Future Build 217 Application Changes: - Adding a new non-advanced lifestyle that is eligible for Trust Fund no longer causes a crash. Fixes #4601. - Adding a plugin to a custom cyberweapon no longer causes a crash. - Cyberware limited by the number of limbs is now not affected by detached modular limbs. - Tooltips breaking down a character's total armor now properly recognize when certain sources of armor have been made invalid. - Fixed Gear not using Restricted Gear correctly. Possibly needs more testing, but initial efforts seem correct. - Some changes to logic on how usage of restricted gear is displayed. - Adept Powers, AI Programs, Metamagic Arts, Complex Forms, Critter Powers, Mentor Spirits, Metamagics, Spells, and Weapon Mounts should now automatically fetch notes from linked PDFs. - Mugshot compression settings should now properly get saved with other global settings. - Added an option to have Chummer automatically set the lossy compression quality for mugshots in save files instead of using the same, manually defined setting for all images. Using this automatic setting, larger images will be saved with lower Jpeg quality settings because Jpeg artifacts will be less visible in them, while smaller images get saved with higher quality settings. - If the prompt asking the user if they wish to automatically apply a Chummer updater is dismissed, it no longer re-appears until the user has closed and later re-opened Chummer. - Non-PDF files can no longer be linked in as a sourcebook's PDF file. - Fixed a crash when taking the Apprentice quality. - Qualities can no longer mysteriously disappear but still leave behind their bonuses when changing priorities. - Settings in the Character Settings menu are now properly updated when the settings selection is changed. Fixes #4620. - Encumbrance penalties and custom improvements can now drop attribute values to zero. Having all limbs replaced with cyberlimbs with attribute values of zero can also drop attribute values to zero now as well. - Cyberarms and modular shoulder arms can now interact properly with Shiva Arms 2. - Encumbrance penalties to Agility that are greater than the attribute's base value no longer artificially lower the character's average Agility when they also have cyberlimbs. Fixes #4625. - Fixed Vehicle-mounted Weapons that use melee autosofts not picking up the proper autosoft rating. - Fixed character types (NPCs, critters) that are given a skill on creation incorrectly being provided with an empty Specialisation - Dealer Connection's discount is now properly shown and processed for non-drones in the vehicle selection screen. Fixes #4616. - All items with names and/or categories now output the English versions of their names when exporting. Previously, cyberware, bioware, vehicles, vehicle mods, weapon accessories, and weapon mounts did not do this. - Vehicles now output whether or not they are drones when exporting. - Data about characters' mentor spirit(s) and/or paragon(s) are now printed when exporting. - Mentor spirit and paragon advantages and disadvantages are now properly translated when save files are opened in a different language than what was set when the mentor spirit or paragon in question was added to a character. - Fixed crashes caused by discrepancies between character settings and the system that oversees their management. Fixes #4626. - Dealer Connection and Black Market Pipeline no longer retroactively adjust prices in Career mode. Fixes #4617. - Items bought with a Black Market Pipeline discount in Create mode no longer retain their discount if Black Market Pipeline is removed or changed to a different category. - Fixed priority choices that remove metavariants not working correctly due to metavariants being populated from metatypes.xml instead. - When buying more of an existing piece of gear in Career mode, the program no longer shows a set of unused controls on the right side of the screen unless an item is selected in the list of gear to buy. Fixes #4634. - Setting an item's custom name to an empty string (and thus removing a previously assigned custom name) is now properly possible. - Tweaked Dark Mode colors to be darker for brighter colors and lighter for darker colors. - Weapon mounts that come with a vehicle can no longer have their parameters (size, flexibility, visibility, and control) adjusted in the weapon mounts screen. Partial fix for #4648. - Built-in modifications to built-in weapon mounts no longer take up slots inside the weapon mount or contribute to its overall costs. - When modifying a weapon mount, changing its Visibility no longer causes its old Visibility value to be kept and have its availability and slot modifiers applied. Fixes #4648. - Adding a quality that is suppressed by something that is already on the character now properly disables the quality's effects. - Mastery Qualities bought with spell points now properly contribute to the positive quality karma limit. Fixes #4654. - Skill group labels' tooltips that show the skills in the given skill group now work properly again. - Checking the "Free" box when creating a weapon mount is now reversible, meaning that editing the mount and unchecking the box properly makes the mount not-free again. - Weapon mounts are now properly included in Chummer's calculations for if vehicles have too many used weapon slots or nots. - When adding a new weapon mount in Career mode, messages about not having enough money and/or enough capacity for the created weapon mount now occur before the weapon mount creation window is closed instead of after, allowing users to remedy their mistakes without recreating the entire weapon mount a second time. - The character roster's Recent Characters list no longer gets doubly populated by entries that also exist in the Favorite Characters list whenever a character from that list is opened or closed. Fixes #4565. - Underbarrel weapons that come with their parent weapon now properly automatically inherit any smartgun features that also come built into their parent weapon. Fixes #4662. - Added a basic implementation of search for metatypes and critters using Point Buy. This will later be extended to include Priority options. Implements #4546 - Drain expressions now properly show their translated names. - Chummer can now properly find the source of any bonuses added by vehicle mods, weapons, gear, and/or cyberware inside of a vehicle's weapon mount. - Metatypes and critters with separate Swimming running speeds now properly show their separate walking and running speeds. - Added support for the actiondicepool improvement selecting from a list of the actions provided in actions.xml. - Improvements and other types of bonuses that disable cyberware and/or bioware no longer prevent characters from buying Essence Holes, Essence Antiholes, unequipped modular cyberlimbs, and plugins for unequipped modular cyberlimbs. - When adding bonuses or improvements that disable cyberware and/or bioware, characters no longer get their Essence Holes, Antiholes, and modular cyberlimbs deleted. - Armor costs now properly support "FixedValues()" entries. - Cybersuites that add cyberlimbs now properly incorporate those cyberlimbs' attributes into the character's overall attributes. - Added a browser view for vehicles to show content in a grid view, similar to the weapons browser. Currently a bit slow. - Fixed the tooltips on buttons to open characters linked to contacts. Data Changes: - Fixed missing multiplier for Haunted lifestyle quality. - Fixed missing availability for the BMW Luxus. - Muscle Augmentation and Muscle Toner now just disable Celerity instead of being forbidden from being bought if the character has Celerity. Fixes #4621. - Changed Cyberspace Designs Dragonfly (R5) melee autosoft rating to 1. - Compiling can now properly be chosen for Frostbite. - Initiative-boosting powers and 'ware now properly disable the defense test bonus given by Lightning Reflexes. - Synaptic Acceleration now properly adds +1 to defense tests. Known issue: this defense test increase is not disabled if the character buys any initiative-boosting 'ware the way its initiative boost is. - Two of the Sea Ray Cottonmouth's built-in weapon mounts now properly have Flexible flexibility. Fixes #4656. - Enabling Delnar Skills Remake no longer causes Chummer to crash, and Delnar Skills Remake has been updated with new changes to Acrobatic Defender and Perceptive Defender. - Metamagics and echoes acquired outside of initiation and submersion now show up on character sheets that have no initiations or submersions. - Extended Clip in German Data Changes now properly scales its cost based on the accessory's rating. - Improved Potential can now properly be taken at multiple levels with German Data Changes. - Badger Mentor Spirit from SOTG now adds two levels of Perceptive quality rather than 1 level of Perceptive and +2 to Perception. - Dead SIN now properly gives four fake licenses instead of three. Fixes #4666. - Ram Plate uses the stats from the print version of Rigger 5.0, which, unlike the PDF version, actually has stats listed for the Ram Plate. - Codeslinger quality now prompts for an action from the Matrix category of actions.xml. - Shadowrun Missions Rules has been updated to include the rules and additional authors added by the 1.4 supplemental FAQ. - The GMC Armadillo now comes with Off-Road Suspension included. - Fixed incorrect skill prompts for the Mystic Guardian and Doberman mentor spirits. Closes #4672 - Credsticks now all properly have a device rating of 5. - Fixed incorrect gear (Olfactory Sensor > Scanner) for the Saab-Thyssen Bloodhound and Telestrian Shamus. - Fixed the damage codes for natural weapons added by some Infected qualities, Dracoform qualities, and crystal limb qualities. Fixes #4673. - Ammo: Silver, Ammo: Wood Pulp, Ammo: Flare Rounds, and Ammo: Krime Splash Self-Defense Ammunition no longer export their AP adjustments with two plus signs. - Fixed the category entry of the Horizon-Flynn Defense-Com Commlink Holdout weapon. Changed/New Strings: - String_GameplayOption - String_Lossy_Automatic_Compression_Option - String_Lossy_Manual_Compression_Option - Message_Options_FileIsNotPDF - MessageTitle_Options_FileIsNotPDF - Message_Prompt_Delete_Existing_File - Message_File_Cannot_Be_Accessed - Message_File_Cannot_Be_Read_Accessed Deleted Strings: - String_Lossy_Compression_Option Build 216 Application Changes: - The Master Index no longer crashes if a PDF offset is set to a massively high number. - Fixed a rare crash that might happen on certain systems running Windows 11. Data Changes: - Fixed a heinous bug that caused a bunch of sourcebooks to always be enabled no matter what. - Fixed the page offsets for text search patterns in the PDF scanner Changed/New Strings: - Error_Message_PDF_IndexOutOfBounds - String_Scanning - String_Scanning_Pattern - String_Initializing_Pattern Build 215 Application Changes: - Added a Scan Folder for PDF Sourcebooks to Options, so that (to Chummer known) Sourcebooks are automatically found and indexed. - Fixed a lot of buggy behavior related to opening characters with Chummer from outside the program (e.g. with Windows' "Open with..." function). - Clicking on "Open PDF" on a Master Index entry with no associated pdf now opens the "Choose PDF" Dialog instead of doing nothing. - Fixed a crash when Custom Date and/or Time Formats were set to an empty value. - Added the ability for devs to set an action when a user double clicks on an entry in the character roster. - Added the upload of a crash to ApplicationInsights in parallel to the old Crashhandler (Loglevelfilters still apply) - Properly split apart settings that can be different for individual characters (e.g. karma costs, enabled sourcebooks, enabled custom data) and those that cannot (e.g. PDF paths, UI language, dark mode). The old Options screen now controls the latter, while the former can be managed through a separate, dedicated screen. - Settings files that were created for previous versions of Chummer will automatically be converted to character-based settings that use a new format. Characters created for previous versions of Chummer will have their specific entries for certain settings (e.g. character creation karma costs, enabled sourcebooks) converted as well. However, these two changes mean that once settings and/or characters are saved in this version of Chummer, they cannot be opened (properly) with older versions. The Nightlies will therefore show a one-time warning about using the Nightly when one might plan to go back and open up characters with the latest stable (or an earlier build). - Properly unhardcoded Sum-to-Ten costs for each priority category. They can now be modified with custom data files. - Attempting to add an exotic skill no longer causes Chummer to crash. Fixes #4329. - The "Free" checkbox under Contacts no longer remains visible after collapsing a contact control in Career mode. - If a character has purchased qualities at character creation that require certain metatypes or metavariants, then instead of the character being restricted from changing their priorities and/or metatype, those qualities now automatically get removed if the character can no longer have them. - Characters are no longer stuck in the build method that was chosen when they were first created. - The exported English names of qualities no longer contain the quality's rating (which made it behave differently than the regular name). - Purchasing a plugin for a stack of gear with more than one item now properly multiplies the expenditure of the purchase by the size of the stack. - Fixed issues where cyberlimbs and modular connectors would not properly block competing modular connectors. - If Chummer is unable to update registry entries, it will now display a warning that it cannot update registry entries instead of crashing. - Cancelling out of number- or text-selection screens when adding some piece of gear, cyberware, weapon, armor, vehicle, lifestyle, or any modifications thereof now properly cancels out of adding the original item. - Removed checkboxes for active skills and knowledge skills from the PACKS creator because Chummer's PACKS system does not properly support either. - Wireless bonuses now properly respect the wireless status of any parents of a given item (e.g. gear inside of armor or cyberware inside other cyberware) as well as their equipped status. Fixes #4351. - Quotation marks in the names of spells, qualities, critter powers, adept powers, cyberware, et al. or any categories thereof should no longer cause Chummer to either crash or not recognize the item in question. - Special attributes are no longer exported unless the character in question has them enabled. Fixes #4366. - When using Chummer in a non-English language, the way custom text is recorded and translated is now slightly smarter about which translation to use when one English word has multiple different translations. Fixes #4378. - Deleting a quality with multiple levels after character creation now properly deletes all levels of the quality instead of only one. Fixes #4367. - The translator tool now only inserts a "translated" attribute into a language file if the user manual marks an entry that is identical to its English text as translated. Any entries that are different from their English counterparts no longer get the "translated" attribute. - Added buttons to the (global) options screen that let the user clear the entries for the character roster path, the PDF program path, and any PDF file paths. - Added the ability to track sustained spells and complex forms in the Career mode. They are found in their respective tabs. Psyche is also supported, as are bonus nodes that allow a certain number of spells or complex forms up to a certain force or level to be sustained without penalties. - Added the ability to specify a city, district, and borough for a lifestyle. - If a character sheet is printed/exported in a language other than the one with which Chummer is being used, Chummer now attemtps to translate the names of gear, vehicle, and weapon locations. - Generating character sheets in languages where commas are used as decimal separators and/or periods are used as number group separators no longer sometimes causes the generator to stall out and silently crash. Fixes #4415. - When saving a character as created, the starting nuyen screen now allows the user to select which lifestyle to use for generating their starting nuyen. It now also includes a Cancel button and a button for automatically rolling dice for the chosen lifestyle. - Closing out the starting nuyen screen no longer causes weird issues with the character's saved Nuyen or saved Karma and also no longer prompts the user to save a created character. - Fixed life modules button not being visible in create mode. - Critter power karma costs are now properly retained when loading a saved character. - Enhanced use of weapondetails to allow using it in allof, oneof or group nodes. - Characters who are forced to have some non-special attributes at zero (e.g. those with Quadriplegic) can now properly have a non-zero attribute at its maximum rating at character creation. They can also now properly learn skills linked to the forced-zero attribute(s), but their pools will always be zero when using that attribute. - Saving a character in Create mode as Created when they were never saved beforehand no longer causes the character to be saved with them still in Create mode. - Checkboxes in the options menus now properly respond to being set to Dark Mode. Fixes #4438. - When calculating the karma value of a character in Priority or Sum-to-Ten, the karma amount displayed for comparison to Point Buy now uses the Point Buy costs for the character's metatype instead of the value of their combined attribute adjustments and qualities. - Added the ability to manually set Chummer's display scaling method in the Global Options screen, though a restart is required to see any changes. The default display scaling method is now also Zoom (i.e. System) instead of Rescale (i.e. PerMonitorV2). - For mentor spirits that do not allow the user to select from multiple bonuses, the entire bonus is now shown as regular text instead of it being cut off in a grayed-out dropdown box. - Custom data directories can now implement a manifest.xml files to serve as an explanation for the custom data. This explanation is also displayed in the Custom Data Directory selection. This .xml can also hold additional information about the author, version or dependencies/exclusivities. For details see chummer/customdata/manifest.xsd - Trust Fund can now be selected for non-advanced lifestyles. - Skill pool tooltips no longer sometimes show the skill's category as its specialization. - Spell and Complex Form pool tooltips are no longer combine the contribution of their linked attribute and their linked skill. - Spells and Complex Forms with special damage amounts, targets, and/or ranges now have those translated properly when printing/exporting in a non-English language. - In order to prevent users from thinking Chummer has locked up when it is still working, Chummer now shows a visible loading progress bar when it is loading in a character's UI elements or when it is saving a character. - The dice roller no longer crashes when a user re-rolls failures while having more hits than initial dice (due to enabling Rule of 6). - When using Chummer in a non-English language, contact controls will no longer attempt to immediately translate and then re-translate the contents of text fields after every single possible change. Fixes #4450. - Gear that can act as ammunition without being in the ammunition category is now properly treated as such when exporting character information, printing sheets, or buying more ammo. Fixes #4457. - Attempting to add a weapon to a weapon mount that cannot mount any weapons no longer crashes Chummer. Fixes #4448. - Skill groups now show when they have been disabled by an improvement such as Uncouth. - A crash that would sometimes occur when Chummer is restarted programmatically has been resolved. - Upgrading cyberware or bioware to have both a different rating and a different grade at the same time can no longer cause a character's special attributes to get decreased from Essence loss mid-upgrade unless the final essence cost of the 'ware is actually greater enough than the old cost. - Print method now ignores control characters when printing to the Sheet Export window. - The Control Device pool for a weapon is now properly AGI-based instead of LOG-based, as the core rulebook dictates. - Changing a vehicle-mounted weapon's firing mode now properly updates the selectable box for firing modes instead of keeping it blank. - Metatype selection screens now contain a label referencing the sourcebook location of the currently selected metatype. Implements #4357. - The priority selection screen can now properly deal with potential custom priority entries with spirits and/or sprites. - Vehicle and Cyberware Condition Monitor controls now work properly. Fixes #4449. - Cyberware and vehicles now export the amount that their Matrix Condition Monitors are filled. Weapons now properly export all of their Matrix-related properties, including their Matrix attributes and their Matrix Condition Monitor status. - Deleting a skill by undoing the Karma expense for adding it now properly deletes the skill instead of lowering its rating by 1. Fixes #4323. - Fixed an issue that prevented 'ware with a capacity of 0 from having any gear added to it, even ones that are explicitly allowed. Fixes #4228. - Fixed an issue that some specific skills were not shown for critters based on a Force selection - Added an option to assign a color to each note to allow a way to categorize notes. - Data entries that directly use attribute values (e.g. for damage codes) now all require the abbreviations of those attributes to be enclosed in curly brackets, e.g. {STR}. They now also all support using unaugmented attribute values by adding "Unaug" after the attribute name but before the end of the curly brackets, as well as "base" attribute values (i.e. those given by priority entries only) by adding "Base" after the attribute abbreviation the same way. - When determining dice pools for weapons, having a specialization in the specific weapon name is now always enough to give the appropriate dice pool bonus. In the case of exotic skills, this means an exotic skill in the specific weapon is enough. Fixes #4467. - Fixed some weird behavior that might happen when trying to open a Chummer save file before opening Chummer first. - The karma cost of fettering a spirit is no longer hardcoded. - Attempting to buy a cyberlimb accessory for a non-Adapsin, non-Standard grade cyberlimb after having bought Adapsin no longer causes the accessory's grade to be set to Standard (Adapsin). - Added the ability to re-attempt connecting to GitHub inside the Updater tool. - Using custom date formats no longer causes the Nuyen and Karma expenses lists to be sorted incorrectly. Fixes #4472. - Using and regaining Edge no longer affects modifiers to the value of the Edge attribute. Instead, spent Edge is tracked purely on its own and is printed/exported separately as `edgeused` and `edgeremaining` for spent Edge and remaining Edge respectively. Character sheets now properly display the amount of Edge remaining for a character in the attributes section. - Weapons added to a vehicle mount no longer disappear after editing said vehicle mount. - First-time Chummer users who download a Nightly version now have their "Prefer Nightly Version" option set to True by default instead of False. Only completely new users (i.e. people who do not have a Chummer registry key) are affected. - Cyberprograms, Software, Autosofts, et al. are now properly recognized as programs and printed as such. - A vehicle weapon mount that comes pre-installed with a vehicle but whose size is from a splatbook that the character does not have enabled now still show up as weapon mounts. However, their sizes are shown as one of the core rulebook weapon mount sizes: Heavy if it can fit heavy weapons, Standard otherwise. Fixes #4477. - Chummer no longer allows more than one unbound spirit or sprite on a character at a time, but now also only cares about unbound and unfettered spirits and sprites that have at least one service in their entry. - In Create mode, gear can now be pasted into armor mods and armor, and armor mods can now be pasted into armor. - Weapons that use External Source ammo now have External Source properly recognized as one of the options with which the weapon can be loaded. - In the character roster tool, saves that are present both in the Watch folder and in either the Favorites or Recents lists now also still show up in the Watch folder section. - Extended versions of Detection spells that are explicitly allowed by RAW no longer erroneously have drain codes of 2 higher than normal. - Picking an exotic skill as a skill in which to get free levels from a Priority selection now works properly and adds the selected exotic skill to the character's skill list at the specified level. - Improvements that alter the number of power points available to a character now properly cause power point totals in the Adept Powers tab to be updated with new values. This includes metamagics that add power points. - When Chummer is opened, it now tries to automatically detect if there is an autosave for a character that could have been an unsaved character otherwise lost by Chummer crashing or exiting unsafely. If it finds such an autosave, it prompts the user if they want to load said autosave. - Chummer now attempts to delete all autosaves older than 90 days that are not linked to any Favorite or Most Recently Used character. - Improvements and qualities that affect the linked attribute of a skill now have their effects properly reflected in the UI all the time. - Closing an opened character that is also not the currently viewed character in the program no longer causes the tool strip of icons at the top to misbehave. - Qualities with levels taken at only level 1 now display their level as "1" instead of not displaying any level. - When removing content that has added potentially duplicate specializations to a character, the specialization that was added by said content is now properly always gets removed. - A warning is now shown when attempting to open enough characters that it might cause Chummer to silently crash. - Added a plural/singular detector to the code that checks if a character has a specialization for a weapon. - Added the ability to add spells and complex forms to a character through the Improvements system in career mode. - Armor items classified as Clothing but without a + or - in their armor codes are now treated as regular armor instead of armor extras. - Qualities with a rating can now be added at higher ratings from the quality selector, and the quality selector's karma filters now also take qualities with multiple ratings into account. - In Create mode, the sidebar section that tracks the number of spells, rituals, and preparations learned with priority points now properly reflects the maximum number of each as points are spent in either of the other categories. - Added support for Cyberware using the 'sameparent' requirement, in the same manner as armor mods. This allows for checking if the parent of a piece of cyberware (ie cyberlimb) already has another piece of cyberware installed. - Armor and clothing are now marked as devices with Matrix attributes. - Split up the option for how much Nuyen is gained per Karma spent after character creation into separate Working for the Man and Working for the People values. - Weapon mounts for vehicles now have their capacities for weapons explicitly defined. The default size is one weapon, but a different size can be set with the weaponsize parameter. Users can no longer attempt to add more weapons to a mount than it has capacity for weapons. - Bonus nodes and improvements that force characters to pick up certain metamagics/echoes at specific initiation/submersion grades now properly allow the character to pick up other metamagics/echoes at other grades. Fixes #4530. - AP and weapon damage codes that contain a slash mark that is not meant to represent a division operation can now be shown properly. In order to prevent ambiguity with slash marks that do represent a division operation, two successive slash marks need to be used to identify a forward slash mark that is not meant to be a division operation. Fixes #4532. - Using "Touch" instead of "T" for range now still properly translates a spell's or critter power's range to the equivalent in non-English languages. Fixes #4544. - Modifications that come with a vehicle weapon mount are now marked as such. - Black Market Pipeline's discount can now be applied to weapon mounts and can now be toggled freely during character creation. Fixes #4553. - Gear added to unequipped cyberware, armor, or weapons in some rare cases now no longer results in a bunch of cloned, phantom improvements. - Reapplying improvements no longer resets all of a character's Prototype Transhuman bioware. - Spells added by bonuses can now have their Extended, Limited, Alchemical and UsesUnarmed properties set using XML attributes in the bonus node. - Fixed the handling of weapons with depletable charges not working properly with Chummer's reload button and ammo handling. - Fixed a rare crash that would happen when Chummer tried handling certain texts that contained nothing but spaces. - For improvements that add a quality of the user's choice, requirements for qualities are now properly processed. Fixes #4567. - Added support for Cyberware plugins that add a weapon accessory to their parent weapon, i.e. the Overclocked upgrade for a Shock Hand. Adding the plugin will now add the relevant accessory to the added weapon. - Added support for customising the calculation of bound spirit and registered sprite limits as a house rule. - Fixed category display not working correctly when searching for items in frmSelectGear. Closes #4570 - Non-retroactive essence modifiers are now properly non-retroactive. - Merged bonus node functionality into bonus nodes so that the latter can now support multiple allowed availabilities and different quantities for each allowed availability. - Restricted Gear can now properly handle cases where multiple items exceeding character creation availability limits are in one stack instead of split across multiple ones. - Fixed Smartsoft behaviour for drone-controlled weapon dicepools not being properly calculated. - Enemies as per 4th edition rules now need to be enabled through the House Rules tab in character settings. Settings for the amount of karma gained from enemies are now clearly delineated and grouped together in the House Rules tab. Fixes #1325. - Favorite characters are now always automatically sorted alphabetically by their file paths. Fixes #3853. - Having Chummer not round Essence internally no longer allows characters with exactly 0 Essence to be valid. - LimittSpellCategory improvement can now exclude a category from being selected. - Objects can now use the presence of skills with total ranks (ie a total rank of 4 or more for Firearms + Blades) using the skilltotal node for required/forbidden operations. - Added the ability to export characters while still in character creation. Fixes #4585. - Added support for using a category of cyberware for forbidden/required nodes. Uses the cyberwarecategory and biowarecategory element names. For example, to require that a quality only be taken if the user has a cyberware in the Cyber Implant Weapon category, you would use Cyber Implant Weapon - Added weaponrangemodifier bonus type. This can be used to alter the range penalty for a given weapon. The bonus follows the form of [contains]Partial Weapon Name1. Note that name is optional, and it does not need to use the [contains] tag. If name is not specified, all weapons will be modified. Data Changes: - Consolidated all German Data Changes custom data and all German-exclusive content of sourcebooks printed in English into a single German Data Changes c.ustom data folder. - Individualized Alchemy, Disenchanting, Power, and Spellcasting focuses now properly apply their bonuses. Existing characters with these focuses will need to re-add them or reapply improvements to see any changes. Fixes #4340. - Whisper of Bones now properly requires Necromancy. - Injection Darts no longer display a weapon category selection screen and then crash Chummer. Fixes #4352. - Smartlink from the Shadowrun 2050 ruleset now properly gives a +2 dicepool bonus when using smartguns. - When creating spirit critters with forces not divisible by 3, the number of optional powers they get is now properly based on rounding the result of the division down instead of up. Fixes #4356. - All spirits now properly have a starting and maximum Essence equal to their Force instead of to 6. Fixes #4358. - Extraplanar Travelers is now a full category of selectable critters. Fixes #4394. - Changed Imbue Item spell from SG to properly require being an adept, mystic adept or having the Advanced Ritual Casting art. - Off-Road Tires properly cost 400 Nuyen per tire and have an availability of 6. - Added the Grimmes Erwachen German splatbook and the Storyteller tradition statted in it. - Fixed page reference for the Extra Fragile critter power. Closes #4420 - Fixed incorrect quality names for the Corp Teen, Rising Star, Company Troubleshooter, Tour of Duty (Desert Wars), In the Thick and Gone Native life modules that prevented them from being taken correctly. Closes #4386 - The Hemorrhage critter power no longer also has an entry as a learnable ritual. - Allowed the Enfield AS-7 to take an Ammo Skip when equipped with 24- or 32- round drum magazine. Closes #4349 - Unarmed Attack can no longer be bought as a weapon. - Fixed the German translations for some mentor spirits that were broken in an update a few years ago. - Fixed a typo in Baseline Reagents' availability. Fixes #4458. - All French translations that contain a shortened article (i.e. "d'" or "l'") now have zero-width spaces between the consonant and the apostrophe in order to prevent weirdness with the way they are sorted alphabetically. Searching without a zero-width space should still work, however. - Chemical Glands can now hold Chemicals and Custom Drugs. - Special Work Area can now be selected multiple times for Advanced Lifestyles and have some text specified for it each time. - The spells Pollutant Stream, Knockout, Punch, and Frigid now have proper descriptors. Fixes #4479. - Added a Bodyware entry for Additional Eye Mount that can only be placed inside of cyberlimbs. This is a crude but effective way of allowing Additional Eye Mount to be put anywhere on a character's body, including in cyberlimbs. Fixes #4482. - Croki now properly have access to Ritual Spellcasting. - The Morgan Cutlass' weapon mounts now properly use the newer system of dedicated weapon mount types instead of vehicle mods. - Vestigial remains of the old, vehicle mod-based weapon mount system have been purged. - Vehicles and drones in the core rulebook that come with weapon mounts now use the weapon mount settings written for them in Rigger 5.0 instead of the default core rulebook settings. Players playing without Rigger 5.0 will still see them as their core rulebook weapon sizes however. - The Krime Euskaldunak Tankette now uses Rigger 5.0 weapon mounts if Rigger 5.0 is enabled. - There are now dedicated options for weapon mount options that are for the weapon mounts that are statted out in the core rulebook. Fixes #4493. - The Technomancer quality can no longer be taken after taking an Infected quality. - Missiles now properly have 4 higher Availability than their rocket equivalents. - Light and Medium Crossbows now properly have a Concealability of +6. - Fixed various typos in the recommended specializations for certain knowledge skills. - Predictive Analytics now properly increases AR initiative dice. - Core rulebook weapon mounts now use Flexible for their flexibility entry to represent the core rulebook saying that its weapon mounts can rotate in an arc. - Out for Myself properly gives +3 Surprise dice. - Various music genres and trideo shows from No Future have been added as suggested specializations for relevant knowledge skills - Fixed specialization entries for crossbows and slingshots. - The Replace Attribute improvement now works properly. Fixes #4512. - Rockblood Old School Line and Rockblood Signature Armored Shirt are categorized as Armor instead of Clothing. - Added the Gabriel Hound from Sprawl Wilds to the critters list. - KEV from Shadowrun Missions Season 8 now has proper sourcebook references, and the specific Shadowrun Missions Season 8 books that contain it with a price and availability have been added to the program. - Fixed Savior Medkit page reference. Fixes #4529. - Added Stock, Side, Underbarrel, and Top weapon accessory slots to assault cannons, grenade launchers, and missile launchers that were missing it. - Removed Barrel weapon accessory slots from assault cannons, grenade launchers, and missile launchers that had it. As per the core rulebook, these weapons cannot mount barrel-mounted accessories or modifications. - Fixed various incorrect page references for weapons added by Krime Katalog. - The custom ruleset to exclude German sourcebooks now also excludes Shadowrun 2050. - Fixed Stun Baton not being able to be reloaded with peak-energy discharge units. - Alter Ballistics is now flagged as an Alchemical spell when added via the Alchemical Armorer quality. Characters that already have this quality will need to use Reapply Improvements to see this change. - Innate Spell critter power now enables the Magician/Spells and Spirits tab. - Cyberware Silencer, Laser Sight, Overclocked, and External Clip Port now add accessories to their parent cyberweapons. - Adepts can no longer choose skills from the Sorcery, Conjuring, or Enchanting skill groups for their free skill ranks from their priority entries at character creation. - Added addspirit bonus for Spirit Expansion: UMT and Spirit Expansion: Shedim metamagics. - Hedge Witch/Wizard quality now always allows Rituals. - Changed Dead SIN's Fake SIN to rating 3. - Fixed missing gecko grip and chameleon coating for the Mitsuhama Akiyama (Rules interpretation from description and 4e stats) - Fixed missing music player on the Urban Explorer Jumpsuit - Updated Krime Varmint to Concealability 2, Submachine Guns range. Changed/New Strings: - String_ContactPoints - String_KnowledgePoints - String_Skull - String_Torso - String_Arms - String_Legs - Message_CharacterCustomDataWarning - MessageTitle_CharacterCustomDataWarning - Menu_Main_Options - Menu_Main_Character_Options - Menu_Main_Update - Menu_Main_Restart - Menu_Main_ChummerWiki - Menu_Main_ChummerDiscord - Menu_Main_DumpshockThread - Menu_Main_Translator - Menu_Main_HeroLabImporter - String_Save - String_SaveAs - Tip_SkillsKnowledgeSkills - Title_Options - Tab_Options_CustomData - Tab_Options_CustomDataDirectories - Tab_Options_Basic - Label_Options_CustomDataDirectories - Checkbox_Options_LiveUpdateCleanCharacterFiles - Label_Options_DefaultCharacterOption - Title_CharacterOptions - String_Rename - Label_CharacterOptions_CharacterCreationSettings - Label_CharacterOptions_Printing - Label_CharacterOptions_OptionsOfficialRules - Label_CharacterOptions_Cyberlimbs - Label_CharacterOptions_DecimalsAndRounding - Label_CharacterOptions_CustomData - Button_ChangeCustomDataEntries - Label_CharacterOptions_Combat - Label_CharacterOptions_MagicAndResonance - Label_CharacterOptions_PriorityTable - Label_CharacterOptions_AllowedCyberwareGrades - Label_CharacterOptions_RedlinerLimbs - Message_CharacterOptions_UnsavedDirty - MessageTitle_CharacterOptions_UnsavedDirty - Message_CharacterOptions_ConfirmDelete - MessageTitle_CharacterOptions_ConfirmDelete - Message_CharacterOptions_SettingRename - Message_CharacterOptions_DuplicateSettingName - MessageTitle_CharacterOptions_DuplicateSettingName - Message_CharacterOptions_SelectSettingName - Message_CharacterOptions_SelectSettingFileName - Message_CharacterOptions_SettingFileNameTooLongError - MessageTitle_CharacterOptions_SettingFileNameTooLongError - Label_SelectBP_BuildMethod - Label_SelectBP_Priorities - Label_SelectBP_QualityKarmaLimit - Label_SelectBP_EnabledBooks - Label_SelectBP_CustomData - Checkbox_SelectBP_IgnoreRules - String_SelectBP_Summary - Message_CharacterOptions_DesyncBuildMethod - MessageTitle_CharacterOptions_DesyncBuildMethod - Message_CharacterOptions_CannotLoadSetting - Message_CharacterOptions_DesyncBooksOrCustomData - MessageTitle_CharacterOptions_DesyncBooksOrCustomData - String_Chummy - Message_SelectBP_SwitchBuildMethods - MessageTitle_SelectBP_SwitchBuildMethods - Message_CharacterOptions_OpenCharacterOnBuildMethodChange - MessageTitle_CharacterOptions_OpenCharacterOnBuildMethodChange - Message_Options_ConfirmTelemetry - Message_Options_CloseForms - Message_Update_CloseForms - Message_Insufficient_Permissions_Warning_Registry - Message_MergeIdentical - MessageTitle_MergeIdentical - Message_Load_Error_Warning - String_DeleteShort - Message_DeleteSustainedSpell - Button_Sustain - Label_PsycheActive - Label_SustainedSelf - Label_SustainedForce - Label_NetHits - Label_Options_DicePenaltySustaining - Tip_Skill_Sustain - Label_SelectLifestyle_Borough - Label_SelectLifestyle_District - Label_SelectLifestyle_City - Label_LifestyleNuyen_SelectLifestyle - Tip_Skill_Zero_Attribute - String_TotalComparisonWithPointBuy - Label_Options_DpiScalingMode - Label_SelectMentor_ChooseOne - Label_SelectMentor_Bonus - String_Saving - String_Saving_Pattern - Button_ChooseCustomColor - String_NaturalAttribute - String_BaseAttribute - Label_Options_SpiritFettering - Button_Reconnect - Message_UnboundSpiritLimit - MessageTitle_UnboundSpiritLimit - Message_PossibleCrashAutosaveFound - Message_NoLinkedPDF - MessageTitle_NoLinkedPDF - Message_NoPDFProgramSet - MessageTitle_NoPDFProgramSet - Message_TooManyHandlesWarning - MessageTitle_TooManyHandlesWarning - Label_SkillGroup_Disabled - Label_SkillGroup_DisabledBy - Enum_GunneryCommandDevice - Tooltip_CharacterOptions_ManifestMissing - Tooltip_CharacterOptions_LanguageSpecificManifestMissing - Tooltip_CharacterOptions_ManifestDescriptionMissing - Title_CustomDataDirectoryInfo - Label_DirectoryName - Label_DirectoryAuthors - Label_DirectoryVersion - Title_DirectoryDependencies - Title_DirectoryIncompatibilities - Tooltip_Dependency_Missing - Tooltip_Incompatibility_Present - String_IsMainAuthor - Tooltip_Incompatibility_VersionMismatch - Tooltip_Dependency_VersionMismatch - Message_Duplicate_CustomDataDirectory - MessageTitle_Duplicate_CustomDataDirectory - Message_Duplicate_CustomDataDirectoryName - MessageTitle_Duplicate_CustomDataDirectoryName - Message_Duplicate_CustomDataDirectoryPath - MessageTitle_Duplicate_CustomDataDirectoryPath - Label_CharacterOptions_NuyenExpression - String_Chummer5a - Label_DirectoryPath - Label_Options_WftM_Nuyen - Label_Options_WftP_Nuyen - Tooltip_Dependency_BadLoadOrder - String_ToTop - String_ToBottom - Message_WeaponMountFull - Message_SelectNumberOfCharges - Label_CharacterOptions_BoundSpiritLimit - Label_CharacterOptions_CompiledSpriteLimit - Message_BoundSpiritLimit - Message_RegisteredSpriteLimit - Label_SelectBP_UseSetting - Label_Options_DefaultMasterIndexSetting - Label_CharacterOptions_4eAdaptations - Checkbox_Options_Enable4eStyleEnemyTracking - Label_Options_KarmaGainedFromEnemies - Checkbox_Options_EnemyKarmaQualityLimit Deleted Strings: - Label_Options_NuyenPerBP Build 214 Application Fixes: - Added a check for xml files storing invalid characters that prevents the file from being saved or loaded. As test issues have been constrained to issues with the notes, it's assumed that this is mostly coming from ingesting PDF documents. If the issue is found, prompt the user whether they want to load with unsafe settings, as this has a small chance of causing application instability. - Added safeguard to notes save method to prevent them from storing said invalid characters. - Characters with MAG attributes but who are neither magicians nor adepts of any kind no longer have their MAG attribute disappear in Career mode when the optional rule to have Mystic Adepts use a second MAG attribute is enabled. - Dark mode's darkened backgrounds have been made slightly lighter (by up to 20%). - Fixed an issue where some sourcebooks would insert ligature characters into an item's notes that Chummer could not handle and would prevent the character from being saved and/or crash whenever the character was opened. - When loading a character from a save file, the program now automatically checks if there are any saves in the autosave folder that seem to match the currently loading save file's character and that have a later last write date and time than those of the currently loading save file. If it finds such an autosave, it now prompts the user of whether they want to load the autosave instead, though if they do, the old save file will not be altered until they manually save, just in case they realize that the autosave is not what they want after it has been loaded. - Characters with all but one skill disabled in a skill group no longer have their only enabled skill's rating show up as their rating for that skill group. - Characters can now properly learn free spells in Career mode even if they do not have enough spare Karma to be able to learn said spells traditionally. - In Career mode, if the optional rule to not double positive quality karma costs is not set, the karma filters in the quality selection form now properly consider the doubled cost of qualities that are not set to not double their costs after character creation. - Upgrading cyberware that is a part of another piece of cyberware no longer causes the cyberware selector form to display an empty list. - Mastery qualities that are not purchased traditionally no longer deduct free spell points. - Chummer now properly registers attempts to join a technomancer network/tribe in Career mode. - Improvements that add gear without a rating no longer add that gear with a rating of 1. - Armor against special types of damage now properly work off of the highest total armor rating against that particular damage type instead of taking the highest generic armor rating and adding the highest special type armor bonus to it. Fixes #4253. - Settings for which ammo types can be used for which weapon types have been unhardcoded. The `ammoforweapontype` tag in gear items now dictates if said gear item can be used as ammo for a certain type of weapon, with the attribute 'noextra="True"' intended to be set where the ammo can broadly serve in all weapons of that type instead of just one specific one. The "type" attribute in a weapon's category dictates its default weapon type, though it can be overriden with a "weapontype" node inside the weapon's definition. - Lifestyle notes now properly show up after a new lifestyle is added. - If there are multiple orphaned improvements that used to have the same parent, these are now properly detected as orphaned improvements. - Characters no longer have extra special attributes burned when they buy new 'ware whose fractional part of its essence cost combined with the size of the character's existing essence hole would add up to more than one. - Upgrading 'ware no longer shifts a character's essence in the opposite direction to where it is supposed to (i.e. increasing character Essence if the new piece has a greater Essence cost than the old piece, decreasing character Essence if the new piece has a lesser Essence cost than the old piece). - Negative fractional improvement values are now always rounded away from zero instead of always towards zero. - Added support for maxrating on armor mods exceeding the rating of the base item. Supports Bunker Gear Fire Resistance 8 - Reapplying improvements no longer causes drain/fading-related labels to stop reflecting changes in attributes. - Fixed the Increased Seating mod not correctly rounding up when used on vehicles with 1 Seat. - Notes copied in from PDFs are less likely to have line breaks in weird places, like after commas or semicolons. - Critter definitions where inherent critter power, inherent gear, and/or natural weapon stats are based on the critter's force no longer cause Chummer to crash. - Gear that is added to an armor mod now properly has its parent set to said armor mod, fixing various issues like being unable to delete gear added to an armor mod. - The Export screen's preview window no longer displays a preview of the Base64 strings used to store raw image data for mugshots, which should speed up the function considerably. - The English names of a character's skills are now also exposed upon exporting said character. - Custom improvements for adding echoes and metamagics to a character have been added. - The Source label in the weapon mount creation screen is now properly clickable. - Vehicle mod costs, availabilities, and slot capacity requirements can now use their parent vehicles' Armor, Sensor, and Pilot ratings. - Special whitespace characters necessary for certain languages, e.g. non-breaking spaces in French or zero-width spaces in hyphenated English, are no longer automatically converted to standard, single-width spaces in characters' notes. - Armor, Vehicle, Vehicle Mod, Weapon, and Spell selection screens no longer show categories that have no selectable items (usually if the character does not have the necessary books enabled). - Adding Gear directly to locations now works properly. - Restricted Gear for weapons and/or vehicles that are added by other items no longer counts both the source item and the weapon/vehicle itself as two separate items. - Fixed Fettering not being properly allowed for Magicians. - Items and improvements that disable specialization bonuses for a skill, e.g. Loss of Confidence, now properly disable them. - The dice roller now properly shows updated results after rerolling misses. Fixes #4305. - Dropdown boxes in non-English languages now properly display their localized texts and sort by them instead of showing and sorting by English values. Fixes #4319. - Fixed an issue in the amend system where if multiple parent nodes were being modified at once with the option to add a node if it is not found, having that node present in only one parent would prevent it from being added to all the parents that were missing it. Fixes a bug that was mentioned off-handedly in #4310. - The message for removing or downgrading a quality in Career mode now properly includes the quality's name and the cost of removing it. - Added support for save files having a minimum version of Chummer defined. This will be used in a near-future version of Chummer that contains a significant enough change to the structure of character saves that it will need it. - The export tool can now export in languages other than the one in which Chummer is currently being used. - Fixed an issue where character sheets exported in a different language than Chummer's current language still have their metatype and metavariant texts set based on the language that Chummer is using. Data Changes: - The Ares Light Fire 75's suppressor is no longer incorrectly referred to as the Ares Light Fire 70's suppressor. - Added a new PDF Parameter option that is Adobe Acrobat-style, but always opens a new instance of the clicked file. - Linguistics (the adept power) no longer increases a character's native language limit by 1. - Amended Bunker Gear to properly get rating 8 Fire Resistance instead of rating 6. - Limited Skill Autosofts to the skills listed in Rigger 5. - Added Skill Autosoft (Knowledge) per Rigger 5. - Fixed Orks Have Natural Weapon Tusks customdata to provide Tusks instead of Horns. - Fixed Ares Duelist not getting targeting autosoft - Fixed Climate Adaptation and Proboscis metagenic qualities not having the correct flag. Closes #4278 - Added previously missing entries for the Proteus Krake's micro-torpedos and micro-torpedo launcher. Existing saves containing a Proteus Krake will have its previously buggy weapon mount entry replaced with a functional one that properly includes the micro-torpedo launcher. - Added KEV toxin from Shadowrun Missions Season 8. Added SRM8 book. - Removed the Advanced Ritual Casting requirement from Attune Item and Empower rituals. Closes #4277 - Added separate [Custom Cyberdeck] Firewall gear item for Fuchi Cyber-N. - Corrected a few mentor spirit bonus texts that did not have spaces after colons. - Added customdata to allow the weapon mounts from Rigger 5 to mount Sporting Rifles. Closes #4287 - Added Barehanded Adept to quality whitelist for Focused Concentration. Closes #4293 - Fixed incorrect liner categories for the Ares Victory line. Closes #4299 - Fixed incorrect weapon types for underbarrel grenade launchers that prevent them from being reloaded properly. Closes #4297 - Helmets in the custom ruleset "Helmets Are Mods, SWAT and MilSpec Are FBA" now properly have capacities for gear instead of negative armor capacities. - Rigger 5.0 attribute increase drone mods now properly consume slot points based on the increase instead of on the total rating. The first level of an attribute increase (the first three for armor) are not also properly free. - Weapons that come with Trigger Removal as default no longer get an extra +1 Accuracy compared to their printed statblocks. - In Priority-based creation, Apprentices now get the same skill group extras that Aspected Magicians get, though they cannot choose the Enchanting skill group because those skills are forbidden for Apprentices. Fixes #4313. - The customdata for letting Rigger 5.0 Standard and Heavy vehicle mounts to sporting rifles now works for proper Rigger 5.0-style weapon mounts as well. Fixes #4289. - Fixed incorrect stats for Krime Trollbow Horns. - Fixed incorrect specializations for various Carbines from Street Lethal. - Removed Hardened Rolling Blades weapon, as No Future says that Rolling Blades are only available in Bladed form. - Carbines is now one of the recommended specializations for the Automatics skill. - Added customdata that removes Automatics as a skill, placing Machine Pistols into the Pistols skill and all other Automatics weapons into the Longarms skill. Heavy Weapons replaces Automatics in the Firearms skill group. Implements #4310. - Evo Sublime now properly is only available as an implanted cyberdeck. - Fixed the cost of integrated synthlinks and internal SmartCams. Changed/New Strings: - MessageTitle_AutosaveFound - Message_AutosaveFound - Message_InvalidTextFound - Message_InvalidTextFound_Title - MessageTitle_OutdatedChummerSave - Message_OlderThanChummerSaveMinimumVersion - MessageTitle_OlderThanChummerSaveMinimumVersion Build 213 Application Fixes: - Added a limited dark mode. The mode can be set and previewed in the Options menu. For existing users, Chummer will default to Light mode; for new users, Chummer will default to automatically checking the setting in Windows for whether apps should run in Light or Dark mode. - Fixed an incorrect tag on submersion groups in career mode. - Fixed incorrect default multiplier for Technomancer Ordeals/Tasks. - Fixed a crash when changing priority selection if the character has FreeSpellsSkill improvements (ie Dedicated Spellslinger). - Fixed a regression in career mode not allowing Initiation Groups to be joined or left properly. Closes #4115 - Fixed a myriad of cases where printing a character sheet in a language that is different from the language being used for the program would sometimes result in incorrect localization and/or number formats being used. - Fixed qi foci improperly providing free levels of a power rather than free points. Closes #4116 - Qualities that unlock special skills are no longer all always effectively free when purchased traditionally. - Amend files now default to not adding missing nodes by default unless no amendoperation is specified and the amend node has no children (i.e. default amendoperation would be "replace"). This generally makes amends with very general filters work properly again. - In an Amend file, if a "recurse" node is set to not add itself if no target is found, it will still recurse into the amending nodes, just in case there is a node somewhere inside that is set to be added if no target is found. - The availability filter for buying new cyberware or bioware now works properly for items that do not have a fixed, forced grade. - When browsing a list of purchaseable items, if any items are hidden by availability or cost filters, an entry will show up at the bottom of the list saying how many items are hidden. This primarily serves to remind people to check these filters if they somehow cannot find an item for which they are looking. - In Career Mode, the dicepool quantities and tooltips for weapons mounted on vehicles are now calculated and displayed properly. - Melee weapons mounted on vehicles no longer display a table of ranges. - Weapon accessories on weapons mounted on vehicles now display their stat modifiers. - Dicepools for weapons no longer display two different values when the character has a relevant specialization. Hovering over the dicepool labels will still list a specialization as the source for +2 bonus if the character does indeed have a relevant specialization. - In the Lifestyles tab, improvements that change lifestyle costs now display the actual source of the improvement (e.g. a quality like Dependents) instead of just the type of source. - Weapon ratings are now saved and loaded properly. - Added an option that lets users choose the method by which mugshots are saved in save files and when exporting the sheet as an HTML or PDF file. The program can use lossless compression (PNG) or lossy compression (JPEG), with the latter also having an additional setting where the user can choose the JPEG quality at which their mugshot will be saved. Switching from lossless to lossy and/or lowering JPEG image quality can dramatically reduce the size of .chum5 save files at a loss in image quality of each mugshot (a fairly small loss at high JPEG quality). - The program will no longer crash if an incorrectly formatted time and/or date format is entered into the Custom Time or Custom Date fields in the Options screen, respectively. - The Description, Concept, Background, Character Notes, and Game Notes sections of characters now support rudimentary formatting. - Selecting a Street Scum setting or the High Life setting in the Build Method screen now properly updates the shown values in the screen's numerical displays. Choosing the change the Build Method of a character with one of these settings in Create mode now also properly displays their chosen setting in the resulting Build Method screen. - Special modifications of underbarrel weapons are now also properly processed. - The internal GUIDs for all items that have them are now included in all print- and export-information as the "guid" field. For items that also have references to the GUID of the XML data entry off of which they are based, they will also print this information: this is the "suid" field for skills, the "metatype_guid" field for metatypes, the "metavariant_guid" field for metavariants, and the "sourceid" field for everything else. - Negative qualities that do not give Karma but still contribute to the negative quality karma limit at character creation are now properly taken into account when new negative qualities are attempted to be added or an existing negative quality is attempted to have its level increased. - Added a new bonus node called "selectexpertise". It lets the user select a specialization to add to their character with a +3 bonus instead of a +2. The syntax for this node is similar to that of "selectskill", but there is also the possibility for a "limittospecialization" attribute that limits the selection of specializations that can be chosen. - Added support for Astral Reputation (from Street Grimoire) and Wild Reputation (from Forbidden Arcana). They currently still need to be adjusted manually, especially because Spirit Index is information that players are not expected to accurately have, but dicepools are adjusted accordingly, and Chain Breaker's effects are appropraitely disabled for characters who have an Astral Reputation of 3 or greater. - Redliner's bonus is now properly updated based on the character's current cyberlimb count instead of their cyberlimb count before the given Redliner bonus refresh. - Characters with missing or faulty source references to their metatype/metavariant now get the proper reference assigned upon their first load. - Boxes displaying short messages and/or prompts are now centered around where Chummer's active window is instead of in the middle of the screen. - Attempting to change a character's priorities no longer causes all metatype- and priority-given qualities and improvements to be removed and then re-added. Instead, metatype-given qualities and improvements are only removed and then re-added if the character's metatype and/or metavariant is changed, and priority-given qualities are only removed (and potentially re-added) if the character's special priority selections have changed to one that works off of a different quality. - Native languages are now tracked separately instead of Language skills with a rating of zero being treated as Native languages. - Advanced lifestyles no longer add an extra 50 nuyen flat monthly cost for increasing C&N, Security, and/or Neighborhood ratings. - Chummer no longer crashes when attempting to delete the quality representing that a metatype-given quality was removed at character creation. - The metatype selection form for Karma-based character generation options now properly remembers the character's current metatype and metavariant settings. - The message displaying conditions that a character has not met for something that they have picked out can now properly handle condition groups. - Condition Monitor boxes now load properly if the character being loaded has any of their boxes filled and/or have more than 24 Physical and/or Stun Condition Monitor boxes. - Adepts with an adept power that they both have free levels/ranks in and have put PP into manually now get those PPs automatically removed from said power should the adept stop being an adept. - Added two new XML node types to gear: isflechetteammo and flechetteweaponbonus. The former node, if its contents are set to True, indicates that the gear in question could be used by a weapon that can only fire flechette ammunition. The latter is a special version of the weaponbonus node that is only applied if the gear is loaded into a weapon that can only fire flechette ammunition, overriding the weaponbonus entry if it does so. - Weapons that can only fire flechette ammunition can now properly only be loaded with flechette ammunition. Existing save files where these weapons are loaded with non-flechette ammunition will automatically unload said ammunition. - Custom files for character sheets now work properly, though people who do wish to use them are recommended to add entries in every single language found in sheets.xml. - The Cyberadept quality now properly automatically restores lost Resonance to Essence at every Submersion instead of needing a separate echo to be taken. Existing characters with these echoes will have the echoes removed upon loading their character, but their cyberadept bonus should be kept and automatically reassigned to the best applicable submersion grades. - Fixed a regression when loading characters with suppressed qualities. Closes #4178 - Added a Master Index tab that lets users search the entire Chummer database for any entry and quickly view its sourcebook reference (and click it to open up a linked PDF). This does cause the program's initial startup time to be noticeably longer than before, so it can be disabled in the Options menu for those who do not want to use it. - Added Group Contact Karma to the tooltip for Positive Qualities in create mode. - Opening multiple character files simultaneously is now a lot less likely to cause the program to crash. - Gear, Armor Mods, and Cyberware that are granted for free by something can no longer have their ratings directly altered during character creation. - Ammo and Weapon Accessories that modify damage, AP, and/or firing modes now stack appropriately with Ammo and Weapon Accessories that replace damage, AP, and/or firing mods. - Weapon Accessories that contain the word "Flechette" in their name no longer lower AP by 5 for weapons with an (f) damage type in a hardcoded fashion. - Custom Fit (Stack) now works on armor types other than those in the High-Fashion Armor Clothing category. This is only relevant for custom data. - Armor that subtracts from the character's total armor now works properly. - Changing the ratings of Cyberlimb Customization 'ware now properly updates the character's displayed attribute values when appropriate. - If skill points have been spent on knowledge skills, a reminder/explanation that this has happened now shows up in the Skills tab. - The random number generator has been switched from dSFMT to Xoroshiro128**. The general statistics of the latter are slightly more secure/random than that of the former, and it also tends to run faster and with less memory. - Items loaded in for characters originally saved under some very old versions of Chummer5a will now properly recognize the original data node of armors, armor mods, lifestyle qualities, vehicle mods, weapon accessories, critter powers, martial arts, traditions, metamagics, and magical arts. - Weapon accessories can now modify the Reach of their parent weapon. Closes #4204 - The weapon selection form now displays weapons' base concealability. - Vehicle and/or drone mods with a minimum rating greater than 1 now properly take their minimum into consideration for availability and cost filters in the vehicle/drone mod selection screen. - The option to allow for skill points to be used to break skill groups no longer disables spending skill points on all skill groups under certain circumstances. - Trying to buy gear plugin in career mode for an armor, armor mod, or gear attached in some way to an armor or armor mod without enough money now no longer leaves a "ghost" gear after the message saying that the character cannot afford the gear has been shown. - Vehicle mods can now properly be sold in career mode. - Changing metatypes in Create mode no longer sometimes keeps old initiative and movement speed values. - Instead of a global option to hide charts in the Karma and Nuyen tab in Career mode, charts are hidden by default and are only shown when checking a checkbox in the Karma and Nuyen tab. - Chummer now displays an error message if it cannot load a picture/portrait/mugshot instead of crashing. - Changing 'ware grades during character creation now properly updates the list of available 'ware based on availability modifiers. - Items can now be sold at 0% of their original cost instead of being limited to at least 0.01%. While normally, items that are to be deleted without reimbursement should be deleted instead of going through the selling process, this change should let people who do go through the selling process instead for some reason still be able to "sell" the item at 0%, equivalent to deleting it. - Toggling an adept power's adept way discount should now always result in Chummer properly recognizing the change in spent PP. - Weapons added directly to vehicle modifications can now properly be removed. - Updated all mentions of "Sex" for a character's/contact's properties to "Gender". - Adepts are now properly charged karma for any rituals that they learn at character generation. - Custom date and/or time formats are now saved properly. - Updated the link to the Chummer5a wiki to actually point to the GitHub wiki. - The Export screen is now more informative about its (potentially quite long) loading times instead of freezing up the entire program while it loads in the exported data. - Enemies are now handled consistently regarding Karma, and new ones can now be properly added that would make the character go temporarily over their Negative Quality Karma limits, though they will cause the character to fail their validity check if the limit stays overshot. Fixes #4235. - Group contact Karma costs are now properly in sync with contact Karma costs should the latter be set to a higher value through Karma cost options. - Karma expenditures for group contacts are now properly updated if/when the setting for whether a contact is a group contact is toggled in some way. - Fixed an issue with the context menu for character tabs not being translated properly. Closes #4142 - Characters with more than the default amount of arms and/or legs should now be able to properly add multiple modular connectors associated with their extra limbs on the same side. - Cyberlimbs now block modular connectors to the same limb that are not part of said cyberlimb. - MAG (Adept) no longer shows up in the list of attributes for a skill if the character does not have the house rule enabled that has Mystic Adepts have two Magic attributes instead of separate Mystic Adept PPs. - Removed vestigial code for supporting and handling Omae and Omae-managed files. The service has been offline for so long that there really isn't any use for this code anymore. - Removed vestigial code for supporting and handling mechanics that are specific to Shadowrun 4th Edition and were not or cannot be ported to Shadowrun 5th edition. - Improvement values and augmented values can now be decimals, not just integers. Non-integer improvements that would modify a value that must always be an integer will always get rounded up. - The total amount of power points that an adept of some kind has can now be a non-integer. - Unhardcoded the way Running, Swimming, and Flight require ground, swimming, and flying movement speeds in order to be enabled. Skills can now be set to require one or more of these movement speeds through the requiresgroundmovement, requiresswimmovement, and requiresflymovement nodes, and the Running, Swimming, and Flight skills have these nodes present in the base data set. - Improvements that can alter a character's walking, running, or sprinting speeds on ground, in water, and in the air can now be added through the Improvements tab after character creation. Adding/increasing walking, running, and/or sprinting speeds in the air are a way to unlock skills that require such a movement speed to get enabled, such as Flight. - Browsing certain pieces of armor or weapons to buy no longer fills the character's improvements list with orphaned improvements and phantom limit modifiers. - Cancelling out of a Mentor Spirit or Paragon selection form now properly aborts the attempt to add a Mentor Spirit or Paragon. - Added simple support for copy-pasting cyberlimbs in create mode to allow them to properly select the side. To do this, use the copy button, select the root-level cyberware node and paste it. Closes #4254 - The "Show" and "Page Break" options in the Shadowrun 5 character sheet set now work properly. - Buying cyberware plugins in Career mode that do not affect essence when they are plugins no longer decreases the sizes of Essence holes when a character has one. - Added in support for recognizing (some) PDF printers, and if Chummer finds any when the "Save as PDF" button is clicked, it will display a message asking if it should use the PDF printer instead of the PDF-saving system that comes with Chummer. Data Changes: - Removed legacy nodes for Street Scum Priority values that caused incorrect nuyen amounts. - The custom rulesets for Toxic traditions having no requirements and for Painade being available per the German version of Cutting Aces now load and work properly. - The custom ruleset for having the special helmets assigned to specific armors be armor mods no longer still has an armor entry for the Urban Explorer Jumpsuit's helmet. - Adding the Sensei quality to a character no longer causes the program to crash. - The Elementalist qualities now properly restrict the character to a specific spell category instead of limiting the character to spells with the Elemental descriptor. Because not all traditions have a spell category assigned to all four elemental spirit types, because certain traditions like Draconic don't even have any spirit types assigned to spell categories, and because custom traditions and the Paradigm Shift metamagic exist, users will need to manually select the spell category to which their character is to be restricted instead of it being determined automatically. - The special modifications for Improved AP, Improved Reach, and Improved Recoil Comp are now properly marked as such and are therefore now taken into account when trying to add more special modifications. - The SASS version of Inspired now properly requires an Artisan specialization to be chosen that will be added with a +3 bonus instead of applying a +3 bonus to all Artisan specializations. - The Run Faster version of Inspired no longer incorrectly makes all Artisan specializations give a +3 bonus instead of a +2 bonus. - All lifestyle assets that require the character to specify for what they are purchased for (e.g. Grid Subscription, Patron of the Arts) can now properly be purchased multiple times. - The lifestyle assets "Merchandise: Goods (Avail X)" are now correctly named "Merchandise: Goods (Specific Item) (Avail X)" and now appropriately require the character to select the specific legal good that is being sold. - Optical imaging scopes have been moved to a custom ruleset to abide by RAW. Optical binoculars are explicitly mentioned by RAW, but not optical imaging scopes. - Fixed liminal centaur rear legs not being able to take digigrade leg modification. Implemented existing behaviour as a customdata entry. - Chain Breaker now properly lets a character choose two additional spirit types that they can summon and now properly removes access to the Binding skill. - Added content from Krime Katalog. - All Assault Cannons now properly have a Concealability modifier of similarly-sized heavy weapons. Some of them previously had Concealability modifiers equal to Assault Rifles. - The Telestrian Shamus' X-Ray Sensor Function can no longer be purchased separately. A custom ruleset has been added that restores the old behavior of the X-Ray Sensor Function, letting it be purchased as a regular sensor function. - The Hammerli Gemini and other pistols with a base Concealability modifier greater than 0 now get the appropriate Chameleon Coating weapon mod available to them. - Stick-n-Shock Flechette Rounds now properly adjust the damage types of weapons that can only fire flechette rounds. - Added a customdata rule to allow the Ammo Skip system to use the Internal slot or the Under slot. The Under slot is still consumed preferentially, but allows weapons without the Under mount (ie revolvers) to take it. - Evil Eye is now properly an Instantaneous spell instead of a Sustained spell. - Fixed missing unique setting for the Muscle Augmentation bioware that caused it fail to stack with Improved Physical Attribute. - Fixed incorrect Concealability and Spec settings for the SK/Onotari Arms Silent Claw Stiletto. - Fixed Neocortial Neural Amplifiers not listing the correct condition modifier. - Spirit Affinity no longer lists Watcher and Homunculus spirits among its recommendations. - Corrected multiple instances where an item with two different entries had two different sourcebook references. - Bolt Hole now properly starts with 4 LPs instead of 3, and now properly has a C&N maximum of 2 instead of 3. - Not a Home now properly modifies the maximum rating of C&N instead of its value. - SINner (Corporate Limited) now properly allows characters to define their own entry instead of picking from suggestions. - Partial Cyberskull now properly allows nanocybernetics to be added to it. - Fixed Ares Screech not correctly using Peak-Discharge Energy Units as ammo. - Fixed pantherine shifter not having the Balance Recepter quality. - Acceleration Downgrade now properly reduces the vehicle's acceleration. - Armor Upgrade (Drone) now properly has its availability scale with its rating. - All drone upgrades now display "Upgraded Rating" instead of "Rating" to make clear to what the item's Rating corresponds. - Extended Clip now properly increases ammo capacity instead of adding an extra ammo slot. Existing weapons with Extended Clips attached will need to be re-added for this change to be processed. - The Nemesis Arms Maul Stun Staff now properly recognizes the Staves specialisation for the Clubs skill. - The Ares Citymaster, having no statted availability or nuyen costs, has had its entry removed from Chummer's base data files. - The Mystic Aptitude adept power's page reference is now correct. - A typo in the name of the Biocompatibility quality has been fixed (it was previously called Biocompatability). - The range of the Ares Armatus now loads properly. - The Dangerous Area and Obscure/Difficult to Find basic lifestyle qualities' page references are now correct. - Ondansetron is now properly called Ondansetron instead of Ondanstron. - The Ares Armatus is now properly recognized as a Laser Weapon. - Peak-discharge power packs are now properly available for the Ares Redline, the Ares Lancer MP Laser, the Underbarrel Laser, and the Repeating Laser. - The maximum number of times that Ambidextrous can be taken is now based on the number of arms the character has instead of fixed at 3. Characters who have multiple arms will still need to track for which arms they have taken Ambidextrous, as Chummer currently does not track Ambidextrous in an arm-specific fashion. - Removed unnecessary affectbase attribute from Wendigo and Bandersnatch qualities. Closes #4232 - The AR Nails gear's page reference is now correct. - Fixed claw bioware incorrectly adding Reach to all unarmed attacks instead of the specific weapon. Closes #4158 - Cyberlimb Optimization should now properly let a skill be selected for each iteration of the cyberware and therefore properly apply its dicepool bonus when paired up instead of it being inconsistent with both. - The costs and availabilities of Superior Reagents and Refined Superior Reagents are now correct. Changed/New Strings: - String_RestrictedItemsHidden - Label_Options_MugshotCompression - Label_Options_ImageQuality - String_Lossless_Compression_Option - String_Lossy_Compression_Option - String_Bold - String_Italic - String_Underline - String_Strikethrough - String_Font - String_ForeColor - String_BackColor - String_AlignLeft - String_AlignCenter - String_AlignRight - String_UnorderedList - String_IncreaseIndent - String_DecreaseIndent - String_AstralReputation - String_WildReputation - Label_AstralReputation - Label_WildReputation - Message_UnderLanguageLimit - Tip_SkillsKnowledgeSkills - Skill_NativeLanguageLong - Message_NewNativeLanguageSkill - Label_CMRecovery - Title_MasterIndex - Label_MasterIndex_SourceClickReminder - Checkbox_Options_HideMasterIndex - Label_GroupContacts - String_PlusSkillPointsSpent - String_CapacityRemaining - String_Concealability - String_UpgradedRating - Message_DeleteVehicleMod - Checkbox_ShowChart - Message_File_Cannot_Be_Read_Accessed - Label_Gender - Label_Options_ColorMode - String_Automatic - String_Light - String_Dark - String_Generating_Data - Menu_AddTechnique - Label_Options_MartialArtTechnique Deleted Strings: [All roughly 90 strings related to Omae, Nexuses, SR4e-specific Complex Form Mechanics, and Martial Arts Maneuvers] Build 212 Application Changes: - When entering Nuyen and Karma expenses for Working for the Man/People, it's now possible to flag the expense entry as always being present in the Expense log. This will in effect reduce the Career Karma or Career Nuyen by the selected amount. Closes #4096, closes #3613 - Added InitiationGroup, InitiationOrdeal and InitiationSchooling option values for Submersion and Initiation respectively. Ensures that values are correct across multiple locations. Currently not exposed to user change. - Traditions that have an empty Drain value will automatically be permitted to choose their drain attribute. Allows the Toxic tradition to select the Drain attributes to use. - Added contributetobp property to Qualities as an accessible property via XML. Allows for a quality to contribute to your Limit, but not consume karma during character creation. Has no effect during career mode. - Exposed Note-fetching mechanism to Armor, Armor Mods, Cyberware, Gear, Lifestyle Qualities, Vehicles, Vehicle Mods, Weapons, and Weapon Accessories. When created, Chummer will attempt to fetch relevant text from the PDF, if it is linked. - Altered behaviour of special attributes having an effective metatype minimum below zero during character creation that requires spending additional priority points. - Added an optional rule to preserve existing behaviour. - Merged karma cost checks for Foci into the Focus object instead of separate Create and Career methods. - Added support for individualising a focus based on the rules presented in Street Grimoire on page 230. - Added support for Limit Conditions fetching their condition string from the language file instead of being baked into the object. Existing characters with these string will need to use Reapply Improvements to apply the new values. - Expanded functionality for the SelectText bonus type to allow providing a list of values from the XML files. This is provided by three node attributes: 'xml' indicates the document to load from the data folder 'xpath' indicates the nodes to be evaluated (Note that it's not necessary to include the final Name node 'allowedit="True"' indicates that the user should be able to enter their own value. If not specified or 'False', the user can only choose from the filtered values. As an example, the SINner (Corporate) quality uses the following node: , while the Metaposeur bioware uses It's suggested that if you want to use a custom whitelist, take advantage of the customdata system to append nodes to options.xml; completely new files may work, but are unsupported at this time. Duplicate values will automatically be filtered. - Added better support for basic lifestyles and primary tenant/roommate splits bestween costs. Closes #4054 - Altered spirit control to support width flexion due to different string lengths. - Fixed issues with vehicles not properly being allowed to select autosofts and such. Closes #3887 - Fixed regression in condition monitor boxes > 24 not showing. Closes #4074 - Right-hand panel now autoscrolls if window is below normal size. Closes #2829 - Fixed weapons not properly clearing their weapon mount when moved between character and vehicle. Closes #4108 Application Fixes: - Fixed inability to click the Character Roster Watch Folder location. Closes #4047 - Fixed a regression in behaviour of Initiation Group prompt to spend karma when selecting the Initiation tab. - Fixed an issue with ammo modification plugins for Weapon Mounts that caused some weapons to show 0 ammunition. Closes #4089 - Fixed focus binding karma cost improvements incorrectly being applied to all focus types. This would be exhibited by an adept with the Athlete's Way being able to purchase Qi Foci used for Improved Ability with a total discount of 8 karma instead of 2. Closes #4094 - Fixed an issue with the SelectPowers bonus that caused it to provide free power points instead of free levels for a power. - Fixed an issue with built-in weapon mount mods not being populated for vehicles. - Fixed a bug where canceling the creation of an advanced lifestyle would lead to orphaned improvements - Fixed behaviour of Mystic Adepts receiving Power Point discounts from their total magic instead of the number of power points that have been paid for. - Fixed a regression in behaviour of weapon mount options that caused them to be included in the cost of vehicles where the weapon mount comes with the weapon. Existing vehicles with this behaviour will need to be re-purchased. - Fixed a regression with Custom Traditions not being properly loaded. Closes #4077 - Fixed a regression in behaviour of metagenetic qualities not loading their metagenic flag properly when using the old naming convention. - Fixed an issue with cyberware that uses FixedValues not correctly requesting Essence value recalculation when changing the Rating. - Fixed a crash when updating Spirit Maximum Force during create mode if the character was reduced to 0 MAG. Closes #4099 Data Changes: - Fixed incorrect stacking behaviour for the suprathyroid gland, muscle replacement and muscle toner that caused them to fail to stack correctly. (Muscle replacement, muscle augmentation and muscle toner shouldn't stack, but suprathyroid should) - Fixed incorrect Ammo Category on the Walther Secura Superkompakt. - Reduced Improved Synthskin max rating to 4. - Removed redundant selecttext bonuses from the synthlinks. - Added 'synthstruments' from Chrome Flesh as new gear objects copied from Run Faster. - Added capacity to False Face cyberware. - Stolen Gear no longer increases the character's karma, as the quality's description explicitly states that the nuyen it provides is given in the stead of the normal bonus karma. Added a customdata file that restores old behavior, as well as another file to extend this behavior to In Debt; In Debt is written very similarly to Stolen Gear, but because it is not as explicit as Stolen Gear and because HeroLab has In Debt give both karma and nuyen, its behavior was not changed. - Fixed an issue in character sheets not correctly showing values for 'already addicted' addiction resistance pools. Closes #4082 - Added 'Reaper' variant of Slab drug from Chrome Flesh. Closes #4081 - Added the Toxic tradition. - Fixed incorrect Karma value for the Sprite Combusion quality. - Yard lifestyle quality can now be taken multiple times. Fixes incorrect page references for Yard and Zen Den. - Added new Focus objects in gear.xml to support Individualising Focus rules from Street Grimoire. - Added amend files to remove the requirement for the toxic tradition and toxic mentors from requiring the Twisted Way. - Resolved an issue with character sheets not properly showing programs connected to a piece of cyberware. - Reverted shapeshifter metatypes improperly flagging metatype qualities as shapeshifter or metahuman forms only. - Fixed an incorrect bonus for the Mystic Guardian mentor that caused it to provide incorrect bonus types. - Metaposeur bioware includes metatype prompts now. - Removed redundant selecttext improvement for Anti-tox nanoware. - Fixed bonus type for Cyberlimb Optimisation to properly increase dicepools for the selected Skill. - Added whitelisted selecttext improvements for most current uses of the improvement type. - Replaced incorrect bonus for Nephritic Screen (2050) Changed/new strings: - Checkbox_Options_UnclampAttributeMinimum - String_ExpenseJoinNetwork - Checkbox_NetworkSubmersion - Checkbox_JoinedNetwork - Checkbox_GroupInitiation - Checkbox_InitiationOrdeal - Checkbox_InitiationSchooling - Checkbox_NetworkSubmersion - Checkbox_SubmersionTask - Checkbox_Expense_ForceCareerVisible - LimitCondition_ExcludeIntimidation - LimitCondition_ExcludeFansGangers - LimitCondition_SportsFans - LimitCondition_ShieldPhysicalPenalty - LimitCondition_ExcludeIntimidationVisible - LimitCondition_ClimbingTests - LimitCondition_GangVisible - LimitCondition_PublicVisible - LimitCondition_Megacorp - LimitCondition_Sprawl - LimitCondition_Visible - LimitCondition_NationalLanguageRanks - LimitCondition_BunkerGearVisible - LimitCondition_AttribAGI - LimitCondition_SkillsKnowledgeAcademic - LimitCondition_SkillsActiveContortion - LimitCondition_SkillsActiveDisguiseImpersonation - LimitCondition_SkillsActiveEscapeArtistGrappleLoose - LimitCondition_SkillsActiveEscapeArtist - LimitCondition_SkillsActiveFirstAidMedicine - LimitCondition_CyberwareBalanceTail - LimitCondition_SkillsActiveGymnasticsClimbing - LimitCondition_CyberwareHydraulicJacks - LimitCondition_IntimidationVisible - LimitCondition_Intimidation - LimitCondition_SkillsActiveNavigation - LimitCondition_SkillsActivePerceptionHearing - LimitCondition_SkillsActivePerceptionVisual - LimitCondition_SkillsActivePerceptionSpatialRecognizer - LimitCondition_SkillsActivePerception - LimitCondition_SkillsActivePerformanceSinging - LimitCondition_SkillsActivePerformanceSynthtrument - LimitCondition_SkillsActivePerformance - LimitCondition_SkillsKnowledgeScientificTechnical - LimitCondition_Skillwires - LimitCondition_TestSneakingThermal - LimitCondition_SkillsActiveSneaking - LimitCondition_SkillsActiveSneakingNaked - LimitCondition_SkillsActiveSneakingVisible - LimitCondition_SkillGroupStealthNaked - LimitCondition_SkillGroupStealth - LimitCondition_SkillsActiveSwimming - LimitCondition_KnockdownResistanceFootAnchor - LimitCondition_CyberwareCyberfins - LimitCondition_GearAutopicker - LimitCondition_QualityTrustworthy - LimitCondition_TestSpeech - LimitCondition_TestsEndurance - LimitCondition_CyberwareRaptorFoot - LimitCondition_QualityChatty - LimitCondition_InUse - LimitCondition_CyberwareMonkeyFoot - LimitCondition_TestAttribINT - LimitCondition_AttribSkillINT - LimitCondition_TestAttribLOG - LimitCondition_AttribSkillLOG - LimitCondition_CorporationVisible - LimitCondition_CyberwareSnakeFingers - LimitCondition_SportsRivals - Label_Sprite_TasksOwed - DialogFilter_HeroLab - DialogFilter_ImagesPrefix - String_MetatypeLoadError - Message_Options_ConfirmTelemetry - MessageTitle_Options_ConfirmTelemetry - Message_Options_ConfirmDetailedTelemetry - MessageTitle_Options_ConfirmDetailedTelemetry - Tip_Options_TelemetryId - Tip_CMPenalty - String_CMDown Build 211 Application Changes: - Cyberlimb bonuses are now capped to 4 by default. An optional rule has been added to override this behaviour. Note that the maximum attribute value is still limited to the Total Augmented Maximum of the character's appropriate attribute, irrespective of how the limb arrives at that maximum value. - If a Gear object does not have a bonus node but is provided with a select value in data (ie a Camera with select='Rear-Facing'), this value will now be assigned to the Extra value. - Implemented bonuses for Spell Descriptors to Damage and Drain. Used by the Witness My Hate quality. The improvement type allows a comma-separated list of values; if a descriptor is wrapped in NOT (ie NOT(Area)), it will be prevented from being taken. Conversely, if a spell does not have the descriptor listed, it will not gain the bonus. - Spells now properly show bonuses to Damage provided by improvements. - Added support for the base initiative dice value being higher than 1. - Partial refactor of the karma and priority mode choices into a single creation method to avoid duplicating code. - Added basic support for Weapons having Ratings. Currently used exclusively by weapons created via addweapon nodes. To be added to other weapons at a later date. (Need to figure out a good way to make it work in the datagrid view) - Added the house rule to spend skill points on broken skill groups to the options form. Closes #1990 - Black Market Pipeline no longer defaults to active if the selected object to be purchased is able to be selected with that option. - Restored the ability to add Gear objects to Armor Mods that have gearcapacity specified. - Mentor spirits are now subject to the Requirements system. This allows the use of required and forbidden nodes to hide mentors that are not valid for the character. - Added support for specifying that the value of the attribute condition is 'natural', ie excluding bonuses. - When attempting to change the mount location of modular cyberware, an error will now be thrown if there are no viable mounts for the selected object. - Added support for specifying that a given piece of armour does or does not count towards a character's Encumbrance limit. While this defaults to True for all existing gear, this can be added to any new object by including an encumbrance xml node with a value of False. When applied to armour with an Override Value, ie items with Custom Fit (Stack), they will only be excluded from Encumbrance behaviour when they are expected to provide their + bonus instead. Standard +armour items like Riot Shields can also use this behaviour. See customdata\Custom Fit (Stack) Does Not Encumber\amend_encumbrance_armor.xml for an example. - Positive Qualities that do not count towards the quality limit are no longer doubled when using the optional rule to allow qualities to exceed the cap. - Translator now allows translating mentor advantages and disadvantages. - Fixed issues with condition monitor controls greater than 24 not being shown. - Added ammobonuspercent node to vehicle mods. This allows for weapon mount mods to modify the ammunition of their attached weapons by a percentage rather than the fixed value of the ammobonus node. - Added the ability to restrict weapons to only fire certain modes of bullets, ie disabling Single Shot. Application Fixes: - Fixed issues witrh missing skills not being loaded properly. - Fixed a regression in the behaviour of essence holes incorrectly being saved as 100 times the intended value. - Fixed an issue with the Skills tab not showing properly when first creating a character. - Fixed specialisations not properly being added to dicepool when firing weapons. - Fixed a regression in the behaviour