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changelog.txt
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Version 0.1.497
- Fix initial startup without registry entries
- added default entries for language, pdfargumentstyle and pdfargumentstyle
- keeps it from crashing
Version 0.1.496
- New versioning, updated from the buildsystem
- Fixed "Unhandled exception error when trying to add a weapon modification to a weapon modification" - JonasTrampe/ChummerGenSR4/issues/10
- Fixed "Trying to create Great Dragons causes an error" - chummer5a/chummer/issues/15
- Fixed several non-problematic/caught exceptions for easier debugging
Build 495
- bump to dotnet 4.8
Build 494
- Commlinks in cyberware
- can be activated/deactivated
- will change matrix inititive if activated
- will disable gear commlinks if activated
- gear commlinks will disable implated ones if activated
- stats will be show in cyberwear if selected
Changes since the archived version on Chummer:
* Gun Heaven 3
* Build improvements
Build 492
- changed the platform target from x86 to AnyCPU
- updated the data files to the latest respective versions
- changed the string of the old forum button to reflect its change into a link to the new github issue tracker
- fixed a localization related bug which prevented non english users from accessing all weapon fire modes of a gun in career mode
Build 491
- added pdf links to all source labels
- changed .net Random by Mersenne Twister
- added support for multiple pdf arguments
Build 490
- corrected how Essence information is stored in regions that use something other than "." to separate decimal places would cause an error to be thrown
- fixed an issue where ammoreplace values for Weapons were not being handled correctly
- added an Option on the Miscellaneous tab: Karma cost for increasing Special Attributes is reduced with Essence Loss (see below)
Karma cost for increasing Special Attributes is reduced with Essence Loss
When the option is enabled, the Essence cost to improve MAG or RES is affected by Essence Loss. For example, the character an Essence Penalty of 1 and MAG of 3. Normally, Chummer calculates the cost based on its perceived MAG value of 4 (MAG 4 - Essence Penalty 1 = 3), meaning the cost of improving MAG would be for going from MAG 4 to MAG 5. With this option enabled, Chummer instead calculates the cost based on the shown value of 3, meaning the cost of improving MAG would be for going from MAG 3 to MAG 4. This only impacts Career Mode.
New Strings
- Checkbox_Options_SpecialKarmaCost
Build 489
- fixed an issue where the Mystic Adept MAG split would apply Essence Penalties to the Adept portion of MAG a second time
- fixed an issue where using Save As would not fix MAG/RES correctly before moving to Career Mode; Save and Save As now use the same code
Build 488
- corrected an issue where saving the character would not take regional number settings into consideration, causing Essence Penalties to be calculated incorrectly in regions that do not use "." to indicate decimal places
Build 487
- changed when MAG/RES value is calculated when saving to Career Mode to hopefully get this working properly
Build 486
- Essence value when access to MAG/RES is gained is now only recorded in Career Mode as intended
Build 485
- fixed an issue where MAG/RES values are not saved correctly if the character has an Essence Penalty when moving to Career Mode
- fixed an issue in Career Mode where the Magician/Adept MAG split was calculated based on Maximum MAG instead of actual MAG
Build 484
- added support for <essencemax /> to the Improvement Manager which increases the character's maximum Essence
- changed the Essence Custom Improvement to only affect the current value of the character's Essence as intended
- characters now record their Essence when MAG/RES is added to them and use that point to determine Essence Penalties instead of basing it on the Metatype's maximum Essence value (corrects issues for Latent Technomancer/Latent Awakening)
- fixed an issue where Melee Weapons would incorrectly believe they contained splash damage in their DVs and showed their DV formula instead of their calculated DV
- changed how Weapons calculate their Ammo capacity to correct an issue with adding the Extended Clip Weapon Mod to Weapons that have multiple clips
Build 483
- undoing a Removed Negative Quality Expense now adds the Quality back to the character
- only Skills from currently active sourcebooks are shown in the Skills list
- hopefully fixed the issue with MAG/RES, Essence penalties, and the Essence Loss Only Reduces MAG/RES Maximum house rule status
- MAG and RES should no longer show values less than 0 in Career Mode
- fixed an issue that caused non-Exotic Weapons that use an Exotic Weapon Skill to not appear properly in the Exotic Weapon Skill Specialization list
- Nexi can now be marked as being a Home Node for an A.I.
- added Vehicles Notes to the Vehicle Block sheet
Build 480
- added support for <cyborgessence /> to the Improvement Manager which permanently reduces a character's Essence to 0.1.
- Weapons that deal splash damage such as Grenades now have their bonus damage from More Lethal Gameplay and Weapon Mods calculated properly
Build 478
- Gear now retains its given name when moved between a character's Gear and Vehicle
- when moving Gear between the character's Gear and Vehicles, items must also have matching custom/assigned names and notes in order to be considered a match and stack
- fixed an issue where Martial Art Advantages would show their ID instead of their Name in tooltips
- fixed an issue where purchasing a Spell Formula would cause the Select Spell window to throw an error
- changed how Essence Loss is calculated when the Essence Loss Only Reduces MAG/RES Maximum house rule is turned on in Career Mode
- changed when Essence Loss is calculated when updating displayed Attribute values in Career Mode
Build 476
- added an option to only download language updates for your chosen language instead of all languages
- fixed an issue where Armor Mods that cost a percentage of the base Armor's cost may cause an error to be thrown when their final cost resulted in a decimal
- Power Foci and Spellcasting Foci now have a precedence set so that only the highest active value of each is used (must select Special > Re-apply Improvements to fix existing Foci)
- Skills now properly handled Skill Attribute precedence
New Strings
- Checkbox_Options_LocalisedUpdatesOnly
Build 473
- Default Character Sheet option is now saved correctly
- added a Apply Linux printing fix option to the Character and Printing tab in the Options window (see below)
- fixed an issue with printing character sheets when running Chummer through Wine (see below)
Printing with Linux/Wine
This update introduces a fix to allow machines using Wine to load Chummer on a non-Windows OS to print character sheets if they were previously crashing. To fix the printing issue, go to Tools > Options > General Tab > Character and Printing sub-tab. Turn on the Apply Linux printing fix checkbox, then click OK. You should now be able to print without crashing.
