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-   -   Bug Reports - Version 2.18 (http://forums.wolflair.com/showthread.php?t=22057)

Mathias July 30th, 2012 05:49 PM

Bug Reports - Version 2.18
 
(a bug reports thread for the 7/30/12 update)

Mad Hamish July 30th, 2012 10:44 PM

Spend Karma options grouped in Advancements
 
If you have Multiple "Spend Karma" entries under your advancement tab they are grouped so that you can only remove the latest one.

This is annoying if they're for separate things
(In this case one was an adjustment due to the bug buying off In Debt and 1 was an uncategorized karma spend which wasn't related. I was looking to remove the adjustment for removing In Debt and couldn't)

chaosknight199 July 31st, 2012 06:53 PM

The Program Options for Complex Forms in the Printout are appearing underneath the complex form below it

Ex: An CF of Exploit with (Mute)
the Word (Mute) is inside Spoof

Ozymandias August 1st, 2012 03:06 AM

Under the Karma system, Karma costs for Race/Infected/Drake still do not appear to be calculated properly... for example, if I add an Infected quality of Vampire to a Human character, it only costs 40 Karma. Of if I add the Banshee quality to an Elf, it only costs 10 Karma points, while the Elf quality costs 15 Karma points.

And the Drake quality added to either Human or Elf costs nothing at all. Am I missing something?

LukeZ August 1st, 2012 09:36 AM

Matrix -> Commlinks -> Modifications
Some modifications (Skinlink, Hardening) are present both under "Commlink/Electronic Modifications" and "Wireless Modifications".
The former costs slots too, the latter don't.

Mathias August 1st, 2012 10:06 AM

Quote:

Originally Posted by LukeZ (Post 87838)
Matrix -> Commlinks -> Modifications
Some modifications (Skinlink, Hardening) are present both under "Commlink/Electronic Modifications" and "Wireless Modifications".
The former costs slots too, the latter don't.

Unfortunately, I need to support both Unwired's Commlink Modifications section and the original printings of those options - Unwired is so vague about which devices beyond commlinks use their accessory slot mechanism that I want to allow both versions so that individual GMs can decide how they want to interpret those rules for each device. Those without the Unwired book also need to be able to select those devices without using up accessory slots their device won't have.

LukeZ August 1st, 2012 10:45 AM

Yes, I was just thinking about that it seemed more a rules glitch...!

LukeZ August 1st, 2012 03:15 PM

Armor Modifications:
Gel Pack should add 1 point of modification (it adds none).

I've activated the "Enforce Armor Suit Capacity", but I can put any amount of Capacity without any warning.

The Help description under Details for "Enforce Armor Suit Capacity" and "Enforce Maximum Armor Modification" is wrong (it's a cut/paste of the previous row).

Canis August 1st, 2012 04:26 PM

Transys Cybernaut military commlink is misspelt as Transsys.

Mathias August 1st, 2012 04:35 PM

Quote:

Originally Posted by LukeZ (Post 87865)
Armor Modifications:
Gel Pack should add 1 point of modification (it adds none).

I've activated the "Enforce Armor Suit Capacity", but I can put any amount of Capacity without any warning.

The Help description under Details for "Enforce Armor Suit Capacity" and "Enforce Maximum Armor Modification" is wrong (it's a cut/paste of the previous row).

Please specify which armor you're testing this on.

LukeZ August 2nd, 2012 04:17 AM

Quote:

Originally Posted by Mathias (Post 87870)
Please specify which armor you're testing this on.

Camouflage Suit

Mmm... the rules talks about "armor suit capacity", but it only gives actual capacity for the "full body armor suit" and the "urban explorer jumpsuit".

For those 2 armor suits the software works correctly, while in any other armor you can put any number of modifications, since there is no maximum capacity set.

Thinking again, this seems more another "rules glitch" and not a "software glitch".

