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Release Change Log:

Release 2.2.0.1

New/Changed Data:

Added all new information from the "Disciples of Harmony" source book, including
backgrounds, motivations, species, specializations, signature abilities, weapons,
armor, gear, lightsaber crystals and other attachments, and vehicles.
Added all droids from "Disciples of Harmony" to the "Imports" directory.
Low-Friction Coating attachment had the wrong price and rarity. This has been
fixed.
The Reconstruct the Scene talent was marked as a Force talent. Since it appears in
a new Bounty Hunter specialization, this is incorrect. It is no longer a Force
talent.
Armored Robes had incorrect encumbrance. It is now 5.
Added the "Portable Gunnery" category to the following weapons: Heavy Repeating
Blaster, HOB Heavy Repeating Blaster, VX "Sidewinder" Repeating Blaster, and CZ-28
Flamestrike.
Stun Baton was incorrectly set to 2 damage. It is now set to +2 damage.
Modified the Mk III Modular Backpack attachment to add 1 encumbrance for its base
mod (1 pouch), plus 5 optional +1 encumbrance mods. This can give a total of +8
encumbrance.
Fixed some issues with the Racer specialization.
Fixed misspelling of the Inquisitor's "Imperial Valor" ability.
The Galven Pattern Resequencing attachment had a mod for adding two threats, but it
didn't actually add them to the dice pool. It does now.
Fixed stats for Low-Friction Coating attachment.
Fixed stats for Quick Shed attachment.
Fixed stats for Reactive Plating attachment.
The DH-17 Blaster Carbine did not have any categories. It now has the proper
categories.
The Well Traveled talent's name was misspelled. This has been fixed.
In the Crafting dialog, the Blunt Weapon template was incorrectly set to using the
Brawl skill. It is now correctly set to Melee.
Removed the Linked quality from the Reciprocating Quad Blaster Cannon.

New Features/Enhancements:

All changes to items from talents are now applied to all appropriate items,
regardless of whether or not they are held or equipped. This is so you can show
unequipped or even unheld weapons on the front of the character sheet and they'll
be fully modded.
Adversaries can now use weapons that are built-into other items.
Changed die modifiers to include adding/removing dice or symbols based on a skill's
characteristic. Also, in the die modifier control (found mainly in the data
editor), both skill types and characteristics are now at the end of the skill list,
since both are used less than skills.
In the Data Editor, species may now provide an adjustment to its encumbrance
threshold. This is to support the Cosian species from Disciples of Harmony.
When purchasing a specialization, career specs will now be displayed without their
corresponding career, since they belong to the same career as the current
character. For other selections, all careers containing the specialization will
now be displayed in parentheses, rather than just one.
Made a change to "Alternative Defense Calculation" option. Base defense from armor
is now treated separately from bonus defense and does not stack if you have
multiple pieces of armor (only the highest is used). Other sources of defense that
"add to" or "increase" ranged or melee defense are then added, regardless of where
they come from. This method more closely duplicates how most people had originally
interpreted the defense rules.

Bug Fixes:

When printing a group sheet from GM Tools, selecting or deselecting a character


from the group in the initial print dialog did nothing. It will now properly
select or deselect characters.
When career/specialization was changed in the generator, it would not update the
species non-career grid (if human). This could caused incorrect skills to be
listed in the non-career grid. The species panel is now updated whenever the
career/specialization is changed.
On group sheets, lists that continued onto a new page would sometimes get their
labels and text reset. For instance, a duty chart, continued onto another page,
would have an "Obligation" header instead. This was due to initializing the
control before adding it to the print form. These controls are now initialized
after adding them to the print form.
Fixed an issue in adversaries where a skill bonus added by an item would cause a
crash if the adversary does not have that skill. The bonus will be ignored until
the adversary is given the skill.
When printing group sheets from GM Tools, in certain situations, pages were not
being added. This has been fixed.
When printing vehicle sheets from GM Tools, in certain situations, pages were not
being added. This has been fixed.
If a character is granted a free unranked talent through GM Grants, and then the
talent comes up in a specialization, the spec talent is correctly auto-selected,
but it costs XP. It will now check to see if a free talent already exists, and if
so, it will no longer deduct XP for the auto-selection.
In the Data Editor, when editing specializations, changes to career skills did not
always work. This has been fixed.
If a Force specialization was purchased and a lightsaber technique selected, the
"Choose Skill Char" button appears at the top. However, if the specialization is
removed, the button was still being displayed. I now check for this condition when
a specialization changes, rather than just a talent change, so the button will
properly disappear.
There were a couple of places in code where [REMTHREAT] was being used instead of
the proper [CANTHREAT]. This has been fixed.
In the Data Editor, the right-side help list had a couple of incorrect tags. These
have been fixed.
In the Crafting dialog, if an improvement added a mod, it would normally add the
mod count to the item, or increase it by 1 if the mod already existed. When adding
weapon qualities in this way (such as with Awkward Grip and Unwieldy), it would not
find the existing quality because it only looked in base mods. If the item is a
weapon and a mod can't be found in base mods, it will now also look in the existing
qualities list as well.
For Reports in GM Tools, due to the complexities of some of the objects, a property
could possibly be an descentant of itself. This would cause a circular reference
which would, in turn, cause the application to freeze and eventually get a "stack
overflow" or "out of memory" error. The property generator will now check for
circular references and, if found, will end the tree at the descendant.
For Reports in GM Tools, fixed an issue that could arise where columns on page 2
would not find their property in the property combo box. This was due to multiple
instances of the same type being in the property list. Now, only the proper types
are used to define the columns.
Species weapon modifiers (such as Trandoshan claws) were being applied twice in the
equipment pane. This caused incorrect damage values when changing species. This
has been corrected.
When purchasing Force powers, if the base power costs 5 XP or less, the mentor
discount no longer has any affect. According to devs, the mentor discount cannot
make a power or upgrade cost no XP.
When a string setting was saved for the first time, it would ignore the default
value. This has been fixed.

Release 2.2.0.0

New/Changed Data:

Added all adversaries, encounters, and stock vehicles to "Imports" from the
"Friends Like These" adventure module.
Added equipment and vehicles from the "Friends Like These" adventure module.
Added named weapons from adversaries found in "Friends Like These", such as the
GHOVOR-22 Blaster Pistol and GALAAR-15 Blaster Carbine. Because they are found
only on adversaries, certain values, such as rarity and price, needed to be
estimated for these items.
The Floating Fortress in "Friends Like These" is significantly different from the
HAVr A9 Floating Fortress from "Forged in Battle". Therefore, it has been added
again as "Imperial Floating Fortress".
The Zygerrian freighter from "Friends Like These" has been added twice, once as
"Aurore-Class Freighter" and again as "YV-865 Freighter". The only difference is
that the YV-865 does not have the grappling turrets.
Unmatched Devastation was misspelled. If this signature ability has been purchased
for a character, it'll need to be purchased again.
The Holocron of Outer Rim and Piloting Space had the wrong price. It is now
100,000.
Suljo Warde's Holocron also had an incorrect price. It, too, has been fixed.
Added the holocron found on the "Sanctuary" from the "Lessons from the Past"
adventure in the back of the Force and Destiny Core Rulebook.
The Mk. III Modular Backpack increased encumbrance threshold by 3. It is now
properly set to 2.
The Mk. IV Modular Backpack was misspelled. It is now spelled correctly.
The Saber Throw (Improved) talent was incorrectly set to be an action. It is now
passive.
The Burly talent was lowering Cumbersome qualities, but not encumbrance. It is now
also lowering encumbrance.
The Tarvix adversary from the "Chronicles of the Gatekeeper" import directory had a
formatting issue in its special ability. This has been fixed.
Added "Powered Melee" to the available categories of the "Custom Grip" attachment.
Crash Gear from "Endless Vigil" had an incorrect soak value. It is now correctly
set to 1.
Added weapon effects to the Powerful Blast talent. Any weapon with the Blast
quality will now get a +1 to Blast, and all mines and charges will get a +1 to
damage. Items must be held or equipped to get these bonuses.
Changed the Armored Drop Suit vehicle's silhouette to 1.
The "Control: Mechanics" Force ability of Manipulate was missing the die modifier
for the Mechanics skill. If purchased, it will now show Force dice for the
Mechanics dice pool.
The "Control: Vigilance" Force ability of Farsight was missing die modifiers for
Perception and Vigilance. If purchased, it will now show Force dice for the
Perception and Vigilance dice pools.
The Combat Armor crafting template now has the same categories as Laminate armor.
Added "Bludgeoning Melee" to the categories of the Shield craft template.

