Shadowrun

Catalyst Game Labs => Catalyst's Shadowrun Products => Topic started by: AJCarrington on <08-13-15/0805:13>

Title: [SR] Hero Lab
Post by: AJCarrington on <08-13-15/0805:13>
Update (http://www.wolflair.com/blog/2015/08/12/shadowrun-5th-edition-hero-lab-coming-soon/) from Lone Wolf re new SR packages coming out for Her Lab:

Quote
From additional gear to new augmentations, new options from Shadowrun books can help Shadowrunners survive their missions in the Sixth World. Since returning from Gen Con, our data file authoring team is hard at work finishing up the work necessary to make Data Trails and Chrome Flesh ready for Hero Lab!
Data Trails is the must-have sourcebook for the Matrix, providing a ton of new possibilities for decker and technomancer characters, such as programs, gear, qualities, AI characters, and more. If your street samurai prefers cyberware, then Chrome Flesh is for you! This supplement includes dozens of new alterations, including bioware, nanotech, geneware, and more.

(http://www.wolflair.com/wp-content/uploads/2015/08/Customized-Cyberdeck.jpg)

We know many Shadowrun fans are anxiously awaiting these new add-ons, and we’re hard at work preparing it for your games. If all goes according to plan, Data Trails should be available at the end of August, and Chrome Flesh will release at the end of September.
Title: Re: [SR] Hero Lab
Post by: Patrick Goodman on <08-13-15/1032:33>
I'm more anxiously awaiting them fixing the Infected from Run Faster than I am anything else. Last I looked, that still didn't work right....
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <08-13-15/1211:23>
I've seen several questions posted about the timeline on Run Faster (correcting errors and finishing the options), but no replies as of yet
Title: Re: [SR] Hero Lab
Post by: PeterSmith on <08-13-15/1636:15>
Good to see some traction from the Hero Labs front.
Title: Re: [SR] Hero Lab
Post by: Dinendae on <08-14-15/0456:24>
From what I saw posted, one guy who normally works on the Hero Lab Pathfinder end of things took a long vacation, forcing the Shadowrun side of things to languish a bit, as there was a very large Pathfinder project in the works (Pathfinder Unchained?). That guy is back from vacation, and I think the one who works on Shadowrun (Mathias?) is going back to those data sets, so we should be seeing Run Faster finished, as well as these new data sets, hopefully this year.
Title: Re: [SR] Hero Lab
Post by: Solracd on <08-21-15/2216:17>
Since we're now in the "end" of August officially...any refinement on the next update (Data Trails)?

Sol

Title: Re: [SR] Hero Lab
Post by: AJCarrington on <08-21-15/2343:59>
I would expect "end" to mean by the 31st...though quite happy to be wrong. ;)
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <09-06-15/1912:49>
Update from the September newsletter (http://www.wolflair.com/news/newsletter/september-2015/):

Quote
Data Trails and Chrome Flesh Coming Soon for Shadowrun 5th Edition
Earlier this month, we announced that our data file authoring team was back from Gen Con and working on Data Trails and Chrome Flesh for Shadowrun 5th Edition!

Data Trails is the must-have sourcebook for the Matrix, providing a ton of new possibilities for decker and technomancer characters, such as programs, gear, qualities, AI characters, and more. If your street samurai prefers cyberware, then Chrome Flesh is for you! This supplement includes dozens of new alterations, including bioware, nanotech, geneware, and more.

We know many Shadowrun fans are anxiously awaiting these new add-ons, and we’re happy to announce the Data Trails should be available next week. If all goes according to plan, Chrome Flesh will follow around the end of September.