New Strings
- Checkbox_Option_PrintToFileFirst
Build 472
- save files now include <gameedition /> to indicate which edition of Shadowrun they are for
- <gameedition /> is now checked when loading a save file to ensure the edition of Chummer and the save file match
- fixed an issue where a failed roll with 0 Hits and not enough 1s to cause a Glitch would incorrectly show a Glitch
- fixed an issue where increasing the quantity of Ammo using the Qty + button or the Buy Additional Ammo button would incorrectly multiply the total cost of the purchase
- fixed an issue where removing an item that gave the character access to the Initiation/Submersion tab in Create Mode would not properly refund the cost of any Initiation/Submersion Grades that were purchased
- Underbarrel Weapons now show their Dice Pools on the SR4 character sheet
New Strings
- Message_IncorrectGameVersion_SR4
- Message_IncorrectGameVersion_SR5
- MessageTitle_IncorrectGameVersion
Build 467
- added a Threshold field to the Dice Roller window which will tell you if the roll was a success or failure
- Karma and Nuyen tab now display charts to show the character's total Karma and Nuyen over time
- fixed an issue where the Karma cost for increasing Initiation/Submersion Grade would not round correctly in the tooltip with Group and/or Ordeal checked
- when selected, Armor Bundles now show the Ballistic and Impact Ratings of their equipped pieces
- added support for <damageresistance /> to Quality requirements which requires a character's total Damage Resistance Pool to meet or exceed the specified size
- Panzer Quality now requires Damage Resistance Pool of 5 instead of BOD 5
- Paragons that offer a choice of bonuses now display their selected bonus on the Complex Forms and Sprites tab
- Paragons that offer a choice of bonuses no longer prompt for a value to be entered in a textbox
- fixed an issue where undoing an Nuyen Expense for an Armor Mod would not properly remove it from the list until reloading
- removed the Concealable Holster from the Mortimer of London: Berwick Suit Jacket Ensemble
- purchasing plugins for Gear with a quantity higher than 1 now costs the correct amount of Nuyen (plugin's cost x parent's quantity)
- fixed an issue where Gear that is added as a plugin to another piece of Gear plugged into a piece of Armor could not be deleted until reloading the save file
- increased maximum Rating for Wireless Negating Paint and Wallpaper from 6 to 10 to correspond to the Ratings of Jammers
- changed Target Autosoft on Dragonfly Minidrone to Exotic Melee Weapon as per Arsenal Errata
- corrected the Capacity for Clothing Ensembles
- corrected the Avail for Firewall and System Vehicle Mods (0)
- corrected the cost of Pelagos, Mediterranean
New Strings
- Label_DiceRoller_Threshold
- String_DiceRoller_Success
- String_DiceRoller_Failure
Build 458
- added support for Anaconda Shifters from Corporate Intrigue
- added an optional rule to allow any Detection Spell to be taken as an Extended version (see below)
- fixed an issue where Adept Powers that affected the base Rating of an Attribute would not be properly reflected in the Attribute's Augmented value on the Common tab
- fixed an issue where adding a Cyberware Commlink would not automatically create the Headerware: Commlink Location on the Gear tab
- added support for Aerodynamic Grenades which appears as a checkbox in the Select Gear window when a throwable Grenade is selected
- SR4 character sheet now shows the Power Point cost and total Power Point cost for each Adept Power
Extended range Spells Optional Rule
When the Allow any Detection Spell to be taken as Extended range version (SM 165) optional rule is enabled, the Extended versions of Spells are no longer shown in the Spell list. Instead, an Extended version of each Detection Spell can now be selected by checking the Extended Spell checkbox. If this optional rule is disabled, the Extended versions of the Spells still appear in the list as normal.
New Strings
- Checkbox_Aerodynamic
- Checkbox_SelectSpell_ExtendedSpell
- Checkbox_Options_ExtendAnyDetectionSpell
- Tip_SelectSpell_ExtendedSpell
- String_SpellExtended
Build 456
- fixed an issue where adjusting individual Skill Ratings with the Allow Skill Groups to be broken during character creation rule turned on would calculate the BP cost incorrectly
- fixed an issue where attempting to undo an Expense for a piece of Gear that has been moved to the non-default Location would throw an error
Build 455
- fixed an issue where the Select Weapon Accessory window would display items from all sourcebooks instead of only the ones selected in the Options window
- added an optional rule to enable the breaking of Skill Groups while in Create Mode
- added support for purchasing Cyberware Suites in Career Mode (see below)
Cyberware Suites in Career Mode
Cyberware Suites can now be purchased for a character while in Career Mode. However, please note that it is not possible to undo the Nuyen Expense for the Cyberware Suite as it is a collection of multiple pieces of Cyberware. If you're uncertain about a Cyberware Suite, please save your character before adding one to them in Career Mode.
New Strings
- Checkbox_Options_BreakSkillGroupsInCreateMode
- String_ExpensePurchaseCyberwareSuite
Build 453
- added support for linking to PDF files (see below)
- fixed an issue where the More Lethal Gameplay optional rule was not applying its bonus to Weapons loaded with Ammo that replaces the Weapon's DV, such as Stick-N-Shock Ammo
- fixed an issue where undoing a Karma Expense for a Focus would not remove the appropriate Focus from the list of Bondable Foci
- Sideways Genetic Infusion (Bioware) now affects Combat Active Skills
- added an option to control whether or not times need to be entered when creating a new Expense (they are still shown in the list to provide proper sorting)
- Expenses no longer show the seconds of the time since they are not relevant
PDF Support
PDF support has been tested with both Adobe Reader and Foxit Reader. Clicking on a sourcebook field (such as SR4 324) will open the linked PDF to the appropriate page. PDF links can be configured in the Options window. There are a few things to note with each application in terms of behaviour. With Adobe Reader, a new instance of the application is opened each time you click on a PDF link in Chummer. If you have the SR4 book open already then click on another SR4 link, a new copy of Adobe Reader is opened to the appropriate page, meaning you will have multiple copies of the SR4 book open at the same time. With Foxit Reader, if you already have the SR4 book open and click on an SR4 link, Foxit Reader will gain focus but will not jump to the appropriate page. Foxit Reader will only jump to the appropriate page if you do not already have a copy of that PDF open. Unfortunately these are not things I can control; they are how these reader applications have been setup to behave.
New Strings
- Label_Options_PDFApplicationPath
- Label_Options_PDFLocation
- Label_Options_PDFOffset
- Button_Options_PDFTest
- Checkbox_Options_DatesIncludeTime
Build 449
- added support for <ignorecmpenaltystun /> and <ignorecmpenaltyphysical /> to the Improvement Manager which ignore the character's Stun and Physical Condition Monitor Penalties respectively
- added Restore Defaults buttons to the BP Cost and Karma Cost tabs in the Options window to restore the default values
- fixed an issue where the Special Attributes do not count towards 50% Karma limit during character creation house rule would not work correctly if a Special Attribute put the character over the 50% Karma threshold
- added support for relative file paths to Contacts and Spirits (see below)
- changed how the total values of Cyberware is calculated in an attempt to avoid crashes on non-Windows computers using Wine
- fixed an issue where adding a Weapon Focus to a Weapon would throw an error
- Adept Power requirements can now filter on <allof /> and <oneof />
- Shadowrun 4 sheets now display any entered notes for Cyberware/Bioware
- Update is now prevent from running if there is more than one instance of Chummer open at the time to prevent errors
- corrected the costs for the Gentlemen's Cane Sword variations
- Gentlemen's Cane with Sword options now creates a Gentlemen's Cane Sword Weapon
- marking a Nuyen Expense as being a Refund now records the Refund correctly and no longer counts towards the character's Career Nuyen total
Relative File Paths for Contacts and Spirits
Contacts and Spirits now support relative file paths for improved portability between computers. Chummer first looks for the exact file name that was linked. If it cannot be found, it falls back to using the relative path that was stored when the save file was linked to it. This will only work with save files that are linked in this and later versions of the application. In order to get this behaviour with previous save files, you will need to remove the link and re-link the save file to the Contact or Spirit.
