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Errors in 3.7

Duggan

Well-known member
Climbing Kick needs Modifier Multiplier 2. This one is on me. I thought I'd submitted my last update with this fix. Climbing Kick is built as linked Damage+Trip(Touch, Knockback) so any extras that apply to both should count as two. Minor caveat, Up-in-the-Air should cost 1 pp still since it only affects the Trip portion. I'm not sure if there are other feats that only affect part of it. Arguably, Mighty might only apply to the Damage portion for example (although one could probably argue adding strength bonus to the Trip stability check as well) like Vampiric. I see you have the Multiref bit removed, though.
Ultimately, with all of these side cases, it might be nice to be able to have some way to say, for extra on linked powers, "this extra only counts for a piece of this". I know I've run into similar issues with Corrosion and Disintegration where I wanted to apply a modifier to only the damage or the drain.

The Disguised and Plug-In Interface power feats should only be available on Devices, or as features for custom Equipment. Same can be said for Flaw: Crew Required or Flaw: Assembly Required.
 
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The PL+5 cap on skill includes only skill ranks and the bonuses from certain feats (like Attractive), not the base Ability bonus.

There is an error in the Minions/Sidekick code, when you build a NPC all his minions inherit his PL rather than having it calculated as normal.
 
Actually this depnds of the optiuon he choose, the Visibility and Mix-and-match options cost only 1pp/ranks rather than 2pp/rank

Yeah, my bad for not asking him more questions before posting. Turns out he was a little confused by the Power Option drop-down.

However, I am wondering if this shouldn't also allow you to designate a "default" slot like the other Arrays do.
 
I just found a weird new bug, if I make a minion/sidekick with a vehicle and then deactivate him the program signal a skill rank error in the vehicle sheet.
 
I just found a weird new bug, if I make a minion/sidekick with a vehicle and then deactivate him the program signal a skill rank error in the vehicle sheet.

Colen's going to take "skills" away from vehicles. I had a similar thing happen with my Jumbo Jet.

I did notice that the PDF doesn't show how much EP has been shared amongst the team. It only prints the words "Shared EP" lol
 
PF: Improved Range and PF: Progression, Increase Range.

Found a problem with how these two PFs are working with each other and the Power: Blast. Have not checked it against other powers but I suspect it would happen with them as well.

First, when using Progression, Improved Range which affects the MAXIMUM range (and it would be nice if that were written as Ranged, 30ft/max 300ft) isn't following the correct formula: Max range = (R.I. x 10 x Progression value)

You'll see in the example below that there's something odd going on with Improved Range as well.

Example, a rank 7 Blast with a single level of each of the two PFs (x2 on the chart) should have a Range Increment of 140 ft. and a max range of 1,400 ft. but the printout has "Improved Range (175 ft incr) (Standard(Active) - Ranged, 140ft. - Instant)"

If you buy two levels of each PF (x5 on the chart) to reflect realistic air-to-air combat range. Instead of a R.I. of 350 ft (with a max of 17,500 ft) one gets "Improved Range (350 ft incr) (Standard(Active) - Ranged, 350ft. - Instant)"

Even without the PFs, it would be nice to have the change made to: Ranged, R.I. ft. / Max value ft. on the sheet.

Nigel Fogg, aka The Wayfarer.
 
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For those only viewing one thread, I have a user file fix at http://forums.wolflair.com/showthread.php?t=7771&page=2. It seems to work correctly for me. Two ranks of each feat on Blast 7 gives you:
Powers:
Blast 7 (DC 22; Improved Range 2 (350 ft. incr), Progression, Increase Range 2 (max range x5[3500 feet]))

The maximum range is built on 10 increments of the default range. This means that if you take Improved Range, you normally reduce the number of increments you can shoot (as seen in Ultimate Power page 13). However, if both feats increase in lockstop, you continue to have 10 increments of range.

Now let's just hope that 3E fixed the "ranged area attacks can hit anywhere within 10 range increments without penalty" rule. :-P
 
For those only viewing one thread, I have a user file fix at http://forums.wolflair.com/showthread.php?t=7771&page=2. It seems to work correctly for me. Two ranks of each feat on Blast 7 gives you:
Powers:
Blast 7 (DC 22; Improved Range 2 (350 ft. incr), Progression, Increase Range 2 (max range x5[3500 feet]))

The maximum range is built on 10 increments of the default range. This means that if you take Improved Range, you normally reduce the number of increments you can shoot (as seen in Ultimate Power page 13). However, if both feats increase in lockstop, you continue to have 10 increments of range.

