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Bug reports - Version 1.2

Can't add cash to a Certified Credstick (ie I have one at each Safehouse with 2000 nuyen on it for quick getaways.

The tooltip for the certified credstick has how to do that.

You add Custom Data to the credstick with a value equal to the nuyen you want on it. Just call the data Nuyen or Cash or whatever you like.
 
Suggestion.

Add the following specializations to the Pistols skill: Light Pistols, Heavy Pistols. There are sample characters with at least Heavy Pistols as a specialization.
 
Attempting to Boost a knowledge skill gives the following validation error.

Knowledge Skill: Paracritters - Knowledge Skill: Skill Name Must be Specified

The Knowledge skill was added after creation. Not that it matters, gives the same error when selecting one made at character creation.
 
Incorrect Starting Nuyen Dice Roller

Background:
The starting nuyen calculator doesn't work properly. It fails to account for bonus values from lifestyle/leftover nuyen.

Steps to Recreate:
1.) Create a new portfolio.
2.) Add a new identity and lifestyle. Select Low Lifestyle.
3.) Hit the roll button for starting nuyen values. Continue for several rolls - note values far below what should be possible (200) and none even hit the average value (975).

Other Thoughts:
Looks like it is rolling based off the lifestyle, without the extra dice from leftover nuyen. That is the calculations are 3d6x50, not (3d6+9)x50. Very minor issue.
 
I was entering new ranged weapons and noticed that you can only select a single mode of fire instead of multiple ones. You should be able to select multiple firing modes for a single weapon.

You can also do this manually if you like. Hit the "Tags" button, Click to add another tag, then in "Group Id" type "Mode". In "Tag Id" enter the type you'd like:

Single = Single Shot
SemiAuto = Semi-automatic
Burst = Short Burst (I think)
LongBurst = Long Burst
FullAuto = Fully Automatic

I agree though that something with checkboxes or otherwise would be nice.
 
Not sure if this CAN be handled, but essence is increased when you remove cyberware. character can never regain essence due to bioware/cyberware (escept for some fairl rare and radical procedures in Runners Companion? So when yu add or update your 'ware there is an essence "hole" that can be filed with additional 'ware with no essence penalty.

Also AFAIK by RAW you are also supposed to track essence lose from bioware and cyberware separately. Never had a game come up where a char had both though so it might be a corner case.
 
Size costing isn't being factored in.

SIZE CUSTOMIZATION
Trolls have incredibly large bodies and hands, while dwarfs have rather small bodies and hands—consequently, both have trouble using gear built for human dimensions. Thanks in part to corporate initiatives like Evo’s MetaErgonomics division, there is a wide array of mass-produced consumer goods specifically tailored for dwarf and troll needs at no extra cost. When it comes to less-common gear, however, dwarf and troll characters may need to pay extra in order to acquire versions modified for their metatype. Modified gear typically costs 110% of the standard price, though it may rise as high as 125%. The gamemaster determines when such cases arise. (As a rule, we suggest that metatype modification costs not be incurred for any gear purchased during character creation.)
 
? Am I missing a game rule (optional or otherwise) somewhere?

Typically a lifestyle has a fake sin tied to it. You have to be paying the bills with an identity of somekind. You might be able to argue with the gm that a low lifestyle or lower could be paid using certifieds every month. You could be leasing the space from the local gang and they don't care who you are as long as you pay. However you would still have problems with comm service, utilities etc... needing a name on the bill. Of course you could pirate those as well. However that brings other problems with it. I would say that a mid lifestyle or higher needs a fake sin attached to it. There is just too much exposure to the legit world to get around.

Now conversely, a fake sin does not need a lifestyle tied to it. My current character has one lifestyle and two fake sins. One sin is tied to the lifestyle but the other is used for more risky things. If it gets comprimised, I toss it and buy a new one. Nothing gets traced back to my lifestyle, so I don't lose that as well.
 
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DrunkZombie - it's a bug. That lifestyles have ratings is something I missed, and will get rid of.

The fake SIN ratings are handled separately.
 
DrunkZombie - it's a bug. That lifestyles have ratings is something I missed, and will get rid of.

The fake SIN ratings are handled separately.

