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Bug Reports - Version 7.1

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Trait: Lessons of Chaldira
"follower of chaldira zuzaristan required"
there is no option for Chaldira Zuzaristan on the Dieties list.

Summoner (Synthesist): Eidolon not levelling properly (level 10, still stuck at level 6 on eidolon. STR not going to claws. Claws are primary, not secondary, attacks.

Monk (Zen Archer) Flury of Blows not taking in to account Bows. (Flurry of Bows as it were)

Many other religious traits same problem as first topic.
 
Please note everyone that is running Risners Flurry of Blows addon. You MUST remove the .user file to get this new feature to function.

How To Remove
Start HL and Pathfinder and then go to "Tools->Explore Folders->Game System Data Folder". Then in the new window find either of the following files: PFRPG_Monk_FoB_CORE.user OR PFRPG_Monk_FoB.user and delete the file.

Then close down HL and restart it. When you open up your monk character now HL will display a Flurry section of information. Yes this even works for Zen Archers. :)

Ok, having done that, it is not figuring the Flurry correctly. I am a third level Aasimar Zen Archer with a Wisdom of 20 and a Masterwork Composite Longbow and Weapon Focus in the weapon.

All told, I get a +9 to hit bonus in normal situations. (BAB +2, +1 Focus, +5 Wisdom, +1 Masterwork)

The Flurry for this weapon is being figured at +7/+7, when it should be +8/+8. I do not know why it is figuring at +7/+7, but I am figuring it manually as (Monk level +3, Focus +1, Wisdom +5, Masterwork +1, Flurry - Two Weapon -2)

It looks to me as if the base attack is not being adjusted to the monk's level, as it is supposed to be for a flurry of blows attack.
 
Making a Halfling Summoner (Master Summoner) 1 ran into the following issue. I chose Lessons of Caldira as a trait. I have selected -Other/Philosophy- in Background tab under Diety. I put in Chaldira, didn't work, so I a surname: Chaldira Zuzaristan, still didn't work, so I put in:Follower of Chaldira Zuzaristan since that is the error message tag. Still doesn't work. Thoughts?

Thanks
 
Ok, having done that, it is not figuring the Flurry correctly. I am a third level Aasimar Zen Archer with a Wisdom of 20 and a Masterwork Composite Longbow and Weapon Focus in the weapon.

All told, I get a +9 to hit bonus in normal situations. (BAB +2, +1 Focus, +5 Wisdom, +1 Masterwork)

The Flurry for this weapon is being figured at +7/+7, when it should be +8/+8. I do not know why it is figuring at +7/+7, but I am figuring it manually as (Monk level +3, Focus +1, Wisdom +5, Masterwork +1, Flurry - Two Weapon -2)

It looks to me as if the base attack is not being adjusted to the monk's level, as it is supposed to be for a flurry of blows attack.
Info for LW I did a bunch of testing and found that it's the Weapon Focus value of +1 that is not being included correctly. This happens with both Zen Archer Bows and a Normal monk's Unarmed Strikes.

Currently if people wish they can add my Adjustments addon as this will allow you adjust just the "Flurry" value by +1 until an official fix is out.

The last thing is that I am thinking you need some way to activate FoB to tell HL that when it calculates other feat values (ie Power Attack) that the monks BAB has increased. In example at level 4 a Monk using Flurry of Blows and Power Attack should receive a -2H and +4D as their BAB for all purposes is +4. Just something for the To-Do list. :)
 
Here's my little problem since the update:

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

Syntax error in 'eval' script for Thing 'tmuJotunbl' (Eval Script '#3') on line 46
-> Tag 'Race.rFireYai' not defined


Cheers
Mark
 
Kitsune starting languages are wrong. (They are supposed to be Common and Sylvan, not the Senzar and Tien that is defaulted in the program)

I have no idea how to change this in the editor.
 
Here's my little problem since the update:

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

Syntax error in 'eval' script for Thing 'tmuJotunbl' (Eval Script '#3') on line 46
-> Tag 'Race.rFireYai' not defined


Cheers
Mark
The Community Bestiary requires the Bestiary 3 official data package now as of v2.0+.

To be able to use this data set several different official HL data sets are required. Maybe this will change in the future but for now this data set WILL NOT LOAD without these official packages. The latest packages list is: Advanced Players Guide, Bestiary 1, Bestiary 2, Bestiary 3, Ultimate Combat, and Ultimate Magic.

