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@chummer5a chummer5a released this Mar 12, 2021 · 224 commits to master since this release

Build 214
Application Fixes:

  • Added a check for xml files storing invalid characters that prevents the file from being saved or loaded. As test issues have been constrained to issues with the notes, it's assumed that this is mostly coming from ingesting PDF documents. If the issue is found, prompt the user whether they want to load with unsafe settings, as this has a small chance of causing application instability.
  • Added safeguard to notes save method to prevent them from storing said invalid characters.
  • Characters with MAG attributes but who are neither magicians nor adepts of any kind no longer have their MAG attribute disappear in Career mode when the optional rule to have Mystic Adepts use a second MAG attribute is enabled.
  • Dark mode's darkened backgrounds have been made slightly lighter (by up to 20%).
  • Fixed an issue where some sourcebooks would insert ligature characters into an item's notes that Chummer could not handle and would prevent the character from being saved and/or crash whenever the character was opened.
  • When loading a character from a save file, the program now automatically checks if there are any saves in the autosave folder that seem to match the currently loading save file's character and that have a later last write date and time than those of the currently loading save file. If it finds such an autosave, it now prompts the user of whether they want to load the autosave instead, though if they do, the old save file will not be altered until they manually save, just in case they realize that the autosave is not what they want after it has been loaded.
  • Characters with all but one skill disabled in a skill group no longer have their only enabled skill's rating show up as their rating for that skill group.
  • Characters can now properly learn free spells in Career mode even if they do not have enough spare Karma to be able to learn said spells traditionally.
  • In Career mode, if the optional rule to not double positive quality karma costs is not set, the karma filters in the quality selection form now properly consider the doubled cost of qualities that are not set to not double their costs after character creation.
  • Upgrading cyberware that is a part of another piece of cyberware no longer causes the cyberware selector form to display an empty list.
  • Mastery qualities that are not purchased traditionally no longer deduct free spell points.
  • Chummer now properly registers attempts to join a technomancer network/tribe in Career mode.
  • Improvements that add gear without a rating no longer add that gear with a rating of 1.
  • Armor against special types of damage now properly work off of the highest total armor rating against that particular damage type instead of taking the highest generic armor rating and adding the highest special type armor bonus to it. Fixes #4253.
  • Settings for which ammo types can be used for which weapon types have been unhardcoded. The ammoforweapontype tag in gear items now dictates if said gear item can be used as ammo for a certain type of weapon, with the attribute 'noextra="True"' intended to be set where the ammo can broadly serve in all weapons of that type instead of just one specific one. The "type" attribute in a weapon's category dictates its default weapon type, though it can be overridden with a "weapontype" node inside the weapon's definition.
  • Lifestyle notes now properly show up after a new lifestyle is added.
  • If there are multiple orphaned improvements that used to have the same parent, these are now properly detected as orphaned improvements.
  • Characters no longer have extra special attributes burned when they buy new 'ware whose fractional part of its essence cost combined with the size of the character's existing essence hole would add up to more than one.
  • Upgrading 'ware no longer shifts a character's essence in the opposite direction to where it is supposed to (i.e. increasing character Essence if the new piece has a greater Essence cost than the old piece, decreasing character Essence if the new piece has a lesser Essence cost than the old piece).
  • Negative fractional improvement values are now always rounded away from zero instead of always towards zero.
  • Added support for maxrating on armor mods exceeding the rating of the base item. Supports Bunker Gear Fire Resistance 8
  • Reapplying improvements no longer causes drain/fading-related labels to stop reflecting changes in attributes.
  • Fixed the Increased Seating mod not correctly rounding up when used on vehicles with 1 Seat.
  • Notes copied in from PDFs are less likely to have line breaks in weird places, like after commas or semicolons.
  • Critter definitions where inherent critter power, inherent gear, and/or natural weapon stats are based on the critter's force no longer cause Chummer to crash.
  • Gear that is added to an armor mod now properly has its parent set to said armor mod, fixing various issues like being unable to delete gear added to an armor mod.
  • The Export screen's preview window no longer displays a preview of the Base64 strings used to store raw image data for mugshots, which should speed up the function considerably.
  • The English names of a character's skills are now also exposed upon exporting said character.
  • Custom improvements for adding echoes and metamagics to a character have been added.
  • The Source label in the weapon mount creation screen is now properly clickable.
  • Vehicle mod costs, availabilities, and slot capacity requirements can now use their parent vehicles' Armor, Sensor, and Pilot ratings.
  • Special whitespace characters necessary for certain languages, e.g. non-breaking spaces in French or zero-width spaces in hyphenated English, are no longer automatically converted to standard, single-width spaces in characters' notes.
  • Armor, Vehicle, Vehicle Mod, Weapon, and Spell selection screens no longer show categories that have no selectable items (usually if the character does not have the necessary books enabled).
  • Adding Gear directly to locations now works properly.
  • Restricted Gear for weapons and/or vehicles that are added by other items no longer counts both the source item and the weapon/vehicle itself as two separate items.
  • Fixed Fettering not being properly allowed for Magicians.
  • Items and improvements that disable specialization bonuses for a skill, e.g. Loss of Confidence, now properly disable them.
  • The dice roller now properly shows updated results after rerolling misses. Fixes #4305.
  • Dropdown boxes in non-English languages now properly display their localized texts and sort by them instead of showing and sorting by English values. Fixes #4319.
  • Fixed an issue in the amend system where if multiple parent nodes were being modified at once with the option to add a node if it is not found, having that node present in only one parent would prevent it from being added to all the parents that were missing it. Fixes a bug that was mentioned off-handedly in #4310.
  • The message for removing or downgrading a quality in Career mode now properly includes the quality's name and the cost of removing it.
  • Added support for save files having a minimum version of Chummer defined. This will be used in a near-future version of Chummer that contains a significant enough change to the structure of character saves that it will need it.
  • The export tool can now export in languages other than the one in which Chummer is currently being used.
  • Fixed an issue where character sheets exported in a different language than Chummer's current language still have their metatype and metavariant texts set based on the language that Chummer is using.

