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Release Change Log:

Release 1.3.4.0
New/Changed Data:
Changed Ryyk blade critical to 2.
Changed restricted flag of training lightsaber emitter to false.
New Features and Enhancements:
In attachment editor, added two new settings: Min Encumbrance and Max Encumbran
ce. If the attachment only works with items of a certain encumbrance, use these
settings to indicate the encumbrance range.
You may now sort on the skill list's Career column.
For shown weapons, if you have a talent that adds damage to only one hit of an a
ttack, and you're using either a two-weapon set, or a weapon with the auto fire,
blast, or linked qualities (any of which can generate multiple hits), the extra
damage will now be shown in brackets and not included with the main damage, ind
icating that it is not necessarily applied to all hits. If a single weapon does
not have any of those qualities, damage from such talents will be included in t
he total, as it was before. Also, if any damage is shown bracketed, an explanat
ory note will be shown at the bottom of the grid.
Bug Fixes:
Some lightsaber weaopns (specifically the Ancient Sword) have a +dam value, rath
er than a straight dam value. However, only Brawl and Melee weapons were checke
d for this, resulting in a 0 damage. Lightsaber-skilled weapons will now also b
e checked.
If you selected a character in the character pane, then set a campaign filter th
at hid the selected character, and then clicked "New", an exception would be gen
erated. This no longer happens.
Droids, and other non-Force species, were able to choose FaD careers, which give
a Force rating. They are no longer allowed to do this. They can still, howeve
r, purchase FaD specializations, since none of them give a Force rating.
In adversaries, if you chose a lightsaber technique that used a characteristic o
ther than Brawn, it would show properly for skills, but not for weapons. It wil
l now show properly for weapons as well.
Fixed issue in adversary description where a referenced skill could cause an exc
eption if it didn't exist in the profile.
In group sheets, Duty help text now correctly indicates change to Wound instead
of Strain.
In group sheets, added more help text for dark side/light side threshold changes
.
FaD Beta Update #5:
Changed morality options to start with 29 or 71 Morality.
Changed double-bladed lightsaber and hilt to have Unwieldy 3.
Changed shoto lightsaber and hilt to give a -1 to damage instead of -2.
Changed Shadowsheath attachment so that it can be used by any weapon with encumb
rance of 2 or under. Also made changes for this in the attachment editor.
Made cost and HP changes to crystals and emitter.
FaD Beta Update #6:
Removed threat from Zabrak's special ability.
Made changes to Provincial Law Enforcement Officer, Toydarian Merchant, Imperial
Assassin, IG-100 Magnaguard, Stalking Acklay, Jakobeast, Kouhun, Mature Tusk Ca
t, and Ysalamir.
FaD Beta Update #7:
Made changes to Hutt Slave Dealer, Imperial Assassin, Cautious Smuggler, Dandy G
ambler, Fallen Master, Stalking Acklay, and Jakobeast.
FaD Beta Update #8:
Replaced Battle Meditation Range ability with new Control ability.
Changed Heal/Harm's basic power to 20 XP.

Release 1.3.3.0
New/Changed Data:
Added adversaries and encounters for the "Debts to Pay" adventure found in the E
dge of the Empire GM's Kit. Read the READ ME FIRST.txt file first.
Added adversaries, encounters, stock vehicles, and custom data for the "Onslaugh
t at Arda I" adventure module. Read the READ ME FIRST.txt file first.
Added the TIE Hunter from Onslaught at Arda I to the main data.
Added the MSP100 Pteropter Hover Pod from Onslaught at Arda I to the main data.
The J-Type Skiff and Lancer Frigate's silhouettes were facing the wrong way. Th
ey are now facing properly.
Changed Bantha laser sight to have a new item descriptor that adds advantage to
successful rolls. This is used on the shown weapon list on the first page of th
e character sheet.
New Features and Enhancements:
Weapon, armor, and gear grids on the character sheet now include a sub-total of
the encumbrance of held items at the bottom of the grid. Additionally, all comm
on columns, such as name, quantity and encumbrance, have been moved to the front
and will line up.
Added Two-Weapon sets. If you want to use two weapons, you can now configure ho
w you want these sets to look. Select a primary weapon from the owned grid in t
he inventory pane and click the new "Two-Weapon Sets" button. This will bring u
p a dialog that allows you to select one or more secondary weapons from your inv
entory. Each set can be shown or not on the first page of the character sheet b
y clicking the check box next to the secondary weapon. Each weapon that has a t
wo-weapon set will be displayed with a two pistol icon on the grid. On the char
acter sheet, the same icon will be displayed for a set, as well as both weapon n
ames, both skills (if different), both ranges (if different), both crits (if dif
ferent), and a dice pool made up of the lowest skill rank and characteristic of
the two weapon skills. If a secondary weapon contributes an advantage or threat
to the pool after it is activated, that is also shown on the dice pool, followi
ng a slash. The "Special" column will have weapon qualities for both the primar
y and secondary weapon.
In the adversary dialog, when creating a custom weapon, there's now a checkbox n
ext to the skills combo box that will allow you to choose any skill, not just co
mbat skills.
In the adversary dialog, when adding or inserting special abilities, custom armo
r, items, or weapons, the one just added or inserted is now automatically select
ed and is ready to edit.
The Characteristics pane of the character generator now supports injuries, or lo
ss of characteristics. To lower a characteristic due to a critical injury, chec
k the "Allow adding or removing injuries" checkbox. A new column will appear fo
r characteristics that allow you to add injury points to a characteristic. For
each injury point added, the characteristic is reduced by one and the final char
acteristic is displayed in red. A characteristic cannot be lowered below one.
Added a new button to the Description pane called "GM Grants". This button will
bring up a dialog that allows the user to select non-standard options that his
GM deems available to the character. Currently, only one grant exists, which al
lows a GM to grant a FR of 1 to a character for free. GM Grants are defaulted t
o being NOT available. To make GM Grants available to the generator, go to the
Options dialog and check "Allow GM Grants". If this option is not checked, any
selected GM Grant for any character will be ignored.
Bug Fixes:
The web controls in the career pane weren't growing down properly when the form
was expanded. It should now grow down properly.
The new adversary name search feature wasn't added to the encounter dialog. Cho
osing an adversary in the encounter dialog now supports the name search filter.
A rare error occurred when upgrading vehicle weapons. If a vehicle had, say, tw
o weapon groups, and after upgrading all weapons to the same weapon, the vehicle
ended up having only one weapon group, an error would occur. This was because
the weapon upgrade was still expecting that second weapon group to exist so it c
ould obtain a reference to the stock weapon. Each weapon upgrade will now have
its own reference, so the error will no longer occur.
When upgrading weapons, the cost of the upgrade would only be valid if the linke
d quality changed, and 0 if it did not. Upgrading an existing weapon to another
weapon will now give the proper cost of the new weapon, including half again fo
r each additional Linked quality added.
When importing a data set, the skill validator expected a valid Key value in the
SkillModifier class used in species and other places. However, the SkillModife
r class had been recently updated to include a SkillType, which allowed the modi
fication to be applied to all skills of a particular type. When used like this,
the Key was blank. This caused skill validation to fail because it could not f
ind a skill with a blank key. This situation is now handled properly by the ski
ll validator.
When selling items, the sell price was being multiplied by the quantity twice.
So, for instance, if you sold 5 of something at 100 credits each, instead of get
ting back 500 credits, you'd get back 2500 credits. This has been fixed.
FaD Update #2:
Added Fallen Apprentice and Fallen Master adversaries.
FaD Update #4:
Dark side Force users may now get a wound bonus for low morality.
Made all changes to Protector, Soresu Defender, Shadow, and Aggressor specializa
tion trees.
Added Prey on the Weak talent. Resolve and Unrelenting Skeptic are still in the
talents collection, but are unused.

Release 1.3.2.0
New/Changed Data:
The Falleen species had incorrect titles for their skill options. They now have
the correct skill name.
The High-Output Ion Turbine changed between EotE and AoR. AoR has no restrictio
ns on its installation, so the restrictions have been removed.
Added 10 new holocrons based on the table in FaD Beta Update #2.
Removed the gear type "Holocrons/Ancient Talisman" and created two other types,
"Holocrons" and "Ancient Talisman".
New Features and Enhancements:
Modified the species editor to allow a species to be given an innate Force ratin
g. This feature should be used for Force-sensitive species instead of granting
the species a Force Rating talent, since a character needs to have a Force ratin
g before any Force talents are applied.
Added "Add Setback" and "Add Threat" to all die modifier options in the Data Edi
tor.
Skills may now have setback and threat added to them.
Added a new pane in the Group dialog called "Resources". This pane allows you t
o select a campaign type (one of the three CRBs), and then select an appropriate
starting resource for the group using the resources step in the selected CRB (a
t the end of the character generation chapter). The resources can just be selec
ted and notes written, or you can have an appropriate resource added to your gro
up by clicking the "Validate Resource" button. If you've selected a ship, a Y-W
ing squadron, or a holocron, the "Validate Resource" button can automatically ad
d them to your group.
Several changes to the Force power pane. First, Force rating is now displayed i
n a red panel, so it looks neater. Second, a checkbox appears next to the combo
box to allow you to purchase the basic ability of the power for the mentor 5 XP
discount. The discount is applied to each power separately, so if you lose you
r mentor (or Darth Vader runs him through with his lightsaber), you can buy new
powers without the discount. Third, the power combo box now displays how many a
bilities you've purchased with each power. I was finding I couldn't always reme
mber which powers a character had purchased, and would have to go through them a
ll until I found one with purchased abilities. Now, a count of purchased abilit
ies will be shown with the power.
Added last modified date and time to character, encounter, and group sheets.
On group sheets, added contribution rank to the top title.
In the Adversary pane of GM Tools, there is now a text box that allows you to fi
lter adversaries by name. The filter is case-insensitive and will match the tex
t anywhere in the name.
Bug Fixes:
Die modifier calculations for adversary were being applied multiple times, causi
ng more die modifiers to appear next to affected skills than were supposed to.
This has been fixed.
FaD Beta Update #2
Changed Cerean strain threshold to 13 + willpower.
Added a rank in Cool to Miralans.
Changed Zabrak special ability.
Added mentor discount to Force pane.
Added the new holocrons from the "Holocron Skills" table.

Release 1.3.1.0
New/Changed Data:
Fixed the price and restricted flag for Armored Robes.
Collar-Amp (Upgraded) from Far Horizona had a user key. It has now been given a
n actual key (COLLARAMPUP).
The FasClean Atmospheric Reactive Damper's name was incorrect. This has been fi
xed.
"The Local Leader" was missing from background hooks. It has been added.
Changed Unmatched Expertise signature ability to include two versions of Activat
ion and Reduce Difficulty.
The Keldabe battleship had an incorrect "type". It should now be properly set t
o "Battleship".
The Heal/Harm Force power was missing a Control upgrade and had Strength instead
. This has been fixed.
A Togruta option choice had a misspelling. This has been fixed.
The Augmented Buffer from the Jewel of Yavin adventure was incorrectly limited t
o airspeeders. It is now properly limited to vehicles with silhouette 2 or lowe
r.
Shien Expert tree incorrectly had Touch of Fate instead of Toughened. This has b
een fixed.
Updated the CAAF-2 Avionics Interface to give a skill rank in Piloting - Space i
f a basic rank already exists (using the below new feature). It's mods have als
o been split up between the aforementioned mod and an ad hoc mod for the situati
onal increase in Piloting - Planetary if piloting an airspeeder.
The Caamasi has been modified to add boost ranks to Knowledge skills with ranks
(again, using the below new feature).
New Features and Enhancements:
The vehicle list in any vehicle pane will now default to being sorted by name.
The weapon list in the vehicle upgrade dialog will now be sorted by name.
When you choose a vehicle weapon to upgrade, when the vehicle upgrade dialog is
displayed, all settings will default to the weapon being upgraded. You can then
make any changes you like to it.
All apps will now check for valid installed printers before printing is allowed.
Added an option to die modifiers where the modifier is only applied if the skill
in question is ranked. When editing die modifiers in the Data Editor, just cli
ck the far right checkbox next to the skill to turn this feature on.
A skill mod may now be set to only apply if the skill already has basic ranks (r
anks not coming from items or attachments). A new checkbox has been added to th
e mod editor to select this feature.
The skill pane will now keep its selection, sort, and scroll location between ch
aracter updates.
Bug Fixes:
The new campaign sorting from the Character pane would only show a single charac
ter when filtering was turned on. It should now work properly.
The campaign setting in the Description pane would display the previous campaign
value when a new character was loaded that did not have a campaign. It will no
w properly show a blank campaign.
When upgrading a vehicle weapon to a weapon that intrinsically has the linked qu
ality (such as the Quad Laser Cannon), the cost would be based the linked qualit
y as an upgrade, rather than taking into account the original linked value. Cos
ts should now be calculated correctly.
When copying a PC adversary in GM Tools, the copy was not saved and did not show
up the next time the app was launched. This was because PC adversaries, by def
inition, do not persist, so the copy was not persisting either by default. Copi
es of PC adversaries will now be saved correctly and treated like normal adversa
ries, rather than like PC adversaries.
When printing an encounter sheet with a minion group with a count over 10, it wo
uld only show the 10's digit for 2 digit counts under "Remaining". Now, 2 digit
counts will use a smaller font that will properly show both digits.
If the data folder was switched to an empty folder, the previous items weren't b
eing removed properly from the cache database. This would cause errors, since t
he old XML files were expected to exist, but didn't. If no items are found, the
respective table will now properly be cleared.
For adversaries, the category list was being populated by the actual adversary l
ist, rather than the display list. It will now properly be populated by the dis
play list.
When the relink method was performed on a character, in certain cases, it was ca
using a recalculate to be performed as well. Since a recalculation always requi
res the character to be properly linked, this could cause a null reference excep
tion. A relink will no longer accidentally cause a recalculation.
Changes for FaD Update #1:
Togruta's "Pack Hunters" ability changed to "Pack Insincts".
Reflect (Improved) changed to "Incidental (Out of Turn)".

Release 1.3.0.0
New/Changed Data:
All apps have been updated with new data to support the new "Force and Destiny B
eta Rulebook" released at GenCon this year. This includes all new careers, spec
ializations, talents, Force powers, species, equipment, motivations, and the new
morality mechanic.
Added an import for all adversaries found in "Force and Destiny Beta Rulebook".
Added all data from "Far Horizons", including weapons, armor, gear, vehicles, sp
ecializations, obligations, motivations, signature abilities, and talents.
Added an import for all droid adversaries found in "Far Horizons".
Added an import for the "Lost Knowledge" adventure found in the Force and Destin
y Beta Rulebook. This indcludes adversaries, encounters, and a data set for the
adventure.

