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Bug Reports - Version 7.1

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An elven alchemist grenadier can not choose composite longbow or composite short bow as his weapon. They are consider to be martial weapons.

1 - Composite bows don't have seperate proficiency from their base weapons, which is why they are not selectable by martial weapon proficiency feat. Choose Longbow or shortbow and you'll be able to use the composite versions as well.

2 - As radionausea noted, elves are already proficient with both long and short bows, so you may want to pick something else.
 
bug in AC computing for this very obscure condition: character has at least 20 dex (+5 bonus), wearing studded leather armor (+4 to AC, max dex +5), has at least 5 levels of wizard, specializing in Transmutation (gets a +2 enhancement to a stat.) if a stat other than Dex is selected for the +2, AC computes correctly, using +5 for the dex part. when Dex is selected for the ability bonus, then AC goes wrong, showing only +3 for the Dex part of AC, instead of the +5 (dex bonus is +6 now, but max dex for the armor is +5).

I can provide a .por file with a character with all this in it.

I'm fairly confident you changed your transmutation bonus from strength to dex, when your strength dropped you became medium encumbered, which limited your max dex to +3
 
I was playing in my regular game and I noticed that the flurry of blows attack bonus that was calculated on the back of my monk sheet did not include the strength bonus to the attack rolls. No wonder I had been missing so much...

Not able to reproduce this, 1st level monk, with 10 Str. FoB is -1/-1. At 20 str FoB is +4/+4. Checked both in the program and in print preview.
 
Orc Weapon Master (trickster) doesn't give me any Combat Maneuver options to apply it to.

It took me a bit of time to locate what you meant. The Orc Weapon Expertise (trickster) option now adds a field where you can specify which maneuver it applies to. I went with auser field rather than a selector, because there is currently 1 Orc weapon (the Orc Double axe) which can sunder and disarm, but future ones may allow other maneuvers to be used with them.
 
For wordcasters who are not spontaneous casters the Meta Word Mastery feat is not allowing their class to be selected from the list of classes available in the drop-down. This is causing the feat's +3 bonus to daily Meta Word use to not be applied on the In-Play tab.

Editing the feat and removing "CasterType.SpontKnow" from FieldID "usrCandid1" appears to fix this issue - wordcaster classes who prepare spells are now available in the drop-down and their daily Meta Word limit is increased on the In-Play tab.

I'd dreaded having to wade through the wordcasting section of UM, but the feat does mention spellbook/prepared casters taking it, so it was a simple matter making your suggested change. Thanks!
 
+ Cinder Dance +10' speed doesn't appear in output stat block
+ Wings of Fire (Fly 50 ft. doesn't appear in output stat block

I'm showing Cinder dance's bonus correctly added and shown in output statblocks and character sheets.

Wings of fire is conditional, if you activate it on the In-Play tab it displays the fly speed.
 
The metamagic rods that are unique to Ultimate Equipment do not seem to be available in Hero Lab, such as Burning Metamagic Rod, Concussive Metamagic Rod, Rime Metamagic Rod, etc.

How embarrassing! It looks like I missed them when making the new rods from UE. They should be in the next release.
 
Blinding Critical feat
The Blinding Critical feat has a typo in the Prerequisite. Critical Focus is misspelled "Crtitical Focus". (Hooray for snickering teenagers.)

Hamatulatsu feat from Inner Sea World Guide
According to the descriptive text, this should be available to monks as a bonus feat at 6th level, even if the monk doesn't meet the prerequisites, but it does not show up in the monk's Bonus Feats menu.

Summoner (Wild Caller archetype from Advanced Race Guide)
This is really just Paizo's shortcuts to minimize page count being transferred to HL, and me being OCD about it...
If I'm reading it correctly, the Summon Nature's Ally ability is supposed to have a duration of 1 minute/level, (just like the base summoner's Summon Monster ability) but the descriptive text doesn't specifically note that. It only references the Summon Monster ability, which does have that note.

Hooray for teenagers & tits (the birds, of course).

Hamatulatsu will now be available at 6th level.

Your OCD is, sadly, no match for the OCD around here.
 
An issues with the Zen Archer and using a guided weapon has come up. Instead of just applying the wisdom bonus to attack once, Hero Lab is adding the wisdom modifier twice, once for the guided weapon enchant, and a second time for the Zen Archery class ability. I do not know if this is intentional or just a bug as it appears to me that the bonus from each ability should not stack.