of shapeshifters in karmagen not automatically selecting 'Human' if the 'None' metavariant is selected. - Fixed a regression in the behaviour of mastery qualities incorrectly counting towards used spells and karma. - Fixed issues with copying and pasting cyberware. Note that it's currently not permissible to paste cyberware into other cyberware. - Fixed extraneous messages about leaving a group when updating character properties if the character is a member of an initiation group. - Fixed a regression in the behaviour of the spellcategory improvement type that caused all improvements of that type to apply to all spells. - Fixed an issue with Talent choices not refreshing unless the metavariant index was refreshed. - Fixed bonuses incorrectly being added twice to cyberlimbs. - Fixed cyberware improperly being allowed to be flagged as prototype transhuman. Existing cyberware with this flag will be reverted to false. - Unified behaviour of gear purchasing for vehicles between create and career mode. Ensures that black market pipeline is properly respected and that ammunition objects can be stacked. - Added catch behaviour to validate that PDF output can correctly save a file to a given path. - Fixed issues with Fettered Sprites and Spirits not properly being able to be flagged when the Technoshaman is first purchased. - Fixed inanimate vessel possession not properly assigning attribute values. - Fixed a crash when selecting spells with both the Extended and Limited checkboxes. - Fixed a regression in Spell Descriptos not using the None string. - Improvements that add Spirits and Sprites now properly use the ForcedValue value to preselct items. - Fixed a regression with black market selection when not usinh the global option to assume that the user is always purchasing through their black market contact. Data Changes: - Removed extraneous Magic Sense quality. Closes #4021 - Added support to the SR Missions 1.4 Rules customdata file for the ruling that vehicles without defined sensor functions receive them according to the rating of the sensor array. Closes #2206 - Fixed incorrect name of the aerodynamic molotov cocktail. - Added conditions to taking the Witness My Hate quality. - Added metavariant stats for insect spirits. - Added customdata rule to have shapeshifter initative bonuses apply as the default metatype initiative value instead of a bonus. - Added a selectskill prompt to the Enthralling Performance adept power. - Updated shift power to the proper page reference. - Adepts and Mystic Adepts now always qualify for powers from the Undecided Way, irrespective of Art choices. - Converted Shapeshifter Initiaitve to work as the base mode by default instead of being a bonus. Added a new customdata rule to preserve current behaviour. - Fixed a typo in the Amphora Mite critter's powers. - Fixed incorrect cyberware names for the War Horse and War Dolphin critters. - Added missing grenade 'weapons' from Kill Code for the Dousher, DumDum, COS and Fuzzy Boom Boom grenades. Closes #4031 - Fixed EVO/Yamatetsu Naval Technologies Rampart not having Capacity to install modifications per RAW for shields. - The Cyberfinger (Injector), Injector Pen can now add drugs and toxins as children. - Armor Auto-Injectors can properly add Drugs and Toxins as children. - Added mod categories for armor mods to properly support black market pipelines. - Added requirements to the Oak mentor spirit, per its disadvantage of requiring 4 STR and BOD. - Assigned the Trafalger Gun-Cane, Knockoff Gun-Cane and Tiffani Elegance to use Light Pistol, Heavy Pistol and Holdout ammunition, respectively. Note that this is not anywhere near RAW but allows the weapons to actually be used. - Added painade customdata per German rules. Closes #4023 - Added a new customdata entry to prevent items with Custom Fit (Stack) from contributing to Encumbrance. - Fixed incorrect pages for prostitution and bribe gear objects. - Fixed incorrect names for the Pit Fighter, Street Preacher and Environmental Combat Specialist life modules that prevented them from being taken. - Fixed Busted Ware not being able to be taken multiple times. - Added customdata for the Ares HVAR and GE Vindicator to use German hyper-velocity ammunition rules. - Added a customdata override for Skillwires and Skilljack to match German data changes. - Fixed the ork tusk customdata rule applying to Trolls instead. - Fixed incorrect page reference for the Realistic Form critter power. - Added basic vessels per SR5 Structure rules. - Fixed incorrect requirements for Dissonance Spike and Causal Nexus complex forms. - Fixed typos in the bonuses for the Christian Theurgy [Vigila Evangelica] and Christian Theurgy [Traditional] traditions. - Fixed a crash when attempting to reload weapons attached to weapon mounts with the Second Bin mod. Existing mounts with this modification will need to be removed and re-added. - Fixed inability to take the Black Magic [Alt] tradition. - Fixed missing availability and cost for the Underbarrel Weight weapon accessory. - Fixed laser weapons not using the Laser Weapons specialisation for their Exotic Ranged Weapon skill. - Added Tattoo Magic from Street Grimoire as a quality. - Removed Adept requirements for the Imbue Item ritual. New Strings: - Checkbox_Options_CyberlimbAttributeBonusCap - Checkbox_Options_CustomTimeFormat - Label_Options_DateFormat - Label_Options_TimeFormat - MessageTitle_NoValidModularMount - Message_NoValidModularMount Build 210 Application Fixes: - Fixed behaviour of the Weapon Accessory mount checks to properly work with accessories that can occupy multiple slots when one of those slots is occupied. - Fixed a regression in the behaviour of weapon accessories to ensure they properly save and load their ammoreplace property. Existing accessories that should have this property will need to be re-added.Closes #3947 - Fixed a regression in the behaviour of the GetNode method for Characters that could cause them to fetch incorrect values from XML. Closes #3948 - Purchasing cyberware in career mode with the house rule to allow customisation of essence costs now works poperly. Closes #3941 - Cyberware that has a wireless pair bonus and the replace mode will now properly remove its base improvements. - Metavariants now properly fetch their base metatype's movement speed(s) if not specified in data. Resolves an issue in which active skill checking would cause a crash when initialising, if the character was not capable of Flight. - Added an attribute (useselected) to bonus nodes that allows preventing the improvements from providing text to the parent object. This allow for preventing Infected qualities from listing the attributes they selected. - Fixed behaviour of the selectattributes bonus to properly concatenate the selected values. - Fixed implementation of the LimitSpellDescriptor improvement to properly function as a whitelist instead of blacklist. - Added support for Geneware actually benefiting from the genetechessmultiplier improvement. Closes #3741 - Fixed an issue with the Purchase method for cyberware that would cause Child items to always consume Essence Holes, even if being installed in parent items. Clsoes #3959 - Added a validity check for whether a character has been given two specialisations incorrectly in some cases during create mode. Mostly should only happen with house rules active. - Refactored tooltip code for weapons to properly show sources of bonuses. - Added a new improvement type to clamp attribute maximums (attributemaxclamp) to the metatype maximum instead of the metatype augmented maximum. This is used by the Infirm quality to prevent taking attribute bonuses that are higher than the metatype maximum. - Altered some logic in the Weapon class to better support the Improved Ammunition Capacity accessory provided by Special Modifications. - Fixed behaviour of cyberzombification improperly reducing metatype limits instead of increasing them. - Select Armor/Weapon windows now properly support translated headers on their datagrid views. - Fixed an issue with the Point Buy form incorrectly setting metavariant metatypes to be themselves (ie Dryad (Dryad)). - Fixed an inappropriate bracket for improvements to skills that don't have a condition. - Fixed behaviour of html tooltips used by skill controls not properly being rendered for html. Fixes newlines in notes not working. - Added confirmation prompt to Delete action for skills. - Fixed Extra values not being properly translated for Cyberware when printed. Closes #3990 - Adept Power Way Discounts are now properly limited to MAG /2. Closes #3618 - Fixed search filtering not working properly in the Weapon Accessory selection window. - Fixed an issue with cyberware upgrades not respecting the 'free' choice from the cyberwater selector. - Fixed Reflex Recorder Optimisation only selecting the first reflex recorder to compare for defaulting bonuses. Application Changes: - Added a new improvement type to allow qualities to become free. Used to supplant existing code that flags the Mentor Spirit as free with certain qualities. - Added a new improvement type to disable qualities and their associated bonuses. Has limited support for use in the UI at the moment, and only refreshes on load or when other qualities are removed or added. - The Character Roster's Watch Folder now includes subfolders. - Added support for Priority mode using non-ABCDE arrays. - Spells, rituals and preparations now count down from maximum, in the same way as other counters in create mode. - Added a new improvement type that can disable a skill group selected by the user. To be used by RunnerHub customdata ruleset. - Added a new improvement type that governs whether a character can become a cyberzombie. Customdata has been provided to apply this to the Flashback System from Chrome Flesh. - Power Foci and Spellcasting Foci now only provide the highest of their dicepool to a given spell's dicepool per SR5 318. Implemented by https://github.com/MemeticContagion - Critter power categories can now be whitelisted via the Improvement system. This filtering is done through a Contains operation, which means that a quality flagged as the Paranormal/Infected category matches either Paranormal OR Infected. This means that characters that should have access to the Drake, Echoes, Emergent, Free Spirit, Infected and Toxic Critter Powers categories will need to Reapply Improvements for them to be visible. Closes #3951 - Cyberware pair bonuses now allow the option to exclude themselves from the bonus by adding includeself="False" to the wirelesspairinclude node that lists which cyberwares the item pairs with. This is to prevent interaction with things like Wired Reflexes from cybersuite upgrades causing a stack. - The limitspellcategory improvement now supports specifying the category of spell in the bonus node. - Added support for non-Sapient critters not being able to unlock all skills. Now, critters without this Power that do not have at least Rating 1 in the relevant skill will be prevented from taking it. - Added new improvement types to allow selectively restricting access to spells. - LimitSpellCategory restricts the character to a specific Category of spells. Replaces the hardcoded Adept restriction on taking Rituals. IMPORTANT: This restriction will not take effect unless the character uses the Reapply Improvements window. - AllowSpellCategory allows additional specific Category of spells to be taken. Mostly expected to be used in conjunction with limitSpellcategory for custom content. - LimitSpellRange prevents taking spells that do not match a given Range. - AllowSpellRange allows purchasing Spells of a given Range that would otherwise be filtered by Improvements such as LimitSpell. - BlockSpellDescriptor prevents taking Spells that have a given Descriptor. Replaces the previous implementation of LimitSpellDescriptor. - Added an optional rule to suppress Technomancers taking the Schooling Initiation discount, as this isn't present in any of the sourcebooks. - Added a new improvement type, weaponspecificdice. This provides a dicepool bonus to a specific weapon, idenfiied by its internalid. Optional attribute "type" allows filtering by ranged or melee weapons. Used by weapon foci. - Replaced selectweapon bonus on weapon foci with weaponspecificdice, as above. - Allowed alphabetic sorting of Favorite and Recent roster lists. Note that this sorting is based on the TAG of the node, which is the full filename path. - Added basic support for the Gunnery specialisation adding to dicepool for vehicle-mounted weapons. This is done by applying a 'gunneryspec' attribute to either the root category node, or the category node of the weapon itself. The weapon is checked first, then the category. - Added support for the Reach improvement to apply to specifically named weapons only. This is used by adding a Name attribute to the node. - Added support for martial arts, techniques and maneuvers fetching notes from their books. - Added support for metamagics being gated behind certain initiate grades, as used by the Islamic traditions from Forbidden Arcana. This is done through an improvement type, metamagiclimit. For each metamagic child node, the name of the Metamagic (or Echo) is specified in the inner text, while the 'grade' attribute limits the metamagic to being taken at that specific grade. If the grade is not specified, this acts as a whitelist for metamagics, ONLY allowing those metamagics. - Added Dodge to the Other Info and Condition Monitor panels in Create and Career modes. - Added basic support for right-clicking on a character tab and saving, printing or closing the file. Currently only works for the currently-selected tab. - Added a new bonus type that sets the minimum Karma cost of increasing a Knowledge skill. This is used by objects such as the Learning Stimulus nanoware to force the minimum to be higher than one. Closes #3229 - Added support for the various 'addspirit/sprite' improvements pulling from the critters.xml file as well as traditions.xml. - Added a new amendoperation for the amend system: "regexreplace". This operation modifies text data by parsing the starting data with a Regular Expression pattern and then replacing the matched patterns with the text data given by the amend node. - When an amend node is specified with the amendoperation "regexreplace", it must also be specified with the attribute "regexpattern" whose contents must be a proper Regular Expression. If the attribute is not specified, the amend node will instead run as if it had the amend operation "replace". If the attribute is specified, but its contents are not a proper Regular Expression, the program will display an error for the faulty amend node and then continue with the rest of the amend file. - A "regexreplace" amend node will pattern-match and modify all instances of Chummer5a-relevant text data in the base data node (i.e. text contents, attributes) that have corresponding replacement values specified in the amend node. This means that e.g. if one only wishes to modify an attribute, they should make sure the amend node doesn't have an end tag (i.e. "", not ""), otherwise the amend node will pattern-match the base node's main text contents and modify the contents by replacing matches with an empty string (i.e. it will remove parts of the contents that match the Regular Expression pattern). If one wishes to regexreplace multiple instances of text data within a base data node (e.g. two different attributes), but have a different Regular Expression pattern for each one, they will need to do so via separate amend nodes for each pattern. - For more information on how Regular Expression replacing works, please consult this page: https://docs.microsoft.com/en-us/dotnet/standard/base-types/substitutions-in-regular-expressions . The way "regexreplace" works internally is that it uses the Regex.Replace() function and takes the base data node's text contents as the input, the contents of the "regexpattern" attribute as the pattern, and the amend node's text contents as the replacement, then sets the base data node's text contents to be equal to the output from the Regex.Replace() operation. - Added rangemodifier property to weapon accessories. This modifies the base range modifier according to the given range. Data Changes: - Replaced all instances of 'forbidden/Celerity' in cyberware with the new disablequality improvement. - Added disablequality improvements for vision-based qualities to the Cybereyes Basic System. - Fixed issues with the Dodge, Bonus Street Cred and Street Cred Multiplier custom improvements. - Added missing adept way discounts to the Mystic Aptitude and State of Purity powers to render them compatible with the Magician's Way. - Dareadrenaline properly allows the Poor Self Control (Thrill Seeker) to be taken in addition to it. To accommodate this, a hidden version of the quality has been added. - The Stock weapon accessory, apparently a legacy item from 4e Arsenal, has been flagged as hidden. Customdata folder has been created to unhide it. - The Technoshaman quality/stream now properly allows the creation of a Sprite Pet. - Fixed typos in mentors.xml. Fixed issues with the Chaos and Holy Text not poroperly being able to take their powers for free. Closes #3955 - Added customdata to allow the Hold the Door and Escaped Custody qualities to be taken by anyone, instead of just technomancers. Fix provided by Keeper M. - Added action type to State of Purity power. Fix provided by Keeper M. - Added 'traditional' traditions with bonuses from FA. Fix provided by Keeper M. - Added customdata for Morrissey Alta's availability. Fix provided by Keeper M. - Fixed typo in the Renraku Red Samurai Katana. Fix provided by Keeper M. - Adjusted spells that require being taken by Adept to use Required tags instead of being a hardcoded blacklist for non-Adepts. IMPORTANT: - Added missing MAG attributes to the Banshee, Dzoo-Noo-Qua, Goblin, Vampire and Sukuyan qualities. Closes #3611 - Fixed incorrect stats (AP mismatch, availability) on the Rolling Blades from No Future. - Fixed an issue with the Armor Mod Helmet customdata rule not working for hardned mil-spec suits. - Replaced existing firstlevel bonus for the Infirm quality with new attributemaxclamp improvements. - Added Foot Anchor weapon to the Foot Anchor cyberware. - Added gunneryspec to most categories of weapon; most categories have been mapped as Ballistic for now, with other weapons needing to be mapped manually. Please contact the chummer dev team if you'd like to assist with this, though any pull requests will be welcomed as per normal. - Added customdata for the above to support the SRM 1.3 ruling that the cyberweapons from SR5 benefit from Reach when used as a pair. - Added array choices to Street Scum in gameplayoptions.xml. Added High Life gameplay option; due to lack of ruling otherwise, based off Standard Prime Runner with a different array. - Altered the page for all Techniques that contain 'see page xx' references to referto the proper pages. - Restricted advanced critter powers for infected from dark terrors to appropriate qualities. Need to revisist and add as qualities instead. - Added adrenaline filter from dark terrors. - Added missing Shedim critter Powers from Dark Terrors. - Fixed incorrect quality names on the Cactus Cat critter and Drifter life module that prevented them from being selected. - Fixed incorrect bonuses on the Islamic traditions from Forbidden Arcana that caused them to throw an error when added. - Added freespells custom improvement to improvements.xml - Added knowledgeskillkarmacostmin bonus to the Jack of All Trades quality and Learning Stimulator nanoware. - Added missing Black Magic [alt] tradition from FA. Personal Demons bonus not implemented; will need a new bonus created for it. - Range Modifiers are now specified in ranges.xml - Added SR Missions 1.4 Neotokyo customdata folder. This customdata set hides qualities used in Neo-Tokyo Missions and adjusts the Availability of all Firearms according to the SRM Neo-Tokyo 1.0 document. - Added Mental, Physical and Social Limit improvement types to improvements.xml. Closes #3456 - Fixed incorrect REA maximum for the Wendigo quality. - Added customdata entry for Orks getting free Tusks natural weapon from Chrome Flesh. - Bio-weapons now benefit from the Natural Weapons skill specialisation. New Strings: - String_DisableSkillGroupPrompt - Message_CyberzombieRequirementsImprovement - Checkbox_Options_AllowTechnomancerSchooling - Label_Dodge - String_Avail - String_Capacity - String_Cost - String_Source - String_Accessories - String_Accuracy - String_Ammo - String_AP - String_Damage - String_Dicepool - String_Mode - String_RC - String_Reach - Message_DeleteSkill - String_MetersPerHit - String_SuppressedBy Build 209 Application Changes: - Metagenic quality balances are now shown in the Karma summary tab while in create mode. This allows for more easily seeing how many qualities you need to take to even up, and properly accounts for the karma lost to balance up positive and negative metagenic qualities. - Internally changed all 'Metagenetic' references (except for the improvement type) to 'Metagenic'. - Skills can now benefit from Conditional improvements that are not applied to the base pool of a skill. - Added a 'GetAvailableAmmo' int to the Print method for weapons, exposed as 'availableammo'. This provides a count of the total amount of ammunition that can fit into the current weapon.It does NOT filter by types of ammunition, just the total available amount. - Weapons can now use a 'useskillspec' node to force the specialisation they use in place of their name. Mostly intended to be used for Exotic Melee/Ranged weapons. - All equipment items that specify a Rating (Cyberware, Gear, Vehicle Mods, Weapon Accessories) can now specify a RatingLabel that is applied in place of the standard Rating. For example, Fiberoptic Hair can specify that the Rating is ten-centimetre increments of length. - Added a hidden Built-In weapon mount that allows all weapon categories. This can be used by vehicles that come with weapon mounts that are always installed. - Critters can now start with cyberware and bioware. - Added support for weapons using required and forbidden nodes. This is mostly intended to support underbarrel weapons, but can be used in the same way as other objects. - Critters can now be created with specialisations in skills they start with. - Added support for armormod requirements into selectionshared. If the sameparent attribute is set to True, then the armour mod must be on the same armour parent as the new mod. Otherwise, it will just check for any mod on any full piece of armour. - Added ICanPaste interface type that allows for checking whether the content of the Global Clipboard can be added to the currently selected item. Intent is to pull the logic out of frmCreate and into the base equipment class. - Moved logic for checking whether a weapon accessory is allowed into a weapon into the Weapon class. - All instances of the AllowGear node can now use gearname to allow limiting choices to individually named items (ie built-in medkit allows the Medkit item) - Weapon accessories can now be copied and pasted into other weapons in create mode. - Added support for vehicle mods coming with built-in cyberware. Supports the Caduceus drone's default snake fingers. - Added a global option to disable the rendering of karma/nuyen charts that cause Chummer to run out of memory in in Linux. This is intended as a temporary shim until a replacement charting tool is developed or the UI is changed. - Added support for the selectskill improvement to prompt the user for a knowledge skill to use; if this skill is not found, it will be created, otherwise the bonus will be created for that skill. - Added Surprise Test pool to the Other Info tab of career and create mode. - Added an improvement type for surprise. Application Fixes: - Fixed issues with the Balistic Shield Exotic Melee Weapon choice not being present in the Exotic Weapon skill selector window. Closes #3856 - Dedicated Spellslinger properly allows for purchasing spells while the character does not have enough karma to afford it. Closes #3859 - Fixed a regression with lifestyle qualities not properly storing their Area, Security and Comfort values. Closes #3869 - Fixed an issue with martial arts techniques improperly storing their Source as the Page. - Fixed a regression in the behaviour of availability values improperly causing Built-In items to count towards availability at character creation. - The SwapSkillAtribute Improvement now properly makes the attribute get swapped for the selected attribute. - Fixed a crash when binding Foci, if the treenode for the focus had not been selected. Closes #3905 - Anthro drones now receive 8 base physical condition monitor boxes instead of 6, per Rigger 5 rules. I don't personally agree with this rule since it effectively means they have 10 base due to limbs, but whatever. - addlimb improvement now supports the use of precedence nodes to allow preventing multiple sources of limbs from stacking, ie centaurs and Liminal Bodies. Closes #3550 - Fixed an issue with enemies improperly showing warnings about quality limits if they're not set to add to negative quality karma. - Added missing DamageResistance improvement bonuses to the tooltip for Indirect Soak. - Added support for the optionalpowers improvement being taken multiple times. This is done by adding a count attribute to the base node, which can include attributes and basic math. A spirit could have "{MAG} div 3" for example, which allows for 1 optional power for every 3 full MAG the spirit has. - Fixed a regression in SA-capable weapons not being able to fire Short Bursts in career mode. - Weapon accessories that add fire modes properly show as such. - Fixed an issue with Armor Mods that are included in Armor improperly checking availability. - Fixed a typo in the Cozenge critter power (previously called "Cozenage"). - Fixed an issue with weapon accessories in career mode not properly picking up their Black Market Discount. Data Changes: - Tetrachromacy now adds adds +3 to Perception, with a (Visual) condition. This will be exposed to the Print method for character sheets at a later date. - Grapple Fist cyberware now properly uses the skill of the Grapple Gun Exotic skill. - Fixed an issue with the Private Investigator life module that prevented it from being added. - Removed Ratings from Cosmetic Surgery, replaced with variable cost. - Added RatingLabel to Fiberoptic Hair and Telescoping Limbs. - Fixed an issue with the Point Priority Chargen customdata file causing metahumans to be unavailable. - Added missing Device Ratings to the RG Pi-Tacs. - Added missing minimum rating on Reaction Enhancers, courtesy of JoshuarTree. - Added correct Rank qualities to the Military Academy and Military School life modules. - Ares Cheetah and Cyberspace Designs Dragonfly now have their integrated weapons. - Fixed missing Flight power for the Feathered Drake. - Fixed the Glock MP Custodes (MPV) incorrectly being allowed to take a Concealed Quick-Draw Holster. - Added warforms from Howling Shadows. - Underbarrel weapons are now properly restricted to weapons that can take them. - All underbarrel weapons from Run and Gun have been properly created as weapons, where data exists for them. I'm not going to add the chainsaw, because there's no firm raw on what a chainsaw is. Closes #3553 - Added a new customdata item to override the Acceleration of the Yamaha Kaburaya from 3 to 4, per German data changes. Closes #3908 - Fixed a missing accuracy bonus for Raptor Foot cyberware when also equipped with digigrade legs. Closes #3863 - Added missing additional reagents from Forbidden Arcana. Closes #2766 - Added separately-priced SnS-Static Shaft crossbow bolts per German errata. Closes #2368 - RIG Helmet has been set to a zero-cost armor mod that requires that the base mod be installed first. Closes #1561 - Removed legacy softweave improvement from the YNT Softweave armor mod. - Moved the Centaur Body improvement into the metatype improvements for Centaur and flagged the quality as hidden. - Added correct AP value (-5) to the Riot Shield. - Added missing Medkit and Snake Fingers cyberwares to the Shiawase Caduceus 'CAD' 7 drone. - Added an optional rule to add the optional powers rule for sprites from Kill Code to the core book sprites. - Moved HTML file used by the "Print to File First" option for fixing issues with rendering sheets into appdata instead, in order to prevent issues with tools that synchronise special folders like desktop from causing the cleanup to fail. - Added surprise bonuses for Combat Paralysis quality and Danger Sense adept power - Adjusted duplicate GUIDs in lifemodules.xml. - Fixed an issue with the ProCam that could cause Chummer to crash when added to a non-Gear parent. Closes #3931 New Strings: - Label_MetagenicKarmaValue - Label_MetagenicKarmaValueAppend - Label_SummaryMetagenicQualities - Rating_Meters - Rating_LengthInCmBy10 - Label_RatingFormat - Tip_OtherSurprise - Label_OtherSurprise - Changed Strings: - Message_OverPositiveMetagenicQualities - Message_OverNegativeMetagenicQualities - Message_MetagenicQualitiesUnbalanced - Message_MetagenicQualitiesInsufficientKarma - Message_MetagenicQualitiesSubtractingKarma - Checkbox_SelectQuality_Metagenic - Checkbox_SelectQuality_Not_Metagenic Build 208 Application Changes: - Added a genetechessmultiplier improvement type that allows for the modification of genetech essence costs in a similar manner to the biowareessmultiplier improvement. - Added an exclusion to gameplayoptions.xml that allows for the customisation of the limbs that are permitted for Redliner and Cyber Singularity Seeker. Closes #1168 - Weapons mounted on vehicles in create mode can now switch the dicepool calculation method they use between character skill, remote-operated gunnery and dogbrain, among others. Closes #3801 - Added a validity check for Adepts to ensure that they're not over their powerpoint maximum when moving into career mode. - Added a house rule to allow Improved Ability's maximum to be 1.5 of skill rating instead of 0.5. Application Fixes: - Fixed issues with the SelectSpell improvement not being properly available in the improvements window. - Fixed a regression in the behaviour of the cyberadeptdaemon improvement that prevented Resonance being awarded for fractional losses of Essence. In effect, this improvement was only being counted if you had an integer value of CyberwareEssence. Your Resonance will be adjusted on next Submersion, or if you activate the Reapply Improvements menu option. - Fixed an issue where attempting to edit a basic lifestyle would cause the lifestyle level to not get properly saved. - Changing priorities or metatypes in Create mode will no longer reset all points and karma put into attributes. - Fixed a bug where special attributes would not update properly with changes to the Special priority category. - Fixed a UI issue where tooltips to improve attributes or skills that are at their maximum rating would show the regular improvement tooltip with a karma cost of -1 instead of a message saying that the item is at its maximum. Closes #3664. - Fixed an issue where the GenetechCostMultiplier improvement would not work properly. Part of #3741. - Fixed issues where certain options in the Options screen would have their text cut off. Closes #3716. - Fixed an issue where the screen to select a Complex Form did not pay attention to Complex Form requirements, e.g. technomancer streams. Closes #3718. - Fixed an issue where changing Metatype priorities would not update the Special Attributes amount properly. - Increased gear quantity limit per stack from 100000 to 1000000000 in both Create mode and in the gear selection screen. Closes #3520. - Fixed an issue where changing priorities could end up causing issues with metatype- and metavariant-given qualities. Closes #3549. - Fixed an issue with Armor Mods that use FixedValues in Cost not correctly displaying, such as Grey Mana Integration. - Fixed issues with improvements that add to skill ratings not properly being counted in Create mode. - Fixed an issue where improvements that add knowledge skills that can be upgraded later still did not allow for the adding of specializations. - Fixed an issue where deleting improvements that add knowledge skills would not flag the appropriate knowledge skill for deletion. They can now be manually deleted after the associated improvement is removed. - Fixed an issue where upgradable knowledge skills added by improvements could get their category changed. - Updated wkhtmltopdf (the HTML to PDF converter) to v0.12.5. Closes #3282. - Fixed an issue where 'ware grade modifiers were not applied in the 'ware selection screen unless the 'ware grade was changed. Closes #3505. - Fixed an issue where availabilities could be negative numbers. - Added the ability for weapons and weapon accessories to define the number of bullets fired in Single Shots, Short Bursts, and Long Bursts. - Added the ability for weapons to define weapon slots to which modification costs are doubled. - Fixed an issue where weapons with an accessory cost multiplier would not have that multiplier be represented in the weapon accessory selection screen. - Fixed a crash that occured when adding improvements for exotic skills and knowledge skills that did not have pre-made entries in skills.xml. Closes #3510. - Added the ability for qualities to be flagged as able to be purchased in a way that would make the character go into a karma debt. - Dates in the Karma and Nuyen tab will now always follow the format of the language in which the program is localized, rather than following the format of the language of the system in which the program is running. - Fixed an issue where the registered sprite limit would not take augmentations into account. - Added the ability for created Adept Power improvements to ignore power limits when selecting the affected power. Closes #3721. - Chummy will now use translations from other languages. Closes #3540. - Reapplying improvements after having removed a metatype removable quality will no longer cause said quality's improvements to be re-applied. Closes #3522. - Removing the marker quality for having removed a metatype removable quality in Create mode will restore the previously removed metatype removable quality. - Changing metatypes in Create mode will now also remove any marker qualities for removed metatype removable qualities. - Fixed an issue that caused removing removable metatype qualities with first-level-only improvements to not remove those first-level-only improvements. - Fixed an issue with the Karma Metatype form that would soft-lock the application waiting for an input for critter powers and programs. - Fixed issues where crashes and unexpected behavior could occur when checking the capacity of parent gear items with children that have fractional capacity costs. - Spells with no descriptors will no longer display a label saying that the descriptor text is not found in the spell selection screen. - Fixed an issue with detecting special modifications on weapons loaded onto vehicle weapon mounts when checking whether or not the limit on special modifications has been reached. - Fixed incorrect usage of SkillGroup name instead of the DisplayName. Closes #3785 - Added support for improvements that add to the dicepools of resisting direct mana combat spells, direct physical combat spells, decrease BOD, decrease AGI, decrease REA, decrease STR, decrease CHA, decrease INT, decrease LOG, and decrease WIL. - Moved magic strings used for calculating cyberlimb attributes into explicit hashsets. This allows the 2050 cyberlimb enhancement and customisations to work properly. - Removed an additional cost from purchasing Gear that incorrectly caused quantity to be counted twice. - Fixed a regression in the SpellCategory improvement that prevented it being used, as it was renamed to spellcategorydicepool. - The Technoshaman Stream properly allows Sprites to be Fettered, granting unlimited services. Existing characters with this Stream will need to Reapply Improvements for it to work. - Availability processing for street gear (Vehicles, Weapons, Armor, etc.) have been moved out of frmCreate and into the individual Equipment classes. Resolves issues with weapons being incorrectly flagged for availability multiple times. - Fixed a regression in behaviour of the AttributeSection that caused Shapeshifters created prior to 5.200 to fail to load in career mode. Data Changes: - Fixed incorrect specialmodificationlimit property for the Special Modifications and Prototype Materials qualities. - Quick Healer now grants a +2 dicepool to casting the Heal spell. I strongly disagree with the wording on this personally, but it's RAW. - Fixed missing accessories on the Lone Star Remington 995. Closes #3727. - Fixed an issue where the Special Modification for Concealment increased concealment instead of decreasing it (i.e. it made the weapon easier to spot instead of harder to spot). Closes #3747. - Personal Drone Rack is now a gear that can be added as a plugin to Micro-Hardpoints instead of being armor mods that take up capacity. Closes #3448. - The Hammerli Gemini now properly doubles all Barrel accessories and modifications and uses its special firing mode of effective SA with 2 bullets fired in Single Shot and 6 bullets fired in Short Burst. It also has an ammo capacity of 16(c) instead of 8(c), though this is because it is difficult to implement the 2x clip RAW says it uses. Ammo modification costs still need to be tracked manually, as do doubled costs of Spare Clips. Existing characters with a Hammerli Gemini need to re-add the firearm to their character to see its changes. - The Dracoform qualities can now be taken in a way that would make the character go into karma debt, and characters moving to Career mode with a Dracoform quality will have the quality's karma cost ignored for the purposes of checking whether they have enough karma left over from Create mode. Closes #3366. - Fixed a crash that would occur when selecting a skill as an optional power. Closes #3677. - Fixed missing Copy settings for some custom data entries that prevented them being copied into release folders. - Added a customdata rule for the German variant prices for Rigger 5's drone turrets. Closes #3760 - Added the Convince spell to German-exclusive Street Grimoire content, as the German edition of Street Grimoire contains it. Closes #3707. - Added various missing critters from sourcebooks and updated partially-incorrect mentor spirits from SOTA 2080, courtesy of Keeper M on Discord. - Adjusted the Chaos mentor spirit to allow taking two levels of Improved Potential. This is done through adding a separate power that prompts for the limit to choose. - Replaced all instances of weapons that could choose between a box magazine (c)and belt-fed (b), External/Internal Source or drum (d) with the (c) ammo by default. There are now zero-cost accessories that enable the alternates for these weapons. This affects: Underbarrel Laser Repeating Laser Ares Lancer MP Laser Ares Redline Auto-Assault 16 Enfield AS-7 Enfield AS-7 (2050) RPK HMG Ruhrmetall SF-20 Ultamax HMG-2 Ingram Valiant Krime Wave Shiawase Armaments Nemesis FN MAG-5 Stoner-Ares M202 Ultamax MMG - Fixed issues with the Merc Teen, Merc Kid and Corp Teen life modules that prevented them from being added. - Fixed Dareadrenaline adding 1 to WIL instead of 1 to dicepools based on WIL (important due to augmented attribute limits). Closes #3791. - Corrected the Handling and page reference of the Lone Star SecureSector Mk2. Closes #3788. - Added missing actions for Commanding Voice and Mystic Aptitude. Closes #3804 - Fixed incorrect Availability on the Federated Boeing Commuter. Closes #3833 - Fixed Local Bar Batron lifestyle quality not being allowed to be taken multiple times. Closes #3812 - Fixed incorrect stage for the Lost at Sea life module. - Changed Technomancer priority selection to require Metahuman instead of forbid AI to prevent metasapients from being able to take it incorrectly. Closes #3506 - Fixed incorrect range for the Gravity Well spell. Closes #3844 New Strings: - Tip_ImproveItemAtMaximum - String_Bullet - String_Bullets - Checkbox_CreateImprovementIgnoreLimits - Chummy_Intro - String_DescEssence - String_DescDamaging - String_DescObject - Message_InvalidPowerPoints - Checkbox_Options_IncreasedImprovedAbilityModifier Changed Strings: - Message_NotEnoughAmmoSingleShot - String_SingleShot - String_ShortBurst - String_LongBurst - String_FullBurst - String_SuppressiveFire Build 206 New Features: - Added a 'helpful' digital assistant, Chummy! Chummy is designed to offer tips via tooltip based on your character's content. It's designed for expansion through tips.xml, using the same forbidden/required structure as qualities. Yes, it's an April Fool's gag. I'm sorry, I thought it was cute and/or amusing. It can be toggled off by deselecting the Allow Easter Eggs option in the Global Options menu. - Created a new Improvement Type that improves the dicepool of a specific spell; the spelldicepool improvement is available in the Custom Improvement creator. - Implemented the Special Modifications and Prototype Materials qualities from Better Than Bad. The assorted bonuses are added through the Select Weapon Accessories form, allowing for custom content to be created. Note for content creators, the specialmodificationlimit property is used to indicate how many 'points' of the quality are consumed; this isn't super close to rules as written, but it's viable for our purposes. - Exposed ParentDetails requirement checks to Armor Mods. This allows for filtering mods based on the XML properties of their parent, such as filtering based on name or armour value. - Gameplay Options can now be used as a forbidden/required choice for items; currently this is used for the Free Insect Spirit qualities, which require the Prime Runner gameplay choice. - Cyberware now supports the use of math operators in the ess and cost values. This allows for customdata files to easily make bulk changes to cyberware Essence and Cost entries. - Reimplemented the addsprite and addspirit improvement types to support adding Watchers, Homunculi and other spirit types that are added separately to a tradition. - Created new Improvement Types to support the Networker and Massive Network qualities from No Future. - The ContactKarma improvement type changes the cost for all contacts by the listed amount. - The ContactKarmaMinimum improvement type changes the minimum cost for contacts. The minimum is assumed to be 2. Application Fixes: - Slightly better implementation of the Upgrade mechanism for cyberware. Still needs work, but shouldn't improperly consume Essence anymore. - Fixed an issue with cyberware that should not permit subsystems still doing so. - Fixed incorrect consumption of capacity by modular limbs connecting to modular connectors. - Fixed the behaviour of the Death Mentor Spirit's Magician benefit to allow dicepool benefits for specific skills. Uses the spelldicepool improvement. - Fixed an issue with traditions not probably updating. - Fixed issues with use of Essence Antiholes in create mode that prevented them from working reliably. - Fixed an issue with the selectatributes improvement that caused it to improperly allow Exceptional Attribute to select Edge. - Fixed issues with Dedicated Spellslinger not working properly in career mode. - Fixed a crash when opening the Print Multiple Characters dialog multiple times. - Fixed incorrect metatype minimums for metasapients when using priority generation. - Fixed missing matrix condition monitors for equipment. - Fixed a parsing issue with the check for if multiple attributes could be at metatype max that could occasionally cause a clash. - Fixed issues with the implementation of the dual attribute connection for shapeshifters that caused them to inconsistently use the correct attribute. - Fixed an issue with the adding of One Trick Pony's free technique. - Fixed behaviour of the selectweapon improvement that caused it to freeze if the ForcedItem quality were specified but the list of weapons did not contain the forced item. - Fixed an issue with adding gear to weapon accessories when the weapon accessory was installed with the weapon. - Fixed behaviour of Armor Mods improperly not showing their modification of parent items. - Added logic to prevent accepting a custom drug that does not have a Foundation or a Name without adding the drug successfully. - Fixed behaviour of deletion of custom drug recipes in create mode. - Unified behaviour of Essence improvements between cyberware and bioware. - If no spirit limit is specified for the limitspiritcategory improvement, the improvement will now prompt for all known spirit types. Application Changes: - Spells now properly store their Source ID. Used for some Improvements. - Small refactor to the Spell class to use RelevantImprovements method. Doesn't actually reduce complexity, but makes me feel a bit better about having less boilerplate. - Added a string to the Skill.Core class that allows for formatting the skill's dicepool, specialisations and such instead of reprocessing it in multiple other locations. - Refactored the creation, saving and loading of GUIDs for the Internal ID and Source ID of all objects to provide more consistency. There is a small risk that this will impact the stored improvements of some characters. I haven't been able to prove that it will happen, but logically it should based on this change. - Removed the caching of Mugshot images in the character roster. Prevents high memory usage for large watch folder content. - Unified some uses of Availability processing into the AvailabilityValue object. - Crash reporter now prevents uploading issues unless the user story in the Error Description tab has been changed. - Added a conditional check in the requirements validator that checks for the spirit form of a given tradition. Expected values are Materialization, Possession or Inhabitation. UI Changes: - Fixed some behaviour with non-maximised windows to prevent new windows from being opened maximised, or windows being maximised on gaining focus. - Added Minimise and Maximise buttons to the Character Roster. Closes #3495 - Made some changes to the PoolToolTip property to properly account for custom attributes. Data Changes: - Fixed incorrect bonuses of the Death Mentor Spirit for Adepts. Properly allows taking one of the two powers provided. Fix provided by Gidoran. - Fixed incorrect spelling of Limit Modifiers on the Retractable Climbing Claws cyberware. - Fixed incorrect Page and Specialisation category for the Cavalier Champion. Closes #3496 - Added a new customdata entry for German Data Changes to add Machine Pistols and Submachine Guns to Standard and Heavy Weapon Mounts. - Added missing side prompts to the synthetic modular full arm and leg. - Fixed a typo in the Cavalier Arms Adder Slivergun's name. - Added a new customdata entry for the Ram Plate Vehicle Modification that sets it to use the stats as provided in Hero Lab. - Fixed incorrect restrictions on the Special Modications and Prototype Materials qualities. - Removed incorrrect mundane restriction on the Quadriplegic quality. - Fixed behaviour of partial cyberlimbs giving incorrect condition monitor boxes. - Removed from the Made Man quality; this improperly allowed for the group to be removed from the character. - Added Free Insect quality choices from Dark Terrors. These are hidden behind a Prime Runner gameplay requirement. - Fixed capacities of the Bug Promotional Pen and Concealable Surveillance Gear. - Removed unnecessary Rating properties from Sensor Functions. - Fixed missing Ratings for several instances of Metahuman Adjustment on vehicles. - Added customdata to allow the helmets for the SWAT Armor, Milspec Armor, Security Armor and Daedelus Jumpsuit. This also assigns the SWAT Armor, Milspec Armor and Security Armor as Full Body Armor, providing access to the FBA mods. - Removed incorrect Medium lifestyle setting from the Workshop/Facility lifestyle qualities. Closes #3660 - Extended Clip now allows Belt and Drum weapons instead of just Clips. - Fixed missing Mastery Quality flag for the Close Combat Mage quality. - The Tactical Grapple Gun is now addable as a gear item, in the same manner as the standard grapple gun. - Added missing Great Form Possession metamagic from Hard Targets. String Changes: - Added a string tag for the Enable Plugins menu option. Closes #3486 New Strings: - String_SpellPoints - Tip_SelectSpell_MasteryQuality - Message_CustomDrug_MissingFoundation - MessageTitle_CustomDrug_MissingFoundation Build 205 Application Changes: - Added a new improvement type - actiondicepool - to support specific Actions receiving dicepool bonuses. Currently only Threading is supported by this. - Fixed behaviour of Exotic weapons to prevent them from from using the first exotic skill found. - Exposed the selection of AI programs to the main RequirementsMet method. Prevents issues with programs not being translated, offends me slightly less. Fixes #3350 - Fixed processing of FixedValues on the Select Gear window. - Refactored string processing method for Gear Ratings into a single method. Allows MinRating, MaxRating, MatrixAttributes and TotalBonusMatrixBoxes (for LivingPersona only) to use complex strings such as {Parent DeviceRating}. Fixes #3360 - Foxed some behaviour in creation of packs to properly allow creatio nof lifestyles. - Fixed behaviour of child Cyberware with the AddToParentESS flag not properly adding their essence cost to the parent. - Fixed issues with the subsystem and gear limitations for Cyberware and Gear that prevented categories from loading properly. - Capped cost multipliers for lifestyles to -0%. - Added the 'lifestyle' attribute to the lifestylecost and basiclifestylecost improvement types. This supports limiting the bonus to a specific Lifestyle type, such as Low or Squatter. - ValueOf has been altered slightly to allow for selecting objects that are either of a given ImprovedName, or don't have one, in support of the above changes. Defaults to existing behaviour. - Implemented a basic upgrade mechanism in career mode for cyberware, accessed through a submenu of the Delete Cyberware button. - Added code to the SelectQuality form to show karma discounts if the quality qualifies for it. - Fixed a crash when loading plugins, if plugins cannot be found. - Altered the Mentor Spirit selection window to hide list choices that can't be taken due to Magician or Adept requirements. - Better check for open files when trying to restart the application after updating. - Orphaned improvement checks are now made on every character load. This is still a hackish method to get around the issue with Qi Foci that affect Improved Ability (Skill) causing orphaned improvements, but it's generally a healthy attitude to take anyway. In order to prevent character corruption without user acceptance, it will also prompt if you want to abort loading the character until you've taken a backup. - Made additions to the nuyenamt improvement to allow specifying specific conditions for which the nuyen is used. This in turn supports the Stolen quality of Equipment objects, allowing the Stolen nuyen to be spent exclusively on these items without affecting the overall nuyen budget of the character. - Fixed issues with the refresh and removal of Locations. - Added a Save As Created option to the File window of characters in Create mode; this does not require that the Mark as Created checkbox be checked on the Character Info tab. - Fixed an issue with the process of re-purchasing gear that is permitted to have zero quantity, such as ammunition. - Minor change in functionalty of the UnarmedImprovementsApplyToWeapons improvement type that now permits UnarmedReach improvements to affect weapons that use the Unarmed Combat skill. - Improved functionality of gameplayoptions to decouple the link between a character's starting karma and their quality limit. Closes #3436 - Implemented a hackish workaround for disabled tooltip controls on attribute and skill controls. Should fix #3414, most likely needs further work. - Fixed behaviour of skill controls to properly refresh their rating when selecting a custom attribute for tests. - Fixed a cost calculation for built-in weapon mounts. - Fixed behaviour of the Shapeshifter attribute in career mode incorrectly presenting the wrong way around. Closes #3343 - Fixed an issue that meant restarting Chummer with multiple character files open would open the same file multiple times. Closes #3298 - Removed the hard-coded Mentor's Mask improvement and replaced it with a 0-point quality. Closes #3449 - Fixed an issue with inability to add user-enterable specialisations in active or knowledge skills. - Made some changes to the way in which skills are notified about changes to their linked attributes. Improves functionality for shapeshifters, may have knock-on issues that I haven't been able to test. Data Changes: - Fixed incorrect underbarrel weapon name for the Nissan Optimum II that caused a crash. Fixes part of #3344 - Fixed incorrect bonus for the Delphi Paragon to apply to Threading actions instead of Compiling. - Set the ammo type for the FN-AAL to Gyrojet. Possibly not correct, as there's no proper RAW on what ammo the weapon is supposed to fire. - Fixed incorrect price for the Reakt geneware. - Allowed the Peak-Discharge energy packs to be added as accessories to weapons with External Source ammo types. Fixes #3361. - Fixed incorrect specialisation requirement for the Death Dealer quality. - Fixed missing nuyen bp costs for the ShadowNET starter pack and Runnerhub Basic Gear Pack. Fixes #3368 - The Auto Injector Expension and Killswitch are now properly addable to the Autoinjector as child objects. They've been renamed to Expanded Reservoir and Killswitch, respectively. Fixes #3365 - Fixed issues with the Infected Optional Power qualities that prevented them being taken in create mode. Closes #3234 - Implemented the lifestyle discount for the Community Connection quality. Closes #3372 - Added a knowledge skill prompt for Zoology. - Allowed the Aware quality to permit taking Mentor Spirits. - The In Debt quality now reduces the karma that can be spent on nuyen, representing that the karma 'gained' through this quality has been spent on the increased nuyen, per RAW. - Fixed a crash when adding the Rockblood Signature Armored Shirt. - Fixed incorrect cost for the Fuchi Cyber-N. - Gameplayoptions entries can now specify qualitylimit; this sets the maximum amount of positive and negative karma that can be spent on qualities. If not specified, it will revert to using the karma value. - Fixed incorrect Ammo strings on the Walther Secura Superkompakt, HK Urban Striker and HK DMR 11D. - Fixed incorrect AP value on the Trollbow's melee option. - Altered the Regeneration critter power to permit Deltaware bioware. - Altered the Hand Razors and Hand Blade cyberwares to be limited by the number of arms a character has and be limited to being installed into things with fingers. Included a customdata file to remove this requirement. - Changed incorrect CHA defaults for the Xenosapient AI metavariant. - Fixed incorrect range and concealability on the Morrissey Elite. New Strings: - Message_OrphanedImprovements - MessageTitle_OrphanedImprovements - Checkbox_Stolen - MenuFileSaveAsCreated Build 204 Application Changes: - Fixed an issue where certain controls (e.g. Skills, Knowledge Skills) would not get their children controls translated. Fixes #3171. - Fixed an issue where drag-and-dropping weapons in career mode, as well as drag-and-dropping gear under certain circumstances, would not work. Fixes #3172. - Added an option to the dice roller tool where a roll glitches if there are more 1's than hits rather than more 1's than half of the character's dicepool. - Fixed a regression when purchasing Cyberware in Career mode in which it would not properly deduct from Essence Holes first. Fixes #3188 - Fixes an issue with the calculation of lifestyle multipliers. Should fix #2639, fixes an issue with trolls not stacking correctly. - Fixed an issue with martial art techniques not being able to be refunded properly if removed. Fixes #3196 - Fixed page offset changes not properly being stored. - Fixed a regression with exotic skills not picking up improvements. Fixes #3204 - Fixed issues with objects not moving correctly when dragged between locations. Fixes #3079 - Allowed gear to use forbidden and required nodes similar to those that can be used by qualities, cyberware, metamagics, and others. - Implemented most content from Better Than Bad, with exception of life modules and the Hard Luck quality. - Fixed incorrect behaviour for cyberware purchased via Black Market Pipeline not properly being discounted. Fixes #3244 - Added basic functionality for the Sprite Pet from Kill Code. This is not currently restricted to the technoshaman archetype. - Mildly ugly fix for cybersuites that come with cyberlimbs not properly being counted for attribute calculation. - Added a catch to prevent Chummer from crashing when updating if old files are still being held by other applications. Should fix #3250 - The Digital Doppelganger quality now allows for Fake SINs as a requirement. - Added gear as a requirement check. - Added condition checks to critter power purchases separate to the existing catregory filtering. - MetatypeRemovable metagenetic qualities now no longer count towards metagenetic limits. For example, Wakyambi with Surge don't have to remove their Celerity quality. - Fixed an issue with the Select Weapon window causing a crash if receiving incorrectly filtered strings. Fixes #3256 - Fixed an issue with built-in weapons being incorrectly added to the first weapon mount in a list. - Fixed an issue with lifestyle multipliers that prevented them from calculating their cost correctly if they reduced the cost below 100%. - Fixed missing text changes for the Delete Metamagic button that prevented it updating properly for Technomancers. - Fixed a potential crash when importing non-Technomancer characters from Herolab into Chummer. - Moved all Attribute references out of CharacterShared and into AttributeSection. - Collapsed Special and Physical attributes into one list, since we weren't using them for any particular purpose anyway. - Fixed an issue with MAG being removed incorrectly when using the Mystic Adept Second Attribute optional rule if the charactrer started with a magic attribute, such as shapeshifters. Fixes #3253 - Fixed behaviour of plugins incorrectly applying their Essence costs in career mode instead of using the capacity cost. Should fix #3279, may have some additional edge cases. - Mildly ghetto workaround for inability to remove gear from a cyberware parent. Probably needs a more universal and robust fix, but it's functional. - Added a tooltip to the positive and negative quality labels to show where the karma costs have come from. - Fixed a crash when loading qualities and lifestyles in PACKS kits. - Added validation to ensure that custom drugs are given a name before they're accepted. - Swapping a negative quality for a cheaper one no longer costs karma. - Purchasing Ammo for weapons that have a particular name restriction (Narcoject PEP firing peak-energy units, for example) will properly be filtered to that restriction in the Select Gear window. - Fixed an issue with removing fettered spirits not properly removing the Fettered magic loss. Will retroactively fix any affected characters on load. - Fixed an issue with loading the attribute section that caused it not to refresh attribute-dependent properties. - Fixed an issue with vehicle locations that caused them to not work correctly. Some issues remain with adding children to locations inside vehicles, but root-level locations work as expected again. - Fixed regressions in behaviour of the Improvements tab not properly populating names or showing what they improve. - Allowed multiple ammo slots for a single weapon to better support the Hammerli Gemini and Shiawase Arms Monsoon. Fixes #3312 - Fixed an issue with inability to remove Gear from its parent. - Fixed behaviour of the WeaponCategoryDV Improvement when specifying names instead. Fixes a regression with the custom improvement not working correctly. Data Changes: - Fixed Autopicker having an incorrect cost. Fixes #3167. - Fixed an issue with Japanese translations of certain lifestyle qualities caused by duplicate entries. Fixes #3168. - Added content from the German-exclusive sourcebook "Hamburg". - Removed redundant 'Enable Spells and Spirits Tab' improvement. Closes #3189 - Added an optional rule from Chrome Flesh to allow Trolls to treat their horns as per the bio-weapon on page 121 of Chrome Flesh. - Fixed incorrect requirements for the Special Modifications and Prototype Materials qualities. - The Dual Natured critter power now grants access to Astral Combat. Magical Guard now grants access to the Counterspelling skill. RAW implies this is correct, but I'm not super confident in it. Closes #3195 - Added missing critter powers from Dark Terrors, courtesy of Keeper M. - Per updated Runnerhub Rules, the Liminal bodies are now available and Armor enhancements can be added to skulls and torsos. - Fixed conditional behaviour on the Death Dealer quality to properly work for Mystic Adepts. Fixes #3255 - Fixed an incorrect cost for Household Gremlins (1600 instead of 600). - Fixed incorrect costs for the Dermal Alteration (Rhino Hide) and Functional Tail (Prehensile) qualities. - Added an amend file to allow the Practice, Practice, Practice quality to be taken multiple times, per German data changes. - Fixed incorrect ratings on the Fortified and Slick Willy booster chips. - Fixed a crash when selecting components of Commlink Functionality on gear. Fixes #3178 - Fixed damage and AP of the Narcoject PEP. Fixes #3295 - Fixed incorrect level limitation on the Mystic Aptituide power. - Reorganised weapons.xml data layout per XSD. - Added emergency vehicle from Stolen Souls, courtesy of Catpocalypse on Discord. New Strings: - Checkbox_DiceRoller_VariableGlitch - Message_CustomDrug_Name - MessageTitle_CustomDrug_Name - Tab_Options_Plugins - String_AvailablePlugins Changed Strings: - Checkbox_Options_PrintAllSkills Build 203 Application Changes: - Fixed an issue with inability to remove cyberware added to vehicle plugins. Fixes #2918 - Fixed behaviour of custom improvement cxreation not properly connecting to a group. - Fixed an issue with powers when toggling between rulesets with the option to use a second magic attribute for MysAds. Might be a fix for #2919 and #2917? - Fixed the Household Gremlins lifestyle quality causing low-price houses to generate money. - Fixed an issue with inability to remove metamagics or initiate grades in create mode. - Fixed a crash when removing a mentor spirit quality if an adept character has changed their priority to mundane. Caused by MAG attribute being null. Fixes #2928 - Added support for drugcomponents.xml in the translator. - Added missing Source detail for adept powers. - Fixed a crash when loading old characters that have a Total Rating greater than the Total Maximum Levels on load. - Fixed an issue with editing custom improvements causing them to visibly appear is if they had fallen out of their group. - Exposed the DisplayName of objects to the Print method. Allows for melee weapons that have different names to be shown separately on a character sheet. - Added an AmmoName property to weapons that allows using a specifically named gear to be used as ammo. - Fixed an issue with custom sheets entries not loading properly when using custom_ file masks. - Fixed an issue with removing qualities with levels not displaying properly. Fixes #2950 - Fixed issues with Locations not setting their location text properly in career mode. - The Reload form now shows the Rating of ammo if greater than zero. - Fixed the inability to click on the Source control for adept powers to open the linked PDF. Fixes #2952 - The spirits to which a tradition has access will now also be displayed on characters who are not using a Custom tradition, though they cannot be changed. - Traditions can now apply improvements/bonuses, just like qualities, gear, mentor spirits, etc. - Fixed an issue where removing Metatype Removable qualities at character creation would not sometimes not end up altering the quality list and/or character karma properly. Fixes #2876. - Fixed an issue where completely deleting certain qualities with levels attached to them would only remove the improvements originating from the first level until the character was loaded from a save file (at which point the orphaned improvements would have gotten culled). Fixes #2972. - Fixed a crash that occured when getting the Ex-Con quality while having any 'ware that would get removed due to being banned under the Ex-Con quality. Fixes #2969. - Fixed a bug where the displayed dicepools for skills would often not get updated properly when the attribute assigned to the skill was changed. Fixes #2885. - Character sheets of shapeshifter characters will now show which form the character currently has at the time the sheet is created, and they will now also properly display attributes associated with the form currently being displayed. Fixes #2824. - Custom names for Matrix devices will now show up properly in the Devices/Programs block in the Shadowrun 5 character sheet set. Fixes #2943. - Fixed an issue where the karma cost check for whether a character could afford adding a new exotic skill did not take karma cost modifiers from improvements into account. Fixes #2976. - Fixed a UI issue where the display for lifestyle qualities would sometimes get cut off. Fixes #2940. - Fixed an issue where lifestyle qualities of non-advanced lifestyles would end up with their full names added as "Extra" strings, causing all manner of UI issues. Existing characters with these issues will need to re-add the affected lifestyle qualities. - Fixed an issue where the internal IDs of improvements and limit modifiers were not getting loaded properly from save files. Part of fix for #2975. - Fixed an issue where certain legacy conversion code related to loading improvements from unequipped gear was improperly running for non-legacy save files. Fixes #2975. - Gears can now define minimum rating, maximum rating, and Matrix attributes based on the rating of their parent object via the "{Parent Rating}" phrase for Matrix attributes and the "Parent Rating" phrase for minimum and maximum ratings (minimum and maximum ratings don't use curly brackets for legacy reasons). - Fixed an issue where gear that came with a piece of cyberware or a piece of armor would create improvements when the item was selected while browsing through items to add, even if the item did not eventually get added. - Cyberware and bioware can now be flagged to increase the capacity cost of its parent 'ware instead of attempting to occupy capacity. - Accessories for cyber implant weapons now have their own category and will need to be added to cyber implant weapons as plugins. Previously, they needed to be added alongside cyber implant weapons and tracking which cyber implant weapon had which accessories needed to be done manually. Fixed #2882. - Weapon accessories can now modify their parent's total ammo size through the modifyammocapacity element. - Fixed an issue with Armor Mod Gear plugins using the incorrect Capacity calculation. - Fixed a crash when attempting to add spirits if the None tradition is selected. Fixes #2981. - The optional rule where positive quality karma in excess of the limit is doubled will now instead use a given quality's Career mode cost, so qualities like Adept Ways or Forbidden Arcana's Mastery qualities do not get their karma costs doubled when this option is turned on. - Fixed an issue where the Add Armor screen only displayed an item's sourcebook, not its page. - Added options to the Add Armor, Add Armor Mod, Add Weapon, Add Weapon Accessory, Add Cyberware, and Add Bioware screens to only display items that the character can afford. - Fixed an issue that sometimes prevented "As Drug/Toxin" from getting properly translated in damage codes. - Added usable search bars to the Add Armor Mod, Add Weapon Accessory, Add Martial Art, Add Martial Arts Technique, Add Art, Add Critter Power, Add Mentor Spirit, and Add Metamagic screens. - Fixed a bug where the Add Martial Arts Technique screen would display techniques from sourcebooks that were not enabled. - Re-enabled the Add & More button in the Add Martial Art and Add Martial Arts Technique screens. - Fixed a bug where characters in Career mode could add Martial Arts to their sheet even if they did not have enough karma. - Fixed a bug where quality-exclusive Martial Arts (e.g. One Trick Pony) would still be displayed alongside other Martial Arts in the Add Martial Arts screen. - The Add Martial Arts screen now displays the selected item's karma cost and also lists all the techniques that can be learned under that martial art. - The Build Method selection screen will now display the starting karma and maximum karma-to-nuyen for priority-based build methods. - Fixed a misbehaving legacy shimmer that would duplicate improvements that were a part of a piece of 'ware's pair bonus. Fixes #2978. - Fixed an issue where Martial Arts after the first did not properly add to the appropriate node. - Fixed a bug that prevented the addskillspecializationoption improvement from working properly. Fixes #2760. - Fixed an issue where special text versions of weapon damage codes would not get properly recognized as text. Fixes #2986. - Improvements can now modify the character's living persona's Matrix condition monitor through a "matrixcm" node inside the "livingpersona" one. - Fixed an incorrect string reference in the Limit right-click menu. Fixes #2995. - Fixed an issue where the Custom Drug creation screen and the custom drug system in general did not properly support translations. Fixes #2946. - Fixed an issue where custom drugs were never exposed to Print methods, meaning no character sheet could properly integrate them. No character sheet currently outputs information on custom drugs, but at least the foundation is now there. - Fixed an issue where saved custom drugs would not show up properly afted a character is loaded. - Lifestyle qualities will now also display their Extra information in the Shadowrun 5 character sheet set. - Fixed a potential crash in Create mode that could occur if an attribute's karma levels exceeded the maximum possible karma levels. Fixes #3004. - Fixed various issues that caused comboboxes in controls for skills and/or knowledge skills to not load translations properly. Fixes #3000. - Fixed an issue where the "Notes" menu point under the Advanced Lifestyles context menu strip would not get translated properly. Fixes #2998. - The Complex Forms & Sprites tab will now display the character's Paragon and information relevant to it if they have chosen a Paragon. - Fixed many cases where the presence of a quotation mark in an item's name would cause the program to crash. Fixes #3007. - Fixed cases where having certain characters in the notes and/or custom name fields would cause the program to crash when displaying the affected field's tooltip. Fixes #2982. - Added the ability for improvements to disable individual skills through the "disableskill" bonus node. - Added the ability for improvements to add arts through the "addart" and "selectart" bonus nodes. - Added the ability for improvements that add qualities, metamagics, arts, and/or echoes to ignore checking whether the newly added item has all of its requirements met before adding said item (e.g. for adding metamagics without adding the art prerequisites for the metamagic). - Properly implemented karma costs for Drake powers in career mode. - Fixed a bug where the checkbox for Working for the Man/People would appear as an empty checkbox when refunding an expense. Fixes #3016. - Fixed an issue where line breaks in notes would not show up properly in tooltips. Fixes #3019. - Fixed a bug where existing bioware on a character would not get removed if/when the character took Sensitive System or another quality that removed access to bioware. A similar bug was fixed for improvements that removed access to cyberware and/or 'ware entirely. - Fixed a bug where newly created characters would not get added to the list of characters open in internal memory, which could cause a whole lot of other issues, least of which was that the character's tab would not get properly updated if the character's alias was changed. - Added a loading bar/screen that is displayed when the program is performing its initial loading and whenever the program loads in a character. - Fixed a bug where the program's UI showed English page number references even for non-English languages. Fixes #3024. - Adept Way Discounts are no longer available to powers that don't have a populated Adept Way requirement. Fixes part of #3042 - Fixed an issue with the Karma Metatype selector not showing the correct height. - The "ess" requirement used by Cyber-Snob and some other qualities can now filter based on multiple grades instead of just one. This allows a mixture of Betaware and Deltaware to qualify for Cyber-Snob, for example. Fixes #3047 - Re-enabled the option to use More Lethal gameplay rules from 4th edition (the option is in the House Rules section). - Reorganized the options menu so that global options that are independent from the currently opened character are easier to tell apart, and so that the PDF information of individual sourcebooks can be modified even if a custom ruleset is enabled that disables the given sourcebooks. - The options menu now supports selecting a default gameplay option when creating a new character instead of modifying the default max availability and max starting karma amounts. - Gameplay options can now declare default values for karma levels under Point Buy, karma levels under Life Modules, and Sum-to-X value under Sum-to-Ten build methods in their XML entries. - Fixed a bug where improvements that added to a weapon type's DV would sometimes apply their bonus twice. Fixes #3036. - Fixed an issue where the dropdown menu option to change a character's metatype would show as "Change Priority Selection" regardless of the character's build method. - The Translator tool now warns users that the "Rebuild" option will delete translations for any data entries that are not present in the core Chummer5a data files, and now has a separate "Update" option that does not delete such translations. Fixes #2932. - Fixed an issue where increasing the quantity of gear that contained plugins would count the cost from its children incorrectly. Fixes #3003. - Fixed a bug where group layout boxes and controls within those group layout boxes would not get translated. Fixes #3052. - Added preliminary support for right-to-left scripts to Chummer5a's translation system and the Translator tool. It's currently relatively untested, but bugs will be ironed out if/when translations that use right-to-left scripts get included with the program. - Fixed a bug where improvements that grant extra damage resistance dice would also get added to armor when printing character information. Fixes #3058. - Fixed behaviour of DisplayPage property to not return an empty string if that's in the data file. Fixes #3064 - Ugly workaround fix for characters that managed to get a power rating higher than total maximum magic to prevent them from crashing. Fixes #3062. - Base augmented attribute maxima are now properly fetched from a character's metatype/metavariant data instead of being fixed to 4 for regular attributes and 0 for special attributes. - Fixed an issue where an advanced lifestyle could not be edited during character creation if the final cost of the lifestyle was more than the character's current nuyen. - Fixed an issue where armor degradation could cause a piece of armor to have negative value. - Fixed an issue with attribute controls causing a crash if the character has multiple attributes at max-1 and takes an improvement that reduces that attribute maximum. Fixes #3086 - Fixed an issue where the title of the character roster form was not getting translated. Fixes #3092. - Initiation Groups and Submersion Networks can now have their details edited at character creation. - Fixed behaviour of the Cyberadept Daemon to properly provide restored Essence. Due to legacy issues with the way Base attribute bonuses are calculated, this will not show up as a tooltip. This will be amended in a future patch. - The Restricted Gear bonus can now be set to apply to any availability limit at character generation instead of being hardcoded to 24. - Mentor Spirit and Paragon source references are now displayed next to their names within the Spells and Spirits tab (for Mentor Spirits) and the Sprites and Complex Forms tab (for Paragons). - Complex Forms will now display their dicepool as well as a button to roll it in career mode if the appropriate options have been set. - Fixed the calculation of Drain Value Tooltips improperly showing the Extended and Limited drain calculation. - Fixed an issue where certain items that came with an existing item would sometimes have their availabilities incorrectly checked for the availability limit, and fixed a similar issue where items that would be added onto such items by the player would not get their availabilities checked. Fixes #3117. - Fixed an issue where items that came built into items originating from different sourcebooks (e.g. a lifestyle quality from Run Faster coming by default with a lifestyle from the Core Rulebook) would process necessary sourcebooks for the character incorrectly. Existing saved characters with this issue will still have it, but no newly saved characters going forward will have this issue. Fixes #3109. - Fixed a bug where characters without Run Faster enabled could still add Advanced Lifestyles despite them being part of Run Faster. - Fixed an issue where limit modifiers added by improvements could get edited and/or deleted independent from their improvement. - Fixed an issue where some limit modifiers added by gear would not get properly removed when the gear was removed. Technical fix for #3115, though existing characters with these issues will need their existing, orphaned limit modifiers removed manually. - Added a limited-functionality Hero Lab importer tool. This tool can convert .por files into Chummer5a characters to a certain extent, as certain character elements aren't saved in ways that can be (easily) converted into Chummer5a information. - Fixed an issue where weapon accessories often would not get their proper ratings set. Fixes #3123. - Fixed an issue where renaming various locations would not cause the corresponding node in the appropriate TreeView to update. Fixes #3078. - Fixed a crash when changing between selected spells if going from a spell that can be Extended to a spell in the Detection category. Fixes #3153. - Fixed an issue where Magic-enabled characters without access to the Spells & Spirits tab could not be exported into Career mode because the program would prompt them for a Tradition that they are unable to select without access to the Spells & Spirits tab. Fixes #3148. - Fixed an issue where opening multiple characters from the command line would cause the program to open multiple instances of the last character in the list. Fixes #3151. - Fixed an issue where Essence Antihole would get treated like regular Cyberware instead of the opposite of an Essence Hole, e.g. in having Biocompatibility reduce the Essence effect of an Essence Antihole. Fixes #3146. Data Changes: - Added missing Transgenic Alteration bioware from Chrome Flesh. - Fixed incorrect price and availability for the Krime Trollbow at Ratings 11 and 12. Fixes #2929 - Fixed accuracy on the osmium mace. - Added missing storage compartment to the Renraku Pelican. - Corrected Avail of the Krime Whammy. - Fixed missing spirits for the Planar Magic tradition. Fixes #2937 - Fixed incorrect mount location for the Terracotta Arms Pup's silencer. - Added Dodge custom improvement type. - Removed incorrect accessory mount locations from all light pistols and holdouts per Run and Gun page 51 ("Some types of weapons have further limitations—for example, light pistols can only take top and barrel-mounted accessories, while hold-outs can’t take accessories at all"). Any existing weapons that have been given accessories using these mounts should be grandfathered in without issue. - Changed the concealment of the Altmayr SPX2 to be +2 instead of +6. - Corrected the required node for the Summon Great Form spell to work correctly when ignoring Art requirements. - Renamed the Silencer to Silencer/Suppressor. Hid the Suppressor. Fixes #2955 - Elastic Joints, Enhanced Articulation and Smart Articulation are now exclusive of each other. Fixes #2965 - Removed the Limit Condition from Enhanced Articulation. Fixes #2964 - Barehanded Adept now allows T and T(A) spells to be free instead of just T. Fixes #2967 - Fixed a bug where various traditions with Guidance Spirit set as one of their five spirits did not have Guidance Spirit show up properly in their lists. - Characters following the Elder God tradition will now properly get a -2 dicepool modifier to drain resistance rolls and a +3 dicepool modifier to casting Illusion spells. - Characters following the Missionist tradition will now properly get a +2 dicepool modifier to casting Health spells and a -2 dicepool modifier to casting Combat spells. - Fixed incorrect Availability for the Faceless - Blurred Face gear item. - Fixed incorrect and missing karma values for several drake optional powers. - Added missing Trode Patch from Kill Code. I'm assuming that the Rating refers to the Device Rating, but this may be incorrect. Fixes #2979 - Swapped the bonuses for the Resistance to Pathogens/Toxins and Resistance to Pathogens and Toxins qualities. Fixes #2984 - Fixed an incorrect availability value for Urban Explorer Daedalus: Helmet. - Fixed the category entry of Retractable Spurs, Fixed Spurs, and Retractable Hand Razorsfrom the Shadowrun 2050 sourcebook to be Cyber Implant Weapon instead of Bodyware. - Fixed a typo in the name of "Narcojet". - Added a gear entry for the Narcojet Dazzler for when a character buys it on its own as a Heavy Pistol-sized item instead of a weapon accessory. - Fixed the source entry for Narcojet Trackstopper to properly reference its entry in Street Lethal instead of a non-existent one in the core rulebook. - Fixed entries for the Krime Stun-O-Net, Additional Clip/Magazine, Narcoject Dazzler, and Red Dot Sight weapon accessories from Street Lethal. They are now all purchasable with appropriate stats, and in the case of Additional Clip/Magazine, it now properly adjusts the maximum capacity on pistols and can only be takeon on weapons with a clip or internal magazine. Fixes #2983 and one of the bugs in #2978. - Added missing One With the Matrix quality. Fixed missing page references, restrictions and karma costs for several qualities from Kill Code. Fixes #2974 - Sensor function ratings are now properly limited to the rating of their parent (Single Sensor or Sensor Array) if their parent has a rating. - Added the RunnerHub Rules custom ruleset, courtesy of /u/EnviousShadow. - Added "Mixed Unit Tactics" from Street Lethal as an example knowledge skill. It is assumed that the character can learn and use Mixed Unit Tactics as a knowledge skill without prerequisites, and the prerequisites described in Street Lethal only apply when using Mixed Unit Tactics' maneuvers from Street Lethal. - Added the previously missing categories node to drugcomponents.xml. - Added the previously missing option to add STATscan to a cyberhand. - Added entries for Seer and Null Wizard from Forbidden Arcana. - Fixed a bug where Elementalist would disable access to the Enchanting skill group instead of disabling access to skills in the Enchanting group. - Pariah tradition now properly disables access to skills noted in its description and properly gives +2 to Banishing, Counterspelling, and Disenchanting. - Fixed incorrect Slots for the Workshop vehicle mod. - Fixed inability to take Cyber-Snob with Deltaware cyberware. - Fixed a typo in the name of the Dassault Janitorial Drone. - All instances of "NeoNET" are now capitalized as such (some items previously said "NeoNet" or "Neonet"). Fixes #3033. - Added (hidden) Gear items for Public Grid, Local Grid, and Global Grid so that these phrases can be handled by TranslateExtra. Part of #3002. - Fixed an issue with the Text-Only sheet that caused it to fail to load the LOG attribute. - Fixed incorrect RC and page reference for the Cavalier Thunderstruck. Fixes #3083. - Fixed a rare crash that would happen on startup if/when different loading theads would collide with one another while performing initial loading. - Fixed an issue where Combat Sense could not get discounted from The Invisible Way. Fixes #3098. - Fixed incorrect spell type for the Powerblade spell. - Fixed incorrect weapon mount entries for the EMC 2073 Catcher. - Fixed incorrect incorrect ammo category for the Lemat 2072's shotgun barrel. - Fixed incorrect ammo categories for the MP75 and HK 223C. - Fixed a crash when attempting to add programs to the Datajack Plus. - Fixed an issue where Essence Hole and Essence Antihole Cyberware could get grades applied to them and could potentially be added to something other than the base character's cyberware collection. Part of fix for #3146. New Strings: - String_ExpenseRemovePositiveQuality - String_NotApplicable - Label_SelectMartialArt_IncludedTechniques - Label_Qualities - String_SpecialAttributes - Label_SpecialAttributes - Label_SelectAdvancedLifestyle_Neighborhood - Label_SelectAdvancedLifestyle_Base_Neighbrhood - String_Colon - String_Immediate - String_Second - String_Seconds - String_CombatTurn - String_CombatTurns - String_Minute - String_Minutes - Node_Foundation - Node_Block - Node_Enhancer - Label_AddictionRating - Label_CrashEffect - String_DamageUnresisted - String_PerLevel - String_Loading - String_Loading_Pattern - String_Initializing - String_Settings - String_MentorSpirit - String_Locations - String_Metamagics - String_Arts - String_Enhancements - String_Expenses - String_LegacyFixes - String_GeneratedImprovements - String_UI - Tab_Options_GitHubIssues - Label_Options_EditSourcebookInfo - Label_Options_SourcebooksToUse - Label_Options_SelectedSourcebook - Label_Options_MetatypesCostKarma - Label_Options_CustomDataDirectories - Button_Options_UploadPastebin - Menu_SpecialChangePriorities - String_Matrix - String_Info - String_Vehicle - String_Weapon - String_Armor - String_InitiationGroup - String_InitiationType - String_SubmersionNetwork - String_SubmersionType - String_Paragon - String_Stream - Label_InitRoller_ResultOf - String_KarmaRemaining - String_NuyenRemaining - Title_HeroLabImporter - Message_HeroLabImporterWarning_Title - Message_HeroLabImporterWarning - Label_HeroLabTrademarks - String_SelectPORFile - String_ImportCharacter Changed Strings: - Checkbox_Options_ExceedPositiveQualitiesCostDoubled - Label_SelectAdvancedLifestyle_Base_Comforts - Label_SelectAdvancedLifestyle_Base_Lifestyle - Label_SelectAdvancedLifestyle_Base_Security - String_Special - Label_SelectBP_MaxAvail - Label_SelectBP_StartingKarma - Label_SelectBP_SumToX - Label_SelectBP_MaxNuyen - Label_AddictionThreshold - Menu_Notes - Tab_Options_Global - Tab_Options_Character - Label_Options_Defaults - Label_Options_CyberlimbCount - Label_Options_NuyenPerBP - Checkbox_Options_MoreLethalGameplace - Checkbox_Option_CreateBackupOnCareer - Label_Options_CharacterRoster - Menu_SpecialChangeMetatype Removed Strings: - Label_SelectAdvancedLifestyle_Base_Area - Label_Options_AdditionalBooks - Checkbox_Options_MetatypesCostKarma Build 202 Application Changes: - Fixed incorect behavior with filtering columns on the select window browse tab. - Fixed an issue with carbines defaulting to using the Pistols skill. - Changed JSON to be the default export method. - Fixed behaviour of sell methods for Armor Mods, Gear, Vehicles, Weapons, Weapon Accessories and Weapon Mounts. - Fixed odd behaviour when using the optional rule to have mystic adepts purchase a second magic attribute. - Fixed issues with selecting and adding Cyberware Suites. - Fixed an issue with preinstalled weapon accessories that have non-preinstalled gear not calculating costs correctly. Fixes #2846 - Minor fixes for recoil compensation calculation. - SelectTradition and SelectRestricted improvements no longer spawn a selection window if not required. - Fixed refresh behaviour of Prototype Transhuman to work immediately on change of prototype transhuman status. Little more chatty than I'd like, but it works well enough. - Fixed issues with loading older characters that had a Spirit Force/Sprite Level abpve the maximum they're supposed to. - Armor Mods purchased in create mode can be discounted to Free again in create mode. - Fixed an issue with armour that has Ratings not properly loading the maximum rating. - Properly added ThrowRange improvement to throwing weapons. - Fixed a layout quirk with adept powers that caused them to revert to the free levels provided by foci if a focus is in use. Should fix #2859 but needs more testing. - Fixed a typo in the loading behaviour of different knowledge skill specialisation karma costs that prevented it from being saved or loaded properly. Fixes #2858 - Added support for armor mod selection being limited to a single category via the forcemodcategory node. - Minor refactor of tooltip generating code to make them work more reliably on child windows and avoid repeated queries to language manager. Fixes #2868 - Fixed an issue with the crashhandler looking for incorrect dictionary keys that caused it to not properly output the crash info to desktop. - Fixed a (legacy?) issue that prevented BF weapons from using the Long Burst action. RAW seems hazy on it, but says it's two burst actions, so ehhh? - Fixed an issue with armor mods not properly assigning Extra values acquired through the Improvement system. Specifically, this fixes an issue with High-Fashion Armor Clothing not stacking. Fixes #2873 - Fixed an issue with Artisan's Way focus discounts not working properly in some cases. - Fixed an issue with weapon mount treenodes not being properly removed when they're deleted. Fixes #2886 - Fixed an occasional crash when removing gear. - Fixed a parsing error when loading locations from older characters. - Fixed behaviour of reloading weapons in career mode to work consistently for vehicles and character weapons. Fixes an issue with 'external source' weapons not reloading properly. Fixes #2795 - Fixed missing deletion confirmation prompts for many items. - Fixed an issue with initiation grades not properly removing themselves. - Fixed incorrect behaviour with Adapasin and grades in create mode causing the Grade list to not load. - Fixed inability to remove custom improvement groups in career mode. - Added exceptions for the 'saves' directory and any .chum5 files from being deleted when updating Chummer. - Fixed calculation of armor capacity to not include items that are included in the armor. - Added the ability to create custom drugs. - Added support for to the Improvement Manager which effectively raises a character's STR for the purpose of determining the range of Thrown Weapons. - Fixed a crash when adding Metahuman Adjustment modifications to a vehicle with Increased Seating. Fixes #2857 - Fixed a crash when changing the primary text of a knowledge skill if a specialisation has been entered. - Workaround for a bug in the powertabusercontrol that caused free levels to make power ratings revert on load. - Fixed the condition monitor control to run when relevant events are fired, rather than on updatecharacterinfo. - Condition Monitor checkboxes for characters are now generated on demand, allowing for characters with >24 condition monitor boxes. - Fixed missing checked states for Gear that can be included in the parent. Fixes #2667 Data Changes: - Added alternate Druid tradition from Forbidden Arcana. - Fixed an incorrect availability on the Krime Tingler. - Fixed category of the Krime Gloves to be Unarmed. - Added page references for Extended, Alchemical and Limited spells on the Spell Select window. - Added Area Knowledge: Neo-Tokyo knowledge skill. Fixes #2865 - Added missing Metagenetic flag to the Natural Venom (Exhaled, Deadly) quality. Fixes #2862 - Added missing MCT/Winchester-Howe Hornet Direct-Fire Minigrenade from Street Lethal. - Fixed an issue with the College Education quality being incorrectly hidden from the SRM 1.4 Missions ruleset. - Fixed incorrect price on the Beretta Northstar. Fixes #2887 - Added an amend entry to allow Bone Lacing to apply directly to Body instead of just damage resistance due to ambiguity in RAW. Closes #2884 - Fixed the Shiawase Arms Simoom's ammo category to be Light Pistols. - Corrected the metageneticlimit bonus for Changeling I and II to be 30. - Fixed incorrect hidden status of the Krime Shiv. - Added missing costdiscount properties for the Dedciated Conjurer and Dedicated Spellslinger. - Ambidextrous quality can now be taken up to three times to support the Shiva Arms quality. Fixes #2893 - The Cavalier Flash can now add a Hidden Arm Slide accessory. Fixes #2908 - Added missing Recoil Compensation for the Colt M23A2. Fixes #2907 New Strings: - Message_DeleteWeaponMount - String_ExpensePurchaseDrug - Label_DrugEffect Build 201 Application Changes: - Reverted use of databinding for Visible attribute in career and create forms due to flaky behaviour. - Removed incorrect visibility binding for the Rating of knowledge skills. - Fixed behaviour of attribute-based databindings to work properly when loading characters. - Fixed an issue with the SelectSpecialAttribute improvement not allowing the selection of non-active special attributes. - Fixed an issue in create mode in which ignoring creation rules would not properly allow all 'ware grades to be visible. - Fixed visibility of the Type combobox for knowledge skills in career mode. - Removed possibly-legacy code that caused odd behaviour for mentor spirits that provided skill bonuses, particularly the Doom mentor. - Layout change for frmSelectArmor to prevent the Test text from overlapping. - Fixed purchasing weapons in career mode not properly adding other weapons that they're added by. - Created a new weapon property, SizeCategory. This is used to overrides the default category for the weapon it's applied to, allowing it to be mounted as though it were a weapon of the particular type. Intended to be used for exotic weapons in vehicle weapon mounts. - Gear attached to weapons can now show the Capacity remaining/used. - Refactored behaviour of the Swap Quality button to be a method attached to the quality itself. - Fixed an issue with Swap Quality causing constant prompts about unavailable qualities. - Fixed behaviour of the SpecialTab and EnableAttribute bonuses causing their relevant children being removed when using Reapply Improvements. - Added missing DamageResistance bonus improvements to all types of armour for sheets. - Fixed behaviour of improvements that reduce the maximum of an attribute is reduced to match the value when another attribute is already at maximum. - Fixed a regression with shapeshifter attributes not resetting bindings properly. - Fixed Martial Arts techniques not being properly displayed using their localised names in the treeview. - Fixed an issue with shapeshifters generating their attributes in duplicate when transitioning to career. - Fixed an issue with increasing quantities of Gear not working when using non-English strings. - Fixed a regression in which pre-installed gear, cyberware and armor mods would not confer the correct ratings. - Repaired some lingering issues with object tag conversion that caused problems when reloading vehicles and selecting certain objects. Fixes #2785 - Added an ICanEquip interface to support easily changing the equipped state of an object. - Fixed an issue with total armor values being concatenated along with the damage resistance pool from improvements instead of added together. - Fixed issues with the priority selection window that caused spells, complex forms and AI programs to not be changed when reselecting priorities if the new priority doesn't include those settings. - Fixed a crash when loading cyberware PACKS. - Changed power tab list display to an autoresizing table. - Fixed incorrect usage of String_Error for Modular Cyberlimb and Karma Calculation. - Merged the various methods for purchasing Cyberware into a single method attached to the object. Fixes issues with some objects not properly applying Free and Markup properties to the cyberware. - Added the calculation for Dealer Connection into the Vehicle Selection window. - Fixed an issue with deleting qualities that caused all duplicated qualities (Addiction, for example) to be removed if one was deleted. - Fixed an issue with attribute tooltips not updating properly if bonuses and penalties even out. - Fixed a typo in the Select Spell window that prevented categories from being translated. - Fixed skill names in weapon dicepool tooltips not showing the correct translated displayname. - Fixed behaviour of lifestyles causing a crash after being edited. - Fixed a crash when toggling the state of Adept Way discounting for powers. - Fixed an issue with foci not properly being removed when unbonded. - PDF is now the default export choice. - Fixed a regression with condition monitor checkboxes not properly remaining highlighted when first loaded. - Fixed an issue with foci not updating their displayname properly in the Foci window. - Fixed a regression in which attribute modifiers could exceed the current value + 4. - Fixed some issues with the creation and deletion of custom Improvements. Data Changes: - Removed the ability to add Fake SINs to other Fake SINs. - Removed the ability to add multiple Advanced Basic Safety Systems to a weapon. - Added SizeCategory references to the Grapple Gun, Ares S-III Super Squirt, Ares Screech Sonic Rifle, FN-AAL Gyrojet Pistol, Fichetti Pain Inducer, Parashield Dart Pistol, Parashield Dart Rifle and Tactical Grapple Gun. - Added a customdata file to have Customised Agility and Strength not apply Grade modifiers from their parent (ie, an Alphaware limb's customisation cost will not increase to 6000¥.) Closes #2702 but should probably be referred to CGL for errata clarification. - Fixed incorrect 'walk' speed for the Magical Flight drake power. Existing characters with this power will need to Reapply Improvements, manually edit the improvement, or remove and re-add the power. - Fixed translation for Commanding Voice in German. - Added a customdata entry to move Commanding Voice from Stolen Souls into Street Grimoire, per German data changes. - Added a customdata entry to swap the pricing of seeker shafts and monotip arrow heads per German data changes. - Added content from Street Lethal. - Fixed incorrect REA and INT stats for the Nosferatu quality. - Increase rating of arrows to compensate for Street Lethal's TrollBow. New Strings: - Checkbox_Options_HideCharacterRoster - ColumnHeader_Notes - ColumnHeader_Power_Points - ColumnHeader_Action - MessageTitle_NoValidWeaponMount - Message_NoValidWeaponMount Build 200 Application Changes: - Fixed a bug where changing tabs would often mark a character as having changes that need to be saved. - Implemented a cap on Lifestyle Points from assorted sources for Advanced Lifestyles; currently this is hardcoded to the base LP * 2. Closes #2640 - Fixed an issue with old lifestyles not loading properly. - Changed MadeMan from selectcontact to addcontact and added backwards compatibility to convert old characters - Tooltips of fading, drain, and armor dice values will now spell out each modifier instead of having them all grouped under one umbrella. - Fixed issues where AI characters' limit values' tooltips displayed values as if the character was following AI rules from Data Trails. - Values for the counterspelling dice numerical up-down are now saved with characters, and their effects on spell defense dice are now displayed separately through parentheses next to base values for those spell defense dice. - Fixed behaviour of Jack of All Trades improvement again to properly deduct karma for skills over the threshold. - Regression fix for behaviour of initiation tab in career and create mode either not being visible, or hiding Group/Ordeal checkboxes. - Fixed controls overlapping when selecting a shapeshifter or other metatype with a lot of standard qualities. - Fixed a cache issue with the TrustFund property that caused advanced lifestyles to crash. - Advanced Lifestyles are no longer allowed to be accepted with more lifestyle points spent than maximum. - Fixed adept powers causing a crash when toggling their discount from Adept Ways. - Fixed missing databindings for skill controls due to visible = false shenanigans in the designer. - Fixed an issue with the Disable Improvements button incorrectly disabling all improvements. - Fixed an issue with Martial Arts Techniques not being able to be purchased for different martial arts. - Ugly workaround for issue with foci binding panel not being visible. - Fixed behaviour of contacts to allow being flagged as free without having an associated improvement. - Fixed an issue with the selection and creation of Cyberware Suites through the special menu not working properly. - Fixed modular cyberware that doesn't have an inherent location being unable to mount to modular mount points with sides, such as arms. - Fixed an issue in which the first technique purchased for a martial art in career mode would not be free. - Fixed behaviour loading lifestyles that caused a crash if loading a lifestyle that had more than the base amount of points spent on comforts, area or security. Data Changes: - Regression fix for shapeshifters not properly getting their MAG attribute enabled. - Added missing melee weapon categories for the Small, Standard, Large, Huge and Heavy drone weapon mounts from Rigger 5. Existing drones should either remove and re-add the drone or edit the weapon mount in order to regenerate the weapon category. - Soul Swallower quality now requires the Essence Drain power. - Latent Dracomorphosis no longer contributes towards quality limit in create mode. - Added an amend entry to allow the College Education qualities from Run Faster and Sail Away, Sweet Sister to stack. - Added missing limits to Hand & Foot Webbing bioware. - Fixed missing bonus for Magical Flight power. - Added DMSO rounds for the Ares Super-Squirt per German SR5. Requires the SR5G book to be enabled. New Strings: - String_Handling - String_Sensor - String_Pilot - String_VehicleBody - Message_SelectAdvancedLifestyle_OverLPLimit - MessageTitle_SelectAdvancedLifestyle_OverLPLimit Removed Strings: - String_AttributePilot Build 199 Application Changes: - Fixed a bug where moving a weapon to a vehicle in career mode would not allow the user to select drone arms or weapon mounts. - Fixed issues when pasting gear into cyberware or weapon accessories in vehicles. - Fixed bugs where moving or merging gear to and from vehicles that would not result in a deletion would not properly update the gear's tree node's name. - Fixed a crash when deleting technomancer sprites. Fixes #2494. - Fixed an issue where removing negative qualities in career mode would add karma instead of removing it. Fixes #2495. - Added the ability for contact selection improvements to make a contact free. - Contact improvements that force loyalty values now properly undo their effects when they are removed. In case of multiple loyalty-forcing improvements, the improvement that forces the highest value wins. - Fixed issues where certain improvements that relied on numerical values would not be able to process ratings passed to them for certain fields. - Fixed issues with calculating capacity in a gear when using localizations that use commas as decimal separators and periods as thousands separators. Fixes #2493. - Fixed a crash when deleting weapon accessories in career mode. Fixes #2496. - Fixed an issue where pasting gear or armor that add improvements or pasting items containing gear that add improvements would not create copies of the pasted item's improvements. - Fixed an issue where modular children of modular cyberware could never be marked as being unequipped. - Added the ability to copy and paste gear to and from cyberware. - Fixed being unable to paste gear into weapon accessories on weapons located on vehicles. - Fixed an issue where uninstalled accessories containing children that add improvements would not properly toggle off those improvements. - Fixed an issue where copying an item from a character and then switching to a different character would not immediately update whether pasting is allowed for that different character. - Fixed an issue where copying and pasting armor that adds weapons would not also create copies of said weapons. - Fixed an issue where copying and pasting gear that adds weapons would not properly link the new instances of the pasted weapons with the new instance of the pasted gear. - Added the ability to copy and paste 'ware of all types. As with other copy-paste code, copying can be done from any character, while pasting only works with characters in create mode. - Fixed an issue where shared Condition Monitor threshold offsets did not properly account for improvements that allowed condition monitor penalties to be ignored or overarching threshold offsets. - Fixed an issue where A.I. characters would have traditional condition monitor information displayed, both in Chummer5a and on character sheets, instead of condition monitor information based on their home node. - Fixed an issue where A.I. characters could receive wound penalties from Matrix condition monitor damage. - Initiation/Submersion Grades can now print their notes in thge option to do so is enabled, and any Arts, Enhancements or Metamagics/Echoes are included as child nodes. Sheets will still need to be adjusted to accommodate this. - Fixed an issue where the Fancy Blocks character sheet did not format sprite optional powers and weaknesses correctly. - Split up skillattribute improvement into skillattribute (which increases skill dicepools when using a particular skill) and skilllinkedattribute (which increases dicepools of skills linked to a particular attribute). - Fixed an issue where the PACKS and Cybersuite creation forms would not check amends, overwrites, live custom data, and custom data directories when making sure there isn't already an item with the new name given by the user. - When printing powers for spirits and sprites, Chummer5a will now also check critterpowers.xml in addition to spiritpowers.xml. - Children or auxiliary weapons and vehicles that come pre-installed with an item will no longer show up in the UI if their sourcebooks are not enabled. Fixed #2503. - Fixed a rare issue where adding certain items in create mode would generate expense log entries that stayed around afterwards and showed up in career mode. Affected characters with this issue in create mode will have it fixed retroactively, but the entry will remain for affected characters in career mode. Fixes #2507. - Fixed an issue where drain and fading attributes were not translated on character sheets. - Technomancer Streams can now be selected in the "Complex Forms and Spirits" tab if there is more than one stream present in the data files. - Fixed an issue where bonuses that increased maximum Essence were not accounted for when calculating the amount by which the maximum of special attributes should be reduced from essence loss. - Fixed an issue where encumbrance penalties to attributes would not be factored immediately into various displays, e.g. Physical limit. - Drain attributes and drain values are now exposed to print methods as separate items, allowing sheets more control over how these should be displayed. The same applies to fading attributes and fading values. - Fixed an issue where characters loaded into Chummer5a when their values for attribute loss from essence modifiers, wound modifiers, or encumbrance modifiers would be different than under the conditions in which they were originally saved would not have those modifiers updated unless they had a character tab opened for them as well (this primarily affected critters, spirits, and sprites with linked character files). - Fixed an issue where non-Magician magical characters could proceed into career mode without choosing a tradition. - Fixed an issue where a character with too many martial arts or martial arts techniques could still be allowed to proceed into career mode even though an error message was displayed. - Fixed issues where accessories not installed in weapons would still modify said weapons' stats. - Fixed a crash when evaluating the Shiawase Monsoon's ammo capacity. - Fixed a crash when altering the rating of knowsofts and lingasofts. Fixes #2514 - Fixed an issue where checking or unchecking the "Ordeal" and "Group" checkboxes in the initiations/submersions tab would not update the displayed cost for initiation/submersion. - The tester tool accessible through Chummer5a command line options will now test every single property of the items it tests instead of a few select ones that would tend to cause problems. - The tester tool accessible through Chummer5a command line options now has an option to print detailed exception information when an error is encountered with an item. - Fixed possible crashes that could occur when selecting an armor mod or weapon accessory that somehow does not have a parent set. - Initiation is now allowed if the character is ignoring character creation rules. - Fixed an issue where 'ware with a pair bonus that also needed a specified location would not properly add that pair bonus. Fixes #2500. - Fixed an issue where re-applying improvements for 'ware that includes 'ware types other than its own when calculating members for its pair bonuses would not properly re-apply those pair bonuses. - Fixed an issue where taking an item with a bonus that enables a special attribute in create mode would not properly account for essence-modifying bonuses when calculating special attribute loss from essence loss. Fixes #2508. - Fixed an issue where taking knowsofts in a knowledge skill would also grant bonuses to active skills. Fixes #2518. - Fixed an issue where skillsofts could grant ratings higher than the user's skilljack rating. - Unhardcoded checks for skillsofts and activesofts. These bonuses can now be granted by any item, not just gear in the Skillsofts category. Note that existing characters with activesofts will need to manually re-apply improvements for them to work again, while existing characters with knowsofts and linguasofts should be automatically prompted to re-apply improvements for those pieces of gear alone. - Added tooltips to knowledge skill controls that function similarly to those for active skill controls. - Fixed the No Armor Encumbrance house rule from applying by default and not being changable through the UI. - Added the ability to use groups in forbidden and required sections where the user is only required to have one of the items in the group (intended for use within "allof" nodes). These groups are processed via "grouponeof" nodes. - Fixed an issue where trying to add plugins and/or notes to cyberware or children of cyberware in a vehicle would result in said plugin getting added to the selected node in the Cyberware tab. - Fixed an issue where weapons accessories that altered the cost of additional weapons accessories (e.g. Vintage) would not work properly. - Added a button to immediately delete the selected metamagic, initiation grade, art, enhancement, etc. in the metamagics tree instead of users having to always use the Delete button on their keyboard to perform the action. - Unhardcoded skill selection in the weaponcategorydv bonus/improvement so that it is no longer always RAW melee combat active skills. - Metagenetic Limit for Changelings is now provided by an improvement. Characters in create mode will need to Reapply Improvements to gain access to it. - Aligned the Initiation/Submersion methods between career and create modes. Fixes inability to delete Initiate/Submersion grades in career mode. - Fixed an issue where gear that comes with a gear parent and has a set rating will use the maximum rating of the gear instead of the one specified in the data files. Fixes #2521. - Fixed an issue where specifying extra gear children of a gear parent that comes with a gear grandparent would not work. - Fixed an issue where the UI would not update with changes to skill specializations in career mode. Fixes #2522. - Fixed an issue where Chummer5a did not comply with official errata that the number of complex forms a technomancer can learn at character generation cannot exceed twice their RES rating (it previously checked against their LOG rating). - Fixed a crash that occurred when entering the "Karma and Nuyen" tab with a karma or nuyen entry whose date is set to sometime after the current date and time of the user, as well as when adding a karma or nuyen entry with a date set to sometime after the current date and time of the user. Fixes #2523, fixes #2519. - When selecting children gear for items that only allow certain categories of gear children and that also have a fixed capacity for said items, only items that consume capacity and/or items in the Custom category (if eligible) are shown. - Fixed an issue where changing the rating of a focus would not properly update the corresponding item in the focus list. - Fixed an issue where deleting sprites or spirits from anywhere other than the end of their lists would not cause the remaining controls to move up and fill in the empty space. - Removed the (currently non-functional) checkbox in the gear selection screen to make a grenade aerodynamic. Aerodynamic grenades now have separate gear entries. - Fixed an issue where changing a character's primary hand would not set the flag telling Chummer5a that there have been changes to the character that need to be saved. - Fixed an issue where increasing the quantity of gear in career mode would increase gear costs by the total cost of the current stack and then multiply costs by the current stack's quantity, instead of just increasing costs by the cost of the current stack's children and multiplying costs by the current stack's parent's quantity. Fixes #2527. - Fixed an issue where two gear items with children of differing quantities could still be treated as if they were identical pieces of gear. - If the updater fails to connect, it will now display the actual error that caused it to fail to connect. - Fixed an issue where a knowledge skill specialization would automatically end up getting selected from the list of suggested specializations whenever that list changes. - Fixed a bug where bonuses that would disallow specializations for active skills in career mode and/or knowledge skills in create or career modes would not work properly. - Fixed Sprites and Spirits being created with RES/MAG*2 at creation incorrectly. - Fixed a crash that would occur when toggling PP-related house rules in the Options menu. Fixes #2530. - Fixed an issue where a spell's Limited and/or Extended status would not be properly reflected in the tooltip of its drain value. - Removed the "GitHub Issues" tab from the Options menu in non-Debug builds, as it only contained the "Upload Pastebin" button, which is non-functional outside of Debug builds. - Fixed an issue where spells and complex forms with drain exactly equal to drain and fading respectively would have their values displayed incorrectly. - Fixed an issue where Chummer5a could not properly connect to GitHub for updates due to a change in GitHub's security protocols. - Fixed various issues where bonuses/improvements that were skill-specific would not apply properly for exotic skills. - Fixed an issue where a skill could display a negative dicepool size if negative modifiers were large enough. - Fixed issues where tooltip texts for upgrading skills, attributes, and skill groups would not update properly. - Fixed the check for 'High Art' initiations to not apply if Street Grimoire isn't being used. - Fixed an issue where changes to special attribute loss amounts in career mode would cause any and all karma levels associated with that special attribute to get burned away every time the character is updated until all karma levels have been burned for them. - Fixed an issue where canceling out of an "Add & More" prompt and then accepting a form through a method other than "Add & More" would still cause the form to think the user accepted the form via "Add & More". - Fixed an occasional issue with skillgroups causing a crash due to missing skill skills. - Implemented a number spinner for Mystic Adept Power Point costs. - Implemented a DisplayAccuracy property for weapons, to be used by forms. - Implemented a Location field to allow mapping weapon mounts to specific locations on a vehicle. - Weapon Mounts can now allow specific weapons to be mounted to them in addition to the normal category restrictions. This is not currently supported through the selection window and is intended solely for use with pre-built vehicles. - Unhardcoded the weapon skill accuracy increase given by the Enhanced Accuracy power so that it can now be used through weaponskillaccuracy bonus nodes. - Fixed an issue where bonus accuracy from Laser Sight (2050) would stack with smartgun accessories. - Fixed a crash when switching between spells with the Extended tag and spells without it. - Completed the implementation of Dedicated Spellslinger providing discounts with specialisations. - Fixed an issue where launching Chummer5a under Mono (in Linux) would cause the program to crash on certain builds. - Enabling logging in the options menu will now immediately enable logging, instead of requiring Chummer5a to restart before logging begins. - Fixed some crashes related to multi-threaded code and logging. - Fixed an issue with shapeshifters not getting their qualities and powers properly. - Fixed an issue where Custom Item names would not properly display in non-English languages or get translated between languages should their names be translatable. - When adding a new Limit Modifier, the Limit Modifier type is determined by a ComboBox selection in the Limit Modifier selection screen, rather than based on the currently selected Limit Modifier type node. - Fixed a bug that prevented Limit Modifiers from being edited properly. - The limit to which a Limit Modifier applies can now be changed when editing a Limit Modifier. - Limit modifiers from improvements are now properly tracked and removed if the source of the limit modifier is removed. Removed redundant treenodes from the Limits tab. - Fixed an issue with moving weapons from the character to vehicles only selecting the first vehicle with a weapon mount. - Fixed an issue with armour bundles causing a crash when attempting to move items in or out of them. - Fixed an issue where if a character's condition monitor threshold offset was greater than or equal to the regular number of condition monitor boxes they need filled per wound penalty, they would get "positive" wound modifiers applied (i.e. a dicepool bonus). - Fixed an issue where various UI elements in the advanced lifestyle selection screen would not get translated. - Added support for vehicle mods to get their Extra strings determined by any "select"-type bonus node, not just selecttext. - Added the ability to target items containing the "'" character (single apostrophe) in the xpathfilter attribute of the amend system. To do so, use the """ string where you'd want to insert a quotation mark as the delimiter in the XPath filter, which should free up the "'" character (single apostrophe) to be able to be used inside the delimiter without generating errors. - Live Custom Data now properly supports "override" and "amend" files in addition to "custom" files. Keep in mind that processing "amend" files can be especially time-consuming, so do please try to avoid using too many of them as live custom data if possible unless you're OK with Chummer5a becoming especially unresponsive. - Added support for bonuses that query the user to select a tradition. - When selecting a cyberware or bioware plugin, Essence cost is now only displayed as non-zero if the currently selected item would add to its parent's essence cost. - Fixed an issue that prevented custom metatypes from being properly selectable despite being visible in the appropriate form. - Fixed behaviour that prevented knowledge skills with names that match default skills from having their Type changed. - Fixed an issue with reapplying improvements replacing Adapsin grades with standard ones. - Skills now properly get notified about Wound Modifier updates from Condition Monitor. - Random Lifestyle Points from Traveler lifestyle will now be saved and loaded with a given lifestyle instead of a random value being set every time the lifestyle is opened up for editing. - Fixed an issue where having more than 100 months' equivalent of a lifestyle paid would not correctly flag the lifestyle as being permanently purchased. - Added the ability for any lifestyle to support bonus LP, not just Traveler, and if the user is editing a lifestyle that supports bonus LP, they can opt to manually edit the value or set it to a random 1D6 value. - Fixed an issue where the "Quality Contributes to LP" checkbox did not function properly in the advanced lifestyle selection window. - Shifted around some labels in the advanced lifestyle selection window so that they make more intuitive sense. - Decrementing months/weeks/days from a lifestyle now generates an expense log entry to help keep track of things. - Editing a lifestyle in career mode now deducts from the character's nuyen if the lifestyle after changes has a greater total cost than before (e.g. it has 1 month paid and the user adds a quality to the lifestyle that has a nuyen cost). An expense log entry is now also generated after editing a lifestyle, regardless of whether nuyen is deducted or not. - Fixed an issue where recoil compensation from strength was displayed incorrectly. - Fixed a bug where drain attributes could be selected for a custom tradition of a physical adept (who would always drain with BOD + WIL regardless). This also fixes an associated bug where attempting to select drain attributes for a custom tradition on a physical adept would cause Chummer5a to freeze up and behave weirdly. - Fixed an issue where the option to calculate contact points based off of total CHA value would sometimes not work. - Fixed issues where the tooltips and/or displayed values for Street Cred, Notoriety, and Public Awareness were sometimes incorrect or missing factors that contributed to the particular value. - Fixed an issue where the enabletab and disabletab bonus nodes would work off of any children nodes in a semi-chaotic fashion instead of checking only "name" nodes for tabs that should be affected. - Fixed an issue where magic users who were neither adepts nor had any magician abilities could not select a tradition. - The Initiation tab now defaults to being enabled if the user has either magic or resonance enabled, and now works through the disabletab bonus as an opt-out instead of the enabletab bonus as an opt-in. - Fixed an issue where switching from a mystic adept to a physical adept when the character had spells and/or rituals that could still be used by a physical adept would still cause the character to lose access to those spells. - Unhardcoded the Born Rich bonus. - Corrected Advanced Lifestyle cost calculation for increased Comforts, Area and Security values. Fixes #2625 - Made the Garage Lifestyle qualities available multiple times per Lifestyle - Moved the logic for toggling Prototype Transhuman-affected bioware from Character into the Improvement system. Resolves an issue with Reapply Improvements permanently disabling the Cyberware's bonus. Existing characters that have been affected by this behaviour will need to amend it manually. Data Changes: - Fixed an issue where the group contact associated with Made Man would still cost karma as a group contact. Fixed an issue where removing Made Man would not undo the forced increase in loyalty it has on the associated group contact. Fixes #2492. - Fixed an incorrect penalty for the Addiction (Burnout) quality. - Initiation/Submersion Grades can now print their notes in thge option to do so is enabled, and any Arts, Enhancements or Metamagics/Echoes are included as child nodes. Sheets will still need to be adjusted to accommodate this. - Fixed an issue where Power foci were not adding their rating to skill dicepools other than the ones linked to MAG a the skill control in career mode was switched to MAG. - Fixed an issue where sprites' Matrix attributes contributed to their skill dicepools. - Fixed typos that prevented some spirits and sprites from having certain skills and powers of theirs detected properly. Fixes #2485. - Fixed an issue where newly infected mundanes would gain access to MAG before their essence was lowered, causing them to start at MAG 0 instead of MAG 1 in career mode. Part of #2508. - Fixed crashes that occured when adding cyberdecks or cyberterminals from Shadowrun 2050. - Cyberdecks and cyberterminals from Shadowrun 2050 now have their Matrix attributes populated where possible. "MPCP" is translated as Device Rating, "Härte" is translated as Firewall, "Aktiver Speicher" is translated as program slots, and "I/O" is translated as Data Processing. Memory storage space ("Speicherbänke") will still need be to tracked manually. - Fixed a crash that would occur when adding the Infected: Fomoriag quality due to a misnamed critter power. - Fixed bonus power ranks not applying properly to the Chaos, Artist, Holy Text, and Death mentor spirits. - Fixed Holy Text not providing a knowledge skill bonus. - Fixed incorrect availabilities for activesofts, knowsofts, and linguasofts that were using core rulebook values instead of Chrome Flesh values. - Fixed incorrect Essence cost for skillwires, which was using the core rulebook value of 0.1 x Rating instead of the Chrome Flesh value of 0.2 x Rating. - Fixed an issue where Move-By-Wires and Skillwires would stack when determining the maximum rating of activesoft that could be used. - Fixed an issue where adepts following The Spiritual Way could not learn Psychometry, but could learn Sympathetic Linking without Psychometry. - Added metageneticlimit Improvement to the three Changeling qualities. - The agent in Nixdorf Sekretar w/ Liebesekretar now properly comes with love life management software. - Imaging Scope, Imaging Scope (2050), Weapon Commlink, and Smart Firing Platform now allow custom gear children. - Added separate entries for Aerodynamic versions of each grenade. - Fixed issues where some non-aerodynamic grenades would not benefit from the Non-Aerodynamic specialization on Throwing Weapons. - Fixed the range and specialization information of Harpoons to match that of Javelins. - Fixed the High Pain Tolerance quality so that level effects no longer override each other due to precedence. - Fixed an issue where Damage Compensators (2050) would use a regular threshold offset that applies separately to Physical and Stun condition monitors instead of one shared between them. - Fixed an issue where the Death Dealer quality would add the square of its rating to spell damage and drain rather than just its rating. - Corrected a typo in the name of "Orichalcum" (it was originally called "Orichalum"). - Fixed Hedge Witch/Wizard increasing drain by 2 instead of decreasing drain by 2. - Corrected the bonus for Natural Immunity to be based on Rating. Existing characters will need to Reapply Improvements or remove and re-add the Power. - Removed the Fixation metamagic from Adept initiations, as they can't benefit from it. - Fixed the data for drones to properly use weapon mounts instead of mods. - Added an amend entry for the Federated-Boeing PBY-70 Catalina II, which has additional weapon mounts in the German version of Rigger 5. Fixes #2555 - The Ruhrmetall Wolfspinne 8V2's weapons are now properly mountable in its weapon mounts. Existing characters with this vehicle may need to remove and re-add it. - Fixed an issue where the Enhanced Accuracy power could be taken for Unarmed Combat. - Fixed an issue where the accuracy bonus from multiple instances of the Enhanced Accuracy power taken for the same skill would stack with one another. - Fixed an issue with the Enhanced Accuracy Power not properly creating a bonus. - Added a customdata file for the Poseidon Proteus's data processing and firewall being flipped in the German rulebook. - Added a customdata entry to provide the Ingram Smartgun X with a folding stock, per the German rulebook. - Psychometry can now be taken by Adepts with the Astral Perception power. - Fixed inconsistent naming format of Reflex Recorder that also caused Reflex Recorder Optimization to never properly detect the presence of Reflex Recorder. - Increased price of the gear "Ammo: Tracker Rounds, Stealth Tag" per RAW. - Weapons attached to weapon mounts are now properly added to character sheets. - Fixed an issue where the Workshop vehicle mod would not have the user specify what type of workshop was being added. - Added hidden gear entries for Public Grid, Local Grid, and Global Grid. These entries are intended mainly to be used for TranslateExtra (which translates the Extra strings of any item) in tandem with grid subscriptions. - Fixed a bug where Alchemical Focus formulae and Disenchanting Focus formulae would apply bonuses that would normally require a focus to be bound. - Various magical supplies, formulae, foci, and reagents that previously did not query a text selection now require the user the select a tradition to which they are linked. This helps keep track of mismatched tradition penalties. - Added amend entries to provide replacement Garage qualities. tl;dr version for why is that this allows for language files to update the new name without forcing a rename of the base quality in the language file. - Fixed a typo in the "Contributes to Lifestyle Points" label. New Strings: - String_DeviceRating - Label_OtherCoreCM - Label_OtherMatrixCM - Button_RemoveInitiateGrade - Button_RemoveSubmersionGrade - Button_RemoveMetamagic - Button_RemoveEcho - Warning_Update_CouldNotConnectException - Label_Options_KarmaMysticAdeptPowerPoint - Button_DeleteQuality - Node_SelectAdvancedLifestyle_PositiveQualities - Node_SelectAdvancedLifestyle_NegativeQualities - Label_BonusLP - Label_QualityLP - Label_QualityCost - Label_QualitySource - Checkbox_Randomize1D6 - String_ExpenseDecreaseLifestyle - String_ExpenseModifiedLifestyle - String_Space - Tip_Skill_OffHand Changed Strings: - Message_CreatePACKSKit_DuplicateName - Message_CyberwareSuite_DuplicateName - Message_ComplexFormLimit - Message_PriorityComplexFormLimit - Label_SelectAdvancedLifestyle_LPContribution - String_Of Removed Strings: - Message_ComplexFormLimitCareer - Message_SelectLimitModifier - Label_SelectAdvancedLifestyle_PositiveQualities - Label_SelectAdvancedLifestyle_NegativeQualities Build 198 Application Changes: - Fixed an issue with skill groups not loading properly. - Fixed an issue that prevented the note grabber for qualities from working properly. Fixes #2322. - Fixed an issue where special attribute loss from Essence loss was calculated (and saved) incorrectly in career mode. - Fixed an issue where condition monitor boxes would display their numerical tags (which should only be used for internal code) as text. Fixes #2323. - Fixed a bug where Armor Mods and Weapon Accessories whose costs relied on their parent armor's or weapon's costs would not consider any discounts applied to their parent armor or weapon. - Fixed a bug where the Browse tab in the armor selection screen would display all costs as "0¥". Fixes #2324. - Fixed a bug where changing an armor's rating after purchase would not reflect the change on its cost if its cost relied on its rating. - Fixed a bug where the armor selection screen would not properly account for Rating-based capacities, Rating-based armor values, and Rating-based names. - Migrated all instances of use of "yes" and "no" strings in data to use "True" and "False" instead respectively. Any custom content that relies on strings like these will need to be altered, and any items reliant on improvements that use these strings will need to be fixed with Reapply Improvements. - Toggling the "Show" attribute of a block in the Shadowrun 5 character sheet set to "No" will now immediately hide the block instead of it only getting applied when the sheet is printed. Fixes #2327. - If Chummer5a fails to export a character sheet to a PDF format, it will now display a message detailing the issue instead of crashing. Fixes #2325. - Fixed a crash that occurred when trying to add qualities to an advanced lifestyle. - Fixed various bugs related the adding gear that comes with vehicles. Fixes #2328. - Fixed a bug where characters who had Burnout's Way were locked out of taking 'ware at any grade other than Standard (Burnout's Way). - Fixed an issue where the Updater would delete "old" files in the current Chummer5a directory that are not normally a part of Chummer5a. Fixes #2331. - Fixed an issue where vehicles could not be moved into or out of vehicle locations. - Fixed an issue where selecting cyberware that comes pre-installed with a vehicle mod will grey out the "Delete Cyberware" button in the cyberware tab. - Fixed an issue with some Martial Arts information not getting translated in the UI. - Root nodes for Qualities, Martial Arts, Spells, Cyberware, Critter Powers, and Limit Modifiers will now be hidden if they have no children attached. For example, if a character does not have any Negative Qualities, the "Negative Qualities" root node will no longer be displayed, or if the character does not know any Combat spells, the "Combat Spells" root node will no longer be displayed. - Fixed an issue where Credsticks from Shadowrun 2050 were not properly printed as SINs. - Fixed an issue where limit modifiers to Astral limit would not be displayed in the list of active limit modifiers. - Fixed an issue where Sprites could be fettered. Fixes #2333. - Fixed an issue where Composure modifiers were not properly displayed in the tooltip when hovering over a character's Composure value. - Fixed an issue where items other than qualities that could add a mentor spirit would not end up resulting in mentor spirit information getting updated in the UI. - Fixed an issue where changing the name of a knowledge skill would not cause Chummer5a to recalculate what free levels, if any, the knowledge skill should receive. - Fixed an issue where translations for priority talents did not load properly. - Shifted the translation method for options so that they all use the method associated with translating data entries (i.e. via `translate` element for items with element children and via `translate` attribute for items without them). - Added support for processing of options.xml to the Translator tool. - Added support for translation of notes that come with an item, via the `altnotes` element. - Fixed an issue with bioware grades not populating if the character has Adapsin. - Fixed bugs where complex Forms and critter Powers added by bonuses could be removed, and one where spells added by bonuses could be removed in create mode. - Fixed a bug where removing a metatype-removable quality in create mode would cause the affected quality to no longer apply any bonuses when added to other characters until Chummer5 was restarted. - Fixed a bug where removing a metatype-removable quality in create mode would not remove any weapons added by the quality. - Fixed incorrect behaviour in the Crash Handler preventing it from running properly. - Corrected issues related to the deleting of bonus-granted Martial Arts from sources other than the version of One Trick Pony that is RAW. - Fixed issues related to sorting by nuyen, sourcebook, and/or availability in the Browse tabs of the armor and weapon selection screens. Fixes #2350. - Fixed an issue where talent entries that relied on unavailable content could be selected in the priority selection screen. Fixes #2352. - Fixed an issue with assigning ratings for gear that has a higher minimum rating than maximum rating. Fixes #2348. - Fixed a crash when attempting to change priorities in a non-English localization. Fixes #2353. - Fixed an issue where weapon mount options with requirement nodes related to Xml data details could not be applied. Fixes #2355. - Fixed an issue where modifying an existing weapon mount would not properly update its node in the vehicle tree view. - Fixed an issue where Trust Fund III and Trust Fund IV did not properly zero the costs of the lifestyles to which they were applied. - Fixed a rare crash that could happen when trying to add a weapon to a vehicle without having a node selected. Fixes #2361. - Fixed an issue where the sources for basic lifestyle qualities would not be displayed in the selection screen, and where sources in general related to lifestyles would not get translated properly. Fixes #2365. - Fixed a bug where locations within vehicles could not get properly deleted. Fixes #2364. - Fixed the Critter Power selection form not displaying properly for characters that don't have a power whitelist. - Opening a character file of an already-open character from something other than the character roster, a pet control, a contact control, or a spirit control will now also switch to the already-open character instead of creating a new form for them. - Fixed a bug where adding a mentor spirit with Mentor's Mask enabled would not always properly update UI elements. - Fixed a bug where losing MAG in career mode as a mystic adept when the character had more MAG than PPs (either from initiations or from purchased PPs) would not cause the character to lose PPs. - Fixed possible issues where reducing an attribute in career mode, creating Condition Monitor penalties in career mode, gaining armor encumbrance penalties, and/or fettering spirits would not properly update some UI elements. - Fixed a bug where items that force particular mentor spirits did not end up doing so in non-English localizations. - The Mentor's Mask option will now only appear in the mentor spirit selection menu if the character has Forbidden Arcana enabled. - Fixed a bug where adding arts, enhancements, enchantments, or rituals to metamagics would not generate a properly named expense entry. - Fixed a bug where Working for the Man and Working for the People would always use the default 2000 nuyen-per-karma exchange rate instead of the one defined in the character's options. - Fixed an issue with Life Modules not loading properly, and defaulting to the Real Life stage instead of Nationality. - Added a label to view the PDF source of a martial arts technique when selecting one. - Fixed issues with the martial arts technique selection screen not properly using translations. - Fixed an issue where bonuses that allow a user to select a metamagic or echo but force its value did not properly work. - Fixed an issue where characters were allowed to choose adept powers for which they were not eligible as long as the power did not require certain qualities. - Fixed issues where clicking the source label in the cyberware/bioware selection screen would not properly open the PDF associated with the selected piece of 'ware. - Fixed a bug where the "Buy with Karma" checkbox in the specialization selection screen was visible outside of priority-based chargen. - Fixed a bug where weapon strings in the specialization selection screen were not translated properly. - Fixed a bug where players could accidentally add blank specializations from the specialization selection screen. - Fixed a bug where the button to move a weapon to a vehicle in Career mode was obscured by labels. - Fixed various issues where cancelling out of a dialog for a bonus added by a newly created item would not also cancel out of adding the underlying item. - Fixed an issue where selection screens for optional critter powers would not end up translating displayed items. - Fixed an issue where clicking on the source labels for various items in the main character screen would not open the PDF associated with the given item. Fixes #2378. - The button for deleting contacts has been changed from being text-based to being icon-based, relieving issues with localization and label overlap. Fixes #2377. - Fixed a bug where special priorities where skills are chosen from a specific list would not display those skills in the priority selection screen. Fixes #2379. - Fixed layout issues with the vehicles tab that caused crashes when selecting various types of child item. - Properly allowed mods to be removed from weapon mounts in the weapon mount creation window. - Weapon Mount creation window properly updates price and slot labels when adding to removing mods. - Fixed various issues with the weapon mount selection/creation screen. - Fixed a bug where characters using core rulebook weapon mounts could add more weapon mounts than dictated by the core rulebook. - Fixed a bug where manual operation of core rulebook weapon mounts increased the mount's slots and was allowed on drones. - Fixed a bug where weapons could not be moved out of weapon mounts in career mode. - Fixed a bug where moving gear out of a weapon accessory attached in some way to a vehicle, gear parent attached in some way to a vehicle, or cyberware attached in some way to a vehicle would result in the gear getting duplicated. - Fixed bugs where merging or reducing gear to the point where it would get deleted would not properly remove bonuses granted by that gear's children. - Fixed a bug where bonuses granted by metatypes that toggle a particular feature (e.g. enabling an attribute, enabling fame, etc.) would get lost when changing priorities in create mode. Fixes #2375. - Fixed a crash that would occur if Chummer5 cannot find the pre-installed children of a piece of 'ware. Fixes #2385. - Users can now pick their default sheet to be one that is in a language different from their UI language. This also indirectly fixes issues regarding loading translations that do not have sheets attached to them. - Fixed issues with searching for items whose names or translated names contain certain Latin diacritics with a case different from the one in the search text. - Fixed some issues where a character's metatype and/or metavariant would change, but the tooltip for their metatype's sourcebook reference would not get updated. - Fixed an issue with Karmagen causing a crash if not using a metavariant. - Fixed a bug where receiving a live update from an open character file would wreck havoc with events that trigger off of collections changing. - Fixed issues where certain bonuses, e.g. ones related to extra negative quality karma for being a cyberzombie, would not properly load. - Fixed an issue where users would have to manually set the cost of a pop-out mounts addon to a drone weapon mount, instead of it being automatically set based on the drone mount's modified slot count. - Fixed an issue where having a language file that fails to load causes an endless stream of identical "Cannot load" warning dialogs that would all need to be closed one-at-a-time before Chummer5 loads. Fixes #2390. - Fixed an issue where changing a 'ware's essence cost in some way would not properly reflect on the character's essence and attribute losses due to essence until a new character update is triggered. Fixes #2391. - Fixed an issue where changing the grade of a 'ware that has grandchildren would not properly update the grades of those grandchildren and any further descendants. - Fixed an issue where weapon mounts could not get properly installed or uninstalled from their vehicle. - Fixed an issue that prevented Chummer5a from opening PDFs for sourcebooks with translated codes. - Fixed an issue where the expense log entry for upgrading an attribute would be incorrect if the character has any bonuses that increase the base value of their attribute. - Added proper support for tracking of lifestyles where payments happen in increments of weeks or days. - Fixed an issue where names for improvements granted by initiation, submersion, a condition monitor effect, a character's priorities, armor encumbrance, Essence loss, Edge use, spirit fettering, general attribute loss, being a mutant critter, or being a cyberzombie were not translated properly in tooltips. - Fixed a bug where non-English character sheets would not print a tradition's spirits in the appropriate language. - Unhardcoded the spirits of Draconic tradition so they can be changed by custom/house rules to not include every spirit. - Fixed a bug where Path of the Pariah would not print "None" under their spirit categories. - Fixed an issue where powers, optional powers, and weaknesses printed with spirits would not display any extras if a translation was loaded, and would not follow the same printing format as those of critter powers printed with a character. - Fixed an issue where the stun condition monitor section for spirits in the Fancy Blocks character sheet set would print the spirit's charisma instead. - Fixed an issue where changing metatypes (or critter types) while using a karma-based character generation method would not remove some critter powers, complex forms, advanced programs, skill levels, and gear granted by the old metatype (or critter type). - Fixed some rare issues where characters would not have their old priority selection entries loaded when they wished to change priorities. - Fixed a bug where bonus-granted echoes and metamagics would not get properly removed when the underlying bonus' source was removed. - Fixed an issue where changing the notes of a pet or a contact would not mark the underlying character as "dirty". Fixes #2407. - Fixed an issue with cost calculations related to armor mods whose costs contained the FixedValue phrase. - Fixed issues where plugins that would increase the availability of the parent item sometimes would not do so. - Fixed an issue where plugins that would increase the availability of the parent item would not get their availability types translated properly. - Fixed a bug where arts, enhancements, and spells attached to initiation grades could not be deleted in career mode. - Fixed a crash that occured where attempting to delete something in the metamagic tree in create mode while nothing was selected. - If a language other than en-US fails to load, Chummer5a will now default to the en-US strings when translating forms (after the appropriate error message is shown). - Fixed an issue where multiple sources of the Prototype Transhuman bonus would override and get in the way of each other. - Removed from the improvement system and all code related to processing transgenics, as it is a holdover from the 4e days, and unlike something like , there is no way to translate it to 5e's mechanics. - Fixed an issue where adding contacts from a file would not register and save those contacts with the underlying character. - Fixed a bug where spirit names would get printed as blank if using a non-default localization that does not have a translated entry for the particular spirit. Fixes #2416. - Cyberware grades are no longer hidden if the character is ignoring creation rules. - Fixed an issue where unequipping modular cyberware that was equipped to a vehicle in career mode would keep the old cyberware node on the vehicle tree view. - Fixed a bug where lifestyle qualities with restrictions based on existing lifestyle qualities would not function properly. - Fixed an issue where editing spirit or sprite notes would not mark the underlying character as "dirty". Fixes #2420. - Fixed an issue where removing a source for prototype transhuman would not cause 'ware originally marked as prototype transhuman to revert. Fixes #2425. - Fixed a bug where selling an item that added gear or cyberware via a bonus would not factor the price of the bonus-granted item into the amount the character would gain from selling the item. - Fixed a crash when deleting a lifestyle quality from an advanced lifestyle. Fixes #2428. - Fixed an issue where skill group names would not get printed properly if using a translation with no translated string specified for a skill group. Fixes #2430. - Fixed a crash when switching list selections in the Translator before the existing list had fully loaded. Fixes #2431. - Minor changes to the Quality condition in required/forbidden nodes to support looking for an Extra value. - Fixed a crash that sometimes occurred when closing a character form on a slower machine without having visited the skills tab first. - Restored the ability to search knowledge skills by name. - Fixed an issue where sorting active skills by name, category, or skill group would use sort by English names instead of the localized ones. - Fixed an issue where characters could not sort by skill groups of skills that were added after the skills tab was initialized (e.g. Resonance- or Magic-based skill groups). - Fixed various memory leaks that would occur whenever a character and/or a form were closed. - Added localization support to the About screen, file dialog filters, the JSON export dialog, karma and nuyen chart axes, and the application title. - Fixed an issue where weapon mounts would not get printed with vehicles. Fixes #2426. - Fixed an issues caused by the equipping or unequipping armor, armor mods, gear, or cyberware completely removing linked bonuses instead of just disabling them. - Fixed an issue where non-quality bonuses that add qualities or contacts would not properly get removed if the parent item was removed. Existing characters affected by this bug will need to Re-Apply Improvements. Fixes #2460. - Fixed an issue where getting an error in a static constructor that would display a warning would cause Chummer5 to silently crash in the background. Fixes #2453. - Fixed an issue where closing the character roster would continue to cause it to update in the background when a character is changed. - If the character roster encounters an issue when trying to load a character's file, it will now add an entry to the character roster indicating the error it encountered instead of silently not adding the character's file to the roster. - Fixed an issue where the possession method selection box could never be enabled when creating a new critter. - Changed quality adding logic so that variable karma costs are no longer supported, but adding a quality with a karma cost in career mode won't prematurely add the quality before the character confirms that they wish to buy the selected quality. - Fixed an issue where using Reapply Improvements on a character who has less Essence than their metatype maximum could potentially increase the amount of special attribute points they would lose to Essence loss. - Fixed an issue where karma expenditures on martial arts at chargen would not get displayed in the sidebar. - The karma value calculator will now also display the value that should be used when comparing a priority-based character to if it were built with Point Buy (i.e. without karma value from contact points and knowledge points). - Chummer5 will now live-update the watch folder node in the character roster if the underlying folder's contents are changed in any way. - Both the Recent Characters and Favorite Characters lists in the character roster can now be sorted alphabetically. Part of #2074. - Characters no longer lose their position in the Most Recently Used list if they are added to the Favorite Characters list. - Added an option to limit an item so that it can only be taken in career mode (this is done with the tag). - Added support to the bonus to use XPath filters to select which skills to unlock instead of being beholden to built-in filter enumerators. - Added the ability for gear added through improvements to retain its original cost if a "fullcost" node is present as a child element. - Added the ability for equipment of all types to have costs and availabilities based on a character's attributes. - Fixed an issue where the house rule for attribute points getting spent after karma did nothing. Note that it will not affect attribute values when spending on special attributes with values lost from Essence loss (i.e. special attribute points will still be spent before Essence loss modifiers are applied, and karma will still be spent after Essence loss modifiers are applied), though it will still affect karma costs associated with them. Fixes #2472. - Fixed an issue where the house rule for metatypes using alternate attribute karma costs would not properly account for spent priority points. - Fixed an issue where characters with old versions of leveled qualities would get bonuses applied twice after those qualities were converted to the new system for leveled qualities. - Fixed a crash that occurred when loading old characters with too many priority points allocated to an attribute. - Fixed an issue where limited spells would get their drain values reduced twice, once at creation and once when their drain value would be fetched. Fixes #2474. - Fixed an issue where ammo and modes would not be translated correctly in the Browse tab of the weapon selection screen. Fixes #2481. - Fixed an issue where buying ammo for ranged weapons and attempting to load specific ammo into bows, crossbows, and some exotic weapons would not work. Fixes #2476, fixes #2372. - Added the ability for improvements to add weapons via the bonus. - Altering custom data directory information in the options menu will now immediately apply those changes instead of requiring Chummer5a to restart (though the prompt will still appear just in case). - Adjusted the NewSpellKarmaCost improvement to support restrictions based on spell type. - If a custom XPath filter is specified in an amend node, the amend node will now only use that XPath filter to find its target(s) instead of using it in addition to any specified id or name node contents. - Fixed an issue where skill group names would get cut off if they are too long. - Added the ability for talent priority entries to specify the possibly pool of skills or skillgroups to choose from with an xpath filter. - Fixed an issue where modifying the load order of a custom data directory after modifying whether it is enabled or not would reset any changes made to whether it was enabled or not. - Fixed issues with copying and pasting weapons to and from vehicle mounts, gear to and from armor mods, and gear children to and from gear parents. - Fixed an issue where Complex Form information was not properly translated. - Fixed an issue where spells with an Extended Area would not properly display their descriptor if the "Extended" checkbox was not checked. - Fixed an issue where certain spell keywords would not show up in the descriptors box in the spell selection form. - Fixed an issue where spells that were already Extended could be marked (or unmarked) as such. - Fixed an issue where a spell that was made to be Extended instead of coming as such by default would not have its drain value adjusted. - Added an improvement that adjusts the fading value of complex forms. - Fixed a bug where armor locations could not be rearranged via drag-and-drop. - Fixed an issue where skills attached to critters would not get their names translated when printing to character sheets. Fixes #2488. Data Changes: - Added new items to allow for translation of certain extras, special equipment, and non-standard form factors that come with certain vehicles, weapons, and gear. Fixes #2309. - Dodge General Trailer now properly contains an Aeronautics Mechanic Workshop (it's "Aircraft Repair" in the sourcebook, but this would not line up with the skill associated with repairing aircraft for which said workshop would be used). - Basic Razorboi and Advanced Razorboi Packs now properly come with Cybertechnology Toolkits (it's "Cybernetics" in the sourceboo, but this would not line up with the skill associated with cybernetics for which said toolkit would be used). - Removed the ".RF" identifier from the name of Run Faster's College Education and Inspired qualities. Removed the "(SASS)" identifier from the name of Sail Away Sweet Sister's Great Mother mentor spirit. Data that targets these items will need to rely on their id nodes. - Fixed an issue where custom improvements for bonus street cred and street cred multiplier had incorrect names. Fixes #2338. - Fixed various typos in life module descriptions and skills. - Fixed incorrect cost of Mercedes Paladin. Fixes #2351. - Added an amend entry to override Exotic Weapon skills used by the Pazrashield Dart Pistol, Rifle and Super Squirrt to use non-Exotic skills. Fixes #2359. - Corrected ammo capacities for the Light, Medium and Heavy Crossbow from SR5 to be 4(m). - Fixed a typo in the Ranger Sliver Pistol Crossbow from RG's name and reduced its ammo capacity to 1, per RAW. Added an amend file to set the Ranger Sliver to have a 4(m) ammo instead. - Removed extra base Recoil Compensation from the HK G12A4 from SAG. - Fixed a bug where the Evo Atlantis was granting two cyberfins instead of cyberfins on both hands and both feet. - Removed the flag from the Aware quality. - Horse mentor spirit now adds a proxy for the Movement critter power as a metamagic. - Added a customdata entry for German Commlink App prices. - Fixed incorrect priority values for the Falconine and Canine shifter metatypes at Priority C. - Fixed incorrect available mod slots for most of the drones from Rigger 5. - Entries for the Rank quality have been split up based on karma cost. - The Elemental Body power now adds a weapon entry for Elemental Body. Existing characters with Elemental Body will need to re-apply improvements in order for it to show up. Fixes #1918. - Human Bovine shifters now properly have the Uneducated quality. - All shifters have had their Uneducated quality updated to be removable with Karma. - Dedicated Spellslinger quality now only discounts Spells, excluding Enchantments, Rituals and Preparations. - Cyber Submachine Gun (2050) is now properly classified as a Submachine Gun and not a Machine Pistol. - Removed the general Gymnastics bonus from the Monkey mentor spirit because the bonus is only given when Climbing is involved. - Wolpertinger Mentor Spirit will now properly add 2 dice to defense tests. Characters who already have this mentor spirit will need to reapply improvements to see the bonus. - Dolphin and Whale Mentor Spirits will now properly add 2 dice to Pilot Watercraft tests when that bonus is chosen. Characters who already have one of these mentor spirits will need to reapply improvements to see the bonus. - Horse Mentor Spirit will now properly add 2 dice to Pilot Ground Craft tests when that bonus is chosen. Characters who already have this mentor spirit will need to reapply improvements to see the bonus. - War Mentor Spirit will now properly discount Combat Active skills in career mode when improving to rating 3 or higher. Characters who already have this mentor spirit will need to reapply improvements to see the bonus. - Green Man Mentor Spirit will now properly add 2 dice to Negotiation. Characters who already have this mentor spirit will need to reapply improvements to see the bonus. - Fixed an issue where Adepts could select Resonance Active skills under priority generation. - Added a preliminary version of Delnar's Skills Remake's 5th Edition-Like variant as a custom ruleset. - Fixed an issue where College Education from Run Faster was not giving a 50% discount on karma spent on Academic knowledge skills at character creation. - Fixed a bug where the Illusionist mastery quality could not be taken with a Spellcasting rank of 4 or 5 if the character had the Illusion specialization. - Fixed a bug where the Practiced Alchemist mastery quality would not have lower prerequisites for characters with the Islam tradition. - Fixed a bug where the Altmayr Black Moon would function off of Semi-Automatic specialization instead of Revolvers. - Fixed an issue where the Detect [Life Form], Extended spell did not have the Extended Area descriptor. New Strings: - Message_DeleteVehicleLocationBase - Message_SelectMartialArtTechnique - MessageTitle_SelectMartialArtTechnique - Title_SelectMartialArtTechnique - String_Power - Label_Flexibility - Button_AddMod - Button_DeleteMod - Node_AdditionalMods - Title_CreateWeaponMount - String_Month - String_Months - Label_LifestylePermanent - Label_SelectLifestyle_CostPerDay - Title_ChooseCharacterPriorities - Tab_PhysicalConditionMonitor - Tab_MatrixConditionMonitor - Label_SelectBP_MaxNuyen - String_MutantCritter - String_Cyberzombie - String_EdgeUse - String_EssenceLoss - String_EssenceLossChargen - String_SpiritFettering - String_AttributeLoss - Skill_NativeLanguageShort - DialogFilter_Chum5 - DialogFilter_Xml - DialogFilter_Html - DialogFilter_Pdf - DialogFilter_Exe - DialogFilter_Json - DialogFilter_All - String_Version - String_Error - About_Description_Text - About_Company_Text - About_Copyright_Text - About_Label_Contributors - About_Label_Disclaimer - About_Label_Disclaimer_Text - String_Currently_Installed_Version - String_Latest_Version - Button_Export_SaveJsonAs - String_Unknown - String_D6 - Message_Options_SettingsName - MessageTitle_Options_SettingsName - Message_Options_ValidationResults - MessageTitle_Options_ValidationResults - String_TotalComparisonWithPointBuy - Message_SelectGeneric_CareerOnlyRestriction - Title_SelectComplexForm - Label_SelectComplexForm_Target - Label_SelectComplexForm_Duration - Label_SelectComplexForm_FV - String_Level - String_ComplexFormLevel - String_ComplexFormTargetPersona - String_ComplexFormTargetDevice - String_ComplexFormTargetFile - String_ComplexFormTargetSprite - String_ComplexFormTargetHost - String_ComplexFormTargetIC - Tip_ComplexFormFadingBase - Tip_ComplexFormFadingSeeDescription Changed Strings: - Node_SelectedPositiveQualities - Node_SelectedNegativeQualities - Node_SelectedCombatSpells - Node_SelectedDetectionSpells - Node_SelectedHealthSpells - Node_SelectedIllusionSpells - Node_SelectedManipulationSpells - Node_SelectedGeomancyRituals - Node_SelectedEnchantments - Node_CritterPowers - Node_CritterWeaknesses - Node_SelectedCyberware - Node_SelectedBioware - Tab_IncreaseLifestyleMonths - Tab_DecreaseLifestyleMonths - String_Up_To_Date - String_Update_Available - Checkbox_Options_KnowledgeMultiplier - Checkbox_Options_ContactMultiplier - Message_MetagenicQualitiesSubtractingKarma - Message_ExtraKarma - Message_NoExtraKarma - Tip_SkillsSkillGroups - Tip_SkillsActiveSkills - Tip_SkillsKnowledgeSkills Removed Strings: - String_LimbCount4 - String_LimbCount6 - String_LimbCount5Torso - String_LimbCount5Skull - Message_CannotRemoveSpell - MessageTitle_CannotRemoveSpell - Message_MartialArtAdvantageLimit - MessageTitle_MartialArtAdvantageLimit - Message_SelectMartialArtAdvantage - MessageTitle_SelectMartialArtAdvantage - Title_SelectMartialArtAdvantage - Label_LifestyleMonths - String_No_Update_Found - Label_SummaryManeuvers - Tip_BuildManeuvers - Tip_OptionsExceptionalAttribute - Tip_BuildFoci - MessageTitle_SelectGeneric_PriorityRestriction - Title_SelectProgram - Label_SelectProgram_Target - Label_SelectProgram_Duration - Label_SelectProgram_FV Build 197 Application Changes: - Fixed issues with certain selection forms not obeying restriction requirements if the search field is not empty. - Switched the spell selection form to a style similar to most other selection forms, i.e. categories are selectable in a dropdown box and spells are located in a list view, instead of using funky tree views. - Users can now use the Search function in the spell selection screen even if spell categories are limited to a single category. - PACKS kits will no longer display or add items that require sourcebooks that are not enabled for the character. - Chummer5 will no longer do spooky things if it cannot find an item tied to a particular forced value for a selection screen. - Lifestyle dropdown boxes will now only be populated by items that abide by the character's enabled sourcebook list (so e.g. Commercial lifestyle will not show up if Run Faster is not enabled). - When selecting critter powers for someone who can have optional critter powers, the displayed powers will now properly be filtered by the category selected in the category dropdown box. - Fixed a crash that occured when an expense was undone or when a character file got an update outside of Chummer and the "live updates from character file" option was enabled. - Fixed a crash when adding PACKS kits containing vehicles. Fixes #2155. - Fixed an issue with the Notes sheet not loading under fr-FR localization. - Fixed a bug where knowledge skill specializations bought with points under Point Buy or Life Modules would still deduct karma from the character. - Fixed a bug where skill pool tooltips and other texts that fetch the names of bonus sources would not fetch the name of Mentor Spirits. - Fixed a crash when attempting to fire Vehicle Weapons. - Fixed calculation of armour to properly account for armour with override values (ie High Fashion Armour Clothing). - Fixed a crash when attempting to add a specialization to a custom knowledge skill in career mode. Fixes #2156. - Fixed standard weapon mounts accidentally adding their costs to their parent's total cost. - Added Free and Markup checkboxes to the weapon mount creator for use in Career mode. - Completely merged the Commlink and Gear classes. Matrix stats now function independently of whether or not a gear can form a persona, and only gears that can form personas will now show up in commlink sections. This should also fix Persona Firmware not being required to allow a gear to be marked as an active commlink. Fixes #2158. - Gear no longer adds its children's Matrix attributes to its own. Instead, separate stats are kept track of for Matrix attribute modifiers. - Quantities of gear entries that begin with "Nuyen" will now follow the decimal formatting of nuyen cost formatting. Fixes #2157. - The updater's install code will now attempt to handle files that are currently in use and then abort with a warning if it does not succeed instead of crashing. Fixes #2165. - Fixed an issue with reapplying improvements for Mentor Spirits who have an "all" bonus where choices are required. Fixes #2153. - Implemented an improvement to the selectquality method that allows having another quality provide a discount, which is used by the Wildcard Chimera quality. - Fixed the implementation of the selectskill improvement to properly support Exotic skills. Characters with improvements such as Improved Ability (skill) should Reapply Improvements or remove and re-add the improvement source. - Matrix Attributes are now an interface that is connected to Gear, Vehicle, and Cyberware and are able to fully interact with one another. Among other things, this means that Matrix Attributes will always show up for those items, that Electronic Modifications for Cyberware and Vehicles are possible, and that Cyberware with the Persona Firmware Electronic Modification will show up as a Commlink (and if the appropriate checkboxes are available in the UI, can be marked as an AI home node and/or the user's active commlink). - Limit Modifier sources will now automatically display translated names when switching languages. - Improvement source names will now also contain information about the source's parents. Fixes #2082. - Fixed characters with Friends in High Places not being able to pass character validity checks for their Friends in High Places contacts. Fixes #2171. - An AI can no longer adopt an item as a home node if it would not have enough program slots to hold it. - Vehicles and cyberware can now have custom-defined Matrix attributes and/or Matrix attribute arrays in their data files. - Added Notes fields to all Create methods for objects. - The Translator tool can now be opened from within Chummer via Tools > Translator. - Added a "Rebuild" button to the Translator tool. When used, it will regenerate the strings of an existing translation, removing any unused strings and adding any new ones that have been added after the document was initially created. - Fixed a crash when refunding vehicle purchases in career mode. Fixes #2184. - Fixed weapons on weapon mounts not being calculated into sell and refund amounts. - Fixed behaviour of ArmorRating property to properly account for the Custom Fit (Stack) rules from Run and Gun again. - Fixed a bug where the quality level numerical up-down would never be enabled in Career mode. - Fixed a bug where Re-Apply Improvements would not properly re-apply bonuses of 'ware, first level bonuses of qualities, and bonuses tied to items that were included in a filter list but whose parents were not included. - If the updater encounters an error during installation of the new update, it will now restore the old versions of all files. Fixes #2175. - Added support for translation of items in ranges.xml and spiritpowers.xml. Updated the translator to also process data from these files. - Fixed various issues regarding encumbrance, Custom Fit, clothing, and items that add armor value. Fixes #2188. - Made some minor tweaks to lifestyles. Fixes a quirk if a character gains Improvements that change their lifestyle costs, cost alterations from lifestyle qualities are shown in their treenode. - Fixed incorrect Concealment values for Bio-Spike II and III. - Multiple languages can be translated at the same time using Translator, and it now supports cancellation of Create and Rebuild operations. - Altered the format of entries in ranges.xml so that they conform to a similar format as other data types (their names are now stored in "name" nodes instead of "category" nodes). This also fixes issues with the Translator incorrectly loading and saving range entries. - The amend system for custom data now supports the use of custom XPath filters. This means that a single amending node can now modify multiple nodes based on whatever XPath filters are defined in its xpathfilter attribute. The "Cyberlimbs Cannot Add Headware" custom ruleset in the customdata folder has been updated to use this system, and it now also serves as an example for how to use custom XPath filters for amends. - Tabs can now be scrolled through with the mousewheel. - Ghetto workaround to allow exotic ranged weapons to buy their own ammunition again in career mode. Super fragile, may break at the drop of a hat. - Added "Active Commlink" and "Home Node" checkboxes to the Cyberware tab, and added an "Active Commlink" checkbox to the Vehicles tab. - Fixed a bug where player names would not show up in the character roster. Fixes #2195. - Weapons on vehicles/drones that use STR, Physical Limit, and/or AGI for their stats will now properly use attributes based on that vehicle/drone. - Fixed issues regarding undoing expenses involving weapon mounts, armor, and/or armor mods. - Fixed issues with refunding lifestyle expenses if a character has two or more lifestyles of the same type/level. - Added support to use attributes and XPath expressions in a weapon's AP field. - Added a label in Create mode that becomes visible when a character has Prototype Transhuman. This label tracks the current amount of essence used up by 'ware marked as Prototype Transhuman. Fixes #1764. - Fixed being able to mark 'ware children as Prototype Transhuman independently from the main 'ware itself. - Fixed being able to mark Cyberware as Prototype Transhuman. - Fixed Essence usage displays in the 'ware tab not properly reflecting the setting for Essence decimals to which to round. - Fixed a bug where player names would not show up in the character roster. - Cyberware, Gear, Armor and Armor Mod Ratings are now properly bound by their Min and Max Ratings. May cause issues in career mode if you suddenly become Aged with cyberware or something, but eh. Baby steps. - Fixed a crash when adding multiple armor mods a given piece of armor in career mode. - Fixed a potential crash when loading lifestyles that didn't have their base lifestyle saved properly. - Added preliminary support for being able to switch languages without restarting Chummer. This also feeds into character sheets that would be printed in a language different from the one under which Chummer is running. Note that not all strings properly update yet. - Added a basic system for management of vehicle-based firing modes. - Implemented support for vehicle mods altering the ammo capacity of a given weapon mount's weapon(s). - Added support for editing weapon mounts in create mode, career mode edits will come when I sort out how to manage the Expenses properly. - Fixed behaviour of the selectpowers improvement not working properly for powers that depend on having a Rating. - Various build methods can now ban specific grades of 'ware instead of relying on a blanket ban of Betaware, Deltaware and Gammaware at character creation. Custom and override gameplayoptions.xml files will need to be updated manually to accommodate this change. - Banned grades are now not shown while in create mode. Optional rules to override this behaviour if the character has Restricted Gear or under other specific circumstances will come in a later build as part of #1089. - Fixed a bug where selected category and selected grade were not saved in the cyberware and bioware selection screens. - Fixed a bug where the Translator tool was saving page numbers in an incorrectly named node. Existing translations will automatically get their page number nodes renamed if they are rebuilt. - Fixed an issue with the Translator tool incorrectly saving gameplay options as part of the entries for the priorities file. - Fixed alternate page references never showing up for translated skills. - Fixed a bug where the Translator tool would not properly consider and treat alternate codes for books. - Added a small shim to the skill loader that prevents an error if the character somehow gains two copies of the same skill. - Removed the nomission property, as this is now managed by customdata. - Fixed a bug where the optional rule for having positive quality costs double if over the limit would not get enabled/disabled properly. - Added the ability to have echoes as part of "forbidden" and "required" nodes. - Removed a readonly flag that prevented using the selectparagon bonus. - Fixed the selectspell improvement to properly add the relevant spell to the character. - Tweaked the list of Spells to be an observable collection to allow updating the UI whenever the spell list changes. - Added support to the Amend system to be able to use operations other than the default ones. The four currently supported operations are "recurse" (perform amending recursively on children), "replace" (completely replace the target node's InnerXml), "append" (add to the target node's InnerXml), and "remove" (remove the target node). If no operation is specified, "recurse" is the default if the target node(s) have children and "replace" is the default if they do not. The 'remove="yes"' system for marking nodes for removal has been replaced by 'amendoperation="remove"'. - Fixed a bug where strings related to contacts were not properly translated. - Fixed a bug where certain changes to maximum MAG and/or maximum RES would not properly change the maximum Force/Level values for spirits and sprites tied to the character. - Fixed a bug where canceling out of the karma spending prompt to fetter a spirit would still cause the spirit to be fettered. - Fixed translation system for certain strings in the Relationships tab, metatypes in the character roster, labels in the weapon mount creation screen, and other, miscellaneous strings. Fixes #2238. - Fixed issues with printing nested gear and nested cyberware in the Shadowrun 5 character sheet set. - Fixed an issue with the Vehicles character sheet set trying to fetch "Parachuting" instead of "Free-Fall" for skills relevant to aerial vehicles. - Updated the livingpersona improvement so that it uses SR5e values instead of SR4e ones. Fixes #2239. - Added improvements for adding complex forms through bonus nodes via selectcomplexform and addcomplexform, which function almost identically to their spell counterparts. Fixes #2242. - Added a checkbox to disable or enable the filter for banned grades of 'ware in create mode. When selecting the cyberware, you will not be permitted to add the item if the grade is in the banned list. - Altered requirements checker to test for submersion grade and echo limitations. - Fixed a crash when attempting to create spells. - Fixed spells in create mode not working properly with Limited, Extended and Alchemical settings. - Fixed an issue with WeaponCategoryDV improvements such as Critical Strike not properly applying to Unarmed Combat-linked weapons. - Fixed an issue in which items with no accessory mounts would cause a generation issue when using non-English strings. - Fixed an issue with the XML amendment system that prevented new nodes from being added to the parent object. The main affected entry for this involves Adapsin; characters using this bioware should Reapply Improvements. - Fixed an issue with the id node checker that prevented it from properly checking items with ids that were not specifically grandparents of the root chummer node in an xml file (e.g. Metavariants, Life Modules). - Fixed issues with the karma value calculator when calculating the karma value of MAG and the karma value of attributes on shapeshifters. - Fixed a bug where only the first specialization was indented in the Shadowrun 5 character sheet set. Fixes #2253. - Added a dropdown menu option to bulk-add contacts, enemies and pets from a given XML file. To use this, create an XML file that contains valid contacts from an existing Chummer file, or alter this template: https://pastebin.com/W9q8jEnt Note that this system is designed to import ALL valid contacts in the file, irrespective of whether you click on Contacts or Enemies. - Fixed a bug where requirement nodes reliant on having a certain number of spells from a category would not get processed correctly. - Implemented a house rule to control whether the karma gained from enemies counts against your Negative Quality limit in create mode. - The Translator will now process paragons, vessels, and mods for vehicle weapon mounts. - Fixed issues regarding the translation, deletion, and selling of mods to vehicle weapon mounts and weapons added to mods of vehicle weapon mounts. - Fixed issues loading characters made with gameplay options that are not present in the current dataset. - Fixed a typo where the character validity checker would display unspent skill group points as unspent special attribute points. - Metatype, attributes, and special attributes priority categories now also support gameplayoptions-specific choices. - Fixed a crash when loading characters in career mode that have access to the Spells and Spirits tab, but don't have a Tradition. - Metatypes for pets/cohorts are now alterable as a combobox if there is no character linked to a given pet/cohort. The suggested values loaded for the combobox are populated based on content in critters.xml. Fixes #2269. - Added a menu option in Create mode to change your existing Options file choice. It is still strongly recommended that you create your custom options file before making any characters in order to ensure that all options are adhered to correctly, but in most cases anything weird will get caught by the next save/load. - Fixed an issue where characters' trust fund-enabled lifestyles would be kept free after they lose their trust found source. - Fixed a bug where characters with Ex-Con could still buy (non-modular) Restricted and/or Forbidden 'ware. Getting Ex-Con in Create mode will now remove all ineligible 'ware from the character, and getting Ex-Con in Career mode will do the same for all 'ware that does not have a "None" grade (so e.g. genemods are kept). - Fixed a bug where characters with Erased did not have their Public Awareness capped to 1. - Fixed a bug where losing the Overclocker quality would not remove the overclocked benefit from affected gear. - Fixed a crash in the Translator when a user attempts to search for an item while having no cell selected. - Fixed an issue where Redliner would not trigger off of modular full cyberlimbs. Fixes #2275. - Implemented a proof-of-concept system for extracting text from the sourcebook for a given object. Currently only works with qualities that are being created, because string manipulation with unreliable formats is annoying. If you can think of a reliable way to parse paragraphs out of a plaintext block, feel free to let me know. - Fixed an issue where knowledge hardwires would not let the user choose a knowledge skill. - Added an invite link to the Chummer Discord to the help menu toolstrip. - Fixed an issue with loading the Black Market Discount property. Existing characters will need to reapply improvements to fix it. - Fully implemented the automatic system for Black Market Pipeline to apply to all valid object types (Armor, Armor Mod, Bio/Cyberware, Gear, Vehicles, Vehicle Mods, Weapons). Weapon Accessories don't use the category system that this binds to, so another solution will need to be found for them. I'm unsure what to bind most of the Gear categories to, so I've just been rather generous with Drugs and Electronics for now. - Fixed a crash when selecting a character with a 'None' metavariant in the roster. Shouldn't happen, but just in case. - Fixed an issue where the Life Modules root node would not get translated. - Added a warning prompt about Life Modules not being fully supported when enabling the relevant option. - Fixed an issue where clicking on a cell under the "Browse" tab in the armor selection screen would result in that armor getting added to the character. Fixes #2303. - Fixed a bug where restoring essence to a character would also restore lost special attribute values. - Chummer5a will now use the number localization of the currently loaded language (if possible) instead of that of the user's system. - Added the option to remove a quantity of gear other than 1 in Career mode. - Added a Matrix Condition Monitor to the Weapons tab. Data Changes: - Fixed Virtual Machine so that it can hold 2 cyberprograms (for when proper support for cyberprogram handling is added). - Data lock cyberware will now display its proper Matrix attributes, i.e. with a Device Rating equal to its rating instead of being based off of its grade. - Implemented priority mode requirements for shapeshifters. - Added a missing bonus to The Magician's Way quality that prevented it from granting discounted powers. - Corrected the code of the Japanese localization to ja-JP (from jp-JP). - Fixed Berserker's Rage being eligible for a PP discount under The Spiritual Way. Part of #2180. - Fixed a crash caused by a typo in Thundercloud Morgan's weapon mounts. Fixes #2183. - Fixed being able to change the spirit category of Summoning, Binding, and Banishing foci. - The Spiritual Way now allows discounting the following powers that were previously missed: Heightened Concentration, Spirit Ram, Nimble Fingers, Metabolic Control, Magic Sense, Kinesics Mastery, Traceless Walk, Pain Resistance, Improved Physical Attribute. - The Ultimax Carbine has been converted back to using its actual stats from Gun H(e)aven 3, as no official errata has ever been released for it. An amend entry has been added to the SR Missions 1.4 Rules customdata folder, and a separate entry has been added for users that want to treat Missions as official errata for it. Characters that already have this weapon should not be affected, but I'd recommend enabling the rule if you intend to reapply improvements or purchase a new one at some point. - Fixed Karma values for qualities from Dark Terrors. - Fixed being unable to buy Flex Hand if the user had bought any cyberarms. Fixes #2202. - Removed extra recoil compensation from the Walther P118. - Old weapon mount mods have been flagged as hidden. - Added missing improvement to the Burnout's Way quality that allowed the replacement Grade to show up properly. Existing characters will need to remove and re-add the quality or use the Reapply Improvements menu. - Added default banned grades to the default gameplayoptions.xml entries. - Fixed incorrect categories for the Claw and Barrage spells. - Implemented the Gyro-Stabilization vehicle mod as a customdata entry per the entry in the German version of Rigger 5.0. This file will be merged into the main file if the mod ever gets erratad into the English version. - Fixed a bug where the incorrect message was displayed if someone exceeded their maximum amount of negative metagenetic qualities. Fixes #2225. - Fixed a bug where loading a character in create mode who had more priority points spent in an attribute than their attribute maximum would cause Chummer to crash. Fixes #2222. - Fixed incorrect page reference for Rockblood Signature Armored Shirt. Fixes #2233. - Implemented the Hedge Witch and Elementalist Focused Awakened as qualities. - Implemented the bonus for the Structured Spellcasting metamagic. - Fixed a duplicate id in the Pomorya Nationality Life Module. - Fixed incorrect category for Ford Titan. Fixes #2262. - Fixed an issue where characters could take the Trust Fund quality multiple times. - Fixed an issue where players could add audio and vision enhancement gear to cyberears and cybereyes respectively (they should be restricted to 'ware plugins only), but could not add sensors or custom gear item plugins. Existing characters with cyberears and cybereyes will need to re-add the affected 'ware in order to benefit from this fix. - Added missing id nodes to vessels in vessels.xml. - Fixed an issue where characters were limited to only one active hardwire and one knowledge hardwire. Fixes #2289. - Fixed the Growth spell having "Special" as its drain code instead of F+3. - Added an amend entry to convert the Growth spell to the version used by the German version of Forbidden Arcana. - Corrected "The Seattle Gauntlet" to "The Seattle Gambit". New Strings: - Menu_Main_Translator - Label_PrototypeTranshuman - String_CannotFindLifestyle - Tip_Skill_Cannot_Default - Label_FiringMode - Enum_Skill - Enum_GunneryCommandDevice - Enum_RemoteOperated - Enum_DogBrain - Enum_ManualOperation - Menu_EditWeaponMount - Checkbox_IsMainMugshot - String_SpellDefense - String_Relationships - Button_SwapOrdering - Label_CyberlimbAGI - Label_CyberlimbSTR - Label_Overclocker - Label_Visibility - Label_Control - Label_Size - Node_SelectedQualities - String_WorkingForTheManPeople - Checkbox_HideBannedCyberwareGrades - MessageTitle_BannedGrade - Message_BannedGrade - Menu_AddFromFile - Checkbox_Options_EnemyKarmaQualityLimit - Message_MissingGameplayOption - Message_MissingGameplayOption_Title - Menu_SpecialChangeOptions - Menu_Main_ChummerDiscord - String_LifeModules - Tip_LifeModule_Warning - String_Month - String_ReduceGear Changed Strings: - Message_ReduceQty Build 196 Application Changes: - Fixed display of nuyen karma cost in the karma cost summary to not switch to the actual nuyen value. - Fixed quirks with attribute point warnings when moving to career mode. - Fixed an issue when loading critters that caused them to have lower attribute values than intended. - Added backend support for wireless bonuses to Gear, Armor, Armor Mods, Vehicle Mods, and Cyberware. - Fixed an issue where lifestyle qualities would not have closing square brackets for their costs. - Altered the Limit Spirit Selection bonus so that it also adds to its selection to the bonus' source. This also makes Apprentice indicate the both the chosen spirit type and the chosen spell category. - Fixed an issue that allowed priority choices that received a single skill or skill group to receive multiples. - Fixed incorrect costs for binding foci when using non-English language files. - Fixed an issue with free spells from Dedicated Spellslinger improperly prompting for Karma in career mode. - Fixed archaic handling of how restrictions are applied to bonus Adept powers by adding a "bonus override" portion to bonuses that add specific Adept powers with certain restrictions (e.g. specifically free levels in Attribute Boost AGI instead of in any Attribute Boost). - Fixed a bug where bonuses granting free levels of certain adept powers, e.g. Improved Ability, would not actually have their effect applied, and would also not have their effect properly removed if the source of the bonus was removed. - Made minor performance optimization to code that constructs the dicepool tooltips for skills. - The "Select Skill" form can now process multiple skill group inclusions, skill group exclusions, and skill category inclusions the same way it does for multiple skill inclusions (the old way of handling multiple skill category inclusions still works). It can also handle multiple filters at once, e.g. list only Physical Skills that are linked to STR, or list all Social Skills excluding the ones in the Acting skill group. - Fixed a bug that prevented bonuses granting free levels of certain powers from updating values boosted by said powers. Fixes #1834 and #1856. - Fixed a bug that made removing items that granted free levels of adept powers sometimes not actually remove the improvements added by said adept powers. - Fixed a bug that allowed the deletion of some powers without levels that were granted by free levels of adept powers. - Maximum values for adept powers should now update properly with changes to MAG values, and in the case of Improved Ability, changes to skill ratings. - Cancelling out of a dialog triggered by selecting an adept power or a property of an adept power will now properly cancel the dialog and not actually add the last/default selected choice. - Added support for skill selection dialogs to be able to only show skills for which the runner has a rating greater than or equal to a pre-defined rating and/or less than or equal to a pre-defined rating. In case there are no eligible options, a warning dialog is displayed, and the skill selection dialog is automatically treated as cancelled. - Added support for bonuses to defense dice (e.g. Combat Sense, Reakt). - Added support for Barehanded Adept and qualities similar to it. - Drain for Physical Adepts is now properly displayed and calculated as BOD + WIL. - Reapply Improvements will now start by clearing out all improvements that it would reapply, regardless of source names. This helps clean out old .chum5 saves that have orphaned improvements, which fixes #1916. - Chummer5 will now warn users when it does not have the proper write permissions to its own folder, or if an error was encountered that prevented a character from being saved. Fixes #1915. - The "Buy Specialization with Karma" checkbox is now also automatically checked if buying a specialization for a skill that was ranked up with skill group points. - Added support for qualities that can be purchased with spell points instead of karma at chargen. - Added support for essence penalty improvements that only affect MAG, as well as essence penalty improvements that have hundredths-level precision instead of integer precision. - Fixed a bug where the optional rule that allows Mystic Adept PPs to be bought with priority spell points also allowed purchasing of PPs with free spell points given by Dedicated Spellslinger. - Requirements that check for whether MAG, RES, or DEP are >= 1 will now instead check for if the corresponding attribute is enabled. - When adding adept powers, the list of available adept powers will hide powers whose prerequisites are not met. - Added support for any attribute or special attribute to be used in a weapon's damage code. - Fixed Character Validity Checker not properly counting attribute points and special attribute points. Fixes #1917. - Fixed Character Validity Checker not counting vehicle mod slot modifiers when checking vehicle mods are over capacity. Fixes #1875. - Fixed attribute points, special attribute points, and displayed metatype limits not updating if/when metatype limits are changed. Fixes #1912. - Added support for the following requirements (to qualities): the item can only be taken during character generation, the item cannot be bought separately in priority-based character generation methods. - Added support for qualities that refund their cost when removed in career mode. The fact that such a quality can be bought for its normal price in chargen and then refunded for double its price in career mode is working as intended, as per rules for swapping Latent Dracomorphosis for a Drake quality. - "Don't Show Metagenetic Qualities" is automatically checked when choosing qualities for characters without any SURGE quality. - Added support for setting a different quality (and other item) count limit when the quality would be taken at chargen. - Added support for including other quality names when checking against the quality count limit. Also added support to set the total limit when including differently named qualities to something different from the main limit for the quality itself (e.g. Tough as Nails has an individual limit of 3 per Condition Monitor type, but the total limit of Physical + Stun versions of Tough as Nails is 4). - Set the default quality count limit to 1 instead of Unlimited. - Added support for bonuses that disable dicepool bonuses from specializations for a selected or specific skill - Fixed a bug where Dealer Connection could be taken multiple times for the same category. - Fixed a bug where the categories in Dealer Connection could not be localized. - Qualities added by improvements (e.g. Poor Self Control Thrill Seeker for Daredrenaline) can no longer be deleted unless the source of the improvement is removed. The source of the improvement will also be printed with the quality on character sheets. - Multiple instances of the same quality will get combined into one entry. For example, 3 entries for "Social Appearance Anxiety" will get combined into "Social Appearance Anxiety 3". Qualities from different source types will not stack in this way. - Fixed a bug where qualities to be added from an improvement would not be added if an instance of the quality already exists. This should e.g. allow Daredrenaline to properly represent its effects if the runner already has Poor Self Control Thrill Seeker. - Also added a numerical up-down control to quickly add or remove multiple instances of the same quality. - Added support for a quality to only apply certain bonuses at its first level. - Fixed a bug where newly added items would not cancel themselves if a quality that their bonus added could not be taken for the character. - Adept powers without and Adept way discount specified can no longer cause crashes. - Magician's Way now works via blacklist instead of whitelist: all powers that have Adept way discounts and that are not specified that Magician's Way is forbidden from getting them discounted will always be eligible for a Magician's Way discount. Fixes #1926. - Fixed a bug where the Spells & Spirits tab would not appear for Adepts who would want to or have already learned Rituals or spells through Barehanded Adept. Fixes #1933. - Added support to display alternate ranges for weapons in addition to their main ranges. Fixes #1807. - Altered Create mode and Career mode windows to have identical dimensions and identical splits. Altered Weapon and Vehicle tabs in Create and Career mode both to largely match each other's layout and make room for alternate ranges. - Fixed a possible crash if a Resonance talent priority was defined with no free Complex Forms. - Fixed wonky behavior if skill value and a skill group value items were added to a talent priority. Now, skill value always takes complete precedence over skill group value. - Added support for talent priorities that give bonus special attribute points. - Fixed an issue where having multiple mugshots could cause the main mugshot to get overwritten when creating a character sheet. - Added proper support for mugshots of any arbitrary size to be properly displayed. Removed Label_MugshotDimensions and its related label because it is now redundant. Due to wonkiness with how Internet Explorer handles resizing images, it is still recommended that you save to HTML first and then print your sheet from within a browser like Google Chrome or Mozilla Firefox. Also, larger mugshots considerably increase the size of savefiles, so be reasonable. - Added support for improvements that add bonus dice to a particular weapon category. - Fixed the updater and "Restart Application" not working properly if Chummer5's exe was renamed. - Made a minor refactor of the ImprovementManager. On the user side, fetching of improvement-boosted values should be significantly faster. - When values of improvements are fetched, precedence0 and precedence1 items will now check the total value of items without precedence, and if they are less than the latter, they will not override it. Fixes #1231. - Added support for the inclusion of adept powers and critter powers in requirements lists. - Added support for CM threshold offset improvements that are shared between Physical and Stun tracks. Note that these are always cumulative with regular CM threshold improvements. - The category of all knowledge skills are now saved with the character. Fixes #1670, fixes #1624. - Fixed a bug where knowledge skill purchased in Create mode could have their category changed in Career mode if they were not advanced with karma. Fixes #1773. - Fixed notes in Skills and Calendar not obeying the Print Notes option. - Fixed Fancy Blocks character sheet so that its blocks no longer cut across pages and its page break options work properly. Fixes #1018. - All items, including sourcebooks, will now always obey the element and never show up in any browsing or selection lists if they are tagged as such. In the case of enabled sourcebooks, they become disabled when hidden. - Fixed a bug where Select Skill Specialization, Select Skill, Select Exotic Skill, Select Cyberware Suite, and Select Critter Power did not obey rules for what sourcebooks were enabled. - The message that warns of missing sourcebooks when a character is loaded is now localizable. - Added the ability to amend items instead of completely overriding them. When amending items, only nodes that are present in the amended node will overwrite or add to older data. Tags can also be removed this way by adding the 'remove="yes"' attribute to an element in an amending node. An ID and/or a Name field must be specified for all items regardless, as that is how the system identifies what data to amend. Sub-elements with children that also have ID and/or Name fields (e.g. metavariants lists inside metatype entries) will be treated the same way as their parents, i.e. only nodes present in the amending file will be overwritten, added, or removed. - Added the ability to load and set any custom data directory as a custom ruleset. Once added, these data directories will be saved to a list and can be toggled the same way as sourcebooks. Entries with invalid directory paths will be removed on startup, and if someone is running Chummer for the first time or has only invalid directory paths, Chummer will automatically populate the custom data directory list with each folder it finds in the "customdata" folder (they all start disabled). - Fixed detection of Burnout's Way when combined with Adapsin. - Added an option in the Select Gear dialog to only show items that the character can currently afford. - Select Armor, Select Cyberware, Select Bioware, Select Gear, Select Vehicle, and Select Weapon screens now all have a category that shows all items, and searching for items on those screens will now only search within the selected category. In the case of Select Cyberware and Select Bioware screens, the current selection will be saved when switching between grades and selecting a particular grade will automatically hide all items that cannot be taken in that grade. Selecting the Cultured Bioware category when the Used grade is selected will switch the selected grade back to Standard. - An Optional Rule has been provided (Search In Category Only) that will disable the whitelisting based on category, which is enabled by default. It can be disabled in General Options under Miscellaneous. - The Select Cyberware screen will now only display Cyberlimb Customizations and Cyberlimb Enhancements when adding a subsystem to a cyberlimb. - Fixed a bug where cost modifiers were not properly applied to gear with FixedValue costs. - Removed references to , , , , , and nodes, as they are obsolete. Added a legacy shim to handle these entry types from savefiles and convert them to just using and respectively. - Added support for bonuses that remove the ability to add cyberware, remove the ability to add bioware, or modify the essence cost of bioware or cyberware in a way that stacks multiplicatively with other modifiers instead of additively. - Added a houserule option to allow skill points to be used to buy specializations for karma-bought skills. - Added support for mixing of special cost and availability expressions. For example, one can now mix "FixedValues()" with "Parent Cost" and Chummer5 should know how to handle it. - Added support for using expressions to define Attack, Sleaze, Data Processing, Firewall, and Device Rating. - Altered commlink system and related UI so that gear with the attributesarray tag is treated as being able to swap its Matrix attributes, while those without it cannot. - Altered commlink system so that any gear with a devicerating tag is marked and treated as a commlink, rather than it being hardcoded to a few, specific categories. - Added support for gear that modifies Matrix attributes, both in terms of modifying a cyberdeck array and in terms of modifying a specific Matrix attribute. Commlinks and cyberdecks modify their Matrix attributes by their children's stats. - Added support for essence cost modifiers (additively stacking multipliers) and total essence cost modifiers (multiplicatively stacking multipliers) that do not retroactively alter existing cyberware's essence costs. - Added support for cyberware to come with built-in gear. - Vehicles, weapons, armor mods, weapon accessories, and cyberware that are added by gear and/or cyberware or are included in their parents are now all colored gray when without notes and can no longer be removed without removing their parents. The Unarmed Attack entry in the weapons list can never be removed and is always colored gray if there are no notes attached. - Added support for gear that modifies its parent's Matrix condition monitor. - If an item has a higher rating than the number of entries in an attribute it has that uses a FixedValue() system, then Chummer5 will select the last item instead of crashing. - Standardized the code to retrieve an item's XML entry. As a side effect, some translation issues have been fixed. - Added support for the usegears sections of gear entries to start with their node collapsed, added support to define new source and page entries to usegear entries, and added support to make each usegear entry to not create the item's default children and/or not apply the item's improvements. Gear that is marked as "do not apply improvements" when created will also not have its children create improvements. - When a Custom Item entry is added as a default child of another item, it will no longer prompt the user to enter a price (it will always be 0), and if the select attribute in the entry's name tag is set, then that value will be the Custom Item's name as well. - Added support for gear that lets users choose between a selection of default children, via the attributes. Each set of those tags inside of is one choice that the user can make, and the user must choose between one of the entries within each . - Added support to tag gear as requiring a parent to be added, i.e. to mark the gear as an enhancement or plugin item. - Increased the size of the Rating box in SelectGear to accommodate larger ratings e.g. that credsticks might have. - Fixed a bug where selecting the "All" category in the form to select vehicle mods did not adhere to the category limit selection if one was set. - Fixed the "Hide Items Over Avail Limit" option on the vehicle mods selection screen so that it actually hides mods that are over the availability limit when checked. - Fixed a bug where having a positive essence score of less than 0.01 (in case the number of essence decimal places is set to 3 or greater) would mark the character as invalid for career mode. Fixes #1951. - Removed the piece of code that selected all text in Translator's search box whenever focus was gained to it. Fixes #1945. - Added Bubble Die option to dice roller that fixes glitch chances on even-numbered dicepools. When rolling an even-numbered dicepool with it enabled, an extra, "bubble" die is rolled for the purposes of determining whether the test glitches or not. This causes glitch chances for even-numbered pools are no longer be ridiculously low: pools of 0 have the same glitch chances as pools of 1, pools of 2 have the same glitch chances as pools of 3, so on. - Corrected the code that calculates weapon dicepool for drones in Career mode. Also added identical functionality to Create mode. - Corrected a bug where re-rolling failures in the dice roller would ignore the "rush job" checkbox. - Corrected a bug where the dice roller determined glitches to occur when at least half of the dicepool are 1s (RAW requires more than half of the dicepool to be 1s). - Upgraded the random number generator used for dice rolling from a Linear Congruential RNG to a Mersenne Twister RNG. This should drastically reduce the "patterns" one might see in random results, as those "patterns" come about as a result of the very low quality of randomness of Linear Congruential RNGs. - Fixed a bug where adding an item (e.g. a quality or adept power) that grants critter powers will not cause those critter powers to be removed should the item be removed. Fixes #1953. - Fixed a bug that caused bonuses that increased a skill's rating to act the same way as bonuses to the skill's dicepool, e.g. karma costs would not increase and specializations could not be taken if the skill had no points or karma allocated to increasing its rating. Fixes #1743. - Fixed a bug that prevented knowledge skills from having their names translated when printed out to a character sheet. Fixes #1668. - Added set of improvements that can disable access to specific grades of bioware and cyberware. These limits are bypassed for all 'ware that forces a particular grade, so any restrictions in those cases need to be applied to the specific piece of 'ware in question. - Fixed the "Hide Items Over Avail Limit" checkbox so that it displays the availability limit of the character in parentheses instead of the default availability value. - Added the ability for pre-installed subsystems in cyberare to include bioware and pre-installed subsystems in bioware to include cyberware. Added the ability for pre-installed cyberware and bioware subsystems to come with their own pre-installed gear and pre-installed subsystems. - Restrictions via the and tags for bioware and cyberware will now also check subsystems, not just top-level cyberware and bioware. - Fixed names for improvement sources originating from nested cyberware, bioware, and gear not showing up properly. - Fixed bonuses for nested 'ware not getting removed when the parent is removed if the given piece of 'ware is a grandchild or later descendant of the 'ware getting removed. - Fixed a bug that caused 'ware grades to not obey the enabled sourcebook rules, e.g. Omegaware would show up even if Chrome Flesh was not enabled. - Fixed a bug where the Power selection dialog allowed the user to select a power that was marked as hidden or was from a sourcebook that the user did not have enabled. - Unhardcoded Cultured bioware's restriction from Used grade. Now any piece of bioware or cyberware can be marked as being ineligible for Used grade. - If Chummer5 encounters an error while loading improvements from a savefile, it will now continue loading the character instead of crashing, and it will prompt the user to re-apply the problematic improvements when the character is loaded. - Added a new item in the Special options menu that calculates the total karma value of a character during character creation. - Fixed a prompt for modications to items when browsing the Select Armor window. - Fixed an incorrect Karma cost change when using the Improved Ability (skill) power in create mode. - Fixed display of karma costs for skills in create mode to not show Karma twice. - Fixed the Updater crashing when a .pdb file or .exe file is in use. Also made the updater display a permissions warning if it cannot rename or remove old files instead of having it crash. - Fixed Home Node-based stat calculation issues for AIs. The presence of a home node and any stats calculated from it will now be handled correctly. Fixes #1963. - Added support for up to 3 free skills to be selected from priorities. If more than 3 skills are defined in a priority entry, Chummer5 will now display the first 3 instead of displaying none. Fixes #1964. - Fixed a crash when using Re-apply Improvements while having qualities that add other qualities. - Adding multiple instances of overlapping SpecialSkills improvements will no longer duplicate skills, and removing a SpecialSkills improvement will no longer remove skills if another SpecialSkills improvement still exists that would enable the same skills. Fixes #1513. - Fixed the Improvements manager not properly detecting some cases of cancelled dialogs. Fixes #1830. - Fixed a null reference stack overflow if launching Chummer for the first time without a Sourcebook key in the registry. - Fixed a null reference when selecting weapons with built-in gear. - Fixed a bug where trying to change the quantity of a gear plugin in Create mode would not work. - Added support for costs, gear quantities, and gear capacities that are not integers. All nuyen costs should now be tracked to decimal precision (precision depends on how large the number is), though Chummer5 will only display up to 2 decimal places. - Updated the tool that saves character sheets to PDF so that it shouldn't mess up sheet formatting as much as the previous one. - Slightly altered the UI for the quality selection window so that it is clearer what the numerical up-downs in it represent. Fixes #1971. - Fixed a bug that caused the dicepool for resisting physical illusion spells to be calculated as WIL + WIL and displayed as INT + WIL instead of the LOG + INT that it should be. - Added support for tracking of fatigue resistance, dicepools for addiction tests (physiological, psychological, both in the "not yet addicted" and "already addicted" variety), resistance and/or immunity to toxins (in all four vectors), resistance and/or immunity to pathogens (in all four vectors), natural physical CM recovery, and natural stun CM recovery. All of these stats are now printed with the Print() method, so character sheets can integrate them into their displays. - Added support for the following bonuses: extra fatigue resistance dice, extra dice for addiction (physiological, psychological, both in the "not yet addicted" and "already addicted" variety), extra resistance and/or immunity to toxins (in all four vectors), extra resistance and/or immunity to pathogens (in all four vectors), extra natural physical CM recovery, extra natural stun CM recovery, the toggling of adding Essence as bonus dice to natural physical and/or stun CM recovery, bonus dice to resist mental and/or physical manipulation spells, bonus dice to resist mana and/or physical illusion spells, bonus dice to resist detection spells, bonus armor against fire damage, bonus armor against cold damage, bonus armor against electricity damage, bonus armor against acid damage, bonus armor against falling damage, extra radiation resistance dice, extra sonic attack resistance dice, extra dice specifically to resist Judge Intentions, and extra dice specifically for initiating Judge Intentions tests. All existing items that should contain one or more of these bonuses have also been updated. - Items that are set to require a certain amount of 'ware grade in essence now properly works with Burnout's Way and Adapsin. - Fixed a bug where the initiative roller would calculate initiative with a flat probability distribution instead of with one mirroring the rolling of multiple dice (i.e. binomial-esque). - Dice Roller will now display the sum of the dice results (disregarding bubble dice) under the information about whether the roll was a success, a failure, a glitch, and/or a critical glitch. - Fixed a bug where bioware subsystems would always add to their parent's essence. This is now instead controlled by a separate tag instead of reliant on 'ware type. - Fixed a bug where cyberware and bioware that cost 0 essence but take up capacity when added to a cyberlimb (e.g. cortex bombs) would not show up in the list of standalone 'ware to add. - Fixed Detection spell defense being shown as INT + REA instead of LOG + WIL. - Adept Way discounts for foci should now be automatically detected in Career mode. - Made the reference in for Life Module Selection clickable. - Added support for printing of skill groups. Added skill group printing to Fancy Blocks and the Shadowrun 5 character sheet sets. - Added a separate section for storing conditions of certain Improvements. Added support for conditions to the specificskill bonus tag. - Fixed a bug where removing improvements that gave martial arts, spells, qualities, or critter powers would not remove improvements associated with the given item. - Fixed a bug where Chummer5 would calculate incorrect movement speed values from cyberlegs if the option was enabled but only one cyberleg was present. - Added backend support for cyberware bonuses that only activate per pair instead of per discrete piece. - Fixed a bug where cyberware added to vehicles did not allow for subsystems to be added to it. - Fixed issues with skill dicepool tooltips not properly recognizing improvement sources from cyberware, nested 'ware, armor, armor mods, martial arts advantages, critter powers, and nested gear (including ones inside weapons, armor, armor mods, weapon accessories, cyberware, and vehicles). - Movement speeds should now properly display decimal values (e.g. "4/8, 1.5m/hit") when applicable. - Fixed a crash when adding an item with over 1,000 capacity in a culture using a decimal comma. Fixes #1983. - Allowed for full localization of the updater, added a label to indicate whether the user is running the latest version of Chummer5 that is available on their chosen update channel (stable or nightly), and force-disabled the Download button if they are running what is the latest version of their chosen update channel (the button isn't disabled if they're running the latest nightly, but switched update channels to stable). Fixes #1977. - Fixed being unable to select underbarrel weapons for SelectWeapon bonuses (e.g. picking a weapon for Spare Clips). - Fixed an issue with items that use the SelectWeapon improvement type passing an internal ID rather than the Name of the weapon. - Crash Dumper will no longer crash when it cannot connect to an upload service, and it will prompt the user to manually submit an issue to GitHub with the attached minidump. - Transformed the GlobalOptions, LanguageManager, and XmlManager classes into fully static classes. For users, this also produces a measurable performance increase and a decrease in the size of Chummer5's executable. - Fixed a bug related to selecting the default, blank entry in the Traditions dropdown combobox and then trying to add a spell. - Allowed Edge to be burned to zero. Fixes #1989. - Allowed filtering for skills that use any attribute, in case custom data adds any that are linked to DEP or ESS. - Swimming should no longer show up as a skill to characters who cannot swim or have special Swimming rules, and Running should not show up as a skill to characters who cannot move on land or have special rules for land movement. - Fixed a bug where the option that enables education qualities' karma discount at chargen causes every second level to be free instead of decreasing the karma cost of raising skill ratings by 1. - Skill-based item requirement nodes can now process exotic skills. - Fixed a bug where specializations could be bought for skills that only had ratings from skillsofts. - Fixed a bug where the button to increase a knowledge skill in career mode would be clickable/enabled even when the knowledge skill could not actually be increased. - Fixed an issue where martial arts technique names would not get properly translated. - One Trick Pony will now automatically load any new techniques added to Chummer5 without having to update the quality's art's entry. - Added the ability for limits to items to include attributes, base attributes, and limb counts. Also added the ability to resolve XPath operations in them. - Added the ability for bonuses to add extra limbs. Shiva Arms (Pair) has been updated to reflect this, and the centaur metavariant starts with a new quality that adds two leg limbs. - Fixed a bug where children of 'ware with a particular side (left or right) would not automatically inherit the side of their parent. - Fixed a bug where Reapply Improvements would not reapply improvements from some nested gear and nested cyberware. - Selecting the side of a piece of 'ware is now independent from selecting other bonuses. For example, this means custom cyberfingers will display both their custom function and the side to which they were added. - Fixed a bug where the cyberware/bioware selection screen would not properly consider 'ware requirements. - Fixed a bug where the technique from One Trick Pony would not be included in the limit of 5 techniques at character generation. - Added preliminary handling of modular cyberlimbs. Modular cyberlimbs for vehicles need to be bought through the Cyberware tab and then equipped from there. There are some parts of the current implementation that rely on non-RAW rules because there is no way around it without being insane (e.g. modular limbs don't add essence, all essence is added via connectors); this is subject to change with official errata. - KnowledgeSkillPoints Spent over the limit in Karma/Life Module are no longer subtracted from (non-existent) active SkillPoints. Instead the remaining points are negative and prevent crossing over to career mode. - KnowledgeSkill with price reuction qualities (Linguist, College Education, etc) no longer have negative Karma cost. - Fixed a bug where if knowledge skills are bought with karma in create mode, and the cost for buying new knowledge skills is set to a different value (in the options menu) from the cost of improving them, Chummer5 would not recognize that it needs to use the "new knowledge skill" cost for the first level instead of the "improve knowledge skill" cost. - Fixed a crash caused by loading old character save files whose options do not have some of the categories looked for in newer versions of Chummer. - Fixed a weird cutoff of the controls of some adept powers. - Added a legacy shimmer that should catch and convert old cases of Improved Reflexes adept power to the new system, as these would not be fixed with Reapply Improvements. - The mouse cursor will now change to "Waiting" mode while a character is being loaded in or while a character is getting their improvements re-applied. - Re-apply improvements will now collect the names of outdated items and warn the user at the end to manually re-add them and/or to make sure they have all custom data files that they were previously using still present. - Fixed a bug where bonuses that let you select an attribute would not record the choice in their parent item. - Added code to properly fetch the data GUIDs of qualities in old save files made before quality GUIDs were saved, and added code to make sure qualities without data GUIDs would return an empty string when the data GUID is fetched instead of a GUID that corresponds to the empty GUID. - Unhardcoded the entry for Technomancer Living Personas. It can now be modified via a gear entry that corresponds to it, and it can be set to be the active the same way a commlink can. - Added the ability for bonuses to add gear. - Added support for gear entries where altering quantities is not allowed. - Matrix attributes will now automatically fill in the Data Processing value of the character's active commlink. - Fixed a bug where removing Black Market Pipeline would not reset the discounted cost of nested gear. - Fixed a bug where loading in certain gear would not properly color their entries based on the presence of notes and whether or not they can be removed. - Character sheet language can now be selected in a dropdown menu instead of it being forced to just English sheets and sheets for the currently set language. Fixes #2018. - Fixed a bug where the character validity checker would erroneously read maximum special attribute points as unspent special attribute points when deciding to show a warning about unspent special attribute points to the user. Fixes #2019. - Fixed a bug where Re-Apply Improvements would not properly show newly populated items added by re-applied improvements. - Fixed a bug where browsing weapons that came with accessories that came with gear that added bonuses would create a large list of "orphaned" improvements that would also show up when printing to a character sheet. Fixes #2013. - Restored the ability to delete characters from the Character Roster by pressing Delete. - Fixed a crash when adding stacking gear in career mode that occured if a stack already exists. Fixes #2026. - Fixed a bug where manipulating stacking gear in career mode would not properly search through all children of an existing gear to make sure everything matches up before combining the two stacks. - Fixed a bug where manipulating stacking gear that combines with an existing stack in career mode would not update the gear list entry of the existing stack if it was in a location other than the default one. - Fixed a bug where trying to reload weapons in career mode would not allow use of ammo taken from a deeply nested location (i.e. it would only look one child deep). - Changing languages in the Options menu now automatically re-populates the list of character sheets selectable as the default. If a non-English language is selected, only sheets for that language will show up. - Fixed a bug where Chummer5 would only look at its first command line argument when seeing if it load characters at startup. Also fixes a bug where restarting Chummer5 after changing options with more than one character loaded would only load the first character after the restart. - Fixed a bug where selecting to save changes to options but not to restart Chummer5 would not actually save changes to options. - Fixed a bug where Chummer5 would not allow adding of alchemical preparations or ritual spells in create mode if the character was already at their character generation limit for regular skills. Fixes #2030. - Fixed a bug where ritual spells could be taken as alchemical preparation recipes. - Added the ability to check for the presence of a Martial Art in a required/forbidden node. - Added the ability for Martial Arts and Martial Art Techniques to use required/forbidden nodes. - Chummer5 no longer adds 1 to the minimum entry of ranges. - Weapon range entries are now able to handle all attributes, and they are now able to process the "/" character as a division sign. - Fixed the weapon select screen displaying a tooltip with placeholder text over all items except the source label. Fixes #2034. - Fixed a crash when removing cyberware that doesn't exist in data XMLs. - Fixed a problem with specialisations not being able to be purchased if you didn't have the exact amount of Karma required. - If a name and an id element are both specified inside an override node, then the name element is only used as an addition identifier if it has the "isidnode" attribute set to "yes". Also added support for using any elements as identifiers in override nodes, again using the "isidnode" attribute and setting it to "yes". Fixes #2038. - Cyber-singularity Seeker and Redliner will now properly update when the character is loaded, and adding or removing Redliner will automatically update labels for the currently selected cyberlimb. Fixes #2036. - Added the ability to specify metatype, age, sex, personal life, service type, hobbies/vice, and preferred payment method to contacts. Any non-blank fields out of those seven will get printed in any character sheet using a template from the Shadowrun 5 collection. - Added the ability to add gear to armor mods. For now, this is only used by Full Body Armor helmet. Fixes #2043. - Fixed a bug where adding a new vehicle mod to a vehicle would not automatically update the character's stats (most noticeable with the nuyen display). - Fixed a bug with trying to add Customized Strength and Customized Agility to drone limbs equipped on drones with Body 0 and Pilot 0 respectively. - Fixed a bug where Customized Strength and Customized Agility could be set to ratings when added to a drone limb that would cause no net attribute change. - Fixed a bug where cyberware subsystems that increase their parent's availability would not do so when installed in a drone limb. - Fixed a bug where cyberlimb stats and cyberlimb customizations would not automatically update with changes to vehicle attributes in both career and create mode and with changes to character attribute maxima in create mode. - In case the maximum rating for a piece of 'ware is less than the minimum rating for it, it will automatically be hidden from the menu of 'ware available for purchase. Removed the outright forbidding of Customized Strength for Pixies, as it is no longer necessary. This should now also enable Pixies with a maximum STR of 4 or higher (e.g. via Exceptional Attribute + Genetic Optimization) to purchase cyberlimbs with customized STR, and will automatically catch cases where someone's maximum STR/AGI dips to 3 or below (e.g. Aged, Infirm, Impaired Attribute). - Implemented a new bonus type for Street Cred Multiplier, to be used by the Consumnate Professional quality. Fixes #2048 - Implemented a new bonus type for Street Cred, allowing Improvements to provide bonuses to Street Cred directly. Currently unused by anything. - Removed the increase to Notoriety that Enemies provide, as it's not a relevant rule in SR5. - Fixed a bug where the updater form could not be re-opened after it has been closed once. - Fixed crashes related to the user's connection to GitHub getting severed mid-update. - Fixed the few-second delay encountered when launching the updater form. - The optional rule for karma costs to increase special attributes not being decreased by essence loss now works and saves its value properly. It is implemented by having essence loss affect the attribute's augmented value instead of its maxima and minima, and characters burn out if their augmented reduction from essence loss becomes greater than their current maximum. Fixes #1808. - Fixed a bug where tooltips for skill groups would not be updated properly. - Fixed a bug where removing sources for special skills would not also remove skill groups. - Fixed a bug where current priority settings would not get properly saved for if you wish to change priorities in create mode. - Fixed a bug where removing/altering sources for free skill levels would not properly update the skill section with altered ratings. Fixes #1340. - Fixed bugs where enabling the house rule for strict interpretation of skill group breaking in create mode would also affect characters in career mode. - Fixed a bug where certain selectable bonuses and extras would not get translated when using a localization different from the default English (US) one. - Fixed a bug where adding karma to an adept in career mode would sometimes cause sometimes Chummer5 to crash. Fixes #2050. - Fixed the Automatic Updates option not working properly. The automatic updater has been updated as well to run silently in the background until an update is ready to be applied instead of forcing the user to click through an updater window. It also checks for updates every hour as well instead of just at startup. Manually checking for updates while the automatic updater is running in the background will make the visible updater window take over the automatic updater instead of trying to launch its own, separate instance of the updater. - Fixed the warning for using an older version of Chummer5a to open a character made in a newer version. - Fixed rare crashes for when certain strings had a null value instead of being empty. Possible fix for #2054. - Fixed a bug where not having drone modding rules enabled caused the max armor for drones to be calculated as twice the drone's armor instead of the drone's armor + the drone's body. - Fixed a bug where if Chummer5 encountered an error while saving a character, it would still assume that the character was saved properly. - Added the ability to select a value other than 2 or 4 for the amount of decimal places to consider for essence costs. - Fixed a bug where Mentor's Mask would apply the Adept/Magician bonus from the chosen Mentor Spirit twice. - Fixed a bug where Re-apply Improvements would not save changes to what improvements are tied to each item. - Fixed a bug where the "Hide Items Over Availability Limit" checkbox would show up in career mode even though it would have no effect. - Checking the "Hide Items Over Availability Limit" checkbox will now also automatically set an item's maximum rating so that it cannot exceed the availability limit. - Implemented the ability to rename the Extra text of Gear items with the selecttext improvement while in Career mode. This functionality will be extended to other categories (Weapons, Armour, etc.) as time permits. - Character sheets are now printed with the number formatting of the language in which they are printed instead of with the number formatting of the language of the user's current operating system. - Fixed a bug related to incorrect printing of certain numbers due to differences in decimal separators. Fixes #2069. - Fixed a bug where some context menu strips would not get translated. - Fixed a bug where Re-Apply Improvements would add improvements for items that were not equipped. - Fixed a bug where Custom Items would not save their custom names when using a localisation other than en-US. Fixes #2073. - Characters that did not properly assign a Type to their Knowledge skills will now be able to change it. - Re-Apply Improvements can now handle Stacked Foci. - Fixed the Guids of Skills and Skill Groups not being properly loaded from a saved character. Fixes #2081. - Added the ability to directly add Armour to an Armor Bundle. - Fixed a bug where buying a separate metamagic or enhancement in career mode would check against the karma cost of buying spells instead of the karma cost of getting a metamagic or enhancement respectively. - Fixed a bug where wound modifiers were applied twice to knowledge skill dicepools. - Fixed a bug where karma modifiers to spell cost where not factored into calculations regarding whether the character has enough karma to buy a new spell. - Unhardcoded the karma cost modifications added by Uneducated, Uncouth, Myostatin Inhibitor, Jack of All Trades, College Education (RF), Linguist, School of Hard Knocks, and Technical School Education. These modifications are now available and fully modifiable through individual tags inside of bonus nodes. - Transferred the house rule of education qualities applying their karma costs in create mode from a checkbox in the options menu to a custom ruleset. Users who had this rule previously enabled will need to re-enable it. - Selecting an armor, a piece of 'ware, a gear, a quality, a vehicle, or a weapon now properly saves the currently selected value of the category selection box instead of the selected item's category. This does not apply if the search box is not empty and the option to search only in the selected category is disabled. - Added support for improvements that block being able to buy specializations for particular skills or skill categories. - Unhardcoded the focus bonding cost modification effects of Adept Ways, and unhardcoded the bonuses offered by Burnout's Way (access to Burnout's Way grade) and Magician's Way (can discount all powers other than Improved Reflexes). These effects are now available and fully modifiable through individual tags inside of bonus nodes. - Focus bonding cost modifications from Adept Ways now be automatically applied in both Create and Career mode, and their karma effects will automatically be calculated by the time the user is prompted to spend karma on binding a new focus. Removed the numerical up-down in Create mode for the number of foci eligible for Adept Way discounts, as it is now obsolete. - Fixed a bug where re-applying or re-adding improvements of items that would add the Improved Ability (skill) adept power would not properly end up adding that power. - Fixed a bug where improvements that would ask the user to select an adept power to add would not abide by the "ignorerating" node when it was present. - Added a house rule that changes Mystic Adepts so that instead of using special rules for obtaining and managing PP, they will have a separate MAG rating to be used for Adept powers and PP. Initiation and Foci will use the lower of the two MAG ratings if this rule is enabled. - Fixed a bug where if points and/or karma were allocated to a special attribute to which access was later removed in Create mode, those points and/or karma would not get freed up. - Weapons can now add more weapons (not just underbarreled weapons). - Handedness now prints in a localized fashion, and will now display the appropriate value if the character is ambidextrous. Part of fix for #2098. - Fixed translations for contact tabs and contact controls. Part of fix for #2098. - Fixed weapon mount strings not being localized in the UI displaying info about a selected weapon. Part of fix for #2098. - Altered the Shadowrun 5 character sheet set so that it can use language-depedent stylesheets. Made the German version of the character sheet not capitalize all letters in any classes. Fixes #2095. - Added a house rule where characters can take an unlimited amount of Positive Qualities, but any quality karma costs in excess of the limit set in options are doubled, as if they were taken in career mode. - Players may now alter starting karma and maximum karma-to-nuyen for characters in Create mode alongside altering maximum availability. - Fixed a bug where the character sheet viewer screen from printing multiple characters would not allow any open characters to be changed, and would produce a blank sheet if the language was changed. - Story Builder will now calculate the runner's age and birth year using the current year + 72 as the present year instead of it being fixed to 2075. - Altered behaviour of the Made Man and Prime Datahaven Membership qualities to unbind forcing the Loyalty to 1/3 from being a Group. - Added an option where Essence will not be rounded internally, only for display purposes. Technically, it will always be rounded to 28 decimal places if the option is enabled, as that is the maximum precision of the variable type used to store Essence and Essence costs. - Added options for formatting how many decimal places are always displayed for Nuyen and how many places can possibly displayed in total. Chummer5a will always keep track of costs to 28 decimal places' worth of precision regardless of these options. Fixes #2094. - Fixed issues regarding Enchantment spells not being properly added or re-added in certain cases. - Fixed a bug where PACKS kits containing spells would add them to the wrong categories and would completely ignore Rituals and Enchantments. - Added the ability to define custom karma costs for knowledge skill specializations different from active skill ones. Fixes #2113. - Added the ability to define a custom flat cost for initiations and submersions instead of it being always set to 10. - Fixed a bug where saving a character to a new file when the character's form would be closed due to Chummer wishing to restart itself would end up with Chummer not re-opening the character when it started back up. - Added an option where changes to a character's savefile that happen outside of Chummer (e.g. via syncing folders in Dropbox) would make Chummer automatically reload the character's information if the character has no pending changes to be saved. Normally the user would have to watch for changes themselves and if there are any, they would have to close the character and then re-open them to load in any changes. - Added a houserule where increasing the rating of a skill in a skill group when all the other skills have a higher rating compensates for the karma difference between increasing a skill group rating and increasing the rating of all skills in the skill group. - Any and all GitHub contributors of past, present, and future are now immortalized in a list on the About screen. - Moved Complex Form Context Menu Strip into the treenodes for each complex form to bring it back into line with the usual standard, removed it from the button. - Fixed a crash when moving characters between the "Favorites" and "Recent" lists in the character roster. - The "Favorites" list will now be shown in the character roster even when it is empty so that characters can immediately be moved to it. - Double clicking a character on the character roster (or opening a character file linked to a contact, pet, or spirit) who is already open will now switch to the character's tab instead of attempting to open a new tab of the character. Open characters are now marked with an asterisk. If there are more than 10 characters open, open characters will still show up in the "Recent" list. - Fixed a bug where testing a PDF inside the options menu would automatically save the currently selected options, which would cause them to be applied even if the user would choose not to apply changes to options in the prompt when they exited the options menu. - Contacts, Pets, and Spirits linked to character files will automatically load those files in the background and fill in and update appropriate fields based on values in their linked file. - Fixed a bug where pet metatypes/species labels in the Relationships tab were not translated properly. - Added a proof-of-concept helper combobox that has a variable-width dropdown and tooltip functionality to assist with long text, such as sheet names in the options. - Sheets printing free expenses is now something that can be toggled off in the options menu. Fixes #1800. - Fixed a bug where having the Adapsin version of a grade for a piece of 'ware would cause it to not load the proper amount of Matrix Condition Monitor boxes. - Fixed a bug where characters with Gammaware and/or the Adapsin versions of Betaware, Deltaware, and Gammaware would pass the character validity check for Career mode. - Unhardcoded the device rating values of 'ware grades. They can now be modified with custom data files. - Added the ability to perform a clean reinstall from within the updater. - Added the ability to have Martial Arts with karma costs different from the default of 7. - When warning about duplicate GUIDs in data files, Chummer5a will now display the names of the items to which those duplicate IDs belong. - In addition to checking for duplicate GUIDs, Chummer5a will now also check for ID fields that do not contain GUIDs, and if it finds any, it will warn users in a manner similar to the warning for duplicate GUIDs. - Fixed a bug where items that both consumed capacity and had capacity did not cause selection forms to enforce their maximum capacity remaining. Fixes #1806. - The Shadowrun 5 character sheet set will now print the various resistance dicepools that the character has. Fixes #1935. - Fixed the use of sensor upgrades to replace the current rating rather than adding to it. Data Changes: - Fixed behaviour of spellcasting foci to scale based on Force. - Fixed missing increased seating bonus for the Amenities (Squatter) vehicle modification. - Added entries for Chakram from the Run & Gun errata and the Horizon BoomerEye from the bottom of Boomerang's statblock in Run & Gun. - Added qualities for Explorer and Enchanter, and made minor fixes to Aware. Fixes #1705. - Fixed an incorrect skill requirement for the Apt Pupil quality. - Fixed an issue with the alternative Spider mentor increasing Karma costs for the Stealth skillgroup instead of applying a dicepool modifier. - Updated all mentor spirits whose free adept powers have a restricted selection (e.g. Firebringer, Wise Warrior, Seducer) so that those restrictions properly work. - Corrected the text of Seducer mentor spirit's adept bonus to match the one found in the core rulebook. - Corrected the page number references of Forbidden Arcana mentor spirits. - Spider (Alt) now properly gives 2 levels of Spirit Claw instead of 1. (Yes, Spirit Claw does not have levels, so Forbidden Arcana will need to be errata'd, but Chummer5 can handle this sort of thing regardless) - Changed the name of "Great Mother" mentor spirit from SASS to "Great Mother (SASS)" to differentiate it from an identically named mentor spirit from Forbidden Arcana. - Improved Ability can no longer be taken for skills that have a rating of 0, as 0 x1.5 is still 0. This extends to Mentor Spirits that would give free levels of Improved Ability. - Implemented content from Shadows in Focus: Metropole. Life Modules are untested because they're awful. - Reakt and Combat Sense now give dodge bonuses. - Barehanded Adept can now be taken by Mystic Adepts as well, and it will now properly provide free Touch-ranged spells that use Unarmed Combat in place of Spellcasting. - Fixed non-Awakened characters being eligible to take Mastery and Blood Crystal qualities from Forbidden Arcana. - When free spell points are available at chargen, and real spell costs (costs charged for the character) are not greater than unmodified spell costs (costs set in Options), all Mastery qualities from Forbidden Arcana will now deduct from spell points instead of from free karma at a rate of 1 point per [unmodified spell cost] karma, rounded down (so e.g. at 5 karma per spell, an 8 karma Mastery quality will cost 1 spell point and 3 karma instead of 8 karma). - All Blood Crystal qualities now properly reduce both condition monitors by 1 for each bonded crystal. Crystal Breath, Crystal Eye, Crystal Gut, Crystal Jaw, Crystal Limb, and Crystal Spine now properly reduce Essence, but in a way that does not affect the character's MAG rating. - Crystalline Reflexes now properly gives 2 extra defense dice against attacks. - Crystal Gut Stomach now properly reduces lifestyle costs by 10%. - Fixed Crystal Spine's initiative bonus stacking with other initiative bonuses. - Added appropriate power prerequisites to Elemental Strike, Elemental Body, and Toxic Strike. Users can now choose what toxic element Toxic Strike will take. - SURGE I and SURGE II now properly cost 10 and 15 karma respectively (from 30) - All Awakened qualities and the Technomancer quality cannot be bought separately during character generation when using Priority or Sum-to-Ten character generation methods. - Latent Dracomorphosis is now mutually exclusive with all Infected, Drake, and Changeling qualities, and will now refund its karma cost when removed in career mode. - Fixed a reference in improvements.xml to Initiative passes rather than initiative dice. - Consolidated the following quality entries so that they are now just one quality that can be taken multiple times: Focused Concentration, High Pain Tolerance, Magic Resistance, Will to Live, Gremlins, Perceptive, Spike Resistance, Tough as Nails, Dimmer Bulb, In Debt, Arcane Arrester, Shiva Arms, Social Appearance Anxiety, Infirm, Pilot Origins, Aged, Illness. When loading a save file for a character containing at least one of these existing qualities, they should get converted automatically to the new format. - Fixed a bug where the Indomitable quality could be taken more than three times across Physical, Mental, and Social limits. - Fixed a bug where Basic and Full levels of the Insomnia quality were not mutually exclusive. - Fixed a bug where Bilingual Black Market Connection, and all Phenotypic Variations could be taken in-game. - Fixed a bug where Loss of Confidence could be taken for skills with Ratings lower than 4, and a bug where Loss of Confidence would not disallow use of specializations for the selected skill. - Fixed a bug where Restricted Gear could be taken more than once at chargen. - Fixed a bug where Metagenetic Improvement, Impaired Attribute, Genetic Optimization, and Phenotypic Variation - Genetic Optimization could be taken more than once per attribute. - Fixed a bug where the Close Combat Mage quality did not allow you to select which bonus was taken. - Fixed a bug where Death Dealer could be taken more than once by Physical Adepts. - Fixed a bug where the Illusionist quality did not allow you to select the spell type to which it applied (Physical or Mana). - Fixed a bug where following the Sioux tradition did not reduce the requirements of the Skinwalker quality if you did not have the Manipulation specialization in Spellcasting. - Fixed a bug where Spirit Hunter I, Spirit Hunter II, and Spirit Hunter III could each be taken 3 times. - Fixed a bug where Black Market Pipeline could be taken after character generation. - Fixed a bug where the total of Tough as Nails Physical and Tough as Nails Stun levels could exceed 4. - Fixed incorrect page number references for Pilot Origins and Multiprocessing qualities. - Fixed incorrect range entry for the Control Emotions spell. - Silver-Tongued Devil now properly requires Commanding Voice instead of Authoritative Tone. - Added alternate range displays to all shotguns that use shotgun ranges, Standard Harpoon Gun, and Aquadyne Shark-XS Harpoon Gun. - Added separate range category for weapons that follow Flamethrower rules for Taser ranges. - Corrected the range entries for the following weapon entries: Urban Tribe Tomahawk, Shuriken, Chakram, Trafalgar Gun Cane, Knockoff Gun Cane, Parashield Dart Rifle, Flametosser, Mounted Crossbow, Underbarrel Shotgun. - Properly applied a bonus to the Master Archer power. - High Pain Tolerance quality is now mutually exclusive from Damage Compensator bioware and Pain Resistance Adept power (Pain Editor is not banned because its effects are not passive). - Damage Compensators now properly respond to condition monitors getting filled. Fixes #821. - Added optional powers that Infected can take as extra qualities. Fixes #1212. - Renamed the Colt Manhunter from Hard Targets to the Colt Manhunter A1, as per Missions FAQ. - Removed an obsolete weapon override file for the Ares Thunderstruck Gauss Rifle. - Added a set of custom rules that follows Shadowrun Missions 1.4 FAQ. - Fixed a bug where Sensitive System did not disallow the character from adding bioware. - Fixed an issue with the Taboo Transformer quality looking for an active skill version of Zoology for Mastery. - Added a few missing specializations to Active Skills that are present in the example characters and contacts in Run Faster. - Attack Dongles, Stealth Dongles, and Matrix attribute-modifying Electronic Modifications now all work the way they should and modify their parents' Matrix attributes when equipped. - Added entries for all the items that come with a Survival Kit and a Survival Knife. - Fixed Control Rig not coming with a built-in datajack or sim module. Fixed Datajack not coming with a meter of Universal Connector Cord. - Fixed all entries for commlinks, cyberdecks, and RCCs to properly represent the items they come with. Also fixed specialty cyberdecks so that they cannot rearrange their attributes. - Added an entry for the Hackpack Cyberdeck Form Factor. As per the core rulebook, it is free. - Fixed Sensors, Sensor Functions, Fake Licenses, all Audio Devices, all Video Devices, all Audio Enhancements, all Video Enhancements, all Armor Enhancements, Commlink/Cyberdeck Form Factors, and Altskin plugins from being able to accommodate incorrect plugins and/or from being added as an incorrect plugin. - Added a set of custom rules that makes Adapsin's essence multiplier apply as a generic multiplier after all others (the way it does in Hero Lab) instead of a multiplier to grade essence costs. - Removed the "All" category from vehicle mods because "Show All" is now always inserted at the beginning of the list of vehicle mod categories. - Smartskin properly provides armor based on its rating. Fixes #1949. - Fixed Ruthenium Polymer Cloak coming with capacity to add armor mods. - Fixed GTS Tower not coming with the Retrans Unit mentioned in its fluff description ("the Tower pulls double-duty as a retransmission drone"). - Cyber-Snob now properly disallows buying any 'ware below Alphaware grade. Regeneration critter power now properly disables access to all bioware, as well as all cyberware below Deltaware grade. - Added cybersuites from Chrome Flesh and Boston Lockdown, as well as the commlinks included in those cybersuites. - Added the missing Cybersuites from State of the Art - ADL. - Power Foci now properly also boost the dicepool of the Counterspelling skill. Fixes #1944. If you have any existing, bonded Power Foci in your savefiles, please remove and then re-add them for the change to take effect. - Altered Credsticks so that they now have capacity for Currency-category gear instead of a rating. There is a legacy shim that should convert credsticks on older characters to the new format. Fixes #130. - Added entries for Currency items from the core rulebook and Run Faster. - Fixed an incorrect page reference for the Proteus Lamprey. - Fixed Balance Receptor and Functional Tail (Prehensile) qualities not giving proper bonuses to Gymnastics. - Fixed Sharkskin not giving +1 Reach to unarmed combat. - Fixed the Neijia technique being unavailable if a runner only takes martial arts from State of the Art ADL and/or Way of Unified Mana. - Fixed Daredrenaline not properly giving Poor Self Control Thrill Seeker when taken. - Fixed Knowledge Infusion bioware not giving a free rating of a chosen knowledge skill that is rating 0. - Fixed Chemical Gland bioware and its Expanded Resevoir plugin so that its cost and availability properly change with that of the chemical it generates. Exhalation Spray, Spit, Weapon Resevoir, and Internal/Gradual Release are now properly mutually exclusive types of chemical glands rather than an addon to an existing chemical gland with an undefined release method. - Metaposeur, Phenotypic Variation - Metaposeur, Cosmetic Alteration, and Phenotypic Variation - Cosmetic Alteration now allow you to type in as what metatype you're posing and/or what cosmetic alterations have been made. - Fixed Claws enhancement not giving +1 Unarmed DV. - Fixed being able to take a different way alongside Artist's Way. - Fixed Beast's Way not giving +1 Animal Handling and Spiritual Way not giving +1 to all Conjuring tests. - Fixed being able to take Burnout's Way without being at less than 5 Essence. - Added Life Modules from the German Run Faster. - Added Life Modules from State of the Art ADL (at least half as the others aren't possible atm). - Made QoL tweaks to Fancy Blocks and the Shadowrun 5 character sheet set, such as allowing for the printing of multiple specializations per skill and adding information on natural recovery dicepools. - Fixed Auctioneer Business Clothes not coming with a Holster. - Fixed Thermal Damping's, Skin Toner's, Chameleon Toner's, and Liar's bonus tags. - Implemented latest official errata posting of the core rulebook from the Shadowrun official forums. - Fixed incorrect attribute value for the Metagenetic Improvement (Strength) quality. - Fixed bugs where various pieces of cyberware subsystems could be added to the incorrect type of cyberware parent (e.g. Improved Synthskin to obvious cyberlimbs). - Fixed a bug where Digigrade Legs would not increase the essence cost of cyberlegs for which it is taken. - Fixed a bug where Bulk Modification could be taken at a higher rating than is allowed for certain types of cyberlimbs. - Differentiated the cyberlegs on a Liminal Body, Centaur from each other. Digigrade Legs cannot be taken on the back pair because a horse's back legs are already digigrade (and the effect is already factored into the running speed boost of Liminal Body, Centaur). - Added the ability to pick which side a cyberfinger goes on (e.g. right hand or left hand) and added the ability to have custom cyberfinger types. - Water Jets now properly increases Swimming speed. - Added pair bonuses to Cyberfins and Snake Fingers. Digigrade Legs, Skimmers, and Skates now use pair bonuses instead of regular ones. - Fixed incorrect ammo capacity and type on the Nitama Sporter. Fixes #1982. - Fixed being able to take muscle- and/or leg-altering (read: cyberlegs) augmentations with Celerity. Celerity is now a metatype removable quality on metavariants in case they are forced to take leg-altering augmentations. - Primitive Leg augmentations now properly reduce walking and running speeds. - Digigrade Legs properly increases run multipliers by 1, while Skimmers and Skates now properly grant increases to walking and running speeds. - Fixed Liminal Body Centaur and Liminal Body Wheeled increasing all movement rates by 100% instead of just running speed. - Power Swimming now properly grants bonuses to swimming speeds, and a separate version of the power has been added for Elves and Trolls that grants the swim sprinting speed appropriate for them. - Fixed Celerity increasing all movement speeds by +50% instead of overwriting ground walking and running speeds and adding +1m/hit to ground sprinting speeds. - Fixed Satyr Legs replacing ground sprinting speeds with 2m/hit instead of adding +1m/hit. - Fixed Adiposis decreasing all movement speeds by 50% instead of overwriting ground walking, running, and sprinting speeds. - Fixed being able to select melee weapons for Speed Loader and Vindicator 200-round Belt, and fixed being unable to select a weapon for Weapon Focus (2050). - Character sheets will now properly display a character's Depth attribute if they have one. - If skill categories are displayed in a sheet belonging to the Shadowrun 5 sheet family, their names should now be localized. - The Fancy Blocks character sheet now uses localized strings wherever possible instead of hardcoded English ones. - Added Keen-eared to Hobgoblin according to the new print of Run Faster. - Altered the location of the main mugshot in the Shadowrun 5 character sheet collection and allowed it to be toggled to show on/off when printed. - Added the ability to automatically generate condition monitors of varying scales within character sheets. - Added missing weapons from the german 'Schattenhandbuch' and moved the existing ones to 'Schattenhandbuch 2'. - Grapple Hand and Raptor Foot weapon entries are now properly classified as Cyberweapons instead of Bio-Weapons. - Added appropriate limits all 'ware regarding the maximum number that someone can buy. - Added bioware entries for replacement tusks for orks. - Corrected page references to Cosmetic Bioware from Chrome Flesh. - Swapped out entries for Hand and Foot Webbing, Striking Callus, Claws, Retractable Claws, Tusk(s) Small, Tusk(s) Medium, and Tusk(s) Large for ones that rely on count to represent 'ware count instead of rating. The old entries are kept in for legacy purposes, and existing characters with these 'ware will need to swap them out manually. - Updated the restriction requirements for Smart Articulation and Flex Hand so they are properly mutually exclusive with appropriate 'ware. - Moved the data files in Custom Content to folders in the customdata folder, and updated them to the newer data file formats. - Added entries for Modular Gear. - Osmium Mace now only has one entry that properly scales its stats with the character's STR. - Fixed Osmosis not being allowed to be leveled to Rating 6. Fixes #1996. - Fixed Explorer and Aware not properly unlocking Assensing and Astral Combat. Fixes #1991. - Added Dodge Hurricane from german Rigger 5.0 and its variants. - Gecko Tips and Gliding System vehicle mods now only have one entry that automatically scale their stats appropriately depending on the vehicle's body range. - Fake and Standard Credsticks from 2050 now allow you to enter the name of the SIN that the credstick holds. - Fixed the requirements on Flesh Sculpter. Fixes #2014. - Added a set of new sheets based on the Shadowrun 5 Set that allow for the display of skill categories in addition to some other filtering option (e.g. Rating > 0, Sort by Rating, Sort by Name, etc.). Fixes #2021. - Fixed incorrect references to some French character sheet names. Fixes #2020. - Fixed being able to get Harmonious Defense and Harmonious Reflection without the Way of Unified Mana (Hapsum-Do) Martial Art. Fixed being able to get Harmonious Reflection without already having Harmonious Defense. - Fixed being able to get Way of Unified Mana (Hapsum-Do), Mana Choke, and Mana Strike without a MAG rating. - Fixed Grenade Launchers and Missile Launchers not having their ranges properly displayed. - Added a set of custom rules that follows the house rules for ShadowNET, courtesy of /u/Malibi. - Added the Coyote mentor spirit from Shadows in Focus: Sioux Nation: Counting Coup. Fixes #2046. - Fixed the cost and availability of the Ruhrmetal Wolf II to the correct values. - Added the previously missing Strike the Darkness technique to Way of Unified Mana (Hapsum-Do). - Added the alternate Norse tradition from Forbidden Arcana - Corrected the HK MP75 to use standard submachinegun concealability. - Lightning Reflexes properly gives +1 die on defense tests. - Jack of All Trades now properly gives its bonus up to Rating 5 and only applies its penalty beyond Rating 5. - Fixed incorrect weapon stats for the Marpingen Pro, Mannlicher Dirmingen SX BD and Pressure KS-X. - Fixed incorrect stats for the Ares Matilda drone. - Fixed XM30 Kits that were allowed to be taken separately from the main XM30 weapon. Buying an XM30 now adds all kits to the character's weapons list. Fixed XM30's Grenade Launcher kit so that it is not strictly an underbarrel weapon, but a weapon kit that can be treated like other weapon kits (i.e. it can be made into an underbarrel weapon or used as the primary configuration). - Fixed Xapiri Thepe metavariant having a CHA of 3/8 instead of 2/7. - Fixed Gnome metavariant having Arcana Arrester 1 instead of Arcane Arrester 2. - Fixed Hobgoblin having a BOD of 1/6 instead of 3/8 and a CHA of 2/7 instead of 1/5. Fixes #2100. - Fixed Centaurs having a Walk multiplier of x2 instead of x1. - Fixed the cost of Indoor Arboretum and Railway Pass. Fixes #2104. - Added content from The Seattle Gauntlet Enhanced Fiction novel. - Added missing entries for Magecuff and Magemask from Street Grimoire. - Added missing damage resistance bonus to the Bear mentor spirit. - Added missing social limit penalty to the Move-By-Wire System. - Fixed bonus for Superhuman Psychosis not applying to Exotic Melee Weapons. - Fixed incorrect concealability for the Altmayr SPX. - Added bonuses for the Death Dealer mentor. - Added an amend file to allow converting Heightened Concentration to have levels, per the German version of Shadow Spells. - Added the missing troop transport module for the Ruhrmetall Wolf II. Other modules require errata clarification. - Added a bonus for the Muzzle bioware to increase Accuracy for any weapon with 'fangs' in the name. - Fixed being able to get Way of Unified Mana (Hapsum-Do) without being an Adept or Mystic Adept. Fixed Way of Unified Mana (Hapsum-Do) costing 7 karma instead of 15. - Fixed an incorrect tag used in the options menu. - Fixed incorrect drain and duration values on the Comet spell. - Fixed Thundercloud Morgan's mod selection to properly include the Manual Operation mod. - Fixed missing requirements for the HK Urban Fighter and Onotri Arms Pressure KS-X custom silencers. New Strings: - Message_Improvement_EmptySelectionList - Message_Improvement_EmptySelectionListNamed - Message_Insufficient_Permissions_Warning - Message_Save_Error_Warning - Message_SelectGeneric_ChargenRestriction - MessageTitle_SelectGeneric_PriorityRestriction - Message_LowerQualityLevel - Message_LowerPositiveQualityLevelCareer - Message_ImprovementQuality - Message_ConfirmKarmaExpenseLowerLevel - Label_QualityLevel - String_DealerConnection_Drones - String_DealerConnection_Groundcraft - String_DealerConnection_Watercraft - String_DealerConnection_Aircraft - Message_MissingSourceBooks - Message_MissingSourceBooks_Title - Message_MissingCustomDataDirectories - Message_MissingCustomDataDirectories_Title - Message_Duplicate_CustomDataDirectoryName - Message_Duplicate_CustomDataDirectoryName_Title - Label_CustomDataDirectories - Button_AddCustomDirectory - Button_RenameCustomDataDirectory - Button_RemoveCustomDirectory - Button_IncreaseCustomDirectoryLoadOrder - Button_DecreaseCustomDirectoryLoadOrder - String_ShowAll - Checkbox_ShowOnlyAffordItems - Checkbox_Options_AllowPointBuySpecializationsOnKarmaSkills - Checkbox_DiceRoller_BubbleDie - String_BubbleDie - MessageTitle_ImprovementLoadError - Message_ImprovementLoadError - MessageTitle_KarmaValue - Message_KarmaValue - Menu_KarmaValue - String_Total - String_FreeSpells - String_FreeCFs - Message_File_Cannot_Be_Accessed - Label_FilterByKarma - Label_CreateImprovementExactly - String_Immune - Label_DiceRoller_Sum - Button_Download - Button_Redownload - Button_Install_Restart - Label_Updater_Status - String_Up_To_Date - String_Nightly_Changelog_Warning - String_Stable - String_Nightly - String_Update_Available - Button_ChangeMountedLocation - Label_Contact_PersonalLife - Label_Contact_PreferredPayment - Label_Contact_HobbiesVice - String_Checking_For_Update - Checkbox_Options_SearchInCategoryOnly - Message_Update_CloseForms - Menu_RenameExtraText - Checkbox_Contact_Group - Checkbox_Contact_Free - Checkbox_Contact_Blackmail - Checkbox_Contact_Family - Checkbox_Options_ExceedPositiveQualitiesCostDoubled - Checkbox_Option_DontRoundEssenceInternally - Label_Options_NuyenDecimalsMinimum - Label_Options_NuyenDecimalsMaximum - Label_Options_NewKnoSpecialization - Label_Options_NewRatingPlus - Checkbox_Options_LiveUpdateCleanCharacterFiles - Checkbox_Options_CompensateSkillGroupKarmaDifference - Button_ContactsExpansionToggle - String_Loading_Characters - String_Generating_Sheet - Menu_Delete - Menu_Sort - Menu_ToggleFavourite - Checkbox_Options_PrintFreeExpenses - Button_Clean_Reinstall - MessageTitle_Updater_CleanReinstallPrompt - Message_Updater_CleanReinstallPrompt - Message_NonGuidIdWarning - Node_UnequippedModularCyberware Changed Strings: - Message_PositiveQualityLimit - Label_LifestyleNuyen_ResultOf - Label_Options_NewSpecialization - Message_DuplicateGuidWarning Removed Strings: - Label_MugshotDimensions - Label_Contact_Group - Label_Contact_Free - Label_Options_NewRatingTen Build 195 Application Changes: - Fixed an issue with Mentor's Mask causing a crash when selecting spells with Force F. - Fixed translation for weapon availability in the Select Weapon table. - Fixed optional values for Foci not being saved properly. - Fixes an issue in which editing basic lifestyles wouldn't reselect previous qualities. - Fixes an issue in which changing Priority selection causes a double-up of attribute costs. Existing characters with this issue should reopen the Change Priority Selection menu again. - Reducing a skill's learned rating to 0 in create mode will now remove any specialisations that had been added. - Fixed a crash caused by other applications querying Chummer's windows, such as narration tools. Data Changes: - Fixed modification slots for the Hyundai Shin-Hyung and GMC Bulldog. - Fixed an underbarrel mount for the Steyr Aug-CSL III that caused a stack overflow. - Removed AffectBase modifiers from the Daredrenaline bioware and Improved Physical Attribute power, which caused increased karma costs. Existing characters with these items should remove and re-add the item in order to regenerate the relevant Improvement. - Critter Body Armor now properly grants armor equal to the Rating. - Added German-exclusives vehicles from Aspahltkreiger (german Rigger 5.0). New Strings: - Label_Options_SpellShapingFocus - Label_Options_RitualSpellcastingFocus - Label_Options_QiFocus - Label_Options_FlexibleSignatureFocus - Label_Options_DisenchantingFocus - Label_Options_AlchemicalFocus Build 194 Application Changes: - Implemented the Prototype Transhuman quality in a manner that's closer to RAW. Existing characters in career mode will need to be ported manually. Please contact me via chummer5isalive@gmail.com for assistance with this. - Fixed behaviour of the Group condition to properly report when one or more groups qualifies for a forbidden/required restriction. - Fixed behaviour of the condition monitors to properly be checked and unchecked. - Fixed behaviour of basic lifestyles to properly manage base-only multipliers. - Converted UpdateCharacterInfo to be triggered by Application.Idle. This should reduce some latency caused by loading components of the interface, at the cost of a slightly deferred update of character details. In practice this should not be noticable under standard operating conditions. - Fixed unused translation strings in the Armour, Weapon and Priority selection windows. - Fixed an issue when selecting the Aware priority type that prevented it from properly receiving the correct skill bonus. - HMHVV Strain II and III characters can now properly improve their Magic rating and should suffer the appropriate Magic penalty if taken in career mode. - Implemented an ImprovementType to support replacing your base movement speed entirely, used for the Satyr Legs quality. - Converted the save formats for decimal and integer values to not use the local culture. This should prevent issues with decimals not saving in a safe manner for non-English users. - Updated the Build Summary tab to properly show the spell limits in create mode. Fixes #1662 - Implemented the Free Spell bonus type for Dedicated Spellslinger. - Fixed behaviour of the Draconic Tradition when printing it to not cause a crash. - Fixed behaviour of the Select Mentor Spirit window to not rely on names. Fixes an issue with the duplicate Oak mentors. - Cleaned up some minor issues with the Select Vehicle Mod window. - Added a SourceID to Vehicles. - Fixed display of attribute Value to not include metatype minimum multiple times - Implemented the Mentor's Mask from Forbidden Arcana, accessed through the Select Mentor Spirit window. Existing characters should remove and re-add the quality to choose this property. - Added missing dice and multipliers for basic lifestyles. Existing characters should open any current lifestyles in order to refresh the values. - Implemented the AddSpell improvement type for the Alchemical Armorer quality. - Fixed an issue with cyberware decreasing to Rating 0 in create mode. - Fixed a legacy issue in which an attribute's Base value also included the Metatype Minimum value. - Changed the way Cyber-/Bioware Requirements are implemented. - Implemented a selectcyberware improvement for use by the Soft Nanohive cyberware. - Fixed behaviour of contact control to properly manage Family and Blackmail settings between Save/Load. - Fixed support for AIs adding cyberware to vehicles. - Added the ability to add the Underbarrel weapons from Hard Targets to other weapons via the Add Underbarrel Weapon menu option. - Fixed an issue with vehicle fire modes not being enabled when using languages other than English. - Fixed a crash when attempting to add mods to a vehicle in carer mode. - Hid the option to create spells, as it's not supported in 5e. - Fixed ordering behaviour that prevented qualities that don't contribute to your limit from being taken if the quality's karma would go over the quality limit. - Fixed an issue in which French language clients would crash while loading their magic tradition. - Improved create method for qualities to properly use the ContributeToLimit field. - Fixed an issue with loading characters that would cause all equipment to become unequipped. - Removed Omae character sheets if Omae is not enabled in the Options menu. - Fixed a version check issue that caused non-release builds to think characters were created in 0.0. - Fixed behaviour of the house rule to have Essence Loss only reduce your Maximum attribute value. - Removed the character property OverrideSpecialAttributeEssenceLoss as it's redundant in 5E. - Fixed behaviour of update method to not mangle filenames with non-English accent characters. - Fixed cost discount for Dedicated Spellslinger when using the Aspected Magician quality. - Fixed cost calculation of Dedicated Spellslinger to apply to all spells. - Dedicates Spellslinger now properly provides free spells based on your Spellcasting skill. - Fixed implementations of FreeSpellsATT and FreeSpellsSkill improvements to not require updating the improvements manually. - Adept powers created before the powers refresh will now properly add the relevant bonus node for the adept way discount. - Adept powers now store the source id for use in searching and such. - Fixed rounding behaviour when using cyberlimbs to use Ceiling instead of Floor. - Implemented support for knowledge skills in the selectskill improvement. Supports the Death Mentor Spirit. - Crash reporter now creates a text file on the desktop, making recovery of submitted Crash-IDs easy. - Exposed original English names and categories to the Print Methods for Qualities, Spirits, Spells, Metamagics, Arts, Enhancements, Complex Forms, Martial Arts, Limit Modifiers and Critter Powers. - Added missing adept way discount for the Traceless Walk and Improves Reflexes powers. - Fixed an incorrect skill linked to the Racing Bike PACK that caused a crash. - Character sheets are now loaded by a manifest file (sheets.xml) stored in the data directory. This file follows the same restrictions and usage as other data files, so use custom_sheets.xml for custom content. - This allows for ensuring the use of characters that can't be reliably read by Chummer's updater process, and provides some room in the future for credits, instructions for use, etc. - Fixed a crash when selecting spells with a positive Drain value and pre-existing modifiers from improvements. - Fixed a crash when selecting the Implant Medic cyberware. - Fixed removing Metatype qualities to work properly in create mode. - Fixed display of Extra value for Critter Powers that don't have a bonus or Rating. Data Changes: - Fixed qualities.xml node layout to properly reflect XSD structure. Fixed issues with qualities that would not show up due to a lack of category. - Refactored XSDs to use a common conditions.xsd file in order to prevent incorrect data entry. - Fixed a typo in the Giger Spit spell. - Fixed incorrect requirements for spells that require Initiate Arts. - Fixed missing quality requirements/restrictions for the Apprentice quality. - The Athlete's Way can now properly allow discounting the Skate power. - Added missing bonuses for the Raven (Alt) Mentor Spirit. - Fixed the drain attributes for the Red Magic tradition. - Fixed the movement modification of the Satyr quality. - Fixed a typo in the Spells template for character sheets that made Rituals show up as an Unknown category. - Fixed issues with the Holy Text and Death mentor spirits that prevented them from being added. - Added Content from 'State of the Art ADL' and its german translation (excluding critters and life modules). - Removed a redundant selecttext improvement for the Hard Nanohive cyberware. - Cyberwares with Capacity can now install the Hard Nanohive in the Nanocybernetics category. - Fixed the Attribute Boost power to be selectable up to four times. - Fixed one of the requirements for the Imbue Item spell that caused a crash. - Added Translations for the Improved Reflexes Power after the Power Update. - Added Underbarrel Weapons from Hard Targets as weapons. Set the Underbarrel Weapon accessories to Hidden. - Hard Nanohives can now add Hard Nanoware as a gear item to themselves. - Removed the Latent Source property from qualities, as it's redundant in 5E. - Qualities now add notoriety, per SR5 368. - Implemented the Death Mentor Spirit. - Updated incorrect modifications for the Dodge General Trailer - Added missing special equipment mod entries to vehicles from R5. - Fixed behaviour of the Satyr Legs quality and Flight critter power to properly provide movement speed increases. - Removed Uneducated from the Naga metasapient. Sorry sneks, not sure how that crept in there. - Adepts with the Adept Spell power can now take the Focused Concentration quality. - Implemented content from The Complete Trog. NB: Black Forest Native doesn't provide the skill bonus, Community Connection doesn't provide the housing cost discount, and Nasty Trog/Trog Leader don't have conditionals for their skill bonus so always apply. - Added missing bonuses for the special tires from Rigger 5.0. - Fixed cost formula for Handling Enhancement. New Strings: - String_Metatype - String_Metavariant - String_MartialArt - String_SpellCategory - String_Tradition - String_DamageResistance - String_Quality - Label_SummaryRituals - Label_SummaryPreparations Build 193 Application Changes: - Tweaked the KnowledgeSkill control to provide autocomplete in the skill textbox. - Fixed the AttributeLevel improvement to work properly for improvements that provide a choice. Fixes the Drifter and Celebrity Life Modules. - Fixed behaviour of the Select Vehicle Mod window to prevent a crash caused by invalid Ratings. - Fixed TotalCost of cyberware to properly account for gear that is connected to a child of other cyberware. - Fixed behaviour of the houserule to treat metatype minimums as 1 for Karma costs. - Fixed an issue that prevented knowledge skills from selecting their proper default attribute. - Fixed the behaviour of spirits for mystic adepts to not have their force based on power points. - Added code to prevent attempting to load or save a character with invalid XML. - AddWeapon and AddVehicle bonuses can now use the GUID of the weapon they're adding instead of relying on the name. - Cleaned up the Cyberware selection window to process Availability properly. - Fixed behaviour of selecting vehicle weapons to not leave weapon-related buttons and labels active when a weapon is not selected. - Fixed behaviour of removing cyberware that consumes Capacity from parent cyberware in career mode (Prevents Essence Hole creation) - Added a warning when using the Enforce Capacity option while selecting Cyberware. - Fixed interaction with the additional Essence discount numericupdown and discounts from things like Biocompatibility. - Fixed behaviour of weapon Damage to properly show damage values for weapons like flashbang grenades. - Added code to remove the need for different versions of the Armor mod for Drones based on Availability. - If a character has the Ambidextrous improvement from cyberware or qualities, their handedness/dominant hand will not be shown as such on the Character Info tab. - Fixed a Bug where Chummer would show 0 Availability on every weapon without F or R Availability. - Fixed a crash caused by deleting root-level nodes on the Character Roster window. - Refactored RequirementsMet code to be more consitent in approach and behave in a similar manner to AddImprovementCollection. Some weird behaviour may crop up from this, but initial testing seems okay. - Fixed an issue with naming armour objects in career mode. - Fixed behaviour of the main Chummer window to not launch on disconnected monitors. - Altered the formula for Essence calculations to effectively provide -0.1 per reductive source. Seems to be correct per Word of Freelancer, but I'm not particularly happy with it. - Minor quality of life tweaks to cyberware selection form when changing grades. - Fixed a potential crash from attempting to add plugins to Custom Items. - Added support for filtering gear based on the requirement to have a specific item. - Fixed behaviour of the Watch folder in the Character Roster to load properly if Watched characters are in the Recent or Sticky list. - Improved support for Drone Arms and Legs to allow installing cyberware modifications that consume Capacity. - Fixed an issue with the house rule to have Metatype Minimums count as 1 for the purposes of Karma cost. - Fixed incorrect cost discount of the Submersion Task for Technomancers (20% instead of 10%). - Properly removed ineligible Submersion discounts in create mode for Technomancers. - Fixed an issue with Vehicle Mod category selection that prevented items from being updated. - Added a source Label for Magic Traditions. - Implemented that tag in data files can prevent doubling quality cost in Career Mode. Data Changes: - Fixed a naming issue with the 2050 Cyberspur weapons that caused a crash. - Updated de_data.xml with changes by Noraser. - Removed the Armor Restricted (Drone) and Armor Forbidden (Drone) vehicle modifications from vehicles.xml as they're now redundant. Existing drones with the modifications will be unaffected. - Fixed incorrect prerequisite arts for the Efficient Ritual and Greater Ritual metamagics. - Fixed an incorrect bonus applied to the Loup-Garou quality that prevented it from being added. - Enabled the Smart Firing Platform weapon accessory to add Autosofts to its gear list. - Added content from Forbidden Arcana. - Added missing Mentor Spirit from Book of the Lost. - Fixed the specialisation bonus of the LeMat 2072. - Restored Adapsin to being a set of separate Grades in order to support getting it at a later point and/or removing it while preserving the previous rating. - Polychromatic Lenses can now only be added to Contacts. - Adept Ways no longer cost double in Career Mode. New Strings: - Message_FailedLoad - MessageTitle_FailedLoad - Message_FailedSave - MessageTitle_FailedSave - Message_OverCapacityLimit - MessageTitle_OverCapacityLimit - String_Ambidextrous Changed Strings: - Label_SelectCyberware_ESSDiscount Build 192 Application Changes: - Fixed an issue loading characters with lifestyle qualities that have been renamed. - Added functionality for Working for the People/Man to automatically exchange Karma for Nuyen. - Fixed the career mode weapons list stretching outside the visible area. - Fixed behaviour of the Enable Special Attribute improvement in the Improvement creation form to work properly. - Fixed an issue tyhat prevented lifestyle qualities like Extra Secure from working. Fixes #1506 - Fixed behaviour of the Free checkbox when selecting armour and gear in create mode. - Fixed an issue with calculation of attributes when using the optional rule to treat Metatype Attribute Values as 1. - Added a house rule to spend Karma on Attributes before Priority Points. - Fixed the rounding behaviour of the MaxArmor property to prevent crashing for drones with 0 BOD/Armor. - Fixed an issue with the Stun Condition Monitor that caused it not to update properly. - Fixed behaviour of custom improvements to refresh Skill Pools on toggle. - Fixed an issue with the house-rule for cyberleg movement causing the movement rate to show as 0 if the character has no cyberlegs. - Fixed an interaction between the Enhanced Accuracy power and multiple instances of the Exotic weapon skills. - Fixed an incorrect doubling of costs for modifications attached to Vintage weapons. - Redesigned the Select Armor and Select Weapon forms to make the item browser more visible. - Fixed behaviour of the ArmorRating attribute to properly account for High-Fashion Armor Clothing. - Applied a filter to the JSON Export to properly save files as JSON. - Added a warning message when loading an XML file if duplicate IDs exist. - Fixed a stack overflow when selecting vehicle mods. - When creating a new knowledge skill, the Type combobox will attempt to populate automatically. - Renamed the AdeptLinguistics Improvement to NativeLanguageLimit. Data Changes: - Fixed incorrect reach for the Frying Pan and Chair improvised weapons. Fixes #1483. - Fixed incorrect bonuses for the Dracoform qualities that prevented them from being added. - Fixed incorrect costing for the Workshop vehicle modfication. - Restored missing Physical Active group to the Improved Ability power. - Fixed incorrect requirement filtering for the Nosferatu quality. - Fixed an incorrect Category for the Dracoform Mastery power that prevented it from being shown. - Fixed missing specialisations for several throwing weapons. - Removed duplicate GUIDs for a lot of items. This should not have any noticeable effect if you already have the item, but if you notice odd behaviour please remove and re-add the object: - Lifestyle Qualities - Cramped Workshop/Facility - Bioware - Severe Biosculpting Modification - Books - Data Trails (Dissonant Echoes) - Shadowrun 2050 (5th Edition)< - Critter Powers - Vestigial Wings - Underwater Adaptation - Magical Flight - Cyberware - Remote Cyberhand - Gear - TNT - Detonator, Blasting Cap - Smartsoft - AR Nails - Ultrasound (Sensor Function) - Nova Scorpion Venom - Cyberdeck Form Factor, Non-Standard - Grenade: Shock (2050) - Powers - Commanding Voice - Qualities - Infected: Dzoo-Noo-Qua - Pilot Origins (Rating 1) - Easily Exploitable - Real World Naiveté - One of Them - Impassive - Faceless - Chaser - Dealer Connection - Grease Monkey - Speed Demon - Stunt Driver - Accident Prone - Motion Sickness - Too Much Data - Skills - Alchemy - Drones - Fashion Design - Mathematics - Tir Military Vehicles - Foster System - Lone Star Procedures - Vehicles - Ares Garuda - Clockwork Greyhound - Chrysler-Nissan Jackrabbit (2050) - Handling Downgrade (Drone) - Speed Downngrade (Drone) - Acceleration Downgrade (Drone) - Body Downgrade (Drone) - Sensor Downgrade (Drone) - Weapons - Stun Dongle - Bite (Naga) - Junkyard Jaw - Claws (Bio-Weapon) - Retractable Claws (Bio-Weapon) - Electrical Discharge - Fangs (Bio-Weapon) - Horns (Bio-Weapon) - Large Stinger - Medium Stinger - Horns (Bio-Weapon) - Large Tusk(s) - Raptor Foot - Grapple Fist - Uzi III (2050) - Corrected insect spirit naming conventions to resolve a crash when selecting the Insect Shaman tradition - Fixed the weapon mount categories for the Heavy Weapon Mount - Added content from Book of the Lost (2 Mentor Spirits, 1 Commlink) - Renamed the Cyclopean metavariant to Cyclops. Existing character should rename themselves properly. - Removed ReplaceAttribute bonuses for the various dracoforms that caused an override of Magic attributes. - Removed ReplaceAttribute bonuses for the various dracoforms that caused an override of Magic attributes. Fixes #1516 - Updated the State University/Medicine life module to remove the Biotechnology skill and increase the Biotech skill group, per errata. - Updated the Street Magic/Street Mage life module to move 1 point in Conjuring into Sorcery. - Renamed the Cyclopean Metavariant to the Cyclops. - Updated the Movement speed for the Naga metatype. - Increased the Lifestyle Cost for the Centaur metatype. - Altered the selecttext for the Bandersnatch quality's dietary requirement to Metathuman Flesh. - Increase the karma cost of the Gnawer quality to 35 and added the Animal Control (Vermin) power. - Fixed an incorrect bonus type for the monotip arrowhead that prevented it from being added. New Strings: - String_CannotFindLifestyleQuality - Checkbox_Spirit_Fettered - String_ExpenseFetteredSpirit - Checkbox_Options_ReverseAttributePriorityOrder - Title_ListView - Title_Browse - Checkbox_Option_HideItemsOverAvailLimit - Added the NativeLanguageLimit improvement bonus to the Linguistics Power and Bilingual Quality. New Strings: - String_PowerFilterAll - Power_SortAction - String_PowerFilterRatingAboveZero - String_PowerFilterRatingZero Build 191 Application Changes: - Fixed an issue with Restricted Gear not correctly applying to weapons with attachments. - Fixed an issue with the Sensor (Drone) vehicle modification that caused a crash. - Removed the controls for creating Stacked Foci, as their rules aren't currently in SR5. - Refactored some Lifestyle calculations and properties to not read from XML; created a shim to save these values into the lifestyle and assosicated qualities during the load process for old characters. - Removed the ability to add Roommates to a lifestyle that's allocated as a Trust Fund lifestyle. This will not affect existing characters. - Added reminder text to the LP and Cost labels for Lifestyle qualities to indicate whether a quality is Free from something or other (Usually just the Free checkbox) - Per errata for Run Faster, the following changes have been made: - The default value for maximum Nuyen -> Karma conversion in Point Buy is now 235. Existing characters in create mode will need to use the Change Build Method menu option in the Special menu. - Point Buy and Life Modules now benefit from free Knowledge Points and Contact Points. Due to this, the optional rules enabling these options have been removed. - Fixed an issue with moving Changelings into career mode. - Brought all projects to the same, .NET 4.5.2 target sku. - Fixed an issue where changing selections in Priority or Sum-to-Ten mode would unnecessarily reset the selected values for talents and skills within talents. - Made a mass attempt to remove unconditional try-catch blocks because they make debugging a pain and are slower if they can be replaced by a simple conditional. - Updated the program's icon with 128x128 and 256x256 versions. - Introduced extra helper functions for options retrieval from registry values and for fast fetching of certain variable types from XML nodes. - Added a house rule where priority points for spells on Mystic Adepts can also be used to gain power points. - Added an option to allow live updating of custom data from the customdata directory. Enabling this option allows the program to load custom data from the customdata directory in a way identical that actually does not reset cached copies, but it increases load times significantly. - Fixed a bug where cancelling the option saving confirmation message would still save options. - Made performance improvements, thanks primarily to static code analysis, mainly to the load speed of characters and the skills tab (load times reduced by ca. 10-20% depending on the screen/tab). - Fixed a crash related to loading characters with no mugshots. - Fixed the bug where flipping through mugshots in career mode would change the default mugshot. - Updated the Updated control with code tweaks and separate buttons for downloading the latest version and installing it (the latter restarts the program). - Unified controls for the Most Recently Used characters lists and optimized some of the code behind maintaining them. - Fixed Chummer5 updater not actually updating properly for many systems. - Unified Attribute handling for characters into a dictionary. - Increased use of static functions for increased portability and performance. - Removed attributes and controls that were holdovers from SR4e (e.g. Response, Signal, Initiative as a separate attribute, etc.). - Fixed multiple minor possible crashes if data was entered in an incorrect format. - Removed some 4e references to Mystic Adepts having to split their magic between being an Adept and a Magician. Fixed some weird behaviour with Spirit Force maximums related to this. - Fixed some issues related to localized number formats. - Added a basic Autosave feature to save backup files to the saves\autosave folder. By default this will save every five minutes, if the character is 'dirty', ie has had non-saved changes made. - Removed redundant code that caused duplication of costs for Advanced Lifestyle qualities. - Essence costs are now properly displayed in all forms using both the computer's localisation and rounded to the decimal points set in the options menu. - Fixed an issue that prevented the creation of metavariant critters. - Suppressed a crash when attempting to load characters marked as UTF-16 Encoded. - Fixed problems related to the calculation of lifestyle quality costs for advanced lifestyles. - Added the ability for life module 'versions' to be filtered based on their source. Specifically, this hides the Trade School Shop version of Community College in Rigger 5 if you don't have the book enabled. - Fixed a logic issue with the skillgrouplevel improvement that prevented the value from defaulting to 1. - Added the ability for critters to receive skill groups when created. - Altered the Availability Check method when moving to Career mode to show the item that Restricted Gear was used on, if any. - Fixed the behaviour of FixedValues on the SelectCyberware form to work with career mode markups. - Fixed the basic lifestyle form to properly populate the names. - Fixed possible crashes caused by critters, metavariants, or metatypes not properly having all attributes defined. - Fixed cases where Essence loss would affect Depth rating in Career mode. - Fixed possible crash caused by changing to a metatype without a Depth rating. - Lifestyle Qualities now cache their source tooltip - Basic quality of life improvements in the Advanced Lifestyle window, such as indications for built-in qualities, displaying if a quality's cost is discounted by the lifestyle type, and disabled the delete button for free qualities. - Fixed behaviour of the critter creator to properly handle knowledge skills. Fixes #1432. - Added method (selectquality) to provide Prototype Transhuman with the required qualities. - Renamed the print strings matrixinit, matrixinitdice and matrixinitvalues to matrixarinit, matrixarinitdice and matrixarinitvalue, respectively. - Added the PrimaryArm character attribute to the - Altered the houserule 'Knucks Use Unarmed Combat Bonuses' to apply to any weapon that uses the Unarmed Combat skill. The houserule has been renamed and will be disabled by default. Please note that this currently effects ALL weapons that are in that category; exclusion for weapons like Shock Gloves will come in a later patch. - Fixed behaviour of Lifestyle Names to properly show the name of the lifestyle type and the given lifestyle name. - UI Improvement: Control-clicking on a TreeNode will cause the node to expand or collapse all the treenodes below it. - Added a ConditionMonitor property to vehicle mods, used for Drone Arm ConditionMonitor improvements. Vehicles with existing drone arms will need to have the arms removed and replaced. - Fixed a bug causing qualities that discount knowledge point costs to also apply the discount to levels obtained with karma. Added a new house rule that re-enables this behavior. - Selecting a skill specialization with no points spent in the skill automatically checks the "buy specialization with karma" box. - Fixed an issue with the cost calculation for knowledge skills in career mode with Jack of All Trades. - Refactored the Tradition drain logic to be consolidated into a single method, shared between technomancers and magicians in career and create. - Added technomancer drain attribute calculation. Data Changes: - Removed incorrect (per RAW) Distinctive Style qualities for the Dwarf metavariants. - Applied missing lifestyle cost increases for the Dwarf metavariants. - Fixed a crash when selecting the Pirate Captain and Urban Brawler Life Modules. - Fixed the Capacity of the Directional Microphone Sensor Function to be based on Rating. - Fixed the Addon Category of the Bug Promotional Pen to be Sensors, instead of Sensor Functions. - Corrected the allowed subsystems for the Chemical Gland bioware. - Per errata for Run Faster, the following changes have been made: - The Infected: Banshee quality's CHA minimum has been set to 3, instead of 1. - Nartaki and Wakyambi have had their EDG values updated to match their metatype. 