To be notified when Data Trails and Chrome Flesh are released, be sure to “like” Hero Lab on Facebook, follow @lonewolfdevel on Twitter, or follow Lone Wolf Development on Google+.
Title: Re: [SR] Hero Lab
Post by: Patrick Goodman on <09-07-15/1042:34>
No mention of fixing the broken Infected implementation in Hero Lab. Guess it's time for another bug/email conversation....
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <09-07-15/1146:57>
Wouldn't hurt, but, in fairness, they haven't made any mention as to the updates coming with the next release other than the new source books.
Title: Re: [SR] Hero Lab
Post by: Darzil on <09-07-15/1208:50>
I'm sure there are all sorts of oddities that are non trivial to sort out. The wrong initiative values when running in hot/cold sim spring to mind. But no great deal for me, as I run an excel spreadsheet to handle matrix, as it is more complicated than Hero Lab will handle (eg skills having different attributes depending on which action is being performed).
Title: Re: [SR] Hero Lab
Post by: Snake Eyes on <09-10-15/2056:12>
Data Trails is now available.....adds a lot of cool matrix devices
Updates plus Data Trails (http://forums.wolflair.com/showthread.php?t=53813)
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <10-21-15/1636:14>
Sale (http://www.wolflair.com/sale/) on now:

Save Money and Get Up to Date with 5th Edition

Shadowrun Upgrade Bundle – $33.99 (save 15%)
Shadowrun 4th Edition users can save 15% when purchasing Shadowrun 5th Edition for Hero Lab! Available only to SR4 users during this sale, the Shadowrun Upgrade Bundle includes Shadowrun 5th Edition, Run & Gun, and the SR5 Sourcebook Bundle #1, all together at a specially discounted price. This is the perfect time for Shadowrun 4E fans to try out the new edition!

Runner Kits – 20% off Sourcebook Bundles #1 and #2 with the purchase of Run & Gun, Street Grimoire, Run Faster, or Data Trails
Save big on gear, abilities, and other options from multiple books in the Sourcebook Bundles. Each bundle is only $7.99 (20% off), when purchased with Run & Gun, Street Grimoire, Run Faster, or Data Trails.

Sourcebook Bundle #1 – This bundle includes options from Aetherology, the Assassin’s Primer, Bullets & Bandages, Gun Heaven 3, Shadow Spells, and Stolen Souls supplements. (Sale – $7.99)

Sourcebook Bundle #2 – Get your hands on content from Shadows in Focus: Sioux Nation, Sail Away, Sweet Sister, The Vladivostok Gauntlet, and at least one other supplement, to be announced as it’s released. (Sale – $7.99)

Note: If you own Run & Gun, Street Grimoire, Run Faster, and Data Trails, you receive the discounted price automatically.

Shadowrun 4th Edition Sale Bundles

Shadowrunner’s Complete 4E Library – $49.99 (save over 50%)
Combines every Shadowrun 4th Edition supplement and PDF supported by Hero Lab, plus the five most popular Shadowrun 4th Edition books – Arsenal, Augmentation, Street Magic, Runner’s Companion and Unwired – all into one bundle. With content from 28 Shadowrun supplements, you’ll receive every add-on available for Shadowrun 4th Edition. This bundle is a great deal at a great price!

Discounted Runner Gear – half-off essential Shadowrun 4th Edition books and packages
Save 50% on Running Wild, Sourcebook Bundle #1, Sourcebook Bundle #2, PDF Bundle #1, PDF Bundle #2, and PDF Bundle #3. Each bundle is now only $4.99 (50% off)!
Running Wild – Introducing new critters and more from the Running Wild supplement, including emergent animal and feral AIs. (Sale – $4.99)
Sourcebook Bundle #1 – Learn how to take what you can get in the tough life of a runner, and prepare for open combat with material from Attitude and War!. (Sale – $4.99)
Sourcebook Bundle #2 – Get your hands on options from Spy Games, State of the Art 2073, and Hazard Pay, like cutting-edge survellience gear or re-purposed classic cars. (Sale – $4.99)
PDF Bundle #1 – Unlock material from Digital Grimoire, MilSpec Tech, Parazoology, This Old Drone, and Way of the Adept. (Sale – $4.99)
PDF Bundle #2 – Add options from material from Deadly Waves, Gun Haven, Parabotany, Safehouses, and Unfriendly Skies. (Sale – $4.99)
PDF Bundle #3 – Includes material from Aetherology, Bullets and Bandages, Euro War Antiques, Gun Heaven 2, Gun Heaven 3, Magical Societies, MilSpec Tech 2, the Nightfire Presents chapter of Runner’s Black Book 2074, and Used Car Lot. (Sale – $4.99)
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <11-08-15/1041:00>
Quick note for those interested...today is the final day of the Hero Lab sale. SR packages on sale are detailed here (http://www.wolflair.com/sale/#shadowrun).
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <12-18-15/2146:06>
Latest update (http://www.wolflair.com/blog/2015/12/17/more-content-added-for-shadowrun-5th-edition/). Quick summary:

