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ShadowWalker
post Jun 15 2011, 01:49 AM
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QUOTE (McDougle @ Jun 14 2011, 06:06 PM) *
Please add this to the list:

Groupcontacts r very basic and don´t show the options taken for the connection-enhancement.


should try to include book and page number when possible.
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Fyndhal
post Jun 15 2011, 01:59 AM
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Nebular:

I may have missed it, is there currently a way to bind purchased Foci?
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SpellBinder
post Jun 15 2011, 02:27 AM
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QUOTE (Fyndhal @ Jun 14 2011, 07:59 PM) *
Nebular:

I may have missed it, is there currently a way to bind purchased Foci?
Though I'm not Nebular...

If the character has an awakened quality there'll be a box to the right of the gear with the label "Bonded Foci" just above it that lists all of the purchased/owned foci; no awakened quality, no Bonded Foci box. Put a check in the box to bond it, and it'll deduct the BP/Karma accordingly.

Now what's not supported are the unique foci (like the Kurokawa, described in the Digital Grimore) that can bond to anyone for no karma. That might be a bit tricky to implement.
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Burrito Al Pasto...
post Jun 15 2011, 03:25 AM
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The "Sprawl Ganger" sample character has the Technomancer quality. He should have the Toughness quality instead. (Oops.)

Exotic skills have a math issue; it should not cost 2 bp to type something in the specialization box for exotic skills, because you are not buying a specialization - you're specifying what the skill is. (Exotic skills have no specializations; see page 122 of Anniversary and note that "Specializations" are noted as "N/A" for the two exotic skills on that page.)
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ShadowWalker
post Jun 15 2011, 05:33 AM
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QUOTE (SpellBinder @ Jun 14 2011, 10:27 PM) *
Though I'm not Nebular...

If the character has an awakened quality there'll be a box to the right of the gear with the label "Bonded Foci" just above it that lists all of the purchased/owned foci; no awakened quality, no Bonded Foci box. Put a check in the box to bond it, and it'll deduct the BP/Karma accordingly.

Now what's not supported are the unique foci (like the Kurokawa, described in the Digital Grimore) that can bond to anyone for no karma. That might be a bit tricky to implement.


I would think you would need to enter the unique item in a custom xml file.
There would still need to be an xml tag that would note it as being a unique foci so anyone could bond it.
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SpellBinder
post Jun 15 2011, 06:17 AM
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Well, I was able to put the Kurokawa in a custom weapons list and the DV works like it's supposed to. However it's only half as effective as I just noticed that there's no DP values for individual weapons listed in the character sheets.

Added: Could be helpful if at least a DP modifier could be included. And also a way to cross check items that normally aren't weapons but can be used as such (like the monofilament chainsaw, normally B&E Gear but can be used as an exotic weapon with -2DP and DV 5P; see SR4a 335 for details).
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Fyndhal
post Jun 15 2011, 01:23 PM
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QUOTE (SpellBinder @ Jun 14 2011, 10:27 PM) *
Though I'm not Nebular...

If the character has an awakened quality there'll be a box to the right of the gear with the label "Bonded Foci" just above it that lists all of the purchased/owned foci; no awakened quality, no Bonded Foci box. Put a check in the box to bond it, and it'll deduct the BP/Karma accordingly.

Now what's not supported are the unique foci (like the Kurokawa, described in the Digital Grimore) that can bond to anyone for no karma. That might be a bit tricky to implement.


Interesting. I've no idea how I missed that when I was working on it last night. I'll have to take a look at the character I was messing with when I get home to see if it didn't show up for whatever reason or if I'm just going blind. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jun 15 2011, 01:56 PM
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QUOTE (SpellBinder @ Jun 15 2011, 01:17 AM) *
Added: Could be helpful if at least a DP modifier could be included. And also a way to cross check items that normally aren't weapons but can be used as such (like the monofilament chainsaw, normally B&E Gear but can be used as an exotic weapon with -2DP and DV 5P; see SR4a 335 for details).

Crap. This was working before. This will be fixed in the next update.

Edit: I take that back. It was updated to not show the specialized dice pool amount since you can't specialize in it. The point calculation was never updated.
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Nebular
post Jun 15 2011, 02:00 PM
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QUOTE (SpellBinder @ Jun 15 2011, 01:17 AM) *
Well, I was able to put the Kurokawa in a custom weapons list and the DV works like it's supposed to. However it's only half as effective as I just noticed that there's no DP values for individual weapons listed in the character sheets.