New Strings
- Button_Options_RestoreDefaults
- Message_Options_RestoreDefaults
- MessageTitle_Options_RestoreDefaults
- Message_Update_MultipleInstances
Build 445
- Qualities that require Street Cred to be equal to or greater than Notoriety now meet the requirements when Street Cred and Notoriety are the same value (previously had to be greater which was wrong)
- Monofilament Chainsaw now adds a Weapon to the character when selected
- fixed an issue where Weapons that did not belong to an Exotic Category but used an Exotic Active Skill would only calculate their Dice Pools correctly if the character had a non-Specialized Exotic Active Skill
- added True Drake Qualities from The Clutch of Dragons
- the break Skill Group confirmation window now correctly shows the name of the Skill Group the Active Skill is a member of instead of the name of the Active Skill
- swapping a Latent Quality for its fully-realised version now allows the character to start with MAG/RES of 1 and has the same effect as turning on the "Essence loss only reduces MAG/RES maximum" house rule
- Convert to Cyberzombie now marks the character as having unsaved changes
- Reduce Attribute now marks the character as having unsaved changes
- fixed an issue where a Metavariant could be selected before selecting a Metatype which causes an error to be thrown
- added a link to the current Dumpshock Thread to the Help menu
- corrected the DV for the Fangs Weapon created by the Positive Quality
- corrected the sourcebook for the Body Glove Spell
- changed how the OK button positions itself in the Settings window in an attempt to keep its text being cutoff by the bottom of the window
- Exotic Active Skills now populate their Specialization lists with the names of Weapons that make use of the Active Skill
- added an option to select the default character sheet that will be used when opening the print view for a character
New Strings
- String_Break
- Label_Options_DefaultCharacterSheet
Build 441
- fixed an issue where the default plugins that come with Cyberware (such as Image Link for Cybereyes) would not have their parent associated to them until loading a saved file, allowing their Grade to be changed
- fixed an issue where clicking the Add & More button in the Select Cyberware window would cause plugins to be added to the last added item instead of the item originally selected
- changed how the Select a Cyberware Suite calculates the total Nuyen and Essence costs
- Cyberware Suites allow plugins up to any depth (recursive to any number)
- Improvement Manager now supports forcing an item to use a specific side of the body
- adding a Cyberware Suite now marks the character as having unsaved changes
- Qualities can now have Essence, combined Attribute values, total Attribute value, Cyberware, Bioware, Cyberware categories, combined Skill Group values, Active Skills, and Street Cred being higher than Notoriety as prerequisites for selecting them to support the new Way of the Samurai Qualities
- changed how the total values of Lifestyles are calculated in an attempt to avoid crashes on non-Windows computers using Wine
- changed a number of items to use OS-independent path strings
- Active Commlink checkbox no longer appears when a Commlink Upgrade is selected
- Gear with Signal, Response, Firewall, and System can now be affected by Commlink Upgrade and Commlink Operating System Upgrade items to improve their Ratings
Build 439
- Cyberware attached to the character can now have plugins attached to plugins (recursive to any number)
- Cyberware now supports items that both grant and consume capacity (X/[Y])
- Commlinks on the Gear tab can now be marked as being the character's Active Commlink which automatically updates Matrix Initiative to use the proper Response
- Program Packages and Software Suites can now be Hacked
- added support for deleting Custom PACKS Kits through the Add PACKS Kits window
- fixed an issue where Commlinks that came with plugins would create multiple copies of them when purchased
- items in Custom PACKS Kits no longer include all of their default plugins and instead only add the plugins that were attached to them when the Kit was saved
- added a "Generic Mod" Vehicle Mod to allow one-off Mods for Vehicles (typically Drones) more easily
- fixed an issue where Gear with a <selecttext /> Improvement would not prompt for a value when added to a Vehicle
- undoing a Nuyen Expense for a piece of Cyberware now removes any Weapons that the Cyberware created
- added an Essence Consumption section to the Cyberware and Bioware tab that show the character's total values for Cyberware, Bioware, and Essence Hole deductions
- added an option to control the number of decimal places that Essence is rounded to (2 by default)
- a Complex Form's Rating can now be selected when in Career Mode with the Use alternate Complex Form cost optional rule turned on to see what the Dice Pool would be for the desired Rating
New Strings
- Label_EssenceConsumption
- Label_Cyberware
- Label_Bioware
- Label_EssenceHole
- Label_Options_EssenceDecimals
Build 434
- Improvements can now use division and will round resulting fractions downs
- fixed an issue where deleting a piece of Cyberware could cause the next item in the list to suddenly change its Grade
Build 433
- added support for custom Cyberware and Bioware Grades
- removing the last Adapsin-enabling Improvement now changes the Grade of all Cyberware to their non-Adapsin Grades
- Cyberware and Bioware Grades on the printouts now show their full, translated names
- save files now include the application build number they were last saved with
Build 432
- added an Add & More button to the Select Critter Power window
- Notes window no longer appears in the Windows Taskbar
- Attributes should now only show their Augmented value when they have Improvements that affect their actual value
- Vehicle Weapon information is now shown in Create Mode
- Sai (and any Weapon whose DV type is "P or S") now displays its calculated DV properly instead of the formula
- Gear data file now supports recursive use of <usegear /> to add plugins to other plugins
- Gear category is now recorded when creating a new custom PACKS Kit
- adding a PACKS Kit now uses the recorded category (if available) to add the correct piece of Gear
- Update window now moves the archived copy of the application back if downloading an updated version fails to hopefully prevent the app from being unusable
Build 430
- added support for <rangebonus /> to Gear for Ammo to affect a Weapon's Range
- added support for Geomancy Rituals to Spells
- Vehicle Nexi Plugins are no longer restricted to only Commlink Module category
- Physical Attributes now show their Augmented value and tooltips if the character has a Cyberlimb
New Strings
- String_SpellRangeLineOfInfluence
- Node_SelectedGeomancyRituals
Build 429
- fixed an issue where attempting to add a plugin to a Nexus on a Vehicle would throw an error
- added support for creating custom Improvements for Knowledge Skills
- fixed an issue where deleting a piece of Cyberware would not refresh the character's displayed Attribute totals immediately
- Attributes now show their augmented value any time the Attribute has one or more modifiers instead of when the natural and augmented values do not match so that tooltips are always visible to explain how the value was calculated
- Vehicles now allow any System or Firewall instead of being limited to Device Rating +2 which is a limitation that is only applied to Hardware properties
- fixed an issue where Weapons that did not have at least one Accessory or Modification would not receive their STR bonus to RC if the optional rule for it was enabled
- Armor no longer includes Avail modifiers from Armor Mods that come included with it by default
- Armor no longer includes Avail modifiers from Gear that comes included with it by default
- added Change BP/Avail Limit to the Special menu to change the maximum BP (or Karma) and Avail the character is allowed in Create Mode
- Commlinks now add any Gear that is attached to the in the data files, such as the plugins that should come with all military spec Commlinks
- fixed an issue where newly created Gear that is moved to a new container would cause duplicate items to be created in the save file
- added support for Free Sprites (see below)
Free Sprites
Any Sprite can now be converted to a Free Sprite by selecting Special > Convert to Free Sprite. Free Sprites gain the Denial Power and access to Echoes Critter Powers as per UN 157.
New Strings
- Menu_SpecialBPAvailLimit
- Menu_SpecialConvertToFreeSprite
Build 426
- fixed an issue where Cyberware Plugins were attempting to use their parent's Gear properties instead of their own and would throw an error when trying to bulid a list of Locations used by Cyberware
- Gear Capacity now factors in the Quantity of each plugin
Build 425
- Create Mode tooltips that refer to BP values now use the BP values set in the Options window
- fixed an issue where increasing a Skill Group Rating would also increase the Rating of an associated Active Skill that was affected by the Incompetence Negative Quality