New Features and Enhancements:


Various (and many) code changes were made to support the new features and mechan
ics of Force and Destiny.
Created the Morality pane for "Force and Destiny". The Morality pane will only
show up if a character has a Force rating, amd at least one source supports Mora
lity. There is an option (see below) to allow non-Force users to use Morality a
s well.
The Duty and Obligation will now only show up if a core source supports either d
uty or obligation.
Added a new skin to the launcher for Force and Destiny.
You can now create your own name for any piece of equipment you own by clicking
the "Rename" button from the equipment pane. Been wanting to call your favorite
blaster rifle "Vera"? Now you can do it. This will come in handy when buidlin
g your own lightsaber from scratch starting with the hilt.
To support the various lightsaber techniques, a new button called "Choose SKill
Char" will appear in the specialization pane upon selection of a technique. Thi
s will display a dialog that will allow you to choose which characteristic to ap
ply to the lightsaber skill. Note that this is now a standard mechanic for tale
nts and is supported by the talent editor. You can create your own talent that
will make any characteristic available for any skill. All skills can have their
characteristics chosen from this new dialog.
Force talents will now be shown as such from the specialization pane. A light "
success" blast will be displayed in any talent block that is a Force talent. Ad
ditionally, if a Force talent is purchased without the character having a Force
rating (which is possible if a EotE/AoR character buys one of the new F&D specia
lizations), the talents will not be taken into consideration when recalculating
the character, and will not show up in the list of talents on the character shee
t.
The Force power trees now have ability panels that resize based on the length of
the descriptive text, similar to how the talent trees work.
The group sheet from GM Tools now supports a Morality table for triggering group
member Morality.
The character sheet now supports and displays selected morality.
Dice and symbol tags now have shortened versions. For instance, [PROFICIENCY] c
an be shortened to [PR]. A full list of shortened tags can be found in the Data
Editor.
In the Data Editor, clicking on a symbol icon in the right help pane will now in
sert the proper tag at the current cursor location in the description text box.
Added a new print style called "Full Color, No Background". This style will rem
ove the datapad background and use the same margins as the simplified style, but
will print in full color. This will work in all sheets.
By default, Morality is only available for Force-using characters. If you wish
to have it available for non-Force-using characters, there is now an option in t
he Options dialog for making it available to everyone. If you are creating a ne
w character, or editing a character that does not have Morality, you will need t
o select a source that supplies Morality options (currently, the Force and Desti
ny Beta Rulebook source).
Added an editor for Morality in the Data Editor.
In the Character Generator, you can now specify a campaign for your character in
the Description pane. This can be used in the Characters pane to filter the ch
aracters by which campaign the characters belongs to.
When adding an encounter from GM Tools, the campaign drop-down will now also con
tain any campaigns specified in characters, as well as campaigns found in encoun
ters.
Bug Fixes:
Removed duplicate talent for Master Grenadier and fixed specializations that use
it.
Removed duplicate talent for Unrelenting Skeptic and fixed specializations that
use it.
Fixed an issue in the Data Editor when, if you removed all items that referenced
another item, then attempted to remove the referenced item, it would say that i
t was still being referenced. This was because the original items weren't being
removed properly from all data collections. The items are now removed properly
and take much less time to remove.

Release 1.2.1.0
New/Changed Data:
The "Sleight of Mind" talent was set as unranked. It is now properly set as ran
ked.
Commodore spec had some incorrect connecting lines. This has been fixed.
Slicer spec had an incorrect connecting line. This has been fixed.
Added an import for the "Crates of Krayts" adventure found in the Edge of the Em
pire Beta Rulebook. This indcludes adversaries and encounters for the adventure
.
Added an import for the "Operation: Shadowpoint" bonus adventure for use with th
e Age of Rebellion Beginner Game. This indcludes adversaries, encounters, and c
ustom vehicles for the adventure.
The Foresee Force power was incorrect based on the release version of Age of Reb
ellion Core Rulebook. It is now up-to-date.
New Features and Enhancements:
Added support for Contribution Rank to groups. Groups will now keep track of Co
ntribution Rank. This value can be changed directly, or when duty is high enoug
h, you can click on the "Advance" button. This will reset all current duty from
the group and all members and advance the rank appropriately.
Added contribution rank and group credits to the group sheet.
The cache file is now stored in its own location, based on the currently-logged
in user. It is no longer in the data folder. This should help eliminate occasi
onal errors when multiple users are accessing the same data (such as when you're
using cloud storage for your data folder).
Added a cybernetics rank column for both characteristics and skills in the chara
cter generator.
Added "Force Rating" to the Force Power pane.
Force powers have a "minimum rating" setting to support future Force powers that
might require a Force rating higher than one. Unfortunately, I wasn't supporti
ng this setting and you always saw all Force powers. You will now only see acce
ptable Force powers. If your Force rating drops too low for a high-ranking Forc
e power, it will be removed.
In the species pane, if a species skill was flagged as being a career skill, thi
s fact was not noted in the species description panel. It will now be displayed
.
Bug Fixes:
Forgot to include the new CoreSources.xml data file. This could cause issues wi
th sources not being available.
The new import directories weren't being added properly to the app directory. T
hey should now be added to the correct location.
Specific motivations were causing problems when all sources had been selected.
Motivations will now work properly.
Sources would have issues if all sources were selected. Selecting all sources s
hould now work properly.
When adding a talent to adversaries that included a skill choice, the GM Tools w
ould get an exception. This feature will now work properly.
When transfering credits or equipment within a group, the transfer was supposed
to save both the group and the character, vehicle, etc., being transferred to.
However, the group itself was not being saved properly. It will now save as it
should.
Zero-sized obligation and duty will no longer show up in the group sheet.
If a skill got ranks from cybernetics twice, an invalid value could be set for t
he purchase dropdown, causing an error. This will no longer happen.
The Add/Modify Species dialog in the Data Editor had issues dealing with both sk
ills and talents, both adding and removing them. These features should now work
properly.
Release 1.2.0.0
New/Changed Data:
Pretty much all data has been revisited and modified to support the two core rul
ebooks (Edge of the Empire and Age of Rebellion). Data specific to EotE has bee
n given the "Edge of the Empire Core Rulebook" source, and all default page numb
er descriptions have been updated and standardized. For the most part, the AoR
Beta data has been updated to the new AoR core rulebook, although items from Bet
a that were removed in the new AoR CRB have been retained as "Age of Rebellion B
eta Rulebook".
AoR adversaries have had their categories updated to the new categories found in
the AoR CRB, and EotE adversaries have had their categories prefixed with "Edge
of the Empire".
The Unofficial Species Menagerie has had all versions of the source combined int
o a single source.
Added an import for the Perlemian Haul adventure in the Age of Rebellion Core Ru
lebook, including adversaries, encounters, and a data set containing the new veh
icles. See the READ ME FIRST.txt file before importing.
Added an import for the Dead in the Water adventure in the Age of Rebellion GM's
Kit, including adversaries, encounters, stock vehicles, and a data set containi
ng the new vehicles. See the READ ME FIRST.txt file before importing.
Added an import for the Takeover at Whisper Base adventure in the Age of Rebelli
on Beginner Game, including adversaries, encounters, and a data set containing t
he new vehicles. See the READ ME FIRST.txt file before importing.
Updated the Trouble Brewing import folder to include encounters, plus a data set
for the sentry droid and Z-TIE. Also added images and silhouettes for the two
vehicles. See the new READ ME FIRST.txt file before importing.
Modified the two extra profiles for the Corellian Bow to remove incorrect qualit
ies, and to change the skill to Ranged Light.
New Features and Enhancements:
Source options have been enhanced to support a "core" source. There are current
ly two "core" sources: Edge of the Empire Core Rulebook, and Age of Rebellion C
ore Rulebook. When a source has been flagged as being a "core" source, it means
that at least one them must be selected in order to have a workable set of data
. In the current situation, you must select either EotE, AoR, or both core sour
ces. If you want to create strictly an EotE character, just select the EotE cor
e source. If you want only to create an AoR character, just select the AoR core
source. If you want to combine both games, select both. All other available s
ources are optional, as before.
Modified Motivations so that they support sources for specific motivations (this
includes the data editor for specific motivations). In this way, I was able to
include the specific motivations from the AoR Beta that have been changed in th
e new AoR CRB. If you want to only see the specific motivations mentioned in th
e new AoR CRB, then make sure that the "Age of Rebellion Beta Rulebook" source i
s deselected.
Newly-added or modified adversaries should now be automatically selected when th
e edit dialog is closed.
Newly-added or modified encounters should now be automatically selected when the
edit dialog is closed.
Added "skins" to the apps. You can select from the original EotE skin, or the n
ew AoR skin, from the launcher. All three apps will work with the selected skin
.
Bug Fixes:
When printing out encounters, if one or more adversaries were too complex to fit
onto a single page, strange things could happen, such as no pages being printed
, or multiple pages being printed with just a "Notes" section. The print routin
e will now split the description of such adversaries so that they will fit on mu
ltiple pages. This will only occur if an adversary is at the top of the page (i
f it doesn't fit elsewhere, it will be put at the top of the next page automatic
ally). This will avoid adversaries with smaller description blocks being needle
ssly split and making the encounter sheet more difficult to use.
When deleting a data set in the data editor, if a problem occurred (for instance
, a file was opened somewhere in the directory structure), the editor would get
an exception. The exception is now trapped and a warning dialog is displayed.
The data set import button was only enabled if a data set other than the default
data set was selected. The import button is now always enabled.
When editing an adversary in the GM Tools, changing die modifier counts for Spec
ial Abilities would cause an error if something other than boost dice were being
changed. This no longer happens.
The experience calculator had a bug when purchasing an additional specialization
, then changing your career. The XP cost for purchasing specializations should
now be correct.
Some specialization trees could still have an issue with enabling and disabling
talents depending on the talents selected, and their connections. I believe thi
s only happened to talents in the corners where some of the connecting lines wer
e rather oddly designed. The one tree I found this in was the Infiltrator, wher
e depending on how you arrived at it, the Dedication talent wouldn't always enab
le properly. I fixed this by adding an additional pass to the tree traversal ro
utine.
Release 1.1.5.0
New Features and Enhamcements:
When selecting skills for ranked talents such as Knowledge Specialization, it wi
ll save the skill choice for all instances of the talent. When you click the Pl
ay button in any instance, it will display the same skill as being selected. Th
is fixes an issue where it allowed different skills to be selected, even though
only one selection would be counted.
The Deadly Accuracy talent will now allow you to select a unique combat skill fo
r each rank you select. Previously selected skills for this talent will no long
er show up in the skill list.
Added a new flag to the talent editor to reflect the change to Deadly Accuracy.
Bug Fixes:
If a vehicle is given an attachment that also adds an innate talent, printing th
e vehicle from somewhere other than a character (stock vehicles, groups, or enco
unters) would cause a crash. This is because it was attempting to look up the t
alents in the character's talent list, and no character was associated with the
vehicle. Printing will now check for this and ignore the character aspect if no
character has been specified. This prevents the crash.
If you printed a sheet with a particular printer, then removed the printer from
your system, subsequent printing would get an error. This is becaused the saved
printer settings still contained the old, non-existant printer. The preview di
alog will now check to make sure the saved printer is valid before continuing, u
sing the system default printer if it is not.
The Trast A-A5 Heavy Speeder Truck had an incorrect silhouette. It is now Silhou
ette 3.
The species image for Selonians was incorrect. They now have an accurate image.
The Play button on talents that allow you to choose characteristics, skills, etc
, was no longer showing up. It will now show up on appropriate talents.
When upgrading a vehicle weapon with a new weapon that already has the linked qu
ality (such as the quad laser cannon), the innate linked quality will be ignored
and it will be treated as a single weapon system. So, you can now replace an e
xisting weapon system with a quad laser cannon and it won't cost an HP.
If an attachment gave an innate unranked talent (such as Quick Draw for Filed Fr
ont Sights), and the weapon was equipped, the talent would show up as automatica
lly selected in talent trees when a connecting talent was selected. This should
only happen if the talent came from the character and not equipment. This will
no longer happen.
The Blaster Carbine and Geonosian Blaster Carbine now have the "Non-Heavy Rifle"
category, so they will now work properly with attachments that limit by this ca
tegory.
When performing a data restore from the data editor, if you clicked cancel when
choosing a file to restore, a blank back/restore dialog would be displayed that
would only respond to a close. Now, if you cancel when choosing the file, the r
estore function will be aborted and the dialog will not appear.
Removed the capability to import or export the default data set. This function
can be performed by the backup and restore features and is not needed. If you w
ant to save all of your custom data, use backup instead of export, then use rest
ore to replace your custom data at a later time.
Release 1.1.4.0
New/Changed Data:
The Ghtroc 720 Light Freighter had incorrect shields. This has been fixed.
New Features and Enhancements:
Modified the force abilities panel when adding adversaries. The abilties are no
longer sorted (so they'll be grouped together by power), the grid font is now 1
0 point, so more information is displayed, and there is now a drop down at the t
op to filter by force power. This should make it easier select abilities belong
ing to a particular power. When a force power is selected from the drop down, t
he power descriptor is also removed from the ability's name in the grid, since i
t's redundant.
Modified the talent trees to be able to grow and shrink depending on the text de
scription. This includes the tree shown on the character sheet. I'll look into
doing the same thing for Force powers and signature abilities, but as of now, t
hey do not do this.
Added an option when printing group sheets to exclude the destiny pool.
Bug Fixes:
PC adversaries were no longer being added to the adversary list. This was due t
o a retooling of the load form. They are now added properly and are also saved
properly to the cache for quicker access.
All brawl weapons were supposed to combine the weapon qualities with the qualiti
es of the standard unarmed attack. However, the shown weapons on the character
sheet weren't doing this. All shown brawl weapons will now also include qualiti
es inherited from the standard unarmed attack.
Certain brawl weapons, such as vamblades and blast knuckles, cannot deal stun da
mage as a normal unarmed attack. This was signified by an ad hoc item descripto
r. However, with the changes to brawl weapons on the character sheet, this need
s to be known so that the Stun Setting quality is not added to the weapon. A ne
w item descriptor, NOSTUN, has been added and all such weapons will have this as
a base mod. The shown weapons on the character sheet will now exclude the Stun
Setting from brawl weapons that have this mod.
There was a bug when choosing group emblems. If the GroupEmblems directory didn
't exist under DataCustom, it would crash. It now works.
Most of the generator no longer respected sources. Sources should now be workin
g again.
Release 1.1.3.0
New Features and Enhancements:
Added the ability to print trees on the character sheet. You can print talent t
rees, Force power trees, and signature ability trees. The tree pages appear aft
er page 3. You may select which trees to print in the Options dialog.
The Tinkerer talent may now be used on items with no HP. If applied to a stack
of items, one item will automatically be taken out of the stack and have the HP
applied to it.
Bug Fixes:
If you started the GM Tools without a cache database (or an empty one), any newl
y cached encounters weren't showing up. They'd appear the next time you ran GM
Tools, but not the first time. This has been fixed.
The specialization editor would always come up with "Adversary" in all of the dr
op downs when you edited an existing specialization. It will now be populated w
ith the proper talents.
The 64-bit SQL Server Compact install was still not working. After playing arou
nd with it a bit, I realized that I was including the 32-bit and 64-bit DLLs fro
m different versions of the product. It now includes the DLLs from the same ver
sion. I was only able to test this on a 32-bit system, so if anyone using 64-bi
t Windows still has a problem, please let me know.
The Medic tree had some incorrect connections. This has been fixed.
Importing pretty much anything did not relink the objects properly, which caused
a crash. This has been fixed.

