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Bug reports - Version 1.2

Skill Group Bug I found in Advancement Tab, when adding a new skill group or increasing an existing group the +1 modifier is applied to the group but NOT the skills related to the group. Did not see this bug fixed in the 1.2 listing you posted today.

I used the advancement tab and ended up getting no increase to the skills or dice mods. singular skill increases via advancement worked fine, just he skill groups needed to be fixed.

Fixed in the next update, thanks for the report.
 
I added an "other" specialization to Etiquette. The text shows up in Hero Lab, but does not in the PDF.

I'm afraid I can't duplicate this. When I added the Etiquette skill, then added a specialty and chose "(Other Specialty)", the text I then entered into the "Custom Specialty" box was displayed on the printout (it wraps to a second line).
 
Copied from another thread.

I think I found a bug in the skillwire script:

~record 2x rating on the hero's activesoft limit
perform herofield[acActSLim].modify[+,2 * field[grRating].value,""]
~and the rating as the max for any one activesoft
perform herofield[acActSMax].modify[+,2 * field[grRating].value,""]

Notice that the active soft limit is *2 as it should be, but the max for one activesoft is also *2.

Fixed in the next update, thanks for the report.
 
If you modify equipment you bought during creation after it is locked down, the system still thinks you are in creation for that item and will through a complaint/warning up.

Steps to Reproduce:
0. Load a character portfolio still in Creation
1. Go to the Matrix tab
2. Purchase a Commlink
3. Buy enough enough gear to be JUST under the $ threshold for the character
4. Lock out Creation on the Advances tab.
5. Go back to that Commlink and choose to EDIT that gear.
6. Choose the 'Add Programs' option
7. Add a rating 6 program to your Commlink

Result: You will get a "Starting Resources BP: Resource Overspent: <$$$ overspent>" error/warning

NOTE: This does NOT happen in this example if you use the "Add Programs" link under "Programs In Data Storage" area.

This is on my to-do list. Thank you.
 
Background:
The calculation of dice pools for Active skills that are modified by cyber limbs appears incorrect.

Steps to Recreate:
1.) Added a Obvious Lower Arm cyberlimb. Modified Agility, Body and Strength values to match existing character values (that is, cyberlimb values are just as good as non-cyber limb, Body 6, Agility 5, Strength 5).

2.) Added Pistols Skill to Active skills.

3.) Added a Ares Viper Slivergun to Weapons.

4.) Dice pool calculation for Ares Slivergun shows "Cyberlimb Agility - Hero's Agility (-5)". This value should be 0.

Other Thoughts:
After additional fiddling, it looks like it currently just subtracts the character's Agility with no verification of the cyberlimb's value.

Fixed in the next update, thanks for the report.

Oh, and BTW, this was specific to cyber-lower-arms - no other cyberlimb.
 
Background:
Selecting offhand on a cyber limb and adding weapons, the added weapons' dice pool calculations are as if they are main hand. You cannot select "Off" on the Weapons tab for these weapons either.

Steps to Recreate:
Add a cyber arm (any sort) to a character. Added a Spur, Hand Blade or Hand Razors. Toggle cyber arm to "Off hand".

The cyberlimb weapon is added as a weapon automatically to the Weapons tab, without the "Off" option selected. Dice pool values are calculated as if the weapon was Main hand. Additionally, selection of "off" hand is not possible (it simply ignores the selection and goes back to '-').

Other Thoughts:
It is minor, but without the ability to toggle the "Off" option on the Weapons tab, the dice pool calculations are incorrect and unable to be corrected at the same time.

The fact that they weren't fixing their weapons to the same hand as themselves is a known issue. I can't duplicate your report that you can't change the handedness, though - I'm able to change that as a workaround for the first 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.

Fixed in the next update, thanks for the report.
 
I don't think this actually works. I bought an armored vest with the defaults off as suggested above. And the item still had the rfid & wireless enabled.

I've added the non-functional defaults to my to-do list, thanks for the report.
 
Bug in the Journal Tab: Street Cred issue: When I put in -X 0<x<infinity for street cred it won't decrease the street cred to below Karma/10 rounded down. When Street Cred is higher than this it will decrease, the Karma/10 thing is being read as a lower limit for some reason.

Fixed in the next update, thanks for the report.
 
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.

Since Light Pistol and Heavy pistol were among the suggested specialties in 3rd edition, but they're not among the suggested specialties for 4th edition, and the pre-generated characters are so close to their 3rd edition versions, it's my opinion that whomever wrote the 4th edition skills intended to do away with those specialties, but whomever wrote those sample characters didn't notice that.
 
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.

Fixed in the next update, thanks for the report.
 
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.

Fixed in the next update, thanks for the report.
 
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