• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Bug reports - Version 1.13

Mathias

Moderator
Staff member
This is a bug reports thread for the 11/18/11 update for the Shadowrun files.

Note that there are still some incomplete portions of the Shadowrun files - these are known issues, so there's no need to post bug reports about them.

  1. Combat
    • Apply wound modifiers to the appropriate tests.
  2. Magic
    • Astral Attributes, Perception, Projection and Combat (currently incomplete)
  3. Matrix & Technomancers
    • AR vs. VR vs. Hot-Sim VR (currently incomplete)
    • Active/Passive/Hidden mode
  4. Vehicles & Drones
    • Rigging & Jumping In
  5. NPCs & Critters
    • Grunt/Lieutenant NPC Mechanics
    • Group/Professional RatingCritters
  6. Miscellaneous
    • Track what senses a character currently has active, and report that to the user in a single list. This will be a list of special senses that's shown when you move your mouse over the Perception dicepool at the top of the screen.
    • For the Condition Monitors on the In-Play tab, replace the numbers with boxes
    • Toxin/Disease Resistances
    • Apply various "All Actions", "All Physical Actions", "All Matrix Actions" etc. bonuses/penalties, including wound penalties
    • Modify Contacts so that they can't be altered on the Social tab during Advancement mode, but are instead changed on the Advancement tab, to preserve a record of how your relationship with that contact changed.
    • Guest cost for a lifestyle, shared lifestyles, permanent lifestyles
 
Technomancer / Sprite bug

Skill based complex forms on Machine Sprites (probably all sprites) result in a false validation error about overspent skill points.

EDIT: It should also be possible to assign one of these as a drone or vehicle pilot.

Steps to reproduce:

1. Create a Technomancer, and add a bonded Machine Sprite

2. In the Machine Sprite's sheet, under the Resonance tab,you will see resources unspent.

3. Add Targeting and Maneuver (Both skill-based complex forms).

4. Skills tab now shows an "error" as skill points are being "overspent"
 
EDIT: It should also be possible to assign one of these as a drone or vehicle pilot.

I'm afraid that the way a sprite controls a vehicle will use the same mechanisms in Hero Lab as a metahuman rigger jumping into a vehicle, and those haven't been implemented yet.
 
I'm afraid that the way a sprite controls a vehicle will use the same mechanisms in Hero Lab as a metahuman rigger jumping into a vehicle, and those haven't been implemented yet.

That's going to be a problem, since the sprites and agents are matrix based.

A rigger, who is jumped in, does not get as many actions as the matrix based entities do, or the drones that are being run from captain's chair, even though the rigger is in full immersion like a hacker running full VR. The drone into which the rigger has jumped gets the meat world initiatives & passes of that rigger. I don't agree with it, but that's what's beaten into me in the forums since SR 1 and each of the succeeding versions. Sprites and agents don't have meat world initiatives available to them for the drone to operate with when one of these is dropped into it.
 
That's going to be a problem, since the sprites and agents are matrix based.

No, it isn't - the sprites and loose pilot programs have skills and attributes that can be looked up the same way a metahuman's skills and attributes can be looked up. It doesn't matter to Hero Lab what sort of character it's looking things up on (other than when it needs to know whether to look up Reaction or Pilot).
 
No, the problem is not the skill in attribute look up of characters. It is simply that sprites and agents do not have meat body initiatives to fall back to when they jump into the drones or vehicles as riggers do. It's an attribute value that is not available to them. The way the game developers set things up riggers use their meat body initiative and not the pilot's/drone's when they're jumped in. When they're in AR or HSI then they use their respective matrix initiatives just as the sprites and agents would use their matrix initiatives. No where did the developers define what initiative the spirtes and agents would use when jumped into a drone or vehicle. If they would just add one little statement or paragraph regarding what initiative value they should be using when jumped in, then everything would be golden.
So, the look up methods in HL are not at fault. It's a lack of definition for non existant variables on 2 types of entities. The developers defined the initiative limitations for spirits when they manifest or materialize in the real world. The developers should do the same for sprites and agents that are effectively manifesting in the form of the drones or vehicles they are occupying.
 
Since the release of HL 3.9 I've been getting errors regarding a bunch of the tracking pools being orphaned on profiles that have saved characters that are not locked into advancement mode. Where do you want me to send a copy of the error log it refers to for review?
 
