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Bug Reports - Version 7.1

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Scrolling down on Summary Windows?

Is there a way to scroll down through the Summary Windows? Some of them are too long and go beyond the bottom of the screen, and I can't seem to scroll down to see the rest of the info. For example, my saves in the Basics Summary Window.
 
Which game system is this? Summary windows are coded individually for each game system, so the answer could differ in each case.
 
Issues in current release:
- Headband of Intellect: does not assign ranks to selected skill anymore
- Wayfinder, basic: with ioun stone placed in it still provides light at will when it should not
 
Issues in current release:
- Headband of Intellect: does not assign ranks to selected skill anymore
- Wayfinder, basic: with ioun stone placed in it still provides light at will when it should not

Looks like I messed up the Int boosting items last time (Sorry! Brain fart!), so I've got that fixed now for the next release.

The Wayfinder issue is something I will look at when I do my next catch-up for the bug thread (certainly not this next release, unfortunately).
 
White Haired Witch archetype

The bug occurs when you add the Witch archetype, White Haired Witch, to a Level 1 Witch.

Click into the Witch tab and you'll see that instead of Hexes, it says, "No More Rogue Tricks allowed."
 
The bug occurs when you add the Witch archetype, White Haired Witch, to a Level 1 Witch.

Click into the Witch tab and you'll see that instead of Hexes, it says, "No More Rogue Tricks allowed."
Because a White Haired Witch at level 10 has access to Rogue Tricks. So its correctly telling you that until level 10 you don't have access to Rogue Tricks. :)

P.S. - This archetype removes all hexes so it shouldn't be showing hexes.
 
Looks like I messed up the Int boosting items last time (Sorry! Brain fart!), so I've got that fixed now for the next release.

The Wayfinder issue is something I will look at when I do my next catch-up for the bug thread (certainly not this next release, unfortunately).

The other wayfinders have similar issues, special powers that become inactive if stones are placed in them.

Also some stones also provide special powers (which I currently use the personal tab to add to the character)

Not sure if your going to implements seeker of secrets wayfinder enhancements.

Also for the int boost items, are the skill ranks and the skill points for a higher attribute separate or the same.

i.e. +2 headband increase int by 2 giving +1 skill point per level as a permanent increase to intelligence after 24 hrs, plus providing 1 rank per level in selected skill?
- can this be optional if its not how it actually works?
 
Archaeologists and Ninja Tricks

I didn't see any hits on this subject when I searched, so apologies if it's already been brought up.

When creating an archaeologist bard in HL I don't get the option to add any of the ninja tricks as his rogue talents. They show up fine as rogue talents for a straight rogue, but they aren't present at all for the archaeologist. The Ki Pool talent shows up properly for both, though.
 
The other wayfinders have similar issues, special powers that become inactive if stones are placed in them.

Also some stones also provide special powers (which I currently use the personal tab to add to the character)

Not sure if your going to implements seeker of secrets wayfinder enhancements.

Also for the int boost items, are the skill ranks and the skill points for a higher attribute separate or the same.

i.e. +2 headband increase int by 2 giving +1 skill point per level as a permanent increase to intelligence after 24 hrs, plus providing 1 rank per level in selected skill?
- can this be optional if its not how it actually works?

We've no plans to implement the wayfinder enhancements variant rule at this time, sorry. I'd recommend you handle that with adjustments.

They are the same, when you wear in the Int increasing Item for 24 hours, you then gain 1 rank per level in the selected skill. If you want to make an item work differently in your game you can pretty easily modify the eval script to add the same number of skill points, then have it replace the base item. If you want to get into how this would be done, we can discuss that in a different thread.
 
I think I have reported this before and it is still an error. A mate has a dagger specialist. When he checks deadly aim and point blank as active, the attack bonus and damage bonus is applied to both melee and thrown (ranged).
The bonus should only apply to ranged.
 
There's a conflict between the Bestiary 2 and Advanced Race Guide versions of the Oread. I went back and made sure that everything else is disabled. Oread seems to work fine with only one enabled.

Code:
Attempt to access non-live child pick 'manDrag' from script
Location: 'eval' script for Thing 'fcFtrOread' (Eval Script '#1') near line 4
- - -
Attempt to access non-live pick via script fails for pick 'manDrag'
Location: 'eval' script for Thing 'fcFtrOread' (Eval Script '#1') near line 4
- - -
Attempt to access non-live child pick 'manDrag' from script
Location: 'eval' script for Thing 'fcFtrOread' (Eval Script '#1') near line 4
- - -
Attempt to access non-live pick via script fails for pick 'manDrag'
Location: 'eval' script for Thing 'fcFtrOread' (Eval Script '#1') near line 4
 
HL appears to be calculating DR incorrectly for the Ultimate Combat variant rules of Armor as DR.

Quoting the SRD:
For instance, when fighting a skeleton with DR 5/bludgeoning and DR 4/armor (+2 for armor, +2 for natural armor ), the skeleton's DR/armor reduces 9 points of damage from non-bludgeoning attacks, and 4 damage from bludgeoning weapon attacks.

When I build an NPC human skeleton in HeroLab, it only shows DR 4. The innate DR 5/Bludgeoning is not stacking like it should under the variant rule. I did check on the Basics tab just to see if it was listed multiple times in the varying combos (DR against normal attacks, against bludgeoning attacks, large creature, etc) but no, it's only there once.

Also, the save DC of spells is tied to whatever stat grants bonus spells for the class. I built a class that does not get bonus spells per day (using a MP-style system), and the save DCs are all way low. This really should be separated, since I didn't see a way to adjust save DCs by themselves (ie, on the Adjust or InPlay tab).

Thanks :)
 
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This really should be separated, since I didn't see a way to adjust save DCs by themselves (ie, on the Adjust or InPlay tab).
Just a thought: There's feats which boost the save DCs of spells - can you give the class an ability that does that?
 
This really should be separated, since I didn't see a way to adjust save DCs by themselves (ie, on the Adjust or InPlay tab).
Go to the "Adjust" tab and click on "Other Adjustments" then look for "Saving Throw or Saving Throw, All". These will give a generic "Bonus" or "Penalty" to saves.

If you need a specific Named type of bonus/penalty you can use my "Adjustments addon" to do that.
 
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