My Assistant
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May 20 2011, 06:53 AM
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#426
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
ok, one more note before heading to bed. My unarmed combat adept is currently reading at 12 dice for unarmed combat with only 5 AGI and 1 point in the skill. I removed everything modifying that number I had, and ended up with defaulting to four, or putting one point in and having 12 dice. The last time I opened the sheet I had 14 dice in it. This time my adept powers were all missing and this wacky fun happened. I really don't know what's happening, but adept power point costs seem to be swapping around too. I don't know what's up.
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May 20 2011, 10:13 PM
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#427
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 88
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May 20 2011, 10:44 PM
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#428
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Cool, though there's still a few continued things when I tried the program myself.
Being able to set which side for a cyberlimb is certainly nice. Will make it easier on a bounty hunter character I've been trying to fit into this. Also great not to be paying insane amounts of karma for a variety of low rating knowledge skills. Great work (IMG:style_emoticons/default/smile.gif) |
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May 20 2011, 11:51 PM
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#429
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
You can thank LonePaladin for the side a cyberlimb is on idea. (IMG:style_emoticons/default/smile.gif)
I'll have another update this weekend as my players do weird and wacky things yet again this evening that make me either think of new things to add or have to fix things they manage to break. This will also fix the MAG and Spirits thing in Build Mode. For some reason I only put the fix in Career Mode. Duh. It will lift the cap on Nuyen with Ignore Rules as well. |
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May 21 2011, 12:04 AM
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#430
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
ok, one more note before heading to bed. My unarmed combat adept is currently reading at 12 dice for unarmed combat with only 5 AGI and 1 point in the skill. I removed everything modifying that number I had, and ended up with defaulting to four, or putting one point in and having 12 dice. The last time I opened the sheet I had 14 dice in it. This time my adept powers were all missing and this wacky fun happened. I really don't know what's happening, but adept power point costs seem to be swapping around too. I don't know what's up. Not sure what's going on with the Power Points cost. Are you in a region that uses "," to mark decimal places? I know there was an issue with this that I fixed late last week/early this week - if that's the problem, then it should just be a matter or removing your Powers, then re-adding them. If not, could you email me your character save file so I can see what's up? (nebular@shaw.ca). I can't seem to reproduce the problem on my end. The Skill itself is behaving correctly. If the Skill's Rating is 0, you're of course defaulting. When you default, you only get the linked Attribute - 1. You do not get any bonuses, meaning any bonuses you get from Adept Powers are not applied to it. As soon as you have a even 1 Rating in the Skill, your bonuses come back. This is why there's the sudden jump from 4 (AGI - 1) to 12 or 14 (Rating + AGI + bonuses). I re-read the defaulting description (SR4A 121) just to make sure because that is a very large gap. (IMG:style_emoticons/default/biggrin.gif) |
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May 21 2011, 07:40 AM
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#431
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
Well, I currently have no powers, while I've been testing I removed all my powers. I eventually gave up and put the powers back to where I wanted them. I closed Chummer, and reopened it today and the jump is now from 4, defaulting, to 17 with one skill point and no powers. As far as I can tell it seems to be removing my powers but recording their bonus every time I save and quit. So I restart and it thinks I have Improved Ability, it gives me the bonuses, but doesn't show it in the adept powers section. I don't know, I only think this because it seems to have gone up by the amount I had in the power when I closed. This is really an odd issue. I'll send you the file.
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May 21 2011, 10:43 AM
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#432
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
- The Move-By-Wire System should give a +2 to REA per Rating, not a flat +2.
- Same problem here with the dodge bonus from the MBW. |
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May 21 2011, 01:59 PM
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#433
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Update to fix some stuff (like a character having a Rating of -1734 or +117 in an Active Skill after taking Incompetent or Aptitude and saving/loading a few times).
Build 89
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May 21 2011, 03:17 PM
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#434
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Target ![]() Group: Members Posts: 51 Joined: 27-February 08 From: Sochi, Russia Member No.: 15,714 |
Can Chummer have plain text output?
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May 21 2011, 03:23 PM
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#435
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
It could. I'd need an example of how a plain text output should look so I've got something to base it on. Otherwise I'm just tossing out a bunch of stuff in a random order. (IMG:style_emoticons/default/smile.gif)
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May 21 2011, 03:28 PM
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#436
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Genetic Heritage still not decreasing nuyen cost of any of the Genetech items.
If you have just Genecrafted both the add window and the main window display the correct cost with the 20% discount. If you have just Genetic Heritage neither the add window or the main window display the cost with the 20% discount added. If you have both Genecrafted and Genetic Heritage the add window displays a cost that includes too great a discount, more than 40%. The main window gives a cost that includes just a 20% discount. When you have Genetic Heritage selected only the items in the Genetech: Transgenics category are showing a Free! check box All Genetic Modifications should be available to choose as your one free Genetic Modification when you have Genetic Heritage. |
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May 21 2011, 03:30 PM
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#437
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Just as a thought.
You might want to add a list of known issues to your release notes. That way we are not re-listing things that did not make it into the build, or listing bugs you already know about. |
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May 21 2011, 04:22 PM
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#438
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Target ![]() Group: Members Posts: 51 Joined: 27-February 08 From: Sochi, Russia Member No.: 15,714 |
Something like that.