Since the release of HL 3.9 I've been getting errors regarding a bunch of the tracking pools being orphaned on profiles that have saved characters that are not locked into advancement mode. Where do you want me to send a copy of the error log it refers to for review?

When it gives you an error, is it in a pop-up window? If so, you can right-click those to copy the text and paste it here.
 
I get the following error

Errors were encountered when loading the saved portfolio! A record of these errors can be found in the file "C:\Users\[personal data removed]\AppData\Local\Temp\hero_lab_load_issues.log". If you notice incorrect behaviors in your portfolio, please report it to the data file authors (you can contact them from the Help menu).

Critical information not found in data files: Source 'PH_Diverse'
Critical information not found in data files: Source 'PH_Diverse'
Usage pool 'AmmoUsed' has been orphaned for pick index '0'
Usage pool 'DmgAdjust' has been orphaned for pick index '0'
Usage pool 'JrnlXP' has been orphaned for pick index '0'
Usage pool 'JrnlNotor' has been orphaned for pick index '0'
Usage pool 'JrnlCred' has been orphaned for pick index '0'
Usage pool 'JrnlCash' has been orphaned for pick index '0'
Usage pool 'JrnlAware' has been orphaned for pick index '0'
Usage pool 'DmgNet' has been orphaned for pick index '0'

in a pop-up window.
 
Not sure if this is a bug in the editor or not, but I noticed when I am creating the vehicle helper and I select the Vehicle in the Vehicle Statline, the values in hero lab are all 0's. I had to go into the Fields section and manually add the fields and data for the vehicle for Hero Lab to display the statistics of the vehicle I entered. Is this a bug in the editor or am I supposed to have to enter the fields in manually?
 
Not sure if this is a bug in the editor or not, but I noticed when I am creating the vehicle helper and I select the Vehicle in the Vehicle Statline, the values in hero lab are all 0's. I had to go into the Fields section and manually add the fields and data for the vehicle for Hero Lab to display the statistics of the vehicle I entered. Is this a bug in the editor or am I supposed to have to enter the fields in manually?

Eventually, you'll be able to enter the information only once - on the vehicle itself, and the vehicle helper will be able to look it up, but that'll require an upgrade to HL itself, not just the Shadowrun files, so I can't implement that yet. I didn't want people to have to enter the information twice now, and later discard all that work they'd done, so I'd recommend just ignoring the display when you're purchasing a vehicle for now.
 
The loading errors appear to be something connected to the 3.9 update of Hero Lab (and they're not specific to Shadowrun - Pathfinder users are encountering them, too), so they were not things I was able to deal with in the most recent update of the Shadowrun files, I'm afraid.
 
Yeah, the error message on that load is not game system specific. The only portfolios that I'm getting this on are those that have characters that are not finished / locked into advancement mode and have validation errors showing; ie. BP unspent, no life style selected, mentor spirit not selected, etc. Those portfolios that do not have validation errors on any characters, locked or not, do not produce these load errors:

Usage pool 'AmmoUsed' has been orphaned for pick index '0'
Usage pool 'DmgAdjust' has been orphaned for pick index '0'
Usage pool 'JrnlXP' has been orphaned for pick index '0'
Usage pool 'JrnlNotor' has been orphaned for pick index '0'
Usage pool 'JrnlCred' has been orphaned for pick index '0'
Usage pool 'JrnlCash' has been orphaned for pick index '0'
Usage pool 'JrnlAware' has been orphaned for pick index '0'
Usage pool 'DmgNet' has been orphaned for pick index '0'
Usage pool 'AmmoUsed' has been orphaned for pick index '0'
Usage pool 'DmgAdjust' has been orphaned for pick index '0'
Usage pool 'JrnlXP' has been orphaned for pick index '0'
Usage pool 'JrnlNotor' has been orphaned for pick index '0'
Usage pool 'JrnlCred' has been orphaned for pick index '0'
Usage pool 'JrnlCash' has been orphaned for pick index '0'
Usage pool 'JrnlAware' has been orphaned for pick index '0'
Usage pool 'DmgNet' has been orphaned for pick index '0'

Hope this info helps the folks doing the core programming.
 
Back
Top