- fixed an issue where loading a character that had Incompetence Negative Quality applied to an Active Skill that belonged to a Skill Group with a Rating would throw an error
- fixed an issue where adding a new Knowledge Skill and attempting to give it a Specialization while in Career Mode without saving and reloading the character would throw an exception
- Mentor Spirits now show their player-selected bonuses on the Spells and Spirits tab in Career Mode in the same way they do in Create Mode
- added an option to toggle whether or not Ergonomic Programs count towards a Commlink's effective Response value (enabled by default)
- Commlink Operating Systems now allow any System or Firewall instead of being limited to +2 which is a limitation that is only applied to Hardware properties
- added support for <metagenetic /> to qualities.xml to easily mark additional Qualities that count was Metagenetic Qualities
- deleting an Emotitoy from a character now removes the bonuses for its Empathy Software
- Weapons with only FA Firing Mode can now fire Short Bursts as described on SR4 154
New Strings
- Checkbox_Commlinks
- Checkbox_ActiveCommlink
- Tip_ActiveCommlink
Modified Strings
- Tip_CommonContacts
- Tip_CommonNuyen
- Tip_SkillsSkillGroups
- Tip_SkillsActiveSkills
- Tip_SkillsKnowledgeSkills
- Tip_SpellsSelectedSpells
- Tip_SpellsSpirits
- Tip_TechnomancerSprites
- Tip_BuildFoci
- Tip_TechnomancerComplexForms
- Tip_BuildManeuvers
- Checkbox_Options_ErgonomicProgramLimit
Build 423
- added a house rule to allow Technomancers to select Autosofts as Complex Forms
- fixed an issue where an error would be thrown when attempting to load a character that (somehow) possessed an Adept Power at Rating 1 (now assumes it should be Rating 1)
- fixed an issue where attempting to create a Critter that had a starting Skill Group Rating higher than 6 would throw an error
- corrected the rounding method for calculating Street Cred
- Programs with the Ergonomic Program Option no longer count towards the number of Programs running on the Commlink to affect its Response
New Strings
- Checkbox_Option_TechnomancerAllowAutosoft
Build 420
- fixed an issue where plugins would not be properly added to a Commlink when adding a PACKS Kit and selecting them would throw an error
- when adding Armor to a Vehicle, the Vehicle now reduces the selected Rating to the maximum allowed value before accepting the Mod to avoid invalid configurations and throwing errors when the misconfigured Mod is selected
- fixed an issue where Weapons that did not specify an ammo type after their number (such as 4 instead of 4(cy)) that received the Additional Clip Weapon Mod would believe it had more Ammo slots than it actually should
- fixed an issue where Underbarrel Weapons that had more than one Ammo slot could not select anything beyond Ammo Slot 1
- Spirits that Possess/Inhabit an Inanimate Vessel now receive the Immunity (Natural Weapons) Critter Power
- Spirits Possessing/Inhabiting a Vessel now correctly add their MAG to the Vessel's Physical Attributes instead of adding the Spirit's own Physical Attributes
Build 418
- raising INT with Karma in Career Mode no longer causes the character's Career Karma to increase
- all Gear is now added to a PACKS Kit, regardless of its depth in the list
- updated the Select PACKS Kit window to show all Gear, regardless of its depth in the list
- adding a PACKS Kit now adds all Gear, regardless of its depth in the list
- Gear attached to Armor, Weapon Accessories, and Cyberware are now added to PACKS Kits
- Bonded Foci are now properly translated and display the translated "Bonded Foci" string when using a non-English language
- added English versions of some XML tags to accommodate exporting to Squad Manager
- Weapon Accessories now support <dicepool /> which can modify the Weapon's Dice Pool
- added Martial Arts to the Game Master Summary sheet
New Strings
- Message_DeletePACKSKit
Build 416
- Weapons now support <spec /> which allows them to match an Active Skill Specialization (see below)
- Technocritters now have their correct Attributes
- Technocritters now calculate their Matrix Attributes based on their RES
- Notes can now be attached to Vehicle Sensors and their plugins
- Blood Spirit checkbox is no longer visible after choosing a non-Spirit Metatype category in the Select Metatype window
- added a Change Starting Week button to the Calendar tab which lets characters change the date that the calendar should start on
- corrected the cost of the PPP ensemble (without helmet)
- Fashion Armor now has access to Clothing Armor Mods
- added a house rule to indicate that Special Attributes do not count towards the 50% Karma spending limit on Attributes
Weapon Specializations and <spec />
Up until now, Specializations required that the Weapon's name or Category match the Specialization given to their corresponding Active Skill. With this update, the Weapons data file now supports a <spec /> tag. This now allows Specializations such as Blades (Swords), Automatics (Carbines), and Heavy Weapons (Machine Guns) to work properly.
New Strings
- Button_ChangeStartWeek
- Checkbox_Option_SpecialAttributeKarmaLimit
Build 413
- added support for <throwstr /> to the Improvement Manager which effectively raises a character's STR for the purpose of determining the DV of Thrown Weapons
- Copy, Paste, Create Bioware Suite, and Add Bioware Suite menu items are now properly translated
- when updating, if a file fails to decompress properly (usually because of a downloading error), the update window will attempt to re-download the file
- added an option to show only Active Skills whose Rating is 0
- added <dicepool /> to Weapons in the printout XML
- Shadowrun 4, Game Master, and Text-Only sheets now show the Dice Pool for character Weapons
- Weapon Dice Pool tooltip now only shows Weapon Mods that affect the Dice Pool instead of all Weapon Mods
- Dice Pool Modifiers portion of a Skill's tooltip has been replaced by the full list of items that affect the Skill's Dice Pool Modifier
- corrected Commlinks to have a Processor limit equal to their total System Rating
- added a Rushed Job checkbox to the Dice Roller window (see SR4 65)
New Strings
- String_SkillFilterRatingZero
- Checkbox_DiceRoller_RushedJob
Build 409
- fixed an issue where the Update window attempted to download translation files in a compressed format
Build 408
- Vehicle Mods now support variable Costs
- selecting a Cyberware or Bioware Suite that contains an item with a variable Cost no longer throws an error
- added a house rule to allow Free Spirit Power Points to be based on MAG instead of EDG
- data files are now downloaded in a compressed format and decompressed locally to greatly reduce the amount of time it takes for them to be downloaded
- removed the Include Smartlink bonus in Active Skills option since it is no longer necessary (see below)
Include Smartlink bonus in Active Skills option removed
Weapons have displayed their own calculated Dice Pools since build 314. As a result, showing the Smartlink bonus in an Active Skill has become redundant and rather misleading since it is applied on a per-Weapon basis instead of the Active Skill as a whole. The Weapon Dice Pool accurately reflects any Smartlink bonuses the character receives.
New Strings
- Checkbox_Option_FreeSpiritPowerPointsMAG
Deleted Strings
- Checkbox_Options_IncludeSmartlink
Build 407
- Weapon Mods that use a Total Cost multiplier now use the full multiplier instead of multiplier - 1
- Weapon Dice Pool now shows the same tooltip in Create Mode as it does in Career Mode
- Weapons now include their modified firing mode in the printout XML
- fixed an issue where Vehicle Mods that included Vehicle Cost in their cost could throw an error when attempting to add it to a Vehicle
- Complex Form total on the Build Point Summary tab calculates its value correctly again
- Advanced Lifestyles that had the Street - Z-zones/Barrens or Luxury-AAA Neighborhoods no longer throw an error when attempting to edit them
- fixed an issue that prevented Advanced Lifestyles from showing the list of Qualities when editing them
- Spirit and Sprite names are now translated on the printout when using a non-English language
- Weapons created by Gear (such as Missiles) now use the <avail />, <cost />, and <owncost /> of the Gear that created them in the printout XML
Build 405
- added support for naming Gear
- fixed an issue where clicking the +/- buttons for Lifestyles without a Lifestyle selected would throw an error
- Improvements can now include an Attribute name (see below)
- Qualities can now be marked as Free in Create Mode, reducing their cost to 0 BP/Karma
- Cyberware can no longer have an Avail lower than 0
Attribute Names in Improvements
Attribute names (such as RES and STR) can now be used in an Improvement's value XML, such as <movementpercent>MAG * 50</movementpercent>. This will not change when the character's Attribute changes; it will only use the Attribute's value at the time the Improvement is added. If the character's Attribute changes after this Improvement has been added, you will need to select Re-Apply Improvements from the Special menu.
