Jump to content

Skarablood

Mitglieder
  • Posts

    96
  • Joined

  • Last visited

Posts posted by Skarablood

  1. Moin Leute,

    nachdem ich in Kürze mal wieder eine Runde SR5 mit einem Einsteigergrüppchen spielen wollte, hatte ich mir (aus Bequemlichkeit) vorgenommen, die vorgefertigten Charaktere aus Fast Food Fight zu verwenden (Link)

    Dabei ist mir aufgefallen, dass z.B. die Adeptin dort noch "Kritischer Schlag Stufe 4" als Adeptenkraft hat - ging in der 4. Edition noch, in der 5. aber nicht mehr. Ich habe daher den Verdacht, dass den Schnellstartregeln nie Fehlerkorrekturen zugute gekommen sind. Was wiederum schade ist, denn für Einsteiger sollten die doch nach wie vor sehr interessant sein, richtig? Oder irre ich mich und es gibt irgendwo aktualisierte, erratierte Schnellstartregeln?

  2. Chummer 5.187 wurde veröffentlicht!

     

    Änderungen:

     

    Application Changes:

    • Fixed an issue that prevented characters in karmagen from unlocking special attributes by taking the relevant qualities.
    • Renamed the addattribute improvement to enableattribute.
    • Fixed an issue that prevented the Enable/Disable Sourcebook button from actually changing the settings.
    • Fixed an issue with the display of calculated Limit modifiers. Fixes #1175.
    • Removed the ability to mark an item as Hacked.
    • Made some minor tweaks to the calculation of whether a quality contributes to the limit during chargen.
    • Fixed an issue that prevented initiation in create mode from allowing MAG or RES to exceed the Metatype Maximum.
    • Added code to preserve the window position of the main form on exit. Looking for feedback on if this is a useful feature that should carry through to the rest of the application's forms.
    • Fixed a missing binding for PDF offsets in the Options menu.
    • Fixed an issue with custom knowledge skills that could cause a crash when not using English strings.
    • Fixed an issue where Priority Aspected Magicians didn't get their unlocked skill group.
    • Fixed an issue that prevented the Blackmail and Family options from forcing a cost refresh for contacts in Create mode.
    • Fixed the addweapon node for Armour to actually add the weapon to the character.
    • Added support for to lifestyle qualities.

    Data Changes:

    • Removed most existing addattribute elements to be enableattribute instead. Affects the Pixie, Centaur, Sasquatch, Naga and Drake qualities.
    • Fixed an issue that prevented metavariants with a karma cost from properly charging the Karma cost.
    • Fixed an issue that caused a crash when searching for certain strings in the weapon selection form.
    • Hid a bunch of weapons that shouldn't normally be visible.
    • Added a missing Sensor Function to the gear category. Fixes #1176.
    • Added Blood Magic metamagics from Street Grimoire.
    • Added an Under mod slot for the Shiawase Incinerator flamethrower.
    • Removed the mod slots from the Shiawase Blazer.
    • Fixed the implementation of Mutaqua, Wendigo and Nosferatu to not require adding a Mystic Adept quality.
    • Updated the Thrifty negative lifestyle quality to properly require the Traveler lifestyle.

    Sheet Changes:

    • Character sheets now default to displaying the Alias of a character as a header in preference to their Name attribute when printing.
    • Like 1
  3. Richtig, das im Wiki beschriebene Format ist für Chummer4. Ob es Sinn macht, da eine eigene custom_weapon.xml zu schreiben, ist die andere Frage. Man kann die Items genausogut in die bestehenden weapons/armor/etc.xml einpflegen. Man müsste dann nur als Quelle ein Buchkürzel für Shadowrun 2050 angeben und dem Entwickler Bescheid geben. Dann würde SR 2050 ein Regelbuch wie alle anderen werden, dass man in den Optionen einschalten kann.

  4. Mit an Sicherheit grenzender Wahrscheinlichkeit nicht, solange es kein Deutscher macht. Shadowrun 2050 ist auf englisch im 4er System erschienen, und nur auf deutsch im 5er - d.h. kein Amerikaner/Engländer kann es einpflegen. Wenn ich mehr Zeit hätte, würde ich mich drum kümmern, aber momentan wird das schwer.

     

    Außerdem sind wir mittlerweile schon bei Chummer-Version 5.186 angekommen. Changelog 5.185 - Changelog 5.186.

     

    Aber ACHTUNG: 5.186 hat einen Fehler bei erwachten Charakteren im Karmasystem. Ist in der aktuellen Nightly-Version 5.186.5 schon wieder korrigiert, aber wer grundsätzlich nur reguläre Releases runterlädt, sollte bis 5.187 warten.

