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Build 272 - all now reposition themselves to accommodate longer strings for non-English la nguages Build 271 - added

support for uploading language files through the application (translator s, see http://www.dndjunkie.com/chummer/wiki/Uploading-Language-Files.ashx for i nformation) - Expense Entries can now be sorted by clicking on the column headings - fixed an issue where trying to edit old Expense Entries that cannot be edited would throw an error - removed the ability to select multiple Expense Entries from the same list as o nce as this had no use - "level" is now correctly translated in the Select Adept Power window - fixed an issue where the selected value for a Complex Form would appear twice after adding it to the character - fixed an issue that prevented Technomancers with the Biowire Echo from being a ble to add Skillsofts as Complex Forms - Skills now check Complex Forms for Skillsoft Ratings Build 269 - fixed an issue where the Equipped checkbox on the Gear tab in Career Mode woul d never get enabled - Living Persona Attributes show on the Complex Forms tab are now correctly limi ted by the character's RES Attribute - added an option for enforce Capacity limits (enabled by default) - Capacity limits are now checked when attempting to move a character from Creat e Mode to Career Mode when enforcing Capacity limits is enabled - Capacity limits are now checked when attempting to add items in Career Mode wh en enforcing Capacity limits is enabled - fixed an issue where trying to change the Rating of a Hacked Skillsoft in Crea te Mode would throw an error - Skillsoft Clusters can now be Hacked - moving Gear between a Vehicle and inventory now re-creates the proper plugins - added an optional for Use Restrictions to Recoil Compensation (AR 148) (enable d by default) - fixed an issue where language files were not mapped to the proper language in the Options window New Strings - Checkbox_Options_UseRestrictionsToRecoilCompensation Build 265 - Biowires Echo now creates a Skillwire Improvement so that Technomancers with t his Echo can thread Skillsofts - fixed an issue where Skillsofts were not being properly limited by the charact er's Skillwire Rating - quickly opening/closing groups in the Select Complex Form and Select Spell win dows without an item selected no longer throws an error - Advanced Lifestyles can now be renamed when editing them - fixed an issue where selecting a custom PACKS Kit that contained custom Knowle dge Skills would throw an error - Bonded Foci no longer attempt to re-create their Improvements when a character 's Gear is updated - Improvement Manager now only removes access to Special Attributes, tabs, Uncou th, Uneducated, and Infirm if the Improvement being removed is the only remainin g item granting access to that item - removing Critter Powers now correctly removes any Improvements it created - Critter Powers no longer show selected values twice - Active Skill tooltip now includes the Skill's Category

- items with notes now appear in brown text for easier identification - Foci that should ask for a selected value now ask for and remember it when the y are first added to the character instead of when their Rating changes - Foci now show their selected value when appropriate - Shock and Stun Weapons now have Ammo information and can be reloaded using Amm o: Stun Charge - added support for Override Data Files (see below) Override Data Files Similar to Custom Data Files, Override Data Files let you override individual it ems, replacing the base data with your own version (for example, changing the co st and damage for a Weapon). These follow the same naming rules as Custom Data F iles but use "override" as their prefix (such as override_weapons.xml). Multiple Override files can exist for the same type (such as multiple Override files for Weapons), and the files are loaded in alphabetical order after loading the base data files. The item in the Override file completely replaces the base item. Th is is not intended to be used for holding your new custom data as the XML Manage r will only overwrite existing items; it will not add items that do not exist in the base data files. Use at your own risk. New Strings - Checkbox_Option_EnforceCapacity - Message_CapacityReached - Message_CapacityReachedValidate Deleted Strings - Message_CapacityReachedCyberware - Message_CapacityReachedGear Build 263 - fixed an issue where deleting a Vehicle Mod could cause other items to be dele ted from the Vehicle at the same time - added <modcategories /> to vehicles.xml to allow support for translating Vehic le Modification Categories - added <limits /> to vehicles.xml to allow support for translating Vehicle Modi fication Limiters - added house rules for multiplying the cost of Restricted and Forbidden items ( applies to Career Mode only) - fixed an issue where quotation marks in custom names for items could result in an error being thrown - Move to Vehicle button tooltip on the Weapons tab is now correctly translated - Complex Forms that use a device attribute for their Common Skill (System, Resp onse, Firewall, Signal) no longer throw an error when selected - Commonly Used Skill on the Select Program Options tab is now translated proper ly - fixed an issue that prevented Spell Category names from being translated New Strings - Checkbox_Options_MultiplyRestrictedCost - Checkbox_Options_MultiplyForbiddenCost Build 262 - fixed an issue where Adept Powers over Rating 6 would cause an error to be thr own when loading a saved character - Adept Powers now have their maximum Rating properly set when being added to a character with a MAG higher than 6 - added <rawdamage /> to the printout XML for Weapons which writes out the formu la (not calculated) Damage for a Weapon - Update window now checks the downloaded files and re-downloads files that are accidentally written as 0 bytes in an attempt to avoid errors

- added support for Protosapients and Technocritters Critters - purchase windows now include a Test field to show the Extended Availability Te st for items - added support for editing the amount for manually-created Expense Entries New Strings - String_Day - String_Days - String_Week - String_Weeks - String_Hour - String_Hours Build 259 - added support for <composure /> to the Improvement Manager which improves a ch aracter's Composure Special Attribute Test - added support for <max /> to <specificskill /> in the Improvement Manager whic h improves a Skill's maximum Rating - when loading a saved character, Weapons, Skills, and Gear now replace "Hold-Ou ts" with "Holdouts" to match the SR4A errata - added a Close item to the File menu - default message for Expense Entries now reads from the translation file - double quotes in Knowledge Skill names should no longer cause an error to be t hrown when loading a save file - automatically-created Copy Protection and Optimization plugins now have their Rating correctly set to 1 if their parents do not have a Rating - added Code of Conduct Qualities from Runner's Companion - fixed an issue where attempting to move a character to Career Mode could throw an error if the character had a Weapon with a Forbidden Avail while using a non -English language - fixed an issue where attempting to print a Critter with an Exotic Active Skill could throw an error - Cyberware now translates Attribute and Skill names as needed - Complex Forms and their Options now show their selected Rating in the Complex Forms list - Critter Powers, Complex Forms, and Complex Form Options now show their extra s election text if applicable - added an optional rule to use calculated Vehicle Sensor Ratings which uses the average Rating for all Sensor Functions plugins in the Vehicle's Sensor (disabl ed by default) - Weapons now support <allowmod /> which, when set to false, prevents them from being able to add Weapon Modifications - SR4 sheet now shows Lifestyle Name - Game Master Summary sheet now shows Critter Powers and Movement - Text-Only sheet now shows Lifestyles and Movement - added support for Armor Mods adding Cyberweapons (MilSpec Armor) - correct the Reach for Shapeshifters - Foot Anchor now creates a Foot Anchor Weapon Modified Strings - MessageTitle_CannotModifyWeapon New Strings - Menu_FileClose - String_ExpenseDefault - Tab_Improvements - Checkbox_Options_UseCalculatedVehicleSensorRatings - Message_CannotModifyWeaponMod Build 254

- added support for <matrixinitiativepassadd /> to the Improvement Manager which stacks additional Matrix Initiative Pass bonuses on top of the highest value - added support for <initiativepassadd /> to the Improvement Manager which stack s additional Initiative Pass bonuses on top of the highest value - added <matrixinitiativepassadd /> to Simsense Booster and Simsense Accelerator - added <initiativepassadd /> to Acceleration - editing an Advanced Lifestyle no longer resets its number of pre-paid months t o 1 - added support for naming standard Lifestyles - melee Weapons mounted in Cyberlimbs now use the limb's STR for calculating the ir Damage - reverted the change to Mystic Adept Power levels: as per the FAQ, their maximu m level is based on your Adept MAG, not total MAG - updated the Max. Spirit Force House Rule to also encompass Mystic Adept Power Levels - Adept Powers now show their source and page information in a tooltip - added support for transferring Weapons between a character's Inventory and Veh icles - fixed an issue where purchasing additional Ammo could result in a divide by ze ro error - Critter Powers tab is now properly cleared when access to Critter Powers has b een lost Modified Strings - Checkbox_Options_MaxSpiritForce New Strings - Message_CannotMoveWeapons - MessageTitle_CannotMoveWeapons - Message_SelectLifestyleName - MessageTitle_SelectLifestyle - String_LifestyleName Build 251 - added an optional rule for Armor Degradation (disabled by default) - added support for Armor Degradation in Career Mode - added support for transferring Gear between a character's Inventory and Vehicl es - fixed an issue where removing the last of a Gear that also created a Weapon en try would not remove the appropriate Weapon - fixed an issue where adding Gear that resulted in a stack would create a dupli cate copy of its Weapon - attempting to move a character to Career Mode no longer throws an error when c hecking item Availability using a non-English language New Strings - String_MoveGear - Tip_ArmorDegradationBPlus - Tip_ArmorDegradationBMinus - Tip_ArmorDegradationIPlus - Tip_ArmorDegradationIMinus - Tip_TransferToVehicle - Tip_TransferToInventory Build 250 - A.I.s can now select Commlink and Vehicles as their Home Node - corrected the tooltip for Career Karma - printout XML no longer includes object GUIDs - Gear now includes <bonded /> and <equipped /> in the printout XML - Gear and Vehicles now include <homenode /> in the printout XML

- Adept Powers are now correctly limited by the character's total MAG instead of the MAG allocated only to the character's Adept aspect - Settings File list is now sorted correctly to prevent file mismatches - Hacked and Do It Yourself Gear now apply the correct cost modifiers to Gear wh en added as plugins to Vehicles - Autsofts and Skillsofts can now be Hacked - fixed an issue that caused a Technomancer's Biofeedback Filter to never be giv en a Rating on printouts - fixed an issue that caused newly added Cyberware to select Standard Grade imme diately after being added - fixed an issue that could cause Gear quantities to be incorrectly updated when selecting an item for the first time in Create Mode - fixed an issue where adding Gear as a plugin could cause the quantity of the p arent item to be modified - added the ability to search for Complex Forms in the Select Complex Form windo w - added options to automatically add Copy Protection and Registration plugins in dividually to Matrix Programs (enabled by default) - added house rules for allowing a character to exceed 35 BP worth of Positive a nd Negative Qualities - added an option to start the application in fullscreen mode (disabled by defau lt) - added a conext menu entry to edit Advanced Lifestyles - Search field is now selected by default when opening windows with the ability to Search - Gear Capacity should now calculate correctly when dealing with decimals in reg ions that use something other than "." to separate decimal places - removed redundant "Chummer" from the window title and put character Alias befo re the current operating mode - changing the number of months for a Lifestyle in Career Mode now marks the cha racter as having unsaved changes - Skills now include <source /> and <page /> information on the printout XML whe n appropriate - Active Skills now show their source and page information in a tooltip - removed the close box from a number of limited-selection windows that require a value to be selected - Gear now displays the correct quantity when added as a plugin - added a Buy Ammo button to the Weapons tab in Career Mode which allows you to select a type of Ammo and automatically assigns the correct Weapon Category for the currently-selected Weapon - ampersand characters in Category and item names should no longer confuse the X ML Manager when trying to match translated items - Drain and Fading Attributes are now translated - Ammo Category is now translated in the Out of Ammo message - Quality names are now translated in the Swap Quality message - Martial Art name is now translated in the Martial Art Advantage limit message - Complex Form and Quality names are now translated in the Confirm Karma Expense messages - Attribute, Skill, Skill Group, Martial Art, Complex Form, and Program Option n ames are now translated when creating Karma Expenses messages - all Improvement dialogues should now show translated item names when appropria te - Skill name is now translated in the Break Skill Group message - Radius in Weapon Damage is now translated - Skills now show the translated Attribute abbreviation - Weapon Mount is now translated for Weapon Accessories - Weapon Firing Modes now read from the translation file - Spell Descriptors, Type, Range, Damage, Duration, and DV are now translated - Critter Power Type, Action, Range, and Duration are now translated - Cyberware, Bioware, and Gear Weapons now have their Category name translated o

n the Weapons tab - included plugins that come with Cyberware (such as Cybereyes) are now properly translated when added to the character - Commonly Used Skill on the Complex Forms tab are now translated New Strings - Tip_OtherCareerKarma - Tip_BuyAmmo - Checkbox_HomeNode - Menu_NameLifestyle - Menu_EditAdvancedLifestyle - Checkbox_Options_AutomaticCopyProtection - Checkbox_Options_AutomaticRegistration - Checkbox_Options_ExceedPositiveQualities - Checkbox_Options_ExceedNegativeQualities - Checkbox_Options_ExceedNegativeQualitiesLimit - Checkbox_Options_StartupFullscreen - String_DamageRadius - String_ModeSingleShot - String_ModeSemiAutomatic - String_ModeBurstFire - String_ModeFullAutomatic - String_ModeSpecial - String_SpellForce - String_SpellSpecial - String_SpellTypePhysical - String_SpellTypeMana - String_SpellDurationInstant - String_SpellDurationInstantLong - String_SpellDurationPermanent - String_SpellDurationSustained - String_SpellDurationSustainedLong - String_SpellDurationAlways - String_SpellDurationSpecial - String_SpellRangeLineOfSight - String_SpellRangeArea - String_SpellRangeTouch - String_SpellRangeTouchLong - String_SpellRangeSelf - String_DescActive - String_DescArea - String_DescDirect - String_DescDirectional - String_DescElemental - String_DescEnvironmental - String_DescExtendedArea - String_DescIndirect - String_DescMana - String_DescMental - String_DescMultiSense - String_DescNegative - String_DescObvious - String_DescPassive - String_DescPhysical - String_DescPsychic - String_DescRealistic - String_DescSingleSense - String_DescTouch - String_ActionAutomatic - String_ActionFree

- String_ActionSimple - String_ActionComplex Build 247 - character Alias is now shown in the prompt to save a character when exiting th e application to make identifying which characters to save easier - Quality names are now translated in the error message when trying to change yo ur Metatype - Add Sprite button now reads from the translation file - required and forbidden items are now translated in the Select Quality and Sele ct Metamagic/Echo windows - Adept Powers now have their Ratings properly reduced if a character's MAG is r educed - Adept Powers can now go above Rating 6 based on the character's MAG Attribute - added <ratingmax /> to the printout XML for Skills to show the maximum Rating the character would be able to acquire for the Skill - Firewall and System Ratings are now properly restricted when adding a Commlink Operating System Upgrade to a Commlink Operating System - fixed an issue where adding a Firewall Commlink Operating System Upgrade to a Commlink Operating System would cause a Commlink to believe its new Firewall Rat ing to be 0 - all non-Suite, non-Hacked Matrix Programs now come with Copy Protection and Re gistration Modified Strings - Message_UnsavedChanges New Strings - Button_AddSprite Build 246 - Weapon reloading methods are now read from the translation file - Weapon Accessories now show their mount points when selected - Weapon Mods now show their mod slots when selected - selecting a Weapon Accessory or Weapon Mod now updates the Range information t o match the Weapon it's attached to - loading a character with a Commlink Operating System Upgrade attached to a Com mlink Operating System no longer throws an error - Commlinks now check for Operating System Upgrades within their Commlink Operat ing Systems in addition to within the Commlink itself - added <currentammo /> to the Weapon information in the printout XML which give s the name of the Ammo currently loaded in the Weapon - Skills affected by Incompetent are now correctly marked as not allowing Defaul ting - Quality type is now translated in the printout XML - Contact type is now translated in the printout XML - Weapon RC now always displays as a whole number (no brackets) since it always shows the Weapon's RC based on the currently installed plugins (the brackets jus t made things more confusing) - XML indenting/formatting is preserved when adding a custom Cyberware Suite or PACKS Kit to an existing custom file - FIRE! and Reload buttons and Ammo selection list are now only enabled when an appropriate Weapon is selected - Vehicle Weapons now show their Dice Pool (Targeting Autosofts must be given a value that matches the Weapon's Category, otherwise it assumes that the highestrated Targeting Autosoft should be used) - Increased Cylinder Weapon Mod now properly changes the Weapon's Ammo to 8(cy) - added Hollow Cyberlimb and Hollow Cybertorso to the Post-Mortem Modifications Category in Gear - Save As now uses the character's Alias instead of their Name

