Cannot set a price for BTL or Simsense recordings

Is blocked in Chargen mode, works in Advancement mode.

dragongold3 June 4th, 2012 05:19 AM

There is something weird with the Increased Economy modification...

When adding to a minidrone, say a Bust-A-Move or a Dragonfly, it seems to show the right cost when you select it. But it is giving a final cost of speed*speed*acell*acell*5 when you try to add it...

Calabim696 June 4th, 2012 06:44 AM

Not really sure if this is a bug but it has been bugging my players. The walking and running speeds are not listed on the printouts. Thanks.

Mara June 4th, 2012 07:01 AM

not a bug, but an aesthetic feedback:
The change to make the whole magic tab to expand and scroll is something that I would say is a good feature for the Resonance Bar, as well. Sure, it does not become unusuable like the magic tab could before, but it is a bit more user friendly when you start doing stuff that takes up a lot of the Resonance tab.

Darkwraith June 4th, 2012 02:38 PM

[Bug Report] Wasp Shaman are confused
 
I noticed that when creating an Insect Shaman: Wasp, they can only summon Termite spirits. I know Insect Shaman are supposed to be insane, so I guess those type are off the deep end :p

_Pax_ June 10th, 2012 09:04 AM

BUG: Drone/vehicle modification

The Ferret RPD-1X minidrone is supposed to have additional modification slots, for a maximum of either 8 or 10 (normally it would have 4, and says it has an extra 4, but then claims a result of 10). Reasonably, at least 8 slots should be available in HL.

(Reference: last sentence of it's description on page 118 of Arsenal).

The program, however, is not applying that bonus at all.

_Pax_ June 10th, 2012 09:11 AM

BUG / MISSING FEATURE: Drone/vehicle modification

The Full mechanical arm is supposed to (with the GM's permission) potentially accept the same modifications as a Cybernetic Arm.

(Reference: Arsenal page 139 - starting at the bottom of the left-hand column)

The program does not, to my knowledge, provide a way to do this.

Mathias June 10th, 2012 10:25 AM

Quote:

Originally Posted by _Pax_ (Post 84525)
BUG / MISSING FEATURE: Drone/vehicle modification

The Full mechanical arm is supposed to (with the GM's permission) potentially accept the same modifications as a Cybernetic Arm.

(Reference: Arsenal page 139 - starting at the bottom of the left-hand column)

The program does not, to my knowledge, provide a way to do this.

Take a look at the text for this item in HL - you'll see that this is noted there as a known issue.

Ken June 10th, 2012 12:00 PM

Ammo and grenades not on CRS
 
This seems to be consistent - after buying special ammo (stick n shock, etc) or grenades for a character then printing (or doing a print preview of the CRS), they don't appear anywhere on the character record sheet output (at least not that I can find).

_Pax_ June 10th, 2012 12:09 PM

Ah, sorry, I did miss that.

Ryu June 11th, 2012 11:23 AM

Quote:

Originally Posted by Ken (Post 84537)
This seems to be consistent - after buying special ammo (stick n shock, etc) or grenades for a character then printing (or doing a print preview of the CRS), they don't appear anywhere on the character record sheet output (at least not that I can find).

Grenades show up on page 2 below the entry for firearms. Ammo not associated with a specific weapon (read: bought from the grenades and ammo button) does not show up, even if you enter a weapon class.

For weapons you own, buying the ammo via Edit button will work.

Mathias June 11th, 2012 03:00 PM

Quote:

Originally Posted by Canis (Post 83607)
When adding a specialisation, Exotic Ranged Weapon and Exotic Melee Weapon are listed in the dropdown as options yet these skills cannot be further specialised.

Fixed in the next update, thanks for the report.


All times are GMT -8. The time now is 10:41 AM.

Powered by vBulletin® - Copyright ©2000 - 2024, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.