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-   -   Version 13.3 of the Pathfinder files for Hero Lab is now available! (http://forums.wolflair.com/showthread.php?t=56688)

Aaron September 30th, 2016 01:36 PM

Version 13.3 of the Pathfinder files for Hero Lab is now available!
 
This month's release includes 2 new modules and the next issue of the Strange Aeons adventure path. You can also discover the powers of the outer plane, godly and otherwise, in Divine Anthology and Planes of Power!

New Releases
  • Divine Anthology is now available as part of the Pathfinder Player Companion #24 package!
  • Planes of Power is now available as part of the Pathfinder Campaign Setting #16 package!
  • Two new pathfinder modules are available for purchase! Daughters of Fury features a family of tieflings attempting to recapture their wayward half sister for a nefarious ritual! Doom Comes to Dustpawn includes shadowy cultists and an approaching evil that transforms the bodies and minds of the innocent into bestial, enraged mockeries! Each are each available as their own package!
  • Episode 2 of Strange Aeons is now available as a new chapter in our latest Encounter Library.

Enhancements & Changes
  • Furious Focus now counteracts the first attack's power attack penalty, when both feats are activated.
  • Flexible Wizardry is now implemented. When memorizing a flexible slot, add it as a metamagic power to select both partially prepared spells.
  • Added adjustments to apply the various effects of the Kineticist's Basic Chaokinesis ability.