New Features/Enhancements:

Relative data paths are now relative to the install directory instead of the
install drive. Changed Data Location dialog to reflect this change.
Completely restructed the way printing is done. It should take less memory and
release all used system resources when finished.
In Encounters in GM Tools, additional spacing has been added to gunner positions so
the text isn't so close to the weapon number.
In Encounters in GM Tools, Force-using adversaries now support more Force abilities
before the encounter becomes unprintable.
In Encounters in GM Tools, adversaries now support more talents before the
encounter becomes unprintable.
In Encounters in GM Tools, current adversaries may now be reordered using drag/drop
when adding an encounter.
In Encounters in GM Tools, when adding a roster position, the alternative name will
also be displayed for the adversary.
In the Equipment pane of the generator, you may now transfer equipment to and from
other characters that are in groups that your character belongs to.
In the Data Editor, you may now filter data items by both source and a name filter.
In Reports pane in GM Tools, modified "special" column to make the report row grow
to the height of the resulting description.
In Reports pane in GM Tools, changed "QualitiesSpecial" for weapons to return both
qualities and base mods.
In the Adversary dialog, custom weapon qualities had a maximum value of 10. This
has been raised to 99.
In the Options dialog, you may now choose to use the "alternative" calculation for
melee and ranged defense. This calculation will add up all mods and qualities that
add to melee and ranged defense, rather than just use the mods from a single item
that has the highest values (the latest "official" method, according to the
developers). The alternative method tends to give much higher values for ranged
and melee defense, but can also be more easily abused by players. Unchecking this
value will use the "official" calculation.
In the Data Editor, when changing the description, you may now press control-A to
select the entire description.
In the Data Editor, when selecting the entire description, you may now type in a
new description without the base description immediately being tagged onto the end
(and yes, I found this very annoying, too). If the description is deleted
completely, it will still be replaced by the original description.
In the generator, when printing a standard character sheet, if the character has
any Conflict-inducing talents, the total number of Conflict the character must
start a session with is displayed on page 2 under the Morality/Conflict panel.
Talent name tool tips in the Specialization pane will now include total ranks (from
all specializations) for ranked talents.
Printing errors are now captured and displayed in the print preview dialog.

Bug Fixes:

The default work directory in AppData was, once again, not being created when
needed. This was due to the major changes I made in settings and data paths. This
has been fixed once again.
In the Data Editor, when adding a custom skill, changing the source would cause an
exception. This has been fixed.
In Item Attachments, when choosing a vehicle attachment that increases a defense
zone, all such mods would be combined into a single selection. You may now, once
again, make individual selections for each mod.
In the Career pane, you could resize the columns of the career skill list. You can
no longer do this.
In Encounter in GM Tools, gunner roster positions were not being displayed. This
was due to the new HTML processor being a lot more picky about structure than the
old IE-based web control. Gunner positions are now displayed properly.
In Encounters in GM Tools, minion pips in rosters would show a destroyed ship at
trauma threshold, instead of trauma threshold + 1. This has been fixed.
In Encounters in GM Tools, minion ship thresholds and counts in rosters showed an
ellipse instead of a circle. This has been fixed.
In Encounter in GM Tools, if you created a roster, and then modified the
alternative name of an adversary in the roster, the new name would not show up in
the roster. The roster will now be updated after any alternate name change.
In GM Tools, numeric up/down controls inside grids were using an older version of
the control that requires a click outside the control before value changes take
effect. This old version has been removed and GM Tools grids are now using the
proper control. This means that value changes take effect as soon as the value of
the up/down control is changed.
In Groups, base inventory did not support crafted items. This caused crafted items
transferred to the base to disappear. This now works properly.
In the Morality pane, when changing morality, the pair grid would lose track of
which pair was selected. This caused the notes section to disappear. This should
no longer happen.
When changing the skin from the launcher, the change would not take affect until
after the launcher was closed. Skin changes will now take affect immediately.
Using GM Grants on a character with obligation or duty options would reset the
options the first time GM Grants was used. After that, it kept the setting. This
odd behavior has been resolved.
In the Droid Tech specialization, there should have been a line from Hidden Storage
to Deft Maker on the right of the tree. This has been fixed.
In the Crafting dialog, 0 encumbrance items from templates would always end up with
1 encumbrance, even if encumbrance didn't change. Encumbrance will now only be
updated if there was an actual change.
In the Crafting dialog, fixed a few issues with the "Two-Handed" Lightsaber craft
effect.
In the Crafting dialog, inbuilt weapons no longer add to the encumbrance of the
crafted item.
In the Crafting dialog, when a lightsaber is built into another piece of equipment,
it's encumbrance now becomes that of the item, rather than being added to it.
In the Crafting dialog, when crafting a fortification, both standard weapon and
custom weapon effects only allowed for a single weapon, even if the purchased count
was greater than 1. You can now properly select multiple weapons for each effect.
Weapons selected or created in this way are limited to a count of 1, but may be
linked (at GM's discression).
The numeric up/down control in the Morality pane of the generator can now be set
from 1 to 100 only.
When purchasing a new specialiation tree with a top-row unranked talent that has
already been purchased in another tree, the talent was correctly showing up as
auto-selected, but any attached talents did not become available for selecting.
This has been fixed.
Tool tips for talents, Force abilities, and signature abilities should now better
align themselves with their tree item.
When creating a vehicle weapon in the custom weapon dialog, if the "Vehicle
Properties" button was not clicked, vehicle properties would not be created, which
caused an exception when the code attempted to access the properties. Now, if
vehicle properties are not created upon exit of the dialog, they are set to the
default values.

Release 2.1.0.0

New/Changed Data:

Added Repulsor-Assisted Lifting attachment from "No Disintegrations." This was


inadvertently left out.
Added Tracking System attachment from "No Disintegrations." This was inadvertently
left out.
The Ghostfire and Etaan crystals did not have their Breach quality set to "gain
quality", so they were adding to any existing Breach quality. This has been fixed.
Added one more starboard heavy laser cannon to the C-ROC Gozanti cruiser.
The Skip Tracer specialization was missing Skulduggery from its bonus career skill
list. This has been fixed.

New Features/Enhacements:

.NET config files and registry settings are no longer used in the apps. All
settings have been consolidated into a single Settings file, located in the
application data directory.
The apps now support portability. You can now install the apps on a thumb drive or
portable hard drive and have them run properly, with characters and custom data
intact, on any PC (assuming it has the correct .NET Framework installed). See the
documentation, or FAQ question 1.14 for step-by-step instructions.
The data path can now be specified as a relative path. Relative paths are always
assumed to be on the same drive as the installed applications. This is used
primarily for portability.
In Options, there is now an option for keeping your cache between version changes.
By default, the cache is cleared when a new version is installed. Generally,
clearing the cache can help eliminate problems with old cached characters and
adversaries. However, if you have a lot of characters, adversaries, or encounters,
it can take time the first time around to cache them all. If you use this option
and have issues, just clear the cache manually using the launcher and try again.

Bug Fixes:

In GM Tools, adversary search settings weren't being saved properly. They are now
saved when GM Tools is closed.
In GM Tools, report search settings weren't being saved properly. They are now
saved when GM Tools is closed.
In GM Tools, adversary Force rating wasn't being displayed. This was a translation
issue. It has been fixed.
In the Crafting dialog, the Restrictive effect was missing Coordination. This has
been fixed.
In the Crafting dialog, the result symbol numeric up/down controls are now wide
enough to show 2 digits. This is a cosmetic change only.
If there was no Settings file, none of the apps would start. This has been fixed.
If you changed your printer from the default, the print dialog wouldn't remember
the printer. It should now be remembered.
There were a few odd things going on with the item choice for the Tinkerer talent.
It wouldn't allow you to unselect an item, and if you unselected and selected
another one, the next time you went in, both were selected. This behavior should
be eliminated now.
Certain printer drivers, such as Microsoft's Print to PDF driver, return an
exception when accessing the PrintFileName property. Extra precautions have been
now been taken to prevent this exception, as well as assure that the driver
settings will be saved.
If any of the main apps were run from the launcher, changes made to settings were
not getting saved. This was because the launcher was saving over changes. The
settings class will now detect changes to settings from outside the current
instance and apply them, as long as it hasn't changed the setting itself.
In the Equipment pane, there was a bug in crit calculation for 0 crit items. This
came about because of the changes for Iron Body. It should be fixed now.
In GM Tools, when editing encounters, the "Current Adversaries" grid would get an
exception if you tried to sort on the name. Sorting is now disabled in that grid.
In the obligation pane, the help text would always mention the standard RAW
concerning obligation limits, even if you checked the "ignore obligation starting
size limitation" option from the Options dialog. Now, only the first part of the
help text that is relevant is displayed.
In the Data Editor, the species editor did not properly track cybernetic
adjustments. This now works.
Release 2.0.2.0

