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Horror Adventures, Legacy of Dragons, Emerald Spire now available!

Colen

Ex-Staff
Horror Adventures and the Emerald Spire Superdungeon are now available on our web store! Head over here to add them to your license:

https://www.lonewolfdevel.com

This announcement unusually short because now I need to run to our booth at Gen Con. :-)
 
This is awesome! Been waiting for Legacy of Dragons release! Woot!

Does this update include any bug fixes/patches? I don't see anything mentioned in the release notes, and nothing was released at the end of July '16.

Hope you're all having some fun at GenCon! Wish I was there. :(
 
FAQ Notes from inside Hero Lab:

New Releases

  • Horror Adventures is now available as a new package! New options for your player characters to combat the forces or darkness... or succumb to them!
  • Player content from the Emerald Spire Superdungeon is now free to all users!
  • Encounters from the Emerald Spire Superdungeon are now available in the Encounter Library!
  • Legacy of Dragons is now available as the final part of the Pathfinder Player Companion #23 package!
  • Episode 6 of the Hell's Vengeance Adventure Path is now included in our Hell's Vengeance package! Hell Comes to Westcrown brings the AP to a close!

Enhancements & Changes

  • Several new spell adjustments have been donated by ShadowChemosh! Thanks a lot for your help, Tim!
  • Based on a consult with paizo, the Monadic Deva has a swim speed equal to its base land speed.
  • When multiple extra damage effects (like grab or burn) are added to the same attack, only the first will be preceded by "plus" and the rest will be appended with "and". If extra damage is the only thing added to a weapon with no damage of its own, the first "plus" will be omitted.
  • Added the Automatic Bonus Progression levels adjustment, which lets users alter what level of benefits they get when using the ABP rules from Pathfinder Unchained.

Bug Fixes

  • The Signature Deed feat could not select deeds gained as feats (like tumbling shot deed).
  • Certain archetypes were unavailable if you did not have the APG or UM package, despite their base class and the archetype both being in a different book.
  • Powerful Charge, when taken through the custom race builder rules from ARG, was not fulfilling pre-reqs for feats like Minotaur charge.
  • The Beetle, Centipede, and Cockroach focuses of the verminous hunter archetype were missing their activations.
  • Vigilantes with the Warlock and Cabalist archetypes weren't adding a starting spellbook when the button was pressed.
  • Mystic bolts could not be wielded with themselves for two weapon fighting (in a manner similar to unarmed strike).
  • The Suffering Knowledge arcanist exploit was missing.
  • Most swashbuckler abilities were not interacting with piercing natural weapons. Note that unlike others, Precise strike specifically excludes natural weapons, and so it still does not.
  • The Armor Skin vigilante talent was not eliminating the ACP from light/medium armor for the relevant skills.
  • Slashing grace wasn't able to select weapons which are reduced to one-handed by other abilities (like bladed scarves for Kapenia Dancer maguses).
  • Legendary items could not add the "intelligent" power more than once.
  • Weapon Training gained through taking fighter as a secondary class for Variant Multiclassing from Pathfinder Unchained was not fulfilling feat pre-requisites.
  • The Blood Intensity bloodline mutation would throw errors when added to a hero.
  • The Blood Piercing bloodline mutation was throwing errors when added to a hero.
  • The Abundant Revelations feat was not increasing the uses per day of the Dark Resilience oracle revelation.
  • Weapons chosen for Spear Dancing Spiral were not counting as quarterstaves for the effect of the Quarterstaff Master feat.
  • Unchained Summoners' Eidolons were not showing errors if they tried to equip a magic item in the same slot as their summoner.
  • Ring of the Monkey was not applying it's climb bonuses correctly.
  • The various daemonic initiate patrons were not applying situationals for their save bonuses.
  • Naga scale bindis were adding a bite attack with no damage, even when not activated.
  • Versatile Dance wasn't applying its bonus correctly.
  • Undine Adepts couldn't select the community domain or its subdomains.
  • The Fire Elementalist's dancing flames ability was showing an incorrect number of uses per day.
  • Gauntlets included with armor were counting for encumbrance.
  • The Morlock race was missing it's default skills and feats.
  • The Kirin stock portfolio was missing its racial spells known.
  • Clicking on the info button in the equipment sets header caused a display error on the weapons tab.
  • Cloned spells (which are used by the feats that apply metamagic-like changes to spell-like abilities) were not including information about related spells (for example, including Charm Person's text in the display for Charm Monster) in their description text, and were not including the rules text of the feat that added them, the way a metamagic spell would include the rules text for the metamagic that had been added to it, in its description text.
  • The giant flytrap's engulf ability wasn't displaying its damage.
  • The daring champion wasn't getting the full dodge bonus from nimble.
  • The Psychic Searcher archetype was showing some Talents alongside the Mystery choices.
  • The Shieldmarshal prestige class was not registering the change in proficiency requirements when playing with "Commonplace Guns" or "Guns Everywhere".
  • The Devil, Lilin (ToHC) was missing a stock portfolio and had various problems with the race's Spell-Like Abilities, skill ranks, and abilities.
  • The Devil, Baaphel race had various problems with it's Spell-Like Abilities.
  • Various Demon lords from the ToHC as well as a few other races, were missing the AC and save bonuses from their constant unholy aura spell like abilities.
  • The Great Old One subtype was not setting the mythic rank of any race it was added to to 10, which meant mythic power and surge were not setting themselves up correctly.
  • Spell like abilities which were set to be mythic were not showing as such in the UI or statblock output.
  • The Familiar arcanist exploit had an incorrect summary.
  • Advanced firearms were getting the wrong reload action set, which meant they were not becoming free actions when selected by Rapid Reload.
  • The Instructor wizard archetype's Apprentice ability was calculating leadership with CHA, when it should have been using INT.
  • The Insinuator antipaladin archetype's Aura of Indomitability ability was applying damage reduction at 1st level.
  • The Weapon Master archetype was not working with Advanced Weapon Trainings gained through taking the feat.
  • The Perfect Style feats were losing their ki pool immediately upon adding the first monk level, rather than retaining it until monk level 4 when the new ki pool is gained.
  • In some cases, oracles with the Curse of Black Blood archetype would add their Immunity to cold at 1st rather than 20th level.
  • When feats with Cloned spells selected a non-spell Spell like ability, errors would be thrown.
  • The Gatefinder and Gatekeeper skill unlocks were showing for pathfinder society characters.
  • Bloodragers were counting as Spontaneous Arcane Spellcasters even before they gained the ability to cast spells at 4th level, meaning they were meeting the pre-req for Dragon Disciple too early.
  • The Tephu spellbook was not set up as a spellbook with the new mechanics.