Bug Fixes
  • Legendary items which required the user to select something (such as a legendary headband of vast intelligence) were not functioning.
  • The Dragon Disciple class was not stacking properly with the Draconic bloodlines for the Sorcerer or Bloodrager classes.
  • On the iPad, for a weapon that needs to show separate ranged and melee damage (like a dagger wielded by someone using the point-blank shot feat), only the melee damage appeared in the weapon display and in the dice roller options.
  • Unchained Monks of 20th level were not changing their type to outsider for the Perfect Self (unchained) ability.
  • The Elf Arcanist favored class bonus was throwing off the refresh rate of the arcane pool.
  • The Dirty Fighting feat was not eliminating the attribute requirements of "Improved X" maneuver feats as well, only those which required those feats.
  • Inquisitors with the Living Grimoire archetype had no slots in which to memorize spellbook spells.
  • Certain Druid Animal/Terrain domains were not correctly marked as such, and thus couldn't be taken by Green Faith Marshal inquisitors.
  • Changelings with the Hag Magic ART (Agents of Evil version) had an incorrect spell description for one of their racial abilities.
  • The Champion of Irori prestige class was advancing the Lay on Hands dice of paladin levels more quickly than it should have.
  • Items selected by the Timeworn adjustment were not halving their gear value, which resulted in some characters exceeding their recommended wealth thresholds.
  • Characters with the Divine Commander archetype were showing "too many general purposes selected" validation errors for their animal companion/mounts.
  • The Combat Stamina feat was disabling feats which require at least 1 point of stamina remaining, even when it should not have.
  • Mithral Full Plate of Speed was applying the wrong ACP, incorrectly counted as medium armor for all purposes (rather than needing Heavy Armor Proficiency), and had an obsolete description.
  • Animal Companions of a Sacred Huntsmaster were getting incorrect validation errors when activating an animal focus on the companion.
  • Several Final Revelations were not functioning correctly with oracle archetypes that replaced the Final Revelation.
  • Expanded Arcana could incorrectly choose Arcanist levels.
  • A shaman with the flight hex wasn't getting the ability to use flight or levitate.
  • Warpriests weren't benefitting from the phylactery of positive/negative energy.
  • Elemental ascetics now get kinetic fist automatically for free.
  • At 8th level, a Kineticist (Blood Kineticist) must choose Foe Throw as an infusion. Previously, you needed to ignore the error message that there were no associated blasts for that infusion and add it anyway. Now, it will not generate any error messages for a Blood Kineticist (8th), and once added, will properly modify Water Blast and Blood Blast if the infusion is activated on the In-Play tab.
  • Elemental Overflow was only adding a ranged attack bonus to kineticist blasts, not a melee attack bonus, so if you were using Kinetic Blade or Kinetic Whip, those blasts would not show their attack bonus.
  • Kinetic Blade was not changing Composite Blasts into melee weapons.
  • While Kinetic Blade was active, characters with a high BAB would not show more than one attack for the blasts. Using Kinetic Blast as a ranged attack is a standard action, so it can only be used once a round, but Kinetic Blade is activated as part of an attack, charge or full attack action, so it can be used multiple times in a round.
  • The Kineticist's Force Ward ability had not been updated to take advantage of the new mechanisms for temporary hp.
  • A Kineticist 20 with an infusion turned on would see an incorrect DC (1 too high) on the blasts on the weapon tab, but the correct DC listed for the infusion by itself.
  • The Kineticist's Shroud of Water ability was confusing to use, since if you switched to shield mode, you then had to adjust the incrementer, or it would give you a greater shield bonus than your minimum (so a bonus that meant burn had been applied). Now, the incrementer simply represents the amount of burn applied to this ability, Note that existing hydrokineticists will need to change the incrementer the first time they're used after this update.
  • The Kineticist's Shroud of Water ability can no longer have both of its modes activated at the same time.
  • The situational modifier added by the Kineticist's Air's Leap ability to the Acrobatics skill was not clear about where the bonus was coming from.
  • An activation has been added to the Kineticist's Waterdancer ability, to apply its effects.
  • The Kineticist (Elemental Annihilator)'s bonus feat list was missing Weapon Finesse and Weapon Focus.
  • The Kineticist (Elemental Annihilator)'s Devastating Infusion ability now lets you choose whether your devastating infusion weapons are light or one-handed weapons.
  • The Cloud, Deadly Earth, Mobile Blast and Wall infusions now display the number of rounds they can be sustained.
  • The Elemental Pupil trait should add a damage bonus to kineticist blasts of the corresponding element.
  • Added Gravity Blast and Void Blast to the list of blasts for Pushing Infusion.
  • Added the Void element to the Pushing Infusion and the Suffocation Wild Talent.
  • Added Wood Blast and all the Wood composite blasts to the list of blasts for Pushing Infusion, Entangling Infusion, Impale, and Deadly Earth.
  • Added the Wood element to Kinetic Cover, Pushing Infusion, Entangling Infusion, Impale, and Deadly Earth.
  • The Pushing Infusion now calculates and displays the CMB to use with that infusion.
  • The Emotion Surge ability of the First Folk Paragon's Passion aspect was not calculating it's rounds/day correctly.
  • First Folk Paragons which took both Improved Expertise (Sorcerer) and Improved Expertise (Bard) was not able to properly track the two sets of spells in separate slots.
  • Phantoms were getting too many skill points per hit die.
  • Angel Wings was not granting a fly speed correctly.
  • The Holy Book weapon of the Living Grimoire archetype was not upgradeable.
  • The Blessings of Fervor (Attack) was incorrectly stacking with Haste bonuses.
  • Plant Shape polymorph effects (such as the spell adjustments and wild shaping) were showing the Plant Eidolon races from Heroes of the Wild as available races to polymorph into.
  • The Warpriest (forgepriest)'s Craft Magic Arms & Armor feat was not set as a bonus feat, so it was not ignoring the normal caster level prereq on that feat.
  • The horn Three Reasons to Live, from Plunder and Peril, can now be equipped and activated on the In-Play tab, in order to show its effects when used to start a bardic performance.
  • The Barbarian (Mooncursed) archetype could not choose Tiger as the type of race it can shapeshift into. Note however, that the only Tiger races Paizo has published are size L, so until you reach level 11, there are no races for these characters to polymorph into, and at level 20, there will not be a size H option to make use of.
  • The Deep One Hybrid's natural armor ability was not adding a natural armor bonus to AC.
  • For characters who use the Class Pack entry path, but not the Ranger class pack, the feats Seething Hatred and Stalker's Focus would not have any options to select from.
  • For characters who use the Class Pack entry path, but not the Ranger class pack, the combat styles from Ulimate Intrigue were not available.
  • The Cestus should be in the Close fighter weapon group, in addition to the Monk group (which it was already set as).
  • The Barroom Brawler feat should be in the Combat category.
  • The Inner Sea Intrigue version of the Lion Blade prestige class had an incorrect Diplomacy prereq.
  • The Elder thing dart gun (from Emerald Spire) should have a threat range of 19-20.
  • Quicken Spell was missing from the bonus feat list for the Psychic Sorcerer bloodline.
  • The Redemption inquisition's 8th level ability Second Chance ability was showing on the Spell-Like abilities table for characters who weren't yet 8th level in that class.
  • Updated the text on the Witch's Evil Eye hex to the most recent printing of the APG.
  • The elven curve blade and elven branched spear were not being affected by the High elven bracers.
  • High elven bracers were granting an untyped bonus to attack and damage, but should be granting competence bonuses.
  • Pale strangers were not getting multiple attacks with their pistols.
  • The Druid (Goliath Druid) archetype should lose the Elemental and Plant versions of Wild Shape.
  • The Shaping Focus feat was not improving a Goliath Druid's Wild Shape (Giant).
  • The Druid (Feral Child) archetype's Beast Family ability offered a drop-down to select the type of animal that raised the character, but that means that in order to select an animal, you need to own a bestiary or other book with the correct race. So that has been changed to a text box, to let the user enter any type of animal (and possibly provide more description).
  • The saving throws for vermin and plant companions were not being calculated correctly - their reflex saves were using the poor save progression instead of the good save progression.