New/Changed Data:

Added all new information from "No Disintegrations", including specializations,


species, talents, motivations, backgrounds, obligations, signature abilities, plus
all equipment, attachments, and vehicles.
Added the Mandalorian Human species from "Friends Like These". This also entailed
a number of changes to the species pane. This is the only update from "Friends
Like These" in this version. This adventure will be dealt with in its entirety in
future releases.
NOTE: If you see two Mandalorian Human species listed, it means that you've
imported the "Spark of Rebellion" data set. If you remove the data set, the second
one will go away. If you don't want the unofficial version, but want the rest of
the import, just manually remove it from the data set in your DataCustom directory.
The Philaxian Phase-Knife had an incorrect price. It is now correctly 1,500
credits.
The Ghostfire Crystal was not flagged as a crystal and would show up as a valid
attachment for non-lightsabers. This has been fixed.
The Shistavanen species had an issue with its skill options. This has been fixed.
The Custom Fit armor attachment had two optional mods instead of one. Also, the
remove setback effects were not being applied to Athletics and Stealth skills.
Both issues are resolved.
Modified the training lightsaber emitter to remove Sunder and Breach so it will
work with a pre-made basic lightsaber.
Most of the new vehicles for "Endless Vigil" still had the AddedItem tag on them.
They have been removed.
Menace and Harass are now Force talents.
Renegade heavy blaster pistol was the wrong encumbrance. This has been fixed.
The pistol hilt attachment was missing price, rarity, and HP. This has been fixed.
Changed M-300 hunting blaster to "Stun Setting", rather than "Stun Damage".
A few vehicles had incorrect weapons. Specifically, certain ships in the source
books are listed as having a "laser cannon" when it should be "medium laser
cannon". "Laser cannon" is actually a weapon from Onslaught at Arda I, which was
mistakenly given to these vehicles. They have been changed to medium laser
cannons.
Fixed weapon layout on TIE-Interdictor.
Changed the Overcharged Actuating Module so it's available for blaster carbines,
rather than just any carbine.

New Features/Enhancements:

In the Innate Weapon editor, you can now specify the encumbrance of the innate
weapon. This encumbrance is added to the item it belongs to (except for vehicles).
Added support for cancelling threat. This can be specified for skills using the
die modifier dialog, or for a weapon by specifying the "Cancel Threat from Check"
mod in the mod editor. The symbol can be used in descriptions using [CANTHREAT] or
[CT].
Added support for upgrading difficulty. This can be specified for skills using the
die modifier dialog, or for a weapon by specifying the "Upgrade Difficulty of
Check" mod in the mod editor. The symbol can be used in descriptions using
[UPDIFFICULTY] or [UD].
Added support for items that carry other items with no encumbrance cost, such as
Cargo Clothing or the Integrated Holster attachment. You can now choose which
items are being stored. Encumbrance will be automatically calculated depending on
the items being stored, and whether or not the items involved are carried or
equipped.
Added a "Choose Option" button to the Equipment pane. This allows you to modify
both item and attachment options (if they require choices) when the item is
selected in the Owned grid.
Modified how attachment choices are done in the Item Attachment dialog to make it
less annoying. If you select an optional mod that requires a user choice, you will
only be shown the choice dialog that affects that mod, rather than always having to
choose everything. If the attachment has a user choice, but the mod selected does
not affect it, the choice dialog will not be displayed, since the mod selection
doesn't change it. If a mod does have a user choice, then selecting and
deselecting it will bring up the user choice dialog, since the mod count will have
changed either way. If removing an optional mod removes the choice, the choice
dialog will, obviously, not be displayed.
Talents now support changing the critical rating of attacks based upon skill, skill
type, or an unarmed-only option. This was needed for the Iron Body talent. Note
that the talent editor does not currently support talent changes to items (and
there are now a number of these). This may be added to the talent editor in the
future.
Added a "Char" column to the skill grid that contains the abbreviation of the
characteristic used for the skill. You may sort on this column to group skills by
characteristics.
Modified the way species are handled in the generator. The non-career grid can now
also be used for selecting from a set of skills, or from a skill type (combat,
general, or knowledge). The skill grid can now also work in unison with the option
drop-down, which means you can now have a non-career or skill selection as just one
option in a multi-option choice. Before, the non-career grid could only be used
with an option choice consisting of just a single option (the non-career choice).
These changes were made to support the Mandalorian Human species which has one
option choice with two different skill selection options (combat and knowledge).
Further modified the way species are handled in the generator. The option buttons
are now hidden if the species only has a single option choice with multiple
options. Because of this, Klatooinians are currently the only species that dislays
option buttons.
Added an OptionSkills collection to the character species class to support the new
skill/type feature.
All configuration settings for the UI, like options, form placement, etc., are now
centralized in one place in the AppData\SWCharGen directory. They will no longer
be removed between versions.
The size and position of all sizable forms is now saved.

Bug Fixes:

In the Crafting dialog, inbuilt items were not adding their encumbrance value to
the crafted item's. This is now performed.
In the Crafting dialog, if a lightsaber is inbuilt into an item, the description
says "weapon". This has been fixed.
In the Crafting dialog, the Personalized Design effect was incorrectly also
applying Delicate Balance. This has been fixed.
In the Crafting dialog, only effects that change the item being crafted will now
change the final item's price. Before, all effects would modify the item's final
price, including ones like "Lessons Learned", which does not change the item, but
only affects the crafting session.
There was an issue with signature vehicle talents where a PC's vehicle was showing
up twice in the choose list, and some mods weren't being applied correctly to the
vehicle. This has been fixed.
Grid headers weren't always getting translated properly. This is now fixed.
Adversaries were not taking into consideration weapon qualities derived from
attachments or other sources, just from their base weapon. This has been fixed.
Changing characteristics was not updating weapons in the Equipment pane. This has
been fixed.
Most crystals were set to replace existing qualities with the crystal's. The only
crystal that should actually do this is the Krayt Dragon Pearl. All others are now
set to "gain" these qualities (ie, use if higher than existing, or keep existing).
There was a bug in the routine that got item descriptor counts. It now special-
cases quality descriptors and returns the final count, after everything is applied.
In GM Tools, when using the Group dialog, clicking the "Award" button would cause
an exception. This has been fixed.
In GM Tools, when using the Group dialog, changes to characters were not
immediately showing up in the description panels. They will now show up as soon as
a character is modified.
Made a slight logic change to the options grid in the attachment dialog. The
flicker should be gone, the response better, and some odd behavior eliminated.
The generator will no longer start with a character that immediately needs saving
when GM Grants are turned on.
Fixed some spelling mistakes in the data editor.
In GM Tools, reports weren't always being sorted properly. This has been fixed.
If a character with morality was loaded, it would start off as needing to be saved.
This will no longer happen.

Release 2.0.1.0

New/Changed Data:

Added all new information from "Endless Vigil", including specializations, species,
talents, motivations, backgrounds, moralities, signature abilities, the Manipulate
Force power, plus all equipment, attachments, vehicles (including podracers and
attachments), droids, and lightsaber crafting.
Added all paramilitary conversion attachments from page 71 of "Dangerous
Covenants". Each attachment will show up for the type of vehicle listed in the
chart.
The Navigator specialization was missing Survival from its list of career skills.
This has been fixed.
The Bardottan species had "Aleena" in the description. This has been fixed.
The Farsight Force power was missing a connection between the bottom-row Mastery
abiltiy and the Range ability to the right. This has been fixed.
The Vibro-Bayonet attachment was incorrectly applying its damage mods to the base
weapon. It will now apply them properly to the bayonet.
In the Data Editor, signature abilities Unmatched Courage and The Bigger They Are
were listed as "added item". They are now flagged properly as base items.
In the Data Editor, the SC2-M tank was also showing up as "added item". It is now
flagged properly as a base item.
The AD-1S starfighter and its varioius attachments had some naming issues still.
These should be taken care of, although existing AD-1S's will probably be removed.
For crafting, blunt weapon was incorrectly set to be an average Mechanics or
Survival check. It is now correctly set to easy.
For cargo clothing from "Desperate Allies", there is now an attachment for it for
tracking encumbrance. Just add the free attachment and check an optional
encumbrance mod for each 1 encumbrance item being stored in the armor. If you want
to keep track of the actual items, use the armor's notes.
Changed a phrase in Autopilot Droid Brain from "beacon" to "beckon".

