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Bug Reports - Version 2.14

Mathias

Moderator
Staff member
(a bug reports thread for the 6/12/12 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.
 
Found one myself just after release - Free Spirit and AI PCs are not marked as forbidden for Shadowrun Missions play. I've fixed this for the next update.
 
This is related to everyone having Flight as part of the Athletics Skill Group....

Human Drake wanting to add a speciality to Flight skill. After doing this, get a validation error 'must be able to fly to learn flight skill'. This goes away when changing to dracoform.
 
CeaDawg - since the issue you were having doesn't fall into the normal reason for that issue to occur, I moved those posts over to the general Hero Lab forum, so that someone who understands the licensing mechanism better than I do will see it and can take over figuring out what's causing it.

Link to that thread:
http://forums.wolflair.com/showthread.php?t=21613
 
On a character, if you add a Summoned spirit, and then click the checkmark to "Bind?", the Force of the spirit changes automatically to be equal to the Magic attribute of the character.
 
On a character, if you add a Summoned spirit, and then click the checkmark to "Bind?", the Force of the spirit changes automatically to be equal to the Magic attribute of the character.

This should only happen during creation mode, not during advancement, because according to SR4A, pg. 87, the spirits you pay BP for during character creation have Force = Magic.
 
Ah, thanks. Sorry I thought I'd tested this with both a Locked and Unlocked character. Tried it with a Locked character and it's working fine.
 
Other Metagenic Qualities

Runner's Companion Page 110 (Other Metagenic Qualities)

None of those can be selected in either the Positive or Negative Metagenic Quality section of the Qualities tab.

Enhanced Cyberlimb Armor still does not add to the character's overall armor rating nor does it appear on the armor tab.

Per Shadowrun 20th Core Pg 344:
Armor enhancements installed on cyberlimbs are both Ballistic and Impact, and it is cumulative will all forms of worn armor.

Also the FAQ:

Does cyberlimb armor for cyber half-limbs add its entire Rating to the character’s Armor Rating in SR4A?

Yes. Armor enhancements to lower arm/lower leg cyberlimbs (and cyberhands/cyberfeet) apply their full Rating to the character’s Armor Rating. Gamemasters may choose to only apply the partial cyberlimb’s attributes, including armor, to tests directly involving said cyberlimb (p.343, SR4A).

The SR4A Changes Document erronously states that this was changed in SR4A, when in fact no such change was made.


Maybe add an option to the character generator to restrict it to only damage resistance tests involving that limb but otherwise not working per RAW.
 
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Runner's Companion Page 110 (Other Metagenic Qualities)

None of those can be selected in either the Positive or Negative Metagenic Quality section of the Qualities tab.

I posted a fix for this to the forums. Until such a time as HL is actually fixed, you can download the .user file I created and drop it into your shadowrun directory and this problem goes away.

http://forums.wolflair.com/showthread.php?t=21522
 
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If you purchase subsonic ammo for a weapon, HL factors in the range reduction even if that ammo isn't loaded. For example I have a predator 4 with regular, gel and subsonic ammo purchased. Regardless of which one I load, the range is still reduced. When I remove the subsonic ammo the range returns to normal.
 
When adding improved ability: infiltration adept power as an advance on a character with the Catlike quality, the adept power has no affect
 
The College Education and Technical School Education Positive Qualities aren't adding their bonuses to their respective Knowledge Skills.
 
When adding improved ability: infiltration adept power as an advance on a character with the Catlike quality, the adept power has no affect

The College Education and Technical School Education Positive Qualities aren't adding their bonuses to their respective Knowledge Skills.

Check the Help menu...Shadowrun FAQ - there's an item in there that may be relevant to both your questions. I suspect you're both running into the limit on augmented ratings that apply to skills (1.5x base rating, rounded down).
 
My adept character has Stealth 6 so improved ability 2 and catlike should reach modified maximum but the second factor isn't being applied when added as an advancement
 
Fetch agents are being counted against processor limit when the 'show' box against its entry in the agents and independent program's section is deselected. The whole point of the fetch module is to run the agent on another 'device'.

Also the Fetch agent has the virtual person program which requires something specifying but you can't edit the program to specify it. Only way to get rid of the error is to turn of the virtual person
 
Fetch agents are being counted against processor limit when the 'show' box against its entry in the agents and independent program's section is deselected. The whole point of the fetch module is to run the agent on another 'device'.

When I add a commlink and add a fetch module to that commlink, then on the fetch agent, choose where the agent is running, I have the option of running the agent on either the commlink or on the fetch module. It sounds like you chose to run it on the commlink and not on the module.
 
Also the Fetch agent has the virtual person program which requires something specifying but you can't edit the program to specify it. Only way to get rid of the error is to turn of the virtual person

Is this a creation/advancement issue? As a workaround, can you switch to creation mode long enough to make the change?
 
Because Virtual Person is already there when you open up the Fetch Agent it can't be changed as there's no edit button for virtual person.

I've tried that already, doesnt matter if it's the fetch module, the commlink or a completely different device (other 'link) it still counts against processor limit if the 'show' box is unchecked
 
Because Virtual Person is already there when you open up the Fetch Agent it can't be changed as there's no edit button for virtual person.

As I asked, is this a creation/advancement issue? Are you testing this in advancement mode or in creation mode? Have you looked at whether it works correctly in the other mode?

Is it a functional work-around to switch to creation mode, switch to the agent, enter some text, and then return to advancement mode?
 
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