New Strings
- Menu_NameGear
- Message_SelectGearName
- String_GearName
Build 403
- added a house rule to allow the creation and addition of Bioware Suites
- added support for adding and creating Bioware Suites
- added <owncost /> to printout XML for equipment which contains just the cost of the individual item
- fixed an issue that prevented Weapons in the Weapons list from being reordered using drag-and-drop
- added support for Locations within Weapons
New Strings
- Menu_SpecialAddBiowareSuite
- Menu_SpecialCreateBiowareSuite
- Checkbox_Option_AllowBiowareSuites
- Title_SelectBiowareSuite
- Label_SelectBiowareSuite_PartsInSuite
- Title_CreateBiowareSuite
- Message_DeleteWeaponLocation
Modified Strings
- Message_CyberwareSuite_InvalidFileName
- Message_CyberwareSuite_DuplicateName
- MessageTitle_CyberwareSuite_DuplicateName
- Message_CyberwareSuite_SuiteCreated
- MessageTitle_CyberwareSuite_SuiteCreated
Build 401
- added support for <quickeningmetamagic /> to the Improvement Manager which grants the character access to the Quicken Spell button
- added support for <basiclifestylecost /> to the Improvement Manager which adjusts the cost of only basic Lifestyles by a percentage
- added a house rule to allow Obsolescent to be upgraded/removed in the same way as Obsolete
- added support for Quicken Spell Expenses
- fixed an issue where canceling the Select Martial Arts window when adding a PACKS Kit would throw an error
- maximum MAG split for Mystic Adepts now increases properly when MAG is increased
- maximum MAG split for Mystic Adepts now decreases when a MAG increase Expense is undone
- clicking Delete on the Cyberware tab with nothing selected no longer throws an error
- clicking Delete on the Vehicles tab with nothing selected no longer throws an error
- selecting a Complex Form in Career Mode now automatically selects its commonly-used Active Skill for the Dice Pool
- Karma Expenses for Spells can now be undone
- Exotic Melee Weapons that use the Unarmed Active Skill (such as Hardliner Gloves) now properly show their Dice Pool size
- Obsolescent and Obsolete now affect a Vehicle's Device Rating
- fixed an issue where the displayed monthly Nuyen cost for a Lifestyle was including Lifestyle discounts a second time
New Strings
- Checkbox_Option_AllowObsolescentUpgrade
- Button_QuickenSpell
- String_QuickeningKarma
- Message_ConfirmKarmaExpenseQuickeningMetamagic
- String_ExpenseQuickenMetamagic
Build 399
- added support for <complexformlimit /> to the Improvement Manager which affects the number of Complex Forms a character can know in Create Mode
- added support for <spelllimit /> to the Improvement Manager which affects the number of Spells a character can know in Create Mode
- fixed an issue where pressing the backspace key while in the search field within the Select Spell or Select Complex Form windows would throw an error if the list of items was empty and the search word should cause the list to be re-populated
- starting Nuyen and starting Karma Expenses can now be modified (not retroactively applied to previous saves)
- Vehicles can now be retrofitted as per the rules found on UCL 15 by attempting to delete the Obsolete Vehicle Mod
- increased the height of the Select Weapon window so that the list of included Weapon Accessories/Mods is no longer concealed when there are more than 4 items
- fixed an issue where deleting a Knowledge Skill could cause the other Knowledge Skills below it to also be deleted from the character
- Weapons now use their modified Firing Mode which includes Weapon Mods instead of their base Firing Mode to determine which firing options are available in the FIRE! button menu
- fixed an issue where the Bonding cost for Stacked Foci would not be calculated correctly if one of the Foci contained parenthesis in its name
New Strings
- String_ExpenseVehicleRetrofit
- String_Retrofit
Build 398
- Ammo that is in a container such as a Spare Clip and loaded into a Weapon now correctly affects the Weapon's DV, AP, and RC
- clicking the Buy Ammo button for the selected Weapon no longer throws an error if a piece of Gear was not already selected in the Gear list
Build 396
- fixed an issue where selecting Armor that granted Improvements or whose Mods granted Improvements would immediately add them to the character when selected in the Select Armor window
- added a Part of base Armor checkbox to indicate whether or not an Armor Mod is part of a piece of Armor by default in the same manner as the Part of base Weapon checkbox for Weapons
- added <included /> tag to printout XML for Armor Mods which indicates whether or not they are included as part of the base Armor
- all equipment now puts its total cost in the <cost /> tag in the printout XML instead of its cost formula
- removed <cost3 />, <cost6 />, <cost10 />, <avail3 />, <avail6 />, and <avail10 /> tags from printout XML since they were not useful
- Reduce Attribute now includes MAG and RES if the character has access to these Attributes
- Reduce Attribute now includes a checkbox to determine whether or not the Metatype Maximum should also be reduced
New Strings
- Checkbox_BaseArmor
- Checkbox_DoNotAffectMaximum
Build 394
- Reduce Attribute in the Special menu is now available to all characters in Career Mode, nod just Cyberzombies
- Gear that has a Rating of +(Rating) now shows its calculated Rating instead when it is on its own and not attached to a parent item
- Gear that has a Rating of +(Rating) that is on its own and not attached to a parent item no longer throws an error when attempting to move a character to Career Mode
Build 393
- modified how the Language Manager stores information to make loading and finding strings slightly faster
- added a text field to Spirits/Sprites next to the Metatype list to allow a name to be assigned to them
- fixed an issue where deleting newly-added Gear plugins on a Vehicle would throw an error until the character was saved and reloaded
- changing the Bonded status of a Stacked Focus no longer throws an error
- added support for <requireammo /> to Weapons which denotes whether or not a Weapon needs Ammo to actually be reloaded (for special exceptions like battery powered Weapons)
- Weapon Dice Pool now only applies an Active Skill's Specialization bonus when it exactly matches the Weapon's name or category as intended
- fixed an issue where clicking on Armor Mods that come with a piece of Armor would throw an error until the file has been saved and reloaded
- fixed an issue where attempting to Bond a Stacked Focus that included additional text (such as from a Weapon Focus) could throw an error
Build 388
- fixed an issue where clicking the Enable All or Delete All buttons on the Improvements tab with a group selected would throw an error
- fixed an issue where Underbarrel Grenade Launchers that come as part of a Weapon were not being properly marked as Underbarrel Weapons which caused errors to be thrown when adding Weapon Accessories and Mods until the file has been saved and reloaded
- Equip All and Unequip All buttons for Armor Bundles now correctly add and remove Improvements for Armor Mods and Gear
- Underbarrel Weapons that come as part of a base Weapon (such as the Ares Alpha Grenade Launcher) no longer have their Ammo cut in half when loading a save file
- Underbarrel Weapons now set their available options under the FIRE! button correctly
- added a checkbox to the Critter Powers tab to control whether or not each Critter Power counts towards the Critter's Power Point limit
- changed how Spirits calculate their number of used Power Points
- added a Blood Spirit checkbox to the Select Critter window when the Spirits category is selected which automatically adds the additional Critter Powers a Blood Spirit receives for free
- added tooltips to the Fading, Drain Resistance, and Spell Dice Pool fields
- Attributes now include <bp /> in their printout XML to indicate the amount of BP/Karma that has been spent on them (only accurate for characters that have not yet spent Karma on improving Attributes after starting their career)
- Skills now include <bp /> in their printout XML to indicate the amount of BP/Karma that has been spent on them (only accurate for characters that have not yet spent Karma on improving Skills after starting their career)
