Build 490
- corrected how Essence information is stored in regions that use something other than "." to separate decimal places would cause an error to be thrown
- fixed an issue where ammoreplace values for Weapons were not being handled correctly
- added an Option on the Miscellaneous tab: Karma cost for increasing Special Attributes is reduced with Essence Loss (see below)

Karma cost for increasing Special Attributes is reduced with Essence Loss
When the option is enabled, the Essence cost to improve MAG or RES is affected by Essence Loss. For example, the character an Essence Penalty of 1 and MAG of 3. Normally, Chummer calculates the cost based on its perceived MAG value of 4 (MAG 4 - Essence Penalty 1 = 3), meaning the cost of improving MAG would be for going from MAG 4 to MAG 5. With this option enabled, Chummer instead calculates the cost based on the shown value of 3, meaning the cost of improving MAG would be for going from MAG 3 to MAG 4. This only impacts Career Mode.

New Strings
- Checkbox_Options_SpecialKarmaCost

Build 489
- fixed an issue where the Mystic Adept MAG split would apply Essence Penalties to the Adept portion of MAG a second time
- fixed an issue where using Save As would not fix MAG/RES correctly before moving to Career Mode; Save and Save As now use the same code

Build 488
- corrected an issue where saving the character would not take regional number settings into consideration, causing Essence Penalties to be calculated incorrectly in regions that do not use "." to indicate decimal places

Build 487
- changed when MAG/RES value is calculated when saving to Career Mode to hopefully get this working properly

Build 486
- Essence value when access to MAG/RES is gained is now only recorded in Career Mode as intended

Build 485
- fixed an issue where MAG/RES values are not saved correctly if the character has an Essence Penalty when moving to Career Mode
- fixed an issue in Career Mode where the Magician/Adept MAG split was calculated based on Maximum MAG instead of actual MAG

Build 484
- added support for <essencemax /> to the Improvement Manager which increases the character's maximum Essence
- changed the Essence Custom Improvement to only affect the current value of the character's Essence as intended
- characters now record their Essence when MAG/RES is added to them and use that point to determine Essence Penalties instead of basing it on the Metatype's maximum Essence value (corrects issues for Latent Technomancer/Latent Awakening)
- fixed an issue where Melee Weapons would incorrectly believe they contained splash damage in their DVs and showed their DV formula instead of their calculated DV
- changed how Weapons calculate their Ammo capacity to correct an issue with adding the Extended Clip Weapon Mod to Weapons that have multiple clips

Build 483
- undoing a Removed Negative Quality Expense now adds the Quality back to the character
- only Skills from currently active sourcebooks are shown in the Skills list
- hopefully fixed the issue with MAG/RES, Essence penalties, and the Essence Loss Only Reduces MAG/RES Maximum house rule status
- MAG and RES should no longer show values less than 0 in Career Mode
- fixed an issue that caused non-Exotic Weapons that use an Exotic Weapon Skill to not appear properly in the Exotic Weapon Skill Specialization list
- Nexi can now be marked as being a Home Node for an A.I.
- added Vehicles Notes to the Vehicle Block sheet

Build 480
- added support for <cyborgessence /> to the Improvement Manager which permanently reduces a character's Essence to 0.1.
- Weapons that deal splash damage such as Grenades now have their bonus damage from More Lethal Gameplay and Weapon Mods calculated properly

Build 478
- Gear now retains its given name when moved between a character's Gear and Vehicle
- when moving Gear between the character's Gear and Vehicles, items must also have matching custom/assigned names and notes in order to be considered a match and stack
- fixed an issue where Martial Art Advantages would show their ID instead of their Name in tooltips
- fixed an issue where purchasing a Spell Formula would cause the Select Spell window to throw an error
- changed how Essence Loss is calculated when the Essence Loss Only Reduces MAG/RES Maximum house rule is turned on in Career Mode
- changed when Essence Loss is calculated when updating displayed Attribute values in Career Mode

Build 476
- added an option to only download language updates for your chosen language instead of all languages
- fixed an issue where Armor Mods that cost a percentage of the base Armor's cost may cause an error to be thrown when their final cost resulted in a decimal
- Power Foci and Spellcasting Foci now have a precedence set so that only the highest active value of each is used (must select Special > Re-apply Improvements to fix existing Foci)
- Skills now properly handled Skill Attribute precedence

New Strings
- Checkbox_Options_LocalisedUpdatesOnly

Build 473
- Default Character Sheet option is now saved correctly
- added a Apply Linux printing fix option to the Character and Printing tab in the Options window (see below)
- fixed an issue with printing character sheets when running Chummer through Wine (see below)

Printing with Linux/Wine
This update introduces a fix to allow machines using Wine to load Chummer on a non-Windows OS to print character sheets if they were previously crashing. To fix the printing issue, go to Tools > Options > General Tab > Character and Printing sub-tab. Turn on the Apply Linux printing fix checkbox, then click OK. You should now be able to print without crashing.

New Strings
- Checkbox_Option_PrintToFileFirst

Build 472
- save files now include <gameedition /> to indicate which edition of Shadowrun they are for
- <gameedition /> is now checked when loading a save file to ensure the edition of Chummer and the save file match
- fixed an issue where a failed roll with 0 Hits and not enough 1s to cause a Glitch would incorrectly show a Glitch
- fixed an issue where increasing the quantity of Ammo using the Qty + button or the Buy Additional Ammo button would incorrectly multiply the total cost of the purchase
- fixed an issue where removing an item that gave the character access to the Initiation/Submersion tab in Create Mode would not properly refund the cost of any Initiation/Submersion Grades that were purchased
- Underbarrel Weapons now show their Dice Pools on the SR4 character sheet

New Strings
- Message_IncorrectGameVersion_SR4
- Message_IncorrectGameVersion_SR5
- MessageTitle_IncorrectGameVersion

Build 467
- added a Threshold field to the Dice Roller window which will tell you if the roll was a success or failure
- Karma and Nuyen tab now display charts to show the character's total Karma and Nuyen over time
- fixed an issue where the Karma cost for increasing Initiation/Submersion Grade would not round correctly in the tooltip with Group and/or Ordeal checked
- when selected, Armor Bundles now show the Ballistic and Impact Ratings of their equipped pieces
- added support for <damageresistance /> to Quality requirements which requires a character's total Damage Resistance Pool to meet or exceed the specified size
- Panzer Quality now requires Damage Resistance Pool of 5 instead of BOD 5
- Paragons that offer a choice of bonuses now display their selected bonus on the Complex Forms and Sprites tab
- Paragons that offer a choice of bonuses no longer prompt for a value to be entered in a textbox
- fixed an issue where undoing an Nuyen Expense for an Armor Mod would not properly remove it from the list until reloading
- removed the Concealable Holster from the Mortimer of London: Berwick Suit Jacket Ensemble
- purchasing plugins for Gear with a quantity higher than 1 now costs the correct amount of Nuyen (plugin's cost x parent's quantity)
- fixed an issue where Gear that is added as a plugin to another piece of Gear plugged into a piece of Armor could not be deleted until reloading the save file
- increased maximum Rating for Wireless Negating Paint and Wallpaper from 6 to 10 to correspond to the Ratings of Jammers
- changed Target Autosoft on Dragonfly Minidrone to Exotic Melee Weapon as per Arsenal Errata
- corrected the Capacity for Clothing Ensembles
- corrected the Avail for Firewall and System Vehicle Mods (0)
- corrected the cost of Pelagos, Mediterranean

New Strings
- Label_DiceRoller_Threshold
- String_DiceRoller_Success
- String_DiceRoller_Failure

Build 458
- added support for Anaconda Shifters from Corporate Intrigue
- added an optional rule to allow any Detection Spell to be taken as an Extended version (see below)
- fixed an issue where Adept Powers that affected the base Rating of an Attribute would not be properly reflected in the Attribute's Augmented value on the Common tab
- fixed an issue where adding a Cyberware Commlink would not automatically create the Headerware: Commlink Location on the Gear tab
- added support for Aerodynamic Grenades which appears as a checkbox in the Select Gear window when a throwable Grenade is selected
- SR4 character sheet now shows the Power Point cost and total Power Point cost for each Adept Power

Extended range Spells Optional Rule
When the Allow any Detection Spell to be taken as Extended range version (SM 165) optional rule is enabled, the Extended versions of Spells are no longer shown in the Spell list. Instead, an Extended version of each Detection Spell can now be selected by checking the Extended Spell checkbox. If this optional rule is disabled, the Extended versions of the Spells still appear in the list as normal.

New Strings
- Checkbox_Aerodynamic
- Checkbox_SelectSpell_ExtendedSpell
- Checkbox_Options_ExtendAnyDetectionSpell
- Tip_SelectSpell_ExtendedSpell
- String_SpellExtended

Build 456
- fixed an issue where adjusting individual Skill Ratings with the Allow Skill Groups to be broken during character creation rule turned on would calculate the BP cost incorrectly
- fixed an issue where attempting to undo an Expense for a piece of Gear that has been moved to the non-default Location would throw an error

Build 455
- fixed an issue where the Select Weapon Accessory window would display items from all sourcebooks instead of only the ones selected in the Options window
- added an optional rule to enable the breaking of Skill Groups while in Create Mode
- added support for purchasing Cyberware Suites in Career Mode (see below)

Cyberware Suites in Career Mode
Cyberware Suites can now be purchased for a character while in Career Mode. However, please note that it is not possible to undo the Nuyen Expense for the Cyberware Suite as it is a collection of multiple pieces of Cyberware. If you're uncertain about a Cyberware Suite, please save your character before adding one to them in Career Mode.

New Strings
- Checkbox_Options_BreakSkillGroupsInCreateMode
- String_ExpensePurchaseCyberwareSuite

Build 453
- added support for linking to PDF files (see below)
- fixed an issue where the More Lethal Gameplay optional rule was not applying its bonus to Weapons loaded with Ammo that replaces the Weapon's DV, such as Stick-N-Shock Ammo
- fixed an issue where undoing a Karma Expense for a Focus would not remove the appropriate Focus from the list of Bondable Foci
- Sideways Genetic Infusion (Bioware) now affects Combat Active Skills
- added an option to control whether or not times need to be entered when creating a new Expense (they are still shown in the list to provide proper sorting)
- Expenses no longer show the seconds of the time since they are not relevant

PDF Support
PDF support has been tested with both Adobe Reader and Foxit Reader. Clicking on a sourcebook field (such as SR4 324) will open the linked PDF to the appropriate page. PDF links can be configured in the Options window. There are a few things to note with each application in terms of behaviour. With Adobe Reader, a new instance of the application is opened each time you click on a PDF link in Chummer. If you have the SR4 book open already then click on another SR4 link, a new copy of Adobe Reader is opened to the appropriate page, meaning you will have multiple copies of the SR4 book open at the same time. With Foxit Reader, if you already have the SR4 book open and click on an SR4 link, Foxit Reader will gain focus but will not jump to the appropriate page. Foxit Reader will only jump to the appropriate page if you do not already have a copy of that PDF open. Unfortunately these are not things I can control; they are how these reader applications have been setup to behave.

New Strings
- Label_Options_PDFApplicationPath
- Label_Options_PDFLocation
- Label_Options_PDFOffset
- Button_Options_PDFTest
- Checkbox_Options_DatesIncludeTime

Build 449
- added support for <ignorecmpenaltystun /> and <ignorecmpenaltyphysical /> to the Improvement Manager which ignore the character's Stun and Physical Condition Monitor Penalties respectively
- added Restore Defaults buttons to the BP Cost and Karma Cost tabs in the Options window to restore the default values
- fixed an issue where the Special Attributes do not count towards 50% Karma limit during character creation house rule would not work correctly if a Special Attribute put the character over the 50% Karma threshold
- added support for relative file paths to Contacts and Spirits (see below)
- changed how the total values of Cyberware is calculated in an attempt to avoid crashes on non-Windows computers using Wine
- fixed an issue where adding a Weapon Focus to a Weapon would throw an error
- Adept Power requirements can now filter on <allof /> and <oneof />
- Shadowrun 4 sheets now display any entered notes for Cyberware/Bioware
- Update is now prevent from running if there is more than one instance of Chummer open at the time to prevent errors
- corrected the costs for the Gentlemen's Cane Sword variations
- Gentlemen's Cane with Sword options now creates a Gentlemen's Cane Sword Weapon
- marking a Nuyen Expense as being a Refund now records the Refund correctly and no longer counts towards the character's Career Nuyen total

Relative File Paths for Contacts and Spirits
Contacts and Spirits now support relative file paths for improved portability between computers. Chummer first looks for the exact file name that was linked. If it cannot be found, it falls back to using the relative path that was stored when the save file was linked to it. This will only work with save files that are linked in this and later versions of the application. In order to get this behaviour with previous save files, you will need to remove the link and re-link the save file to the Contact or Spirit.

New Strings
- Button_Options_RestoreDefaults
- Message_Options_RestoreDefaults
- MessageTitle_Options_RestoreDefaults
- Message_Update_MultipleInstances

Build 445
- Qualities that require Street Cred to be equal to or greater than Notoriety now meet the requirements when Street Cred and Notoriety are the same value (previously had to be greater which was wrong)
- Monofilament Chainsaw now adds a Weapon to the character when selected
- fixed an issue where Weapons that did not belong to an Exotic Category but used an Exotic Active Skill would only calculate their Dice Pools correctly if the character had a non-Specialized Exotic Active Skill
- added True Drake Qualities from The Clutch of Dragons
- the break Skill Group confirmation window now correctly shows the name of the Skill Group the Active Skill is a member of instead of the name of the Active Skill
- swapping a Latent Quality for its fully-realised version now allows the character to start with MAG/RES of 1 and has the same effect as turning on the "Essence loss only reduces MAG/RES maximum" house rule
- Convert to Cyberzombie now marks the character as having unsaved changes
- Reduce Attribute now marks the character as having unsaved changes
- fixed an issue where a Metavariant could be selected before selecting a Metatype which causes an error to be thrown
- added a link to the current Dumpshock Thread to the Help menu
- corrected the DV for the Fangs Weapon created by the Positive Quality
- corrected the sourcebook for the Body Glove Spell
- changed how the OK button positions itself in the Settings window in an attempt to keep its text being cutoff by the bottom of the window
- Exotic Active Skills now populate their Specialization lists with the names of Weapons that make use of the Active Skill
- added an option to select the default character sheet that will be used when opening the print view for a character

New Strings
- String_Break
- Label_Options_DefaultCharacterSheet

Build 441
- fixed an issue where the default plugins that come with Cyberware (such as Image Link for Cybereyes) would not have their parent associated to them until loading a saved file, allowing their Grade to be changed
- fixed an issue where clicking the Add & More button in the Select Cyberware window would cause plugins to be added to the last added item instead of the item originally selected
- changed how the Select a Cyberware Suite calculates the total Nuyen and Essence costs
- Cyberware Suites allow plugins up to any depth (recursive to any number)
- Improvement Manager now supports forcing an item to use a specific side of the body
- adding a Cyberware Suite now marks the character as having unsaved changes
- Qualities can now have Essence, combined Attribute values, total Attribute value, Cyberware, Bioware, Cyberware categories, combined Skill Group values, Active Skills, and Street Cred being higher than Notoriety as prerequisites for selecting them to support the new Way of the Samurai Qualities
- changed how the total values of Lifestyles are calculated in an attempt to avoid crashes on non-Windows computers using Wine
- changed a number of items to use OS-independent path strings
- Active Commlink checkbox no longer appears when a Commlink Upgrade is selected
- Gear with Signal, Response, Firewall, and System can now be affected by Commlink Upgrade and Commlink Operating System Upgrade items to improve their Ratings

Build 439
- Cyberware attached to the character can now have plugins attached to plugins (recursive to any number)
- Cyberware now supports items that both grant and consume capacity (X/[Y])
- Commlinks on the Gear tab can now be marked as being the character's Active Commlink which automatically updates Matrix Initiative to use the proper Response
- Program Packages and Software Suites can now be Hacked
- added support for deleting Custom PACKS Kits through the Add PACKS Kits window
- fixed an issue where Commlinks that came with plugins would create multiple copies of them when purchased
- items in Custom PACKS Kits no longer include all of their default plugins and instead only add the plugins that were attached to them when the Kit was saved
- added a "Generic Mod" Vehicle Mod to allow one-off Mods for Vehicles (typically Drones) more easily
- fixed an issue where Gear with a <selecttext /> Improvement would not prompt for a value when added to a Vehicle
- undoing a Nuyen Expense for a piece of Cyberware now removes any Weapons that the Cyberware created
- added an Essence Consumption section to the Cyberware and Bioware tab that show the character's total values for Cyberware, Bioware, and Essence Hole deductions
- added an option to control the number of decimal places that Essence is rounded to (2 by default)
- a Complex Form's Rating can now be selected when in Career Mode with the Use alternate Complex Form cost optional rule turned on to see what the Dice Pool would be for the desired Rating

New Strings
- Label_EssenceConsumption
- Label_Cyberware
- Label_Bioware
- Label_EssenceHole
- Label_Options_EssenceDecimals

Build 434
- Improvements can now use division and will round resulting fractions downs
- fixed an issue where deleting a piece of Cyberware could cause the next item in the list to suddenly change its Grade

Build 433
- added support for custom Cyberware and Bioware Grades
- removing the last Adapsin-enabling Improvement now changes the Grade of all Cyberware to their non-Adapsin Grades
- Cyberware and Bioware Grades on the printouts now show their full, translated names
- save files now include the application build number they were last saved with

Build 432
- added an Add & More button to the Select Critter Power window
- Notes window no longer appears in the Windows Taskbar
- Attributes should now only show their Augmented value when they have Improvements that affect their actual value
- Vehicle Weapon information is now shown in Create Mode
- Sai (and any Weapon whose DV type is "P or S") now displays its calculated DV properly instead of the formula
- Gear data file now supports recursive use of <usegear /> to add plugins to other plugins
- Gear category is now recorded when creating a new custom PACKS Kit
- adding a PACKS Kit now uses the recorded category (if available) to add the correct piece of Gear
- Update window now moves the archived copy of the application back if downloading an updated version fails to hopefully prevent the app from being unusable

Build 430
- added support for <rangebonus /> to Gear for Ammo to affect a Weapon's Range
- added support for Geomancy Rituals to Spells
- Vehicle Nexi Plugins are no longer restricted to only Commlink Module category
- Physical Attributes now show their Augmented value and tooltips if the character has a Cyberlimb

New Strings
- String_SpellRangeLineOfInfluence
- Node_SelectedGeomancyRituals

Build 429
- fixed an issue where attempting to add a plugin to a Nexus on a Vehicle would throw an error
- added support for creating custom Improvements for Knowledge Skills
- fixed an issue where deleting a piece of Cyberware would not refresh the character's displayed Attribute totals immediately
- Attributes now show their augmented value any time the Attribute has one or more modifiers instead of when the natural and augmented values do not match so that tooltips are always visible to explain how the value was calculated
- Vehicles now allow any System or Firewall instead of being limited to Device Rating +2 which is a limitation that is only applied to Hardware properties
- fixed an issue where Weapons that did not have at least one Accessory or Modification would not receive their STR bonus to RC if the optional rule for it was enabled
- Armor no longer includes Avail modifiers from Armor Mods that come included with it by default
- Armor no longer includes Avail modifiers from Gear that comes included with it by default
- added Change BP/Avail Limit to the Special menu to change the maximum BP (or Karma) and Avail the character is allowed in Create Mode
- Commlinks now add any Gear that is attached to the in the data files, such as the plugins that should come with all military spec Commlinks
- fixed an issue where newly created Gear that is moved to a new container would cause duplicate items to be created in the save file
- added support for Free Sprites (see below)

Free Sprites
Any Sprite can now be converted to a Free Sprite by selecting Special > Convert to Free Sprite. Free Sprites gain the Denial Power and access to Echoes Critter Powers as per UN 157.

New Strings
- Menu_SpecialBPAvailLimit
- Menu_SpecialConvertToFreeSprite

Build 426
- fixed an issue where Cyberware Plugins were attempting to use their parent's Gear properties instead of their own and would throw an error when trying to bulid a list of Locations used by Cyberware
- Gear Capacity now factors in the Quantity of each plugin

Build 425
- Create Mode tooltips that refer to BP values now use the BP values set in the Options window
- fixed an issue where increasing a Skill Group Rating would also increase the Rating of an associated Active Skill that was affected by the Incompetence Negative Quality
- fixed an issue where loading a character that had Incompetence Negative Quality applied to an Active Skill that belonged to a Skill Group with a Rating would throw an error
- fixed an issue where adding a new Knowledge Skill and attempting to give it a Specialization while in Career Mode without saving and reloading the character would throw an exception
- Mentor Spirits now show their player-selected bonuses on the Spells and Spirits tab in Career Mode in the same way they do in Create Mode
- added an option to toggle whether or not Ergonomic Programs count towards a Commlink's effective Response value (enabled by default)
- Commlink Operating Systems now allow any System or Firewall instead of being limited to +2 which is a limitation that is only applied to Hardware properties
- added support for <metagenetic /> to qualities.xml to easily mark additional Qualities that count was Metagenetic Qualities
- deleting an Emotitoy from a character now removes the bonuses for its Empathy Software
- Weapons with only FA Firing Mode can now fire Short Bursts as described on SR4 154

New Strings
- Checkbox_Commlinks
- Checkbox_ActiveCommlink
- Tip_ActiveCommlink

Modified Strings
- Tip_CommonContacts
- Tip_CommonNuyen
- Tip_SkillsSkillGroups
- Tip_SkillsActiveSkills
- Tip_SkillsKnowledgeSkills
- Tip_SpellsSelectedSpells
- Tip_SpellsSpirits
- Tip_TechnomancerSprites
- Tip_BuildFoci
- Tip_TechnomancerComplexForms
- Tip_BuildManeuvers
- Checkbox_Options_ErgonomicProgramLimit

Build 423
- added a house rule to allow Technomancers to select Autosofts as Complex Forms
- fixed an issue where an error would be thrown when attempting to load a character that (somehow) possessed an Adept Power at Rating 1 (now assumes it should be Rating 1)
- fixed an issue where attempting to create a Critter that had a starting Skill Group Rating higher than 6 would throw an error
- corrected the rounding method for calculating Street Cred
- Programs with the Ergonomic Program Option no longer count towards the number of Programs running on the Commlink to affect its Response

New Strings
- Checkbox_Option_TechnomancerAllowAutosoft

Build 420
- fixed an issue where plugins would not be properly added to a Commlink when adding a PACKS Kit and selecting them would throw an error
- when adding Armor to a Vehicle, the Vehicle now reduces the selected Rating to the maximum allowed value before accepting the Mod to avoid invalid configurations and throwing errors when the misconfigured Mod is selected
- fixed an issue where Weapons that did not specify an ammo type after their number (such as 4 instead of 4(cy)) that received the Additional Clip Weapon Mod would believe it had more Ammo slots than it actually should
- fixed an issue where Underbarrel Weapons that had more than one Ammo slot could not select anything beyond Ammo Slot 1
- Spirits that Possess/Inhabit an Inanimate Vessel now receive the Immunity (Natural Weapons) Critter Power
- Spirits Possessing/Inhabiting a Vessel now correctly add their MAG to the Vessel's Physical Attributes instead of adding the Spirit's own Physical Attributes

Build 418
- raising INT with Karma in Career Mode no longer causes the character's Career Karma to increase
- all Gear is now added to a PACKS Kit, regardless of its depth in the list
- updated the Select PACKS Kit window to show all Gear, regardless of its depth in the list
- adding a PACKS Kit now adds all Gear, regardless of its depth in the list
- Gear attached to Armor, Weapon Accessories, and Cyberware are now added to PACKS Kits
- Bonded Foci are now properly translated and display the translated "Bonded Foci" string when using a non-English language
- added English versions of some XML tags to accommodate exporting to Squad Manager
- Weapon Accessories now support <dicepool /> which can modify the Weapon's Dice Pool
- added Martial Arts to the Game Master Summary sheet

New Strings
- Message_DeletePACKSKit

Build 416
- Weapons now support <spec /> which allows them to match an Active Skill Specialization (see below)
- Technocritters now have their correct Attributes
- Technocritters now calculate their Matrix Attributes based on their RES
- Notes can now be attached to Vehicle Sensors and their plugins
- Blood Spirit checkbox is no longer visible after choosing a non-Spirit Metatype category in the Select Metatype window
- added a Change Starting Week button to the Calendar tab which lets characters change the date that the calendar should start on
- corrected the cost of the PPP ensemble (without helmet)
- Fashion Armor now has access to Clothing Armor Mods
- added a house rule to indicate that Special Attributes do not count towards the 50% Karma spending limit on Attributes

Weapon Specializations and <spec />
Up until now, Specializations required that the Weapon's name or Category match the Specialization given to their corresponding Active Skill. With this update, the Weapons data file now supports a <spec /> tag. This now allows Specializations such as Blades (Swords), Automatics (Carbines), and Heavy Weapons (Machine Guns) to work properly.

New Strings
- Button_ChangeStartWeek
- Checkbox_Option_SpecialAttributeKarmaLimit

Build 413
- added support for <throwstr /> to the Improvement Manager which effectively raises a character's STR for the purpose of determining the DV of Thrown Weapons
- Copy, Paste, Create Bioware Suite, and Add Bioware Suite menu items are now properly translated
- when updating, if a file fails to decompress properly (usually because of a downloading error), the update window will attempt to re-download the file
- added an option to show only Active Skills whose Rating is 0
- added <dicepool /> to Weapons in the printout XML
- Shadowrun 4, Game Master, and Text-Only sheets now show the Dice Pool for character Weapons
- Weapon Dice Pool tooltip now only shows Weapon Mods that affect the Dice Pool instead of all Weapon Mods
- Dice Pool Modifiers portion of a Skill's tooltip has been replaced by the full list of items that affect the Skill's Dice Pool Modifier
- corrected Commlinks to have a Processor limit equal to their total System Rating
- added a Rushed Job checkbox to the Dice Roller window (see SR4 65)

New Strings
- String_SkillFilterRatingZero
- Checkbox_DiceRoller_RushedJob

Build 409
- fixed an issue where the Update window attempted to download translation files in a compressed format

Build 408
- Vehicle Mods now support variable Costs
- selecting a Cyberware or Bioware Suite that contains an item with a variable Cost no longer throws an error
- added a house rule to allow Free Spirit Power Points to be based on MAG instead of EDG
- data files are now downloaded in a compressed format and decompressed locally to greatly reduce the amount of time it takes for them to be downloaded
- removed the Include Smartlink bonus in Active Skills option since it is no longer necessary (see below)

Include Smartlink bonus in Active Skills option removed
Weapons have displayed their own calculated Dice Pools since build 314. As a result, showing the Smartlink bonus in an Active Skill has become redundant and rather misleading since it is applied on a per-Weapon basis instead of the Active Skill as a whole. The Weapon Dice Pool accurately reflects any Smartlink bonuses the character receives.