Lots of other updates and fixes...full list on their forums (http://forums.wolflair.com/showthread.php?t=54485).

Update: Mathias posted the summary on our forum, here (http://forums.shadowruntabletop.com/index.php?topic=22809.0).
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <12-31-15/1114:35>
January Update (http://www.wolflair.com/news/newsletter/january-2016/?utm_source=newsletter&utm_medium=email&utm_content=December%20201%20Newsletter&utm_campaign=2016-january):

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:
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 (https://t.e2ma.net/click/xy3yg/tbvtjf/dj665b).

Thanks for playing, and keep watching the screamsheets for our next Shadowrun update! (Phew, made my quota of Sixth World references for the year.)
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <01-19-16/0714:53>
Mathias posted this up in the main forum (http://forums.shadowruntabletop.com/index.php?topic=23155.msg427885#msg427885):

[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].

Title: Re: [SR] Hero Lab
Post by: AJCarrington on <02-04-16/1015:16>
February Update (http://www.wolflair.com/news/newsletter/february-2016/#sr5):

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 (https://www.lonewolfdevel.com/user/addons.asp#shadowrun5_shadowrun5sourcebookbundle2), 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 (http://forums.wolflair.com/showthread.php?t=54736).
Title: Re: [SR] Hero Lab
Post by: deville on <03-03-16/2021:17>
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.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <03-03-16/2219:07>
Hadn't seen that yet...thanks for the update!!
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <04-29-16/1008:35>
Rigger 5.0 is now available! (http://www.wolflair.com/blog/2016/04/25/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 (http://www.wolflair.com/redirect/hpaddon.php?find=game_shadowrun5)!

(http://www.wolflair.com/wp-content/uploads/2016/04/rigger5.png)
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 (http://www.wolflair.com/redirect/hpaddon.php?find=game_shadowrun5), and pick it up today! As always, you can find a full list of this release’s changes on our Shadowrun 5 forum (http://forums.wolflair.com/showthread.php?t=55686).
Title: Re: [SR] Hero Lab
Post by: Fedifensor on <05-29-16/1014:10>
Question:  Did Mathais ban device modifications and cyberdeck modules for internal cyberdecks (http://forums.wolflair.com/showthread.php?p=230098) 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.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <05-29-16/1040:31>
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.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <09-11-16/0737:33>
Version 2.6 has been released, full info can be found here (http://forums.shadowruntabletop.com/index.php?topic=24846.0).