Ok, so it's only the Gel Pack that should add 1 point of modification (it adds none).
"Unrated armor modifications (for example, the gel pack modification) take up 1 (modification) point." (Arsenal, page 44)

And the 2 wrong Help descriptions.

LukeZ August 2nd, 2012 09:11 AM

Maybe there could be an option to put a Maximum Capacity to items that have none, or generally speaking to tweak the Maximum Capacity of a single item.

_Pax_ August 2nd, 2012 01:51 PM

AI and Commlinks / Nexi
 
Can someone explain to me why, exactly, HeroLab doesn't provide a way for an AI character to purchase a commlink or nexus (to serve as their Home Node) during character creation?

I shouldn't have to go and buy a vehicle, so I can install a commlink into it, to be able to invest starting resources into specifying the AI's Home Node ... :(

Mathias August 2nd, 2012 02:10 PM

Quote:

Originally Posted by _Pax_ (Post 87931)
Can someone explain to me why, exactly, HeroLab doesn't provide a way for an AI character to purchase a commlink or nexus (to serve as their Home Node) during character creation?

I shouldn't have to go and buy a vehicle, so I can install a commlink into it, to be able to invest starting resources into specifying the AI's Home Node ... :(

Previously reported, this is on the to-do list: http://forums.wolflair.com/showpost....3&postcount=92

_Pax_ August 2nd, 2012 02:42 PM

I wasn't reporting a bug, I was asking a question. :(

Mara August 2nd, 2012 05:20 PM

Unwired has the rule for Adapting Software as a Complex Form. While this
is an optional rule, it is not listed as an option in the optional rules tabs,
and there appears to be no way through HeroLab to adapt the software
from War! and Spygames as complex forms, as they are not showing in the list, and there is no "Custom Complex Form" button.

Still no capability to do a custom magical tradition, despite that being in the corebook.

Mathias August 2nd, 2012 05:26 PM

Quote:

Originally Posted by Mara (Post 87941)
Unwired has the rule for Adapting Software as a Complex Form. While this
is an optional rule, it is not listed as an option in the optional rules tabs,
and there appears to be no way through HeroLab to adapt the software
from War! and Spygames as complex forms, as they are not showing in the list, and there is no "Custom Complex Form" button.

Still no capability to do a custom magical tradition, despite that being in the corebook.

You can use the editor to create replacements for the existing programs that are now allowed as complex forms, and the Tradition tab is also available in the editor.

Kesendeja August 3rd, 2012 12:17 PM

By the way my GM asked me to mention that the Adept Power Fleet and the Metagenetic Quality Celerity both need to work with flight.

Canis August 3rd, 2012 02:54 PM

The Gecko Grenade mod (which is only applied to grenades) is on the list of weapon modificastions.

And the cluster grenade is shown as an ammo option for grenade launchers even though there is no mini-greande version.

CeaDawg August 3rd, 2012 02:58 PM

The Dobel Revolution mono bike is not being removed from the dashboard when it is unchecked on the main character to which it belongs to. At first I thought this was caused by a glitch involving some of the mods made to the revolution, but have since found that this is occurring on other characters that have purchased this bike either during character creation, or during game play. Once this vehicle is added to a portfolio the handling of the portfolio slows down to a crawl, even with only the bike and it's owner in the portfolio. This is really bad when several groups are gathered into one portfolio for handling an encounter such as the ambush at the Deer Park Campground in the Dawn of the Artifacts module Midnight. Removing it from the character once the portfolio is stalled out does not improve the situation. I have tried created a stand alone version of the bike as the only character in the portfolio, instead of as a minion, and importing it to the group portfolio. This still slows down the handling of the portfolio, but not to the extent that having it as a minion does. Let me know if you want a copy of the files. I'm running them on an ASUS board with an Intel i3 2.27GHz CPU, 8GB of RAM, & Win 7HP 64b OS.

Oh, in the two cases where the bike as been given to another hero, it has resulted in two of the bikes existing in the portfolio; one on the originating hero and the second on the hero to which the bike was given.

