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Bug Reports - Version 1.17

mKell

Member
The calculation of the Full Parry dice pool appears to be wrong; it seems to count Reaction twice for the total instead of just once.

Found in the pregenerated characters Bounty Hunter, Enforcer, Street Samurai.
 
Wired Reflexes:
For some reason it is doubling the Essence cost for this cyberware upgrade:
Rating 1 should be Essence cost 2, and therefore 2 essence to buy as standard. HeroLabs is showing an Essence cost of 4 for this at rating 1.
Rating 2, which should be 3 base, is doubling as well.
Rating 3, which is 5, is also being doubled.

This doubling still applies to the improved essence versions versions.

Ugly.

This is for an existing character, in the advancement mode. Unless there is a rule I am missing, there is no doubling of essence cost after character creation...

Edit: Never mind, found out what was causing it, a flaw I had taken and forgotten.
 
Last edited:
This is a bug reports thread for the 1/5/12 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 Rating
    • Critters
  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
    • 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
 
Found a bug with adding a new skill group to an existing character via advancement.

The karma is spent, but the skills don't show up on the active skills tab, nor the character sheet. It's like they don't exist.
 
Wired Reflexes:
For some reason it is doubling the Essence cost for this cyberware upgrade:
Rating 1 should be Essence cost 2, and therefore 2 essence to buy as standard. HeroLabs is showing an Essence cost of 4 for this at rating 1.
Rating 2, which should be 3 base, is doubling as well.
Rating 3, which is 5, is also being doubled.

This doubling still applies to the improved essence versions versions.

Ugly.

This is for an existing character, in the advancement mode. Unless there is a rule I am missing, there is no doubling of essence cost after character creation...

Edit: Never mind, found out what was causing it, a flaw I had taken and forgotten.

Ha ha! Wired Reflexes doesn't work well with "Sensitive System"! Hopefully you remembered before your character woke up dead from Surgery.
 
Found a bug with adding a new skill group to an existing character via advancement.

The karma is spent, but the skills don't show up on the active skills tab, nor the character sheet. It's like they don't exist.

Actually to update that, in the active skills tab it shows the group line, but none of the skills are laid out underneath it. This applies to the stealth group skill. I am unsure about other skill groups. They also do not appear in the overall skill list.
 
Problem with custom Linguasoft

One of my characters just bought a Linguasoft (Rating 3) to speak Yoruba, one the dialects spoken in Lagos.

But when i add a Custom Language Skill to the linguasoft i just can't give a name to it, and it generates a validation error on Hero Lab. Where i can set a name for a Custom Language Skill added to a Linguasoft Program?
 
The only option that I see is naming the linguisoft. But it doesn't seem to add dice to the skill. So it does look like a valid issue.
 
I've added this to the to-do list. Thanks for reporting it.

As a workaround, you can use the Skill: Language tab in the editor to add a proper skill entry for Yoruba - that will make that language show up as one of the normal choices for the linguasoft, rather than making you choose the "Other Language" option.

nylanfs, are you purchasing it in creation mode, or advancement mode, and are you purchasing this linguasoft within a commlink or as a loose program? Does your test character have a sim module (usually added as a commlink mod, and necessary to use knowsofts and linguasofts)?
 
As a workaround, you can use the Skill: Language tab in the editor to add a proper skill entry for Yoruba - that will make that language show up as one of the normal choices for the linguasoft, rather than making you choose the "Other Language" option.

Thanks. I´ve never used the editor... great chance to learn.
 
Mathias, it was in advancement mode with an already created profile. Here's the steps I took the Matrix tab > Edit this gear on commlink > Add Program > Linguasoft >Customize > Select Language Skill > Other/Specify >Add & Close.

My character uses trodes instead of a datajack or sim module., which AFAIK qualify for a direct neural connection. And the skill bonus does seem to get applied even though the validation fails. After you select the Other/Specify and go back to the normal Linguasoft customization if you right click on the Other Specify the "Edit Name of (Specify Skill Name) Linguasoft" is greyed out. I would imagine this would be where you could specify the new language.

Also if you click on the Delete icon next to the added language skill you get a error that skills must be modified via the advancement tab, but you can right click on the name and select the delete that way.
 
Damage Resistances on Character Sheet?

Am I missing something on how to get your damage resistances on to the character sheet? I can see them all calculated on the Armor tab, but I can't find them on the sheet to save my life.

Thanks
 
Am I missing something on how to get your damage resistances on to the character sheet? I can see them all calculated on the Armor tab, but I can't find them on the sheet to save my life.

Thanks

I can't believe I missed that. Fixed in the next update, thanks for the report.
 
Shadowrun Missions and Breaking Up Skill Groups.

When I enable breaking up skill groups in order to advance a single skill after character creation, I get a validation error that says Shadowrun Missions prohibits this. Except from the SRM Year 4 FAQ, I see nothing about that.

It's not even an optional rule from SR4A, breaking up a skill group during character creation is a not-allowed thing, but after that, during normal character advancement this rule from SR4A applied.

SR4A Page 270 said:
Improving Existing Skills Characters may also improve an existing Active skill or skill group by 1.
The cost for improving a skill is the character's next skill rating x 2. For example, if a character wants to improve her Pistols from 4 to 5, the cost is 5 x 2, or 10 Karma. The cost for improving a skill group is the improved rating x 5. For example, improving the Firearms skill group from 4 to 5 is 5 x 5, or 25 Karma.
Improving a Knowledge or Language skill is half the cost of improving an Active skill: the Karma cost equals the improved skill rating.Characters can only improve skills or skill groups to a maximum of 6, unless they already possess the Aptitude quality for a skill. (Sorry, you can't acquire Aptitude at the same time you try to improve above the maximum.) If a character raises a skill above 6 through Aptitude, the Karma cost doubles.
Skill Groups: If a character improves any skill in a skill group individually instead of improving the group, the remaining skills are treated as individual skills with individual levels from that point - in other words, the skill group no longer exists.
 
After adding a contact, when I got to edit them, the base data for the contact type should be in the edit box, not automatically appended onto the contact.

i.e. I started entering my NYC Missions character, and I have Peace Man who is a fixer. So I add a fixer and it defaults in all the Fixer stuff... I then go to edit the description for Peace Man and put in his data. These two shouldn't be combined. Otherwise customizing an existing fixer contact just makes it too long.
 
The "Skill Groups may be broken up" optional rule only changes the way skill groups work during character creation - it does not affect how they work during advancement.

You should be able to simply use "Increase Active Skill" and choose one of the skills in that group - that will also break the group, as stated in the rule you quoted.
 
If you don't want the description text from the book for your contact, you can start from the "-Custom Contact-" option at the top of the list. That one won't add any pre-generated description text to what you type.
 
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