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5.2 Update Preview

CapedCrusader

Well-known member
OK, folks. Here's why it's taken so long. Here's a preview of the next update:


Core Updates:

Corrected Switchable validation to properly account for the primary total

Added standard gear tags to the NPC gear from Super Powers Companion 1st Edition, and corrected the price on the telescopic baton

Corrected the activation on the Hard of Hearing Hindrance

Added user activation to the Phobia and Terminally Ill Hindrances

Journal tab was altered to allow decimal number in the Add Cash field

Equippable checkbox for equipment now displays correctly

Expansions to several editor pages to allow easier data entry

Fixed an issue with the multiplier display for stackQty in the code that builds the list of Modifications for display, both in the description block and the printed sheet. The (x#) display was being carried over into the next item.

Added the Standard Equipment tags to Particle Accelerators.

Added the Standard Equipment tags to some weapons that were hiding in the sf_creatures.dat file.

Corrected the spelling on a couple of magic item names (Boots of Speed and Salamander Gloves).

Cleaned up and re-ordered the Weapon Types, Vehicle Types and Gear Types.

Added a block to the Vehicle descriptions to display the Special Traits.

Fixed the weight display in the description to show fractional weights.

Corrected the Thrown modifier in Super Powers Companion to transfer properly to the Ranged Attack Power weapon object.

Fixed recent overflow additions to be appropriate when the hero is a creature.

Fixed the Load Out on the AH-64 Apache helicopter.

Changed the way weapon parry bonuses are applied so the hero only receives the benefit of the one best bonus, and adding multiple weapons has no effect.

Fixed the Stock Robots file for the Sci-Fi Companion to remove extraneous items.

Changed the Gear List on the printed sheet from 3 columns to 2 to allow more text.

The Zombie Arcane Power Rank requirement has been corrected.

The summary on Long Stride (SPC) has been corrected.

Added some more text to Super Edge and Super Attribute (SPC) on the In-Play tab to make multiple instances easier to tell apart.

Added a new category on the printed sheet for gear that's Equippable in order to display the summary to describe what changes when it's equipped.

A new Stock character file for the Fantasy Companion has been created to remove the Guts Skill for SWD.


Programming Updates:

Hindrance tags get pushed out to the hero earlier.

Changed the filters on form_sf_modifications.dat to stop using source tags to enable things and move to the Equipment.ModSlotUse tag or a value in Modification Slots Used. Using source tags caused problems in other Settings.

Created a tag (Equipment.ModSlotUse) to indicate if a weapon is allowed to be used in the Sci-Fi Companion-style modifications slots and doesn't have a value for Slots Used.

Added a checkbox to the Settings Editor to enable/disable Standard Modifications using the ModSlotUse tag above.

Changed the Derived Traits Current Strain, Max Strain and Mod Slots in the Sci-Fi Companion to read hero-level tags in order to be enabled rather than source tags.

Changed Cyber Resistant from the Sci-Fi Companion to check hero-level tags in addition to it's source tag.

Added a tag set (Equipment.StdMod) and exclusion tag (Hero.NoStdMods) to indicate whether to include the standard Modification set from the Sci-Fi Companion.

Added a tag set (Equipment.StdCyber) and exclusion tag (Hero.NoStdCyber) to indicate whether to include the standard Cyberware set from the Sci-Fi Companion.

Added a tag set (Equipment.StdRoMod) and exclusion tag (Hero.NoStdRoMod) to indicate whether to include the standard Robotic Modification set from the Sci-Fi Companion.


Interface Zero 2.0 Support Updates:

Added the Athletics Skill and a Setting flag to replace the Climbing and Swimming Skills with the Athletics Skill.

Added Firewall rating as a field for vehicles for Interface Zero 2.0.

Added checkboxes to the Armor tab in the Editor to indicate covered body Locations.

Added the ability to enable User Activation on Cyberware for use with conditional modifiers. This is different than equipping/unequipping a unit like a Skill Chip as Strain remains unaffected, and is currently mutually exclusive with equipping/unequipping (one or the other).

Added 6 new Gear Types (Engrams, Drones, Drugs, Modules, Entertainment, and Delivery Subscriptions).

Added 7 new Weapons Types (Futuristic Pistols, Futuristic SMGs, Futuristic Rifles, Futuristic Shotguns, Futuristic Energy, Heavy Weapons, Vehicle Melee).

Added 3 new Armor Types (ExoArmor, Personal, Other).

Added 5 new Vehicle Types (Cars, Cycles, VTOLs, Buses & Trucks, Heavy Vehicles).

Added 5 new Weapon Mod types to cover the different types of melee weapon mods allowed in IZ2.0 (Retractable, Reach, Armor Piercing, Parry, Shock) for Interface Zero 2.0.

Added 10 new Hero fields to store various totals for allowable cyberware and software (engrams).

===========================

Did I miss anything?
 
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This isn't so much an error, per se, but an output question: is weight for equipment supposed to be displaying on the pdf sheets? I noticed at the same time I found the mouseover problem with fractional weights that its not.

Just a reminder that you wanted to make a note under Occupations in IZ that those that the Bonus Credits have to be done manually.

I assume the "Test" edge is disappearing, too?
 
Looks like quite a bunch of stuff there, CC! Looking forward to getting it when it's ready and enjoying all that hard work you've been putting into this for us.
 
Paragon:
No, the weight is not included in the printed sheet (or pdf).
I'll ensure that's there.
Yes, that should go away as well.
 
Special 4th of July addition:

Variable Cash Symbol! I even went one better. You can move it to after the amount rather than before with a tag. I figured "gp" would look weird before the number.
 
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Special 4th of July addition:

Variable Cash Symbol! I even went one better. You can move it to after the amount rather than before with a tag. I figured "gp" would look weird before the number.

Oh wow, thanks!!! Did I you happen to try a static sized image in your testing?
 
No images possible, it's a text value. The only thing I couldn't change was the text on the button in the Journal page to "Add $". That text can't be variable. This should affect everything else.
 
No images possible, it's a text value
Well, that's a total bummer. I was thinking it might be possible based upon the procedure code but of course I don't know much about how procedures are typed(as in the programming language specific stuff.)


The only thing I couldn't change was the text on the button in the Journal page to "Add $". That text can't be variable.
So button text can't be dynamically generated/edited via the script? I find that a bit odd. Am I wrong in thinking that there are places where labels are generated via script(could be, I just thought I had seen such)? I won't say I have seen everything in HL, but for some reason I thought I had seen some button that toggled and changed text as part of the toggle(I could be imagining things, I have used a number of various programs over the years for different game related things).


Even still, I think this is a very mild limitation. Again, thanks for the work on that, I know for me it will make things fit a bit more
 
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