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Bug Reports - Version 2.8

The dv & defense modifiers for high-velocity weapons is not correct. Should be DV +11 and Defense -11, it's showing +9/-9. Same with Mini-Guns, these are supposed to be DV +14 Defense -14. Arsenal 26 and 30.

Fixed in the next update, thanks for the report.
 
The Ammo Feed option for Machine Guns does not appear to be working, Bought the Stoner-Ares M107. checked under Modification, there is a line that says Ammo Feed but no method to set or change it, just a question mark that describes it.

Fixed in the next update, thanks for the report.
 
How would one get the metagenetic qualities to add directly to the neg and pos point total so they go against the over all total so you can not pick over 35 point in each quality area. As it stands you can pick more.

I've put this issue on my to-do list, thanks for reporting it.
 
I suppose you could read it either way. The best bet would be to get a clarification from the authors.

There's other problems with Metagenetic Qualities. Page 110 lists several normal qualities that are also metagenetic. We talked about this in the developers forum a few months back, and I forget what you had said, but this is important if somebody wants to use the negative qualities to offset something they changlinged for.

Actually, I forgot about it, I'm sorry to say. I'm afraid I don't currently have enough time available to figure out a system that will let me mark qualities as dual-use and make sure you only select them on one table or the other. I've written this down on my to-do list so I don't forget it again. Thanks for bumping the issue.
 
I believe the Ares MP Laser 3 is suppose to have the Additional Clip mod built in. Accounting for the twin power clip in the description and 2 x 5 (c) ammo in the table.

I just tried out the MP laser 3 in HL, and when I purchased the first and second power clips, they were set as loaded into the weapon, but when I purchased a third power clip, it defaulted to unloaded - so HL is properly handling the 2 clip slots for this weapon.
 
Adding The program "Targeting" -> "Exotic Ranged Weapon" (and Exotic Melee Weapon) does not allow the user to select the specific weapon. The process labels the skill "Exotic Ranged Weapon: -choose-", however there is no way of making a selection.

I've added this to my to-do list, thanks for reporting it.
 
Ok, I tried adding a Targeting Program to my scope for predictive gunnery assist. I have an FN P93 and Ares MP Laser 3 that share the scope. I'm pretty sure at this point the player data file is corrupted as I cannot edit most "fields" for mods. Environment Resistant and Skill programs, for example, no longer allow the player to specify specific types. I have completely stripped down all weapons and rebuilt them and still nothing. The only method of correcting the issue to remake the player file from scratch. Only then does the data field error go away.

Is your character in advancement mode?

If so, this thread: http://forums.wolflair.com/showthread.php?t=20648 may let you work around these issues - switch back to creation mode long enough to set those things, then return to advancement mode.
 
Added Focused Concentration rank 1 during character creation on a dwarf mage of the Voodoo tradition, Magic 5, logic 4, Intuition 3. After completion of creation and getting a few Karma I used the advancement tab to "Increase Positive Quality" and raise the Focused Concentration to rank 2. The window shows the quality at rank 1 exists while I'm adding the advancement and does not show any errors nor any conditions not being met, but once the advancement is completed the record of the advancement is red. Opening up the entry shows an error stating that the character does not have the magician, or mystic adept quality and does not credit the character's Focused Concentration with a rank 2. However, it does charge the character for the karma used, and it does show the magician quality existing on the Basics tab.

Fixed in the next update, thanks for the report.
 
When selecting/buying a counterspelling focus after char creation. the text in the description says you cant benefit from this items unless you have the skil for it. even though the char has the counterspelling skill. Still lets you buy it and bind it so think its just a text thing. also the focus's are faded out (cept for centering) but can still buy it. so prob same with the other foci's but havent checked yet.

Could you give me more detail about the character you're testing this on, please? Is the skill coming from a skillsoft, perhaps?

I just tried opening the Combat Mage pre-gen, switched him to advancement mode, and purchased a counterspelling focus, and everything worked.
 
Actually, I forgot about it, I'm sorry to say. I'm afraid I don't currently have enough time available to figure out a system that will let me mark qualities as dual-use and make sure you only select them on one table or the other. I've written this down on my to-do list so I don't forget it again. Thanks for bumping the issue.

