Author Topic: [SR] Hero Lab  (Read 5745 times)

AJCarrington

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Re: [SR] Hero Lab
« Reply #15 on: (11:14:35/12-31-15) »
January Update:

Hoi, chummers! We’ve been hard at work on Shadowrun ever since Chrome Flesh was released, and we’re happy to unveil the following cornucopia of content, now available in Hero Lab:
  • Shadows in Focus: Butte and Lockdown are now available as part of the Sourcebook Bundle #2 package! For only $9.99, you can now access new equipment, augmentations, weapons and more from Lockdown, and new lifestyle options from Butte. (I’ve been advised to avoid making any jokes here, so as to not risk offending anyone who actually lives in Butte.) Users who already own this package will, of course, have the content added for free. Grab Sourcebook Bundle #2 today!
  • The opposition has arrived, in the form of Ten Terrorists! (We don’t recommend you fight them all at once.) NPCs from this book are now available for all Shadowrun 5th Edition users in the Encounter Builder.
  • The Sum to Ten character creation system from Run Faster, PLUS the five Alternate Campaign options from pages 350-351 of the Core Rulebook, have now been added! With Sum to Ten, you can have more freedom when creating your character – want to have two options at Priority A, instead of one at Priority B? No problem! Sum to Ten lets you mix and match priorities to your heart’s content. The Alternate Campaign options tweak the rules for military, street-level, or high-powered play, opening up exciting new possibilities for your Shadowrun games. (Don’t worry, we haven’t forgotten Life Modules – the mechanics for them are in place, and we’re working on the data entry now.) You can find Sum to Ten and the other options on the Configure Hero form when creating a new character.
We’ve also made several other improvements, including the display of overflow damage, damage recovery rolls, and fatigue resistance on all characters, plus our usual array of bug fixes. You can read all about them in the forum thread for the release.

Thanks for playing, and keep watching the screamsheets for our next Shadowrun update! (Phew, made my quota of Sixth World references for the year.)

AJCarrington

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Re: [SR] Hero Lab
« Reply #16 on: (07:14:53/01-19-16) »
Mathias posted this up in the main forum:

[Hero Lab] Version 2.0 of the Shadowrun 5 files for Hero Lab is now available

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.

In terms of what we're working on now, Hard Targets and Rigger 5.0 are both in progress, but I don't have estimates yet for either of those books.

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].


AJCarrington

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Re: [SR] Hero Lab
« Reply #17 on: (10:15:16/02-04-16) »
February Update:

Shadowrun 5th Edition: Life Modules and Bloody Business Now Available!
The Life Modules character creation system is now available from Run Faster, and Shadowrun players are going to love it!

The character creation system makes it quick and easy for players to develop characters with rich backgrounds linked to the “crunch” of the character (skills, attributes, etc.). Do you want your character to be former CAS military officer turned mercenary, but aren’t sure what that would look like in Shadowrun? How about a poor ork kid from the wrong side of the tracks who lucked into a magical education? Run Faster’s Life Modules have the answer. If you’re new to Shadowrun 5th Edition or need to make a character in a pinch, then you should definitely check it out!

Game Masters can also benefit from Life Modules. It’s easy to whip up NPCs for your next session or create a few pre-generated characters to introduce your friends to Shadowrun. Just pick the modules that fit the characters you had in mind, choose some equipment PACKs, make a few final tweaks, and you’re ready to go!
So what are you waiting for? The Life Modules system is now available in the Run Faster package for Shadowrun 5th Edition. Grab it today for only $9.99!

Bloody Business and more…
In addition to the Life Modules character creation system, Bloody Business is now included as a free update to Shadowrun 5th Edition’s Sourcebook Bundle #2. Introducing a new adept power and a number of critter races, Bloody Business joins the Shadows in Focus: Sioux Nation, Shadows in Focus: Butte, and Lockdown supplements, plus the Enhanced Fiction products The Vladivostok Gauntlet, Sail Away Sweet Sister, and Nothing Personal in Sourcebook Bundle #2, available for only $9.99!

You’ll also find a number of other changes and bug fixes in this update. A full list of the changes is included on our forums.

deville

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Re: [SR] Hero Lab
« Reply #18 on: (20:21:17/03-03-16) »
Just got the latest newsletter from Wolf Lair and it had this:

Shadowrun 5th Edition: Hard Targets, plus Shifters from Run Faster

Sometimes the bad guys needs to be dealt with - permanently. Hard Targets will soon be available for Shadowrun 5th Edition, and it’ll be the go-to resource for any runners that tend to leave a body count wherever they go. With the vehicles, magic, life modules, and gear necessary for the best assassins in the Sixth World, you won’t want to miss this new add-on for Shadowrun 5th Edition. Releasing later this month, Hard Targets will be available for only $9.99!