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.
Title: Re: [SR] Hero Lab
Post by: Kiirnodel on <09-11-16/1233:47>
... 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...
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <09-12-16/0945:16>
I believe so, but have not been able to confirm any specifics.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <03-14-17/1402:16>
From LWD (http://www.wolflair.com/blog/2017/03/13/6479/):

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.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <10-22-17/1050:51>
Version 2.11 available. From their forum (http://forums.wolflair.com/showthread.php?t=59345):

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

    -
Title: Re: [SR] Hero Lab
Post by: bull30548 on <10-23-17/2343:07>
Any ETA on Forbidden Arcana Update?
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <10-24-17/1148:08>
Nothing that I’ve seen. I think most of their efforts are currently focused on HLO right now...
Title: Re: [SR] Hero Lab
Post by: bull30548 on <10-24-17/1521:40>
Any word if SR is going to benefit from this?
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <10-25-17/0746:49>
My guess is that they will eventually migrate all their current offerings to HLO, but absolutely no idea on timeline. My guess is that they'll tackle PF and D&D first (larger markets).
Title: Re: [SR] Hero Lab
Post by: KatoHearts on <10-25-17/1241:49>
Supposedly it, Forbidden Arcana, will be out by the end of the year.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <10-25-17/1922:02>
Thanks KatoHearts...I’d missed that.
Title: Re: [SR] Hero Lab
Post by: cantrip on <11-27-17/1815:09>
My guess is that they will eventually migrate all their current offerings to HLO, but absolutely no idea on timeline. My guess is that they'll tackle PF and D&D first (larger markets).
I am looking forward to trying this out eventually - signed up for the beta, but no word yet. Heard it will be a bit yet.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <11-27-17/1851:32>
I’m in a similar situation...signed up, but haven’t received the invite. My interest in SF has waned somewhat, so not really pushing it.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <07-05-18/1020:09>
Version 2.13 has been released; Book of the Lost and the Complete Trog are now available.

Full details here (http://forums.wolflair.com/showthread.php?t=60869).
Title: Re: [SR] Hero Lab
Post by: Michael Chandra on <07-05-18/1049:25>
Once I start up a serious campaign again in the future, I am so getting HLO for Shadowrun.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <07-05-18/1729:48>
Do you know if there are plans to do SR for HLO? I thought I saw somewhere that PF2 Playtest will be next up for HLO, but haven't seen much else. I've been watching this on and off since it was released, but really struggle when they still have not implemented offline functionality. :(
Title: Re: [SR] Hero Lab
Post by: Michael Chandra on <07-05-18/1822:15>
It's supposed to be in their plans but given the jobs they tried to fill I suspect they're delayed. Ahwell I still have 2 other systems I want to try first anyway, Planet Mercenary in a custom megacorp scifi setting, and Lords of Gossamer and Shadows with a city of a thousand doors. Shadowrun will be a while.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <02-05-19/2214:37>
Dark Terrors has been released!

More info here (https://www.wolflair.com/blog/2019/02/05/shadowrun-release-dark-terrors/)
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <02-27-19/2015:43>
Kill Code is out!!

More info here (https://www.wolflair.com/blog/2019/02/27/shadowrun-kill-code/)
Title: Re: [SR] Hero Lab
Post by: Michael Chandra on <02-28-19/0044:30>
I should grab Hero Lab and try set up a fancy HR team soonish. I still got the old templates lying around somewhere (whelp, time for a treasure hunt I guess?) that I can expand with the new toys available.
Title: Re: [SR] Hero Lab
Post by: Dangermaus on <03-20-19/1640:06>
Street Lethal came out today!
Title: Re: [SR] Hero Lab
Post by: Shinobi Killfist on <05-06-19/1718:34>
6E anywhere on the horizon?  Like hopefully they have the books now maybe. I’ve penciled In plenty of crunchy Sr characters in my day. I’m lazy and would prefer not to though. Especially as the normal gm. 
Title: Re: [SR] Hero Lab
Post by: Beta on <05-06-19/1808:16>
There is a summary of what is known doc floating around, and I believe that it mentioned that HeroLab has the 6th ed CRB. 
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <05-06-19/2106:01>
I pinged Lone Wolf on their forums and they said “stay tuned”. I’m taking that as a positive. ;D
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <06-22-19/2333:36>
Lone Wolf has confirmed that SR6 will be coming to Hero Lab Online, though no confirmation of release date.

