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Chummer 5.199 Changelog

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Mar 30th, 2018
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  1. Application Changes:
  2.  
  3. - Fixed a bug where moving a weapon to a vehicle in career mode would not allow the user to select drone arms or weapon mounts.
  4. - Fixed issues when pasting gear into cyberware or weapon accessories in vehicles.
  5. - Fixed bugs where moving or merging gear to and from vehicles that would not result in a deletion would not properly update the gear's tree node's name.
  6. - Fixed a crash when deleting technomancer sprites. Fixes #2494.
  7. - Fixed an issue where removing negative qualities in career mode would add karma instead of removing it. Fixes #2495.
  8. - Added the ability for contact selection improvements to make a contact free.
  9. - Contact improvements that force loyalty values now properly undo their effects when they are removed. In case of multiple loyalty-forcing improvements, the improvement that forces the highest value wins.
  10. - Fixed issues where certain improvements that relied on numerical values would not be able to process ratings passed to them for certain fields.
  11. - Fixed issues with calculating capacity in a gear when using localizations that use commas as decimal separators and periods as thousands separators. Fixes #2493.
  12. - Fixed a crash when deleting weapon accessories in career mode. Fixes #2496.
  13. - Fixed an issue where pasting gear or armor that add improvements or pasting items containing gear that add improvements would not create copies of the pasted item's improvements.
  14. - Fixed an issue where modular children of modular cyberware could never be marked as being unequipped.
  15. - Added the ability to copy and paste gear to and from cyberware.
  16. - Fixed being unable to paste gear into weapon accessories on weapons located on vehicles.
  17. - Fixed an issue where uninstalled accessories containing children that add improvements would not properly toggle off those improvements.
  18. - Fixed an issue where copying an item from a character and then switching to a different character would not immediately update whether pasting is allowed for that different character.
  19. - Fixed an issue where copying and pasting armor that adds weapons would not also create copies of said weapons.
  20. - Fixed an issue where copying and pasting gear that adds weapons would not properly link the new instances of the pasted weapons with the new instance of the pasted gear.
  21. - Added the ability to copy and paste 'ware of all types. As with other copy-paste code, copying can be done from any character, while pasting only works with characters in create mode.
  22. - Fixed an issue where shared Condition Monitor threshold offsets did not properly account for improvements that allowed condition monitor penalties to be ignored or overarching threshold offsets.
  23. - Fixed an issue where A.I. characters would have traditional condition monitor information displayed, both in Chummer5a and on character sheets, instead of condition monitor information based on their home node.
  24. - Fixed an issue where A.I. characters could receive wound penalties from Matrix condition monitor damage.
  25. - Initiation/Submersion Grades can now print their notes in thge option to do so is enabled, and any Arts, Enhancements or Metamagics/Echoes are included as child nodes. Sheets will still need to be adjusted to accommodate this.
  26. - Fixed an issue where the Fancy Blocks character sheet did not format sprite optional powers and weaknesses correctly.
  27. - Split up skillattribute improvement into skillattribute (which increases skill dicepools when using a particular skill) and skilllinkedattribute (which increases dicepools of skills linked to a particular attribute).
  28. - Fixed an issue where the PACKS and Cybersuite creation forms would not check amends, overwrites, live custom data, and custom data directories when making sure there isn't already an item with the new name given by the user.
  29. - When printing powers for spirits and sprites, Chummer5a will now also check critterpowers.xml in addition to spiritpowers.xml.
  30. - Children or auxiliary weapons and vehicles that come pre-installed with an item will no longer show up in the UI if their sourcebooks are not enabled. Fixed #2503.
  31. - Fixed a rare issue where adding certain items in create mode would generate expense log entries that stayed around afterwards and showed up in career mode. Affected characters with this issue in create mode will have it fixed retroactively, but the entry will remain for affected characters in career mode. Fixes #2507.
  32. - Fixed an issue where drain and fading attributes were not translated on character sheets.
  33. - Technomancer Streams can now be selected in the "Complex Forms and Spirits" tab if there is more than one stream present in the data files.
  34. - Fixed an issue where bonuses that increased maximum Essence were not accounted for when calculating the amount by which the maximum of special attributes should be reduced from essence loss.
  35. - Fixed an issue where encumbrance penalties to attributes would not be factored immediately into various displays, e.g. Physical limit.
