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Bug Reports - Version 2.0

Awesome I see that now. Now I'm running into another issue. It says that I should be able to add tow razors or retractable blades to the feet but when I click to add these modifications just to the Raptor legs these mods doesn't seem to be on the list. I was also wondering why some of the modular plug-ins take up capacity in the cyberlimb (like the water jets and skimmer disk) and some don't (like the Raptor legs and jackhammer)? In Augmentation none of the plug-ins have a capacity listed.
 
Electricity resist isnt calculating correctly. It says it is using 1/2 impact +will power but seems to actually be using Body stat in the calculation.

example : body5 willpower3 10 impact armor = it shows when moused over 5 impact<correct> + 3willpower(correct) but actual total dice showed is 10<5 impact 5 body> instead of 8 < 5impact 3willpower>
 
Also about the magical question earlier. The program is allowing you thru advancement to raise magic of 6+ initiation grade..... The problem is skills associated with the magic attribute is only capping out at the 1.5 times augmented value.

Example (jane Foster) magic:12 sorcery:6 = should show 18 total, but only shows 15 total (9 from magic 6 from sorcery). under the sorcery skill total dice listed when moused over.
 
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Electricity resist isnt calculating correctly. It says it is using 1/2 impact +will power but seems to actually be using Body stat in the calculation.

example : body5 willpower3 10 impact armor = it shows when moused over 5 impact<correct> + 3willpower(correct) but actual total dice showed is 10<5 impact 5 body> instead of 8 < 5impact 3willpower>

The error here is that it's saying Willpower - it should be calculated based off Body, and it is using Body for the calculations - it's just got something set wrong in the display, so it's saying Willpower there.
 
Also about the magical question earlier. The program is allowing you thru advancement to raise magic of 6+ initiation grade..... The problem is skills associated with the magic attribute is only capping out at the 1.5 times augmented value.

Example (jane Foster) magic:12 sorcery:6 = should show 18 total, but only shows 15 total (9 from magic 6 from sorcery). under the sorcery skill total dice listed when moused over.

Fixed in the next update, thanks for the report.
 
Dont know if this was mentioned earlier or not in previous bug threads but here goes.

When i do a print preview of the char sheet the full action parry for blades: spec axes is not listed on the char sheet. if i go blades: spec swords or knives it does, but not for axes. it lists the regular parry for axes but not the full action.
 
Bone density augmentation is adding its rating to unarmed attacks incorrectly. (cant remember if its suppose to at all) if you select bone density aug1 it adds nothing but if you select bone dense aug2 it adds 1 aug3 adds2 and aug4 adds 3.
 
Program defaults

Er, I hate being a rules-lawyer, but I think (and please correct me if I'm wrong) the errata for SR4 says something different.

FAQ | Shadowrun 4

Specifically, the following section:

Why buy Hacking when you can default to Logic?

For tests in the Matrix, a program or Matrix attribute is substituted for your regular attributes (Attributes in the Matrix, p.226, SR4A); when defaulting on Hacking, Computer, or most other skills in the Matrix, you default to (program rating – 1), not the normal linked attribute.

Grandma Moses has Computer 0 and Edit 6, and wants to touch up an old hologram of her late husband and the slitch he was banging. This is normally a Computer + Edit (2) Test, but since Grandma doesn’t have Computer her Skill defaults to Edit – 1, so she rolls 5 dice on the test.​
 
You are correct on that point. It's a pain in the butt, because even ISMO's sheets don't catch that. So, yes that is something that needs to be corrected in HL-SR.
 
Need a new scroll bar added in the Social Tab to allow scrolling between the sections, not just within the sections. If you acquire enough contacts or identities then the Subscriptions & memberships section gets pushed off the bottom of the screen, with no way to access it. If you have something already entered into that section, like a P2.0 subscription, then it shows in the summary window even after the section is no longer accessible in the main window, but you can not access that section by clicking on the entry showing in the summary window.

Fixed in the next update, thanks for the report.
 
When adding the extreme environment modification to a vehicle, after character creation, the customize button is disabled and there is no text box or drop down menu available to select the extreme environment it will operate in. So, the resulting addition looks like this:

Extreme Environment Modification:????

and throws up a validation error about selecting an environment.

Fixed in the next update, thanks for the report.
 
Not really a Bug, but you added alot of the tweaking magic rules options from page 31 of street magic, but left out Adept Initiation which allows adepts to take an extra power point instead of a meta magic. Any possibility this can get added in? I am allowed to use this option and its the only thing holding me back from being able to have my character finally fully in Hero Lab right now.

On the Personal tab, there's already an Adept Power Points adjustment in the Permanent Adjustments table. In the next update, there will also be a Metamagic Powers adjustment. You'll be able to add both of these adjustments and use them to transfer as many or as few points as you wish from one pool to the other.
 
I am not sure if this is a bug or I am simply not seeing where the changes would show up, but the qualities Resistance to Toxins/Pathogens does not seen to change any of the resistance pools. I have taken them singly and both at the same time.

Fixed in the next update, thanks for the report.
 
Speed Loader - Not sure if these are bugs, but thought would bring them up:

1) If add multiple Speed Loaders as an accessory, get warning. However, if then stack them, the warning goes away when all stacked to one entry.

Fixed in the next update, thanks for the report.

2) Speed Loader not set up as a Container for ammunition. Possible to mimic the weapon capacity at same time?

In my opinion, having to store ammo within loaders/clips is not worth the hassle, compared to simply tossing all the ammo and all the loaders you have for a weapon onto that weapon, and assuming that each time you reload the gun, you're using a clip/loader, rather than putting in individual bullets.
 
Awesome I see that now. Now I'm running into another issue. It says that I should be able to add tow razors or retractable blades to the feet but when I click to add these modifications just to the Raptor legs these mods doesn't seem to be on the list. I was also wondering why some of the modular plug-ins take up capacity in the cyberlimb (like the water jets and skimmer disk) and some don't (like the Raptor legs and jackhammer)? In Augmentation none of the plug-ins have a capacity listed.

Fixed in the next update, thanks for the report.

It was only the two movement-based ones, and I see that they both have the same capacity as cyberskates, so I suspect a copy-paste error.
 
Dont know if this was mentioned earlier or not in previous bug threads but here goes.

When i do a print preview of the char sheet the full action parry for blades: spec axes is not listed on the char sheet. if i go blades: spec swords or knives it does, but not for axes. it lists the regular parry for axes but not the full action.

Could you provide more detail about how I can reproduce this error, please? I just added the blades skill (with no specialty), a combat axe, and a sword to a blank character, and both the combat axe and the sword show a full parry in parentheses on the character sheet. Adding either the axes or swords specialty to the blades skill does not change what is displayed (other than the expected changes to the dice pools).
 
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