Check out their June newsletter (https://t.e2ma.net/webview/df7cgd/8f581e2068cea5931963e672267516d4).
Title: Re: [SR] Hero Lab
Post by: Michael Chandra on <06-23-19/0343:28>
YES!!! ;D This will be really useful for charsheets.
Title: Re: [SR] Hero Lab
Post by: Singularity on <06-23-19/0459:28>
I'm wondering if it will be released in the older client, or the newer Hero Lab Online? I've found the newer one a bit clunky for Starfinder (I picked up the beginner's boxed set and was trying to make the sample characters using Hero Lab Online). To be fair, it may just have seemed that way because I'm used to the older program and not the newer one.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <06-23-19/0749:37>
The announcement only mentioned HLO, so I’m assuming it will be specific to that platform. This would follow the pattern of Starfinder and Pathfinder 2.
Title: Re: [SR] Hero Lab
Post by: FastJack on <06-23-19/0938:29>
Only the new client. They are moving away from development in Hero Lab Classic, focusing on putting everything online. I am hoping they follow D&D Beyond's ability to share characters in a campaign, but right now, you have one license (and have to log out of the current PC/Tablet before logging into the new one).
Title: Re: [SR] Hero Lab
Post by: The Tekwych on <06-23-19/0948:01>
If there is no HL Classic then I will no longer be using LWD. I will not use on line product.
Title: Re: [SR] Hero Lab
Post by: Michael Chandra on <06-23-19/1008:51>
Can you still use HLO without an internet connection, and logging in/out is simply the way of 'activating/deactivating' your license, basically? And is there caching, or is it like Google Docs, where you can't make changes when the connection is bad?

Edit: Okay, so apparently offline-mode is on the roadmap and as planned right now will not support edit-mode:
"Offline View (Read-only. You will not be able to make changes, modifications, or adjustments to your character in this mode"
And I found a topic with people complaining about the responsiveness, and they replied that they're working on it over time.
Title: Re: [SR] Hero Lab
Post by: FastJack on <06-23-19/1057:44>
They are basically rebuilding everything they did with Hero Lab Classic, but in web code now, so it's got a lot of growing pains. I wouldn't expect to see Sixth World until October at the VERY earliest, especially since they are still working out bugs with Pathfinder/Starfinder from the past year. The other problem I have with it, is there's currently no way to make custom outside of the rules in the system (i.e., building a new class, race, etc.). So far, WizBro's beating them on the Online character tools with D&D Beyond.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <06-23-19/1957:56>
Can you still use HLO without an internet connection, and logging in/out is simply the way of 'activating/deactivating' your license, basically? And is there caching, or is it like Google Docs, where you can't make changes when the connection is bad?

Edit: Okay, so apparently offline-mode is on the roadmap and as planned right now will not support edit-mode:
"Offline View (Read-only. You will not be able to make changes, modifications, or adjustments to your character in this mode"
And I found a topic with people complaining about the responsiveness, and they replied that they're working on it over time.

This is one of the noted issues with HLO (FJ lists a couple of others). I've hemmed and hawed about it for some time now, but will likely jump on board once it's released.
Title: Re: [SR] Hero Lab
Post by: The Tekwych on <06-23-19/2223:28>
My biggest problem with any online only system or tool, especially one that has a lot of personalized data, designs, or my own IP, is what happens when the company (or its product) goes away. If LWD, or HLO ever goes away then I loose all the work and characters I have put into the system. With a bit of warning and luck I can get a printout of the data but it is no longer editable. With software on my device I have the ability to keep using the product wether the company, or its support, still exists. I have an older computer running older OSs and 'vintage' applications.
Title: Re: [SR] Hero Lab
Post by: Michael Chandra on <06-24-19/0244:47>
True, I prefer the promise that one company once made (I forget which one) that if they ever go under, they promised they would release all DRM.