Now let's just hope that 3E fixed the "ranged area attacks can hit anywhere within 10 range increments without penalty" rule. :-P

Oh my GM HATES that rule. LOL

Umm, the max range you show above falls short. It's not taking the extra x5 into account. For more on this I point folks back to my response in the other thread (can someone say "Norman, co-ordinate!" ? lol) http://forums.wolflair.com/showthread.php?t=7771&page=2
 
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:) I made my reply on the other thread, but the mistake you're making is that, per p. 13 of Ultimate Power, Improved Range does not increase your maximum range, just your range increments. I'll admit that I didn't know that until last night when I started coding this.
 
Thanks for these reports - I'll fold these in to the latest version of the data files. (The interaction between the "increase range" feats will have to wait to next update, unfortunately.)

Edit: We're on a tight timeline today, so one or two of these will have to wait. But thanks for the reports, I have added them to my bug fix list. :)

Thanks!
 
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Thanks for these reports - I'll fold these in to the latest version of the data files. (The interaction between the "increase range" feats will have to wait to next update, unfortunately.)

Edit: We're on a tight timeline today, so one or two of these will have to wait. But thanks for the reports, I have added them to my bug fix list. :)

Thanks!

Okay, folks were right, I was misunderstanding. The two power feats kick things up from the "normal" x10 to x25, x50, etc. for PF Improved Range and x250, x500, etc. for Progression, Increase Range.

As it is, the output is dropping a zero. Max range starts at Rank x100 not Rank x10, so a Rank 9 Blast should, onscreen and on the printout, show Range 900ft. not Range 90ft.

Part of my confusion is from the onscreen/sheet description of what you've bought as you'll see in the attached screenshot jpg. It shows (Progression, Increase Range 2 (range x5) - and it would show (range x2) if only one level of the PF had been bought. Respectively, they should have read as (range x500) and (range x250). Perhaps, to further avoid confusion for players, with the word "max" or "maximum" included, i.e (max range x250) or (maximum range x250).

Keep up the good work,
Nigel Fogg, aka The Wayfarer.
:)
 

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Is anyone else having trouble making a "utility belt" by the guide line in the book using hero lab(ie paying full price fore most expensive eeffect the 2 pp each for rest?) im trying to make it come out on equipment side. so i had to buy each piece seperately- at full price then add a container titled 'utility belt' heare what i think is the bug it only alows gear not weapons as in book)
 
Is anyone else having trouble making a "utility belt" by the guide line in the book using hero lab(ie paying full price fore most expensive eeffect the 2 pp each for rest?) im trying to make it come out on equipment side. so i had to buy each piece seperately- at full price then add a container titled 'utility belt' heare what i think is the bug it only alows gear not weapons as in book)
Ah. This is more due to a mild ambiguity of terms and the separation of equipment and powers as equipment. To create a utility belt, you would have to do the Device as Equipment option under the equipment add (not the weapons and armor add even though most items built with powers are essentially weapons and armor) and then set up the other equipment as APs. Unfortunately, that means creating everything out of whole cloth rather than just selecting it off the list. It's a minor thing in my opinion since most people building a utility belt are looking to go a step or two above normal equipment values, but it is something to note.

Containers are essentially to group equipment together so that you can transfer equipment. Say, you toss your rucksack across rooftops to a teammate. There's a way to transfer those items in HeroLab so that they're attached to him.
 
Thanks for clearing that up ....i'll keep this in mind the next time i need 2 create a UB... This time ill stick to gear and add my offensive 'toys" as APs to my device(as it was essentially"ammo of sorts for it anyway.
 
Ah. This is more due to a mild ambiguity of terms and the separation of equipment and powers as equipment. To create a utility belt, you would have to do the Device as Equipment option under the equipment add (not the weapons and armor add even though most items built with powers are essentially weapons and armor) and then set up the other equipment as APs. Unfortunately, that means creating everything out of whole cloth rather than just selecting it off the list. It's a minor thing in my opinion since most people building a utility belt are looking to go a step or two above normal equipment values, but it is something to note.

Containers are essentially to group equipment together so that you can transfer equipment. Say, you toss your rucksack across rooftops to a teammate. There's a way to transfer those items in HeroLab so that they're attached to him.

Otherwise you can use the Costructed equipment option which has the only function of creating an Equipment array.
 
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