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Feature Requests

nylanfs

Well-known member
I wasn't sure where to put this, but I'm seeing somethings that could be improved upon so I thought I'd request them (and no I haven't purchased the prog and SR set yet.

1) When adding cyberlimbs, if you haven't written your physical stats down you can't flip back to the summary screen to double check. It would be REALLY handy if the base stats were listed in the customization screen.

2) By RAW, all modifications going into a cyber limb must have the same grade. If you have already customized the limb it would be nice if all the modifications would already change to that grade.

3) If you have already removed the wireless and RFID option from the base cyberlimb there should be an option to automatically relay those settings to sub modifications.

2b & 3b) Actually why not just have a option on the cyberlimb option to automatically translate the modifiers applied directly to the cyberlimb to any sub modifications.
 
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4.) Please consider adding a recoil compensation setting to the firearms listing. Some weapons have "efficient design" RC, and selecting a gizmo or other option will presumably only cause issues once the Arsenal data set is built/released. I suppose you could also just create a "efficient design" gizmo and have RC get applied that way...
 
Making starting contacts optional is something I would like to see.

Also it would be nice to be able to set a Maximum on Starting Equipment Nuyen along with Rating and Availability.

I am running a 300 BP campaign, and my players do not start off with contacts, they earn them through the course of the campaign. Their goal is to become either a contact for other runners or reach the 400 BP level for a professional runner. My group is limited 5 BP of equipment to start off with, equipment rated at 3 or less and availability less than or equal to 4R. Real ghetto level gaming, but its turned out to be really fun for my group.
 
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The system still reports a validation error for Resources Unspent: Contacts when you don't use them.
 
1) When adding cyberlimbs, if you haven't written your physical stats down you can't flip back to the summary screen to double check. It would be REALLY handy if the base stats were listed in the customization screen.

Good idea, I've added this to my to-do list.

2) By RAW, all modifications going into a cyber limb must have the same grade. If you have already customized the limb it would be nice if all the modifications would already change to that grade.

This error was previously reported on the bug reports thread, and is on my to-do list.

3) If you have already removed the wireless and RFID option from the base cyberlimb there should be an option to automatically relay those settings to sub modifications.

To get this effect, before you purchase the cyberlimb, find the line on the bottom right in gray that starts with "Defaults: " - click the wrench and hammer icon to the left of that and change the wireless and RFID on/off defaults. Then, while you're purchasing the cyberware, the same settings will apply to the modifications you purchase. Just remember to change the defaults back before moving on to your next purchase.
 
4.) Please consider adding a recoil compensation setting to the firearms listing. Some weapons have "efficient design" RC, and selecting a gizmo or other option will presumably only cause issues once the Arsenal data set is built/released. I suppose you could also just create a "efficient design" gizmo and have RC get applied that way...

Actually, in the editor, make a copy of the Ares Alpha, and at the top right, press the "Fields" button - you'll see that the "wpRecComp" field there is set to 2. You can apply the same thing to other weapons, creating a new entry in the Fields button for it. Leaving that field off the normal list for ranged weapons was a mistake, and I've fixed it for the next update. Thanks for catching that I missed it.
 
For the contacts, here's what I've changed for the next update;

take a look at the Personal tab, at the Permanent Adjustments list there - you'll see that there are adjustments that allow you to house rule the size of many of the other pools that are used in character creation. I've added a new adjustment to that list for the contacts pool, so that you can increase ito to 3 if you like, or drop it to 1 or 0 (or, heck, increase it to 10).
 
equipment rated at 3 or less and availability less than or equal to 4R. Real ghetto level gaming, but its turned out to be really fun for my group.

Allowing users to edit the rating and availability limits for characters is already on my to do list, and I hope to get it in soon.

Adding an option to forbid "Forbidden" availabilities (and I might as well add an option to forbid "Restricted" availability, too) is a good idea, and I'll try to get that in when I set up the way to change the availability and rating limits.
 
While it is not common I have two characters with Magic Rating and a Resonance Rating.

Will it be possible to do this with a house rule?

The first is a pixie technomancer, the second is a mage who critical glitched and fell into a resonance well / astral rift created by aztechnology trying to combine both features. He was the only survivor from the encounter.
 
While it is not common I have two characters with Magic Rating and a Resonance Rating.

Will it be possible to do this with a house rule?

The first is a pixie technomancer, the second is a mage who critical glitched and fell into a resonance well / astral rift created by aztechnology trying to combine both features. He was the only survivor from the encounter.

I'm afraid I went by SR4A pg 68: "Magic and Resonance are mutually exclusive attributes. A character who possesses a quality that grants a Magic of 1 or higher cannot have a Resonance attribute."

Within Hero Lab, I'm afraid that most of the places that are looking at whether to display information about Magic or about Resonance are using if...elseif tests - meaning if you have the one, Hero Lab doesn't even check if you have the other. Allowing this house rule to be applied would be a very complex operation, and I'm afraid it's going to be a while before I'll have the time to try that.
 
I'm afraid I went by SR4A pg 68: "Magic and Resonance are mutually exclusive attributes. A character who possesses a quality that grants a Magic of 1 or higher cannot have a Resonance attribute."

Within Hero Lab, I'm afraid that most of the places that are looking at whether to display information about Magic or about Resonance are using if...elseif tests - meaning if you have the one, Hero Lab doesn't even check if you have the other. Allowing this house rule to be applied would be a very complex operation, and I'm afraid it's going to be a while before I'll have the time to try that.

That is understandable, and I can work around it. Most of my players are using rules from the other source books as well so I'm not sure if the characters will ever be fully buildable in the tool. We just go for best fit and write down the differences. Works for Pathfinder where there is an issue such as custom magical items or spells that I don't have time to script.

Thanks for the reply. :)
 
Can we add races from RC or is that an update that you would have to release? If we can do it, can someone explain how?
 
Androgyny

Technically not a gender, it would probably have to be a negative quality :)

I would not consider it a negative quality, A man that feels he is a woman trapped in the wrong body who goes through transgender surgery is a woman for all intent and purpose, but there are people like Prince who fall in between the gender lines. Its all how the person views them self.

However I may actually play around with the idea of a negative quality for it. I will bring it up with my players tomorrow morning and see what they think.
 
I would not consider it a negative quality, A man that feels he is a woman trapped in the wrong body who goes through transgender surgery is a woman for all intent and purpose, but there are people like Prince who fall in between the gender lines. Its all how the person views them self.

When it comes to negative qualites of this sort, I would think that the deciding factor would not be how the person felt about themselves, but how society reacted to them. Take for example, elf and ork posers.
-Erich
 
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