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Bug Reports - Version 2.16

Hello.

I was only printing the char. Not the entire portfolio.
On th char sheet their is the entry for the Vehicles. And that is what I mean.

The car is showing up on the page, but it says:
Handling +0, Accel: 0/0, Speed: 0 ...... and so on.
The same for the Emotity, Minidrone.

But the MCT Fly-Spy is showing up correct with all data.

Does it have something to do that the car comes from the Arsenal and the MCT from the core rules?

LoneRift
 
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A couple of things I noticed:

Fetishes

When learned, limited spells are attuned to a particular fetish of the appropriate category. However, the text (SR4A 182) does not actually say that a given fetish is only usable for that one spell. Currently HeroLab forces you to select a specific spell for a fetish, rather than selecting a particular fetish for that spell.

Cyberlimbs

Nanohives are missing from the list of installable cyberlimb options. Nanohives take up a Capacity of 2 when installed in cyberlimbs. (AUG 112-113)




-k
 
Oh, hmm. That's ... definitely odd, and definitely a bug.

I've checked the Print Preview for one of my own characters ... and while a Dodge Scoot (Core rules) shows the right statistics, the Ford-Canada Buffalo RV (from arsenal) .... shows all 0's, just as you describe.

So I suspect it is indeed a "Core vs Arsenal" problem.

Hey, Matthias .... LoneRift found a BUG for ya to squish! :)
 
The core rulebook vehicles/later vehicles thing is something I've already seen, actually. The vehicle printout is still working on the pre-1.13 version of vehicles, so that doesn't work well with any vehicle added after 1.13 (everything but the core rulebook). Actually, none of the minion summaries on the printout are very good right now (and missing in a lot of cases) (unless you print an entire character for that minion). Even for core rulebook vehicles, the stats on the printout aren't showing what the vehicle actually has (changes from vehicle mods) - they're just listing off the base stats of the vehicle). I'm afraid that there's been so much to do getting all the books entered that I haven't had the time to work on that project or several others.
 
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So I've got a character with the following augmentations:

Bone Lacing (Titanium, Alphaware), 1.2 Essence
Datajack, 0.1 Essence
Reaction Enhancers (R2), 0.6 Essence
Wired Reflexes (R2, Alphaware), 2.4 Essence
Muscle Augmentation (R2), 0.4/0.2 Essence after reduction
Muscle Toner (R2), 0.4/0.2 Essence after reduction
Suprathyroid Gland (Alphaware), 0.56/0.28 Essence after reduction
Synthacardium (R3), 0.3/0.15 Essence after reduction

His current Essence is 0.87.

I removed the Reaction Enhancers as the first step in an upgrade path for the character, and as expected the hole shows up as a Cyberware Essence Hole in the tool tip when I hover the mouse over the stat.

Now when I add a set of R4 Cybereyes to the character, the Cybereyes show up as a 0.5 Essence entry (cyber is still the dominant user for Essence), however the 0.6 Cyberware Essence Hole has now disappeared and the character's essence has gone up 0.1 points. As the eyes are worth less than the hole, there should still be a 0.1 Cyberware Essence Hole.
 
Possession Spirits

Probably a stupid question, I have designed a Voudoun mage and when I summon a spirit for them I get a spirit with the Materialization power rather than the possession power. What do I do to correct this?
 
Got a PC rigger with a tricked out GMC Bulldog Step-Van that maxed out the resources at 250K even.
Then I locked the character for Advancement.
Then the character added a Morphing License Plate to his Bulldog Step-Van.
Now the character's sheet is showing that he is 251K of 250K on nuyen...which is strange since the character's resources should not be affected by the 250K limit after creation.
 
I'd appreciate it if people could avoid "me too" posts unless you're adding a significant new element to someone's bug report. Just naming another item in the same category of items that the same bug applies to doesn't help me solve the issue, and just clutters up this thread, making it harder for people to figure out whether their issue has been posted already.
 
Underbarrel Weight does not appear to be adding a point of recoil compensation to the weapon. Tested with both SMG and Assault Rifles with no other mods and all slots (Top/Barrel/Under) available.
 
Repost from 2.14 release. These are still present in 2.16.

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.
 
Maybe just me being stupid, but:

Cannot find the "underbarrel weapon" weapon mod when modding a weapon.
 
I removed my ares stoner from a drone and gave it to my hero. Now it won't let me remove the gun from my hero. Vehicle armor is also stuck on my hero. Moving anything from the vehicle to the hero besides approved gear isn't a very good idea if you like a valid character.
 
There seems to be a problem with the restricted Gear quality when a modification to the device makes its availability rise above 12 (such as adding APDS ammo to a weapon, or making it a weapon focus of force 3) it remains unavailable to pick for the restricted gear option (in the case of the APDS ammo I expected the ammo to become available to select not the rifle it was bought for)
 
Intuition and Logic cost 4 pts

I tried to make some adjustments to my attributes (while using the BP system) however, it seems that Intuition and Logic only cost 4 points when they should really cost 10. This doesn't seem so bad until you try to switch one point of intuition (4pts) for one point of Charisma (10pts). I'm sure you can see where the accounting problem lies here. What gives?
 
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BUG Karma System Magic Attributes + Cyber

While Building an adept i noticed that when you add Cyber to the Magic character (it works on both magic and Resonance) It correctly drops the stat down bhy 1 point but it also Refunds the Karma. so if i bought 6 Magic and spent 1 essence point then i only spent 70 karma on the magic instead of 100
 
I'm having trouble recreating Adepts that use both a Way and Geasa.

A character's Way grants him a 25% discount on some of his Adept Powers. I also gave the character Geasa for several of his powers, using the Power-Specific Geas from Street Magic, which also says it grants a 25% discount to Power Point cost. My understanding is that this works out as being a 50% discount total, so a power like Improved Reflexes 2 would normally cost 2.5 Power Points, but with Warrior's Way and a Geas, it works out to 1.25 PP.

But when I put the same Power, Way, and Geas in to Hero Lab it comes out with a total of 1.41 PP. It seems to take the first 25% off, then takes a second 25% off from the already discounted price, lowering the total amount of PP saved.

Is this something that Catalyst has specified they wanted? The wording of the books seems to suggest that the discounts would be added together, and it also makes for much easier book-keeping (fewer long strings of decimals).
 
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