- adding a Fake License to a character that only has one Restricted item no longer automatically selects the item and instead keeps the Select Item window open, letting you choose the one item or enter a custom name
New Strings
- Checkbox_Metatype_BloodSpirit
- Tip_Metatype_BloodSpirit
- Checkbox_CritterPowerCount
Build 386
- fixed an issue where the cost of plugins was not calculated correct for Ammo that is sold in quantities greater than 1
- Ally Spirits now get their correct number of Critter Power Points
- added support for <dvbonus> and <apbonus> to Weapon Mods
- High-Power Chambering Weapon Mod now grants the Weapon bonuses instead of the High-Power Ammo so that Weapon stats are properly represented when empty
- High-Power Ammo now correctly applies a -2 Dice Pool modifier instead of a -2 RC modifier
- clicking OK in the Select Spell window without having a Spell selected no longer throws an error
- clicking OK in the Select Complex Form window without having a Complex Form selected no longer throws an error
- fixed an issue where the FIRE! options became disabled when using a language that has translated values for the different firing modes for a Weapon
- Underbarrel Weapons now correctly show their own Ammo remaining and Range information instead of the information for the parent Weapon
- added a tooltip to the Dice Pool on the Weapons tab in Career Mode to show how the Dice Pool is being calculated
Build 385
- added support for Ammo affecting the Dice Pool of the Weapon they've been loaded into
- fixed an issue where selecting a Weapon attached to a Vehicle Weapon Mount would occasionally throw an error
Build 384
- fixed an issue where the Spirit/Sprite control would throw an error when loading a saved character or attempting to add a new Spirit/Sprite
Build 383
- when creating a character with Karma, the cost for Special Attributes is now included in the maximum cost calculation as per RC 42
- fixed an issue where Spells were not being translated when loading a saved character
- Spirit and Sprite names are now properly translated when adding a new Spirit or Sprite to a character and use the proper Critter Metatype when creating a linked Critter
- fixed an issue where clicking the Add & More button in the Select Weapon Accessory window would throw an error when trying to add additional Accessory to a non-Vehicle-mounted Weapon
- fixed an issue where the Advanced Lifestyles window would put some Lifestyles into the High category instead of Middle if their LP fell within a certain range
- corrected a stupid mistake where Limited Spells were adding +2 to their DV instead of +2 to the Resistance Dice Pool
Build 380
- added support for <selectweapon /> to the Improvement Manager which asks the character to select one of the Weapons (or enter text if being applied to a Vehicle)
- print window (when open) automatically refreshes when the character is modified in Create Mode
- Weapon printout XML now includes <ammoslot1 />, <ammoslot2 />, <ammoslot3 />, and <ammoslot4 /> to show which Ammo is loaded in each Ammo slot
- Weapon printout XML now correctly looks for Ammo anywhere on the character/Vehicle
- characters that are built with unlimited BP/Karma and have the Character can spend any number of points on Nuyen House Rule enabled are no longer forced to having 0 points in Nuyen
- Limited Spells now include their +2 DV bonus in their displayed DV when selected
- fixed an issue where canceling a Skill Specialization for a Grouped Skill in Career Mode then re-entering it would cause the Skill Group to remain intact and the Specialization to cost 0 Karma
- Gear that require a value to be selected now correctly ask for this information when added to a Vehicle
- Complex Forms now enforce the number of Program Options they can have
New Strings
- Message_ConntAddComplexFormOptionLimit
Build 377
- Ammo in a container such as a Spare Clip now shows its container's name and Location (if applicable) in the Reload window
- added a Pets and Cohorts tab to the Street Gear section so that character can create links to any pets or other companions they might have
- Gear such as Ammo that is typically sold in stacks of 10 can now be purchased at a quantity lower than its stack size (must enter the number manually - the up/down arrows increase/decrease by the stack size)
New Strings
- Tab_Pets
- Button_AddPet
Build 376
- dates for Expenses are now saved in a standardised format, regardless of system settings, to make them easier to load and move between systems that may have different date settings
- list items with Notes (such as Qualities and Gear) now show their Notes in a tooltip when hovered over
- Gear that use a formula to calculate their price now show their total price instead of the formula used when selected on the Armor tab
- fixed an issue where Armor Mods with a Rating would throw an error when trying to calculate their cost
- added support for <forcegrade /> to Cyberware since certain items (namely all Transgenics) are limited to a single Grade
- Armor Gear and Weapon Gear are no longer limited to how many layers deep they can go
- Gear can now be added to Vehicle Weapon Accessories
Build 375
- Qualities can now add Weapons to the character when selected
- added Create Natural Weapon to the context menu for the Weapons button which allows character to create Natural Weapons that can come from other sources such as Critter Powers
- added an option to print Notes as part of the printout XML
- Shadowrun 4 Base and Commlink sheets now print Notes for most major items when the option is enabled
- Gear can now be copied from Armor, Weapons, and Vehicles
- Weapons can now be copied from Vehicles
- Armor Mods, Weapon Mods, Weapon Accessories, and Gear Plugins are now responsible for calculating their own total cost
- cost of selected Weapon Accessories and Weapon Mods should now be correct when their cost is based on a formula including the Weapon's cost
- Armor Mods that use a formula to calculate their price now show their total price when selected instead of the formula used
- Weapon Accessories now include any Gear plugins in their total cost
- Cyberware Plugins now include any Gear plugins in their total cost
- equipping Armor now only re-creates Improvements for Armor Mods and Armor Gear that are equipped
- equipping Armor Mods and Armor Gear now only re-creates Improvements if the Armor they're attached to is also equipped
- Enter and Escape keys now work in the Select Martial Art Advantage window
- characters that ignore rules and move to Career Mode will now start with 0 Nuyen instead of a large negative number
- added Black Market Pipeline Discount checkboxes to the Cyberware, Armor, Weapons, Gear, and Vehicle tab in Create Mode which reduce the cost of the selected item by 10% which appear when the character gains the Black Market Pipeline Quality
New Strings
- Message_CannotRemoveQualityWeapon
- MessageTitle_CannotRemoveQualityWeapon
- Label_ActiveSkill
- Menu_AddNaturalWeapon
- Checkbox_Option_PrintNotes
- Checkbox_BlackMarketDiscount
Build 371
- added a tooltip to all Source fields in Select windows which show the full name of the sourcebook
- Underbarrel Weapons that have a Cost of 0 Nuyen no longer consume Mod slots (so Weapons such as the Ares Alpha can now properly attach their Grenade Launcher as an Underbarrel Weapon without consuming Mod slots)
- Weapons that come with an Underbarrel Weapon as part of their initial configuration now receive them automatically
- Select Armor window now creates the Armor to determine its correct Avail with any Armor Mods it comes equipped with by default instead of relying only on the Armor's own Avail
- added support for Copying and Pasting in Create Mode (see below)
- the default Unarmed Attack is no longer exported when creating a PACKS Kit
Copying and Pasting
Copying and pasting is currently only available in Create Mode until everything is figured out. At the moment only Lifestyles, Armor, Weapons, Gear, and Vehicles can be copied. Lifestyles, Armor, Gear, and Vehicles can only be copied to their own tabs. Weapons can be copied to the Weapons and Vehicles tabs. Gear can be copied to the Armor, Weapons, Gear, and Vehicles tabs where Gear is normally allowed. These items can be copied between characters, so you can copy a Vehicle that Character A has and paste it into the Vehicles tab for Character B. The Copy and Paste toolbar buttons and menu items are only enabled when the operations are allowed.