New Features/Enhancements:

Standardized the max number of items in combo box drop down lists based on the
height of the display.
In the Data Editor, the signature ability and Force power editors now include a
filter based on the Ability or Power setting, so only nodes for a particular
ability or power will show up in the drop down lists.
In the Data Editor, the last source list will now be automatically included when
you add an item.
Weapons can now have a "handedness" value. Currently, it is for cosmetic and
crafting purposes only. Values can be one-handed, two-handed, either, none, or
ignored. This setting is normally ignored, but if included, will show up in
descriptions.
Certain types of items, such as double-bladed lightsabers, make attachments cost
double the price. This is now supported.
Companions are now transfer sources when you transfer equipment.

Bug Fixes:

Fixed an issue that prevented new users from running the programs.
There was an issue with the web install involving manifest files. This should be
taken care of.
Another issue with web install was that Sql Server CE files were not being
included, which caused an exception when the generator was run. This should be
taken care of.
If you launched the character generator with no data (specifically, no characters),
you'd get an exception in "CharShowInfo". This will no longer happen.
In the skills pane, the header of the skill grid was not the right size which
caused some text to be partially obscured. This has been fixed.
When a new species was selected, the character was not being recalculated, so the
change was not displayed. This has been fixed.
There were a few places in the generator where auto recalc had been turned off for
the current character in order to save needless recalcs from happening. However,
it wasn't always turned back on properly. This resulted in certain changes not
being reflected in the character due to recalculations not being performed
properly. These situations should be fixed.
There was an issue where the campaign setting for a character would be erased after
the character was saved. This will no longer happen.
When selecting item attachments, Jury Rigged was never showing up. It will now
show up if the character has an available Jury Rigged talent rank.
When printing a group sheet, character summaries all displayed "Test [Rival]".
This was because the summary control was being translated when it was loaded, which
occurred after everything had already been set. Translation now occurs before
everything is set, so values are now what they should be.
In the Crafting dialog, if you chose a droid directive that allowed skill choices,
then selected all the skills, the "Choose" button would not allow you to change
them. This has been fixed.
In the Crafting dialog, when adding the Unobtrusive effect to droids, the key for
Indistinguisable wasn't set. If Behavioral Optimizations was then selected,
Indistinguisable wasn't displayed in the list. This has been fixed.
In the Crafting dialog, when adding to droid characteristics using Superior
Hardware, if you later lowered the count, it would retain all of the previous
characteristic changes. It will now remove any excess characteristics until it
matches the effect count.
In the Crafting dialog, Adaptive Programming will now bring up a skill list for
each purchased effect. You can apply ranks to any of the skills multiple times if
you want.
In the Crafting dialog, there was still an issue with Integral Attachment not
honoring the "1 or less HP" rule. It should now do so correctly.
In the Crafting dialog, Supreme Craftsmanship did not work as intended. It will
now allow the user to choose a skill once for each purchased effect, so different
skills may be chosen, or the same skill multiple times.
In the Crafting dialog, the Compact effect is now limited to three purchases. It
still worked properly before, but extra purchases past three were ignored.
In the Crafting dialog, there was a logic error that prevented selection of
integral attachments if the item's base HP was 0. It will now display all HP 0 and
1 attachments, regardless of the item's HP limit, assuming they're applicable to
the crafted item.
In the Crafting dialog, chosing Two-handed and enough Lightweight effects to cancel
the encumbrance gain did not work. Encumbrance changes are now cumulative, and the
minimum value check is performed only once, rather than after each change.
In the Data Editor, fixed issue with item attachment editor where changes to mods
or limits weren't displayed immediately in the summary.
In the Data Editor, when modifying an existing species where option choice or
option names were used multiple times, certain option choices or options could end
up being repeated several times, while others were removed completely (this
happened on the Droid species because more than one option choice was called
"Droid"). This was due to the validation routine that made sure proper keys were
in placer for options and option choices because it matched new names with existing
names. It will now only update a key if one is missing.
In the Data Editor, when adding or modifying an item attachment, the mod editor was
not being filtered by attachment type. It will now only show mods applicable to
the attachment.
In the Data Editor, adding a sub-species to a species would give an error dialog
that the key was missing. It will no longer do this.
In the Sources dialog, selecting or deselecting a source would cause an exception.
This has been fixed.
In the Sources dialog, the "Core" cell was editable. It is now properly read-only.
In the Options dialog, clicking "Select None" caused an exception. This no longer
happens.
In the Transfer dialog, from the Equipment pane of the generator, group sources for
equipment were not being found. This has been fixed.
In the Transfer dialog, from the Equipment pane in the group dialog, bases and
vehicles had their transferred equipment updated properly, but characters did not.
This has been fixed.
Groups and vehicles did not support custom inventory items, which caused crafted
items being transferred to them to disappear. Groups and vehicles have been
updated to support custom inventory, so this now works properly.
After modifying a companion, any equipment changes to the companion were not
showing up. This has been fixed.
After modifying a base NPC, any equipment changes to the NPC were not showing up.
This has been fixed.
In the Equipment pane, if you clicked Add to add a non-HP item, the dialog would
say "Quantity to Sell". This has been fixed.
In the Equipment pane, the "Show purchasable items only" check box stopped working.
It is now working again.

Release 2.0.0.0

New/Changed Data:

Added all new information from "Savage Spirits", including specializations,


species, talents, motivations, backgrounds, moralities, signature abilities, the
Foresee Force power, plus all equipment, attachments, vehicles, and riding beasts.
Added all new information from "Forged in Battle", including specializations,
species, talents, motivations, backgrounds, duties, signature abilities, plus all
equipment, attachments, vehicles, and trophies.
Added all crafting data from "Special Modifications", "Keeping the Peace", and
"Forged in Battle".
Added the Enhanced Hyperspace Shields attachment from Special Modifications.
AD-1S starfighter had its name mispelled in a number of places. This has been
fixed.
Fixed misspelling in the Optimized Energy Cell attachment.
The Wilderness Survival Kit had an incorrect source for the Age of Rebellion CRB.
This source has been removed.
Fixed spelling and key of the "Command" specific motivation for "Drive".
Modified the Shaped Nozzle attachment to only work on the ion thruster gun.
The Blaster Energy Dampener was subtracting 2 from the damage of the weapon. It
will now correctly subtract 1.
The Sleight of Mind talent was incorrectly set to an Incidental. It is now
properly set to Passive.
Cratala's Vision Cycling Implant had a misspelling. This has been corrected.
Speaks Binary (Supreme) talent was incorrectly classified as Passive. It is now a
Maneuver.
Careful Planning talent was incorrectly classified as an Incidental. It is now an
Action.
Coordinated Assault talent was incorrectly classified as non-ranked. It is now
ranked.
Updated Heavy Proton Torpedo Launcher from "Strongholds of Resistance" with better
guesstimates on price, silhouette limits, and rarity, extrapolated from other
vehicle weapon info.
Language files will now be automatically updated with any new phrases that are
added to the code. These phrases will be in English across all translation files.
I don't want to hold up releases waiting for translations to be made, so all new
translations passed the initial implementation of the translation feature will need
to be performed by the user. Users are urged to share these translation files with
others who would like the new phrases to be in their native language, and I would
love to have any completed translation files so I can include them in future
releases!