New Strings
- Checkbox_Option_FreeSpiritPowerPointsMAG

Deleted Strings
- Checkbox_Options_IncludeSmartlink

Build 407
- Weapon Mods that use a Total Cost multiplier now use the full multiplier instead of multiplier - 1
- Weapon Dice Pool now shows the same tooltip in Create Mode as it does in Career Mode
- Weapons now include their modified firing mode in the printout XML
- fixed an issue where Vehicle Mods that included Vehicle Cost in their cost could throw an error when attempting to add it to a Vehicle
- Complex Form total on the Build Point Summary tab calculates its value correctly again
- Advanced Lifestyles that had the Street - Z-zones/Barrens or Luxury-AAA Neighborhoods no longer throw an error when attempting to edit them
- fixed an issue that prevented Advanced Lifestyles from showing the list of Qualities when editing them
- Spirit and Sprite names are now translated on the printout when using a non-English language
- Weapons created by Gear (such as Missiles) now use the <avail />, <cost />, and <owncost /> of the Gear that created them in the printout XML

Build 405
- added support for naming Gear
- fixed an issue where clicking the +/- buttons for Lifestyles without a Lifestyle selected would throw an error
- Improvements can now include an Attribute name (see below)
- Qualities can now be marked as Free in Create Mode, reducing their cost to 0 BP/Karma
- Cyberware can no longer have an Avail lower than 0

Attribute Names in Improvements
Attribute names (such as RES and STR) can now be used in an Improvement's value XML, such as <movementpercent>MAG * 50</movementpercent>. This will not change when the character's Attribute changes; it will only use the Attribute's value at the time the Improvement is added. If the character's Attribute changes after this Improvement has been added, you will need to select Re-Apply Improvements from the Special menu.

New Strings
- Menu_NameGear
- Message_SelectGearName
- String_GearName

Build 403
- added a house rule to allow the creation and addition of Bioware Suites
- added support for adding and creating Bioware Suites
- added <owncost /> to printout XML for equipment which contains just the cost of the individual item
- fixed an issue that prevented Weapons in the Weapons list from being reordered using drag-and-drop
- added support for Locations within Weapons

New Strings
- Menu_SpecialAddBiowareSuite
- Menu_SpecialCreateBiowareSuite
- Checkbox_Option_AllowBiowareSuites
- Title_SelectBiowareSuite
- Label_SelectBiowareSuite_PartsInSuite
- Title_CreateBiowareSuite
- Message_DeleteWeaponLocation

Modified Strings
- Message_CyberwareSuite_InvalidFileName
- Message_CyberwareSuite_DuplicateName
- MessageTitle_CyberwareSuite_DuplicateName
- Message_CyberwareSuite_SuiteCreated
- MessageTitle_CyberwareSuite_SuiteCreated

Build 401
- added support for <quickeningmetamagic /> to the Improvement Manager which grants the character access to the Quicken Spell button
- added support for <basiclifestylecost /> to the Improvement Manager which adjusts the cost of only basic Lifestyles by a percentage
- added a house rule to allow Obsolescent to be upgraded/removed in the same way as Obsolete
- added support for Quicken Spell Expenses
- fixed an issue where canceling the Select Martial Arts window when adding a PACKS Kit would throw an error
- maximum MAG split for Mystic Adepts now increases properly when MAG is increased
- maximum MAG split for Mystic Adepts now decreases when a MAG increase Expense is undone
- clicking Delete on the Cyberware tab with nothing selected no longer throws an error
- clicking Delete on the Vehicles tab with nothing selected no longer throws an error
- selecting a Complex Form in Career Mode now automatically selects its commonly-used Active Skill for the Dice Pool
- Karma Expenses for Spells can now be undone
- Exotic Melee Weapons that use the Unarmed Active Skill (such as Hardliner Gloves) now properly show their Dice Pool size
- Obsolescent and Obsolete now affect a Vehicle's Device Rating
- fixed an issue where the displayed monthly Nuyen cost for a Lifestyle was including Lifestyle discounts a second time

New Strings
- Checkbox_Option_AllowObsolescentUpgrade
- Button_QuickenSpell
- String_QuickeningKarma
- Message_ConfirmKarmaExpenseQuickeningMetamagic
- String_ExpenseQuickenMetamagic

Build 399
- added support for <complexformlimit /> to the Improvement Manager which affects the number of Complex Forms a character can know in Create Mode
- added support for <spelllimit /> to the Improvement Manager which affects the number of Spells a character can know in Create Mode
- fixed an issue where pressing the backspace key while in the search field within the Select Spell or Select Complex Form windows would throw an error if the list of items was empty and the search word should cause the list to be re-populated
- starting Nuyen and starting Karma Expenses can now be modified (not retroactively applied to previous saves)
- Vehicles can now be retrofitted as per the rules found on UCL 15 by attempting to delete the Obsolete Vehicle Mod
- increased the height of the Select Weapon window so that the list of included Weapon Accessories/Mods is no longer concealed when there are more than 4 items
- fixed an issue where deleting a Knowledge Skill could cause the other Knowledge Skills below it to also be deleted from the character
- Weapons now use their modified Firing Mode which includes Weapon Mods instead of their base Firing Mode to determine which firing options are available in the FIRE! button menu
- fixed an issue where the Bonding cost for Stacked Foci would not be calculated correctly if one of the Foci contained parenthesis in its name

New Strings
- String_ExpenseVehicleRetrofit
- String_Retrofit

Build 398
- Ammo that is in a container such as a Spare Clip and loaded into a Weapon now correctly affects the Weapon's DV, AP, and RC
- clicking the Buy Ammo button for the selected Weapon no longer throws an error if a piece of Gear was not already selected in the Gear list

Build 396
- fixed an issue where selecting Armor that granted Improvements or whose Mods granted Improvements would immediately add them to the character when selected in the Select Armor window
- added a Part of base Armor checkbox to indicate whether or not an Armor Mod is part of a piece of Armor by default in the same manner as the Part of base Weapon checkbox for Weapons
- added <included /> tag to printout XML for Armor Mods which indicates whether or not they are included as part of the base Armor
- all equipment now puts its total cost in the <cost /> tag in the printout XML instead of its cost formula
- removed <cost3 />, <cost6 />, <cost10 />, <avail3 />, <avail6 />, and <avail10 /> tags from printout XML since they were not useful
- Reduce Attribute now includes MAG and RES if the character has access to these Attributes
- Reduce Attribute now includes a checkbox to determine whether or not the Metatype Maximum should also be reduced

New Strings
- Checkbox_BaseArmor
- Checkbox_DoNotAffectMaximum

Build 394
- Reduce Attribute in the Special menu is now available to all characters in Career Mode, nod just Cyberzombies
- Gear that has a Rating of +(Rating) now shows its calculated Rating instead when it is on its own and not attached to a parent item
- Gear that has a Rating of +(Rating) that is on its own and not attached to a parent item no longer throws an error when attempting to move a character to Career Mode

Build 393
- modified how the Language Manager stores information to make loading and finding strings slightly faster
- added a text field to Spirits/Sprites next to the Metatype list to allow a name to be assigned to them
- fixed an issue where deleting newly-added Gear plugins on a Vehicle would throw an error until the character was saved and reloaded
- changing the Bonded status of a Stacked Focus no longer throws an error
- added support for <requireammo /> to Weapons which denotes whether or not a Weapon needs Ammo to actually be reloaded (for special exceptions like battery powered Weapons)
- Weapon Dice Pool now only applies an Active Skill's Specialization bonus when it exactly matches the Weapon's name or category as intended
- fixed an issue where clicking on Armor Mods that come with a piece of Armor would throw an error until the file has been saved and reloaded
- fixed an issue where attempting to Bond a Stacked Focus that included additional text (such as from a Weapon Focus) could throw an error

Build 388
- fixed an issue where clicking the Enable All or Delete All buttons on the Improvements tab with a group selected would throw an error
- fixed an issue where Underbarrel Grenade Launchers that come as part of a Weapon were not being properly marked as Underbarrel Weapons which caused errors to be thrown when adding Weapon Accessories and Mods until the file has been saved and reloaded
- Equip All and Unequip All buttons for Armor Bundles now correctly add and remove Improvements for Armor Mods and Gear
- Underbarrel Weapons that come as part of a base Weapon (such as the Ares Alpha Grenade Launcher) no longer have their Ammo cut in half when loading a save file
- Underbarrel Weapons now set their available options under the FIRE! button correctly
- added a checkbox to the Critter Powers tab to control whether or not each Critter Power counts towards the Critter's Power Point limit
- changed how Spirits calculate their number of used Power Points
- added a Blood Spirit checkbox to the Select Critter window when the Spirits category is selected which automatically adds the additional Critter Powers a Blood Spirit receives for free
- added tooltips to the Fading, Drain Resistance, and Spell Dice Pool fields
- Attributes now include <bp /> in their printout XML to indicate the amount of BP/Karma that has been spent on them (only accurate for characters that have not yet spent Karma on improving Attributes after starting their career)
- Skills now include <bp /> in their printout XML to indicate the amount of BP/Karma that has been spent on them (only accurate for characters that have not yet spent Karma on improving Skills after starting their career)
- adding a Fake License to a character that only has one Restricted item no longer automatically selects the item and instead keeps the Select Item window open, letting you choose the one item or enter a custom name

New Strings
- Checkbox_Metatype_BloodSpirit
- Tip_Metatype_BloodSpirit
- Checkbox_CritterPowerCount

Build 386
- fixed an issue where the cost of plugins was not calculated correct for Ammo that is sold in quantities greater than 1
- Ally Spirits now get their correct number of Critter Power Points
- added support for <dvbonus> and <apbonus> to Weapon Mods
- High-Power Chambering Weapon Mod now grants the Weapon bonuses instead of the High-Power Ammo so that Weapon stats are properly represented when empty
- High-Power Ammo now correctly applies a -2 Dice Pool modifier instead of a -2 RC modifier
- clicking OK in the Select Spell window without having a Spell selected no longer throws an error
- clicking OK in the Select Complex Form window without having a Complex Form selected no longer throws an error
- fixed an issue where the FIRE! options became disabled when using a language that has translated values for the different firing modes for a Weapon
- Underbarrel Weapons now correctly show their own Ammo remaining and Range information instead of the information for the parent Weapon
- added a tooltip to the Dice Pool on the Weapons tab in Career Mode to show how the Dice Pool is being calculated

Build 385
- added support for Ammo affecting the Dice Pool of the Weapon they've been loaded into
- fixed an issue where selecting a Weapon attached to a Vehicle Weapon Mount would occasionally throw an error

Build 384
- fixed an issue where the Spirit/Sprite control would throw an error when loading a saved character or attempting to add a new Spirit/Sprite

Build 383
- when creating a character with Karma, the cost for Special Attributes is now included in the maximum cost calculation as per RC 42
- fixed an issue where Spells were not being translated when loading a saved character
- Spirit and Sprite names are now properly translated when adding a new Spirit or Sprite to a character and use the proper Critter Metatype when creating a linked Critter
- fixed an issue where clicking the Add & More button in the Select Weapon Accessory window would throw an error when trying to add additional Accessory to a non-Vehicle-mounted Weapon
- fixed an issue where the Advanced Lifestyles window would put some Lifestyles into the High category instead of Middle if their LP fell within a certain range
- corrected a stupid mistake where Limited Spells were adding +2 to their DV instead of +2 to the Resistance Dice Pool

Build 380
- added support for <selectweapon /> to the Improvement Manager which asks the character to select one of the Weapons (or enter text if being applied to a Vehicle)
- print window (when open) automatically refreshes when the character is modified in Create Mode
- Weapon printout XML now includes <ammoslot1 />, <ammoslot2 />, <ammoslot3 />, and <ammoslot4 /> to show which Ammo is loaded in each Ammo slot
- Weapon printout XML now correctly looks for Ammo anywhere on the character/Vehicle
- characters that are built with unlimited BP/Karma and have the Character can spend any number of points on Nuyen House Rule enabled are no longer forced to having 0 points in Nuyen
- Limited Spells now include their +2 DV bonus in their displayed DV when selected
- fixed an issue where canceling a Skill Specialization for a Grouped Skill in Career Mode then re-entering it would cause the Skill Group to remain intact and the Specialization to cost 0 Karma
- Gear that require a value to be selected now correctly ask for this information when added to a Vehicle
- Complex Forms now enforce the number of Program Options they can have

New Strings
- Message_ConntAddComplexFormOptionLimit

Build 377
- Ammo in a container such as a Spare Clip now shows its container's name and Location (if applicable) in the Reload window
- added a Pets and Cohorts tab to the Street Gear section so that character can create links to any pets or other companions they might have
- Gear such as Ammo that is typically sold in stacks of 10 can now be purchased at a quantity lower than its stack size (must enter the number manually - the up/down arrows increase/decrease by the stack size)

New Strings
- Tab_Pets
- Button_AddPet

Build 376
- dates for Expenses are now saved in a standardised format, regardless of system settings, to make them easier to load and move between systems that may have different date settings
- list items with Notes (such as Qualities and Gear) now show their Notes in a tooltip when hovered over
- Gear that use a formula to calculate their price now show their total price instead of the formula used when selected on the Armor tab
- fixed an issue where Armor Mods with a Rating would throw an error when trying to calculate their cost
- added support for <forcegrade /> to Cyberware since certain items (namely all Transgenics) are limited to a single Grade
- Armor Gear and Weapon Gear are no longer limited to how many layers deep they can go
- Gear can now be added to Vehicle Weapon Accessories

Build 375
- Qualities can now add Weapons to the character when selected
- added Create Natural Weapon to the context menu for the Weapons button which allows character to create Natural Weapons that can come from other sources such as Critter Powers
- added an option to print Notes as part of the printout XML
- Shadowrun 4 Base and Commlink sheets now print Notes for most major items when the option is enabled
- Gear can now be copied from Armor, Weapons, and Vehicles
- Weapons can now be copied from Vehicles
- Armor Mods, Weapon Mods, Weapon Accessories, and Gear Plugins are now responsible for calculating their own total cost
- cost of selected Weapon Accessories and Weapon Mods should now be correct when their cost is based on a formula including the Weapon's cost
- Armor Mods that use a formula to calculate their price now show their total price when selected instead of the formula used
- Weapon Accessories now include any Gear plugins in their total cost
- Cyberware Plugins now include any Gear plugins in their total cost
- equipping Armor now only re-creates Improvements for Armor Mods and Armor Gear that are equipped
- equipping Armor Mods and Armor Gear now only re-creates Improvements if the Armor they're attached to is also equipped
- Enter and Escape keys now work in the Select Martial Art Advantage window
- characters that ignore rules and move to Career Mode will now start with 0 Nuyen instead of a large negative number
- added Black Market Pipeline Discount checkboxes to the Cyberware, Armor, Weapons, Gear, and Vehicle tab in Create Mode which reduce the cost of the selected item by 10% which appear when the character gains the Black Market Pipeline Quality

New Strings
- Message_CannotRemoveQualityWeapon
- MessageTitle_CannotRemoveQualityWeapon
- Label_ActiveSkill
- Menu_AddNaturalWeapon
- Checkbox_Option_PrintNotes
- Checkbox_BlackMarketDiscount

Build 371
- added a tooltip to all Source fields in Select windows which show the full name of the sourcebook
- Underbarrel Weapons that have a Cost of 0 Nuyen no longer consume Mod slots (so Weapons such as the Ares Alpha can now properly attach their Grenade Launcher as an Underbarrel Weapon without consuming Mod slots)
- Weapons that come with an Underbarrel Weapon as part of their initial configuration now receive them automatically
- Select Armor window now creates the Armor to determine its correct Avail with any Armor Mods it comes equipped with by default instead of relying only on the Armor's own Avail
- added support for Copying and Pasting in Create Mode (see below)
- the default Unarmed Attack is no longer exported when creating a PACKS Kit

Copying and Pasting
Copying and pasting is currently only available in Create Mode until everything is figured out. At the moment only Lifestyles, Armor, Weapons, Gear, and Vehicles can be copied. Lifestyles, Armor, Gear, and Vehicles can only be copied to their own tabs. Weapons can be copied to the Weapons and Vehicles tabs. Gear can be copied to the Armor, Weapons, Gear, and Vehicles tabs where Gear is normally allowed. These items can be copied between characters, so you can copy a Vehicle that Character A has and paste it into the Vehicles tab for Character B. The Copy and Paste toolbar buttons and menu items are only enabled when the operations are allowed.

New Strings
- Menu_Main_Edit
- Menu_EditCopy
- Menu_EditPaste

Build 368
- Adept Powers now check an Attribute's total Metatype maximum including any bonuses such as those from Exceptional Attribute to determine when the Power Point cost should be increased
- fixed an issue where adding or selecting a piece of Gear attached to Armor would occasionally throw an error
- Skills no longer double the bonus from Improvements that have a precedence
- Improvements that increase or decrease a Skill's maximum Rating now unlocks or locks the Skill control as appropriate if it is already at its maximum in Career Mode
- added support for more Improvement options to the Create Improvement window
- advanced versions of Leadership and Arcana now set their Category to the base Skill's Category instead of its Skill Group
- when reloading from a Spare Clip, the quantity of the Clip is reduced instead of the amount of Ammo in each one (leftover Ammo is dropped into the Selected Gear container as a new piece of Gear)

Build 365
- pressing the up and down arrows while the search field has focus now selects the next/previous item in the list in the Select Spell and Select Complex Form windows
- fixed an issue where selecting Gear that is a Cyberware plugin could occasionally result in an error being thrown
- deleting a Vehicle Location no longer asks you to confirm deleting the item twice
- all buttons that delete items are now simply labeled as Delete since the tab and selected item provide the context (and were never consistently applied using their old ones)

Delete Strings
- Button_DeleteQuality
- Button_DeleteSpell
- Button_DeleteComplexForm
- Button_DeleteCritterPower
- Button_DeleteMetamagic
- Button_DeleteEcho
- Button_DeleteLifestyle
- Button_DeleteArmor
- Button_DeleteWeapon
- Button_DeleteGear
- Button_DeleteVehicle
- Button_DeleteMod
- Button_DeleteAccessory
- Button_DeleteImprovement

Build 363
- <safehousecosts /> in lifestyles.xml is now ignored when validating the contents of data file translations
- Hacked Skillsofts are now correctly applied to Skills
- character Gear and Vehicle Gear are no longer limited to being 4 layers deep
- attempting to move Gear to one of its plugins now prevents the attempt instead of throwing an error
- added support for Locations within Vehicles (Gear can be moved to Locations by dragging and dropping with the right mouse button in the same manner as the Gear tab)
- setting MAG or RES to 0 when it is not forced to this value because of burnout now reduces its BP/Karma cost to 0
- added a Re-Roll Misses button to the Dice Roller window to re-roll all dice that did not score a Hit
- corrected the tab order in all windows

New Strings
- Button_DiceRoller_RollMisses

Build 360
- fixed an issue where equipping a Hacked Skillsoft would throw an error
- Drain Resistance and Fading Resistance values in the printout XML now include their bonuses
- fixed an issue where selecting a Vehicle Weapon Accessory in Career Mode would believe it was Gear and throw an error
- adding Gear to a Weapon Accessory in Career Mode now adds the proper context menu to the newly-created item so that plugins can be added without having to save and reload the file
- Weapons are no longer limited to one Underbarrel Weapon
- Underbarrel Weapons can now be marked as Installed
- new Lifestyles added in Career Mode are now correctly set to 0 months pre-paid
- when manually selecting updates in the Update window, selecting either Chummer or English (US) language file automatically selects the other since they require each other to work properly

New Strings
- Message_SelectVehicleLocation
- Message_DeleteVehicleLocation

Deleted Strings
- Message_WeaponUnderbarrelLimit

Build 358
- selecting the blank Magic Tradition or Technomancer Stream after already having one selected no longer throws an error
- Gear that has a cost multiplier that includes a decimal no longer causes the program to throw an error when a odd numbered Rating is selected
- added options to print alternate uses for the Leadership and Arcana Skills on the character sheet (from War! and Street Magic respectively)
- reorganised the General tab in the options window to reduce clutter and make their grouping more logical
- fixed an issue where RES may not be reduced to 0 even when the character's Essence penalty indicates that it should

New Strings
- String_SkillCommand
- String_SkillDirectFire
- String_SkillArtificing
- String_SkillMetamagic
- Tab_Options_Global
- Tab_Options_Character
- Tab_Options_Miscellaneous

Build 356
- Skill Specializations can now be set when an Active Skill is Grouped in Career Mode, though doing so breaks the Skill Group
- fixed an issue where breaking a Skill Group in Career Mode would unlock the Skill Specialization fields for the now-independent Active Skills
- Skill Groups can no longer be re-combined if any of their Active Skills have a Specialization
- Dice Pool for the selected Spell now includes any Spellcasting Specialization bonus if applicable
- added a Dice Roller button for Spells, Drain, Complex Form, Fading, Weapon, and Vehicle Weapon dice pools that appear if the Dice Roller option is enabled
- added an option to save a backup copy of a character before moving them to Career Mode (disable by default) (see below)
- fixed an issue where the programs added from a Program Package would not be correctly associated with their parent and would throw an error when selected until the character was saved and re-loaded
- fixed an issue where adding Gear from a custom PACKS Kit could cause packaged items such as Program Packages to create their plugins twice
- selecting a Cyberware Plugin attached to a Vehicle Mod no longer throws an error
- validating a character when moving to Career Mode now includes checking Cyberware Availability
- Gear can now be added to Cyberware and Weapon Commlinks (see below)
- windows and controls should now be more large font friendly
- Skill tooltips now show all Rating and Dice Pool modifiers instead of only positive modifiers
- fixed an issue where undoing the Nuyen Expense for a Bioware purchase would not remove the Bioware's Improvements properly

Changed Strings
- Checkbox_Option_AllowSkillDiceRolling

New Strings
- Checkbox_Option_CreateBackupOnCareer
- Title_CreateMode
- Message_CyberwareGear
- MessageTitle_CyberwareGear
- String_ExpensePurchaseCyberwearGear
- String_ExpenseSoldCyberwareGear
- Message_WeaponGear
- String_ExpensePurchaseWeaponGear
- String_ExpenseSoldWeaponGear

Creating pre-Career Mode Backups
When enabled, the Create backup of character before moving them to Career Mode option saves a copy of the character to your Chummer\saves\backup directory before they are actually placed into Career Mode, allowing you to go back and make changes to them in case they were placed into Career Mode prematurely.

Cyberware and Weapon Commlinks
Commlinks can now be added to the Commlink Cyberware and Weapon Commlink Weapon Mod items. This is still a little experimental, so please save a backup copy of your character before playing with these. These can only be applied to character-held devices; this behaviour will not be applied to Vehicles.

Build 353
- fixed an issue where Gear that had an Avail of Rating + X would cause an error to be thrown when selecting its parent
- adding Gear to a Vehicle no longer causes the character to incorrectly receive the Gear's Improvements
- transferring Gear to a Vehicle now properly removes Improvements from the character
- transferring Gear from a Vehicle now properly adds Improvements to the character
- Select Metatype window no longer shows Categories that have no items for its current context

Build 352
- added support for <selectsprite /> to the Improvement Manager which lets the character select an additional Sprite that they can compile
- added a Create Critter item to the link Spirit/Sprite menu (see below)
- fixed an issue where deleting a piece of Gear would not remove the Improvements created by any of its plugins
- fixed an issue where selling a piece of Gear would not remove the Improvements created by any of its plugins
- fixed a rounding error where the cost to purchase an Initiation/Submersion Rating could be off by 1 point

New Strings
- MenuItem_CreateCritter
- Message_SelectCritterType
- Message_UnknownCritterType
- MessageTitle_SelectCritterType

Create Critter for Spirits and Sprites
Spirits and Sprites now have a Create Critter item in their link menu when they are not currently linked to another save file. Selecting this automatically creates the Critter at the appropriate Force, puts it in Career Mode, saves it, links it to the Spirit/Sprite, and opens the file in one click.

