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Savage Worlds Bug Reports

General: Print Hero -> Standard Character Sheet - the Hindrances column only fits on one page. Normally I can see where that wouldn't be an issue but I've taken to adding some common reminders of actions for characters as Hindrances (since they are free, after all) and that pushes the list beyond the first page.

SPC2: When adding an Ally/Sidekick (Portfolio -> Add New Hero) the secondary portfolio, even after selecting all of the same Character Configurations and ensuring it is set to SPC2, doesn't seem to automatically add AB: Super Powers like the main protfolio will.
 
I'll check on the Hindrances bit.

On the SPC2 thing, it won't. It can't make that assumption. Firstly, it can't automatically add that Edge because of the change in Inherent Power. There's not a way to automatically add that Edge in the second edition. It has to be chosen as a free Edge now. And that can't be set up so it's inherited as it doesn't operate as a tag. Also, not all Allies/Sidekicks will have Powers, so it can't really be set up as an automatic addition in that way.
 
I'll check on the Hindrances bit.

On the SPC2 thing, it won't. It can't make that assumption. Firstly, it can't automatically add that Edge because of the change in Inherent Power. There's not a way to automatically add that Edge in the second edition. It has to be chosen as a free Edge now. And that can't be set up so it's inherited as it doesn't operate as a tag. Also, not all Allies/Sidekicks will have Powers, so it can't really be set up as an automatic addition in that way.

Ok, so adding an Edge on the Personal Tab it is, then. :) Thanks!
 
I have noticed that when a Magical Weapon in Fantasy Companion has an Attack bonus that it no longer shows up next to the die. For example, a weapon with +1 and Fighting d6 displays as "d6" and not "d6+1". I am pretty sure that this used to work.
 
It is not that the field does not have enough space to show the bonus. It shows a bonus from other sources, but not the "Attack" from a custom magical weapon.
 
SPC2: The power modifiers for Limitation (-1 or -2) appear to be set as Unique, but they should be allowed to be taken multiple times.
The Healing power should allow for the "Ranged Touch Attack" modifier.

SFC: Personal Force Field (armSFFFieP) doesn't appear to be stacking with physical armor, such as Body Armor (armSFBodyA). In other words when equipping both on a Toughness 6 character is only shows 10(4) rather than 14(8).
 
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On the Limitations being unique, I'd have to disagree. All of the other Modifiers in that group can only be taken once, at -1 or -2. I don't think it's really meant for multiple limitations to be allowed, as that would take the deduction for Limitations above -2, and none of the other generic mods allow anything higher.
As far as Pinnacle, Clint says it's GM's choice to allow it to be stacked higher, but it's not really meant to. It's meant to be treated like a Minor/Major Hindrance on the Power, i.e. a -2 or two -1's to make a -2.
As far as Hero Lab, I had to make some changes in the code to display limitations the way they are now. It has to be a text box to allow for the description of the limitation, so each one would be another line. It doesn't allow for multiple Limitations, and right off-hand I think to add multiple limitations would be problematic.
 
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Except that, as the GM, I definitely want to allow my players the ability to not be limited to a single -1 or -2 Limitation on a Power. We have a few situations were I think it's very appropriate for them to be able to do that simply because the other listed power modifiers simply don't cover the situations they want to handle. Much like the rules for building a Race in the Sci-Fi or Fantasy Companions. Limitations are a catch-all that should be providing flexibility where a GM wants it and I would really, really, really like it (heck, I kind of need it for my current game) if HL could handle that.

BTW, Clint doesn't say Limitations are not meant to be stacked, in fact he says that stacking is "theoretically possible", in effect his cautionary approach isn't about having multiple Limitations, it's about it being a GM call on making sure the Limitations actually affect the Character and not just that Power.
 
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Not sure I can do that since it's a built-in, global Super Power modifier and may not be precludable but I'll take a closer look at it.
 
I just tried it with s2mLimit2. It is in the editor under SPC Mods.

As I see it, you have 3 options:

1) Hope that Caped Crusader can be convinced that they are not unique.

2) Make new copies of every power that use your version and not the original for any power modifier that you make. This is lame.

3) The easiest way is to make new versions that I can think of is to make the ones that you want and "replace thing id". That should be done sparingly, but it sounds to me like you would want to do it. I would. Remember that it needs to have either the same source checked or no source checked at all.
 
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Well, I treated it that way because that's the way all of the other generic modifiers work. They are all unique, and some have a dual +1/+2 (or -1/-2) point cost. (And Clint's comment that they weren't really meant to be stackable.) It's designed to be like a Hindrance on a Power, and Hindrances have limits on how many can be applied.

That being said, let me see what I can get away with, it may not be that big a deal. The issue is that it's required to have it's own line in the display.

And Please Do Not Use Replace. Can't stress this enough. It is not designed for that level. If it were up to me, I'd remove it from the interface. It's the king of unseen consequences. It was put in there for some obscure coding reason very early on, and has caused nothing but problems when used at the Setting level. It affects *everything* else. Please, don't use it.
 
I didn't think the Limitations thing would be a big deal, I just treated it like the others. No need to convince me, I just didn't consider it.
 
Yeah, replacing things works while using it ONLY for creating player characters. It gets really funky with NPCs and creatures. I forgot that people might not know that. But hey, if you are using it for your own group and you realize that, then do it.
 
I also meant everything, like every Setting. If I recall correctly, it does not confine the replacement to just the Setting it's sourced to.
 
You are right, it only does if it has the same source as the original. Otherwise you need to keep it blank. But yeah, it is better to not use it if you can avoid it. I have used it for temporary measures where I only wanted something to work before I got around to making a duplicate that worked better.
 
Going back and making duplicates of things that it requires or look at it can be time consuming. That is why the different data sets are not very compatible with one another. You cannot mix and match very easily in Hero Lab as it stands.
 
I do hope it can be made to work, and I really do like that those lines for the options are printed out on the Super Powers tab, too. I've been working with it a lot more making some villains for the NE: Breakout game I'm currently running and it works and looks better, as I knew it would, than the temporary SPC2 file I banged together... like a LOT better. One thing I did notice is that the Trappings aren't listed there anymore, though. It might be nice to see them.

I haven't checked out printing yet, but I do have a few players that maintain their characters on my version of HL (no computer, just a tablet for some of the guys) so I tend to knock out PDFs for them to use during the game in their tablets or I'll print them if they forget their tablets. So I may be doing some more checking on those kinds of things as they come up.
 
Armor PDF bug

when saving my pdf of my hero I notice this in the armor super powers list

Armor Cost 5 Lvl

Your character gains 3 points of armor each time this power is purchased.
Level 5 - Your character gains 10 points of armor.

I know it meant as 2 points of armor

LA
 
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