• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Bug Reports - Version 2.12

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

This is something you are allowed to do. I'll add to my to-do list that it needs to warn you that adding a specialty will break the group, but I don't want to forbid it.
 
Thirdly, HL will allow advancing a skill above 6 without the Aptitude quality.

I'm sorry, but I'm not able to replicate this error. I added the Gunslinger Adept Character, added an extra BP, and switched to advancement mode. I then added 3 Perception increases, bringing it up to 6, and when I tried to add a fourth, that skill was not one of the options for selection.
 
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

Thanks for reporting this. I've added it to the to-do list.
 
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.

Thanks for reporting this. I've added it to the to-do list.
 
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.

Thanks for reporting this, I've added it to my to-do list.
 
Hi,
I get an validation error when adding a linguasoft to a data sprite. It states that my sprite needs the biowire echo.

Fixed in the next update, thanks for the report.


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.

I'm sorry, I'm not able to replicate these errors. When I add a data sprite and it has a rating of 3+, the Resonance tab turns red and it says I've chosen 0 of my 1 complex forms. When I click on that table to add a new form, Linguasoft is among the ones I can choose.
 
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.

Fixed in the next update. Thanks for the report.
 
When adding Foam Explosives:

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

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

You'll need to choose "Add New Stack", instead of the default "Merge With Existing" when purchasing the item. (The selector is immediately above the rating selector).
 
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?

Fixed in the next update, thanks for the report.
 
I'm sorry, but I'm not able to replicate this error. I added the Gunslinger Adept Character, added an extra BP, and switched to advancement mode. I then added 3 Perception increases, bringing it up to 6, and when I tried to add a fourth, that skill was not one of the options for selection.

Apologies, seems it's only when you have a skill group at rating 6, you can increase those skills to 7 using 'increase active skill' advancement.
 
I can't find any rules that allow TacNet as a complex form.

It's at the very beginning of the 'software' chapter of Unwired where it's talking about general rules for software, the text refers to all programs being available as Complex Forms unless otherwise stated in the program description. I can't find the actual page reference right now as all my books are in storage while I move house.
 
Back
Top