Build 350
- plugins that add to their parent's Avail are no longer considered as being outside of the character's Avail when attempting to move the character to Career Mode, resulting in 2 items over Avail instead of 1
- confirm Karma Expense messages are now more verbose and include what the item's new Rating will be and the amount of Karma that needs to be spent
- added support for Roommates to both Standard and Advanced Lifestyles
- Standard Lifestyles can now be edited to change their % to Pay and number of Roommates
- Vehicles now write their total Pilot Rating instead of base Pilot Rating in the printout XML
- added <maneuver /> tag to Vehicles in the printout XML to make getting a Vehicle's Maneuver Autosoft Rating easier
- added support for <childcostmultiplier /> and <childavailmodifier /> to Gear which multiplies the Cost and increases the Avail of all plugins attached to it respectively
- added Spare Clip (HK Urban Fighter) to Gear which properly handles the increased Cost and Avail for Ammo for the HK Urban Fighter

Changed Strings
- Message_ConfirmKarmaExpense
- Message_ConfirmKarmaExpenseSpecialization
- Message_ConfirmKarmaExpenseEnemy
- Message_ConfirmKarmaExpenseSpend
- Message_ConfirmKarmaExpenseRemove
- Message_ConfirmKarmaExpenseComplexFormOption
- Message_ConfirmKarmaExpenseFocus
- Message_ConfirmKarmaExpenseJoinGroup
- Message_ConfirmKarmaExpenseLeaveGroup
- Message_ConfirmKarmaExpenseJoinNetwork
- Message_ConfirmKarmaExpenseLeaveNetwork

New Strings
- Label_SelectLifestyle_Roommates
- Menu_EditLifestyle

Build 347
- selecting Possesion or Inhabiatation in the Select Metatype window when creating a Spirit Critter now always adds the selected Power instead of trying to replace the Materialization Power which they might not have
- the number of Spells a character can know is now correctly limited to Spellcasting/Ritual Spellcasting Rating + Rating Modifiers instead of just the Skill's Rating
- all Spirits now show the number of additional Powers they can take on the Critter Powers tab
- fixed an issue where undoing a Cyberware/Bioware expense for a character that has MAG/RES would not restore their MAG/RES to its previous value
- fixed an issue where the character's Starting Nuyen Expense Entry would be lost if the character was not saved again after making the initial transition to Career Mode
- moving a character to Career Mode now uses the standard load character method instead of re-opening the character as-is in the Career Mode window
- renaming a Group or Armor Bundle now marks the character as having unsaved changes
- added support for grouping Custom Improvements

New Strings
- Button_AddGroup
- Message_DeleteImprovementGroup
- Button_EnableAll
- Button_DisableAll
- String_Roommates

Changed Strings
- Message_DeleteArmorLocation

Build 345
- possessed Living Vessels now change their Alias to [Vessel's Alias] (Possessed)
- possessed Inanimate Vessels now change their Alias to [Vessel Type] (Possessed)
- added a checkbox to the Select Metatype window to replace Materialization with Possession or Inhabitation when creating a Spirit
- Select Critter Power window now shows any Critter Powers that the Critter comes with by default that have been deleted
- Select Critter Power window now includes Possession and Inhabitation if the Critter's Manifestation Critter Power has been removed
- printout no longer automatically adds an Unarmed Attack Weapon to the character (replaced by the new Unarmed Attack Weapon that can be added and removed)
- new characters automatically receive the new Unarmed Attack Weapon that can be added and removed as desired
- fixed an issue where attempting to add Critter Powers to the non-Critter Free Spirit would throw an error

New Strings
- Checkbox_Metatype_PossessionTradition
- Tip_Metatype_PossessionTradition

Build 342
- added a checkbox to the Dice Roller window to Hit on 4, 5, or 6 as per the Cinematic Gameplay optional rule (SR4 75)
- added support for Possession and Inhabitation by Spirits (Possess/Inhabit Living Vessel and Possess/Inhabit Inanimate Vessel options in the Special menu if the Spirit has the Possession or Inhabitation Power)

New Strings
- Checkbox_DiceRoller_CinematicGameplay
- Menu_SpecialPossessLiving
- Menu_SpecialPossessInanimate
- MessageTitle_Possession
- Message_VesselInCareerMode
- Message_PossessionSave
- String_Possessed

Build 340
- fixed an issue that prevented Knowledge Skills from saving their selected Category (hopefully for the last time)

Build 337
- fixed an issue that caused Melee Weapons to always use the STR of a Vehicle's limb, even when being wielded by the character
- Upload Language button shows its text again

Build 336
- added support for the alternate Matrix Attribute optional rule from UN 39
- added support for <dicepool /> to Weapon Mod bonuses which affect the dice pool for the Weapon the Mod is attached to
- added <dicepool /> to the Weapon Foci Weapon Mod to affect the Weapon's dice pool
- fixed an issue where Weapons added directly to a Vehicle (Cyberware or Gear Weapons) would not be loaded correctly from a save file
- fixed an issue where trying to print a character whose Vehicle had a Cyberware Weapon would throw an error
- increased the maximum upload size for characters to 500 KB (compressed)
- Upload Character window in Omae no longer lists types of files that cannot be uploaded using the window
- Character now correctly checks if their <skillsoftaccess /> Improvement is enabled before deciding whether or not they can use Knowsofts and Linguasofts
- added a house rule to treat the Metatype Attribute Minimum as 1 for the purpose of calculating Karma costs
- fixed an issue where buying Ammo for a Weapon using the Buy Additional Ammo button without having any Gear selected would throw an error
- fixed an issue where buying Ammo for a Weapon using the Buy Additional Ammo button while having certain Gear seleted would limit the selection to that Gear's category instead of the to the Ammunition category
- added processorlimit, ispersona, isos, and issin to the list of items a Commlink includes in its printout data
- added a Commlinks sheet that prints out information for all of the character's Commlinks including Living Persona (also Nexi but limited to English only)
- fixed an issue where Qualities and Spells would wait to translate their names after asking for Improvement information
- added support for language-specific character sheets (stored in sheets\[language code])
- Character View window now lists the character sheets in the language-specific directory if a non-English language is selected
- fixed an issue where Spells were printing their Category a second time instead of selected Improvement values such as Attributes
- Complex Forms no longer show their Rating if the alternate Complex Form cost optional rule is enabled since they do not use Ratings
- fixed an issue where Weapons were adding their Smartgun bonus to their dice pool even if the Smartgun Accessory or Weapon Mod was marked as not installed
- Language Manager now uses a recursive method to translate windows and controls to make it more efficient and more easily accommodate future growth
- fixed an issue where Knowledge Skills would incorrectly change their Category if the Skill's name existed in the pre-defined Knowledge Skill list
- tabs now correctly show the character's name when moving from Create Mode to Career Mode when more than 1 character is currently open

New Strings
- Checkbox_Option_AlternateMetatypeAttributeKarma
- Checkbox_Options_AlternateMatrixAttribute

Build 332
- added support for <skillsoftaccess /> to the Improvement Manager which grants the character the ability to use Knowsofts and Linguasofts
- Knowsofts and Linguasofts now correctly require Datajacks, Sim Modules, or any item that grants <skillsoftaccess /> to be used (no longer limited to only Skillwire)
- all Gear can now be marked as Equipped
- Armor Bundles now show a list of the currently equipped items they contain when selected
- Knowledge Skill Specializations now correctly consume Karma when build a character with Karma in Create Mode
- all controls in the Dice Roller window now reposition themselves based on string lengths
- Modular Cyberlimb Plugins can now be added to Vehicle Mods if they have the a plugin that grants access to them
- Vehicle Mods can now use <selecttext /> in their bonus information
- fixed an issue where the context menu for Vehicle Sensor Plugins would not appear when loading a saved file
- fixed an issue where a category could appear twice in the Gear category list when adding a plugin
- added the ability to search for Adept Powers in the Select Adept Power window

Build 330
- fixed an issue where uploading a character to Omae would incorrectly try to truncate the character's name to the first 100 characters
- unarmed attacks now include an Adept's Penetrating Strike AP bonus in their AP
- fixed an issue where Weapons that used the Unarmed Combat Active Skill would not calculate their dice pool size correctly
- fixed an issue where Armor Mods for specific pieces of Armor were not being shown in the Select Armor Mod window when appropriate
- added an option to use a single instance of the Dice Roller window (enabled by default)

New Strings
- Checkbox_Options_SingleDiceRoller

Build 327
- Omae character uploads now require an Alias (on the Common tab) instead of Name (on the Character Info tab)
- when uploading a character to Omae, you can choose to display either the character's Alias or Name (if filled in)
- added an option for Allow dice rolling for Skills which adds a button to each Skill to open the Dice Roller window with the Skill's dice pool already set (disabled by default)
- Dice Roller window is now limited to a single instance to reduce confusion (all Dice Roller clicks bring this window into focus)
- fixed an issue where the child window icon was not properly being set to the Chummer icon until it was resized

New Strings
- Message_Omae_NPCPackDownloaded
- Checkbox_Option_AllowSkillDiceRolling
- Tip_DiceRoller

Build 325
- added support for <throwrange /> to the Improvement Manager which increases the character's effective STR for determining the range of Throwing Weapons
- added Dice Pool to the Sprites and Complex Forms tab in Career Mode
- Weapons now support <useskill /> which forces them to use a particular Active Skill when calculating their Dice Pool
- fixed an issue where Missile: Mine would cause an error to be thrown when trying to print the character

Build 324
- fixed an issue where attempting to print a character without having the sheets\omae directory would throw an error
- current and maximum Edge now appear beneath Remaining Edge on the Condition Monitor tab in Career Mode

Build 323
- XML Manager now actively filters out duplicate items found in custom data files based on their name
- sourcebook list in the Options window is now correctly sorted in alphabetical order when including custom books
- Adept Powers now include a notice that their cost is being doubled when applicable in their tooltip to clarify why their cost has increased
- fixed an issue where Vehicle Gear defined in the data file would not correctly set its quantity if one was provided
- added support for Armor Bundles (Locations for Armor)
- added support for sharing Custom and Override data through Omae
- added support for sharing custom Character Sheets through Omae

New Strings
- String_Omae_NoData
- Message_Omae_CannotFindData
- MessageTitle_Omae_CannotFindData
- Message_Omae_CannotFindSheet
- MessageTitle_Omae_CannotFindSheet
- MessageTitle_Omae_DeleteData
- Message_Omae_ConfirmData
- Message_Omae_DataDeleted
- Message_Omae_DataDeleteError
- Message_Omae_DataDownloaded
- MessageTitle_Omae_DataDownloaded
- MessageTitle_Omae_DeleteSheet
- Message_Omae_ConfirmSheet
- Message_Omae_SheetDeleted
- Message_Omae_SheetDeleteError
- Message_Omae_SheetDownloaded
- MessageTitle_Omae_SheetDownloaded
- Message_OmaeUpload_DataName
- MessageTitle_OmaeUpload_DataName
- Message_OameUpload_DataDescription
- MessageTitle_OmaeUpload_DataDescription
- Message_OmaeUpload_DataSelectFiles
- Message_OmaeUpload_CannotUploadSheet
- Message_OmaeUpload_SheetName
- MessageTitle_OmaeUpload_SheetName
- Message_OameUpload_SheetDescription
- MessageTitle_OmaeUpload_SheetDescription
- Title_OmaeUploadData
- Title_OmaeUploadSheet
- Button_Omae_UploadData
- Message_DeleteArmorLocation
- Button_AddBundle
- Button_EquipAll
- Button_UnEquipAll
- Tip_Power_DoublePoints

Changed Strings
- Message_OmaeUpload_UploadFailed
- Message_OmaeUpload_UploadComplete
- MessageTitle_OmaeUpload_UploadComplete

Build 321
- maximum Rating for all Skill Groups and Skills are now set to match the Critter's highest maximum Skill Rating when Force or D6 is a selectable value in the Select Metatype window
- added support for the alternate Complex Form cost optional rule from UN 39
- added support for the optional rule to allow any Bioware to be converted to Transgenics with the GM's approval from AU 93
- characters are now correctly limited to a number of Metamagics/Echoes equal to their Attribute + Initiate or Submersion Grade
- Gear on the Gear tab can now be transferred between other Gear (move a plugin from one device to another, move a device to become another device's plugin, or move a plugin to a location to become its own device) by dragging-and-dropping using the right mouse button
- added a house rule to allow players/GMs to custom mark Weapon Accessories and Mods as being part of the base Weapon
- Cyberweapons now show their calculated damage using their limbs STR when selected on the Weapons tab

New Strings
- Message_AdditionalMetamagicLimit
- Message_AdditionalEchoLimit
- Checkbox_Options_AlternateComplexFormCost
- Checkbox_Options_AllowCustomTransgenics
- Checkbox_Option_AllowEditPartOfBaseWeapon
- Checkbox_Transgenic

Build 320
- fixed an issue where Re-Apply Improvements would throw an error when checking Gear plugins whose parent item could no longer be found because of changed Gear categories
- Re-Apply Improvements now records any selected values in the same manner as selecting them for the first time
- pressing the up and down arrows while the search field has focus now selects the next/previous item in the list in most windows
- added support for Large Dice Pool and Really Large Dice Pool rolling option from War! to the Dice Roller window
- Cost/Month in the Advanced Lifestyle window when working on a Safehouse is now correctly changed to Cost/Week
- maximum Power Level for Mystic Adept Powers is now correctly limited by their total MAG
- custom Improvements now appear in a tree
- custom Improvements can now be sorted using drag-and-drop
- added support for editing custom Improvements
- Active Skills now show their tooltips when grouped
- fixed an issue where broken Skill Groups would no longer show their tooltip in Career Mode
- reloading a Weapon can now draw ammo from secondary containers such as Spare Clips

New Strings
- String_DiceRoller_Standard
- String_DiceRoller_Large
- String_DiceRoller_ReallyLarge
- Node_SelectedImprovements
- Button_EditImprovement
- Button_DeleteImprovement

Build 317
- Improvements can now contain multiple <spellcategory /> tags
- added support for Bolt Holes and Safehouses from the new Safehouses sourcebook
- Advanced Lifestyle window now filters Qualities based on the selected sourcebooks
- fixed an issue where selecting an Underbarrel Weapon that had no Accessories or Modifications in Career Mode would throw an error
- fixed an issue where undoing the Karma Expense for increasing an Active Skill would not re-enable the Skill Group control when appropriate
- Select Gear window now shows a checkbox for Inherent Program for selected software for Metasapients that can select Inherent Programs

New Strings
- Menu_BoltHole
- Menu_Safehouse
- Label_SelectLifestyle_CostPerWeek
- Label_SelectGear_InherentProgram

Build 314
- added support for <spellcategory /> to the Improvement Manager which adjusts the size of a character's Spellcasting Dice Pool for Spells of the specified Category
- selecting a Spell now shows the Dice Pool the character receives for casting the Spell
- added Dice Pool to the Weapons tab in Create Mode
- added Street Cred, Notoriety, and Public Awareness to the Character Info tab in Create Mode to see how Qualities are affecting their values during character creation
- added Re-apply Improvements to the Special menu which attempts to update the Improvement information for all of the applicable items on a character
- added Limited Spell checkbox to the Create Spell window
- entering 0 BP or Karma in the Choose BP Amount window creates the character in a free-style creation mode (see below)
- fixed an issue where the first category in the Select Metatype window was not selected when creating a Critter
- fixed an issue where Attributes whose Metatype minimum and maximum were the same would incorrectly add the 15 additional BP as though they had been purchased up to the Metatype's maximum, resulting in incorrect costs for A.I. and Free Spirit characters
- burning out in Create Mode now reduces the Attribute's cost to 0 since no points would have realistically been put into it (you've essentially burned away the 1 free point from your Quality gave you or the points your Metatype gave you)
- Reflex Recorders now only apply their bonus to Combat Active and Physical Active Skills
- added a Donate button to the About window (see below)
- Sensor Software now counts as Software for Commlinks (can be marked as running, counts towards Total Response, etc.)
- fixed an issue where Metamagics/Echoes would incorrectly believe they do not meet Metatype or Quality requirements

New Strings
- Menu_SpecialReapplyImprovements
- Message_ConfirmReapplyImprovements
- MessageTitle_ConfirmReapplyImprovements
- Title_SelectSpellCategory

Free-Style Create Mode
When 0 BP or 0 Karma is entered in the Choose BP Amount window, the Create window now lets you create a character with an unknown amount of BP/Karma. As BP/Karma is spent, the character's point total is automatically calculated. This also tracks the minimum amount of points the character must be based on the Primary Attributes in an attempt to enforce the rule of no more than 1/2 of the character's points total may be spent on Primary Attributes. The BP/Karma field will turn red when the character's Primary Attributes are forcing the character to be calculated at a higher point total than the number of points that have actually been spent.

Donate Button
Enough people have asked for it, so a Donate button has been added to the About window. Please remember that you're not buying a license, the software, or priority support. All donations go towards purchasing additional Shadowrun books as they're released which means more content for Chummer. ;)

Build 311
- added support for <notoriety /> to the Improvement Manager which adjusts the character's Notoriety rating
- Street Cred, Notoriety, and Public Awareness now automatically calculate based on the formulas from SR4 265 in addition to using the GM-awarded bonus fields that are already present
- fixed an issue where Cyberware Essence costs would occasionally round to 3 decimal places instead of 2
- fixed an issue where Cyberware would always be added as Standard Grade when in Create Mode, regardless of the Grade that was selected in the Add Cyberware window
- standard Gear can now include <system>, <response>, and <firewall> to assign these attributes for non-Commlink devices
- fixed an issue where MAG/RES cost was not being calculated correct in Create Mode when building with Karma and the character has reduced their essence through Cyberware/Bioware

New Strings
- Message_BurnStreetCred
- MessageTitle_BurnStreetCred
- Label_StreetCred
- Label_Notoriety
- Label_PublicAwareness
- Tip_BurnStreetCred
- String_CareerKarma
- String_StreetCred
- String_BurntStreetCred
- String_Notoriety

Build 307
- corrected the logic for checking for Metamagic/Echo Metatype and Quality requirements
- Spell category is correctly cached when using non-English languages
- Adept Powers have their Maximum Rating set properly when added in Career Mode
- highlight from Vehicles is removed when drag-and-drop is no longer floating over them
- fixed an issue where Skill Groups would be incorrectly limited to Rating 4 for characters that have just moved to Career Mode and not yet purchased a Rating in another Skill Group
- fixed an issue where undoing the Karma Expense for purchasing the maximum Rating for a Skill Group would not re-enable the Improve Skill Group button
- fixed an issue where undoing the Karma Expense for purchasing the maximum Rating for a Skill would not re-enable the Improve Skill button
- Validating a character now breaks any Skill Group if any of their associated Active Skills' Ratings do not match the Group's Rating
- Custom Improvements are now stacked on top of all other Improvements, meaning that they are no longer suppressed by Improvements that have a precedence (so REA can be modified even if the character has taken the Improved Reflexes Adept Power or Wired Reflexes)

Build 303
- placing a negative number in <flyspeed /> now gives a character a Fly speed equal to their Movement x [number x -1] which allows the Drake Quality to give a character a Fly speed of twice their Movement rate
- Update window now creates any directories it needs for downloaded files instead of relying on them being created by previous versions of the application
- corrected the maximum Rating for Sprites in Career Mode to RES x 2
- added an option to calculate Commlink Response based on the number of running programs (enabled by default)
- Programs attached to Commlinks can now be marked as Running which impacts the Commlink's Response value if the option is enabled (as per Processor Limit on SR4 222)
- added support for translating Spell DV
- Spells now show their translated DV on character sheets
- adding a Spell in Career Mode now asks you to confirm the Karma expense
- added support for creating Spells (as per SM 159), accessed through the dropdown menu on the Add Spell button
- names of items that are over the character's Avail limit are now shown when attempting to move a character to Career Mode to make identifying them easier
- Stacked Foci are now limited to a combined Force of 6
- added a house rule to allow the combined Force of Stacked Foci to exceed 6

New Strings
- Message_StackedFocusForce
- String_SpellOverflowDamage
- String_SpellDamageValue
- String_SpellToxinDV
- String_SpellDiseaseDV
- String_SpellRadiationPower
- Checkbox_SoftwareRunning
- Checkbox_Option_CalculateCommlinkResponse
- String_SpellDurationPermanentLong
- Menu_CreateSpell
- Title_CreateSpell
- Label_SpellOptions
- Checkbox_RestrictedTarget
- Checkbox_VeryRestrictedTarget
- Checkbox_CombatSpell1
- Checkbox_CombatSpell2
- Checkbox_CombatSpell3
- Checkbox_CombatSpell4
- Checkbox_CombatSpell5
- Checkbox_DetectionSpell1
- Checkbox_DetectionSpell2
- Checkbox_DetectionSpell3
- Checkbox_DetectionSpell4
- Checkbox_DetectionSpell5
- Checkbox_DetectionSpell6
- Checkbox_DetectionSpell7
- Checkbox_DetectionSpell8
- Checkbox_DetectionSpell9
- Checkbox_DetectionSpell10
- Checkbox_DetectionSpell11
- Checkbox_DetectionSpell12
- Checkbox_DetectionSpell13
- Checkbox_DetectionSpell14
- Checkbox_HealthSpell1
- Checkbox_HealthSpell2
- Checkbox_HealthSpell3
- Checkbox_HealthSpell4
- Checkbox_HealthSpell5
- Checkbox_IllusionSpell1
- Checkbox_IllusionSpell2
- Checkbox_IllusionSpell3
- Checkbox_IllusionSpell4
- Checkbox_IllusionSpell5
- Checkbox_ManipulationSpell1
- Checkbox_ManipulationSpell2
- Checkbox_ManipulationSpell3
- Checkbox_ManipulationSpell4
- Checkbox_ManipulationSpell5
- Checkbox_ManipulationSpell6
- Message_SpellName
- Message_SpellRestricted
- Message_CombatSpellRequirement1
- Message_CombatSpellRequirement2
- Message_DetectionSpellRequirement1
- Message_DetectionSpellRequirement2
- Message_IllusionSpellRequirement1
- Message_IllusionSpellRequirement2
- Message_ManipulationSpellRequirement1
- Message_ManipulationSpellRequirement2

Build 300
- changed all references of www.dndjunkie.com to Chummer's new home: www.chummergen.com
- changed how item name translations are handled which should result in save files loading about twice as fast when using a language other than English
- changes to how controls subscribe to events and memory management

Build 299
- added support for Stacked Foci
- Move to Vehicle button on the Weapons tab is no longer enabled if the character does not have any Vehicles
- Active Skill filter list now includes options for filtering by Attribute and Skill Group
- added Career Nuyen to Other Info tab in Career Mode which tracks how much Nuyen the character has gained over their career
- Nuyen Expense window now shows the Refund checkbox to mark an income as not counting towards the character's career Nuyen total
- fixed an issue where Power Focus was adding its Improvements to a character when added, before it is marked as Bonded (resulting in the same bonus being applied twice)
- Skill Groups now show their tooltips when disabled

New Strings
- Label_OtherCareerNuyen
- Checkbox_Expense_RefundNuyen
- Button_CreateStackedFocus
- Message_CannotStackFoci
- Message_StackedFocusMinimum
- MessageTitle_CannotStackFoci
- Message_DeleteStackedFocus
- String_StackedFocus
- String_SelectItemFocus

Build 297
- fixed an issue with some strings incorrectly containing "String_Attribute[xxxx]Short" in their name

Build 296
- Ammo qty is now properly labeled as "Qty" in the Reload window
- expanding the Ammo dropdown in the Reload window no longer throws an error
- Cloning Machine now uses the Select Number window instead of Select Text
- Nexi now include the cost of their Signal component
- fixed an issue where re-sorting the list of Cyberware/Bioware would cause the item to become deselected, making the Add & More button no longer work
- added support for renaming Locations
- added <iscommlink /> tag to Gear in the printout XML so Commlinks can be identified by their tag instead of by their string content
- added <isnexus /> tag to Gear in the printout XML so Nexi can be identified by their tag instead of by their string content
- added <isammo /> tag to Gear in the printout XML so Ammunition can be identified by their tag instead of by their string content
- added <isprogram /> tag to Gear in the printout XML so Programs can be identified by their tag instead of by their string content
- added <islanguage /> tag to Skills in the printout XML so Languages can be identified by their tag instead of by their string content

Build 294
- attempting to improve a Skill when the character does not have enough Karma no longer throws an error
- Complex Forms list is now grouped by type, similar to the Spells list
- Spells added by a PACKS Kit are now placed into to the correct category in the Spells list
- Cyberware list is now sorted in alphabetical order
- fixed an issue where Program Options may not be removed from the Complex Forms list when undoing their Karma Expense
- Reload Weapon window now shows the current quantity and Location of each Ammo to make identifying which stack the Ammo is coming from easier
- list of Ammo in the Reload Weapon window now set its dropdown width to accommodate the longest string
- added a BP Costs tab to the Options window where the BP costs for character creation can be modified (BP costs of Qualities must be done by overriding the qualities.xml file - see Chummer Wiki for more information)
- revised Mentor Spirits and Paragons so that characters can select which of their "choose one" benefits they want
- added support for exporting characters to Squad Manager (http://stauder-online.de/sr/english.htm), found under File > Export for characters in Career Mode

New Strings
- Node_SelectedAdvancedComplexForms
- Node_SelectedAREComplexForms
- Node_SelectedAutosoftComplexForms
- Node_SelectedCommonUseComplexForms
- Node_SelectedHackingComplexForms
- Node_SelectedMalwareComplexForms
- Node_SelectedSensorComplexForms
- Node_SelectedSkillsoftsComplexForms
- Node_SelectedTacticalARComplexForms
- Tab_Options_BPCosts
- Label_Options_BPAttribute
- Label_Options_BPAttributeMax
- Label_Options_BPContact
- Label_Options_BPMartialArt
- Label_Options_BPMartialArtManeuver
- Label_Options_BPSkillGroup
- Label_Options_BPActiveSkill
- Label_Options_BPSkillSpecialization
- Label_Options_BPKnowledgeSkill
- Label_Options_BPSpell
- Label_Options_BPFocus
- Label_Options_BPSpirit
- Label_Options_BPComplexForm
- Label_Options_BPComplexFormOption
- Label_SelectMentor_ChooseOne
- Title_ExportCharacter
- Label_ExportTo
- Menu_FileExport
- Menu_RenameLocation

Deleted Strings
- Node_SelectedComplexForms

Build 292
- fixed an issue where entering custom text in the Select Item window would throw an error
- added <include /> tag to Weapon Mod, Weapon Accessory, and Vehicle Mods in printout XML
- added <firewall />, <signal />, <response />, <system />, and <devicerating /> to Vehicles in printout XML
- added <min />, <max />, and <aug /> to Attributes in printout XML
- Essence loss only reduces MAG/RES maximum House Rule works properly again
- Select Cyberware window now uses the category of the selected item instead of the category selected in the category list to determine Essence and Nuyen cost discounts based on item category
- fixed an issue where Setting names in the Select Setting window could map to the wrong file

Build 291
- buttons on the Calendar tab now reposition themselves based on string lengths
- Note tooltips now show the item's Notes, removing the need to open the window to read them
- added an Improvements tab (see below)

New Strings
- Button_AddImproevment
- Title_SelectSkillCategory
- Title_CreateImprovement
- Label_ImprovementType
- Label_CreateImprovementValue
- Label_CreateImprovementMinimum
- Label_CreateImprovementMaximum
- Label_CreateImprovementAugmented
- Label_CreateImprovementSelectedValue
- Button_ChangeSelection
- Message_SelectItem
- MessageTitle_SelectItem
- Message_ImprovementName
- MessageTitle_ImprovementName
- Checkbox_Active
- Message_DeleteImprovement
- Tip_Improvement_EditNotes

Improvements Tab
The Improvements tab allows players to create Custom Improvements to their character that can be turned on and off as needed. This finally adds support for conditional/situational modifiers! For example, if your character has the Attribute Boost (STR) Adept Power at Rating 3, you can now create a Custom Improvement that will allow you to boost your STR when the Power is active, then set it back when you've deactivated it. See the Creating Custom Improvements page on the Chummer Wiki for more information.