  36. - Drain attributes and drain values are now exposed to print methods as separate items, allowing sheets more control over how these should be displayed. The same applies to fading attributes and fading values.
  37. - Fixed an issue where characters loaded into Chummer5a when their values for attribute loss from essence modifiers, wound modifiers, or encumbrance modifiers would be different than under the conditions in which they were originally saved would not have those modifiers updated unless they had a character tab opened for them as well (this primarily affected critters, spirits, and sprites with linked character files).
  38. - Fixed an issue where non-Magician magical characters could proceed into career mode without choosing a tradition.
  39. - Fixed an issue where a character with too many martial arts or martial arts techniques could still be allowed to proceed into career mode even though an error message was displayed.
  40. - Fixed issues where accessories not installed in weapons would still modify said weapons' stats.
  41. - Fixed a crash when evaluating the Shiawase Monsoon's ammo capacity.
  42. - Fixed a crash when altering the rating of knowsofts and lingasofts. Fixes #2514
  43. - Fixed an issue where checking or unchecking the "Ordeal" and "Group" checkboxes in the initiations/submersions tab would not update the displayed cost for initiation/submersion.
  44. - The tester tool accessible through Chummer5a command line options will now test every single property of the items it tests instead of a few select ones that would tend to cause problems.
  45. - The tester tool accessible through Chummer5a command line options now has an option to print detailed exception information when an error is encountered with an item.
  46. - Fixed possible crashes that could occur when selecting an armor mod or weapon accessory that somehow does not have a parent set.
  47. - Initiation is now allowed if the character is ignoring character creation rules.
  48. - Fixed an issue where 'ware with a pair bonus that also needed a specified location would not properly add that pair bonus. Fixes #2500.
  49. - Fixed an issue where re-applying improvements for 'ware that includes 'ware types other than its own when calculating members for its pair bonuses would not properly re-apply those pair bonuses.
  50. - Fixed an issue where taking an item with a bonus that enables a special attribute in create mode would not properly account for essence-modifying bonuses when calculating special attribute loss from essence loss. Fixes #2508.
  51. - Fixed an issue where taking knowsofts in a knowledge skill would also grant bonuses to active skills. Fixes #2518.
  52. - Fixed an issue where skillsofts could grant ratings higher than the user's skilljack rating.
  53. - Unhardcoded checks for skillsofts and activesofts. These bonuses can now be granted by any item, not just gear in the Skillsofts category. Note that existing characters with activesofts will need to manually re-apply improvements for them to work again, while existing characters with knowsofts and linguasofts should be automatically prompted to re-apply improvements for those pieces of gear alone.
  54. - Added tooltips to knowledge skill controls that function similarly to those for active skill controls.
  55. - Fixed the No Armor Encumbrance house rule from applying by default and not being changable through the UI.
  56. - Added the ability to use groups in forbidden and required sections where the user is only required to have one of the items in the group (intended for use within "allof" nodes). These groups are processed via "grouponeof" nodes.
  57. - Fixed an issue where trying to add plugins and/or notes to cyberware or children of cyberware in a vehicle would result in said plugin getting added to the selected node in the Cyberware tab.
  58. - Fixed an issue where weapons accessories that altered the cost of additional weapons accessories (e.g. Vintage) would not work properly.
  59. - Added a button to immediately delete the selected metamagic, initiation grade, art, enhancement, etc. in the metamagics tree instead of users having to always use the Delete button on their keyboard to perform the action.
  60. - Unhardcoded skill selection in the weaponcategorydv bonus/improvement so that it is no longer always RAW melee combat active skills.
  61. - Metagenetic Limit for Changelings is now provided by an improvement. Characters in create mode will need to Reapply Improvements to gain access to it.
  62. - Aligned the Initiation/Submersion methods between career and create modes. Fixes inability to delete Initiate/Submersion grades in career mode.
  63. - Fixed an issue where gear that comes with a gear parent and has a set rating will use the maximum rating of the gear instead of the one specified in the data files. Fixes #2521.
  64. - Fixed an issue where specifying extra gear children of a gear parent that comes with a gear grandparent would not work.
  65. - Fixed an issue where the UI would not update with changes to skill specializations in career mode. Fixes #2522.
  66. - Fixed an issue where Chummer5a did not comply with official errata that the number of complex forms a technomancer can learn at character generation cannot exceed twice their RES rating (it previously checked against their LOG rating).