JDDyslexia August 3rd, 2012 03:04 PM

Using the build point system, the cost of enemy is now half of what it should be (it's halving the sum of incidence and connection rating when calculating the BP bonus of the quality)

Canis August 3rd, 2012 03:22 PM

Military Helmet is still limited to rating 6, thus limiting the helmet commlink to 6.

Mathias August 3rd, 2012 03:41 PM

Quote:

Originally Posted by Canis (Post 88016)
Military Helmet is still limited to rating 6, thus limiting the helmet commlink to 6.

Please report this to Catalyst, not me - they need to provide the costs for the additional levels. War!'s section on extending the ratings of military commlinks did not include a mention of how to modify the military armor helmet installed commlinks from Arsenal, and the differences between the costs of ratings 4, 5, and 6 of those helmets is not equal to the difference between the total costs of the modules/programs for each of those ratings. Without consistant numbers relating the price at each rating of the helmets to the price at each rating of the modules/programs, I can't come up with a formula that would allow me to deduce what the price should be at each rating beyond 7 for those helmets.

Canis August 4th, 2012 02:57 AM

I had a sneaking suspicion that was the problem.

Okay, I'll let them know.

Mad Hamish August 4th, 2012 10:22 PM

Mystic Adepts restrictions calculated wrong
 
Mystic Adepts seem to be using their split amount for Magic Points to calculate max adept power levels and maximum forces

A mystic Adept with magic 6 (1 for Physical Adept, 5 for magician) is getting an error (You may not have a higher level of your adept power than your Magic Attribute) trying to buy level 2 in any physical adept powers and is showing a maximum force of 10 for casting.

page 195 of the 20th anniversary rulebook has
"For every point of Magic invested in physical abilities the character gets one Power Point that she can use to purchase adept powers. Every point of magic invested in mana-based abilities grants the character one point to use with Magic base skills. For all other purposes, including the determination of the maximum level for adept powers, the character's full magic attribute is used."

Jareth Valar August 5th, 2012 03:28 AM

Actually that was cleared up in the FAQ found http://www.shadowrun4.com/game-resou...ked-questions/

Re-posting for everyone else.

Quote:

Though mystic adepts must split their Magic between Magic-based skills and adept powers, it says that for all other purposes, including the limits of adept powers, the mystic adept uses his full Magic attribute. Does this mean that a mystic adept with Magic 6 who has allocated 2 points to Magic skills and 4 points to adept powers can cast Force 6 spells without flinching?

The Magic points allocated towards Magic-based skills counts for all aspects of those skills. This includes: Magic-linked skill tests (Summoning, Spellcasting, Enchanting, etc.), maximum spell Force, overcasting, etc.

For a mystic adept’s adept powers, only the points allocated towards adept powers apply. This includes powers that require Magic Tests like Attribute Boost, the maximum rating of leveled adept powers, etc.

For all other purposes—i.e., non-Magic-linked skills—the mystic adept’s full Magic attribute is used: pressing through astral barriers, initiation grade limit, Masking metamagic, being assensed, etc.

So for the example above, a mystic adept with Magic 6 with 2 points devoted to Magic skills and 4 points to adept powers, the maximum Force he can cast at is 4, and anything over Force 2 is Physical Drain. His adept powers are limited to rating 4 or lower.

Mad Hamish August 5th, 2012 05:37 AM

Quote:

Originally Posted by Jareth Valar (Post 88071)
Actually that was cleared up in the FAQ found http://www.shadowrun4.com/game-resou...ked-questions/

Re-posting for everyone else.

Except that the FAQ apparently predates the 20th anniversary edition and was never official errata.
At the very least there should be a house rule option to let you select them at the full magic value as that is what the actual rulebooks say.

wildfire142 August 5th, 2012 06:53 AM

When using the karma gen system adjusting "Gear Build Point Limit" does nothing, no increase or decrease of max spend funds, works correctly under build points.