2/7 and 1/6, respectively. - The Private Investigator/Detective Life Module has In Debt V instead of Sinner (National). Note that you will need to remove the Life Module and re-add it for this to take effect for existing characters. - Added SINner (National) to the Tour of Duty (NAN) and Tour of Duty (Tir Tairngire) Life Modules. Note that you will need to remove the Life Module and re-add it for this to take effect for existing characters. - Removed Cost and Availability from the Pistol and Rifle Butt Improved Weapons. - Fixed the Ares Briefcase Shield not properly adding an entry in the weapons list. - Fixed various arrow types from Run and Gun not properly applying their weapon stat modifications. - Fixed in incorrect ESS cost for the Stirrup Interface cyberware. - Remote Cyberhand cyberware now adds a Remote Cyberhand drone, similar to the Ocular Drone. - Fixed incorrect useskill settings for several exotic weapons. - Fixed cost discount syntax for the Wendigo and Mutaqua qualities. - Added a missing metagenic flag for the Greasy Skin quality. - Removed Undeducated quality from Centaurs, per undocumented Run Faster changes. - Fixed incorrect pricing for the Lion's Roar cologne. - Added missing Road Strips from Rigger 5.0. - Added a choice between BioCompatibility (Cyberware) and BioCompatibility (Bioware) to the Test Subject life module. - Added Spell Resistance improvement type to qualities and powers that required it. Characters with the Spell Resistance power, Magic Resistance or Arcane Arrester qualities should use the Reapply Improvements menu option to gain these bonuses. - Localised all references to d6 in tooltips and such. - Removed extra category information from the name of drones from the SAG book. - Fixed missing limbs for the Mitsuhama Monson. New Strings: - Checkbox_Option_PrioritySpellsAsAdeptPowers - Checkbox_Options_Live_CustomData - Label_SelectAdvancedLifestyle_UnusedLP - String_LifestyleFreeNuyen - Message_SelectQuality_RequireESSBelow - Message_SelectQuality_RequireESSAbove - Message_SelectQuality_RequireESSGradeBelow - Message_SelectQuality_RequireESSGradeAbove - Tip_OptionsUnarmedSkillImprovements - Checkbox_Options_UnarmedSkillImprovements - Checkbox_Option_EducationQualitiesApplyOnChargenKarma Changed Strings: - Message_NoExtraKarma Changes Sheets: - Removed a sort for Expanses that caused incorrect sorting behaviour in 'Shadowrun 5' sheets. - Added/replaced translated character sheets, created by Lochabar. Build 190 Application Changes: - Fixed an issue with the Spirit Control that prevented all spirits from being available. - Fixed an issue with Vehicle Mod pricing for drones with 0 BOD being charged as though their body was 2, rather than 0.5. - Fixed missing Karma summaries for skills in Create Mode. - Fixed an issue with Custom magical traditions. - Fixed an issue with creating an Ally Spirit. Fixes #1308. - Added logic to suppress some warnings about missing books for objects that don't have a Source entry. - Suppressed an error when rendering the skills display. - Fixed the configuration of the discountcost quality node to properly work for negative qualities and allow selecting Adept Powers for discounts. - Fixed an issue with searching for qualities using both the text and numerical filters. - Fixed a calculation issue with Armour Encumbrance that prevented Custom Fit (Stack) items from counting properly. - Added support for critter powers to cost karma. - Renaming an item will now prepopulate the current name. - Added proper quantity listings for child items attached to gear, such as ammo in a duffel bag. - Fixed an issue with checking character quality limits in Karmagen. - Altered the LanguageManager GetString method to return the key string in case of failure. Should assist with troubleshooting language faults without causing hard crashes. - Added a dropdown on the Character Info tab to set your character's left/right-handedness. - Added the ability for characters to have multiple mugshots. - Fixed an issue where integrated cyberware/bioware subsystems and the field to determine what subsystems can be added used the same set of XML tags. This also re-allows cyberware and bioware to come with integrated subsystems. - Added the ability for cyberware/bioware to derive attributes from its children. - Added the ability for cyberlimbs to count as more than one slot (e.g. liminal body counts as two slots for Legs). - Corrected handling of Redliner for Liminal Body, especially Liminal Body Centaur. - Fixed an issue where the cost of cyberware/bioware grandchildren subsystems had their costs ignored. - Added code to prevent a crash if the PDF application/web browser has not been specified. - Fixed an issue with Depth not updating properly when changing to and/or from a Depth-enabled metatype. - Fixed the metatype cost label in the sidebar not updating properly when loading characters with non-karma build methods and creating characters in life module build methods. - Fixed an issue with some Depth-linked improvements not being handled properly. - Improvements now have a "target" member string. - Optimized the improvement removal code for size, readability, and portability. - Fixed the improvement for swapping the attributes of a skill. The results of such an improvement show up in the skill's dice tooltip. - Added an improvement for the swapping of attributes of a skill for a particular specialization. The results of such an improvement show up in the skill's dice tooltip. - Corrected the Condition Monitors of vehicles to use modified values for Body and Device Rating instead of only base values. - Corrected the Speed and Handling of vehicles to use modified values for Body instead of only base values. - Corrected the Device Rating of vehicles to be generated from Pilot rating instead of a base value of 3. - Optimized away some leftovers from SR4a that were taking up CPU time and lines. - Performed minor speed optimizations related to rounding of integer division results. - Fixed a crash when creating a piece of cyberware at a rating above its maximum or below its minimum. - Fixed some validation issues when moving a character to career mode if they own items that have built-in accessories or mods that exceed the availability limit. - Fixed the behaviour of the Knowledge Skill custom Improvement type to properly load existing knowledge skills. - Changed the VehicleMod class to properly have a Parent Vehicle for modding purposes. In practical terms, this prevents an issue with Drone Attribute modifications not having their minimum rating set to Attribute +1. - Fixed the behaviour of the SelectSkill improvement to allow filtering based on multiple categories. Properly filters the behaviour of the Improved Ability power to not show Magical Active skills. - Added a proof-of-concept Print-to-PDF functionality into the Print window. TODO: Progress bar for saving, configurable options for margins and such. - Fixed an error that caused missing custom books to not show their code if the book was not found. - Increased functionality for the Export Window; there is now a window shown that contains the exported text. You can copy this text directly into wherever you need to export it, rather than saving the file and exporting. - Suppressed a crash if a character is printed that has an Exotic weapon but does not have the relevant skill for that weapon. Data Changes: - Added missing SpellCategory improvements for the various Spellcasting foci. - Altered the Sense Link critter/spirit power to properly refer to SR5 instead of Street Magic. - Added missing Depth minimums for all critters. - Corrected missing Capacity for the Sensor Collar from Howling Shadows. - Corrected machine pistols and submachineguns to not have Under mounts. - Added a missing detonator cap gear item. - Added missing restrictions for the Vampire and Sukuyan infected qualities. - Re-added the Headware category to all cyberlimbs, per RAW. - Removed the Radar Sensor gear item, as there's no RAW that Radar is a valid Sensor Function in 5th Edition. - Corrected issues with the sourcebooks of the Keratin Control and Living Focus powers. - Allowed Partial Cyberskull to receive the same cyberware subsystems as a full cyberskull. - Liminal Body Centaur now comes with four full cyberlegs. - Fixed the Dual-Natured critter power to provide access to Assensing. - Fixed incorrect cost discount for the Astral Hazing quality. - Vintage quality now properly doubles accessory cost and is mutually exclusive with electronic accessories. - Peak-Discharge Battery Packs no longer appear in the list of available accessories for weapons that cannot use them. - Added an item for an Optical Imaging Scope, just like how there is one for Optical Binoculars in the gear section. - Improved Range Finder now properly requires a Smartgun accessory. - Corrected Ammo Drone to come standard with a rating 2 Maneuvering Autosoft. - Added a vehicle mod for the illegal Reloading Drone autosoft for reloading forbidden weapons that costs 250. - Added an entry for a Smart Wig with an integrated Trode Net that costs 100 extra. - Added an improvement for the Intimidation limit bonus for Voice Warper. - Master Debater and Empathic Listener now have their effects represented in skill dice pool tooltips. - Cybereyes and cyberears now come standard with Image Link and Sound Link respectively. - Validated critters.xml against XSD style template, fixed an issue that caused sprites to not load. - Fixed the ability for cyberlimbs to install Cosmetic Cyberware. - Fixed missing Capacity values for LED Tattoos. - Fixed an incorrect book and page reference for the Great Mother mentor spirit. - Fixed page references for the AI metatype and variants. - Added an additional Export method for the JSON format; this is intended to support integration with the Roll20 character sheet created by Darkxryo on Reddit's /r/Shadowrun. For further details, please see this link: https://www.reddit.com/r/Shadowrun/comments/5ok5qe/roll20_charactersheet_chummer_import - Added support for using HTML in tooltips. Currently only supported on labels, so not accessible by most user content yet. Custom Content Additions: - Added the Radar Sensor gear item into an optional file called custom_radarsensorfunction_gear.xml, as there's no RAW that Radar is a valid Sensor Function in 5th Edition. Copy into the Data folder to use this. - Added an override file for preventing cyberlimbs from having Headware, called override_cyberlimbheadware_cyberware.xml. Copy into the Data folder to use this. Sheet Changes: - Added proper quantity listings for child items attached to gear in the basic Shadowrun character sheets. - Added a section to the basic Shadowrun and Fancy Blocks character sheets for additional mugshots. New Strings: - String_SkillFilterNoSkillGroup - String_SkillFilterBrokenSkillGroup - String_ExpensePurchaseCritterPower - Label_Handedness - Label_MugshotDimensions - Label_InitiativeDice Changed Strings: - Label_OtherIP Build 189 Application Changes: - Fixed an issue caused by missing Depth values for certain metatypes. - Fixed an issue with default specialisations not translating properly. - Fixed an issue that caused drones using the modification rules from Rigger 5 to lose their Armour Rating. - Fixed an issue with priority selection that prevented magically active characters from selecting Arcana as a bonus. - Fixed an issue with printing skills not correctly showing translated strings. - Added a metatype filter for selecting cyberware that will prevent Pixies from taking Customised Strength on their cyberlimbs, as it breaks everything awfully. - Fixed an issue with Spell Defense Tooltips. - Fixed behaviour of the Change Priority Selection menu to properly preserve metavariant settings. - Made minor performance improvements to the Select Gear screen. - Added a dedicated class, screen tab, character sheet boxes, option menu entries, a bunch of extra helper functions, and supplements to existing methods to handle AI programs and advanced programs. - Corrected the karma cost for increasing Depth rating to 10 + (new rating x 5) from (new rating x5). - Fixed an oversight where reducing essence would also lower Depth. - Added the ability for Talents priorities to forbid or require a specific talent entry by selected metatype, metatype category, and/or metavariant. - Added the ability to create AIs with priority generation. - Corrected a bug where critter Matrix entities would not have their physical attribute maximums forced to 0. - Matrix entities can now only add Essence Hole and Essence Antihole cyberware, and cannot add any other type of 'ware. - Added the ability for any metatype or critter to use the quality restrictions system that is used for AIs. - The Priority selection screen will now display the selected metatype qualities if no metavarient is selected. - The MainController class now inherits the CharacterShared class. - Added the ability for an improvement to remove the cyberware tab through the disabletab bonus (currently unused). - Added the ability for an improvement to add an AI program. - Added the ability for an improvement to add either a Common Program or a Hacking Program as an AI program. - Added the ability for a metatype to receive only half points from attribute priority. - Added the enableattribute, replaceattribute, enabletab, cyberseeker, blockskillgroupdefaulting, attributelevel, skilllevel, knowsoft and specificpower to the Custom Improvement Manager. - Fixed an issue in which vehicles and weapons in creation mode wouldn't properly be marked as free. if selected to do so. - Removed a segment of code from the attribute load method that caused MAG burnouts to load their base value from karma for some reason. - Added a reminder to the knowledge skills section that custom skills and specializations can always be written in. - Implemented Drone Attribute Downgrades. - Fixed an issue in which skill group points would not populate properly on load for life modules. - Added display logic to show how many slots a given vehicle mod will consume. - Fixed a bug where Handling Downgrade would increase OffroadHandling instead of decrasing. - Fixed a Bug where Off-Road Suspension wouldn't increase OffroadHandling. - Added missing qualities allowed for A.I.s. - Restricted Quality search for A.I. characters to qualities allowed for A.I.s. - Added automatic typo correction for the Corrupter quality. - Fixed a bug, where Chummer would crash when adding an AI program with a different category selected. - Fixed a bug, where Karma costs for Ai programs weren't saved. - Gave all advanced AI programs unique UUIDs instead of all sharing one with the browse common program. - Added a new operation to XML node filtering, "exists", which simply checks whether a specific node exists. - Using Swap Quality in Career Mode now allows the use of the Don't Double Purchase/Refund optional rules for qualities. - Basic lifestyle qualities are now filtered based on selected books. - Added filter and sort options for knowledge skills. - Added some logic to prevent crashes if the Character Roster watch folder is deleted. - Added drag-drop functionality to the character roster to enable more easily marking a character as a favourite. - Fixed an issue with life modules not properly adding qualities. - Fixed vehicle mod cost modifiers not being taken into account in Create mode. - Slighlty increased performance and portability for code related to vehicle mod costs. - Added a new lifestyle quality enum for Contracts and added handling code of lifestyle qualities of this enum. - Fixed a bug where non-Contract lifestyle qualities with a flat cost (e.g. Special Work Area) would not have their costs affected by cost multipliers (note: Extra Secure is the only multiplier that does not affect asset costs, as it is explicitly stated so in Run Faster). - Fixed issues related to Trust Fund covering the incorrect amount of lifestyle costs in certain scenarios involving multipliers. - Fixed an issue that prevented the last knowledgskill in the Skills tab from being rendered. - Added an optional rule to allow martial arts to automatically grant a free specialisation. - Implemented maximum Attributes for drones. - Added optional rule for using the maximum drone attribute rule for Pilot. - Variable costs are now properly supported on Armor Mods, Weapons, and Weapon Accessories. - Added the ability for a lifestyle quality to only modify the base cost of the lifestyle, i.e. the cost without extra entertainment assets, instead of the extra asset costs factored in. - Fixed a bug, where Chummer would crash when trying to add a Lifestyle quality to an advanced lifestyle on an A.I. character. - Added the ability to add contacts via improvements that are not read-only at character generation. - Gear can now have a cost based on the total cost of its children. - Modified the Commlink class so that it always executes the methods of its parent Gear class in its overriden methods wherever applicable (greatly improves code portability, as any changes to Gear's methods will be used by Commlink's methods). - Fixed a crash caused by searching for a weapon to attach to a vehicle weapon mount. - Corrected A.I. quality restrictions. Data Changes: - Added several cosmetic standard upgrades to vehicles from Rigger 5.0. - Fixed default specialisations for the Small Unit Tactics skills. - Fixed the ability for Pixies to receive the Assensing skill without requiring a quality like Magician. - Corrected the name of the Decryption and Crash hacking programs from Decrypt and Crash'. - Separated Autosofts into the different types detailed in the core rulebook and Rigger 5.0 instead of having them all covered under one entry. - Corrected the identification of complex forms for some character sheets. - Reconfigured programs.xml to be used for AI programs and advanced programs instead of SR4 complex forms. - Fixed Exceptional Entity; its "no limit on X attribute" is implemented by increasing the maximum value of that attribute by 100 (hacky, but it works). - Corrected Persnickety Renter to have a text field where the home device type for the quality can be specified. - Added AI quality restrictions to the protosapient critter entries. - Added entries for the AI programs and advanced programs that protosapient critters come with by default. - Removed the duplicate entry for the Chatty quality. - Updated Inherent Program quality so that it allows the player to choose a program from a list rather than type one in. - Updated Fragmentation quality so that it allows the player to specify the negative psychological quality that it exhibits. - Fixed an issue with the Santeria and Obeah traditions from Hard Targets. - Altered the naming convention for traditions.xml to explicitly refer to the spirit type instead of using array enumeration to figure out what they're supposed to be. - Added added MCT Roto-Drone with new stats from german Rigger 5.0 (Aspahltkrieger). - Added Expanded Ammunition Bay Weapon Mount addons. - Removed duplicate entries for the Corporation: Ares Macrotechnology and Shadow Community knowledge skills. - Added entries for the following languages based on Run Faster: Yiddish, Athabaskan, Anishinaabe, Iroquoian, Eskimo-Aleut, Uto-Aztecan, Zuni, Salish, Tlingit, and Tsimshianic. - Corrected all Corporate knowledge skills to Academic, as per Run Faster. - Corrected Military knowledge skill to Professional, as per core rulebook and Run Faster. - Added entries for the following knowledge skills from Run Faster: Farming, Foster System, Critters, Strategy, DIY, Mechanics, Fashion Design (the Professional version of Fashion), Crook Hangouts, Administration, Magical Law, Drones (removed the spec from Vehicles), Law Enforcement Procedures (separate from Security Procedures), Lone Star Procedures, Codes, Black Markets, National Threats, Government Procedures, Security Procedures, Smuggler Safehouses, Smuggler Routes, Blade Design, Gun Trivia, Magical Theory (Street), Magical Security, Megacorp Law (Street), Charity Shelters, Alchemy (Professional), Telesma, Foreign Military, NAN Military, Peacekeepers, Military Vehicles, Tir Military Vehicles, Matrix Threats, Psychology, Sociology, Philosophy, Journalism. - Fixed incorrect references to the Pilot Anthroform skill. - Fixed missing skill bonuses for the High School life module. - Fixed weapon mods with useskill-reliant filtering not working for weapons without a useskill tag, but whose weapon category would be covered by the skill specified in useskill. - Fixed most Improvised Weapons using the Exotic Melee Weapon skill instead of the Clubs or Blades skills (Blades for weapons that can only be used by stabbing), and also fixed the Hammer/Sledgehammer and Pool Cue improvised weapons not being eligible for the Hammers and Staves specializations respectively within Clubs. - Implemented the Latent Dracomorphosis quality from Howling Shadows. This is achieved by using the Swap Quality function in Career Mode. - Added an underbarrel grenade launcher to weapons.xml, and to the Matilda drone. - Added contact types, knowledge skill specializations, and critters from Hard Targets. - Added entries for Fab Sensor, Fab Sensor Upkeep, Infected: Sukuyan, Corps Cadavre ritual, Zombie ritual, Máquina Conversion vehicle mod, Dynamic Tension Bow, and Collapsible Traditional Bow accessory from Hard Targets. - Added a weapon entry for Stimtouch Hosiery similar to how Grapple Gun adds a weapon entry. - Added extra filtering conditions to all Advanced Safety System accessories, Shock Pad, Concealed Quick-Draw Holster, Trigger Removal, and Smartgun System (both Internal and External) so that they do show up in even fewer invalid cases. - Added selection text fields to the following qualities: My Country Right or Wrong, Scorched, Social Stress, Disgraced, Sensei, Big Regret, Day Job, Driven, Emotional Attachment, Flashbacks, and Signature. Also added a contact selection field for Sensei. - Added content from Cutting Aces. - Altered the behaviour of martial arts to only grant a free specialization if an optional rule is enabled. - Added missing Active Skill specializations based on SR4a20th and rules for specializing for specific actions. - Added knowledge skills and knowledge skill specializations based on Market Panic and Chrome Flesh. - Fixed Accessories for the new Cutting Aces Weapons. New Strings: - Tip_RemainingModCapacity - Message_DroneIllegalDowngrade - String_ExpenseLearnProgram - Message_DeleteAIProgram - Checkbox_SelectAIProgram_LimitList - MessageTitle_SelectAIProgram_AdvancedProgramRequirement - Message_SelectAIProgram_AdvancedProgramRequirement - Title_SelectAIProgram - Node_SelectedAIPrograms - String_Requires - Button_AddProgram - Label_AIProgramsAdvancedPrograms - Tab_AdvancedPrograms - Label_Options_NewAIAdvancedProgram - Label_Options_NewAIProgram - Label_SummaryAIAdvancedPrograms - Label_SummaryAINormalPrograms - String_KnowledgeSkillFilterAll - String_KnowledgeSkillFilterRatingAboveZero - String_KnowledgeSkillFilterTotalRatingAboveZero - String_KnowledgeSkillFilterRatingZero - Treenode_Roster_FavouriteCharacters - Treenode_Roster_RecentCharacters - Treenode_Roster_WatchFolder - Checkbox_Option_FreeMartialArtSpecialization - Checkbox_Options_Dronemods_Pilot Build 188 Application Changes: - Fixed an issue that prevented Gear items from showing their Capacity usage while attached to Armor items. - Fixed the implementation of the Incompetent quality to prevent defaulting in the selected skillgroup. - Added the node, used for the above. - Altered the calculation of movement speeds to exclude cyberlimb stats, with the exception of Swimming and/or the Houserule to have your cyberlegs serve as the total agility for the test. tl;dr cyberarms don't make you fast anymore. - Added an Ambidextrous Improvement to manage whether to show a cyberlimb's dicepool as offhand or not. - Fixed an issue with the use of Restricted Gear that caused it to incorrectly flag child items as the parent. - Fixed an issue with the update mechanism that would prevent the Chummer executable from restarting properly until the application is closed. - Fixed a crash caused by cancelling out of text selection bonus nodes such as when creating a Fake SIN. - Fixed an issue that caused Essence loss in priority creation mode to revert MAG/RES metatype minimums to 1. - Fixed a crash caused by adding a a new knowledge skill after adding the PUSHeD bioware. - Fixed a crash when loading the character roster caused by unreadable character files. - Added the ability for qualities to qualify for discounts based on the presence of other qualities. - Added the ability for weapon accessories to occupy multiple slots simultaneously. - Fixed a crash when browsing Negative qualities for an Advanced Lifestyle caused by the way Thrifty quality was set up. - Recategorized SkillSoft Networks into a new Lifestyle quality category called "Contracts", which can now be taken by Basic Lifestyles too. - Renamed the "DocWagon Contracts" Gear category to "Contracts/Upkeep", which now houses every type of advance payment for contracts, 'ware upkeep, and the like. - Added the ability for cyberware to add vehicles the same way it can add weapons (e.g. for Ocular Drone). - Added the ability for vehicles, vehicle mods, and gear to be hidden from their browsing menus, just like cyberweapons are in the weapons menu. - Weapon accessories can now come with gear pre-included. - Fixed a crash issue when restarting Chummer through updates or the Restart menu option. Fixes #1223. - Fixed an issue with deleting Armour items that add Weapons. Fixes #1222. - Removed the automatic creation of Gear Locations for Cyberware and Weapon commlinks, as it's now redundant. - Removed Running Wild requirement for creating Critters, so it should now be possible to create a Critter through the menu or by clicking the Link Character Sheet button on the appropriate control. At present, only Spirits should be available for use. Sprites and other critters will be enabled in a later patch. Fixes #1225 - Fixed the implementation of the Stock Remova/Shortbarrel mods. Current technical limitations prevent the penalty to accuracy if both mods are installed from working, so another modification that rolls both mods in together has been added. - Added the ability to forbid/require weapon accessories based on the presence of other accessories. - Altered the behaviour of the Weapon Focus to avoid some silly behaviour like letting your fists be a weapon focus. - Added the ability for weapons with built-in accessories to attach extra gear to said built-in accessories. - Corrected the issue where weapons would receive +4 concealability for each underbarrel weapon. - Fixed the issue where changing metatypes under priority or sum-to-ten generation would save the incorrect amount of points spent on an attribute if it also had karma spent on it. - Fixed the issue where the magic dropdown menu and the metatype selection list would not update properly when the priority selection screen was initialised. - Fixed the issue where Edge was not properly re-adjusted when changing metatypes during character creation. - Fixed a crash issue where changing metatypes or the magic priority mid-creation would not take essence loss into account when setting new values for magic or resonance. Fixes #1229. - Fixed the filtering behaviour of cyberware subsystems to properly filter down to those subsystems. This shouldn't impact existing cyberware in any noticeable way, but this will allow adding subsystems to bioware. - Weapon accessories now only need to contain "Expanded Clip" in their name for the application to recognize the accessory as an expanded clip. - Added a prototypical, custom, XML node filtering system that checks raw XML. Currently, this is only used for weapon accessories and vehicle/drone mods to hide ineligible ones from the selection menu, but it should be flexible enough to support anything. - Added the ability to distinguish between primary and offroad speed and acceleration, in addition to primary and offroad handling. - Added the ability for vehicle mods to alter seat count. - Added the ability for vehicle mods that alter speed, handling, and/or acceleration to properly subtract values and also to support percentage modifications instead of just flat ones. - Added a label for seats to the vehicle selection screen. - Vehicle mods can now be configured to be mutually exclusive with other vehicle mods. - Vehicles now properly show their total Seats, rather than their base Seats. - New Improvement Type: UnarmedReach. Used for granting bonuses to the Unarmed Attack weapon. - Fixed the bug where Matrix entities would have SR4 stats in career mode. - Depth is now properly handled in ways similar to Resonance and Magic. While this currently only affects critters, it should be a precursor to AI chargen. - Fixed a bug where setting the metatype maximum of an attribute to a value lower than the current value would lower the current value, even if the current value was not higher than the total maximum. - Removed SR4 labels from Matrix entities in Create mode. - Added the ability for priorities to add to Depth. - Added the AddSkillSpecialisation bonus type, which allows for adding a free specialisation to a skill. - Changes to the condition monitor now immediately refresh skill dicepools. - The cost label for qualities in create mode now shows as Current/Maximum (Total) to assist with calculating quality values. -The total value is mostly going to be seen for Changelings and Point-Buy characters, as it shows qualities that don't contribute to your limit. - Fixed rendering of armour values for accessories and such that have a positive/negative modifier. Data Changes: - Added a missing Foregrip for the Ares SIGMA-3. - Changed the P93 Praetor to a standard Stock. - Fixed the Aspected Magician to properly grant their Magic attribute. - Fixed an issue with the Safety Third lifestyle quality that caused a crash. - Fixed missing/incorrect Mods for various pieces of Armour. Specifically the Ares Victory set, Vashon Island Synergist and Sleeping Tiger. - Added the Ambidextrous bonus node to the Ambidextrous quality. - Fixed a missing weapon category for the Huge Weapon Mount. - Fixed a missing damage reduction from the Sawed Off shotgun mod. - Reduced the cost for YNT Softweave to the cost of the Armour rather than double. - Removed redundant copies of the Mutaqua, Wendigo, Nosferatu, Blind, and Astral Hazing qualities. - Removed redundant copies of the Infection power from Wendigo and Vampires. - Corrected the Fichetti Security 600 to a Folding Stock. - Renamed the old Gecko Grip item to "Gecko Grip (for Weapon without Stock Slot)" and added a new Gecko Grip entry for weapons with a Stock slot that takes up the Stock slot. - Corrected the reference to the Vintage quality to GH3 page 3 instead of 53. - Corrected Ammo Skip weapon modification to require an Underbarrel slot. - Corrected Chameleon Coating weapon modification to require a Side slot. - Corrected Electronic Firing weapon modification to require a Barrel slot. - Corrected Mounted Crossbow and Underbarrel Laser weapon modifications to take up two weapon modification slots (Top & Underbarrel and Side & Underbarrel respectively). - Changed tasers have a concealability of -4. RAW justification includes indirect references to smaller size by Hidden Gun Arm Slide size restrictions, the Reach stat of Defiance EX-Shocker's contacts, and the essence/capacity cost of implanted cybertasers. - Added a pair of drone arms and drone legs to the Ares Duelyst. - Added a pair of drone arms to the Transys Office Maid (fluff text makes reference to arms but not to legs). - Added a pair of drone arms and drone legs to the Modified Renraku Manservant-3 and recategorized it to Anthropomorphic, as per the original being a similar model to the Criado Juan. - Added a pair of drone arms, a pair of drone legs, and the Snake Fingers cyberware to the Caduceus CAD and recategorized it to Anthropomorphic. - Added a pair of synthetic drone arms and a pair of synthetic drone legs to the Mitsuhama Akiyama. - Added a pair of drone arms, a pair of drone legs, and all three R1 close combat tutorsofts to the Sparring Drone. - Added the following missing categories to the vehicle weapon mounts found in the core rulebook: Blades, Clubs, Exotic Melee Weapons, Crossbows, and Sporting Rifles to Standard Mounts, and Blades, Clubs, Exotic Melee Weapons, Crossbows, and Exotic Ranged Weapons for Heavy Mounts. - Removed the Sniper Rifle category from the Standard Weapon Mount found in the core rulebook (it is bigger than an Assault Rifle). - Gecko Tips vehicle modification will no longer show up for vehicles with a higher body than 6. - Removed the Melee, Machine Pistols, and Submachine Guns categories from the Rigger 5.0 Standard and Heavy Vehicle Weapon Mounts, but added a note to add them back once errata has been released. - Corrected Winch (Enhanced) to require 2 body slot mods instead of 1. - Added two new items for drone weapon mounts: blow-away panels and pop-out mods. Pop-out mod rating serves as the modified MP of the weapon mount in question. - Added entries for the Daihatsu-Caterpillar Horseman ModPods. - Added missing Holster to Sleeping Tiger. - Added entries to the Contracts lifestyle quality category for monthly payment of DocWagon contracts. - Added entries to the Contracts lifestyle quality category and the Contracts/Upkeep gear category for Datahost Subscription (e.g. Library of Alexandria), Shopsoft Network Subscription (e.g. Shoppazulu), and Mapping System Subscription (e.g. Ares' Getting Network) as found in Chrome Flesh. - Added entries to the Contracts/Upkeep gear category for pre-paid Skillsoft Network subscriptions. - Added the "Shadow Spirits" pre-written specialization to the Magical Threats knowledge skill. - Added the "Mathematics" academic knowledge skill and populated it with a few specializations, as per Math SPU in Chrome Flesh. - Corrected Math SPU to properly give +4 dice pool to the Mathematics knowledge skill and +1 mental limit for scientific and technical knowledge skills. - Corrected Limbic Neural Amplifier nanoware to properly give +1 dice pool bonus to all Intuition-linked skills. - Corrected Neocortical Neural Amplifier nanoware to properly give +1 dice pool bonus to all Logic-linked skills and to give +Rating bonus to mental limit when using those skills instead of +1. - Added the Immunization genemod from Chrome Flesh. - Added the Phenotypic Variations positive qualities as per the optional rule in Chrome Flesh (can be ignored just like Omegaware/Gammaware). - Added entries for commlink and cyberdeck form factor modifications from Data Trails. - Stun Dongle commlink accessory now gives a free "Stun Dongle" weapon entry in the weapons tab. - Added entries for commlink apps from Data Trails. Since their prices aren't specified, they have customizable pricing from 0 to 50, 50 being the cost of the most expensive entertainment software listed in Run Faster. - Corrected the bug where Camera, Micro could not be added to armor. - Added an entry for Microphone, Omni-Directional, Micro. - Added entries for 1-month Symbiotes Upkeep and 6-month Hard Nanohive Upkeep to the Contracts/Upkeep gear category. - Added an entry for the Shiawase Arms Simoom to Specialty Armor (it adds a corresponding entry in the weapons tab). - Corrected the bug where Riot Shield and Ballistic Shield would charge players twice (once for the armor, once for the weapon entry that was added with the armor). Riot Shield and Ballistic Shield can no longer be directly added from the weapons tab. - Hid all weapons entries for cyberweapons and gear items so that they cannot be mistakenly added for free (the player needs to buy the item through its main tab). - Added missing Stock and Side weapon accessory slots to all tasers, light pistols, and heavy pistols, as per HeroLab, as well as a few SMGs and a sniper rifle that was missing these slots. - Added missing Top and Underbarrel weapon accessory slots to the Ares Armatus. - Added built-in Vision Magnification and Camera, Micro to the Imaging Scope weapon accessory. - Feedback Clothing can now be added to armor as an armor mod with a capacity cost of 3, as per Herolab. - Defiance EX-Shocker now gives a free "Defiance EX-Shocker Contacts" weapon entry for its melee contacts. - Ocular Drone cyberware now gives a free "Ocular Drone" vehicle entry in the vehicle tab. - Altered the Smartgun weapon accessories so that they now come pre-included with a Laser Range Finder and a Camera, Micro that takes vision enhancements, instead of the accessory allowing for the addition of vision enhancements. - Added a text field to Program Carrier so that its cyberprogram can be specified. - Added missing explosives from Run and Gun. - Added missing skill unlocks for the Mutaqua, Wendigo and Nosferatu. NOTE: This introduces a bug where characters that are already magically active will receive a duplicate skill control. A Nosferatu Magician will have a second Banishing skill, for example. This is a known limitation of the current skill system and will be resolved in a later patch. - Added missing Carrier qualities from Run Faster. - Reorganised the critters.xml file to support creating Spirits in Chummer. - Fixed an issue with the Defiance EX-Shocker that caused a crash. - Fixed an issue that allowed the troll's natural arumour to stack with things that replace their skin. - Added commlink gear to the built-in weapon commlinks of the Ogre Hammer SWS Assault Cannon and the Terracotta Arms AM-47 - Added missing Imaging Scope addons for the Imaging Scopes that are built into the Ogre Hammer SWS Assault Cannon, the Krupp Arms Kriegfaust, the Ultimax Rain Forest Carbine, the Terracotta Arms AM-47, the Marlin X71, and the Springfield M1A. - Added a category for Chemical Gland bioware modifications. - Added the Chemical Gland Modifications subsystem to the Chemical Gland bioware. - Tweaked the behaviour of the Sensitive Skin bioware to be more descriptive. - Fixed the Thickened Digestive Tract Lining bioware to properly reduce lifestyle costs. - Fixed the magical unlock behaviour of the mutaqua, wendigo and nosferatu. - Fixed the ability for metsapients and shapeshifters to take the Technomancer quality incorrectly. - Fixed the Otaku to Technomancer quality not having a Technomancer prerequisite. - Fixed the mount location for the Easy Breakdown weapon mods. - Corrected Explosive Magazine not lowering ammo count by 2. - Added an entry for the Rating 2-only Expanded Clip for Machine Pistols that are considered to have an R1 Expanded Clip by default. - Added custom filters to the following accessories to make sure they only show up for weapons that are eligible: Ares Light Fire 70 Silencer, Ares Light Fire 75 Silencer, Airburst Link, Concealable Holster, Hidden Gun Arm Slide, Quick-Draw Holster, Silencer, Sound Suppressor, Spare Clip, Speed Loader, PSK-3 Collapsible Heavy Pistol Silencer, Collapsed Frame, Ares Executioner Extra Case, Vindicator 200-Round Belt, Bayonet, Foregrip, Gecko Grip, most Underbarrel Weapon accessories, Ammo Skip, Explosive Magazine, Extended Clip, Chameleon Coating, Overclocked, Sawed Off/Shortbarrel, and Stock Removal. - Made the Ceramic/Plasteel Components modification mutually exclusive with the Chameleon Coating modifications and both Smartgun accessories. - Made the Advanced Safety System accessories mutually exclusive with one another. - Made the Safe Target System addons require the Safe Target System, Base accessory. - Made the Sawed Off/Shortbarrel and Stock Removal accessory entry mutually exclusive with both the Sawed Off/Shortbarrel accessory and the Stock Removal accessory. - Added the Coriolis complex form from Chrome Flesh. - Added vehicle entries for the Cocotaxi and the Camellos from Hard Targets and the Ares Garuda and the Evo Aquavida 2 from Rigger 5.0. - Added stats for secondary acceleration and speed (i.e. offroad acceleration and speed for ground vehicles, alternate locomotion for all others) where they were missing, e.g. from the Evo Falcon-EX, the Corsair Trident, and the Evo Krokodil. - Corrected the seats for all vehicles that have separate front/back sections so that Chummer always displays the total seat count, not just the seat count for the larger section. - Corrected the availability of most vehicles from Stolen Souls (to 4) and the Ares Roadmaster (to 8). - Added custom filters to relevant vehicle/drone mods to stop them from showing up in the list of vehicle/drone mods unless specific conditions are fulfilled (e.g. drone mods only appear when modifying drones, Horseman modpods only appear when modifying a Horseman, etc.). - Added a variety of knowledge skills, courtesy of Lochabar. - Added a bonus node to the Kick Attack martial art technique that grants additional Reach to the Unarmed Attack weapon. - Added and/or updated all critter powers to SR5, complete with proper references. - Added the Flight skill as described by the core rulebook. It will only show up for characters with a non-zero Fly speed. - Added and/or updated the following critter types from SR5: mundane critters from both CRB and HS, paracritters from both CRB and HS, technocritters from HS, insect spirits from SG, sprites from CRB, protosapients from HS, infected critters from HS, toxic spirits from SG, shadow spirits from SG, shedim from SG, and blood spirits from SG. Currently, the following entries are missing: toxic critters from HS, otherworldly beings from HS, and the Manananggal and Engkanto from SG. - Added all missing Critter Gear from HS. - Added Specialized Biodrone Cyberware from HS. - Certain Martial Arts will now automatically add a free skill specialisation, per Run and Gun page 135. Characters that already have these martial arts will need to remove and re-add the martial art for it to take effect. - Fixed CHA bonuses for the Ugly and Doesn't Care quality. Sheet Changes: - Fixed an issue with the Fancy Blocks character sheet not preserving linebreaks properly. Build 187 Application Changes: - Fixed an issue that prevented characters in karmagen from unlocking special attributes by taking the relevant qualities. - Renamed the addattribute improvement to enableattribute. - Fixed an issue that prevented the Enable/Disable Sourcebook button from actually changing the settings. - Fixed an issue with the display of calculated Limit modifiers. Fixes #1175. - Removed the ability to mark an item as Hacked. - Made some minor tweaks to the calculation of whether a quality contributes to the limit during chargen. - Fixed an issue that prevented initiation in create mode from allowing MAG or RES to exceed the Metatype Maximum. - Added code to preserve the window position of the main form on exit. Looking for feedback on if this is a useful feature that should carry through to the rest of the application's forms. - Fixed a missing binding for PDF offsets in the Options menu. - Fixed an issue with custom knowledge skills that could cause a crash when not using English strings. - Fixed an issue where Priority Aspected Magicians didn't get their unlocked skill group. - Fixed an issue that prevented the Blackmail and Family options from forcing a cost refresh for contacts in Create mode. - Fixed the addweapon node for Armour to actually add the weapon to the character. - Added support for to lifestyle qualities. Data Changes: - Removed most existing addattribute elements to be enableattribute instead. Affects the Pixie, Centaur, Sasquatch, Naga and Drake qualities. - Fixed an issue that prevented metavariants with a karma cost from properly charging the Karma cost. - Fixed an issue that caused a crash when searching for certain strings in the weapon selection form. - Hid a bunch of weapons that shouldn't normally be visible. - Added a missing Sensor Function to the gear category. Fixes #1176. - Added Blood Magic metamagics from Street Grimoire. - Added an Under mod slot for the Shiawase Incinerator flamethrower. - Removed the mod slots from the Shiawase Blazer. - Fixed the implementation of Mutaqua, Wendigo and Nosferatu to not require adding a Mystic Adept quality. - Updated the Thrifty negative lifestyle quality to properly require the Traveler lifestyle. Sheet Changes: - Character sheets now default to displaying the Alias of a character as a header in preference to their Name attribute when printing. Build 186: Application Changes: - Fixed missing values for Metahuman adjustment on several vehicles. - Properly applied localisation to the character roster form. - Fixed the karma costs for new knowledge skills in career mode to not improperly charge twice. - Added a missing Seats label for vehicles. - Set the Astral Initiative label to be invisible if the character is not Awakened. - Altered the SelectWeapon improvement to allow excluding a specific weapon type. Prevents spare clips from trying to select melee weapons. - Fixed the Expense Log entry for Knowledge Skill increases to properly indicate it's a Knowledge Skill entry. Removed an accidental double-charge for creating skills. - Slightly refactored weapon selection to use GUIDs instead of names. - Altered the underbarrel weapon node to allow multiple child items. - Added the ability to hide weapons from being visible in the selection window. - Added a File Path label to the Character Roster. - Added the ability to delete items from the Character Roster by pressing the Delete button. This will ONLY remove the file from the relevant MRU lists, no .chum5 files will be deleted. - Suppressed the ability to attempt to add a Nexus to vehicle or gear items. - Added the ability to filter qualities by their karma values, applying a minimum, maximum and value boundary to the quality list. - Made some alterations to the display of characters in the Roster. Added the Game Notes field, removed the ability to edit the text (It wasn't saving anyway.) - Fixed the calculation method of Custom Fit (Stack) mods to work more reliably. - Fixed the implementation of Awakened Infected (Mutaqua, Wendigo, etc.) to not add the relevant qualities. - Added logic to prevent weapon accessories from applying their bonuses while uninstalled. - Added naming logic to the Create Mode form, similar to the behaviour for Career Mode. In order of precedence, characters will use their Alias, Real Name or the localised string for Unnamed Character. - Fixed the 'Increase Qty' button in career mode to properly select the currently selected item. - Altered the crash handler logic to jump directly into the crash handler form. Important note: We still only receive the report if you click Send Error Report. - Nightly builds are now configured as Release, fixing an issue with launching the Crash Handler. - Added a warning that porevents creating invalid Custom Item names. - Added missing 'dirty' flags for changing options in the Options menu. Ensures that changing any option in the Options menu properly flags it as dirty and requests a restart. - Added Restart Chummer menu option to Tools menu. - Did some general UI cleanup for the Options menu, ensuring that the full text of a book is always visible. - Fixed an error caused by users not entering Drain attributes for their Custom Tradition. - Added logic to check whether a character was saved in a later version of Chummer than the current one. Data Changes: - Fixed an incorrect spelling for the Personafix gear item. - Added Dissonant Echoes from Data Trails, courtesy of gamingharry. As it's not normally possible to become a dissonant technomancer, these echoes have been attached to the Data Trails (Dissonant Echoes) book, and will need to be enabled in the Options menu. - Added content from Lockdown, Shadows in Focus: San Francisco, and the Hong Kong Sourcebook. - Added a range category for Shotgun (flechette). - Added the Shotgun (Flechette) weapon range. - Added missing weapons from the Schattenhandbuch, courtesy of gamingharry. - Fixed the display of magic traditions in the core character sheets. - Moved the selecttext method back out of AddImprovementCollection. - Altered the Magician, Adept, Mystic Adept, and Technomancer to not need special treatment when adding their special tabs. - Added code to prevent Bone Density and Bone Lacing from being taken together. - Added code to prevent Orthoskin and Dermal Plating from being taken together. New Strings: - Label_VehicleSeats - Label_Biography - Label_File_Path - Label_Roster_File_Name - Tab_Roster_Description - Tab_Roster_Concept - Tab_Roster_Background - Tab_Roster_CharacterNotes - Tab_Roster_GameNotes - Message_Options_Restart - Message_OutdatedChummerSave Changed Strings: - Message_ConfirmKarmaExpenseKnowledgeSkill - Message_Options_CloseForms Build 185: Application Changes: - Fixed an issue with Sprint distance calculations for Movement. - Fixed a precedence issue with Infected initiative values. - Fixed an issue that prevented lifestyle qualities from being exposed to the character sheets. - Fixed a crash when Chummer hasn't had PDF arguments assigned. - Relocated the ChangeText bonus node to be its own improvement type. No real impact for users, but there may be some associated weirdness. - Moved the CritterPower improvement nodes for qualities into the Bonus node. This shouldn't affect existing characters, but custom content will need to be adjusted to reflect the change. - Moved the AddQualities improvement nodes for qualities, cyberware and such into the Bonus node. This shouldn't affect existing characters, but custom content will need to be adjusted to reflect the change. - Moved the method for the SelectText improvement. I don't EXPECT that this will cause any issues, but if you encounter any odd behaviour please let us know. - Fixed a bunch of code relating to the addition of qualities by other sources. A side effect of this is that some existing quality pairs may not be removed properly. In most cases this should not present an issue, but if you encounter any odd behaviour please contact us. - Altered the code for the OptionalPowers improvement to prevent the selected value from attaching to the associated quality, ie Infected: Vampire (Human) (Enhanced Senses). - Added a movement speed bonus for the liminal centaur body. - Applied a filter to the mugshot selector that prevents attempting to load things like icons or document files. - Added code to the Vehicle Mod Selection Form that enables preventing mods from being listed if they don't match certain requirements. - Amended the tooltip for Damage Resistance in Career Mode to display the correct values when not affected by a Damage Resistance Improvement. - Fixed an issue with knowledge skills in Career Mode that prevented changing the skill's Type. Existing characters will have to be manually modified outside of Chummer or refund their expense history to resolve it. - Fixed a setting that prevented the SelectVehicleMod form from returning to the previously selected Category when adding items. - Fixed an issue that prevented Penetrating Strike from applying to Knucks with the optional rule for such enabled. - Added a workaround for AIs not being able to increase skills linked to physical attributes. - Added an option to allow Mystic Adepts to increase power points during career mode. Fixes #1121. - Fixed an issue with Awakened characters not gaining their free skills in Priority mode for non-English users. - Added a cached displayname to the print method for loaded clips. Accessed via weapon/clips/clip/[name/count]. - Altered the calculation and display of Limit modifiers that come from - Fixed an issue with the Print method for cyberware that caused it to show irrelevant stats for some cyberware. Fixes #1133. - Fixed an issue with loading characters that prevented cyberlimbs from correctly adding to attribute displays. - Fixed an issue with linguasofts contributing to point costs for knowledge skills. - Fixed an issue with the Print Expenses option not disabling properly. - Fixed a crash caused by adding lifestyle qualities that don't have a free breakpoint. - Fixed an issue with the character roster not properly showing career karma. Takes effect on next save of the character. - Fixed a problem with Laser Weapon ammunition not being properly usable in career mode. - Altered the behaviour of the addqualities bonus node to default to having child qualities contribute to karma expenditure. Data Changes: - Fixed the LP cost for the Indoor Arboretum lifestyle quality. - Renamed the Sparring Drone from Hard Targets to Sparring Drone(Large). - Fixed missing optional powers for the Banshee. - Fixed a missing SINNER quality for the Private Investigator/Detective life module. - Moved all instances of the addqualities xmlnode into the bonus node. - Fixed an issue with the Gamber Mentor Spirit's skill choice bonus. - Added a filter to the Metahuman Adjustment vehicle mod that prevents it from being visible for vehicles and drones that don't have a seat. - Fixed an incorrect cost for the Saeder-Krupp MK-170 Neptune (Large). - Fixed missing attribute choices for the Banshee quality. - Added missing content from Howling Shadows, Battle Of Manhattan, The Vladivostok Gauntlet, Splintered State and Shadows In Focus: Butte courtesy of GamingHarry. - Added a missing offroadhandling bonus to the Handling Enhancement vehicle mod. New Strings: - Message_ConfirmKarmaExpenseKnowledgeSkill - Checkbox_Option_AllowMysadPowerPointCareer - String_MetamagicSkills Build 184: Application Changes: - New ImprovementType: ReplaceAttribute. This allows you to replace the metatypeminimum or metatypemaximum with another value. Intended to be used for infected. - Fixed an issue where Chummer warned about free Knowledge Skills still being available instead of Active Skills. - Fixed incorrect rounding for Weapon Ranges. - Fixed incorrect rounding for Armor capacity. - Fixed incorrect rounding for Armor Mod capacity. - Fixed incorrect rounding for Gear capacity. - Properly allowed the 'free item' checkbox to be visible even in character creation. Fixes #1059. - Added an option to toggle all sourcebooks on and off in the Options menu. Fixes #971. - Attempting to add gear with the 'Stack' checkbox selected in career mode will only cause items to stack if they have the same child items by default. This prevents loaded spare clips from duplicating, for example. Fixes #1015. - Fixed an incorrect label for skill improvements in the Karma/Nuyen Expense History. Fixes #1046. - Fixed an issue that caused knowledge skills to revert their type to Interest. Fixes #1056. - Added an option to treat arms and legs as the only limbs to average cyberlimb stats off, instead of the skull and torso that are suggested by RAW. As part of this, the options have been broken out into a new XML file, options.xml. Minor design note, I intend to eventually have every calculation variable kept outside of the application logic itself; this will allow GMs to configure their characters as they wish. - Fixed an issue with Adept Powers with multiple levels granted by a Mentor Spirit not apply properly. If your character is affected by this, you should be able to use the Reapply Improvements option in the Special menu to recalculate it properly. Fixes #1057. - Added an option to give cyberware a markup cost in career mode. Fixes #1072. - Fixed an issue that prevented knowledge skill ratings from updating correctly when adding bonuses from sources like cyberware. Fixes #1073. - Fixed a rare issue where the Metagenetic Improvement quality could cause crashes when reapplying Improvements. Fixes #1038. - Added a menu option in the Special menu to confirm that a character is ready to move into Career mode. Fixes #1053. - Fixed an issue that prevented more than one Spare Clip from adding additional Ammo slots. - Fixed an issue that prevented dicepool/rating modifiers from being visible to character sheets. - Added a Display Category for skill categories. In practice, this means that printouts will use the localised name for skill categories instead of the default English. If you need to use the English string in a character sheet for some reason, use the value skillcategory_english instead. - Fixed an issue with adept powers that have specified maximum ranks causing a crash. - Fixed an issue where changing your priority selection would remove MAG/RES-linked skills. - Fixed a issue where Chummer would crash if, while searching for a spell, no matches was found. - Added a character roster to manage characters. There is an option to specify a folder to monitor in the Options menu, under Character and Printing. - Fixed a crash issue for characters that have cyberlimbs. - Fixed some crash issues with custom PACKs kits with lifestyles. - Fixed some issues with adding multiple non-Ammunition items to other items, ie adding trauma patches to a medkit. May have some issues, but should be functional. Fixes #814. - Fixed a crash issue caused by adding too many Enemies in creation mode. - Added some code to suppress errors caused by faulty XSL transforms in character sheets. - Implemented the Blackmail and Family options for contacts. - Removed some code from the SelectAttributes improvement that caused it to pass the selected value up to the bonus source. Generally speaking, prevents Infected qualities from getting (BOD) or whatever added to their treenode. - Added a new Improvement Type: MovementMultiplier. This is used to increase or decrease the multiplier for Running and Sprinting from x2/x4. - Fixed a UI issue that prevented attribute bonuses from showing properly if the value made it into double digits. - Changed the code to calculate character movement rates. To do this, I've added three attributes to the metatype: Walk, Run and Sprint. Each of these is split into three number (Walk, Swim and Fly in order). - Temporarily removed the CalculatedMovementSpeed tooltip from caeer and creation mode until it gets refacted. - Added a workaround to prevent crashes when loading characters with empty knowledge skills. Fixes #1099. - Refactored how the PDF options work; instead of being hard-coded with a bunch of check-boxes, it's now possible to generate your own parameters. Standard parameters have already been included in options.xml, but the default options are not necessarily a match for your previous settings. - The "ignoreprecedence" improvement attribute has been renamed to "precedence-1". - The initiativepass and initiativepassadd improvements now utilise precedence values to manage their stacking; this allows adding Improvements that will always apply, such as the Infected Initiative die bonuses. - Fixed an issue with Cyberlimbs that caused a crash when printing. - Fixed an issue that prevented the Knowledge/Contact multiplier house rules from enabling correctly. - Changed the string Tip_SkillsKnowledgeSkills to display the correct multiplier entry. - SHOULD have fixed an issue where Active Skill controls would overlap the Skill Group controls while in higher-DPI settings, blocking the karma numericupdown in creation mode. - Added proper translation for the quality nodes in the Select Advanced Lifestyles form. - Fixed an issue with the Matrix condition monitor. - Fixed behaviour of the houserule to use Total Value of INT + LOG for Knowledge skills. Data Changes: - Fixed the Infected qualities to work according to the rules. Characters with previous versions of the quality should reapply their improvements, characters that used the terrible metavariant idea will not load properly and should be rebuilt from scratch. If you've been affected by this, please get in contact with me and I'll fix your character for you. Mostly fixes #689. - Removed the Infected metavariants. - Added a missing bonus node to the YNT Softweave armour mod. - New XML file, options.xml. Used to store values for configurable default settings. - Fixed missing statistic weaknesses for various Infected qualities. Fixes #689. - Fixed an issue with the Deformity(Quasimodo) quality that caused it to affect Perception incorrectly. Fixes #1087. - Added Naga Venom, and corrected page references for Hard Targets Toxins. - Corrected the fire mode for the Ares Vigorous Assault Cannon. - Fixed an issue with the Reaction Optimization bioware not applying its initiative bonus. - Added a requirement for the Reaction Enhancers cyberware in order to take Reaction Optimization. - Fixed an issue with the Infected: Vampire quality that caused a crash. - Removed old Metavariant entries for Infected metavariants from the Priority sheet. - Added the appropriate Initiative and Movement Multiplier bonuses for the Bandersnatch, Dzoo-Noo-Qua, Goblin, Harvester, Loup-Garou, Mutaqua, Nosferatu, Vampire and Wendigo. New Strings: - Button_ToggleSourcebooks - String_LimbCount4 - Menu_ValidCharacter - Message_ValidCharacter - MessageTitle_ValidCharacter - String_CharacterRoster - Label_Options_CharacterRoster - Node_SelectAdvancedLifestyle_FreeMatrixGrids - Node_SelectAdvancedLifestyle_Entertainments Changed strings: - Tip_IncreaseGearQty - Tip_SkillsKnowledgeSkills New Sheet: - Added a new character sheet, only showing Skills with Rating greater than 0. Build 183: Application Changes: - Fixed the dolphin mentor spirit not giving a bonus on spells of the Health category. - Added a selector for the maximum karma spent on Nuyen in Karma and Life Modules. Fixes #999. - Fixed an issue with the Priority D Aspected Magician. Fixes #992. - Set the Create Backstory button to be invisible for character generation methods other than Life Modules. Fixes #987. - Added a missing bonus for the Impassive quality. Fixes #984. - Removed an extraneous Recoil Group from the Electronic Firing Accessory. Fixes #983. - Added the ability to modify user-created LimitModifiers. Closes #979. - Fixed an issue with the D-priority adept. Fixes #1005. - Added some basic error handling to prevent a crash if trying to update Chummer from behind a firewall or proxy. Fixes #989. - Re-enabled the house-rule to treat metahuman minimums as 1 for karma costs. Fixes #1004. - Fixed a crash caused by removing life modules, - Fixed an issue with loading Priority characters caused by an incorrectly saved maximum nuyen value. - Fixed the ability for adpets with the Adept Spell power to increase their Spellcasting skill rank. Fixes #990. - Changed the Adept Spell power to prompt for the spell instead of a text value. - Altered the Select Spell form to allow ignoring requirements such as being magician-enabled to support this. - Altered the UnlockSkills improvement to allow for specifying the Spellcasting skill, rather than the full compliment of magical skills. - Fixed a crash caused by removing life modules while in creation mode. - Added support for the free matrix grid connections added by Hard Tatrgets to advanced lifestyles. Fixes #963. - Fixed an issue with lifestyle qualities crashing if they don't have a restriction. Fixes #1012. - Set the Adept Way Discount numericupdown control in creation mode to be invisible if the character is not MAG-enabled. Fixes #836. - Updated the Capacity calculation for cyberware to include any attached Gear items. Fixes #896. - Fixed an issue that prevented the MCT-Nissan Rotodrone from getting the three extra modification slots expected when not using the vehicle modification rules intrroduced in Rigger 5.0. Fixes #943. - Skill Filter names is now read from data files instead of hardcoded. - Added an option to download Nightly updates via the Update system instead of just default releases. - The changelog will now filter itself based on the most recent build version, so Release builds won't see updated text from the Nightlies. Fixes #1013. - Fixed an issue with Essence Loss that caused characters to burn out their Magic or Resonance when hitting 0 value, rather than 0 maximum. Fixes #801. - Altered the functionality of the optional rule to reduce Karma costs based on Essence Loss to reflect the above change. - Fixed an issue that prevented Aspected Magicians taking the Conjuring skill group from actually receiving the skills. - Fixed an issue with undoing expense entries for skills. Fixes #988, fixes #1028. - Fixed an issue that prevented page offsets from being saved properly. Existing options files may need to be reconfigured. Fixes #1027. - Fixed an issue with application locations causing some problems with accessing data files. Fixes #597. - Improved the tooltip indications for when a skill is affected by cyberlimb stats. Fixes #1009. - Fixed a parsing error when verifying data files that caused a crash. Fixes #935. - Fixed an error that prevented Cyber-weapoons such as spurs from being properly flagged as such. Fixes #382. - Added a filter to show/hide free karma and nuyen entries from the expense log list in career mode. Fixes #952. - Fixed the implementation of the Custom Fit (Stack) rule to support stacking properly, including the creation of armor encumbrance penalties. May still not work properly, but seems to be per RAW. Partially implements #944. - Implemented an ignoreprecedence uniquename for Improvements. If present, this will ignore the standard behavior of precedence0 improvements that would normally ignore other sources. Fixes #944. - Fixed an uncalculated armor rating label on the condition monitor in career mode. Fixes #1043. - Added the "Pilot Exotic Vehicle" skill. TODO: Ensure spelling and page reference. Data Changes: - Fixed an incorrect page reference for the Metatype Reduction biowares. - Removed an extraneous bonus node from the Ork Metatype Reduction cyberware that made it cost karma. - Added life modules from Rigger 5.0, courtesy of SeanPGorman. Fixes #960. - Fixed an issue that caused the Suprathyroid gland and Muscle Augmentation biowares to stack. Fixes #913. - Added the allowed gear-categories for Sensors to cyberlimbs. Fixes #896. - Fixed the Essence cost for the German version of the Skilljack to be 0.1 Essence. - Changed the source for Reagents to be the Shadowrun core book instead of Shadow Spells. - Fixed an issue that prevented the standard Weapon Mount from Shadowrun 5 from taking Machine Pistols and Submachine Guns. - Altered the Precedence setting for the following bioware, cyberware, powers and qualities, as they were stacking improperly. -- Muscle Augmentation bioware -- Suprathyroid Gland bioware -- Synaptic Booster bioware -- Boosted Reflexes bioware -- Synaptic Acceleration bioware -- Muscle Replacement cyberware -- Reaction Enhancers cyberware -- Wired Reflexes cyberware -- Move-by-Wire System bioware -- Improved Reflexes 1,2,3 power -- Lightning Reflexes quality - Added a missing MAG attribute to the Drake qualities. Fixes #1034. - Added the Portable Chemical Injectors from Chrome Flesh's sidebar on page 176. CGL, if you're going to use tables then please please PLEASE include all your things in them! Fixes #176. - Added the missing Off-Road Tires from Rigger 5.0. Fixes #1039. - Fixed incorrect weapon category limitations for the weapon mounts from Rigger 5.0. Fixes #1048. - Fixed the Improved Potential powers to properly increase their associated Limits. Fixes #1047. - Fixed an incorect source setting for the Periscope gear item. Fixes #1050. - Applied a bonus for Precision Throwing for throwing weapons. New Strings: - Warning_NoLimitFound - String_No_Update_Found - Warning_Update_CouldNotConnect - Skill_SortAlphabetical - Skill_SortRating - Skill_SortDicepool - Skill_SortLowerDicepool - Skill_SortAttributeValue - Skill_SortAttributeName - Skill_SortGroupName - Skill_SortGroupRating - Skill_SortCategory - Checkbox_ShowFreeEntries Changed Strings: - Checkbox_Options_UseTotalValueForFreeContacts. Fixes #981. - Checkbox_Options_SpecialKarmaCost Build 182: Application Changes: - Fixed a crash when creating MAG/RES characters using Priority/Sum-to_Ten. Fixes #922. - Added Cyberlimbs as Plugins for Modular Connectors. - Fixed an issue where Chummer would crash when loading a Life Module character. Fixes #925. - Fixed an issue with taking specialisations in karmagen without the house rule for free karma points enabled. Fixes #929. - Fixed the total cost of vehicles to include discounts from the Dealer Connection quality. Fixes #934. - Fixed an issue that prevented the Prototype transhuman improvements from being removed. This fix does not apply to older characters. - Fixed an issue that prevented knowledge skills from loading properly. - The Crash Handler form's Crash ID is now selectable. - The Crash Handler now requests permission from the user before submitting a crash report. - Added a validation option to prevent characters from having multiple Native Language skills from entering career mode. Fixes #947. - Fixed a crash issue caused by improvements with selectskill trying to use an Exotic skill. Fixes #921. - Fixed a rendering issue that prevented Exotic Skills from showing up in sorted lists. - Fixed a misleading reference to Special Attributes when validating your character. - Fixed a crash issue with the Incompetent quality. Fixes #959. - Added code to allow override XML files to use the ID node instead of the Name tag when finding an item to replace. Fixes #957. - Improved the Options form to only prompt for saving if changes were made. - Added a handler to check if there's a mismatch between a loaded character's used sourcebooks and the application's selected sourcebooks. Won't affect characters that haven't been loaded before now, changes may also be overwritten by loading the character in older versions. Closes #884. - Increase knowledge skill rating and add knowledge skill specialization now has the right point - All knowledge skills don't cost -1 karma anymore. - Active Hardwires work again. - Now promts for a name for new knowledge skills in career mode, instead of them being unnameable. - Added onClick link for Skill-List. - Gear that adds bonuses to skills now show up as a name instead of an id. - Omae hid behind an options menu as the other end is outside our control and is starting to give errors. Unless a large amount of intrest is shown, a replacement won't be forthcomming. - Fixed a Bug, where Knowledge Skill Specializations would not cost Knowledge Skill Points, even with activated house rule. - Fixed a bug where mixed points and karma in skill groups would pay for one more karma level than intended - Fixed a bug where changes to cyberware wouldn't update skill dicepools - Fixed a bug where spending any karma on a skill prevented getting a specialization with skillpoints - Fixed a weird bug where German knowledge skill types would appear sorted but would actually use the English order. - Fixed a bug where deleting a knowledge skill would not restore the spent points/ karma. - Made a bunch of drugs. Data Changes: - Fixed a crash when creating an e-ghost AI. Fixes #918. - Added the missing Nausea Gas toxin SR5. Fixes #940. - Fixed an issue that prevented the Voice Warper gear from Hard Tartgets from being available. Fixes #962. - Hawk eye now gives an 1 dice bonus to perception - The Armor tab under gear has been renamed to "Clothing and Armor" to match the core rulebook - Added several German translations provided by HaukeW. New Strings: - String_AttributeESSShort - String_AttributeESSLong - Message_OverLanguageLimit - Tip_Omae_Warning - Checkbox_Options_OmaeEnabled Changelog Changes: changelog build numbers after build 178 now match the build they are for. Build 181: Application Changes: - Fixed an issue with skills not rendering in a localized language when selecting skill groups for Aspected Magicians. Fixes #867. - Fixed a crash caused by adding an exotic weapon without having the relevant exotic weapons skill. Fixes #888. - Fixed a crash caused when loading a character that has a tradition that isn't being used. Fixes #893. - Changed the HTML doctype of all existing character sheets to support CSS3. Fixes #568. - Changed the button string for adding an initiate grade in creation mode. - Skills can now have notes applied to their tooltip. To do this, right-click on the skill name and click the Add Notes button. - Fixed a bug where skill improvements could stack if using the Change Priority Selection menu. Note: characters that have already been affected by this bug will have to be edited manually to remove the improvements, which will have a sourcename of Heritage and an improvedname of whatever the skill is. Fixes #880. - Fixed a bug where changing between technomancers and mages would leave both resonance and magical skills available. Fixes #890. - Altered the uniquename for the Damage Resistance improvement to allow stacking, instead of using the highest single bonus. This may be wrong, but I can't find any RAW statements against it. Fixes #879. - Fixes a UI localization issue where skill attributes defaulted to BOD. Fixes #897. - Fixed a UI issue that stopped a character as needing to be saved if the skills were updated in career mode. Fixes #899. - Added Option for not showing metagenetic qualities. Fixes #889. - Added Physical Limit as accuracy for infected natural weapons. - Fixed freezing when removing a Specialization and Skill Dicepools now refresh when changing the Specialization. Fixes #876. - Now shows Source when selecting a normal lifestyle. - Fixed a bug where Knowledge Specializations didn't cost Knowledge Skill Pints. Fixed #902. - Fixed a bug where the attribute tooltip would show qualities that didn't alter the attribute value or augment it. Fixed #901. - Added different PDF-Opening parameters for Linux/Unix/etc. - Fixed a Bug where Specializations had no Karma costs in Karma build mode. Fixes #908. - Fixed a Bug where Karma cost of Magic/Resonance were calculated wrongly when Essence Loss occurred. Fixes #912. - Improved the update method to prevent update check loops. - Improved the handling of changing priority selections to remember previous selections. Not all settings will be immediately available for existing characters. Fixes #709. Data Changes: - Fixed an issue with mystic adepts not unlocking the appropriate magical skills. Fixes #869. - Changed how existing character sheets render mugshots when saved as HTML. Fixes #817. - Added Textfield when selecting Grid Subscription Lifestyle quality. Fixes #875. - Corrected limit note for vision enhancement cyberware. Fixes #887. - Added missing karma values for infected metatypes in priority selection. - Added Reach for all infected metatypes to prevent crashes. - Reorganized Data Trails AI Qualities and added missing ones. - Added Chrome Flesh BTLs. Fixes #885. - Fixed an incorrect limitation on the Home Ground quality. Fixes #904. Translation Changes: - Updated the German translation files, courtesy of HaukeW. Build 180: Application Change: - Total rewrite of skills. * Eliminated a lot (all?) old bugs * Opening the skills tab first time is now signifigantly faster * Searchbox for skills * Custom sorting of skills. Sort by Rating, Dicepool, Category and more * Skill tooltip now display dicepools for cyberarms * In Career mode, it is possible to calculate the dicepool using another attribute that the default one. * Some minor UI changes to acomodate new skill features * Skills that cannot be defaulted has their name in italics. * Easier maintainance * Reduced file size - First things first, good news bad news. Good news, automatic updates will be functional again for updates after 179. Bad news, due to a change in implementation of the automatic updates this brings an end to .Net 4.0 support. Chummer will no longer launch without .Net 4.5 or higher installed on your system. - Rewrote crash handling. Now dumps most/all internal state, making debugging easier. - Built-in weapon accessories are automatically assigned to the Internal accessory slot by default. If a weapon accessory should take up a slot naturally, just add a value to the accessory. This change only affects newly created/purchased weapons, so any existing weapons will need to be altered manually or deleted and re-added. Fixes #566. - Ammunition can now add and replace the fire modes of weapons, using the firemode and firemodereplace nodes of weaponbonus. This change only takes effect during career mode, and is currently used exclusively for the Taurus Omni-6's heavy ammo type. Fixes #577. - Fixed a crash issue caused by changing priority selection in Sum to Ten mode. Fixes #572. - Qualities can have their Limit assigned as either 'no' or a numeric value. This is intended as something of a placeholder until proper levels for qualities are implemented at a later date. - Support for AI characters added. Xeno/Protosapients and E-Ghosts are treated as Metavariants. - Weapon Accessories can now modify the AP, Damage and FireMode of weapons using the damage, damagereplace, damagetype, ap, apreplace, firemode and firemodereplace keys. Currently this is used exclusively for the Overclocked mod (Okay technically it's currently an accessory, but there's no practical difference between the two at the moment so it goes where I say it goes.) Fixes #472 - Handling for vehicles has been split up into normal and offroad handling. The implementation method should prevent any issues from cropping up, but I've eaten my hat on that before. - Calendar entries can now be removed. Fixes #552. - The optional rule to have Essence Loss only reduce RES/MAG maximums has been re-enabled. Fixes #596. - Each spare clip added to a weapon now tracks ammo individually rather than the previous hard-coded limit of four active slots. As a result of this change, Spare Clips no longer have the ability to directly store ammunition as a child item; they will be updated to display their currently loaded ammunition as an Extra value shortly. - New key node for Weapon Accessories: ammoslot. ammoslot is an integer that adds the associated number of 'spare clip' items to the parent weapon. In most cases this will be 1 (Spare Clip, Speed Loader, etc.), but someone will probably come up with banana magazines that count as two mags or something eventually. Future proofing! - Qualities can now add natural weapons directly using the naturalweapons node. Mostly this is for the infected, because "Bite (Infected) 2" offends me. - Fixed a string formatting issue that prevented Accuracy modifications from adept powers from working properly for translated Chummer. - Fixed an issue that prevented priority/sum-to-ten from using the gameplay options for their nuyen limit. - Sum to Ten and Priority now use the same form for character generation. Doesn't mean anything particularly interesting for you guys, but may reduce or introduce some interesting new bugs. - Contacts can now be dragged around and reordered according to your whims. It's only really easy to do when the control you want to move is expanded. - Armor can now have a Rating; currently this is used exclusively for the cloaks from Hard Targets. - Fixed the percentage discount for basic lifestyles. - Fixed a translation issue for licences. - Fixed a translation issue for basic lifestyles. Fixes #608. - Armor improvements can now use Precedence attributes; this means that we can prevent a group of armour improvements from stacking with each other. Currently this is used for a small selection of skin-related qualities and biowares. See the Data Changes for more details. Fixes #602. - Fixed an issue with advanced lifestyles that created zombie qualities. Fun for the vodoun and shedim, everyone else not so much. Fixes #583. - Fixed an issue that prevented infected from moving to career mode. - Added a tooltip for the Movement label in the Other Info tab to show the calculated movement speed in meters per combat turn or Kilometres per Hour. Implements #574. - Note tooltips now have a maximum with of 100 pixels. Prevents the tooltips for contact descriptions and such from running across the whole screen. There's a good chance I missed one or two, so let me know if you see any. Fixes #581. - Fixed an issue relating to the Improved Ability power causing other powers to revert to 0 ranks. Fixes #488, fixes #436, fixes #378. - Fixed an issue with Improved Ability and exotic weapon skills not working together. Fixes #492. - Fixed adept powers to stack properly with free levels from qi foci and mentor spirits. May break in interesting ways. Should fix #615. - Matrix initiative can now benefit from the MatrixIniaitivePass improvement. Fixes #618. - Added support for FixedValues for vehicle mods. Fixes #622. - Exotic Weapon skills without any karma spent on them can now be removed once you've entered career mode. - Exotic Weapon skills can now properly have their karma costs refunded in career mode. - Exotic Weapon skills can't change their specialisation dynamically anymore once you're in career mode, because it breaks the karma refund. This is intentional and is unlikely to be changed unless you can present me with better-implemented code or a reason it shouldn't be like it is. - Skill specializations will now save their value as the English string if possible rather than whatever the user enters; this should fix #595. Note that this fix is PROBABLY not retroactive. - Fixed some issues with lifestyle qualities not saving properly if they contained an extra value. Fixes #623. - Active Hardwires now implemented according to the rules, fixes #617. They're effectively similar to skillwires, but you select the affected skill at the time of purchase. They're currently mutually exclusive, so you can't have skillwires and hardwires affecting the same skill. As with skillwires, the character's actual rating and their hardwire rating don't stack. - Fixed an