  67. - Fixed a crash that occurred when entering the "Karma and Nuyen" tab with a karma or nuyen entry whose date is set to sometime after the current date and time of the user, as well as when adding a karma or nuyen entry with a date set to sometime after the current date and time of the user. Fixes #2523, fixes #2519.
  68. - When selecting children gear for items that only allow certain categories of gear children and that also have a fixed capacity for said items, only items that consume capacity and/or items in the Custom category (if eligible) are shown.
  69. - Fixed an issue where changing the rating of a focus would not properly update the corresponding item in the focus list.
  70. - Fixed an issue where deleting sprites or spirits from anywhere other than the end of their lists would not cause the remaining controls to move up and fill in the empty space.
  71. - Removed the (currently non-functional) checkbox in the gear selection screen to make a grenade aerodynamic. Aerodynamic grenades now have separate gear entries.
  72. - Fixed an issue where changing a character's primary hand would not set the flag telling Chummer5a that there have been changes to the character that need to be saved.
  73. - Fixed an issue where increasing the quantity of gear in career mode would increase gear costs by the total cost of the current stack and then multiply costs by the current stack's quantity, instead of just increasing costs by the cost of the current stack's children and multiplying costs by the current stack's parent's quantity. Fixes #2527.
  74. - Fixed an issue where two gear items with children of differing quantities could still be treated as if they were identical pieces of gear.
  75. - If the updater fails to connect, it will now display the actual error that caused it to fail to connect.
  76. - Fixed an issue where a knowledge skill specialization would automatically end up getting selected from the list of suggested specializations whenever that list changes.
  77. - Fixed a bug where bonuses that would disallow specializations for active skills in career mode and/or knowledge skills in create or career modes would not work properly.
  78. - Fixed Sprites and Spirits being created with RES/MAG*2 at creation incorrectly.
  79. - Fixed a crash that would occur when toggling PP-related house rules in the Options menu. Fixes #2530.
  80. - Fixed an issue where a spell's Limited and/or Extended status would not be properly reflected in the tooltip of its drain value.
  81. - Removed the "GitHub Issues" tab from the Options menu in non-Debug builds, as it only contained the "Upload Pastebin" button, which is non-functional outside of Debug builds.
  82. - Fixed an issue where spells and complex forms with drain exactly equal to drain and fading respectively would have their values displayed incorrectly.
  83. - Fixed an issue where Chummer5a could not properly connect to GitHub for updates due to a change in GitHub's security protocols.
  84. - Fixed various issues where bonuses/improvements that were skill-specific would not apply properly for exotic skills.
  85. - Fixed an issue where a skill could display a negative dicepool size if negative modifiers were large enough.
  86. - Fixed issues where tooltip texts for upgrading skills, attributes, and skill groups would not update properly.
  87. - Fixed the check for 'High Art' initiations to not apply if Street Grimoire isn't being used.
  88. - Fixed an issue where changes to special attribute loss amounts in career mode would cause any and all karma levels associated with that special attribute to get burned away every time the character is updated until all karma levels have been burned for them.
  89. - Fixed an issue where canceling out of an "Add & More" prompt and then accepting a form through a method other than "Add & More" would still cause the form to think the user accepted the form via "Add & More".
  90. - Fixed an occasional issue with skillgroups causing a crash due to missing skill skills.
  91. - Implemented a number spinner for Mystic Adept Power Point costs.
  92. - Implemented a DisplayAccuracy property for weapons, to be used by forms.
  93. - Implemented a Location field to allow mapping weapon mounts to specific locations on a vehicle.
  94. - Weapon Mounts can now allow specific weapons to be mounted to them in addition to the normal category restrictions. This is not currently supported through the selection window and is intended solely for use with pre-built vehicles.
  95. - Unhardcoded the weapon skill accuracy increase given by the Enhanced Accuracy power so that it can now be used through weaponskillaccuracy bonus nodes.
  96. - Fixed an issue where bonus accuracy from Laser Sight (2050) would stack with smartgun accessories.
  97. - Fixed a crash when switching between spells with the Extended tag and spells without it.
  98. - Completed the implementation of Dedicated Spellslinger providing discounts with specialisations.
  99. - Fixed an issue where launching Chummer5a under Mono (in Linux) would cause the program to crash on certain builds.
  100. - Enabling logging in the options menu will now immediately enable logging, instead of requiring Chummer5a to restart before logging begins.