Canis August 5th, 2012 12:17 PM

Quote:

Originally Posted by Mad Hamish (Post 88077)
Except that the FAQ apparently predates the 20th anniversary edition and was never official errata.

Sorry mate, this is official. When SR4A was being proofed, the proofers went through all the language in the book to help prevent issues, however it was done so with the understanding that it complied with all official FAQ's. Including this one.

If you wish to house rule it, then by all means. But HL uses the official rules according to Catalyst.

And yes, we did mess up on this one.

Kesendeja August 5th, 2012 12:34 PM

Dormant Metagenetics is charging double in the karma gen system, not sure about the other creation systems.

Bardaek August 5th, 2012 05:11 PM

This might be a Gaming rules issue, but my issue is this.

Building a MCT Fly-Spy drone, I wanted to put all of the electronic attack software on the pilot program instead of the drone itself. I suspect it doesn't matter, but regardless, the output pdf file has no information about the modifications to the pilot program. It doesn't even say on the page that there is a pilot program.

Is this a Shadowrun structural thing, my knowledge thing, or a bug in the output in the Herolab software?

Regards

Vytek August 5th, 2012 05:43 PM

Clothing - shouldn't come up with an error for adding modifications to it. I added Ruth Coating and it error saying 0/0 items can't have modifications.

It also gets angry when I try and equip the Bike Racing Helmet with the SecureTech Helmet. The SecureTech armor is designed to be added to other pieces of armor. The stacking of armor also seems a little wonky and I'm averaging slightly low -4 per ballistic / impact on ratings.

Earbuds w/ Audio Enhancement should only take up a single capacity and not the rating in capacity.

Variable Cyberlimb attributes dont seem to be working correctly. Running speed should take into account for my legs. Strength should account for my capacity rating. It dosn't seem to average correctly. I have a cyberlimb agility of 9 and its only reading as a 7 for dice on my weapons. Main hand is selected for both.

Reference:

https://docs.google.com/document/d/1...it?hl=en_US%22

Try to build this fellow in the program. He does not come out right.

I cant create a custom program but NOT a custom OS. I want to set my own Firewall / System with a Custom OS.

No way to remove weapon mods that come with the weapon. Ingram smartgun X. id like to remove the gas vent 2 and place the 3 on there. i can do such but it looks like the capacity is effect.

The Battle Rifles are tossed into the Assault Rifle Category.

When I buy the Trigger Selector for my Ares HVBR it states that going FA is a downgrade from HV Full.

I have Automatics (SMGs) but my Automatics (Assault Rifle) is using that to grant me the +2 dice. It should not be such.

The capacity of some gun mods are off. I'll have to grab a book and go through it but several are incorrect.

I specifically bought this to use at Gencon for my group - and grabbed several of the add-on packs but all the little errors are bugging me mightily.

Canis August 5th, 2012 07:33 PM

According to the description of Cyborg Adaption in Arsenal, a CCU has skillwires installed.... is this missing because it's not mentioned in Augmentation? The desription also states that the CCU has a capacity of 12 - I'm assuming you'd let the same mods in there as a cyberskull.

Also, how do you get the CCU Commlink to show up on the matrix tab?

Mechanical arms on vehicles don't show the same list of available modifications as cyberarms, yet they're basically the same thing (less restrictions on strength etc though).

Mad Hamish August 5th, 2012 10:00 PM

Quote:

Originally Posted by Canis (Post 88098)
Sorry mate, this is official. When SR4A was being proofed, the proofers went through all the language in the book to help prevent issues, however it was done so with the understanding that it complied with all official FAQ's. Including this one.

If you wish to house rule it, then by all means. But HL uses the official rules according to Catalyst.

o.k. Maybe it was their intent as a revision. I'm not convinced it's a good idea because it makes Mystic Adepts with most of their points in the Physical Adept power side crippled in terms of getting any benefit from spells at all.

