Chummer Build 385 Available
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
Chummer Build 384 Available
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
Chummer Build 383 Available
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
Chummer Build 380 Available
Build 380
- added support for <selectweapon /> to the Improvement Manager which asks the character to select one of the Weapons (or enter text if being applied to a Vehicle)
- print window (when open) automatically refreshes when the character is modified in Create Mode
- Weapon printout XML now includes <ammoslot1 />, <ammoslot2 />, <ammoslot3 />, and <ammoslot4 /> to show which Ammo is loaded in each Ammo slot
- Weapon printout XML now correctly looks for Ammo anywhere on the character/Vehicle
- characters that are built with unlimited BP/Karma and have the Character can spend any number of points on Nuyen House Rule enabled are no longer forced to having 0 points in Nuyen
- Limited Spells now include their +2 DV bonus in their displayed DV when selected
- fixed an issue where canceling a Skill Specialization for a Grouped Skill in Career Mode then re-entering it would cause the Skill Group to remain intact and the Specialization to cost 0 Karma
- Gear that require a value to be selected now correctly ask for this information when added to a Vehicle
- Complex Forms now enforce the number of Program Options they can have
New Strings
- Message_ConntAddComplexFormOptionLimit
Chummer Build 377 Available
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
Chummer Build 376 Available
Build 376
- dates for Expenses are now saved in a standardised format, regardless of system settings, to make them easier to load and move between systems that may have different date settings
- list items with Notes (such as Qualities and Gear) now show their Notes in a tooltip when hovered over
- Gear that use a formula to calculate their price now show their total price instead of the formula used when selected on the Armor tab
- fixed an issue where Armor Mods with a Rating would throw an error when trying to calculate their cost
- added support for <forcegrade /> to Cyberware since certain items (namely all Transgenics) are limited to a single Grade
- Armor Gear and Weapon Gear are no longer limited to how many layers deep they can go
- Gear can now be added to Vehicle Weapon Accessories
Chummer Build 375 Available
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
Chummer Build 371 Available
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
Chummer Build 368
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)
Chummer Build 365 Available
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