- fixed an issue where converting the Metatype of an older character would throw an error if their MAG or RES were set to 0 New Strings - String_Or - String_AmmoBreakAction - String_AmmoBelt - String_AmmoBox - String_AmmoClip - String_AmmoCylinder - String_AmmoDrum - String_AmmoEnergy - String_AmmoExternalSource - String_AmmoMagazine - String_AmmoMuzzleLoad - String_AmmoSpecial - String_Contact - String_Enemy Build 244 - Character Name has been shortened to Name and moved to the Character Info tab (swapping places with Alias which now appears on the Common tab) - editing a Nuyen Expense now properly shows the Nuyen labels instead of Karma o nes - Skillsofts and Autosofts now come with the Copy Protection and Registration Pr ogram Options when added - Weapon Modifications and Accessories now show their calculated cost instead of "Weapon Cost" - options in the FIRE menu are now translated names - Gear now shows its translated Category properly - Metatype and Metavariant are now translated in the printout XML - Weapon Modification Category name in the Select Weapon Mod window is now trans lated - Avail fields now show their translated Avail code - Expense Entries that are created automatically now use the translated names of the items affected/added - added missing tooltip for Metatype Source - Notes can now be added to Bioware - Gear, Armor, and Cyberware now support items that have a variable Cost that is not tied to Rating - Select Weapon Category message when purchasing Ammo now reads from the transla tion file - Weapon Damage and AP codes now read from the translation file - Edit Expense window now uses the system's current date and time format for dis playing date and time information - editing an Expense with an amount of 0 no longer throws an error Modified Strings - Label_CharacterName New Strings - String_WeaponCost - String_VehicleCost - String_SingleShot - String_ShortBurst - String_LongBurst - String_FullBurst - String_SuppressiveFire - String_AvailRestricted - String_AvailForbidden

String_DamageStun String_DamagePhysical String_SelectVariableCost String_SelectWeaponCategoryAmmo String_APHalf String_DamageChemical String_DamageSpecial String_DamageElectric String_DamageFlechette String_DamagePOrS String_DamageGrenade String_DamageMissile String_DamageMortar String_DamageRocket String_DamageAsDrugToxin String_DamageAsRound String_DamageMeter

Build 242 - attempting to Bond Foci that do not provide Improvements no longer throws an e rror - Improvement Manager now ignores all attempts to create Improvements when no Im provement information is provided - verify data file process now correctly ignores all custom data files - Skill Specializations no longer allow a value of all spaces - fixed the way that discounted Adept Powers are calculated and rounded (Points x Rating x Discount, rounded instead of (Points x Discount, rounded) x Rating) - time on Expense Entries can now be modified - Vehicles now show their System Rating Build 241 - Cyberware Weapons can now be reloaded using the appropriate Ammo type - Knowledge Skills list is now populated using the selected language if possible - Skill Specialization list is now populated using the selected language if poss ible - select text window now reads from the language file - attempting to add an Echo no longer throws an error when the window opens - Notes window can now be resized - editing Notes now marks a character as having changes - added Living Persona information to the Complex Forms tab - A.I.s no longer add a Rating to the Ergonomic Program Option since it doesn't actually have one - reorganised Gear Categories to more closely match those found in the Runner's Toolkit Compiled Tables booklet - removed most Gear Category restrictions from items since components can be pur chased on their own and combined later and allow greater flexibility - selecting Undo Karma Expense or Undo Nuyen Expense without an item selected no longer throws an error - Essence Holes no longer count towards Bioware and Cyberware Essence totals and just affect the character overall - the Delete key now does the same thing as pressing the Delete button when a li st item is selected (Qualities, Critter Powers, Metamagics/Echoes) - Metatypes and Metavariants now show their translated names in the Create and C areer windows - Metatype and Metavariant source information is now shown below the Metatype la bel in the Create and Career window - Maximum Armor Modification and Armor Suit Capacity (both found on AR 44) are n ow Optional Rules (disabled by default) - Armor Capacity is now calculated properly for Armors without an inherent Capac ity value according to the Maximum Armor Modification rule found on AR 44

- tabs now show the character's Alias instead of their Name if they have an Alia s - Weapon Dice Pool total in Career Mode now includes the bonus for the Smartgun System if the Weapon has a Smartgun System Accessory or Modification and the cha racter has an item that provides a Smartlink - Select Gear window no longer shows Categories that have no items for its curre nt context - Vehicle Mods now support <pilot /> to change a Vehicle's Pilot Rating - Vehicles now show their Firewall, Signal, and Response Ratings - added <movementwalk />, <movementswim />, and <movementfly /> to the printout XML to make displaying the Movement, Swim, and Fly speed easier - Skills in the printout XML now output their translated Attribute, Skill Group, and Skill Category New Strings - String_Improvement_SelectText - Label_BiofeedbackFilter - Tip_TechnomancerResponse - Tip_TechnomancerSignal - Tip_TechnomancerSystem - Tip_TechnomancerFirewall - Tip_TechnomancerBiofeedbackFilter - Checkbox_Options_MaximumArmorModifications - Checkbox_Options_ArmorSuitCapacity - Checkbox_Options_ArmorDegradation Build 238 - A.I.s now use the correct Optimization plugin - Gear plugins now properly use their Rating when applying Improvements when add ed to a character - changing a Gear's Rating now correctly updates any Improvements they apply to the character - searching should now work with accented characters - augmented Attribute tooltips now use the translated object names when appropri ate - advanced Contact option strings now read from the language file - fixed an issue where Critters with Skill Groups higher than Rating 6 would cau se an error when being saved as Created and loaded in Career Mode - Commlinks and Commlink Operating Systems are now saved, loaded, and printed pr operly when added to a Vehicle New Strings - String_SelectContactConnection_Members - String_SelectContactConnection_AreaDistrict - String_SelectContactConnection_AreaSprawlwide - String_SelectContactConnection_AreaNational - String_SelectContactConnection_AreaGlobal - String_SelectContactConnection_MagicalMinority - String_SelectContactConnection_MagicalMost - String_SelectContactConnection_MagicalVast - String_SelectContactConnection_MatrixActive - String_SelectContactConnection_MatrixBroad - String_SelectContactConnection_MatrixPervasive Build 236 - fixed an issue that caused a Metatype's BP cost to be multiplied by the Karma multiplier when building a character with BP - Echoes and Metamagics now support Quality requirements - added a checkbox to the Select Metamagic window to show only Metamagics/Echoes the character can take

- Knowledge Skills no longer ask for a Karma expense confirmation if the cost is 0 Karma (improving a Language with the Linguistics Adept Power) - A.I.s now have the Ergonomic and Optimization Program Options added to Matrix Programs for free - Markup field is now correctly hidden in the Select Vehicle window in Create Mo de - fixed an issue that could prevent the Gear Qty field from being refreshed prop erly when selecting a different item in Create Mode - Enemy BP is no longer included in the Negative Qualities BP total on the Build Point Summary tab since it already has its own field - Update window no longer stays open if automatic updates are enabled and there are optional languages that are not installed but can be downloaded New Strings - Checkbox_SelectMetamagic_LimitList - Checkbox_SelectEcho_LimitList Build 234 - all items should now output their data in the selected language - translation file verification no longer compares against Ranges data file - translation file verification no longer checks for missing <code /> tags - translation file verification no longer checks <costs /> when checking Lifesty les content - Language Manager now attempts to translate selected Weapon Categories, Skills, and Skill Groups when displaying Qualities, Gear, and other items that ask for this information to be selected - added support for translating Advantages and Disadvantages for Mentor Spirits and Paragons (<advantage /> and <disadvantage /> in the translation file) - Weapon Mounts are now properly detected when trying to add a Weapon while usin g a non-English language - Advanced Lifestyle window now uses translated names - Advanced Lifestyle window now shows the source information for the currently s elected Quality - Mechanical Arm Vehicle Mod can now be given a Weapon - Skills now only check for Skillsofts if the character has something that gives them access to Skillwires - added drag-and-drop support for re-ordering Lifestyles, Armor, Weapons, and Ve hicles (base items only) - added support for the Recoil and Strength Optional Rule which adjusts a Weapon 's RC based on the character's Strength (disabled by default) - Knowledge Skills are sorted in alphabetical order when a character is loaded - Additional Discount field in the Select Cyberware window (enabled by House Rul e) now allows a negative modifier for glitched implant jobs - fixed an issue that caused the content of custom data files to be cached when attempting to cache content from the core data files, resulting in multiple copi es of custom items New Strings - Checkbox_Options_StrengthAffectsRecoil Build 231 - adding free Qualities in Career Mode no longer asks you to confirm the Expense for 0 Karma - fixed an issue that prevented Lifestyles from being modified after being added to a character when using a non-English language - Enter key now rolls the dice when pressed in the Roll Dice window - included Accessories and Mods are now translated in the Select Weapon window - mount points are now translated in the Select Weapon window - added Arsenal French Content to list of sourcebooks - added additional Vehicles from the French version of Arsenal

- added missing MicroWeave Spider and Medusa Extensions Drones from Attitude - Vehicles that come pre-equipped with multiple Weapons now place one Weapon on each Weapon Mount if possible - Advanced Lifestyles can now be modified by double-clicking on them - main character and general information sections can now be resized with a spli tter - fixed an issue that would cause Bonding a Focus to attempt to create Improveme nts for the incorrect piece of Gear - translation file verification no longer compares against PACKS Kit data files - corrected the logic for verifying Metavariant translations - added a Notes tab in Career Mode to record general gameplay notes New Strings - String_MountTop - String_MountUnder - String_MountBarrel - Tab_Notes Build 229 - XmlManager now caches base data files and merged translation information which should reduce character load times by 50%-70% and make everything else a little quicker - added support for <drainresist /> to the Improvement Manager which improves a character's Drain Resistance pool - added support for <fadingresist /> to the Improvement Manager which improves a character's Fading Resistance pool - added a Verify Data File button to the Options window to verify the contents o f data translation files (verifies only the content from selected books; like th e Verify button, this is not needed unless you're working on translations) - added support for <rangebonus /> to Weapon Mods which increase or decreases a Weapon's Range by the specified percent - added <rangebonus /> to Barrel Extension and Barrel Reduction Weapon Mods - fixed an issue that caused Gear to assume that plugins should always consume C apacity, even when they do not contain square brackets to indicate that they sho uld - Spell list is now sorted alphabetically within each Category - Complex Form list is now sorted alphabetically within each Category - Martial Arts list is now sorted alphabetically within each Category - Active Skills are now sorted in alphabetical order in non-English languages - Skill Groups are now sorted in alphabetical order in non-English languages - added Device field to the Vehicles tab to show the selected Vehicle's Device R ating - added <drainresist /> to Focused Concentration (Rating 1) and Focused Concentr ation (Rating 2) Qualities - fixed an issue with translations that had &amp; in their names or translated v alues throwing errors when attempting to load them - Bioware Grade list in Create Mode now reads from the Bioware data file and pre sents only Grades that are actually available to them - Cultured Bioware is now properly limited to non-Second-Hand Grades - Symbionts and Genetic Infusions are properly limited to Standard Grade only - added support for naming Armor New Strings - Label_Device - Menu_NameArmor - Message_SelectArmorName - String_ArmorName Build 225 - fixed an issue where the plugins for Pre-Packaged Nexi were not given an Avail

ability which would cause an error to be thrown when selected - added missing Evo Mobile Terminus Nexus to the Roving Hub Drone - Nexi now have access to the Commlink Modules Category as plugins - custom Nexi now have their context menus when added - fixed an issue where calculating Gear Capacity in regions that use something o ther than "." to separate decimal places would cause an error to be thrown - cost adding Gear to Armor now correctly includes the selected markup - added support for Markup to Select Armor, Select Armor Mod, Select Weapon, Sel ect Vehicle Mod, Select Weapon Mod, and Select Weapon Accessory windows in Caree r Mode - added support for Markup to Select Vehicle window in Career Mode which applies the markup percentage AFTER any Used Vehicle discounts since they affect the Ve hicle's base price - Technomancer Networks no longer cost Karma to join Build 223 - loaded Ammo now uses the translated Ammo names - loaded Ammo now shows the names of plugins attached to the Ammo - Reload window now uses the translated Ammo names - Reload window now shows the names of plugins attached to each Ammo - added a Stack checkbox to the Select Gear window in Career Mode - adding Gear no longer stacks with existing items unless the Stack checkbox is checked when the item is added (see below) - purchasing additional quantity of Gear that has plugins deducts the correct am ount of Nuyen - added support for splitting and merging Gear stacks - fixed an issue where adding certain Gear would incorrectly add Gear of the sam e name from a different Category - added support for Hacked Program Options - Gear Capacity is now rounded down to a minimum of 1 if the expression results in a non-whole number - added Capacity to Matrix Program, Simsense, and Program Options - the free Copy Protection and Registration Program Options are no longer automa tically added to Matrix Program that do not have access to them (such as IC) - added support for loading individual clips in multiple-clip Weapons (see below ) Stacking Notes When Stacking, Gear is matched by the combination of Name, Category, Rating, and selected values (such as selected Weapon Category or text). When clicking the + button next to Qty on the Gear tab, the selected item is the stack you will be adding to. When clicking the Add Gear button, the application adds the item to t he first matching instance of Gear it can find. Multiple-Clip Weapons Career Mode now supports loading each clip of a multiple-clip Weapon (like the Y amaha Sakura Fubuki) individually. Each can have its own type of Ammo loaded and their counts and stats are tracked individually. When an Ammo slot is selected, the Ammo count, Weapon AP, Weapon Damage, and Weapon RC are updated to reflect the currently-selected Ammo. Clicking the Fire and Reload buttons affect the cur rently-selected Ammo slot. New Strings - Title_SelectNumber - Title_SelectItem - Label_SelectGear_Stack - Tip_SplitGearQty - Tip_MergeGearQty - String_SplitGear - String_MergeGear

Message_CannotSplitGear MessageTitle_CannotSplitGear Message_CannotMergeGear MessageTitle_CannotMergeGear String_SlotNumber String_Empty