  101. - Fixed some crashes related to multi-threaded code and logging.
  102. - Fixed an issue with shapeshifters not getting their qualities and powers properly.
  103. - Fixed an issue where Custom Item names would not properly display in non-English languages or get translated between languages should their names be translatable.
  104. - When adding a new Limit Modifier, the Limit Modifier type is determined by a ComboBox selection in the Limit Modifier selection screen, rather than based on the currently selected Limit Modifier type node.
  105. - Fixed a bug that prevented Limit Modifiers from being edited properly.
  106. - The limit to which a Limit Modifier applies can now be changed when editing a Limit Modifier.
  107. - Limit modifiers from improvements are now properly tracked and removed if the source of the limit modifier is removed. Removed redundant treenodes from the Limits tab.
  108. - Fixed an issue with moving weapons from the character to vehicles only selecting the first vehicle with a weapon mount.
  109. - Fixed an issue with armour bundles causing a crash when attempting to move items in or out of them.
  110. - Fixed an issue where if a character's condition monitor threshold offset was greater than or equal to the regular number of condition monitor boxes they need filled per wound penalty, they would get "positive" wound modifiers applied (i.e. a dicepool bonus).
  111. - Fixed an issue where various UI elements in the advanced lifestyle selection screen would not get translated.
  112. - Added support for vehicle mods to get their Extra strings determined by any "select"-type bonus node, not just selecttext.
  113. - Added the ability to target items containing the "'" character (single apostrophe) in the xpathfilter attribute of the amend system. To do so, use the """ string where you'd want to insert a quotation mark as the delimiter in the XPath filter, which should free up the "'" character (single apostrophe) to be able to be used inside the delimiter without generating errors.
  114. - Live Custom Data now properly supports "override" and "amend" files in addition to "custom" files. Keep in mind that processing "amend" files can be especially time-consuming, so do please try to avoid using too many of them as live custom data if possible unless you're OK with Chummer5a becoming especially unresponsive.
  115. - Added support for bonuses that query the user to select a tradition.
  116. - When selecting a cyberware or bioware plugin, Essence cost is now only displayed as non-zero if the currently selected item would add to its parent's essence cost.
  117. - Fixed an issue that prevented custom metatypes from being properly selectable despite being visible in the appropriate form.
  118. - Fixed behaviour that prevented knowledge skills with names that match default skills from having their Type changed.
  119. - Fixed an issue with reapplying improvements replacing Adapsin grades with standard ones.
  120. - Skills now properly get notified about Wound Modifier updates from Condition Monitor.
  121. - Random Lifestyle Points from Traveler lifestyle will now be saved and loaded with a given lifestyle instead of a random value being set every time the lifestyle is opened up for editing.
  122. - Fixed an issue where having more than 100 months' equivalent of a lifestyle paid would not correctly flag the lifestyle as being permanently purchased.
  123. - Added the ability for any lifestyle to support bonus LP, not just Traveler, and if the user is editing a lifestyle that supports bonus LP, they can opt to manually edit the value or set it to a random 1D6 value.
  124. - Fixed an issue where the "Quality Contributes to LP" checkbox did not function properly in the advanced lifestyle selection window.
  125. - Shifted around some labels in the advanced lifestyle selection window so that they make more intuitive sense.
  126. - Decrementing months/weeks/days from a lifestyle now generates an expense log entry to help keep track of things.
  127. - Editing a lifestyle in career mode now deducts from the character's nuyen if the lifestyle after changes has a greater total cost than before (e.g. it has 1 month paid and the user adds a quality to the lifestyle that has a nuyen cost). An expense log entry is now also generated after editing a lifestyle, regardless of whether nuyen is deducted or not.
  128. - Fixed an issue where recoil compensation from strength was displayed incorrectly.
  129. - Fixed a bug where drain attributes could be selected for a custom tradition of a physical adept (who would always drain with BOD + WIL regardless). This also fixes an associated bug where attempting to select drain attributes for a custom tradition on a physical adept would cause Chummer5a to freeze up and behave weirdly.
  130. - Fixed an issue where the option to calculate contact points based off of total CHA value would sometimes not work.
  131. - Fixed issues where the tooltips and/or displayed values for Street Cred, Notoriety, and Public Awareness were sometimes incorrect or missing factors that contributed to the particular value.
