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SR 5th ed. Version 2.0 of the Shadowrun 5 files for Hero Lab is now available! Life Modules!

Mathias

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

This update adds the last character creation system from Run Faster - Life Modules! The Life Modules system is a free update for anyone who already owns the Run Faster package.

We've also finished up another supplement book - the adventure compilation Bloody Business. Most of the new content from this book is all the NPCs from this book, who have all been entered for you, and they're now ready to go. You can add them to a portfolio by going to the Gamemaster menu, and then choosing "Show Encounter Builder", and then filter for "Bloody Business". There's also a little bit of content for this book, like a new adept power, and a few critter races. Bloody Business is a free update for all our users who have the Supplements #2 package, which is available for $9.99, and already contains many other books; Lockdown, Shadows in Focus: Butte, Shadows in Focus: Sioux Nation, Sail Away, Sweet Sister, the Vladivostok Gauntlet, and Nothing Personal.

Here's the full change list for this release:
New Releases!


  • Content from Bloody Business is now available in the Supplements Package #2! You can purchase this by choosing "Purchase Data Package" from the License menu.
Enhancements & Changes


  • The Life Modules character creation system from Run Faster has been added as a free update for everyone with the Run Faster package.
  • The languages and skill specialties used by life modules have been added as options for all characters.
Bug Fixes


  • The Character Creation Variants and Alternate Campaign Options (Sum to Ten, Street Scum, High Life, etc. ) were not combining properly with Street-Level Play or Prime Runner Play - they offered the same settings (25 karma, for example) as the Established Runner option.
  • The metasapient races were not being shown for PCs to select from.
  • The karma cost of complex forms was incorrect.
  • The High Life Character Creation Variant was still limiting gear availability.
  • Certain combinations of bioware that add up to exactly 1.0 were being reported by the prototype transhuman quality as totaling up to too high an essence value due to rounding errors.
  • Characters with a lot of active skills could encounter errors when adding a new active skill as an advance.
  • Only one Antennae could be added to cyberears.
  • There were several errors in the way that the list of available chemicals was generated for toxin-delivery ammo.
  • The drugs from Lockdown were not available to add to drug-delivery systems.
  • The Armor rating of the Ares Armored Survivalist was incorrect.
  • The Security Spacesuit had the normal spacesuit's description.
  • The Evo Armadillo Armored Space Suit had the normal spacesuit's description, and incorrect armor rating, availability and cost.
  • The smart skin augmentation, if combined with a shield, would turn itself and the shield red without properly reporting an error message.
  • The Clean [Element] spell now chooses from the classical elements (air, earth, fire, water), rather than Shadowrun's elemental damage types.
  • On a character with more than one martial arts technique, a series of errors would be reported each time Hero Lab recalculated the character.
  • The Spells Learned, Rituals Learned, and Alchemical Formulas Learned totals should only apply to those things you learn during character creation, but these totals were being shown in advancement mode as well.
  • Certain combinations of karma spent while creating a character in the Point Buy system could cause "0/-1 Karma" to appear in red among the character's resources to spend, along with an error message that this resource was overspent.
  • For characters who spent more special attribute points than their metatype choice offers, and therefore need to pay for the extra points with karma, in certain circumstances, the karma cost could be calculated incorrectly.
  • For a character with more than 2 devices on the matrix condition monitor list on the In-Play tab, certain screen heights could lead to only 2 devices being shown, with no way to see the rest. Now, if this happens, there will be a scrollbar so that the rest of the devices can be viewed.
  • If you purchased a paint grenade, but did not add any extra chemicals, an error would be reported, but unmodified paint grenades are something that should be allowed - they represent just the normal paint in those grenades.
  • All RCCs should come with a Sim Module as a standard mod.
  • The exceptional entity quality's restrictions on the number of attributes that can exceed the normal maximums were being applied to NPCs as well as PCs.
Data File Authoring


  • The #hasmodule[Id] macro has been added, to simplify prereqs that test whether a specific Life Module has or has not been added to the character. This is testing for hero.tagis[LifeModule.Id].
 
Current projects:

Hard Targets and Rigger 5.0 are in progress, but I don't have estimates yet for either of those books.
 
That's an awesome update and an impressive amount of new content over the last few months!

Since it is not mentioned in the topic: What about shapshifters? No pressure intended here, just info.
 
Sorry, forgot to mention shapeshifters in my status report. The races are set up - so all the animal form attribute min/max, and the qualities and racial abilities are in place, although I hid them for the release version. The remaining steps are to implement the Shift critter power, so that they can turn into metahumans, and then implement that aggravating rule that they have to pay karma separately for their human form attributes after character creation, which will be a hassle to get working correctly.
 
possibly small glitches found in Life Modules...

quote from Run Faster pg 84:
"If you received the same quality twice in the process and it cannot advance to a higher tier, select another quality of the same Karma cost."

When selecting several modules with the same positive quality (IE Preparatory School and Shadow Work: Face both grant First Impression) it adds the quality twice and does not give a replace option that I can find.

Also, it appears to be charging karma for Module-granted qualities (in the example above, it shows 22 karma spent on both of those First Impression qualities), adding them to the karma spent tally in addition to the module they came from.

Also Also, the permanent adjustment for additional Special Attribute Points does not appear to be compatible with the Life Module builder?

Also Also Also, the Trust Fund granted by the Rich Kid module is not working correctly. Despite Rich Kid granting the 10 point quality, the Qualities tab is showing the 5 pt version. The 10 pt can be added to an Identity, but the quality still shows red, believing it has not been added to an identity
 
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Bug report(s) have been filed. Unfortunately, I'm finding so many glitches in the Life Modules that it's just...frustrating. Qualities not being handled correctly, some modules just being wrong, karma handled incorrectly...I was excited to give this to my players for our game, but as it is the bugs are so prevalent that it's largely unusable without extensive manual error-checking (which, at that point, kinda defeats the purpose of using an expensive character creator).
 
Does this have the normal note at the bottom of whats been added for Bloody Business?

I did a search in each field and got 0 results.

What content from Bloody Business was added exactly?
 
Usual questions, did you reactivate your license? Did you enable it for the character?

Yup, it says I own it and its been added.

Also, I wasn't sure what was added from BB which is why I was asking. I havent read the book since the day I got it, so I have no idea what was added. I don't remember there being much of anything in the book.

Mostly just curious, because when I searched for "Bloody Business" in all the search fields in the engine nothing came up.
 
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