  5. Chummer 5.184.0 ist veröffentlicht worden! Download hier.

    Neuerungen (jetzt mit mehr Infizierten-Unterstützung!):

    Application Changes:

    • New ImprovementType: ReplaceAttribute. This allows you to replace the metatypeminimum or metatypemaximum with another value. Intended to be used for infected.
    • Fixed an issue where Chummer warned about free Knowledge Skills still being available instead of Active Skills.
    • Fixed incorrect rounding for Weapon Ranges.
    • Fixed incorrect rounding for Armor capacity.
    • Fixed incorrect rounding for Armor Mod capacity.
    • Fixed incorrect rounding for Gear capacity.
    • Properly allowed the 'free item' checkbox to be visible even in character creation. Fixes #1059.
    • Added an option to toggle all sourcebooks on and off in the Options menu. Fixes #971.
    • Attempting to add gear with the 'Stack' checkbox selected in career mode will only cause items to stack if they have the same child items by default. This prevents loaded spare clips from duplicating, for example. Fixes #1015.
    • Fixed an incorrect label for skill improvements in the Karma/Nuyen Expense History. Fixes #1046.
    • Fixed an issue that caused knowledge skills to revert their type to Interest. Fixes #1056.
    • Added an option to treat arms and legs as the only limbs to average cyberlimb stats off, instead of the skull and torso that are suggested by RAW. As part of this, the options have been broken out into a new XML file, options.xml. Minor design note, I intend to eventually have every calculation variable kept outside of the application logic itself; this will allow GMs to configure their characters as they wish.
    • Fixed an issue with Adept Powers with multiple levels granted by a Mentor Spirit not apply properly. If your character is affected by this, you should be able to use the Reapply Improvements option in the Special menu to recalculate it properly. Fixes #1057.
    • Added an option to give cyberware a markup cost in career mode. Fixes #1072.
    • Fixed an issue that prevented knowledge skill ratings from updating correctly when adding bonuses from sources like cyberware. Fixes #1073.
    • Fixed a rare issue where the Metagenetic Improvement quality could cause crashes when reapplying Improvements. Fixes #1038.
    • Added a menu option in the Special menu to confirm that a character is ready to move into Career mode. Fixes #1053.
    • Fixed an issue that prevented more than one Spare Clip from adding additional Ammo slots.
    • Fixed an issue that prevented dicepool/rating modifiers from being visible to character sheets.
    • Added a Display Category for skill categories. In practice, this means that printouts will use the localised name for skill categories instead of the default English. If you need to use the English string in a character sheet for some reason, use the value skillcategory_english instead.
    • Fixed an issue with adept powers that have specified maximum ranks causing a crash.
    • Fixed an issue where changing your priority selection would remove MAG/RES-linked skills.
    • Fixed a issue where Chummer would crash if, while searching for a spell, no matches was found.
    • Added a character roster to manage characters. There is an option to specify a folder to monitor in the Options menu, under Character and Printing.
    • Fixed a crash issue for characters that have cyberlimbs.
    • Fixed some crash issues with custom PACKs kits with lifestyles.
    • Fixed some issues with adding multiple non-Ammunition items to other items, ie adding trauma patches to a medkit. May have some issues, but should be functional. Fixes #814.
    • Fixed a crash issue caused by adding too many Enemies in creation mode.
    • Added some code to suppress errors caused by faulty XSL transforms in character sheets.
    • Implemented the Blackmail and Family options for contacts.
    • Removed some code from the SelectAttributes improvement that caused it to pass the selected value up to the bonus source. Generally speaking, prevents Infected qualities from getting (BOD) or whatever added to their treenode.
    • Added a new Improvement Type: MovementMultiplier. This is used to increase or decrease the multiplier for Running and Sprinting from x2/x4.
    • Fixed a UI issue that prevented attribute bonuses from showing properly if the value made it into double digits.
    • Changed the code to calculate character movement rates. To do this, I've added three attributes to the metatype: Walk, Run and Sprint. Each of these is split into three number (Walk, Swim and Fly in order).
    • Temporarily removed the CalculatedMovementSpeed tooltip from caeer and creation mode until it gets refacted.
    • Added a workaround to prevent crashes when loading characters with empty knowledge skills. Fixes #1099.
    • Refactored how the PDF options work; instead of being hard-coded with a bunch of check-boxes, it's now possible to generate your own parameters. Standard parameters have already been included in options.xml, but the default options are not necessarily a match for your previous settings.
    • The "ignoreprecedence" improvement attribute has been renamed to "precedence-1".
    • The initiativepass and initiativepassadd improvements now utilise precedence values to manage their stacking; this allows adding Improvements that will always apply, such as the Infected Initiative die bonuses.
    • Fixed an issue with Cyberlimbs that caused a crash when printing.
    • Fixed an issue that prevented the Knowledge/Contact multiplier house rules from enabling correctly.
    • Changed the string Tip_SkillsKnowledgeSkills to display the correct multiplier entry.
    • SHOULD have fixed an issue where Active Skill controls would overlap the Skill Group controls while in higher-DPI settings, blocking the karma numericupdown in creation mode.
    • Added proper translation for the quality nodes in the Select Advanced Lifestyles form.
    • Fixed an issue with the Matrix condition monitor.