Release 1.1.2.0
New Features and Enhancements:
Added auto-refresh to both the GM Tools and Character Generator. Whenever a cha
racter, encounter, adversary, group, or stock vehicle is modified outside of the
application, it is automatically detected and all lists are updated accordingly
. This is particuarly useful if you're using a cloud storage system or network
share for your data. If someone on another computer (or another instance of an
app on the same computer) creates, modifies, or deletes an item, the changes wil
l show up in all other instances without having to manually refresh.
Added a summary for encounters in GM Tools;
The apps now keep track of the last time a character, encounter, etc., has been
updated. This value will show up in the summary for those items, and will also
be displayed in the character summary panel in the Character Generator.
The GM Tools load window now uses a background worker thread for smoother UI. T
he percentages in the progress bar will now more accurately display the progress
of the objects being loaded.
Bug Fixes:
Unranked talents were not contributing die modifiers properly for characters, bu
t did for adversaries. It will now work for characters as well.
Performing a refresh from the GM Tools would cause a crash. This was because re
loaded characters weren't being properly calculated. They are now calculated co
rrectly, so the crash no longer occurs.
Adversaries were also not being properly recalculated, which could cause die mod
ifiers not to show up. They will now always be recalculated.
Quality overrides for vehicle weapons were incorrectly changing the quality coun
ts for the weapon stored in base data, not just the vehicle weapon. This was ca
using current weapons systems to not match up properly with their vehicle weapon
or upgrade, which could cause a crash when displaying a vehicle summary. Base
data should never, ever, be changed by anything. When figuring out quality over
rides, cloned copies of the quality descriptors are now used instead of the actu
al descriptors for the base weapon. Base weapon data is no longer changed, and
vehicle weapons systems are matched properly with the current weapon list.
In the vehicle summary control, the default silhouette image was being taken fro
m the incorrect location. This has been fixed.
The last install included a local copy of the SQL Server Compact 3.5 framework s
o you didn't have to install it from Microsoft. Unfortunately, I just included
the 32-bit versions of the DLLs, which won't work in 64-bit Windows (the apps wo
uld either crash or lock up). The install now includes both 32-bit and 64-bit v
ersions of the DLL, so 64-bit Windows should now work out of the box. If you're
installing from a ZIP file, be sure to install into a new folder, or remove all
files from the old folder before copying the new release.
There was a bug when importing certain items, such as adversaries, where equipme
nt was not being imported. This is fixed.
The summary panel at the bottom of the Add Adversary dialog was not scaling prop
erly at higher DPI settings. This is now fixed.

Release 1.1.1.0:
New Imports:
Added all adversaries and encounters (and a data set) for "The Jewel of Yavin" a
dventure.
Note on the Velker: The Velker, as defined in the adventure, is actually a vehi
cle, which can be found in the data set import. In order to create a proper ros
ter for this "vehicle", a Velker adversary is also included. The Grand Prix enc
ounter uses both the vehicle version and the adversary version to create a roste
r entry for the Velker, with the "adversary" providing "pilot" and "gunner" posi
tions in the "vehicle". When using the Velkor in an encounter, ignore the adver
sary's wound and soak and only keep track of the Vehicle roster entry. The adve
rsary version is only there to provide the skills required to "fly" and "attack"
with the Velker vehicle. When you are finished with "The Jewel of Yavin", you
can safely remove the "Jewel of Yavin" data set so the Velkor and its custom wea
pons won't clutter up your vehicle list. If you don't want to bother with the V
elker at all, don't import the data set, and remove the Velker adversary from yo
ur adversaries in GM Tools. This will automatically remove it from the Grand Pr
ix encounter as well.
New/Changed Data:
Added new weapons, attachments, and vehicles from "The Jewel of Yavin" adventure
.
Changed Storm IV Cloud Car to be a single-pilot vehicle. This allows them to be
used in minion squadrons.
Changed the E-11s sniper rifle to be a restricted item.
Added the mini thermal detonator from "Under a Black Sun".
Updated the droid species with all of its abilities, including inorganic, mechan
ical being, etc.
Added the arc welder innate weapon to the R-Series Astromech sub-species of droi
d.
Modified the names of all Control Force abilities to describe what the control f
eature does. This expanded name will also be displayed on the character sheet.
Resized vehicle images to 196x196, which is the size required for the character
sheet. This should save some download time.
Modified the following species to take advantage of the new "advantage symbol fo
r skills" feature (below): Zeltron, Ugnaught, Verpine, Devaronian, Duros
New Features and Enhancements:
Characters, encounters, groups, and stock vehicles now use a database-based cach
ing system. The first time you run GM Tools, for instance, it'll take the same
amount of time to load everything as it did before. But after that, it loads in
a matter of seconds. Not only that, but the GM Tools takes up a LOT less memor
y (the char gen should as well, to a lesser degree). Performance should be abou
t the same since I did some optimizing with grid displays.
Changed my versioning. This new version is now 1.1.1.0. I'll use the last digi
t for doing revisions to the current release, which is supported by ClickOnce.
So, if this version needs a quick fix, the new version will be 1.1.1.1, the next
would be 1.1.1.2, etc. For new releases, I'll increment the third (build) numb
er. So, the next release will be 1.1.2.0, then 1.1.3.0, etc. The first release
of a new version will always have a 0 as the last number (revision).
Added force die support for skills. If a force ability allows you to use your f
orce rating to enhance skills, a number of force dice equal to your current forc
e rating will be displayed in the dice pool for that skill. This is the max you
can use: if you have any committed, or use any for other powers, you may be li
mited in the number of usable dice.
Added force die support for skills in the data editor. This includes any editor
that allows adding boosts or setbacks, such as talents or option choices.
Added advantage symbol support for skills. Species, abilities, and several othe
r things can now be set to add advantage symbols to dice pools. This will show
up in the character generator, adversaries, and printed sheets as a number of ad
vantage symbols next to a skill's dice pool.
Added advantage symbol support for skills in the data editor. This includes any
editor that allows adding boosts or setbacks, such as talents or option choices
.
Modified the remove setback icon. Instead of a red X, it now has a red minus si
gn.
Boost/Setback/Force dice support has been added to the force ability editor.
The die modifier control has been modified. Instead of radio buttons to select
between boosts, remove setbacks, etc., there is now a drop down list with the va
rious options. With the addition of advantage symbols, radio buttons became imp
ractical.
Added a Type filter combo box to the equipment screen. Type and Category now wo
rk in tandem to help filter items that you want to see.
Added support for keeping track of cybernetic implants on the equipment screen.
If you are currently using cybernetics, you'll see a label similar to encumbran
ce that tells you how many cybernetics you currently have, and what your max is.
This label won't show up if you aren't using cybernetics. If you go over your
max, there's no penalty, and you won't be asked to un-hold one of them, just in
case there's a special reason you have so many. The label is shown for informa
tion purposes only.
In the description pane of the character generator, there's a new button called
"Award". You can use this to bring up a dialog that allows you to enter the XP
and credits awarded to the character. These values are then added to the actual
XP and Credits for the character. In other words, you can just enter the amoun
t to add instead of having to do the math.
The size, location, and windows state of the print dialog will now be saved betw
een launches. As with sheet style and page settings, the character generator an
d GM Tools will each have their own saved settings.
Item attachments can now specify the maximum silhouette of the vehicle on which
they may be installed.
Added a new way of tracking initiative on the encounter sheet. In the Rolls pan
el, you can write down the triumphs, successes, and advantages rolled by both yo
u and the players. In the Slots panel, which is similar to the original init pa
nel, you check PC or NPC,depending on the precedence of the rolls. You can also
keep track of which initiative slot you're on, and which round you're on. The
number of displayd slots in the tracker can now be specified (it rounds up to ev
en numbers). The tracker will use the number of groups in the encounter, plus w
hatever you enter for "PC Slots" in the print encounter sheet dialog. If you do
n't want initiative, you can uncheck the option in the print encounter sheet dia
log.
The import feature for adversaries and encounters will now default to the applic
ation directory. This allows easy access to the Imports directory.
Added text size to the stat block editor. You can now select what size (tiny, s
mall, medium, large, extra large) to make the main text part of the stat block.
The default is extra large, which is what was used previously.
Bug Fixes:
The encumbrance label in the equipment screen was still not updating all the tim
e. It should now update whenever anything is done to a character.
When upgrading a vehicle weapon, the current weapon was removed from the list.
However, there may be cases where you want to keep the same weapon, but just cha
nge the link quality. So, the current weapon is no longer removed from the list
.
Not necessarily a bug, but HP cost for vehicle weapon upgrades has been altered.
The rules state that "Weapon systems combining two or more weapons always cost
s one hard point, even if replacing an existing weapon system." (CRB pg 271). O
riginally, I was taking that at face value; specifically, if you replace a weapo
n system with another weapon system that was linked, it would always cost 1 HP,
no matter the Linked quality of the original weapon system. However, due to use
r feedback, I've now modified the cost routine so that it compares the current w
eapon count with the new weapon count and will only charge an HP if the new one
has more weapons. So, if you upgrade a weapon system that has the Linked 1 qual
ity with another weapon system with the Linked 1 quality, it won't charge an HP.
If, however, you replace a weapon system without the Linked quality with a wea
pon system WITH the Linked quality, or replace a weapon system with the Linked q
uality with another weapon system with a higher Linked quality, it will charge a
n HP.
In the dialog for upgrading weapons, the "LINKED:" label was misleading. It did
not represent the value of the Linked quality, but rather the weapon count of t
he weapon system. So, a 1 actually meant no Linked quality, while a 2 meant Lin
ked 1, a 3, Linked 2, etc. The label has now been changed to "COUNT:" with a no
te below it saying "Linked if more than 1". This should clarify the meaning of
this field.
For adversary stat blocks, the name label's font size will now scale so that the
entire name will be displayed.
When upgrading vehicle weapons, the weapon would not keep the ventral arc settin
g. It will now.
The Enhance force power had some incorrect lines connecting the force abilities.
It should now be properly connected.
Fixed a potential bug when loading characters whose species was given new option
choices. It should no longer crash.
New species option choices would not show up on existing characters because they
were only added if an option was removed. They will now be added properly.
The various choose portrait dialogs no longer functioned properly after the data
directory was moved out of the application folder. Even when they worked, they
wouldn't find portraits in the custom data directories or data sets. Both of t
hese issues have been fixed.
There was a potential bug when printing. Certain print drivers, such as DoPDF,
will prompt you for a location to store created files. If you changed to a diff
erent directory, when printing was finished, there was a chance that the current
directory for the application would change (depending on the driver). When thi
s happened, the application could no longer find DataCustom, Characters, Encount
ers, etc. Under normal circumstances, this bug would never show itself, but whe
n it did, the program would get an exception when you tried to save something.
The print routine will now save and restore the current directory so this will n
ever happen.
When you clicked to print from a print preview, the Print Dialog would come up,
but it would not have focus. You would have to click on it once just to "wake i
t up", then it would respond to clicks as normal. In other words, you had to cl
ick "Print" twice to get it to print, which was slightly annoying. The print di
alog will now get focus when it is displayed, so this won't occur.
Made the same two fixes for the Page Setup dialog as well, just in case.
Added boosts for Physical Training talent.
Adversary editor would get a stack overflow when trying to insert custom armor f
rom another adversary. Potential overflow situations have been fixed for all in
sertable items.
In the item attachment editor, min encumbrance size and min silhouette controls
were present, but they didn't work. They will now properly change the values.
In the item attachment editor, when either mod list was changed, the attachment
description would not be updated. It is now updated.
When adding new categories in the vehicle or equipment editors (rather than sele
cting existing ones), the data editor would crash. It will now properly add the
new category.
The oversized weapon mount was not lowering the low limit of the weapon size req
uirement correctly. So, for instance, silhouette 5 weapons were not showing up
for silhouette 4 ships like they should have. This has been fixed.
When importing adversaries or encounters, there was no indication that the impor
t was actually working, plus the screen could get refresh problems during the im
port. The wait cursor will now be displayed and the screen updated properly dur
ing an import.
If an adversary was given a piece of equipment that raised a skill (such as the
immune implant), but that skill was not selected for the adversary, an exception
was thrown. This will no longer happen.
For characters, skills are now properly capped at 5, while characteristics are c
apped at 6. When cybernetics are involved, skills are capped at 6, while charac
teristics are capped at 7. This does not apply to adversaries. That is, there
is no cap at all for adversary skills and characteristics.
Fixed display issues in the character generator for background and the bottom pa
nel. Both will now size properly.
On higher DPI screens, skill pools would have the top and bottom of the icons cu
t off. The pool is now properly sized for the height of the row.
When loading a character, species options always used the features (such as die
modifiers, talent modifiers, etc) that were saved with the character. However,
these features might change on the species. If they did, the character wouldn't
be updated properly. Selected options are now updated with the values from the
completed species (base plus any subspecies) when the species is linked. Now,
characters will automatically gain any new advantages and abilities from a modif
ied species.

Release 1.1.0.12:
New Features and Enhancements:
Added support for removed setback for skills from the same sources that support
boosts. A new icon (setback die with a red X) is used to show removal of setbac
k. Since skills blocks can grow rather large, they now scale to the width of th
e skill column, so the entire skill block is shown.
Boosts/setbacks for skills now supports boosts/setbacks for all skills of a part
icular type (ie, knowledge, combat, general, etc).
Species options, talents, and adversary special abilities, along with the mod ed
itor, now support added boosts/removed setback for skills.
Modified both Arkanians and Ortlans to support skill boost dice, along with a bu
nch of talents for both boosts and removal of setback.
Bug Fixes:
The career skills panel wasn't scrolling properly when the character generator w
indow was small. It should now scroll if it is too small to show both skill gri
ds.
The item attachment editor window would have its controls shrink strangely on hi
gh DPI screens with low resolution. It will now properly scale and gain scroll
bars if the screen is too small for the content.
The default data directory was acquired correctly, but the folder itself was not
being created. This would cause crashes when any of the apps were run. It is
now created if it doesn't exist.
Attachment costs were incorrect. Not only was it ignoring silhouette multiplier
s for vehicles (which used to work fine), it was also charging a flat rate for o
ptions, instead of a graduated rate (this also used to work). Both have been fi
xed.

