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Bug Reports - Version 2.12

Canis,

This one would probably get complicated.
Page 136 has a section called "Adapting Software"
In theory, a technomancer can adapt any piece of
software by mimicking the program with a complex
form that he shapes (by threading or learning) based
on the original. Since a number of programs such as
Sensor software (p. 60, Arsenal) or tacsofts (p. 125) require
connections to sensors, databases, and/or other
auxiliary data, a technomancer can only use complex
forms based on that software if he has a connection
to such sensors, databases, or auxiliary components.
Individual gamemasters may choose whether to allow
this in their games.

Though I suppose you could adapt a tacsoft... the Tacsoft complex form might be flagged as an optional rule?
 
Drone's targeting autosoft bug

Its seams that the targeting autosoft is bugged. You supposed to chose a type of weapon attack skill, but there isn't such option.
 
Thanks Crpytoknight, that was the text I was thinking of.

The way I see TacNet as a CF, so long as it's interfacing with other TacNet programs and the CF can connect to the required number of sensor feeds (especially easy if the techno has skinlink echo) then I don't see why not.

I know I'd have no problems allowing it in my games.
 
"Individual gamemasters may choose..."

That means you'll want to handle it yourself using the editor. It's not something I'm going to officially add to Hero Lab. It'll have to be a house rule for individual games.

The easiest way to do so is to open two copies of HL, and open the editor in each. In one editor, open a copy of the TacNet (it'll complain that you can't save that copy, which is why this will require the other program). In the other copy, create a blank program. Then, you can copy everything from one copy to the other. Enter a new unique Id at the top (I'd recommend making only a slight change from the original Id - prTacNetS1, for example). Change "Usage Restrictions" from "-None-" to "Program or Complex Form", and on the right-hand side, enter the Id of Tac Net Software (prTacNetSf) into the "Replaces Thing Id" field. That will make your new item a replacement for the usual copy of Tac Net.

(You may want to repeat that step for a program labeled "Combat Aids" - that's the header for Tac Net Software).
 
Its seams that the targeting autosoft is bugged. You supposed to chose a type of weapon attack skill, but there isn't such option.

Are you in creation mode or advancement mode?

When you purchased that software, did you use the Add or Add and Close buttons, which wouldn't have given you the opportunity to choose a skill, or the Customize button, which does?
 
Thanks Crpytoknight, that was the text I was thinking of.

The way I see TacNet as a CF, so long as it's interfacing with other TacNet programs and the CF can connect to the required number of sensor feeds (especially easy if the techno has skinlink echo) then I don't see why not.

I know I'd have no problems allowing it in my games.

And while the Tacsoft and sensor software can be optional in terms of adapting them as CF's, that phrasing above means every other piece of software can be adapted as a CF.
 
Help on Insect Spirits

I must be doing something wrong but I can't seem to get Insect Spirits to work in Hero Lab.

- I create a new hero, choosing "Critter/Spirit".
- For Heritage on the Basic Tab, I choose any Insect spirit type.
- I get a validation error saying "You must choose an insect species (from the Racial Modifications table on the Basics Tab)
- I click the "Add Optional Modifications for this race" button on the Basics tab
- I choose an Insect Species (also picking True Form Merge, but that option seems to work fine and doesn't have an impact on the error).
- After I pick the species, then I get an error saying "This template is not valid for the current race and has been disabled"

Either this is a bug, or I'm completely missing a step to successfully create an Insect Spirit. Any help?
 
I added Ruthenium Polymer Coating to some clothing which is legal to do as long as the garment covers the whole body. I made the clothing a overcoat and the error i am getting is that it takes a slot in an item that has 0 slots. can we fix this? cause Ruthenium Polymer Coating takes no slots and it says in the description that you can add it to armor or clothing as long as it covers your whole body.

thanks :)

An overcoat doesn't cover your face, meaning that while the rest of your body looks like the wall behind it, your face still looks like a face, and ruins the whole effect.
 
Buy Orthoskin -> Buy Orthoskin Modification (Most easily seen on a fresh char, but just the same in character advancement.)

The essence cost for the modification is not deducted.

There is no option to choose an implant grade for the modification.


The same error occurs with the Chameleon Mod for Dermal Sheaths R3 with Ruthenium Polymer Coating. Maybe enter those mods like the Skillwire Expert System?

Fixed in the next update, thanks for the report.
 
There is something weird with the Increased Economy modification...

When adding to a minidrone, say a Bust-A-Move or a Dragonfly, it seems to show the right cost when you select it. But it is giving a final cost of speed*speed*acell*acell*5 when you try to add it...

Please elaborate on what issue you're trying to report.

I added a Dragonfly (accel (running) of 15 and Speed 30), and then looked at improved Economy, and the price in the grid is listed as 2250, the price in the text is listed as "5Y * Acceleration (Running) * Maximum Speed", and pulling out a calculator, 5 * 15 * 30 = 2250. When I add the item to the drone, the cost is still 2250.
 
I noticed that when creating an Insect Shaman: Wasp, they can only summon Termite spirits. I know Insect Shaman are supposed to be insane, so I guess those type are off the deep end :p

Fixed in the next update, thanks for the report.

(P.S. This was only a text error - actually adding spirits would give you wasp spirits)
 
This seems to be consistent - after buying special ammo (stick n shock, etc) or grenades for a character then printing (or doing a print preview of the CRS), they don't appear anywhere on the character record sheet output (at least not that I can find).

Fixed in the next update, thanks for the report.
 
I must be doing something wrong but I can't seem to get Insect Spirits to work in Hero Lab.

- I create a new hero, choosing "Critter/Spirit".
- For Heritage on the Basic Tab, I choose any Insect spirit type.
- I get a validation error saying "You must choose an insect species (from the Racial Modifications table on the Basics Tab)
- I click the "Add Optional Modifications for this race" button on the Basics tab
- I choose an Insect Species (also picking True Form Merge, but that option seems to work fine and doesn't have an impact on the error).
- After I pick the species, then I get an error saying "This template is not valid for the current race and has been disabled"

Either this is a bug, or I'm completely missing a step to successfully create an Insect Spirit. Any help?

Fixed in the next update, thanks for the report.
 
it'll complain that you can't save that copy, which is why this will require the other program

Yeah that didn't happen! Seems Tac Net Software is 'unlocked' from an editor point of view.

Also, Tac Net doesn't have any options available, is that a bug?
 
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