    Data Changes:

    • Fixed the Infected qualities to work according to the rules. Characters with previous versions of the quality should reapply their improvements, characters that used the terrible metavariant idea will not load properly and should be rebuilt from scratch. If you've been affected by this, please get in contact with me and I'll fix your character for you. Mostly fixes #689.
    • Removed the Infected metavariants.
    • Added a missing bonus node to the YNT Softweave armour mod.
    • New XML file, options.xml. Used to store values for configurable default settings.
    • Fixed missing statistic weaknesses for various Infected qualities. Fixes #689.
    • Fixed an issue with the Deformity(Quasimodo) quality that caused it to affect Perception incorrectly. Fixes #1087.
    • Added Naga Venom, and corrected page references for Hard Targets Toxins.
    • Corrected the fire mode for the Ares Vigorous Assault Cannon.
    • Fixed an issue with the Reaction Optimization bioware not applying its initiative bonus.
    • Added a requirement for the Reaction Enhancers cyberware in order to take Reaction Optimization.
    • Fixed an issue with the Infected: Vampire quality that caused a crash.
    • Removed old Metavariant entries for Infected metavariants from the Priority sheet.
    • Added the appropriate Initiative and Movement Multiplier bonuses for the Bandersnatch, Dzoo-Noo-Qua, Goblin, Harvester, Loup-Garou, Mutaqua, Nosferatu, Vampire and Wendigo.
    • Like 1
  6. Crasht immer noch, sobald ich den Lebensstil meiner Gruppe anwähle ....

     

    Handelt es sich dabei um einen alten Charakter? Die sind nicht immer kompatibel.

     

    Der erwartet, dass ich für jeder fahrzeuggebundene Waffe "Geschütze" lerne, obwohl ich manuelle Kontrolle kaufe ...

     

    Ist das nicht richtig?

     

    Crasht, sobald ich den Drucker anwähle ...

     

    Ach ja, Boni werden richtig kalkuliert aber nicht angezeigt ...

     

    Bei Fahrzeugen wäre es einfacher die Modifikationen nach Kategorien angezeigt zu bekommen, aber das geht nur für Powertrain ...

     

    Bug und Feature-requests besser hier angeben: Github

  7. @Darius: danke fürs posten! :D

    die freien Punkte, die man als Adept/MysAdept/Technomancer/Mage bekommt.

    Welche wären das?

    Die Autos einzufügen müsste kein großes Problem sein, dazu müsste man sie nur in die entsprechenden XML-Dateien eintragen, bei Fahrzeugen wäre das die https://github.com/chummer5a/chummer5a/blob/master/Chummer/data/vehicles.xml- einfach einen Fork erstellen, sich das Format angucken, die Autos korrekt eintragen und einen Pull-Request der geänderten Datei erstellen.

    Bei Bugs in den Optionen einen Report erstellen. :D

     

    Bei der Übersetzung bin ich spontan überfragt.

  8. Einmal das, was Darius sagt. Entweder die Bücher neu aktiveren oder die "settings.xml"-Datei kopieren (funktioniert im Normalfall, laut Entwickler).

     

    Zweitens sind die Charaktere leider nicht unbedingt kompatibel, je nachdem, was so geändert wurde. Aber versuch erstmal das mit den Quellenbüchern, vielleicht geht es dann schon wieder.

