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Bug Reports - Version 2.18

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Currently, with 2.18 installed, using BP character creation, Negative Qualities are costing BP, and Positive Qualities are giving BP back. As this seems like a pretty noticable and crazy bug for no one to be commenting on it, I wanted to make sure that I'm not just doing something wrong here.

It seems to be affecting all Qualities, although I didn't check every single one.

Doesn't seem to be the case for me.

Make a brand new character (by default 80 BP spent because HL defaults everything to 2).
Added Albinism BP spent 70/400

Added Ambidextrous BP spent 75/400
 
Bug Fixes: "Under the Karma system, the Enemy quality was costing double what it should, and imposing an incorrect limit on the amount of karma spent."

Unfortunately this fix affected the Build Point system so that the Enemy quality now grants half of what it should.

First post on Page 3. Search the thread to see if the bug is already reported before posting. :)
 
Magical Initiation

Page 50 of Street Magic shows the costs of initiation. When you select one (or both) of the options to reduce the Karma cost by 20%, the book specifically says "Round Up". Hero Lab is rounding down.
 
Now only 1 essence hole

The latest pdf of Augmentation does not have separate essence holes for cyberware & bioware (on page 128)
 
Chatty Quality not costing enough.

I've found that you haven't errata'd the Chatty Positive Quality.

It costs 10 BP instead of 5, as per the Unwired Errata. (Link leads to the Unwired Errata PDF on the Shadowrun website.)
 
Unless the essence holes specify whether they were bioware or cyberware holes, here's a situation that can result:

A character has 4 essence of bioware and 3 essence of cyber (halved, subtracting 1.5 from the essence attribute) = essence 0.5.

That character removes 2 essence worth of bioware, leaving 2 points of essence hole + 3 essence of cyber + 2 essence of bioware (halved, subtracting 1 from the essence attribute) = essence 0 = dead.
 
I think they've always been vague about essence holes - it doesn't say they are separated, it doesn't say they aren't separated.
 
Cyber/bioware both replace parts of the character's body. I think part of the reason they're being vague with it is that if a character loses some of these things, they can die of system shock as Mathais pointed out, Essence 0 being death.

I believe it was left vague with that in mind, but perhaps we should ask Catalyst this question?
 
Built an Infected Vampire (cliche, I know).
Skills of:
B 5
A 6
R 5/7(wired reflexes)
S 5
C 3
I 6
L 3
W 3

Took Perceptive and Hawk Eye Qualities and Perception is Defaulting at 5
 
Create Magician without Implants->Finalize->Implant Aug->Increase Magic Back to original value.

The cost is calculated from the pre-implant magic rating, but should be calculated from current magic. (IIRC SR3 handled that differently.)

IE
Magic 4 max. 6
Install Trauma Damper - Magic 3 max. 5 Ess 5.8
Increase Magic to 4 for 20 karma (current HL price 25 for Magic 5(4))
 
Adding Knowledge Skills

When adding Knowledge or Language skills to an NPC in Shadowrun, I click once, and then it goes red saying I have overspent.

So if the NPC had 15 Knowledge skill points, I click to add Japanese and it immediately says overspent.
 
Create Magician without Implants->Finalize->Implant Aug->Increase Magic Back to original value.

The cost is calculated from the pre-implant magic rating, but should be calculated from current magic. (IIRC SR3 handled that differently.)

IE
Magic 4 max. 6
Install Trauma Damper - Magic 3 max. 5 Ess 5.8
Increase Magic to 4 for 20 karma (current HL price 25 for Magic 5(4))

Just to contribute to this issue (because I just spent a good chunk of time scouring my PDFs and the SR4 forums), yes this is indeed technically a bug. Having the reduced essence doesn't "surpress" that point of Magic, you actually lose it (so, if you were to get rid of the implant and use gene therapy to get your essence back, you won't get the Magic point back.

Based on those rules alone, it makes sense that buying your Magic back up should cost the new attribute rating x 5, and not the higher value assuming a "surpressed" point of Magic.
 
Lu-tze, the wording on defaulting is
"Characters who default use only the linked attribute in their dice
pool. Additionally, they suffer a –1 dice pool modifier."


So I can see 3 different things that might be factors
1) the definition of defaulting might be being read as dice modifiers not applying
(not a ruling I'd be happy with myself, although I accept that if it added a skill ranking point it wouldn't work (pg68 & pg 118 iirc))
2) Hawkeye only applies for a specific case so it may not be being applied, perception should still work though. (Checking the code for Hawkeye it does look like the code only implements the range modification)
3) it's just a general bug
 
Built an Infected Vampire (cliche, I know).
Skills of:
B 5
A 6
R 5/7(wired reflexes)
S 5
C 3
I 6
L 3
W 3

Took Perceptive and Hawk Eye Qualities and Perception is Defaulting at 5

Lu-tze, the wording on defaulting is
"Characters who default use only the linked attribute in their dice
pool. Additionally, they suffer a –1 dice pool modifier."


So I can see 3 different things that might be factors
1) the definition of defaulting might be being read as dice modifiers not applying
(not a ruling I'd be happy with myself, although I accept that if it added a skill ranking point it wouldn't work (pg68 & pg 118 iirc))
2) Hawkeye only applies for a specific case so it may not be being applied, perception should still work though. (Checking the code for Hawkeye it does look like the code only implements the range modification)
3) it's just a general bug

In order to properly apply bonuses to a skill, the skill needs to be added to the skill tab - otherwise, Hero Lab has nowhere to store those bonuses. Without a perception skill on the skill tab, the display along the top of the character does a quick back-of-the-envelope calculation of the default value and comes up with Int-1.

Although skills are added at rating 1 by default, you can drop them to rating 0 after adding them, and it will show you the default roll for that skill. The rating 0 skills can get dicepool modifiers, though, and those modifiers will be reflected along the top of the character.

Oh, and Hawk Eye only applies in some circumstances, so its bonus isn't automatically incorporated into the Perception dicepool - it's up to the user to decide whether that applies or not.
 
Free Spirits and Initiation

I've found a problem with free spirits and initiating.

When a free spirit buys a level of initiation they should be able to use a point for metamagic or use it as a point for free spirit powers. If I take the metamagic power it is counting it as a free spirit power, and flagging the purchase as being over the limit.
 
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