Build 221 - added support for <swapskillattribute /> to the Improvement Manager which repl aces the select Physical Attribute with the appropriate Mental Attribute for all Active Skills - added support for <exclude /> to the skillattribute Improvement - Commlinks and Operating Systems now properly save and load their Location - plugins are correctly listed under their parent items after being moved back t o the default Gear location as a result of deleting their current Location - Gear Weapon bonus information is now written to the print XML if available (we aponbonusdamage and weaponbonusap) - Ammo now displays its Weapon Damage and AP modifiers when selected if applicab le - the total Rating field for Active Skills is always enabled, even when the Skil l is a part of a Group, so that its tooltip information is always available - Gear in the Foci and Metamagic Foci Categories only apply their bonuses when B ound to the character and are removed if the Focus is removed for Unbound - Power Focus now improves all MAG-related Active Skills when Bound except for C ounterspelling since it is a situational modifier - added <swapskillattribute /> to the Mind Over Matter Adept Power - Viewer window now only shows files that end in .xsl - corrected Total Cost to only modify the cost of the base Weapon and its Modifi cations excluding Accessories - fixed an issue that prevented Gear from being deleted if it was not part of th e Selected Gear Location - fixed an issue where new Knowledge Skills showed their Category as being Acade mic but the Skill believed its Cateegory was blank - Knowledge Skills that were accidentally saved with a blank Category now assume they are Academic to avoid errors - Skill Filter dropdown now repositions itself to avoid overlapping with other b uttons - Dice Pool size is shown for the selected Weapon's Active Skill in Career Mode - Locations in the Gear list can now be reorganised using drag and drop (Selecte d Gear cannot be moved and is always the first Location in the list) - added tracking highlight when drag-and-dropping Gear and Locations New Strings - Label_DicePool Build 219 - added <categories /> to skills.xml - Knowledge Skill Categories now populate from the Category list - Active Skills can now be filtered in Create Mode - added the ability to filter Active Skills based on their Category - clicking Add & More in the Select Cyberware window when adding Cyberware to a Vehicle Mod now properly opens the Select Cyberware window again - added support for forcing Qualities to be added through other Qualities - fixed an issue where binding Foci in a particular order would throw and error - fixed an issue where reducing a Gear's quantity when it belongs to the non-def ault container would occasionally throw an error - moved Arrowheads to their own Category which can now be attached to standard A rrows and Bolts - added Payload Tip from Arsenal (German) to Arrowheads - moved Mortar Heads to their own Category which can now be attached to Mortars

- moved Heavy Mortar Heads to their own Category which can now be attached to He avy Mortars - moved Missile & Rocket Heads to their own Category which can now be attached t o Missiles and Rockets Build 217 - fixed an issue where selecting a PACKS Kit that had Cyberware with plugins wou ld throw an error - Enemy Group Rating now contributes to Enemy BP total - Enemy Group Rating is now correctly populated when loading a character - rewrote how Gear is written to custom PACKS Kits so that things are nested pro perly and no longer results in having only 1 item - added support for Total Cost multiplier to Weapon Mod costs which multiply the total value of the Weapon - Select Weapon Accessory and Select Weapon Mod windows now include the Weapon's Accessory and Modification multipliers to show correct cost information - fixed an error that caused the Cyberware Grade list to not populate correctly when loading certain characters with Cyberware Build 216 - fixed an issue that would cause some Category lists to throw errors when using a non-English language Build 215 - added support for <concealability /> to the Improvement Manager which improves the Concealability of all Weapons - fixed an issue where a Foci's Force was not being properly evaluated and cause d an error to be thrown when attempting to populate the Bounded Foci list - print viewer window now hides files ending in the .xslt extension which can be used for reference files that are not complete XSL sheets on their own - added Shadowrun 4 (Skills Grouped by Rating) and Shadowrun 4 (Skills Grouped b y Name) character sheets created by KeyMasterOfGozer - Cyberware/Bioware Grade list in Create Mode now reads from the data translatio n file - fixed issues with non-English languages and the Select Quality, Select Skill G roup, and Select Gear windows Build 214 - added <location /> to the list of Gear elements generated for printouts - Advanced Lifestyle should no longer throw an error when selected after being a dded - Program Suites no longer add the Copy Protection and Registration Options to t hemselves (they are still created for the individual programs) - the Selected Gear default Location can no longer be deleted - fixed an issue with dragging and dropping Gear that caused the application to hang - fixed an issue that caused printing a character with a Martial Art to throw an error Build 213 - added support for translating core data - Smartlink bonus should always appear in an Active Skill's tooltip if applicabl e - Smartlink bonus is included in Dice Pool and Total for Active Skills on printo uts if applicable - checking and unchecking Foci in the Bonded Foci list should no longer throw er rors - fixed an issue where attempting to select or add a Cyberware Suite that contai ned anything with Second-Hand or Adapsin in its Grade would throw an error - selecting a Martial Art Advantage or Martial Art Maneuver now show the sourceb

ook and page number for the item New Strings - String_WeaponAccessory - String_WeaponModification - String_ExternalSource - String_VehicleModification - String_VehicleWeapon - String_VehicleWeaponAccessory - String_VehicleWeaponModification - String_UnnamedCharacter - String_UnarmedAttack - String_Unarmed - String_LivingPersona - String_BiofeedbackFilter - String_Commlink - String_CommlinkOperatingSystem - String_LivingPersonaGear Build 211 - added support for <judgeintentions /> to the Improvement Manager which improve s a character's Judge Intentions Special Attribute Test - added support for <liftandcarry /> to the Improvement Manager which improves a character's Lift and Carry Special Attribute Test - added support for <memory /> to the Improvement Manager which improves a chara cter's Memory Special Attribute Test - added Judge Intentions bonus to Kinesics Adept Power - Gear items no longer lose their context menus as a result of drag-and-drop - entering a blank name when adding a new Location is now treated in the same ma nner as clicking Cancel - moving a piece of Gear using drag-and-drop now marks a character as having uns aved changes - adding a Location now marks a character as having unsaved changes - +/- now appear next to Locations when they have Gear to allow them to be expan ded and collapsed as desired - Free Spirit Critter Powers are now only available for Free Spirits - Emergent Critter Powers are now only available to Sprites and A.I.s - Shapeshifter Critter Powers are now only available to Shapeshifters - Select PACKS Kit window now displays Negative Qualities that are a part of the selected Kit - Hacked software no longer adds the Copy Protection and Registration plugins - Add Location button now repositions itself to avoid overlapping with other but tons - corrected the logic for calculating Essence Loss and maximum Essence which was causing characters with an Infected Quality to incorrectly report spending BP o n their first point of MAG and Cyberzombies from receiving the correct bonuses/p enalties to their Attributes - Initiation/Submersion Grade names now read from the language file New Strings - String_Varies - String_Grade - String_Network - String_Group - String_Task - String_Ordeal Build 207 - added support for <swimpercent /> to the Improvement Manager which improves a character's Swim speed

- added support for <flypercent /> to the Improvement Manager which improves a c haracter's Fly speed - added support for <flyspeed /> to the Improvement Manager which gives a charac ter a Fly speed if they do not already have one - fixed an issue that prevented the proper Gear Categories from being available to Armor and Career Mode - added swimpercent information to Cyberfins and Functional Tail (Paddle) - added swimpercent information to Power Swimming - added flyspeed to Wingsuit Jetpack - opening a save file with no Movement information no longer throws an error and instead reads the missing information from the Metatypes/Critters file, adds it to the character, and saves the updated file - A.I. characters should no longer throw an error when creating or loading due t o their "Special" Movement rate - fixed an issue that caused the list of books being used to filter content in S elect windows to be based on the Settings file of the first character loaded ins tead of the current character - Exotic Active Skills are no longer hard-coded and have been moved to the skill s.xml data file to allow custom Exotic Active Skills to be defined - Select Side window now shows the name of the item being installed to reduce co nfusion, especially when adding a Cyberware Suite with multiple limbs - added a house rule for Allow Cyberware Essence costs to be discounted (see bel ow) - Rating and Gear Rating on the Vehicles tab have been merged into one field sin ce they both reflect the selected item's Rating and only one was ever used at a time - Matrix Programs now have the Copy Protection and Registration plugins attached to them for free if Unwired is selected in the character's Book Options - added support for Gear Locations to keep track of where stuff is stored Allow Cyberware Essence costs to be discounted House Rule When enabled, an Additional Discount field appears next to Essence Cost in the S elect Cyberware window. This percentage is in addition to any Essence cost disco unts from Grade and other Improvements. Remember that all discounts are cumulati ve. For example, if a Discount of 10% is selected along with the Alphaware Grade , the total Essence cost discount will be 30%: 20% from Alphaware and 10% from t he selected Discount amount. Modified Strings - Label_SelectSide New Strings - Checkbox_Options_AllowCyberwareESSDiscounts - Label_SelectCyberware_ESSDiscount - Button_AddLocation - String_AddLocation - Message_DeleteGearLocation Build 203 - added support for multipliers to the Metatypes cost Karma equal to their BP Op tional Rule (default 1) - added Limbs for Standard Characters option to pick which limbs count towards t he limb count total - average Attributes are now calculated across the chosen number of Cyberlimbs - tagged all Skull Cyberlimbs as occupying the head limb slot - fixed an issue that caused the Select Armor Mod window to allow Military Grade Armor Mods to be added to standard Armor - added Swim speeds to Metahumans (see below) - broke Movement out into separate fields for Movement, Swim, and Fly

Movement Changes New Metahuman characters will automatically pick up their Swim speed information . If you want to apply this to saved characters, you must manually edit the save file. Open your save file in any text editor such as Notepad. Look for the tag called <movement> (it will be very close to the top). Using a Human as an exampl e, it should read <movement>10/25</movement>. Change this to read <movement>10/2 5, Swim 5</movement> (you can find your Metatype's correct Swim speed below). Ma ke sure to include the comma and spaces as shown. Save the file and you're set. Dwarf: 4 Elf: 6 Human/Ork: 5 Troll: 7 New Strings - Label_OtherSwim - Label_OtherFly - Tip_OtherSwim - Tip_OtherFly - Label_Options_CyberlimbCount - String_LimbCount6 - String_LimbCount5Torso - String_LimbCount5Skull Build 200 - added Cloning Machine to the Special menu in Career Mode (see below) - put Armor Encumbrance calculation back to the correct method (Helmets and Shie lds and SecureTech PPP System DO count towards Armor Encumbrance but do not appl y to stacking) - Metavariant Improvements are now correctly removed from a character when chang ing their Metatype Cloning Machine The Cloning Machine is only available in Career Mode and is designed to make wor king with multiple copies of the same grunt/fodder NPC easier (which means you c an now track their individual Condition Monitors and Ammo). After selecting Clon ing Machine, enter the number of clones you would like to create. A new copy of the character file is opened and a number is added to their name to make identif ication easier. The cloned copies break their links to the original save file so that the source file is not accidentally overwritten by any one clone, though t heir individual files can still be saved. It should be noted that clones are cre ated from the save file of the currently-selected character rather than from the state of the currently selected character (meaning that unsaved changes will no t be cloned). New Strings - String_CloningMachineNumber - Message_CloningMachineNumberRequired - MessageTitle_CloningMachineNumberRequired Build 198 - Buy Ammo button is now properly disabled when non-Ammo Gear is selected in Car eer Mode - Vehicles can now come pre-equipped with Weapons - added Stoner-Ares M202 to Edgecrusher - Skillsofts Complex Forms can now select their appropriate Program Options - added support for Hacked Programs and Software - added support for Gremlins to the Dice Roller window - Attribute tooltip now shows when the Attribute is being affected by a Cyberlim b - fixed an issue where "BP" being translated in the selected language to throw e

rrors when adding certain Qualities in Create Mode - Armor from Helmets and Shields and SecureTech PPP System Categories no longer count towards Armor Encumbrance - fixed an issue that prevented Active Skills from display at the proper width i n Career Mode - clicking the Change Specialization button for an Active or Knowledge Skill now puts the focus on the Specialization field - rejecting the Karma cost or not having enough Karma when changing an Active or Knowledge Skill Specialization now puts it back to its old value instead of era sing it entirely - Metatype no longer inherit bonuses from their parent Metatype New Strings - Label_SelectGear_Hacked - Label_DiceRoller_Gremlins - String_CyberlimbAttributeModifier Build 197 - Sell Item window title now populates from the selected language - Character Name field now repositions and resizes itself to avoid overlapping w ith the Character Name label - tooltips for Gear + and - buttons are now populated from the selected language - Attribute names are now populated from the selected language - changing the Equipped status of Armor now removes or re-adds any Improvements for the Armor and its Armor Mods and Gear - changing the Equipped status of Armor Mods or Armor Gear now removes or re-add s any Improvements for them - added a button to speed up the process of purchasing more Ammo of the selected type in Career Mode - context menu for Underbarrel Weapons is now set properly when loading a saved character - added support for adding Underbarrel Weapons to Vehicle Weapons - loading a saved character that has joined a Group/Network is no longer asked t o spend Karma on joining the group again - controls should resize better when using a font size larger than the Windows d efault - Enter and Escape keys now work in the Advanced Lifestyle window - changed how the lists in Select Armor, Select Armor Mod, Select Weapon, Select Weapon Accessory, and Select Gear windows work (should not see any difference i n how this works hopefully, but it this is the first step towards allowing data to be translated) - Metavariants no longer inherit Qualities from their parent Metatype - Metatypes now have their vision Qualities as free Positive Qualities New Strings - Tab_IncreaseLifestyleMonths - Tab_DecreaseLifestyleMonths - Tip_IncreaseGearQty - Tip_DecreaseGearQty - String_AttributeBODLong - String_AttributeBODShort - String_AttributeAGILong - String_AttributeAGIShort - String_AttributeREALong - String_AttributeREAShort - String_AttributeSTRLong - String_AttributeSTRShort - String_AttributeCHALong - String_AttributeCHAShort - String_AttributeINTLong

String_AttributeINTShort String_AttributeLOGLong String_AttributeLOGShort String_AttributeWILLong String_AttributeWILShort String_AttributeEDGLong String_AttributeEDGShort String_AttributeMAGLong String_AttributeMAGShort String_AttributeRESLong String_AttributeRESShort String_AttributeINILong String_AttributeINIShort

Build 195 - Tip_OtherCMPhysical and Tip_OtherCMStun are now bound to the proper fields - Label_DiceRoller_Result now displays for all results an intended, not just Cri tical Glitches - fixed a number of text alignment issues - buttons now resize and reposition themselves based on their string length - String_SelectBP_BPSummary properly initialises in the selected language - Ignore Rules checkbox now reads its tooltip from the language file - Physical and Stun labels on the Condition Monitor tab are now translated corre ctly - tooltips for the tool bar are now populated from the selected language - tooltips for the Armor Equipped and Weapon Installed checkboxes now come from the language file - menus are now merged properly when using the non-default language - added support for setting markup amount when purchasing Gear in Career Mode New Strings: - Tip_SelectBP_IgnoreRules - Tip_ArmorEquipped - Tip_WeaponInstalled - Label_SelectGear_Markup Build 193 - corrected the tooltip information for improving Skill Groups - corrected the tooltip information for Knowledge Skills when loading a saved ch aracter in Career Mode - \n in language strings is now parsed properly - Matrix Initiative on printouts now uses the character's proper Matrix Initiati ve and Initiative Passes - Cyberware Plugins can now be added to Vehicle Mods that are marked to allow th em (currently only Mechanical Arms) New Strings: - Menu_AddCyberwarePlugin - Message_VehicleCyberwarePlugin - String_ExpensePurchaseVehicleCyberware - String_ExpenseSoldVehicleCyberware Build 192 - Roll button in the Dice Roller window now reads from the language file - clicking Remove Character in the Print Multiple window with no character selec ted no longer throws an error - Build Method lists now read BP/Karma strings from the language file - Omae login and filtering fields are now properly translated - Select a Side window now reads from the language file - corrected the translation tag for Impact on the Armor tab so it no longer inco