  9. Chummer 5.182.0 ist veröffentlicht worden! Download hier.

     

     

    Application Changes:

    • Fixed a crash when creating MAG/RES characters using Priority/Sum-to_Ten. Fixes #922.
    • Added Cyberlimbs as Plugins for Modular Connectors.
    • Fixed an issue where Chummer would crash when loading a Life Module character. Fixes #925.
    • Fixed an issue with taking specialisations in karmagen without the house rule for free karma points enabled. Fixes #929.
    • Fixed the total cost of vehicles to include discounts from the Dealer Connection quality. Fixes #934.
    • Fixed an issue that prevented the Prototype transhuman improvements from being removed. This fix does not apply to older characters.
    • Fixed an issue that prevented knowledge skills from loading properly.
    • The Crash Handler form's Crash ID is now selectable.
    • The Crash Handler now requests permission from the user before submitting a crash report.
    • Added a validation option to prevent characters from having multiple Native Language skills from entering career mode. Fixes #947.
    • Fixed a crash issue caused by improvements with selectskill trying to use an Exotic skill. Fixes #921.
    • Fixed a rendering issue that prevented Exotic Skills from showing up in sorted lists.
    • Fixed a misleading reference to Special Attributes when validating your character.
    • Fixed a crash issue with the Incompetent quality. Fixes #959.
    • Added code to allow override XML files to use the ID node instead of the Name tag when finding an item to replace. Fixes #957.
    • Improved the Options form to only prompt for saving if changes were made.
    • Added a handler to check if there's a mismatch between a loaded character's used sourcebooks and the application's selected sourcebooks. Won't affect characters that haven't been loaded before now, changes may also be overwritten by loading the character in older versions. Closes #884.
    • The karma costs for increasing knowledge skill ratings and adding knowledge skill specializations are correctly priced.
    • All knowledge skills don't cost -1 karma anymore.
    • Active Hardwires work correctly.
    • Fixed an issue with adding knowledge skills in career mode that prevented the name from being selectable.
    • Added onClick link for Skill-List.
    • Gear that adds bonuses to skills now show up as a name instead of an id.
    • Due to limited compatibility and frequent crashes, the character-uploading service Omae is now hidden; this can be made available through the Options menu.
    • Fixed a Bug, where Knowledge Skill Specializations would not cost Knowledge Skill Points, even with activated house rule.
    • Fixed a bug where mixed points and karma in skill groups would pay for one more karma level than intended
    • Fixed a bug where changes to cyberware wouldn't update skill dicepools.
    • Fixed a bug where spending any karma on a skill prevented getting a specialization with skillpoints.
    • Fixed a weird bug where German knowledge skill types would appear sorted but would actually use the English order.
    • Fixed a bug where deleting a knowledge skill would not restore the spent points/ karma.

    Data Changes:

    • Fixed a crash when creating an e-ghost AI. Fixes #918.
    • Added the missing Nausea Gas toxin from SR5. Fixes #940.
    • Fixed an issue that prevented the Voice Warper gear from Hard Tartgets from being available. Fixes #962.
    • Hawk eye now gives an 1 dice bonus to perception
    • The Armor tab under gear has been renamed to "Clothing and Armor" to match the core rulebook.
    • Added several German translations provided by HaukeW.

    New Strings:

    • String_AttributeESSShort
    • String_AttributeESSLong
    • Message_OverLanguageLimit
    • Tip_Omae_Warning
    • Checkbox_Options_OmaeEnabled

    Changelog Changes:
    Changelog build numbers after build 178 now match the build they are for.

  10. Versuch im Zweifel mal, einfach das Update-Fenster mit einem Klick auf [x] zu schließen. Guck außerdem, ob du die neuste Version benutzt, vor acht Tagen wurde Chummer 5.181 veröffentlicht.

     

    Wenn das alles nicht hilft, reich einen Bugreport auf Github ein: https://github.com/chummer5a/chummer5a/issues

     

    Wo ich schon dabei bin, eigentlich wollte ich diesen Thread ja regelmäßig aktualisieren... . Also: Chummer 5.181 wurde veröffentlicht!

     

    Application Changes:

     

    Fixed an issue with skills not rendering in a localized language when selecting skill groups for Aspected Magicians. Fixes #867.

    Fixed a crash caused by adding an exotic weapon without having the relevant exotic weapons skill. Fixes #888.

    Fixed a crash caused when loading a character that has a tradition that isn't being used. Fixes #893.

    Changed the HTML doctype of all existing character sheets to support CSS3. Fixes #568.

    Changed the button string for adding an initiate grade in creation mode.

    Skills can now have notes applied to their tooltip. To do this, right-click on the skill name and click the Add Notes button.

    Fixed a bug where skill improvements could stack if using the Change Priority Selection menu. Note: characters that have already been affected by this bug will have to be edited manually to remove the improvements, which will have a sourcename of Heritage and an improvedname of whatever the skill is. Fixes #880.

