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Savage Worlds Bug Reports

(SPC) Altered Form and More Elastic bug

I'm making up some characters for an upcoming con game, and I'm running across a bug.

The character has this as one of his powers:

Altered Form (7): Fall-Proof, More Elastic (x4), Requires Activation.

By my calculations, he should have a Reach of 5". Altered Form gives you Reach 1". I've taken More Elastic four times, which increases Reach by 1" each time.

However, HeroLab is saying that he has Reach 9".

I went back and re-built the power, and when he only has Altered Form, his reach is 1". As soon as I add one instance of More Elastic, his reach jumps to 3". It's increasing his reach by 2" per instance of More Elastic rather than 1".
 
SPC again. There doesn't seem to be a way to buy a new skill at d4 with Super Skill. The drop-down menu only shows skills you've already purchased using regular skill points.
 
OK, I'll fix the More Elastic, I see the error. Thanks for spotting that!

As far as the buying a New Skill, you're right, there's not. The way Hero Lab works internally, there was a real problem supporting this. We talked it over with Shane at Pinnacle, and the amount of changes it would have taken to allow this wasn't worth it for how rare it is.
The reason it's rare is that if this is when the character is being built, cost-wise you are much better off buying the new Skills with normal character build points. You basically get them for half as much that way. Why spend a whole Super Power Point, which gets you two raises in Die Type once you have the Skill? You can take away one Skill Die Type raise from the normal character build Skill increase, buy the new Skill, and then use that Super Power Point to raise both Skills up one Die Type. You still have the original Skill at the same Die Type, plus you have the new Skill at d6 rather than d4. Does that scan? We also couldn't figure out why anyone would want to do it.
 
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It can still be useful after character creation, as normally you can only get one new skill at d4 with an advancement, but you can get lots of new skills at d4 using Super Power points. However, if the program itself makes it difficult to implement this, that's a different story. No worries. :)

And thanks for addressing the More Elastic bug.

What about the issue with Super Attributes not being accounted for when buying or increasing skills?
 
It's on the list. The issue is that I do this part-time in addition to a day job as a database developer. And I'm right in the middle of doing the Sci-Fi Companion, so the next round of bug fixes will come after that.
 
Here is a bug that I noticed: many edges that require an Arcane Background it will use a wild card Arc? in the coding. This works, but it also makes it so that Arcane Resistance and/or Improved Arcane Resistance passes the validation.

I got around it in my own house rules by precluding the original versions of the two Arcane Resistances, and then made my own versions that do not start with Arc for their ID. I also had to make versions of the edges for Magical Items as with they would not know to look at my new versions.
 
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Aargh! You're right. That one's been around for a while.

Since I can't change the original Arcane Resistance unique id names, I'll have to go through and find all those places and code for that. Excellent catch!!
 
Another bug that I noticed today was with the Advance where you can buy off a hindrance. The intent is that you add it as an Advance, then delete a minor hindrance from your character. This creates an error with the number of Reward Points.

The fix is to make a mechanic (which I did).
I called it "Buy off Hindrance".
Pre-Traits 5000, Before Calc trtFinal
Code:
foreach pick in hero from Advance
    if (eachpick.tagis[AdvanceId.advBuyOff] <> 0) then
        hero.child[resHinder].field[resMax].value += 1
    endif
nexteach

You are welcome! :) If this is ever fixed officially please tell me so I can drop it from my user file.
 
Actually, Seeley, this is already covered.

The last paragraph in the "Buy Off Hindrance" Advance reads:

Note: If the hindrance was taken at creation, you can use the "Buy Off" hindrance as a placeholder to resolve any error regarding rewards.

If you scroll all the way down to the bottom of the Hindrance list, you'll see it. Simply delete the Hindrance you are buying off, and pick this one up to replace it and offset the Reward loss.
 
Oh, yeah, never noticed that one. While you can delete, you have to unlock to be able to add the -Buy Off-. Good to know.
 
There is an error that I have seen a few times in the code for timing. When an edge gives a skill bonus, like the professional bonus, it has been traditional to make it Pre-Traits and before Calc trtFinal.

This is actually an error, but it is not immediately apparent. It is noticed when a character has a skill higher than d12. Say a character gets the 7th slot in a skill and gets d12+1. This actually collides with the bonus from an edge that used Pre-Traits. The bonus is ignored, so it makes your edges irrelevant and you kick yourself for raising it to d12+1.

Ah, but there is a simple fix. Drop the before Calc trtFinal and change Pre-Traits to Traits. And now it works. The bonuses need to be added AFTER the trait is actually calculated.

The core rules have this error in the following edges: Ace, Alertness, Mr Fix It, Scholar.
 
Seeley, what do you mean by "Say a character gets the 7th slot in a skill and gets d12+1."? The bonus is maintained in a separate field, and isn't combined until final. Pre-Traits is just when the number is added to that bonus field. The field is trtRoll for normal Skill bonuses and the +n attached to the Skill itself, and trtNoStack for Professional Skill bonuses like Ace, Mr Fixit and Scholar that don't stack with each other. The calculations on the +1 for the d12 also add to trtRoll. I don't see how it would conflict. It shouldn't matter when it's added to the bonus field as long as it's there when the final is calculated. I've tried duplicating this using the Professional Edge to get the d12+1, but Notice (with Alertness) and Pilot (with Ace) are both coming out d12+3 like they're supposed to. Help me see what you're seeing.
 
Heh, interesting. Looking at it again, I figured out why I thought that it is a bug. As per the rules I it is not a bug.

The "bug" is actually a side effect to two parts of my house rules:

1) Attribute maximums are based on any Race Attribute mods, so a race (like the Dwarf) with a Vigor d6 base can have up to a d12+1 Vigor.

2) Skill maximums are based on Rank, so a Novice can have a d8 in a skill. This increases for Race mods, so a race with a d6 skill can have a d10 at Novice.

The effect that having the bonus to the trtRoll on an attribute or skill is that it is applied as it is calculated, and the bonus is overwritten by the attribute or skill the 7th pip increase (when d12 becomes d12+1). This does not happen normally because the trtMaximum is not normally a dynamic variable.

I am sorry that I announced that as a bug. However if you think about it, the bonus should be applied after the Trait value is first determined. Pre-Traits should determine the base value, then Traits (after it is fully defined) applies the bonus/penalty on top of it. This is when other things in the code apply mods, and a bonus to a skill (on top of its rank value) is conceptually the same thing. An example of this that happens offhand is when the melee weapon makes its value be the strength value if the person is too weak. That is technically a "penalty". :) In fact, that is when I applied one for being weak (I gave Fighting the same penalty to hit that Ranged weapons have from being weak).

I think that the Supers attributes and skills are also likely to be static, but if they are dynamic like my house rules above they will run into the same problem (which is fixed by changing it to Traits).

For some reason it does not work all that well when applied as part of Final. I suspect that it is because it collides with the official scripts (as per the source code) which do often happen at that timing.
 
Ah, if I'm reading your post right, the trick is that the bonus isn't over-written during that 7th pip increase, it's added to. That's why it should work. Also, strangely enough the Racial Property that increases a starting Attribute at d8 allows you to go to d12+2, but the one that allows you to start at d6 doesn't allow d12+1. I wonder if there's errata on that.
 
It works for you? When I try the Augmented Attribute, where it has "The linkage[Attribute].field[trtMaximum].value = 8" at pre-traits, it does not play nice unless the bonus is in Traits as I describe.
 
Yes, it works fine here, just did it. Here's the user file with the Augmented St Test Racial Property and Race, and a portfolio file that uses it, with manually raised Strength to 12+2 at creation.
 

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