New Features/Enhancements:

The character generator now has an "Companions" button. This allows you to save
companions with your character. Companions use the same editor as Adversaries in
GM Tools and now have their own pane in the generator. Companions can be added,
edited, or imported from standard Adversary files.
Added a new crafting system. Items can be crafted in the character sheet from the
equipment pane. Droids can be crafted from the new Companion NPC pane.
Fortifications can be crafted from the vehicle pane. All crafting buttons use
golden text. All crafting from "Special Modifications", "Keeping the Peace", and
"Forged in Battle" is supported, including all templates, effects, and personality
traits for droids. Also included is a crafting summary report that you can print
out to keep track of your crafting sessions.
Crafting will also keep track of schematics. Schematics are stored with a
character and are automatically used by the crafting system when it displays the
required check. Whenever the "Schematics" effect is selected for an item, the
schematic level for the template is automatically increased by 1 when you finish
your crafting session. You can also directly edit and add template schematics for
the character from Step 1 of the crafting dialog.
Note: The Lightsaber Hilt Construction Modifications attachment will remain for
backward compatibility with the lightsaber construction rules on page 23 of the
Force and Destiny Gamemaster's Kit adventure module. A future release will support
standard lightsaber crafting through the new crafting system as outlined in the
"Endless Vigil" source book. This release does not support standard crafting of
lightsabers.
Removed all item templates and template attachments, since they are no longer
needed. If you created an item using these items, they will be removed from your
character. Please recreate the items using the new crafting system.
Added an editor for Droid Traits in the Data Editor. Droid traits are used by
Droid Directive effects in the crafting dialog.
Certain gear items will allow you to create companions. These are normally items
such as droids or riding beasts. A new "Create Companion" button can be found in
the equipment pane. By clicking on that button, the selected droid or riding beast
will be added to the character's companion list. Of course, the new companion can
be customized.
Standard riding beast abilities for adversaries (Domesticable, Trained Mount, Beast
of Burden, Stubborn, and Domesticated) have now been added as talents. Any beast
given these as special abilities will be automatically upgraded to the talents. If
you've added your own riding beasts, be sure to check the ranks of these talents,
however. It will pick up ranks specified in the name (ie, "Trained Mount 2"
ability will be converted to Trained Mount 2 talent), but if you just put the name,
the talent will have only a single rank.
Updated adversaries so that they support silhouette and a flag stating whether or
not they can be used as a mount or riding beast. Silhouette will be automatically
upgraded if it exists as a special ability. The mount flag will be set if any
special mount abilities or talents exist.
Updated all riding beasts in the "Stay on Target" import to support the new riding
beast features. If you've already imported them, you may want to remove them from
your adversaries collection and add them again.
The Adversaries list in GM Tools, and the new Companions list in the generator, now
support a "Create Mount" button. If the currently selected adversary/NPC is a
mount, clicking this button will convert the item into a vehicle that will appear
either in the stock vehicle list, or the character's personal vehicle list. The
vehicle version of the mount can be used during combat when used as a mount, and to
keep track of encumbrance for carried items (just add items to the riding beast
"vehicle").
Mount vehicles support their own "attachments", such as riding tack, saddle bags,
and the new cargo handling system from "Savage Spirits". Some of these attachments
may also show up as gear.
All fonts have been updated to make the applications look closer to the fonts used
in the books.
All apps have been upgraded to use .NET Framework 4.5. This is the latest version
of .NET that is supported by Mono for the Mac.
The caching database has been updated to SQL Server CE 4.0.
A lot of window features, such as grid text, combo boxes, etc. have become more
standardized, especially with fonts and text sizes. This should provide a more
uniform UI.
Changed the way HTML is processed. The apps now use a managed solution instead of
the built-in WebBrowser control. This means that it should work with Mono on the
Mac or other cross-platform implementations of .NET. Also improved the display of
dice and symbol images, and HTML descriptions use the same new fonts as the
dialogs.
All apps now use GDI+ exclusively, also to help with Mono support.
Made the UI of the character generator much more responsive. Updating the UI
during a character load has been reduced by about 60-65%. There should be
noticably shorter delays between selecting various UI elements, such as careers,
talents, Force abilities, etc.
Added a "stat block" feature to inventory. This works very similarly to the stat
block features for adversaries and vehicles. It is accessible through the
inventory pane.
The optional mods list in the Item Attachment selection dialog can now support
special symbols and HTML text. You are no longer required to use plain text for
optional miscellaneous descriptions.
Names of items in grids on printed sheets would scale to fit the width of the grid
column. Names will now automatically wrap to the next line so that they remain
readable.
To support the stun-only blaster rule, a new attachment has been created called
Stun-Only Blaster Modification. Just purchase the weapon at half price and add
this 0 HP attachment. It will convert your weapon into a stun-only blaster. This
can only be applied to blaster pistols and blaster carbines.
Characters with the Gearhead talent should see a 50% reduction in the cost for
adding mods to items or vehicles.
The cache will now automatically be cleared between versions. This should help
eliminate issues where the cached object is in an older format.
When creating skill mods in the mod editor, you may now select rank count and
career skill at the same time. This would increase the skill rank, as well as make
the skill a career skill. As an optional mod, the career designator will show up
for each rank, but will only be applied to a character once.
New inverse (white, or white-bordered) symbols have been included to support dark
backgrounds. These symbols can be accessed in text by adding an "I" at the end of
a symbol tag. For instance, [ADI] or [ADVANTAGEI] will use the inverse version of
the advantage symbol. This should only be used if you explicitly change the
background of something using HTML. If the text will be displayed in a grid, the
apps will automatically choose the right version of the symbol based on the pre-set
background.
Vehicles now have a new "vehicle type". This can be a standard vehicle, a riding
mount, or a structure. Depending on the type, the stat block display will be
modified to conform better to the role of the "vehicle". Riding mounts and
structures will use melee and ranged defense instead of normal vehicle defense.
Mounts will display "Wounds" instead of "Hull Trauma" and "Strain" instead of
"System Strain", and "Soak" instead of "Armor". Structures will display "Trauma"
and "Strain".
A warning message is now displayed if you select options from more than one
mechanic between obligation, duty, and morality (as-written, options may only be
obtained from one of those mechanics). As always, the generator will still allow
you to choose from more than one mechanic.
Descriptive text has been added to obligation and duty options, telling the user
how much of the mechanic is needed, or not needed, to enable options. This seems
to be a major hurdle for a lot of people, so I'm being more explicit now.
Hopefully, this will make things clearer.
In the equipment pane under the weapons grid, "Type" has been replaced by "Skill".
You can still filter by type, and you may now sort by skill.
In the vehicle pane, when selecting a weapon to add or upgrade, weapon information
is now displayed in the dialog.
Added a splash screen for the data editor.
The data editor will now default to not displaying the help text on the right,
which can be a distraction. Click the "Help>>" button to show or hide this panel.
The help text in the data editor has been updated to reflect new changes.

Bug Fixes:

The 1.8 beta release caused an exception when the Deadly Accuracy talent was
selected. This has been fixed.
When determining defense ratings for a character, some sources of weapon defense
would be applied twice, or possibly three times, depending. This will no longer
happen.
Fixed, and simplified, logic in the routine that totals the counts of item
descriptors for weapons.
In the Edit Reports dialog, some invalid properties were listed in the property
list of step 2. Now, only proper base properties of the item will be listed.
In the Edit Reports dialog, the Prev button would sometimes be enabled even if you
couldn't leave the step (if something in the step wasn't valid, for instance).
Now, the Prev button should be enabled or disabled properly.
In the Edit Reports dialog, checks to enable or disable controls for step 3 were
actually checking for step 4, and vice versa. It now check the proper controls in
the proper step.
will be disabled in this situation.
There was an error in the efficiency routines for custom data that would cause
saved XML files to be truncated. This will no longer occur.
Signature Vehicle mods to custom or new talents weren't being saved properly. They
will now be saved.
Fixed a bunch of incorrect sources in master data. These sources would show up in
the Options source list. They were a remanent of the automation process that added
page numbers to sources.
The warning dialog about deselecting a duplicate unranked talent was showing up all
the time if you had both Seer and Force-Sensitive Exile. This was due to the
Forager talent being in the top row of both trees. The check for this condition
will now only look at duplicate talents that are actually selected, so the dialog
will now only show up when it's supposed to.
When inserting existing special armor or weapons into adversaries, nothing would be
displayed in the insert dialog, since the description field for those items is
blank. An armor or weapon summary will now be displayed.
In the talent editor, if you copied a talent, it would replace the original talent.
This will no longer happen.
When adding die modifiers from descriptors, a 0 count miscellaneous descriptor
would not display the proper modifiers. 0 count descriptors should have been
treated as having a count of 1 in this case. This has been fixed.
"Select Specialization" from the specialization pane would sometimes intersect the
specialization combo box. This was because I hadn't removed the Autosize feature.
It should now stay where it should and just resize itself if the translation gets
too long.
Removed all autosizing from labels, check boxes, and radio buttons throughout all
applications. Autosizing caused display issues when a language translation was
larger than the original text. All of these controls will now have their text
resized by changing the font size if a translation is too large for the control.
The specific motivation HTML display was having its bottom border cut off. This
has been fixed.
The portrait selection dialog wasn't formatted correctly. This has been fixed.
In GM Tools, there was an issue adding characters to a group's membership. This
has been fixed.
In GM Tools, if a new group was created, but cancelled, an exception would occur.
This has been fixed.
When printing a group, character summaries would revert to the default names. This
has been fixed.
The Spread Barrel attachment would add to an existing Blast quality. However, it's
description says that it "grants" Blast 4. To fix this, added a new property to
item descriptors called "QualSet" which is similar to the "QualReplace" property.
If "QualSet" is true, then the quality will be added if it does not exist, and will
replace existing qualities, but only if the count is less than the new count
("QualReplace" will replace no matter what). Spread Barrel now as "QualSet" at
true to use this new feature.
For quality descriptors with the "QualReplace" or "QualSet" properties set to true,
the description now better matches what will happen. That is, instead of "4
Quality (Blast 1) Mods", it will display "1 Replace Quality (Blast 4) Mod" or "1
Grant Quality (Blast 4) Mod".
There was an issue with selecting sources in the Options dialog where removed
sources would sometimes not be removed the next time the dialog was opened. This
will no longer happen.