rrectly appears as "Ballistic Armor" - Matrix Initiative now compares using a Commlinks total Response instead of its base Response so Custom Commlinks will now affect Matrix Initiative properly - added missing Matrix IP information to Sim Module Cyberware - added Join Group/Network Karma cost to Options window (default 5) - added Leave Group/Network Karma cost to Options window (default 1) - added support for joining and leaving Groups/Networks New Strings: - Button_DiceRoller_Roll - String_Improvement_SideLeft - String_Improvement_SideRight - Label_SelectSide - Label_Options_JoinGroup - Label_Options_LeaveGroup - Label_Group - Label_Network - Checkbox_JoinedGroup - Checkbox_JoinedNetwork - String_ExpenseJoinGroup - String_ExpenseLeaveGroup - String_ExpenseJoinNetwork - String_ExpenseLeaveNetwork - Message_ConfirmKarmaExpenseJoinGroup - Message_ConfirmKarmaExpenseLeaveGroup - Message_ConfirmKarmaExpenseJoinNetwork - Message_ConfirmKarmaExpenseLeaveNetwork Build 191 - fixed an issue that caused the Lifestyle Nuyen window to throw an error when m oving a character to Career Mode Build 190 - all language information now comes from language files which can be found in t he lang directory - attempting to bind a Power Focus in Career Mode no longer throws an error Build 184 - corrected an issue with Spirits and Sprites that had any Attribute, Skill, or Complex Form with a Rating expression that involved division - window contents should no longer be affected by the selected text size in Wind ows - setting a Credstick's Rating to 0 no longer throws an error - added support for specifying Program Options for Complex Forms to metatypes.xm l and critters.xml - added support for specifying a Program Category for Optional Complex Forms to metatypes.xml and critters.xml - plugins are now saved when creating a custom Cyberware Suite Build 182 - added support for <adeptlinguistics /> to Improvement Manager which lets a cha racter buy Rating 1 for Language Knowledge Skills for free - updated the SR4 character sheet to include the page breaking solution by KeyMa sterOfGozer - Armor that has a Ballistic or Impact starting with "+" no longer doubles its v alue if it is the only piece of Armor the character is wearing - added support for <fullburst /> and <suppressive /> to Weapons and Weapon Mods which changes the number of rounds fired in Full Burst and Suppressive firing m odes respectively - Miniguns, High Velocity Weapons, and Weapons with the High Velocity Weapon Mod

now consume their correct ammo amounts when firing in Full Burst and Suppressiv e firing modes - added support for creating custom Cyberware Suites based on a character throug h Special > Create Cyberware Suite menu item in Create Mode (all Cyberware must be of the same Grade) - added a house rule for No Armor Encumbrance (disabled by default) - added a house rule to use BOD+STR as the Armor Encumbrance Threshold (disabled by default) - selecting Free! in the Select a Quality window without having a Quality select ed no longer throws an error - fixed a logic error where Condition Monitor tooltips would only show if the to tal modifier was greater than zero instead of not equal to zero - fixed a logic error where Movement Speed was only printed if the character had Movement Speed Improvements - Armor Capacity for Armor is now calculated in the Select Armor window Build 180 - added support for <ammocategory /> for Weapons which overrides the type of Amm o a Weapon uses (typically for Grenade Launchers that are found in the Assault R ifles category) - marked Grenade Launchers for Assault Rifles and Battle Rifles as using Grenade Launchers Ammo (minigrenades) - added support for <careerkarma /> requirement condition for Qualities which re quires a character to have earned an amount of Career Karma before the Quality c an be selected - added Legendary Quality from Street Legends - added support for naming Vehicles - corrected a logic error in the Essence cost calculation for Basic Bioware when a character has both the Type O System and Biocompatibility (bioware) Qualities - increasing Submersion Grade in Create Mode now costs the correct amount of Kar ma and puts the proper Grade number in the list - added Tradition and Stream information to printouts - Movement Speed Improvements no longer affect Fly or Swim Movement Speeds which throw errors (and shouldn't be modified) - Vehicles now show their Sensor's Signal Rating (next to the Sensor field when a Vehicle is selected) - added the ability to search for Weapon and Vehicles Mods in the Select Mod win dow - broke Reality Amplifiers into their individual types - Reality Amplifiers can now be added as Plugins for Commlinks Build 177 - Drain tooltips no longer throw an error for spells that contain a formula not based on the Spell's Force - Drain tooltips now calculate the Drain correctly in regions that use "," to se parate decimal places - added Redmond to list of specializations for Area Knowledge: Seattle - Black Market Quality now prompts for additional information when added - Sapient Education no longer counts towards the Positive Quality total since it is not technically a Quality in RC - Weapons now show their total Ammo value which includes Modifications and Under barrel Weapon adjustments on printouts - Supernatural Toughness Adept Power has been broken out into Supernatural Tough ness (Physical) and Supernaturall Toughness (Stun) - added missing Emergency Field Dressing Gear from War! - Chaser Autosoft can now go up to Rating 4 - added Greater Forms for Spirits from Street Magic Build 176 - Weapon Modifications and Accessories can now be added to Underbarrel Weapons

- Vehicle Mods that come pre-installed with a Vehicle are no longer considered f or Availability restrictions when marking a character as Created - Weapon Modifications and Accessories are no longer considered for Availability restrictions when marking a character as Created Build 175 - reducing a character's Initiate/Submersion Grade in Career Mode now reduces th e Attribute's Maximum accordingly - Skills now properly use their Skillsoft's Rating when printing - revised Vehicle context menu so that Add Gear and Add Weapon appear in the Gea r and Weapons menus respectively and is more intuitive - added a tooltip to DV on the Spells tab which shows the base DV for the select ed Spell at all of the Forces the Magician can cast the Spell at - increasing a Skill to Rating 7 now correctly doubles the cost in Create Mode - Foci with <selecttext /> now appear in the Focus list properly - fixed an issue where attempting to bond a Weapon Focus in Career Mode would th row an error - added missing Vehicles from War! - added Grenade Plugin: Gecko from War! - added missing Heavy Mortar and Howitzer Ammo from War! - added range information for Heavy Mortar and Howitzer - new Contacts are placed in the correct location when the list is scrolled - new Enemies are placed in the correct location when the list is scrolled - date can now be changed when editing an Expense Entry - added support for Cyberzombies (Special > Convert to Cyberzombie) - added an optional rule for Metatypes cost Karma equal to their BP (disabled by default) to accommodate the German books which say that Metatypes cost Karma wh en creating a character with Karma Build 172 - Expense Entry Undo information is now part of the save files - correct a logic error in Gear Availability calculations that was checking to s ee if it contained "+" instead of starting with "+" Build 171 - settings are now saved to an XML file which can be used to keep application co nfigurations identical across multiple computers (see below) - added preferred build method (BP/Karma), Build Points, and maximum Availabilit y to the Options window - Choose BP Amount window now reads preferred build method, Build Points, and ma ximum Availability from Options and uses those as the default values in the wind ow - Reload button is now properly disabled when no Weapon is selected - corrected Karma costs for improving Martial Arts in Career Mode - SR4 character sheet now shows the Rating and selected values for Vehicle Gear - Select Skill window now includes any appropriate Exotic Active Skills the char acter has already selected - Armor now supports the <addoncategory /> tag to include Gear that is normally only available as plugins - Ally Spirit Critter now properly uses the Attribute values from the data file instead of being limited by its Force like a traditional Spirit Settings Files Chances are, most people are just going to stick with the default one and modify it as needed. For those who take part in multiple games where the sourcebooks a llowed and optional rules used varies, you can create additional Settings files to keep all of this information separate. To create a new Setting, copy the defa ult.xml file in the settings directory, rename the new copy to whatever you like , then modify it using the Options window. When you create a new character, Chum mer asks you which Setting you would like to use (if more than 1 file exists). T

he name Settings file used is saved as part of the character file. You can chang e the Settings file a character uses by opening the save file in a text editor a nd changing the <settings /> tag to match the name of the desired file. These fi les can be given to players to make sure that everyone has the same set of optio ns enabled. Build 169 - added support for <restricteditemcount /> to Improvement Manager which increas e the number of items over the set Availability the character is allowed to star t with - added Max Avail field to the Select BP window which sets the maximum Availabil ity of items a character can start the game with (only checked when a character attempts to enter Career Mode) - added the ability to search for Qualities in the Select Quality window - Augmented Attribute calculations now properly adhere to Improvement Precedence Build 167 - Adept Powers that affect an Attribute can now be marked as not doubling the Po wer Point cost when the affected Attribute exceeds its Metatype Maximum - Improved Reflexes Adept Powers no longer double the Power Point cost when rais ing REA above its Metatype Maximum Build 166 - Spirits and Sprites now have their Bound checkbox set correctly when loading a character - renamed Select Contact Connection Modifiers window to Advanced Contact Options - added Free Contact checkbox to Advanced Contact Options - clicking Cancel while selling a Weapon Accessory or Weapon Mod no longer sells the item - Armor Mods now display their calculated Availability when applicable - opening a linked Contact or Spirit now uses the same loading mechanism as othe r characters and properly sets the tab's title - added support for adding Notes to any item by right-clicking on an item and ch oosing Notes from the context menu (window can be quickly closed by pressing Esc which also saves the contents) Build 164 - added support for <damageresistance /> to Improvement Manager which grants a c haracter additional dice for Damage Resistance Tests - added Ballistic Armor and Impact Armor fields to the Condition Monitor tab in Career Mode - added Dmg Resistance Pool field to the Condition Monitor tab in Career Mode wh ich shows the total number of dice the character gets for Damage Resistance Test s - Advanced Lifestyle Qualities are now properly cleared when moving from one Adv anced Lifestyle to another in Career Mode - Spirits and Sprites no longer have their number of services owed limited by an Active Skill in Career Mode - Adept Powers that improve Attributes now double the Power Points cost when goi ng over the Attribute's Metatype Maximum - Armor now displays the selected value for its Improvement when applicable - Armor and Armor Mods now show their name instead of internal ID when asking fo r values to be selected for an Improvement - Metamagics and Echoes now show their name instead of internal ID when asking f or values to be selected for an Improvement - Mentor Spirits and Paragons now show their name instead of internal ID when as king for values to be selected for an Improvement - Martial Arts Advantages now show their name instead of internal ID when asking for values to be selected for an Improvement - Metatypes and Metavariants now show their name instead of internal ID when ask

ing for values to be selected for an Improvement - Improvement dialogues now show the name of the item adding the Improvement for clarification if it's provided - canceling an Improvement dialogue when selecting a Mentor Spirit or Paragon no w properly cancels the Quality being added - fixed an issue where deleting the last existing Weapon Accessory on a Weapon w ould also delete the first Weapon Mod - Advanced Lifestyles now print their Comforts, Entertainment, Necessities, Neig hborhood, Security, and Qualities - binding a Focus in Career Mode now creates a Karma Expense Entry instead of re quiring a manual Karma Expense Entry to be made - un-binding a Focus in Career Mode now asks for confirmation - added ability to filter Active Skills by All, Rating > 0, and Total Rating > 0 in Career Mode - special path characters are now ignored by Omae when attempting to save the do wnloaded file Build 160 - fixed a logic error with Essence Loss and MAG/RES Attribute costs in Create Mo de - fixed an issue where deleting an Adept Power would cause all other Powers belo w it to be delete as well - Metamagic and Echoes now show their sourcebook information when selected on th e Initiation/Submersion tab - Mentor Spirit and Paragon information now appear on the Spells and Spirits and Sprites and Complex Forms tabs if a Mentor Spirit or Paragon has been selected - Armor now calculates its Armor Capacity if a value is not provided - Advanced Lifestyles can no longer go below 0 LP which would cause the applicat ion to throw an error - Advanced Lifestyle information is now properly cleared when selecting another Lifestyle from the list in Career Mode - Gear now supports items having a cost of Gear Cost * X Build 157 - losing access to the Adept Powers tab now properly clears the list of the Adep t Powers - losing access to the Spells and Spirits tab now properly clears all of the spe lls from the Spell list - losing access to the Initiation tab now properly removes any Improvements from Metamagics/Echoes - Attribute Modifiers can no longer take a character's minimum value below 1 unl ess they are a Critter (previously applied to anyone with access to the Critters tab) - only installed Weapon Mods and Accessories count towards Concealability - fixed an issue that could cause Maximum and Augmented Maximum Attribute values to display a value less than 0 - ESS Loss now decreases MAG/RES directly instead of lowering its effective valu e (in Create mode, this only lowers the Maximum Attribute value) - if MAG/RES ever drop to 0 from ESS Loss from Cyberware/Bioware in Career Mode, the character suffers burnout, losing access to all of their MAG/RES abilities and Attribute-linked Skills become Knowledge Skills - removing a Focus/Metamagic Focus from Gear properly removes the matching Bound Focus from the character - all Critters can now add Critter Powers from the Weakness category, even if th ey're not usually allowed to select additional Critter Powers - added tooltips for Augmented Attribute values to show how the Augmented value is being calculated - Omae now displays a message if a character cannot be downloaded instead of thr owing an error - Omae now ignores special pathing characters in character names to avoid errors

- Omae window can now be resized vertically to fit more characters in the window on larger displays - DV Improvements now affect Weapons created by Cyberware Build 155 - added support for <avail3 /> and <avail6 /> to Gear - revised how searching for Gear works so that only items from the selectable Ca tegories are searched for, and works when adding plugins - Weapon Mods now save their Rating and appear with the Mod's name when added to a Weapon - Gear now shows its Armor Capacity instead of standard Capacity when selected i n the Armor list - Armor now adds any Armor Mods and Gear that comes with it by default - underbarrel Weapons now have 6 slots instead of 3 - fixed an issue that prevented the Sensors category from being available to Veh icle Sensors in Career Mode - added Group Name to the list of fields for a Contact's Connection Modifiers - background Colour of Contacts can now be changed through the Contact's Connect ion Modifiers window Build 153 - fixed an issue with the Improvement Manager that forced values to be selected after changing the Rating of an Adept Power - character's Created status is now sent as part of their upload information for Omae - added support for filtering characters in Career or Create Mode to Omae - added a My Account button to Omae that appears after you are logged in which l ets you add or change the email address for your account - added support for resetting your Omae password which emails your new password (must have an email address set for your account) Build 152 - fixed an issue that caused non-numeric Cyberware Plugin costs to throw an erro r when selected in the Select Cyberware window - fixed an issue where users who were not logged into Omae could impersonate an existing user Build 151 - Omae no longer allows blank user names or passwords - fixed an issue that caused non-numeric Armor Mod costs to throw an error when selected after being added to a character Build 150 - Contact Notes window can now scroll - initial release of Omae (found in Tools > Omae) (see below) About Omae Omae is an online character repository where players and GMs can upload their cr eations to share with others who are looking for Contacts, Enemies, and Critters for their games. Anyone can download characters, but you must have a registered Omae account in order to upload characters. Registration is required so that pe ople can see who put the effort into the character, search for other creations b y that person, as well as allowing only the author to update a revised version o f the character or delete it entirely. Registration is free and only asks for a user name and password. No other information is asked for or recorded. I have no use for that stuff. Password are encoded and stored in the online database. You may also choose to save your user name and password information locally so that you can log into Omae automatically when you open the window. Password are stor ed in an encoded format within the Windows Registry along with the other Chummer settings. When a character is downloaded, it is saved to your [Chummer path]\sa

ves\omae directory. Build 149 - clicking Download Updates with nothing selected in the update window now displ ays an error message and does not attempt to download nothing - Select Gear window no longer disables Search when adding Gear to a Vehicle - clicking the Delete Vehicle button without having a Vehicle selected no longer throws an error - Attributes on the Build Point Summary tab in Create Mode has been broken out i nto Primary Attributes and Special Attributes to make Attribute BP totals easier to understand - added tooltips for Primary Attributes and Special Attributes to show the BP co st for all of the character's Attributes - canceling an Improvement dialogue when adding Gear to a Vehicle no longer caus es an irremovable piece of Gear to be added - canceling an Improvement dialogue when adding a Martial Arts Advantage no long er causes an irremovable Advantage to be added - Contacts can now have their Connection set to 0 if this Rating is unknown - adjusted the size of Contacts and Enemies so they no longer get a horizontal s croll bar when the list can be scrolled vertically - Specializations no longer cause Free Knowledge Skills in Karma Create Mode to get stuck in an infinite loop while calculating totals - 0-Rating Knowledge Skills no longer cost 2 Karma in Karma Create Mode - Armor Mod information is now refreshed as the Rating changes - added support for Armor Capacity - added support for adding Gear to Armor - Vehicle Category list is now sorted in alphabetical order Build 147 - added support for <skillwire /> to Improvement Manager which limits the effect ive Rating of Skillsofts - added appropriate <skillwire /> Improvements to Cyberware - Complex Forms now include the name of their commonly-used Skill - Complex Form commonly-used Skill now appears on the printout - Gear Plugins can now have Plugins of their own, meaning that Program Options c an be added to Matrix Programs attached to a Commlink - added support for multiple-capacity Gear - increasing an Active Skill from Rating 0 to Rating 1 in Career Mode now breaks the Skill Group - added an option to allow Active Skills to be re-Grouped if all of their Rating s are the same (disabled by default) - free Knowledge Skills in Karma Create Mode are now spread as evenly as possibl e amongst the lowest Ratings - Vehicle Gear and Weapons are now properly exported when the Vehicle has no Veh icle Mods while creating a PACKS Kit Build 145 - added support for <infirm /> to Improvement Manager which impacts the cost of Physical Active Skills - passing a save file as a command line argument no longer throws an error - Expense Entries are now printed in the correct order and date format for compu ters that are using a non-US date format - re-added support for converting Qualities in saved in the old format since it seems there ae a number of character still floating around with them - loading a character with the old Quality format immdiately saves the file with the new Quality format - Sensitive System Negative Quality now correctly only affects the Essence cost of Cyberware Build 142