Added: Could be helpful if at least a DP modifier could be included. And also a way to cross check items that normally aren't weapons but can be used as such (like the monofilament chainsaw, normally B&E Gear but can be used as an exotic weapon with -2DP and DV 5P; see SR4a 335 for details).

It doesn't look like you'd need to do anything special for the Kurokawa. Since the Focus doesn't cost anything for binding, I'd just treat it as a standard Weapon.

For items that can also be used as Weapons, I'd treat them like Grenades. They're Gear that has a matching Weapon item that it adds when it is given to the character.

The -2 dice pool is just a modifier you will have to manually handle, similar to the +2 dice pool bonus from Smartlink/Smart Gun.
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Nebular
post Jun 15 2011, 02:06 PM
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QUOTE (Burrito Al Pastor @ Jun 14 2011, 10:25 PM) *
The "Sprawl Ganger" sample character has the Technomancer quality. He should have the Toughness quality instead. (Oops.)

Fixed and updated.
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McDougle
post Jun 15 2011, 09:02 PM
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QUOTE (Nebular @ Jun 15 2011, 02:36 AM) *
Oh, are you referring to the Membershp, Area of Influence, etc. stuff found in the table at the bottom of RC 124?

Exactly. (IMG:style_emoticons/default/cool.gif)
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Nebular
post Jun 15 2011, 10:54 PM
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This week's update comes sooner than I had expected with the focus being on Critters and Metatypes. Sprites are now supported, and, despite saying I would likey never include support for them, there is now support for... wait for it... Free Spirits and A.I.s! (IMG:style_emoticons/default/biggrin.gif)

Build 117
  • added support for <freespiritpowerpoints /> to Improvement Manager which grants additional Power Points to Free Spirit characters
  • added support for Free Spirit characters (see below)
  • added support for A.I. character (see below)
  • added A.I. Critters from Unwired
  • added Sprite Critters (big thanks to ShadowWalker for providing these)
  • added support for <gears /> to critters.xml so A.I. Critters can come pre-equipped with their Programs
  • Military Grade Armor now uses the proper BOD X 3 limit for Armor Encumbrance (having a single piece of Military Grade Armor equipped raises a character's Encumbrance limit, regardless of any additional Armor they may be wearing)
  • Shapeshifters now have access to the Critters tab and have been given their Critter Powers (which also lets them add/remove Vulnerability and Allergy Critter Powers for their Untouched By Silver optional rule)
  • Shapeshifters now have Metavariants which let them select a Metatype for their Not Quite Always Human optional rule
  • Select Critter Powers window now groups Powers by Category
  • unarmed damage now correctly rounds up instead of down
  • added an option to allow free Knowledge Skills for characters in Karma Build Mode (disabled by default)
  • added an option to allow CHA x 2 free points of Contacts for characters in Karma Build Mode (disabled by default)
  • Career Mode correctly uses the Metatype's maximum Essence as the baseline for determining Essence Loss penalties
  • Exotic Active Skills no longer eat up points for selecting their Specialization
  • added support for <inherited /> Quality Requirement which indicates the Quality can only be gained when it is part of a Metatype
  • Skill Ratings in critters.xml now support expressions
Free Spirit Characters

Magic replaces Force since they are the same Attribute for the Free Spirit. When you first create a Free Spirit character, your Attribute BP total will be very high but is technically correct. All of the character's Attribute start at 2 and have a Metatype Maximum of 2 (the Free Spirit's starting Force/Magic). This means that all of your Attribute costs are being calculated at their Metatype Maximum which adds +15BP per Attribute. (This technically breaks all of the other written rules saying only 1 Physical/Mental Attribute can be at it's Metatype Maximum.) When MAG 3 or higher is selected, this number drops back down since they are all no longer at their Metatype Maximum. (And who would play a Force 2 Free Spirit anyways?)

A.I. Characters
Resonance replaces Rating. Their free Programs can be purchased through Gear by selecting the Free! checkbox when purchasing.

Outstanding Items
  • Extended Contact Information
  • Modular Electronics
  • Multiple Capacity Items
  • Remove Old Quality Conversion Code
  • Look into Karma/Nuyen Expense Rollback
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Nebular
post Jun 15 2011, 11:00 PM
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And of course as soon as I post it, my site slows to a dead crawl (at least from my connection - it's hosted remotely). If you try to update, it may time out on you for a while. (IMG:style_emoticons/default/nyahnyah.gif)
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ShadowWalker
post Jun 15 2011, 11:15 PM
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QUOTE (Nebular @ Jun 15 2011, 06:54 PM) *
A.I. Characters
Resonance replaces Rating. Their free Programs can be purchased through Gear by selecting the Free! checkbox when purchasing.