Build 289
- added support for <selectrestricted /> to the Improvement Manager which lets the character pick from a list of Restricted items they have or enter their own value (used for Fake Licenses)
- improved the way in which unsaved changes to characters are detected
- Power Point cost for Adept Powers are no longer rounded to 2 decimal places to ensure Adepts are not being cheated out of Power Points when using discounts
- added support for a weekly calendar to track weekly Tests, runs, when rent is due, etc.
- fixed an issue where adding Commlink Upgrades or Commlink Operating System Upgrades directly to the character's or a Vehicle's Gear instead of as a plugin would cause the save file to become unusable
- adding Improved Sensor Array Vehicle Mod to a Vehicle now automatically adjusts the current Sensor to the appropriate size
- Vehicles and Drones now have their Armor Ratings limited as per AR 132 unless Ignore Rules is turned on
- adding Cyberware plugins to a Vehicle Mod no longer causes an error to be thrown when attempting to print
- Specialization list for non-Exotic Active Skills is now disabled if the Skill is part of a Skill Group or its Rating is 0

New Strings
- Tab_Calendar
- Button_AddWeek
- Button_EditWeek
- String_WeekDisplay
- Title_CalendarStart
- Label_CalendarStart
- Label_Year
- Label_Month
- Label_Week

Build 283
- Options window now resizes to fit the widest string in the window for the current language
- Group Name and Notes on the Initiation tab are now properly saved and loaded
- application no longer throws an error if it cannot find a string because of an out-of-date language file and instead displays the ID of the string it is looking for
- progress bars in the Update window re-appear when it attempts to re-download failed files
- Update process now verifies that an executable update it has just downloaded is valid and will re-attempt failures, leaving the original file in place to prevent the application from becoming unusable

Build 280
- <specificskill /> now allows for a precedence to be set
- added an Edit Expense button to the Karma and Nuyen tab
- added Edit Expense to the context menu for Karma and Nuyen Expenses
- MAG and RES can now be reduced to 0 in Create Mode if the character's Essence has been reduced
- Sapient Critters now use the Uneducated Quality instead of the Uneducated Critter Power
- Metatypes can now mark Qualities as removable and remove them in both Create and Career Modes (see below)
- Genetic Infusions are no longer affected by Biocompatability (Bioware)
- Karma costs for Foci are now set on the Karma tab in the Options window
- Cyberware Modular Plugins are now restricted to only those with the Modular Cyberlimb or Modular Adaptation plugins
- added a house rule for Allow characters to exceed 50% of points in Attributes
- added a house rule for Characters can spend any number of points on Nuyen
- fixed an issue where attempting to calculate the Avail Test for an item with "+" in its Availability would throw an error
- fixed an issue where Gear with "+(Rating)" in its Availability would not have its correct Availability shown in the Select Gear window

New Strings
- Button_EditExpense
- Message_DeleteMetatypeQuality
- Label_Options_Force
- Label_Options_AnchoringFocus
- Label_Options_BanishingFocus
- Label_Options_BindingFocus
- Label_Options_CenteringFocus
- Label_Options_CounterspellingFocus
- Label_Options_DiviningFocus
- Label_Options_DowsingFocus
- Label_Options_InfusionFocus
- Label_Options_MaskingFocus
- Label_Options_PowerFocus
- Label_Options_ShieldingFocus
- Label_Options_SpellcastingFocus
- Label_Options_SummoningFocus
- Label_Options_SustainingFocus
- Label_Options_SymbolicLinkFocus
- Label_Options_WeaponFocus
- Checkbox_Option_AllowExceedAttributeBP
- Checkbox_Option_UnrestrictedNuyen

Removable Metatype Qualities
Metatypes now have the ability to mark their starting Qualities as removable by setting the removable attribute to "true". These Qualities can be removed in Create Mode and Career Mode by selecting them and clicking the Delete Quality button. Removing these Qualities will cost the appropriate amount of BP or Karma. This is to allow Sapient Critters to buy off the Uncouth and Uneducated Qualities that they start with. This can be applied to older save files by locating the appropriate Quality and changing its <qualitysource> to MetatypeRemovable.

Build 277
- added support for <unarmedap /> to the Improvement Manager which improves the Armor Penetration of Unarmed attacks
- added support for <thresholdoffset /> to the Improvement Manager which modifies the number of additional boxes that appear before the character's first Condition Monitor penalty
- added support for <affectbase /> to the Improvement Manager which marks an Improvement as affecting an Attribute's actual value
- Damage Code for Unarmed attacks are now translated on printouts
- added <cmthresholdoffset /> to printout XML
- fixed an issue where Adept Powers were not affecting an Attribute's value properly (see below)
- non-standard Flechette Ammo which does not explicitly add +5 to AP now reduce a Flechette Weapon's AP appropriately (which assume +5 AP from standard Flechette Ammo in their stats)
- name of the Settings File in use now appears in the window's title bar
- fixed an issue where Weapons with a Foregrip and Sling were not receiving their proper RC bonus
- buttons in the Update window show correctly reposition themselves when using longer strings
- failing to load a data translation file no longer throws an error and renders the application unusable
- selected Mentor Spirits and Paragons are now correctly translated in the list of selected Qualities and on printouts
- added an Installed option for Vehicle Mods to show that they are currently in use on the Vehicle and are contributing to the Vehicle's stats
- fixed an issue where attempting to sort Expenses by amount in regions that use something other than "." to separate decimal places would cause an error to be thrown
- fixed an issue where purchasing Gear that stacked in Career Mode would deduct the cost of the items already in the stack instead of the cost for the quantity purchased
- increased the width of the Condition Monitor labels so that longer strings are not truncated
- save files can now be opened using drag-and-drop

Adept Powers that Affect Base Attribute Scores
There has been a rather significant change (correction) to how a few Powers work in terms of affecting Attributes; namely Creative Eye, Improved Physical Attribute, and Keen Wits. The cost of these Powers were not being calculated correctly as they were not correctly modifying their Attributes' actual value, nor were they properly increasing the Karma cost of improving them in Career Mode. If your characters have any of these three Powers, you will need to remove them and re-add them so that things are calculated correctly.

Build 274
- corrected the positioning of items in the Other Info tab in Create Mode
- Metavariant Qualities are now translated in the Select Metatype window
- tooltip for the Advanced Contact Options button is now properly translated
- number of real world Initiative Passes is correctly calculated for printout XML
- Ballistic Encumbrance and Impact Encumbrance are now translated in tooltips
- all Search labels now reposition themselves based on string lengths
- added a new Karma value for Complex Form Skillsoft (default 1)
- Skillsoft Complex Forms now cost an amount of Karma equal to the amount set in the Options window

New Strings
- String_BallisticEncumbrance
- String_ImpactEncumbrance
- Label_Options_ComplexFormSkillsoft

Build 272
- all controls now reposition themselves to accommodate longer strings for non-English languages

Build 271
- added support for uploading language files through the application (translators, see http://www.dndjunkie.com/chummer/wiki/Uploading-Language-Files.ashx for information)
- Expense Entries can now be sorted by clicking on the column headings
- fixed an issue where trying to edit old Expense Entries that cannot be edited would throw an error
- removed the ability to select multiple Expense Entries from the same list as once as this had no use
- "level" is now correctly translated in the Select Adept Power window
- fixed an issue where the selected value for a Complex Form would appear twice after adding it to the character
- fixed an issue that prevented Technomancers with the Biowire Echo from being able to add Skillsofts as Complex Forms
- Skills now check Complex Forms for Skillsoft Ratings

Build 269
- fixed an issue where the Equipped checkbox on the Gear tab in Career Mode would never get enabled
- Living Persona Attributes show on the Complex Forms tab are now correctly limited by the character's RES Attribute
- added an option for enforce Capacity limits (enabled by default)
- Capacity limits are now checked when attempting to move a character from Create Mode to Career Mode when enforcing Capacity limits is enabled
- Capacity limits are now checked when attempting to add items in Career Mode when enforcing Capacity limits is enabled
- fixed an issue where trying to change the Rating of a Hacked Skillsoft in Create Mode would throw an error
- Skillsoft Clusters can now be Hacked
- moving Gear between a Vehicle and inventory now re-creates the proper plugins
- added an optional for Use Restrictions to Recoil Compensation (AR 148) (enabled by default)
- fixed an issue where language files were not mapped to the proper language in the Options window

New Strings
- Checkbox_Options_UseRestrictionsToRecoilCompensation

Build 265
- Biowires Echo now creates a Skillwire Improvement so that Technomancers with this Echo can thread Skillsofts
- fixed an issue where Skillsofts were not being properly limited by the character's Skillwire Rating
- quickly opening/closing groups in the Select Complex Form and Select Spell windows without an item selected no longer throws an error
- Advanced Lifestyles can now be renamed when editing them
- fixed an issue where selecting a custom PACKS Kit that contained custom Knowledge Skills would throw an error
- Bonded Foci no longer attempt to re-create their Improvements when a character's Gear is updated
- Improvement Manager now only removes access to Special Attributes, tabs, Uncouth, Uneducated, and Infirm if the Improvement being removed is the only remaining item granting access to that item
- removing Critter Powers now correctly removes any Improvements it created
- Critter Powers no longer show selected values twice
- Active Skill tooltip now includes the Skill's Category
- items with notes now appear in brown text for easier identification
- Foci that should ask for a selected value now ask for and remember it when they are first added to the character instead of when their Rating changes
- Foci now show their selected value when appropriate
- Shock and Stun Weapons now have Ammo information and can be reloaded using Ammo: Stun Charge
- added support for Override Data Files (see below)

Override Data Files
Similar to Custom Data Files, Override Data Files let you override individual items, replacing the base data with your own version (for example, changing the cost and damage for a Weapon). These follow the same naming rules as Custom Data Files but use "override" as their prefix (such as override_weapons.xml). Multiple Override files can exist for the same type (such as multiple Override files for Weapons), and the files are loaded in alphabetical order after loading the base data files. The item in the Override file completely replaces the base item. This is not intended to be used for holding your new custom data as the XML Manager will only overwrite existing items; it will not add items that do not exist in the base data files. Use at your own risk.

New Strings
- Checkbox_Option_EnforceCapacity
- Message_CapacityReached
- Message_CapacityReachedValidate

Deleted Strings
- Message_CapacityReachedCyberware
- Message_CapacityReachedGear

Build 263
- fixed an issue where deleting a Vehicle Mod could cause other items to be deleted from the Vehicle at the same time
- added <modcategories /> to vehicles.xml to allow support for translating Vehicle Modification Categories
- added <limits /> to vehicles.xml to allow support for translating Vehicle Modification Limiters
- added house rules for multiplying the cost of Restricted and Forbidden items (applies to Career Mode only)
- fixed an issue where quotation marks in custom names for items could result in an error being thrown
- Move to Vehicle button tooltip on the Weapons tab is now correctly translated
- Complex Forms that use a device attribute for their Common Skill (System, Response, Firewall, Signal) no longer throw an error when selected
- Commonly Used Skill on the Select Program Options tab is now translated properly
- fixed an issue that prevented Spell Category names from being translated

New Strings
- Checkbox_Options_MultiplyRestrictedCost
- Checkbox_Options_MultiplyForbiddenCost

Build 262
- fixed an issue where Adept Powers over Rating 6 would cause an error to be thrown when loading a saved character
- Adept Powers now have their maximum Rating properly set when being added to a character with a MAG higher than 6
- added <rawdamage /> to the printout XML for Weapons which writes out the formula (not calculated) Damage for a Weapon
- Update window now checks the downloaded files and re-downloads files that are accidentally written as 0 bytes in an attempt to avoid errors
- added support for Protosapients and Technocritters Critters
- purchase windows now include a Test field to show the Extended Availability Test for items
- added support for editing the amount for manually-created Expense Entries

New Strings
- String_Day
- String_Days
- String_Week
- String_Weeks
- String_Hour
- String_Hours

Build 259
- added support for <composure /> to the Improvement Manager which improves a character's Composure Special Attribute Test
- added support for <max /> to <specificskill /> in the Improvement Manager which improves a Skill's maximum Rating
- when loading a saved character, Weapons, Skills, and Gear now replace "Hold-Outs" with "Holdouts" to match the SR4A errata
- added a Close item to the File menu
- default message for Expense Entries now reads from the translation file
- double quotes in Knowledge Skill names should no longer cause an error to be thrown when loading a save file
- automatically-created Copy Protection and Optimization plugins now have their Rating correctly set to 1 if their parents do not have a Rating
- added Code of Conduct Qualities from Runner's Companion
- fixed an issue where attempting to move a character to Career Mode could throw an error if the character had a Weapon with a Forbidden Avail while using a non-English language
- fixed an issue where attempting to print a Critter with an Exotic Active Skill could throw an error
- Cyberware now translates Attribute and Skill names as needed
- Complex Forms and their Options now show their selected Rating in the Complex Forms list
- Critter Powers, Complex Forms, and Complex Form Options now show their extra selection text if applicable
- added an optional rule to use calculated Vehicle Sensor Ratings which uses the average Rating for all Sensor Functions plugins in the Vehicle's Sensor (disabled by default)
- Weapons now support <allowmod /> which, when set to false, prevents them from being able to add Weapon Modifications
- SR4 sheet now shows Lifestyle Name
- Game Master Summary sheet now shows Critter Powers and Movement
- Text-Only sheet now shows Lifestyles and Movement
- added support for Armor Mods adding Cyberweapons (MilSpec Armor)
- correct the Reach for Shapeshifters
- Foot Anchor now creates a Foot Anchor Weapon

Modified Strings
- MessageTitle_CannotModifyWeapon

New Strings
- Menu_FileClose
- String_ExpenseDefault
- Tab_Improvements
- Checkbox_Options_UseCalculatedVehicleSensorRatings
- Message_CannotModifyWeaponMod

Build 254
- added support for <matrixinitiativepassadd /> to the Improvement Manager which stacks additional Matrix Initiative Pass bonuses on top of the highest value
- added support for <initiativepassadd /> to the Improvement Manager which stacks additional Initiative Pass bonuses on top of the highest value
- added <matrixinitiativepassadd /> to Simsense Booster and Simsense Accelerator
- added <initiativepassadd /> to Acceleration
- editing an Advanced Lifestyle no longer resets its number of pre-paid months to 1
- added support for naming standard Lifestyles
- melee Weapons mounted in Cyberlimbs now use the limb's STR for calculating their Damage
- reverted the change to Mystic Adept Power levels: as per the FAQ, their maximum level is based on your Adept MAG, not total MAG
- updated the Max. Spirit Force House Rule to also encompass Mystic Adept Power Levels
- Adept Powers now show their source and page information in a tooltip
- added support for transferring Weapons between a character's Inventory and Vehicles
- fixed an issue where purchasing additional Ammo could result in a divide by zero error
- Critter Powers tab is now properly cleared when access to Critter Powers has been lost

Modified Strings
- Checkbox_Options_MaxSpiritForce

New Strings
- Message_CannotMoveWeapons
- MessageTitle_CannotMoveWeapons
- Message_SelectLifestyleName
- MessageTitle_SelectLifestyle
- String_LifestyleName

Build 251
- added an optional rule for Armor Degradation (disabled by default)
- added support for Armor Degradation in Career Mode
- added support for transferring Gear between a character's Inventory and Vehicles
- fixed an issue where removing the last of a Gear that also created a Weapon entry would not remove the appropriate Weapon
- fixed an issue where adding Gear that resulted in a stack would create a duplicate copy of its Weapon
- attempting to move a character to Career Mode no longer throws an error when checking item Availability using a non-English language

New Strings
- String_MoveGear
- Tip_ArmorDegradationBPlus
- Tip_ArmorDegradationBMinus
- Tip_ArmorDegradationIPlus
- Tip_ArmorDegradationIMinus
- Tip_TransferToVehicle
- Tip_TransferToInventory

Build 250
- A.I.s can now select Commlink and Vehicles as their Home Node
- corrected the tooltip for Career Karma
- printout XML no longer includes object GUIDs
- Gear now includes <bonded /> and <equipped /> in the printout XML
- Gear and Vehicles now include <homenode /> in the printout XML
- Adept Powers are now correctly limited by the character's total MAG instead of the MAG allocated only to the character's Adept aspect
- Settings File list is now sorted correctly to prevent file mismatches
- Hacked and Do It Yourself Gear now apply the correct cost modifiers to Gear when added as plugins to Vehicles
- Autsofts and Skillsofts can now be Hacked
- fixed an issue that caused a Technomancer's Biofeedback Filter to never be given a Rating on printouts
- fixed an issue that caused newly added Cyberware to select Standard Grade immediately after being added
- fixed an issue that could cause Gear quantities to be incorrectly updated when selecting an item for the first time in Create Mode
- fixed an issue where adding Gear as a plugin could cause the quantity of the parent item to be modified
- added the ability to search for Complex Forms in the Select Complex Form window
- added options to automatically add Copy Protection and Registration plugins individually to Matrix Programs (enabled by default)
- added house rules for allowing a character to exceed 35 BP worth of Positive and Negative Qualities
- added an option to start the application in fullscreen mode (disabled by default)
- added a conext menu entry to edit Advanced Lifestyles
- Search field is now selected by default when opening windows with the ability to Search
- Gear Capacity should now calculate correctly when dealing with decimals in regions that use something other than "." to separate decimal places
- removed redundant "Chummer" from the window title and put character Alias before the current operating mode
- changing the number of months for a Lifestyle in Career Mode now marks the character as having unsaved changes
- Skills now include <source /> and <page /> information on the printout XML when appropriate
- Active Skills now show their source and page information in a tooltip
- removed the close box from a number of limited-selection windows that require a value to be selected
- Gear now displays the correct quantity when added as a plugin
- added a Buy Ammo button to the Weapons tab in Career Mode which allows you to select a type of Ammo and automatically assigns the correct Weapon Category for the currently-selected Weapon
- ampersand characters in Category and item names should no longer confuse the XML Manager when trying to match translated items
- Drain and Fading Attributes are now translated
- Ammo Category is now translated in the Out of Ammo message
- Quality names are now translated in the Swap Quality message
- Martial Art name is now translated in the Martial Art Advantage limit message
- Complex Form and Quality names are now translated in the Confirm Karma Expense messages
- Attribute, Skill, Skill Group, Martial Art, Complex Form, and Program Option names are now translated when creating Karma Expenses messages
- all Improvement dialogues should now show translated item names when appropriate
- Skill name is now translated in the Break Skill Group message
- Radius in Weapon Damage is now translated
- Skills now show the translated Attribute abbreviation
- Weapon Mount is now translated for Weapon Accessories
- Weapon Firing Modes now read from the translation file
- Spell Descriptors, Type, Range, Damage, Duration, and DV are now translated
- Critter Power Type, Action, Range, and Duration are now translated
- Cyberware, Bioware, and Gear Weapons now have their Category name translated on the Weapons tab
- included plugins that come with Cyberware (such as Cybereyes) are now properly translated when added to the character
- Commonly Used Skill on the Complex Forms tab are now translated

New Strings
- Tip_OtherCareerKarma
- Tip_BuyAmmo
- Checkbox_HomeNode
- Menu_NameLifestyle
- Menu_EditAdvancedLifestyle
- Checkbox_Options_AutomaticCopyProtection
- Checkbox_Options_AutomaticRegistration
- Checkbox_Options_ExceedPositiveQualities
- Checkbox_Options_ExceedNegativeQualities
- Checkbox_Options_ExceedNegativeQualitiesLimit
- Checkbox_Options_StartupFullscreen
- String_DamageRadius
- String_ModeSingleShot
- String_ModeSemiAutomatic
- String_ModeBurstFire
- String_ModeFullAutomatic
- String_ModeSpecial
- String_SpellForce
- String_SpellSpecial
- String_SpellTypePhysical
- String_SpellTypeMana
- String_SpellDurationInstant
- String_SpellDurationInstantLong
- String_SpellDurationPermanent
- String_SpellDurationSustained
- String_SpellDurationSustainedLong
- String_SpellDurationAlways
- String_SpellDurationSpecial
- String_SpellRangeLineOfSight
- String_SpellRangeArea
- String_SpellRangeTouch
- String_SpellRangeTouchLong
- String_SpellRangeSelf
- String_DescActive
- String_DescArea
- String_DescDirect
- String_DescDirectional
- String_DescElemental
- String_DescEnvironmental
- String_DescExtendedArea
- String_DescIndirect
- String_DescMana
- String_DescMental
- String_DescMultiSense
- String_DescNegative
- String_DescObvious
- String_DescPassive
- String_DescPhysical
- String_DescPsychic
- String_DescRealistic
- String_DescSingleSense
- String_DescTouch
- String_ActionAutomatic
- String_ActionFree
- String_ActionSimple
- String_ActionComplex

Build 247
- character Alias is now shown in the prompt to save a character when exiting the application to make identifying which characters to save easier
- Quality names are now translated in the error message when trying to change your Metatype
- Add Sprite button now reads from the translation file
- required and forbidden items are now translated in the Select Quality and Select Metamagic/Echo windows
- Adept Powers now have their Ratings properly reduced if a character's MAG is reduced
- Adept Powers can now go above Rating 6 based on the character's MAG Attribute
- added <ratingmax /> to the printout XML for Skills to show the maximum Rating the character would be able to acquire for the Skill
- Firewall and System Ratings are now properly restricted when adding a Commlink Operating System Upgrade to a Commlink Operating System
- fixed an issue where adding a Firewall Commlink Operating System Upgrade to a Commlink Operating System would cause a Commlink to believe its new Firewall Rating to be 0
- all non-Suite, non-Hacked Matrix Programs now come with Copy Protection and Registration

Modified Strings
- Message_UnsavedChanges

New Strings
- Button_AddSprite

Build 246
- Weapon reloading methods are now read from the translation file
- Weapon Accessories now show their mount points when selected
- Weapon Mods now show their mod slots when selected
- selecting a Weapon Accessory or Weapon Mod now updates the Range information to match the Weapon it's attached to
- loading a character with a Commlink Operating System Upgrade attached to a Commlink Operating System no longer throws an error
- Commlinks now check for Operating System Upgrades within their Commlink Operating Systems in addition to within the Commlink itself
- added <currentammo /> to the Weapon information in the printout XML which gives the name of the Ammo currently loaded in the Weapon
- Skills affected by Incompetent are now correctly marked as not allowing Defaulting
- Quality type is now translated in the printout XML
- Contact type is now translated in the printout XML
- Weapon RC now always displays as a whole number (no brackets) since it always shows the Weapon's RC based on the currently installed plugins (the brackets just made things more confusing)
- XML indenting/formatting is preserved when adding a custom Cyberware Suite or PACKS Kit to an existing custom file
- FIRE! and Reload buttons and Ammo selection list are now only enabled when an appropriate Weapon is selected
- Vehicle Weapons now show their Dice Pool (Targeting Autosofts must be given a value that matches the Weapon's Category, otherwise it assumes that the highest-rated Targeting Autosoft should be used)
- Increased Cylinder Weapon Mod now properly changes the Weapon's Ammo to 8(cy)
- added Hollow Cyberlimb and Hollow Cybertorso to the Post-Mortem Modifications Category in Gear
- Save As now uses the character's Alias instead of their Name
- fixed an issue where converting the Metatype of an older character would throw an error if their MAG or RES were set to 0

New Strings
- String_Or
- String_AmmoBreakAction
- String_AmmoBelt
- String_AmmoBox
- String_AmmoClip
- String_AmmoCylinder
- String_AmmoDrum
- String_AmmoEnergy
- String_AmmoExternalSource
- String_AmmoMagazine
- String_AmmoMuzzleLoad
- String_AmmoSpecial
- String_Contact
- String_Enemy

Build 244
- Character Name has been shortened to Name and moved to the Character Info tab (swapping places with Alias which now appears on the Common tab)
- editing a Nuyen Expense now properly shows the Nuyen labels instead of Karma ones
- Skillsofts and Autosofts now come with the Copy Protection and Registration Program Options when added
- Weapon Modifications and Accessories now show their calculated cost instead of "Weapon Cost"
- options in the FIRE menu are now translated names
- Gear now shows its translated Category properly
- Metatype and Metavariant are now translated in the printout XML
- Weapon Modification Category name in the Select Weapon Mod window is now translated
- Avail fields now show their translated Avail code
- Expense Entries that are created automatically now use the translated names of the items affected/added
- added missing tooltip for Metatype Source
- Notes can now be added to Bioware
- Gear, Armor, and Cyberware now support items that have a variable Cost that is not tied to Rating
- Select Weapon Category message when purchasing Ammo now reads from the translation file
- Weapon Damage and AP codes now read from the translation file
- Edit Expense window now uses the system's current date and time format for displaying date and time information
- editing an Expense with an amount of 0 no longer throws an error

Modified Strings
- Label_CharacterName

New Strings
- String_WeaponCost
- String_VehicleCost
- String_SingleShot
- String_ShortBurst
- String_LongBurst
- String_FullBurst
- String_SuppressiveFire
- String_AvailRestricted
- String_AvailForbidden
- String_DamageStun
- String_DamagePhysical
- String_SelectVariableCost
- String_SelectWeaponCategoryAmmo
- String_APHalf
- String_DamageChemical
- String_DamageSpecial
- String_DamageElectric
- String_DamageFlechette
- String_DamagePOrS
- String_DamageGrenade
- String_DamageMissile
- String_DamageMortar
- String_DamageRocket
- String_DamageAsDrugToxin
- String_DamageAsRound
- String_DamageMeter

Build 242
- attempting to Bond Foci that do not provide Improvements no longer throws an error
- Improvement Manager now ignores all attempts to create Improvements when no Improvement information is provided
- verify data file process now correctly ignores all custom data files
- Skill Specializations no longer allow a value of all spaces
- fixed the way that discounted Adept Powers are calculated and rounded (Points x Rating x Discount, rounded instead of (Points x Discount, rounded) x Rating)
- time on Expense Entries can now be modified
- Vehicles now show their System Rating

Build 241
- Cyberware Weapons can now be reloaded using the appropriate Ammo type
- Knowledge Skills list is now populated using the selected language if possible
- Skill Specialization list is now populated using the selected language if possible
- select text window now reads from the language file
- attempting to add an Echo no longer throws an error when the window opens
- Notes window can now be resized
- editing Notes now marks a character as having changes
- added Living Persona information to the Complex Forms tab
- A.I.s no longer add a Rating to the Ergonomic Program Option since it doesn't actually have one
- reorganised Gear Categories to more closely match those found in the Runner's Toolkit Compiled Tables booklet
- removed most Gear Category restrictions from items since components can be purchased on their own and combined later and allow greater flexibility
- selecting Undo Karma Expense or Undo Nuyen Expense without an item selected no longer throws an error
- Essence Holes no longer count towards Bioware and Cyberware Essence totals and just affect the character overall
- the Delete key now does the same thing as pressing the Delete button when a list item is selected (Qualities, Critter Powers, Metamagics/Echoes)
- Metatypes and Metavariants now show their translated names in the Create and Career windows
- Metatype and Metavariant source information is now shown below the Metatype label in the Create and Career window
- Maximum Armor Modification and Armor Suit Capacity (both found on AR 44) are now Optional Rules (disabled by default)
- Armor Capacity is now calculated properly for Armors without an inherent Capacity value according to the Maximum Armor Modification rule found on AR 44
- tabs now show the character's Alias instead of their Name if they have an Alias
- Weapon Dice Pool total in Career Mode now includes the bonus for the Smartgun System if the Weapon has a Smartgun System Accessory or Modification and the character has an item that provides a Smartlink
- Select Gear window no longer shows Categories that have no items for its current context
- Vehicle Mods now support <pilot /> to change a Vehicle's Pilot Rating
- Vehicles now show their Firewall, Signal, and Response Ratings
- added <movementwalk />, <movementswim />, and <movementfly /> to the printout XML to make displaying the Movement, Swim, and Fly speed easier
- Skills in the printout XML now output their translated Attribute, Skill Group, and Skill Category