Release 1.7.0.0

New/Changed Data:

Added all backgrounds, obligations, species, specializations, talents, motivations,


signature abilities, weapons, armor, gear, vehicles, and attachments for the
"Special Modifications" sourcebook. Also included preliminary crafting for
weapons. However, tool, cybernetics, and droid crafting are not included in this
release. Crafting in general will be reworked in an upcoming release.
Added special bases (workshops) for technicians from the "Special Modifications"
sourcebook. These can be found under Groups in GM Tools.
Added sample reports to the "Imports" directory.
Added the proper categories to the VCX-100.
Updated all translation files for the new Edit Reports dialog and other assorted
phrases.

New Features/Enhancements:

Added reporting to GM Tools. You can now create reports based on the master data
to do anything from creating a master index, to listing inventory items, or even
finding very specific items, such as vehicles with forward shielding greater than
1, or gear that contains built-in weapons. Please see the documentation for
instructions on how to create reports, especially for information on the filtering
language.
Modified edit vehicle pane to allow 0-HP attachemts to be applied to vehicles
without HP. To be more precise, it now determines if any attachment can be applied
to the vehicle, rather than just checking whether or not it has HP.
Added a "Sealed" descriptor for the Vacuum Sealed armor attachment. This allows
attachments with the "Sealed" category to, then, be applied to the armor. Armor
must still have the "Sealable" category in order to add Vacuum Sealed.
The print routines should now properly detect saved settings for an invalid printer
and, instead, use the default printer.
All XML files will now be stored more efficiently, eliminating default or empty
elements.
Vehicle weapon upgrades that come as part of an attachment (such as the Oversized
External Weapons Mount) now save the upgrade information with the attachment
instead of the info descriptor. This was done to prevent infinite recursion when
defining property details of an object. As such, any vehicle currently with the
Oversized External Weapons Mount attachment must select the weapon upgrade again.
The Equipment pane will now keep track of damage to items. Any item with Major
damage will not contribute benefits to the character, even if the item is equipped.
Minor and Moderate damage to weapons will add a setback or the new "increase
difficulty" icon to dice pools when shown on the first page.
Added item descriptors to remove or decrease item qualities.
Added support for mods to be applied to a weapon modifier of an item, rather than
the item itself.
Added item descriptors to add Class 4 and 8 hyperdrives to starships.
If a vehicle has the Defensive Driving talent, either through base mods or
attachments, the defense zone changes are now automatically applied.
Modified how I did cross-thread locking for the SQL CE connection to the cache
database. This should hopefully resolve any remaining crashes when two or more
apps make changes to the cache at the same time. There's still some cache-related
performance issues, especially when updating contribution rank in groups, that will
be addressed in upcoming releases.

Bug Fixes:

In the data editor, damage add could not be below zero. This caused an error when
attempting to edit the Gungan Personal Energy Shield. The range is now from -100
to 100.
In the data editor, adding a new Motivations would not display the available
specific motivations. This has been fixed.
On the character sheet, shown weapons weren't displaying setback symbols for
weapons with the Inaccurate quality. This has been fixed.
Skill choices for talents would sometimes show all General skills when it should
only show a few selected skills. This was due to a recent change that made skill
type's an enumeration instead of a string (for translation purposes). This issue
should now be resolved.
Adding an innate weapon to a new species would cause an exception. This would not
happen for an existing species. This has been fixed.
When creating inquisitors, if you chose to edit the inquisitor after creation, and
filters were set that prevented the inquisitor from being displayed, an incorrect
adversary was, instead, edited. This should no longer happen.
If an adversary had one of the Force technique talents where an alternate
characteristic is chosen for the Lightsaber skill, the proper dice pool would show
correctly for standard lightsaber weapons, but not for custom lightsaber weapons.
This has been fixed.
When purchasing a new specialization, the cost displayed did not take into account
free specializations from GM Grants. The actual XP cost was calculated correctly,
however. The purchase dialog will now display the proper cost.
There was the possibility of a problem when calculating weapon qualities when
combined with lightsaber gems, talents (such as Defensive Training), and other
attachments. Under certain situations, the calculated quality ranks would be
incorrect. This has been fixed.

Release 1.6.3

New/Changed Data:

Added all new species, equipment, motivations, adversaries, and modular encounters
for the "Nexus of Power" Sourcebook.
The "Quick Shed" attachment had an incorrect name in its description. This is
fixed.
Corrected several attachments from "Keeping the Peace" to reflect their proper
limits.
To support armor crafting found in "Keeping the Peace", the seven templates have
been added as armor with the "Template" type. An armor attachment called "Craft"
has also been added which contains all possible uses of the crafting check. To
create a crafted piece of armor, add the appropriate template, add the "Craft"
attachment, then select the various changes due to your crafting check result.
Once you have the armor created, it's a good idea to rename it to something more
descriptive.
The Portuguese language translation should now be complete.
Fixed the price and page number for the Keldabe-class Battleship.
Re-formatted and added a bunch of new questions to the FAQ document, as gleaned
from discussions on the FFG forums over the last six months or so.

New Features/Enhancements:

Armor attachments may now be limited by a minimum and/or maximum soak rating for
their armor.
In the data editor, the count up/down control in the mod dialog was limited to 10.
This was originally intended as a sanity check when adding mods to items. However,
since there are reasonable circumstances that would require more than a 10 count
for a mod, the limit has been changed to 1000.
For obligation and duty, changed "Starting Size" to "Starting Size for Group" in
order to make it more clear that this is based on the group, and not the character.
In group sheets, modified member details to show not only standard skills (Cool,
Discipline, Perception, and Vigilance), but also any other skill with either ranks
or pool modifiers, such as boosts, setbacks, advantage, etc.

Bug Fixes:

There was an issue with character loads and saves. They would either not work or
cause an exception. This has been fixed.
In some vehicle sheets, "NaviComputer:" was taking up two lines. This has been
fixed.
For adversaries, some talents would show up in Adversary PC's with incorrect rank
counts. This has been fixed.
When adding a weapon using the data editor, the skill list would only contain the
Mechanics skill for languages other than English. It will now properly display all
combat skills.
When changing languages in the data editor, skills, characteristics, and item
descriptors would continue to be displayed in the previous language. This has been
fixed.
When adding a Force ability that had an effect on skills, the skills wouldn't
always update with the proper die modifiers. This should be fixed.
Adding a specific motivation to a motivation would cause an exception. This has
been fixed.
When using a cyclic crystal array, the additional lightsaber profiles were each
costing an encumbrance. They no longer do this.

Release 1.6.2

New/Changed Data:

Added all backgrounds, duties, species, specializations, talents, motivations,


signature abilities, equipment, vehicles, and vehicle attachments found in the
"Lead by Example" Commander Sourcebook.
Note: All field equipment has been added as stationary vehicles. Some of these
(denoted in the description) were done so because it was the most appropriate
format, as opposed to making them "gear". While any mods or benefits are per the
official source, the actual vehicle stats are an interpretation only and are not
official. Feel free to modify them if you think any changes are required.
Added support for the Portuguese language (many thanks to RenanBarcellos on the FFG
forums). The translation is about 90% complete, so you might still see a few
English phrases.
Added the T-Series Tactical droid from the "Lead by Example" Commander Sourcebook
to the Lead by Example Import directory.
Added the two mechanical features of the ECM-598 medical backpack from Enter the
Unknown.
The E5 Blaster Carbine and the Bola Carbine were incorrectly set to use Ranged
Light. They now properly use Ranged Heavy.
The Sensor Scramber attachment from the "Spark of Rebellion" import data set was
incorrectly configured for armor. It is now correctly configured for vehicles.
The Auto Pilot Droid Brain from "Fly Casual" had an incorrect cost. The cost is
now correctly set to 6,000 credits.
Imperial Vehicle Corp adversary from Age of Rebellion did not have its proper
skills. This has been fixed.
The silhouette for the Firespray was upside down. This has been corrected.

