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Bug Reports - Version 2.18

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Like with the commlink thing, if you look under the vehicles you'll see that there's options to add the different motive systems - and that allows you to add a Pilot.

Now that you mention it, I'd found this before a while back and had forgotten all about it. It is a very confusing mechanic. Having a dead link in the weapons section telling people to go here would be very helpful. The comment about the commlink I agree with, about having an entry saying to look at the matrix tab. Since weapon commlink is an accessory and you're not supposed to be able to take multiples of the same thing whether it is a modification or accessory, it should probably still show up on the gun I would think. There is an argument for weapon commlink and integrated commlink not being the same thing, but that seems like a bad argument.

The drone/pilot thing was a fairly minor bug for what I was trying to do. All the other weapon options I listed missing from assault cannons seems like a bug though. That was the part I was more interested in.
 
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B&P MP9 Machine Pistol comes up with an error for having a Foregrip. The MP9 has a foregrip as standard. Normally pistols can't have them, which is why it is probably getting an error.
 
Military Helmet from Arsenal pg. 51 is missing its standard modifications and the integral commlink is coming up in the gear section rather than the matrix section. It is also showing up with a device rating of 7 for some reason, but no matrix (response, signal, etc.) stats. The missing modifications are camera, flare compensation, image link, and smartlink. Those options still show up on the modifications list with no entry saying they are already installed (which they should be).
 
Spare Clips amount invisible

Good day.

I encountered a problem with adding spare clips. Used the BP method for the characters.

This was my way: I bought an Ares Predator IV and hit Icon 'Edit the weapon'
- Accessoires. Choosed a Silencer, and 3 spare clips.
The entries shown were:

Silencer
(3x) Spare Clips

Exported as PDF:

Silencer
Spare Clips


A possible solution I found for this case .. is hitting the text with right mouse click to edit the entry, typing '(3x) Spare Clips' into the field. Same works for Fake SINs & Licenses which dont show up their rankings, too

Then it appears at the PDF-files.

Thats .. odd :D Thought the amount/rankings should be visible after buying/choosing?!
 
BUG; Lonestar iBall - missing standard modification

According to Arsenal, the Lonestar iBall has "Limited Maneuverability" as a standard modification, along with 4 extra modification slots.

HeroLab is giving the bonus slots, but, is not applying Limited maneuverability. That mod is in the list, and does work right when added (except, that the price goes up by 100, and the number of available slots goes up by 4 again).
 
Agents and Pilots are being improperly allowed to add program options in excess of their limits. Examples include the Ergonomic and Optimization program options. I was able to load 3 rating 5 programs on a Pilot 2 agent using ergonomics and optimization 3 on each one with no validation errors. I should have only been able to run 2 programs with ergonomics at maximum of 4 rating.

Agents and Pilots (and their software) are also not showing up on the devices they are running through. I had this particular agent running alongside a much larger one as well as some programs running ergonomics in a very poor commlink and it showed 0 programs running.

The Iris Antivirus software package is incorrectly running the whole package instead of the individual programs. You are not able to individually unload the programs in the package like you are with all the other packages, so both programs in the package are counting against the processor limit.
 
Synthacardium not adding to Defence ratings on gymnastic dodge

I've got a character with 5 gymnastics and 7 reaction, if I add a synthacardium 3 it still only has 12 for ranged full defense
 
I've got a character with 5 gymnastics and 7 reaction, if I add a synthacardium 3 it still only has 12 for ranged full defense
That's not a bug; it's how the game actually works.

Synthacardium adds it's rating as bonus dice to Athletics Tests. Ranged Defense, full or otherwise, is not an Athletics Test. Not even when the skill used to calculate your die pool is an Athletics-group skill.
 
Built a Vampire character with a 6 in Intuition, Hawk Eye and lvl 1 Perception.
My Perception rolls are defaulting at 5 even after deleting and re-adding the qualities...

Am I missing something?
 
Perception skill roll is defaulting to 5 on a Vampire character with Intuition of 6, Hawk Eye and Perceptive lvl1
 
IMPROVED PHYSICAL ATTRIBUTE adept power

--If you choose BODY as the attribute you are improving, the amount of ENCUMBRANCE you can have on the ARMOR tab does not improve.
 
I can confirm CrowOfPyke's report; start a new profile, set the character to Adept, increase Body to 4 and Magic to 2+. Go to Magic tab, select Improved Physical Attribute, set it to 2.

Body is now 4/6.

Armor encumbrance still says "0/8".
 
Softweave is not calculating right. I can't even tell how it is calculating, I was told by one person it was applying to both sides. However my test (Conducted on Str 1, Body 2 with 6/4 armor) still was at -0. Like I said not sure how it is calculating this...
 
Softweave is not calculating right. I can't even tell how it is calculating, I was told by one person it was applying to both sides. However my test (Conducted on Str 1, Body 2 with 6/4 armor) still was at -0. Like I said not sure how it is calculating this...

To expand on this: I started a new portfolio, set Body to 2 and Strength to 1.

Armor Vest (6/4) plain: encumbrance 6 of 4, -1 malus.
Armor Vest (6/4) with Softweave: Encumbrance 4 of 4, -0 malus.​

An Armor Jacket (6/4) with Softweave worn by a Strength 1 character, should encumber it's wearer as if it were (5/3). With Body 4, that's still encumbered and shuld be a -1 malus.

Changing strength to 2, 3, 4, 5, or 6 had no effect.

I then set strength to 4, and tried a different outfit:

Chain Shirt (2/7) plain: encumbrance 7 of 4, -2 malus.
Chain Shirt (2/7) with Softweave: encumbrance 5 of 4, -1 malus.​

A Chain Shirt (2/7) worn by a Strength 4 character should encumber it's wearer as if it were 2/3. With body 4, that should be a -0 malus.

Clearly, HL is simply applying a 2-point easement to encumbrance, regardless of strength.

But wait, it gets worse!!

I took the same Body 2 portfolio, and added an "Industrious Jumpsuit" (6/6). Without Softweave, predictably, a -1 malus appeared because encumbrance was still 6 of 4.

Addint YNT softweave should not have changed this - it should reduce ONE rating for encumbrance purposes, but not both. However, in HL ... Encumbrance is lowered to 4 of 4, and the malus becomes -0.

So not only is HeroLab using a flat modifier, it's applying the reduction to both ratings. This is not how the rules describe Softweave. It's not even close. :mad:
 
Negative/Positive Quality Error?

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.
 
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.
 
Way of the Totem does not seem to be working properly. The subsidiary way (i.e. Way of the Warrior) does not seem to be reducing the cost of adept abilities . I confirmed this by switching way of the Totem for any other way of the ***** and then do get the cost reduction
 
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