Jump to content

Chummer5a - Charaktergenerator


Skarablood
 Share

Recommended Posts

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.

Link to comment
Share on other sites

Doch, aus Schattenläufer von einer älteren Chummerversion eines aktuellen Chars. Hatte ich damals mit "Advanced Lifestyle" erstellt.

 

UND: wo sind die Metavarianten hin ??? Bei der Neuerstellung eines Chars kann man die nicht mehr auswählen :-(

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

  • 1 month later...

Neues Chummer Release: https://github.com/chummer5a/chummer5a/releases/

 

Und hier die Änderungen:

 


Build 183:
Application Changes:

  • Fixed the dolphin mentor spirit not giving a bonus on spells of the Health category.
  • Added a selector for the maximum karma spent on Nuyen in Karma and Life Modules. Fixes #999.
  • Fixed an issue with the Priority D Aspected Magician. Fixes #992.
  • Set the Create Backstory button to be invisible for character generation methods other than Life Modules. Fixes #987.
  • Added a missing bonus for the Impassive quality. Fixes #984.
  • Removed an extraneous Recoil Group from the Electronic Firing Accessory. Fixes #983.
  • Added the ability to modify user-created LimitModifiers. Closes #979.
  • Fixed an issue with the D-priority adept. Fixes #1005.
  • Added some basic error handling to prevent a crash if trying to update Chummer from behind a firewall or proxy. Fixes #989.
  • Re-enabled the house-rule to treat metahuman minimums as 1 for karma costs. Fixes #1004.
  • Fixed a crash caused by removing life modules,
  • Fixed an issue with loading Priority characters caused by an incorrectly saved maximum nuyen value.
  • Fixed the ability for adpets with the Adept Spell power to increase their Spellcasting skill rank. Fixes #990.
  • Changed the Adept Spell power to prompt for the spell instead of a text value.
  • Altered the Select Spell form to allow ignoring requirements such as being magician-enabled to support this.
  • Altered the UnlockSkills improvement to allow for specifying the Spellcasting skill, rather than the full compliment of magical skills.
  • Fixed a crash caused by removing life modules while in creation mode.
  • Added support for the free matrix grid connections added by Hard Tatrgets to advanced lifestyles. Fixes #963.
  • Fixed an issue with lifestyle qualities crashing if they don't have a restriction. Fixes #1012.
  • Set the Adept Way Discount numericupdown control in creation mode to be invisible if the character is not MAG-enabled. Fixes #836.
  • Updated the Capacity calculation for cyberware to include any attached Gear items. Fixes #896.
  • Fixed an issue that prevented the MCT-Nissan Rotodrone from getting the three extra modification slots expected when not using the vehicle modification rules intrroduced in Rigger 5.0. Fixes #943.
  • Skill Filter names is now read from data files instead of hardcoded.
  • Added an option to download Nightly updates via the Update system instead of just default releases.
  • The changelog will now filter itself based on the most recent build version, so Release builds won't see updated text from the Nightlies. Fixes #1013.
  • Fixed an issue with Essence Loss that caused characters to burn out their Magic or Resonance when hitting 0 value, rather than 0 maximum. Fixes #801.
  • Altered the functionality of the optional rule to reduce Karma costs based on Essence Loss to reflect the above change.
  • Fixed an issue that prevented Aspected Magicians taking the Conjuring skill group from actually receiving the skills.
  • Fixed an issue with undoing expense entries for skills. Fixes #988, fixes #1028.
  • Fixed an issue that prevented page offsets from being saved properly. Existing options files may need to be reconfigured. Fixes #1027.
  • Fixed an issue with application locations causing some problems with accessing data files. Fixes #597.
  • Improved the tooltip indications for when a skill is affected by cyberlimb stats. Fixes #1009.
  • Fixed a parsing error when verifying data files that caused a crash. Fixes #935.
  • Fixed an error that prevented Cyber-weapoons such as spurs from being properly flagged as such. Fixes #382.
  • Added a filter to show/hide free karma and nuyen entries from the expense log list in career mode. Fixes #952.
  • Fixed the implementation of the Custom Fit (Stack) rule to support stacking properly, including the creation of armor encumbrance penalties. May still not work properly, but seems to be per RAW. Partially implements #944.
  • Implemented an ignoreprecedence uniquename for Improvements. If present, this will ignore the standard behavior of precedence0 improvements that would normally ignore other sources. Fixes #944.
  • Allowed the 'free item' checkbox to be visible during character creation.
  • Fixed an uncalculated armor rating label on the condition monitor in career mode. Fixes #1043.
  • Added the "Pilot Exotic Vehicle" skill. TODO: Ensure spelling and page reference.