Release 1.1.0.11
New Imports:
Added encounters, a data set, and a stock vehicle for the "Operation: Shell Gam
e" adventure found in the Age of Rebellion beta rule book. The data set should
be imported using the feature in the Data Editor. Also, this import requires th
at the Age of Rebellion adversaries be imported as well, since it uses some of t
hem. This can be found under "Imports\AoR Adversary Import".
New Features and Enhancements:
The launcher app has been enhanced. You can now choose an alternate location fo
r your data, instead of storing it in the standard application data location. T
his might come in handy if you want to point your data to your synched cloud sto
rage directory. See the documentation for a complete list of changes to the lau
ncher.
The up/down spin control will now show up in grids where you can change the rank
of something. This should help people realize that the value can, in fact, be
changed.
The data editor's data set feature has been enhanced. You can now set a "Move/C
opy" mode in order to move or copy items from one data set to another. To do th
is, check the "Move/Copy Mode" box, select the data set you wish to move items t
o, then check the custom items displayed in the list. When you've chosen the it
ems you want, click either the "Move to Current" button to remove the item from
its original data set and add it to the selected data set, or "Copy to Current"
to save a copy of the items to the selected data set. While in Move/Copy mode,
you cannot add, remove, or modify any items, including the descriptions.
Added support for boosts to appear for skills that unconditionally get them due
to talents or attachments. You can access this feature for your own creations v
ia the mod editor, which is available in any editor that includes mods. This sh
ould work for all skill blocks for characters, rosters, and adversaries.
Added a "Add Damage Per Skill Rank" setting to talents to support Deadly Accurac
y's additional damage. This damage will show up under "shown weapons" on the ch
aracter sheet.
Bug Fixes:
The encounter load routine was not preserving white space in the XML. It will n
ow properly preserve whitespace.
The encounter information block on the encounter sheet was improperly converting
new line characters into breaks. This could cause HTML to format the informati
on incorrectly. This has been fixed.
Pasting or selecting a portrait for a character was not resetting the Save butto
n. It will now.
Exporting a character was not checking to make sure the file name was valid. It
will now.
When importing a character that you didn't currently have, the key would be re-c
reated. This was unneeded, since the key is universally unique. The file name
might change when you import, but the key will now remain unmodified. This may
come in handy if you created a group for the character, then removed the charact
er, and then added him back in. Unless the group was modified, the character sh
ould automatically show back up in the group.
The truncheon was listed as having a rarity of 10. It has been fixed to have a
rarity of 1.
Some editors, specifically the item attachment editor, would get an error when y
ou tried modifying an item. This was due to an incorrect reference for descript
ion processing. This has been corrected.
The "Sound Investments" talent was misspelled. It is now spelled correctly.
Not a bug per se, but when you clicked the "Save" button in the data editor, onl
y your currently-selected list was saved. It will now save all of your custom d
ata.

Release 1.1.0.10
New Data:
Added Piddock's Geonosian weapons from "Long Arm of the Hutt".
New Features and Enhancements:
Added data sets to the data editor. You can now have your custom edits belong t
o a named data set, instead of always being part of the main DataCustom director
y. These data sets are stored in their own directory under DataCustom. You can
create new data sets, remove existing data sets, or export and import data sets
using ZIP files. This will make it easier to share specific data with friends,
so it won't interfere with data that they've already created.
Added Backup and Restore to the data editor. Instead of having to manually back
up each of your data folders (Characters, Adversaries, DataCustom, etc), the da
ta editor will now do it for you. Like data sets, the backups will be stored in
ZIP files that you can save off wherever you like. If you mess up your data, r
emove a character accidentally, or just install the software on another machine,
you can restore all of your data from these back up ZIP files.
The software now has a launcher app. From this launcher, you can run the charac
ter generator, GM Tools, and the data editor. You can also launch the documenta
tion and FAQ PDFs, and it will even open the installation folder for you.
The software now supports ClickOnce installation over the web. This is still in
the testing phase, but the link is active and you can try it out if you like.
The link to the Setup.exe program to perform the ClickOnce installation is:
https://db.tt/R9lkkh9V
The ClickOnce install has a few benefits over the ZIP file installation. When y
ou run the setup program, it'll automatically install all the software for you o
ver the web. You'll get a short cut for the new launcher application, so it's e
asier to access the software. It'll also automatically check for updates each t
ime you run the application and give you the option of downloading and installin
g the updates automatically. It also supports incremental updating, which means
you'll only download the files that are required to bring you up to the latest
version. Finally, you can use the Programs and Features control panel to remove
the software if you don't want it installed anymore.
Added alternate text to all HTML rendering of dice and symbol images. If you co
py HTML out of one of the web browser controls to paste into an HTML-enabled app
, instead of having blank spaces or broken images where the dice and symbols sho
uld be, it should now display text-alternatives.
Changed the organization of the install directory. The two PDFs and version fil
e are now in a directory called Documents. All images are in a directory called
Sample Graphics.
Bug Fixes:
The new ordnance grid on the vehicle sheet was not printing in B&W when simplifi
ed sheets were selected. It will now display in the proper color.
The fix I made for the character-not-reverting issue used a clone feature that I
hadn't updated in awhile. Unfortunately, it caused white space characters, suc
h as new line characters, to be removed from text, such as character stories or
notes. This has been fixed.
Cortosis and Deflection qualities were not showing up for custom adversary weapo
ns. They'll now show up properly.
There was a problem in printing characters with vehicles enabled where the gener
ator would crash. This feature now works properly.
In the armor editor, the encumbrance was being saved with the soak value. It wi
ll now properly save encumbrance.
Added innate weapons for species/sub-species would use both the crit and crit-ad
d values and set crit value to 1 if it was 1 or less. This was incorrect. It n
o longer uses crit-add (which is for "all weapons using skill" innate weapons, s
uch as Trandoshan claws, and not actual innate weapons) and the check will now c
ap at 0 if it is less than that.
If you tried importing something other than what you were supposed to in adversa
ries and encounters, the GM Tools would crash. This is because I wasn't checkin
g for a returned null before trying a relink, and if incorrect XML is given to l
oad, it'll return a null. It will now just tell you that it couldn't load inste
ad of crashing.

Release 1.1.0.9:
New Data:
Added all data from "Dangerous Covenants", including weapons, armor, gear, attac
hments, vehicles, specializations, obligations, motivations, signature abilities
, and talents.
New Features and Enhancements:
Made various tweaks and code changes to support new concepts in "Dangerous Coven
ants".
Changed the way species are implemented to work with "Dangerous Covenants". The
concept of a sub-species is now built-in to species, instead of just being an o
ption choice. You can now have different characteristics, attributes, innate we
apons, and option choices for sub-species, as well as species-wide selections.
The following species have been modified to support the new sub-species feature:
Aqualish
Droid*
Gungan*
Nikto*
* Indicates that a previous species with sub-species selected as an option choic
e has been updated to use the new sub-species feature. If you have an existing
character of this species, the option choice has been removed and you will need
to edit your character and select the proper sub-species. The first defined sub
-species will be selected by default.
In order to support the new missile options for vehicles, the vehicle pane now s
upports an "Ordnance" option. Clicking the "Ordnance" button will bring up an i
nventory window that will allow you to purchase ordnance, such as missiles, for
your vehicle. These weapons will show up on a special "Ordnance" grid on the ve
hicle sheet.
Updated the species pane so that single-choice options no longer display under "
Species Options" (as they are not really options), but rather under the species
summary. Also, if a species does not have any options, the option panel is hidd
en.
Added the ability to add "mods" to weapons. Any mod, other than qualities, can
be added this way, but it can also be used to add ad-hoc descriptions about spec
ial characteristics of the weapon.
Modified the character sheet to show both damage and additional damage for explo
sives (any weapon that uses Mechanics).
The species editor has been modified to support sub-species.
The weapon editor has been modified to support the new mods feature and the ordn
ance flag.
You no longer have to specify a mod as choosing defense zones when you choose mo
ds. This feature triggers automatically from the "Increase Defense Zone" mod.
Added a feature that allows you to select a vehicle weapon for an attachment. T
his is used in the Oversized External Weapons Mount attachment and is triggered
if you include the "Choose Vehicle Weapon" mod for a vehicle attachment. The se
lected weapon will be listed as if it were a normal vehicle weapon, but will aut
omatically be removed if the attachment is removed, or another weapon is chosen
for the attachment.

Bug Fixes:
There was a bug in the character generator where you'd modify a character, did n
ot want to keep the changes and loaded another character (or created a new chara
cter), then returned to the original character. When you did this, the changes
you had made were still present; the character was not reverted back to its orig
inal state. This has been fixed.
The obligation pane in the Group Editor in GM Tools was not sized properly, prev
enting obligation from being edited. This has been fixed.
When the species was changed, the characteristics pane was not updated with the
new starting characteristic values. It will now be updated properly.
Fixed an issue with the Bodyguard specialization.
Fixed an issue with the Assassin specialization.
Fixed an issue with the Politico specialization.
Fixed the main list in the data editor so that it'll remember your sort column a
nd which row you added or modified and keep it selected and scrolled into view.
This annoyed a lot of people (myself included).

Release 1.1.0.8:
New Imports:
Forgot the boss adversary for the "Trouble Brewing" adventure. Bandin Dobah has
been added.
New Features and Enhancements:
Added stat block export to vehicles. You can now save a vehicle's stat block as
a PNG file, similar to saving a stat block for an adversary.
In GM Tools, in the Add Group dialog, there is now a Refresh button. This will
refresh the character list. You can use this if you add a character with the ge
nerator, then want to add that character to a group when the GM Tools is already
loaded. Instead of having to close and re-open the GM Tools, you can now just
refresh the list. Any changes (new or removed characters) will show on the chara
cter grid, and PC adversaries will be added or removed accordingly (see below).
In GM Tools, for encounters, added filters for Campaign and Adventure. Also, th
e list will keep its sort and selected encounter between adds and edits.
In GM Tools, for encounters, you may now add a descriptive name to each adversar
y group or roster vehicle, defined at the bottom of the list for the current ite
m. If this name isn't blank, it'll be added before the name of the adversary or
vehicle within parentheses on the encounter sheet.
In GM Tools, for adversaries, the current set of PC's will now be added to the l
ist as adversaries. These special adversaries cannot be removed or modified, wil
l change depending upon your current set of PC's, and will belong to the categor
y "Player Characters" for easy access. You can add these adversaries to encounte
rs, just like normal adversaries. They will be denoted as "Nemesis-PC" on the en
counter sheet. Each PC adversary will have the same key value as its PC, so enco
unters will remember them between loads, assuming you do not remove a PC.
When importing a character, the generator will now detect whether or not that ch
aracter already exists. If it does, it will give you the option of replacing the
character with the imported one, or adding a copy of the character. In this way
, if you get updated character files from your players, you can import them back
in and replace the current one so groups and encounters that might use the PC w
ill not be affected. The next time you run the GM Tools, or do a Refresh (see ab
ove), the latest version of the character will automatically be part of the grou
p, and encounters with the PC as an adversary will be updated as well.
Modified the way characters are handled in the generator. Response for selecting
, adding, removing, and copying characters should be much faster now.
Added more info to the character summary, including specializations, XP, and cre
dits.
Any place that dislays characteristic names will now use the name of the charact
eristic from the Characteristics.xml file.
A number of grids that display text that is usually on the long side have had th
eir font size reduced to display more information.
Bug Fixes:
Silhouette image for the J-Type Star Skiff was upside down. It is now rightside
up.
Fixed a persistent problem with print margins that has existed since the beginni
ng. While the print preview window would show pages correctly, when they were a
ctually printed, the left and top margins would be larger than they were suppose
d to be. This was actually due to a design issue with .NET that had never been
taken care of. I finally got a fix for this, so printed pages should have the c
orrect margins.
The divider for encounter notes was not being set to its proper simplified versi
on when the simplified style was selected. It remained as a full-color divider.
This has been fixed.
In the Scientist specialization, there was a missing line between Respected Scho
lar and Natural Scholar. This has been fixed.
The YT-1000 starship had an incorrect image. The image is now an actual YT-1000
.
The E-11 sniper rifle and X-30 Lancer were missing several categories. They now
has the proper categories.
Made a minor fix to the way attachments were being displayed.
A few problems with the Gunner specialization were fixed.
Displayed encumbrance threshold in the equipment screen wasn't being updated if
you added an attachment that increased encumbrance threshold. It'll now update
properly.
Long motivations (such as "Extended Family/Clan") were being cut off. All motiv
ation and obligation titles will now shrink-to-fit the labels.
The quad laser cannon had the Accurate quality, but did not have a rank, so it d
id not show up. It now has a rank of 1 in Accurate.
On the first page of the character sheet, "Ranged" defense title said "Value".
It now properly says "Ranged".
Weapons with the Deflection quality were not properly adding ranged defense. It
will now add ranged defense properly for both characters and adversaries.
Positive handling values were not displayed with the plus sign in vehicle encoun
ters. They will now be displayed properly.
A weird issue with the web browser control in the species pane prevented you fro
m clicking on the species dropdown and just scrolling through species. Each time
you did this, the dropdown would lose focus. It will now retain focus and allow
you to scroll through all the species.

