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Bug Reports - Version 2.12

Canis

Well-known member
When adding a specialisation, Exotic Ranged Weapon and Exotic Melee Weapon are listed in the dropdown as options yet these skills cannot be further specialised.

Also, is there a way of excluding skills still inside unbroken skill groups from the list of possible skills to specialise?

Thirdly, HL will allow advancing a skill above 6 without the Aptitude quality.

When adding a specialisation as an advancement, selecting 'other specialisation' doesn't generate a custom field text box like when you select that same option during creation mode.

Lastly, the harpoon gun is missing. It's in Arsenal with the other underwater gear, yet it's missing. However you can buy the harpoon ammo for it.
 
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When adding a specialisation, Exotic Ranged Weapon and Exotic Melee Weapon are listed in the dropdown as options yet these skills cannot be further specialised.

Also, is there a way of excluding skills still inside unbroken skill groups from the list of possible skills to specialise?

Thirdly, HL will allow advancing a skill above 6 without the Aptitude quality.

Could you please clarify these reports? I created a new character, added Exotic Melee Weapon, and there's no specialty button. It will only let me take that skill to 6, and when I add a skill group, none of the individual skills show a specialty button.
 
When adding a specialisation as an advancement, selecting 'other specialisation' doesn't generate a custom field text box like when you select that same option during creation mode.

Added to the to-do list, thanks for the report.
 
Lastly, the harpoon gun is missing. It's in Arsenal with the other underwater gear, yet it's missing. However you can buy the harpoon ammo for it.

The Aquadyne Shark-XS Harpoon Gun is in HL. You'll find it with the crossbows on the "Melee & Other Weapons" table.
 
Could you please clarify these reports? I created a new character, added Exotic Melee Weapon, and there's no specialty button. It will only let me take that skill to 6, and when I add a skill group, none of the individual skills show a specialty button.

Apologies, I should have mentioned this is all in Advancement mode.
 
Power Focus and Summoning Foci

Greetings,

I think I've found a bug in Hero Lab for Shadowrun in how it's handling Power Foci. Per Shadowrun 4th Anniversary page 199 : "Regardless of the number of foci a magician may possess, only one focus may add its Force to any single dice pool."

But it appears that Power Foci are being added even when a higher specific foci, for instance Summoning Foci, are being added. I've checked all over for exclusions to this rule for Power Foci and have yet to find one. Help?

Tim
 
Couple of strange items, some suggestions

Hi there,

New to the forums, been using HL for a little while now, for both Pathfinder and Shadowrun. A great product, having lots of fun using it.

With respect to the Shadowrun game system, I'm noticing two oddities that may be bugs.

First:

* Add a weapon to your hero, then add some suitable ammo to that weapon, setting its subtype appropriately (e.g., assault rifle)
* Now give this loaded weapon to a vehicle owned by the hero, with the option of vehicles as separate heroes

In my case, this causes validation failures and, upon investigation, the ammo subtype appears to be gone, even though the ammo is still in the weapon, and although the ammo may be edited from the weapon's details view a subtype may no longer be set.

Second:

* Add armor to your hero
* Give this armor to a vehicle owned by the hero, with the option of vehicles as separate heroes

In my case, an error box appears indicating a circular reference ("A inside of B, where B is inside of A", or some such). Moving anything else in this way works fine, only armor seems to cause a problem.

I also have a few, additional curiosities:

* Will there be a drop-down list of knowledge skills built in at some point, or will they remain manual entry?
* Ditto for condition flags (e.g., partial cover, prone, stunned, called shot, perhaps visibility?), automatically integrated into attack/defense dice pool computations?
* Would it be possible to have a selected firing pattern for automatic weapons (e.g., short burst, narrow) settable in the weapon's entry in the weapons tab? This would make it possible for the attack dice pools listed in the dashboard tooltips (which I find very useful) to always be applicable to the current setting.
* Blue sky here -- were one to have the condition flags and firing pattern selection, it seems likely the tactical console could be enhanced to enable (close to) one-click attacks from one hero to another. To ensure completeness, such an option could offer a little "attack" dialog box allowing last-minute overrides of the dice pool mods, ec.
 