Outstanding Items
  • Extended Contact Information
  • Modular Electronics
  • Multiple Capacity Items
  • Remove Old Quality Conversion Code
  • Look into Karma/Nuyen Expense Rollback


A.I.s don't have a resonance attribute,
and there rating is equal to the average of the 4 mental attributes.
The Rating attribute also does not cost any bp or karma to increase.
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Nebular
post Jun 16 2011, 12:06 AM
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QUOTE (ShadowWalker @ Jun 15 2011, 06:15 PM) *
A.I.s don't have a resonance attribute,
and there rating is equal to the average of the 4 mental attributes.
The Rating attribute also does not cost any bp or karma to increase.

Eh?! RC make it sound like you pick what your Rating is. Well crud.
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ShadowWalker
post Jun 16 2011, 01:44 AM
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QUOTE (Nebular @ Jun 15 2011, 08:06 PM) *
Eh?! RC make it sound like you pick what your Rating is. Well crud.


page 89 of RC,
QUOTE
The Rating attribute expresses the general strength of the AI. It is equal to the average of the AI’s four Mental attributes, rounded up. A metasapient’s Rating acts as the natural maximum for its Edge.


Response and Signal are equal to the node the AI is in.
System is equal to the average of Intuition and Logic rounded up.
Firewall is equal to the average of Charisma and Willpower rounded up.

The condition Monitor is equal to 8 plus half System rounded up.
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Burrito Al Pasto...
post Jun 16 2011, 01:45 AM
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Check page 89 of RC, paragraph 3 - it's the average of the four mental stats, rounded up, and also determines maximum Edge. (It's just as well - there was some kind of bug in the Resonance point cost math anyways.)

On a related note, AIs are currently incapable of increasing any of their mental stats to 6, presumably because they already have four stats at the maximum value of 0.

I don't see any way to select inherent programs; I tried just giving myself an appropriate program at the appropriate rating and clicking the "Free!" box, but it didn't seem to do anything. (I was still billed.) However, they should be tracked separately anyways, since they're a source of karma expenditure. Note that the list of programs which can be inherent is limited to the table on page 89, and that the starting values of said programs cannot be changed at character creation (except by changing the values of the associated stats). It's worth noting that AI inherent programs have Ergonomic and Optimize, but I don't see anything about what rating they should have Optimize at. This may be a thing that needs errata.

AIs should have a permanent three initiative passes.

It would be good if there was a free "modification" for nodes/drones/etc to mechanically record the "node sweet node" bonus ratings.

Technomancers should be unable to take biofeedback filter complex forms, and probably shouldn't be able to take program package complex forms, either. (I'm honestly uncertain that they're allowed to take as complex forms anything other than common use, hacking, program options, and their special simrig, shield, and smartlinks.)

Program packages as currently implemented aren't particularly useful, because they don't contain any information on the software that's in them. This seems like information that should be present on one's character sheet.

Vehicles probably should have a minimum value of 0 for speed and acceleration values.
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Burrito Al Pasto...
post Jun 16 2011, 01:48 AM
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QUOTE (ShadowWalker @ Jun 15 2011, 05:44 PM) *
The condition Monitor is equal to 8 plus half System rounded up.

Plus 2 if they have the Redundancy quality.
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ShadowWalker
post Jun 16 2011, 02:09 AM
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QUOTE (Burrito Al Pastor @ Jun 15 2011, 09:45 PM) *
Check page 89 of RC, paragraph 3 - it's the average of the four mental stats, rounded up, and also determines maximum Edge. (It's just as well - there was some kind of bug in the Resonance point cost math anyways.)

On a related note, AIs are currently incapable of increasing any of their mental stats to 6, presumably because they already have four stats at the maximum value of 0.

I don't see any way to select inherent programs; I tried just giving myself an appropriate program at the appropriate rating and clicking the "Free!" box, but it didn't seem to do anything. (I was still billed.) However, they should be tracked separately anyways, since they're a source of karma expenditure. Note that the list of programs which can be inherent is limited to the table on page 89, and that the starting values of said programs cannot be changed at character creation (except by changing the values of the associated stats). It's worth noting that AI inherent programs have Ergonomic and Optimize, but I don't see anything about what rating they should have Optimize at. This may be a thing that needs errata.

