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> Chummer for 5e, really!
Adam Schmidt
post Aug 3 2014, 09:19 PM
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QUOTE (anchoress @ Aug 2 2014, 04:31 PM) *
Hey man, I just recognized that some rituals are seem to be missing. I'll list up all that I can find:

(all from Street Grimoire, p. 129-137)
- Grave Binding
- Kything
- Far Sensing
- Ley Sight
- Light of Darma
- Living Vessel
- Manifest Sha
- Masking Ward
- Obfuscating Ward
- Recharge Reagents
- Smudging
- Summon Great Form Spirit
- Trap Ward


They're all there, they require that you have picked up the companion Art before they're available to you. For example, you can't use Grave Binding unless you've picked up Necromancy.

As for the losing a point of special attributes bug, that'll be fixed in the build coming out in about an hour.
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Adam Schmidt
post Aug 3 2014, 09:47 PM
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Mostly bug fixes here with the inclusion of a requested house rule. I'll be adding in support for a house rule allowing Initiation and Submersion during character creation but it's not ready yet and will come in a future build.

Build 5.132 (beta)
- Added a House Rule "Use Skill Points on broken groups" that allows you to spend Active Skill Points in Creation mode on skills belonging to broken skill groups.
- Fixed a bug that would prevent raising Edge, Magic, or Resonance to maximum.
- Fixed a bug that would cause a crash if a skill group was raised which included a skill that had free levels.
- Fixed the page numbers for a handful of Illusion Spells.
- Removed a duplicate entry for Gamma-Scopolamine.
- Removed the button to add Adept Power Points in Career mode for Mystic Adepts.
- Fixed a bug that would erroneously charge a special attribute point when purchasing cyberware or bioware.
- Fixed a bug that was preventing the range values for a number of thrown weapons from being shown.
- Fixed a bug causing new spirits added in Create mode being added by a Mystic Adept to have the wrong Force value.
- Fixed a spelling error on the Shadowrun Forum Post 1.
- Added Advanced Medkits from Bullets & Bandages. No availability is listed for Advanced Medkits in B&B so I just used the availability for standard Medkits.
- Updated the validation warning message concerning having gear over capacity so that it now specifies exactly which items are over capacity.
- Fixed a bug that would throw up a validation error on characters using Prime Runner stats that have more than 25 karma in positive or negative qualities.
- Fixed a bug that was preventing Prime Runners from converting to Career mode.
- Fixed a bug that was causing the character load to fail if it was a Prime Runner with more than 10 karma spent on nuyen.
- Updated the Missile Mastery Adept Power to include the +1DV and +1 Dice on Thrown Weapons. Not sure this is the correct fix though as this is only supposed to apply to non-explosive thrown weapons.
- Fixed a bug allowing purchase of more levels than should be allowed on Flexibility, Stillness, and Penetrating Strike. This fix will only apply on powers added after this update.
- Fixed a bug with the Ares Giantslayer Slingshot that was causing a crash when selecting it.
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Adam Schmidt
post Aug 8 2014, 06:46 PM
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I'm updating to include the new translator app for Chummer to enable easier foreign translations. Unfortunately I'm running into an issue with the auto-update and the new translator so I've disabled auto-update from collecting the new translator app until I can resolve the issue. You can still get it by downloading the .zip file directly. I'll resolve it as soon as I can.

Build 5.135 (beta)
- Minor fix to enable downloading the translator app via Chummer update.

Build 5.134 (beta)
- Now includes a translator application (Translator.exe). This app allows you to create and edit the language files to translate Chummer into non-English languages. If you're interested in doing a translation for distribution with Chummer, please let me know via srchummer5@gmail.com and we'll make arrangements for you to send me updated language files. This is the first release of this translator app so please let me know if you run into problems using it. There's a bit more to come for handling translation, this was just the first big step.
- To resolve an issue with Exotic weapon skills, special weapons were moved into the appropriate Exotic weapon category.
- Fixed a bug that could cause Adept Power Points to be miscalculated in Career mode when adding cyber/bioware.
- Fixed a bug that could cause a crash when printing your character.
- Removed the Enemies section as this was a leftover from 4th Edition.
- Removed the duplicate Narcoject entry.
- Added the low-light and infrared flashlights from the core book.
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Adam Schmidt
post Aug 10 2014, 02:34 AM
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I want to take a moment to thank the folks at The Arcology Podcast for inviting me on to this week's episode. I've never done anything like it and it was a rare pleasure to talk with Mr. Johnson about Chummer. You can find the podcast at http://arcologypodcast.com/episode-040-chummer-5/.
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Servitor 2152
post Aug 11 2014, 01:57 AM
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Hi, Adam! This is my first time posting on Dumpshock, and I wanted to let you know how much I appreciate the work you've put into creating Chummer 5. I hope to start running SR in the very near future, and Chummer will make it so much easier to build PCs and NPCs for the game.

