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Aaron
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Join Date: Oct 2011
Posts: 6,793

Old February 23rd, 2016, 10:58 AM
New release out for 5e!

Enhancements & Changes
  • Added 130 monsters from the SRD! Due to unfortunate circumstances they're not yet available in the encounter builder, but you can create new NPCs by selecting "NPC" on the Configure Hero screen, then picking an appropriate race.
  • The "Variant Humans" alternate rule has been added, allowing you to swap the normal human benefits out for more limited ability score bonuses, a skill proficiency, and a feat. Any human can add the variant on the Race tab.
  • Custom output is now available for the 5th Edition SRD, allowing you to create your own custom character sheets! See the game system manual for a link to the DTD, and the Hero Lab manual for more details about Custom Output.
  • Passive Skill numbers are now shown on the Printed Character sheet. By default, the only skill doing this is Perception, but others can be set up to do the same.

Bug Fixes
  • Class feat tables were able to add feats that should not have been available.
  • Helper Feats added by another feat were not being displayed in the correct table.
  • The Racial Bonus Feats table could sometimes be shown even before choosing a race.
  • A Configurable's Feat tables were not greying out feat names when the hero did not qualify for that feat.
  • Tool, weapon, and armor proficiencies weren't being listed on the printed character sheet.
  • Paladins weren't getting the correct number of spells at higher levels.
  • Pact of the Blade wasn't letting you select a weapon.
  • When picking skills on the Class tab, not all skills you were already proficient in would be flagged as "already proficient".
  • Passive Perception wasn't appearing on the character sheet.
  • Multiclassing into Fighter was requiring both Strength and Dexterity 13, not either Strength or Dexterity 13.
  • The Background tab wouldn't scroll correctly if used for a background without any features.
  • NPC races no longer show the fixed ability score array / ability score points left, as they don't use them.

Data File Authoring
  • The "Eval Scripts" reference document has been expanded with new content, and is a must-read for authors who want more information than is given in the tutorials.
  • The editor documentation now includes examples of how to define content not present in the SRD.
  • The editor tab for gear now allows users to select a group order for new custom types of gear, enabling more customizable sorting of things in the list. All user created gear types will appear after custom stuff, but before default gear types, in the order selected.
  • Added the Background.All tag. Creating an ideal/bond/etc with this tag means it will be an option for selection in its table, regardless of what background is chosen for this character.
  • Configurables can now add skill and tool proficiencies, allowing them to be used for the mechanics of feats like the "Skilled" feat.
  • Added the Helper.SplAttack tag, which indicates that a spell uses an attack roll (like, for example, acid arrow, but not like magic missile or fireball).
  • Added the Helper.SplMayExcd tag for configurables, which indicates that the "spell total" specified is a minimum, not a maximum limit.
  • Added the Hero.TwoWpLight tag, which, when assigned to the hero, means all off hand weapons are treated as light weapons for TWF, even without the Light weapon property.
  • Added the Helper.TwoWpLight tag, which, when assigned to a weapon, means it is treated as a light weapon for TWF, even without the Light weapon property.
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panda
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Join Date: Aug 2012
Posts: 72

Old February 23rd, 2016, 11:49 AM
thanks
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daplunk
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Location: Adelaide, Australia
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Old February 23rd, 2016, 06:51 PM
Love your work guys

* Tool, weapon, and armor proficiencies weren't being listed on the printed character sheet.
* Passive Perception wasn't appearing on the character sheet.

Can this be expanded to the In-Play tab? As a DM I would love to be able to see the player's proficiency and passive perception with ease.
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Dervish
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Join Date: May 2013
Location: Grand Forks ND
Posts: 129

Old February 24th, 2016, 05:28 AM
I was wondering if you can include a Decrease Size and Hit Dice option for monsters?
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PinkRose
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Join Date: Jan 2016
Posts: 10

Old February 24th, 2016, 07:35 AM
The background tab still doesn't scroll correctly if filled with bonds and flaws and Feature.
Should I submit a bug again?
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daplunk
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Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294

Old February 24th, 2016, 03:52 PM
How should Lair actions be handled?

Looking at the Bronze Dragon as an example it doesn't appear to be implemented yet?

* A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished.

* A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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cryptoknight
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Posts: 523

Old March 3rd, 2016, 07:42 AM
Duel Wield feat apparently doesn't work... Try taking it as a lvl 1 human and then equip two rapiers.

Working on Twilight 2000 4e HL System
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daplunk
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Posts: 2,294

Old March 3rd, 2016, 09:08 AM
Duel wielder feat is added by the Community Pack. Please see the stickies thread below this one on how toblpg a bug request.
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cryptoknight
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Old March 3rd, 2016, 12:40 PM
yah it took me a while to figure out where it came from... I had originally thought Duel Wielder was part of the SRD... then I figured it out and filed a bug report.

Working on Twilight 2000 4e HL System
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daplunk
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Location: Adelaide, Australia
Posts: 2,294

Old March 3rd, 2016, 01:13 PM
All things in the community pack have 5C in the things name. So if you turn the developer mode on you can right click on thing names to see what they are called.

One of the guys has already looking into this though and has logged a fault with LW.
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