I'll definitely go with HLO though, from what I hear it's Android so I could use laptop to set things up and then phone to quickly reference things. And occasionally loan out a login to a player to update their character, so I don't have to do all the work.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <06-24-19/1906:39>
HLO is neither "Android" or iOS...pretty sure it's simply based on HTML coding which lets it be compatible with any browser on any system.
Title: Re: [SR] Hero Lab
Post by: adzling on <06-24-19/1911:17>
correct, it's a web-app presented in any old browser.

imho that's a superior approach to the offline, app based herolab.
Title: Re: [SR] Hero Lab
Post by: Michael Chandra on <06-25-19/0055:35>
HLO is neither "Android" or iOS...pretty sure it's simply based on HTML coding which lets it be compatible with any browser on any system.
Works for me! :P
Title: Re: [SR] Hero Lab
Post by: The Tekwych on <06-25-19/0105:31>
I can’t see any way that online could be better.

LWD is giving up control of the user interface to whatever browser the end user has. While they can try to control it the browser manages how the cod gets implemented. Often modern CSS and HTML needs numerous adjustments to get a browser to even display the page.

LWD is giving up user experience to extremely random internet connections and speeds. Yes they do the same to platform, processor, and RAM but at least you can set standards.

LWD is giving up control of the technology. I would hope they had learned with Realm Works. They wrote all their code to work on a code base written by another company who then upgraded and stoped support for several things that RW required. The issue put LWD in a serious hole and there is no guarantee that the rug won’t be pulled out from under them again.

In the USA it is believed that over a third of the population has no high speed connection within 25 miles of them (the communications companies claim less than 10% while some research companies are claiming as high as 50%). By placing your product as online only you cut the potential number of customers and will, in the long run, make far less profit.

The customer is giving all control of THEIR data. My characters, my story lines, my plot hooks are mine to control and use. By placing them online only I am now a hostage of some company. I can hope that they won’t sell my ideas to someone else. I can hope they don’t hold my data hostage for who knows what. Then, what happens when they go out of business

An online system is an incomplete product. You are selling me the ability to do something provided I connect to your infrastructure and use you to facilitate and complete the process. They are trying to sell a product as if it were a service. Providing me with internet access is a service, offering me access to media for viewing but not ownership is a service, offering me something that is consumed is a service. A database to design and store character and story data is not a service, it is a product and I should be able to use it as a complete system after my transaction with the company.
Title: Re: [SR] Hero Lab
Post by: Singularity on <06-25-19/0559:02>
They are basically rebuilding everything they did with Hero Lab Classic, but in web code now, so it's got a lot of growing pains. I wouldn't expect to see Sixth World until October at the VERY earliest, especially since they are still working out bugs with Pathfinder/Starfinder from the past year. The other problem I have with it, is there's currently no way to make custom outside of the rules in the system (i.e., building a new class, race, etc.). So far, WizBro's beating them on the Online character tools with D&D Beyond.

That might be why I saw some of the issues I experienced, then. I will more than likely grab it once it comes out, since they're transitioning to online only now, I'm just a bit frustrated that now that I finally figured out how to do everything with the old program, I have a new one to learn!  :(
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <06-25-19/0943:03>
I think my biggest worry about HLO isn’t LWD or their vision, but the resources they have in place to deliver on that vision. The two biggest issues for me are offline support and the ability to incorporate custom data. I believe that they will get there, just don’t know when.
Title: Re: [SR] Hero Lab
Post by: steelybran on <08-14-19/1132:10>
At the end of the day, exactly what is the total cost for Shadowrun 5th Ed and all the add-ons in Hero Lab?  Can't find the add-on pricing on their site without already owning a license.
Title: Re: [SR] Hero Lab
Post by: cantrip on <08-14-19/1333:03>
I'll try to logon later and check it out - not at my licensed computer....  :D
Title: Re: [SR] Hero Lab
Post by: FastJack on <08-14-19/1536:12>
LOL, I'd love to be able to tell you... But I've already purchased all the data packages, so it just says "Owned" instead of prices. I do know that the default cost for Hero Lab is $34.99 to activate, then you can go to Purchase Data Packages (through the app, or license management on the site), and you'll see all they have available, including bundled packages at discounted prices.
Title: Re: [SR] Hero Lab
Post by: cantrip on <08-14-19/1929:39>
Yeah - LOL - mine is the same. If you by the Core, there is a bundle on sale, that includes:

(Requires Shadowrun 5th Edition Core) 25% off
Includes Run & Gun, Street Grimoire, Run Faster, Chrome Flesh, Data Trails, Rigger 5.0


There are four other bundles - I'm thinking $20 - $35 each? Depending what books are in - Street Lethal is $12.99. So it is cheaper to go bundles.

Guessing there will be some more sales when 6th goes live, but hard to say.
Title: Re: [SR] Hero Lab
Post by: cantrip on <08-14-19/1935:59>
Okay - ran through my receipts and I've paid probably $150 or so all toll, but I have everything but street lethal, which I will be remedying. Some of the smaller bundles were only $12.99. I also bought a second license for my partner, so were heavily invested in SR!  ;D

You could get by with a lot less unless your a completionist....
Title: Re: [SR] Hero Lab
Post by: FastJack on <08-14-19/2152:29>
Yeah, hard for me to break it out since I've got secondary licenses and a ton of Pathfinder purchases as well.
Title: Re: [SR] Hero Lab
Post by: steelybran on <08-23-19/1033:41>
I appreciate it - probably picking it up tonight to play around in, and get my current character uploaded into it as well.
Title: Re: [SR] Hero Lab
Post by: The Tekwych on <08-23-19/1629:49>
Just remember that HL Classic does SR5 but will never be updated to support SR6. If you want support for SR6 you will need to subscribe to HL Online and pay monthly fees
Title: Re: [SR] Hero Lab
Post by: steelybran on <08-26-19/1603:58>
I got it for 5E, and already plugged my existing character and started making new characters with it.

Not really interested in 6E.  Got the beginner box and was underwhelmed by it TBH.
Title: Re: [SR] Hero Lab
Post by: Horsemen on <08-27-19/0327:11>
Any word on when the last few products including the 5e version off No Future will be added for SR5e in Classic?
Title: Re: [SR] Hero Lab
Post by: FastJack on <08-27-19/0728:17>
Not sure, but you may be able to get an answer on the Hero Lab Forums (http://forums.wolflair.com/).
Title: Re: [SR] Hero Lab
Post by: steelybran on <08-31-19/2022:41>
FYI, I went ahead and got it with a few of the expansion packs.  Found a few flaws in how my character was originally created, which altered a bit of progression path.  Nothing game breaking, but it was a bit embarrassing that I couldn't figure out how I ended up with 3 more attribute points that I was supposed to have.
Title: Re: [SR] Hero Lab
Post by: The Tekwych on <09-01-19/1203:21>
Double check your work. There are bugs in HLC, I don’t think that’s one of them, and they keep a good up to date list of what is being worked on at their forums. The actul6 do love when we report bugs through channels and offer great feedback
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <09-03-19/1247:59>
If you’re playing SR5, you might also want to check out Chummer5.
Title: Re: [SR] Hero Lab
Post by: AJCarrington on <11-26-19/1735:29>
Looks like SR6 is now available for HLO:

 https://www.wolflair.com/shadowrun-6th-editon/ (https://www.wolflair.com/shadowrun-6th-editon/)
Title: Re: [SR] Hero Lab
Post by: cantrip on <11-26-19/2106:02>
Cool thanks for the heads up! ;D

I'm trying it out; so far I like it - if they get a tactical console going, it will be cool for the GM....
Title: Re: [SR] Hero Lab
Post by: Michael Chandra on <11-27-19/0311:02>
Time for me to check it out and throw some NPCs in there. O_O