I am having one fairly major issue with the program, however, and a quick Google search seemed to indicate that this hasn't been addressed yet (although if my Google-fu is weak and I am mistaken about that, I apologize). I've tried building a couple of characters in the program, but whenever I click on the "Add Contacts" button on the Common tab, absolutely nothing happens, either in Build mode or in Career mode. I have this problem regardless of whether I've saved the character or not, and whether it's the first thing I try to do after firing up the character builder or the last thing I try to do after finalizing everything else. I've also had the Contacts point total in the Build Summary tab change from "24 of 24" to "0 of 0" when I changed my elf face's Charisma from 8 to 7, and then stay there when I bumped it back up to 8 again. I'm running Windows 7 Home Premium with Service Pack 1 installed on the computer in question, if that makes any difference at all.

Please let me know if there's anything I can do to fix this problem myself. I haven't seen any other mention of it here or on other SR forums, and it's a major enough issue that I figure someone else would have said something if they were having it, so I suspect the problem is on my end. And again, thank you so much for the work you've done in making SR character creation easier. (IMG:style_emoticons/default/smile.gif)
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Temperance
post Aug 11 2014, 03:16 AM
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QUOTE (Servitor 2152 @ Aug 10 2014, 05:57 PM) *
I am having one fairly major issue with the program, however, and a quick Google search seemed to indicate that this hasn't been addressed yet (although if my Google-fu is weak and I am mistaken about that, I apologize). I've tried building a couple of characters in the program, but whenever I click on the "Add Contacts" button on the Common tab, absolutely nothing happens, either in Build mode or in Career mode.


Unfortunately, it's a known issue. I believe in the thread on the official forums, Adam indicated that a fix should appear in the next update.

-Temperance
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Servitor 2152
post Aug 11 2014, 03:31 AM
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QUOTE (Temperance @ Aug 10 2014, 09:16 PM) *
Unfortunately, it's a known issue. I believe in the thread on the official forums, Adam indicated that a fix should appear in the next update.

-Temperance


I see. I look forward to seeing that update, then. (IMG:style_emoticons/default/smile.gif)
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Adam Schmidt
post Aug 11 2014, 03:10 PM
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A few fixes (including the much desired Contact fix) and a number of items relating around house rules including enemies and initiation/submersion during creation. Also a big fix to match the RAW for Exceptional Attribute/Lucky and the ability to buy specializations with karma in create mode. And a small enhancement that adds a list of suggested contacts when adding a new contact. More on that to come...

Build 5.136 (beta)
- Due to popular request, Enemies are back again. These are not part of 5th Edition (at least not yet) so using them is a house rule.
- The Contacts/Enemies UI has been updated to use tabs rather than being stacked. This gives a little more room for both contacts and enemies.
- Contacts now show a dropdown list for the name allowing you to enter your own contact information or select one from a list. As of yet, Enemies have no options in the list but this will be added at a later date (suggestions welcome).
- Added logging to the update function. Hopefully this will be helpful in tracking down issues when downloading updates.
- Removed a possible bug that could cause the update to go into a loop.
- Added a new Buy With Karma checkbox to each of the Active and Knowledge skills in Creation mode that allows you to buy the specialization with karma instead of skill points.
- Added tooltips to the house rules on the options dialog to help explain which each house rule does.
- Added a house rule to the Options dialog that will allow Initiation and Submersion during Create mode.
- As it was pointed out to me that I missed the sentence on page 66 that explicitly allows spending Attribute Points on the bonus point granted by Exceptional Attribute or Lucky, I've removed the house rules relating to Exceptional Attribute and am now following the rules as specified. Sorry for any confusion.
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Adam Schmidt
post Aug 18 2014, 11:20 AM
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Sorry I've been quiet folks... My husband injured his knee and I've been a bit busier than usual taking care of him while he gets through his initial recovery.