New Strings
- String_Improvement_SelectText
- Label_BiofeedbackFilter
- Tip_TechnomancerResponse
- Tip_TechnomancerSignal
- Tip_TechnomancerSystem
- Tip_TechnomancerFirewall
- Tip_TechnomancerBiofeedbackFilter
- Checkbox_Options_MaximumArmorModifications
- Checkbox_Options_ArmorSuitCapacity
- Checkbox_Options_ArmorDegradation

Build 238
- A.I.s now use the correct Optimization plugin
- Gear plugins now properly use their Rating when applying Improvements when added to a character
- changing a Gear's Rating now correctly updates any Improvements they apply to the character
- searching should now work with accented characters
- augmented Attribute tooltips now use the translated object names when appropriate
- advanced Contact option strings now read from the language file
- fixed an issue where Critters with Skill Groups higher than Rating 6 would cause an error when being saved as Created and loaded in Career Mode
- Commlinks and Commlink Operating Systems are now saved, loaded, and printed properly when added to a Vehicle

New Strings
- String_SelectContactConnection_Members
- String_SelectContactConnection_AreaDistrict
- String_SelectContactConnection_AreaSprawlwide
- String_SelectContactConnection_AreaNational
- String_SelectContactConnection_AreaGlobal
- String_SelectContactConnection_MagicalMinority
- String_SelectContactConnection_MagicalMost
- String_SelectContactConnection_MagicalVast
- String_SelectContactConnection_MatrixActive
- String_SelectContactConnection_MatrixBroad
- String_SelectContactConnection_MatrixPervasive

Build 236
- fixed an issue that caused a Metatype's BP cost to be multiplied by the Karma multiplier when building a character with BP
- Echoes and Metamagics now support Quality requirements
- added a checkbox to the Select Metamagic window to show only Metamagics/Echoes the character can take
- Knowledge Skills no longer ask for a Karma expense confirmation if the cost is 0 Karma (improving a Language with the Linguistics Adept Power)
- A.I.s now have the Ergonomic and Optimization Program Options added to Matrix Programs for free
- Markup field is now correctly hidden in the Select Vehicle window in Create Mode
- fixed an issue that could prevent the Gear Qty field from being refreshed properly when selecting a different item in Create Mode
- Enemy BP is no longer included in the Negative Qualities BP total on the Build Point Summary tab since it already has its own field
- Update window no longer stays open if automatic updates are enabled and there are optional languages that are not installed but can be downloaded

New Strings
- Checkbox_SelectMetamagic_LimitList
- Checkbox_SelectEcho_LimitList

Build 234
- all items should now output their data in the selected language
- translation file verification no longer compares against Ranges data file
- translation file verification no longer checks for missing <code /> tags
- translation file verification no longer checks <costs /> when checking Lifestyles content
- Language Manager now attempts to translate selected Weapon Categories, Skills, and Skill Groups when displaying Qualities, Gear, and other items that ask for this information to be selected
- added support for translating Advantages and Disadvantages for Mentor Spirits and Paragons (<advantage /> and <disadvantage /> in the translation file)
- Weapon Mounts are now properly detected when trying to add a Weapon while using a non-English language
- Advanced Lifestyle window now uses translated names
- Advanced Lifestyle window now shows the source information for the currently selected Quality
- Mechanical Arm Vehicle Mod can now be given a Weapon
- Skills now only check for Skillsofts if the character has something that gives them access to Skillwires
- added drag-and-drop support for re-ordering Lifestyles, Armor, Weapons, and Vehicles (base items only)
- added support for the Recoil and Strength Optional Rule which adjusts a Weapon's RC based on the character's Strength (disabled by default)
- Knowledge Skills are sorted in alphabetical order when a character is loaded
- Additional Discount field in the Select Cyberware window (enabled by House Rule) now allows a negative modifier for glitched implant jobs
- fixed an issue that caused the content of custom data files to be cached when attempting to cache content from the core data files, resulting in multiple copies of custom items

New Strings
- Checkbox_Options_StrengthAffectsRecoil

Build 231
- adding free Qualities in Career Mode no longer asks you to confirm the Expense for 0 Karma
- fixed an issue that prevented Lifestyles from being modified after being added to a character when using a non-English language
- Enter key now rolls the dice when pressed in the Roll Dice window
- included Accessories and Mods are now translated in the Select Weapon window
- mount points are now translated in the Select Weapon window
- added Arsenal French Content to list of sourcebooks
- added additional Vehicles from the French version of Arsenal
- added missing MicroWeave Spider and Medusa Extensions Drones from Attitude
- Vehicles that come pre-equipped with multiple Weapons now place one Weapon on each Weapon Mount if possible
- Advanced Lifestyles can now be modified by double-clicking on them
- main character and general information sections can now be resized with a splitter
- fixed an issue that would cause Bonding a Focus to attempt to create Improvements for the incorrect piece of Gear
- translation file verification no longer compares against PACKS Kit data files
- corrected the logic for verifying Metavariant translations
- added a Notes tab in Career Mode to record general gameplay notes

New Strings
- String_MountTop
- String_MountUnder
- String_MountBarrel
- Tab_Notes

Build 229
- XmlManager now caches base data files and merged translation information which should reduce character load times by 50%-70% and make everything else a little quicker
- added support for <drainresist /> to the Improvement Manager which improves a character's Drain Resistance pool
- added support for <fadingresist /> to the Improvement Manager which improves a character's Fading Resistance pool
- added a Verify Data File button to the Options window to verify the contents of data translation files (verifies only the content from selected books; like the Verify button, this is not needed unless you're working on translations)
- added support for <rangebonus /> to Weapon Mods which increase or decreases a Weapon's Range by the specified percent
- added <rangebonus /> to Barrel Extension and Barrel Reduction Weapon Mods
- fixed an issue that caused Gear to assume that plugins should always consume Capacity, even when they do not contain square brackets to indicate that they should
- Spell list is now sorted alphabetically within each Category
- Complex Form list is now sorted alphabetically within each Category
- Martial Arts list is now sorted alphabetically within each Category
- Active Skills are now sorted in alphabetical order in non-English languages
- Skill Groups are now sorted in alphabetical order in non-English languages
- added Device field to the Vehicles tab to show the selected Vehicle's Device Rating
- added <drainresist /> to Focused Concentration (Rating 1) and Focused Concentration (Rating 2) Qualities
- fixed an issue with translations that had &amp; in their names or translated values throwing errors when attempting to load them
- Bioware Grade list in Create Mode now reads from the Bioware data file and presents only Grades that are actually available to them
- Cultured Bioware is now properly limited to non-Second-Hand Grades
- Symbionts and Genetic Infusions are properly limited to Standard Grade only
- added support for naming Armor

New Strings
- Label_Device
- Menu_NameArmor
- Message_SelectArmorName
- String_ArmorName

Build 225
- fixed an issue where the plugins for Pre-Packaged Nexi were not given an Availability which would cause an error to be thrown when selected
- added missing Evo Mobile Terminus Nexus to the Roving Hub Drone
- Nexi now have access to the Commlink Modules Category as plugins
- custom Nexi now have their context menus when added
- fixed an issue where calculating Gear Capacity in regions that use something other than "." to separate decimal places would cause an error to be thrown
- cost adding Gear to Armor now correctly includes the selected markup
- added support for Markup to Select Armor, Select Armor Mod, Select Weapon, Select Vehicle Mod, Select Weapon Mod, and Select Weapon Accessory windows in Career Mode
- added support for Markup to Select Vehicle window in Career Mode which applies the markup percentage AFTER any Used Vehicle discounts since they affect the Vehicle's base price
- Technomancer Networks no longer cost Karma to join

Build 223
- loaded Ammo now uses the translated Ammo names
- loaded Ammo now shows the names of plugins attached to the Ammo
- Reload window now uses the translated Ammo names
- Reload window now shows the names of plugins attached to each Ammo
- added a Stack checkbox to the Select Gear window in Career Mode
- adding Gear no longer stacks with existing items unless the Stack checkbox is checked when the item is added (see below)
- purchasing additional quantity of Gear that has plugins deducts the correct amount of Nuyen
- added support for splitting and merging Gear stacks
- fixed an issue where adding certain Gear would incorrectly add Gear of the same name from a different Category
- added support for Hacked Program Options
- Gear Capacity is now rounded down to a minimum of 1 if the expression results in a non-whole number
- added Capacity to Matrix Program, Simsense, and Program Options
- the free Copy Protection and Registration Program Options are no longer automatically added to Matrix Program that do not have access to them (such as IC)
- added support for loading individual clips in multiple-clip Weapons (see below)

Stacking Notes
When Stacking, Gear is matched by the combination of Name, Category, Rating, and selected values (such as selected Weapon Category or text). When clicking the + button next to Qty on the Gear tab, the selected item is the stack you will be adding to. When clicking the Add Gear button, the application adds the item to the first matching instance of Gear it can find.

Multiple-Clip Weapons
Career Mode now supports loading each clip of a multiple-clip Weapon (like the Yamaha Sakura Fubuki) individually. Each can have its own type of Ammo loaded and their counts and stats are tracked individually. When an Ammo slot is selected, the Ammo count, Weapon AP, Weapon Damage, and Weapon RC are updated to reflect the currently-selected Ammo. Clicking the Fire and Reload buttons affect the currently-selected Ammo slot.

New Strings
- Title_SelectNumber
- Title_SelectItem
- Label_SelectGear_Stack
- Tip_SplitGearQty
- Tip_MergeGearQty
- String_SplitGear
- String_MergeGear
- Message_CannotSplitGear
- MessageTitle_CannotSplitGear
- Message_CannotMergeGear
- MessageTitle_CannotMergeGear
- String_SlotNumber
- String_Empty

Build 221
- added support for <swapskillattribute /> to the Improvement Manager which replaces the selected Physical Attribute with the appropriate Mental Attribute for all Active Skills
- added support for <exclude /> to the skillattribute Improvement
- Commlinks and Operating Systems now properly save and load their Location
- plugins are correctly listed under their parent items after being moved back to the default Gear location as a result of deleting their current Location
- Gear Weapon bonus information is now written to the print XML if available (weaponbonusdamage and weaponbonusap)
- Ammo now displays its Weapon Damage and AP modifiers when selected if applicable
- the total Rating field for Active Skills is always enabled, even when the Skill is a part of a Group, so that its tooltip information is always available
- Gear in the Foci and Metamagic Foci Categories only apply their bonuses when Bound to the character and are removed if the Focus is removed for Unbound
- Power Focus now improves all MAG-related Active Skills when Bound except for Counterspelling since it is a situational modifier
- added <swapskillattribute /> to the Mind Over Matter Adept Power
- Viewer window now only shows files that end in .xsl
- corrected Total Cost to only modify the cost of the base Weapon and its Modifications excluding Accessories
- fixed an issue that prevented Gear from being deleted if it was not part of the Selected Gear Location
- fixed an issue where new Knowledge Skills showed their Category as being Academic but the Skill believed its Category was blank
- Knowledge Skills that were accidentally saved with a blank Category now assume they are Academic to avoid errors
- Skill Filter dropdown now repositions itself to avoid overlapping with other buttons
- Dice Pool size is shown for the selected Weapon's Active Skill in Career Mode
- Locations in the Gear list can now be reorganised using drag and drop (Selected Gear cannot be moved and is always the first Location in the list)
- added tracking highlight when drag-and-dropping Gear and Locations

New Strings
- Label_DicePool

Build 219
- added <categories /> to skills.xml
- Knowledge Skill Categories now populate from the Category list
- Active Skills can now be filtered in Create Mode
- added the ability to filter Active Skills based on their Category
- clicking Add & More in the Select Cyberware window when adding Cyberware to a Vehicle Mod now properly opens the Select Cyberware window again
- added support for forcing Qualities to be added through other Qualities
- fixed an issue where binding Foci in a particular order would throw and error
- fixed an issue where reducing a Gear's quantity when it belongs to the non-default container would occasionally throw an error
- moved Arrowheads to their own Category which can now be attached to standard Arrows and Bolts
- added Payload Tip from Arsenal (German) to Arrowheads
- moved Mortar Heads to their own Category which can now be attached to Mortars
- moved Heavy Mortar Heads to their own Category which can now be attached to Heavy Mortars
- moved Missile & Rocket Heads to their own Category which can now be attached to Missiles and Rockets

Build 217
- fixed an issue where selecting a PACKS Kit that had Cyberware with plugins would throw an error
- Enemy Group Rating now contributes to Enemy BP total
- Enemy Group Rating is now correctly populated when loading a character
- rewrote how Gear is written to custom PACKS Kits so that things are nested properly and no longer results in having only 1 item
- added support for Total Cost multiplier to Weapon Mod costs which multiply the total value of the Weapon
- Select Weapon Accessory and Select Weapon Mod windows now include the Weapon's Accessory and Modification multipliers to show correct cost information
- fixed an error that caused the Cyberware Grade list to not populate correctly when loading certain characters with Cyberware

Build 216
- fixed an issue that would cause some Category lists to throw errors when using a non-English language

Build 215
- added support for <concealability /> to the Improvement Manager which improves the Concealability of all Weapons
- fixed an issue where a Foci's Force was not being properly evaluated and caused an error to be thrown when attempting to populate the Bonded Foci list
- print viewer window now hides files ending in the .xslt extension which can be used for reference files that are not complete XSL sheets on their own
- added Shadowrun 4 (Skills Grouped by Rating) and Shadowrun 4 (Skills Grouped by Name) character sheets created by KeyMasterOfGozer
- Cyberware/Bioware Grade list in Create Mode now reads from the data translation file
- fixed issues with non-English languages and the Select Quality, Select Skill Group, and Select Gear windows

Build 214
- added <location /> to the list of Gear elements generated for printouts
- Advanced Lifestyle should no longer throw an error when selected after being added
- Program Suites no longer add the Copy Protection and Registration Options to themselves (they are still created for the individual programs)
- the Selected Gear default Location can no longer be deleted
- fixed an issue with dragging and dropping Gear that caused the application to hang
- fixed an issue that caused printing a character with a Martial Art to throw an error

Build 213
- added support for translating core data
- Smartlink bonus should always appear in an Active Skill's tooltip if applicable
- Smartlink bonus is included in Dice Pool and Total for Active Skills on printouts if applicable
- checking and unchecking Foci in the Bonded Foci list should no longer throw errors
- fixed an issue where attempting to select or add a Cyberware Suite that contained anything with Second-Hand or Adapsin in its Grade would throw an error
- selecting a Martial Art Advantage or Martial Art Maneuver now show the sourcebook and page number for the item

New Strings
- String_WeaponAccessory
- String_WeaponModification
- String_ExternalSource
- String_VehicleModification
- String_VehicleWeapon
- String_VehicleWeaponAccessory
- String_VehicleWeaponModification
- String_UnnamedCharacter
- String_UnarmedAttack
- String_Unarmed
- String_LivingPersona
- String_BiofeedbackFilter
- String_Commlink
- String_CommlinkOperatingSystem
- String_LivingPersonaGear

Build 211
- added support for <judgeintentions /> to the Improvement Manager which improves a character's Judge Intentions Special Attribute Test
- added support for <liftandcarry /> to the Improvement Manager which improves a character's Lift and Carry Special Attribute Test
- added support for <memory /> to the Improvement Manager which improves a character's Memory Special Attribute Test
- added Judge Intentions bonus to Kinesics Adept Power
- Gear items no longer lose their context menus as a result of drag-and-drop
- entering a blank name when adding a new Location is now treated in the same manner as clicking Cancel
- moving a piece of Gear using drag-and-drop now marks a character as having unsaved changes
- adding a Location now marks a character as having unsaved changes
- +/- now appear next to Locations when they have Gear to allow them to be expanded and collapsed as desired
- Free Spirit Critter Powers are now only available for Free Spirits
- Emergent Critter Powers are now only available to Sprites and A.I.s
- Shapeshifter Critter Powers are now only available to Shapeshifters
- Select PACKS Kit window now displays Negative Qualities that are a part of the selected Kit
- Hacked software no longer adds the Copy Protection and Registration plugins
- Add Location button now repositions itself to avoid overlapping with other buttons
- corrected the logic for calculating Essence Loss and maximum Essence which was causing characters with an Infected Quality to incorrectly report spending BP on their first point of MAG and Cyberzombies from receiving the correct bonuses/penalties to their Attributes
- Initiation/Submersion Grade names now read from the language file

New Strings
- String_Varies
- String_Grade
- String_Network
- String_Group
- String_Task
- String_Ordeal

Build 207
- added support for <swimpercent /> to the Improvement Manager which improves a character's Swim speed
- added support for <flypercent /> to the Improvement Manager which improves a character's Fly speed
- added support for <flyspeed /> to the Improvement Manager which gives a character a Fly speed if they do not already have one
- fixed an issue that prevented the proper Gear Categories from being available to Armor and Career Mode
- added swimpercent information to Cyberfins and Functional Tail (Paddle)
- added swimpercent information to Power Swimming
- added flyspeed to Wingsuit Jetpack
- opening a save file with no Movement information no longer throws an error and instead reads the missing information from the Metatypes/Critters file, adds it to the character, and saves the updated file
- A.I. characters should no longer throw an error when creating or loading due to their "Special" Movement rate
- fixed an issue that caused the list of books being used to filter content in Select windows to be based on the Settings file of the first character loaded instead of the current character
- Exotic Active Skills are no longer hard-coded and have been moved to the skills.xml data file to allow custom Exotic Active Skills to be defined
- Select Side window now shows the name of the item being installed to reduce confusion, especially when adding a Cyberware Suite with multiple limbs
- added a house rule for Allow Cyberware Essence costs to be discounted (see below)
- Rating and Gear Rating on the Vehicles tab have been merged into one field since they both reflect the selected item's Rating and only one was ever used at a time
- Matrix Programs now have the Copy Protection and Registration plugins attached to them for free if Unwired is selected in the character's Book Options
- added support for Gear Locations to keep track of where stuff is stored

Allow Cyberware Essence costs to be discounted House Rule
When enabled, an Additional Discount field appears next to Essence Cost in the Select Cyberware window. This percentage is in addition to any Essence cost discounts from Grade and other Improvements. Remember that all discounts are cumulative. For example, if a Discount of 10% is selected along with the Alphaware Grade, the total Essence cost discount will be 30%: 20% from Alphaware and 10% from the selected Discount amount.

Modified Strings
- Label_SelectSide

New Strings
- Checkbox_Options_AllowCyberwareESSDiscounts
- Label_SelectCyberware_ESSDiscount
- Button_AddLocation
- String_AddLocation
- Message_DeleteGearLocation

Build 203
- added support for multipliers to the Metatypes cost Karma equal to their BP Optional Rule (default 1)
- added Limbs for Standard Characters option to pick which limbs count towards the limb count total
- average Attributes are now calculated across the chosen number of Cyberlimbs
- tagged all Skull Cyberlimbs as occupying the head limb slot
- fixed an issue that caused the Select Armor Mod window to allow Military Grade Armor Mods to be added to standard Armor
- added Swim speeds to Metahumans (see below)
- broke Movement out into separate fields for Movement, Swim, and Fly

Movement Changes
New Metahuman characters will automatically pick up their Swim speed information. If you want to apply this to saved characters, you must manually edit the save file. Open your save file in any text editor such as Notepad. Look for the tag called <movement> (it will be very close to the top). Using a Human as an example, it should read <movement>10/25</movement>. Change this to read <movement>10/25, Swim 5</movement> (you can find your Metatype's correct Swim speed below). Make sure to include the comma and spaces as shown. Save the file and you're set.
Dwarf: 4
Elf: 6
Human/Ork: 5
Troll: 7

New Strings
- Label_OtherSwim
- Label_OtherFly
- Tip_OtherSwim
- Tip_OtherFly
- Label_Options_CyberlimbCount
- String_LimbCount6
- String_LimbCount5Torso
- String_LimbCount5Skull

Build 200
- added Cloning Machine to the Special menu in Career Mode (see below)
- put Armor Encumbrance calculation back to the correct method (Helmets and Shields and SecureTech PPP System DO count towards Armor Encumbrance but do not apply to stacking)
- Metavariant Improvements are now correctly removed from a character when changing their Metatype

Cloning Machine
The Cloning Machine is only available in Career Mode and is designed to make working with multiple copies of the same grunt/fodder NPC easier (which means you can now track their individual Condition Monitors and Ammo). After selecting Cloning Machine, enter the number of clones you would like to create. A new copy of the character file is opened and a number is added to their name to make identification easier. The cloned copies break their links to the original save file so that the source file is not accidentally overwritten by any one clone, though their individual files can still be saved. It should be noted that clones are created from the save file of the currently-selected character rather than from the state of the currently selected character (meaning that unsaved changes will not be cloned).

New Strings
- String_CloningMachineNumber
- Message_CloningMachineNumberRequired
- MessageTitle_CloningMachineNumberRequired

Build 198
- Buy Ammo button is now properly disabled when non-Ammo Gear is selected in Career Mode
- Vehicles can now come pre-equipped with Weapons
- added Stoner-Ares M202 to Edgecrusher
- Skillsofts Complex Forms can now select their appropriate Program Options
- added support for Hacked Programs and Software
- added support for Gremlins to the Dice Roller window
- Attribute tooltip now shows when the Attribute is being affected by a Cyberlimb
- fixed an issue where "BP" being translated in the selected language to throw errors when adding certain Qualities in Create Mode
- Armor from Helmets and Shields and SecureTech PPP System Categories no longer count towards Armor Encumbrance
- fixed an issue that prevented Active Skills from display at the proper width in Career Mode
- clicking the Change Specialization button for an Active or Knowledge Skill now puts the focus on the Specialization field
- rejecting the Karma cost or not having enough Karma when changing an Active or Knowledge Skill Specialization now puts it back to its old value instead of erasing it entirely
- Metatype no longer inherit bonuses from their parent Metatype

New Strings
- Label_SelectGear_Hacked
- Label_DiceRoller_Gremlins
- String_CyberlimbAttributeModifier

Build 197
- Sell Item window title now populates from the selected language
- Character Name field now repositions and resizes itself to avoid overlapping with the Character Name label
- tooltips for Gear + and - buttons are now populated from the selected language
- Attribute names are now populated from the selected language
- changing the Equipped status of Armor now removes or re-adds any Improvements for the Armor and its Armor Mods and Gear
- changing the Equipped status of Armor Mods or Armor Gear now removes or re-adds any Improvements for them
- added a button to speed up the process of purchasing more Ammo of the selected type in Career Mode
- context menu for Underbarrel Weapons is now set properly when loading a saved character
- added support for adding Underbarrel Weapons to Vehicle Weapons
- loading a saved character that has joined a Group/Network is no longer asked to spend Karma on joining the group again
- controls should resize better when using a font size larger than the Windows default
- Enter and Escape keys now work in the Advanced Lifestyle window
- changed how the lists in Select Armor, Select Armor Mod, Select Weapon, Select Weapon Accessory, and Select Gear windows work (should not see any difference in how this works hopefully, but it this is the first step towards allowing data to be translated)
- Metavariants no longer inherit Qualities from their parent Metatype
- Metatypes now have their vision Qualities as free Positive Qualities

New Strings
- Tab_IncreaseLifestyleMonths
- Tab_DecreaseLifestyleMonths
- Tip_IncreaseGearQty
- Tip_DecreaseGearQty
- String_AttributeBODLong
- String_AttributeBODShort
- String_AttributeAGILong
- String_AttributeAGIShort
- String_AttributeREALong
- String_AttributeREAShort
- String_AttributeSTRLong
- String_AttributeSTRShort
- String_AttributeCHALong
- String_AttributeCHAShort
- String_AttributeINTLong
- String_AttributeINTShort
- String_AttributeLOGLong
- String_AttributeLOGShort
- String_AttributeWILLong
- String_AttributeWILShort
- String_AttributeEDGLong
- String_AttributeEDGShort
- String_AttributeMAGLong
- String_AttributeMAGShort
- String_AttributeRESLong
- String_AttributeRESShort
- String_AttributeINILong
- String_AttributeINIShort

Build 195
- Tip_OtherCMPhysical and Tip_OtherCMStun are now bound to the proper fields
- Label_DiceRoller_Result now displays for all results an intended, not just Critical Glitches
- fixed a number of text alignment issues
- buttons now resize and reposition themselves based on their string length
- String_SelectBP_BPSummary properly initialises in the selected language
- Ignore Rules checkbox now reads its tooltip from the language file
- Physical and Stun labels on the Condition Monitor tab are now translated correctly
- tooltips for the tool bar are now populated from the selected language
- tooltips for the Armor Equipped and Weapon Installed checkboxes now come from the language file
- menus are now merged properly when using the non-default language
- added support for setting markup amount when purchasing Gear in Career Mode

New Strings:
- Tip_SelectBP_IgnoreRules
- Tip_ArmorEquipped
- Tip_WeaponInstalled
- Label_SelectGear_Markup

Build 193
- corrected the tooltip information for improving Skill Groups
- corrected the tooltip information for Knowledge Skills when loading a saved character in Career Mode
- \n in language strings is now parsed properly
- Matrix Initiative on printouts now uses the character's proper Matrix Initiative and Initiative Passes
- Cyberware Plugins can now be added to Vehicle Mods that are marked to allow them (currently only Mechanical Arms)

New Strings:
- Menu_AddCyberwarePlugin
- Message_VehicleCyberwarePlugin
- String_ExpensePurchaseVehicleCyberware
- String_ExpenseSoldVehicleCyberware