- added support for <uncouth /> to Improvement Manager which impacts the cost of Social Active Skills - added support for <initiation /> to Improvement Manager which adjusts a charac ter's Initiation Grade - added support for <submersion /> to Improvement Manager which adjusts a charac ter's Submersion Grade - list of Qualities in the Select a Quality window is now sorted alphabetically - Fading Resistance total is now correctly updated when modifying an Attribute i n Career Mode - Skillsofts now affect Active Skills and Knowledge Skills (for Knowsoft/Linguas oft, you must create a Knowledge Skill with the same value you chose for the Ski llsoft, such as "Spanish") - Uncouth now properly affects the cost of Social Active Skills and locks Skill Groups that are made up of Social Active Skills - double-clicking on a Critter Power in the Select Critter Power window now acce pts the selected Critter Power as though the OK button was clicked - list of Critter Powers that the character has is now sorted in alphabetical or der - Critters can now raise their Skill Rating to their standard maximum Rating rat her than just the starting Rating - added support for convering Mundane Critters into Mutant Critters (Special men u > Convert to Mutant Critter) - added support for convering Mutant Critters into Toxic Critters (Special menu > Convert to Toxic Critter) - added an option for a flat number of free Contact BP (disabled by default) - renamed Online Help in the Help menu to Chummer Wiki - added a checkbox to the Select a Quality window to show only Metagenetic Quali ties (only appears when the character can select Metagenetic Qualities) Build 140 - Technomancer Sprites can now have a Rating higher than 6 Build 139 - corrected the Essence cost formula for Cyberware Suites - RES improvement button in Career Mode now considers the character's Submersion Grade (instead of Initiation Grade) to determine if it should be enabled or not Build 138 - Qualities marked as not contributing towards the Positive/Negative Quality BP limit properly deduct their cost from the character's BP/Karma total - Print window in Create Mode no longer prevents you from continuing to work in the main application window - characters now remember they have a Print window open and bring it to the fore ground - Print windows now refresh automatically when they are open and a change is mad e to the character in Career Mode - creating a PACKS Kit with Bioware/Cyberware no longer creates multiple copies of each item - added a basic Dice Roller to the Tools menu - added support for adding notes to Contacts and Enemies Build 137 - update window now displays the changelog for the application when an applicati on update is being downloaded - update window now updates a File Progress progress bar to show that work is ac tually being done instead of appearing as though the update has stopped Build 136 - added support for <armorencumbrancepenalty /> to Improvement Manager which adj usts the AGI and REA penalties by the number specified

- Nuyen totals are correctly updated after adding an Advanced Lifestyle - added Expense Undo support for manually created Karma and Nuyen Expenses - Skill Groups are disabled if you do not have access to at least one of the Gro up's Active Skills - adding a Negative Quality in Career Mode now creates a Karma Expense Entry whi ch can be undone - added a Free! checkbox to the Select a Quality window in Career Mode which cha nges a Quality's cost to 0 Karma - Metatypes with a natural Essence of 0 can now be marked as Created - Armor Mods now create their Improvements using their selected Rating instead o f Rating 1 - Armor Mods now update their Improvements when their Rating changes - added Military-Grade Armor Enhancements from Arsenal - Nuyen Expenses now have a % adjustment field that modifies the total value of the Expense - when deleting Enemies in Career Mode, you can choose between removing them for free or removing them with Karma - special Attribute-only tests (Composure, Judge Intentions, Lift/Carry, and Mem ory) now appear on the Other Info tab and on the character sheets - Living Persona Attributes are now properly limited by the RES Attribute Build 133 - Select PACKS Kit window now shows Staring Nuyen BP if a value is given - clicking in an empty space of the Kits list in the Select PACKS Kit window no longer throws an error - Gear plugins now have their Quantity set correctly when being added through a PAKCS Kit - added support for Complex Form Options to PACKS - added support for fully-defined Martial Arts to PACKS - added support for underbarrel Weapons to PACKS - added support for Vehicle Gear plugins to PACKS - added support for creating custom PACKS Kits based on a character through Spec ial > Create PACKS Kit menu item in Create Mode - Text-Only character sheet now prints Description, Background, Concept, and Not es sections when applicable - added Signal to the Build Nexus window - adding a Complex Form in Career Mode now asks for confirmation - Submersion History is now recorded properly - Undo for Submersion Grade Karma Expenses now works properly - Bound/Registered checkbox for Spirits/Sprites is now enabled in Career Mode - Vehicle Mods that come with a Vehicle can now be removed - Vehicles are no longer slowed down by the Armor they come equipped with by def ault (Armor Mods must exceed the Vehicle's standard Armor Rating to affect its S peed and Accel) - Free! and Do It Yourself now show the adjusted price in the Select windows - Enemies now allow for Connection Groups - A.I.s now have access to all of the Unwired A.I. Qualities, including those wi thout BP values - unchecking Show only Qualities I can take in the Select a Quality window now w orks with A.I. characters - Physical and Mental Attributes can now be raised to their total maximum (Metat ype Maximum + modifiers) instead of just their Metatype Maximum in Career Mode - Sprites now have access to the Sprites and Complex Forms tab - Sprites can now properly set their Complex Form Ratings to match their own Rat ing - individual character tabs now show just the character's name to make them easi er to find Build 130 - multiple windows now appear as a series of tabs to make finding and switching

between open character easier - Condition Monitor penalties are now applied to all Initiative scores in Career Mode - losing access to the MAG or RES special Attributes now resets their values bac k to the Metatype minimum in Create Mode - canceling an Improvement dialogue now rolls back all of the Improvements that would have been created by the selected item and prevents the triggering item fr om being added to the character - added System to list of Vehicle Modifications - Vehicles are now limited to +2 improvements to Response, System, Firewall, and Signal unless they have the Modular Electronics Vehicle Modification - added support for <selectmartialart /> to PACKS - added support for <lifestyles /> to PACKS Build 128 - added support for <adeptpowerpoints /> to Improvement Manager which grants add itional Power Points to Adepts/Mystic Adepts - added Additional Power Point Metamagic to cover the optional rule for Adepts/M ystic Adepts gaining Power Points in place of a Metamagic ability - melee Weapons no longer throw an error when selecting them - fixed an issue that caused the application to restrict underbarrel weapons to one per character instead of one per Weapon - Weapon Mods can now be added to Cyberweapons - added tooltip for the Contact Connection Modifiers button - added tooltips for the link icons for Contacts/Enemies and Spirits/Sprites - MAG/RES are now correctly affected by ESS loss - added support for the optional rule to limit dice pools to 20 dice or 2 x (Nat ural Attribute + Skill Rating), whichever is higher (disabled by default) - added a house rule that only reduces MAG/RES maximum from ESS loss Build 127 - Knowledge Skill list is properly populated again Build 126 - added Expense Undo support for Nuyen: Armor Mod, Nuyen: Weapon Accessory, Nuye n: Weapon Mod, Nuyen: Vehicle Mod, Nuyen: Vehicle Gear, Nuyen: Vehicle Weapon, N uyen: Vehicle Weapon Accessory, Nuyen: Vehicle Weapon Mod, Nuyen: Increase Lifes tyle, Karma: Add Spell, Karma: Skill Specialization, Karma: Skill Group Rating, Karma: Skill Rating, Karma: Metamagic/Echo, Karma: Initiate Grade, Karma: Add Ma rtial Art, Karma: Martial Art Rating, Karma: Martial Art Maneuver, Karma: Add Co mplex Form, Karma: Improve Complex Form, Karma: Add Complex Form Option, Karma: Improve Complex Form Option - reorganised Options window into tabs so it is less cluttered - fixed an issue that prevented Technomancers from improving their Complex Forms when the maximum Rating equaled their RES Attribute - deleting a Complex Form Option now actually removes it from the Complex Form - Skillsofts Complex Forms and Complex Form Options now only cost an amount of K arma equal to the Complex Form Improvement cost (default 1) - Skillsofts Complex Forms now require the character to have the Biowire Echo - Select Quality window now lets any Quality be selected when Ignore Rules is tu rned on - selecting the Selected Vehicle item when any Vehicle has a Sensor Plugin no lo nger throws an error - added support for the optional rule to ignore Armor Encumbrance when only a si ngle piece of Armor is worn (disabled by default) - list of sourcebooks in the Options window no longer requires the book to be se lected before it can be checked/unchecked - Update window now appears when updates are downloading and Automatic Updates a re enabled so it doesn't appear as though the application has hung - added support for changing a character's Metatype while in Create Mode (found

in the Special menu) - Free Contacts and Free Knowledge Skills options now show the proper checked st atus after saving options - right-clicking on a file name in the most recently used list now makes it stic ky so it always appears in the menu (right-click again to un-sticky) - Source labels now show the full book name in a tooltip when you hover over the m - Qualities no longer add their Improvements to the character if they cannot be added because of BP/Karma limitations - Bioware, Cyberware, Gear, Armor, and Armor Mods no longer add their Improvemen ts to the character if they do not have enough Nuyen to purchase them in Career Mode - Used Vehicles no longer throw an error when trying to add them to a character in regions that use "," to separate decimal places - Condition Monitor penalties have been corrected to use the highest value, not cumulative - Weapons now use the total ammo bonus modifier for all Mods instead of applying each bonus separately - added support for Additional Clip adding a second clip to the Weapon - Firing Selection Weapon Mods are now a separate item for each Mode that can be selected and add their Mode to the Weapon - Complex Form Options have been added to printout XML - Complex Form Options now appear on character sheets - Text-Only character sheet now prints Complex Forms when applicable - all Critter Powers are removed from the character if access to the Critters ta b is lost - Infected Qualities now grant access to the Critters tab and add the appropriat e Critter Powers Build 123 - added Expense Undo support for Nuyen: Armor, Nuyen: Weapon, Nuyen: Vehicle - 2 x CHA Free Contacts Option now applies to both BP and Karma build modes - fixed an issue that caused Free Contacts points to calculate per-contact inste ad of for the character as a whole - changed Free Contacts Option to allow the multiplier value to be specified - fixed an issue that caused precedence 0 Improvements to stack with others - High Pain Tolerance Positive Quality no longer stacks with other Condition Mon itor Threshold Improvements - Impaired Attribute Negative Quality no longer allows EDG, MAG, or RES to be se lected - Text-Only character sheet now prints EDG with the rest of the Attributes - Text-Only character sheet now prints Armor Mod Ratings when applicable - character sheets no longer display Rating 1 for Adept Powers that do not have a Rating - Advance Lifestyle Qualities list now clears when a different Advanced Lifestyl e is selected - Weapons with AP -half no longer throw an error when selected in Career Mode - Armor Rating stacking modifiers from items like Form-Fitting Armor are now cal culated separately and added to the highest Armor/Clothing Armor Ratings instead of being rolled into the highest Armor Rating Build 121 - removed temporary support for converting Qualities from the old format to the current format - removed the RES Attribute from A.I. - Metatypes that have an Attribute whose maximum is 0 (typically A.I.s) can now set any other Attribute to their Metatype maximum - Physical Attribute controls are disabled when creating an A.I. - free Positive Quality BP and free Negative Quality BP Improvements are now cor rectly loaded from saved characters

- clicking on Add Metamagic/Add Echo in Career Mode when the character does not yet have an Initiate Grade no longer throws an error - added Ruger Thunderbolt w/ Smartgun Weapon (Laser Sight version was not added since the Mod can be purchased for the same price) - Camera, Trideo and Microphone now consume 1 slot instead of a number of slots equal to their Rating - underbarrel Weapons now show their halved Ammo capacity when selected, not jus t when reloading them - Complex Form Options now cost BP/Karma - Complex Form Options can now be improved in Career Mode - changing a character's RES now changes the maximum value for the Complex Form field without having to re-select a Complex Form - MAG and RES Active Skills are now disabled when a character does not have acce ss to those special Attributes - Uneducated Negative Quality should now impact Skills and Skill Groups properly - added support for selecting individual aspects of Contact Connection Modifiers - began adding support for Expense Undo entries (see below) Expense Undo Entries This will be an ongoing project. By right-clicking on a Karma or Nuyen Expense, you can choose to undo the purchase. This will only be for Expenses that were cr eated during the current session. They will not be saved with your character inf ormation, so once you have closed the character, the undo history is lost (large ly to prevent undoing something done 10 game sessions ago without undoing anythi ng else). Currently supported items - Karma: Attribute, Karma: Add Quality, Nuye n: Cyberware/Bioware, Nuyen: Gear. This only undoes the expense for the item you have selected. If you later added child items you should undo these expenses fi rst - the undo function strictly undoes the single item that is selected, meanin g anything that was added after and not undone will not be refunded. This is int ended to undo your most recent few transactions only. Build 118 - A.I.s now have their missing Rating, System, Firewall, Signal, and Response At tributes - A.I. Condition Monitor, Matrix Initiative, and Initiative Passes are now calcu lated correctly - Commlink Software Suites, Program Packages, Software Suites, and Skillsoft Clu sters now have their Programs added as Gear - added Martial Art variants from Runner's Companion - adding missing Software from War! - added support for Software going to Rating 10 from War! - added support for Rating 10 Nexi Components - Nexi Components now populate their Availability when added - Gear marked as Free! now correctly sets the price to 0 when in Create Mode - removed Biofeedback Filter and Program Packages from list of Complex Forms - Vehicle Speed and Acceleration can no longer go below 0 - corrected an error where discounted Adept Powers got progressively cheaper aft er saving and loading - there is now a distinction between Dice Pool modifiers and Rating modifiers fo r Skills with only Rating modifiers being subject to the maximum modified Rating rule - Skill tooltips now provide a distinction between Rating modifiers and Dice Poo l modifiers and report "X of Y" of the character's total Rating modifiers being used because of the maximum modified Rating rule Build 117 - added support for <freespiritpowerpoints /> to Improvement Manager which grant s additional Power Points to Free Spirit characters - added support for Free Spirit characters (see below) - added support for A.I. character (see below)