Wouldn't this be as simple as making a second copy of the various qualities and where appropriate using the same scripts or settings that Biocompatibility has now to make sure that once you took one of them in one place that all the rest were invalid?
 
Wouldn't this be as simple as making a second copy of the various qualities and where appropriate using the same scripts or settings that Biocompatibility has now to make sure that once you took one of them in one place that all the rest were invalid?

It's a lot simpler to write prereqs on other things, for example, "Magic Resistance Forbidden" if the copy of Magic Resistance on the positive qualities table is the same thing as the copy of Magic resistance on the positive metagenetic qualities table.

Creating duplicates will be plan B if I can't get plan A to work.
 
I'm not sure if this is a bug, a design oversight, or what, but:

Weapon Mounts are a [Standard] modification, and threfore should not be allowed on a Minidrone or a Microdrone. Doing so should produce a Validation Error. Several other vehicle modifications are correctly tagged as "not available for microdrones or minidrones.

However, whatever flag is set to do that for other modifications, appears to be missing from Weapon Mounts.

...

"Oopsie" ...? :)
 
Bows/Collapsible Bow vs Minimum Strength

Bows are listed in the SR4A corebook state that the maximum Strength rating for a bow is 12 - yet HeroLab appears to cap it at 8.

Here is the description from the book on page 315-316
Bows have minimum Strength ratings that indicate the minimum Strength a character must have to use that weapon. When attacking with a bow, a character whose Strength is less than the Strength minimum suffers a –2 dice pool modifier per point below the minimum; this penalty reflects the difficulty they have in pulling the bow and nocking an arrow. The weapon’s minimum Strength rating is also used to determine the weapon’s range and damage. Material science limits high-tech bows to a maximum Strength rating of 12. The maximum Damage Value an arrow fired from the bow can inflict is equal to the bow’s rating x1.5.

Also, HeroLab appears to add 2 avalability per rating of Minimum Strength, though there doesn't appear to be any mention of that in the core book or Arsonal. Both list both Bows and Collapsible Bows as having a flat/fixed avalablilty of 2 and 4-Restricted respectively.
 
Bows are listed in the SR4A corebook state that the maximum Strength rating for a bow is 12 - yet HeroLab appears to cap it at 8.

Here is the description from the book on page 315-316


Also, HeroLab appears to add 2 avalability per rating of Minimum Strength, though there doesn't appear to be any mention of that in the core book or Arsonal. Both list both Bows and Collapsible Bows as having a flat/fixed avalablilty of 2 and 4-Restricted respectively.

SR4A 315 lists the availability for a bow as Rating x 2 in the table on page 315.
And the rating max for a box on page 316 is 8.

This is the current Errata document also capping all bows at strength 8.

http://www.shadowrun4.com/wp-content/uploads/Downloads/SR4A_changes.pdf
 
move-by-wire doesnt seem to be adding the +1 dodge bonus to defense pools displayed on the char sheet. i thought it was doing it but not sure will check other chars later to see.
 
Found an issue with military grade armor. It is using body x2 for encumbrance instead of body x3. Also helmets for full body type armors are listed as having an availability equal to the armor while in their respective books it does not have an availability listed, only an increase in price.
 
Found an issue with military grade armor. It is using body x2 for encumbrance instead of body x3. Also helmets for full body type armors are listed as having an availability equal to the armor while in their respective books it does not have an availability listed, only an increase in price.

Does your character have any augmentation armor or natural armor? There's a bug (already fixed for the next update) that's currently counting those as armor pieces without the x3 encumbrance tag - meaning HL thinks your character is wearing some pieces that have been modified to grant you x3 encumbrance and xome pieces that have not.

For the Helmets, since HL allows you to purchase them separately from their parent armor, they need an availability of their own for Hero Lab's purposes. Otherwise, a starting character'd be allowed to purchase military helmets, but helmets are only supposed to be available with their armor, so you're supposed to have passed the availability check for the armor before you can buy the helmet with it.
 
lol Nevermind im a idiot. i figured it out. i was looking at the char sheet and didnt notice that the move by wire bonus was already added into the dodge skill. its working correctly.
 
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