New Strings
- Menu_Main_Edit
- Menu_EditCopy
- Menu_EditPaste
Build 368
- Adept Powers now check an Attribute's total Metatype maximum including any bonuses such as those from Exceptional Attribute to determine when the Power Point cost should be increased
- fixed an issue where adding or selecting a piece of Gear attached to Armor would occasionally throw an error
- Skills no longer double the bonus from Improvements that have a precedence
- Improvements that increase or decrease a Skill's maximum Rating now unlocks or locks the Skill control as appropriate if it is already at its maximum in Career Mode
- added support for more Improvement options to the Create Improvement window
- advanced versions of Leadership and Arcana now set their Category to the base Skill's Category instead of its Skill Group
- when reloading from a Spare Clip, the quantity of the Clip is reduced instead of the amount of Ammo in each one (leftover Ammo is dropped into the Selected Gear container as a new piece of Gear)
Build 365
- pressing the up and down arrows while the search field has focus now selects the next/previous item in the list in the Select Spell and Select Complex Form windows
- fixed an issue where selecting Gear that is a Cyberware plugin could occasionally result in an error being thrown
- deleting a Vehicle Location no longer asks you to confirm deleting the item twice
- all buttons that delete items are now simply labeled as Delete since the tab and selected item provide the context (and were never consistently applied using their old ones)
Delete Strings
- Button_DeleteQuality
- Button_DeleteSpell
- Button_DeleteComplexForm
- Button_DeleteCritterPower
- Button_DeleteMetamagic
- Button_DeleteEcho
- Button_DeleteLifestyle
- Button_DeleteArmor
- Button_DeleteWeapon
- Button_DeleteGear
- Button_DeleteVehicle
- Button_DeleteMod
- Button_DeleteAccessory
- Button_DeleteImprovement
Build 363
- <safehousecosts /> in lifestyles.xml is now ignored when validating the contents of data file translations
- Hacked Skillsofts are now correctly applied to Skills
- character Gear and Vehicle Gear are no longer limited to being 4 layers deep
- attempting to move Gear to one of its plugins now prevents the attempt instead of throwing an error
- added support for Locations within Vehicles (Gear can be moved to Locations by dragging and dropping with the right mouse button in the same manner as the Gear tab)
- setting MAG or RES to 0 when it is not forced to this value because of burnout now reduces its BP/Karma cost to 0
- added a Re-Roll Misses button to the Dice Roller window to re-roll all dice that did not score a Hit
- corrected the tab order in all windows
New Strings
- Button_DiceRoller_RollMisses
Build 360
- fixed an issue where equipping a Hacked Skillsoft would throw an error
- Drain Resistance and Fading Resistance values in the printout XML now include their bonuses
- fixed an issue where selecting a Vehicle Weapon Accessory in Career Mode would believe it was Gear and throw an error
- adding Gear to a Weapon Accessory in Career Mode now adds the proper context menu to the newly-created item so that plugins can be added without having to save and reload the file
- Weapons are no longer limited to one Underbarrel Weapon
- Underbarrel Weapons can now be marked as Installed
- new Lifestyles added in Career Mode are now correctly set to 0 months pre-paid
- when manually selecting updates in the Update window, selecting either Chummer or English (US) language file automatically selects the other since they require each other to work properly
New Strings
- Message_SelectVehicleLocation
- Message_DeleteVehicleLocation
Deleted Strings
- Message_WeaponUnderbarrelLimit
Build 358
- selecting the blank Magic Tradition or Technomancer Stream after already having one selected no longer throws an error
- Gear that has a cost multiplier that includes a decimal no longer causes the program to throw an error when a odd numbered Rating is selected
- added options to print alternate uses for the Leadership and Arcana Skills on the character sheet (from War! and Street Magic respectively)
- reorganised the General tab in the options window to reduce clutter and make their grouping more logical
- fixed an issue where RES may not be reduced to 0 even when the character's Essence penalty indicates that it should
New Strings
- String_SkillCommand
- String_SkillDirectFire
- String_SkillArtificing
- String_SkillMetamagic
- Tab_Options_Global
- Tab_Options_Character
- Tab_Options_Miscellaneous
Build 356
- Skill Specializations can now be set when an Active Skill is Grouped in Career Mode, though doing so breaks the Skill Group
- fixed an issue where breaking a Skill Group in Career Mode would unlock the Skill Specialization fields for the now-independent Active Skills
- Skill Groups can no longer be re-combined if any of their Active Skills have a Specialization
- Dice Pool for the selected Spell now includes any Spellcasting Specialization bonus if applicable
- added a Dice Roller button for Spells, Drain, Complex Form, Fading, Weapon, and Vehicle Weapon dice pools that appear if the Dice Roller option is enabled
- added an option to save a backup copy of a character before moving them to Career Mode (disable by default) (see below)
- fixed an issue where the programs added from a Program Package would not be correctly associated with their parent and would throw an error when selected until the character was saved and re-loaded
- fixed an issue where adding Gear from a custom PACKS Kit could cause packaged items such as Program Packages to create their plugins twice
- selecting a Cyberware Plugin attached to a Vehicle Mod no longer throws an error
- validating a character when moving to Career Mode now includes checking Cyberware Availability
- Gear can now be added to Cyberware and Weapon Commlinks (see below)
- windows and controls should now be more large font friendly
- Skill tooltips now show all Rating and Dice Pool modifiers instead of only positive modifiers
- fixed an issue where undoing the Nuyen Expense for a Bioware purchase would not remove the Bioware's Improvements properly
Changed Strings
- Checkbox_Option_AllowSkillDiceRolling
New Strings
- Checkbox_Option_CreateBackupOnCareer
- Title_CreateMode
- Message_CyberwareGear
- MessageTitle_CyberwareGear
- String_ExpensePurchaseCyberwearGear
- String_ExpenseSoldCyberwareGear
- Message_WeaponGear
- String_ExpensePurchaseWeaponGear
- String_ExpenseSoldWeaponGear
Creating pre-Career Mode Backups
When enabled, the Create backup of character before moving them to Career Mode option saves a copy of the character to your Chummer\saves\backup directory before they are actually placed into Career Mode, allowing you to go back and make changes to them in case they were placed into Career Mode prematurely.
Cyberware and Weapon Commlinks
Commlinks can now be added to the Commlink Cyberware and Weapon Commlink Weapon Mod items. This is still a little experimental, so please save a backup copy of your character before playing with these. These can only be applied to character-held devices; this behaviour will not be applied to Vehicles.
Build 353
- fixed an issue where Gear that had an Avail of Rating + X would cause an error to be thrown when selecting its parent
- adding Gear to a Vehicle no longer causes the character to incorrectly receive the Gear's Improvements
- transferring Gear to a Vehicle now properly removes Improvements from the character
- transferring Gear from a Vehicle now properly adds Improvements to the character
- Select Metatype window no longer shows Categories that have no items for its current context
Build 352
- added support for <selectsprite /> to the Improvement Manager which lets the character select an additional Sprite that they can compile
- added a Create Critter item to the link Spirit/Sprite menu (see below)
- fixed an issue where deleting a piece of Gear would not remove the Improvements created by any of its plugins
- fixed an issue where selling a piece of Gear would not remove the Improvements created by any of its plugins
- fixed a rounding error where the cost to purchase an Initiation/Submersion Rating could be off by 1 point
New Strings
- MenuItem_CreateCritter
- Message_SelectCritterType
- Message_UnknownCritterType
- MessageTitle_SelectCritterType
Create Critter for Spirits and Sprites
Spirits and Sprites now have a Create Critter item in their link menu when they are not currently linked to another save file. Selecting this automatically creates the Critter at the appropriate Force, puts it in Career Mode, saves it, links it to the Spirit/Sprite, and opens the file in one click.
Build 350
- plugins that add to their parent's Avail are no longer considered as being outside of the character's Avail when attempting to move the character to Career Mode, resulting in 2 items over Avail instead of 1
- confirm Karma Expense messages are now more verbose and include what the item's new Rating will be and the amount of Karma that needs to be spent
- added support for Roommates to both Standard and Advanced Lifestyles
- Standard Lifestyles can now be edited to change their % to Pay and number of Roommates
- Vehicles now write their total Pilot Rating instead of base Pilot Rating in the printout XML
- added <maneuver /> tag to Vehicles in the printout XML to make getting a Vehicle's Maneuver Autosoft Rating easier
- added support for <childcostmultiplier /> and <childavailmodifier /> to Gear which multiplies the Cost and increases the Avail of all plugins attached to it respectively
- added Spare Clip (HK Urban Fighter) to Gear which properly handles the increased Cost and Avail for Ammo for the HK Urban Fighter
Changed Strings
- Message_ConfirmKarmaExpense
- Message_ConfirmKarmaExpenseSpecialization
- Message_ConfirmKarmaExpenseEnemy
- Message_ConfirmKarmaExpenseSpend
- Message_ConfirmKarmaExpenseRemove
- Message_ConfirmKarmaExpenseComplexFormOption
- Message_ConfirmKarmaExpenseFocus
- Message_ConfirmKarmaExpenseJoinGroup
- Message_ConfirmKarmaExpenseLeaveGroup
- Message_ConfirmKarmaExpenseJoinNetwork
- Message_ConfirmKarmaExpenseLeaveNetwork