Data File Authoring
  • The way that templates and races add types has slightly changed. The presence of tags on a pick triggers a bootstrap of the type, rather than all types being added to all heroes and then being activated by a certain tag.
  • The way that attack bonuses are stored has changed so that the values of individual attacks can be directly modified. Read below for details.
    • The old way was to use the value of the final attack value field (wAttack for melee attacks, and wRanAtk for ranged attacks), then in a finalize script call a procedure to generate text for display for subsequent attacks based on various factors. The results could only be viewed, not manipulated.
    • The new way begins with the "Assign number of Iterative attacks" script at Final 12500. This script assigns a number of Helper.ExtraIter tags to the weapon based on that weapon's Base Attack Bonus field, whether it is the off hand weapon while two weapon fighting, and so on. For natural attacks (and weapon like special abilities which count as them) it eliminates any ExtraIter tags when appropriate (exceptions being when the Helper.NatHasIter tag is assigned or when animal companions with only 1 natural attack apply Helper.AnimCExtra). For both types of weapons the presence of Helper.SingleAtt on the pick or Dependant.NoIterAtk on the hero (applied by certain optional rulesets in Pathfinder Unchained) also eliminates all ExtraIter tags.
    • At Final 15000 "Calc wMeleeAtts and wRangeAtts Column 1 for Main Hand" runs. Instead of the old 6 row array for the different attack options with a weapon (Row 0 - Main hand only, Row 1 - Both Hands, Row 2 - TWF (the main hand attack when paired with a non-light weapon), Row 3 - TWF (Main hand when paired with a light weapon), Row 4 - This is the off hand weapon, Row 5 - This is being wielded as a double weapon), we have expanded each of those rows to be 10 rows in the new wMeleeAtts/wRangeAtts matrix. Each row in the matrix represents another iterative attack, and each cell represents an attack at that iteration. This script changes the cells in the first column of the first 10 rows (the extra attacks at each iteration is handled in a later script), starting with cell [0,0] and proceeding down a number of rows equal to the number of ExtraIter tags. The decrease with each step down is stored in the wIterGap field for that weapon (the default is 5). The default value for each cell of the matrix is -999 (you can use the #noiterattack[] macro as a stand in for this number), so if you need to detect if a cell contains an attack value you can check for a value other than that. Oh, this is also where the Helper.SingleRAtt and Helper.SingleMAtt tags override any Helper.ExtraIter tags present.
    • At Final 17500 "Handle Precision tags" alters any iterative attacks in those first 10 rows, increasing them in response to the count of Hero.Precision tags present on the hero. This script doesn't raise the 2nd and subsequent attacks any higher than the highest attack's bonus, so keep that in mind if for some reason you want to mess around with iteratives in a way that they could exceed the highest attack (though no examples of this exist yet).
    • At Final 20000 "Calc wMeleeAtts and wRangeAtts Column 1 for Other Equip States" copies the contents of the first 10 rows to the rest of the matrix, displacing each cell in column 1 down in sets of 10 (so the contents of cell [0,0] are copied to cell [10,0], and so on). There are a series of macros which can be used to refer to the beginning row for each set (#atttype_wepmain[] = 0, #atttype_wepboth[] = 10, #atttype_wepmain_off[] = 20, #atttype_wepmain_offlight[] = 30, #atttype_wepoff[] = 40, #atttype_wepdouble[] = 50), and you can use those when referring to cells in code. For example, if you wanted to refer to the 2nd attack of the weapon when wielded with a light off hand weapon, you should write that as matrixvalue[#atttype_wepmain_offlight[] + 1,0] instead of matrixvalue[31,0]. While this script is transferring the values, the appropriate modifications for two weapon fighting penalties, etc are applied.
    • At Final 22500 "Calc wMeleeAtts and wRangeAtts Column 2+" runs down the first column of the matrix, and for any cell which has a value (remember that -999 represents an unmodified, valueless cell) checks to see if we get any extra attacks at that iteration. This is based on the number of Helper.ExtraHigh + Helper.ExtraMelHi or Helper.ExtraRanHi for the first attack. Subsequent iterations have their own tags which do not distinguish between ranged/melee (Helper.Extra2nd for the 2nd attack, Helper.Extra3rd for the 3rd and so on).
  • Kineticist Infusions now have an AllowInfus identity tag. If this tag is added to the hero, that infusion will be allowed, even if the character does not have any blasts the infusion can be used with. This is used for the Blood Kineticist's Blood Throw, which uses a script to expand the list of blasts that can be used for the Foe Throw Infusion once it's been added to the character.
  • Added the tRchNotes herofield, which is a matrix which stores non-default reach values of weapons on the hero.
  • Added the wReach to the AttDam component, which is used to store a non-default reach value of weapons and weapon-like special abilities.
  • The Hazard component has had the amount of text its text fields store increased.
  • Added the pickname field to races, which overrides the normal name once the race is added to the hero. This allows races with awkward names required for sorting together in the race list to show more coherant names in statblocks and elsewhere.
  • Added the Helper.NoNmPreTou tag. When this is added, wCategory.Touch will not prepend text to the start of the livename and sbName of a weapon-like special ability.
  • Added the Helper.NoNmPreInc tag. When this is added, wCategory.Incorpor will not prepend text to the start of the livename and sbName of a weapon-like special ability.

