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SR 5th ed. Version 1.15 of the Shadowrun 5 files for Hero Lab is now available

Mathias

Moderator
Staff member
A new version of the Shadowrun 5 files for Hero Lab is now available from the automatic updates mechanism with Hero Lab.

This is a bug fix update. Here's the change list for this update:

Enhancements & Changes


  • Added a subscription for the prescription stabilizers required for the Bi-Polar quality, and a gear item of a single dose of stabilizers bought without a prescription.
Bug Fixes


  • For characters with a low essence, an incorrect error message about having learned too many rituals could be reported.
  • Borrowed Time now shows a box to let you describe the nature of the problem.
  • The cost of Boosted Reflexes was listed as "R*10,000¥", but this item does not have a variable rating.
  • The cost of a Reception Enhancer was listed as "R*10,000¥", but this item does not have a variable rating.
  • For initiations that were receiving a discount, the final cost was being rounded down, but should be rounded up.
  • The Prototype Transhuman quality, when checking if enough bioware had been made into prototypes, was only looking at bioware from the "Basic Bioware" category, and would not recognize cultured bioware, bioweaponry, or other categories.
  • The Adapsin geneware was not functioning properly for cyberware that is armor (like a cyberlimb, bone lacing or dermal plating), a weapon, or a matrix device (like a cyber commlink). Note that if you already have these items and Adapsin on your character, you may need to manually edit the settings for Adapsin on these items. It may not have turned on by default, now that a copy of the Adapsin setting is available on these items.
  • The Biocompatability qualities were not stacking with the Burnout's Way quality.
  • The Nephritic Screen was not adding to the addiction resistance dicepools.
  • If the Enhanced Armor mod was added to the Partial Cyberskull, it would not show on the Armor tab, and would not add to the character's armor.
  • Characters with more or less than 2 arms (like Nartaki) were still being restricted to one pair of arm armor (SecureTech PPP Arms or Forearm Guards), and characters with more or less than 2 legs (centurs, or the liminal body augmentations) were being restricted to one pair of leg armor (like SecureTech PPP Legs), or for Liminal Body (tank or wheeled warrior), were being allowed to wear leg armor.
  • The Striking Callus was listed as a separate weapon, instead of altering the existing Unarmed Strike.
  • A Mystic Adept who selected The Spiritual Way or The Beast's Way could not specify whether they should get the Adept powers or Magician powers from their Mentor Spirit.
  • The Learn a New Ritual advancement would always complain that the ritual spellcasting skill was required, even if you hlearned a ritual that is available to mundanes or to adepts.
  • If an adept's mentor spirit provided a free level of a power that is one of the powers that can be discounted by the Adept Way quality chosen by that character, the Way discount would still be applied to that power, even if the character had not added any ranks beyond the free ranks provided by that mentor spirit, meaning that the adept power showed a negative number of PP used.
  • Sapient critters like dragons and free spirits did not show their Social tab.
  • Mutaqua should have a total natural armor of +2, but were only getting the +1 of a normal troll.
  • If a Technomancer with the Overclocking Echo was using a matrix device other than the Living Persona, the initiative bonus from Overclocking was still being applied.
  • The Vectored Signal Filter module was not applying its effects.
  • The Berserker Mentor Spirit, when adding free adept powers, would correctly detect and discount the Mystic Armor and/or Pain Resistance powers, but did not stop reporting an error that the powers had not been added.
  • If levels of the High Pain Tolerance quality were added using the Increase Positive Quality advancement, those additional levels would not be included in the quality's effects.
  • If you added a skillsoft that is for a skill you already have, but that skill was added using the Add New [Active/Knowledge/Language] Skill advancement, the skillsoft would not properly recognize that copy of the skill, the way it would for a skill you had learned at character creation, which meant that two copies of the skill were listed in the skill listing.
  • If the Pollution mentor spirit was added to a non-adept, the Toxic Strike power that would be a bonus for adepts of this Mentor spirit would report an error that its Killing Hands prerequisite was missing.
  • If a spirit added two different elemental attack powers, the Exotic Ranged Weapon: Elemental Attack skill would be displayed twice, and would report an error about the two selections of the same skill.
  • For a magically active/technomancer character, certain combinations of augmentations at an assortment of grades that were precisely chosen to add up to an integer value could be incorrectly rounded to the next lowest number when determining how much to reduce Magic/Resonance. For example, 2 essence worth of Augmentations might reduce Magic by 3. Now, Hero Lab tests if the essence change is very close to an integer value, and corrects for any errors if it is, before rounding the value.
Data File Authoring


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The Prototype Transhuman quality, when checking if enough bioware had been made into prototypes, was only looking at bioware from the "Basic Bioware" category, and would not recognize cultured bioware, bioweaponry, or other categories.
It seems that this is still not working......after DLing the new update there's still no option to add the Prototype Transhuman to any of the bioweapons.

EDIT: i sent a bug report
 
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There's no need to report something both here and as a bug report - just give me a normal bug report, please, even if you're reporting about a incomplete bug fix in the last update.
 
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