Release 1.1.0.7:
New Data:
Added the "Dunelizard" starfighter from "Long Arm of the Hutt" adventure.
Added the "YKL-37r Nova Courier" freighter from "Long Arm of the Hutt" adventure
.
Added "TIE Defender" from "Age of Rebellion". This was unintentionally omitted.
New Imports:
Added adversaries and stock vehicles for "Long Arm of the Hutt" adventure.
Added adversaries and stock vehicles for "Escape from Mos Shuuta" adventure from
the Beginner Game.
New Features and Enhancements:
Added custom armor to the adversary editor in GM Tools.
Added tracking to vehicles on the encounter sheet. Vehicles now have the same s
tyle of tracking as adversaries, with hull trauma, system strain, a place to put
damaged components, and critical hits.
Also added minion vehicles to encounters. Vehicles used as minions must have th
e "Single-Pilot Craft" option enabled (see below), and you must have at least on
e minion adversary group selected for the encounter. Minion vehicles are design
ated in the Rosters pane by checking the box next to the vehicle and selecting a
minion adversary group. Such a group cannot be used in any other roster. On t
he encounter sheet, a modified version of vehicle tracking is displayed, similar
to minion adversaries.
Added the "restricted" setting to all equipment, vehicles, and attachments. You
can now filter on restricted items when purchasing them. When descriptions are
displayed in the dialogs, the restricted icon (red circle with white horizontal
bar) will be displayed next to the rarity. On the sheets, each item grid will
now also display the restricted icon next to any restricted item.
All data has been updated to reflect the new restricted setting for restricted i
tems.
Added Rarity to attachments, as well as the restricted setting.
Editors have been updated to reflect the new setting(s).
Added the "Single-Pilot Craft" option to the vehicle editor. Check this box if
the vehicle is a starfighter, speeder, or some other craft that requires a singl
e pilot. Such vehicles can be used as minion vehicles in encounters.
Bug Fixes:
Changed the source for the "Driver" specialization to "Enter the Unknown".
The I-Class Star Destroyer and the Victory-Class Star Destroyer had mixed and ma
tched portraits and silhouettes. They both now have the proper images.
The Gundark adversary in the CRB import directory had its "Meaty Fists" misspell
ed. This has been corrected. The Gundark was also duplicated in the AoR import
directory. It has been removed.
The Shortened Barrel attachment had an incorrect HP cost. It now costs 1 HP.
The Augmented Spin Barrel attachment had its application limited to the Blaster
Rifle and Heavy Blaster Rifle. This has been changed to be usable by any weapon
with the "Blaster Rifle" category, which includes several new weapons from rece
nt supplements.
Fixed other assorted spelling issues.
If you created a new character, added equipment and vehicles to it, then perform
ed an equipment transfer, it would say that the character must be saved, but if
you returned to the character pane, the new character wasn't there. The charact
er was saved, but the character list was not being updated. It is now updated p
roperly.
Release 1.1.0.6:
New Data:
Added the following species from the new "Unofficial Species Menagerie 3.0" (tha
nks goes to Donovan Morningfire and Cyril for their outstanding work on this sup
plement): Arcona, Besalisk, Chevin, Dressellian, Lepi, Pau'an, Talz, Thakwaash,
Ubese, Ugnaught, and Zygerrian.
Made all changes to existing "Unofficial Species Menagerie 2.0" species that wer
e modified in the 3.0 version of the document. These species have had their sou
rce changed to "Unofficial Species Menagerie 3.0".
Added new weapons, armor, gear, and vehicles for "Suns of Fortune" sourcebook.
Added a new vehicle attachment to support the "Sunflare" swoop in the "Taming th
e Dragon" modular encounter in "Suns of Fortune". "Swoop Speed Modification" ad
ds 1 to speed and removes 1 from hull trauma, and has an option to add 1 system
strain.
Added a new vehicle attachment to support the "Bloodblade" patrol boat in the "C
orellian Shuffle" modular encounter in "Suns of Fortune". "Predictive Targettin
g Array" is explained on page 143 in "Suns of Fortune".
New Imports:
Added adversaries, stock vehicles, and modular encounters (imported in the GM To
ols as encounters) for "Suns of Fortune" sourcebook. This can be found in the I
mports folder in the ZIP file. Be sure to read the READ ME FIRST.txt file.
Added adversaries and two custom vehicles for the "Trouble Brewing" adventure, f
ound in the CRB. This can be found in the Imports folder in the ZIP file. The
two vehicles should be copied to your "DataCustom\Vehicles" directory if you wis
h to use them. I won't be including them as stock data, since they're very spec
ific to this adventure. Be sure to read the READ ME FIRST.txt file.
New Features and Enhancements:
You may now ignore the starting size limitation of obligation options by checkin
g the appropriate checkbox in the Options dialog.
Added the "Massive" setting to vehicles. Descriptions will include this setting
, as well as tell you how many advantage to add to crit rating. This same infor
mation will be included in the information list when you print a vehicle. Setti
ng "Massive" to 0 means that it doesn't have the quality. The vehicle editor ha
s also been enhanced with this feature.
All massive vehicles listed in the week 5 AoR update have had their "Massive" se
tting set to the appropriate value. If you have customized any of these vehicle
s, they will need to be modified with the proper "Massive" values.
The vehicle editor now supports hyperdrive increments of .1. The spin controls
will still increment by 1; just click the number and type in decimal values your
self. Also made changes to the vehicle code to support this.
Added a new notes feature to the equipment screen. Any owned item may be annota
ted with a note. To do this, click the new "Notes" button. A dialog will appea
r that allows you to enter your note. You may include tags for special symbols
and dice in your note. Item notes will appear on the printed sheets in the "Spe
cial" column of the appropriate grid.
By popular demand, you can now equip two pieces of armor. Make sure, however, t
hat your GM will allow you to do this.
You can now import and export encounters. The new modular encounter imports fro
m "Suns of Fortune" take adventage of this new feature.
Modified the way adversaries are identified. They all now have a universally un
ique key that will never change. In this way, encounters can be shared as long
as they use standard adversaries.
Modified ALL ADVERSARIES to use this new universal key.
Note: If you want to use future saved encounters that use any included adversary
found in the Import folder, and you've already imported a version of them from
previous releases, you will need to remove all of those adversaries and import t
hem again. This is true for some of the saved encounters for SoF that use CRB a
dversaries. In order for them to work properly, you will need to remove your ol
d CRB adversaries, then add them again. Remember that Import now supports multi
ple file import...
Removed characteristics, skills, and talents from the ItemDescriptor.xml file.
Instead, all characteristics, skills, and talents (even custom ones) will be add
ed automatically to ItemDescriptors from the actual characterisics, skills, and
talents collections. This means that they will all be available for weapons and
attachments, instead of just the ones I happen to put into the file originally.
Because a lot more talents are now available for item descriptors, the Add Mod d
ialog in the Attachment editor has been modified to allow filtering based upon s
kills, talents, qualities, characteristics, and other mods. This will make it e
asier to find the exact mod you're looking for.
You can now add Jury Rigged as a talent for adversaries. You cannot modify an a
dversary's items with it, however; its inclusion is only descriptive.
Images for vehicles, vehicle silhouettes, species, and equipment can now be adde
d to the DataCustom directory instead of Data. New images can be added there fo
r your custom creations, or you can override the stock images bye adding new ima
ges to DataCustom with the same name format (images found in DataCustom take pre
cedence over those found in Data). The locations for these images within DataCu
stom can be found in the documentation, starting on page 31.
More combo boxes have been sorted alphabetically.
Bug Fixes:
In the Encounter editor in GM Tools, if you remove an adversary that's being use
d for a vehicle position, the position would not be removed. This caused a cras
h when the encounter was reloaded (or GM Tools was relaunched). The primary pro
blem was that the "Equals" function used to compare two positions was assuming t
hat the adversary reference was in place, which it wouldn't be. The routine has
been modified to first check to see if the two position references are identica
l before comparing their content. Second, the position should have been removed
after the adversary was removed. This check was being made when vehicles were
removed, but not adversaries. Now, after removing an adversary after first incl
uding it in a roster, the saved encounter file will no longer have the orphaned
position.
In the Encounter editor in GM Tools, if you added the same stock vehicle multipl
e times to an encounter, it would only show up once in the roster list. This wa
s because the stock vehicle's key was not being created new for each vehicle. A
dded stock vehicles will now have their keys created new each time to make each
vehicle unique, and they will also now show up separately in the roster, and on
the printed encounter sheet.
When rosters were being printed, the gunner divider was showing up, even if the
vehicle had no gunners. Now, the gunner divider will not be added to a vehicle'
s roster section if the roster has no gunners.
There were certain inconsistancies in the way unranked talent mods were being di
splayed in descriptions, depending on whether or not the mod had a count. Some
older attachments had unranked talents, such as Quick Draw, defined without a co
unt, while others (including any created with the editor) would have a count of
1 or higher. Now, all unranked talent mods are displayed as if they have no cou
nt, regardless of what the count actually is, since a count would only make sens
e for a ranked talent (that is, you can only benefit from Quick Draw once). For
instance, a Quick Draw mod will now look like "Innate Talent (Quick Draw) Mod",
rather than "1 Innate Talent (Quick Draw) Mod", or "Innate Talent (Quick Draw)
Mods" (if count was 0).
The vehicle grid in both the group and character sheets was missing the Strain (
system strain) column. Strain will now show up.
If you performed a transfer when editing a group, and subsequently hit Cancel, t
he group would still have the inventory if you edited it again. If you closed a
nd relaunched GM Tools, the inventory would be properly removed. This was due t
o the local cache not being updated properly after the forced save. This has be
en fixed, and will also work properly if you transfer, then hit Cancel during a
"New" group. The group will still show up as being added because of the forced
save.
Model 77 air rifle had the incorrect quality count for Pierce. It is now Pierce
4.
Fixed an issue when shock gloves were given to adversaries. The app no longer c
rashes and shock gloves are added correctly.
Fixed an issue with the vehicle grid if you had more vehicles listed than would
fit in the grid. Whenever a vehicle was clicked, the grid would scroll unpredic
tably. It no longer does this.
Fixed an issue with attachments being added to stock vehicles. If you switched
panes, then went back to the vehicle pane, any added attachments were gone. It
will now keep added attachments.
Fixed some issues with encounter printing. If encounter notes were present on t
he first page, they could remain on subsequent pages. Also, if only rosters wer
e being printed, and not adversaries, encounter notes would not be printed at al
l. A potential print anomaly also existed if a vehicle roster had no positions
and was being printed toward the bottom of the page. The normal test that was d
one to make sure it fit was not being performed. Finally, I somehow got in a si
tuation where I had more than one count of a nemesis. Nemeses are supposed to b
e limited to 1 per group. All of these issues have been fixed.
When the Add Attachment dialog came up, the description of the selected top atta
chment did not appear. You had to change the selection in order to have the des
cription show. This has been fixed.
Other Changes:
Updated the documentation and FAQ to correspond to this release, including a few
more questions that have been answered on the forums.

