@kyoto kid: The drug grades are planned to be implemented at some point, likely when I get around to finishing the custom drugs branch. Currently there's no support for it in the base level of the Gear class.
In unrelated news, Chummer Build 5.200.0 is now available! I was really hoping I'd have some sort of fancy new feature for our bicentennial build but hey, there's still another 39 releases until I've been doing this for way too long, so there's that at least. Anyway, changelog is at the bottom of the post, because scrolling is fun.
The milestone build available from
http://stable.chummer.net, per usual.
Thanks go out to our other devs delnar_ersike, olstefan, joha4270 and everyone else who's submitted pull requests or issues.
If you're looking to get hold of the developers in a hurry, have suggestions, questions or anything else, you may find it helpful to
join our Discord, but for issues it's best to submit issues via
GitHub. If nothing else, they're more likely to get seen and give me a panic attack as we eventually achieve issue-release parity.
One of our other devs, /u/OLStefan, is beginning work on a refactor of how Life Modules work, which will hopefully actually bring them into viability at some point.
I've had some queries lately about what people can do to support the project.
- Extra coders are of course always welcome, but one of the major things that's been left languishing is documentation for our content systems. While the old wiki (
http://www.chummergen.com/chummer/wiki/) is still serviceable, I'd quite like to pull it all into the wiki on GitHub (
https://github.com/chummer5a/chummer5a/wiki) and update it to the current standards. Doesn't require a massive amount of skill, but an understanding of the data structure would of course be beneficial. If nothing else it's a matter of copying the old content and updating the formatting to match.
- We've gotten a bit of traction with regards to IX
- We could also do with someone to sanity-check the data, particularly with little-used stuff like Critters, but a general sweep of everything to identify what's missing or non-functional would be greatly appreciated.
**Application Changes:**
- Fixed a bug where changing tabs would often mark a character as having changes that need to be saved.
- Implemented a cap on Lifestyle Points from assorted sources for Advanced Lifestyles; currently this is hardcoded to the base LP * 2. Closes #2640
- Fixed an issue with old lifestyles not loading properly.
- Changed MadeMan from selectcontact to addcontact and added backwards compatibility to convert old characters
- Tooltips of fading, drain, and armor dice values will now spell out each modifier instead of having them all grouped under one umbrella.
- Fixed issues where AI characters' limit values' tooltips displayed values as if the character was following AI rules from Data Trails.
- Values for the counterspelling dice numerical up-down are now saved with characters, and their effects on spell defense dice are now displayed separately through parentheses next to base values for those spell defense dice.
- Fixed behaviour of Jack of All Trades improvement again to properly deduct karma for skills over the threshold.
- Regression fix for behaviour of initiation tab in career and create mode either not being visible, or hiding Group/Ordeal checkboxes.
- Fixed controls overlapping when selecting a shapeshifter or other metatype with a lot of standard qualities.
- Fixed a cache issue with the TrustFund property that caused advanced lifestyles to crash.
- Advanced Lifestyles are no longer allowed to be accepted with more lifestyle points spent than maximum.
- Fixed adept powers causing a crash when toggling their discount from Adept Ways.
- Fixed missing databindings for skill controls due to visible = false shenanigans in the designer.
- Fixed an issue with the Disable Improvements button incorrectly disabling all improvements.
- Fixed an issue with Martial Arts Techniques not being able to be purchased for different martial arts.
- Ugly workaround for issue with foci binding panel not being visible.
- Fixed behaviour of contacts to allow being flagged as free without having an associated improvement.
- Fixed an issue with the selection and creation of Cyberware Suites through the special menu not working properly.
- Fixed modular cyberware that doesn't have an inherent location being unable to mount to modular mount points with sides, such as arms.
- Fixed an issue in which the first technique purchased for a martial art in career mode would not be free.
- Fixed behaviour loading lifestyles that caused a crash if loading a lifestyle that had more than the base amount of points spent on comforts, area or security.
**Data Changes:**
- Regression fix for shapeshifters not properly getting their MAG attribute enabled.
- Added missing melee weapon categories for the Small, Standard, Large, Huge and Heavy drone weapon mounts from Rigger 5. Existing drones should either remove and re-add the drone or edit the weapon mount in order to regenerate the weapon category.
- Soul Swallower quality now requires the Essence Drain power.
- Latent Dracomorphosis no longer contributes towards quality limit in create mode.
- Added an amend entry to allow the College Education qualities from Run Faster and Sail Away, Sweet Sister to stack.
- Added missing limits to Hand & Foot Webbing bioware.
- Fixed missing bonus for Magical Flight power.
- Added DMSO rounds for the Ares Super-Squirt per German SR5. Requires the SR5G book to be enabled.
**New Strings:**
- String_Handling
- String_Sensor
- String_Pilot
- String_VehicleBody
- Message_SelectAdvancedLifestyle_OverLPLimit
- MessageTitle_SelectAdvancedLifestyle_OverLPLimit
**Removed Strings:**
- String_AttributePilot