However I still think that at the least it should be an option in Hero Lab to let it use the full magic for at least the level of adept powers allowed as the rulebook specifically says that they can. So a new player will buy the book, read it and try and then find out that the character creation tool won't let them do something that is specifically stated as being allowed in the main rulebook.

LukeZ August 6th, 2012 06:57 AM

Fake License/SIN and System Rating
 
If you assign a Fake License/SIN under Social -> Identities it says that the maximum Rating is 0 (since it isn't loaded into any Commlink or similar).
How can I load the Fake License/SIN into my Commlink?

Edit:
Sorry I didn't thought it could have been a bug.

Mathias August 6th, 2012 08:10 AM

Quote:

Originally Posted by Canis (Post 88125)
According to the description of Cyborg Adaption in Arsenal, a CCU has skillwires installed.... is this missing because it's not mentioned in Augmentation?

It does not state that they have skillwires - it states that they count as skillwires. Activesofts will run on a cyborg as is.

Canis August 6th, 2012 10:24 AM

Okay cool thanks Mathias.

However skillsofts don't work on Cyborgs for some reason. They show on the appropriate tab (active for Cyborg Activesofts, knowledge for Knowsofts and Linguasofts) but none of them have any skill ratings - it's as if I've added a bunch of skillsofts at rating 0.

Canis August 6th, 2012 11:47 AM

Quote:

Originally Posted by Mad Hamish (Post 88134)
o.k. Maybe it was their intent as a revision. I'm not convinced it's a good idea because it makes Mystic Adepts with most of their points in the Physical Adept power side crippled in terms of getting any benefit from spells at all.

That is kinda the point though, as Mystic Adepts are a half way house between being a Magician and an Adept - they're generalists and not specialists, and no generalist is ever gonna be as powerful in any one area as a specialist although given enough time, Karma and grades of initiation a mystic adept can become quite powerful indeed.

The FAQ entry is still present, so I'd have to assume that the original printing of SR4A was wrong. Apologies there, guess that one got missed. I'm sure CGL will include the FAQ in the latest printing, whenever that happens. All of the core books (Arsenal, Unwired, Augmentation and Street Magic) have recently been reprinted with cool new cover artwork so I'd not be surprised if SR4A itself will be - though they may have to change the title :o)

Mathias August 6th, 2012 11:52 AM

Quote:

Originally Posted by Canis (Post 88156)
Okay cool thanks Mathias.

However skillsofts don't work on Cyborgs for some reason. They show on the appropriate tab (active for Cyborg Activesofts, knowledge for Knowsofts and Linguasofts) but none of them have any skill ratings - it's as if I've added a bunch of skillsofts at rating 0.

What's running the skillsofts? What's its system rating? If you're running them on the commlink, you may want to wait and see if whatever's causing the commlink not to show up on the Matrix tab is also affecting other functions of the commlink, like being registered as a source of the Hot Sim ability (whcih affects whether it's a valid item to run skillsofts).

Canis August 6th, 2012 04:59 PM

I can't get into that file now, it's become corrupt somehow - between saving it before lunch and opening it after lunch. All my other files seem okay.

I had them on the CCU Commlink. I've just made another cyborg and put a couple of them on that commlink adn it works okay. As HL is mixing ratings up still, I had to spread the knowsofts and linguasofts onto the skillwire expert system and a fairlight commlink in order to stop evetying from degrading due to processor load (delta ware with device rating 1....).

The fairlight I put on the character in order to give me something on the matrix tab to work with (kinda important for a borg). I'd planned to move everyting to the CCU Commlink once that was fixed.

I've just made another borg, and this one is working fine. Aside from system ratings (grrrrrr) causing them to show at lower ratings, cyborg activesofts, knowsofts and linguasofts are working okay on that one. Weird.

As an FYI, originally I upgraded every system and responce module to 10 (always came up as 3 though, see previous grrrr). All cyberware and the extra link I added.


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