Release 1.1.0.5:
Added the following vehicles from "Beyond the Rim": Jawa Salvage Skiff, IPV-1 S
ystem Patrol Craft, Skywatcher-Class Deep Space Scout Ship, and V5 Medium Cargo
Floater.
Added "Show Purchasable" checkbox back in the equipment screen. Apparently, a n
umber of people still find it useful.
The durasteel armor vehicle attachment cost an incorrect number of hard points.
It now correctly costs 2 hard points.
Added a SmartTranq attachment especially for the Model 77 Air Rifle.
Added another profile for the Model 38 Sharpshooter Rifle that shows the changes
made for using the Detonator round. If you want to use Detonator rounds for th
is rifle, purchase the rifle as usual, then add the weapon with the Detonator pr
ofile without purchasing it. Do not hold both weapons, or you'll be charged dou
ble for encumbrance. You may also want to do a "Shown" on both of them if you s
witch back and forth during combat.
Added extra reload gear items for both the Detonator and SmartTranq ammo.
Added a "Random" button to the Motivation and Obligation/Duty panes. Clicking o
n this button will remove all of your current motivations or obligations/duty an
d choose a random one for your character. Obligation/Duty size will be the same
as the "Starting Size" you've selected from the dropdown. You have the same ch
ance as stated in the CRB for getting two of either one. Two obligations/duty w
ill divide your currently selected starting size between the two of them. Two m
otivations will assure that two different motivations are selected. Since start
ing size is not relevant for group obligation or duty, the "Random" button is no
t available when editing groups in the GM Tools.
Modified how encounter information works when creating an encounter. Encounter
info is now treated like a standard description field that accepts tags and HTML
. It is no longer displayed in the header table, but rather has its own space a
t the top of the first encounter sheet. This space can grow to fit whatever you
type in for information (you're still limited to one page). The group sections
will be displayed beneath the information, as usual. If no information has bee
n typed in, the information block won't be displayed on the encounter sheet.
The equipment screen will now display information for the last clicked item in e
ither the equipment grid or the owned grid (before, it only showed items clicked
in the equipment grid). The info displayed for weapons also shows more informa
tion, such as damage and range and, if clicked from the owned grid, any item att
achments present.
When adding attachments, the New attachment list wasn't sorted. It now defaults
to being sorted on the name of the attachment.
Fixed a potential bug for obligations, duties, and motivations. If a character
was given any one of these items from a particular source, and the source was th
en unchecked from the Options button, the grid would throw an error because the
created combo box would not have that item in it. The code will now check the c
haracter's obligations, duties, and motivations and make sure that they exist in
the dropdown. If they don't, they're added. This prevents the error.
Release 1.1.0.4:
Obligation options were not capping extra obligation to the starting value. It
now will.
Changed the character summary in the generator to be more asthetically pleasing
(to me, anyway; the old summary was the same from the beginning, and was startin
g to look dated) and take up less space.
Moved obligation, duty, and credits from the top green bar to the new character
summary. Also, added encumbrance to the summary.
Added starting and earned XP to the top bar.
Changed adversary summary in the GM Tools's Add Adversary dialog to match the ne
w format in the generator.
Changed group summary in the GM Tools's Add Group dialog to match the new format
in the generator.
Added a new button "Insert" to Add Adversary dialog's custom weapon, custom item
, and special abilities panes. Clicking "Insert" will bring up a list of other
custom items that have already been added to any defined adversary. You can the
n choose the item to insert into your list. This should save some time in creat
ing adversaries (I, too, get tired of re-typing the "Droid" ability for each dro
id adversary I create).
Removed "Show Purchasable Items" in the equipment screen. This was only useful
before the purchase dialog allowed you to pick your own price. Now, pretty much
everything is "purchasable" if you can drop the price low enough.
Added a "None" setting to the sensor range on vehicles. Vehicles don't have to
have sensors.
The Force Power dropdown was using the power's name as a key. This worked fine
until I fixed a spelling error in the Foresee power's name. After fixing the er
ror, the generator crashed when selecting the Foresee power from the dropdown wi
th older characters. Fixed the dropdown so that it will properly find a force p
ower based on its key.
Found another couple of places where the ad-hoc mod fix from 1.1.0.1 wasn't appl
ying properly to items with ad-hoc mods when added to adversaries. The fix will
now work for adversaries as well.
The force power editor had an annoying habit of scrolling itself back to the top
after a node was edited in some way. It'll stay put now.
On WinXP systems, performing Imports and Exports could change the current direct
ory, which in turn would cause XML files to be saved in the wrong place. All pl
aces that use open or save dialogs will now restore the current directory after
use.
In careers, if you selected your career skills and/or spec skills, then changed
careers so that they went back to being unselected, the totals at the bottom of
the lists would not update. They will now update properly.
The equipment screen now saves your grid selections. Before, whenever you did s
omething that would recreate the equipment grid (such as change species), the eq
uipment grids' scroll location and selected items would be reset. The selected
item will now continue to be selected and will be scrolled into view. Your curr
ent item will also continue to be selected when you move between weapon, armor,
and gear grids (they were being reset before).
A strange corner case occurred with obligations, duties, and motivations. If yo
u added two of any item, then removed the first one, then added a new second one
, then saved the character, when reloaded, the top item disappeared. This was d
ue to duplicate keys in the objects. This won't happen again, but existing char
acters with this problem will need to be modified and re-saved.
I noticed that .NET's garbage collection wasn't doing such a great job giving up
resources unless it absolutely had to. I now do a lot of manual garbage collec
ting after forms close to force the programs not to grow too much in memory.
Added a new import directory for the "Under a Black Sun" adventure. This direct
ory contains conversions of the stock characters, plus all of the adversaries.
Just import whichever characters and adversaries you need.
The bottom right talent of the Politico specialization was incorrectly set to "I
ntense Focus". It has been changed to "Intense Presence".
After the above talent fix, I noticed that if you had selected "Intense Focus" i
n a previous character, it would properly have "Intense Presence" selected in th
e tree when the character was reloaded. However, when you printed your characte
r, it still said that you had "Intense Focus". When linking specializations, it
will now verify that your saved talents are the same as the ones found in the s
pecialization at any particular row and column. If not, the saved talent will b
e changed to the proper talent (in this case, "Intense Focus" will be changed to
"Intense Presence").
Release 1.1.0.3:
When purchasing attachments, the cost was not being deducted from total credits.
It will now deduct properly.
Corrected spelling of the Foresee power and Basic Power ability.
When removing an item in the data editor, it wouldn't allow a custom item to be
removed if it was referenced somewhere else, even though it would just revert to
the original stock item with the same key value. It will now only perform this
check with added items.
There was a data error in the ItemAttachments.xml data file. Reinforced Shield
Generator was sharing the same key as Upgraded Comms Array. Upgraded Comms Arra
y now has its own unique key.
Gaffi Stick was misspelled. It is now spelled correctly.
The Mk. VI Modular Backpack pouch attachment was causing the generator to crash
when loading a character that had it in its inventory. It will no longer do thi
s.
When selling or removing equipment, the encumbrance value and/or threshold wasn'
t updating on the equipment screen. It will now update properly.
When editing the name or notes of a vehicle, the text box would sometimes lose f
ocus after the name updated. It will now keep focus properly
To avoid issues, the install no longer comes with Core Rulebook adversaries alre
ady installed. These adversaries have been moved to their own Import folder, ju
st like the adversaries from the other sourcebooks. You no longer have to worry
about modifications made to stock adversaries being overwritten when upgrading.
Modified the documentation and FAQ files to reflect the above change.
Release 1.1.0.2:
The Unmatched Mobility signature ability had a line connecting the base ability
to the first Free Maneuver, but the Free Maneuver was not selectable when the ba
se ability was selected. It is now selectable. Also, this same Free Maneuver w
as connected to the node below it, but that node was not accessible when the Fre
e Maneuver was selected. This connection should not have been there at all and
has been removed.
Modified the description of the Mk. VI Modular Backpack to explain how to add ac
cessory pouches because this may not be readily obvious. Basically, accessory p
ouches are added to the backpack by using a special attachment. Just click the
"Attachments" button from your inventory and select the accessory pouch attachme
nt. You'll get a +1 encumbrance threshold for the attachment, plus you'll be ab
le to select up to two more optional +1 threshold mods as well (for a total of t
hree "pouches").
Fixed an annoying issue in the Force Powers pane where each selected force abili
ty would cause the power dropdown to re-select the first power. It will now sta
y on the current power.
When purchasing items at quantity, it would charge you only for a single item.
It will now charge you for the actual quantity.
After modifying and saving a character, if you switched back to the character pa
ne, the scrollbar did not function. This has been fixed.
Did some reformatting of the documentation and added a section for installation
and updating.
Added a FAQ after scanning through all 37 pages of the forum topic, looking for
questions.
Release 1.1.0.1:
When a force rating-producing specialization was purchased that turned on force
powers, the force power panel was not updating. It will now update.
Changed the source of All Terrain Driver, Full Stop, Master Driver, and Natural
Driver talents to "Enter the Unknown". They are in both EtU and Age of Rebellio
n Beta, but as EtU is an official, released source, and AoR Beta is not, it is b
etter having them sourced to EtU.
Fixed an issue with certain gear containing built-in mods. The code wasn't chec
king to see if it referred to a real descriptor, or an ad-hoc description. It n
ow checks for this.
The new obligation/duty option feature was not being saved with the character.
It will now be saved.
The enviro-suit armor should have been part of the "Sealed" category, since it i
s a sealed, full-body suit. This has been fixed.
Updated the editors for armor and gear to support built-in mods, including ad-ho
c mods.
Release 1.1.0.0:
New Features & Enhancements:
Added new data from Age of Rebellion, Enter the Unknown, and Beyond the Rim. Sp
ecial thanks to Donovan Morningfire and lordfireeyes for doing a lot of the grun
t-work in entering the new data.
Added Signature Abilities from the Enter the Unknown source book. The Signature
Abilities button will only show up if the specified career has signature abilit
ies (currently, only Explorer has these), and only if you have a specialization
tree that is capable of having a signature ability attached to it. A list of yo
ur signature abilities will show up on the character sheet in the talents/force
powers page.
Added Duty to the Obligations pane for both characters and groups. You can now
use a drop-down to select whether to edit obligation or duty.
Due to popular demand, Obligation/Duty pane now supports increase/reduction in r
eturn for XP and credits. You may set a starting value of between 5 and 20, and
it will enable or disable the options based on this value and the value of your
obligation or duty. Selected options will remain selected, even if your obliga
tion or duty goes out of range, so you can later modify them without losing your
option.
Also due to popular demand, the data editor now supports creation and editing of
item attachments. As this is a rather complex editor, please see the documenta
tion for details on its functionality.
Groups may now "own" vehicles and equipment. The group editor now contains the
same equipment and vehicle panels as the character editor.
Vehicles may now carry equipment as cargo. Vehicles do not "purchase" equipment
; all equipment on a vehicle must be transferred there from another source.
Equipment pane now contains a "Transfer" button. This button allows you to tran
sfer equipment between the equipment owner and any other equipment sources acces
sible by that owner. For instance, a character may transfer equipment between i
tself and any vehicles it owns, groups it belongs to, and vehicles owned by any
of those groups. A group may transfer between itself and any character belongin
g to that group and any vehicle it owns. For characters in the generator, you m
ay also transfer credits to and from the character and any group that the charac
ter belongs to.
The GM Tools now contains a "Stock Vehicle" pane. Stock vehicles are pre-made c
ustomized vehicles. Characters and groups may now add these stock vehicles inst
ead of always having to create new customized vehicles. When used, copies of th
e vehicles are made, so any subsequent changes made to a character's or group's
stock vehicle will not modify the original stock vehicle.
Added vehicles and vehicle rosters to encounters in the GM Tools. You can now a
dd vehicles to an encounter and assign encounter adversaries to various vehicle
positions. Each position has a list of actions and skills associated with those
actions.
The encounter modify dialog has been enhanced to include multiple panes for the
various parts of an encounter, including description of the encounter, adversari
es, vehicles, and rosters for those vehicles. In order to edit a roster, at lea
st one adversary and one vehicle must be included in the encounter.
The encounter sheet has been modified to include vehicle rosters, including posi
tions, actions, and associated skills belonging to the adversaries that hold tho
se positions. Weapon positions are organized by weapon group and lists all adve
rsaries (and their appropriate weapon skill) assigned to each individual gun in
a group.
New print options are now available for encounter sheets. You may now choose wh
at information you want on the encounter sheet, including adversaries, vehicle r
osters, and vehicle sheets for all of the vehicles defined for the encounter.
Added an "Option" button to the top of the character generator. This will bring
up a dialog that will allow you to choose which optional source material for da
ta to use for generating your character. Core rule data is always present, and
limiting displayed data will not effect characters that use other data. For ins
tance, if you have a Jawa character, but de-select Menagerie 2.0 from the source
s, your character will still be a Jawa, but Jawa will not be displayed in the sp
ecies drop-down.
The "Option" dialog will also allow you to choose whether or not to include char
acter vehicles when printing out character sheets. Checking this option will ad
d vehicle sheets to the printed character sheet for every vehicle a character ow
ns.
Group sheets now have new options in addition to selecting which character(s) to
include. You may now optionally include obligation and duty charts, an invento
ry of group equipment, full vehicle sheets for all group vehicles, and member de
tails. Checking member details will display a stat block for each member in add
ition to their name and description.
Did a complete overhaul of the character, encounter, group and vehicle sheets.
All sheets will now automatically overflow to additional pages if needed to fit
all data, such as for long lists of talents or equipment, and even for large num
bers of obligations, duties, and motivations. Most panels will now adjust to fi
t text, such as for motivations, obligations, and stories, so you don't have to
worry about long notes being cut off (they must still fit on one page). Vehicle
s will also now show any items stored within the vehicles, and character and gro
up sheets will now optionally include vehicle sheets for any owned vehicles. Al
l sheets will also now display a page number at the bottom and will fill unused
page areas with a notes section. Many other changes and efficiencies have also b
een made to printed sheets.
Added Copy feature to adversaries in GM Tools, characters in the generator, and
vehicles in the vehicle panes. You can now make a copy of any of these items in
case you want to work off of duplicates.
Modified Import feature of adversaries in GM Tools and characters in the generat
or to allow the import of multiple items at one time.
Added Import and Export to the vehicle panes.
Added Copy feature to the data editor. Now, all types of data that can be added
may now be copied. When making a copy of an item, you will immediately be pres
ented with an editor for the copied item, including a new default key for the ne
w item, but everything else being replicated from the original. The item will o
nly be added if you click "Add" from the editor.
The cost/quantity dialog will now be displayed for both selling and purchasing a
n item. A new option allows you to enter in your own percentage of the original
price, from 1% to 500%.
Modified data editor to include a Source field. Source can be selected via the
drop-down (if any sources exist for custom data), or by typing a new source in t
he drop-down. Core rulebook data cannot have its source modified.
Added editors for vehicle actions, vehicle positions, signature abilities, and s
ignature ability nodes.
Most combo boxes and grids with no headers will now be sorted alphabetically.
Intrinsic mods associated with armor will now be displayed on the character shee
t along with any attachments to that armor.
Enhanced certain gear to include on-the-fly mods in their description, if they m
odify any checks with boosts or setbacks.
All numeric fields, including XP and Credits, have been converted to numeric up/
down controls.
Species innate weapon display in the species editor has been enhanced to better
describe the configuration.
Also for species innate weapons, you may now select from all skills, rather than
just combat skills (e.g., Ithorian's use of Resilience for its Bellow weapon).
Bug Fixes:
On the Vehicle pane, the name and notes weren't showing up when the vehicle was
selected. They will now show up.
Some editors did not force uppercase for key values. All should now force keys
to be uppercase.
In the talent editor, fixed career skills were not being saved. They will now b
e saved.
The Trandoshan species incorrectly had Enduring as an innate talent. This has b
een removed.
The Trandoshan species had two separate entries for its innate "Claw" weapon mod
ifier. The extra one has been removed.
The Shortened Barrel attachment had an incorrect price. This has been changed t
o the correct price.
Fixed an issue with species weapons where the Range field was getting the name o
f the skill. It will now get the proper range value.
Fixed an issue with the attachment editor where multiple ranks of Jury Rigged ta
lents were not accumulating properly. The result was that only one item could b
e jury-rigged at a time, instead of one item for each rank. It will now allow t
he proper number of Jury Rigged "mods" to be added to equipment.
Selecting an item to be Tinkered will now properly set the "dirty" flag on the c
haracter so the "Save" button will become active.
There was an issue with duplicate unranked talents appearing on the first row of
a specialization. Such talents would not auto-select themselves when one was s
elected. This was because there would be no way of unselecting such a talent on
ce selected. The generator will now check for this contingency and give you the
option of removing the talent from all specs. Other talents that rely on the u
nranked talent will also be deselected.
Fixed an issue where human non-career skills, as well as specialization skills,
were allowing more than the proper number of skills to be checked. The extra sk
ill would not actually be selected, and subsequent checks would deselect all ski
lls. This was a grid configuration problem and is now fixed.
Fixed an issue where changing a specialization would keep old specialization ski
ll choices intact. Specialization skill choices will now be cleared each time a
specialization changes. Note that changing careers properly cleared both caree
r and specialization skill choices.
There were several instances of drop down lists with static information being ed
itable. They've all been converted into non-editable lists.
Fixed an issue with human non-career skill ranks. If you selected a non-career
skill, then chose a talent or specialization that gave you that skill as a caree
r skill, the skill would become deselected and removed from the grid. While thi
s makes logical sense, the game does not allow you to retroactively go back and
re-do your non-career skills; once selected, it should remain selected. Now, if
a skill has been selected in the non-career skill grid, it will remain in the g
rid and selected, even if that skill later becomes a career skill. If, for what
ever reason, you later decide to uncheck the skill, it'll immediately be removed
from the grid and you will be unable to select it again.
Species innate weapons have a feature where the innate weapon will either replac
e the standard "Unarmed" weapon, or be added as an additional weapon. For insta
nce, the Ithorian "Bellow" was supposed to be an additional weapon to "Unarmed".
However, this feature was not being implemented properly in either the charact
er or the species editor. Innate non-"All Skill" weapons were always replacing
"Unarmed" and there was no way in the editor to select or deselect the replace f
eature. This feature now works properly: the species editor has been modified t
o implement the replace feature, and the Ithorian will have both its "Bellow" we
apon and the standard "Unarmed". Note: If you've added species with innate weap
ons before this release, they will default to being in addition to the "Unarmed"
weapon. If you had intended them as a replacement, you'll need to edit the wea
pon with the species editor.
Imports:
All adversaries from the adventure module "Beyond the Rim" have been included in
the "BtR Adversary Import" directory. These adversaries may be optionally impo
rted into the GM Tools by using the Adversary import feature.
All adversaries from "Age of Rebellion Beta" have been included in the "AoR Adve
rsary Import" directory. These adversaries may be optionally imported into the
GM Tools by using the Adversary import feature.
Droid adversaries from "Enter the Unknown" have been included in the "EtU Advers
ary Import" directory. These adversaries may be optionally imported into the GM
Tools by using the Adversary import feature.
Release 1.0.0.12:
Fixed an issue in the data editor where generated "user" keys were being validat
ed against the main data, rather than custom data. It will now validate against
custom data.
In the data editor, you can now use your own keys instead of the editor always c
reating "USER" keys for you. Any key you create must be unique for that type of
item in both main and custom data. You may only specify a key when the item is
added, not when it's modified.
Made some internal enhancemnts to armor, weapons, and vehicles (moddable items)
and the corresponding item attachments they may have. You can now give moddable
items one or more categories that they belong to. These categories can now be
used by item attachments as a limit to what items can use the attachment, rather
than only having exact item key matches. This will allow added weapons to be a
ble to accept particular attachments as long as those items are given the proper
categories. For instance, if an attachment only works for Carbines and Rifles
(two of the new categories), you can create your own rifle-like weapon and give
it a category of Rifle and the attachment will work for it as well. Additionall
y, item attachments can now be limited by Type (such as "Melee" or "Energy Weapo
n") or by Skill (e.g., attachments that only work on Ranged - Light weapons, or
Gunnery weapons).
Enhanced editors for weapons, armor, gear, and vehicles to use the new multi-cat
egory feature.
Updated armor, weapons, and item attachments to use the new category methodology
.
Changed all vehicle categories to correspond to new category methodology.
Added capability to filter equipment by category in the Equipment pane of the ch
aracter generator.
Added editors for Force Abilities and Force Powers.
Fixed an issue with Filed Front Sights attachment, which could also affect other
attachments. When comparing MiscDesc-type mods (ones that aren't stored in Ite
mDescriptors.xml), all white space characters are now removed before the compari
son to make sure only the text is compared. Before, extraneous carriage return
characters were being added when the MiscDesc property was being transferred to
the character, and the comparisons were returning False. The Filed Front Sights
attachment will now keep its optional mod settings.
Fixed an issue in the character sheet where miscellaneous mods from attachments
were showing up for weapons and armor as "Qualities". Now, only actual weapon a
nd armor qualities will be listed there. Miscellaneous mods will only be listed
under the appropriate attachment.
Added the "Heating System" attachment for armor. This attachment was unintentio
nally left out.
Added the "High-Output Ion Turbine" attachment for vehicles. This attachment wa
s unintentionally left out.
Fixed pricing and made changes to a few vehicle attachments that were incorrect.
Fixed a potential issue with force powers where loaded characters were getting t
heir force powers recalculated before all the references were in place. This wo
uld cause an exception. This problem has been fixed.
Changed "Light Saber" skill name to "Lightsaber".
Fixed an issue in GM Tools where if you add an encounter group, then immediately
try to modify it, an exception was raised. This will now work properly.
Fixed an issue with innate weapons (such as unarmed) where the "Shown" status wa
sn't being saved between loads. Because innate weapons do not have a reference
to an actual weapon, all innate weapons were being removed on character load, th
en added back with the "Shown" status set to default (false). Innate weapons lo
aded from the character file will no longer be removed on character load, and th
e "Shown" status will remain intact.
Added a new property to Force Abilities called "Power". This field should be so
mething descriptive of the power the ability goes with and is used primarily to
differenciate similar abilities across powers. For instance, the "Strength" abi
lity is found in all powers, so the "Power" property for Move would be "Move".
For "Control" abilities, of which there can be several per power, I'm using some
thing like "Sense-1" and "Sense-2" to differentiate between them. This property
has no actual use within the generator. However, it will be displayed in the F
orce Powers data editor so that you can tell which ability is which, without res
orting to showing keys. All current abilities have been updated with this new p
roperty.
The documentation has been updated to reflect recent changes.
File Changes:
Made changes to the following files:
Data\Weapons.xml
Data\Armor.xml
Data\Force Abilities.xml
Data\ItemAttachments.xml
Data\ItemDescriptors.xml
Data\Skills.xml
All files in Data\Vehicles
Release 1.0.0.11:
Fixed one more anomoly when using higher DPI settings. If screen resolution was
too low, the stat block at the bottom of the char gen would be partially off th
e screen. This has been fixed for both the main char gen screen and the adversa
ry form.
Fixed even more DPI weirdness by restructuring almost all the forms in all the a
pps. Now, every area that has something of interest is scrollable, including bu
tton panes, main panes, and summary panes. Also, the windows sizes are now chec
ked upon opening and adjusted to fit the current screen.
Added a boolean flag in the species files called "NoForceAbilities". If set to
true, that species cannot purchase a specialization that adds to force rating.
Added checkbox to species editor to support new "NoForceAbilities" flag.
Modified droid to have the new "NoForceAbilities" flag.
Added groups to the GM Tools. You can now create adventuring groups with group
members selected from your pool of characters. Groups can have emblems and grou
p obligation. You can also print out a group sheet that lists all of the member
s that will be present during your current session, plus an obligation chart and
a destiny pool tracker.
Updated documentation to include groups for the GM Tools.
File Changes:
Added a new folder: Data\GroupEmblems
Added 13 generic PNG files to Data\GroupEmblems. You can select these for group
emblems, or you can always use your own images. Emblems can be of any size, bu
t should be square (same width and height). If you want your own emblems to be
available to choose as "stock", just add them to this directory.
Modified Droid.xml in Data\Species