I thought of it more as a feature. (No programming joke intended. :) ) While not a stated rule, it is only logical that a lifestyle needs a sin attached to it. It is a nice feature to be able to pair the lifestyle and sin.
 
The lifestyle is attached to the fake SIN by the fact that both are placed on to the same Identity.

If you add a fake SIN, its rating is reported in a couple places on that Identity already, so I don't think it needs to be shown on the lifestyle, too.
 
Not sure if this CAN be handled, but essence is increased when you remove cyberware. character can never regain essence due to bioware/cyberware (escept for some fairl rare and radical procedures in Runners Companion? So when yu add or update your 'ware there is an essence "hole" that can be filed with additional 'ware with no essence penalty.

Essence can only be regained with cellular repair (p.88, Augmentation), so it seems to me it would be best to track a "Most essence used" variable, as well as a "current essence used". When adding something that takes essence, add essence cost to "current essence used", then update "most essence used" if necessary. When buying "Cellular repair", decrease "most used" by the appropriate amount, but not below "current essence used". Should not be too hard.

Also AFAIK by RAW you are also supposed to track essence lose from bioware and cyberware separately. Never had a game come up where a char had both though so it might be a corner case.

Yes, this seems to be tracked separately. Total essence loss is supposed to be the greater of your cyber or bio essence loss + half of the smaller one.

For example, if a character losses 4 essence to cyberware and 3 to bioware, that character still has 0.5 essence remaining: (4+3/2)=5.5

When you include the add-on books, geneware counts as bioware and nanotech counts as cyberware for essence accounting perposes.

HeroLab seems to do this correctly, but it would be nice to see a breakdown on the char sheet too.
 
Essence can only be regained with cellular repair (p.88, Augmentation), so it seems to me it would be best to track a "Most essence used" variable, as well as a "current essence used". When adding something that takes essence, add essence cost to "current essence used", then update "most essence used" if necessary. When buying "Cellular repair", decrease "most used" by the appropriate amount, but not below "current essence used". Should not be too hard.



Yes, this seems to be tracked separately. Total essence loss is supposed to be the greater of your cyber or bio essence loss + half of the smaller one.

For example, if a character losses 4 essence to cyberware and 3 to bioware, that character still has 0.5 essence remaining: (4+3/2)=5.5

When you include the add-on books, geneware counts as bioware and nanotech counts as cyberware for essence accounting perposes.

HeroLab seems to do this correctly, but it would be nice to see a breakdown on the char sheet too.


It does handle it correctly. I have a char with both cyber and bio and the total essense is correct. One thing I don't like is that cyberweapons display under the weapons area, but not under the cyberware. So their essence cost is not displayed anywhere on the sheet. It can be confusing if you are glancing at the sheet as it appears that the essence spent is off, although it isn't.
 
Awesome product, cheers!

Possible bugs: I installed a commlink in my full cyber arm but the details and stats don't show under the 'Matrix' tab, additionally my cyber spur shows its damage as (1/2 Str +4 ) but damage should be (1/2 Str +3).
 
Again i love the software, quick question?

I have a Cyber arm with Fingertip compartment, and a mono whip. I cannot store the whip the way I could if I had the same PC with the compartment on his flesh arm instead of the Cyber arm. Am I doing something wrong?

Regardless it is a small thing, everything else is rocking. Thanks again for such a solid program....I find it funny i would rather use your software to make a PC and lose out on the other supplements then use other PC builders or pencil and dice.
 
When purchasing non-standard grade cyberware (Alphaware, Betware, etc.) with a capacity, such as Cybereyes, you cannot add modifications with a non-standard grade. You must add the mods at standard grade, and then go back in to their options to change them to alphaware, etc.
 
When adding the cyber modifications select the mod in the customize dialog, and then click on Customize at the bottom to make it match the grade of the cyberlimb.

Also note that I already put in a FREQ to automatically make any modification going into a cyberlimb default to the grade of the cyberlimb, Mathias thought it was a good idea so we'll probably see that before too long. :)
 
Firewall and System should not affect response.

I think the title says it all. Firewall and System are (to quote another forum) matrix attributes and not programs for the purposes of counting against the number of programs being run. HL is counting them, however, and if you turn them 'off' you lose their matrix attributes they provide from the output.

Just another little thing.
 
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