I believe you're right, they shouldn't stack. I've modified the power to take advantage of a new tag group that overrides the normal attribute a weapon uses to calculate it's attack bonus. Since both the Zen Archery class feature and Guided item power make use of this mechanism, they won't stack.
 
when you create a bard 1 / Sorcerer 1 : HL gives you only 1 pool of spell known.
if I choose charm person as bard spell, it's not proposed in the list for a sorcerer' spell known

This is a known bug which is on the master list, but may not be fixed for the next release, since it is low impact and a pain to fix. Sorry.
 
Book: ARG
Race: Catfolk
Problem: Catfolks have the "Sprinter" racial ability that adds 10ft to Charge, Withdrawing, and running. On the "Condition" tab those three things get a movement speed listed but is not reflecting the 10ft racial bonus. I did check and these abilities all have abValue so they can be adjusted.

Done

Book: Core
Thing: Armor Spikes (Magical)
Problems:
1) If you make the "Armor Spikes (Magical)" made from Mithral the weight should be reduced from 10lbs to 5lbs.
a) The Cost of the Mithral, which should be 5,000gp, does not display on the "Create Custom Weapon" window. It still shows the Mithral spikes costing 50gp and you can not adjust the value in anyway.
b) After adding the "Mithral Armor Spikes" if you look on the "Weapon" tab it displays "Armor Spikes" not "Mithral Armor Spikes". The desc does show it as Mithral.
c) Cold Iron Armor Spikes are not increasing the cost to 100gp.
2) The base 50gp cost of Spikes are not being added to the "Gear Value" score on the hero. So if you have Chain Shirt with Armor Spikes gear value shows 150gp not 200gp. Note if you make them masterwork the 300gp gets added but still the base 50 does not.

Messing with the scripts that generate names is not my favorite thing, but I think you should be happy with these changes. As part of this, I modified existing materials to use a couple new, user friendly fields when altering thier parent item's weight or base cost.

Book: Bestiary
Problem: Claws are displaying as doing "Piercing/Slashing" damage in HL but they do "Bludgeoning/Slashing".

Well, right you are. Change made.

Book: APG
Class: Witch
Problem: The "Custom Ability" Elements (thingid.cWitVipeSp) is using the older mechanic of "count:Classes.Witch >= 2" to control adding the spells to the Witch instead of the newer "BonusSplAt.2" tag. Not high on the list of issues but this is making the ability not work correctly with one of my archetypes. =(

This seems to be a common issue across all the original patrons from the APG and another from Pathfinder Society field guide, which are all now correctly updated. The ones for UM were using the new method.
 
I am assuming I am misreading this, since it is an easy one to look up...

Pg 236 of the Bestiary lists the stats for a Roc animal companion. It has been an AC for Druids since Day 1.

That Said Roc AC look fine in HeroLabs

Not misreading it, but looks like I just missed the Roc when looking through the AC list. You are correct, I do see it on second look.
 
Hi!

Firstly I'm not technically minded at all so forgive me if I am speaking vaguely. I rolled a drow sorcerer earlier and I noticed a few oddities. Im not sure if they are bugs, or just rules I don't know about lol. Here is the list..

1. She had blindsense as a natural ability with range 0 in the background tab (she has the draconic bloodline so she will get that ability later at a 60 foot range, but she is not that level yet)

2. The other issue involves spell resistance. My understanding is that drow get a natural spell resistance equal to 6+spell level. This ability was not listed in the background section with the other racial stuff however it did appear on the special tab. This may be right and it doesn't truly matter as the net effect is correct on the abilities tab and on the printed character sheet.

I just thought I would bring it up, certainly not a game breaker at ll, thanks for all the hard work!

1 - I have added a bootstrap condition so the blindsense racial ability isn't added until you hit 20th level and set it in the eval script.

2 - Spell resistance isn't a racial ability, it can be given by items, spells, and other things, so it doesn't show on the background tab.
 
Well, not sure if it is something I have set wrong, but the Gunslinger class is not even showing up grayed out as an option, even for my 4th level Gunslinger character or in a new portfolio.

HL v4.0c
PF 7.1

Ninja and Samurai are showing up, though.

I can't reproduce this. If you're still seeing this behaviour, could you send a portfolio through the new bug reporting system?
 
Hi Aaron, this might have been missed in your bug-hunt. :)

I also can't see what Performance to apply the +1/2 performance level to with the Aasimar Bard favoured class bonus.

The first bug wasn't missed, I just hadn't reached it.

For the Aasimar Bard, I shortened the text so you should be able to see enough that you can tell which performance you choose.
 
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