I've been working on a build during what time I've had available and am intending to get a new build out in the next day or two (I hope). Thank you all for your patience.

Adam
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Adam Schmidt
post Aug 19 2014, 01:04 AM
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Many thanks for the best wishes for my hubby's speedy recovery. He's doing well and is staying propped up in his favorite chair with his leg in a brace (he sprained his knee more or less but it's all soft tissue damage so he should be up and about again soon).

For this build I got a fair number of bugs fixed and updated contacts further by adding a few new fields. I'm working on new character sheets but they're not quite ready for prime time so I didn't include them in this build. We've also got fresh German translations courtesy of Geg. And speaking of German, I've also added a new "book" containing the items from the German translation of the Shadowrun core book that differ from the English version. Hopefully this will make it easier to use whichever version your table is using.

Build 5.137 (beta)
- Before anything else, I want to thank Geg (chummer5de@gmail.com) for going above and beyond working on the German translation for Chummer. A very large part of Chummer's data files have been translated into German by Geg over the last week and I cannot thank him enough for taking it upon himself to do this.
- In order to resolve differences between the English and German printings, I've added a new book entitled "Shadowrun 5th Edition (German)". I've attached to this book the German versions of the Raven Mentor Spirit and Skilljack Cyberware. This should allow German players to use the versions printed in their books and other players to use them if their group is treating those rules as errata to the English book.
- Updated Contacts by splitting the Name field into three fields: Name, Location, and Archetype. The dropdown has been moved to Archetype. Any existing Contacts will show any existing info under Name. The character sheets have been updated to show the new Contact fields.
- Updated the Ultimax Rain Forest Carbine to use the updated stats provided in the Missions FAQ Update version 1.1.1.
- Removed the Restrictive quality from SWAT Armor that was there in error.
- Fixed a bad tooltip for the Cyberlegs house rule.
- Fixed the price for the Horizon Flying Eye with the Flash Pak and Smoke Grenade option.
- Fixed a bug that was ignoring book selections when showing the list of mentor spirits.
- Fixed the AP modifier for Gel Rounds.
- Changed the Gecko Grip weapon modification to not require that the weapon have a Stock slot.
- Added the missing Strike the Darkness and Neijia Martial Art Techniques.
- Fixed the price of the Armanté Suit and Dress.
- Fixed a formatting problem with the skills list so that the list should now scroll properly.
- Fixed a bug preventing leftover nuyen from being carried over after character creation.
- Added the ability to enter notes for Martial Art Techniques which are also shown on the character sheet.
- Added the Custom Tradition to Career mode.
- Fixed the Drain Resist dice pool for limited spells.
- Fixed the armor calculation for stacking armor including occasionally stacking items like the Mortimer's High-Fashion armor.
- Fixed a bug that would prevent adding the free adept powers granted by a mentor spirit if in Career mode.
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Adam Schmidt
post Aug 22 2014, 11:22 AM
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Just a small bug fix update. I've been continuing to focus on the new character sheets and am slowly making progress. Thank you to everyone who sent in character files for me to use in testing, they've been immensely helpful. I can always use more and if anyone has a decker rather than technomancer, I'm still needing a few of those for testing. Thank you!

Build 5.138 (beta)
- Fixed the spelling on the name of the Evo Armadillo Armored Spacesuit.
- Fixed the calculation of the Mortimer of London coats when dealing with unequipped armor.
- Updated Chem Seal and Environmental Adaptation for Full Body Armor to be mods for Full Body Armor rather than armors themselves.
- For the Translator: Fixed both the Page and Translated columns so that they correctly save changes.
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BigMrE
post Aug 23 2014, 05:08 PM
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Adam,

Whenever I try to update, I get an error that says "unhandled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click quit, the application will close immediately

C:\users\my name\Desktop\Chummer5\Translator.exe

Then the details are:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: C:\Users\fialalauri\Desktop\Chummer5\Translator.exe
at System.Diagnostics.FileVersionInfo.GetVersionInfo(String fileName)
at Chummer.frmUpdate.FetchXML()
at Chummer.frmUpdate.frmUpdate_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
Assembly Version: 0.0.5.138
Win32 Version: 0.0.5.138
CodeBase: file:///C:/Users/fialalauri/Desktop/Chummer5/Chummer5.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