- added A.I. Critters from Unwired - added Sprite Critters (big thanks to ShadowWalker for providing these) - added support for <gears /> to critters.xml so A.I. Critters can come pre-equi pped with their Programs - Military Grade Armor now uses the proper BOD X 3 limit for Armor Encumbrance ( having a single piece of Military Grade Armor equipped raises a character's Encu mbrance limit, regardless of any additional Armor they may be wearing) - Shapeshifters now have access to the Critters tab and have been given their Cr itter Powers (which also lets them add/remove Vulnerability and Allergy Critter Powers for their Untouched By Silver optional rule) - Shapeshifters now have Metavariants which let them select a Metatype for their Not Quite Always Human optional rule - Select Critter Powers window now groups Powers by Category - unarmed damage now correctly rounds up instead of down - added an option to allow free Knowledge Skills for characters in Karma Build M ode (disabled by default) - added an option to allow CHA x 2 free points of Contacts for characters in Kar ma Build Mode (disabled by default) - Career Mode correctly uses the Metatype's maximum Essence as the baseline for determining Essence Loss penalties - Exotic Active Skills no longer eat up points for selecting their Specializatio n - added support for <inherited /> Quality Requirement which indicates the Qualit y can only be gained when it is part of a Metatype - Skill Ratings in critters.xml now support expressions Free Spirit Characters Magic replaces Force since they are the same Attribute for the Free Spirit. When you first create a Free Spirit character, your Attribute BP total will be very high but is technically correct. All of the character's Attribute start at 2 and have a Metatype Maximum of 2 (the Free Spirit's starting Force/Magic). This mea ns that all of your Attribute costs are being calculated at their Metatype Maxim um which adds +15BP per Attribute. (This technically breaks all of the other wri tten rules saying only 1 Physical/Mental Attribute can be at it's Metatype Maxim um.) When MAG 3 or higher is selected, this number drops back down since they ar e all no longer at their Metatype Maximum. (And who would play a Force 2 Free Sp irit anyways?) A.I. Characters Resonance replaces Rating. Their free Programs can be purchased through Gear by selecting the Free! checkbox when purchasing. Build 114 - added support for <overflow /> to the Improvement Manager which improves the n umber of Overflow Condition Monitor boxes the character has - Physical Condition Monitor in Career Mode now includes boxes for Overflow - added Overflow to the Condition Monitor on the Shadowrun 4 Character Sheet - Other Info tab now shows a character's Career Karma (Career Mode only) and Mov ement - corrected how the maximum modified Skill Rating is calculated (total maximum m odified Rating = 1.5X the skill's base Rating) - added support for the special Vintage Weapon Mod from Gun Heaven which doubles the cost of all Accessories and Modifications - Initiation/Submersion Grades now record if a Group/Network and Ordeal/Task was used for each Grade - added a list to the Initiation tab which shows which options were used for eac h Grade - fixed an issue that caused the Weapon created by the Drone Mortar Gear to thro w an error when selected or attempting to print - Elemental Strike and Elemental Resistance Adept Powers now ask for a value to

be selected - <specificattribute /> Improvements now include support for precedence attribut e which determines how they stack with other Improvements to the same Attribute (see below) specificattribute precedence This has been included to (and should only be used for) Cyberware, Bioware, and Powers that affect Initiative and/or Reaction which either does not allow it to stack with any other enhancement, or only certain ones. A precedence of 1 ignore all other Improvements and uses the COMBINED value of all other precedence 1 it ems (Wired Reflexes, Move-by-Wire, and Reaction Enhancers). A precedence of 0 ig nore all other Improvements and uses the single highest precedence 0 Improvement the character has (Synaptic Booster). Short version: nothing you need to actual ly worry about - the necessary items have already been updated and Chummer figur es out what it should use. :) Build 112 - added a bunch of <forbidden /> elements to Qualities - Swap Quality excludes the selected Quality from Forbidden checks which prevent ed a Quality from being upgraded/downgraded to a different Rating - fixed an issue that caused Cyberware with bundled subsystems to throw an error when being added when the <bonus /> nodes between parent and child didn't match or exist - Born Rich Positive Quality now correctly affects characters built using Karma - removing the Born Rich Positive Quality now removes its bonus from the charact er when the Quality is removed - resizing the window no longer causes the BP/Karma and Source fields on the Com mon tab to jump into the Quality list Build 111 - Metavariant is once again populated - Bioware now shows its Rating and selected values when loading a character - added an option to include Karma and Nuyen Expenses on the character sheets (d isabled by default) - Persona Limit for Nexi can now be manually set - added Pre-Packaged Nexi to Gear - corrected an issue that caused custom Commlinks to limit Firewall and System o ptions once one of them had been added to the Commlink - added a Do It Yourself checkbox for Commlink Upgrades - Impaired Attribute Negative Quality now decreases the Augmented Maximum value by the correct amount - added Dissonant Echoes, Programs, and Program Options - removed redundant Empathy Software from the Vision Enhancement Gear category a nd gave Vision Sensors access to the Sensors category for plugins - Group Initiation/Network Submersion and Initiation Ordeals/Submersion Tasks ca n now be selected when creating a character - added support for Group Contacts Build 109 - Qualities now show their selected text values on the character sheets - Martial Arts now correctly checks the BP cost of only Qualities that count tow ards a character's Quality BP limit - ammo that has a Recoil modifier no longer throws an error when you attempt to reload a Weapon with it Build 108 - corrected the Response calculation for Nexi - adding a Quality now correctly check each Quality to see if it counts towards the BP limit, not just the Quality that is being added - changing any of the information on the Character Info tab now causes the chang

es made flag to be set - corrected the formula for determining a Starting Nuyen amount based on the Nuy en they have remaining - Metagenetic Improvement correctly sets the character's Attribute value to its new minimum after selecting your Metatype/Metavariant - when adding a new Quality, the free Quality BP gained through SURGE is now inc luded when determining if you have exceeded the allowed BP amounts - dragging and dropping a piece of Gear now properly re-creates any accessories it had Build 106 - added support for <fresspositivequalities /> to Improvement Manager which allo ws a number of BP in free Positive Qualities - added support for <fressnegativequalities /> to Improvement Manager which allo ws a number of BP in free Negative Qualities - replaced the Changeling BP Adjustment Qualities with <freepositivequalities /> and <freenegativequalities /> Improvements as needed - Enforce Skill Rating Maximum option now saves its value to the correct place i nstead of overwriting the value for the Skill Defaulting Includes Modifiers opti on - adding Gear to a Vehicle now gives you the Free! option - adding Nexi to a Vehicle now gives you the Free! option - item 10 in the File menu's most recently used list now uses 0 as its mnemonic and loads correctly - Condition Monitor penalties now affect Defaulted Active Skills when the option to include Modifiers in Defaulted Skills is diabled - Character is now responsible for calculating its own Initiatives/Initiative Pa sses, Condition Monitors, and Armor Encumbrance instead of the Create and Career windows doing it - Active and Knowledge Skills no longer show a negative number for the dice pool since they cannot go lower than 0 - added a button to the Gear tab to reduce the selected piece of Gear's Quantity by 1 - Adepts are no longer required to have a Magic Tradition selected when moving t o Career Mode - character sheet now shows the correct number for Nuyen - dates can now be selected when creating Karma and Nuyen Rewards/Expenses - returned Improved Physical Attribute Adept Power back to its SR4A cost since t he cost Powers in the Runner's Tool Kit are apparently wrong - re-wrote Qualities to be a class instead of a series of strings (see below) - added support for swapping Qualities in Career Mode - Minigrenades now add a Minigrenade Weapon instead of Grenade which have the co rrect Grenade Launcher ranges - added Skillsofts and Activesofts to Vehicles where appropriate - Gear in the Gear list can now be reorganised using drag and drop Changes to Qualities Qualities have undergone a complete re-write. Existing character will convert th eir Qualities over to the new format when they are loaded. It is recommended tha t you immediately save your character after opening it to keep these Quality cha nges. The code to convert these Qualities will be removed around June 20 (update notes will be posted to inform of the change). Qualities are now handled like o ther items in that they can be added/removed using the Add and Delete buttons an d are listed in a single tree. The Select a Quality window by default lists only the Qualities that the character may take - a checkbox is provided to show all Qualities, regardless of qualification. Build 103 - delete confirmation messages now confirm the type of object they are asking to delete

- Karma Expense confirmation messages now confirm the type of object they are go ing to affect - Adept Powers now include support for discounts from Geasa - fixed an issue that kept Knowledge Skills with a Rating of 0 (namely native La nguages) from being printed - added a Text-Only character sheet - corrected Sensors for Vehicles with the Improved Sensor Array Vehicle Mod Build 102 - changed Options to a single instance class which to speed up execution and red uces memory usage - changed XmlManager to a single instance class to speed up execution time and r educes memory usage - minor change to how XmlManager handles files to work with non-Windows operatin g systems - validation check when moving a character to Career Mode now checks that a Trad ition or Stream has been selected if MAG or RES Attributes are enabled - passing a save file as a command line argument now opens the save file in the correct mode instead of forcing it to Create Mode - corrected the number of extra Matrix IPs that Advanced Overclocking grants to 1 since it stacks with Overclocking - fixed an issue that caused non-Clothing Armor with a +X Armor Rating to counts its bonus twice - Karma and Nuyen Expenses can now be renamed by double-clicking on an Expense E ntry - Advanced Lifestyles now have Starting Nuyen information populated when they ar e added to the character based on their LP cost (not including Qualities) - characters that do not have a Lifestyle when attempting to enter Career Mode a re given the Street Lifestyle - added an option to include Modifiers in Skills even when Defaulting (disabled by default) - added an option to change the amount of Nuyen gained per BP (default 5000) - added an option to enforce the maximum modified rating for Skills (enabled by default) - added an option to confirm Karma Expenses (enabled by default) - added an option to set the Karma cost for additional Metamagics/Echoes - added support for purchasing additional Metamagics/Echoes with Karma - updated the Game Master Summary sheet to put all combat-relevant information t ogether - Complex Forms now support Program Options (thanks for ShadowWalker for getting all of the data entered) - added Signal, Response, and Firewall Vehicle Mods (thanks for ShadowWalker for getting those entered as well) - added buttons to spend and regain Edge to the Condition Monitors tab in Career Mode - Adept Powers with a Quality requirement now enforce them - added Custom Commlink and Custom Commlink OS items to Commlinks and Commlink O perating Systems in Gear which let you assemble custom Commlinks - added support for Used Vehicles - Vehicles can now have any Gear added to them (Add Sensor and Add Ammunition ha ve all been rolled into this) - Vehicles now come pre-equipped with non-Weapon Gear - added appropriate ECCM and Sensors to Vehicles - added Minigrenades to Gear - Grenade Launchers now use Minigrenades as Ammo in Career Mode - adding missing Range information for Battle Rifles - added support for Weapon Concealability - added Weapon Concealability information to Weapons - Tradition and Stream are now drop down lists in Career Mode to allow character s to change their Tradition/Stream during play or select a new Tradition/Stream

because of a Latent Quality - Technomancers no longer benefit from Gear-based Matrix Initiative Pass modifie rs (Sim Modules) - added support for Nexi Build 98 - put Improved Reflexes Adept Power costs to their SR4A values which have been c onfirmed as being the correct values by the SR product line manager - applied Street Magic errata to Traditions - applied Arsenal errata to Martial Arts - removed Deformity Qualities (10 BP - 20 BP) which should not have existed - corrected duplicate categories of Weapons (should have been their range instea d of a duplicate category) - corrected reach for Rock Lizard - added Elemental Attack (Fire) for Scintillant Albatross - added Biomonitor to Armor Mods - removed Agent and IC Complex Forms - changed Chatty Positive Quality BP cost back to 10 as per Unwired errata - corrected BP cost of Vomeronasal Organ - Weapons installed on Weapon Mounts that are a part of a Vehicle's base configu ration now count towards its total cost - Technomancer Stream field is properly populated after loading a character - learning a new Complex Form in Career Mode now creates a Karma Expense - Karma and Nuyen Expense Entries no longer throw an error when the computer's d ate setting are not set to en-US - selecting a piece of Cyberware/Bioware as Free in Career Mode is now actually free - fixed the anchoring for the splitter panels on the Skills tab in Career Mode - Ignore Character Rules no longer prevents the Starting Nuyen window from appea ring when moving a character to Career Mode - saving a new character that is marked to move to Career Mode no longer causes the character to be opened twice after saving Build 97 - Karma cost for Submersion is now based on the current Submersion Rating instea d of Initiate Rating - Karma discount for Submersion is now based on the Submersion cost instead of I nitiation cost - Cyberware/Bioware is no longer believed to be free when the Free checkbox is h idden - added an option to base a Spirit's maximum Force on the character's total MAG Attribute for Mystic Adepts which is disabled by default - Camera Upgrade Weapon Mods no longer consume Weapon Mod Slots Build 96 - added support for <selectparagon /> to Improvement Manager which allows a char acter to select a Paragon - Sprite list now populates based on the selected Stream in the same was a Spiri ts and Magic Traditions (big thanks to ShadowWalker for providing the Streams/Sp rites list) - added support for Paragons (another big thanks to ShadowWalker for providing t he list of Paragons) - added Clean Car Coating to Vehicle Mods which was missing its information in t he Spy Games book - added support for multiple custom data files of the same type (see below) - Genetic Heritage now shows the Free item for any Genetech selected, not just T rangenics - Nuyen BP is now correctly populated when loading a character that has spent mo re than 50 BP on Nuyen - moved the Advanced Complex Forms from Unwired out of the Autosoft category and

into the Advanced category - corrected the Shield Complex Form to be marked as allowed for Complex Forms - adding a Weapon Accessory to a Weapon with a name no longer throws an error - Extended Clip Weapon Mods now affect the Weapon's Ammo Capacity - corrected an issue that prevented Vehicle Sensors from only being able to add Sensor plugins - adding missing Sensor Software from Arsenal - all items in programs.xml can now be taken as Complex Forms - added Skillsofts, ARE Software, Sensor Software, and Tactical AR Software to C omplex Forms - Complex Forms now save/load source book and page number - added support for Technomancer Streams - only worn Armor now counts towards Armor Encumbrance - maximum Force of a Sprite during character creation is properly set - loading a character with RES higher than 6 and a Sprite during character creat ion no longer throws an error - added Critters from Parazoology - added a splitter to the Skills tab to allow the Active Skills and Knowledge Sk ills sections to be resized as needed - added a splitter to the Common tab to allow the Contacts and Enemies sections to be resized as needed - changed the colour of the splitter bar on the Karma and Nuyen tab to make it n oticeable - added missing Barrel Extension Weapon Mod to Ares Desert Strike - Vehicle Weapon Mounts have their context menu restored when loading a saved fi le - Weapon Mounts that come as part of a Vehicle now have their context menu attac hed - added support for Group Intiation/Network Submersion and Initiation Ordeal/Sub mersion Tasks to Career Mode to discount the Karma cost of Initiation/Submersion - added missing Gear from Unwired - added missing Drones from Unwired - moved helmets and shields out of Armor Mods and into the Helmets and Shields A rmor Category - fixed an issue that caused the maximum Rating for Vehicle Mods to be set to th e Rating that was selected when the Mod was first added - Condition Monitors on the printout are now correctly calculated based on the t otal value of the Attributes - Skill Groups in Career Mode can now be raised above 4 without throwing an erro r Support for Multiple Custom Data Files Rather than making people merge multiple XML documents on their own any time som eone makes a change to a custom file, Chummer now supports multiple custom data files for each source. Custom files must start with "custom" and end with "_[fil ename.xml]". Using books.xml as an example, "custom_books.xml", "custom_Nebular_ books.xml", and "custom_ThatGuy_books.xml" are all valid names. The base file (b ooks.xml) is loaded first, then the contents of the other files are merged in on e-by-one. Build 91 - Drain Value for a Tradition now uses the total value of the Attribute instead of its base value - Karma and Nuyen Expenses in Career Mode are now properly sorted in reverse chr onological order - Vehicles that should have additional slots now have them included in their slo ts total - Adapsin now has its own set of Cyberware Grades - added Skinlink as a Bodyware so it can be added as a plugin to pieces of Cyber ware