Release 1.0.0.10:
When adding the Reinforced Shield Generator attachment, the firing arc wasn't be
ing saved with the character. This has been fixed.
When selecting the Reinforced Shield Generator attachment, the choose arc dialog
would always show all four arcs, even if the ship's silhouette was less than 5.
This has been fixed.
When any attachment is now active and has a choice option for a mod (currently,
only the defense shield mod has such an option), a "Choose" button will now appe
ar at the top right. Clicking this will run down all choices for an attachment.
For instance, if you have the shield attachment with one base defense shield m
od and have also selected one additional shield mod, clicking "Choose" will brin
g up the dialog twice, once for each mod.
Changed the price of the vibro-knife to 250 credits.
The generator was needlessly saving vehicle attributes with the character. As t
his is calculated by the generator based on other data, it is not required to be
saved. It no longer is.
The light blaster cannon (a vehicle weapon) had the same key as the light blaste
r pistol. Light blaster cannon has had its key changed to BLASTCANLT and heavy
blaster cannon to BLASTCANHVY. All vehicles that use these weapons have had the
ir keys modified.
Made a major change to the way data is customized. All customized data is now s
aved in separate files in the DataCustom directory. You can now copy new releas
es over old ones and still have your data saved. The data editor has also been
enhanced to use this new model, and a facilty to convert older custom data to th
e new format is also included. SEE "SPECIAL NOTE" FOR IMPORTANT STEPS TO CONVER
T YOUR CUSTOM DATA.
Added a vehicle editor to the data editor app. You can now add your own vehicle
s and starships.
Added a column to the main grid of the editor to indicate if an item is custom o
r not. Blank means it's a base item, "DescOnly" means you've only changed the d
escription, "CustomItem" means it will completely replace the base item, and "Ad
ded" means it's a new item.
The context menu for vehicle portraits would only work properly if you first vis
ited the background pane. This has been fixed.
Starfighters weren't showing up in the vehicle summary on both the vehicle pane
and in the new vehicle dialog. This has been fixed.
Special Note:
This release changes the way custom data is stored. You will need to convert yo
ur existing custom data before doing a complete install. If you have not updated
descriptions, items, or added items, then you do not have to perform these step
s. To convert your existing data, follow these steps:
Copy over the executables and DLL files from this release, but NOT the new data.
Run the data editor app
Click the "Convert" button to the top right of the main grid. This will bring u
p the conversion dialog.
Conversion has three steps. The first step will take USER items that you've add
ed yourself, remove them from your current data, and add them to the "DataCustom
" directory. Click the Step 1 button. These items will be marked as "Added" an
d saved to your "DataCustom" directory.
Step 2 involves you selecting base data that you've changed descriptions for, bu
t nothing else. Go through all tables and select items for which you've ONLY mo
dified descriptions and click the check box next to them. When you're done, cli
ck the Step 2 button. This data will be marked as "Description Only" and saved
to your "DataCustom" directory.
Step 3 involves you selecting base data that you've custom modified (not just th
e description). Click "Unselect All Tables" to revert the grid back to everythi
ng being unselected, then go through everything again, selecting anything that y
ou've customized beyond just changing descriptions. These items will completely
override the base item of the same type. When you're done, click the Step 3 bu
tton. This data will be marked as "Custom Item" and saved to your "DataCustom"
directory.
Exit the convert dialog and the data editor.
Check the "DataCustom" directory and make sure all of your changed items are the
re. If not, repeat the above steps until everything you want saved can be found
in "DataCustom".
Copy over the "Data" directory with the data from the current release.
Run the apps as normal.
From now on, your custom data will be safe and you can always just copy over the
base data with the latest from the release. If the release notes specifically
mention a change to an item that you've already customized (beyond just changing
the description), either make the change yourself, or remove your custom data.

Release 1.0.0.9:
Added Attribute Bonuses to the specialization editor. You can have a specializa
tion give bonuses to any attribute. To make a specialization "force-aware", jus
t add 1 to Force Rating.
Added scrolling to the panel-based forms so that you can reach all controls that
might become hidden due to low resolution. This has been done for the main cha
racter generator window, the GM Tools window, and the edit adversary window.
Starting skill rank of minion groups in the encounter sheet was incorrect. This
has been fixed.
The biggy for this release, the character editor now let's you purchase and upgr
ade vehicles, including starships. You can purchase as many as you can afford,
add attachments and upgrade weapons, name it, add some brief notes for it, and p
rint up a vehicle sheet (full-color and simplified, just like the other printed
sheets). All vehicles, attachments, and weapons from the CRB are included.
Added a vehicle summary on page 4 of the character sheet.
File Changes:
Added the following vehicle-only weapons to Data\Weapons.xml:
Auto-Blaster
Light Blaster Cannon
Heavy Blaster Cannon
Concussion Missile Launcher
Light Ion Cannon
Medium Ion Cannon
Heavy Ion Cannon
Light Laser Cannon
Medium Laser Cannon
Heavy Laser Cannon
Proton Torpedo Launcher
Quad Laser Cannon
Light Tractor Beam
Medium Tractor Beam
Heavy Tractor Beam
Light Turbolaser
Medium Turbolaser
Heavy Turbolaser
Electromagnetic Harpoon
Concussion Grenade Launcher
Added the following vehicle-specific attachments to Data\ItemAttachments.xml:
Advanced Targeting Array
Enhanced Carbon-Durasteel Armor
Electronic Countermeasures Suite
Hydraulic Control Circuits
Reinforced Shield Generator
Retrofitted Hangar Bay
Hyperdrive Generator
Added the following descriptors to Data\ItemDescriptors.xml:
Increase Armor
Decreases Handling
Decreases Strain
Increases Strain
Increase Defense Zone
Convert 25 encumbrance capacity to smuggling compartment
Retrofits Hangar Bay
Increase Silhouette Capacity of Hangar Bay by 1
Decreases Hyperdrive Class by 1, to a minimum of 1
Decreases Hyperdrive Class by 1, to a minimum of .5
Added folder Data\Vehicles
Added 35 vehicle XML files to Data\Vehicles
Added folder Data\VehicleImages
Added 35 vehicle image files to Data\VehicleImages, plus one default image file
Added folder Data\VehicleSilhouettes
Added 35 vehicle silhouette image files to Data\VehicleSilhouettes, plus one def
ault silhouette image file

Release 1.0.0.8:
When exporting a character, it would try to export the currently-loaded characte
r, rather than the character selected in the list. It will now export the selec
ted character, so you no longer have to load the character first.
Spelling mistake in Career pane ("You my choose" istead of "You may choose") has
been fixed.
Fixed a stack overflow error when choosing a species that gives extra career ski
lls, taking the extra skills, then either switching species or switching species
options.
If you double-clicked on the header row of the character grid when you had no ch
aracters, it would throw an error. This has been fixed for any grid you can dou
ble-click.
In the descriptive text for minions on the encounter sheet, I forgot to add "abo
ve one" in the skill rule. That's been fixed.
The encounter editor was erroneously not allowing multiple groups of the same ty
pe of adversary. You can now add the same adversary as different groups with di
fferent group counts.
If an adversary's name was too long, it would become truncated on the encounter
sheet. The font size of the name is now adjusted so that the name will fit into
its space, no matter how long it is.
The weapon editor was not setting the crit control, so crits were always showing
up as 1. This has been fixed.
Standardized all crit controls so that you can enter a minimum of 0 and a maximu
m of 6.
A bug was introduced in species edit when you add a skill to an option. The ski
ll would always show up as having rank 0. This has been fixed.
A discrepancy was found in the definitions of many species. For some, skills an
d optional skills were being added using the RankAdd tag, while for others, it w
as the RankStart tag. These have been standardized to RankStart and the species
editor has been standardized to RankStart as well. Consequently, many older sp
ecies have been modified.
Added the following new species from Menagerie 2.0: Togorian, Togruta, Toydaria
n, Verpine, Weequay, Whiphid, Zabrak, and Zeltron. These are the last of the sp
ecies from Menagerie 2.0.
File Changes:
The following species files have been modified under Data\Species:
Chiss.xml
Dashade.xml
Devaronian.xml
Duros.xml
Ewok.xml
Farghul.xml
Gotal.xml
Twi'lek.xml
Squib.xml
Noghri.xml
The following new species files have been added under Data\Species:
Togorian.xml
Togruta.xml
Toydarians.xml
Verpine.xml
Weequay.xml
Whiphid.xml
Zabrak.xml
Zeltron.xml
The following new species portrait files have been added under Data\SpeciesImage
s:
TOGORIAN.png
TOGRUTA.png
TOYDARIAN.png
VERPINE.png
WEEQUAY.png
WHIPHID.png
ZABRAK.png
ZELTRON.png
Release 1.0.0.7
Added a special weapon to all characters called "Unarmed". This represents the
standard unarmed weapon option. It cannot be removed, sold, equipped, or held,
but it can be shown or not shown, depending on whether or not you want to displa
y it on your character sheet.
Added a new feature to species to support specialized innate weapon options, suc
h as claws. Species modified with such abilities include Barabel, Cathar, Gamor
rean, and Trandoshans.
Modified the species editor to support the new innate weapon feature.
An incorrect lookup was causing a bad xp calculation when purchasing non-career
specializations. This has been corrected.
Padded armor incorrectly had 2 hard points. It now has 0.
Fixed price of shock gloves to be 300 credits.
In the Survivalist tree, a connection between Swift and Outdoorsman was incomple
tely defined. It is now fixed.
In the Gadgeteer tree, removed an incorrect one-way link from Point Blank to Dis
orient.
Skills that had been modified with attachments were having their XP calculated i
ncorrectly. This has been fixed.
The Vacuum Sealed armor mod was incorrectly priced. This has been fixed to 1000
credits.
The Cybernetic Leg (Mod II) implant was incorrectly priced. This has been fixed
to 10000 credits.
For printing, full color/simplified and default page settings will now be saved
between launches. This applies to character sheet printing, as well as new prin
t features.
For all non-dialog windows, such as the main generator window and the main edito
r window, the last position and size of the window will now be saved between lau
nches.
If you purchased more than one specialization that included a force rating (you
would have to create your own, as the generator only includes Force Sensitive Ou
tcast), your force rating would be cumulative. This has been fixed so that all
specializations can only contribute a maximum of one to your force rating.
Added a new feature to species. Species can now designate certain skills as car
eer skills. The species editor has been updated to offer this feature, as has t
he following species: Shistavanen, Squib.
Skills selected in species and species option can now have a minimum rank of 0 a
nd a maximum rank of 5. If a species designates a skill as a career skill, but
does not offer a bonus to that skill, just specify 0 for the rank and check the
Career? checkbox.
Added the following species, from Menagerie 2.0: Shistavanen, Sluissi, Snivvian
, Squib, Sullustan.
Added a new application for GM Tools. Currently, this application supports addi
ng and editing of adversaries, creating graphical adversary stat blocks that you
can include in your own documents, and creating and printing out encounter trac
king sheets. I'll be adding more features to this, including group sheets and s
tarships, in upcoming releases. See the documentation for full details on the n
ew GM Tools. Special thanks goes to jshock at the RPTools forums for his fantas
tic work on the icons I'm using for conditions and effects.
Added a donate button to the generator. A lot of people have been asking for th
is, and I really appreciate the support!
A few dialog windows had the "Show in taskbar" setting turned on. Now, only the
main app window will show in the task bar.
Updated the documentation with the new GM Tools feature, as well as some other c
hanges. Also included a table of contents, and it now indicates the time/date i
t was last updated, as well as the version of the software that it was updated t
o.
Added the Lightsaber skill in order for Force-wielding adversaries to have a ski
ll to use with their lightsabers. This is an Agility-based combat skill.
Changed the Lightsaber weapon to use the new Lightsaber skill.
File Changes:
Modified Data/Gear.xml to fix price of Cybernetic Leg (Mod II) implant.
Modified Data/Armor.xml to change hard points of Padded Armor
Modified Data/Weapons.xml to fix price of shock gloves and to add the new Lights
aber skill to the lightsaber.
Modified Data/Skills.xml to include the new Lightsaber skill.
Modified Data/Specializations/Survivalist.xml to fix connection problem in tree
Modified Data/Specializations/Gadgeteer.xml to fix connection problem in tree
Modified Data/ItemDescriptors.xml to add the following new descriptors:
DIFFSUBLONG (Decrease Long Range Difficulty)
DIFFSUBLONGEXT (Decrease Long and Extreme Range Difficulty)
Modified Data/ItemDescriptors.xml to add <QualDesc> descriptions to all untyped
descriptors (ones that aren't skills, qualities, talents, or characteristics).
Modified Data/ItemAttachments.xml to:
Use DIFFSUBLONGEXT in place of a miscellaneous descriptor for the Telescopic O
ptical Sight attachment.
Fixed price of Vacuum Sealed armor mod
Modified the following files in Data/Species to add new innate weapons:
Barabel.xml
Cathar.xml
Gamorrean.xml
Trandoshan.xml
Added the following new files to Data/Species:
Shistavanen.xml
Sluissi.xml
Snivvian.xml
Squib.xml
Sullustan.xml
Added the following new files to Data/SpeciesImages:
SHIST.png
SLUISSI.png
SNIIVVIAN.png
SQUIB.png
SULLUSTAN.png
Added the following new directory to Data:
Adversaries
Added the following new files to Data\Adversaries:
Adver01.xml through Adver65.xml (66 new files)