charlieluce September 30th, 2016 03:34 PM

Quote:

Originally Posted by Aaron (Post 235409)
Items selected by the Timeworn adjustment were not halving their gear value, which resulted in some characters exceeding their recommended wealth thresholds.

While this works for items classified as "Gear", it does not work for items classified as "Weapons", "Armor", or "Magic" (the designations for technological items is a little idiosyncratic).

Off to file a bug report.

Dwayne October 1st, 2016 02:11 PM

Legendary items which required the user to select something (such as a legendary headband of vast intelligence) were not functioning.
Still not working. I tried a ring of transcendent spells. You get 3 uses a day until you select it as a legendary item. Then you get 0 uses a day.

Aaron October 3rd, 2016 11:31 AM

Quote:

Originally Posted by Dwayne (Post 235468)
Legendary items which required the user to select something (such as a legendary headband of vast intelligence) were not functioning.
Still not working. I tried a ring of transcendent spells. You get 3 uses a day until you select it as a legendary item. Then you get 0 uses a day.

You know what to do, Dwayne.

Mathias October 3rd, 2016 12:40 PM

Even if you're reporting that one of the fixes in the last update was incomplete or didn't work in a particular case, we'd still prefer that everyone report bugs through our bug tracking system, please.

charlieluce October 3rd, 2016 03:43 PM

I did, but I like to give other users a heads-up as well.