Data Changes:

  • The Ares Light Fire 75's suppressor is no longer incorrectly referred to as the Ares Light Fire 70's suppressor.
  • Added a new PDF Parameter option that is Adobe Acrobat-style, but always opens a new instance of the clicked file.
  • Linguistics (the adept power) no longer increases a character's native language limit by 1.
  • Amended Bunker Gear to properly get rating 8 Fire Resistance instead of rating 6.
  • Limited Skill Autosofts to the skills listed in Rigger 5.
  • Added Skill Autosoft (Knowledge) per Rigger 5.
  • Fixed Orks Have Natural Weapon Tusks customdata to provide Tusks instead of Horns.
  • Fixed Ares Duelist not getting targeting autosoft
  • Fixed Climate Adaptation and Proboscis metagenic qualities not having the correct flag. Closes #4278
  • Added previously missing entries for the Proteus Krake's micro-torpedos and micro-torpedo launcher. Existing saves containing a Proteus Krake will have its previously buggy weapon mount entry replaced with a functional one that properly includes the micro-torpedo launcher.
  • Added KEV toxin from Shadowrun Missions Season 8. Added SRM8 book.
  • Removed the Advanced Ritual Casting requirement from Attune Item and Empower rituals. Closes #4277
  • Added separate [Custom Cyberdeck] Firewall gear item for Fuchi Cyber-N.
  • Corrected a few mentor spirit bonus texts that did not have spaces after colons.
  • Added customdata to allow the weapon mounts from Rigger 5 to mount Sporting Rifles. Closes #4287
  • Added Barehanded Adept to quality whitelist for Focused Concentration. Closes #4293
  • Fixed incorrect liner categories for the Ares Victory line. Closes #4299
  • Fixed incorrect weapon types for underbarrel grenade launchers that prevent them from being reloaded properly. Closes #4297
  • Helmets in the custom ruleset "Helmets Are Mods, SWAT and MilSpec Are FBA" now properly have capacities for gear instead of negative armor capacities.
  • Rigger 5.0 attribute increase drone mods now properly consume slot points based on the increase instead of on the total rating. The first level of an attribute increase (the first three for armor) are not also properly free.
  • Weapons that come with Trigger Removal as default no longer get an extra +1 Accuracy compared to their printed statblocks.
  • In Priority-based creation, Apprentices now get the same skill group extras that Aspected Magicians get, though they cannot choose the Enchanting skill group because those skills are forbidden for Apprentices. Fixes #4313.
  • The customdata for letting Rigger 5.0 Standard and Heavy vehicle mounts to sporting rifles now works for proper Rigger 5.0-style weapon mounts as well. Fixes #4289.
  • Fixed incorrect stats for Krime Trollbow Horns.
  • Fixed incorrect specializations for various Carbines from Street Lethal.
  • Removed Hardened Rolling Blades weapon, as No Future says that Rolling Blades are only available in Bladed form.
  • Carbines is now one of the recommended specializations for the Automatics skill.
  • Added customdata that removes Automatics as a skill, placing Machine Pistols into the Pistols skill and all other Automatics weapons into the Longarms skill. Heavy Weapons replaces Automatics in the Firearms skill group. Implements #4310.
  • Evo Sublime now properly is only available as an implanted cyberdeck.
  • Fixed the cost of integrated synthlinks and internal SmartCams.

Changed/New Strings:

  • MessageTitle_AutosaveFound
  • Message_AutosaveFound
  • Message_InvalidTextFound
  • Message_InvalidTextFound_Title
  • MessageTitle_OutdatedChummerSave
  • Message_OlderThanChummerSaveMinimumVersion
  • MessageTitle_OlderThanChummerSaveMinimumVersion
Assets 3