I even deleted out the chummer5.exe file, and used one from 7/15 to update from, and it allowed me to, and when I tried to update again, I got the same error. This occurred on 2 different computers (home and work).
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Adam Schmidt
post Aug 23 2014, 06:58 PM
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If you download the .zip file from https://code.google.com/p/chummer5/ and overwrite your local files, it should resolve the situation. I put in code a while back that should prevent the problem from happening again. If it doesn't, let me know and I'll do whatever I have to in order to get it fixed. Thank you for letting me know.
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SpellBinder
post Aug 25 2014, 01:20 AM
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Came across a small bug when I was messing around with Initiations and the options. I added and then removed the Enchantment 'Mortis Optigram' from the Initiation tab, but on the Spells and Spirits tab it was still there under Selected Enchantments without the option to delete it.
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Adam Schmidt
post Aug 25 2014, 05:43 PM
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QUOTE (SpellBinder @ Aug 24 2014, 09:20 PM) *
Came across a small bug when I was messing around with Initiations and the options. I added and then removed the Enchantment 'Mortis Optigram' from the Initiation tab, but on the Spells and Spirits tab it was still there under Selected Enchantments without the option to delete it.


Got it and thank you for letting me know. I've heard of another issue with Initiation/Submersion and was intending to dig into that code anyway. I'll check this while I'm working on the other item.
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SpellBinder
post Aug 25 2014, 05:57 PM
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On that, something that seemed minor, was the pop-up for the level and karma cost after adding and removing an Initiation level. Honestly I have not dug in to verify the karma costs to see if they're tweaked or not in this (messing around in Create mode for this). If the math is on for the karma costs, then this's really a low priority item.
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Adam Schmidt
post Aug 26 2014, 08:29 PM
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I'll take a look at the initiation popup to make sure it's right, thank you for the heads up.

On a different note, it's still very much a work in progress but you'll find a PDF mock-up of what I'm currently working on for the new main character sheet at this link: https://drive.google.com/file/d/0B1j5wMS6KH...dit?usp=sharing

The final won't be as long because it won't have as many sections (no character will have spells, cyberware, decking, rigging, and adept powers all at once... at least I hope not and if you do a long character sheet is the least of your worries). Also this mock-up isn't intended to show page breaks and I may move some of the sections around. It's only intended to show what kind of information I'm intending on showing on the new sheet and the rough format.

I'm also working on a new GM summary sheet intended both for the players to give to their GM and for the GM to use for NPCs. And lastly I'm creating a new text only sheet that is nearing completion that is intended for posting to forums such as this and will have options to use BBCode formatting (for both here and Dumpshock). I have a few more plans for these sheets but they're more long term including being able to paste the text only version back into Chummer and have it recreate the character from the text and I've also been considering a Google Doc output but don't know if that one is even reasonably possible for me. For now, I'm just focusing on the three new sheets and what I need to do to Chummer to make them work.

I'm going to try to get another bug fix build out in a few days just so I don't leave bugs waiting too long but most of my attention right now is on the new sheets. Feel free to share your thoughts.
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irthinker
post Aug 28 2014, 02:32 PM
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Thank you for Chummer, it's very cool!

I am running Chummer 5.138.

I tried to add an Advanced Safety System (modification) to a gun.

I do not see any Modification choices when I choose "Add Modification".

Is this a bug or are Modifications not yet implemented?

Thank you for your hard work!
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Adam Schmidt
post Aug 28 2014, 05:08 PM
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QUOTE (irthinker @ Aug 28 2014, 10:32 AM) *
Thank you for Chummer, it's very cool!

I am running Chummer 5.138.

I tried to add an Advanced Safety System (modification) to a gun.

I do not see any Modification choices when I choose "Add Modification".

Is this a bug or are Modifications not yet implemented?

Thank you for your hard work!


Which gun if I might ask? And were you adding an accessory or a modification and if it was a modification, can you tell me the steps you used to get there? That menu option is supposed to be removed because thus far 5th Edition has largely transitioned to accessories rather than modifications although a few of the accessories act a lot like the old modification system.

Thank you!
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Adam Schmidt
post Sep 1 2014, 10:53 PM
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This is mostly a bug fix update with one new feature (you can now have multiple specializations on skills after character creation) so it's a minor release... but it's also a big deal because with that new feature Chummer now has full support for 5th Edition with the exception of a few items that will be released with the coming new character sheets and the dashboard feature.