  132. - Fixed an issue where the enabletab and disabletab bonus nodes would work off of any children nodes in a semi-chaotic fashion instead of checking only "name" nodes for tabs that should be affected.
  133. - Fixed an issue where magic users who were neither adepts nor had any magician abilities could not select a tradition.
  134. - The Initiation tab now defaults to being enabled if the user has either magic or resonance enabled, and now works through the disabletab bonus as an opt-out instead of the enabletab bonus as an opt-in.
  135. - Fixed an issue where switching from a mystic adept to a physical adept when the character had spells and/or rituals that could still be used by a physical adept would still cause the character to lose access to those spells.
  136. - Unhardcoded the Born Rich bonus.
  137. - Corrected Advanced Lifestyle cost calculation for increased Comforts, Area and Security values. Fixes #2625
  138. - Made the Garage Lifestyle qualities available multiple times per Lifestyle
  139. - Moved the logic for toggling Prototype Transhuman-affected bioware from Character into the Improvement system. Resolves an issue with Reapply Improvements permanently disabling the Cyberware's bonus. Existing characters that have been affected by this behaviour will need to amend it manually.
  140.  
  141. Data Changes:
  142.  
  143. - Fixed an issue where the group contact associated with Made Man would still cost karma as a group contact. Fixed an issue where removing Made Man would not undo the forced increase in loyalty it has on the associated group contact. Fixes #2492.
  144. - Fixed an incorrect penalty for the Addiction (Burnout) quality.
  145. - Initiation/Submersion Grades can now print their notes in thge option to do so is enabled, and any Arts, Enhancements or Metamagics/Echoes are included as child nodes. Sheets will still need to be adjusted to accommodate this.
  146. - Fixed an issue where Power foci were not adding their rating to skill dicepools other than the ones linked to MAG a the skill control in career mode was switched to MAG.
  147. - Fixed an issue where sprites' Matrix attributes contributed to their skill dicepools.
  148. - Fixed typos that prevented some spirits and sprites from having certain skills and powers of theirs detected properly. Fixes #2485.
  149. - Fixed an issue where newly infected mundanes would gain access to MAG before their essence was lowered, causing them to start at MAG 0 instead of MAG 1 in career mode. Part of #2508.
  150. - Fixed crashes that occured when adding cyberdecks or cyberterminals from Shadowrun 2050.
  151. - Cyberdecks and cyberterminals from Shadowrun 2050 now have their Matrix attributes populated where possible. "MPCP" is translated as Device Rating, "Härte" is translated as Firewall, "Aktiver Speicher" is translated as program slots, and "I/O" is translated as Data Processing. Memory storage space ("Speicherbänke") will still need be to tracked manually.
  152. - Fixed a crash that would occur when adding the Infected: Fomoriag quality due to a misnamed critter power.
  153. - Fixed bonus power ranks not applying properly to the Chaos, Artist, Holy Text, and Death mentor spirits.
  154. - Fixed Holy Text not providing a knowledge skill bonus.
  155. - Fixed incorrect availabilities for activesofts, knowsofts, and linguasofts that were using core rulebook values instead of Chrome Flesh values.
  156. - Fixed incorrect Essence cost for skillwires, which was using the core rulebook value of 0.1 x Rating instead of the Chrome Flesh value of 0.2 x Rating.
  157. - Fixed an issue where Move-By-Wires and Skillwires would stack when determining the maximum rating of activesoft that could be used.
  158. - Fixed an issue where adepts following The Spiritual Way could not learn Psychometry, but could learn Sympathetic Linking without Psychometry.
  159. - Added metageneticlimit Improvement to the three Changeling qualities.
  160. - The agent in Nixdorf Sekretar w/ Liebesekretar now properly comes with love life management software.
  161. - Imaging Scope, Imaging Scope (2050), Weapon Commlink, and Smart Firing Platform now allow custom gear children.
  162. - Added separate entries for Aerodynamic versions of each grenade.
  163. - Fixed issues where some non-aerodynamic grenades would not benefit from the Non-Aerodynamic specialization on Throwing Weapons.
  164. - Fixed the range and specialization information of Harpoons to match that of Javelins.
  165. - Fixed the High Pain Tolerance quality so that level effects no longer override each other due to precedence.
  166. - Fixed an issue where Damage Compensators (2050) would use a regular threshold offset that applies separately to Physical and Stun condition monitors instead of one shared between them.