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May 21 2011, 04:28 PM
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#439
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Target ![]() Group: Dumpshocked Posts: 31 Joined: 5-September 10 Member No.: 19,008 |
Hey, just started using this for my runners. It's great ! Cheers !
One thing though. One guy in my group has multiple Incompetences but can only log one. Am i just missing how this is done or would you mind putting it on your to-do list. Thanks |
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May 21 2011, 04:38 PM
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#440
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
Something like that. (IMG:style_emoticons/default/grinbig.gif) Smurf marine as Armor Fetish (IMG:style_emoticons/default/grinbig.gif) At least use one in TDA.
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May 21 2011, 05:43 PM
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#441
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Target ![]() Group: Members Posts: 51 Joined: 27-February 08 From: Sochi, Russia Member No.: 15,714 |
My GM allows breaking up skillgroups at any time, even during chargen. Can this somehow be enabled?
Also, it seems that Chummer calculates drain resist pool using unaugmented attribute value and disregards fetishes. |
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May 21 2011, 08:54 PM
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#442
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
How do you add the Underbarrel weapon mod, I can't find it?
Spare clips in the weapons section instead of the ammo section is weird. |
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May 21 2011, 09:23 PM
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#443
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 13-March 11 From: Portland, Oregon Member No.: 24,230 |
After some of the more involved fixes suggested here, you'll love this:
Two qualities have incorrect BP values. Runners Companion 101: Trustworthy (group) should be 20BP, it is 5 right now. Unwired 36: Chatty should be 5 BP, it is 10 right now. |
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May 21 2011, 10:03 PM
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#444
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Target ![]() Group: Dumpshocked Posts: 27 Joined: 17-May 11 Member No.: 30,100 |
I'm trying to set up a Hacker with good wireless vulnerably awareness.
I cannot find a way to add skinlink to my cyberware or com as a plugin. It can be added to weapons, but I cannot add it to devices which should have it. I suspect this is because all the other items in 'electronic accessories' are peripherals, but skinlink is a device modification. |
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May 21 2011, 10:29 PM
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#445
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Having the option to turn use any of the optional rules on page 39 of Unwired would be cool.
Especially the Using Attributes and Complex Forms rules. |
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May 22 2011, 12:28 AM
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#446
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
How do you add the Underbarrel weapon mod, I can't find it? Spare clips in the weapons section instead of the ammo section is weird. Have you tried right clicking the weapon and selecting "Add Modification" or "Add Plugin"? I added an under barrel flamethrower that way to an Sub Machine Gun. I didn't see the under barrel grenade launcher in the list for the SMG I purchased for testing though. I don't think all under barrel mods are available for all guns, after all it doesn't make much sense to have an under barrel grenade launcher on a heavy pistol... maybe the other way around since the grenade launcher is a lot bigger then a heavy pistol. And some guns may not have an under barrel mount at all, don't think hold out pistols would have any kind of under barrel mount but I haven't double checked the rules on that. |
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May 22 2011, 01:36 AM
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#447
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
How do you add the Underbarrel weapon mod, I can't find it? Spare clips in the weapons section instead of the ammo section is weird. If you right-click on a Weapon and choose Add Accesory, there are 4 Underbarrel weapons you can add near the bottom of the list (provided the Weapon allows for Under Accessories). Spare Clips appear in both the Weapon Accessories list and Gear list under Ammunition. I originally had them as Weapon Accessories since that's where they were listed in SR4A. I added them to Gear a while back when someone else pointed out how silly it was. (IMG:style_emoticons/default/smile.gif) |
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May 22 2011, 01:42 AM
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#448
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
One thing though. One guy in my group has multiple Incompetences but can only log one. Am i just missing how this is done or would you mind putting it on your to-do list. This is an error on my part. I didn't mark the Incompetent Quality as being selectable more than once. I've updated the qualitities.xml file to include the fix for this and the two BP corrections that longbowrocks pointed out. |
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May 22 2011, 01:46 AM
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#449
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Just as a thought. You might want to add a list of known issues to your release notes. That way we are not re-listing things that did not make it into the build, or listing bugs you already know about. I'll try to remember to start doing this. The updates I put out usually cover all of the issues that were brought up until shortly before the update. The rest are usually in my bug tracking system. In the case of the Bioware cost issue, I apparently never recorded it, so it got missed. I think all of the issues that have been reported more than once have been because I accidentally passed over them, so being reminded of it is always good. (IMG:style_emoticons/default/smile.gif) |
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May 22 2011, 01:52 AM
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#450
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Honestly I like the idea of having the spare clips with the weapons themselves. It's right in the core book that clips fit only the weapon they're made for, so you cannot change out a clip for an Ares Predator IV for a WW Infiltrator even though both are heavy pistols with a 15© ammo capacity. If you have a variety of firearms it makes for easier tracking of the gear for what goes to which.
. o O ( God I hate calling magazines "clips" when they're not. ) |
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Lo-Fi Version | Time is now: 13th April 2022 - 03:56 PM |
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