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Savage Worlds Bug Reports

Max strain from Sci-Fi companion doesn't seem to be working, description has it described right. Its the die type of Spirit or Vigor, whichever is lower. But if you set both Spirit and Vigor to d6, it doesn't go to 6, it goes to 5. Seems like its upping max strain by one point per die type instead of giving the lowest die type.
 
For Sci-Fi Companion it appears that none of the Power Armors or Templates add their Armor Rating to the character when equipped. Toughness just stays the same.
 
Going through Super Heroes Companion 2, I found the following errors.

Malfunction needs to be reformatted. The first paragraph is wonky.

Stun info is different than the book and the summary text is from SPC1. If the attacker makes a touch attack, the victim gets a Vigor(or Smarts) roll first.
 
Power Armor is considered a vehicle. You'd use the values for the Power Armor, not the hero.

That doesn't really work, though. Vehicles have a Toughness rating and an Armor rating. Power Armor only has an Armor rating that is supposed to stack, as normal, with a character's toughness (and it follows the normal stacking rules for armor in that only the highest applies... actually Clint's clarifying statement on that was "A character can't wear body armor and power armor at the same time (unless it was specifically stated to be allowed).") This comes into play in several areas when trying to figure certain things out like the somewhat odd rule of how EMP grenades affect power armor (damage compared to character Toughness, minus the armor... seems odd and I may have to ask on the PEG forums about that, but that's not really important to this discussion). In any case I know that my players get very confused by not seeing the usual "5(13)" Toughness rating on their characters if they are wearing Light Power Armor, as an example. And working out how weapons affect the character along with AP and so on are commonly figured out from that perspective so I really think it should tack on the armor rating the way normal armor does to help us avoid the great confusion my entire group of players had in not seeing that value listed. (Which usually means they get annoyed at ME... I think they assume it's something I screwed up in a setting file or something, they're very mean to me, you know. ;))
 
OK, I can see your point. That's the reason it doesn't show up, though. It's set up as Vehicle armor since Power Armor is technically a vehicle as far as Hero Lab is concerned. It was the only way to handle being able to add all the vehicle-level mods to it.
It'll need to be fixed.
 
OK, I can see your point. That's the reason it doesn't show up, though. It's set up as Vehicle armor since Power Armor is technically a vehicle as far as Hero Lab is concerned. It was the only way to handle being able to add all the vehicle-level mods to it.
It'll need to be fixed.

Ah, I'm causing more coding pains, then. Sorry. :(
 
I found another error in the Super Heroes Companion 2nd Ed. The description for the Deflect Modifier for Parry is the description for the Summonable Modifier for Minions.
 
This was emailed to our support address, so I'm posting it here on behalf of the user;

Hello,

I am using Savage Worlds Deluxe in Hero Lab, updated and licensed, and I have a problem.

Character has Hindrances, one of which affects the Charisma calculation.

On the Advances tab, Buying Off Hindrance seems to be text-only, with no impact on the Hindrance list or calculations.

The Print Preview does not show anything reflecting the Buy-off, and the penalty is still applied.

Deleting the Hindrance directly creates a Resource Overspent error on the Edge tab, but does undo the Charisma penalty, as expected.



How can I really buy-off Hindrances?


Thanks for your help,

Rest Well,

SFG
 
You need to replace the Hindrance with the -Buy Off- Hindrance to make up that difference. Unlock Character Creation mode, delete the bought off Hindrance, then replace it with -Buy Off-, select the severity, and re-lock the character.
Next update, I'll see if I can smooth that process out a bit.
 
I mentioned this in a thread a couple weeks back, but thought I should post it here: AutoAdd does not seem to work when its on something you add as an advance. It gives the message that its autoadding an item, but doesn't actually do it.
 
can't add a hindrance

I'm trying to add a hindrance in the run of play (after character creation) as a result of someone gaining a permanent phobia from a fear check.

I *can* add an edge by:
- go to Personal
- add an edge as a Permanent Adjustment
- go to Advances
- unlock Character Creation
- go to Edges (which shows I have an edge to spend)
- add the Edge
- go to Advances
- lock Character Creation

I *cannot* do the same for Hindrances
- go to Personal
- add a Hindrance (Minor) as a Permanent Adjustment
- go to Advances
- unlock Character Creation
- go to Edges (which does not show any mention of hindrances to fulfill)
- add Hindrance (Minor)
!- system requires me to balance the hindrance with rewards

Not sure if I'm missing something but couldn't find anywhere else to plug that new hindrance in.

Thank you!
 
To add a Hindrance simply go to the Advancement tab and add a new Advance, but select Hindrance (or even Permanent Injury when that is more appropriate) instead.
 
Possible Bug - When an Armor (possibly other gear) has a defStrReq value, the "Minimum Strength: " entry on the info popup shows the actual number in the field, and not the d4/d6/d8/etc. value.
 
It looks like it's anywhere the Minimum Strength is displayed. I noticed it on the Info, but also on the item description when choosing the item.
 
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