Sorry we had to go this way but too much stuff from Bestiary 3, UM, and UC was added so it was made a requirement to be able to load the CB. :(
 
Kitsune and their languages.

I posted this on the bug thread, but the default languages for the Kitsune is wrong. According to the Advanced Race Guide, the languages they know are Common and Sylvan. Herolab has them with the defaults of Senzar and Tien. (where did Senzar come from?)

I tried making a copy of the race (Kitsune copy) and correct the languages but some of the other race specific choices didn't make the conversion for my copy. Specifically, the Kitsune favored class ability for lessened penalty for weapons no longer is chosable in my copy.

I am hoping the correct languages will be addressed, but is there a way to change it up without messing with the editor in the program in the meantime?
 
Repeating a bug report outside the bug reports thread will simply get that post moved back into the bug reports thread where it belongs. It will not alter where your original post is in the bug queue, or when we deal with it.
 
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uhm... ok.

I was just fishing for a way around the problem. Didn't mean to offend.

I did find a part of the problem. It seems the default languages are different in the Dragon Empires Primer than it is in the Advanced Race Guide. I suppose there will have to be two different entries -- one --- for each source?

Kitsune (Dragon Empire Primer) and Kitsune (Advanced Race Guide) for example.
 
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Does not seem that the Alternate Racial Traits are replacing the default Racial Traits.

Example on my Devil-Spawn Tiefling I added Fiendish Sprinter and Maw or Claw (Bite), and I am still seeing my Skill Bonuses and my spell like Abilities

To add another example, I have made a half-elf with the elf raised trait:

Multitalented is correctly replaced
Adaptability instead isn't replaced. I get both the Ancestral arms ability and the Adaptability ability.
 
The Community Bestiary requires the Bestiary 3 official data package now as of v2.0+.

To be able to use this data set several different official HL data sets are required. Maybe this will change in the future but for now this data set WILL NOT LOAD without these official packages. The latest packages list is: Advanced Players Guide, Bestiary 1, Bestiary 2, Bestiary 3, Ultimate Combat, and Ultimate Magic.

Sorry we had to go this way but too much stuff from Bestiary 3, UM, and UC was added so it was made a requirement to be able to load the CB. :(

Ok.....Thanks for the reply.

Cheers
Mark
 
Noticing that whenever I add Firearms or Firearm Bullets, the validation comes back that the Gunsmithing feat is required to use the weapon. The Gunsmithing feat is only required to craft or repair weapons and ammunition, not required to use weapons/ammunition.
 
Noticing that whenever I add Firearms or Firearm Bullets, the validation comes back that the Gunsmithing feat is required to use the weapon. The Gunsmithing feat is only required to craft or repair weapons and ammunition, not required to use weapons/ammunition.

UC pg. 135 - the "Emerging Guns" section is where this rule is from.
 
Having an issue with the Racial Trait.

I have made a 1/2 Elf Ranger.
I gave him the Alternate Racial Trait: Ancestral Arms
It should have replaced the Adaptability Trate
The Adaptability did go gray on the tab, but in the feat tab it still shows the Skill Focus andthus the tab is red waiting for a skill to be selected.

Thank You
 
UC pg. 135 - the "Emerging Guns" section is where this rule is from.

Since that is a campaign option, could it be set somewhere in the Configure Hero box? The Skull & Shackles game brings Firearms into the game in Book 6, and has an optional rule that allows firearms throughout the Adventure path. But none of the NPCs created with firearms has the Gunsmithing feat.

Edit: And, looking at the UC Firearms in your Campaign, it looks like Skull & Shackles 6 floats between Emerging and Commonplace, since they are required to take the Exotic Weapon Proficiency (firearms), but not the Gunsmithing feat.
 
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Since that is a campaign option, could it be set somewhere in the Configure Hero box? The Skull & Shackles game brings Firearms into the game in Book 6, and has an optional rule that allows firearms throughout the Adventure path. But none of the NPCs created with firearms has the Gunsmithing feat.

Edit: And, looking at the UC Firearms in your Campaign, it looks like Skull & Shackles 6 floats between Emerging and Commonplace, since they are required to take the Exotic Weapon Proficiency (firearms), but not the Gunsmithing feat.

It is already in the configure hero settings. There is a selector that allows you to choose which of those firearm availability options you are operating with.
 
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