Data File Authoring

  • Added the 1HanWepExp procedure, which generates a list of 1 handed weapons for use in candidate expressions.
  • Added the Helper.DCNoHalfLv tag. This can be assigned to a class-based ability that uses a StandardDC tag to trigger the automatic generation of its DC. Normally, the DC of a class ability is 10 + 1/2 level + an attribute modifier, but this changes the formula to 10 + level + an attribute modifier.
  • CompList tags can now be added to improved familiars. If one is present, and the matching CompList or AddCompLis tag is present on the familiar's hero context (which is normally done by adding the AddCompLis tag to the class or archetype, which will copy the tag to the correct place), then that familiar race will be legal for that character, overriding the normal requirement for the improved familiar feat. If you also want to remove the level requirement, the existing Hero.NoFamLvReq tag should be added to the minion's hero context, as well.
  • The Talismans, which are a subset of neck-slot wondrous items, can now be implemented by choosing "Neck (Talisman)" as the equipment slot for that item. Hero Lab will then handle the rule that only 3 talismans can be worn at a time, and that wearing any number of talismans conflicts with wearing other neck slot items. The ExtraSlot.EqpNeckTal and RemoveSlot.EqpNeckTal tags can be used to add or subtract from the normal limit of 3 talismans at a time. Previously, they needed to bootstrap a helper ability, and add a short script to add to the total count of talismans on that helper ability. The existing Talismans from Occult Adventures have been modified to use the new system.
  • The "Intelligence Required?" automatic prereq has been expanded so that it can now take into account the Swashbuckler's Finesse and Brawler's Cunning abilities.
  • The expansions to the "Intelligence Required?" prereq mean that the CmbFtInt13 procedure, which had previously been used to test Swashbuckler's Finesse and Brawler's Cunning, is now obsolete, although it has been left in place, and will still function.
  • All abilities that use the automatic prereqs system now have new identity tags available that can cancel the use of the automatic prereqs. The tag groups are "NoAbilPre", for ability score prereqs, "NoBABPre", for Base Attack Bonus prereqs, "NoLevelPre", for class-level prereqs, and "NoFeatPre", for Feat prereqs. To use these, assign the identity tag for whatever you want to remove the prereqs from to the container it will be placed in (usually the hero). So, for example, to say that all feat-based prereqs on Greater Dirty Trick are satisfied, assign the NoFeatPre.fGreatTric tag to the hero. An example of how this is used is the Underhanded Trick rogue talent (from Blood of Shadows), which says that at level 6+, all of the prereqs for the Greater Dirty trick feat are considered satisfied. So, this ability's script assigns NoFeatPre.fGreatTric, NoAbilPre.fGreatTric and NoBABPre.fGreatTric to the hero, which cancels all of the automatically-generated prereqs on Greater Dirty Trick.
  • Added the SpeedMult tag group. Applying one of these tags to the Fly, Climb, Swim, or Burrow specials will set them to be some multiple of the heroes base speed.
  • Added the Target.AllNatural tag. Applying this tag to a racial special will cause it to target all natural weapons.
  • Adjustments now have the ability to add user text.
 
Pathfinder v13.1

I downloaded and updated to the recent Pathfinder v13.1 (04-AUG-16). After doing so I got a message saying data files could not be loaded due to errors.

The following errors occurred:

Syntax error in 'eval' script for Thing 'cMPCHPsBd' (Eval Script '#1') on line 1
-> Tag 'WepProf.wMPCHPsBd' not defined.

Syntax error in 'eval' script for Thing 'rcMPDPHamm' (Eval Script '#3') on line 1
-> Tag 'WepProf.wMPDPHammer' not defined

Syntax error in 'eval' script for Thing 'rcMPGrBioW' (Eval Script '#2") on line 1
-> Tag 'WepProf.wMPABioWGr' not defined

Syntax error in 'eval' script for Thing 'rcMPLBioWp' (Eval Script '#3') on line 1
-> Tag 'WepProf.wMPABioWLs' not defined



How do I fix this?
 
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