Data Changes:

  • Fixed an incorrect page reference for the Metatype Reduction biowares.
  • Removed an extraneous bonus node from the Ork Metatype Reduction cyberware that made it cost karma.
  • Added life modules from Rigger 5.0, courtesy of SeanPGorman. Fixes #960.
  • Fixed an issue that caused the Suprathyroid gland and Muscle Augmentation biowares to stack. Fixes #913.
  • Added the allowed gear-categories for Sensors to cyberlimbs. Fixes #896.
  • Fixed the Essence cost for the German version of the Skilljack to be 0.1 Essence.
  • Changed the source for Reagents to be the Shadowrun core book instead of Shadow Spells.
  • Fixed an issue that prevented the standard Weapon Mount from Shadowrun 5 from taking Machine Pistols and Submachine Guns.
  • Altered the Precedence setting for the following bioware, cyberware, powers and qualities, as they were stacking improperly. -- Muscle Augmentation bioware -- Suprathyroid Gland bioware -- Synaptic Booster bioware -- Boosted Reflexes bioware -- Synaptic Acceleration bioware -- Muscle Replacement cyberware -- Reaction Enhancers cyberware -- Wired Reflexes cyberware -- Move-by-Wire System bioware -- Improved Reflexes 1,2,3 power -- Lightning Reflexes quality
  • Added a missing MAG attribute to the Drake qualities. Fixes #1034.
  • Added the Portable Chemical Injectors from Chrome Flesh's sidebar on page 176. CGL, if you're going to use tables then please please PLEASE include all your things in them! Fixes #176.
  • Added the missing Off-Road Tires from Rigger 5.0. Fixes #1039.
  • Fixed incorrect weapon category limitations for the weapon mounts from Rigger 5.0. Fixes #1048.
  • Fixed the Improved Potential powers to properly increase their associated Limits. Fixes #1047.
  • Fixed an incorect source setting for the Periscope gear item. Fixes #1050.

New Strings:

  • Warning_NoLimitFound
  • String_No_Update_Found
  • Warning_Update_CouldNotConnect
  • Skill_SortAlphabetical
  • Skill_SortRating
  • Skill_SortDicepool
  • Skill_SortLowerDicepool
  • Skill_SortAttributeValue
  • Skill_SortAttributeName
  • Skill_SortGroupName
  • Skill_SortGroupRating
  • Skill_SortCategory
  • Checkbox_ShowFreeEntries

Changed Strings:

  • Checkbox_Options_UseTotalValueForFreeContacts. Fixes #981.
  • Checkbox_Options_SpecialKarmaCost

 

Gruß Duriel

 

  • Like 1
Link to comment
Share on other sites

- Bei der Charaktererstellung fehlen immer noch die freien Punkte, die man als Adept/MysAdept/Technomancer/Mage bekommt.

- Der deutsche Charakterbogen gibt größtenteils immer noch die englischen Begriffe von sich, obwohl die bereits alle übersetzt sind.

- Ist es möglich die Autos aus dem ADL Addon von SHD1 zu implementieren. Hab mir jetzt beholfen, in dem ich ein anderes Auto umbenannt und die Stats geändert habe. Neue Autos hinzufügen, dafür brauchen die doch ne ID und so oder? Bin leider nicht sooo gewandt darin :D

- Man kann in den Options leider nicht mehr den Haken rausnehmen (Karma und Nuyen ausgaben mitdrucken). Nach dem speichern und wieder öffnen der Options ist er wieder drin.

 

Anderes anliegen,

wo kann ich die Begriffe der neuen Bücher ins deutsche Übersetzen, Vorteile aus Schattenläufer bspw.

Edited by blubderapo
Link to comment
Share on other sites

@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.

Link to comment
Share on other sites

 Share

×
×
  • Create New...