Build 192
- Roll button in the Dice Roller window now reads from the language file
- clicking Remove Character in the Print Multiple window with no character selected no longer throws an error
- Build Method lists now read BP/Karma strings from the language file
- Omae login and filtering fields are now properly translated
- Select a Side window now reads from the language file
- corrected the translation tag for Impact on the Armor tab so it no longer incorrectly appears as "Ballistic Armor"
- Matrix Initiative now compares using a Commlinks total Response instead of its base Response so Custom Commlinks will now affect Matrix Initiative properly
- added missing Matrix IP information to Sim Module Cyberware
- added Join Group/Network Karma cost to Options window (default 5)
- added Leave Group/Network Karma cost to Options window (default 1)
- added support for joining and leaving Groups/Networks

New Strings:
- Button_DiceRoller_Roll
- String_Improvement_SideLeft
- String_Improvement_SideRight
- Label_SelectSide
- Label_Options_JoinGroup
- Label_Options_LeaveGroup
- Label_Group
- Label_Network
- Checkbox_JoinedGroup
- Checkbox_JoinedNetwork
- String_ExpenseJoinGroup
- String_ExpenseLeaveGroup
- String_ExpenseJoinNetwork
- String_ExpenseLeaveNetwork
- Message_ConfirmKarmaExpenseJoinGroup
- Message_ConfirmKarmaExpenseLeaveGroup
- Message_ConfirmKarmaExpenseJoinNetwork
- Message_ConfirmKarmaExpenseLeaveNetwork

Build 191
- fixed an issue that caused the Lifestyle Nuyen window to throw an error when moving a character to Career Mode

Build 190
- all language information now comes from language files which can be found in the lang directory
- attempting to bind a Power Focus in Career Mode no longer throws an error

Build 184
- corrected an issue with Spirits and Sprites that had any Attribute, Skill, or Complex Form with a Rating expression that involved division
- window contents should no longer be affected by the selected text size in Windows
- setting a Credstick's Rating to 0 no longer throws an error
- added support for specifying Program Options for Complex Forms to metatypes.xml and critters.xml
- added support for specifying a Program Category for Optional Complex Forms to metatypes.xml and critters.xml
- plugins are now saved when creating a custom Cyberware Suite

Build 182
- added support for <adeptlinguistics /> to Improvement Manager which lets a character buy Rating 1 for Language Knowledge Skills for free
- updated the SR4 character sheet to include the page breaking solution by KeyMasterOfGozer
- Armor that has a Ballistic or Impact starting with "+" no longer doubles its value if it is the only piece of Armor the character is wearing
- added support for <fullburst /> and <suppressive /> to Weapons and Weapon Mods which changes the number of rounds fired in Full Burst and Suppressive firing modes respectively
- Miniguns, High Velocity Weapons, and Weapons with the High Velocity Weapon Mod now consume their correct ammo amounts when firing in Full Burst and Suppressive firing modes
- added support for creating custom Cyberware Suites based on a character through Special > Create Cyberware Suite menu item in Create Mode (all Cyberware must be of the same Grade)
- added a house rule for No Armor Encumbrance (disabled by default)
- added a house rule to use BOD+STR as the Armor Encumbrance Threshold (disabled by default)
- selecting Free! in the Select a Quality window without having a Quality selected no longer throws an error
- fixed a logic error where Condition Monitor tooltips would only show if the total modifier was greater than zero instead of not equal to zero
- fixed a logic error where Movement Speed was only printed if the character had Movement Speed Improvements
- Armor Capacity for Armor is now calculated in the Select Armor window

Build 180
- added support for <ammocategory /> for Weapons which overrides the type of Ammo a Weapon uses (typically for Grenade Launchers that are found in the Assault Rifles category)
- marked Grenade Launchers for Assault Rifles and Battle Rifles as using Grenade Launchers Ammo (minigrenades)
- added support for <careerkarma /> requirement condition for Qualities which requires a character to have earned an amount of Career Karma before the Quality can be selected
- added Legendary Quality from Street Legends
- added support for naming Vehicles
- corrected a logic error in the Essence cost calculation for Basic Bioware when a character has both the Type O System and Biocompatibility (bioware) Qualities
- increasing Submersion Grade in Create Mode now costs the correct amount of Karma and puts the proper Grade number in the list
- added Tradition and Stream information to printouts
- Movement Speed Improvements no longer affect Fly or Swim Movement Speeds which throw errors (and shouldn't be modified)
- Vehicles now show their Sensor's Signal Rating (next to the Sensor field when a Vehicle is selected)
- added the ability to search for Weapon and Vehicles Mods in the Select Mod window
- broke Reality Amplifiers into their individual types
- Reality Amplifiers can now be added as Plugins for Commlinks

Build 177
- Drain tooltips no longer throw an error for spells that contain a formula not based on the Spell's Force
- Drain tooltips now calculate the Drain correctly in regions that use "," to separate decimal places
- added Redmond to list of specializations for Area Knowledge: Seattle
- Black Market Quality now prompts for additional information when added
- Sapient Education no longer counts towards the Positive Quality total since it is not technically a Quality in RC
- Weapons now show their total Ammo value which includes Modifications and Underbarrel Weapon adjustments on printouts
- Supernatural Toughness Adept Power has been broken out into Supernatural Toughness (Physical) and Supernaturall Toughness (Stun)
- added missing Emergency Field Dressing Gear from War!
- Chaser Autosoft can now go up to Rating 4
- added Greater Forms for Spirits from Street Magic

Build 176
- Weapon Modifications and Accessories can now be added to Underbarrel Weapons
- Vehicle Mods that come pre-installed with a Vehicle are no longer considered for Availability restrictions when marking a character as Created
- Weapon Modifications and Accessories are no longer considered for Availability restrictions when marking a character as Created

Build 175
- reducing a character's Initiate/Submersion Grade in Career Mode now reduces the Attribute's Maximum accordingly
- Skills now properly use their Skillsoft's Rating when printing
- revised Vehicle context menu so that Add Gear and Add Weapon appear in the Gear and Weapons menus respectively and is more intuitive
- added a tooltip to DV on the Spells tab which shows the base DV for the selected Spell at all of the Forces the Magician can cast the Spell at
- increasing a Skill to Rating 7 now correctly doubles the cost in Create Mode
- Foci with <selecttext /> now appear in the Focus list properly
- fixed an issue where attempting to bond a Weapon Focus in Career Mode would throw an error
- added missing Vehicles from War!
- added Grenade Plugin: Gecko from War!
- added missing Heavy Mortar and Howitzer Ammo from War!
- added range information for Heavy Mortar and Howitzer
- new Contacts are placed in the correct location when the list is scrolled
- new Enemies are placed in the correct location when the list is scrolled
- date can now be changed when editing an Expense Entry
- added support for Cyberzombies (Special > Convert to Cyberzombie)
- added an optional rule for Metatypes cost Karma equal to their BP (disabled by default) to accommodate the German books which say that Metatypes cost Karma when creating a character with Karma

Build 172
- Expense Entry Undo information is now part of the save files
- correct a logic error in Gear Availability calculations that was checking to see if it contained "+" instead of starting with "+"

Build 171
- settings are now saved to an XML file which can be used to keep application configurations identical across multiple computers (see below)
- added preferred build method (BP/Karma), Build Points, and maximum Availability to the Options window
- Choose BP Amount window now reads preferred build method, Build Points, and maximum Availability from Options and uses those as the default values in the window
- Reload button is now properly disabled when no Weapon is selected
- corrected Karma costs for improving Martial Arts in Career Mode
- SR4 character sheet now shows the Rating and selected values for Vehicle Gear
- Select Skill window now includes any appropriate Exotic Active Skills the character has already selected
- Armor now supports the <addoncategory /> tag to include Gear that is normally only available as plugins
- Ally Spirit Critter now properly uses the Attribute values from the data file instead of being limited by its Force like a traditional Spirit

Settings Files
Chances are, most people are just going to stick with the default one and modify it as needed. For those who take part in multiple games where the sourcebooks allowed and optional rules used varies, you can create additional Settings files to keep all of this information separate. To create a new Setting, copy the default.xml file in the settings directory, rename the new copy to whatever you like, then modify it using the Options window. When you create a new character, Chummer asks you which Setting you would like to use (if more than 1 file exists). The name Settings file used is saved as part of the character file. You can change the Settings file a character uses by opening the save file in a text editor and changing the <settings /> tag to match the name of the desired file. These files can be given to players to make sure that everyone has the same set of options enabled.

Build 169
- added support for <restricteditemcount /> to Improvement Manager which increase the number of items over the set Availability the character is allowed to start with
- added Max Avail field to the Select BP window which sets the maximum Availability of items a character can start the game with (only checked when a character attempts to enter Career Mode)
- added the ability to search for Qualities in the Select Quality window
- Augmented Attribute calculations now properly adhere to Improvement Precedence

Build 167
- Adept Powers that affect an Attribute can now be marked as not doubling the Power Point cost when the affected Attribute exceeds its Metatype Maximum
- Improved Reflexes Adept Powers no longer double the Power Point cost when raising REA above its Metatype Maximum

Build 166
- Spirits and Sprites now have their Bound checkbox set correctly when loading a character
- renamed Select Contact Connection Modifiers window to Advanced Contact Options
- added Free Contact checkbox to Advanced Contact Options
- clicking Cancel while selling a Weapon Accessory or Weapon Mod no longer sells the item
- Armor Mods now display their calculated Availability when applicable
- opening a linked Contact or Spirit now uses the same loading mechanism as other characters and properly sets the tab's title
- added support for adding Notes to any item by right-clicking on an item and choosing Notes from the context menu (window can be quickly closed by pressing Esc which also saves the contents)

Build 164
- added support for <damageresistance /> to Improvement Manager which grants a character additional dice for Damage Resistance Tests
- added Ballistic Armor and Impact Armor fields to the Condition Monitor tab in Career Mode
- added Dmg Resistance Pool field to the Condition Monitor tab in Career Mode which shows the total number of dice the character gets for Damage Resistance Tests
- Advanced Lifestyle Qualities are now properly cleared when moving from one Advanced Lifestyle to another in Career Mode
- Spirits and Sprites no longer have their number of services owed limited by an Active Skill in Career Mode
- Adept Powers that improve Attributes now double the Power Points cost when going over the Attribute's Metatype Maximum
- Armor now displays the selected value for its Improvement when applicable
- Armor and Armor Mods now show their name instead of internal ID when asking for values to be selected for an Improvement
- Metamagics and Echoes now show their name instead of internal ID when asking for values to be selected for an Improvement
- Mentor Spirits and Paragons now show their name instead of internal ID when asking for values to be selected for an Improvement
- Martial Arts Advantages now show their name instead of internal ID when asking for values to be selected for an Improvement
- Metatypes and Metavariants now show their name instead of internal ID when asking for values to be selected for an Improvement
- Improvement dialogues now show the name of the item adding the Improvement for clarification if it's provided
- canceling an Improvement dialogue when selecting a Mentor Spirit or Paragon now properly cancels the Quality being added
- fixed an issue where deleting the last existing Weapon Accessory on a Weapon would also delete the first Weapon Mod
- Advanced Lifestyles now print their Comforts, Entertainment, Necessities, Neighborhood, Security, and Qualities
- binding a Focus in Career Mode now creates a Karma Expense Entry instead of requiring a manual Karma Expense Entry to be made
- un-binding a Focus in Career Mode now asks for confirmation
- added ability to filter Active Skills by All, Rating > 0, and Total Rating > 0 in Career Mode
- special path characters are now ignored by Omae when attempting to save the downloaded file

Build 160
- fixed a logic error with Essence Loss and MAG/RES Attribute costs in Create Mode
- fixed an issue where deleting an Adept Power would cause all other Powers below it to be delete as well
- Metamagic and Echoes now show their sourcebook information when selected on the Initiation/Submersion tab
- Mentor Spirit and Paragon information now appear on the Spells and Spirits and Sprites and Complex Forms tabs if a Mentor Spirit or Paragon has been selected
- Armor now calculates its Armor Capacity if a value is not provided
- Advanced Lifestyles can no longer go below 0 LP which would cause the application to throw an error
- Advanced Lifestyle information is now properly cleared when selecting another Lifestyle from the list in Career Mode
- Gear now supports items having a cost of Gear Cost * X

Build 157
- losing access to the Adept Powers tab now properly clears the list of the Adept Powers
- losing access to the Spells and Spirits tab now properly clears all of the spells from the Spell list
- losing access to the Initiation tab now properly removes any Improvements from Metamagics/Echoes
- Attribute Modifiers can no longer take a character's minimum value below 1 unless they are a Critter (previously applied to anyone with access to the Critters tab)
- only installed Weapon Mods and Accessories count towards Concealability
- fixed an issue that could cause Maximum and Augmented Maximum Attribute values to display a value less than 0
- ESS Loss now decreases MAG/RES directly instead of lowering its effective value (in Create mode, this only lowers the Maximum Attribute value)
- if MAG/RES ever drop to 0 from ESS Loss from Cyberware/Bioware in Career Mode, the character suffers burnout, losing access to all of their MAG/RES abilities and Attribute-linked Skills become Knowledge Skills
- removing a Focus/Metamagic Focus from Gear properly removes the matching Bound Focus from the character
- all Critters can now add Critter Powers from the Weakness category, even if they're not usually allowed to select additional Critter Powers
- added tooltips for Augmented Attribute values to show how the Augmented value is being calculated
- Omae now displays a message if a character cannot be downloaded instead of throwing an error
- Omae now ignores special pathing characters in character names to avoid errors
- Omae window can now be resized vertically to fit more characters in the window on larger displays
- DV Improvements now affect Weapons created by Cyberware

Build 155
- added support for <avail3 /> and <avail6 /> to Gear
- revised how searching for Gear works so that only items from the selectable Categories are searched for, and works when adding plugins
- Weapon Mods now save their Rating and appear with the Mod's name when added to a Weapon
- Gear now shows its Armor Capacity instead of standard Capacity when selected in the Armor list
- Armor now adds any Armor Mods and Gear that comes with it by default
- underbarrel Weapons now have 6 slots instead of 3
- fixed an issue that prevented the Sensors category from being available to Vehicle Sensors in Career Mode
- added Group Name to the list of fields for a Contact's Connection Modifiers
- background Colour of Contacts can now be changed through the Contact's Connection Modifiers window

Build 153
- fixed an issue with the Improvement Manager that forced values to be selected after changing the Rating of an Adept Power
- character's Created status is now sent as part of their upload information for Omae
- added support for filtering characters in Career or Create Mode to Omae
- added a My Account button to Omae that appears after you are logged in which lets you add or change the email address for your account
- added support for resetting your Omae password which emails your new password (must have an email address set for your account)

Build 152
- fixed an issue that caused non-numeric Cyberware Plugin costs to throw an error when selected in the Select Cyberware window
- fixed an issue where users who were not logged into Omae could impersonate an existing user

Build 151
- Omae no longer allows blank user names or passwords
- fixed an issue that caused non-numeric Armor Mod costs to throw an error when selected after being added to a character

Build 150
- Contact Notes window can now scroll
- initial release of Omae (found in Tools > Omae) (see below)

About Omae
Omae is an online character repository where players and GMs can upload their creations to share with others who are looking for Contacts, Enemies, and Critters for their games. Anyone can download characters, but you must have a registered Omae account in order to upload characters. Registration is required so that people can see who put the effort into the character, search for other creations by that person, as well as allowing only the author to update a revised version of the character or delete it entirely. Registration is free and only asks for a user name and password. No other information is asked for or recorded. I have no use for that stuff. Password are encoded and stored in the online database. You may also choose to save your user name and password information locally so that you can log into Omae automatically when you open the window. Password are stored in an encoded format within the Windows Registry along with the other Chummer settings. When a character is downloaded, it is saved to your [Chummer path]\saves\omae directory.

Build 149
- clicking Download Updates with nothing selected in the update window now displays an error message and does not attempt to download nothing
- Select Gear window no longer disables Search when adding Gear to a Vehicle
- clicking the Delete Vehicle button without having a Vehicle selected no longer throws an error
- Attributes on the Build Point Summary tab in Create Mode has been broken out into Primary Attributes and Special Attributes to make Attribute BP totals easier to understand
- added tooltips for Primary Attributes and Special Attributes to show the BP cost for all of the character's Attributes
- canceling an Improvement dialogue when adding Gear to a Vehicle no longer causes an irremovable piece of Gear to be added
- canceling an Improvement dialogue when adding a Martial Arts Advantage no longer causes an irremovable Advantage to be added
- Contacts can now have their Connection set to 0 if this Rating is unknown
- adjusted the size of Contacts and Enemies so they no longer get a horizontal scroll bar when the list can be scrolled vertically
- Specializations no longer cause Free Knowledge Skills in Karma Create Mode to get stuck in an infinite loop while calculating totals
- 0-Rating Knowledge Skills no longer cost 2 Karma in Karma Create Mode
- Armor Mod information is now refreshed as the Rating changes
- added support for Armor Capacity
- added support for adding Gear to Armor
- Vehicle Category list is now sorted in alphabetical order

Build 147
- added support for <skillwire /> to Improvement Manager which limits the effective Rating of Skillsofts
- added appropriate <skillwire /> Improvements to Cyberware
- Complex Forms now include the name of their commonly-used Skill
- Complex Form commonly-used Skill now appears on the printout
- Gear Plugins can now have Plugins of their own, meaning that Program Options can be added to Matrix Programs attached to a Commlink
- added support for multiple-capacity Gear
- increasing an Active Skill from Rating 0 to Rating 1 in Career Mode now breaks the Skill Group
- added an option to allow Active Skills to be re-Grouped if all of their Ratings are the same (disabled by default)
- free Knowledge Skills in Karma Create Mode are now spread as evenly as possible amongst the lowest Ratings
- Vehicle Gear and Weapons are now properly exported when the Vehicle has no Vehicle Mods while creating a PACKS Kit

Build 145
- added support for <infirm /> to Improvement Manager which impacts the cost of Physical Active Skills
- passing a save file as a command line argument no longer throws an error
- Expense Entries are now printed in the correct order and date format for computers that are using a non-US date format
- re-added support for converting Qualities in saved in the old format since it seems there ae a number of character still floating around with them
- loading a character with the old Quality format immdiately saves the file with the new Quality format
- Sensitive System Negative Quality now correctly only affects the Essence cost of Cyberware

Build 142
- added support for <uncouth /> to Improvement Manager which impacts the cost of Social Active Skills
- added support for <initiation /> to Improvement Manager which adjusts a character's Initiation Grade
- added support for <submersion /> to Improvement Manager which adjusts a character's Submersion Grade
- list of Qualities in the Select a Quality window is now sorted alphabetically
- Fading Resistance total is now correctly updated when modifying an Attribute in Career Mode
- Skillsofts now affect Active Skills and Knowledge Skills (for Knowsoft/Linguasoft, you must create a Knowledge Skill with the same value you chose for the Skillsoft, such as "Spanish")
- Uncouth now properly affects the cost of Social Active Skills and locks Skill Groups that are made up of Social Active Skills
- double-clicking on a Critter Power in the Select Critter Power window now accepts the selected Critter Power as though the OK button was clicked
- list of Critter Powers that the character has is now sorted in alphabetical order
- Critters can now raise their Skill Rating to their standard maximum Rating rather than just the starting Rating
- added support for convering Mundane Critters into Mutant Critters (Special menu > Convert to Mutant Critter)
- added support for convering Mutant Critters into Toxic Critters (Special menu > Convert to Toxic Critter)
- added an option for a flat number of free Contact BP (disabled by default)
- renamed Online Help in the Help menu to Chummer Wiki
- added a checkbox to the Select a Quality window to show only Metagenetic Qualities (only appears when the character can select Metagenetic Qualities)

Build 140
- Technomancer Sprites can now have a Rating higher than 6

Build 139
- corrected the Essence cost formula for Cyberware Suites
- RES improvement button in Career Mode now considers the character's Submersion Grade (instead of Initiation Grade) to determine if it should be enabled or not

Build 138
- Qualities marked as not contributing towards the Positive/Negative Quality BP limit properly deduct their cost from the character's BP/Karma total
- Print window in Create Mode no longer prevents you from continuing to work in the main application window
- characters now remember they have a Print window open and bring it to the foreground
- Print windows now refresh automatically when they are open and a change is made to the character in Career Mode
- creating a PACKS Kit with Bioware/Cyberware no longer creates multiple copies of each item
- added a basic Dice Roller to the Tools menu
- added support for adding notes to Contacts and Enemies

Build 137
- update window now displays the changelog for the application when an application update is being downloaded
- update window now updates a File Progress progress bar to show that work is actually being done instead of appearing as though the update has stopped

Build 136
- added support for <armorencumbrancepenalty /> to Improvement Manager which adjusts the AGI and REA penalties by the number specified
- Nuyen totals are correctly updated after adding an Advanced Lifestyle
- added Expense Undo support for manually created Karma and Nuyen Expenses
- Skill Groups are disabled if you do not have access to at least one of the Group's Active Skills
- adding a Negative Quality in Career Mode now creates a Karma Expense Entry which can be undone
- added a Free! checkbox to the Select a Quality window in Career Mode which changes a Quality's cost to 0 Karma
- Metatypes with a natural Essence of 0 can now be marked as Created
- Armor Mods now create their Improvements using their selected Rating instead of Rating 1
- Armor Mods now update their Improvements when their Rating changes
- added Military-Grade Armor Enhancements from Arsenal
- Nuyen Expenses now have a % adjustment field that modifies the total value of the Expense
- when deleting Enemies in Career Mode, you can choose between removing them for free or removing them with Karma
- special Attribute-only tests (Composure, Judge Intentions, Lift/Carry, and Memory) now appear on the Other Info tab and on the character sheets
- Living Persona Attributes are now properly limited by the RES Attribute

Build 133
- Select PACKS Kit window now shows Staring Nuyen BP if a value is given
- clicking in an empty space of the Kits list in the Select PACKS Kit window no longer throws an error
- Gear plugins now have their Quantity set correctly when being added through a PAKCS Kit
- added support for Complex Form Options to PACKS
- added support for fully-defined Martial Arts to PACKS
- added support for underbarrel Weapons to PACKS
- added support for Vehicle Gear plugins to PACKS
- added support for creating custom PACKS Kits based on a character through Special > Create PACKS Kit menu item in Create Mode
- Text-Only character sheet now prints Description, Background, Concept, and Notes sections when applicable
- added Signal to the Build Nexus window
- adding a Complex Form in Career Mode now asks for confirmation
- Submersion History is now recorded properly
- Undo for Submersion Grade Karma Expenses now works properly
- Bound/Registered checkbox for Spirits/Sprites is now enabled in Career Mode
- Vehicle Mods that come with a Vehicle can now be removed
- Vehicles are no longer slowed down by the Armor they come equipped with by default (Armor Mods must exceed the Vehicle's standard Armor Rating to affect its Speed and Accel)
- Free! and Do It Yourself now show the adjusted price in the Select windows
- Enemies now allow for Connection Groups
- A.I.s now have access to all of the Unwired A.I. Qualities, including those without BP values
- unchecking Show only Qualities I can take in the Select a Quality window now works with A.I. characters
- Physical and Mental Attributes can now be raised to their total maximum (Metatype Maximum + modifiers) instead of just their Metatype Maximum in Career Mode
- Sprites now have access to the Sprites and Complex Forms tab
- Sprites can now properly set their Complex Form Ratings to match their own Rating
- individual character tabs now show just the character's name to make them easier to find

Build 130
- multiple windows now appear as a series of tabs to make finding and switching between open character easier
- Condition Monitor penalties are now applied to all Initiative scores in Career Mode
- losing access to the MAG or RES special Attributes now resets their values back to the Metatype minimum in Create Mode
- canceling an Improvement dialogue now rolls back all of the Improvements that would have been created by the selected item and prevents the triggering item from being added to the character
- added System to list of Vehicle Modifications
- Vehicles are now limited to +2 improvements to Response, System, Firewall, and Signal unless they have the Modular Electronics Vehicle Modification
- added support for <selectmartialart /> to PACKS
- added support for <lifestyles /> to PACKS

Build 128
- added support for <adeptpowerpoints /> to Improvement Manager which grants additional Power Points to Adepts/Mystic Adepts
- added Additional Power Point Metamagic to cover the optional rule for Adepts/Mystic Adepts gaining Power Points in place of a Metamagic ability
- melee Weapons no longer throw an error when selecting them
- fixed an issue that caused the application to restrict underbarrel weapons to one per character instead of one per Weapon
- Weapon Mods can now be added to Cyberweapons
- added tooltip for the Contact Connection Modifiers button
- added tooltips for the link icons for Contacts/Enemies and Spirits/Sprites
- MAG/RES are now correctly affected by ESS loss
- added support for the optional rule to limit dice pools to 20 dice or 2 x (Natural Attribute + Skill Rating), whichever is higher (disabled by default)
- added a house rule that only reduces MAG/RES maximum from ESS loss

Build 127
- Knowledge Skill list is properly populated again

Build 126
- added Expense Undo support for Nuyen: Armor Mod, Nuyen: Weapon Accessory, Nuyen: Weapon Mod, Nuyen: Vehicle Mod, Nuyen: Vehicle Gear, Nuyen: Vehicle Weapon, Nuyen: Vehicle Weapon Accessory, Nuyen: Vehicle Weapon Mod, Nuyen: Increase Lifestyle, Karma: Add Spell, Karma: Skill Specialization, Karma: Skill Group Rating, Karma: Skill Rating, Karma: Metamagic/Echo, Karma: Initiate Grade, Karma: Add Martial Art, Karma: Martial Art Rating, Karma: Martial Art Maneuver, Karma: Add Complex Form, Karma: Improve Complex Form, Karma: Add Complex Form Option, Karma: Improve Complex Form Option
- reorganised Options window into tabs so it is less cluttered
- fixed an issue that prevented Technomancers from improving their Complex Forms when the maximum Rating equaled their RES Attribute
- deleting a Complex Form Option now actually removes it from the Complex Form
- Skillsofts Complex Forms and Complex Form Options now only cost an amount of Karma equal to the Complex Form Improvement cost (default 1)
- Skillsofts Complex Forms now require the character to have the Biowire Echo
- Select Quality window now lets any Quality be selected when Ignore Rules is turned on
- selecting the Selected Vehicle item when any Vehicle has a Sensor Plugin no longer throws an error
- added support for the optional rule to ignore Armor Encumbrance when only a single piece of Armor is worn (disabled by default)
- list of sourcebooks in the Options window no longer requires the book to be selected before it can be checked/unchecked
- Update window now appears when updates are downloading and Automatic Updates are enabled so it doesn't appear as though the application has hung
- added support for changing a character's Metatype while in Create Mode (found in the Special menu)
- Free Contacts and Free Knowledge Skills options now show the proper checked status after saving options
- right-clicking on a file name in the most recently used list now makes it sticky so it always appears in the menu (right-click again to un-sticky)
- Source labels now show the full book name in a tooltip when you hover over them
- Qualities no longer add their Improvements to the character if they cannot be added because of BP/Karma limitations
- Bioware, Cyberware, Gear, Armor, and Armor Mods no longer add their Improvements to the character if they do not have enough Nuyen to purchase them in Career Mode
- Used Vehicles no longer throw an error when trying to add them to a character in regions that use "," to separate decimal places
- Condition Monitor penalties have been corrected to use the highest value, not cumulative
- Weapons now use the total ammo bonus modifier for all Mods instead of applying each bonus separately
- added support for Additional Clip adding a second clip to the Weapon
- Firing Selection Weapon Mods are now a separate item for each Mode that can be selected and add their Mode to the Weapon
- Complex Form Options have been added to printout XML
- Complex Form Options now appear on character sheets
- Text-Only character sheet now prints Complex Forms when applicable
- all Critter Powers are removed from the character if access to the Critters tab is lost
- Infected Qualities now grant access to the Critters tab and add the appropriate Critter Powers