- Genetic Heritage Positive Quality now affects Nuyen cost instead of Essence co st - Bioware cost multipliers are now correctly set before being given to the Selec t Bioware window so prices should now be accurate when these modifiers exist - added missing Shield, Simrig, and Smartlink Complex Forms - only Weapon Mods marked as Installed that are not included with the Weapon con sume Mod Slots - added support for Underbarrel Weapons - Armor from Adept Powers no longer count towards Armor Encumbrance in Career Mo de - Weapon Damage should no longer appear as "NaN" if it is a non-numeric value Build 89 - clicking Add Metamagic/Add Echo when a character has not Initiation Grade no l onger causes an error - adding a Spirit when creating a character with Karma whose MAG is above 6 no l onger causes an error - Sprites now have their maximum Rating set properly when loading a saved charac ter in Career Mode - Active Skills no longer show the Active Skill Modifiers in their tool tip if t he Active Skill is being Defaulted to prevent confusion - corrected an issue with Active Skills that caused the Aptitude and Incompetent Qualities to compound the maximum Skill Rating each time the character was save d - selected values for Qualities are now properly re-populated when the character is loaded so that removing the Quality now also resets the Quality's text Build 88 - added support for <selectside /> to Improvement Manager which allows a charact er to select which side of the body a piece of Cyberware is implanted on - Critter Power list is now sorted in alphabetical order - Spirits can now be linked to save files in the same way as Contacts and Enemie s - fixed an error that cause improving an Active Skill that is a part of a Skill Group to not properly remove the remaining Active Skills from the Group - the 10 most recently opened/saved character files are now displayed in the Fil e menu - adding a Spirit after improving your MAG through Initiation no longer causes a n error - Spirits can have a Force up to twice the character's MAG Attribute in Career M ode - printout now shows the correct Essence value for a character when they have bo th Cyberware and Bioware - total remaining ESS and total value for Attributes and Skills have been added to the character save to make importing Chummer files with external applications easier - added an option for automatic updates which is enabled by default - adding an Enemy in Career Mode no longer attempts to check how many BP/Karma h ave been spent on Negative Qualities and cause an error - Ignore Rules option should now ignore all character creation rules and limitat ions - Metamagic now supports requirements in the same way as Echoes - Karma cost for Knowledge Skills in Build Mode is now calculated correctly - Armor from Adept Powers no longer count towards Armor Encumbrance since they a re considered to be a magical source - fixed an issue that caused character to become unable to select a Skill or Att ribute for Adept Powers and Qualities after improving an Adept Power's Rating - removed the Category restriction on Cyberware plugins so things like Datajacks can be added to Cyberlimbs - added Spoof Chip to the General Category in gear.xml

- Gear Rating on the Gear tab is now a read-only field in Career Mode - added support for naming Weapons - added Cyberware to the list of Weapon Categories in the Select a Weapon Catego ry window so ammo can be used by Cyberware Weapons - added the ability to mark Karma Gained as a Refund which will not count toward s the character's Career Karma - Injection Ammunition and chemical weapons can now accept Drugs/Toxins/Chemical s plugins as appropriate - Vehicle and Drone Sensors can now accept Audio and Visual Enhancements and Acc essories as plugins - Street Cred, Notoriety, and Public Awareness can now be set on the Character I nfo tab in Career Mode Build 86 - Weapon Mods and Accessories can now be removed from Vehicle Weapons Build 85 - added support for <movementpercent /> to the Improvement Manager which improve s a character's Movement speed - additional support for Critters - all Critters from Running Wild and SR4A are now entered - Personalized Grip Weapon Mod now provides its RC bonus - Unseen Hands Adept Power now applies its bonus to the Stealth Skill Group - Unseen Hands Adept Power now has levels enabled - Celerity Positive Quality now provides its Movement bonus - Condition Monitors now correctly calculate based on the Attribute's total valu e and not just its augmented value - number of Spells, Spirits, Complex Forms, and Sprites a character can have is no longer capped in Career Mode - RES now properly limits the maximum Rating for Complex Forms Build 84 - added Movement values to Metatypes (this will only be applied to new character s) - added Movement to character sheets - maximum MAG and RES are now based on the Metatype's maximum ESS instead of 6 - added support for Critters Build 82 - added AP, RC, and Damage information for Ammunition in gear.xml - loading a Weapon with Ammunition now updates the Weapon's AP, RC, and Damage b y applying the Ammunition's properties to it (Ammunition needs to be removed and re-added to existing characters) - creating a new character using a Metavariant that comes with Negative Qualitie s no longer throws an error Build 81 - added support for <selectspell /> to Improvement Manager which asks the charac ter to select a Spell - added Revision History to the Help menu to view the revision history of the ap plication - added Spells, Gear, Traditions, and Powers from Digital Grimoire - added Empathy Software and Emotitoys from Arsenal - added Lifestyle Drones from Runner's Companion - broke Counterspelling, Spellcasting, and Sustaining Foci into multiple items f or each Spell Category - Combat, Detection, Health, Illusion, and Manipulation Spell Formulae now ask f or a Spell to be selected - window contents immediately resize when the Create and Career windows open to accommodate smaller screen sizes and eliminate the need for manually resizing th

e window to trigger this - loading a character with Qualities gained through a Metatype no longer cause t he application to complain about spending too much on Positive/Negative Qualitie s - Active and Knowledge Skills are no longer limited by the character creation ru les in Career Mode - adding Enemies during Career Mode no longer attempts to check that you are wit hin Negative Quality BP limits - Magic Traditions list now filters on source book Build 79 - Vehicles now have a Condition Monitor in Career Mode - Burst Fire Mode no longer allows Full Bursts since this requires Full Auto Mod e - Vehicle Weapons now limit the Firing Modes they can used based on the Weapon's Firing Modes - Vehicle Weapons now show their correct Ammo Source in Career Mode - total number of Drain Resistance dice now appears next to the Drain Attributes on the Spells and Spirits tab - Initiative and Initiative Passes now show both their base and Augmented values in the same way as the character sheet - Weapon Ranges are now displayed on the Weapons and Vehicles tabs when a Weapon is selected (Vehicle Weapons in Career Mode only) - Critical Strike Adept Power now increases Unarmed Damage - Killing Hands Adept Power now changes the character's Unarmed Damage to Physic al - Kinesics Adept Power now improves Social Active Skills - corrected Natural Immunity and Mystic Armor Adept Powers (Natural Immunity had Mystic Armor's Armor bonus by mistake) Build 78 - added support for <sensitivesystem /> to Improvement Manager since Sensitive S ystem explicity doubles the final Essence cost rather than applying a +100% cost modifier - Essence modifiers are now added together to determine a total percentage which is then deducted from an item's Essence cost - linked Contacts and Enemies now open in their correct mode (either Build or Ca reer) - clicking Add & More when adding a Weapon Mod to a standard Weapon now correctl y goes through the process again instead of trying add a Mod to a Vehicle Weapon - PACKS Kits now support the new Exotic Skill setup - updated Exotic PACKS Kits to include all Exotic Skills - Essence Loss now correctly impacts MAG and RES - added an option to support the More Lethal Gameplay optional rule (off by defa ult) - added support for Weapon Ranges - added support for SoftWeave Armor Mod - resizing the window no longer causes the Notes field on the Character Info tab to slide behind other fields - opening the Metamagic window as a non-Technomancer no longer causes an error - Armor Mods with no Rating no longer have the Rating field enabled - Weapon Mods and Accessories that come with a Weapon can now be removed - removed Weapon Accessory Mount tracking since Accessories can be swapped and r emoved during play and places too much restriction on Accessory selection - Melee Weapons now show the damage they will do and their full Reach based on t he character's Attributes in the Select a Weapon window - added an Installed option for Weapon Mods and Accessories to show that they ar e currently in use on the Weapon and are contributing to the Weapon's stats - re-wrote how Weapon RC is calculated (see below) - fixed an issue that could cause data and character sheet files to be saved to

the wrong location during an update - added a Condition Monitor tab in Career Mode which records the character's Con dition Monitors and applies penalties to Skills Weapon Recoil Changes Since Weapons can now have their Mods and Accessories added and removed, the Wea pon's RC now shows what it is with the items currently attached to it. When sele cting a Weapon, the Select a Weapon window may show the lower RC number as being slightly different than it appears in the source book, however the number IS CO RRECT since it comes with all of the attachments already installed. This happens because in SR4A, some Stocks were removable and some were not. With the additio n of the Stock Accessory in Arsenal, they all effectively became removable items . Build 75 - Power Level for Mystic Adepts is now correctly tied to their total MAG Attribu te and not just the MAG assigned to their Adept Powers - Search in the Select a Weapon window no longer lets you add Gear Weapons (such as Grenades) since these must be added through the Gear tab to work properly - added support for Advanced Lifestyles - added support for Magic Traditions - removed Exotic Active Skills from skills.xml - Exotic Skills are now added by clicking the Add Exotic Skill button on the Ski lls tab since multiple copies of the Skill can exist for a character - added fields to record Alias and Player Name on the Character Info tab Build 74 - Adept Powers now save the correct Power Point cost in regions that use "," to separate decimal places - added an option to include Active Skills with a Rating of 0 on the character s heet (on by default) - Datasoft, Mapsoft, and Tutorsoft now ask for specific values - removed Fomori's Dermal Armor bonus - saving a character as Created no longer causes the Save and Print toolbar icon s to disappear - Total Karma is now calculated and displayed on the character sheet - when buying items, they can now be marked as free which will add the item to t he character without deducting from Nuyen Build 73 - Active and Knowledge Skill Specializations no longer become disabled after the y lose focus in Create Mode Build 72 - added Career Mode which lets you maintain a character through their career (se e below) - canceling a dialogue after selecting a Quality no longer adds the Quality to t he character - opening multiple characters no longer causes invalid object references which c an come up after selecting items - Spells are now grouped by Category on the Spells and Spirits tab - Services Owed by Spirit and Sprites are automatically corrected if a character 's Summoning or Compiling Active Skill is lowered - Qualities that can be taken multiple times now display the correct Karma cost when building a character with Karma - Quantity can now be selected in the Select Gear window - PACKS Kits now support adding Gear to Vehicles - adding Ammunition of the same type for the same Weapon Category now stacks ins tead of creating a new item - Ammunition can now be added directly to Vehicles

- Martial Art Maneuvers names are now displayed correct after being added to the character Career Mode Once your character is ready to run, you can put them into Career Mode. Career M ode lets you maintain your character using Karma throughout their running career . Career Mode lets you keep track of your Karma and Nuyen expenses, buy and sell Gear, and even keep track of Ammo in each Weapon. To put your character in Care er Mode, go to the Character Info tab, check the Mark character as Created box, then click Save. The save process makes sure that your character meets all BP/Ka rma and Nuyen total rules before saving. Once the character has been saved, they are re-opened in Career Mode. Once a character has been put into Career Mode, y ou cannot go back to Build Mode. Build 69 - File > Open now allows multiple characters to be opened at once - Armor Mods now correctly update the character's remaining Nuyen amount as its Rating is changed - Select Cyberware window now remembers the last Grade that was selected - Gear with a quantity added from a PACKS Kit now displays its quantity informat ion in its name immediately instead of after it is selected for the first time - added support for Knowledge Skills to PACKS Build 68 - fixed a critical issue that prevented the Select Spell window from loading Spe lls - selecting Ammo after another piece of Gear has been selected no longer causes the Ammo's Quantity to be reset to 10 - added support for Limited Spells Build 67 - added support for <basicbiowareessencecost /> to the Improvement Manager which adjusts the Essence cost of Basic Bioware only - added support for <transgenicsgenetechesscost /> to the Improvement Manager wh ich adjusts the Essence cost of Genetech: Transgenetics Bioware only - corrected the Essence cost calculation for Cyberware and Bioware when multiple Essence cost Improvements are present - pressing Esc in the Select a PACKS Kit window now cancels - Rating of Armor Modifications can now be changed after they're added to Armor - items now display their Quantity and Rating in their names in lists when appli cable - mugshots on character sheets should now render on machines that do not have In ternet Explorer 9 installed - added missing Capacity to Audio Enhancements and Vision Enhancements - corrected names of Spells in PACKS Kits - source book filtering now uses exact matches on codes - Armor Mods are now filtered by source book - Weapon Accessories are now filtered by source book - Weapon Mod list works again - adding a PACKS Kit now makes sure the Rating for a Skill or Skill Group does n ot exceed the maximum value and throw an error - Select a PACKS Kit window now remembers the last selected category - Select a PACKS Kit now only adds Spells that the character does not already ha ve - PACKS now supports Spirits - PACKS Kit correctly set extra item information instead of prompting for a valu e to be selected when applicable - added a check box to the Select Bioware window to mark an item as free to hand le Genetic Heritage's free item (only appears when a Genetech: Transgenics item is selected and the character has the Genetic Heritage Positive Quality)

- Options window now opens in the same position instead of in a random position so the OK button is always accessible - Select Lifestyle and the Lifestyle tab now show the Starting Nuyen amount for the selected Lifestyle Build 66 - Armor and ArmorMods can now create Improvements - Weapons now correctly ignore the cost of Weapon Modifications that are include d in their base configuration - fixed a bug that prevented Cyberware from adding plugins that come with it - Attributes display in the Select PACKS Kit window now automatically adjust for the character's Metatype - both character sheets now work for printing both single and multiple character s - added Vehicles from This Old Drone - added Vehicles from MilSpechTech - added Weapons from MilSpechTech - added Spell, Powers, Echoes, Armor Mods, Weapons, Ammunition, Gear, Vehicle We apons, Vehicle Mods, and Vehicles from War! - added Gear, Armor, and Weapons from Attitude - added the missing extra slots to the Thundercloud Contrail, Hyundai Shin-Hyung , and Cascade Skraacha - added Qualities and Powers from The Way of the Adept Build 64 - added PACKS content viewer - Add & More button in PACKS window now works Build 63 - rewrote all object creation code so that they're entirely responsible for crea ting themselves and all child objects - moved Add Cyberware Suite to the new Special menu - added support for PACKS from the Runner's Toolkit which can be found in the Sp ecial menu - Form-Fitting is no longer considered when looking for the highest Armor Rating and correctly stacks with the highest worn Armor Ratings - Weapon Accessories that come with Weapons are no longer calculated into the We apon's RC since these are already factored into the base Weapon's stats - Skills now have enough room to display their total Rating and Specialization R ating without overlapping the Specialization field - changing the Rating for Gear now properly update the character information and Nuyen remaining - character sheet no longer specifies an image type to hopefully allow any mugsh ot image format to be displayed properly - Cyberware/Bioware Essence Cost Multipliers are now stack correctly - Attributes are now responsible for managing their resptive Cyberlimb Enhanceme nts which fixes the incorrect Armor Encumbrance and a high BOD through Cyberlimb Enhancements bug - added Programs from Unwired - added missing bonus for Racing Tires - Matrix Programs can now be added as standard Gear instead of just plugins agai n - Matrix Programs are listed separately after the last Commlink on the character sheet - Vehicle Mod Accel Bonus now supports +X/+Y add to Accel - Credsticks now have a maximum Rating of 1,000,000 to represent the amount they hold - removed under barrel mounts for Pistols - Vehicle Sensor and Sensor Plugins can now be deleted - adding and removing Sensor Plugins, Weapons, Weapon Accessories, and Weapon Mo

ds to a Vehicle now immediately update the character's remaining Nuyen amount Build 61 - added <biowareessmultiplier /> support to the Improvement Manager which multip lies the ESS cost of Bioware (Genetech is exempt from this bonus) - added <genetechcostmultiplier /> support to the Improvement Manager which mult iplies the Nuyen cost of Genetech - Spirits and Sprites now have their Force/Rating and Bound/Registered propertie s - character sheets now display the correct Spirits and Sprites information - Clothing Armor Ratings are now only applied if they are marked as Equipped - Form-Fitting Armor now properly stacks with other worn Armor - added missing Qualities from Augmentation - corrected the name for Adapsin - added missing bonus for Adapsin - added Bulk Modification plugin for Cyberlimbs - added Optimized Cyberlimb plugins for Cyberlimbs - Weapon Accessories and Modifications with a value of Weapon Cost no longer cau se an error when selected in the Weapon list - Vehicle Weapon Accessories and Modifications with a value of Weapon Cost no lo nger cause an error when selected in the Vehicle list - added support for Cyberware Suites Build 60 - Gear now calculates and displays its Capacity and Capacity Remaining - Cyberware plugins that are added when selecting a base item now have their cat egory populated - added the ability to search for Cyberware/Bioware in the Select Cyberware/Biow are window - added the ability to search for Armor in the Select Armor window - fiexd a bug that prevented Metavariants from receiving their Qualities when cr eating a new character - Metavariants now only cost the Metavariant BP, not Metatype BP + Metavariant B P - clicking Add & More when adding Bioware now correctly opens up Bioware instead of Cyberware - fixed a bug that cause Gear plugins to be limited to a Rating of 1 - Initiation and Submersion information now appear on the character sheet when a pplicable - added Spare Clip to the Ammunition Category in Gear so that multiple clips can be purchased - Vehicle Mods that affect Acceleration no longer cause an error - all Cyberlimb Armor is now added to the character's total Armor Ratings instea d of just using the highest valued Armor plugin - Cyberlimb Attributes are now factored into the character's Augmented Attribute s totals - Cyberlimbs now show their Attribute values on the character sheet - Complex Forms now appear on the character sheet - clicking OK in the Select Metamagic window no longer causes an error - Add & More button in the Select Metamagic window now works - Select windows now only load their data once instead of each time it needs to look at something which should slightly improve performance and cut down on disk reads - Skills now show the Specialization dice total in the application and not just on the character sheet - attempting to add Enemies while building a character with Karma now longer cau ses an error - Sensors can now be added to Vehicles - Weapons now show the number of Slots they have remaining - selecting a Weapon Accessory or Modification now shows its information