issue that prevented accessories that came with a weapon from being flagged as Internal. - Fixed some calculation issues for priority metatypes not showing the correct karma value when changing from a metavariant to a base metatype. Fixes #537. - Fixed a crash with metavariants in Priority/Sum to Ten. Fixes #647. - Fixed a crash caused by weapon accessories that have a cost based on rating. Fixes #650, fixes #656. - Added spell Defense calculations in a tab on the right side of the career and creation windows. Closes #573. - Changed the Improved Potential powers to use the limit modifier bonus instead of selectlimit; makes it a bit neater. - Did some stuff to enable selecting multiple powers through the selectpower bonus node. This shouldn't affect any existing characters, but if you're using the Chaos Mentor Spirit I'd recommend deleting it and removing it. This miiiiight also break existing characters with Qi Foci. Probably not though. Like 70/30 at most. - Did various shenanigans with the karma selection form to make it show qualities and karma costs properly. - Rebuilt the functionality for Black Market Pipeline nad the Dealer Connection quality. Both should now work properly; there's a teeny tiny chance that existing characters that have the qualities might break, please raise a ticket if so. - Fixed a crash caused by adding Genemods to a character with the Burnout's Way. Fixes #674. - Fixed a UI issue that left the dropdown null when switching between genemods and bioware. Fixes #674. - Enabled Vehicle Modifications to gain flat increases to Speed,Handling or Acceleration based on the Rating of the mod. Partial fix for #675. - Fixed a visual bug with Limit Modifiers in creation mode. Fixes #665. - Expanded the category selection mechanism to support falling back to default values. The general idea is that for each priority category loaded, it will attempt to load nodes that have a gameplayoptions node. If it can't do that, it'll load the Standard settings instead. This is intended to support alternate gameplay options as requested by #357. The actual data will need to be added for the appropriate categories, which I really can't be bothered transcribing. - New Feature: Weapon Mounts will now limit the available weapons based on a predefined list of weapon categories. This also enables the weapon mounts added in Rigger 5.0 for adding weapons. I'm not particularly happy with how this looks in the XML so the underlying code might get changed over time. For now it's all good though. - Fixed an issue that prevented magic- or reseonance-enabled karma-created characters from moving to Career mode. - New Feature: Added a bunch of prompts to warn the user if they still have free contact points, knowledge points, skill points and such before moving to Career mode. - Fixed an issue that caused a crash when adding armour to vehicles and drones. - Partially implemented the Overclocker feature for Career mode. Code works, but I haven't added it on for Vehicles yet. Fixes #198. - Added support for CTRL-A in the Notes forms. Slim chance I've missed other multiline forms Fixes #693. - Fixed a crash caused by loading custom Critters related to movement strings. - Fixed the display of Locations created by cybewrware or weapons with AllowGear properties. Fixes #536. - Added some support for creating an Ally Spirit, per #244. Not 100% RAW yet, but it doesn't crash so that's a start. - Added support for enabling calculated Public Awareness, per the rules from SR4. Hides the tooltips and calculations if not in use. - Fixed the creation method for custom packs kits to not treat included mods as being purchased. Should fix #707 and fix #691. - Save files is now in UTF-8 instead of UTF-16. This should not have any visible impact but it is more tool frindly and leads to smaller files - Fixed an issue where qualities that add other qualities for free didn't discount properly. Fixes #762. - Fixed an issue where default build methods other than Karma would cause a crash while launching the Options menu. Fixes #796. - Fixed an issue with the Acceleration Enhancement modification causing a crash when printing. Fixes #772. - Fixed an occasional issue in the Options menu where a null default character sheet caused a crash. Fixes #774. - Added house rules to gain free contacts and knowledge skills based on the total value of your CHA or LOG+INT. Fixes #783. - Fixed a bonus point calculation issue for YNT Softweave and Cloaks. - Fixed a crash issue related to the Overclocker quality in career mode. - Fixed a loading issue for commlinks with armor capacity values. - Fixed an issue where removing a Foci before unbonding it would leave the Improvement enabled. Fixes #660. Note: Characters that have already been affected by this bug will need to manually remove the improvement. - Fixed the ability to switch between adepts, magicians or technomancers when changing priority selections. Fixes #745. - Added a method for grouping armour value improvements with the 'group' attribute. Fixes #758. - Fixed an issue that prevented some old characters from being saved. Fixes #806. - Added and consolidated some code to update initiation costs and discounts properly. Fixes #810. - Implemented a minor quality of life update; the most recently used folder location is not stored for mugshots, per character. Fixes #458. - Contacts, spirits and pets can now be linked to non-Chummer files; when clicking on the Open Character Sheet button, the file will be opened in the default application for that extension. Fixes #636. - Prime runners now get twice the amount of free contacts compared to standard - Essence Hole value is not impacted by grade or ware essence cost reductions. You don't get a little essence back each time now. Fixes #673 - "Test Subject" and "Factory Child Worker" life modules now give bonus nuyen. Fixes #811 - Fixed a crash caused when saving characters without mugshots. - Fixed an incorrect value for binding spirit services. Fixes #827. - Fixed karma costs for the Inspired quality from Sail Away, Sweet Sister in karmagen. Fixes #828. - Added a close icon for the Options window, allows you to cancel out of saving any changes you make. Should fix #700. - Chummer now correctly uses the "Characters don't gain Karma after Quality Limit" option in Karma and Life Module mode. - Removing the "MEtagenetic Improvement" quality now works correctly in Karma and Life Module mode. Fixes #234. - Myostatin Inhibitor now correctly reduces Karma Cost of raising Strength. Fixes #365. - Chummer now correctly uses the "Ignore Art requirement" option for showing metamagics. Fixes #614. - Fixed crash when checking "Limited Spell" without selecting a Spell. - All Armors, Cyberware, Bioware, and Gear should now add correct limit modifiers. Fixes #625. - Added Attribute Display for Cyberlimbs. - Added option to not use Cyberlimbs for augmented Attribute calculation. - Rewrote RedlinerCheck - Added Redliner/Cyber-Singularity Seeker Quality names to ToolTip - Added Redliner bonus to cyberlimbs - Added backwards Compability with old Redliner implementation (Only need to load once with the new Version to remove artifacts) - Fixed crashes when adding a PACK. Fixes #843. - Fixed Black Market Discount not decreasing Gear/Cyberware/Armor/Weapon/Vehicle Cost. Fixes #845. - Fixed Hanuman agility and changed Low-Light to thermographic vision. Fixes #847. Fixes #848. - Fixed limitation on Karma to nuyen when ignoring character creation rules. Fixes #846. - Fixed crash when loading a character with more than 200 Karma to Nuyen. Fixes #850. - Fixed issue where cyberlimb stats were increased with cyber-singularity seeker. Fixes #857. Data Change: - Added missing required values for the Hospitalized lifestyles. - The quality Practice, Practice, Practice now excludes Combat Active skills from being selected. - The Foregrip accessory has both an Under and Barrel slot. - Fixed the Range for the spell Knockout to be Touch. - Included Life Modules from Rigger 5.0, courtesy of Eric Dufurrena. - Included content from Rigger 5.0, courtesy of Fweeba. Note: Most modifications do the things they're supposed to, with the exception of Sensor. New modification point system won't be done for a while. https://www.reddit.com/r/Shadowrun/comments/3xv4qp/rigger_50_chummer_files - Addweapon nodes removed from the Infected. - SumtoTen.xml is no longer required by the project and can be removed from existing installs. - Minimum MAG/RES/DEP levels have been set to 0 for the appropriate metatypes. - Removed the quality "Natural Weapon: Claws" for the Sasquatch. - Added ammoslots entries for Speed Loader, Spare Clip, Explosive Magazine and Extended Clip. - Fixed a stupid error with the toxin/pathogen resistance qualities, dwarves and translation files. Fixes #590. - Cloaks now have Ratings and calculated values instead of the initial implementation. - Fixed a formatting issue for the German version of the Shadowrun 5 Base character sheet. - The following armour improvements can no longer stack with each other: * Dermal Deposit changeling qualities * Troll metatype dermal plating * Orthoskin bioware * Dermal Plating cyberware - Fixed a crash for the Mutaqua infected qualities. - Fixed an incorrect limit modifier value for the Audio Analyser and Balance Tail cyberware that made some weird stuff happen. Fixes #616. - Did some boring admin stuff with armour and bioware. - Removed extraneous quality requirements from the Flexible Signature, Masking, Flux and Efficient Ritual metamagics. - Added 1 to the Multidimensional Coprocessor. - Fixed crashes for the Festo pidgeon and Shiawase i-Doll. - Renamed the Chameleon Coating from Stolen Souls to prevent conflicts with the Rigger 5.0 version. - Removed a couple of redundant lifestyle qualities. - Altered the bonus for toolkits, facilities and workshops to be selectskill instead of selecttext. No real effect, just sets the extra value to the skill in question. - Fixed some stat issues for the Hanuman metavariant. Fixes #537. - Removed the skill bonus from the Combat Focus formula again. Mixup with a previous merge. - Removed Fangs from Oni. - Customised Agility and Strength for cyberlimbs now increase based on the rating. Fixes #654. - Added the necessary qualities for the Metasapient A.I. Fixes #668. - Fixed an issue with the Faceless quality not being visible. - Restricted initiative improvements to the highest value. Will probably be broken in some way I haven't considered. Fixes #194. - Removed gameplayoptions from the priorities file. - Added a new mod for vehicles, Paraplegic Modification. This is intended to support the Paraplegic Negative Quality, which increases the cost of vehicles by five percent. - Fixed the lifestylecost improvement for the Paraplegic quality to affect Advanced Lifestyles. - Fixed incorrect costs for Move-By-Wire. - Fixed an incorrect value for the UCAS (Seattle) Life Module. Fixes #699. - Fixed the karma cost for the Loss of confidence quality. Fixes #706. - Fixed the name for Poor Self Control (Sadistic). Fixes #737. - Fixed the calculation for Street Cred. Fixes #735. - Contact archetypes are now sorted alphabetically; mostly affects custom files. Fixes #733. - Added woogy woogy cyberfingers from Chrome Flesh. - Fixed an incorrect Limit value for the Chameleon Skin bioware. - Removed the Distinctive Style quality from the Gnome metavariant. - Removed an extra Victorinox Collapsible Hatchet from the weapons XML. - Fixed incorrect capacity values for the Responsive Interface Gear. - Added missing GUIDs for some AI qualities. - Fixed missing quality restrictions for AIs. - Added a missing concealment bonus for the Hidden Gun Arm Slide. Fixes #723. - Fixed cost and availability for Monofilament Chainsaw, Blast Shield, and Battering Rams. Fixes #808. - Reverted precedence 0 settings for dermal plating cyberware. - Reverted precedence 0 settings for orthoskin bioware. - Reverted precedence 0 settings for dermal alteration SURGE qualities. - Added a missing skillwire rating to Move-By-Wire. - Fixed an incorrect AP value for Stick-n-Shock ammo. Fixes #818. - Added an unarmed AP value equal to rating for the adept power Penetrating Strike. Fixes #829. - Fixed incorrect Essence values for bio-tattoos. Fixes #834. - Altered the improvements for the Missile Mastery power. Fixes #832. - Fixed a typo in the name for LED tattoos. - Fixed an incorrect ammo value for the RPK HMG. - Added German Street Grimoire to books List. Fixes #841. New Strings: - Message_DeleteCalendarWeek - Button_DeleteWeek - Tip_CalculatedMovement - Message_ConfirmExoticSkillRemove - MessageTitle_ExtraPoints - Message_ExtraPoints - Tip_OptionsDontDoubleQualityRefunds - Tip_OptionsDontDoubleQualityPurchases - Checkbox_Options_DontDoubleQualityPurchases - Checkbox_Options_DontDoubleNegativeQualityRefunds - String_Attack - String_Sleaze - String_DataProcessing - Checkbox_Options_UseCalculatedPublicAwareness - Checkbox_Options_UseTotalValueForFreeKnowledge - Checkbox_Options_UseTotalValueForFreeContacts - Message_Options_SaveForms - Checkbox_Options_UseCyberlimbCalculation Removed Strings: - Checkbox_Options_DontDoubleQualities - Tip_OptionsDontDoubleQualities Changed Strings: - Tip_StreetCred Build 178: Application Change: - Fixed a calculation issue for the Edge attribute when using Sum-To-Ten or Priority. - Fixed a crash issue caused when adding commlinks and cyberdecks. - Standard Knowledge Skills are suffixed with the Category they're a part of. There's a minor issue that preserves the skill name until the character is next loaded that will be fixed later. - Clicking Add Again on the Spell Selection menu will preserve the currently opened spell categories. This is more or less just a proof of concept and will be expanded to other forms in later patches. Build 177: Application Change: - Fixed a crash when selecting positive lifestyle qualities. - Life Module backstories are now generated by a button press on the Character Info page. - Print Preview mode is accessible from a context menu in the Character Print Viewer. - Vehicles, Cyberware and Drones now have a Matrix Condition Monitor tracker. Note; the cyberware CM is effectively limited to 'root' devices, as in cyberlimbs, Wired Reflexes, things you wouldn't normally expect to be attached to other things. While I can fiddle with this setting easily enough, a bit of internal testing just left my testers confused as to whether they were bricking the parent device or not. Looking for feedback on this. - Refactored a chunk of the Improvements code to use the new Log formatting. Mostly just stops it from throwing warnings at me during builds, but is a bit more human-readable. - Fixed a bug that stopped lifestyle qualities from loading properly when edited. - Fixed an incorrectly calculated Drain value. - The Create Natural Weapon form can now select STR in addition to the current STR/2 option. - Fixed an issue that caused the prompt for adding an enhancement metamagic to show the wrong value. - Fixed an issue with Basic Lifestyles not being editable. - Fixed an issue with Lifestyle costs not calculating correctly for metatypes and some other edge cases. - The Adept Powers panel now includes an automatic scroll button that triggers when the list of powers exceeds the panel height. - Fixed some issues with genemods being able to benefit from cyber/bioware grades. - Gear and Cyberware can now use the variable value Parent Cost in a similar manner to Weapon Cost for weapon accessories. Currently this is used exclusively for the Implant Medic Hard Nanoware. - Concealability modifiers for Gear can now be based on Rating. Currently used for the Extended Clip modifier. - Fixed a calculation issue for lifestyle qualities. - Fixed some issues that cropped up for 'ware that adds qualities (Daredrenaline, Metatype Reduction, etc.) - Implemented support for selecting the slot that a weapon modiciation occupies. May break in interesting ways, but should allow holdouts and such to attach spare clips again. - Commlinks and cyberdecks can now switch their ASDF attributes around. This capability will be properly segregated out into Cyberdecks in a later patch. - Previous Priority selections are preserved when you use the Change Priority Selection button in Create Mode. Fixes #497. - Fixed an issue that stopped Sum to Ten from completing properly. - Fixed some calculation and appearance issues for special attributes. - Build Summary for Primary and Special Attributes during Priority/Sum to Ten now shows Karma cost in addition to point cost expenditure. - Fixed a crash in the Spell Selection window caused by clicking the Accept Form button with a Category node selected. Data Change: - Fixed an issue with Cloaks from HT that caused a crash. - Fixed missing data values for discounted adept powers. - Adept Way Discount values enabled for all eligible powers (IE, anything except powers that cost .25.) - Fixed an issue with gas-vents that caused a crash. - Renamed the Low-Light Vision metagenetic quality to prevent it from clashing with the metatype quality. - Renamed the Magic Sense metagenetic quality to prevent it from clashing with the metatype quality. - Fixed incorrect data values for the Extreme Cyber-Implant weapon. - Hard Nanoware from Chrome Flesh has been added. Because of the way it interacts with cyberware, the Implant Medic is listed as a piece of cyberware. - Altered the way Weapon Accessories are handled to enable pre-configured Ratings. Custom-made weapons with built-in accessories will need to have their format changed to Whatever. Existing characters should load properly; please contact me if you run into any issues with this. - Fixed a crash caused by the Extended Clip. - Added Nanoware from Chrome Flesh. - Proper bonuses added for most of the genetech from Chrome Flesh. Myostatin Inhibitor still doesn't have the karma discount, because it's tedious to implement. - Fixed the minimum INT for Wakyambi to 2. - Holdouts have had the tag set to true as a result of code changes to how accessories can be attached to a weapon. May not take effect on existing weapons; if not, remove and re-add the weapon. - Renamed the description for the Cat Mentor to not refer to Infiltration. - Removed the Sail Away, Sweet Sister version of the Personalised Grip, as it's replaced by the Hard Targets version. New String: - Menu_FilePrintPreview Renamed String: - String_OverContactPoints renamed to String_OverPriorityPoints Build 176: Application Change: - Gauss Ammo is now considered ammo for heavy weapons instead of normal guns. - Free contacts don't violate the (C+L)>7 limit when creating a character. This allows prime dataheaven membership to pass inspection... - Changed the default value for maritial art techniques to cost 5 instead or 4 karma, to conform with official rules. For older instalations, delete the settings file or change this in options. - When selecting life modules that brings an attribute above chargen limit, chummer don't crash anymore. - Reflex recorder now properbly affects skills linked to a physical attribute instead of the physical skill group. - Redliner and Cyber Singularity Seeker now grant the proper bonuses. - Fixed a crash caused by double-clicking Spell Categories. - Implemented an Improvement node for Public Awareness increases. - Fixed Jack of All Trades (The Career and Create versions were switched.) - Lifestyle Qualities can now check for character qualities. Currently used for the Corporate Limited SIN. - If the Ignore Rules option is checked, Skills and Skill Groups can exceed the 6 point limit enforced by standard character creation. - Fixed an issue that stopped rulebook selections from saving properly. - Fixed an issue in Life Modules if trying to add more than one Real Life Module. - Prototype Transhuman works. Personal new metric: if I get more than twenty requests for a quality to be implemented within a month of the book coming out, that quality is broken. - Made some changes to the calculation method for a character's Metagenetic Limit. Fixes an issue with the changeling limit being set incorrectly to 0 or making certain metagenetic qualities flag as standard. - Weapon Accessories can have Ratings. Currently for things like Ceramic Components that have multiple levels. - Fixed an issue with Weapon Costs caused by Ceramic Components. - Fixed an error caused by Life Modules trying to give you attribute points over your metatype limit. - Qualities that are not yet implemented in code will now have an no key that highlights them in red. - New improvement node type: . This allows us to perform the selectattribute improvement more than once for a particular quality. This is mostly used for the Infected pseudo-quality. - Fixed the method for generating Advanced Lifestyle LP. Data Change: - Poor Self Control (Attention Seeking, Sadistic) now properly grant karma. - First-pass addition of Hard Targets content has been added. Big thanks to Reddit's /u/Fweeba and HaikenEdge. Some provisional issues: - Adept Spell does not work properly. - There are a few items that use Ratings in ways that haven't previously been required (Ie, the cloaks), so they're not as clean as I'd otherwise like. - Ares Thuderstruck Gauss Rifle renamed to Ares Thunderstruck Gauss Rifle. - The Fame qualities provide the associated Public Awareness increases. - Added prompts for sides (Left, Right) for most cyberware that could reasonably be expected to need it. - The Improved Potential power has been split up into three different powers, due to the way it works. Characters that have the existing power should work fine. - Bioware Limbs from Chrome Flesh added. - Additional Life Modules added. Most Life Modules now have a random story attached. The bulk of these stories are jokes, because it's good to laugh. Note: Checking and unchecking the Automatic Backstory checkbox on the Character Info page will select new random values, if they're present. - Removed the Extravagant Eyes metagenetic quality. - Fixed Karma values for the Cyclops Eye, Vestigial Tail and Feathers metagenetic qualities. - The Extended Masking Metamagic has been enabled as a power Adepts can take, as it's functionally identical to the Improved Masking power. - Added the Body Sculpt power from Bloody Business. - Fixed a crash caused by lifestyles with qualities. - Fixed a crash when selecting the drug Snuff. Build 175: Application Change: - Removed extraneous code for the Infirm quality. - Minor quality of life update; if you have no Settings file present when creating a new character, Chummer will prompt you to launch the Options menu. - You can now press Ctrl-W to close a character file. - Fixed an issue with purchasing additional months of a lifestyle in career mode. - Fixed an issue with lifestyle qualities that had the selecttext bonus. - The Quality selector will show negative metagenetic qualities by default, but hide positive ones unless you're a Changeling. - Support for the Trust Fund quality added. - The Technomancer registered sprite limit is now based on LOG instead of CHA. - Fixed an issue with the cyberware selection screen not showing Essence costs. - Complex Forms show their translated name properly. - Redid how basic lifestyles work. Should make them behave better, should prevent crashes for older characters. - Fixed an issue that caused initiation schooling to show as a nuyen gain in the karma/nuyen log. Data Change: - Nanohive crash issue fixed. - Ratings for the Expanded Volume and Amplified Immune System bioware fixed to 4. - Fixed incorrect category for certain rituals. - Missing drugs from Chrome Flesh added. Custom drugs aren't implemented yet. As an interim, you can use Custom Item to emulate the drugs. - Fixed incorrect data for the Nitama Sporter. String Changes: - Message_CharacterOptions_OpenOptions - MessageTitle_CharacterOptions_OpenOptions Build 174: Application Change: - Calculation of Essence discounts is now multiplicative instead of additive. I am assured this is a good thing. - Fixed the default values for free karma knowledge. If you have an existing settings file, please reset to defaults by clicking Tools > Options > Karma Costs > Reset to Default. - Issues with Sum to Ten character generation artifically granting a MAG value higher than the metatype maximum should be fixed. I expect it'll break again in a week or so somehow, so please let me know if you experience any issues. - Chummer's main window now shows the current version in the title to aid troubleshooting. - Fixed a crash issue with Dwarves and the Resistance to Pathogens/Toxins metaquality, courtesy of Argo2445. - Fixed a crash caused by missing information in SURGE qualities. - Fixed a crash when trying to add items that include the selecttext bonus to vehicles. - Public Awareness is no longer an automatically calculated value. - Positive Metagenetic Qualities are hidden by default UNLESS you have one of the Changeling qualities, or disable the 'hide qualities I can't take' checkbox. Not particularly happy with the implementation for this; feedback appreciated. Data Change: - Magical Education Life Module now has a proper karma cost; prevents crashes. - Myostatin Inhibitor genemod now adds 1 Strength. The karma cost needs additional code support and hasn't been implemented properly yet. - Fixed skill usage for cyber implant weapons. - Fixed missing categories for the Attention-Seeking and Sadistic variants of Poor Self Control. - Fixed an issue with the Net weapon that caused a crash. - Fixed a crash issue with the Trauma Damper, courtesy of SolitarySky. - Changed the Priority B Elf's Special points to 6. Translation Changes: - Added French translations courtesy of sethsatan. Build 173: Application Change: - Dumpshock link changed to issue tracker. - A First-pass effort at adding a filter for Missions-restricted items has been added to the Options menu. Will be getting a later review to enable better filtering of the qualities, but for now it's just a global option. - Fixed a bug with life modules where Tír Tairngire wouldn't show demographics. - Chummer now handles essence holes automatically. Old items may need to be re-added. - College Education/School of Hard Knocks/Linguist and Jack of All Trades work properly for knowledge skills during character creation. Again. - Most of the functionality for Infected has been implemented. Todo: Fix up the free attribute gain to not use qualities because it's ugly, and put in the data files content. - N of M contact points in priority build works again. - Fixed an issue where chummer failed to open when clicking on a .chum5 file. - Implemented functionality for the quality "Friends in High Places". - Save/Load methods for Advanced Lifestyles should actually work properly now, but it's still a bit fragile. Bugs are to be expected, particularly if you change your mind a lot. - Most issues with adepts getting levels of powers from multiple sources should be resolved. (Mentor Spirits, Foci, etc.) - Rounding issue for Recoil Compensation from Strength resolved. - Variable costs for Qualities enabled to support the Rank quality. May eventually lead into redoing the way Qualities with multiple ratings work, because High Pain Tolerance (Rating 6) offends me every time I scroll past it. Data Change: - Organising data file contents into regions to keep things easy to work with. - Rank Quality added. - The Debug Lifestyle has been hidden. - Lifemodules no longer contains a "Magical Education (Archetype)". - Tír is now spelled correctly a few more places. - Equipment, Weapon and Ammo PACKs from run faster added. There are a couple of important caveats with this: First, we generally haven't bothered to input PACKs that are a single item. If someone would like to write them up then that's fine, but there's only so many hours of data entry one can do. Second, items that don't currently exist haven't been added in, like backpacks. Again, mostly a tedium thing but the PACKs code doesn't play nice with Custom Item and I don't like littering up the data files with fluff items. Items not added include: - Backpack. - Sound-link on the earbuds. - Disposable inhaler from Cheap Soldier Pack. - Orange vest from Sportsman Pack. - Reusable Syringe from Tranq Darter Pack and Tranq Pistol Darter Pack. - Bug-out bag's dufflebag. - Mechanic Shop's duct-tape. - Surveillance pack's Periscope. - Infiltration Kit contains a Micro-Transceiver on the assumption that that's the correct item. - Medium Machine gunner pack doesn't contain ammo belts, but does come with the ammo. - Ammo packs not added as stacks split among multiple types of weapons is not possible in Chummer5a. - Rigger Pack gets Reaction Enhancers instead of the mythical reflex enhancers. Come on guys, it's a list of items. Seriously, if you need an editor I'm sure there's tons of people who'd be happy to sign an NDA. - Big Boom Pistoleer pack has 190 rounds of heavy regular amunition, because Chummer doesn't care about your brass. - Most lifestyles ignored, per the 'we can't be bothered adding single items' policy mentioned above. - Gunbunny pack not added as it contains unattached accessories, which Chummer doesn't currently like handling. To be added in a future patch. - Some custom packs added from reddit's shadowrun comunitieswith permission from /u/NotB0b and ShadowNET SysOp. - Fixed an issue with the Extreme Cyberimplant and Junkyard Jaw from Chrome Flesh. - Pulse Weave costs Rating * 3000. New strings: - Message_HighContact - Checkbox_Options_Missions Build 172: Application Change: - Due to the return of Move-By-Wire, Initiative is no longer capped to your REA+INT's augmented maximum. - Fixed an issue with lifestyle quality costs that caused a crash on print. - The cap for Qualities is now based on your Gameplay Option. For example, a Prime Runner can spend up to 35 Karma on Positive qualities, and gain 35 from Negative qualities. - Compability mode added. Chummer should now **run** on .NET 4.0, but some stuff might not work, and we (the Chummer5a team) won't provide support. - Fixed a bug where advanced (and normal?) lifestyles would crash on other languages - More specific spirit data is available for charsheets to use. - Chummer now has a crash reporter. If Chummer encounters an error it can't recover from, it will (if given permision) send a data package (hopefully) identifying the source of the crash. - Chummer now won't pretend you have 25 BP in SumToTen/Priority build modes - Fixed edge case where Sum To Ten would ask for a karma amount like Karma/Life Module builds - Prime Data Haven now automatically creates/removes an appropriate 5C/3L contact. - Cyberware can now add qualities. Not particularly happy with the implementation, but it works. - Cyberware can have a metatype restriction. - Born Rich quality works properly. - The Select Bioware/Cyberware form can now display a special notes text field to indicate weird workaroundy stuff that I can't be bothered fixing with code. - For example, Striking Calluses are treated as a Rating item, with the Notes field explaining why. Currently has no support for translations. - Essence Discount house rule enabled. Can be used to emulate the Prototype Transhuman quality for you munchkin mages that need your pain editors and whatnot until I get around to implementing it properly. - Fixed an issue with the incorrect cap being used for spell selection. There's still a couple of UI failures that need to be resolved, but they're a relatively low priority. Data Change: - The Water Sprite quality confers +2 to Diving and Swimming, instead of prompting you to select one of them. - Machine Pistols were missing a few accessory slots; they can now mount stocks and such. - Cyberware Holdout Pistol typo fixed. - Gameplay Options have been moved into their own XML file, gameplayoptions.xml. - Added the missing qualities "Poor Self Control (Sadistic)" and "Poor Self Control (Attention-Seeking)" - Lifestyles.xml GUIDs populated to support the language fix. - Adapsin bioware properly discounts cyberware costs. - Fire Modes for the Colt Inception have been fixed. - Metatype Reduction has been added. Due to the differing benefits, it is split up into two different items for Orks and Trolls, respectively. - Troll Reduction has been added. - Assorted bits of cosmetic bioware and bio-weapons from Chrome Flesh have been added. - Life Modules have been added from all existing source books, courtesy of joha4270 and angelforest. Functionality is complete-ish, but there are some awkward modules in Further Education and such that may not quite work as expected. Feedback and suggestions for this is greatly appreciated. - Fixed an issue that stopped Aspected Magicians from gaining access to the Spells and Spirits tab. Replace-all is nobody's friend. String Changes: Altered: - Checkbox_Options_ExceedNegativeQualitiesLimit - Checkbox_Options_ExceedPositiveQualities - Checkbox_Options_ExceedNegativeQualities - Message_SpellLimit New: - MessageBox_NoValidContactFound Build 171: Application Change: - Fixed an issue with Priority characters not loading properly. Malformed XML file. Data Change: - Accuracy for the Cougar Fine Blades altered. - Chakram weapon added. - The PPSK-4 has had a Collapsed Frame accessory added to it that confers -6 Concealability to represent the collapsible box thing you can put it in. Accessory mods can also no longer be installed on the gun. - Blowgun range changed. - Sound suppressor added to the Barret. - Missing Ammo from Run and Gun added. - Skilljacks and Skillwires have had their costs adjusted to match Chrome Flesh values, because apparently errata isn't a thing that's done these days. - Wireless Skillsoft Networks have been added as Lifestyle Qualities. Yes, Advanced Lifestyles are still a little broken. It's on the list. IMPORTANT NOTE:.NET 4.5.1 IS CURRENTLY A REQUIRED COMPONENT. CHUMMER WILL CRASH ON VERSIONS BELOW 4.5.1. Build 170: Application Change: - Metasapient cost is properly counted in Sum to Ten and Priority. - Fixed an issue with the default Free Contact Multiplier value. Existing installations may still have a Contact Multiplier value of 1. To fix this, open Tools > Options > House Rules and enable/disable the "Free Contact Points equal to Charisma times X" rule. - Fixed an issue with the Critical Strike power that caused a crash, due to the name being changed. - Jack of All Trades shows the proper tooltip value. - Variable Sum to X character creation enabled. Changing Build Methods still doesn't work quite right, so it's recommended to make a new character if you want to do this. - Genemods and Symbionts are locked to Standard grade properly. - Internal changes to how some values are stored. Shouldn't affect characters. - Added support for building characters with Life Modules. | If a character has multiple knowledge skills with the same name, they can optionally be folded in to one another by clicking the Collapse button on the right side of the skill. | Only debug life modules have been created thus far; any assistance in writing up the data for this would be greatly appreciated. | Selecting Life Modules will pre-generate a Background for your character. This can still be edited normally, but makes for a useful springboard. Development is still in the early stages, but is more or less functional. Full thanks to joha4270 for implementing this. Data Change: - Priviliged Family Name's SIN requirement changed to National or Corporate, rather than Corporate (Limited). - Ambidextrous quality is now enabled for multiple limbs. Shine on, you crazy Indian diamonds. - Dragonslayer Mentor Spirit fixed to give +2 to Combat Spells instead of Detection. - Fixed a missing value for the Linguist property that was preventing its bonus from working. - Casemods can be removed from Cyberware. - Living Focus and Keratin Control have been added to the Street Grimoire book. The Shadowrun Forum Post 1 book has been removed. - German Language files from Haekel on Reddit have been included. New Strings: - Label_SelectBP_StartingKarma - Label_SelectBP_SumToX - String_Improvement_SelectOptionalPower - String_All - String_LifeModule - String_Life_Module - Label_Stage - Tip_CombineItems - Tip_SplitItems Build 169: Application Change: - Fixed an issue with skill and karma values defaulting to 0 in character creation. - Fiddled with Auto-update a bit, might work better. Please test and advise. Data Change: - New book: Chrome Flesh. - Content for Chrome Flesh added. Data provided courtesy of Fweeba. Build 168: Application Change: - Did some stuff to make spell descriptors show up in character sheets. - Karma carry-over for build methods other than Point Buy fixed to 7. You may need to reset your options to defaults for this to take effect. Tools > Options > Karma Costs. - Fixed an issue with skills changing their values incorrectly. - Fixed an issue with discounts for knowledge skills not working properly. Data Change: - Fixed a fault with the calculation of Net ranges that caused a crash. - Data Trails content added. Some additional functionality for commlink dongles and such is still required, so they haven't been included yet. Much thanks to Iridios for his work with this. Build 167: New collaborator on the project acquired! joha4270 has been assisting with a variety of issues, and is currently tackling the implementation of Life Modules, along with several other tricky problems. Huzzah! Application Change: - Changes made to the Contact controls; most features of a contact are now only visible on hover. Makes things a bit neater. Looking for feedback on implementation of this. Good? Not good? - Support for free contacts enabled. - Support for group contacts from Run Faster implemented. - Support for the Made Man quality from Run Faster implemented. - Karma and Nuyen graphs now scale with time. - Fixed a bug with calculation of Street Cred. - Fixed a bug with Nuyen and Karma graphs being in order of addition instead of date. Also makes neat plateus and valleys. - Fixed an issue in which the Maximum Modified Rating rule could not be disabled. - Fixed issues with Limit Enhancements not saving. - Technical School, College Education, Linguist qualities do the discounty things they're supposed to. - Fixed issues with the optional rule to re-group skill groups if the skills were balanced when the character was saved. - Fixed an embarassing issue with broken skill groups levelling themselves back down to the grouped rating. - Fixed the behaviour of Custom Fit so that it only counts if the Custom Fitted item is also equipped. Not super happy with the code, but I'm also tired of looking at it, so eh. - Undocumented inherited feature of the day: the key supports Custom Fit. If an item with the Custom Fit (Stack) mod is equipped, and has an Extra value that matches another equipped piece of armour, the armour value of the item will be changed to the override value. - Character creation validation now checks for Betaware/Deltaware and stops you from having nice things. - Firemodes now work properly for languages other than English. (Original code didn't expect that someone would actually change the string for the firemode abbreviations, so kudos to you, random German guy who translated everything!) - Made some alterations to the appearance and function of contacts. Outstanding issues: Made Man and karma costs don't update properly. Data Change: - Fixed a big with Colt Agent Special not using Heavy Pistol ammunition. - Fixed incorrect calculation for varieties of Indomitable. - Hanuman name fixed again. Frankly CGL should take the initiative of spelling the name correctly, for I am incapable of spelling errors. - Enhanced Articulation no longer prompts for the skill bonus. - Keen-eared and Balance Receptor are properly marked as Metagenetic qualities. - Digital Doppelganger now prompts for a text entry, and requires that you be a SINner. New strings: Label_Contact_Free Message_InvalidExConWare Message_InvalidCyberwareGrades Build 166 Application Change: - Fixed an issue with Point Buy characters transitioning to career mode causing an exception error for skills. - Values for Contact and Knowledge Multipliers will now reset to their default values if the relevant house rules are disabled. - Value for Contact and Knowledge Multipliers reset to proper defaults. - Fixed several magic traditions to use valid spirit names. 'Spirit of Plant'. Pfft. - Fixed an issue with Spirit Bane being available to non-magic users. - Fixed an issue that enabled the free knowledge skills for point buy if the free contact point house rule was enabled. Build 165 Application Change: - Knowledge skills actually fixed now. Is now completely buildmethod-agnostic, so won't break when you look at it funny. Data Change: - Fixed an issue with Hanuman in Sum-to-Ten/Priority. Build 164 Application Change: - Martial Arts are no longer included in the calculations for positive quality limits at chargen. - Fixed an issue in which point-buy characters weren't having points removed after patch 162. - Fixed an issue with characters that had Middle/Medium lifestyles causing a crash. - Fixed a number of stupid errors with knowledge skill and contact calculation. Knowledge skills still need an errata to confirm whether/how they're supposed to interact with karma and free points in point buym but should otherwise work correctly. - House rules enabled to provide for a different contact and knowledge skill multiplier. - House rules to override quality limits without otherwise breaking chargen rules enabled. Data Change: - Fixed an incorrect Category for the Obscure/Difficult to Find lifestyle quality. - Nitama Sportier uses heavy pistol ranges. New Strings: - Checkbox_Options_ContactMultiplier - Checkbox_Options_KnowledgeMultiplier Administrative Change: - Changelog.txt, Manifestdata.xml and manifestlang.xml added to the Admin folder. Not included in the client files; used for pushing automatic updates. Build 163 Administrative Change: - Controls (Skills, groups, etc.) moved into a separate folder because I'm tired of looking for them and can't be bothered prefixing. Organisation is love. Organisation is life. Application Change: - AUTOMATIC UPDATES ENABLED. Now I just have to not forget to update the version metadata every time I fiddle with something... - To use automatic updates, open the Tools window and click on Check For Updates. Any new file versions should be available for download. Select the files, hit the download button and cross your fingers. - Fix for Friends in High Places causing a crash due to invalid bounds. - Fixed an issue with free karma knowledge reverting values to 0. - Rewrite of Knowledge Skill BP calculation to support free points. Needs some logic validation. - Fixed an issue with the Blind (Mage) quality causing an exception. - Added functionality for the Jack of All Trades, Master of None quality. - Added functionality for the College Education quality from Run Faster. Data Change: - Updated some spells with correct ranges, from the errata. - Updated some martial arts, courtesy of Urs Zeidler. Build 162 Application Change: - Points for free Contacts include Karma values. - Amended an issue where the first point of Connection or Loyalty was free for Contacts. Basing this off the example text on page 99, but I'm moderately sure that there was a falling out between the development team and the writers at some point, so they may not have been talking at that point. - Added an optional rule to generate free contacts during Point Buy. Currently working on adding free contact points during Point Buy. Shouldn't be much longer to complete. - Refixed an issue with skill groups adding points to the Priority number counters. Will also clean up karmagen characters that were built accidentally using Points instead of just Karma. - Fixed issues with the Uneducated, Infirm, and Uncouth qualities during chargen. (Additional karma costs, wrong karma costs, just generally broken.) - Support added for the School of Hard Knocks quality. - Build Summary now reports the Karma used by Contacts if you exceed the free points. Data Change: - Blind (Mage) quality is now available for Adepts that have the Astral Perception quality. New Strings: - String_OverContactPoints Build 161 (Reverting things that weren't broken Hotfix) Application Change: - So it turns out that the default options don't actually populate from where they're defined, but are an entirely separate int. Todo: buy scotch. Try not to cry. Cry deeply. - Fixed the issue with skills doubling their rating on load. Commenting out code without explaining why you did it is dangerous, kiddies. Don't uncomment things you don't know the purpose of. Build 160 Application Change: - When using Point Buy, karma can no longer be carried over into Career Mode, because Point Buy cannot have nice things. - Sum to Ten now validates over/under limits. - Nuyen cost for Martial Arts and styles removed, because I'm an idiot and didn't pay attention to what Instruction Cost meant. - Revalidated default karma options again, default value for contacts changed. - Added a prompt to close open characters when changing Options. Will look at this again properly later to support saving the characters and reloading them, but for now it just closes, prompting the user to save any modified characters. - Did some fiddling with the UI for Point Buy and the optional 'Free Knowledge Skills like Priority' rule. Buy With Karma is enabled by default, etc. - Removing Rituals should no longer cause terrible crashes in chargen mode. - Complex Forms limited to the correct amounts during Chargen and Career mode. - Drone Condition Monitor assigned to correct value, courtesy of BodieSullivan. New Strings: - Message_Options_CloseForms - MessageTitle_Options_CloseForms - Message_ComplexFormLimitCareer Data Changes: - Dwarf metavariants are tagged as Run Faster again. - Formatting typo in de_data.xml resolved, courtesy of UrsZeidler. - Several issues with the German character sheet resovled, courtesy of Zwixx. Build 5.159.1 Application Change: - Reset the cost for Complex Forms to the proper value again. - Removed some needless return values for including percentages in lifestyle costs. - Lifestyle Qualities will no longer add a blank node if you hit the Cancel button. Build 5.159 Application Change: - Issue with Initiation/Submersion in chargen forgetting Ordeals and Schooling fixed. - Martial Arts and Maneuvers cost Nuyen to learn. - Contact Connection rating limited to 6 during Character generation, 12 Connection during Career mode. TODO: Validate contacts during completion stage; contacts should not exceed 7 Karma. - Improved Ability (Skill) now has a maximum value of (Skill + (Skill/2)). Note: Exotic Weapon skills aren't working properly just yet. - Base Recoil Compensation increased to 1. Recoil granted by Strength reduced to STR/3. - Default state of the rule "Allow broken skillgroups to be regrouped if they have an equal value." changed to enabled. - Improvements generated by Foci binding (Improved Physical Attribute, for example) are now removed when a Focus is unbound. Should fix edge cases that were effected in a similar manner. - Negative Metavariant karma points count towards the Negative Quality limit. (Ie, a priority C hobgoblin can only take 20 Karma worth of Negative Qualities.) - Limited support for using web-browsers (Chrome, Firefox) as your PDF application added. IE doesn't work, and I'm not interested in figuring out why. - Power Point limits are re-calculated when Karma values are changed. - Essence Loss during Karmagen correctly pulls from Karma. - PACKs validated for functionality. They should work, but TERRIBLE HORRIBLE CRASHES WILL HAPPEN IF A PACK INCLUDES AN ITEM THAT DOESN'T EXIST. The default set of PACKs will be created in the near future. - Advanced Lifestyles are enabled in creation mode. Basic lifestyles have currently been disabled, because I am lazy and haven't remade it. I've only done limited testing with this, so please report any issues that you come across. Data Change: - Concealed Quick-Draw Holster: Concealment value set to -1. - Custom Ballistic Mask: Social Limit increased to 2. - Uniform (Disguise) crash fixed. - Maglock with Anti-Tamper Circuits crash fixed. - Full Body Armour Helmet capacity fixed. - New book: Nothing Personal. - The ridiculous F-B Bumblebee from Nothing Personal has been added. New Strings: Label_SelectAdvancedLifestyle_Base_Comforts Label_SelectAdvancedLifestyle_Upgrade Label_SelectAdvancedLifestyle_Base_Security Label_SelectAdvancedLifestyle_Base_Area Message_NegativeQualityAndMetatypeLimit Checkbox_Options_OpenPDFsAsURLs Label_Options_URLApplicationPath Build 5.158 Application Change: - Qualities now capped at 25 points instead of 35. - Knowledge Skills calculated based on proper value (Was metatype base, is now actual value.) - New House Rule: Point Buy grants free Knowledge Skills. Todo: enable free knowledge multiplier as a house rule variable. - SURGE qualities are free if a character has the Changeling qualities. - 1 Karma will be subtracted from free karma if Positive and Negative Changeling qualities are unbalanced. - Deleting Submersion properly decrements augmented maximum. Also fixes being able to remove earlier initiate grades. - Default value for purchasing a Complex Form set to 4. Data Change: - Technomancer, Adept, Mystic Adept, Magician, Aspected Magician and Changeling qualities no longer contribute towards quality limit during karmagen. - SURGE qualities all tagged as metagenetic improvements to support the new way SURGE works. Also should have been done from the start, but that's neither here nor there. - Colt New Model Revolver amended to use proper statistics. New Strings: Message_OverNegativeMetagenicQualities Message_MetagenicQualitiesUnbalanced Message_MetagenicQualitiesInsufficientKarma Message_MetagenicQualitiesSubtractingKarma Build 5.157 Application Change: - Karma calculation issue fixed in karmagen for special attributes. (Sure, let's include a specific handler for priority gen and nothing else. Makes sense.) Build 5.156.1 Application Change: - Karma calculation issue fixed in karmagen. (Wasn't counting metatype minimmums.) - Default value for nudKarmaQuality changed to 1x. Data Change: - Special Attributes for Priority-Gen and Sum-to-Ten fixed to proper values. Got a bit lazy copying the data. Build 5.156 Application Change: - Karma Costs tab re-enabled in Options. This will allow the user to change character generation details without file editing directly. The Nuyen Per BP field has also been relocated into this tab. Data Change: - Metavariant/Metasapient BP costs and karma values shifted into Priorities/SumtoTen.xml files because Hobgoblins are terrible. - Ares HVAR book reference altered to proper book (Run and Gun) Issues: - Metavariants that confer bonus karma (Hobgoblin, Oni at Priority C) currently are not counted against the maximum limit for Negative Qualities. Build 5.155 Application Change: - Settings.xml default values validated against what they're actually supposed to be. Fixes some issues with Quality prices, fixes the 5000 Nuyen per Build Point issue AGAIN. - Metasapients partially added. (They're in, but prices are largely incorrect) Build 5.154 Application Change: - Change Metatype/Priority Selection special menu fixed to remove and disable Special attributes if you no longer have the relevant Talent. Needs some extra things done later to clean it up, but it works. - Fixed a Nuyen calculation issue that stopped starting nuyen from being included. Data Change: - Restored a fix to Elf metavariants that caused a crash. - Settings.xml will no longer be published in builds, to prevent issues with debugging data. Build 5.153.2 Application Change: - Fixed typo in SelectSkill.cs that caused a crash (Case sensitivity is fun) - Removed needless, broken validation that stopped karma-nuyen conversion from working in priority/sum-to-ten builds. Build 5.153.1 Application Change: - Fixed skills so that they don't cause terrible, horrible crashes. (Was using the wrong method to verify Build method.) Build 5.153 Application Change: - Submersion Grades can now be deleted properly during chargen. - Quality list available for Priority and Sum-to-Ten. - Special Qualities of Metavariants are enumerated properly. Build 5.152 Application Change: - Metavariants fixed for Sum to Ten and Priority. - Karma costs of metavariants are now deducted properly. - Purchased Nuyen no longer defaults to maximum value. - Submersion during karmagen fixed to not refer to metamagics, arts, etc. - Removing the Adept, Technomancer, Magician, or Mystic Adept refunds any allocated MAG or RES before disabling the controls. Build 5.151 Application Change: - Saved Nuyen values resetting to 0 on load - Variable Nuyen per build point values not updating properly if changed from 2000 Build 5.150 Data change: - Nocturna and Xapiri Thëpë quality-related crash fixed. Application Change: - Lazy workaround fix for karmagen attributes not increasing properly. Build 5.149 Application Change: - Skill groups no longer cost BP when using Sum-to-Ten (Or in one weird case, Priority) - Maximum Contact Connection rating increased to 12, per p386, SR5 Core. Todo: Limit Connection to 6 during character creation. Build 5.148a Application Change: - Condition Monitor for vehicles corrected to use the correct formula (12+ 1/2 Body) Build 5.148 Application change: - Fixed "Special" qualities not enabling resonance, magic, etc. if the talent was selected from a search filter. Build 5.147 Application change: - Fix for Chummer ignoring changes to the Nuyen per BP option. Data change: - Typo in Sum-to-Ten generation fixed that stopped Adepts from working properly. (More like 4depts, amirite?) Build 5.146 Application change: - Qualities with text input (SINner, Allergy, etc.) fixed to not attempt and fail language validation. No more Error text in the field, basically. Build 5.145 Administrative change: - Data files now embedded in the solution, rather than maintained separately. Build 5.144 Data changes: - "Resistance to Pathogens and Toxins" renamed to "Resistance to Pathogens/Toxins" due to weird dwarf racism issue. Application changes: - The base statistics can no longer be modified during karmagen due to a counting fault. Shouldn't be necessary anyway. Administrative changes: - frmMetatype renamed to frmKarmaMetatype for organisational purposes. Mea culpa changes: - SVN/Backup issue forced a rollback of 5.141's Submersion fix. Build 5.143 - Metavariant statistics fixed to update properly. Build 5.142 - Weapons.xml validated to permit Stocks, Internal components, etc. Build 5.141 - 'Special' qualities such as technomancer restricted so that you can't be a technomancer adept. - Attribute count not counting current values in Sum-to-Ten fixed. - Submersion fixed; Echoes are now purchasable. Build 5.140 - Fixed the tooltip showing the karma values for raising magic in career mode. - Added a new Dwarven racial quality to include the resistance to pathogens and toxins rather than using the Resistance to Pathogens and Toxins positive quality. This will only impact characters created with this version or later. Build 5.139 - Added in the ability to multi-specialize in skills post character creation. - Updated Mnemonic Enhancer to provide its bonus to the Mental Limit and Memory Tests. - Updated Tailored Pheromones to provide a flat bonus to the social limit instead of a limit modifier. - Fixed a bug with Qi Foci that could prevent it from showing the power it provides in the bound foci list. - Updated Martial Arts so that it prevents taking the same Technique via the same Martial Art so you can have stacked bonuses. - Fixed the Advanced Safety System from Run and Gun so that it would be available for use. - Added the new spirits from Spirit Grimoire to the specialization lists for each of the Summoning skils. - Fixed a bug that would occur when undoing adding a submersion grade in Career mode that was preventing it from correctly removing echoes attached to that submersion grade. - Fixed a bug that was causing vehicles to show a Signal rating which was an artifact from 4th Edition. - Fixed a bug that was failing to calculate the available contact points. - Fixed a bug that was allowing multiple attributes at maximum during character creation if the character had the Exceptional Attribute positive quality. Build 5.138 (beta) - Fixed the spelling on the name of the Evo Armadillo Armored Spacesuit. - Fixed the calculation of the Mortimer of London coats when dealing with unequipped armor. - Updated Chem Seal and Environmental Adaptation for Full Body Armor to be mods for Full Body Armor rather than armors themselves. - For the Translator: Fixed both the Page and Translated columns so that they correctly save changes. Build 5.137 (beta) - Before anything else, I want to thank Geg (chummer5de@gmail.com) for going above and beyond working on the German translation for Chummer. A very large part of Chummer's data files have been translated into German by Geg over the last week and I cannot thank him enough for taking it upon himself to do this. - In order to resolve differences between the English and German printings, I've added a new book entitled "Shadowrun 5th Edition (German)". I've attached to this book the German versions of the Raven Mentor Spirit and Skilljack Cyberware. This should allow German players to use the versions printed in their books and other players to use them if their group is treating those rules as errata to the English book. - Updated Contacts by splitting the Name field into three fields: Name, Location, and Archetype. The dropdown has been moved to Archetype. Any existing Contacts will show any existing info under Name. The character sheets have been updated to show the new Contact fields. - Updated the Ultimax Rain Forest Carbine to use the updated stats provided in the Missions FAQ Update version 1.1.1. - Removed the Restrictive quality from SWAT Armor that was there in error. - Fixed a bad tooltip for the Cyberlegs house rule. - Fixed the price for the Horizon Flying Eye with the Flash Pak and Smoke Grenade option. - Fixed a bug that was ignoring book selections when showing the list of mentor spirits. - Fixed the AP modifier for Gel Rounds. - Changed the Gecko Grip weapon modification to not require that the weapon have a Stock slot. - Added the missing Strike the Darkness and Neijia Martial Art Techniques. - Fixed the price of the Armanté Suit and Dress. - Fixed a formatting problem with the skills list so that the list should now scroll properly. - Fixed a bug preventing leftover nuyen from being carried over after character creation. - Added the ability to enter notes for Martial Art Techniques which are also shown on the character sheet. - Added the Custom Tradition to Career mode. - Fixed the Drain Resist dice pool for limited spells. - Fixed the armor calculation for stacking armor including occasionally stacking items like the Mortimer's High-Fashion armor. - Fixed a bug that would prevent adding the free adept powers granted by a mentor spirit if in Career mode. Build 5.136 (beta) - Due to popular request, Enemies are back again. These are not part of 5th Edition (at least not yet) so using them is a house rule. - The Contacts/Enemies UI has been updated to use tabs rather than being stacked. This gives a little more room for both contacts and enemies. - Contacts now show a dropdown list for the name allowing you to enter your own contact information or select one from a list. As of yet, Enemies have no options in the list but this will be added at a later date (suggestions welcome). - Added logging to the update function. Hopefully this will be helpful in tracking down issues when downloading updates. - Removed a possible bug that could cause the update to go into a loop. - Added a new Buy With Karma checkbox to each of the Active and Knowledge skills in Creation mode that allows you to buy the specialization with karma instead of skill points. - Added tooltips to the house rules on the options dialog to help explain which each house rule does. - Added a house rule to the Options dialog that will allow Initiation and Submersion during Create mode. - As it was pointed out to me that I missed the sentence on page 66 that explicitly allows spending Attribute Points on the bonus point granted by Exceptional Attribute or Lucky, I've removed the house rules relating to Exceptional Attribute and am now following the rules as specified. Sorry for any confusion. Build 5.135 (beta) - Minor fix to enable downloading the translator app via Chummer update. Build 5.134 (beta) - Now includes a translator application (Translator.exe). This app allows you to create and edit the language files to translate Chummer into non-English languages. If you're interested in doing a translation for distribution with Chummer, please let me know via srchummer5@gmail.com and we'll make arrangements for you to send me updated language files. This is the first release of this translator app so please let me know if you run into problems using it. There's a bit more to come for handling translation, this was just the first big step. - To resolve an issue with Exotic weapon skills, special weapons were moved into the appropriate Exotic weapon category. - Fixed a bug that could cause Adept Power Points to be miscalculated in Career mode when adding cyber/bioware. - Fixed a bug that could cause a crash when printing your character. - Removed the Enemies section as this was a leftover from 4th Edition. - Removed the duplicate Narcoject entry. - Added the low-light and infrared flashlights from the core book. Build 5.133 (beta) - Fixed a bug that could cause a crash when adding adept powers. Build 5.132 (beta) - Added a House Rule "Use Skill Points on broken groups" that allows you to spend Active Skill Points in Creation mode on skills belonging to broken skill groups. - Fixed a bug that would prevent raising Edge, Magic, or Resonance to maximum. - Fixed a bug that would cause a crash if a skill group was raised which included a skill that had free levels. - Fixed the page numbers for a handful of Illusion Spells. - Removed a duplicate entry for Gamma-Scopolamine. - Removed the button to add Adept Power Points in Career mode for Mystic Adepts. - Fixed a bug that would erroneously charge a special attribute point when puchasing cyberware or bioware. - Fixed a bug that was preventing the range values for a number of thrown weapons from being shown. - Fixed a bug causing new spirits added in Create mode being added by a Mystic Adept to have the wrong Force value. - Fixed a spelling error on the Shadowrun Forum Post 1. - Added Advanced Medkits from Bullets & Bandages. No availability is listed for Advanced Medkits in B&B so I just used the availability for standard Medkits. - Updated the validation warning message concerning having gear over capacity so that it now specifies exactly which items are over capacity. - Fixed a bug that would throw up a validation error on characters using Prime Runner stats that have more than 25 karma in positive or negative qualities. - Fixed a bug that was preventing Prime Runners from converting to Career mode. - Fixed a bug that was causing the character load to fail if it was a Prime Runner with more than 10 karma spent on nuyen. - Updated the Missile Mastery Adept Power to include the +1DV and +1 Dice on Thrown Weapons. Not sure this is the correct fix though as this is only supposed to apply to non-explosive thrown weapons. - Fixed a bug allowing purchase of more levels than should be allowed on Flexibility, Stillness, and Penetrating Strike. This fix will only apply on powers added after this update. - Fixed a bug with the Ares Giantslayer Slingshot that was causing a crash when selecting it. Build 5.131 (beta) A quick shout out... I had programming help on this build from a friend of mine named Ed. Thank you Ed! - Completely rebuilt how karma is spent on Attributes, Special Attributes, Skill Groups, Active Skills, and Knowledge Skills to reflect the RAW on the steps in character creation. All existing characters should load up just fine but karma costs may have changed to reflect applying the RAW. Each of these now have separate entry boxes for applying points from your Priority selection and for buying up with Karma. Validation now checks to see if you've overspent on your points. I believe I've been able to correctly handle the steps as written while giving a UI that allows you to treat it as a single step (rather than going through a gateway similar to "Mark as Created"). The only thing I haven't updated as part of this is whether skill specialization is paid for with skill points or karma... at this time it automatically uses skill points to pay for skill specialization but I'll update this in a future enhancement when I will also tackle being able to have multiple specializations per skill. There are two new house rules to allow you to tailor how these rules are applied to some degree. If others are needed, send along a request and I'll take a look. - Added custom Traditions. If you select the Custom Tradition from the dropdown, it will enable additional fields for you to provide your tradition name, select your drain attributes, and select your spirits for each school. This information is saved with the character and is portable with it. - Fixed the skill bonus from the Cat Mentor Spirit so that it will apply to Sneaking (the English core book says Infiltration on page 321). - Spell dice pools should now pull from the correct skill (Spellcasting, Ritual Spellcasting, Alchemy, Artificing) for each spell. - Corrected the drain value for the Resist Pain Spell. - Fixed the values on the Build Summary tab for Spells, Complex Forms, and Contacts which under some conditions might show the wrong value. - Fixed the Armor value on the Condition Monitor tab in Career Mode to show the correct value. - Added the armor encumberance rule from page 169 so that it applies to armor accessories such as helmets and shields. - Removed the duplicate Astral Powder gear entry. - Fixed the missing availability and price for Fetishes. - Clicking on a blank area within the Contacts, Skill Groups, Active Skills, or Knowledge Skills regions will allow you to scroll them with the scroll wheel. - Removed the tooltips that were showing the wrong text on the labels on the Limits tab. - Added a house rule to allow paying only the standard cost for Qualities in Career Mode instead of double as per RAW. - Removed the option to buy a vehicle used as this was from 4th Edition and has not been carried over into 5th. Build 5.130 (beta) - Removed some duplicate specialties from the Politics Knowledge Skill. - Made the Adept Way Qualities not available for non-adepts. - Added the Astral Limit to the Limits tab and the character sheets. Keep in mind that limit modifiers to either your mental limit or social limit that can apply in the astral might conditionally apply to your astral limit during play. - Fixed Enhanced Articulation Bioware so that it applies the correct skill bonuses. - Fixed several issues surrounding full Cyberlimbs. Attribute averaging has been removed as it was a 4th Edition rule. The limb on the character sheet now shows the limb's total Strength, Agility, and its Physical Limit. - Movement rate now uses the augmented Agility value. - Added an option under House Rules to use derived Attributes from Cyberlegs when calculating movement speed. - Added all that lovely Qi Foci code from build 5.129 to Career Mode as well. Completely missed that one. - Now correctly charges double for positive qualities added or negative qualities deleted after character creation. - When selecting YNT Softweave in the Select Armor Mod dialog, it will now show "+50%" in the capacity field. - Removed the button in Career mode that allowed adding more Mystic Adept Power Points. You're not actually allowed to add points this way after character creation. - Added Custom Ballistic Mask. - Added the specialized silencer for the Ares Light Fire 75 and added it to the Ares Light Fire 75. - Added some very minor fixes for the underbarrel weapons from Run and Gun so at least they won't cause a crash. They still don't behave the way I want them to though so I'll be revisiting this "soon". Build 5.129 (beta) - Qi Foci will now ask what power they're providing when you bind the foci and that power will now show up on your list of powers with the appropriate free levels if any and the name of the Qi Foci will be updated to show the power it is providing. For Improved Reflexes, select the level you want your character to have and the foci rating, it will reduce the power point cost accordingly. - Fixed a bug preventing weapons from being added to Heavy Weapon Mounts. - Updated firearms that come stock with a Smartgun System to have the internal version. - Added the Gas-Vent 2 System that the Ares Crusader II should have. - Fixed the AP on the Colt M23. - Manabolt is now correctly a Mana based spell. Build 5.128 (beta) - First and foremost, recent builds (including this one) have been getting updates to the French translation files courtesy of Lous_59. Thank you for your amazing work! - Fixed a bug preventing loading bows or crossbows with ammunition in Career mode. - Cleaned up the former Commlinks section on the Character Sheet. It now is the Device section and each Commlink, RCC, or Cyberdeck shows itself as such. Fixed a few problem items that were showing their stats incorrectly. - Added device stat labels to cyberware, armor, weapon, gear, and vehicle tabs so that you can see the stats for selected commlinks, cyberdecks, or rigger command consoles. - For newly created characters only, limit modifiers will now inlcude the condition under which they operate. I'd make this retroactive but it would be a nightmare to code. - Fixed the Quality Indomitable and the Adept Power Improved Potential to add directly to the calculated limits rather than add limit modifiers as these bonuses apply at all times. This also resolved the issue with the Chaos Mentor Spirit where it was not applying the bonus from the granted Improved Potential power. - Fixed a bug where in some cases carry-over karma from character creation would not be carried over. - Will now automatically remove the Allergy when removing the Eagle Mentor Spirit. - Fixed the Initiation/Submersion tab so that it will allow adding multiple instances of metamagics and echoes that allow it. - Updated the Infusion of [Matrix Attribute] and Defusion of [Matrix Attribute] so that they will ask for you to enter the name of the attribute being adjusted. For now it is a text entry, at some later date it may become a drop down. - Fixed a bug that was breaking the karma calculation when increasing skills belonging to a broken skill group in creation mode. - Updated the Select a Mentor Spirit dialog to not show choices you're not eligible for. So Magician options won't show up for Adepts and Adept options won't show up for Magicians. Mystic Adepts still see all options. Build 5.127 (beta) - Fixed a bug where it was not rounding Essence up when calculating your Social Limit. - Fixed a bug which would prevent adding Sensor Functions to Sensors. - Fixed a bug which would prevent any metamagics from being shown when selecting a new metamagic. Build 5.126 (beta) - Completely replaced the Initiation tab. It now should correctly handle Initiation (with discounts), Arts, Enchantments, Enhancements, Metamagics, and Rituals. Add an Initiation grade and then right click on the grade to add Arts, Enchantments, Enhancements, Metamagics, and Rituals. In case you're not using Street Grimoire or choose not to use the Arts system, there is a new item on the House Rules tab of the Options dialog that you can use to ignore the Art requirements for metamagics and the like. - Fixing the above item led to two powers referenced in Street Grimoire that haven't previously been published. These have only been provided via a forum post by one of the designers. So that post is now a source (SFP1) that can be enabled in order to provide those powers (Keratin Control and Living Focus). - Updated all "Source" labels on all dialogs to open the linked PDF to that page if you have linked the book to the PDF in the Options dialog. Also linked the names of skills and powers as they don't show a "Source" label in their listings. And finally, the above mentioned forum post will open in your default browser if a Source pointing to it is clicked. - Added the Small Unit Tactics Knowledge Skill from Run and Gun. - Fixed a bug allowing the Seducer's Adept ability to allow any skill. It now restricts to the correct list. Thank you Ariketh for the solution! - Fixed the Voice Control Adept power to allow for multiple levels. - Fixed a bug that would cause a crash when using YNT Softweave on an armor with an odd armor value. - Added a variable price to Personalized Grip to reflect that it probably should cost something. - Removed cyber-weapons from the Select a Weapon dialog. These can only be purchased now on the Select Cyberware dialog. - Fixed a bug preventing the Respirator from being available to add to armor. - Fixed a bug causing newly added Knowledge Skills to cap at 6 in career mode. - Fixed a bug that would cause the tooltip on the button to increase your skill level to show the wrong value when in career mode and at rating 6. - Fixed a bug that prevented adding Sensor Arrays (and quite a few other things) to vehicles while in Career mode. - Adjusted the Select Weapon and Select Armor dialogs so that they'll have better performance. - Fixed the price of the Monofilament Chainsaw. - Fixed a multitude of bugs with the Complex Forms and Sprites tab in Career mode for Technomancers. - Fixed a bug that was causing the wrong cost to be calculated for binding Counterspelling, Ritual Spellcasting, Spellcasting, or Sustaining Foci in Career mode. Build 5.125 (beta) - Fixed Damage and AP value for EXplosive Ammo - Fixed a bug which would prevent the Dragonslayer Mentor Spirit from getting the bonus to a social skill. - Added a separator between gear items attached to armor on the "Shadowrun 5" character sheets. - Fixed a bug preventing refunding of Complex Form points when deleting a Complex Form. - Weapons will now correctly inherit availability modifiers from accessories which should increase the weapon's availability. - Removed 4th Edition artifact where Improved Physical Attribute was charging double for attributes raised above metatype max. - Fixed a bug which could cause the movement formula to give incorrect values (it wasn't using the total value including augmentations). Build 5.124 (beta) - Fixed the crash non-US users were having when adding a Mentor Spirit. Build 5.123 (beta) - Fixed Security Armor: Heavy's armor rating. - Added debug logging. By default this is turned off for performance reasons but if you encounter a significant error, I may ask you to turn it on so that the error can be captured and logged which will make my fixing the problem much easier. If you do need to turn it on, you'll find it on the Options dialog listed as "Use Debug Logging". For space reasons, if the log is turned on it will automatically clear itself each time you start Chummer. At this time, only a small portion of Chummer's code is set up for debug logging but I'll be expanding this as I can. Build 5.122 (beta) - Fixed a number of bugs relating to Mentor Spirits and as best as I can tell, they're all working as intended. If you find otherwise, please email me a copy of your character sheet with a brief explanation of what's going wrong. - Mountain Mentor Spirit now provides its bonus to Counterspelling - Doom Mentor Spirit now correctly provides a +2 to the combat skill of your choice if you choose that option. - Mutation Mentor Spirit now correctly asks for which ability to apply Attribute Boost. - Eagle Mentor Spirit now automatically applies "Polutants" as the trigger of your Allergy. - Dog Mentor Spirit now asks which senses are being improved. - Moved the Smartgun System on the Savalette Guardian to be Internal. Build 5.121 (beta) - Fixed a bug that was preventing purchase of Binoculars (both digital and optical). - Fixed a bug that was causing a soft crash when clicking on a weapon accessory. Build 5.120 (beta) - Updated the counters on the Build Summary tab to go into negative values if you use karma to overspend. So if you have 3 contact points and add a 2/2 contact, it'll show "-1 of 3". - Replaced the karma calculation for over-spending on Knowledge Skills. In short, the old mechanism was what was built in original Chummer and made you pay for the most expensive Knowledge Skill point from any of your Knowledge Skills when you went over. The new mechanism works just as the Active Skills (and Attributes) does meaning it looks for the cheapest possible option. So if you had four points of Knowledge skills available and put 4 in skill A and 1 in skill B, the old method would charge you for raising skill A from 3 to 4 while the new method charges you to raise skill B to 1 (figuring out that the cheapest method is to put those four free points in skill A and pay karma for B). This means that if you have an existing character still in character creation mode that spent karma on Knowledge Skills, you'll likely get some karma back. - Fixed a bug that was incorrectly calculating your spent contact points. - Fixing an issue with auto-update. I think this will stabilize auto-update and handle broken downloads better but I won't know for sure until we try. - Fixed the price of the Redundant Power Supply. - Changed Ares Predator V from External to Internal Smartgun System. This change will only apply on newly purchased Predators. Build 5.119 (beta) - Added Alchemical Preparations. - Fixed a bug causing a crash when using Weapon Commlinks and Commlink Accessories. - Fixed a bug that would improperly load adept powers if the character has more than one instance of that power. - Fixed a bug with the Wolf Mentor Spirit that would cause a crash when selecting the Adept power. - Fixed the capacity cost of Trodes. - Fixed a bug that would excessively reduce the attribute minimum for Magic or Resonance when taking on an Essence reduction. This would cause Chummer to attempt to raise the attribute back to where it was by spending karma if need be. - Fixed a bug that prevented Hand Blades from being available for purchase. - Added a few more license options (based on Third Edition SR with the help of SpellBinder). - Fixed a bug with audio enhancements (specifically the Audio Enhancement and Select Sound Filter) that weren't consuming capacity. Build 5.118 (beta) - Auto-update is back! For builds after 5.118 you'll be able to use the auto-update and check for update functionality to get new builds. - Really fixed the Awaken spell so that it only appears once and has the correct book and page. Honestly, I got it this time! - Removed the alternate Leadership and Arcana skills from 4th Edition. - Fixed the weapon mounts on the Ares Duelist drone. - Resolved the error on the Options dialog by setting the Shadowrun 5 sheet as the default if one isn't present. - Adept powers will now sort by name when you load the character. - Updated vehicles to allow adding any gear. This resolves several issues... First, being able to replace the standard sensors. Second, until we have vehicle capacity rules, there's really no programmatic means to say what does and does not belong in a car. Build 5.117 (beta) - Fixed a bug that could cause a bug while browsing weapons. Build 5.116 (beta) - Updated how Limit Modifiers work. In short, there are now two kinds. First, there's those provided by a specific source... for example the Indomitable quality. When you add the quality to or remove the quality from your character, it will automatically add or remove the limit modifier for you. Second, there's custom modifiers. These you add and remove yourself from the Limits tab. I'm leaving this in place because there's always going to be some limit modifier I've left off and this gives one handy place to view and adjust your modifiers. Unfortunately this does mean that limit modifiers on existing characters are going to be a problem. You can however delete the existing limit modifiers, and then remove and re-add the items, qualities, powers, and so on that provide limit modifiers and this will add them back in correctly. - Added a new Browse feature to the select Weapons and Armor dialogs. In the upper right corner of the dialog, there's a button marked "Browse". If you click it, you'll be shown a grid showing the items belonging to the selected category. You can sort the grid by clicking on the column headers. Otherwise it works the same as the list and you can switch back and forth as you like. - Added a new Custom Item in Gear under the Custom category. This item will ask you for a name and a price. You will be charged the amount you specify and the item will take on the name you give it, showing in your inventory as that name. This should allow for any odd custom or table/campaign specifc item you may need. - Added the content from Sail Away, Sweet Sister (SASS). - Added the content from Stolen Souls (SS). - Added the option to create Prime Runner and Street Level characters. - Fixed the Demolitions bonus to the Doom mentor spirit. - Updated the Exceptional Attribute quality to allow selection of Magic and Resonance. - Fixed the availability calculation for Alpha/Beta/Deltaware for certain pieces of cyber and bioware. - Removed the Throwing Weapons category from the Select Weapon dialog because these are all purchased as Gear. - Added priority selection to the Text-Only character sheet. This information will only appear for new characters created with version 5.116 or later. - Fixed my own fix for limited spells. When I enabled limited spells to modify the DV of the spell, I accidentally broke the spells with drain greater than their force, for example Element Aura with its F+1 DV. This is now fixed properly. - Removed the text entry when purchasing reagents. - In light of the Personalized Grip, various holsters, and Spare Clips, I've updated all weapons to allow accessories. I may in the future add some more specialized handling of weapon accessories to be more specific to the weapon in question but for now this will at least allow usage of standard accessories. In the end, while it's good if Chummer helps you follow the rules, it shouldn't prevent you from doing something that is legal within the rules. - Fixed Social Modifiers for Voice Control (power), Tailored Pheromones (bioware), and Sleeping Tiger (armor). - Fixed the karma costs of Foci during character advancement. - Removed the Special menu item that would allow you to change your BP as it doesn't really make sense in 5th Edition. - Reverted The Beast's Way and The Spiritual Way back to costing 20 karma AND added code so that if you have either of these qualities, you will not be charged to add a Mentor Spirit. In Creation mode, you will be refunded the cost of your Mentor Spirit if you already have one. In Career mode you won't (you've already spent that karma). - Updated the adept way qualities so that you may only pick one. - During Career mode and as a Mystic Adept, taking Essence loss sufficient that it reduces your Magic score will also reduce your points allocated to Adept if they exceed your new Magic score. - Fixed a bug which prevented a cyber weapon from using the Strength of the cyberlimb it is implanted within. - Added Biotechnology to the Biotech skill group per the errata. - Fixed Forgery by making it use Logic instead of Agility. - Updated the character validator to not include the availability of Armor mods marked as "included in base armor" when determining the acceptability of the availability of the character's gear. - Added Fetishes to Gear in the Magical Supplies category. They have no cost (and per the rules your character must create them) but this addition will enable you to show them in your inventory. - Fixed a bug causing a character in Creation mode to show their starting nuyen instead of available nuyen on their character sheet. Build 5.115 (beta) - Added all of the remaining Street Grimoire content including Toxic Mentor Spirits, Blood Rituals, Insect Shaman tradition, Spirit Champion and Spirit Pariah Qualities, and Magical Items and Compounds. If you find something that is missing, please let me know. - Fixed Mentor Spirits with the Improved Ability adept power bonus which were causing a crash. - Fixed a string bug that would cause a crash on Rituals using an Organic Link descriptor. - Fixed the Ares Alpha by making its Smartgun System Internal rather than External. - Fixed the various Cyber Implanted Guns by making their Smartgun System Internal rather than External. - Fixed an error in the Select an Armor Mod dialog where some items allowed selecting a zero rating. - Fixed an error in the Select an Armor Mod dialog where some items would cause a crash because they could be given a zero rating. - Fixed Handheld Housing, Wall-Mounted Housing, Grenade-Cam, and Periscope Cam so that they can be purchased. Once purchased, you should be able to add a single sensor or sensor array (if you have enough capacity) and then populate the single sensor or sensor array with sensor functions. As best as I understand pages 445 and 446, this looks like how this is intended to function. - Fixed an issue with vehicle sensors. Again, going by pages 445 and 446 and specifically the line "Most vehicles and drones come factory-equipped with a sensor array (at a rating listed with their stats)." I've set the rating of the Sensor Arrays for each vehicle equal to their sensor rating (or 2 if the vehicle/drone has a sensor rating of 1). If I got this wrong, please explain where I went wrong so I can correct it. - Fixed the calculation for Unarmed Combat damage. Existing characters should delete and re-add their Unarmed Attack on the weapons list. - Updated the license dialog to suggest more useful options. If you prefer the old method, you can turn it back on in the Options dialog on the Miscellaneous tab. Either way, you can enter your own values by typing into the dropdown box. For the XML inclined, you can add your own entries in licenses.xml. If you have suggestions for licenses to be included in the dropdown, send them to me. - Updated Cool Resolve to provide its bonus to each of the Social skills. - Fixed several bugs with the Enhanced Accuracy (skill) Adept Power. It was adding to the dice pool in error and not adding to the accuracy of weapons tied to that skill. Both of these issues have been resolved. - Fixed a bug which would cause a weapon to not benefit from the correct skill. - Cleaned up the tooltip for Initiative on the Other Information tab. - Fixed the Matrix Initiative (Cold) calculated value. - Fixed Limited spells so that they calculate the Drain Value correctly. - Added 5th Edition Initiative values to the Other Info tab when in Career Mode. - Removing the One Trick Pony quality will also remove the Martial Art. Removing the One Trick Pony Martial Art will also remove the Quality. Build 5.114 (beta) - Renamed the character sheets from "Shadowrun 4" to "Shadowrun 5". If you're just copying the new version into the same directory, you'll want to delete the files in the \sheets subdirectory named "Shadowrun 4" with the .xsl or .xslt extention. - Added new book Bullets & Bandages and its contents (BB). - Fixed a bug that prevented karma from being charged if points were added to Magic in excess of the character's Special Attribute points. - Updated the cost of The Beast's Way and The Spiritual Way to 15 points to reflect the free mentor spirit these qualities grant. - Added a discount field below the Bonded Foci listing on the Gear tab that can be used to enter the number of foci qualifying for your Adept Way's foci bonding discount. This was the simplest and most straightforward way to handle the Adept Ways and the foci bonding discounts they might provide. - Added a new Standard (Burnout's Way) cyberware/bioware grade that is enabled if you take the Burnout's Way quality. It is always available on the Cyberware and Bioware tab on the grade dropdown to handle cases where an Adept had the Burnout's Way, got cyber/bio, and later dropped the Burnout's Way in favor of another Way. - Fixed a bug preventing the Suprathyroid Gland from increasing your lifestyle costs. - Fixed Skills and Skill Groups so that if Ignore Rules was selected they cap at 99. - Fixed a bug that would cause a crash when selecting the Adept power for the Thunderbird Mentor Spirit. - Fixed several bugs causing errors with the Urban Tribe Tomahawk. - Fixed an artifact from 4th edition where Chummer was including Martial Arts when calculating the number of points spent on Positve Qualities. - Fixed the missing Ingram Valiant. - Fixed Unarmed Attack so that it is automatically added. - Fixed the price of the SecureTech Vitals Kit. - Fixed a bug preventing commlinks, rigger command consoles, and cyberdecks from showing on the character sheet. Unfortunately you will need to remove and re-add the item to have it show correctly. - Updated the "Shadowrun 5" character sheets, cleaning up the skills section slightly to reflect numbers needed in 5th Edition. - Updated the "Commlinks" character sheet to show Shadowrun 5 specific values. Also now shows Cyberdecks and Rigger Command Consoles. - Updated the "Vehicle Block" character sheet to show Shadowrun 5 specific values. Also now shows Seats on vehicles added with 5.114 or later versions and Accuracy on vehicle mounted weapons. - Updated the "Game Master Summary" character sheet to show skill limits, the full set of initiatives, weapon accuracy, and single armor ratings. - Updated the "Text Only" character sheet to show skill limits, the full set of initiatives, weapon accuracy, and single armor ratings. - Fixed a bug that was preventing usable ammunition (Grenades, Minigrenades, Missiles, and Rockets) from appearing on the Weapons list. - Added the missing Minigrenade: Flash-Bang. - Added the missing Biomonitor to the Urban Explorer Jumpsuit. Build 5.113 (beta) - Added a fix to enable backward compatibility in reading characters created before 5.112. Build 5.112 (beta) - Added Rituals from Street Grimoire (SG). - Added Metamagics from SG. - Added Adept Ways from SG. I've included the discounts but just like Original Chummer, it's up to the player not to take more discounted powers than the 1 per 2 Magic. I will do a 2nd pass on the ways in the near future to restrict the discounts and to take a stab at adding the small bonuses the ways have like the karma discounts that some ways have as well as the cyberware essence discount that the Burnout's Way has and the skill bonus the Beast's Way has. For now, I was happy just getting the discounts working correctly. - Fixed the price of the Yamaha Growler. - Enabled the Spells and Spirits tab for Adepts. This allows Adepts to see the stats associated with their Mentor Spirit and to purchase Rituals. I'm currently omitting Rituals with the Spell keyword from the list they can purchase but will change this if it is appropriate to do so. I'm also omitting Rituals with the Adept keyword from the list for Magicians and Aspected Magicians. - Updated the Add Spell dialog for use by Adepts by restricting selection to Rituals with the Adept keyword. - Fixed the Taurus Omni-6 so that it gets the Revolver specialization in addition to Automatics. - Fixed the Enhanced Accuracy Adept Power so that it asks which combat skill to enhance. - Fixed a bug which allowed characters with more than 25 points in Negative Qualities to validate. - Fixed a bug with YNT Softweave Armor which would cause it to show more capacity remaining than it should. - Fixed a bug with broken Skill Groups during character creation not loading correctly from a save file. Build 5.111 (beta) - Added Rigger Control Consoles. - Added a tooltip for weapon Recoil Compensation that shows the sources of RC and their values. - Fixed Priority D Aspected Magician so that it still requires a skill group selection. - Fixed a bug that caused an unhandled exception when adding a skill group that includes a skill given free ranks from a priority selection. - Fixed the Negative Quality Incompetent to require selecting a skill group, not a single skill. - Fixed the cost of the Positive Quality Strive for Perfection. - Changed the name of the Natural Immunity qualities to Natural Immunity (Natural) and Natural Immunity (Synthetic). In addition, these qualities are no longer limited to selecting only one of them once. Whether these should be restricted as such is a GM call. - Fixed qualities available at multiple ratings so that once that quality is selected at whatever rating, all ratings of that quality no longer appear available for selection. - Made Resistance to Toxins, Resistance to Pathogens, and Resistance to Pathogens and Toxins mutually exclusive. - Corrected Positive Quality Agile Defender's karma cost. - Corrected Positive Quality Resistance to Toxins' karma cost. - Changed the Positive Qualities Lucky and Exceptional Attribute so that they are no longer compatible. - Changed the Positive Qualities Rad-Tolerant and Radiation Sponge so that they are no longer compatible. - Fixed Positive Qualities which grant a bonus to a skill so that they grant that bonus even when defaulting. - Removed the 4th edition limitation upon skills that limited skill bonuses to half of the skill rating. - Fixed the Positive Quality Spirit Affinity to require that the character is an Aspected Magician, Magician, or Mystic Adept. - Cleaned up the Priorities dialog and reordered the fields to match the Priority table on page 65. - Removed two options from the Options dialog that no longer apply in 5th edition. - Fixed a book reference on the Options dialog. - Fixed the Critical Strike Power by correcting its price, making it ask for a weapon category, and applying a +1 DV bonus to the selected category. - Fixed the spells that were missing the text entry dialog such as Corrode [Ojbect]. - Fixed the powers that were missing the text entry dialog such as Elemental Strike. - Fixed Skill Groups so that they use a maximum rating of 6 during character creation and a maximum rating of 12 during character advancement. - Fixed the priority selection dialog so that it shows the correct augmented maximums. - Fixed a case where your Magic and Resonance priority could be given an "E" priority and it wasn't auto-selecting Mundane. - Fixed an issue preventing spare clips from being added as gear to firearms and preventing adding ammunition to spare clips. - Fixed a lot of bugs relating to sensors, vehicle sensors, and sensor functions. I think I've got it right but please feel free to tell me how wrong I am. - Fixed skill rating calculation for Mystic Adepts for skills based on Magic. - Fixed a bug preventing bonus skill selection from appearing for Mystic Adepts while selecting priorities. - Updated Mystic Adept Power Point cost to use the Errata value of 5 karma. I will add this as an option at a later date when I'm able to flesh out the Options dialog. - Fixed the Wise Warrior Mentor Spirit so that the Improved Ability (skill) applies correctly. - Fixed the Dragonslayer Mentor Spirit so that the Enhanced Accuracy (skill) applies correctly. Build 5.110 (beta) - Added the entry for Street Grimoire (SG). - Added the Traditions from SG. - Added the Mentor Spirits from SG. - Added the Spells from SG. - Added the Adept Powers from SG. - Trimmed the text displayed for Mentor Spirit choices so the text would fit better. You may need to delete and re-add the Mentor Spirit Quality on existing characters. - Adjusted the position and size of the Mentor Spirit choice dropdowns to give them more room. - Fixed an error on the Wise Warrior Mentor Spirit that would prevent it from offering its choices. - Fixed an error where a cyberlimb would apply modifiers to BOD. - Fixed a bug which would prevent adding a commlink to an implanted commlink. - Fixed a bug which would prevent increasing a skill above 6 during character creation if Ignore Rules was chosen. - Fixed an error preventing several of the common allergy negative qualities from being available. - Fixed a bug preventing sensors (Sensor Array and Single Sensor) from being available to add to armor. - Fixed the calculation for augmented maximum attribute cap. - Fixed a bug preventing Focused Concentration from being available to Aspected Magicians and Technomancers. - Fixed a bug preventing Cyberdecks from being added to a Cyberware Head Cyberdeck. - Fixed a bug with the Horizon Flying Eye so that the variant with the Flash Pak and Smoke Grenade is correctly listed. - Fixed a bug granting more Knowledge Skill points than proper. Was figuring on (INT + LOG) x 3 instead of x 2. - Fixed the qualities that have ratings (Focused Concentration, High Pain Tolerance, etc...) to be listed in the Select Qualities dialog for each rating value. Previously it was only allowing you to select the quality once, preventing reaching higher ratings. Unfortunately this means that if you pick Focused Concentration (Rating 2), rating 1 and 3 are still there in the list. This isn't my optimal fix for this and I'm going to try to find something better. Suggestions are welcome. - Updated Electrochromic Clothing to be an allowed mod for armor. Build 5.109 (beta) MILESTONE BUILD - Fixed a bug with Kinesics that was causing an error when selected. - Updated career mode (post creation character advancement) to handle purchasing additional power points for Mystic Adepts. Build 5.108 (alpha) - Fixed the tooltip for social skill limits to show the correct Essence value. - Fixed the Yamaha Growler by using its on road speed within Chummer. - Fixed a bug which prevented raising skills above 6 during character advancement. - Fixed a bug in adding a gear-based weapon counterpart when adding a grapple gun as gear. - Fixed the pricing on Software Agents. - Updated the Taurus Omni-6 Light Pistol to show 6P damage, the damage value when using light pistol rounds. - Fixed an error which was preventing limit modifiers from populating during character advancement. - Fixed an error in the talent priority dropdown that was listing technomancer as an option with a "D" priority. - Fixed a bug in which selecting the Additional Power Point metamagic was not adding an additional power point. - Updated the skills and skill groups to reduce the maximum rating to 0 for magical skills and skill groups outside of the chosen skill group. This happens when the priorities are selected and will not update existing characters. - Fixed a bug which could cause the karma cost of Magic to be calculated incorrectly when the character has Bioware or Cyberware. - Removed the limit of single skill at 6 or two at 5 during character creation. Build 5.107 (alpha) MILESTONE BUILD - Fixed the karma cost for Martial Arts during character advancement. - Fixed nuyen entry so that it will correctly load karma spent on nuyen. - Fixed a bug preventing gear with ratings from being addeed to armor. - Fixed a bug allowing characters to carry over more karma than they should from character creation. - Fixed a bug which would sometimes show the Starting Nuyen dialog even if the character failed validation. - Added the Limits tab for created characters. Remember that limit modifiers are not added directly to the calculated limits but are shown on the character sheet. - Fixed how Martial Arts are handled during character advancement. - Removed discounts (group, ordeal) from Initiation and Submersion. - Removed fields related to joining a group or network. - Updated how lifestyles are handled during character advancement. - Fixed how armor values are displayed during character advancement. - Fixed how values were displayed on the Other Information tab during character advancement. - Added weapon accuracy to the Weapons tab. Build 5.106 (alpha) - Fixed a bug which could cause an error when loading a character that has a commlink. - Fixed a bug which could cause an error when loading a character with a martial art. Build 5.105 (alpha) MILESTONE BUILD - Fixed the starting MAG and RES for Talent priority A selections. - Added support for Technomancers including Complex Forms, Living Persona, and Sprites. Submersion and Echoes will be added as character advancement support is added back in. - Now shows Cyberdecks on the character sheet with stats. - Now correctly shows Commlinks on the character sheet with stats. Build 5.104 (alpha) - Fixed a bug which could cause completed character files not to load. - Fixed an issue preventing Synthacardium from appearing. - Fixed a bug preventing gear plugins with ratings from being added to other gear. - Changed the Code of Honor negative quality to all the user to enter text for their code. - Fixed the costs for skill specialization. Per pages 89 and 107, skill specialization uses one skill point during character creation and 7 karma as part of character advancement. - Fixed an issue causing skill group points (and the resulting karma costs) to be handled incorrectly. Build 5.103 (alpha) - Moved registry settings for Chummer to a new Chummer5 key to better support side-by-side installation. - Now calculates karma cost when overspending on Primary Attributes and auto-calculates the cheapest option. - Now calculates karma cost when overspending on Special Attributes and auto-calculates the cheapest option. - Now allows purchasing Nuyen for Karma at a rate of 2000 Nuyen per Karma, max 10. - Fixed karma cost calculation when getting free skill ratings from the character's talent priority selection. - Fixed karma costs for spirits. - Fixed karma costs for contacts including free contact points from CHA. - Fixed karma costs for bound foci. - Now charges karma correctly both when selecting spells provided by your talent selection and when purchasing extra spells. - Fixed karma costs for skill groups when buying more than your priority selection grants. - Fixed karma costs for skills when buying more than your priority selection grants. - Fixed karma costs for knowledge skills when buying more than your attributes grant. This uses the original code for calculating these costs which forces the player to pay for the most expensive points rather than what might be the most optimal. As an example, if you have two knowledge skills named A and B and have 6 free knowledge skill points. If you set A at a value of 4 and B at 3, you'll use your 6 free points to raise them each to three and then pay karma to raise A to 4 costing you 4 karma. The optimal path would raise A to 4, B to 2, and then pay karma to raise B to 3 costing you 3 karma. I've coded everything else (active skills, skill groups, and both primary and special attributes) to use the optimal path for paying karma for items raised beyond what your priorities provide for and wonder if it might be the right thing to do that here as well. - Fixed character loading so that it loads the total available primary and special attributes per priority selection. - Now ignores armor encumbrance (was a holdover from 4th edition). - Fixed an issue where gear standard to a piece of armor wasn't showing up. - Added the missing Home Ground positive quality. - Added the missing Uneducated, Unsteady Hands, and Weak Immune System negative qualities. - Fixed an error with the High Pain Tolerance positive quality. - Removed the ability to add the Ambidextrous positive quality multiple times (this was a holdover from 4th edition where there was the ability to have more than 2 arms). - Fixed the suprathyroid bioware so that it doesn't cause an error. There is a remaining issue where it isn't updating the lifestyle cost accordingly. This will be fixed in a future release. Build 5.102 (alpha) - Added bonus skills during priority selection that are based on the character's talent priority selection. - Made a change which now auto-selects the first available metatype on the list when selecting metatype - Fixed the broken weapon accessories that was causing UI errors - Fixed errors when selecting certain gear that was causing UI errors - Fixed issues with vehicle acceleration that was causing UI errors - Fixed issues with quality selection that was causing UI errors - Fixed movement rates to calculate using augmented AGI - Fixed an issue with there being two dropdowns when selecting a mentor spirit - Fixed an issue with armor and armor mod capacity calculation - Fixed an issue preventing the select spell dialog from being shown - Fixed an issue preventing the complex form dialog from being shown - Fixed an issue causing the karma cost for the code of honor negative qualities to be shown incorrectly - Fixed an issue causing the Social Limit to use the wrong Essence value for calculation. - Fixed an issue allowing Low-Light Vision and Thermographic Vision to be selectable qualities. - Fixed an issue which allowed armor enhancements which should not be user-selectable to show up in the armor mod dialog. Build 5.101 (alpha) - Chummer5 alpha initial release 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 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 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 to indicate which edition of Shadowrun they are for - 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 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 and 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 and - 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 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 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 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 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 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 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 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 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 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 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 , , and 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 MAG * 50. 