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(a bug reports thread for the 5/31/12 release)


Unfortunately, there are still some sections of the Shadowrun files we haven't completed yet. These are all coming as soon as we can get them accomplished. There's no need to repeat these items as bug reports.
  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 (including full handling for cyborgs)
  5. NPCs & Critters
    • Grunt/Lieutenant NPC Mechanics
    • Group/Professional Rating
  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.
  7. Runner's Companion
    • The Alternative Character Creation Chapter.
    • The AI and Free Spirit sections of the Advanced Character Concepts chapter.
 
Typographical Error
Settings Summary - "Programs Use Attribut Ratings"
... parenthetical note reads "Rkill Rating", should be "Skill Rating"
 
Hi,
I get an validation error when adding a linguasoft to a data sprite. It states that my sprite needs the biowire echo.
At page 242 core rule book it states that any lingua soft complex forms are in the list for optional forms.
And, sprites can't learn complex forms.
 
Chaser autosoft will not allow a rating to be selected. The customise button is grey'd out and there's no way to increase the rating from the default 1.

When selecting Complex Forms as advancements or during creation mode, TacNet is not an option.
 
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The MQ-1 Predator Drone has a strange error with it.
Without putting ANYTHING on it, just straight up stock when you go to it to start doing
customization, it has a validation error: Weapon Mount(Fixed, External, Remote): This vehicle has used 2 of its 1 available weapon mounts. It puts this error twice, and
the drone has 2 weapon mounts.
 
It's not on your list so... the Metagenetic versions of existing Qualities are still missing.

MetaVariants should be able to pick Metagenetic qualities and have the total count against their base positive qualities instead of generating a validation error.
 
When adding Foam Explosives:

add 1kg rating: 4
then add 1kg rating: 5

It adds a second rating 4 rather than one of each.

Also: Detonator Caps don't stack?
 
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How do you use lingua-softs?

I've got an Erica Elite Comlink with Iris Orb Operating System and a Sim Module.

In Advancement Mode I've added a Linguasoft (Yorumba) and it's showing on the Knowledge Tab under Languages as Rank 0 with no dice associated.

I've tried creating another character and if I give the same comlink, os, Sim Module and lingua soft it all goes fine.

Any ideas how to get it working?
 
When I import a sample spider stock hero from Unwired into a portfolio I get this error: "Critical information not found in data file: Source 'Twilight Horizon'"
 
What does your commlink currently list as its System rating?

If you press the Edit button on the linguasoft, look in the top left - what does it list as the current rating of the linguasoft? On the skill itself, what does it list as the skill's rating and dicepool?

If you hover your mouse over each of those numbers I pointed you to, what does it report?
 
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Commlink system rating = 3

Linguasoft Rating = 3

In the language part of the Linguasoft screen it has
- 0 Yoruba Linguasoft

If I hover over the 0 it shows
Calculations
Situational Linguist (+2), Augmented Maximum (=0)

Skill Limit 0/6 (0)

Skills must be modified by the advances tab once the character is locked for play.


I've just experimented with a new character and it looks like Linguasofts work o.k. normally but don't work if you have the Linguist positive quality.

I built a character without Linguist and added a Linguasoft and it worked giving a ranking of 5, then I removed that linguasoft and bought Linguist.
When I added a Linguasoft it gave rating 0.
Then I dropped the quality and the Linguasoft that wasn't working gave a rating of 5
 
Can't upgrade implants?

So, I'm putting together a character who has alphaware cybereyes. I go into the 'Edit This Gear' part to get mods like thermographic vision, vision magnification, etc. It already has alphaware eye recording units and image links automatically, but when I go to add more it doesn't give me an option to get a better upgrade. And when I buy it, I get an error note saying that I've got a Standard modification, but I need Alphaware or higher because it needs the same grade as its parent.

The problem is, I can't seem to find any way to make it Alphaware. It doesn't give me any kind of options to make mods alpha, beta, or delta. I do get the option when I'm buying cyberware, though. Am I missing something?
 
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