A new update of the Shadowrun 5 files for Hero Lab is now available from the automatic updates mechanism within Hero Lab.
This is a bug fix update.
Here's the change list for this update:
Enhancements & Changes
This is a bug fix update.
Here's the change list for this update:
Enhancements & Changes
- Effects that only happen in certain circumstances (like the Chameleon Suit's bonus to the limit of sneaking tests to hide or the Analytical Mind quality's bonus to Logic tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles) are now tracked and displayed to the user.
- The customize form for ranged weapons now displays the accessory mounts that are in use.
- Shadowrun missions characters now properly implement the SRM rule that allows unlimited negative qualities, but only the normal maximum in karma gained from all those qualities. For example, a character can now select 30 points of negative qualities without any error message, but will only add 25 karma to their total.
- For non-missions characters, a new optional rule is available in the Configure Hero Settings; "Allow Unlimited Negative Qualities". If this is turned on, you will not get an error message for spending more than the normal amount of negative qualities, but only the normal limit will be applied to your character's total karma. To turn this on for an established character, re-open the Configure Hero form from the Character menu. Turning on this option or turning on "Shadowrun Missions Organized Play" will both give you the same effect, and there is no need for Missions characters to turn this rule on, too (although it won't hurt, either).
- Added an adjustment to modify the dicepool of a character's defenses.
- Added an adjustment to modify the parrying dicepool of a melee weapon.
- Some augmentations with the Used grade were not applying the -4 availability from their grade.
- If you were purchasing a Qi focus during advancement mode, you could not set the rating of the power being added.
- Skills in a group were not being sorted with their group.
- Fixed a typo in the name of the Taurus Omni-6.
- The Cockatrice was missing its natural attack.
- The Gas-Vent system was still using the 4th edition restriction on what weapon categories can use it (it had previously been restricted to machine pistols, SMGs, assault rifles, and machine guns).
- The Ammo Feed option on the Enfield AS-7 was not functioning properly.
- The monocle was not allowing visual modifications.
- The Critical Strike power would not apply its effects if bought as an advancement.
- The Enhanced Accuracy power would not apply its effects if bought as an advancement.
- If the Mystic Armor adept power was added as a Qi focus, it was not properly applying its armor value to the character.
- If the Astral Perception power was added as a Qi focus, you were not able to select the Assensing or Astral Combat skills.
- An Aspected Magician (Enchanter) could not add alchemical formulas.
- The damage track for grunt NPCs was not printing correctly.
- When adding gear to a PC's vehicles, the availability limits were not being enforced.
- Although the cost was calculated correctly once added, while choosing which skill to increase, skills being advanced to rating 7+ were showing double the cost they should have.
- While using the Tactical Console, if any characters were removed from combat, the "New Pass" button sometimes skipped ahead to the beginning of the next turn, even though the initiatives of the other characters should have allowed another pass in that turn.
- The penalty due to armor encumbrance was being rounded up, not down.
- The vectors for Bliss were coded incorrectly (Inhaled or Ingested, instead of Inhaled or Injected), meaning it couldn't be used in injection-vector items like the narcoject.
- The Centering metamagic was not displaying its modifier properly.
- The capacity cost of the non-augment version of the Vision Enhancement mod was not being calculated correctly.
- The Spatial Recognizer mod was not available on helmets and several other devices that allowed other audio mods.
- Several limits weren't being enforced properly during advancement.
- For essense losses involving non-standard grades that had been carefully calculated to equal a whole number, rounding errors could mean that too much Magic was removed.
- The limit on the number of power points an adept can purchase (= your Magic) was still being enforced after character creation. It should only apply during character creation.
- Adepts were not gaining power points from increasing their Magic attribute after character creation.
- Adding the Sensitive System quality to a non-awakened character would generate odd error messages.
- The limit on the number of registered sprites should be Logic, rather than Charisma.
- The number of services allowed for a spirit was being limited to the summoning skill (which was a 4th edition rule accidently left in).
- Most foci were applying their effects while they were not bound.
- Improved Potential should be set up like Enhanced Accuracy - allowing itself to be applied once to each of the limits.
- The sensor defense was being calculated as (AGI * 2) - 1 for a character who is not trained in the stealth skill, instead of AGI - 1.
- The sensor defense was not showing the limit that applies (physical limit for metahumans/critters, and handling for vehicles).
- Several sprites had incorrect calculations for their Attack and Resonance attributes.
- If purchased in advancement mode, the costs of guests for lifestyles, permanent lifestyles, and lifestyle modifications that are a percentage cost of the lifestyle itself were not applying their cost correctly to the amount to pay.
- Situational modifiers to dicepools can be applied to most things that are already displaying a dicepool using the new #situational[target,bonus text,source's name] macro. target is a path to the item you want to modify. For example: The sneak skill: hero.childfound[skaSneakin] All Logic tests: hero.childfound[attrLog] Within a foreach that's searching for all social skills: eachpick bonus text is the text you want to add to that saving throw, and source's name is the name of the ability that's applying the effect. You'll almost always use field[thingname].text for this - the un-modified name of the thing making the change. Here are some examples of this macro in use:
- The Analytical Mind quality #situational[hero.childfound[attrLog],"+2 to tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles",field[thingname].text]
- The First Impression Quality foreach pick in hero from SkillAct where "SkillCat.Social" #situational[eachpick,"+2 to tests during the first meeting",field[thingname].text] nexteach
- Situational modifiers to a limit can be applied to most things that are already displaying a limit using the new #situationallimit[target,bonus text,source's name] macro. The parameters of this macro are the same as used in the situational macro, which is described just above. When writing the bonus text, the modifier itself should be inside square brackets, so that it's obvious at a glance that it's a modifier to the limit. For example, "[+2] to sneaking tests to hide."
- Added the Defense Rolls tab to the editor. Defense rolls are what is displayed as the various defense options when the user moves their mouse over the defenses listed along the top of the character.