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Bug Reports - Version 2.14

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.

These have all been previously reported and are still on the to-do list.
 
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.

Fixed in the next update, thanks for the report.
 
When adding improved ability: infiltration adept power as an advance on a character with the Catlike quality, the adept power has no affect

Fixed in the next update, thanks for the report.

Note that catlike was a red herring in this one - the problem was entirely with Improved Ability (Non-Combat) when added as a new adept power advancement.
 
Character Advancement: Add New Skill Specialisation is only available for skills bought at chargen.

(Noticed on char already in advancement, tested with Armorer skill on Covert Ops Specialist. Can add spec if skill is subbed in during chargen, can´t if adding first skill then spec after.)

When adding Arcana as a new skill via advancement, you can't then add a specialisation to that skill.

I've tried it in creation mode, and that's fine both specialising as an advancement or at creation. But if you 'Add new skill: Arcana' advancement you can't then 'Add new specialisation: Arcana'. It's not even in the dropdown list as options.


From what I can tell, this is happening for ALL skills, not just for Arcana


Fixed in the next update, thanks for the report.
 
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

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

Thanks for reporting this. I've added this to the to-do list. I guess the work-around is not to un-check the "Show?" checkbox.
 
When adding an Advanced Lifestyle the nuyen costs are switching to zero when the lifestyle costs are greater than 30.

Seems the calculator currently can't handle the "Add 25,000¥ per additional level" from page 153, Runner's Compendium.

Fixed in the next update, thanks for the report.
 
BUG: scripting error message

Started a new character, went directly to Augmentation tab. When addint Cybereyes and clicking "customise", a popup with the following text appeared:



(Yes, repetitions and all.)

I'm not using any user-defined content, and have not edited any datafiles at all.

Fixed in the next update, thanks for the report.
 
Is there a reason that the quality Ambidexterous is greyed out for the shapeshifters? Granted, the quadrupedal animal forms will not be using tools in their paws 99.99% of the time, but in their metahuman forms they will be.

I've not been able to find anywhere in the books that excludes this quality from any of the racial types, including shifters, spirits, and dracoforms. So, why is HL excluding it?

Fixed in the next update, thanks for the report.
 
tried some other things and found the same bug from the last update...



It seams to be a Creation/Advancement problem, and it isn't limited to only the Improved Economy mod. In Advancement you add the drone(a dragonfly in this case), then it will show the correct amount needed to make a mod in the selections. But when you add there will be a higher price than shown(in the case of Improved Economy, it gave me a Err message of "You lack sufficient cash to purchase the item(1012500¥ needed)." Which is where I was getting the formula(5*30*30*15*15=1012500).).

Fixed in the next update, thanks the report.
 
I went back recently to work on my baddies for a termite hive - and lo and behold HL now says "the Termite template is not valid for the current race and has been disabled".

I've got several flesh forms, a nympth, soldier and scout all made as possessions of generic NPC metahumans. Has something about this mechanic changed?

I also seem to be getting these whenever I use Invoking abilities (area-effect powers and improve physical attributes).

Fixed in the next update, thanks for the report.
 
BUG; Quality: "Perceptive"
--AND--
BUG; Adept Power: "Enhanced Perception"

Both of these state that they benefit not only physical perception, but also Astral perception.

Fixed in the next update, thanks for the report.
 
I noticed this one recently. Spirits conjured by magicians of a possession-based magical tradition replace the Materialization power in the spirits’ statistics with Possession. This doesn't seem to be happening.

This is a known issue and is already on my to-do list.
 
More spirit based fun:

When selecting 'Free Spirit' from a spirit's racial modifiers list HL gives the same 'not a valid option' error as you get with all big spirit possessions. This applies to Shedim as well as bugs. Also, HL won't allow purchasing free spirit powers either - it does apply the Magician quality but doesn't allow free spirits to learn spellcasting or spells.

Is this the same report, different template as your termite template report? Are you only seeing this in possessions, or are you seeing this on spirits by themselves?
 
Also, bug spirit flesh forms should have access to augmented abilities. The best example I have is a NPC ork with synaptic booster level 3. Add a mantid soldier via 'possession and inhabitation' on the Adjust tab. Under Initiative Passes it's now limiting to 2 because that's what the spirit has when a flesh form should have all augmented abilities.

Thanks for reporting this. I've added it to the to-do list.
 
When adding in Metagenetic Qualities, when I assign more then the "free" negatives from the Changeling quality, while HL subtracts the negatives from the build points correctly, it also subtracts the same number of BP from the
number of negative quality points spent, instead of adding.

For example: Level III Changeling, no negatives other then the Metagenetic
qualities at this point: Give Thorns and Slow Healer, for a total of 20 points
of Metagenetic Negative Qualities out the 15 covered under CHangeling 3.
Hero Lab lists me has having -5 spent (of 35) for my Negative qualities, instead
of 5 spent (of 35) like it should.

Fixed in the next update, thanks for the report.
 
Is this the same report, different template as your termite template report? Are you only seeing this in possessions, or are you seeing this on spirits by themselves?

It's sorta the same but different templates. I haven't tested every combination yet but it seems to be anything applied to metahumans via the 'possession and inhabitation merges' option on the In Play tab.

The thing about not learning spellcasting or spells or powers etc also applies when creating a free spirit as a character on it's own.
 
It's sorta the same but different templates. I haven't tested every combination yet but it seems to be anything applied to metahumans via the 'possession and inhabitation merges' option on the In Play tab.

The thing about not learning spellcasting or spells or powers etc also applies when creating a free spirit as a character on it's own.

The bug you reported for termites applied to ALL templates on a possession - the problem was in the definition of a template, not specific to the insect templates. So I think wait for the update before you report any other errors related to templates on a possessing spirit.
 
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