In addition to Hard Targets, runners will finally get their hands on the shifter races from Run Faster. Once released, you’ll be able to build characters who can shapeshift into dogs, wolves, tigers, and more. Shifter races will be added to the Run Faster package for Shadowrun 5th Edition, available now for only $9.99.

AJCarrington

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Re: [SR] Hero Lab
« Reply #19 on: (22:19:07/03-03-16) »
Hadn't seen that yet...thanks for the update!!

AJCarrington

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Re: [SR] Hero Lab
« Reply #20 on: (10:08:35/04-29-16) »
Rigger 5.0 is now available!

Quote
Greetings, denizens of the Sixth World! We’ve been spending some long hours in our automotive workshop, and we’re happy to unveil the results – Rigger 5.0 is now available in Hero Lab!


Just some of the many new vehicles added in Rigger 5.0

Over 150 new vehicles and drones make Rigger 5 a must-have for any Shadowrun character, and if you’re into customizing your ride, we have good news – over 100 new modifications are now available, like the mechanical arm, electromagnetic shielding, and everyone’s favorite, the deadly anti-theft system! Add new capabilities to the power train, armor, weapons, or body of your vehicle or drone, and Hero Lab will apply any appropriate effects while verifying that it’s within the modification limits introduced in R5.

In addition to hundreds of new vehicles, drones, and modifications, we’ve also streamlined how Hero Lab deals with multiple vehicles or drones, resulting in a major performance boost. Even if you have many drones active at once, changes you make to your character should now happen much faster, making it easier than ever for Hero Lab to keep track of your drone army during combat!

Rigger 5.0 is available now for Hero Lab, so don’t delay – jump in your Ford Americar, head down to our online purchase server, and pick it up today! As always, you can find a full list of this release’s changes on our Shadowrun 5 forum.

Fedifensor

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Re: [SR] Hero Lab
« Reply #21 on: (10:14:10/05-29-16) »
Question:  Did Mathais ban device modifications and cyberdeck modules for internal cyberdecks on his own, or did Catalyst ask him to do so?  Both options are legal under the current rules, and allowed in Missions play.  Fluff may have the decker hire someone to do the modifications for him, but it should be possible.

AJCarrington

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Re: [SR] Hero Lab
« Reply #22 on: (10:40:31/05-29-16) »
To be honest, not sure, though I suspect it has to do more with how HL is coded and can handle this. I think your best bet would be to ask Matthiad directly on the LW forums.

AJCarrington

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Re: [SR] Hero Lab
« Reply #23 on: (07:37:33/09-11-16) »
Version 2.6 has been released, full info can be found here.

Of note, content from Howling Shadows is now available as a standalone package ($9.99) and the Street Grimoire content has been updated to reflect the [intended] 2nd printing errata changes.

Kiirnodel

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Re: [SR] Hero Lab
« Reply #24 on: (12:33:47/09-11-16) »
... and the Street Grimoire content has been updated to reflect the [intended] 2nd printing errata changes.

Is there going to be a new errata document forthcoming? or do we just have to guess what those changes are...

AJCarrington

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Re: [SR] Hero Lab
« Reply #25 on: (09:45:16/09-12-16) »
I believe so, but have not been able to confirm any specifics.

AJCarrington

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Re: [SR] Hero Lab
« Reply #26 on: (14:02:16/03-14-17) »
From LWD:

Quote
Greetings, runners! The Shadowrun Sourcebook Bundle #3 is available now for Hero Lab, and includes content from three new books!

Cutting Aces is all about the more subtle approach to a Shadowrun, including new qualities, abilities, and gear to help you hide in plain sight. Blend into a crowd, talk your way into places you're not meant to be, and get out with a smile! Use the "Osmosis" adept power to mimic someone's blood type and fingerprints, the "Ares Briefcase Shield" when you find yourself in trouble at the office, or any other dozens of new options presented in this book.

New Life Modules are also available, including the "Mr. Johnson" and "Spy" backgrounds, while GMs can take advantage of NPCs from the Constantinople setting in Hero Lab's Encounter Builder.

This book also includes the new Faction Relationships mechanism to keep track of your friends and foes.

Shadows in Focus: San Francisco and Shadows in Focus: Metropole are also included with this package, and provide new life modules, NPCs, and more from those settings - perfect for characters from those cities, or if you're a GM planning a trip to South America or the California Free State.