  167. - Fixed an issue where the Death Dealer quality would add the square of its rating to spell damage and drain rather than just its rating.
  168. - Corrected a typo in the name of "Orichalcum" (it was originally called "Orichalum").
  169. - Fixed Hedge Witch/Wizard increasing drain by 2 instead of decreasing drain by 2.
  170. - Corrected the bonus for Natural Immunity to be based on Rating. Existing characters will need to Reapply Improvements or remove and re-add the Power.
  171. - Removed the Fixation metamagic from Adept initiations, as they can't benefit from it.
  172. - Fixed the data for drones to properly use weapon mounts instead of mods.
  173. - Added an amend entry for the Federated-Boeing PBY-70 Catalina II, which has additional weapon mounts in the German version of Rigger 5. Fixes #2555
  174. - The Ruhrmetall Wolfspinne 8V2's weapons are now properly mountable in its weapon mounts. Existing characters with this vehicle may need to remove and re-add it.
  175. - Fixed an issue where the Enhanced Accuracy power could be taken for Unarmed Combat.
  176. - Fixed an issue where the accuracy bonus from multiple instances of the Enhanced Accuracy power taken for the same skill would stack with one another.
  177. - Fixed an issue with the Enhanced Accuracy Power not properly creating a bonus.
  178. - Added a customdata file for the Poseidon Proteus's data processing and firewall being flipped in the German rulebook.
  179. - Added a customdata entry to provide the Ingram Smartgun X with a folding stock, per the German rulebook.
  180. - Psychometry can now be taken by Adepts with the Astral Perception power.
  181. - Fixed inconsistent naming format of Reflex Recorder that also caused Reflex Recorder Optimization to never properly detect the presence of Reflex Recorder.
  182. - Increased price of the gear "Ammo: Tracker Rounds, Stealth Tag" per RAW.
  183. - Weapons attached to weapon mounts are now properly added to character sheets.
  184. - Fixed an issue where the Workshop vehicle mod would not have the user specify what type of workshop was being added.
  185. - Added hidden gear entries for Public Grid, Local Grid, and Global Grid. These entries are intended mainly to be used for TranslateExtra (which translates the Extra strings of any item) in tandem with grid subscriptions.
  186. - Fixed a bug where Alchemical Focus formulae and Disenchanting Focus formulae would apply bonuses that would normally require a focus to be bound.
  187. - Various magical supplies, formulae, foci, and reagents that previously did not query a text selection now require the user the select a tradition to which they are linked. This helps keep track of mismatched tradition penalties.
  188. - Added amend entries to provide replacement Garage qualities. tl;dr version for why is that this allows for language files to update the new name without forcing a rename of the base quality in the language file.
  189. - Fixed a typo in the "Contributes to Lifestyle Points" label.
  190.  
  191. New Strings:
  192.  
  193. - String_DeviceRating
  194. - Label_OtherCoreCM
  195. - Label_OtherMatrixCM
  196. - Button_RemoveInitiateGrade
  197. - Button_RemoveSubmersionGrade
  198. - Button_RemoveMetamagic
  199. - Button_RemoveEcho
  200. - Warning_Update_CouldNotConnectException
  201. - Label_Options_KarmaMysticAdeptPowerPoint
  202. - Button_DeleteQuality
  203. - Node_SelectAdvancedLifestyle_PositiveQualities
  204. - Node_SelectAdvancedLifestyle_NegativeQualities
  205. - Label_BonusLP
  206. - Label_QualityLP
  207. - Label_QualityCost
  208. - Label_QualitySource
  209. - Checkbox_Randomize1D6
  210. - String_ExpenseDecreaseLifestyle
  211. - String_ExpenseModifiedLifestyle
  212. - String_Space
  213. - Tip_Skill_OffHand
  214.  
  215. Changed Strings:
  216.  
  217. - Message_CreatePACKSKit_DuplicateName
  218. - Message_CyberwareSuite_DuplicateName
  219. - Message_ComplexFormLimit
  220. - Message_PriorityComplexFormLimit
  221. - Label_SelectAdvancedLifestyle_LPContribution
  222. - String_Of
  223.  
  224. Removed Strings:
  225.  
  226. - Message_ComplexFormLimitCareer
  227. - Message_SelectLimitModifier
  228. - Label_SelectAdvancedLifestyle_PositiveQualities
  229. - Label_SelectAdvancedLifestyle_NegativeQualities
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