(Even if I'm the only one here actually using the Technology Guide/Iron Gods. :p )

Minous October 5th, 2016 04:36 PM

Updated the text on the Witch's Evil Eye hex to the most recent printing of the APG
Can you provide a little more context to this? I looked at the APG errata and there was nothing about the evil eye being changed so I am unsure of what was modified.
Thanks

ShadowChemosh October 8th, 2016 10:07 AM

Quote:

Originally Posted by Aaron (Post 235409)
Data File Authoring
  • The way that attack bonuses are stored has changed so that the values of individual attacks can be directly modified. Read below for details.
  • The old way was to use the value of the final attack value field (wAttack for melee attacks, and wRanAtk for ranged attacks), then in a finalize script call a procedure to generate text for display for subsequent attacks based on various factors. The results could only be viewed, not manipulated.
  • The new way begins with the "Assign number of Iterative attacks" script at Final 12500. This script assigns a number of Helper.ExtraIter tags to the weapon based on that weapon's Base Attack Bonus field, whether it is the off hand weapon while two weapon fighting, and so on. For natural attacks (and weapon like special abilities which count as them) it eliminates any ExtraIter tags when appropriate (exceptions being when the Helper.NatHasIter tag is assigned or when animal companions with only 1 natural attack apply Helper.AnimCExtra). For both types of weapons the presence of Helper.SingleAtt on the pick or Dependant.NoIterAtk on the hero (applied by certain optional rulesets in Pathfinder Unchained) also eliminates all ExtraIter tags.
  • At Final 15000 "Calc wMeleeAtts and wRangeAtts Column 1 for Main Hand" runs. Instead of the old 6 row array for the different attack options with a weapon (Row 0 - Main hand only, Row 1 - Both Hands, Row 2 - TWF (the main hand attack when paired with a non-light weapon), Row 3 - TWF (Main hand when paired with a light weapon), Row 4 - This is the off hand weapon, Row 5 - This is being wielded as a double weapon), we have expanded each of those rows to be 10 rows in the new wMeleeAtts/wRangeAtts matrix. Each row in the matrix represents another iterative attack, and each cell represents an attack at that iteration. This script changes the cells in the first column of the first 10 rows (the extra attacks at each iteration is handled in a later script), starting with cell [0,0] and proceeding down a number of rows equal to the number of ExtraIter tags. The decrease with each step down is stored in the wIterGap field for that weapon (the default is 5). The default value for each cell of the matrix is -999 (you can use the #noiterattack[] macro as a stand in for this number), so if you need to detect if a cell contains an attack value you can check for a value other than that. Oh, this is also where the Helper.SingleRAtt and Helper.SingleMAtt tags override any Helper.ExtraIter tags present.
  • At Final 17500 "Handle Precision tags" alters any iterative attacks in those first 10 rows, increasing them in response to the count of Hero.Precision tags present on the hero. This script doesn't raise the 2nd and subsequent attacks any higher than the highest attack's bonus, so keep that in mind if for some reason you want to mess around with iteratives in a way that they could exceed the highest attack (though no examples of this exist yet).
  • At Final 20000 "Calc wMeleeAtts and wRangeAtts Column 1 for Other Equip States" copies the contents of the first 10 rows to the rest of the matrix, displacing each cell in column 1 down in sets of 10 (so the contents of cell [0,0] are copied to cell [10,0], and so on). There are a series of macros which can be used to refer to the beginning row for each set (#atttype_wepmain[] = 0, #atttype_wepboth[] = 10, #atttype_wepmain_off[] = 20, #atttype_wepmain_offlight[] = 30, #atttype_wepoff[] = 40, #atttype_wepdouble[] = 50), and you can use those when referring to cells in code. For example, if you wanted to refer to the 2nd attack of the weapon when wielded with a light off hand weapon, you should write that as matrixvalue[#atttype_wepmain_offlight[] + 1,0] instead of matrixvalue[31,0]. While this script is transferring the values, the appropriate modifications for two weapon fighting penalties, etc are applied.
  • At Final 22500 "Calc wMeleeAtts and wRangeAtts Column 2+" runs down the first column of the matrix, and for any cell which has a value (remember that -999 represents an unmodified, valueless cell) checks to see if we get any extra attacks at that iteration. This is based on the number of Helper.ExtraHigh + Helper.ExtraMelHi or Helper.ExtraRanHi for the first attack. Subsequent iterations have their own tags which do not distinguish between ranged/melee (Helper.Extra2nd for the 2nd attack, Helper.Extra3rd for the 3rd and so on).

Thank you very much for this change and thank you for giving such a nice detailed explanation of the way things work now.

With the above changes I was able to put together a script to very nicely support the Unchained Revised action economy. It was very easy to get HL to display just "three" iterative attacks at all character levels. NICE! :)


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