As mentioned in our previous post this will be the last Shadowrun package released before the price change. You can grab all three of these fantastic tools in our 3rd supplements package for just $9.99 until then!

If you're curious about bug fixes and enhancements you can read up on them in our forums.

AJCarrington

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Re: [SR] Hero Lab
« Reply #27 on: (10:50:51/10-22-17) »
Version 2.11 available. From their forum:

Quote
new update of the Shadowrun 5 files is now available through the updates within Hero Lab. This is a bug fix release.

Here's the complete change list:
Enhancements & Changes

    Characters can now be identified as "Neutral", in addition to "Ally" or "Enemy". Neutral characters display in a different color on the Tactical Console.

Bug Fixes

    In advancement mode, when purchasing a vehicle mod whose price calculation incorporates the vehicle attributes, for a vehicle that is a minion of another character, the cost subtracted from the master's cash would not be multiplied by the vehicle attribute, although it looked correct during purchase.
    If more skills points had been assigned than were available, and Hero Lab was determining the most efficient way to spend karma to pay for the excess, specialties on knowledge/language skills could be changed to use karma, even if there were no excess knowledge/language skill points to account for (which would mean that the knowledge skills were actually underspent, even though that was not being reported).
    On a quality that has a long name, and a variable rating, and requires the user to enter some text (for example, the variants of the Poor Self Control - Compulsive quality), the box to enter the text would be hidden, so that the user could not enter the details of exactly what the quality was about.
    The essence costs of the modular connector, hip and modular connector, shoulder were incorrect (0.2 instead of 0.3).
    When adding an augmentation that is not at the standard grade on a character with an essence hole of the right type to be filled with that augmentation, the amount of essence hole that was removed would not include the essence multiplier from the grade of the new augmentation. This was most noticable if you removed a standard grade augmentation, and replaced it with the same thing, but at a better grade - the essence cost of the standard grade would be removed from the essence hole, leaving no essence hole, and then only the higher-grade essence cost of the new augmentation would be subtracted from the character's total essence, leaving the character at a higher total essence than before upgrading the augmentation.
    If a character had multiple medkits, all of them would add their bonuses to the first aid skill as stacking bonuses.
    If a character had a melee weapon that they did not have a corresponding skill for (such as unarmed strike on a character who doesn't train the Unarmed skill), that weapon was being listed in the defenses list for a character, using Agility -1 as the default for that skill. The parry action allows you to add your skill in that weapon to your defense test, but the defaulting rules for skills only apply to normal rolls of that skill, not special cases like this where the skill's rating is being added to a test, so the weapons whose skill you are not trained in are no longer listed as parry options.
    If a character was not trained in the Gymnatics skill, the Dodge option was still being listed among a character's defenses. Dodge adds your rating in the gymnastics skill to your defense dicepool, and skill defaulting only applies to normal rolls of the skill, not uses like this that specifically refer to the skill's rating. So Dodge has now been hidden from a character's list of defenses if the character is not trained in Gymnastics.
    The cost of the No Masters lifestyle quality from Hard Targets was being applied in a non-standard manner.
    When added as an advancement, the Brand Loyalty (Weapons) quality would not apply its bonus.
    The Chameleon Coating mod normally uses the Side mount, but we've allowed it on melee weapons, which won't have a side mount, so when added to a melee weapon, it was reporting an error about the missing mount. This error message has been removed.
    The discount for Household gremlins level 2 was incorrect.
    The Improved Physical Attribute (Strength) adept power was not increasing a character's encumbrance limit.
    For a character with life modules, in certain circumstances, the dicepools from skills were not being transferred at their full value to weapons or to the dicepools listed on individual spells, meaning those items might show a lower dicepool than they should show.
    If the Iron Dragon drone was added through the vehicle tab on a character, the minion would have the stats of a normal Steel Lynx, instead of using the improved Iron Dragon stats.
    On a cybersuite that adds cyberlimbs (such as EVO: InHuman), if you modified the cyberlimbs to add weapons, an error would be reported that you cannot combine a cybersuite with other augmentations, which is correct, but modifications of that suite's own limbs should not count as separate augmentations for that test.
    Laser weapons on a vehicle were not correctly locating a targeting autosoft that was set up for that weapon, so they would show a dicepool of "-".

Data File Authoring

    -

bull30548

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Re: [SR] Hero Lab
« Reply #28 on: (23:43:07/10-23-17) »
Any ETA on Forbidden Arcana Update?
GM Guy
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AJCarrington

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Re: [SR] Hero Lab
« Reply #29 on: (11:48:08/10-24-17) »
Nothing that I’ve seen. I think most of their efforts are currently focused on HLO right now...