You've quoted the rule, but you haven't said anything about what errors this is actually causing.
Trying to add modifications flagged as "SMGs and assault rifles only" - i.e., "Extended Magazine (Drum 50)" produces a validation error.
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You've quoted the rule, but you haven't said anything about what errors this is actually causing.
Would you mind emailing me a character that shows this error, please? I can't duplicate it, but the problem may be character specific (sprite link needs to build a list of the sprites your stream offers so that it doesn't offer you a choice you already have, and there may be something on your character that's interfering with the building of that list). My email address is my user name here @wolflair.com.
Alternatively, what's your stream? Do you have a paragon? How many times have you selected Sprite Link? Do you have the Wild Technomancer quality? Anything else you can think of that might affect sprites for this character?
Please be more specific about where I should look for this issue.
Okay it seems to only happen when I select 'New Echo' from the advancements list. If I click on the Echo section on the advancement tab then Sprite Link works fine.
Okay it seems to only happen when I select 'New Echo' from the advancements list. If I click on the Echo section on the advancement tab then Sprite Link works fine.
Okay. Rating 15 Paladin sprite registered to a character (this errror is on Free sprites too at similar ratings). On the Resonance tab, Complex Forms shows the selections spent but at lower ratings this heading also includes X of Y spent info.
Also, the 'Learn New Complex Form' button is red due to resources unspent (and possibly cos there's nothing to choose from).
Back in the day, the 'grade' dropdown for implants didn't have any affect on the item purchased.
Well, in a similar vain, the rating and 'wireless' and 'RFID' settings similarly don't have any affect on a lot of purchasing windows. This is especially noticable when dealing with Program Options - when in advancement mode you cannot change AP, Area and other rating based options once selected and they go in at rating 1. Switching to creation mode works, but still annoying.
And removing wireless and RFID isn't possible as you can't change the purchasing window options. However, you can turn them off, which is roughly the same except when dealing with a couple of nanotech weapons which allow external access. Removal is much more useful.
BUG; Drone: Roving Hub
The Evo Mobile Terminus has Response 3, Signal 5, System 3, Firewall 3.
However, for the one installed standard in the Roving Hub drone, HL shows Response 4, Signal 5, System 4, and Firewall 4.
Nothing in the drones (regrettably brief) description indicates it should get such upgrades.
BUG: Transgenic Augmentation: "PuSHeD"
Building a Hacker Adept, I noticed that the +1 die from PuSHeD is not being added to the die pool for using Exploit, even exploit is tied to Hacking, which is a logic-linked skill.
If I look at Hacking in my Active skills tab, I see:
... for a total of 15d. So far, so good.
- Skill rating 9 (it's 6(9) due to Adept powers)
- Logic 5
- PuSHeD 1
Over in the commlink, though:
... for a total of 17 dice.
- Skill rating 11 (including the +2 for specialising in Exploit)
- Exploit 5
- Optimised: Exploit 1
Notice how PuSHeD is missing? The total should be 18 dice; Hacking is still a Logic-linked skill, even when Logic is not contributing to the die pool directly.
If you have a character with Body 6 and give it heavy military armour it shows as encumbering (-2) while the description has it only encumbering on body *3
Welladay:
BUG: Augmentation, Tailored Pheromones
Tailored Pheromones' description states, "This bonus has no effect on magical abilities and tests"
Yet HL is adding it to Drain tests, for Charisma Traditions.
Hi all,
Not sure if it's just me but the tactical console seems to get confused when there are some characters in the portfolio not involved in the combat.
When I hit the next initiative phase (and maybe next turn) some of the non combatants move up the list and appear before some combatants. They have the icon to add them to the combat, so the system is aware that they should not be there but they still are.
To fix this, I have to add them to the combar, then remove them again...
Is this a bug or am I doing something wrong?
Cheers, Ian
P.S. this has been a problem in all of the versions that I have used...
Bug: Incorrect Capacity (Oyoroi Armor)
The capacity of the Oyoroi Armor (listed as "Modern Samurai Armor", which is actually a group that includes Red Samurai Armor) in Hero Lab is set to 4, but the book capacity is actually 11, and the Arsenal errata makes no mention of a discrepancy.
Hi.
I am new to the forum.
And I don't know if that is the right post.
I have bought the Hero-Lab with Shadowrun and all add-ons.
Now I have created a char with the Hyundai Shin-Hyung car. The data is shown in the program.
But when I am printing it, the car is printed but with no data.
All car data is 0.
Is that a bug?
Thank you.
Regards
LoneRift
When looking at the Dice Pool for Gremlins on a machine sprite i noticed it has
DP 12 vs Firewall + Stealth
The description has system instead so its not to bad just an interesting misspell![]()
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.
Nanohives are missing from the list of installable cyberlimb options. Nanohives take up a Capacity of 2 when installed in cyberlimbs. (AUG 112-113)
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.
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?