    Fixed a bug where changing between technomancers and mages would leave both resonance and magical skills available. Fixes #890.

    Altered the uniquename for the Damage Resistance improvement to allow stacking, instead of using the highest single bonus. This may be wrong, but I can't find any RAW statements against it. Fixes #879.

    Fixes a UI localization issue where skill attributes defaulted to BOD. Fixes #897.

    Fixed a UI issue that stopped a character as needing to be saved if the skills were updated in career mode. Fixes #899.

    Added Option for not showing metagenetic qualities. Fixes #889.

    Added Physical Limit as accuracy for infected natural weapons.

    Fixed freezing when removing a Specialization and Skill Dicepools now refresh when changing the Specialization. Fixes #876.

    Now shows Source when selecting a normal lifestyle.

    Fixed a bug where Knowledge Specializations didn't cost Knowledge Skill Pints. Fixed #902.

    Fixed a bug where the attribute tooltip would show qualities that didn't alter the attribute value or augment it. Fixed #901.

    Added different PDF-Opening parameters for Linux/Unix/etc.

    Fixed a Bug where Specializations had no Karma costs in Karma build mode. Fixes #908.

    Fixed a Bug where Karma cost of Magic/Resonance were calculated wrongly when Essence Loss occurred. Fixes #912.

    Improved the update method to prevent update check loops.

    Improved the handling of changing priority selections to remember previous selections. Not all settings will be immediately available for existing characters. Fixes #709.

     

    Data Changes:

     

    Fixed an issue with mystic adepts not unlocking the appropriate magical skills. Fixes #869.

    Changed how existing character sheets render mugshots when saved as HTML. Fixes #817.

    Added Textfield when selecting Grid Subscription Lifestyle quality. Fixes #875.

    Corrected limit note for vision enhancement cyberware. Fixes #887.

    Added missing karma values for infected metatypes in priority selection.

    Added Reach for all infected metatypes to prevent crashes.

    Reorganized Data Trails AI Qualities and added missing ones.

    Added Chrome Flesh BTLs. Fixes #885.

    Fixed an incorrect limitation on the Home Ground quality. Fixes #904.

     

    Translation Changes:

     

    Updated the German translation files, courtesy of HaukeW.

  11. Witzig, ich schreibe grade meine Masterarbeit in Informationswissenschaft. :D Da helfe ich doch gerne mal aus.

     

    Wandler, Frage 16 genau lesen: da gehts um mehrere Suchbegriffe in Anführungszeichen. Bin mir ziemlich sicher das Google, auch wenn sie mittlerweile keine Kontextoperatoren mehr beachten, bei Termen in Anführungszeichen immer noch nach der exakten Phrase suchen (bitte sag mir nicht, dass die das geändert haben!)

     

    Frage 18 ist aber in der Tat so nicht richtig.

     

    Frage 26 - naja, auch die Einleitung enthält oft eine Zusammenfassung. Aber in der Regel ist das Abstract dafür da, kurz, prägnant und neutral den Inhalt festzuhalten.

  12. Chummer 5.180 ist da! Nach langer Wartezeit endlich die neue Version, die mit einem komplett neuen Fertigkeitensystem daherkommt. Achtung, bevor ihr alte Charaktere in der neuen Version öffnet, macht lieber ein Backup von denen - es hat sich so viel geändert, dass sie wahrscheinlich kaputtgehen.

     

    Eine Auswahl der Changes:

    • Total rewrite of skills.
      • Eliminated a lot (all?) old bugs
      • Opening the skills tab first time is now signifigantly faster
      • Searchbox for skills
      • Custom sorting of skills. Sort by Rating, Dicepool, Category and more
      • Skill tooltip now display dicepools for cyberarms
      • In Career mode, it is possible to calculate the dicepool using another attribute that the default one.
      • Some minor UI changes to acomodate new skill features
      • Skills that cannot be defaulted has their name in italics.
      • Easier maintainance
      • Reduced file size
    • First things first, good news bad news. Good news, automatic updates will be functional again for updates after 179. Bad news, due to a change in implementation of the automatic updates this brings an end to .Net 4.0 support. Chummer will no longer launch without .Net 4.5 or higher installed on your system.
    • Rewrote crash handling. Now dumps most/all internal state, making debugging easier.
    • [...]
    • Support for AI characters added. Xeno/Protosapients and E-Ghosts are treated as Metavariants

    Außerdem sind die Inhalte aus Rigger 5.0 und eine anfängliche(!) Unterstützung für Drakes dazugekommen.

    • Like 1
×
×
  • Create New...