New Features/Enhancements:

Vehicles can now have their own innate weapons. These are weapons that are unique
to the vehicle and not appropriate as a standard weapon.
Vehicle actions now support a new flag called "Requires a speed characteristic of
1+". These actions are speed-related and require the vehicle to have a positive
speed characteristic. Bases, artillery, and other structures will many times use
vehicle profiles and have a speed and handling of 0, representing their stationary
nature. Vehicle actions requiring speed are inappropriate for such structures.
When selecting a new vehicle, upon applying filters, if the currently-selected
vehicle is not in the filter, the top vehicle is automatically selected. When
changing or removing filters and the currently-selected vehicle is still displayed,
it is scrolled to automatically in the list.
In all places vehicle stats are displayed, if a vehicle has a speed characteristic
of 0, its handling automatically becomes a dash ("-") to denote it's stationary
nature.
To support the Well Read talent, you may now limit skill selection by skill type
for talents that support career skill choice.
To support Knowledge Specialization being a species talent for Chagrians, the
Species pane now supports acquisition of talents with skill, characteristic, and
other choices. If a species talent has an choice, a button will appear under the
description. This button will allow you to select choices for any species talent.
These choices will also now be saved with the character.

Bug Fixes:

Equipped armor with an encumbrance greater than 3 was not having it's encumbrance
reduced properly when equipped. It should now reduce properly.
If you added a morality strength using the default pairing that wasn't in the
Keeping the Peace pairing, switched to the Keeping the Peace pairing, and then
attempt to change the added strength, an exception would occur. This will no
longer happen.
When editing groups multiple times in the GM Tools, the top graphic would be X'ed
out and an exception would occur. This no longer happens.
An issue could arise where an older non-Force character is given a Force rating via
GM grant, and no Force powers show up in the Force power pane. This was an issue
with the dictionary look-up feature added recently to the master data. This should
no longer happen.
When performing an equipment transfer in the character generator, the character
wasn't being saved properly, which could cause items to disappear if they were
removed from a group or ship. The character is now saved properly, so this should
no longer happen.
If you used the data editor on an install without custom data (specifically,
without an item with the "User Data" source), modifying an item would cause an
exception if the item had a source. This has been fixed.
There was a calculation error for soak value when Brawn had a natural rank of 6 and
you added armor that gives a +1 Brawn. Final soak would be one less than it should
be. This has been fixed.
Attachments with mods that required configurations (such as choosing a weapon to
add to a vehicle, or choosing a defense zone) would lose its configuration when
displayed. This was because the unconfigured mod from the base attachment was
being used instead of the configured mod saved with the vehicle or character. The
proper mods are now used, so the configuration will properly show up in the
description and printed sheets.
When adding a new base upgrade, the upgrade list was editable, which was incorrect.
This has been fixed.
There was a typo when displaying "Bonus Career Skills" in bold for a talent. This
has been fixed.
For vehicle weapons, the linked qualifier in the name (Twin, Triple, Quad, etc)
will now be based upon any linked qualities added beyond the base. For instance,
the Quad Laser Cannon was being displayed as the "Quad Quad Laser Cannon" because
the linked qualifier was being applied to the total linked count. Since the base
linked count will be ignored in this instance, it will properly be displayed as
"Quad Laser Cannon".
Innate vehicle weapons from item attachments weren't displaying the proper weapon
range. This has been fixed.
Vehicle actions displayed on the vehicle sheet would be cut off if more than one
row of actions was displayed. This has been fixed.
When you selected the optional mod on the cyclical crystal array attachment (to add
another crystal at no HP cost), it wouldn't let you add a second crystal. This is
because it was calculating the HP cost BEFORE adding the crystal, instead of after
(1 HP remaining, crystal takes 2, so it wasn't allowed). Now, when choosing a new
attachment, the attachment is added to the item as a test, the remaining HP is
calculated (which takes into account the second No HP Cost mod), then the
attachment is removed. If the calculated remaining HP is 0 or more, the attachment
is allowed.
When renaming a lightsaber, if it was renamed before additional crystals were added
via the cyclic crystal array, the additional profiles did not reflect the new name.
Now, regardless of when you add attachments, renaming the actual lightsaber will be
reflected in each additional profile, unless that profile was previously renamed.
If it was, it retains its new name. If you want the profile to, once again, use
the standard naming convention (the lightsaber's name with the crystal in
parentheses), just do a Rename and click Reset for that profile. It will then,
once again, reflect name changes on the actual lightsaber.

Release 1.6.1.0

New/Changed Data:

Added backgrounds, motivations, species, moralities, specializations, Force powers,


signature abilities, equipment, attachments, and vehicles found in the "Keeping the
Peace" Guardian sourcebook.
Added a new import containing all of the droid adversaries for "Keeping the Peace".
Added Suijo Warde's holocron from "Chronicles of the Gatekeeper".
The motivation Cause, specific motivation Freedom was being displayed as Revenge.
It now says Freedom.
The TIE/BR boarding shuttle had an incorrect source. It is now set to "Age of
Rebellion Core Rulebook".
Added the Jet Pack vehicle profile from Edge of the Empire CRB.
Added Cratala's Vision Cycling, and Leg/Arm Enhancement cybernetic implants from
"Beyond the Rim".
The DR-45 had a misspelling in its name. This has been fixed.
The Model 2 Wrist Mount attachment had a category limit of Pistol. It should have
had a skill limit of Ranged Light. This has been fixed.
The German data set had an incorrect name for the Medium Laser Cannon. This has
been fixed.

New Features/Enhancements:

With Keeping the Peace, morality strengths can now have different pairings with
weaknesses. To support this, moralities now have "Alternate Pairs", which will
change available strengths and their respective weaknesses. The default style is
what is found in the Force and Destiny CRB, while additional styles can be found in
Keeping the Peace and future FaD source books.
To support Keeping the Peace, item attachments may now have encumbrance. This is
supported by the data editor.
Item attachments now have a flag that determines whether or not they are lightsaber
crystals. If you've created your own crystals, you'll need to edit it and set the
flag. If you've imported the "Lost Knowledge" data set, you'll need to remove it
and re-import it to update the Athiss Cave Crystal (or just modify it yourself).
By default, only one crystal may be attached to a lightsaber weapon. Any
lightsaber created with previous versions that have more than one crystal will have
the extra crystals removed (the last one installed will be kept). Attaching the
Cyclic Crystal Array will allow more than one crystal, assuming your hilt has been
Tinkered.
Lightsabers with more than one crystal will now have each crystal displayed in its
own profile. The primary weapon will display the last crystal installed, while the
stats for the other crystals will be shown in separate profiles (which show up as
innate weapons).
Reworked armor and armor attachment categories to more closely resemble
requirements from the rule books.
Standardized the three GM Grant grids a bit more.
An updated and more standardized German translation file has been included.
Skill categories are now language translated.
Added a check to make sure the data path is valid. It it isn't, the default data
path is used.
Modified the talent trees to show Force talents the same as in the books, as well
as showing the conflict symbol, if appropriate.
The tool tip for Force talents shows how much conflict to take at the start of a
session.
Modified the Print Tree feature to use the same new style for Force talents, as
well as modified the keys to include the new style and conflict, if appropriate for
the tree.
In the Add Group dialog in the character pane, both lists of characters now have
check boxes next to the names. You may check multiple characters from either list.
Clicking Add will add all selected characters from the first list to the second.
Clicking Remove will remove all checked characters from the second grid, which will
then reappear in the first. If no boxes are checked, the currently selected
character is used (like it used to work). Additionally, a new Toggle All button is
available for the member list to select or deselect all characters.
In the Add Group dialog in the character pane, there is now an Award button. This
functions identically to the Award button in the description pane of the character
generator, except it will add XP and credits to all selected group members. So, at
the end of a session, if everyone should be getting the same XP, you can award it
one time here instead of individually from the character generator.