Build 123
- added Expense Undo support for Nuyen: Armor, Nuyen: Weapon, Nuyen: Vehicle
- 2 x CHA Free Contacts Option now applies to both BP and Karma build modes
- fixed an issue that caused Free Contacts points to calculate per-contact instead of for the character as a whole
- changed Free Contacts Option to allow the multiplier value to be specified
- fixed an issue that caused precedence 0 Improvements to stack with others
- High Pain Tolerance Positive Quality no longer stacks with other Condition Monitor Threshold Improvements
- Impaired Attribute Negative Quality no longer allows EDG, MAG, or RES to be selected
- Text-Only character sheet now prints EDG with the rest of the Attributes
- Text-Only character sheet now prints Armor Mod Ratings when applicable
- character sheets no longer display Rating 1 for Adept Powers that do not have a Rating
- Advance Lifestyle Qualities list now clears when a different Advanced Lifestyle is selected
- Weapons with AP -half no longer throw an error when selected in Career Mode
- Armor Rating stacking modifiers from items like Form-Fitting Armor are now calculated separately and added to the highest Armor/Clothing Armor Ratings instead of being rolled into the highest Armor Rating

Build 121
- removed temporary support for converting Qualities from the old format to the current format
- removed the RES Attribute from A.I.
- Metatypes that have an Attribute whose maximum is 0 (typically A.I.s) can now set any other Attribute to their Metatype maximum
- Physical Attribute controls are disabled when creating an A.I.
- free Positive Quality BP and free Negative Quality BP Improvements are now correctly loaded from saved characters
- clicking on Add Metamagic/Add Echo in Career Mode when the character does not yet have an Initiate Grade no longer throws an error
- added Ruger Thunderbolt w/ Smartgun Weapon (Laser Sight version was not added since the Mod can be purchased for the same price)
- Camera, Trideo and Microphone now consume 1 slot instead of a number of slots equal to their Rating
- underbarrel Weapons now show their halved Ammo capacity when selected, not just when reloading them
- Complex Form Options now cost BP/Karma
- Complex Form Options can now be improved in Career Mode
- changing a character's RES now changes the maximum value for the Complex Form field without having to re-select a Complex Form
- MAG and RES Active Skills are now disabled when a character does not have access to those special Attributes
- Uneducated Negative Quality should now impact Skills and Skill Groups properly
- added support for selecting individual aspects of Contact Connection Modifiers
- began adding support for Expense Undo entries (see below)

Expense Undo Entries
This will be an ongoing project. By right-clicking on a Karma or Nuyen Expense, you can choose to undo the purchase. This will only be for Expenses that were created during the current session. They will not be saved with your character information, so once you have closed the character, the undo history is lost (largely to prevent undoing something done 10 game sessions ago without undoing anything else). Currently supported items - Karma: Attribute, Karma: Add Quality, Nuyen: Cyberware/Bioware, Nuyen: Gear. This only undoes the expense for the item you have selected. If you later added child items you should undo these expenses first - the undo function strictly undoes the single item that is selected, meaning anything that was added after and not undone will not be refunded. This is intended to undo your most recent few transactions only.

Build 118
- A.I.s now have their missing Rating, System, Firewall, Signal, and Response Attributes
- A.I. Condition Monitor, Matrix Initiative, and Initiative Passes are now calculated correctly
- Commlink Software Suites, Program Packages, Software Suites, and Skillsoft Clusters now have their Programs added as Gear
- added Martial Art variants from Runner's Companion
- adding missing Software from War!
- added support for Software going to Rating 10 from War!
- added support for Rating 10 Nexi Components
- Nexi Components now populate their Availability when added
- Gear marked as Free! now correctly sets the price to 0 when in Create Mode
- removed Biofeedback Filter and Program Packages from list of Complex Forms
- Vehicle Speed and Acceleration can no longer go below 0
- corrected an error where discounted Adept Powers got progressively cheaper after saving and loading
- there is now a distinction between Dice Pool modifiers and Rating modifiers for Skills with only Rating modifiers being subject to the maximum modified Rating rule
- Skill tooltips now provide a distinction between Rating modifiers and Dice Pool modifiers and report "X of Y" of the character's total Rating modifiers being used because of the maximum modified Rating rule

Build 117
- added support for <freespiritpowerpoints /> to Improvement Manager which grants additional Power Points to Free Spirit characters
- added support for Free Spirit characters (see below)
- added support for A.I. character (see below)
- added A.I. Critters from Unwired
- added Sprite Critters (big thanks to ShadowWalker for providing these)
- added support for <gears /> to critters.xml so A.I. Critters can come pre-equipped with their Programs
- Military Grade Armor now uses the proper BOD X 3 limit for Armor Encumbrance (having a single piece of Military Grade Armor equipped raises a character's Encumbrance limit, regardless of any additional Armor they may be wearing)
- Shapeshifters now have access to the Critters tab and have been given their Critter Powers (which also lets them add/remove Vulnerability and Allergy Critter Powers for their Untouched By Silver optional rule)
- Shapeshifters now have Metavariants which let them select a Metatype for their Not Quite Always Human optional rule
- Select Critter Powers window now groups Powers by Category
- unarmed damage now correctly rounds up instead of down
- added an option to allow free Knowledge Skills for characters in Karma Build Mode (disabled by default)
- added an option to allow CHA x 2 free points of Contacts for characters in Karma Build Mode (disabled by default)
- Career Mode correctly uses the Metatype's maximum Essence as the baseline for determining Essence Loss penalties
- Exotic Active Skills no longer eat up points for selecting their Specialization
- added support for <inherited /> Quality Requirement which indicates the Quality can only be gained when it is part of a Metatype
- Skill Ratings in critters.xml now support expressions

Free Spirit Characters
Magic replaces Force since they are the same Attribute for the Free Spirit. When you first create a Free Spirit character, your Attribute BP total will be very high but is technically correct. All of the character's Attribute start at 2 and have a Metatype Maximum of 2 (the Free Spirit's starting Force/Magic). This means that all of your Attribute costs are being calculated at their Metatype Maximum which adds +15BP per Attribute. (This technically breaks all of the other written rules saying only 1 Physical/Mental Attribute can be at it's Metatype Maximum.) When MAG 3 or higher is selected, this number drops back down since they are all no longer at their Metatype Maximum. (And who would play a Force 2 Free Spirit anyways?)

A.I. Characters
Resonance replaces Rating. Their free Programs can be purchased through Gear by selecting the Free! checkbox when purchasing.

Build 114
- added support for <overflow /> to the Improvement Manager which improves the number of Overflow Condition Monitor boxes the character has
- Physical Condition Monitor in Career Mode now includes boxes for Overflow
- added Overflow to the Condition Monitor on the Shadowrun 4 Character Sheet
- Other Info tab now shows a character's Career Karma (Career Mode only) and Movement
- corrected how the maximum modified Skill Rating is calculated (total maximum modified Rating = 1.5X the skill's base Rating)
- added support for the special Vintage Weapon Mod from Gun Heaven which doubles the cost of all Accessories and Modifications
- Initiation/Submersion Grades now record if a Group/Network and Ordeal/Task was used for each Grade
- added a list to the Initiation tab which shows which options were used for each Grade
- fixed an issue that caused the Weapon created by the Drone Mortar Gear to throw an error when selected or attempting to print
- Elemental Strike and Elemental Resistance Adept Powers now ask for a value to be selected
- <specificattribute /> Improvements now include support for precedence attribute which determines how they stack with other Improvements to the same Attribute (see below)

specificattribute precedence
This has been included to (and should only be used for) Cyberware, Bioware, and Powers that affect Initiative and/or Reaction which either does not allow it to stack with any other enhancement, or only certain ones. A precedence of 1 ignore all other Improvements and uses the COMBINED value of all other precedence 1 items (Wired Reflexes, Move-by-Wire, and Reaction Enhancers). A precedence of 0 ignore all other Improvements and uses the single highest precedence 0 Improvement the character has (Synaptic Booster). Short version: nothing you need to actually worry about - the necessary items have already been updated and Chummer figures out what it should use. :)

Build 112
- added a bunch of <forbidden /> elements to Qualities
- Swap Quality excludes the selected Quality from Forbidden checks which prevented a Quality from being upgraded/downgraded to a different Rating
- fixed an issue that caused Cyberware with bundled subsystems to throw an error when being added when the <bonus /> nodes between parent and child didn't match or exist
- Born Rich Positive Quality now correctly affects characters built using Karma
- removing the Born Rich Positive Quality now removes its bonus from the character when the Quality is removed
- resizing the window no longer causes the BP/Karma and Source fields on the Common tab to jump into the Quality list

Build 111
- Metavariant is once again populated
- Bioware now shows its Rating and selected values when loading a character
- added an option to include Karma and Nuyen Expenses on the character sheets (disabled by default)
- Persona Limit for Nexi can now be manually set
- added Pre-Packaged Nexi to Gear
- corrected an issue that caused custom Commlinks to limit Firewall and System options once one of them had been added to the Commlink
- added a Do It Yourself checkbox for Commlink Upgrades
- Impaired Attribute Negative Quality now decreases the Augmented Maximum value by the correct amount
- added Dissonant Echoes, Programs, and Program Options
- removed redundant Empathy Software from the Vision Enhancement Gear category and gave Vision Sensors access to the Sensors category for plugins
- Group Initiation/Network Submersion and Initiation Ordeals/Submersion Tasks can now be selected when creating a character
- added support for Group Contacts

Build 109
- Qualities now show their selected text values on the character sheets
- Martial Arts now correctly checks the BP cost of only Qualities that count towards a character's Quality BP limit
- ammo that has a Recoil modifier no longer throws an error when you attempt to reload a Weapon with it

Build 108
- corrected the Response calculation for Nexi
- adding a Quality now correctly check each Quality to see if it counts towards the BP limit, not just the Quality that is being added
- changing any of the information on the Character Info tab now causes the changes made flag to be set
- corrected the formula for determining a Starting Nuyen amount based on the Nuyen they have remaining
- Metagenetic Improvement correctly sets the character's Attribute value to its new minimum after selecting your Metatype/Metavariant
- when adding a new Quality, the free Quality BP gained through SURGE is now included when determining if you have exceeded the allowed BP amounts
- dragging and dropping a piece of Gear now properly re-creates any accessories it had

Build 106
- added support for <fresspositivequalities /> to Improvement Manager which allows a number of BP in free Positive Qualities
- added support for <fressnegativequalities /> to Improvement Manager which allows a number of BP in free Negative Qualities
- replaced the Changeling BP Adjustment Qualities with <freepositivequalities /> and <freenegativequalities /> Improvements as needed
- Enforce Skill Rating Maximum option now saves its value to the correct place instead of overwriting the value for the Skill Defaulting Includes Modifiers option
- adding Gear to a Vehicle now gives you the Free! option
- adding Nexi to a Vehicle now gives you the Free! option
- item 10 in the File menu's most recently used list now uses 0 as its mnemonic and loads correctly
- Condition Monitor penalties now affect Defaulted Active Skills when the option to include Modifiers in Defaulted Skills is diabled
- Character is now responsible for calculating its own Initiatives/Initiative Passes, Condition Monitors, and Armor Encumbrance instead of the Create and Career windows doing it
- Active and Knowledge Skills no longer show a negative number for the dice pool since they cannot go lower than 0
- added a button to the Gear tab to reduce the selected piece of Gear's Quantity by 1
- Adepts are no longer required to have a Magic Tradition selected when moving to Career Mode
- character sheet now shows the correct number for Nuyen
- dates can now be selected when creating Karma and Nuyen Rewards/Expenses
- returned Improved Physical Attribute Adept Power back to its SR4A cost since the cost Powers in the Runner's Tool Kit are apparently wrong
- re-wrote Qualities to be a class instead of a series of strings (see below)
- added support for swapping Qualities in Career Mode
- Minigrenades now add a Minigrenade Weapon instead of Grenade which have the correct Grenade Launcher ranges
- added Skillsofts and Activesofts to Vehicles where appropriate
- Gear in the Gear list can now be reorganised using drag and drop

Changes to Qualities
Qualities have undergone a complete re-write. Existing character will convert their Qualities over to the new format when they are loaded. It is recommended that you immediately save your character after opening it to keep these Quality changes. The code to convert these Qualities will be removed around June 20 (update notes will be posted to inform of the change). Qualities are now handled like other items in that they can be added/removed using the Add and Delete buttons and are listed in a single tree. The Select a Quality window by default lists only the Qualities that the character may take - a checkbox is provided to show all Qualities, regardless of qualification.

Build 103
- delete confirmation messages now confirm the type of object they are asking to delete
- Karma Expense confirmation messages now confirm the type of object they are going to affect
- Adept Powers now include support for discounts from Geasa
- fixed an issue that kept Knowledge Skills with a Rating of 0 (namely native Languages) from being printed
- added a Text-Only character sheet
- corrected Sensors for Vehicles with the Improved Sensor Array Vehicle Mod

Build 102
- changed Options to a single instance class which to speed up execution and reduces memory usage
- changed XmlManager to a single instance class to speed up execution time and reduces memory usage
- minor change to how XmlManager handles files to work with non-Windows operating systems
- validation check when moving a character to Career Mode now checks that a Tradition or Stream has been selected if MAG or RES Attributes are enabled
- passing a save file as a command line argument now opens the save file in the correct mode instead of forcing it to Create Mode
- corrected the number of extra Matrix IPs that Advanced Overclocking grants to 1 since it stacks with Overclocking
- fixed an issue that caused non-Clothing Armor with a +X Armor Rating to counts its bonus twice
- Karma and Nuyen Expenses can now be renamed by double-clicking on an Expense Entry
- Advanced Lifestyles now have Starting Nuyen information populated when they are added to the character based on their LP cost (not including Qualities)
- characters that do not have a Lifestyle when attempting to enter Career Mode are given the Street Lifestyle
- added an option to include Modifiers in Skills even when Defaulting (disabled by default)
- added an option to change the amount of Nuyen gained per BP (default 5000)
- added an option to enforce the maximum modified rating for Skills (enabled by default)
- added an option to confirm Karma Expenses (enabled by default)
- added an option to set the Karma cost for additional Metamagics/Echoes
- added support for purchasing additional Metamagics/Echoes with Karma
- updated the Game Master Summary sheet to put all combat-relevant information together
- Complex Forms now support Program Options (thanks for ShadowWalker for getting all of the data entered)
- added Signal, Response, and Firewall Vehicle Mods (thanks for ShadowWalker for getting those entered as well)
- added buttons to spend and regain Edge to the Condition Monitors tab in Career Mode
- Adept Powers with a Quality requirement now enforce them
- added Custom Commlink and Custom Commlink OS items to Commlinks and Commlink Operating Systems in Gear which let you assemble custom Commlinks
- added support for Used Vehicles
- Vehicles can now have any Gear added to them (Add Sensor and Add Ammunition have all been rolled into this)
- Vehicles now come pre-equipped with non-Weapon Gear
- added appropriate ECCM and Sensors to Vehicles
- added Minigrenades to Gear
- Grenade Launchers now use Minigrenades as Ammo in Career Mode
- adding missing Range information for Battle Rifles
- added support for Weapon Concealability
- added Weapon Concealability information to Weapons
- Tradition and Stream are now drop down lists in Career Mode to allow characters to change their Tradition/Stream during play or select a new Tradition/Stream because of a Latent Quality
- Technomancers no longer benefit from Gear-based Matrix Initiative Pass modifiers (Sim Modules)
- added support for Nexi

Build 98
- put Improved Reflexes Adept Power costs to their SR4A values which have been confirmed as being the correct values by the SR product line manager
- applied Street Magic errata to Traditions
- applied Arsenal errata to Martial Arts
- removed Deformity Qualities (10 BP - 20 BP) which should not have existed
- corrected duplicate categories of Weapons (should have been their range instead of a duplicate category)
- corrected reach for Rock Lizard
- added Elemental Attack (Fire) for Scintillant Albatross
- added Biomonitor to Armor Mods
- removed Agent and IC Complex Forms
- changed Chatty Positive Quality BP cost back to 10 as per Unwired errata
- corrected BP cost of Vomeronasal Organ
- Weapons installed on Weapon Mounts that are a part of a Vehicle's base configuration now count towards its total cost
- Technomancer Stream field is properly populated after loading a character
- learning a new Complex Form in Career Mode now creates a Karma Expense
- Karma and Nuyen Expense Entries no longer throw an error when the computer's date setting are not set to en-US
- selecting a piece of Cyberware/Bioware as Free in Career Mode is now actually free
- fixed the anchoring for the splitter panels on the Skills tab in Career Mode
- Ignore Character Rules no longer prevents the Starting Nuyen window from appearing when moving a character to Career Mode
- saving a new character that is marked to move to Career Mode no longer causes the character to be opened twice after saving

Build 97
- Karma cost for Submersion is now based on the current Submersion Rating instead of Initiate Rating
- Karma discount for Submersion is now based on the Submersion cost instead of Initiation cost
- Cyberware/Bioware is no longer believed to be free when the Free checkbox is hidden
- added an option to base a Spirit's maximum Force on the character's total MAG Attribute for Mystic Adepts which is disabled by default
- Camera Upgrade Weapon Mods no longer consume Weapon Mod Slots

Build 96
- added support for <selectparagon /> to Improvement Manager which allows a character to select a Paragon
- Sprite list now populates based on the selected Stream in the same was a Spirits and Magic Traditions (big thanks to ShadowWalker for providing the Streams/Sprites list)
- added support for Paragons (another big thanks to ShadowWalker for providing the list of Paragons)
- added Clean Car Coating to Vehicle Mods which was missing its information in the Spy Games book
- added support for multiple custom data files of the same type (see below)
- Genetic Heritage now shows the Free item for any Genetech selected, not just Trangenics
- Nuyen BP is now correctly populated when loading a character that has spent more than 50 BP on Nuyen
- moved the Advanced Complex Forms from Unwired out of the Autosoft category and into the Advanced category
- corrected the Shield Complex Form to be marked as allowed for Complex Forms
- adding a Weapon Accessory to a Weapon with a name no longer throws an error
- Extended Clip Weapon Mods now affect the Weapon's Ammo Capacity
- corrected an issue that prevented Vehicle Sensors from only being able to add Sensor plugins
- adding missing Sensor Software from Arsenal
- all items in programs.xml can now be taken as Complex Forms
- added Skillsofts, ARE Software, Sensor Software, and Tactical AR Software to Complex Forms
- Complex Forms now save/load source book and page number
- added support for Technomancer Streams
- only worn Armor now counts towards Armor Encumbrance
- maximum Force of a Sprite during character creation is properly set
- loading a character with RES higher than 6 and a Sprite during character creation no longer throws an error
- added Critters from Parazoology
- added a splitter to the Skills tab to allow the Active Skills and Knowledge Skills sections to be resized as needed
- added a splitter to the Common tab to allow the Contacts and Enemies sections to be resized as needed
- changed the colour of the splitter bar on the Karma and Nuyen tab to make it noticeable
- added missing Barrel Extension Weapon Mod to Ares Desert Strike
- Vehicle Weapon Mounts have their context menu restored when loading a saved file
- Weapon Mounts that come as part of a Vehicle now have their context menu attached
- added support for Group Intiation/Network Submersion and Initiation Ordeal/Submersion Tasks to Career Mode to discount the Karma cost of Initiation/Submersion
- added missing Gear from Unwired
- added missing Drones from Unwired
- moved helmets and shields out of Armor Mods and into the Helmets and Shields Armor Category
- fixed an issue that caused the maximum Rating for Vehicle Mods to be set to the Rating that was selected when the Mod was first added
- Condition Monitors on the printout are now correctly calculated based on the total value of the Attributes
- Skill Groups in Career Mode can now be raised above 4 without throwing an error

Support for Multiple Custom Data Files
Rather than making people merge multiple XML documents on their own any time someone makes a change to a custom file, Chummer now supports multiple custom data files for each source. Custom files must start with "custom" and end with "_[filename.xml]". Using books.xml as an example, "custom_books.xml", "custom_Nebular_books.xml", and "custom_ThatGuy_books.xml" are all valid names. The base file (books.xml) is loaded first, then the contents of the other files are merged in one-by-one.

Build 91
- Drain Value for a Tradition now uses the total value of the Attribute instead of its base value
- Karma and Nuyen Expenses in Career Mode are now properly sorted in reverse chronological order
- Vehicles that should have additional slots now have them included in their slots total
- Adapsin now has its own set of Cyberware Grades
- added Skinlink as a Bodyware so it can be added as a plugin to pieces of Cyberware
- Genetic Heritage Positive Quality now affects Nuyen cost instead of Essence cost
- Bioware cost multipliers are now correctly set before being given to the Select Bioware window so prices should now be accurate when these modifiers exist
- added missing Shield, Simrig, and Smartlink Complex Forms
- only Weapon Mods marked as Installed that are not included with the Weapon consume Mod Slots
- added support for Underbarrel Weapons
- Armor from Adept Powers no longer count towards Armor Encumbrance in Career Mode
- Weapon Damage should no longer appear as "NaN" if it is a non-numeric value

Build 89
- clicking Add Metamagic/Add Echo when a character has not Initiation Grade no longer causes an error
- adding a Spirit when creating a character with Karma whose MAG is above 6 no longer causes an error
- Sprites now have their maximum Rating set properly when loading a saved character in Career Mode
- Active Skills no longer show the Active Skill Modifiers in their tool tip if the Active Skill is being Defaulted to prevent confusion
- corrected an issue with Active Skills that caused the Aptitude and Incompetent Qualities to compound the maximum Skill Rating each time the character was saved
- selected values for Qualities are now properly re-populated when the character is loaded so that removing the Quality now also resets the Quality's text

Build 88
- added support for <selectside /> to Improvement Manager which allows a character to select which side of the body a piece of Cyberware is implanted on
- Critter Power list is now sorted in alphabetical order
- Spirits can now be linked to save files in the same way as Contacts and Enemies
- fixed an error that cause improving an Active Skill that is a part of a Skill Group to not properly remove the remaining Active Skills from the Group
- the 10 most recently opened/saved character files are now displayed in the File menu
- adding a Spirit after improving your MAG through Initiation no longer causes an error
- Spirits can have a Force up to twice the character's MAG Attribute in Career Mode
- printout now shows the correct Essence value for a character when they have both Cyberware and Bioware
- total remaining ESS and total value for Attributes and Skills have been added to the character save to make importing Chummer files with external applications easier
- added an option for automatic updates which is enabled by default
- adding an Enemy in Career Mode no longer attempts to check how many BP/Karma have been spent on Negative Qualities and cause an error
- Ignore Rules option should now ignore all character creation rules and limitations
- Metamagic now supports requirements in the same way as Echoes
- Karma cost for Knowledge Skills in Build Mode is now calculated correctly
- Armor from Adept Powers no longer count towards Armor Encumbrance since they are considered to be a magical source
- fixed an issue that caused character to become unable to select a Skill or Attribute for Adept Powers and Qualities after improving an Adept Power's Rating
- removed the Category restriction on Cyberware plugins so things like Datajacks can be added to Cyberlimbs
- added Spoof Chip to the General Category in gear.xml
- Gear Rating on the Gear tab is now a read-only field in Career Mode
- added support for naming Weapons
- added Cyberware to the list of Weapon Categories in the Select a Weapon Category window so ammo can be used by Cyberware Weapons
- added the ability to mark Karma Gained as a Refund which will not count towards the character's Career Karma
- Injection Ammunition and chemical weapons can now accept Drugs/Toxins/Chemicals plugins as appropriate
- Vehicle and Drone Sensors can now accept Audio and Visual Enhancements and Accessories as plugins
- Street Cred, Notoriety, and Public Awareness can now be set on the Character Info tab in Career Mode

Build 86
- Weapon Mods and Accessories can now be removed from Vehicle Weapons

Build 85
- added support for <movementpercent /> to the Improvement Manager which improves a character's Movement speed
- additional support for Critters
- all Critters from Running Wild and SR4A are now entered
- Personalized Grip Weapon Mod now provides its RC bonus
- Unseen Hands Adept Power now applies its bonus to the Stealth Skill Group
- Unseen Hands Adept Power now has levels enabled
- Celerity Positive Quality now provides its Movement bonus
- Condition Monitors now correctly calculate based on the Attribute's total value and not just its augmented value
- number of Spells, Spirits, Complex Forms, and Sprites a character can have is no longer capped in Career Mode
- RES now properly limits the maximum Rating for Complex Forms

Build 84
- added Movement values to Metatypes (this will only be applied to new characters)
- added Movement to character sheets
- maximum MAG and RES are now based on the Metatype's maximum ESS instead of 6
- added support for Critters

Build 82
- added AP, RC, and Damage information for Ammunition in gear.xml
- loading a Weapon with Ammunition now updates the Weapon's AP, RC, and Damage by applying the Ammunition's properties to it (Ammunition needs to be removed and re-added to existing characters)
- creating a new character using a Metavariant that comes with Negative Qualities no longer throws an error

Build 81
- added support for <selectspell /> to Improvement Manager which asks the character to select a Spell
- added Revision History to the Help menu to view the revision history of the application
- added Spells, Gear, Traditions, and Powers from Digital Grimoire
- added Empathy Software and Emotitoys from Arsenal
- added Lifestyle Drones from Runner's Companion
- broke Counterspelling, Spellcasting, and Sustaining Foci into multiple items for each Spell Category
- Combat, Detection, Health, Illusion, and Manipulation Spell Formulae now ask for a Spell to be selected
- window contents immediately resize when the Create and Career windows open to accommodate smaller screen sizes and eliminate the need for manually resizing the window to trigger this
- loading a character with Qualities gained through a Metatype no longer cause the application to complain about spending too much on Positive/Negative Qualities
- Active and Knowledge Skills are no longer limited by the character creation rules in Career Mode
- adding Enemies during Career Mode no longer attempts to check that you are within Negative Quality BP limits
- Magic Traditions list now filters on source book

Build 79
- Vehicles now have a Condition Monitor in Career Mode
- Burst Fire Mode no longer allows Full Bursts since this requires Full Auto Mode
- Vehicle Weapons now limit the Firing Modes they can used based on the Weapon's Firing Modes
- Vehicle Weapons now show their correct Ammo Source in Career Mode
- total number of Drain Resistance dice now appears next to the Drain Attributes on the Spells and Spirits tab
- Initiative and Initiative Passes now show both their base and Augmented values in the same way as the character sheet
- Weapon Ranges are now displayed on the Weapons and Vehicles tabs when a Weapon is selected (Vehicle Weapons in Career Mode only)
- Critical Strike Adept Power now increases Unarmed Damage
- Killing Hands Adept Power now changes the character's Unarmed Damage to Physical
- Kinesics Adept Power now improves Social Active Skills
- corrected Natural Immunity and Mystic Armor Adept Powers (Natural Immunity had Mystic Armor's Armor bonus by mistake)

Build 78
- added support for <sensitivesystem /> to Improvement Manager since Sensitive System explicity doubles the final Essence cost rather than applying a +100% cost modifier
- Essence modifiers are now added together to determine a total percentage which is then deducted from an item's Essence cost
- linked Contacts and Enemies now open in their correct mode (either Build or Career)
- clicking Add & More when adding a Weapon Mod to a standard Weapon now correctly goes through the process again instead of trying add a Mod to a Vehicle Weapon
- PACKS Kits now support the new Exotic Skill setup
- updated Exotic PACKS Kits to include all Exotic Skills
- Essence Loss now correctly impacts MAG and RES
- added an option to support the More Lethal Gameplay optional rule (off by default)
- added support for Weapon Ranges
- added support for SoftWeave Armor Mod
- resizing the window no longer causes the Notes field on the Character Info tab to slide behind other fields
- opening the Metamagic window as a non-Technomancer no longer causes an error
- Armor Mods with no Rating no longer have the Rating field enabled
- Weapon Mods and Accessories that come with a Weapon can now be removed
- removed Weapon Accessory Mount tracking since Accessories can be swapped and removed during play and places too much restriction on Accessory selection
- Melee Weapons now show the damage they will do and their full Reach based on the character's Attributes in the Select a Weapon window
- added an Installed option for Weapon Mods and Accessories to show that they are currently in use on the Weapon and are contributing to the Weapon's stats
- re-wrote how Weapon RC is calculated (see below)
- fixed an issue that could cause data and character sheet files to be saved to the wrong location during an update
- added a Condition Monitor tab in Career Mode which records the character's Condition Monitors and applies penalties to Skills

Weapon Recoil Changes
Since Weapons can now have their Mods and Accessories added and removed, the Weapon's RC now shows what it is with the items currently attached to it. When selecting a Weapon, the Select a Weapon window may show the lower RC number as being slightly different than it appears in the source book, however the number IS CORRECT since it comes with all of the attachments already installed. This happens because in SR4A, some Stocks were removable and some were not. With the addition of the Stock Accessory in Arsenal, they all effectively became removable items.

