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Mathias
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 13,213

Old May 23rd, 2016, 10:23 AM
A new update of the Shadowrun 5 files for Hero Lab is now available from the automatic updates mechanism within Hero Lab. This is a bug fix release.

Here's the change list for this release:

Enhancements & Changes

  • -
Bug Fixes

  • The Maneuvering autosoft would not allow you to choose the specific type of piloting skill that it was for.
  • The Skillset (Academic Knowledge Skill) and Skillset (Professional Knowledge Skill) autosfts would not let you set the name of the skill within the autosoft, only on the Knowledge tab.
  • The Skillset (Language) and Linguistics programs would show all skills for selection, not just the language skills.
  • If items (like vehicle mods or weapons) were bought or sold on a vehicle, the change in the total cost for that vehicle was not being updated on the vehicle's master until the portfolio was reloaded, meaning that the karma spent on gear didn't update if that gear was purchased on a vehicle.
  • Drone weapon mounts were not charging any capacity.
  • Weapons could not be added to a vehicle weapon mount that was just big enough to hold them.
  • The Master of the Nine Chakras adept power enhancement was missing.
  • On a character with a very large number of advancements (the test character we've seen this on had over 2500 karma spent), it was possible to crash Hero Lab by adding advancements, because Hero Lab was not safely handling the very long list of what was already on the hero that needs to be processed in order to build up a list of what the character had already selected, and therefore can't select again.
  • Although the Disguise skill is in the Physical Active Skills category, the Using Disguise and Impersonation section on pg. 136 describes the normal Disguise test as using the [Mental] limit, not the [Physical] limit.
  • The Razor Mind block for custom drugs would report an incorrect error as soon as it was added to a custom drug.
  • The statistics and description for The General block for custom drugs were incorrect.
  • Drones had +3D6 for initiative, but should have +4D6.
  • AIs had +3D6 for initiative, but should have +4D6.
  • The Centaur and Naga races did not have the correct number of hands and/or legs set.
  • Foot Anchors would always complain if you had more than 2 anchors, even on a character with more than 2 legs.
  • The Prototype Transhuman modification could not be added to bioware melee weapons like claws or fangs.
  • If a quality has different descriptions for each of its ratings, and that quality was added by a life module at a BP cost greater than its minimum cost (for example, the Trust Fund added by the Rich Kid module), the increased rating from the life module would not be used when determining what rating description to show.
  • For a weapon mounted on a vehicle (but not on a drone arm/mechanical arm), a dicepool penalty equal to the Pilot rating was being applied, because of a mistake in the calculations of the effective agility of the weapon mount.
  • The Pilot Origins quality could not be set to level 2 or 3.
  • Radioactive Tracking Dye could not be added to a paint grenade.
  • The Animal Pelage metagenetic qualities count as the Unusual Hair quality, so they add copies of Unusual Hair in order to track that effect, but they were generating an error message about too many hair modifications.
  • Lifestyle Mods that have a cost that varies with rating would not be made into free options if they were at or above the lifestyle that should make them free.
  • Lifestyle Mods whose whose lifestyle point cost varies with rating were not having their lifestyle point cost reduced by the "I ran out of points, but want more stuff" mod.
  • The Local Grid Subscription lifestyle mod could not be modified, meaning it could not get the "I ran out of points, but want more stuff" mod.
  • On some pre-installed weapon mounts (like on the GMC-Nissan Doberman), adding a visibility mod would not remove the default External visibility.
  • If the Overclocker quality was added as an advance, and the cyberdeck selection on the advancement was not left blank, the selectors for this quality would become hidden on the Qualities tab.
  • The description text for the physical spell formulas on the Gear tab had not been updated to the 5th edition rules for learning spells, although the electronic spell formulas on the matrix tab were up to date.
  • For martial arts techniques with a long name, plus a long style name, the selection boxes on that technique could be blocked by the name + style name.
  • The effects of the Increased Seating mod were not being applied.
  • The effects of the Immobile mod (including its increase to the drone mod points) were not being applied.
  • Corps Cadavre did not have the option to increase their Intuition and Willpower due to the body's personality trying to free itself from control.
  • Corps Cadavre could not have their Body set higher than 6, which meant they couldn't properly represent re-animated trolls or other large bodies.
  • The Uneducated qualities on the shifter races and the Pixie race were not set to allow that quality to be bought off during character creation.
  • The Sticky Grapnel head for the Tactical Grapple Gun was named Stick Grapnel, and was showing the text of the Articulated Grapnel.
  • The Grenade Reel modification for the Tactical Grapple Gun would generate an error once added.
  • Grenades could not be loaded into the Grenade Reel modification for the Tactical Grapple Gun.
  • If added as loose ammunition, the Articulated Grapnel would generate an error message saying a Domain needed to be specified.
  • When adding Hardened Mil-Spec Armor and its helmet, the bonus from the helmet was not counting as hardened armor.
  • Snake Mesh Socks are only supposed to protect against attacks against the feet and lower legs, but their bonus was being applied to the character's total armor.
  • If a portfolio with a vehicle from books other than Rigger 5.0 was created with Rigger 5.0 turned on, and then moved to a computer without Rigger 5.0, errors would be reported.
Data File Authoring

  • The racHands and racLegs fields have been added to races. These default to -1, and if they're left as a negative number, their values are ignored. If their value is 0 or greater, it overwrites the acHands and acLegs fields on the hero (respectively) with that value. acHands and acLegs both have a default value of 2.
  • Added the ArmorNote.NotInTotal tag. If added to armor, the armor's defense (along with special defenses like fire resistance) will be displayed on the Armor tab but not added to the character's total armor.
Mathias is offline   #1 Reply With Quote
Alistair
Senior Member
 
Join Date: May 2014
Location: Athens, Ohio
Posts: 134

Old May 23rd, 2016, 03:54 PM
That was fast! Good job Mathias and Team!
Alistair is offline   #2 Reply With Quote
Polecat
Senior Member
 
Join Date: Jun 2015
Posts: 102

Old May 24th, 2016, 05:30 AM
Very happy, I know its hard to get that from a few words from a stranger on the internet but much appreciated. Especially with the Masters of the Nine Chakras add. Been hanging out for that one for months.
Polecat is offline   #3 Reply With Quote
BrotherPrætus
Junior Member
 
Join Date: Jun 2015
Location: Phoenix, PCC
Posts: 28

Old May 30th, 2016, 03:05 AM
I like seeing things I reported on the list of fixes. Gives me a warm feeling.
BrotherPrætus is offline   #4 Reply With Quote
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