AIs should have a permanent three initiative passes.

It would be good if there was a free "modification" for nodes/drones/etc to mechanically record the "node sweet node" bonus ratings.

Technomancers should be unable to take biofeedback filter complex forms, and probably shouldn't be able to take program package complex forms, either. (I'm honestly uncertain that they're allowed to take as complex forms anything other than common use, hacking, program options, and their special simrig, shield, and smartlinks.)

Program packages as currently implemented aren't particularly useful, because they don't contain any information on the software that's in them. This seems like information that should be present on one's character sheet.


They can go to a 6 you just need to increase resonance.
The problem is that you start with a 1 edge and a 1 resonance. Which means you have a stat at max.

Technomancers can have other forms of programs as complex forms. Pg 136 Unwired - Adopting Software.
You could have a Technomancer create Empathy 6 as a complex form.

I thought that Biofeedback and Program Packages had been removed as complex forms.
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Burrito Al Pasto...
post Jun 16 2011, 02:40 AM
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Mmm... no, if I start a new character, then try to increase Logic to 6 as the first thing I do (which should be legal) I get the "no more than one at max" error message; this doesn't change if I increase my Resonance. (Edge, Resonance, and Magic all don't count against the "one maximum attribute" rule - it only applies to physical and mental Attributes.)

Biofeedback filter is still a selectable complex form (under Hacking), and so are the whole category of software packages.

Good catch on "Adopting Software". This is... actually very useful information to have.

On a related note, I haven't been able to find the MRSI software from War! anywhere in Chummer. Am I just looking in the wrong places?
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ShadowWalker
post Jun 16 2011, 02:43 AM
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QUOTE (Burrito Al Pastor @ Jun 15 2011, 10:40 PM) *
Mmm... no, if I start a new character, then try to increase Logic to 6 as the first thing I do (which should be legal) I get the "no more than one at max" error message; this doesn't change if I increase my Resonance. (Edge, Resonance, and Magic all don't count against the "one maximum attribute" rule - it only applies to physical and mental Attributes.)

Biofeedback filter is still a selectable complex form (under Hacking), and so are the whole category of software packages.

Good catch on "Adopting Software". This is... actually very useful information to have.

On a related note, I haven't been able to find the MRSI software from War! anywhere in Chummer. Am I just looking in the wrong places?


Well that's strange, the first time I tried this it let me increase to a 6 after I increased resonance.
Not sure what else I had done.
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SpellBinder
post Jun 16 2011, 07:48 AM
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QUOTE (Nebular @ Jun 15 2011, 04:00 PM) *
And of course as soon as I post it, my site slows to a dead crawl (at least from my connection - it's hosted remotely). If you try to update, it may time out on you for a while. (IMG:style_emoticons/default/nyahnyah.gif)

Really? Thought it was the local phone company fornicating my ISP with with a Louisville Slugger up the waste processing plant's pipes. I keep having to refresh web pages at least three times in order to get anywhere at the moment (save my local e-mail).
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Dakka Dakka
post Jun 16 2011, 12:09 PM
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Found a couple of issues with Martial Arts:
- The Martial Art should be called Sangre y Acero not Sangrey y Acero. (Arsenal p. 158)
- The Maneuver should be called Two Weapon Style, not Two Weapon Strike (Arsenal p. 160).

BTW could you add the other Martial Arts as well? While for example Sangre y Acero, Eztlitzli and Ars Cybernetica offer the same bonuses they are distinct Arts and their bonuses do stack, except for +DV which is capped at +3. Also for flavor it may be interesting to have a character skilled in ROSS instead of Krav Maga.
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crazymykl
post Jun 16 2011, 02:08 PM
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Linux and Mac users would greatly appreciate Mono-based builds so this program isn't windows-only. If I had the source, I could (attempt to) make the binaries, if need be.
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Nebular
post Jun 16 2011, 02:08 PM
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QUOTE (Burrito Al Pastor @ Jun 15 2011, 08:45 PM) *
Program packages as currently implemented aren't particularly useful, because they don't contain any information on the software that's in them. This seems like information that should be present on one's character sheet.

Holy crap, I forgot all about this. Now that Gear supports child items in the data file, I can actually go back and fix all of these up!
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