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Savage Worlds Bug Reports

My search-fu is failing me. :(

Is this an issue that's come up?

I have Natural Armor with a total defDefense of +2, Affecting Arms, Legs and Torso (thingid.armNatural with +1 to it's 1 defense) but I've added the Equipment.StackArmor tag to it and equipped an armor with a +2 defense to A, L and T.

This is the custom item:
Code:
  <thing id="armReinfLngCoat" name="Reinforced Long Coat" compset="Armor">
    <fieldval field="defDefense" value="2"/>
    <tag group="ArmorLoc" tag="Torso"/>
    <tag group="ArmorLoc" tag="Legs"/>
    <tag group="ArmorLoc" tag="Arms"/>
    <tag group="ArmorType" tag="ModArmor1"/>
    </thing>

When the natural Armor (with the Equipment.StackArmor and by itself) is equipped, the Armor Value for the hero is +4, without the tag the hero has a +2.
 
The StackArmor tag is for those items that stack on top of normal armor. This is actually a fairly short list, not a lot of things do this.

If memory serves, Natural Armor doesn't stack with regular armor. When you add the StackArmor tag it bypasses this and adds the +2.

Is this what you are seeing?
 
The StackArmor tag is for those items that stack on top of normal armor. This is actually a fairly short list, not a lot of things do this.

If memory serves, Natural Armor doesn't stack with regular armor. When you add the StackArmor tag it bypasses this and adds the +2.

Is this what you are seeing?
This is actually to represent some form of protective covering on the skin (Subdermal Plating, Scales, etc.) that specifically stacks with Armor.

Here’s what I’m seeing (for SWADE):
1 - add Natural Armor to the hero, increase defDefense to 2
2 - Toughness with Vigor of d8: 8 (2) [2 + 4 + 2]
3 - Equip an armor with a +2 defense, Toughness: 9 (3)
* to this point, it’s working as expected
4 - Unequip other armor, add Equipment.StackArmor tag to the Natural Armor (+2)
5 - Toughness: 10 (4) [2 + 4 + 4]; herofield[acDefStack].value = 2, herofield[acDefTorso].value = 2
6 - Equip the other armor, Toughness: 11 (5) [2 + 4 + 5]; herofield[acDefStack].value = 2, herofield[acDefTorso].value = 3 (I’m guessing this is one of the +2 with half of the armor of the other)

To me, it seems like the defense of the armor with the StackArmor tag is being counted twice, in both acDefStack and acDefTorso. I haven’t experimented with multiple pieces of StackArmor, but I’m guessing it would expand the difference even more...

Does that help?
TC
 
I think I found a new issue. The Bad Eyes Hindrance is giving a -2 to Notice on both Minor and Major. Minor should only be a -1.

Also, is there a way to add Glasses to the Gear list? The text for Bad Eyes says glasses negate the penalty when worn, but if they come off or break, it causes the character to become Distracted. I would assume it would also cause this Hindrance to come into play.
 
I think I found another issue. When I give a character the Edge of Attractive and then try to add Very Attractive, it says I haven't met the pre-requisite yet. But the only requirement I can find is the Edge: Attractive.
 
I'm trying to make a custom race using the editor. I added the "Free Skill d4/d6" property. The hover-over notes say to make a copy of the property and bootstrap the appropriate skill. However, that property is not directly copy-able. It has to be recreated rather than copied.

Is this intentional?

I went ahead and did so. I then bootstrapped the Notice skill to my newly formed Property, and added the property to the race (saved and tested all of them as well). But when I make a character of that race the Notice skill still shows as d4 when bought as a Core Skill, and adding a dice still costs per book value. Clearly this isn't as straightforward as it seems :).
 
Last edited:
Update:

Part of the problem seems to have been that I'd already added the Core Skills to the character. When I went back and deleted Notice, it removed the one I'd manually added and replaced it with the bootstrapped one.

However, when I added a level to move it up to d6 it still deducted the cost.

So it seems like there must be a way to make this racial property work with the Core Skills, and I'm just missing it?
 
Update:

Part of the problem seems to have been that I'd already added the Core Skills to the character. When I went back and deleted Notice, it removed the one I'd manually added and replaced it with the bootstrapped one.

However, when I added a level to move it up to d6 it still deducted the cost.

So it seems like there must be a way to make this racial property work with the Core Skills, and I'm just missing it?
Howdy!

Is the free skill supposed to be at d6 level? The Helper.CoreSkill tag just ensures that the d4 rank is free. If you need the d6 to be as well, then you need to add this on the property at PreTraits/5000 before "Calc trtFinal"
Code:
#traitcreation[skNotice] += 1

With the bootstrap, that should give Notice at d6. :)
 
OK, I haven't posted one of these in a while...

Status update on fixes:

1. Elderly - fixed
2. Linguist - I went ahead and removed the validation on this from SWADE. It doesn't really serve much of a purpose with Languages being Skills
3. Outsider is now has selectable severity
4. Toughness now shows Size on mouseover
5. Size affects Max Wounds now
6. The NPC Advance/XP count is fixed (yeah, Deluxe too lol)
7. Adding Skills is a half Advance
8. Armor already has Basliistic Protection as a field - not sure what is meant here
9. Deluxe version has had the Athletics Skill option replaced
10. hinHabit is fixed
11. Acceleration and Climb removed from InfoVeh
12. Went through and checked/fixed the Uniqueness on all revised SWADE Edges
13. I fixed the issue with the text on the Powers, it was some hidden characters.
14. Attractive Edge requirements fixed.
15. I went ahead and removed the Powers tracker in the header for SWADE. It doesn't fit with the multiple Arcane Backgrounds idea.
16. The multiple display of Minimum Strength in Armor is fixed.
17. The time frame tags on the weapons have been cleared up.

18. The GearAvail tags have been created and support for them set up including a Configure check box for enabling them.
19. The script macro appenddesc has been added.
20. OK, big one: I've added Arcane Power Modifiers as a complete tag set, tagged up the spells, and created a powModifiers field and populated it with a dynamic list of the Modifier names.
21. The Armory tab Modifications portal is now dependent on the Hero.UseMods tag.
22. Strength Requirements Die tags have been tied to Traits rather than Weapon Die to allow for expanded selections.
23. The Florentine Edge has been removed from Adventure Edition.

24. DenyTag structure modified to operate with multiple Arcane Backgrounds
NOTE: Powers will now appear on the list greyed out with a message indicating they are not valid for that AB
25. Added the 25-character arcTrackerName field to Arcane Backgrounds to support alternate Tracker names.
26. Fixed the Armor displays to include the asterisk for Ballistic Protection and remove the old Armor/Ballistic displays.
27. Fixed the Scholar Edge.
28. Fixed the Bad Eyes Hindrance minor-level modifiers.
29. Fixed Stackable Armor doubling.
 
Very Attractive Edge doesn't register that attractive has been taken, shows its still required, even if you have it. And if you do take it, it will give a validation warning that Attractive is required.
 
OK, Here's new new dividing line. ----------------------------------------------------------------------------------------------------
Any bugs with version 6.1, please report them here.
 
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