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Chummer for 5th Edition

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Dylants

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« Reply #915 on: <04-22-16/0128:16> »
Not able to attach image of screen shot. as whne I do, eems to want to force a download when clicked rather than just open it up to view.  As the image is on my desktop there is no URL to use with the insert image button.

You can upload to google drive and right click and chose sharable link

kyoto kid

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« Reply #916 on: <04-22-16/0233:15> »
...that's a pain as I've never really bothered much with any of the Google apps. When I tired, I couldn't get things to work the way they were supposed to.

Sad as other forum software just lets one attach an image to a post and clicking on the thumbnail automatically expands it without needing to download or use some application to open it.  I may just go to the main site and  upload it there as it better illustrates the issue I'm having (and I am using the latest "stable" release, not a "nightly").
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Bewilderbeast

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« Reply #917 on: <04-22-16/0317:59> »
Hey, so a problem I keep having with Chummer 5 is I can't find where magical reagents are or where they can be purchased? I've had other users explain to me explicitly where they are (under magical supplies, I'm told) but I can't find them. I thought it might have been a bug or a problem with using an outdated version of Chummer, but I downloaded the latest version just yesterday and still no joy re: purchasing reagents.

Anyone have an idea?
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Coyote

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« Reply #918 on: <04-22-16/1251:12> »
Hey, so a problem I keep having with Chummer 5 is I can't find where magical reagents are or where they can be purchased? I've had other users explain to me explicitly where they are (under magical supplies, I'm told) but I can't find them. I thought it might have been a bug or a problem with using an outdated version of Chummer, but I downloaded the latest version just yesterday and still no joy re: purchasing reagents.

Anyone have an idea?

Most of Chummer's screens have a nice Search feature. Just go to Add Gear, Search for "reagent", and it will bring up a list that has three reagent options, with "[Magical Supplies]" telling you what is the name of folder that they're in. Buy the reagents from that screen, and then hit Add Gear again, and it will default to the folder of your last purchased item... so it will take you directly to the Magical Supplies folder.

kyoto kid

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« Reply #919 on: <05-05-16/0244:05> »
...got into a discussion last night about how high fashion armour with the "Custom Fit" attribute works. 

According to a couple threads I researched here, several people say it works just like general stacking (eg a Jacket + helmet + PPS forearm armour) in that the normal encumbrance rule comes into effect while a few others don't. . However in Chummer, when I stack say a Suit of Sleeping Tiger with the Synergist Long Coat (+3 armour) on a character with 1 STR, there is no penalty to agility. Is this correct?
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Chummer 5 is Alive

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« Reply #920 on: <05-05-16/0252:44> »
Custom Fit was a nightmare to implement originally, it's probably wrong. I'd prefer to see something officialish about it, as is it's adhering to RAW.

kyoto kid

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« Reply #921 on: <05-05-16/0437:05> »
...ahh as I am in Missions I discovered the standard encumbrance rule (SR 5 Core Rules) is being enforced (I just checked the latest FAQ) so one of my characters had more armour than they could normally manage without taking a penalty to agility based skills. Wish the editors would have kept BOD as part of the encumbrance determination.

The rule makes the Custom Fit/Stack feature (and extra cost) sort of pointless. Purchasing different brands of high fashion clothing (like a Mortimer Argentum coat and Zoe Executive suite suit) keeps the stacking bonus from being added thus nor affecting Agility which if find sort of incongruous as it's still two sets of armoured clothing the character is wearing yet she received no penalty because neither add a + to the armour value.
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Chummer 5 is Alive

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« Reply #922 on: <05-29-16/0339:02> »
Raise it as an issue on Github and I'll sort it out soon as I can. In the meantime, we've just pushed 5.180 to full release, which is available here:

Ordinarily I'd post the changelog in this post, but it's over twice the permitted size for the text-box. Instead, you can find the current changelog notes here .
Important notes:
  • This build includes a MASSIVE rewrite of the skills system by /u/Joha4270 . It's been quite heavily tested by our internal team but due to the scope of the changes, I would recommend keeping a backup version of any character sheets you load.
  • I'm really not happy with the current state of Infected, and they will likely be changed again in the near future. We'll do our best to retain compatibility with existing characters, but there's always a chance that we have to slash and burn.
  • The auto-updater will not work on versions prior to 5.180, due in large part to expired Dropbox links. Not a lot we can do about that, but we've since moved on to a Github-based distribution structure which shouldn't have any of these issues going forward.
  • Chummer's current .Net version requirement is 5.2.1. If you have issues where it won't launch, I'd suggest you try updating that first.
  • Howling Shadows only has partial support for drakes as of this build. It's currently possible to make a drake and fully pay for it, but critter stuff and the partial payment for/latent drake qualities need some additional code support and haven't been included yet.


AJCarrington

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« Reply #923 on: <05-29-16/1132:52> »
Awesome work!! Thanks to you and all those who continue to work on this!!

runarm

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« Reply #924 on: <05-30-16/1129:06> »
Thanks for keeping Chummer alive and updating it. Great work :)

One issue, just in case it hasn't been reported already: Three of the dwarf metavariants from Run Faster are not correctly set up in Chummer. Mostly it's that they've been given Distinctive Style as a quality in Chummer, which the metavariant template simply isn't supposed to have. The Hanuman variant also has Metagenig Improvement (AGI) included in Chummer, which isn't supposed to be part of the package.

R.

boongeebee

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« Reply #925 on: <05-31-16/0014:20> »
Thank you!

Beta

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« Reply #926 on: <06-01-16/1802:28> »
Thank you (and your collaborators) so much for all the work!

On the new build I noticed a very minor bug:  the hover-over text for skill groups is only listing two of the skills (it does credit all three skills when you choose it, however).  Totally not performance impacting.

Raven2049

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« Reply #927 on: <06-09-16/2042:30> »
Out of curiosity, as i know you do nightly builds, but when do you think that a new "Release" will be.... well.... released?  ;D I keep meaning to get the new nightly, but always forget to. but a new RC would be nice >.>

thanks! and keep up the work!

Chummer 5 is Alive

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« Reply #928 on: <06-10-16/0858:40> »
The tooltip issue is resolved in the current nightlies, Beta. Raven2049, the current build is drafted; I have a couple of minor tweaks I want to implement before I push the full release, but it should be sometime before the end of the weekend.

Chummer 5 is Alive

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« Reply #929 on: <06-13-16/0928:02> »
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.

Update available here, or via the update system.