Build 75
- Power Level for Mystic Adepts is now correctly tied to their total MAG Attribute and not just the MAG assigned to their Adept Powers
- Search in the Select a Weapon window no longer lets you add Gear Weapons (such as Grenades) since these must be added through the Gear tab to work properly
- added support for Advanced Lifestyles
- added support for Magic Traditions
- removed Exotic Active Skills from skills.xml
- Exotic Skills are now added by clicking the Add Exotic Skill button on the Skills tab since multiple copies of the Skill can exist for a character
- added fields to record Alias and Player Name on the Character Info tab

Build 74
- Adept Powers now save the correct Power Point cost in regions that use "," to separate decimal places
- added an option to include Active Skills with a Rating of 0 on the character sheet (on by default)
- Datasoft, Mapsoft, and Tutorsoft now ask for specific values
- removed Fomori's Dermal Armor bonus
- saving a character as Created no longer causes the Save and Print toolbar icons to disappear
- Total Karma is now calculated and displayed on the character sheet
- when buying items, they can now be marked as free which will add the item to the character without deducting from Nuyen

Build 73
- Active and Knowledge Skill Specializations no longer become disabled after they lose focus in Create Mode

Build 72
- added Career Mode which lets you maintain a character through their career (see below)
- canceling a dialogue after selecting a Quality no longer adds the Quality to the character
- opening multiple characters no longer causes invalid object references which can come up after selecting items
- Spells are now grouped by Category on the Spells and Spirits tab
- Services Owed by Spirit and Sprites are automatically corrected if a character's Summoning or Compiling Active Skill is lowered
- Qualities that can be taken multiple times now display the correct Karma cost when building a character with Karma
- Quantity can now be selected in the Select Gear window
- PACKS Kits now support adding Gear to Vehicles
- adding Ammunition of the same type for the same Weapon Category now stacks instead of creating a new item
- Ammunition can now be added directly to Vehicles
- Martial Art Maneuvers names are now displayed correct after being added to the character

Career Mode
Once your character is ready to run, you can put them into Career Mode. Career Mode lets you maintain your character using Karma throughout their running career. Career Mode lets you keep track of your Karma and Nuyen expenses, buy and sell Gear, and even keep track of Ammo in each Weapon. To put your character in Career Mode, go to the Character Info tab, check the Mark character as Created box, then click Save. The save process makes sure that your character meets all BP/Karma and Nuyen total rules before saving. Once the character has been saved, they are re-opened in Career Mode. Once a character has been put into Career Mode, you cannot go back to Build Mode.

Build 69
- File > Open now allows multiple characters to be opened at once
- Armor Mods now correctly update the character's remaining Nuyen amount as its Rating is changed
- Select Cyberware window now remembers the last Grade that was selected
- Gear with a quantity added from a PACKS Kit now displays its quantity information in its name immediately instead of after it is selected for the first time
- added support for Knowledge Skills to PACKS

Build 68
- fixed a critical issue that prevented the Select Spell window from loading Spells
- selecting Ammo after another piece of Gear has been selected no longer causes the Ammo's Quantity to be reset to 10
- added support for Limited Spells

Build 67
- added support for <basicbiowareessencecost /> to the Improvement Manager which adjusts the Essence cost of Basic Bioware only
- added support for <transgenicsgenetechesscost /> to the Improvement Manager which adjusts the Essence cost of Genetech: Transgenetics Bioware only
- corrected the Essence cost calculation for Cyberware and Bioware when multiple Essence cost Improvements are present
- pressing Esc in the Select a PACKS Kit window now cancels
- Rating of Armor Modifications can now be changed after they're added to Armor
- items now display their Quantity and Rating in their names in lists when applicable
- mugshots on character sheets should now render on machines that do not have Internet Explorer 9 installed
- added missing Capacity to Audio Enhancements and Vision Enhancements
- corrected names of Spells in PACKS Kits
- source book filtering now uses exact matches on codes
- Armor Mods are now filtered by source book
- Weapon Accessories are now filtered by source book
- Weapon Mod list works again
- adding a PACKS Kit now makes sure the Rating for a Skill or Skill Group does not exceed the maximum value and throw an error
- Select a PACKS Kit window now remembers the last selected category
- Select a PACKS Kit now only adds Spells that the character does not already have
- PACKS now supports Spirits
- PACKS Kit correctly set extra item information instead of prompting for a value to be selected when applicable
- added a check box to the Select Bioware window to mark an item as free to handle Genetic Heritage's free item (only appears when a Genetech: Transgenics item is selected and the character has the Genetic Heritage Positive Quality)
- Options window now opens in the same position instead of in a random position so the OK button is always accessible
- Select Lifestyle and the Lifestyle tab now show the Starting Nuyen amount for the selected Lifestyle

Build 66
- Armor and ArmorMods can now create Improvements
- Weapons now correctly ignore the cost of Weapon Modifications that are included in their base configuration
- fixed a bug that prevented Cyberware from adding plugins that come with it
- Attributes display in the Select PACKS Kit window now automatically adjust for the character's Metatype
- both character sheets now work for printing both single and multiple characters
- added Vehicles from This Old Drone
- added Vehicles from MilSpechTech
- added Weapons from MilSpechTech
- added Spell, Powers, Echoes, Armor Mods, Weapons, Ammunition, Gear, Vehicle Weapons, Vehicle Mods, and Vehicles from War!
- added Gear, Armor, and Weapons from Attitude
- added the missing extra slots to the Thundercloud Contrail, Hyundai Shin-Hyung, and Cascade Skraacha
- added Qualities and Powers from The Way of the Adept

Build 64
- added PACKS content viewer
- Add & More button in PACKS window now works

Build 63
- rewrote all object creation code so that they're entirely responsible for creating themselves and all child objects
- moved Add Cyberware Suite to the new Special menu
- added support for PACKS from the Runner's Toolkit which can be found in the Special menu
- Form-Fitting is no longer considered when looking for the highest Armor Rating and correctly stacks with the highest worn Armor Ratings
- Weapon Accessories that come with Weapons are no longer calculated into the Weapon's RC since these are already factored into the base Weapon's stats
- Skills now have enough room to display their total Rating and Specialization Rating without overlapping the Specialization field
- changing the Rating for Gear now properly update the character information and Nuyen remaining
- character sheet no longer specifies an image type to hopefully allow any mugshot image format to be displayed properly
- Cyberware/Bioware Essence Cost Multipliers are now stack correctly
- Attributes are now responsible for managing their resptive Cyberlimb Enhancements which fixes the incorrect Armor Encumbrance and a high BOD through Cyberlimb Enhancements bug
- added Programs from Unwired
- added missing bonus for Racing Tires
- Matrix Programs can now be added as standard Gear instead of just plugins again
- Matrix Programs are listed separately after the last Commlink on the character sheet
- Vehicle Mod Accel Bonus now supports +X/+Y add to Accel
- Credsticks now have a maximum Rating of 1,000,000 to represent the amount they hold
- removed under barrel mounts for Pistols
- Vehicle Sensor and Sensor Plugins can now be deleted
- adding and removing Sensor Plugins, Weapons, Weapon Accessories, and Weapon Mods to a Vehicle now immediately update the character's remaining Nuyen amount

Build 61
- added <biowareessmultiplier /> support to the Improvement Manager which multiplies the ESS cost of Bioware (Genetech is exempt from this bonus)
- added <genetechcostmultiplier /> support to the Improvement Manager which multiplies the Nuyen cost of Genetech
- Spirits and Sprites now have their Force/Rating and Bound/Registered properties
- character sheets now display the correct Spirits and Sprites information
- Clothing Armor Ratings are now only applied if they are marked as Equipped
- Form-Fitting Armor now properly stacks with other worn Armor
- added missing Qualities from Augmentation
- corrected the name for Adapsin
- added missing bonus for Adapsin
- added Bulk Modification plugin for Cyberlimbs
- added Optimized Cyberlimb plugins for Cyberlimbs
- Weapon Accessories and Modifications with a value of Weapon Cost no longer cause an error when selected in the Weapon list
- Vehicle Weapon Accessories and Modifications with a value of Weapon Cost no longer cause an error when selected in the Vehicle list
- added support for Cyberware Suites

Build 60
- Gear now calculates and displays its Capacity and Capacity Remaining
- Cyberware plugins that are added when selecting a base item now have their category populated
- added the ability to search for Cyberware/Bioware in the Select Cyberware/Bioware window
- added the ability to search for Armor in the Select Armor window
- fiexd a bug that prevented Metavariants from receiving their Qualities when creating a new character
- Metavariants now only cost the Metavariant BP, not Metatype BP + Metavariant BP
- clicking Add & More when adding Bioware now correctly opens up Bioware instead of Cyberware
- fixed a bug that cause Gear plugins to be limited to a Rating of 1
- Initiation and Submersion information now appear on the character sheet when applicable
- added Spare Clip to the Ammunition Category in Gear so that multiple clips can be purchased
- Vehicle Mods that affect Acceleration no longer cause an error
- all Cyberlimb Armor is now added to the character's total Armor Ratings instead of just using the highest valued Armor plugin
- Cyberlimb Attributes are now factored into the character's Augmented Attributes totals
- Cyberlimbs now show their Attribute values on the character sheet
- Complex Forms now appear on the character sheet
- clicking OK in the Select Metamagic window no longer causes an error
- Add & More button in the Select Metamagic window now works
- Select windows now only load their data once instead of each time it needs to look at something which should slightly improve performance and cut down on disk reads
- Skills now show the Specialization dice total in the application and not just on the character sheet
- attempting to add Enemies while building a character with Karma now longer causes an error
- Sensors can now be added to Vehicles
- Weapons now show the number of Slots they have remaining
- selecting a Weapon Accessory or Modification now shows its information
- Vehicle Weapons now show the number of Slots they have remaining
- selecting a Vehicle Weapon Accessory or Modification now shows its information
- added Print Multiple to the file menu which allows Game Masters to print multiple characters off in a summary format
- added Game Master Summary printout sheet which displays a summary version of selected characters

Build 57
- added support for Initiation and Submersion (only enabled when bulding with Karma since these require Karma to select)
- added support for <livingpersona /> to the Improvement Manager which adjust a Living Persona's Attributes
- corrected the Improved Attribute Adept Power's bonus
- Attributes are now capped at the Metatype's Augmented Maximum with any modifiers to that value instead of the base Metatype Augmented Maximum
- added Print to the File menu
- character sheet now includes Description, Background, and Concept if they were filled in on the Character Info tab
- Qualities now display their sourcebook and page number on the character sheet
- Essence is now correctly calculated with the the higher of Cyberware and Bioware deducting the full amount and the lesser only deducting half
- corrected the Essence cost for Cybereyes Rating 4
- removed the empty Edit menu which restores the ability to Cut, Copy, Paste, and Undo in a text field
- Martial Arts cost now calculates correctly when building a character with Karma
- added support for FixedValue to be speicifed for Cyberware Capacity, Avail, and Cost which allows it to use values that do not follow a standard formula
- merged Cybereyes Basic System, Eyeband, Single Cybereye, Cyberears, Dermal Sheath, Move-by-Wire, Wired Reflexes, and Stirrup Interface into a single pieces of Cyberware instead one for each Rating
- removed the Martial Arts Positive Quality and made the Martial Arts tab always visible
- total cost for each piece of Cyberware now correctly ignores free plugins and deducts the right amount from character's Nuyen total
- add Custom Placeholder to gear.xml to act as placeholders
- Adept Power Points Remaining text has been changed to match the format for Cyberware Capacity Remaining to make it easier to understand
- character sheet now includes Lifestyles

Build 55
- Metagenetic Improvement Positive Quality now correctly increase the selected Attribute's minimum value by 1
- removed the <aug /> tag from Genetic Optimization since the Augmented Maximum is now correctly calculated on its own
- Cyberware and Bioware now write their page information to the printout
- loading a character with a Commlink Upgrade or Commlink Operating System Upgrade no longer causes the load to fail
- number of bonded Foci is now limited to the character's MAG Attribute value
- Ignore Rules character option now lets any number of Active and Knowledge Skills be at Rating 5 or higher
- Ignore Rules character option now raises the Skill Group Rating maximum to 6
- Attribute values are now easier to read: number beside the numeric field now shows the total Augmented value (if any) while Metatype Minimum / Maximum (Augmented Maximum) have been pushed to the side
- added support for <print /> to qualities.xml which, when set to "no", suppresses the Quality from being printed
- added support for <forcecheck /> to qualities.xml which forcefully selects additional Qualities when the Quality in question is selected
- put SURGE Quality BP cost back to standard value and added Positive and Negative Qualities to compensate for the BP spent when selecting the Qualities SURGE requires
- Save As now pre-populates the file name if one is available
- moved Bonded Foci list to the Gear tab
- Bonded Foci list is now usable by anyone with a MAG Attribute

Build 54
- fixed a critical issue that caused non-Human Metatypes to reset some of their Atrribute scores when loading a save file
- added ability to build characters using Karma instead of Build Points (this is selected in the same window where you normally select your BP amount)
- added Karma cost options to Options window to override the default values

Build 53
- added <initiative /> support to the Improvement Manager which adjusts the character's Initiative
- added <min /> support to <selectattribute /> and <specificattribute /> which adjust an Attribute's Minimum value
- added support for <contributetolimit /> to qualities.xml which marks a Quality as not counting towards the BP limit for Positive or Negative Qualities
- added <qualities /> support to metatypes.xml
- moved <uneducated /> support to the Improvement Manager
- <initiativepass /> now defines it own unique group in the Improvement Manager, meaning only the highest single <initiativepass /> Improvement is used as defined by the game rules
- restructured the <forbidden /> element in qualities.xml to have work in the same way at <required />
- sourcebook and page information is now shown in all Select windows and when items are selected in lists
- character mugshots can now be added on the Character Info tab
- added a notes field to the Character info tab to store notes about the character, gear, and any other desired information
- added missing bonus information to Genetic Optimization Genetech
- Bioware now correctly identifies itself as Bioware in the Improvement Manager again
- Technomancer Living Persona "Commlink" now appears in the Commlink section of the printout
- Technomancer Matrix Initiative and Matrix Initiative Passes are now calculated 
- corrected Metatype minimum MAG and RES values to 1 so that taking Qualities that grant these Attributes do not also cost 10 Attribute BP
- Attribute Augmented Maximum values are now automatically calculated based on the Attribute's total Maximum value plus any bonuses, removing the need to specify <aug /> for the <specificattribute /> bonus tag which was technically incorrect and could lead to inaccurate Maximum Augmented totals
- added Category filter to the Select Metatype window
- added Sapient Critter and Shapeshifter Metatypes
- updated BP cost of SURGE Qualities to compensate for the BP expendatures for their "free" Positive and Negative Qualities
- Qualities that do not count towards the Positive or Negative Quality BP limit are coloured dark red
- added Drake and Infected Positive and Negative Qualities

Build 51
- added <weaponcategorydv /> support to the Improvement Manager which adjusts the Damage of all Weapons in a Category
- added <cyberwareessmultiplier /> support to the Improvement Manager which multiplies the ESS cost of Cyberware
- added <selectmentorspirit /> support to the Improvement Manager which prompts for a Mentor Spirit and applies its bonuses
- moved <addattribute /> support to the Improvement Manager so anything can add MAG or RES to a character
- moved <enabletab /> support to the Improvement Manager so anything can enable the special ability tabs for a character
- added "limittoskill" support to <selectskill /> which limits the Skill list to only the Skills specified
- added "excludeattribute" support to <selectattribute /> which excludes the listed Attributes from the Select Attribute window
- EDG, MAG, and RES are no long subject to the one Physical or Mental Attribute at maximum rule
- Lucky Positive Quality now affects EDG
- EDG cannot be the selected Attribute for the Exceptional Attribute Positive Quality
- Uneducated Negative Quality now prevents characters from putting BP into Technical Active Skills
- Uneducated Negative Quality now removes access to Academic and Profesionally Knowledge Skills
- added support for Martial Arts
- added support for Mentor Spirits
- added support for Bonded Foci
- Select windows with Search now remember the Category of the item selected if a Search was performed
- marked Rigger Adaptation and Weapon Mount (Normal, External, Fixed, Manual) Vehicle Mods as being from SR4
- areas expand and contract with window size to play nicely in lower resolutions and maximized windows
- adding an Enemy now updates the BP totals immeidately
- Add Enemy now checks to make sure adding a new Enemy will not take you over the -35 BP for Qualities or -25 BP for Enemies limits
- added Vehicle Weapons and Vehicle Missiles from Arsenal
- Language Knowledge Skills are now correctly linked to INT instead of LOG
- added support for Knowledge Skills to skills.xml (big thanks to whatevs for providing the content for it and pointing me in the right direction)
- appropriate pieces of Arsenal Clothing now stack with each other for determining total Armor Ratings
- Form-Fitting Armor now stacks
- armors that start with "Form-Fitting" only contributes half of its values towards Armor Encumbrance
- corrected an error that occured when selecting Adept Powers that affect an Active Skill
- fixed an issue where Cyberware/Bioware with Ratings was calcuating ESS cost incorrectly in regions that use something other than "." to separate decimal places
- added page number references to all item entries
- page number is now shown on the character sheet (applies to items added to a character after this update)
- added "Character Information" tab to enter general character information such as sex, age, height, weight, etc.
- added general character information to character sheet
- Nuyen amounts up to 999,999,999 are now properly formatted
- new Knowledge Skills are placed in the correct location when the list is scrolled
- added Essence and Nuyen Remaining information to the status bar
- Gear can now have multiple <addoncategory /> entries
- moved Sim Modules into their own Gear Category which can only be added to Commlinks and other devices that explicity refer to them in <addoncategory />
- Matrix Programs can now only be added to Commlinks and other devices that explicity refer to them in <addoncategory />
- Commlink Operating Systems can now only be added to Commlinks and other devices that explicity refer to them in <addoncategory />
- added Basic User, Basic+, and Pro User Suites to Matrix Programs
- added support for Commlink Response, Signal, Firewall and System upgrades
- Commlinks now display their Reeponse, Signal, Firewall, and System values when selected in the Select Gear window
- Commlinks now display their Response, Signal, Firewall, and System totals when selected on the Gear tab
- Commlinks now display their Plugins on printouts
- save files can now be linked to Contacts and Enemies
- Weapon Modifications can now be added to standard Weapons
- Vehicle Weapon Modifications now use Weapon Cost correctly for determine their own cost when applicable
- adding Ammunition that starts with "Ammo:" now asks for a Weapon Category to be linked to
- the Grade list is now properly disabled when adding a Cyberware plugin

Build 43
- added Nanocybernetics to Cyberware
- added Transgenic and Nanotech Gear
- added Genetech to Bioware
- Armor Mods that add to Avail can now include R or F
- Gear Accessories can no longer downgrade their parent's Avail from Forbidden to Restricted
- added <skillarticulation /> support to the Improvement Manager to properly support the Enhanced Articulation piece of Bioware
- all Select windows now remember the last Category selected and re-open with it as the currently selected Category
- Qualities that prompt for a value are now correctly removed from the character when the Quality is removed
- selected values for Qualities now appear on the character sheet printout

Build 42
*** in order to download and install the character sheet properly, please follow one of the follow two steps:
* download the zip again from http://www.dndjunkie.com/dev/chummer/Chummer.zip
* run Chummer's Update but only update the application. Once it restarts, you can safely run the update again and grab the character sheet

- update now supports updating XSL character sheets
- Spells now support selecting custom text and Attributes for those that require a choice (those with [] in their name)
- multiple instance of Qualities like Addiction are no longer combined into one when loading a character
- Vehicles now support Vehicle Modifications
- Vehicles now support Vehicle Weapons and Weapon Modifications
- added Cancel button to Choose BP window
- added Cancel button to Select Metatype window
- Armor Mods are now considered when checking for Armor Encumbrance
- corrected Armor Encumbrance rounding error being over BOD x 2 impacts AGI and REA correctly
- Cyberware with a Capacity of [*] can now be removed from a character if it is not a Cyberware plugin
- select Cyberware/Bioware window now shows the correct title when selecting Bioware
- removed Undo and Redo items from the Edit menu since they didn't do anything
- ESS and ESS costs now correctly round to 2 decimal places
- select item lists in Select X windows are now sorted
- added support for custom data files (see below)
- added Exotic Melee and Exotic Ranged Weapons from Arsenal
- added Ammo to Gear
- added all Grenades, Rockets, Missiles, Explosives and Demolitions equipment from SR4A and Arsenal
- Gear that is also a Weapon (such as Grenades) also adds the appropriate Weapon (similar to Cyberware and Cyberweapons)
- Gear can now have a minimum Rating
- added Custom Cyberware plugins to Cyberware Enhancements category
- reorganised the Skill Groups and Active Skills to display more information
- added key mnemonics for Add buttons (Alt+A for the first Add button on a tab, Alt+D for the second)
- right-clicking on items now displays a context menu identical to the one for the associated Add button
- added a tooltip to each Skill Group that list the Skills within that Group
- added missing tooltips to all fields on the Build Point Summary and Other Info tabs
- window now closes after successfuly saving a character when Close Window is clicked
- regions that use something other than "." to separate decimal places no longer causes errors when using numbers with decimals
- increased the size of some fields and lists so that names do not get cut off or overlap with other information
- Armor and Armor Mods can now be marked as Equipped. Armor/Armor Mods not Equipped are not factored into Armor Encumbrance or highest Armor Ratings
- added Online Help to the Help menu which takes you to the Chummer Wiki (http://www.dndjunkie.com/chummer/wiki/)
- the BP used for Sprites now appears in the correct location instead of replacing the Sprites heading
- added "Ask for confirmation when deleting" to the Options window (on by default)
- application now asks for confirmation when deleting objects if "Ask for confirmation when deleting" is turned on
- the Delete key now does the same thing as pressing the Delete button when a list item is selected (Spells, Cyberware/Bioware, Gear, Vehicles)
- added "Add & New" buttons to all Select windows which adds the current item to the character then re-opens the window so you can add another item

Custom Data Files
You can create custom data for each of the data files. To being, create a copy of an existing file and add "custom_" to its name. For example, to create custom Cyberware date, you would create a copy of cyberware.xml and rename it custom_cyberware.xml. This will give you the structure that the application expects. You can then create your custom items using the custom data file. The <version> information can be safely removed since it does not apply. Your custom information will be shown along with the application's own data where applicable.

Build 36
*** most saves from previous builds will not work with this build due to a number of underlying changes ***
- added Cyberware from Augmentation
- added support for +X to Avail for Cyberware
- added support for cost multipliers for Cyberware
- added full support for Gear
- Save button in the toolbar now goes away after closing a the last character window
- added tooltips for Armor Ratings to show how they are being calculated
- removed the ability to tile and cascade windows since this caused rendering issues and confusion
- only the highest value for each type of Cyberware Enhancement now applies to Attributes and Armor Ratings
- Spells in the Select a Spell window are now listed in alpahbetical order for each category
- added the ability to search for Spells in the Select a Spell window
- added the ability to search for Weapons in the Select a Weapon window
- Weapon Ammo is now populated when adding a new Weapon
- added basic Vehicle/Drone support

Build 32
- added Save button to the toolbar
- added Weapons from Arsenal
- added support for Armor Modifications
- added support for Cyberweapons
- added support for Weapon Accessories