And as it is now supporting 5th Edition in full, I'm pulling off the beta tag. That doesn't mean Chummer is done or that I'm not doing more on it, just that there really isn't a good reason to keep on saying that Chummer is in beta. The bugs that are coming in are fairly minor and while there will likely always be some bugs to be fixed, Chummer is pretty stable now.

Build 5.139
- Added in the ability to multi-specialize in skills post character creation.
- Updated Mnemonic Enhancer to provide its bonus to the Mental Limit and Memory Tests.
- Updated Tailored Pheromones to provide a flat bonus to the social limit instead of a limit modifier.
- Fixed a bug with Qi Foci that could prevent it from showing the power it provides in the bound foci list.
- Updated Martial Arts so that it prevents taking the same Technique via the same Martial Art so you can have stacked bonuses.
- Fixed the Advanced Safety System from Run and Gun so that it would be available for use.
- Added the new spirits from Spirit Grimoire to the specialization lists for each of the Summoning skils.
- Fixed a bug that would occur when undoing adding a submersion grade in Career mode that was preventing it from correctly removing echoes attached to that submersion grade.
- Fixed a bug that was causing vehicles to show a Signal rating which was an artifact from 4th Edition.
- Fixed a bug that was failing to calculate the available contact points.
- Fixed a bug that was allowing multiple attributes at maximum during character creation if the character had the Exceptional Attribute positive quality.
- Fixed the tooltip showing the karma values for raising magic in career mode.

In addition, I have a few items on my bug list that I just can't reproduce no matter how hard I try. So I'm going to list them here and if anyone can duplicate them, please let me know so I can work with you to duplicate the bug and get it fixed.

- When you advance your Character, the Condition Modifier does not track if you have High Pain Tolerance or Pain Resistance.
- You can't buy sensors to add to sensor tags, since they're apparently tied to sensor housings.
- dunno if you missed my earlier post but you also cannot add any imaging enhancements currently to scopes or smartguns even though they are allowed them (3 capacity on scopes, 1 on smartgun), as there is no option in the weapon accessory dialog as there used to be in SR4a chummer
- Dwarf characters don't seem to be getting the normal 20% added to lifestyle costs. Trolls look like they work fine though.
- Essence for German skilljack is .1 per rating
- If I take a quality that changes my life style costs (for example: dependent) -> then choose a lifestyle -> then delete the quality, the price of the style does not change. This is clearly a gimmick. I just wanted to inform you
- Weapons on drones don’t get the full list of available weapon accessories

Lastly, if anyone knows if there's any official errata about the drain values for the Critter Form and Shapechange spells (they appear to be reversed), I'd really appreciate it so I know what I should do with their DV's. Thank you!
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Sabata
post Nov 13 2014, 03:50 PM
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Hey there,

First Thing to say: Thanks to Adam and everyone who worked on this tool. i love it!

I am using Chummer since SR4 and was very glad to see about Chummer5. Only - there are some small problems left. For one i cannot add a lifestyle. If i try the Chummer will close.
Some items have not the correct attributes; imprtant data is not on the printed sheet (Limits e.g.) and so on - i tried to fix some but failed in the end.


so i come here and ask nicely: will there be an update some day?


Sabata
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BigMrE
post Dec 25 2014, 05:07 PM
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Does anyone have any clue on whether Adam intends to update Chummer5 to include Run Faster stuff?
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SpellBinder
post Dec 26 2014, 11:30 PM
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Sadly I have no idea.

On the official forums I've seen a thread where others are talking about already coding in the qualities and such from Run Faster. Other things, like the Sum To Ten and Karma Gen systems are more intrinsic in the core code of the program.
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SpellBinder
post Jan 20 2015, 07:24 AM
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For those here, and not at the official forums, you can get unofficial updates that include Run Faster & Shadow Spells here.
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Sichr
post Feb 28 2015, 12:59 PM
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Sorry I disrupt this SR5 thread well SR4 chummer thred seems to be locked and I have a question concerning the latest update to it, which made the Chummer 4 program crashing on start and basicaly unavailable...for those who used the program as the main base for their games and for some reason dont want to switch to 5th ed this is major problem. Is there any chance it would be repaired?
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