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Joe
Senior Member
Lone Wolf Staff
 
Join Date: Apr 2013
Posts: 691

Old February 20th, 2020, 11:58 AM
New features
  • Demo accounts may now use a limited set of Campaign features, primarily
    limited to:
    • One campaign per account
    • 4 players (+ 1 GM)
    • 4 PCs
    • 3 NPC cast members
    • 4 Scene Scripts, with up to 4 cast members each
    • 10 characters on stage at a time
    • Along with other limitations
  • SF & PF2 - Minions/followers on stage are now grouped with the same initiative as their leader, in accordance with the rules of those games (SR6 minions still use individual initiative)

Client changes and improvements
  • Adds adds movement speeds to the display rows of stage characters
  • Adds perception rolls to the display rows of stage characters
  • Adds the ability to change the name of Script-only cast members directly on the script (in the character item's options window) without needing to open the character.
  • Expands the available character types available to be created/imported on the PCs and Players view
  • When importing characters into a campaign from personal folders, displays the character summaries alongside their names
  • Improves the consistency of input control label style, size, and spacing
  • Improved name validation for campaign and cast member editing
  • Improves the contrast of several side panel views' empty states
  • Prevents adding characters to the stage or enacting a script when not in a session, and adjusted some of the "empty stage" prompts to reflect this
  • Removed some now-outdated text from Stage info help button

Client bug fixes
  • Fixes changes to characters appearing to be "lost" on session end unless the browser page was refreshed
  • Fixes players being redirected out of their character with a "Failed to retrieve any requested leads for account" error if they had their character loaded and then their character was added to the stage
  • Fixes a "Lead not found" error message that could appear when ending a session with a character loaded in the side panel
  • Fixes Surprise mode button appearing after already entering combat
  • Fixes inconsistent handling of Ready/Defer stage actions. Character initiative will now properly be updated according to the rules of the campaign's game system, rather than the same way for all games.
  • Fixes some errors that could occur when characters on stage use a readied action or stop deferring their action.
  • Fixes a case where the game session could be ended while in tactical mode (or tactical setup mode), which is not intended

Game mechanics
  • SR6 - Adepts with the Mentor Spirit quality could not select their mentor spirit on the Magic tab.
  • SR6 - The "+1d6" initiative that is the default for races was not being added to the initiative totals. This meant characters who had added initiative dice from augmentations or adept powers would show 1 die less than they should.
  • SR6 - The Mentor Spirit for a Mystic Adept was not able to change from Magician Powers to Adept Powers.
  • SR6 - Although the Snake mentor spirit adds 2 to the character's count of free knowledge skills, there was a bug where the total would show as correct (for example 4/4 knowledge skills for a character with Logic 2 and the snake mentor), but two of the free skills would show that they were costing karma.
  • SR6 - Firearms could not change from Cased ammunition to Caseless ammunition.
  • SR6 - Stackable gear was not showing the controls to allow you to split the stack or merge it with other stacks of the same thing.
  • PF2 - The wizard's familiar was using Charisma instead of Intelligence to calculate perception, acrobatics and stealth.
  • PF2 - If you spent coins on the journal tab (by entering a negative value), it wouldn't make change if there weren't enough of that specific coin type available, but other coins were available.
  • PF2 - The claws added by the "Dragon Claws" spell adjustment did not have Finesse.
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