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 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 to the Improvement Manager which grants the character access to the Quicken Spell button - added support for 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 to the Improvement Manager which affects the number of Complex Forms a character can know in Create Mode - added support for 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 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 tag in the printout XML instead of its cost formula - removed , , , , , and 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 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 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 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 and 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 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 , , , and 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_CannotAddComplexFormOptionLimit 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 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 - 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_ExpensePurchaseCyberwareGear - 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 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 tag to Vehicles in the printout XML to make getting a Vehicle's Maneuver Autosoft Rating easier - added support for and 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 to Weapon Mod bonuses which affect the dice pool for the Weapon the Mod is attached to - added 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 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 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 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 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 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 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 - Message_Omae_DataDeleted - Message_Omae_DataDeleteError - Message_Omae_DataDownloaded - MessageTitle_Omae_DataDownloaded - MessageTitle_Omae_DeleteSheet - Message_Omae_ConfirmSheet - Message_Omae_SheetDeleted - Message_Omae_SheetDeleteError - Message_Omae_SheetDownloaded - MessageTitle_Omae_SheetDownloaded - Message_OmaeUpload_DataName - MessageTitle_OmaeUpload_DataName - Message_OmaeUpload_DataDescription - MessageTitle_OmaeUpload_DataDescription - Message_OmaeUpload_DataSelectFiles - Message_OmaeUpload_CannotUploadSheet - Message_OmaeUpload_SheetName - MessageTitle_OmaeUpload_SheetName - Message_OmaeUpload_SheetDescription - MessageTitle_OmaeUpload_SheetDescription - Title_OmaeUploadData - Title_OmaeUploadSheet - Button_Omae_UploadData - Message_DeleteArmorLocation - Button_AddBundle - Button_EquipAll - Button_UnEquipAll - Tip_Power_DoublePoints Changed Strings - Message_OmaeUpload_UploadFailed - Message_OmaeUpload_UploadComplete - MessageTitle_OmaeUpload_UploadComplete Build 321 - maximum Rating for all Skill Groups and Skills are now set to match the Critter's highest maximum Skill Rating when Force or D6 is a selectable value in the Select Metatype window - added support for the alternate Complex Form cost optional rule from UN 39 - added support for the optional rule to allow any Bioware to be converted to Transgenics with the GM's approval from AU 93 - characters are now correctly limited to a number of Metamagics/Echoes equal to their Attribute + Initiate or Submersion Grade - Gear on the Gear tab can now be transferred between other Gear (move a plugin from one device to another, move a device to become another device's plugin, or move a plugin to a location to become its own device) by dragging-and-dropping using the right mouse button - added a house rule to allow players/GMs to custom mark Weapon Accessories and Mods as being part of the base Weapon - Cyberweapons now show their calculated damage using their limbs STR when selected on the Weapons tab New Strings - Message_AdditionalMetamagicLimit - Message_AdditionalEchoLimit - Checkbox_Options_AlternateComplexFormCost - Checkbox_Options_AllowCustomTransgenics - Checkbox_Option_AllowEditPartOfBaseWeapon - Checkbox_Transgenic Build 320 - fixed an issue where Re-Apply Improvements would throw an error when checking Gear plugins whose parent item could no longer be found because of changed Gear categories - Re-Apply Improvements now records any selected values in the same manner as selecting them for the first time - pressing the up and down arrows while the search field has focus now selects the next/previous item in the list in most windows - added support for Large Dice Pool and Really Large Dice Pool rolling option from War! to the Dice Roller window - Cost/Month in the Advanced Lifestyle window when working on a Safehouse is now correctly changed to Cost/Week - maximum Power Level for Mystic Adept Powers is now correctly limited by their total MAG - custom Improvements now appear in a tree - custom Improvements can now be sorted using drag-and-drop - added support for editing custom Improvements - Active Skills now show their tooltips when grouped - fixed an issue where broken Skill Groups would no longer show their tooltip in Career Mode - reloading a Weapon can now draw ammo from secondary containers such as Spare Clips New Strings - String_DiceRoller_Standard - String_DiceRoller_Large - String_DiceRoller_ReallyLarge - Node_SelectedImprovements - Button_EditImprovement - Button_DeleteImprovement Build 317 - Improvements can now contain multiple tags - added support for Bolt Holes and Safehouses from the new Safehouses sourcebook - Advanced Lifestyle window now filters Qualities based on the selected sourcebooks - fixed an issue where selecting an Underbarrel Weapon that had no Accessories or Modifications in Career Mode would throw an error - fixed an issue where undoing the Karma Expense for increasing an Active Skill would not re-enable the Skill Group control when appropriate - Select Gear window now shows a checkbox for Inherent Program for selected software for Metasapients that can select Inherent Programs New Strings - Menu_BoltHole - Menu_Safehouse - Label_SelectLifestyle_CostPerWeek - Label_SelectGear_InherentProgram Build 314 - added support for to the Improvement Manager which adjusts the size of a character's Spellcasting Dice Pool for Spells of the specified Category - selecting a Spell now shows the Dice Pool the character receives for casting the Spell - added Dice Pool to the Weapons tab in Create Mode - added Street Cred, Notoriety, and Public Awareness to the Character Info tab in Create Mode to see how Qualities are affecting their values during character creation - added Re-apply Improvements to the Special menu which attempts to update the Improvement information for all of the applicable items on a character - added Limited Spell checkbox to the Create Spell window - entering 0 BP or Karma in the Choose BP Amount window creates the character in a free-style creation mode (see below) - fixed an issue where the first category in the Select Metatype window was not selected when creating a Critter - fixed an issue where Attributes whose Metatype minimum and maximum were the same would incorrectly add the 15 additional BP as though they had been purchased up to the Metatype's maximum, resulting in incorrect costs for A.I. and Free Spirit characters - burning out in Create Mode now reduces the Attribute's cost to 0 since no points would have realistically been put into it (you've essentially burned away the 1 free point from your Quality gave you or the points your Metatype gave you) - Reflex Recorders now only apply their bonus to Combat Active and Physical Active Skills - added a Donate button to the About window (see below) - Sensor Software now counts as Software for Commlinks (can be marked as running, counts towards Total Response, etc.) - fixed an issue where Metamagics/Echoes would incorrectly believe they do not meet Metatype or Quality requirements New Strings - Menu_SpecialReapplyImprovements - Message_ConfirmReapplyImprovements - MessageTitle_ConfirmReapplyImprovements - Title_SelectSpellCategory Free-Style Create Mode When 0 BP or 0 Karma is entered in the Choose BP Amount window, the Create window now lets you create a character with an unknown amount of BP/Karma. As BP/Karma is spent, the character's point total is automatically calculated. This also tracks the minimum amount of points the character must be based on the Primary Attributes in an attempt to enforce the rule of no more than 1/2 of the character's points total may be spent on Primary Attributes. The BP/Karma field will turn red when the character's Primary Attributes are forcing the character to be calculated at a higher point total than the number of points that have actually been spent. Donate Button Enough people have asked for it, so a Donate button has been added to the About window. Please remember that you're not buying a license, the software, or priority support. All donations go towards purchasing additional Shadowrun books as they're released which means more content for Chummer. ;) Build 311 - added support for to the Improvement Manager which adjusts the character's Notoriety rating - Street Cred, Notoriety, and Public Awareness now automatically calculate based on the formulas from SR4 265 in addition to using the GM-awarded bonus fields that are already present - fixed an issue where Cyberware Essence costs would occasionally round to 3 decimal places instead of 2 - fixed an issue where Cyberware would always be added as Standard Grade when in Create Mode, regardless of the Grade that was selected in the Add Cyberware window - standard Gear can now include , , and to assign these attributes for non-Commlink devices - fixed an issue where MAG/RES cost was not being calculated correct in Create Mode when building with Karma and the character has reduced their essence through Cyberware/Bioware New Strings - Message_BurnStreetCred - MessageTitle_BurnStreetCred - Label_StreetCred - Label_Notoriety - Label_PublicAwareness - Tip_BurnStreetCred - String_CareerKarma - String_StreetCred - String_BurntStreetCred - String_Notoriety Build 307 - corrected the logic for checking for Metamagic/Echo Metatype and Quality requirements - Spell category is correctly cached when using non-English languages - Adept Powers have their Maximum Rating set properly when added in Career Mode - highlight from Vehicles is removed when drag-and-drop is no longer floating over them - fixed an issue where Skill Groups would be incorrectly limited to Rating 4 for characters that have just moved to Career Mode and not yet purchased a Rating in another Skill Group - fixed an issue where undoing the Karma Expense for purchasing the maximum Rating for a Skill Group would not re-enable the Improve Skill Group button - fixed an issue where undoing the Karma Expense for purchasing the maximum Rating for a Skill would not re-enable the Improve Skill button - Validating a character now breaks any Skill Group if any of their associated Active Skills' Ratings do not match the Group's Rating - Custom Improvements are now stacked on top of all other Improvements, meaning that they are no longer suppressed by Improvements that have a precedence (so REA can be modified even if the character has taken the Improved Reflexes Adept Power or Wired Reflexes) Build 303 - placing a negative number in now gives a character a Fly speed equal to their Movement x [number x -1] which allows the Drake Quality to give a character a Fly speed of twice their Movement rate - Update window now creates any directories it needs for downloaded files instead of relying on them being created by previous versions of the application - corrected the maximum Rating for Sprites in Career Mode to RES x 2 - added an option to calculate Commlink Response based on the number of running programs (enabled by default) - Programs attached to Commlinks can now be marked as Running which impacts the Commlink's Response value if the option is enabled (as per Processor Limit on SR4 222) - added support for translating Spell DV - Spells now show their translated DV on character sheets - adding a Spell in Career Mode now asks you to confirm the Karma expense - added support for creating Spells (as per SM 159), accessed through the dropdown menu on the Add Spell button - names of items that are over the character's Avail limit are now shown when attempting to move a character to Career Mode to make identifying them easier - Stacked Foci are now limited to a combined Force of 6 - added a house rule to allow the combined Force of Stacked Foci to exceed 6 New Strings - Message_StackedFocusForce - String_SpellOverflowDamage - String_SpellDamageValue - String_SpellToxinDV - String_SpellDiseaseDV - String_SpellRadiationPower - Checkbox_SoftwareRunning - Checkbox_Option_CalculateCommlinkResponse - String_SpellDurationPermanentLong - Menu_CreateSpell - Title_CreateSpell - Label_SpellOptions - Checkbox_RestrictedTarget - Checkbox_VeryRestrictedTarget - Checkbox_CombatSpell1 - Checkbox_CombatSpell2 - Checkbox_CombatSpell3 - Checkbox_CombatSpell4 - Checkbox_CombatSpell5 - Checkbox_DetectionSpell1 - Checkbox_DetectionSpell2 - Checkbox_DetectionSpell3 - Checkbox_DetectionSpell4 - Checkbox_DetectionSpell5 - Checkbox_DetectionSpell6 - Checkbox_DetectionSpell7 - Checkbox_DetectionSpell8 - Checkbox_DetectionSpell9 - Checkbox_DetectionSpell10 - Checkbox_DetectionSpell11 - Checkbox_DetectionSpell12 - Checkbox_DetectionSpell13 - Checkbox_DetectionSpell14 - Checkbox_HealthSpell1 - Checkbox_HealthSpell2 - Checkbox_HealthSpell3 - Checkbox_HealthSpell4 - Checkbox_HealthSpell5 - Checkbox_IllusionSpell1 - Checkbox_IllusionSpell2 - Checkbox_IllusionSpell3 - Checkbox_IllusionSpell4 - Checkbox_IllusionSpell5 - Checkbox_ManipulationSpell1 - Checkbox_ManipulationSpell2 - Checkbox_ManipulationSpell3 - Checkbox_ManipulationSpell4 - Checkbox_ManipulationSpell5 - Checkbox_ManipulationSpell6 - Message_SpellName - Message_SpellRestricted - Message_CombatSpellRequirement1 - Message_CombatSpellRequirement2 - Message_DetectionSpellRequirement1 - Message_DetectionSpellRequirement2 - Message_IllusionSpellRequirement1 - Message_IllusionSpellRequirement2 - Message_ManipulationSpellRequirement1 - Message_ManipulationSpellRequirement2 Build 300 - changed all references of www.dndjunkie.com to Chummer's new home: www.chummergen.com - changed how item name translations are handled which should result in save files loading about twice as fast when using a language other than English - changes to how controls subscribe to events and memory management Build 299 - added support for Stacked Foci - Move to Vehicle button on the Weapons tab is no longer enabled if the character does not have any Vehicles - Active Skill filter list now includes options for filtering by Attribute and Skill Group - added Career Nuyen to Other Info tab in Career Mode which tracks how much Nuyen the character has gained over their career - Nuyen Expense window now shows the Refund checkbox to mark an income as not counting towards the character's career Nuyen total - fixed an issue where Power Focus was adding its Improvements to a character when added, before it is marked as Bonded (resulting in the same bonus being applied twice) - Skill Groups now show their tooltips when disabled New Strings - Label_OtherCareerNuyen - Checkbox_Expense_RefundNuyen - Button_CreateStackedFocus - Message_CannotStackFoci - Message_StackedFocusMinimum - MessageTitle_CannotStackFoci - Message_DeleteStackedFocus - String_StackedFocus - String_SelectItemFocus Build 297 - fixed an issue with some strings incorrectly containing "String_Attribute[xxxx]Short" in their name Build 296 - Ammo qty is now properly labeled as "Qty" in the Reload window - expanding the Ammo dropdown in the Reload window no longer throws an error - Cloning Machine now uses the Select Number window instead of Select Text - Nexi now include the cost of their Signal component - fixed an issue where re-sorting the list of Cyberware/Bioware would cause the item to become deselected, making the Add & More button no longer work - added support for renaming Locations - added tag to Gear in the printout XML so Commlinks can be identified by their tag instead of by their string content - added tag to Gear in the printout XML so Nexi can be identified by their tag instead of by their string content - added tag to Gear in the printout XML so Ammunition can be identified by their tag instead of by their string content - added tag to Gear in the printout XML so Programs can be identified by their tag instead of by their string content - added tag to Skills in the printout XML so Languages can be identified by their tag instead of by their string content Build 294 - attempting to improve a Skill when the character does not have enough Karma no longer throws an error - Complex Forms list is now grouped by type, similar to the Spells list - Spells added by a PACKS Kit are now placed into to the correct category in the Spells list - Cyberware list is now sorted in alphabetical order - fixed an issue where Program Options may not be removed from the Complex Forms list when undoing their Karma Expense - Reload Weapon window now shows the current quantity and Location of each Ammo to make identifying which stack the Ammo is coming from easier - list of Ammo in the Reload Weapon window now set its dropdown width to accommodate the longest string - added a BP Costs tab to the Options window where the BP costs for character creation can be modified (BP costs of Qualities must be done by overriding the qualities.xml file - see Chummer Wiki for more information) - revised Mentor Spirits and Paragons so that characters can select which of their "choose one" benefits they want - added support for exporting characters to Squad Manager (http://stauder-online.de/sr/english.htm), found under File > Export for characters in Career Mode New Strings - Node_SelectedAdvancedComplexForms - Node_SelectedAREComplexForms - Node_SelectedAutosoftComplexForms - Node_SelectedCommonUseComplexForms - Node_SelectedHackingComplexForms - Node_SelectedMalwareComplexForms - Node_SelectedSensorComplexForms - Node_SelectedSkillsoftsComplexForms - Node_SelectedTacticalARComplexForms - Tab_Options_BPCosts - Label_Options_BPAttribute - Label_Options_BPAttributeMax - Label_Options_BPContact - Label_Options_BPMartialArt - Label_Options_BPMartialArtManeuver - Label_Options_BPSkillGroup - Label_Options_BPActiveSkill - Label_Options_BPSkillSpecialization - Label_Options_BPKnowledgeSkill - Label_Options_BPSpell - Label_Options_BPFocus - Label_Options_BPSpirit - Label_Options_BPComplexForm - Label_Options_BPComplexFormOption - Label_SelectMentor_ChooseOne - Title_ExportCharacter - Label_ExportTo - Menu_FileExport - Menu_RenameLocation Deleted Strings - Node_SelectedComplexForms Build 292 - fixed an issue where entering custom text in the Select Item window would throw an error - added tag to Weapon Mod, Weapon Accessory, and Vehicle Mods in printout XML - added , , , , and to Vehicles in printout XML - added , , and to Attributes in printout XML - Essence loss only reduces MAG/RES maximum House Rule works properly again - Select Cyberware window now uses the category of the selected item instead of the category selected in the category list to determine Essence and Nuyen cost discounts based on item category - fixed an issue where Setting names in the Select Setting window could map to the wrong file Build 291 - buttons on the Calendar tab now reposition themselves based on string lengths - Note tooltips now show the item's Notes, removing the need to open the window to read them - added an Improvements tab (see below) New Strings - Button_AddImprovement - Title_SelectSkillCategory - Title_CreateImprovement - Label_ImprovementType - Label_CreateImprovementValue - Label_CreateImprovementMinimum - Label_CreateImprovementMaximum - Label_CreateImprovementAugmented - Label_CreateImprovementSelectedValue - Button_ChangeSelection - Message_SelectItem - MessageTitle_SelectItem - Message_ImprovementName - MessageTitle_ImprovementName - Checkbox_Active - Message_DeleteImprovement - Tip_Improvement_EditNotes Improvements Tab The Improvements tab allows players to create Custom Improvements to their character that can be turned on and off as needed. This finally adds support for conditional/situational modifiers! For example, if your character has the Attribute Boost (STR) Adept Power at Rating 3, you can now create a Custom Improvement that will allow you to boost your STR when the Power is active, then set it back when you've deactivated it. See the Creating Custom Improvements page on the Chummer Wiki for more information. Build 289 - added support for to the Improvement Manager which lets the character pick from a list of Restricted items they have or enter their own value (used for Fake Licenses) - improved the way in which unsaved changes to characters are detected - Power Point cost for Adept Powers are no longer rounded to 2 decimal places to ensure Adepts are not being cheated out of Power Points when using discounts - added support for a weekly calendar to track weekly Tests, runs, when rent is due, etc. - fixed an issue where adding Commlink Upgrades or Commlink Operating System Upgrades directly to the character's or a Vehicle's Gear instead of as a plugin would cause the save file to become unusable - adding Improved Sensor Array Vehicle Mod to a Vehicle now automatically adjusts the current Sensor to the appropriate size - Vehicles and Drones now have their Armor Ratings limited as per AR 132 unless Ignore Rules is turned on - adding Cyberware plugins to a Vehicle Mod no longer causes an error to be thrown when attempting to print - Specialization list for non-Exotic Active Skills is now disabled if the Skill is part of a Skill Group or its Rating is 0 New Strings - Tab_Calendar - Button_AddWeek - Button_EditWeek - String_WeekDisplay - Title_CalendarStart - Label_CalendarStart - Label_Year - Label_Month - Label_Week Build 283 - Options window now resizes to fit the widest string in the window for the current language - Group Name and Notes on the Initiation tab are now properly saved and loaded - application no longer throws an error if it cannot find a string because of an out-of-date language file and instead displays the ID of the string it is looking for - progress bars in the Update window re-appear when it attempts to re-download failed files - Update process now verifies that an executable update it has just downloaded is valid and will re-attempt failures, leaving the original file in place to prevent the application from becoming unusable Build 280 - now allows for a precedence to be set - added an Edit Expense button to the Karma and Nuyen tab - added Edit Expense to the context menu for Karma and Nuyen Expenses - MAG and RES can now be reduced to 0 in Create Mode if the character's Essence has been reduced - Sapient Critters now use the Uneducated Quality instead of the Uneducated Critter Power - Metatypes can now mark Qualities as removable and remove them in both Create and Career Modes (see below) - Genetic Infusions are no longer affected by Biocompatability (Bioware) - Karma costs for Foci are now set on the Karma tab in the Options window - Cyberware Modular Plugins are now restricted to only those with the Modular Cyberlimb or Modular Adaptation plugins - added a house rule for Allow characters to exceed 50% of points in Attributes - added a house rule for Characters can spend any number of points on Nuyen - fixed an issue where attempting to calculate the Avail Test for an item with "+" in its Availability would throw an error - fixed an issue where Gear with "+(Rating)" in its Availability would not have its correct Availability shown in the Select Gear window New Strings - Button_EditExpense - Message_DeleteMetatypeQuality - Label_Options_Force - Label_Options_AnchoringFocus - Label_Options_BanishingFocus - Label_Options_BindingFocus - Label_Options_CenteringFocus - Label_Options_CounterspellingFocus - Label_Options_DiviningFocus - Label_Options_DowsingFocus - Label_Options_InfusionFocus - Label_Options_MaskingFocus - Label_Options_PowerFocus - Label_Options_ShieldingFocus - Label_Options_SpellcastingFocus - Label_Options_SummoningFocus - Label_Options_SustainingFocus - Label_Options_SymbolicLinkFocus - Label_Options_WeaponFocus - Checkbox_Option_AllowExceedAttributeBP - Checkbox_Option_UnrestrictedNuyen Removable Metatype Qualities Metatypes now have the ability to mark their starting Qualities as removable by setting the removable attribute to "true". These Qualities can be removed in Create Mode and Career Mode by selecting them and clicking the Delete Quality button. Removing these Qualities will cost the appropriate amount of BP or Karma. This is to allow Sapient Critters to buy off the Uncouth and Uneducated Qualities that they start with. This can be applied to older save files by locating the appropriate Quality and changing its to MetatypeRemovable. Build 277 - added support for to the Improvement Manager which improves the Armor Penetration of Unarmed attacks - added support for to the Improvement Manager which modifies the number of additional boxes that appear before the character's first Condition Monitor penalty - added support for to the Improvement Manager which marks an Improvement as affecting an Attribute's actual value - Damage Code for Unarmed attacks are now translated on printouts - added to printout XML - fixed an issue where Adept Powers were not affecting an Attribute's value properly (see below) - non-standard Flechette Ammo which does not explicitly add +5 to AP now reduce a Flechette Weapon's AP appropriately (which assume +5 AP from standard Flechette Ammo in their stats) - name of the Settings File in use now appears in the window's title bar - fixed an issue where Weapons with a Foregrip and Sling were not receiving their proper RC bonus - buttons in the Update window show correctly reposition themselves when using longer strings - failing to load a data translation file no longer throws an error and renders the application unusable - selected Mentor Spirits and Paragons are now correctly translated in the list of selected Qualities and on printouts - added an Installed option for Vehicle Mods to show that they are currently in use on the Vehicle and are contributing to the Vehicle's stats - fixed an issue where attempting to sort Expenses by amount in regions that use something other than "." to separate decimal places would cause an error to be thrown - fixed an issue where purchasing Gear that stacked in Career Mode would deduct the cost of the items already in the stack instead of the cost for the quantity purchased - increased the width of the Condition Monitor labels so that longer strings are not truncated - save files can now be opened using drag-and-drop Adept Powers that Affect Base Attribute Scores There has been a rather significant change (correction) to how a few Powers work in terms of affecting Attributes; namely Creative Eye, Improved Physical Attribute, and Keen Wits. The cost of these Powers were not being calculated correctly as they were not correctly modifying their Attributes' actual value, nor were they properly increasing the Karma cost of improving them in Career Mode. If your characters have any of these three Powers, you will need to remove them and re-add them so that things are calculated correctly. Build 274 - corrected the positioning of items in the Other Info tab in Create Mode - Metavariant Qualities are now translated in the Select Metatype window - tooltip for the Advanced Contact Options button is now properly translated - number of real world Initiative Passes is correctly calculated for printout XML - Ballistic Encumbrance and Impact Encumbrance are now translated in tooltips - all Search labels now reposition themselves based on string lengths - added a new Karma value for Complex Form Skillsoft (default 1) - Skillsoft Complex Forms now cost an amount of Karma equal to the amount set in the Options window New Strings - String_BallisticEncumbrance - String_ImpactEncumbrance - Label_Options_ComplexFormSkillsoft Build 272 - all controls now reposition themselves to accommodate longer strings for non-English languages Build 271 - added support for uploading language files through the application (translators, see http://www.dndjunkie.com/chummer/wiki/Uploading-Language-Files.ashx for information) - Expense Entries can now be sorted by clicking on the column headings - fixed an issue where trying to edit old Expense Entries that cannot be edited would throw an error - removed the ability to select multiple Expense Entries from the same list as once as this had no use - "level" is now correctly translated in the Select Adept Power window - fixed an issue where the selected value for a Complex Form would appear twice after adding it to the character - fixed an issue that prevented Technomancers with the Biowire Echo from being able to add Skillsofts as Complex Forms - Skills now check Complex Forms for Skillsoft Ratings Build 269 - fixed an issue where the Equipped checkbox on the Gear tab in Career Mode would never get enabled - Living Persona Attributes show on the Complex Forms tab are now correctly limited by the character's RES Attribute - added an option for enforce Capacity limits (enabled by default) - Capacity limits are now checked when attempting to move a character from Create Mode to Career Mode when enforcing Capacity limits is enabled - Capacity limits are now checked when attempting to add items in Career Mode when enforcing Capacity limits is enabled - fixed an issue where trying to change the Rating of a Hacked Skillsoft in Create Mode would throw an error - Skillsoft Clusters can now be Hacked - moving Gear between a Vehicle and inventory now re-creates the proper plugins - added an optional for Use Restrictions to Recoil Compensation (AR 148) (enabled by default) - fixed an issue where language files were not mapped to the proper language in the Options window New Strings - Checkbox_Options_UseRestrictionsToRecoilCompensation Build 265 - Biowires Echo now creates a Skillwire Improvement so that Technomancers with this Echo can thread Skillsofts - fixed an issue where Skillsofts were not being properly limited by the character's Skillwire Rating - quickly opening/closing groups in the Select Complex Form and Select Spell windows without an item selected no longer throws an error - Advanced Lifestyles can now be renamed when editing them - fixed an issue where selecting a custom PACKS Kit that contained custom Knowledge Skills would throw an error - Bonded Foci no longer attempt to re-create their Improvements when a character's Gear is updated - Improvement Manager now only removes access to Special Attributes, tabs, Uncouth, Uneducated, and Infirm if the Improvement being removed is the only remaining item granting access to that item - removing Critter Powers now correctly removes any Improvements it created - Critter Powers no longer show selected values twice - Active Skill tooltip now includes the Skill's Category - items with notes now appear in brown text for easier identification - Foci that should ask for a selected value now ask for and remember it when they are first added to the character instead of when their Rating changes - Foci now show their selected value when appropriate - Shock and Stun Weapons now have Ammo information and can be reloaded using Ammo: Stun Charge - added support for Override Data Files (see below) Override Data Files Similar to Custom Data Files, Override Data Files let you override individual items, replacing the base data with your own version (for example, changing the cost and damage for a Weapon). These follow the same naming rules as Custom Data Files but use "override" as their prefix (such as override_weapons.xml). Multiple Override files can exist for the same type (such as multiple Override files for Weapons), and the files are loaded in alphabetical order after loading the base data files. The item in the Override file completely replaces the base item. This is not intended to be used for holding your new custom data as the XML Manager will only overwrite existing items; it will not add items that do not exist in the base data files. Use at your own risk. New Strings - Checkbox_Option_EnforceCapacity - Message_CapacityReached - Message_CapacityReachedValidate Deleted Strings - Message_CapacityReachedCyberware - Message_CapacityReachedGear Build 263 - fixed an issue where deleting a Vehicle Mod could cause other items to be deleted from the Vehicle at the same time - added to vehicles.xml to allow support for translating Vehicle Modification Categories - added to vehicles.xml to allow support for translating Vehicle Modification Limiters - added house rules for multiplying the cost of Restricted and Forbidden items (applies to Career Mode only) - fixed an issue where quotation marks in custom names for items could result in an error being thrown - Move to Vehicle button tooltip on the Weapons tab is now correctly translated - Complex Forms that use a device attribute for their Common Skill (System, Response, Firewall, Signal) no longer throw an error when selected - Commonly Used Skill on the Select Program Options tab is now translated properly - fixed an issue that prevented Spell Category names from being translated New Strings - Checkbox_Options_MultiplyRestrictedCost - Checkbox_Options_MultiplyForbiddenCost Build 262 - fixed an issue where Adept Powers over Rating 6 would cause an error to be thrown when loading a saved character - Adept Powers now have their maximum Rating properly set when being added to a character with a MAG higher than 6 - added to the printout XML for Weapons which writes out the formula (not calculated) Damage for a Weapon - Update window now checks the downloaded files and re-downloads files that are accidentally written as 0 bytes in an attempt to avoid errors - added support for Protosapients and Technocritters Critters - purchase windows now include a Test field to show the Extended Availability Test for items - added support for editing the amount for manually-created Expense Entries New Strings - String_Day - String_Days - String_Week - String_Weeks - String_Hour - String_Hours Build 259 - added support for to the Improvement Manager which improves a character's Composure Special Attribute Test - added support for to in the Improvement Manager which improves a Skill's maximum Rating - when loading a saved character, Weapons, Skills, and Gear now replace "Hold-Outs" with "Holdouts" to match the SR4A errata - added a Close item to the File menu - default message for Expense Entries now reads from the translation file - double quotes in Knowledge Skill names should no longer cause an error to be thrown when loading a save file - automatically-created Copy Protection and Optimization plugins now have their Rating correctly set to 1 if their parents do not have a Rating - added Code of Conduct Qualities from Runner's Companion - fixed an issue where attempting to move a character to Career Mode could throw an error if the character had a Weapon with a Forbidden Avail while using a non-English language - fixed an issue where attempting to print a Critter with an Exotic Active Skill could throw an error - Cyberware now translates Attribute and Skill names as needed - Complex Forms and their Options now show their selected Rating in the Complex Forms list - Critter Powers, Complex Forms, and Complex Form Options now show their extra selection text if applicable - added an optional rule to use calculated Vehicle Sensor Ratings which uses the average Rating for all Sensor Functions plugins in the Vehicle's Sensor (disabled by default) - Weapons now support which, when set to false, prevents them from being able to add Weapon Modifications - SR4 sheet now shows Lifestyle Name - Game Master Summary sheet now shows Critter Powers and Movement - Text-Only sheet now shows Lifestyles and Movement - added support for Armor Mods adding Cyberweapons (MilSpec Armor) - correct the Reach for Shapeshifters - Foot Anchor now creates a Foot Anchor Weapon Modified Strings - MessageTitle_CannotModifyWeapon New Strings - Menu_FileClose - String_ExpenseDefault - Tab_Improvements - Checkbox_Options_UseCalculatedVehicleSensorRatings - Message_CannotModifyWeaponMod Build 254 - added support for to the Improvement Manager which stacks additional Matrix Initiative Pass bonuses on top of the highest value - added support for to the Improvement Manager which stacks additional Initiative Pass bonuses on top of the highest value - added to Simsense Booster and Simsense Accelerator - added to Acceleration - editing an Advanced Lifestyle no longer resets its number of pre-paid months to 1 - added support for naming standard Lifestyles - melee Weapons mounted in Cyberlimbs now use the limb's STR for calculating their Damage - reverted the change to Mystic Adept Power levels: as per the FAQ, their maximum level is based on your Adept MAG, not total MAG - updated the Max. Spirit Force House Rule to also encompass Mystic Adept Power Levels - Adept Powers now show their source and page information in a tooltip - added support for transferring Weapons between a character's Inventory and Vehicles - fixed an issue where purchasing additional Ammo could result in a divide by zero error - Critter Powers tab is now properly cleared when access to Critter Powers has been lost Modified Strings - Checkbox_Options_MaxSpiritForce New Strings - Message_CannotMoveWeapons - MessageTitle_CannotMoveWeapons - Message_SelectLifestyleName - MessageTitle_SelectLifestyle - String_LifestyleName Build 251 - added an optional rule for Armor Degradation (disabled by default) - added support for Armor Degradation in Career Mode - added support for transferring Gear between a character's Inventory and Vehicles - fixed an issue where removing the last of a Gear that also created a Weapon entry would not remove the appropriate Weapon - fixed an issue where adding Gear that resulted in a stack would create a duplicate copy of its Weapon - attempting to move a character to Career Mode no longer throws an error when checking item Availability using a non-English language New Strings - String_MoveGear - Tip_ArmorDegradationBPlus - Tip_ArmorDegradationBMinus - Tip_ArmorDegradationIPlus - Tip_ArmorDegradationIMinus - Tip_TransferToVehicle - Tip_TransferToInventory Build 250 - A.I.s can now select Commlink and Vehicles as their Home Node - corrected the tooltip for Career Karma - printout XML no longer includes object GUIDs - Gear now includes and in the printout XML - Gear and Vehicles now include in the printout XML - Adept Powers are now correctly limited by the character's total MAG instead of the MAG allocated only to the character's Adept aspect - Settings File list is now sorted correctly to prevent file mismatches - Hacked and Do It Yourself Gear now apply the correct cost modifiers to Gear when added as plugins to Vehicles - Autsofts and Skillsofts can now be Hacked - fixed an issue that caused a Technomancer's Biofeedback Filter to never be given a Rating on printouts - fixed an issue that caused newly added Cyberware to select Standard Grade immediately after being added - fixed an issue that could cause Gear quantities to be incorrectly updated when selecting an item for the first time in Create Mode - fixed an issue where adding Gear as a plugin could cause the quantity of the parent item to be modified - added the ability to search for Complex Forms in the Select Complex Form window - added options to automatically add Copy Protection and Registration plugins individually to Matrix Programs (enabled by default) - added house rules for allowing a character to exceed 35 BP worth of Positive and Negative Qualities - added an option to start the application in fullscreen mode (disabled by default) - added a conext menu entry to edit Advanced Lifestyles - Search field is now selected by default when opening windows with the ability to Search - Gear Capacity should now calculate correctly when dealing with decimals in regions that use something other than "." to separate decimal places - removed redundant "Chummer" from the window title and put character Alias before the current operating mode - changing the number of months for a Lifestyle in Career Mode now marks the character as having unsaved changes - Skills now include and information on the printout XML when appropriate - Active Skills now show their source and page information in a tooltip - removed the close box from a number of limited-selection windows that require a value to be selected - Gear now displays the correct quantity when added as a plugin - added a Buy Ammo button to the Weapons tab in Career Mode which allows you to select a type of Ammo and automatically assigns the correct Weapon Category for the currently-selected Weapon - ampersand characters in Category and item names should no longer confuse the XML Manager when trying to match translated items - Drain and Fading Attributes are now translated - Ammo Category is now translated in the Out of Ammo message - Quality names are now translated in the Swap Quality message - Martial Art name is now translated in the Martial Art Advantage limit message - Complex Form and Quality names are now translated in the Confirm Karma Expense messages - Attribute, Skill, Skill Group, Martial Art, Complex Form, and Program Option names are now translated when creating Karma Expenses messages - all Improvement dialogues should now show translated item names when appropriate - Skill name is now translated in the Break Skill Group message - Radius in Weapon Damage is now translated - Skills now show the translated Attribute abbreviation - Weapon Mount is now translated for Weapon Accessories - Weapon Firing Modes now read from the translation file - Spell Descriptors, Type, Range, Damage, Duration, and DV are now translated - Critter Power Type, Action, Range, and Duration are now translated - Cyberware, Bioware, and Gear Weapons now have their Category name translated on the Weapons tab - included plugins that come with Cyberware (such as Cybereyes) are now properly translated when added to the character - Commonly Used Skill on the Complex Forms tab are now translated New Strings - Tip_OtherCareerKarma - Tip_BuyAmmo - Checkbox_HomeNode - Menu_NameLifestyle - Menu_EditAdvancedLifestyle - Checkbox_Options_AutomaticCopyProtection - Checkbox_Options_AutomaticRegistration - Checkbox_Options_ExceedPositiveQualities - Checkbox_Options_ExceedNegativeQualities - Checkbox_Options_ExceedNegativeQualitiesLimit - Checkbox_Options_StartupFullscreen - String_DamageRadius - String_ModeSingleShot - String_ModeSemiAutomatic - String_ModeBurstFire - String_ModeFullAutomatic - String_ModeSpecial - String_SpellForce - String_SpellSpecial - String_SpellTypePhysical - String_SpellTypeMana - String_SpellDurationInstant - String_SpellDurationInstantLong - String_SpellDurationPermanent - String_SpellDurationSustained - String_SpellDurationSustainedLong - String_SpellDurationAlways - String_SpellDurationSpecial - String_SpellRangeLineOfSight - String_SpellRangeArea - String_SpellRangeTouch - String_SpellRangeTouchLong - String_SpellRangeSelf - String_DescActive - String_DescArea - String_DescDirect - String_DescDirectional - String_DescElemental - String_DescEnvironmental - String_DescExtendedArea - String_DescIndirect - String_DescMana - String_DescMental - String_DescMultiSense - String_DescNegative - String_DescObvious - String_DescPassive - String_DescPhysical - String_DescPsychic - String_DescRealistic - String_DescSingleSense - String_DescTouch - String_ActionAutomatic - String_ActionFree - String_ActionSimple - String_ActionComplex Build 247 - character Alias is now shown in the prompt to save a character when exiting the application to make identifying which characters to save easier - Quality names are now translated in the error message when trying to change your Metatype - Add Sprite button now reads from the translation file - required and forbidden items are now translated in the Select Quality and Select Metamagic/Echo windows - Adept Powers now have their Ratings properly reduced if a character's MAG is reduced - Adept Powers can now go above Rating 6 based on the character's MAG Attribute - added to the printout XML for Skills to show the maximum Rating the character would be able to acquire for the Skill - Firewall and System Ratings are now properly restricted when adding a Commlink Operating System Upgrade to a Commlink Operating System - fixed an issue where adding a Firewall Commlink Operating System Upgrade to a Commlink Operating System would cause a Commlink to believe its new Firewall Rating to be 0 - all non-Suite, non-Hacked Matrix Programs now come with Copy Protection and Registration Modified Strings - Message_UnsavedChanges New Strings - Button_AddSprite Build 246 - Weapon reloading methods are now read from the translation file - Weapon Accessories now show their mount points when selected - Weapon Mods now show their mod slots when selected - selecting a Weapon Accessory or Weapon Mod now updates the Range information to match the Weapon it's attached to - loading a character with a Commlink Operating System Upgrade attached to a Commlink Operating System no longer throws an error - Commlinks now check for Operating System Upgrades within their Commlink Operating Systems in addition to within the Commlink itself - added to the Weapon information in the printout XML which gives the name of the Ammo currently loaded in the Weapon - Skills affected by Incompetent are now correctly marked as not allowing Defaulting - Quality type is now translated in the printout XML - Contact type is now translated in the printout XML - Weapon RC now always displays as a whole number (no brackets) since it always shows the Weapon's RC based on the currently installed plugins (the brackets just made things more confusing) - XML indenting/formatting is preserved when adding a custom Cyberware Suite or PACKS Kit to an existing custom file - FIRE! and Reload buttons and Ammo selection list are now only enabled when an appropriate Weapon is selected - Vehicle Weapons now show their Dice Pool (Targeting Autosofts must be given a value that matches the Weapon's Category, otherwise it assumes that the highest-rated Targeting Autosoft should be used) - Increased Cylinder Weapon Mod now properly changes the Weapon's Ammo to 8(cy) - added Hollow Cyberlimb and Hollow Cybertorso to the Post-Mortem Modifications Category in Gear - Save As now uses the character's Alias instead of their Name - fixed an issue where converting the Metatype of an older character would throw an error if their MAG or RES were set to 0 New Strings - String_Or - String_AmmoBreakAction - String_AmmoBelt - String_AmmoBox - String_AmmoClip - String_AmmoCylinder - String_AmmoDrum - String_AmmoEnergy - String_AmmoExternalSource - String_AmmoMagazine - String_AmmoMuzzleLoad - String_AmmoSpecial - String_Contact - String_Enemy Build 244 - Character Name has been shortened to Name and moved to the Character Info tab (swapping places with Alias which now appears on the Common tab) - editing a Nuyen Expense now properly shows the Nuyen labels instead of Karma ones - Skillsofts and Autosofts now come with the Copy Protection and Registration Program Options when added - Weapon Modifications and Accessories now show their calculated cost instead of "Weapon Cost" - options in the FIRE menu are now translated names - Gear now shows its translated Category properly - Metatype and Metavariant are now translated in the printout XML - Weapon Modification Category name in the Select Weapon Mod window is now translated - Avail fields now show their translated Avail code - Expense Entries that are created automatically now use the translated names of the items affected/added - added missing tooltip for Metatype Source - Notes can now be added to Bioware - Gear, Armor, and Cyberware now support items that have a variable Cost that is not tied to Rating - Select Weapon Category message when purchasing Ammo now reads from the translation file - Weapon Damage and AP codes now read from the translation file - Edit Expense window now uses the system's current date and time format for displaying date and time information - editing an Expense with an amount of 0 no longer throws an error Modified Strings - Label_CharacterName New Strings - String_WeaponCost - String_VehicleCost - String_SingleShot - String_ShortBurst - String_LongBurst - String_FullBurst - String_SuppressiveFire - String_AvailRestricted - String_AvailForbidden - String_DamageStun - String_DamagePhysical - String_SelectVariableCost - String_SelectWeaponCategoryAmmo - String_APHalf - String_DamageChemical - String_DamageSpecial - String_DamageElectric - String_DamageFlechette - String_DamagePOrS - String_DamageGrenade - String_DamageMissile - String_DamageMortar - String_DamageRocket - String_DamageAsDrugToxin - String_DamageAsRound - String_DamageMeter Build 242 - attempting to Bond Foci that do not provide Improvements no longer throws an error - Improvement Manager now ignores all attempts to create Improvements when no Improvement information is provided - verify data file process now correctly ignores all custom data files - Skill Specializations no longer allow a value of all spaces - fixed the way that discounted Adept Powers are calculated and rounded (Points x Rating x Discount, rounded instead of (Points x Discount, rounded) x Rating) - time on Expense Entries can now be modified - Vehicles now show their System Rating Build 241 - Cyberware Weapons can now be reloaded using the appropriate Ammo type - Knowledge Skills list is now populated using the selected language if possible - Skill Specialization list is now populated using the selected language if possible - select text window now reads from the language file - attempting to add an Echo no longer throws an error when the window opens - Notes window can now be resized - editing Notes now marks a character as having changes - added Living Persona information to the Complex Forms tab - A.I.s no longer add a Rating to the Ergonomic Program Option since it doesn't actually have one - reorganised Gear Categories to more closely match those found in the Runner's Toolkit Compiled Tables booklet - removed most Gear Category restrictions from items since components can be purchased on their own and combined later and allow greater flexibility - selecting Undo Karma Expense or Undo Nuyen Expense without an item selected no longer throws an error - Essence Holes no longer count towards Bioware and Cyberware Essence totals and just affect the character overall - the Delete key now does the same thing as pressing the Delete button when a list item is selected (Qualities, Critter Powers, Metamagics/Echoes) - Metatypes and Metavariants now show their translated names in the Create and Career windows - Metatype and Metavariant source information is now shown below the Metatype label in the Create and Career window - Maximum Armor Modification and Armor Suit Capacity (both found on AR 44) are now Optional Rules (disabled by default) - Armor Capacity is now calculated properly for Armors without an inherent Capacity value according to the Maximum Armor Modification rule found on AR 44 - tabs now show the character's Alias instead of their Name if they have an Alias - Weapon Dice Pool total in Career Mode now includes the bonus for the Smartgun System if the Weapon has a Smartgun System Accessory or Modification and the character has an item that provides a Smartlink - Select Gear window no longer shows Categories that have no items for its current context - Vehicle Mods now support to change a Vehicle's Pilot Rating - Vehicles now show their Firewall, Signal, and Response Ratings - added , , and to the printout XML to make displaying the Movement, Swim, and Fly speed easier - Skills in the printout XML now output their translated Attribute, Skill Group, and Skill Category New Strings - String_Improvement_SelectText - Label_BiofeedbackFilter - Tip_TechnomancerResponse - Tip_TechnomancerSignal - Tip_TechnomancerSystem - Tip_TechnomancerFirewall - Tip_TechnomancerBiofeedbackFilter - Checkbox_Options_MaximumArmorModifications - Checkbox_Options_ArmorSuitCapacity - Checkbox_Options_ArmorDegradation Build 238 - A.I.s now use the correct Optimization plugin - Gear plugins now properly use their Rating when applying Improvements when added to a character - changing a Gear's Rating now correctly updates any Improvements they apply to the character - searching should now work with accented characters - augmented Attribute tooltips now use the translated object names when appropriate - advanced Contact option strings now read from the language file - fixed an issue where Critters with Skill Groups higher than Rating 6 would cause an error when being saved as Created and loaded in Career Mode - Commlinks and Commlink Operating Systems are now saved, loaded, and printed properly when added to a Vehicle New Strings - String_SelectContactConnection_Members - String_SelectContactConnection_AreaDistrict - String_SelectContactConnection_AreaSprawlwide - String_SelectContactConnection_AreaNational - String_SelectContactConnection_AreaGlobal - String_SelectContactConnection_MagicalMinority - String_SelectContactConnection_MagicalMost - String_SelectContactConnection_MagicalVast - String_SelectContactConnection_MatrixActive - String_SelectContactConnection_MatrixBroad - String_SelectContactConnection_MatrixPervasive Build 236 - fixed an issue that caused a Metatype's BP cost to be multiplied by the Karma multiplier when building a character with BP - Echoes and Metamagics now support Quality requirements - added a checkbox to the Select Metamagic window to show only Metamagics/Echoes the character can take - Knowledge Skills no longer ask for a Karma expense confirmation if the cost is 0 Karma (improving a Language with the Linguistics Adept Power) - A.I.s now have the Ergonomic and Optimization Program Options added to Matrix Programs for free - Markup field is now correctly hidden in the Select Vehicle window in Create Mode - fixed an issue that could prevent the Gear Qty field from being refreshed properly when selecting a different item in Create Mode - Enemy BP is no longer included in the Negative Qualities BP total on the Build Point Summary tab since it already has its own field - Update window no longer stays open if automatic updates are enabled and there are optional languages that are not installed but can be downloaded New Strings - Checkbox_SelectMetamagic_LimitList - Checkbox_SelectEcho_LimitList Build 234 - all items should now output their data in the selected language - translation file verification no longer compares against Ranges data file - translation file verification no longer checks for missing tags - translation file verification no longer checks when checking Lifestyles content - Language Manager now attempts to translate selected Weapon Categories, Skills, and Skill Groups when displaying Qualities, Gear, and other items that ask for this information to be selected - added support for translating Advantages and Disadvantages for Mentor Spirits and Paragons ( and in the translation file) - Weapon Mounts are now properly detected when trying to add a Weapon while using a non-English language - Advanced Lifestyle window now uses translated names - Advanced Lifestyle window now shows the source information for the currently selected Quality - Mechanical Arm Vehicle Mod can now be given a Weapon - Skills now only check for Skillsofts if the character has something that gives them access to Skillwires - added drag-and-drop support for re-ordering Lifestyles, Armor, Weapons, and Vehicles (base items only) - added support for the Recoil and Strength Optional Rule which adjusts a Weapon's RC based on the character's Strength (disabled by default) - Knowledge Skills are sorted in alphabetical order when a character is loaded - Additional Discount field in the Select Cyberware window (enabled by House Rule) now allows a negative modifier for glitched implant jobs - fixed an issue that caused the content of custom data files to be cached when attempting to cache content from the core data files, resulting in multiple copies of custom items New Strings - Checkbox_Options_StrengthAffectsRecoil Build 231 - adding free Qualities in Career Mode no longer asks you to confirm the Expense for 0 Karma - fixed an issue that prevented Lifestyles from being modified after being added to a character when using a non-English language - Enter key now rolls the dice when pressed in the Roll Dice window - included Accessories and Mods are now translated in the Select Weapon window - mount points are now translated in the Select Weapon window - added Arsenal French Content to list of sourcebooks - added additional Vehicles from the French version of Arsenal - added missing MicroWeave Spider and Medusa Extensions Drones from Attitude - Vehicles that come pre-equipped with multiple Weapons now place one Weapon on each Weapon Mount if possible - Advanced Lifestyles can now be modified by double-clicking on them - main character and general information sections can now be resized with a splitter - fixed an issue that would cause Bonding a Focus to attempt to create Improvements for the incorrect piece of Gear - translation file verification no longer compares against PACKS Kit data files - corrected the logic for verifying Metavariant translations - added a Notes tab in Career Mode to record general gameplay notes New Strings - String_MountTop - String_MountUnder - String_MountBarrel - Tab_Notes Build 229 - XmlManager now caches base data files and merged translation information which should reduce character load times by 50%-70% and make everything else a little quicker - added support for to the Improvement Manager which improves a character's Drain Resistance pool - added support for to the Improvement Manager which improves a character's Fading Resistance pool - added a Verify Data File button to the Options window to verify the contents of data translation files (verifies only the content from selected books; like the Verify button, this is not needed unless you're working on translations) - added support for to Weapon Mods which increase or decreases a Weapon's Range by the specified percent - added to Barrel Extension and Barrel Reduction Weapon Mods - fixed an issue that caused Gear to assume that plugins should always consume Capacity, even when they do not contain square brackets to indicate that they should - Spell list is now sorted alphabetically within each Category - Complex Form list is now sorted alphabetically within each Category - Martial Arts list is now sorted alphabetically within each Category - Active Skills are now sorted in alphabetical order in non-English languages - Skill Groups are now sorted in alphabetical order in non-English languages - added Device field to the Vehicles tab to show the selected Vehicle's Device Rating - added to Focused Concentration (Rating 1) and Focused Concentration (Rating 2) Qualities - fixed an issue with translations that had & in their names or translated values throwing errors when attempting to load them - Bioware Grade list in Create Mode now reads from the Bioware data file and presents only Grades that are actually available to them - Cultured Bioware is now properly limited to non-Second-Hand Grades - Symbionts and Genetic Infusions are properly limited to Standard Grade only - added support for naming Armor New Strings - Label_Device - Menu_NameArmor - Message_SelectArmorName - String_ArmorName Build 225 - fixed an issue where the plugins for Pre-Packaged Nexi were not given an Availability which would cause an error to be thrown when selected - added missing Evo Mobile Terminus Nexus to the Roving Hub Drone - Nexi now have access to the Commlink Modules Category as plugins - custom Nexi now have their context menus when added - fixed an issue where calculating Gear Capacity in regions that use something other than "." to separate decimal places would cause an error to be thrown - cost adding Gear to Armor now correctly includes the selected markup - added support for Markup to Select Armor, Select Armor Mod, Select Weapon, Select Vehicle Mod, Select Weapon Mod, and Select Weapon Accessory windows in Career Mode - added support for Markup to Select Vehicle window in Career Mode which applies the markup percentage AFTER any Used Vehicle discounts since they affect the Vehicle's base price - Technomancer Networks no longer cost Karma to join Build 223 - loaded Ammo now uses the translated Ammo names - loaded Ammo now shows the names of plugins attached to the Ammo - Reload window now uses the translated Ammo names - Reload window now shows the names of plugins attached to each Ammo - added a Stack checkbox to the Select Gear window in Career Mode - adding Gear no longer stacks with existing items unless the Stack checkbox is checked when the item is added (see below) - purchasing additional quantity of Gear that has plugins deducts the correct amount of Nuyen - added support for splitting and merging Gear stacks - fixed an issue where adding certain Gear would incorrectly add Gear of the same name from a different Category - added support for Hacked Program Options - Gear Capacity is now rounded down to a minimum of 1 if the expression results in a non-whole number - added Capacity to Matrix Program, Simsense, and Program Options - the free Copy Protection and Registration Program Options are no longer automatically added to Matrix Program that do not have access to them (such as IC) - added support for loading individual clips in multiple-clip Weapons (see below) Stacking Notes When Stacking, Gear is matched by the combination of Name, Category, Rating, and selected values (such as selected Weapon Category or text). When clicking the + button next to Qty on the Gear tab, the selected item is the stack you will be adding to. When clicking the Add Gear button, the application adds the item to the first matching instance of Gear it can find. Multiple-Clip Weapons Career Mode now supports loading each clip of a multiple-clip Weapon (like the Yamaha Sakura Fubuki) individually. Each can have its own type of Ammo loaded and their counts and stats are tracked individually. When an Ammo slot is selected, the Ammo count, Weapon AP, Weapon Damage, and Weapon RC are updated to reflect the currently-selected Ammo. Clicking the Fire and Reload buttons affect the currently-selected Ammo slot. New Strings - Title_SelectNumber - Title_SelectItem - Label_SelectGear_Stack - Tip_SplitGearQty - Tip_MergeGearQty - String_SplitGear - String_MergeGear - Message_CannotSplitGear - MessageTitle_CannotSplitGear - Message_CannotMergeGear - MessageTitle_CannotMergeGear - String_SlotNumber - String_Empty Build 221 - added support for to the Improvement Manager which replaces the selected Physical Attribute with the appropriate Mental Attribute for all Active Skills - added support for to the skillattribute Improvement - Commlinks and Operating Systems now properly save and load their Location - plugins are correctly listed under their parent items after being moved back to the default Gear location as a result of deleting their current Location - Gear Weapon bonus information is now written to the print XML if available (weaponbonusdamage and weaponbonusap) - Ammo now displays its Weapon Damage and AP modifiers when selected if applicable - the total Rating field for Active Skills is always enabled, even when the Skill is a part of a Group, so that its tooltip information is always available - Gear in the Foci and Metamagic Foci Categories only apply their bonuses when Bound to the character and are removed if the Focus is removed for Unbound - Power Focus now improves all MAG-related Active Skills when Bound except for Counterspelling since it is a situational modifier - added to the Mind Over Matter Adept Power - Viewer window now only shows files that end in .xsl - corrected Total Cost to only modify the cost of the base Weapon and its Modifications excluding Accessories - fixed an issue that prevented Gear from being deleted if it was not part of the Selected Gear Location - fixed an issue where new Knowledge Skills showed their Category as being Academic but the Skill believed its Category was blank - Knowledge Skills that were accidentally saved with a blank Category now assume they are Academic to avoid errors - Skill Filter dropdown now repositions itself to avoid overlapping with other buttons - Dice Pool size is shown for the selected Weapon's Active Skill in Career Mode - Locations in the Gear list can now be reorganised using drag and drop (Selected Gear cannot be moved and is always the first Location in the list) - added tracking highlight when drag-and-dropping Gear and Locations New Strings - Label_DicePool Build 219 - added to skills.xml - Knowledge Skill Categories now populate from the Category list - Active Skills can now be filtered in Create Mode - added the ability to filter Active Skills based on their Category - clicking Add & More in the Select Cyberware window when adding Cyberware to a Vehicle Mod now properly opens the Select Cyberware window again - added support for forcing Qualities to be added through other Qualities - fixed an issue where binding Foci in a particular order would throw and error - fixed an issue where reducing a Gear's quantity when it belongs to the non-default container would occasionally throw an error - moved Arrowheads to their own Category which can now be attached to standard Arrows and Bolts - added Payload Tip from Arsenal (German) to Arrowheads - moved Mortar Heads to their own Category which can now be attached to Mortars - moved Heavy Mortar Heads to their own Category which can now be attached to Heavy Mortars - moved Missile & Rocket Heads to their own Category which can now be attached to Missiles and Rockets Build 217 - fixed an issue where selecting a PACKS Kit that had Cyberware with plugins would throw an error - Enemy Group Rating now contributes to Enemy BP total - Enemy Group Rating is now correctly populated when loading a character - rewrote how Gear is written to custom PACKS Kits so that things are nested properly and no longer results in having only 1 item - added support for Total Cost multiplier to Weapon Mod costs which multiply the total value of the Weapon - Select Weapon Accessory and Select Weapon Mod windows now include the Weapon's Accessory and Modification multipliers to show correct cost information - fixed an error that caused the Cyberware Grade list to not populate correctly when loading certain characters with Cyberware Build 216 - fixed an issue that would cause some Category lists to throw errors when using a non-English language Build 215 - added support for to the Improvement Manager which improves the Concealability of all Weapons - fixed an issue where a Foci's Force was not being properly evaluated and caused an error to be thrown when attempting to populate the Bonded Foci list - print viewer window now hides files ending in the .xslt extension which can be used for reference files that are not complete XSL sheets on their own - added Shadowrun 4 (Skills Grouped by Rating) and Shadowrun 4 (Skills Grouped by Name) character sheets created by KeyMasterOfGozer - Cyberware/Bioware Grade list in Create Mode now reads from the data translation file - fixed issues with non-English languages and the Select Quality, Select Skill Group, and Select Gear windows Build 214 - added to the list of Gear elements generated for printouts - Advanced Lifestyle should no longer throw an error when selected after being added - Program Suites no longer add the Copy Protection and Registration Options to themselves (they are still created for the individual programs) - the Selected Gear default Location can no longer be deleted - fixed an issue with dragging and dropping Gear that caused the application to hang - fixed an issue that caused printing a character with a Martial Art to throw an error Build 213 - added support for translating core data - Smartlink bonus should always appear in an Active Skill's tooltip if applicable - Smartlink bonus is included in Dice Pool and Total for Active Skills on printouts if applicable - checking and unchecking Foci in the Bonded Foci list should no longer throw errors - fixed an issue where attempting to select or add a Cyberware Suite that contained anything with Second-Hand or Adapsin in its Grade would throw an error - selecting a Martial Art Advantage or Martial Art Maneuver now show the sourcebook and page number for the item New Strings - String_WeaponAccessory - String_WeaponModification - String_ExternalSource - String_VehicleModification - String_VehicleWeapon - String_VehicleWeaponAccessory - String_VehicleWeaponModification - String_UnnamedCharacter - String_UnarmedAttack - String_Unarmed - String_LivingPersona - String_BiofeedbackFilter - String_Commlink - String_CommlinkOperatingSystem - String_LivingPersonaGear Build 211 - added support for to the Improvement Manager which improves a character's Judge Intentions Special Attribute Test - added support for to the Improvement Manager which improves a character's Lift and Carry Special Attribute Test - added support for to the Improvement Manager which improves a character's Memory Special Attribute Test - added Judge Intentions bonus to Kinesics Adept Power - Gear items no longer lose their context menus as a result of drag-and-drop - entering a blank name when adding a new Location is now treated in the same manner as clicking Cancel - moving a piece of Gear using drag-and-drop now marks a character as having unsaved changes - adding a Location now marks a character as having unsaved changes - +/- now appear next to Locations when they have Gear to allow them to be expanded and collapsed as desired - Free Spirit Critter Powers are now only available for Free Spirits - Emergent Critter Powers are now only available to Sprites and A.I.s - Shapeshifter Critter Powers are now only available to Shapeshifters - Select PACKS Kit window now displays Negative Qualities that are a part of the selected Kit - Hacked software no longer adds the Copy Protection and Registration plugins - Add Location button now repositions itself to avoid overlapping with other buttons - corrected the logic for calculating Essence Loss and maximum Essence which was causing characters with an Infected Quality to incorrectly report spending BP on their first point of MAG and Cyberzombies from receiving the correct bonuses/penalties to their Attributes - Initiation/Submersion Grade names now read from the language file New Strings - String_Varies - String_Grade - String_Network - String_Group - String_Task - String_Ordeal Build 207 - added support for to the Improvement Manager which improves a character's Swim speed - added support for to the Improvement Manager which improves a character's Fly speed - added support for to the Improvement Manager which gives a character a Fly speed if they do not already have one - fixed an issue that prevented the proper Gear Categories from being available to Armor and Career Mode - added swimpercent information to Cyberfins and Functional Tail (Paddle) - added swimpercent information to Power Swimming - added flyspeed to Wingsuit Jetpack - opening a save file with no Movement information no longer throws an error and instead reads the missing information from the Metatypes/Critters file, adds it to the character, and saves the updated file - A.I. characters should no longer throw an error when creating or loading due to their "Special" Movement rate - fixed an issue that caused the list of books being used to filter content in Select windows to be based on the Settings file of the first character loaded instead of the current character - Exotic Active Skills are no longer hard-coded and have been moved to the skills.xml data file to allow custom Exotic Active Skills to be defined - Select Side window now shows the name of the item being installed to reduce confusion, especially when adding a Cyberware Suite with multiple limbs - added a house rule for Allow Cyberware Essence costs to be discounted (see below) - Rating and Gear Rating on the Vehicles tab have been merged into one field since they both reflect the selected item's Rating and only one was ever used at a time - Matrix Programs now have the Copy Protection and Registration plugins attached to them for free if Unwired is selected in the character's Book Options - added support for Gear Locations to keep track of where stuff is stored Allow Cyberware Essence costs to be discounted House Rule When enabled, an Additional Discount field appears next to Essence Cost in the Select Cyberware window. This percentage is in addition to any Essence cost discounts from Grade and other Improvements. Remember that all discounts are cumulative. For example, if a Discount of 10% is selected along with the Alphaware Grade, the total Essence cost discount will be 30%: 20% from Alphaware and 10% from the selected Discount amount. Modified Strings - Label_SelectSide New Strings - Checkbox_Options_AllowCyberwareESSDiscounts - Label_SelectCyberware_ESSDiscount - Button_AddLocation - String_AddLocation - Message_DeleteGearLocation Build 203 - added support for multipliers to the Metatypes cost Karma equal to their BP Optional Rule (default 1) - added Limbs for Standard Characters option to pick which limbs count towards the limb count total - average Attributes are now calculated across the chosen number of Cyberlimbs - tagged all Skull Cyberlimbs as occupying the head limb slot - fixed an issue that caused the Select Armor Mod window to allow Military Grade Armor Mods to be added to standard Armor - added Swim speeds to Metahumans (see below) - broke Movement out into separate fields for Movement, Swim, and Fly Movement Changes New Metahuman characters will automatically pick up their Swim speed information. If you want to apply this to saved characters, you must manually edit the save file. Open your save file in any text editor such as Notepad. Look for the tag called (it will be very close to the top). Using a Human as an example, it should read 10/25. Change this to read 10/25, Swim 5 (you can find your Metatype's correct Swim speed below). Make sure to include the comma and spaces as shown. Save the file and you're set. Dwarf: 4 Elf: 6 Human/Ork: 5 Troll: 7 New Strings - Label_OtherSwim - Label_OtherFly - Tip_OtherSwim - Tip_OtherFly - Label_Options_CyberlimbCount - String_LimbCount6 - String_LimbCount5Torso - String_LimbCount5Skull Build 200 - added Cloning Machine to the Special menu in Career Mode (see below) - put Armor Encumbrance calculation back to the correct method (Helmets and Shields and SecureTech PPP System DO count towards Armor Encumbrance but do not apply to stacking) - Metavariant Improvements are now correctly removed from a character when changing their Metatype Cloning Machine The Cloning Machine is only available in Career Mode and is designed to make working with multiple copies of the same grunt/fodder NPC easier (which means you can now track their individual Condition Monitors and Ammo). After selecting Cloning Machine, enter the number of clones you would like to create. A new copy of the character file is opened and a number is added to their name to make identification easier. The cloned copies break their links to the original save file so that the source file is not accidentally overwritten by any one clone, though their individual files can still be saved. It should be noted that clones are created from the save file of the currently-selected character rather than from the state of the currently selected character (meaning that unsaved changes will not be cloned). New Strings - String_CloningMachineNumber - Message_CloningMachineNumberRequired - MessageTitle_CloningMachineNumberRequired Build 198 - Buy Ammo button is now properly disabled when non-Ammo Gear is selected in Career Mode - Vehicles can now come pre-equipped with Weapons - added Stoner-Ares M202 to Edgecrusher - Skillsofts Complex Forms can now select their appropriate Program Options - added support for Hacked Programs and Software - added support for Gremlins to the Dice Roller window - Attribute tooltip now shows when the Attribute is being affected by a Cyberlimb - fixed an issue where "BP" being translated in the selected language to throw errors when adding certain Qualities in Create Mode - Armor from Helmets and Shields and SecureTech PPP System Categories no longer count towards Armor Encumbrance - fixed an issue that prevented Active Skills from display at the proper width in Career Mode - clicking the Change Specialization button for an Active or Knowledge Skill now puts the focus on the Specialization field - rejecting the Karma cost or not having enough Karma when changing an Active or Knowledge Skill Specialization now puts it back to its old value instead of erasing it entirely - Metatype no longer inherit bonuses from their parent Metatype New Strings - Label_SelectGear_Hacked - Label_DiceRoller_Gremlins - String_CyberlimbAttributeModifier Build 197 - Sell Item window title now populates from the selected language - Character Name field now repositions and resizes itself to avoid overlapping with the Character Name label - tooltips for Gear + and - buttons are now populated from the selected language - Attribute names are now populated from the selected language - changing the Equipped status of Armor now removes or re-adds any Improvements for the Armor and its Armor Mods and Gear - changing the Equipped status of Armor Mods or Armor Gear now removes or re-adds any Improvements for them - added a button to speed up the process of purchasing more Ammo of the selected type in Career Mode - context menu for Underbarrel Weapons is now set properly when loading a saved character - added support for adding Underbarrel Weapons to Vehicle Weapons - loading a saved character that has joined a Group/Network is no longer asked to spend Karma on joining the group again - controls should resize better when using a font size larger than the Windows default - Enter and Escape keys now work in the Advanced Lifestyle window - changed how the lists in Select Armor, Select Armor Mod, Select Weapon, Select Weapon Accessory, and Select Gear windows work (should not see any difference in how this works hopefully, but it this is the first step towards allowing data to be translated) - Metavariants no longer inherit Qualities from their parent Metatype - Metatypes now have their vision Qualities as free Positive Qualities New Strings - Tab_IncreaseLifestyleMonths - Tab_DecreaseLifestyleMonths - Tip_IncreaseGearQty - Tip_DecreaseGearQty - String_AttributeBODLong - String_AttributeBODShort - String_AttributeAGILong - String_AttributeAGIShort - String_AttributeREALong - String_AttributeREAShort - String_AttributeSTRLong - String_AttributeSTRShort - String_AttributeCHALong - String_AttributeCHAShort - String_AttributeINTLong - String_AttributeINTShort - String_AttributeLOGLong - String_AttributeLOGShort - String_AttributeWILLong - String_AttributeWILShort - String_AttributeEDGLong - String_AttributeEDGShort - String_AttributeMAGLong - String_AttributeMAGShort - String_AttributeRESLong - String_AttributeRESShort - String_AttributeINILong - String_AttributeINIShort Build 195 - Tip_OtherCMPhysical and Tip_OtherCMStun are now bound to the proper fields - Label_DiceRoller_Result now displays for all results an intended, not just Critical Glitches - fixed a number of text alignment issues - buttons now resize and reposition themselves based on their string length - String_SelectBP_BPSummary properly initialises in the selected language - Ignore Rules checkbox now reads its tooltip from the language file - Physical and Stun labels on the Condition Monitor tab are now translated correctly - tooltips for the tool bar are now populated from the selected language - tooltips for the Armor Equipped and Weapon Installed checkboxes now come from the language file - menus are now merged properly when using the non-default language - added support for setting markup amount when purchasing Gear in Career Mode New Strings: - Tip_SelectBP_IgnoreRules - Tip_ArmorEquipped - Tip_WeaponInstalled - Label_SelectGear_Markup Build 193 - corrected the tooltip information for improving Skill Groups - corrected the tooltip information for Knowledge Skills when loading a saved character in Career Mode - \n in language strings is now parsed properly - Matrix Initiative on printouts now uses the character's proper Matrix Initiative and Initiative Passes - Cyberware Plugins can now be added to Vehicle Mods that are marked to allow them (currently only Mechanical Arms) New Strings: - Menu_AddCyberwarePlugin - Message_VehicleCyberwarePlugin - String_ExpensePurchaseVehicleCyberware - String_ExpenseSoldVehicleCyberware Build 192 - Roll button in the Dice Roller window now reads from the language file - clicking Remove Character in the Print Multiple window with no character selected no longer throws an error - Build Method lists now read BP/Karma strings from the language file - Omae login and filtering fields are now properly translated - Select a Side window now reads from the language file - corrected the translation tag for Impact on the Armor tab so it no longer incorrectly appears as "Ballistic Armor" - Matrix Initiative now compares using a Commlinks total Response instead of its base Response so Custom Commlinks will now affect Matrix Initiative properly - added missing Matrix IP information to Sim Module Cyberware - added Join Group/Network Karma cost to Options window (default 5) - added Leave Group/Network Karma cost to Options window (default 1) - added support for joining and leaving Groups/Networks New Strings: - Button_DiceRoller_Roll - String_Improvement_SideLeft - String_Improvement_SideRight - Label_SelectSide - Label_Options_JoinGroup - Label_Options_LeaveGroup - Label_Group - Label_Network - Checkbox_JoinedGroup - Checkbox_JoinedNetwork - String_ExpenseJoinGroup - String_ExpenseLeaveGroup - String_ExpenseJoinNetwork - String_ExpenseLeaveNetwork - Message_ConfirmKarmaExpenseJoinGroup - Message_ConfirmKarmaExpenseLeaveGroup - Message_ConfirmKarmaExpenseJoinNetwork - Message_ConfirmKarmaExpenseLeaveNetwork Build 191 - fixed an issue that caused the Lifestyle Nuyen window to throw an error when moving a character to Career Mode Build 190 - all language information now comes from language files which can be found in the lang directory - attempting to bind a Power Focus in Career Mode no longer throws an error Build 184 - corrected an issue with Spirits and Sprites that had any Attribute, Skill, or Complex Form with a Rating expression that involved division - window contents should no longer be affected by the selected text size in Windows - setting a Credstick's Rating to 0 no longer throws an error - added support for specifying Program Options for Complex Forms to metatypes.xml and critters.xml - added support for specifying a Program Category for Optional Complex Forms to metatypes.xml and critters.xml - plugins are now saved when creating a custom Cyberware Suite Build 182 - added support for to Improvement Manager which lets a character buy Rating 1 for Language Knowledge Skills for free - updated the SR4 character sheet to include the page breaking solution by KeyMasterOfGozer - Armor that has a Ballistic or Impact starting with "+" no longer doubles its value if it is the only piece of Armor the character is wearing - added support for and to Weapons and Weapon Mods which changes the number of rounds fired in Full Burst and Suppressive firing modes respectively - Miniguns, High Velocity Weapons, and Weapons with the High Velocity Weapon Mod now consume their correct ammo amounts when firing in Full Burst and Suppressive firing modes - added support for creating custom Cyberware Suites based on a character through Special > Create Cyberware Suite menu item in Create Mode (all Cyberware must be of the same Grade) - added a house rule for No Armor Encumbrance (disabled by default) - added a house rule to use BOD+STR as the Armor Encumbrance Threshold (disabled by default) - selecting Free! in the Select a Quality window without having a Quality selected no longer throws an error - fixed a logic error where Condition Monitor tooltips would only show if the total modifier was greater than zero instead of not equal to zero - fixed a logic error where Movement Speed was only printed if the character had Movement Speed Improvements - Armor Capacity for Armor is now calculated in the Select Armor window Build 180 - added support for for Weapons which overrides the type of Ammo a Weapon uses (typically for Grenade Launchers that are found in the Assault Rifles category) - marked Grenade Launchers for Assault Rifles and Battle Rifles as using Grenade Launchers Ammo (minigrenades) - added support for requirement condition for Qualities which requires a character to have earned an amount of Career Karma before the Quality can be selected - added Legendary Quality from Street Legends - added support for naming Vehicles - corrected a logic error in the Essence cost calculation for Basic Bioware when a character has both the Type O System and Biocompatibility (bioware) Qualities - increasing Submersion Grade in Create Mode now costs the correct amount of Karma and puts the proper Grade number in the list - added Tradition and Stream information to printouts - Movement Speed Improvements no longer affect Fly or Swim Movement Speeds which throw errors (and shouldn't be modified) - Vehicles now show their Sensor's Signal Rating (next to the Sensor field when a Vehicle is selected) - added the ability to search for Weapon and Vehicles Mods in the Select Mod window - broke Reality Amplifiers into their individual types - Reality Amplifiers can now be added as Plugins for Commlinks Build 177 - Drain tooltips no longer throw an error for spells that contain a formula not based on the Spell's Force - Drain tooltips now calculate the Drain correctly in regions that use "," to separate decimal places - added Redmond to list of specializations for Area Knowledge: Seattle - Black Market Quality now prompts for additional information when added - Sapient Education no longer counts towards the Positive Quality total since it is not technically a Quality in RC - Weapons now show their total Ammo value which includes Modifications and Underbarrel Weapon adjustments on printouts - Supernatural Toughness Adept Power has been broken out into Supernatural Toughness (Physical) and Supernaturall Toughness (Stun) - added missing Emergency Field Dressing Gear from War! - Chaser Autosoft can now go up to Rating 4 - added Greater Forms for Spirits from Street Magic Build 176 - Weapon Modifications and Accessories can now be added to Underbarrel Weapons - Vehicle Mods that come pre-installed with a Vehicle are no longer considered for Availability restrictions when marking a character as Created - Weapon Modifications and Accessories are no longer considered for Availability restrictions when marking a character as Created Build 175 - reducing a character's Initiate/Submersion Grade in Career Mode now reduces the Attribute's Maximum accordingly - Skills now properly use their Skillsoft's Rating when printing - revised Vehicle context menu so that Add Gear and Add Weapon appear in the Gear and Weapons menus respectively and is more intuitive - added a tooltip to DV on the Spells tab which shows the base DV for the selected Spell at all of the Forces the Magician can cast the Spell at - increasing a Skill to Rating 7 now correctly doubles the cost in Create Mode - Foci with now appear in the Focus list properly - fixed an issue where attempting to bond a Weapon Focus in Career Mode would throw an error - added missing Vehicles from War! - added Grenade Plugin: Gecko from War! - added missing Heavy Mortar and Howitzer Ammo from War! - added range information for Heavy Mortar and Howitzer - new Contacts are placed in the correct location when the list is scrolled - new Enemies are placed in the correct location when the list is scrolled - date can now be changed when editing an Expense Entry - added support for Cyberzombies (Special > Convert to Cyberzombie) - added an optional rule for Metatypes cost Karma equal to their BP (disabled by default) to accommodate the German books which say that Metatypes cost Karma when creating a character with Karma Build 172 - Expense Entry Undo information is now part of the save files - correct a logic error in Gear Availability calculations that was checking to see if it contained "+" instead of starting with "+" Build 171 - settings are now saved to an XML file which can be used to keep application configurations identical across multiple computers (see below) - added preferred build method (BP/Karma), Build Points, and maximum Availability to the Options window - Choose BP Amount window now reads preferred build method, Build Points, and maximum Availability from Options and uses those as the default values in the window - Reload button is now properly disabled when no Weapon is selected - corrected Karma costs for improving Martial Arts in Career Mode - SR4 character sheet now shows the Rating and selected values for Vehicle Gear - Select Skill window now includes any appropriate Exotic Active Skills the character has already selected - Armor now supports the tag to include Gear that is normally only available as plugins - Ally Spirit Critter now properly uses the Attribute values from the data file instead of being limited by its Force like a traditional Spirit Settings Files Chances are, most people are just going to stick with the default one and modify it as needed. For those who take part in multiple games where the sourcebooks allowed and optional rules used varies, you can create additional Settings files to keep all of this information separate. To create a new Setting, copy the default.xml file in the settings directory, rename the new copy to whatever you like, then modify it using the Options window. When you create a new character, Chummer asks you which Setting you would like to use (if more than 1 file exists). The name Settings file used is saved as part of the character file. You can change the Settings file a character uses by opening the save file in a text editor and changing the tag to match the name of the desired file. These files can be given to players to make sure that everyone has the same set of options enabled. Build 169 - added support for to Improvement Manager which increase the number of items over the set Availability the character is allowed to start with - added Max Avail field to the Select BP window which sets the maximum Availability of items a character can start the game with (only checked when a character attempts to enter Career Mode) - added the ability to search for Qualities in the Select Quality window - Augmented Attribute calculations now properly adhere to Improvement Precedence Build 167 - Adept Powers that affect an Attribute can now be marked as not doubling the Power Point cost when the affected Attribute exceeds its Metatype Maximum - Improved Reflexes Adept Powers no longer double the Power Point cost when raising REA above its Metatype Maximum Build 166 - Spirits and Sprites now have their Bound checkbox set correctly when loading a character - renamed Select Contact Connection Modifiers window to Advanced Contact Options - added Free Contact checkbox to Advanced Contact Options - clicking Cancel while selling a Weapon Accessory or Weapon Mod no longer sells the item - Armor Mods now display their calculated Availability when applicable - opening a linked Contact or Spirit now uses the same loading mechanism as other characters and properly sets the tab's title - added support for adding Notes to any item by right-clicking on an item and choosing Notes from the context menu (window can be quickly closed by pressing Esc which also saves the contents) Build 164 - added support for to Improvement Manager which grants a character additional dice for Damage Resistance Tests - added Ballistic Armor and Impact Armor fields to the Condition Monitor tab in Career Mode - added Dmg Resistance Pool field to the Condition Monitor tab in Career Mode which shows the total number of dice the character gets for Damage Resistance Tests - Advanced Lifestyle Qualities are now properly cleared when moving from one Advanced Lifestyle to another in Career Mode - Spirits and Sprites no longer have their number of services owed limited by an Active Skill in Career Mode - Adept Powers that improve Attributes now double the Power Points cost when going over the Attribute's Metatype Maximum - Armor now displays the selected value for its Improvement when applicable - Armor and Armor Mods now show their name instead of internal ID when asking for values to be selected for an Improvement - Metamagics and Echoes now show their name instead of internal ID when asking for values to be selected for an Improvement - Mentor Spirits and Paragons now show their name instead of internal ID when asking for values to be selected for an Improvement - Martial Arts Advantages now show their name instead of internal ID when asking for values to be selected for an Improvement - Metatypes and Metavariants now show their name instead of internal ID when asking for values to be selected for an Improvement - Improvement dialogues now show the name of the item adding the Improvement for clarification if it's provided - canceling an Improvement dialogue when selecting a Mentor Spirit or Paragon now properly cancels the Quality being added - fixed an issue where deleting the last existing Weapon Accessory on a Weapon would also delete the first Weapon Mod - Advanced Lifestyles now print their Comforts, Entertainment, Necessities, Neighborhood, Security, and Qualities - binding a Focus in Career Mode now creates a Karma Expense Entry instead of requiring a manual Karma Expense Entry to be made - un-binding a Focus in Career Mode now asks for confirmation - added ability to filter Active Skills by All, Rating > 0, and Total Rating > 0 in Career Mode - special path characters are now ignored by Omae when attempting to save the downloaded file Build 160 - fixed a logic error with Essence Loss and MAG/RES Attribute costs in Create Mode - fixed an issue where deleting an Adept Power would cause all other Powers below it to be delete as well - Metamagic and Echoes now show their sourcebook information when selected on the Initiation/Submersion tab - Mentor Spirit and Paragon information now appear on the Spells and Spirits and Sprites and Complex Forms tabs if a Mentor Spirit or Paragon has been selected - Armor now calculates its Armor Capacity if a value is not provided - Advanced Lifestyles can no longer go below 0 LP which would cause the application to throw an error - Advanced Lifestyle information is now properly cleared when selecting another Lifestyle from the list in Career Mode - Gear now supports items having a cost of Gear Cost * X Build 157 - losing access to the Adept Powers tab now properly clears the list of the Adept Powers - losing access to the Spells and Spirits tab now properly clears all of the spells from the Spell list - losing access to the Initiation tab now properly removes any Improvements from Metamagics/Echoes - Attribute Modifiers can no longer take a character's minimum value below 1 unless they are a Critter (previously applied to anyone with access to the Critters tab) - only installed Weapon Mods and Accessories count towards Concealability - fixed an issue that could cause Maximum and Augmented Maximum Attribute values to display a value less than 0 - ESS Loss now decreases MAG/RES directly instead of lowering its effective value (in Create mode, this only lowers the Maximum Attribute value) - if MAG/RES ever drop to 0 from ESS Loss from Cyberware/Bioware in Career Mode, the character suffers burnout, losing access to all of their MAG/RES abilities and Attribute-linked Skills become Knowledge Skills - removing a Focus/Metamagic Focus from Gear properly removes the matching Bound Focus from the character - all Critters can now add Critter Powers from the Weakness category, even if they're not usually allowed to select additional Critter Powers - added tooltips for Augmented Attribute values to show how the Augmented value is being calculated - Omae now displays a message if a character cannot be downloaded instead of throwing an error - Omae now ignores special pathing characters in character names to avoid errors - Omae window can now be resized vertically to fit more characters in the window on larger displays - DV Improvements now affect Weapons created by Cyberware Build 155 - added support for and to Gear - revised how searching for Gear works so that only items from the selectable Categories are searched for, and works when adding plugins - Weapon Mods now save their Rating and appear with the Mod's name when added to a Weapon - Gear now shows its Armor Capacity instead of standard Capacity when selected in the Armor list - Armor now adds any Armor Mods and Gear that comes with it by default - underbarrel Weapons now have 6 slots instead of 3 - fixed an issue that prevented the Sensors category from being available to Vehicle Sensors in Career Mode - added Group Name to the list of fields for a Contact's Connection Modifiers - background Colour of Contacts can now be changed through the Contact's Connection Modifiers window Build 153 - fixed an issue with the Improvement Manager that forced values to be selected after changing the Rating of an Adept Power - character's Created status is now sent as part of their upload information for Omae - added support for filtering characters in Career or Create Mode to Omae - added a My Account button to Omae that appears after you are logged in which lets you add or change the email address for your account - added support for resetting your Omae password which emails your new password (must have an email address set for your account) Build 152 - fixed an issue that caused non-numeric Cyberware Plugin costs to throw an error when selected in the Select Cyberware window - fixed an issue where users who were not logged into Omae could impersonate an existing user Build 151 - Omae no longer allows blank user names or passwords - fixed an issue that caused non-numeric Armor Mod costs to throw an error when selected after being added to a character Build 150 - Contact Notes window can now scroll - initial release of Omae (found in Tools > Omae) (see below) About Omae Omae is an online character repository where players and GMs can upload their creations to share with others who are looking for Contacts, Enemies, and Critters for their games. Anyone can download characters, but you must have a registered Omae account in order to upload characters. Registration is required so that people can see who put the effort into the character, search for other creations by that person, as well as allowing only the author to update a revised version of the character or delete it entirely. Registration is free and only asks for a user name and password. No other information is asked for or recorded. I have no use for that stuff. Password are encoded and stored in the online database. You may also choose to save your user name and password information locally so that you can log into Omae automatically when you open the window. Password are stored in an encoded format within the Windows Registry along with the other Chummer settings. When a character is downloaded, it is saved to your [Chummer path]\saves\omae directory. Build 149 - clicking Download Updates with nothing selected in the update window now displays an error message and does not attempt to download nothing - Select Gear window no longer disables Search when adding Gear to a Vehicle - clicking the Delete Vehicle button without having a Vehicle selected no longer throws an error - Attributes on the Build Point Summary tab in Create Mode has been broken out into Primary Attributes and Special Attributes to make Attribute BP totals easier to understand - added tooltips for Primary Attributes and Special Attributes to show the BP cost for all of the character's Attributes - canceling an Improvement dialogue when adding Gear to a Vehicle no longer causes an irremovable piece of Gear to be added - canceling an Improvement dialogue when adding a Martial Arts Advantage no longer causes an irremovable Advantage to be added - Contacts can now have their Connection set to 0 if this Rating is unknown - adjusted the size of Contacts and Enemies so they no longer get a horizontal scroll bar when the list can be scrolled vertically - Specializations no longer cause Free Knowledge Skills in Karma Create Mode to get stuck in an infinite loop while calculating totals - 0-Rating Knowledge Skills no longer cost 2 Karma in Karma Create Mode - Armor Mod information is now refreshed as the Rating changes - added support for Armor Capacity - added support for adding Gear to Armor - Vehicle Category list is now sorted in alphabetical order Build 147 - added support for to Improvement Manager which limits the effective Rating of Skillsofts - added appropriate Improvements to Cyberware - Complex Forms now include the name of their commonly-used Skill - Complex Form commonly-used Skill now appears on the printout - Gear Plugins can now have Plugins of their own, meaning that Program Options can be added to Matrix Programs attached to a Commlink - added support for multiple-capacity Gear - increasing an Active Skill from Rating 0 to Rating 1 in Career Mode now breaks the Skill Group - added an option to allow Active Skills to be re-Grouped if all of their Ratings are the same (disabled by default) - free Knowledge Skills in Karma Create Mode are now spread as evenly as possible amongst the lowest Ratings - Vehicle Gear and Weapons are now properly exported when the Vehicle has no Vehicle Mods while creating a PACKS Kit Build 145 - added support for to Improvement Manager which impacts the cost of Physical Active Skills - passing a save file as a command line argument no longer throws an error - Expense Entries are now printed in the correct order and date format for computers that are using a non-US date format - re-added support for converting Qualities in saved in the old format since it seems there ae a number of character still floating around with them - loading a character with the old Quality format immdiately saves the file with the new Quality format - Sensitive System Negative Quality now correctly only affects the Essence cost of Cyberware Build 142 - added support for to Improvement Manager which impacts the cost of Social Active Skills - added support for to Improvement Manager which adjusts a character's Initiation Grade - added support for to Improvement Manager which adjusts a character's Submersion Grade - list of Qualities in the Select a Quality window is now sorted alphabetically - Fading Resistance total is now correctly updated when modifying an Attribute in Career Mode - Skillsofts now affect Active Skills and Knowledge Skills (for Knowsoft/Linguasoft, you must create a Knowledge Skill with the same value you chose for the Skillsoft, such as "Spanish") - Uncouth now properly affects the cost of Social Active Skills and locks Skill Groups that are made up of Social Active Skills - double-clicking on a Critter Power in the Select Critter Power window now accepts the selected Critter Power as though the OK button was clicked - list of Critter Powers that the character has is now sorted in alphabetical order - Critters can now raise their Skill Rating to their standard maximum Rating rather than just the starting Rating - added support for convering Mundane Critters into Mutant Critters (Special menu > Convert to Mutant Critter) - added support for convering Mutant Critters into Toxic Critters (Special menu > Convert to Toxic Critter) - added an option for a flat number of free Contact BP (disabled by default) - renamed Online Help in the Help menu to Chummer Wiki - added a checkbox to the Select a Quality window to show only Metagenetic Qualities (only appears when the character can select Metagenetic Qualities) Build 140 - Technomancer Sprites can now have a Rating higher than 6 Build 139 - corrected the Essence cost formula for Cyberware Suites - RES improvement button in Career Mode now considers the character's Submersion Grade (instead of Initiation Grade) to determine if it should be enabled or not Build 138 - Qualities marked as not contributing towards the Positive/Negative Quality BP limit properly deduct their cost from the character's BP/Karma total - Print window in Create Mode no longer prevents you from continuing to work in the main application window - characters now remember they have a Print window open and bring it to the foreground - Print windows now refresh automatically when they are open and a change is made to the character in Career Mode - creating a PACKS Kit with Bioware/Cyberware no longer creates multiple copies of each item - added a basic Dice Roller to the Tools menu - added support for adding notes to Contacts and Enemies Build 137 - update window now displays the changelog for the application when an application update is being downloaded - update window now updates a File Progress progress bar to show that work is actually being done instead of appearing as though the update has stopped Build 136 - added support for to Improvement Manager which adjusts the AGI and REA penalties by the number specified - Nuyen totals are correctly updated after adding an Advanced Lifestyle - added Expense Undo support for manually created Karma and Nuyen Expenses - Skill Groups are disabled if you do not have access to at least one of the Group's Active Skills - adding a Negative Quality in Career Mode now creates a Karma Expense Entry which can be undone - added a Free! checkbox to the Select a Quality window in Career Mode which changes a Quality's cost to 0 Karma - Metatypes with a natural Essence of 0 can now be marked as Created - Armor Mods now create their Improvements using their selected Rating instead of Rating 1 - Armor Mods now update their Improvements when their Rating changes - added Military-Grade Armor Enhancements from Arsenal - Nuyen Expenses now have a % adjustment field that modifies the total value of the Expense - when deleting Enemies in Career Mode, you can choose between removing them for free or removing them with Karma - special Attribute-only tests (Composure, Judge Intentions, Lift/Carry, and Memory) now appear on the Other Info tab and on the character sheets - Living Persona Attributes are now properly limited by the RES Attribute Build 133 - Select PACKS Kit window now shows Staring Nuyen BP if a value is given - clicking in an empty space of the Kits list in the Select PACKS Kit window no longer throws an error - Gear plugins now have their Quantity set correctly when being added through a PAKCS Kit - added support for Complex Form Options to PACKS - added support for fully-defined Martial Arts to PACKS - added support for underbarrel Weapons to PACKS - added support for Vehicle Gear plugins to PACKS - added support for creating custom PACKS Kits based on a character through Special > Create PACKS Kit menu item in Create Mode - Text-Only character sheet now prints Description, Background, Concept, and Notes sections when applicable - added Signal to the Build Nexus window - adding a Complex Form in Career Mode now asks for confirmation - Submersion History is now recorded properly - Undo for Submersion Grade Karma Expenses now works properly - Bound/Registered checkbox for Spirits/Sprites is now enabled in Career Mode - Vehicle Mods that come with a Vehicle can now be removed - Vehicles are no longer slowed down by the Armor they come equipped with by default (Armor Mods must exceed the Vehicle's standard Armor Rating to affect its Speed and Accel) - Free! and Do It Yourself now show the adjusted price in the Select windows - Enemies now allow for Connection Groups - A.I.s now have access to all of the Unwired A.I. Qualities, including those without BP values - unchecking Show only Qualities I can take in the Select a Quality window now works with A.I. characters - Physical and Mental Attributes can now be raised to their total maximum (Metatype Maximum + modifiers) instead of just their Metatype Maximum in Career Mode - Sprites now have access to the Sprites and Complex Forms tab - Sprites can now properly set their Complex Form Ratings to match their own Rating - individual character tabs now show just the character's name to make them easier to find Build 130 - multiple windows now appear as a series of tabs to make finding and switching between open character easier - Condition Monitor penalties are now applied to all Initiative scores in Career Mode - losing access to the MAG or RES special Attributes now resets their values back to the Metatype minimum in Create Mode - canceling an Improvement dialogue now rolls back all of the Improvements that would have been created by the selected item and prevents the triggering item from being added to the character - added System to list of Vehicle Modifications - Vehicles are now limited to +2 improvements to Response, System, Firewall, and Signal unless they have the Modular Electronics Vehicle Modification - added support for to PACKS - added support for to PACKS Build 128 - added support for to Improvement Manager which grants additional Power Points to Adepts/Mystic Adepts - added Additional Power Point Metamagic to cover the optional rule for Adepts/Mystic Adepts gaining Power Points in place of a Metamagic ability - melee Weapons no longer throw an error when selecting them - fixed an issue that caused the application to restrict underbarrel weapons to one per character instead of one per Weapon - Weapon Mods can now be added to Cyberweapons - added tooltip for the Contact Connection Modifiers button - added tooltips for the link icons for Contacts/Enemies and Spirits/Sprites - MAG/RES are now correctly affected by ESS loss - added support for the optional rule to limit dice pools to 20 dice or 2 x (Natural Attribute + Skill Rating), whichever is higher (disabled by default) - added a house rule that only reduces MAG/RES maximum from ESS loss Build 127 - Knowledge Skill list is properly populated again Build 126 - added Expense Undo support for Nuyen: Armor Mod, Nuyen: Weapon Accessory, Nuyen: Weapon Mod, Nuyen: Vehicle Mod, Nuyen: Vehicle Gear, Nuyen: Vehicle Weapon, Nuyen: Vehicle Weapon Accessory, Nuyen: Vehicle Weapon Mod, Nuyen: Increase Lifestyle, Karma: Add Spell, Karma: Skill Specialization, Karma: Skill Group Rating, Karma: Skill Rating, Karma: Metamagic/Echo, Karma: Initiate Grade, Karma: Add Martial Art, Karma: Martial Art Rating, Karma: Martial Art Maneuver, Karma: Add Complex Form, Karma: Improve Complex Form, Karma: Add Complex Form Option, Karma: Improve Complex Form Option - reorganised Options window into tabs so it is less cluttered - fixed an issue that prevented Technomancers from improving their Complex Forms when the maximum Rating equaled their RES Attribute - deleting a Complex Form Option now actually removes it from the Complex Form - Skillsofts Complex Forms and Complex Form Options now only cost an amount of Karma equal to the Complex Form Improvement cost (default 1) - Skillsofts Complex Forms now require the character to have the Biowire Echo - Select Quality window now lets any Quality be selected when Ignore Rules is turned on - selecting the Selected Vehicle item when any Vehicle has a Sensor Plugin no longer throws an error - added support for the optional rule to ignore Armor Encumbrance when only a single piece of Armor is worn (disabled by default) - list of sourcebooks in the Options window no longer requires the book to be selected before it can be checked/unchecked - Update window now appears when updates are downloading and Automatic Updates are enabled so it doesn't appear as though the application has hung - added support for changing a character's Metatype while in Create Mode (found in the Special menu) - Free Contacts and Free Knowledge Skills options now show the proper checked status after saving options - right-clicking on a file name in the most recently used list now makes it sticky so it always appears in the menu (right-click again to un-sticky) - Source labels now show the full book name in a tooltip when you hover over them - Qualities no longer add their Improvements to the character if they cannot be added because of BP/Karma limitations - Bioware, Cyberware, Gear, Armor, and Armor Mods no longer add their Improvements to the character if they do not have enough Nuyen to purchase them in Career Mode - Used Vehicles no longer throw an error when trying to add them to a character in regions that use "," to separate decimal places - Condition Monitor penalties have been corrected to use the highest value, not cumulative - Weapons now use the total ammo bonus modifier for all Mods instead of applying each bonus separately - added support for Additional Clip adding a second clip to the Weapon - Firing Selection Weapon Mods are now a separate item for each Mode that can be selected and add their Mode to the Weapon - Complex Form Options have been added to printout XML - Complex Form Options now appear on character sheets - Text-Only character sheet now prints Complex Forms when applicable - all Critter Powers are removed from the character if access to the Critters tab is lost - Infected Qualities now grant access to the Critters tab and add the appropriate Critter Powers Build 123 - added Expense Undo support for Nuyen: Armor, Nuyen: Weapon, Nuyen: Vehicle - 2 x CHA Free Contacts Option now applies to both BP and Karma build modes - fixed an issue that caused Free Contacts points to calculate per-contact instead of for the character as a whole - changed Free Contacts Option to allow the multiplier value to be specified - fixed an issue that caused precedence 0 Improvements to stack with others - High Pain Tolerance Positive Quality no longer stacks with other Condition Monitor Threshold Improvements - Impaired Attribute Negative Quality no longer allows EDG, MAG, or RES to be selected - Text-Only character sheet now prints EDG with the rest of the Attributes - Text-Only character sheet now prints Armor Mod Ratings when applicable - character sheets no longer display Rating 1 for Adept Powers that do not have a Rating - Advance Lifestyle Qualities list now clears when a different Advanced Lifestyle is selected - Weapons with AP -half no longer throw an error when selected in Career Mode - Armor Rating stacking modifiers from items like Form-Fitting Armor are now calculated separately and added to the highest Armor/Clothing Armor Ratings instead of being rolled into the highest Armor Rating Build 121 - removed temporary support for converting Qualities from the old format to the current format - removed the RES Attribute from A.I. - Metatypes that have an Attribute whose maximum is 0 (typically A.I.s) can now set any other Attribute to their Metatype maximum - Physical Attribute controls are disabled when creating an A.I. - free Positive Quality BP and free Negative Quality BP Improvements are now correctly loaded from saved characters - clicking on Add Metamagic/Add Echo in Career Mode when the character does not yet have an Initiate Grade no longer throws an error - added Ruger Thunderbolt w/ Smartgun Weapon (Laser Sight version was not added since the Mod can be purchased for the same price) - Camera, Trideo and Microphone now consume 1 slot instead of a number of slots equal to their Rating - underbarrel Weapons now show their halved Ammo capacity when selected, not just when reloading them - Complex Form Options now cost BP/Karma - Complex Form Options can now be improved in Career Mode - changing a character's RES now changes the maximum value for the Complex Form field without having to re-select a Complex Form - MAG and RES Active Skills are now disabled when a character does not have access to those special Attributes - Uneducated Negative Quality should now impact Skills and Skill Groups properly - added support for selecting individual aspects of Contact Connection Modifiers - began adding support for Expense Undo entries (see below) Expense Undo Entries This will be an ongoing project. By right-clicking on a Karma or Nuyen Expense, you can choose to undo the purchase. This will only be for Expenses that were created during the current session. They will not be saved with your character information, so once you have closed the character, the undo history is lost (largely to prevent undoing something done 10 game sessions ago without undoing anything else). Currently supported items - Karma: Attribute, Karma: Add Quality, Nuyen: Cyberware/Bioware, Nuyen: Gear. This only undoes the expense for the item you have selected. If you later added child items you should undo these expenses first - the undo function strictly undoes the single item that is selected, meaning anything that was added after and not undone will not be refunded. This is intended to undo your most recent few transactions only. Build 118 - A.I.s now have their missing Rating, System, Firewall, Signal, and Response Attributes - A.I. Condition Monitor, Matrix Initiative, and Initiative Passes are now calculated correctly - Commlink Software Suites, Program Packages, Software Suites, and Skillsoft Clusters now have their Programs added as Gear - added Martial Art variants from Runner's Companion - adding missing Software from War! - added support for Software going to Rating 10 from War! - added support for Rating 10 Nexi Components - Nexi Components now populate their Availability when added - Gear marked as Free! now correctly sets the price to 0 when in Create Mode - removed Biofeedback Filter and Program Packages from list of Complex Forms - Vehicle Speed and Acceleration can no longer go below 0 - corrected an error where discounted Adept Powers got progressively cheaper after saving and loading - there is now a distinction between Dice Pool modifiers and Rating modifiers for Skills with only Rating modifiers being subject to the maximum modified Rating rule - Skill tooltips now provide a distinction between Rating modifiers and Dice Pool modifiers and report "X of Y" of the character's total Rating modifiers being used because of the maximum modified Rating rule Build 117 - added support for to Improvement Manager which grants additional Power Points to Free Spirit characters - added support for Free Spirit characters (see below) - added support for A.I. character (see below) - added A.I. Critters from Unwired - added Sprite Critters (big thanks to ShadowWalker for providing these) - added support for to critters.xml so A.I. Critters can come pre-equipped with their Programs - Military Grade Armor now uses the proper BOD X 3 limit for Armor Encumbrance (having a single piece of Military Grade Armor equipped raises a character's Encumbrance limit, regardless of any additional Armor they may be wearing) - Shapeshifters now have access to the Critters tab and have been given their Critter Powers (which also lets them add/remove Vulnerability and Allergy Critter Powers for their Untouched By Silver optional rule) - Shapeshifters now have Metavariants which let them select a Metatype for their Not Quite Always Human optional rule - Select Critter Powers window now groups Powers by Category - unarmed damage now correctly rounds up instead of down - added an option to allow free Knowledge Skills for characters in Karma Build Mode (disabled by default) - added an option to allow CHA x 2 free points of Contacts for characters in Karma Build Mode (disabled by default) - Career Mode correctly uses the Metatype's maximum Essence as the baseline for determining Essence Loss penalties - Exotic Active Skills no longer eat up points for selecting their Specialization - added support for Quality Requirement which indicates the Quality can only be gained when it is part of a Metatype - Skill Ratings in critters.xml now support expressions Free Spirit Characters Magic replaces Force since they are the same Attribute for the Free Spirit. When you first create a Free Spirit character, your Attribute BP total will be very high but is technically correct. All of the character's Attribute start at 2 and have a Metatype Maximum of 2 (the Free Spirit's starting Force/Magic). This means that all of your Attribute costs are being calculated at their Metatype Maximum which adds +15BP per Attribute. (This technically breaks all of the other written rules saying only 1 Physical/Mental Attribute can be at it's Metatype Maximum.) When MAG 3 or higher is selected, this number drops back down since they are all no longer at their Metatype Maximum. (And who would play a Force 2 Free Spirit anyways?) A.I. Characters Resonance replaces Rating. Their free Programs can be purchased through Gear by selecting the Free! checkbox when purchasing. Build 114 - added support for to the Improvement Manager which improves the number of Overflow Condition Monitor boxes the character has - Physical Condition Monitor in Career Mode now includes boxes for Overflow - added Overflow to the Condition Monitor on the Shadowrun 4 Character Sheet - Other Info tab now shows a character's Career Karma (Career Mode only) and Movement - corrected how the maximum modified Skill Rating is calculated (total maximum modified Rating = 1.5X the skill's base Rating) - added support for the special Vintage Weapon Mod from Gun Heaven which doubles the cost of all Accessories and Modifications - Initiation/Submersion Grades now record if a Group/Network and Ordeal/Task was used for each Grade - added a list to the Initiation tab which shows which options were used for each Grade - fixed an issue that caused the Weapon created by the Drone Mortar Gear to throw an error when selected or attempting to print - Elemental Strike and Elemental Resistance Adept Powers now ask for a value to be selected - Improvements now include support for precedence attribute which determines how they stack with other Improvements to the same Attribute (see below) specificattribute precedence This has been included to (and should only be used for) Cyberware, Bioware, and Powers that affect Initiative and/or Reaction which either does not allow it to stack with any other enhancement, or only certain ones. A precedence of 1 ignore all other Improvements and uses the COMBINED value of all other precedence 1 items (Wired Reflexes, Move-by-Wire, and Reaction Enhancers). A precedence of 0 ignore all other Improvements and uses the single highest precedence 0 Improvement the character has (Synaptic Booster). Short version: nothing you need to actually worry about - the necessary items have already been updated and Chummer figures out what it should use. :) Build 112 - added a bunch of elements to Qualities - Swap Quality excludes the selected Quality from Forbidden checks which prevented a Quality from being upgraded/downgraded to a different Rating - fixed an issue that caused Cyberware with bundled subsystems to throw an error when being added when the nodes between parent and child didn't match or exist - Born Rich Positive Quality now correctly affects characters built using Karma - removing the Born Rich Positive Quality now removes its bonus from the character when the Quality is removed - resizing the window no longer causes the BP/Karma and Source fields on the Common tab to jump into the Quality list Build 111 - Metavariant is once again populated - Bioware now shows its Rating and selected values when loading a character - added an option to include Karma and Nuyen Expenses on the character sheets (disabled by default) - Persona Limit for Nexi can now be manually set - added Pre-Packaged Nexi to Gear - corrected an issue that caused custom Commlinks to limit Firewall and System options once one of them had been added to the Commlink - added a Do It Yourself checkbox for Commlink Upgrades - Impaired Attribute Negative Quality now decreases the Augmented Maximum value by the correct amount - added Dissonant Echoes, Programs, and Program Options - removed redundant Empathy Software from the Vision Enhancement Gear category and gave Vision Sensors access to the Sensors category for plugins - Group Initiation/Network Submersion and Initiation Ordeals/Submersion Tasks can now be selected when creating a character - added support for Group Contacts Build 109 - Qualities now show their selected text values on the character sheets - Martial Arts now correctly checks the BP cost of only Qualities that count towards a character's Quality BP limit - ammo that has a Recoil modifier no longer throws an error when you attempt to reload a Weapon with it Build 108 - corrected the Response calculation for Nexi - adding a Quality now correctly check each Quality to see if it counts towards the BP limit, not just the Quality that is being added - changing any of the information on the Character Info tab now causes the changes made flag to be set - corrected the formula for determining a Starting Nuyen amount based on the Nuyen they have remaining - Metagenetic Improvement correctly sets the character's Attribute value to its new minimum after selecting your Metatype/Metavariant - when adding a new Quality, the free Quality BP gained through SURGE is now included when determining if you have exceeded the allowed BP amounts - dragging and dropping a piece of Gear now properly re-creates any accessories it had Build 106 - added support for to Improvement Manager which allows a number of BP in free Positive Qualities - added support for to Improvement Manager which allows a number of BP in free Negative Qualities - replaced the Changeling BP Adjustment Qualities with and Improvements as needed - Enforce Skill Rating Maximum option now saves its value to the correct place instead of overwriting the value for the Skill Defaulting Includes Modifiers option - adding Gear to a Vehicle now gives you the Free! option - adding Nexi to a Vehicle now gives you the Free! option - item 10 in the File menu's most recently used list now uses 0 as its mnemonic and loads correctly - Condition Monitor penalties now affect Defaulted Active Skills when the option to include Modifiers in Defaulted Skills is diabled - Character is now responsible for calculating its own Initiatives/Initiative Passes, Condition Monitors, and Armor Encumbrance instead of the Create and Career windows doing it - Active and Knowledge Skills no longer show a negative number for the dice pool since they cannot go lower than 0 - added a button to the Gear tab to reduce the selected piece of Gear's Quantity by 1 - Adepts are no longer required to have a Magic Tradition selected when moving to Career Mode - character sheet now shows the correct number for Nuyen - dates can now be selected when creating Karma and Nuyen Rewards/Expenses - returned Improved Physical Attribute Adept Power back to its SR4A cost since the cost Powers in the Runner's Tool Kit are apparently wrong - re-wrote Qualities to be a class instead of a series of strings (see below) - added support for swapping Qualities in Career Mode - Minigrenades now add a Minigrenade Weapon instead of Grenade which have the correct Grenade Launcher ranges - added Skillsofts and Activesofts to Vehicles where appropriate - Gear in the Gear list can now be reorganised using drag and drop Changes to Qualities Qualities have undergone a complete re-write. Existing character will convert their Qualities over to the new format when they are loaded. It is recommended that you immediately save your character after opening it to keep these Quality changes. The code to convert these Qualities will be removed around June 20 (update notes will be posted to inform of the change). Qualities are now handled like other items in that they can be added/removed using the Add and Delete buttons and are listed in a single tree. The Select a Quality window by default lists only the Qualities that the character may take - a checkbox is provided to show all Qualities, regardless of qualification. Build 103 - delete confirmation messages now confirm the type of object they are asking to delete - Karma Expense confirmation messages now confirm the type of object they are going to affect - Adept Powers now include support for discounts from Geasa - fixed an issue that kept Knowledge Skills with a Rating of 0 (namely native Languages) from being printed - added a Text-Only character sheet - corrected Sensors for Vehicles with the Improved Sensor Array Vehicle Mod Build 102 - changed Options to a single instance class which to speed up execution and reduces memory usage - changed XmlManager to a single instance class to speed up execution time and reduces memory usage - minor change to how XmlManager handles files to work with non-Windows operating systems - validation check when moving a character to Career Mode now checks that a Tradition or Stream has been selected if MAG or RES Attributes are enabled - passing a save file as a command line argument now opens the save file in the correct mode instead of forcing it to Create Mode - corrected the number of extra Matrix IPs that Advanced Overclocking grants to 1 since it stacks with Overclocking - fixed an issue that caused non-Clothing Armor with a +X Armor Rating to counts its bonus twice - Karma and Nuyen Expenses can now be renamed by double-clicking on an Expense Entry - Advanced Lifestyles now have Starting Nuyen information populated when they are added to the character based on their LP cost (not including Qualities) - characters that do not have a Lifestyle when attempting to enter Career Mode are given the Street Lifestyle - added an option to include Modifiers in Skills even when Defaulting (disabled by default) - added an option to change the amount of Nuyen gained per BP (default 5000) - added an option to enforce the maximum modified rating for Skills (enabled by default) - added an option to confirm Karma Expenses (enabled by default) - added an option to set the Karma cost for additional Metamagics/Echoes - added support for purchasing additional Metamagics/Echoes with Karma - updated the Game Master Summary sheet to put all combat-relevant information together - Complex Forms now support Program Options (thanks for ShadowWalker for getting all of the data entered) - added Signal, Response, and Firewall Vehicle Mods (thanks for ShadowWalker for getting those entered as well) - added buttons to spend and regain Edge to the Condition Monitors tab in Career Mode - Adept Powers with a Quality requirement now enforce them - added Custom Commlink and Custom Commlink OS items to Commlinks and Commlink Operating Systems in Gear which let you assemble custom Commlinks - added support for Used Vehicles - Vehicles can now have any Gear added to them (Add Sensor and Add Ammunition have all been rolled into this) - Vehicles now come pre-equipped with non-Weapon Gear - added appropriate ECCM and Sensors to Vehicles - added Minigrenades to Gear - Grenade Launchers now use Minigrenades as Ammo in Career Mode - adding missing Range information for Battle Rifles - added support for Weapon Concealability - added Weapon Concealability information to Weapons - Tradition and Stream are now drop down lists in Career Mode to allow characters to change their Tradition/Stream during play or select a new Tradition/Stream because of a Latent Quality - Technomancers no longer benefit from Gear-based Matrix Initiative Pass modifiers (Sim Modules) - added support for Nexi Build 98 - put Improved Reflexes Adept Power costs to their SR4A values which have been confirmed as being the correct values by the SR product line manager - applied Street Magic errata to Traditions - applied Arsenal errata to Martial Arts - removed Deformity Qualities (10 BP - 20 BP) which should not have existed - corrected duplicate categories of Weapons (should have been their range instead of a duplicate category) - corrected reach for Rock Lizard - added Elemental Attack (Fire) for Scintillant Albatross - added Biomonitor to Armor Mods - removed Agent and IC Complex Forms - changed Chatty Positive Quality BP cost back to 10 as per Unwired errata - corrected BP cost of Vomeronasal Organ - Weapons installed on Weapon Mounts that are a part of a Vehicle's base configuration now count towards its total cost - Technomancer Stream field is properly populated after loading a character - learning a new Complex Form in Career Mode now creates a Karma Expense - Karma and Nuyen Expense Entries no longer throw an error when the computer's date setting are not set to en-US - selecting a piece of Cyberware/Bioware as Free in Career Mode is now actually free - fixed the anchoring for the splitter panels on the Skills tab in Career Mode - Ignore Character Rules no longer prevents the Starting Nuyen window from appearing when moving a character to Career Mode - saving a new character that is marked to move to Career Mode no longer causes the character to be opened twice after saving Build 97 - Karma cost for Submersion is now based on the current Submersion Rating instead of Initiate Rating - Karma discount for Submersion is now based on the Submersion cost instead of Initiation cost - Cyberware/Bioware is no longer believed to be free when the Free checkbox is hidden - added an option to base a Spirit's maximum Force on the character's total MAG Attribute for Mystic Adepts which is disabled by default - Camera Upgrade Weapon Mods no longer consume Weapon Mod Slots Build 96 - added support for to Improvement Manager which allows a character to select a Paragon - Sprite list now populates based on the selected Stream in the same was a Spirits and Magic Traditions (big thanks to ShadowWalker for providing the Streams/Sprites list) - added support for Paragons (another big thanks to ShadowWalker for providing the list of Paragons) - added Clean Car Coating to Vehicle Mods which was missing its information in the Spy Games book - added support for multiple custom data files of the same type (see below) - Genetic Heritage now shows the Free item for any Genetech selected, not just Trangenics - Nuyen BP is now correctly populated when loading a character that has spent more than 50 BP on Nuyen - moved the Advanced Complex Forms from Unwired out of the Autosoft category and into the Advanced category - corrected the Shield Complex Form to be marked as allowed for Complex Forms - adding a Weapon Accessory to a Weapon with a name no longer throws an error - Extended Clip Weapon Mods now affect the Weapon's Ammo Capacity - corrected an issue that prevented Vehicle Sensors from only being able to add Sensor plugins - adding missing Sensor Software from Arsenal - all items in programs.xml can now be taken as Complex Forms - added Skillsofts, ARE Software, Sensor Software, and Tactical AR Software to Complex Forms - Complex Forms now save/load source book and page number - added support for Technomancer Streams - only worn Armor now counts towards Armor Encumbrance - maximum Force of a Sprite during character creation is properly set - loading a character with RES higher than 6 and a Sprite during character creation no longer throws an error - added Critters from Parazoology - added a splitter to the Skills tab to allow the Active Skills and Knowledge Skills sections to be resized as needed - added a splitter to the Common tab to allow the Contacts and Enemies sections to be resized as needed - changed the colour of the splitter bar on the Karma and Nuyen tab to make it noticeable - added missing Barrel Extension Weapon Mod to Ares Desert Strike - Vehicle Weapon Mounts have their context menu restored when loading a saved file - Weapon Mounts that come as part of a Vehicle now have their context menu attached - added support for Group Intiation/Network Submersion and Initiation Ordeal/Submersion Tasks to Career Mode to discount the Karma cost of Initiation/Submersion - added missing Gear from Unwired - added missing Drones from Unwired - moved helmets and shields out of Armor Mods and into the Helmets and Shields Armor Category - fixed an issue that caused the maximum Rating for Vehicle Mods to be set to the Rating that was selected when the Mod was first added - Condition Monitors on the printout are now correctly calculated based on the total value of the Attributes - Skill Groups in Career Mode can now be raised above 4 without throwing an error Support for Multiple Custom Data Files Rather than making people merge multiple XML documents on their own any time someone makes a change to a custom file, Chummer now supports multiple custom data files for each source. Custom files must start with "custom" and end with "_[filename.xml]". Using books.xml as an example, "custom_books.xml", "custom_Nebular_books.xml", and "custom_ThatGuy_books.xml" are all valid names. The base file (books.xml) is loaded first, then the contents of the other files are merged in one-by-one. Build 91 - Drain Value for a Tradition now uses the total value of the Attribute instead of its base value - Karma and Nuyen Expenses in Career Mode are now properly sorted in reverse chronological order - Vehicles that should have additional slots now have them included in their slots total - Adapsin now has its own set of Cyberware Grades - added Skinlink as a Bodyware so it can be added as a plugin to pieces of Cyberware - Genetic Heritage Positive Quality now affects Nuyen cost instead of Essence cost - Bioware cost multipliers are now correctly set before being given to the Select Bioware window so prices should now be accurate when these modifiers exist - added missing Shield, Simrig, and Smartlink Complex Forms - only Weapon Mods marked as Installed that are not included with the Weapon consume Mod Slots - added support for Underbarrel Weapons - Armor from Adept Powers no longer count towards Armor Encumbrance in Career Mode - Weapon Damage should no longer appear as "NaN" if it is a non-numeric value Build 89 - clicking Add Metamagic/Add Echo when a character has not Initiation Grade no longer causes an error - adding a Spirit when creating a character with Karma whose MAG is above 6 no longer causes an error - Sprites now have their maximum Rating set properly when loading a saved character in Career Mode - Active Skills no longer show the Active Skill Modifiers in their tool tip if the Active Skill is being Defaulted to prevent confusion - corrected an issue with Active Skills that caused the Aptitude and Incompetent Qualities to compound the maximum Skill Rating each time the character was saved - selected values for Qualities are now properly re-populated when the character is loaded so that removing the Quality now also resets the Quality's text Build 88 - added support for to Improvement Manager which allows a character to select which side of the body a piece of Cyberware is implanted on - Critter Power list is now sorted in alphabetical order - Spirits can now be linked to save files in the same way as Contacts and Enemies - fixed an error that cause improving an Active Skill that is a part of a Skill Group to not properly remove the remaining Active Skills from the Group - the 10 most recently opened/saved character files are now displayed in the File menu - adding a Spirit after improving your MAG through Initiation no longer causes an error - Spirits can have a Force up to twice the character's MAG Attribute in Career Mode - printout now shows the correct Essence value for a character when they have both Cyberware and Bioware - total remaining ESS and total value for Attributes and Skills have been added to the character save to make importing Chummer files with external applications easier - added an option for automatic updates which is enabled by default - adding an Enemy in Career Mode no longer attempts to check how many BP/Karma have been spent on Negative Qualities and cause an error - Ignore Rules option should now ignore all character creation rules and limitations - Metamagic now supports requirements in the same way as Echoes - Karma cost for Knowledge Skills in Build Mode is now calculated correctly - Armor from Adept Powers no longer count towards Armor Encumbrance since they are considered to be a magical source - fixed an issue that caused character to become unable to select a Skill or Attribute for Adept Powers and Qualities after improving an Adept Power's Rating - removed the Category restriction on Cyberware plugins so things like Datajacks can be added to Cyberlimbs - added Spoof Chip to the General Category in gear.xml - Gear Rating on the Gear tab is now a read-only field in Career Mode - added support for naming Weapons - added Cyberware to the list of Weapon Categories in the Select a Weapon Category window so ammo can be used by Cyberware Weapons - added the ability to mark Karma Gained as a Refund which will not count towards the character's Career Karma - Injection Ammunition and chemical weapons can now accept Drugs/Toxins/Chemicals plugins as appropriate - Vehicle and Drone Sensors can now accept Audio and Visual Enhancements and Accessories as plugins - Street Cred, Notoriety, and Public Awareness can now be set on the Character Info tab in Career Mode Build 86 - Weapon Mods and Accessories can now be removed from Vehicle Weapons Build 85 - added support for to the Improvement Manager which improves a character's Movement speed - additional support for Critters - all Critters from Running Wild and SR4A are now entered - Personalized Grip Weapon Mod now provides its RC bonus - Unseen Hands Adept Power now applies its bonus to the Stealth Skill Group - Unseen Hands Adept Power now has levels enabled - Celerity Positive Quality now provides its Movement bonus - Condition Monitors now correctly calculate based on the Attribute's total value and not just its augmented value - number of Spells, Spirits, Complex Forms, and Sprites a character can have is no longer capped in Career Mode - RES now properly limits the maximum Rating for Complex Forms Build 84 - added Movement values to Metatypes (this will only be applied to new characters) - added Movement to character sheets - maximum MAG and RES are now based on the Metatype's maximum ESS instead of 6 - added support for Critters Build 82 - added AP, RC, and Damage information for Ammunition in gear.xml - loading a Weapon with Ammunition now updates the Weapon's AP, RC, and Damage by applying the Ammunition's properties to it (Ammunition needs to be removed and re-added to existing characters) - creating a new character using a Metavariant that comes with Negative Qualities no longer throws an error Build 81 - added support for to Improvement Manager which asks the character to select a Spell - added Revision History to the Help menu to view the revision history of the application - added Spells, Gear, Traditions, and Powers from Digital Grimoire - added Empathy Software and Emotitoys from Arsenal - added Lifestyle Drones from Runner's Companion - broke Counterspelling, Spellcasting, and Sustaining Foci into multiple items for each Spell Category - Combat, Detection, Health, Illusion, and Manipulation Spell Formulae now ask for a Spell to be selected - window contents immediately resize when the Create and Career windows open to accommodate smaller screen sizes and eliminate the need for manually resizing the window to trigger this - loading a character with Qualities gained through a Metatype no longer cause the application to complain about spending too much on Positive/Negative Qualities - Active and Knowledge Skills are no longer limited by the character creation rules in Career Mode - adding Enemies during Career Mode no longer attempts to check that you are within Negative Quality BP limits - Magic Traditions list now filters on source book Build 79 - Vehicles now have a Condition Monitor in Career Mode - Burst Fire Mode no longer allows Full Bursts since this requires Full Auto Mode - Vehicle Weapons now limit the Firing Modes they can used based on the Weapon's Firing Modes - Vehicle Weapons now show their correct Ammo Source in Career Mode - total number of Drain Resistance dice now appears next to the Drain Attributes on the Spells and Spirits tab - Initiative and Initiative Passes now show both their base and Augmented values in the same way as the character sheet - Weapon Ranges are now displayed on the Weapons and Vehicles tabs when a Weapon is selected (Vehicle Weapons in Career Mode only) - Critical Strike Adept Power now increases Unarmed Damage - Killing Hands Adept Power now changes the character's Unarmed Damage to Physical - Kinesics Adept Power now improves Social Active Skills - corrected Natural Immunity and Mystic Armor Adept Powers (Natural Immunity had Mystic Armor's Armor bonus by mistake) Build 78 - added support for to Improvement Manager since Sensitive System explicity doubles the final Essence cost rather than applying a +100% cost modifier - Essence modifiers are now added together to determine a total percentage which is then deducted from an item's Essence cost - linked Contacts and Enemies now open in their correct mode (either Build or Career) - clicking Add & More when adding a Weapon Mod to a standard Weapon now correctly goes through the process again instead of trying add a Mod to a Vehicle Weapon - PACKS Kits now support the new Exotic Skill setup - updated Exotic PACKS Kits to include all Exotic Skills - Essence Loss now correctly impacts MAG and RES - added an option to support the More Lethal Gameplay optional rule (off by default) - added support for Weapon Ranges - added support for SoftWeave Armor Mod - resizing the window no longer causes the Notes field on the Character Info tab to slide behind other fields - opening the Metamagic window as a non-Technomancer no longer causes an error - Armor Mods with no Rating no longer have the Rating field enabled - Weapon Mods and Accessories that come with a Weapon can now be removed - removed Weapon Accessory Mount tracking since Accessories can be swapped and removed during play and places too much restriction on Accessory selection - Melee Weapons now show the damage they will do and their full Reach based on the character's Attributes in the Select a Weapon window - added an Installed option for Weapon Mods and Accessories to show that they are currently in use on the Weapon and are contributing to the Weapon's stats - re-wrote how Weapon RC is calculated (see below) - fixed an issue that could cause data and character sheet files to be saved to the wrong location during an update - added a Condition Monitor tab in Career Mode which records the character's Condition Monitors and applies penalties to Skills Weapon Recoil Changes Since Weapons can now have their Mods and Accessories added and removed, the Weapon's RC now shows what it is with the items currently attached to it. When selecting a Weapon, the Select a Weapon window may show the lower RC number as being slightly different than it appears in the source book, however the number IS CORRECT since it comes with all of the attachments already installed. This happens because in SR4A, some Stocks were removable and some were not. With the addition of the Stock Accessory in Arsenal, they all effectively became removable items. Build 75 - Power Level for Mystic Adepts is now correctly tied to their total MAG Attribute and not just the MAG assigned to their Adept Powers - Search in the Select a Weapon window no longer lets you add Gear Weapons (such as Grenades) since these must be added through the Gear tab to work properly - added support for Advanced Lifestyles - added support for Magic Traditions - removed Exotic Active Skills from skills.xml - Exotic Skills are now added by clicking the Add Exotic Skill button on the Skills tab since multiple copies of the Skill can exist for a character - added fields to record Alias and Player Name on the Character Info tab Build 74 - Adept Powers now save the correct Power Point cost in regions that use "," to separate decimal places - added an option to include Active Skills with a Rating of 0 on the character sheet (on by default) - Datasoft, Mapsoft, and Tutorsoft now ask for specific values - removed Fomori's Dermal Armor bonus - saving a character as Created no longer causes the Save and Print toolbar icons to disappear - Total Karma is now calculated and displayed on the character sheet - when buying items, they can now be marked as free which will add the item to the character without deducting from Nuyen Build 73 - Active and Knowledge Skill Specializations no longer become disabled after they lose focus in Create Mode Build 72 - added Career Mode which lets you maintain a character through their career (see below) - canceling a dialogue after selecting a Quality no longer adds the Quality to the character - opening multiple characters no longer causes invalid object references which can come up after selecting items - Spells are now grouped by Category on the Spells and Spirits tab - Services Owed by Spirit and Sprites are automatically corrected if a character's Summoning or Compiling Active Skill is lowered - Qualities that can be taken multiple times now display the correct Karma cost when building a character with Karma - Quantity can now be selected in the Select Gear window - PACKS Kits now support adding Gear to Vehicles - adding Ammunition of the same type for the same Weapon Category now stacks instead of creating a new item - Ammunition can now be added directly to Vehicles - Martial Art Maneuvers names are now displayed correct after being added to the character Career Mode Once your character is ready to run, you can put them into Career Mode. Career Mode lets you maintain your character using Karma throughout their running career. Career Mode lets you keep track of your Karma and Nuyen expenses, buy and sell Gear, and even keep track of Ammo in each Weapon. To put your character in Career Mode, go to the Character Info tab, check the Mark character as Created box, then click Save. The save process makes sure that your character meets all BP/Karma and Nuyen total rules before saving. Once the character has been saved, they are re-opened in Career Mode. Once a character has been put into Career Mode, you cannot go back to Build Mode. Build 69 - File > Open now allows multiple characters to be opened at once - Armor Mods now correctly update the character's remaining Nuyen amount as its Rating is changed - Select Cyberware window now remembers the last Grade that was selected - Gear with a quantity added from a PACKS Kit now displays its quantity information in its name immediately instead of after it is selected for the first time - added support for Knowledge Skills to PACKS Build 68 - fixed a critical issue that prevented the Select Spell window from loading Spells - selecting Ammo after another piece of Gear has been selected no longer causes the Ammo's Quantity to be reset to 10 - added support for Limited Spells Build 67 - added support for to the Improvement Manager which adjusts the Essence cost of Basic Bioware only - added support for to the Improvement Manager which adjusts the Essence cost of Genetech: Transgenetics Bioware only - corrected the Essence cost calculation for Cyberware and Bioware when multiple Essence cost Improvements are present - pressing Esc in the Select a PACKS Kit window now cancels - Rating of Armor Modifications can now be changed after they're added to Armor - items now display their Quantity and Rating in their names in lists when applicable - mugshots on character sheets should now render on machines that do not have Internet Explorer 9 installed - added missing Capacity to Audio Enhancements and Vision Enhancements - corrected names of Spells in PACKS Kits - source book filtering now uses exact matches on codes - Armor Mods are now filtered by source book - Weapon Accessories are now filtered by source book - Weapon Mod list works again - adding a PACKS Kit now makes sure the Rating for a Skill or Skill Group does not exceed the maximum value and throw an error - Select a PACKS Kit window now remembers the last selected category - Select a PACKS Kit now only adds Spells that the character does not already have - PACKS now supports Spirits - PACKS Kit correctly set extra item information instead of prompting for a value to be selected when applicable - added a check box to the Select Bioware window to mark an item as free to handle Genetic Heritage's free item (only appears when a Genetech: Transgenics item is selected and the character has the Genetic Heritage Positive Quality) - Options window now opens in the same position instead of in a random position so the OK button is always accessible - Select Lifestyle and the Lifestyle tab now show the Starting Nuyen amount for the selected Lifestyle Build 66 - Armor and ArmorMods can now create Improvements - Weapons now correctly ignore the cost of Weapon Modifications that are included in their base configuration - fixed a bug that prevented Cyberware from adding plugins that come with it - Attributes display in the Select PACKS Kit window now automatically adjust for the character's Metatype - both character sheets now work for printing both single and multiple characters - added Vehicles from This Old Drone - added Vehicles from MilSpechTech - added Weapons from MilSpechTech - added Spell, Powers, Echoes, Armor Mods, Weapons, Ammunition, Gear, Vehicle Weapons, Vehicle Mods, and Vehicles from War! - added Gear, Armor, and Weapons from Attitude - added the missing extra slots to the Thundercloud Contrail, Hyundai Shin-Hyung, and Cascade Skraacha - added Qualities and Powers from The Way of the Adept Build 64 - added PACKS content viewer - Add & More button in PACKS window now works Build 63 - rewrote all object creation code so that they're entirely responsible for creating themselves and all child objects - moved Add Cyberware Suite to the new Special menu - added support for PACKS from the Runner's Toolkit which can be found in the Special menu - Form-Fitting is no longer considered when looking for the highest Armor Rating and correctly stacks with the highest worn Armor Ratings - Weapon Accessories that come with Weapons are no longer calculated into the Weapon's RC since these are already factored into the base Weapon's stats - Skills now have enough room to display their total Rating and Specialization Rating without overlapping the Specialization field - changing the Rating for Gear now properly update the character information and Nuyen remaining - character sheet no longer specifies an image type to hopefully allow any mugshot image format to be displayed properly - Cyberware/Bioware Essence Cost Multipliers are now stack correctly - Attributes are now responsible for managing their resptive Cyberlimb Enhancements which fixes the incorrect Armor Encumbrance and a high BOD through Cyberlimb Enhancements bug - added Programs from Unwired - added missing bonus for Racing Tires - Matrix Programs can now be added as standard Gear instead of just plugins again - Matrix Programs are listed separately after the last Commlink on the character sheet - Vehicle Mod Accel Bonus now supports +X/+Y add to Accel - Credsticks now have a maximum Rating of 1,000,000 to represent the amount they hold - removed under barrel mounts for Pistols - Vehicle Sensor and Sensor Plugins can now be deleted - adding and removing Sensor Plugins, Weapons, Weapon Accessories, and Weapon Mods to a Vehicle now immediately update the character's remaining Nuyen amount Build 61 - added support to the Improvement Manager which multiplies the ESS cost of Bioware (Genetech is exempt from this bonus) - added support to the Improvement Manager which multiplies the Nuyen cost of Genetech - Spirits and Sprites now have their Force/Rating and Bound/Registered properties - character sheets now display the correct Spirits and Sprites information - Clothing Armor Ratings are now only applied if they are marked as Equipped - Form-Fitting Armor now properly stacks with other worn Armor - added missing Qualities from Augmentation - corrected the name for Adapsin - added missing bonus for Adapsin - added Bulk Modification plugin for Cyberlimbs - added Optimized Cyberlimb plugins for Cyberlimbs - Weapon Accessories and Modifications with a value of Weapon Cost no longer cause an error when selected in the Weapon list - Vehicle Weapon Accessories and Modifications with a value of Weapon Cost no longer cause an error when selected in the Vehicle list - added support for Cyberware Suites Build 60 - Gear now calculates and displays its Capacity and Capacity Remaining - Cyberware plugins that are added when selecting a base item now have their category populated - added the ability to search for Cyberware/Bioware in the Select Cyberware/Bioware window - added the ability to search for Armor in the Select Armor window - fiexd a bug that prevented Metavariants from receiving their Qualities when creating a new character - Metavariants now only cost the Metavariant BP, not Metatype BP + Metavariant BP - clicking Add & More when adding Bioware now correctly opens up Bioware instead of Cyberware - fixed a bug that cause Gear plugins to be limited to a Rating of 1 - Initiation and Submersion information now appear on the character sheet when applicable - added Spare Clip to the Ammunition Category in Gear so that multiple clips can be purchased - Vehicle Mods that affect Acceleration no longer cause an error - all Cyberlimb Armor is now added to the character's total Armor Ratings instead of just using the highest valued Armor plugin - Cyberlimb Attributes are now factored into the character's Augmented Attributes totals - Cyberlimbs now show their Attribute values on the character sheet - Complex Forms now appear on the character sheet - clicking OK in the Select Metamagic window no longer causes an error - Add & More button in the Select Metamagic window now works - Select windows now only load their data once instead of each time it needs to look at something which should slightly improve performance and cut down on disk reads - Skills now show the Specialization dice total in the application and not just on the character sheet - attempting to add Enemies while building a character with Karma now longer causes an error - Sensors can now be added to Vehicles - Weapons now show the number of Slots they have remaining - selecting a Weapon Accessory or Modification now shows its information - Vehicle Weapons now show the number of Slots they have remaining - selecting a Vehicle Weapon Accessory or Modification now shows its information - added Print Multiple to the file menu which allows Game Masters to print multiple characters off in a summary format - added Game Master Summary printout sheet which displays a summary version of selected characters Build 57 - added support for Initiation and Submersion (only enabled when bulding with Karma since these require Karma to select) - added support for to the Improvement Manager which adjust a Living Persona's Attributes - corrected the Improved Attribute Adept Power's bonus - Attributes are now capped at the Metatype's Augmented Maximum with any modifiers to that value instead of the base Metatype Augmented Maximum - added Print to the File menu - character sheet now includes Description, Background, and Concept if they were filled in on the Character Info tab - Qualities now display their sourcebook and page number on the character sheet - Essence is now correctly calculated with the the higher of Cyberware and Bioware deducting the full amount and the lesser only deducting half - corrected the Essence cost for Cybereyes Rating 4 - removed the empty Edit menu which restores the ability to Cut, Copy, Paste, and Undo in a text field - Martial Arts cost now calculates correctly when building a character with Karma - added support for FixedValue to be speicifed for Cyberware Capacity, Avail, and Cost which allows it to use values that do not follow a standard formula - merged Cybereyes Basic System, Eyeband, Single Cybereye, Cyberears, Dermal Sheath, Move-by-Wire, Wired Reflexes, and Stirrup Interface into a single pieces of Cyberware instead one for each Rating - removed the Martial Arts Positive Quality and made the Martial Arts tab always visible - total cost for each piece of Cyberware now correctly ignores free plugins and deducts the right amount from character's Nuyen total - add Custom Placeholder to gear.xml to act as placeholders - Adept Power Points Remaining text has been changed to match the format for Cyberware Capacity Remaining to make it easier to understand - character sheet now includes Lifestyles Build 55 - Metagenetic Improvement Positive Quality now correctly increase the selected Attribute's minimum value by 1 - removed the tag from Genetic Optimization since the Augmented Maximum is now correctly calculated on its own - Cyberware and Bioware now write their page information to the printout - loading a character with a Commlink Upgrade or Commlink Operating System Upgrade no longer causes the load to fail - number of bonded Foci is now limited to the character's MAG Attribute value - Ignore Rules character option now lets any number of Active and Knowledge Skills be at Rating 5 or higher - Ignore Rules character option now raises the Skill Group Rating maximum to 6 - Attribute values are now easier to read: number beside the numeric field now shows the total Augmented value (if any) while Metatype Minimum / Maximum (Augmented Maximum) have been pushed to the side - added support for to qualities.xml which, when set to "no", suppresses the Quality from being printed - added support for to qualities.xml which forcefully selects additional Qualities when the Quality in question is selected - put SURGE Quality BP cost back to standard value and added Positive and Negative Qualities to compensate for the BP spent when selecting the Qualities SURGE requires - Save As now pre-populates the file name if one is available - moved Bonded Foci list to the Gear tab - Bonded Foci list is now usable by anyone with a MAG Attribute Build 54 - fixed a critical issue that caused non-Human Metatypes to reset some of their Atrribute scores when loading a save file - added ability to build characters using Karma instead of Build Points (this is selected in the same window where you normally select your BP amount) - added Karma cost options to Options window to override the default values Build 53 - added support to the Improvement Manager which adjusts the character's Initiative - added support to and which adjust an Attribute's Minimum value - added support for to qualities.xml which marks a Quality as not counting towards the BP limit for Positive or Negative Qualities - added support to metatypes.xml - moved support to the Improvement Manager - now defines it own unique group in the Improvement Manager, meaning only the highest single Improvement is used as defined by the game rules - restructured the element in qualities.xml to have work in the same way at - sourcebook and page information is now shown in all Select windows and when items are selected in lists - character mugshots can now be added on the Character Info tab - added a notes field to the Character info tab to store notes about the character, gear, and any other desired information - added missing bonus information to Genetic Optimization Genetech - Bioware now correctly identifies itself as Bioware in the Improvement Manager again - Technomancer Living Persona "Commlink" now appears in the Commlink section of the printout - Technomancer Matrix Initiative and Matrix Initiative Passes are now calculated - corrected Metatype minimum MAG and RES values to 1 so that taking Qualities that grant these Attributes do not also cost 10 Attribute BP - Attribute Augmented Maximum values are now automatically calculated based on the Attribute's total Maximum value plus any bonuses, removing the need to specify for the bonus tag which was technically incorrect and could lead to inaccurate Maximum Augmented totals - added Category filter to the Select Metatype window - added Sapient Critter and Shapeshifter Metatypes - updated BP cost of SURGE Qualities to compensate for the BP expendatures for their "free" Positive and Negative Qualities - Qualities that do not count towards the Positive or Negative Quality BP limit are coloured dark red - added Drake and Infected Positive and Negative Qualities Build 51 - added support to the Improvement Manager which adjusts the Damage of all Weapons in a Category - added support to the Improvement Manager which multiplies the ESS cost of Cyberware - added support to the Improvement Manager which prompts for a Mentor Spirit and applies its bonuses - moved support to the Improvement Manager so anything can add MAG or RES to a character - moved support to the Improvement Manager so anything can enable the special ability tabs for a character - added "limittoskill" support to which limits the Skill list to only the Skills specified - added "excludeattribute" support to which excludes the listed Attributes from the Select Attribute window - EDG, MAG, and RES are no long subject to the one Physical or Mental Attribute at maximum rule - Lucky Positive Quality now affects EDG - EDG cannot be the selected Attribute for the Exceptional Attribute Positive Quality - Uneducated Negative Quality now prevents characters from putting BP into Technical Active Skills - Uneducated Negative Quality now removes access to Academic and Profesionally Knowledge Skills - added support for Martial Arts - added support for Mentor Spirits - added support for Bonded Foci - Select windows with Search now remember the Category of the item selected if a Search was performed - marked Rigger Adaptation and Weapon Mount (Normal, External, Fixed, Manual) Vehicle Mods as being from SR4 - areas expand and contract with window size to play nicely in lower resolutions and maximized windows - adding an Enemy now updates the BP totals immeidately - Add Enemy now checks to make sure adding a new Enemy will not take you over the -35 BP for Qualities or -25 BP for Enemies limits - added Vehicle Weapons and Vehicle Missiles from Arsenal - Language Knowledge Skills are now correctly linked to INT instead of LOG - added support for Knowledge Skills to skills.xml (big thanks to whatevs for providing the content for it and pointing me in the right direction) - appropriate pieces of Arsenal Clothing now stack with each other for determining total Armor Ratings - Form-Fitting Armor now stacks - armors that start with "Form-Fitting" only contributes half of its values towards Armor Encumbrance - corrected an error that occured when selecting Adept Powers that affect an Active Skill - fixed an issue where Cyberware/Bioware with Ratings was calcuating ESS cost incorrectly in regions that use something other than "." to separate decimal places - added page number references to all item entries - page number is now shown on the character sheet (applies to items added to a character after this update) - added "Character Information" tab to enter general character information such as sex, age, height, weight, etc. - added general character information to character sheet - Nuyen amounts up to 999,999,999 are now properly formatted - new Knowledge Skills are placed in the correct location when the list is scrolled - added Essence and Nuyen Remaining information to the status bar - Gear can now have multiple entries - moved Sim Modules into their own Gear Category which can only be added to Commlinks and other devices that explicity refer to them in - Matrix Programs can now only be added to Commlinks and other devices that explicity refer to them in - Commlink Operating Systems can now only be added to Commlinks and other devices that explicity refer to them in - added Basic User, Basic+, and Pro User Suites to Matrix Programs - added support for Commlink Response, Signal, Firewall and System upgrades - Commlinks now display their Reeponse, Signal, Firewall, and System values when selected in the Select Gear window - Commlinks now display their Response, Signal, Firewall, and System totals when selected on the Gear tab - Commlinks now display their Plugins on printouts - save files can now be linked to Contacts and Enemies - Weapon Modifications can now be added to standard Weapons - Vehicle Weapon Modifications now use Weapon Cost correctly for determine their own cost when applicable - adding Ammunition that starts with "Ammo:" now asks for a Weapon Category to be linked to - the Grade list is now properly disabled when adding a Cyberware plugin Build 43 - added Nanocybernetics to Cyberware - added Transgenic and Nanotech Gear - added Genetech to Bioware - Armor Mods that add to Avail can now include R or F - Gear Accessories can no longer downgrade their parent's Avail from Forbidden to Restricted - added support to the Improvement Manager to properly support the Enhanced Articulation piece of Bioware - all Select windows now remember the last Category selected and re-open with it as the currently selected Category - Qualities that prompt for a value are now correctly removed from the character when the Quality is removed - selected values for Qualities now appear on the character sheet printout Build 42 *** in order to download and install the character sheet properly, please follow one of the follow two steps: * download the zip again from http://www.dndjunkie.com/dev/chummer/Chummer.zip * run Chummer's Update but only update the application. Once it restarts, you can safely run the update again and grab the character sheet - update now supports updating XSL character sheets - Spells now support selecting custom text and Attributes for those that require a choice (those with [] in their name) - multiple instance of Qualities like Addiction are no longer combined into one when loading a character - Vehicles now support Vehicle Modifications - Vehicles now support Vehicle Weapons and Weapon Modifications - added Cancel button to Choose BP window - added Cancel button to Select Metatype window - Armor Mods are now considered when checking for Armor Encumbrance - corrected Armor Encumbrance rounding error being over BOD x 2 impacts AGI and REA correctly - Cyberware with a Capacity of [*] can now be removed from a character if it is not a Cyberware plugin - select Cyberware/Bioware window now shows the correct title when selecting Bioware - removed Undo and Redo items from the Edit menu since they didn't do anything - ESS and ESS costs now correctly round to 2 decimal places - select item lists in Select X windows are now sorted - added support for custom data files (see below) - added Exotic Melee and Exotic Ranged Weapons from Arsenal - added Ammo to Gear - added all Grenades, Rockets, Missiles, Explosives and Demolitions equipment from SR4A and Arsenal - Gear that is also a Weapon (such as Grenades) also adds the appropriate Weapon (similar to Cyberware and Cyberweapons) - Gear can now have a minimum Rating - added Custom Cyberware plugins to Cyberware Enhancements category - reorganised the Skill Groups and Active Skills to display more information - added key mnemonics for Add buttons (Alt+A for the first Add button on a tab, Alt+D for the second) - right-clicking on items now displays a context menu identical to the one for the associated Add button - added a tooltip to each Skill Group that list the Skills within that Group - added missing tooltips to all fields on the Build Point Summary and Other Info tabs - window now closes after successfuly saving a character when Close Window is clicked - regions that use something other than "." to separate decimal places no longer causes errors when using numbers with decimals - increased the size of some fields and lists so that names do not get cut off or overlap with other information - Armor and Armor Mods can now be marked as Equipped. Armor/Armor Mods not Equipped are not factored into Armor Encumbrance or highest Armor Ratings - added Online Help to the Help menu which takes you to the Chummer Wiki (http://www.dndjunkie.com/chummer/wiki/) - the BP used for Sprites now appears in the correct location instead of replacing the Sprites heading - added "Ask for confirmation when deleting" to the Options window (on by default) - application now asks for confirmation when deleting objects if "Ask for confirmation when deleting" is turned on - the Delete key now does the same thing as pressing the Delete button when a list item is selected (Spells, Cyberware/Bioware, Gear, Vehicles) - added "Add & New" buttons to all Select windows which adds the current item to the character then re-opens the window so you can add another item Custom Data Files You can create custom data for each of the data files. To being, create a copy of an existing file and add "custom_" to its name. For example, to create custom Cyberware date, you would create a copy of cyberware.xml and rename it custom_cyberware.xml. This will give you the structure that the application expects. You can then create your custom items using the custom data file. The information can be safely removed since it does not apply. Your custom information will be shown along with the application's own data where applicable. Build 36 *** most saves from previous builds will not work with this build due to a number of underlying changes *** - added Cyberware from Augmentation - added support for +X to Avail for Cyberware - added support for cost multipliers for Cyberware - added full support for Gear - Save button in the toolbar now goes away after closing a the last character window - added tooltips for Armor Ratings to show how they are being calculated - removed the ability to tile and cascade windows since this caused rendering issues and confusion - only the highest value for each type of Cyberware Enhancement now applies to Attributes and Armor Ratings - Spells in the Select a Spell window are now listed in alpahbetical order for each category - added the ability to search for Spells in the Select a Spell window - added the ability to search for Weapons in the Select a Weapon window - Weapon Ammo is now populated when adding a new Weapon - added basic Vehicle/Drone support Build 32 - added Save button to the toolbar - added Weapons from Arsenal - added support for Armor Modifications - added support for Cyberweapons - added support for Weapon Accessories