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Bug Reports - Version 2.10

I have a character with two cyberarms, both arms have magnetic system and spurs in them. One is listed as main hand and one as off hand on the augment tab yet on the weapons tab I can't make any of the cyber implant weapons into 'off' in the dropdown for holding.

I'm afraid this one was something I had come across myself, but have not managed to solve yet. It's still on my to-do list. Thanks for reporting this example of this issue.
 
The first issue is why does Latent Dracomorphosis show up as an error once you lock the character after creation? It tells me that I could be a drake at creation by taking the drake option instead of this... probably shouldn't be an error.

Also when you choose Latent Dracomorphosis it says that at some point in the future the GM could descide that this takes place... at that point any Karma you have available is the spent on the 120 point Karma requirement and any future Karma you gain is also applied to that 120 point requirement until it is paid off... can't seem to figure out how to do this in Hero labs...

Have a hero in game that this applies to... just putting his character into the system.

Fixed in the next update, thanks for the report.
 
Hero Lab is incorrect in using the Meat Body score rather than the average Body score for armor encumbrance. Looking at SR4A page 343 let me post the relevant text here (emphasis added):

When a particular limb is used for a test (such as leading an attack
with your cyberarm), use the attribute for that limb (natural or cyber);
in any other case, take the average value of all limbs involved in the
task (round down). If a task requires the careful coordination of sev-eral limbs, use the value of the weakest limb. The attributes of partial
limbs (including cyberhands and –feet) may be enhanced, but their
attributes only apply for tests directly involving those limbs (such as a
Strength Test when gripping something with an enhanced cyberhand).
Cyberlimbs cannot hold any bioware, nor any cyber-implants that take
up Essence rather than Capacity. Essence cost, Capacity, and other
stats can be found on the Cyberlimb table (below).

There is no case that checks “meat only”. If you believe that armor encumbrance is a task that requires careful coordination then it uses the lowest score of all limbs. This is possible and it would require that every armor be checked against what limbs are involved in wearing it. For example, an Armored Vest might only use the Torso, while a full suit of FFBA could use the entire body. However, this is a highly complicated interpretation and is not the way Hero Labs handles Armor Encumbrance.

I present that Armor encumbrance is “any other case”, and thus uses the average value of all limbs involved in the task (the task is wearing armor). You can clearly wear clothes (or armored clothes) on top of cyberlimbs. The evidence for this is on page 344, “Obvious Cyberlimbs: These implants are immediately recognizable as artificial limbs unless the character covers them with clothing.”

Since cyberlimbs can be involved in the task of wearing armor, the average value of all limbs involved should be used.

Fixed in the next update, thanks for the report.
 
BUG: Cyberarm Armor

Not the same issue I posted abotu recently. This is an error in calculation.

Specifically: Cyberarm Enhanced Armor states it has a capacity cost of "Rating x 2". However, when adding armor to a cyberlimb, it is actually charging "rating x 4". That is to say, 2 points of Enhanced Armor is costing eight capacity, not the four it should be.

Fixed in the next update, thanks for the report.
 
Something I noticed with drakes. Armor worn in human form is carried over to the dracoform.

I don't see any reason why you couldn't custom-fit some armor to the drake form (especially with the SoftWeave option from War), and put it on once you've changed (you'd either need to be an oriental drake, cast telekinesis, or have assistance to put on the armor once you had changed, but you could do it).

So, I think it should be up to the player to remember to keep track of what armor they're allowed to wear in each form and un-equip the correct ones when they shift, at least until I can figure out some way to allow users to note which armors are sized for which of their forms.
 
... given how many of these have just popped up, I sense an imminent update. :) :) :)

I'm not going to finish all the reports + testing + pre-release tasks today, but I'll do my utmost to get the update out before the long weekend.
 
So I have my character in advancement phase, and attempt to buy Wired Reflexes (1) (Alphaware) for them. Cost is ¥22,000, I have ¥121,000. After clicking "add", I would expect that available cash to go to ¥99,000. However, it only goes down ¥11,000 (cost of standard). Essence appears to be subtracting correctly for non-standard 'ware, but for some reason the monetary cost is not charging me correctly.

Looking at my character, I don't see anything that is magically reducing the monetary cost - or maybe I'm missing something? Advice appreciated.

Note that if I explicitly say to pay ¥22,000 it subtracts correctly.

Fixed in the next update, thanks for the report.
 
Buying off "Uneducated" after selecting Naga, Pixie, etc from the race menu charges you the points but when you try to buy technical active skills it still charges double BP and gives you an error about not being allowed Technical skill groups.

Fixed in the next update, thanks for the report.
 
Rating 6 Comlink Response or Signal modifications cannot be selected from the "restricted gear" quality drop-down menu.

Added to the to-do list, thanks for the report. The workaround here is to simply switch to Advancement mode - the availability error will stop being reported once you switch.
 
I'm not going to finish all the reports + testing + pre-release tasks today, but I'll do my utmost to get the update out before the long weekend.

You, Sir, are awesome. :)

Will this just be a bugfix update, or are we getting some new material? (Unwired?)
 
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Detailed in the SR4A changes document, as an errata to Arsenal:

MODULAR ELECTRONICS
Modular Electronics allows the upgrade of a vehicle’s Signal and Response hardware above the normal +2 limit by making components modular and easy to replace.
Slots: 1
Threshold: 8
Tools: Kit
Cost: 1000¥
Availability: 6
Special Skill: Hardware

Added to the to-do list, thanks for the report.

(The max +2 rule isn't currently being enforced for vehicles)
 
Still having a issue with discounting adept powers with ways of the adepts.

Char has improved ability 2 pistols (discount)
improved reflexes2 (discount)
Mystic armor4 (discounted)
motion sense, quick draw rapid healing sustenance linguistics and combat sense2 (none discounted)

When i select improved adept power and increase the combat sense from lv2 to lvl 4, HL switches the discount from the improved ability pistols to the combat sense even though it wasnt being discounted before. Its going by whatever is the higher cost power and applying the discount. I dont remember reading anywhere that it works that way. its only discounting 3 powers like its suppose to but it switches powers that are getting discounted to the higher cost one and throws off the power point cost total for everything.

The book doesn't say. Until we get a ruling, it's a heck of a lot easier for users not to have to pick the powers themselves, and just have HL pick the most efficient combination.
 
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