Release 1.0.0.6
Fix a strange issue where clicking on the descriptive text in obligations and mo
tivations would cause the text box to lose focus after each character typed.
For obligation size, now using a numeric up/down control to validate for numeric
entry only. Before, adding a non-numeric value for Size would crash the progra
m.
Added a checkbox to the Equipment pane called "Show Purchasable Items Only". If
clicked, the current equipment grid will only show items that you can purchase
with your current number of credits. This checkbox does not affect item attachm
ents.
On page 4 of the character sheet, modified the weapon grid. Added the following
columns: DAM (damage), CRIT (critical number), RANGE (range). These numbers a
re the same as the ones used on the first page and reflect the weapon's attribut
es as wieled by the character. That is, all attachments, talents, etc., have be
en factored in.
On page 4 of the character sheet, modified the armor grid. Added the following
columns: SOAK (soak value), MDEF (melee defense), RDEF (ranged defense). These
numbers are only what the armor contributes to your thresholds, including any m
ods such as Superior Armor.
Fixed a problem with the Tinkerer talent. If you chose a piece of equipment to
add HP to, then chose another one, the first would still have the HP. The count
would also say "-1", assuming you only have one rank in Tinkerer. It will now
properly modify the HP of your equipment.
Added editors for Obligation, Class, Hook, Specializations, Careers, Motivations
, and Talents.
Since you can now modify talents, I changed the way special choices work for tal
ents. Depending on the talent, you can choose new career skills (e.g., Well Rou
nded), choose a set of skills for some specific purpose (e.g., Deadly Accuracy),
choose a characteristic (e.g., Dedication), or add HP (e.g., Tinkerer). Before
, it only supported one of these at a time. It will now support all of them in
a single talent (assuming you want to create some balance-shattering super talen
t). When you click on the "Play" button, it will cycle through all of the choic
e dialogs you've configured. Also, the tool tip of the "Play" button will refle
ct all choices.
When editing items in the data editor, the descriptions would be set back to the
ir defaults. It will now save the previous description.
Changed the default description for species to follow the format in the Core Rul
ebook. It will now default with stubs for Physiology, Society, Homeworld, and L
anguage. This should make entering the description easier, as you won't have to
copy text from another species.
The editor will now verify that user skills, specializations, and talents aren't
being referenced by other items before allowing them to be removed. If they're
used elsewhere, it'll tell you where they're being used so you can remove the r
eference(s) first. This will help ensure data integrity.
In the editor, each time you modified an existing item, it would give it a new k
ey. Now it will retain the original key. Added items will still get a new key.
When editing Motivations and Species, the editor will now attempt to keep all op
tion choice, option, and specific motivation keys that were already in place. B
efore, when you edited Species (the Motivation editor is new with this release),
each option choice and option would get a new key each time, which usually diff
ered from the original stock key. As long as the name of the various items rema
ins the same, the same key will now be used. This will also be useful for editi
ng the description for specific motivations within a particular motivation.
Updated the documentation to include the new editors.
Added "The Outsider" to Classes.xml
Re-added Cathar.xml back to the Data/Species directory. I had fixed it (it had
the wrong descriptive text), but then forgot to include it in later releases.
Added the following additional species (from Menagerie 2.0): Noghri, Ortolan, Qu
arren, Ryn, and Selkath.
Data File Changes:
Modified Classes.xml to include "The Outsider" class
Replaced the following Species file under Data\Species:
Cathar.xml
Added the following Species files under Data\Species:
Noghri.xml
Ortolan.xml
Quarren.xml
Ryn.xml
Selkath.xml
Added the following image files under Data\SpeciesImages:
NOGHRI.png
ORTOLAN.png
QUARREN.png
RYN.png
SELKATH.png

Release 1.0.0.5
Fixed an issue where printing would crash if you added force powers.
Fixed another force power issue where unselected abilities wouldn't stay unselec
ted if you switched between powers.
Fixed all scaling issues by making both the generator and the editor DPI-aware.
No matter what your DPI setting, everything should look good, including the cha
racter sheet. If you find the application is too large, check your DPI setting
(Right-click your desktop, click "Personalize", click on Font Size (DPI) to the
left). If it's set to 120, try making it 96, which is the default. Either way,
all windows should scale properly now.
When choosing a portrait, the stock image combo box defaulted to no selection.
If you clicked "Choose" at that point, the program would crash. The combo box w
ill now default to the first species.
Added the following additional species (from Menagerie 2.0): Kubaz, Mon Calamar
i, Nagai, Nautolan, Neimoidian, and Nikto.
Data File Changes:
Added the following Species files under Data\Species:
Kubaz.xml
Mon Calamari.xml
Nagai.xml
Nautolan.xml
Neimoidian.xml
Nikto.xml
Added the following image files under Data\SpeciesImages:
KUBAZ.png
MONCAL.png
NAGAI.png
NAUTOLAN.png
NEIM.png
NIKTO.png

Release 1.0.0.4
In Weapons.xml, changed Bowcaster skill to Ranged - Heavy, instead of Ranged - L
ight.
In Talents.xml, fixed the spelling of the Indistinguishable talent.
New Naming Convention: If you're adding Careers, Specializations, Species, or F
orce Powers by hand, please note that the file name must be the name of the item
you're adding with ".xml" at the end. For instance, if you add a species and g
ive it the name "Really Nasty Dude" (in the <Name> tag), then you must call the
file "Really Nasty Dude.xml". For this reason, please only use characters in th
e name that are valid characters for file names under Windows.
An issue was fixed with multiple instances of unranked talents in the trees. If
you choose an unranked talent in one tree, and it becomes available in another
tree, the second one is received automatically and costs no extra XP. Such tale
nts will now automatically become selected. The downside of this is that I have
to ensure data integrity and prevent loss of other talents, or corruption of ta
lents. So, if you unselect the original unranked talent (the one that costs XP)
, and you still have a "free" instance of it somewhere, one of the "free" instan
ces will then become the "purchased" talent and XP is recalculated accordingly.
This will then cause the talent you just unselected to become selected again, b
ecause it is now seen as "free". In order to unselect such talents, you'll need
to unselect the talent ABOVE them. Then you'll be able to unselect the other a
s normal.
Added Species to the data editor. You can now edit and add new species through
the data editor.
Modified the character load function to validate species. If a saved character
has a species that has been removed, it will default to Human.
Modified the character load function to validate species options, just in case o
ptions have been removed or added.
Added talents to species option choices. This was supported in the XML, but as
no stock species used it, I hadn't implemented it in code. It is now implemente
d. Talents acquired in such a way will show up as coming from a species option
on page 3 of the character sheet.
Modified the documentation to include the species editor.
Added four more species: Herglic, Ithorian, Jawa, and Klatooinian.
Archive will now include this document.
Data File Changes:
Modified Weapons.xml to fix skill for Bowcaster
Modified Talents.xml to fix misspelling of Indistinguishable talent
Renamed the following Specialization files under Data/Specializations:
"Mercenary.xml" to "Mercenary Soldier.xml"
Renamed the following Career files under Data/Careers:
"BountyHunter.xml" to "Bounty Hunter.xml"
Renamed the following Species files under Data/Species:
"Twilek.xml" to "Twi'lek.xml"
Added the following Species files under Data\Species:
Herglic.xml
Ithorian.xml
Jawa.xml
Klatooinian.xml
Added the following image files under Data\SpeciesImages:
HERGLIC.png
ITHORIAN.png
JAWA.png
KLATOO.png

Release 1.0.0.3
Due to popular demand, I designed and added a new "simplified" style of characte
r sheet. This sheet has all of the features of the full-color sheet, but is ver
y ink- and toner-friendly. If you make lots of changes to your characters, and
don't want to waste a bunch of ink every time you print them out, try this new s
heet style. If a pretty sheet is important, or if you're printing to a PDF, use
the original full-color sheet. To change the style of sheet, just choose the "
Sheet Style" dropdown in the Print dialog.
Cached print pages, so they only need to be rendered once. This means that swit
ching back and forth between color and simplified sheets, or changing printer se
ttings, should be much faster after the first time.
Modified the wording for encumbrance. Shortened encumbered text and added unenc
umbered text for any encumbrance at or below threshold.
Added version info for the generator and editor.
Added the following new species, from the 2.0 Menagerie: Falleen, Farghul, Gamo
rrean, Givin, Gotal, Gran, Gungan.
Data File Changes:
Added the following Species files under Data\Species:
Falleen.xml
Farghul.xml
Gamorrean.xml
Givin.xml
Gotal.xml
Gran.xml
Gungan.xml
Added the following image files under Data/SpeciesImages:
FALLEEN.png
FARGHUL.png
GAMORREAN.png
GIVIN.png
GOTAL.png
GRAN.png
GUNGAN.png
Release 1.0.0.2
Removed Discipline skill modifier from Droid species.
Modified Encumbrance. Instead of losing your free maneuver if your encumbrance
exceeds or is at your Brawn, you now lose it if your encumbrance exceeds or is a
t your encumbrance threshold, plus your Brawn.
Set background of all character sheet pages to stretch to fit the given size. T
his may prevent certain bitmap sizing issues reported by some people.
On the Species pane, "Wound Threshold" was appearing twice by mistake. The seco
nd occurrence was supposed to be "Strain Threshold", which it now is.
Modified how species option is displayed on page 3 of the character sheet. It w
ill now display up to three options, will grow or shrink the description row as
needed, and will remove all rows that are not used.
Modified the way species portraits are stored. Originally, they were stored as
resources in the application. However, so new species can be added along with t
heir portraits, they are now stored in the "Data\SpeciesImages" directory. The
name of each portrait is "<key>.png", where "<key>" is the key for the species.
So, as an example, the Trandoshan portrait would be stored as "Data\SpeciesImag
es\TRAND.png". Obviously, they must be in PNG format. This has the secondary e
ffect of making the executable smaller, in case you're wondering why the new one
isn't as large as the old one.
Modified the select portrait dialog to support all species portraits using the n
ew external portrait feature.
Added the following "unofficial" species (with some modifications): Aqualish, A
rkanian, Arkanian Offshoot, Barabel, Bith, Caamasi, Cathar, Cerean, Chadra-Fan,
Chiss, Clawdite, Dashade, Defel, Devaronian, Dug, Duros, Ewok. This information
comes from "The Unofficial Species Menagerie" by Jonathan "Donovan Morningfire"
Stevens, amongst others, which can be found at various places on the web. Most
descriptive information and images obtained from Wookieepedia (www.wookieepedia
.com).
Data File Changes:
Modified Gear.xml to include protective goggles for Defel
Added the following Species files under Data\Species:
Aqualish.xml
Arkanian.xml
Arkanian Offshoot.xml
Barabel.xml
Bith.xml
Caamasi.xml
Cathar.xml
Cerean.xml
Chadra-Fan.xml
Chiss.xml
Clawdite.xml
Dashade.xml
Defel.xml
Devaronian.xml
Dug.xml
Duros.xml
Ewok.xml
Added all files under Data\SpeciesImages

Release 1.0.0.1
Fixed armor encumbrance calculation, subtracting 3 from encumbrance value if equ
ipped, to a minimum of 0.
Added MedPac to Gear.xml
Fixed the encumbrance of Emergency Medpac in Gear.xml
Fixed XP calculation for skills by taking total rank XP and subtracting non-purc
hased rank XP
Modified wound and strain calculations by using only starting Brawn and Willpowe
r (species base, plus purchased), from page 31.
Fixed Rodian starting characteristic values
Fixed minor issue with the character's "dirty" flag being set whenever a new cha
racter was loaded and its credits or earned XP total was different than the prev
ious character's. This would cause the newly-loaded character to appear as bein
g modified, enabling the "Save" button and prompting for it to be saved if a new
character was loaded.
Fixed dice pool display for skills, which was not creating a proper dice pool ba
sed on skill rank and characteristic score, according to page 19.
Fixed the anchor of the "About" button so it stays in the proper place if the wi
ndow is resized.
Some people were reporting graphical issues at lower resolution. For the bottom
summary panel, I forced the stat panel to stretch to fit a fixed size, then re-
positioned the various text and values to match. I'm hoping this will fix that
problem.
When selecting talents in a specialization tree, un-selecting a top-level talent
would correctly un-select all dependent talents, but would only return XP for t
he talent that was clicked. If another talent was then selected or un-selected,
the XP calculation would correct itself. The XP calculation will now be perform
ed correctly after all dependent talents have become un-selected.

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