- Vehicle Weapons now show the number of Slots they have remaining - selecting a Vehicle Weapon Accessory or Modification now shows its information - added Print Multiple to the file menu which allows Game Masters to print multi ple characters off in a summary format - added Game Master Summary printout sheet which displays a summary version of s elected characters Build 57 - added support for Initiation and Submersion (only enabled when bulding with Ka rma since these require Karma to select) - added support for <livingpersona /> to the Improvement Manager which adjust a Living Persona's Attributes - corrected the Improved Attribute Adept Power's bonus - Attributes are now capped at the Metatype's Augmented Maximum with any modifie rs to that value instead of the base Metatype Augmented Maximum - added Print to the File menu - character sheet now includes Description, Background, and Concept if they were filled in on the Character Info tab - Qualities now display their sourcebook and page number on the character sheet - Essence is now correctly calculated with the the higher of Cyberware and Biowa re deducting the full amount and the lesser only deducting half - corrected the Essence cost for Cybereyes Rating 4 - removed the empty Edit menu which restores the ability to Cut, Copy, Paste, an d Undo in a text field - Martial Arts cost now calculates correctly when building a character with Karm a - added support for FixedValue to be speicifed for Cyberware Capacity, Avail, an d Cost which allows it to use values that do not follow a standard formula - merged Cybereyes Basic System, Eyeband, Single Cybereye, Cyberears, Dermal She ath, Move-by-Wire, Wired Reflexes, and Stirrup Interface into a single pieces of Cyberware instead one for each Rating - removed the Martial Arts Positive Quality and made the Martial Arts tab always visible - total cost for each piece of Cyberware now correctly ignores free plugins and deducts the right amount from character's Nuyen total - add Custom Placeholder to gear.xml to act as placeholders - Adept Power Points Remaining text has been changed to match the format for Cyb erware Capacity Remaining to make it easier to understand - character sheet now includes Lifestyles Build 55 - Metagenetic Improvement Positive Quality now correctly increase the selected A ttribute's minimum value by 1 - removed the <aug /> tag from Genetic Optimization since the Augmented Maximum is now correctly calculated on its own - Cyberware and Bioware now write their page information to the printout - loading a character with a Commlink Upgrade or Commlink Operating System Upgra de no longer causes the load to fail - number of bonded Foci is now limited to the character's MAG Attribute value - Ignore Rules character option now lets any number of Active and Knowledge Skil ls be at Rating 5 or higher - Ignore Rules character option now raises the Skill Group Rating maximum to 6 - Attribute values are now easier to read: number beside the numeric field now s hows the total Augmented value (if any) while Metatype Minimum / Maximum (Augmen ted Maximum) have been pushed to the side - added support for <print /> to qualities.xml which, when set to "no", suppress es the Quality from being printed - added support for <forcecheck /> to qualities.xml which forcefully selects add itional Qualities when the Quality in question is selected - put SURGE Quality BP cost back to standard value and added Positive and Negati

ve Qualities to compensate for the BP spent when selecting the Qualities SURGE r equires - Save As now pre-populates the file name if one is available - moved Bonded Foci list to the Gear tab - Bonded Foci list is now usable by anyone with a MAG Attribute Build 54 - fixed a critical issue that caused non-Human Metatypes to reset some of their Atrribute scores when loading a save file - added ability to build characters using Karma instead of Build Points (this is selected in the same window where you normally select your BP amount) - added Karma cost options to Options window to override the default values Build 53 - added <initiative /> support to the Improvement Manager which adjusts the char acter's Initiative - added <min /> support to <selectattribute /> and <specificattribute /> which a djust an Attribute's Minimum value - added support for <contributetolimit /> to qualities.xml which marks a Quality as not counting towards the BP limit for Positive or Negative Qualities - added <qualities /> support to metatypes.xml - moved <uneducated /> support to the Improvement Manager - <initiativepass /> now defines it own unique group in the Improvement Manager, meaning only the highest single <initiativepass /> Improvement is used as defin ed by the game rules - restructured the <forbidden /> element in qualities.xml to have work in the sa me way at <required /> - sourcebook and page information is now shown in all Select windows and when it ems are selected in lists - character mugshots can now be added on the Character Info tab - added a notes field to the Character info tab to store notes about the charact er, gear, and any other desired information - added missing bonus information to Genetic Optimization Genetech - Bioware now correctly identifies itself as Bioware in the Improvement Manager again - Technomancer Living Persona "Commlink" now appears in the Commlink section of the printout - Technomancer Matrix Initiative and Matrix Initiative Passes are now calculated - corrected Metatype minimum MAG and RES values to 1 so that taking Qualities th at grant these Attributes do not also cost 10 Attribute BP - Attribute Augmented Maximum values are now automatically calculated based on t he Attribute's total Maximum value plus any bonuses, removing the need to specif y <aug /> for the <specificattribute /> bonus tag which was technically incorrec t and could lead to inaccurate Maximum Augmented totals - added Category filter to the Select Metatype window - added Sapient Critter and Shapeshifter Metatypes - updated BP cost of SURGE Qualities to compensate for the BP expendatures for t heir "free" Positive and Negative Qualities - Qualities that do not count towards the Positive or Negative Quality BP limit are coloured dark red - added Drake and Infected Positive and Negative Qualities Build 51 - added <weaponcategorydv /> support to the Improvement Manager which adjusts th e Damage of all Weapons in a Category - added <cyberwareessmultiplier /> support to the Improvement Manager which mult iplies the ESS cost of Cyberware - added <selectmentorspirit /> support to the Improvement Manager which prompts for a Mentor Spirit and applies its bonuses

- moved <addattribute /> support to the Improvement Manager so anything can add MAG or RES to a character - moved <enabletab /> support to the Improvement Manager so anything can enable the special ability tabs for a character - added "limittoskill" support to <selectskill /> which limits the Skill list to only the Skills specified - added "excludeattribute" support to <selectattribute /> which excludes the lis ted Attributes from the Select Attribute window - EDG, MAG, and RES are no long subject to the one Physical or Mental Attribute at maximum rule - Lucky Positive Quality now affects EDG - EDG cannot be the selected Attribute for the Exceptional Attribute Positive Qu ality - Uneducated Negative Quality now prevents characters from putting BP into Techn ical Active Skills - Uneducated Negative Quality now removes access to Academic and Profesionally K nowledge Skills - added support for Martial Arts - added support for Mentor Spirits - added support for Bonded Foci - Select windows with Search now remember the Category of the item selected if a Search was performed - marked Rigger Adaptation and Weapon Mount (Normal, External, Fixed, Manual) Ve hicle Mods as being from SR4 - areas expand and contract with window size to play nicely in lower resolutions and maximized windows - adding an Enemy now updates the BP totals immeidately - Add Enemy now checks to make sure adding a new Enemy will not take you over th e -35 BP for Qualities or -25 BP for Enemies limits - added Vehicle Weapons and Vehicle Missiles from Arsenal - Language Knowledge Skills are now correctly linked to INT instead of LOG - added support for Knowledge Skills to skills.xml (big thanks to whatevs for pr oviding the content for it and pointing me in the right direction) - appropriate pieces of Arsenal Clothing now stack with each other for determini ng total Armor Ratings - Form-Fitting Armor now stacks - armors that start with "Form-Fitting" only contributes half of its values towa rds Armor Encumbrance - corrected an error that occured when selecting Adept Powers that affect an Act ive Skill - fixed an issue where Cyberware/Bioware with Ratings was calcuating ESS cost in correctly in regions that use something other than "." to separate decimal place s - added page number references to all item entries - page number is now shown on the character sheet (applies to items added to a c haracter after this update) - added "Character Information" tab to enter general character information such as sex, age, height, weight, etc. - added general character information to character sheet - Nuyen amounts up to 999,999,999 are now properly formatted - new Knowledge Skills are placed in the correct location when the list is scrol led - added Essence and Nuyen Remaining information to the status bar - Gear can now have multiple <addoncategory /> entries - moved Sim Modules into their own Gear Category which can only be added to Comm links and other devices that explicity refer to them in <addoncategory /> - Matrix Programs can now only be added to Commlinks and other devices that expl icity refer to them in <addoncategory /> - Commlink Operating Systems can now only be added to Commlinks and other device s that explicity refer to them in <addoncategory />

- added Basic User, Basic+, and Pro User Suites to Matrix Programs - added support for Commlink Response, Signal, Firewall and System upgrades - Commlinks now display their Reeponse, Signal, Firewall, and System values when selected in the Select Gear window - Commlinks now display their Response, Signal, Firewall, and System totals when selected on the Gear tab - Commlinks now display their Plugins on printouts - save files can now be linked to Contacts and Enemies - Weapon Modifications can now be added to standard Weapons - Vehicle Weapon Modifications now use Weapon Cost correctly for determine their own cost when applicable - adding Ammunition that starts with "Ammo:" now asks for a Weapon Category to b e linked to - the Grade list is now properly disabled when adding a Cyberware plugin Build 43 - added Nanocybernetics to Cyberware - added Transgenic and Nanotech Gear - added Genetech to Bioware - Armor Mods that add to Avail can now include R or F - Gear Accessories can no longer downgrade their parent's Avail from Forbidden t o Restricted - added <skillarticulation /> support to the Improvement Manager to properly sup port the Enhanced Articulation piece of Bioware - all Select windows now remember the last Category selected and re-open with it as the currently selected Category - Qualities that prompt for a value are now correctly removed from the character when the Quality is removed - selected values for Qualities now appear on the character sheet printout Build 42 *** in order to download and install the character sheet properly, please follow one of the follow two steps: * download the zip again from http://www.dndjunkie.com/dev/chummer/Chummer.zip * run Chummer's Update but only update the application. Once it restarts, you ca n safely run the update again and grab the character sheet - update now supports updating XSL character sheets - Spells now support selecting custom text and Attributes for those that require a choice (those with [] in their name) - multiple instance of Qualities like Addiction are no longer combined into one when loading a character - Vehicles now support Vehicle Modifications - Vehicles now support Vehicle Weapons and Weapon Modifications - added Cancel button to Choose BP window - added Cancel button to Select Metatype window - Armor Mods are now considered when checking for Armor Encumbrance - corrected Armor Encumbrance rounding error being over BOD x 2 impacts AGI and REA correctly - Cyberware with a Capacity of [*] can now be removed from a character if it is not a Cyberware plugin - select Cyberware/Bioware window now shows the correct title when selecting Bio ware - removed Undo and Redo items from the Edit menu since they didn't do anything - ESS and ESS costs now correctly round to 2 decimal places - select item lists in Select X windows are now sorted - added support for custom data files (see below) - added Exotic Melee and Exotic Ranged Weapons from Arsenal - added Ammo to Gear - added all Grenades, Rockets, Missiles, Explosives and Demolitions equipment fr

om SR4A and Arsenal - Gear that is also a Weapon (such as Grenades) also adds the appropriate Weapon (similar to Cyberware and Cyberweapons) - Gear can now have a minimum Rating - added Custom Cyberware plugins to Cyberware Enhancements category - reorganised the Skill Groups and Active Skills to display more information - added key mnemonics for Add buttons (Alt+A for the first Add button on a tab, Alt+D for the second) - right-clicking on items now displays a context menu identical to the one for t he associated Add button - added a tooltip to each Skill Group that list the Skills within that Group - added missing tooltips to all fields on the Build Point Summary and Other Info tabs - window now closes after successfuly saving a character when Close Window is cl icked - regions that use something other than "." to separate decimal places no longer causes errors when using numbers with decimals - increased the size of some fields and lists so that names do not get cut off o r overlap with other information - Armor and Armor Mods can now be marked as Equipped. Armor/Armor Mods not Equip ped are not factored into Armor Encumbrance or highest Armor Ratings - added Online Help to the Help menu which takes you to the Chummer Wiki (http:/ /www.dndjunkie.com/chummer/wiki/) - the BP used for Sprites now appears in the correct location instead of replaci ng the Sprites heading - added "Ask for confirmation when deleting" to the Options window (on by defaul t) - application now asks for confirmation when deleting objects if "Ask for confir mation when deleting" is turned on - the Delete key now does the same thing as pressing the Delete button when a li st item is selected (Spells, Cyberware/Bioware, Gear, Vehicles) - added "Add & New" buttons to all Select windows which adds the current item to the character then re-opens the window so you can add another item Custom Data Files You can create custom data for each of the data files. To being, create a copy o f an existing file and add "custom_" to its name. For example, to create custom Cyberware date, you would create a copy of cyberware.xml and rename it custom_cy berware.xml. This will give you the structure that the application expects. You can then create your custom items using the custom data file. The <version> info rmation can be safely removed since it does not apply. Your custom information w ill be shown along with the application's own data where applicable. Build 36 *** most saves from previous builds will not work with this build due to a numbe r of underlying changes *** - added Cyberware from Augmentation - added support for +X to Avail for Cyberware - added support for cost multipliers for Cyberware - added full support for Gear - Save button in the toolbar now goes away after closing a the last character wi ndow - added tooltips for Armor Ratings to show how they are being calculated - removed the ability to tile and cascade windows since this caused rendering is sues and confusion - only the highest value for each type of Cyberware Enhancement now applies to A ttributes and Armor Ratings - Spells in the Select a Spell window are now listed in alpahbetical order for e ach category - added the ability to search for Spells in the Select a Spell window

- added the ability to search for Weapons in the Select a Weapon window - Weapon Ammo is now populated when adding a new Weapon - added basic Vehicle/Drone support Build 32 - added Save button to the toolbar - added Weapons from Arsenal - added support for Armor Modifications - added support for Cyberweapons - added support for Weapon Accessories

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