New Strings
- Label_SelectLifestyle_Roommates
- Menu_EditLifestyle
Build 347
- selecting Possesion or Inhabiatation in the Select Metatype window when creating a Spirit Critter now always adds the selected Power instead of trying to replace the Materialization Power which they might not have
- the number of Spells a character can know is now correctly limited to Spellcasting/Ritual Spellcasting Rating + Rating Modifiers instead of just the Skill's Rating
- all Spirits now show the number of additional Powers they can take on the Critter Powers tab
- fixed an issue where undoing a Cyberware/Bioware expense for a character that has MAG/RES would not restore their MAG/RES to its previous value
- fixed an issue where the character's Starting Nuyen Expense Entry would be lost if the character was not saved again after making the initial transition to Career Mode
- moving a character to Career Mode now uses the standard load character method instead of re-opening the character as-is in the Career Mode window
- renaming a Group or Armor Bundle now marks the character as having unsaved changes
- added support for grouping Custom Improvements
New Strings
- Button_AddGroup
- Message_DeleteImprovementGroup
- Button_EnableAll
- Button_DisableAll
- String_Roommates
Changed Strings
- Message_DeleteArmorLocation
Build 345
- possessed Living Vessels now change their Alias to [Vessel's Alias] (Possessed)
- possessed Inanimate Vessels now change their Alias to [Vessel Type] (Possessed)
- added a checkbox to the Select Metatype window to replace Materialization with Possession or Inhabitation when creating a Spirit
- Select Critter Power window now shows any Critter Powers that the Critter comes with by default that have been deleted
- Select Critter Power window now includes Possession and Inhabitation if the Critter's Manifestation Critter Power has been removed
- printout no longer automatically adds an Unarmed Attack Weapon to the character (replaced by the new Unarmed Attack Weapon that can be added and removed)
- new characters automatically receive the new Unarmed Attack Weapon that can be added and removed as desired
- fixed an issue where attempting to add Critter Powers to the non-Critter Free Spirit would throw an error
New Strings
- Checkbox_Metatype_PossessionTradition
- Tip_Metatype_PossessionTradition
Build 342
- added a checkbox to the Dice Roller window to Hit on 4, 5, or 6 as per the Cinematic Gameplay optional rule (SR4 75)
- added support for Possession and Inhabitation by Spirits (Possess/Inhabit Living Vessel and Possess/Inhabit Inanimate Vessel options in the Special menu if the Spirit has the Possession or Inhabitation Power)
New Strings
- Checkbox_DiceRoller_CinematicGameplay
- Menu_SpecialPossessLiving
- Menu_SpecialPossessInanimate
- MessageTitle_Possession
- Message_VesselInCareerMode
- Message_PossessionSave
- String_Possessed
Build 340
- fixed an issue that prevented Knowledge Skills from saving their selected Category (hopefully for the last time)
Build 337
- fixed an issue that caused Melee Weapons to always use the STR of a Vehicle's limb, even when being wielded by the character
- Upload Language button shows its text again
Build 336
- added support for the alternate Matrix Attribute optional rule from UN 39
- added support for <dicepool /> to Weapon Mod bonuses which affect the dice pool for the Weapon the Mod is attached to
- added <dicepool /> to the Weapon Foci Weapon Mod to affect the Weapon's dice pool
- fixed an issue where Weapons added directly to a Vehicle (Cyberware or Gear Weapons) would not be loaded correctly from a save file
- fixed an issue where trying to print a character whose Vehicle had a Cyberware Weapon would throw an error
- increased the maximum upload size for characters to 500 KB (compressed)
- Upload Character window in Omae no longer lists types of files that cannot be uploaded using the window
- Character now correctly checks if their <skillsoftaccess /> Improvement is enabled before deciding whether or not they can use Knowsofts and Linguasofts
- added a house rule to treat the Metatype Attribute Minimum as 1 for the purpose of calculating Karma costs
- fixed an issue where buying Ammo for a Weapon using the Buy Additional Ammo button without having any Gear selected would throw an error
- fixed an issue where buying Ammo for a Weapon using the Buy Additional Ammo button while having certain Gear seleted would limit the selection to that Gear's category instead of the to the Ammunition category
- added processorlimit, ispersona, isos, and issin to the list of items a Commlink includes in its printout data
- added a Commlinks sheet that prints out information for all of the character's Commlinks including Living Persona (also Nexi but limited to English only)
- fixed an issue where Qualities and Spells would wait to translate their names after asking for Improvement information
- added support for language-specific character sheets (stored in sheets\[language code])
- Character View window now lists the character sheets in the language-specific directory if a non-English language is selected
- fixed an issue where Spells were printing their Category a second time instead of selected Improvement values such as Attributes
- Complex Forms no longer show their Rating if the alternate Complex Form cost optional rule is enabled since they do not use Ratings
- fixed an issue where Weapons were adding their Smartgun bonus to their dice pool even if the Smartgun Accessory or Weapon Mod was marked as not installed
- Language Manager now uses a recursive method to translate windows and controls to make it more efficient and more easily accommodate future growth
- fixed an issue where Knowledge Skills would incorrectly change their Category if the Skill's name existed in the pre-defined Knowledge Skill list
- tabs now correctly show the character's name when moving from Create Mode to Career Mode when more than 1 character is currently open
New Strings
- Checkbox_Option_AlternateMetatypeAttributeKarma
- Checkbox_Options_AlternateMatrixAttribute
Build 332
- added support for <skillsoftaccess /> to the Improvement Manager which grants the character the ability to use Knowsofts and Linguasofts
- Knowsofts and Linguasofts now correctly require Datajacks, Sim Modules, or any item that grants <skillsoftaccess /> to be used (no longer limited to only Skillwire)
- all Gear can now be marked as Equipped
- Armor Bundles now show a list of the currently equipped items they contain when selected
- Knowledge Skill Specializations now correctly consume Karma when build a character with Karma in Create Mode
- all controls in the Dice Roller window now reposition themselves based on string lengths
- Modular Cyberlimb Plugins can now be added to Vehicle Mods if they have the a plugin that grants access to them
- Vehicle Mods can now use <selecttext /> in their bonus information
- fixed an issue where the context menu for Vehicle Sensor Plugins would not appear when loading a saved file
- fixed an issue where a category could appear twice in the Gear category list when adding a plugin
- added the ability to search for Adept Powers in the Select Adept Power window
Build 330
- fixed an issue where uploading a character to Omae would incorrectly try to truncate the character's name to the first 100 characters
- unarmed attacks now include an Adept's Penetrating Strike AP bonus in their AP
- fixed an issue where Weapons that used the Unarmed Combat Active Skill would not calculate their dice pool size correctly
- fixed an issue where Armor Mods for specific pieces of Armor were not being shown in the Select Armor Mod window when appropriate
- added an option to use a single instance of the Dice Roller window (enabled by default)
New Strings
- Checkbox_Options_SingleDiceRoller
Build 327
- Omae character uploads now require an Alias (on the Common tab) instead of Name (on the Character Info tab)
- when uploading a character to Omae, you can choose to display either the character's Alias or Name (if filled in)
- added an option for Allow dice rolling for Skills which adds a button to each Skill to open the Dice Roller window with the Skill's dice pool already set (disabled by default)
- Dice Roller window is now limited to a single instance to reduce confusion (all Dice Roller clicks bring this window into focus)
- fixed an issue where the child window icon was not properly being set to the Chummer icon until it was resized
New Strings
- Message_Omae_NPCPackDownloaded
- Checkbox_Option_AllowSkillDiceRolling
- Tip_DiceRoller
Build 325
- added support for <throwrange /> to the Improvement Manager which increases the character's effective STR for determining the range of Throwing Weapons
- added Dice Pool to the Sprites and Complex Forms tab in Career Mode
- Weapons now support <useskill /> which forces them to use a particular Active Skill when calculating their Dice Pool
- fixed an issue where Missile: Mine would cause an error to be thrown when trying to print the character
Build 324
- fixed an issue where attempting to print a character without having the sheets\omae directory would throw an error
- current and maximum Edge now appear beneath Remaining Edge on the Condition Monitor tab in Career Mode
Build 323
- XML Manager now actively filters out duplicate items found in custom data files based on their name
- sourcebook list in the Options window is now correctly sorted in alphabetical order when including custom books
- Adept Powers now include a notice that their cost is being doubled when applicable in their tooltip to clarify why their cost has increased
- fixed an issue where Vehicle Gear defined in the data file would not correctly set its quantity if one was provided
- added support for Armor Bundles (Locations for Armor)
- added support for sharing Custom and Override data through Omae
- added support for sharing custom Character Sheets through Omae
New Strings
- String_Omae_NoData
- Message_Omae_CannotFindData
- MessageTitle_Omae_CannotFindData
- Message_Omae_CannotFindSheet
- MessageTitle_Omae_CannotFindSheet
- MessageTitle_Omae_DeleteData
- Message_Omae_ConfirmData