Bug Fixes:

Clicking "New" on the character pane to create a new character would cause an
exception. This has been fixed.
Fixed a bug that caused attachments or items with the "add hard point" descriptor
to multiply the HPs gained by the number of attachments on the item.
When creating a base, none of the buttons did anything. They now work as they
should.
The adversary and vehicle stat blocks for the stat block feature weren't being
translated. They are now.
There was a possibility that bases might lose their career skill if the only source
for career skills was from upgrades. This possibility no longer exists.
When removing a custom item in the data editor, a crash could occur. This should
be fixed.
The -3 worn armor encumbrance adjustment was being applied like a standard
adjustment. That is, if the value was 1 or more, any adjustment would bring it to
a minimum of 1. The -3 armor adjustment, however, can bring encumbrance to 0.
This is fixed. Additionally, if a stack of armor was equipped, the adjustment
would be applied to the entire stack. It is now properly applied to only one item
in the stack.
The talent editor wasn't saving the name. It does now.
The Edit Force Power dialog of the data editor had a problem if the Force power
being edited had less than 5 rows (such as Heal/Harm). It will now work properly
with less than 5 rows, and will even check for empty rows (rows with no Force
abilities selected) and remove them.
Weapons that received a defense rating from a talent (such as Defensive Training)
would not factor in the rating when calculating defense, instead only using base
weapon qualities. The actual Defensive quality would be displayed, however, with
the weapon description. This has been fixed so that weapon defense rating from all
sources are used properly when calculating character defense.
When a lightsaber had more than one crystal installed, the damage and critical
would correctly show for the last crystal installed, but the other qualities would
be a combination of all crystals, which was incorrect. Now, each crystal will be
displayed in its own profile with the correct qualities.
If you loaded multiple characters with obligation, the obligation notes for the
first entry would remain what it was for the first loaded character. This has been
fixed.
For morality, the titles (Dark Side/Light Side/Paragon) should now be properly
translated.

Release 1.6.0.0

Special Thanks!

This release supports complete language translations of all windows and dialogs in
all three of the apps into the Spanish, German, and French languages. This would
not have been possible had it not been for the tireless efforts of my translators.
They diligently translated over 3,700 different phrases (!!!). It was a labor of
love and goes to show how great the support is from the Star Wars RPG community.
Thanks guys!
Spanish: Josep Mara Sbat Hernndez and Alberto Camargo Garca
German: Jrgen Heinemann, Christopher Schwalb, Sagur (and his friend), and
Emmanuel Papst
French: Guy Blavin, Syber Douarph, Pascal Bousquet, and Marc Sauber

New/Changed Data:

Added all species, weapons, armor, gear, attachments, and vehicles from
"Strongholds of Resistance".
Modified the Verpine species to make it the official version from "Strongholds of
Resistance".
Modified the Quarren species to have both the "Fly Casual" and "Strongholds of
Resistance" sources.
Added a new import containing all adversaries and modular encounters from
"Strongholds of Resistance".
Added the "Warde's Foresight" Force power from "Chronicles of the Gatekeeper".
Added the Sathari species from "Chronicles of the Gatekeeper".
Added the diiro weapon from "Chronicles of the Gatekeeper".
Added a new import containing adversaries and encounters from the "Chronicles of
the Gatekeeper" adventure module.
Added the Cutlass-9, Interceptor IV, and StarViper M-2 starships from the "Mask of
the Pirate Queen" adventure.
Added the Engine Ring Stabilizer vehicle attachment from the "Mask of the Pirate
Queen" adventure.
Added a new import containing adversaries and encounters from the "Mask of the
Pirate Queen" adventure module.
Added a new import containing adversaries and encounters from "Lure of the Lost",
the downloadable sequel to the Beginners Game's "Mountaintop Rescue".
The top left talent in the Shien Expert tree was incorrect. It is now correctly
the Side Step talent.
Fixed Marksman Barrel attachment so it's unusable by heavy blaster rifles.
Added "Rebel Base" duty.
Extended hilt's HP cost was incorrect. It is now correctly set to 1.
The "Final Word" Secondary Missile System had the wrong Cumbersome value. It is
now propertly set to Cumbersome 2.
The Inquisitor's "Intimidating Presence" had a spelling error. This is fixed.
The tripod mount attachment had several incorrect settings. These should now be
fixed.
The Dressellian species had a couple of misspellings in its abilities. These have
been fixed.
The starfighter text for the Marauder-Class Assault Corvette wasn't showing up.
This has been fixed.
Added the two special effects to the refined cortosis gauntlets.
Added "Bludgeoning Brawl" as an acceptable category for the Stun Pulse attachment.
Restuctured the Age of Rebellion and Edge of the Empire imports so that adversaries
are organized by category.
Updated all Edge of the Empire imported adversaries to include "Edge of the Empire"
as the first part of their category.
For the RZ-1 A-wing, the light laser cannon now properly has the Linked 1 quality.
Updated the Superflare, Needle, 4R3, 8880 landspeeder, J-Type barge, and Keldabe
with their special features, using vehicle mods (see below).

New Features/Enhancements:

All applications now support language translation. You can change the language and
edit translations through the launcher or the data editor. The translations
support all text displayed in any of the apps' forms and in the printed sheets.
The translations do not include data, however, except for characteristics, skills,
and item descriptors. Those three data files can be translated through the new
translation mechanism. The following languages are currently supported:
English (United States)
Spanish (Neutral)
German (Neutral)
French (Neutral)
The data editor now supports language data sets. These data sets will only be
loaded if they match the current language. All language-specific customization
should go into an appropriate language data set if you want to support multiple
languages for the apps.
This release also now includes a language data set import for the following
language:
German (partial)
This data set is not complete, but should be a good start for doing your own data
translations.
You may now grant free talents from the GM Grants dialog. Just select the talent
to grant plus any ranks. These talents will be added to the character if they
don't already exist, and any ranked talents will have its ranks added to any
existing ranks. Certain talents that require user interaction, such as Dedication,
are not included.
Added support for Jury-Rigged (checkbox) and "Raise Hard Points with Check" (used
by Intuitive Improvements) to the Talent editor.
The Talent editor will now keep all settings on a talent, even if the setting isn't
currently supported by the editor, such as the Signature Vehicle talents. Before,
if you customized such talents, the non-supported options were removed.
For compact character sheet, skills will include any skill, ranked or not, that has
some sort of a modifier, such as a boost, advantage, remove setback, etc.
For compact character sheet, modified the way talents and Force abilities are
added. In order to even out distribution, the list with the most items will be
shortened each pass, instead of each in its turn. So, if there's 10 talents and 5
Force abilities, Force abilities won't be touched until talents are whittled down
to 5 or under.
For compact character sheet, if a weapon has a quanity more than 1, it'll be shown
in the second line. Likewise, gear counts will only be shown if higher than 1.
Reworked weapon categories to be a bit more useful and straightforward.
In the skills pane, sorting by career status had stopped working. You may now,
once again, sort on career status, and by dice pool as well.
For group resources, when you add a rebel base as a resource, it will now
automatically give your group the Rebel Base duty. The size of the duty will
depend on the number of group members, but can be changed just like any other duty
or obligation.
To allow for the lightsaber hilt construction rules found in the Force and Destiny
GM's Kit, a new attachment was added called "Lightsaber Hilt Construction
Modifications". This is a zero-cost and zero-HP "attachment" that can be used to
apply special results of a construction check of a lightsaber hilt, such as
added/removed HP, or added/removed encumbrance.
The dialog to select a Signature Vehicle should be displayed much quicker now.
Any holocron in the inventory of a group that a character belongs to will now give
any career skill benefit to the character when using the generator.
Added species features to compact character sheet. If the only features that a
species has are mechanical (such as added skills or talents), it will not be shown.
For GM Grants, you may now grant up to 5 Force rating instead of just one.
You can now use unarmed with itself when creating a Two Weapon set.
Innate weapons (including unarmed) can now have their names changed like normal
weapons.
Changed the way caching works so that items such as characters and adversaries
should load faster. This should cut down on the time it takes to load the
generator and the GM Tools.
Vehicles now support base (built-in) mods. This can be used to add special rules
or features to the vehicle. Mods can be added using the add vehicle dialog in the
data editor. Vehicle sheets will now display any mods under the action panel,
while vehicle summaries display them as "Features".
When printing trees (talents, Force powers, and Signature Abilities), the character
sheet and GM Tools' print trees feature will now intelligently vary the size of the
font used in order to fill up the page as much as possible. The displayed tree in
the generator should now be a bit clearer.
In the add adversary dialog, you may now type in a filter for skills, talents, and
force abilities.
In the add adversary dialog, if you currently have an adversary category filter
selected from GM Tools, that category will be used by default for a new adversary.
In the add adversary dialog, the description and preview for custom items has been
removed, since they were never used for anything.
In the add encounter dialog, if you currently have a campaign or adventure filter
selected from GM Tools, they will be used by default for a new encounter.
Additionally, the location from the last previously-edited encounter will be used
for the location.
In the dialog for inserting previous custom items for adversaries, you may now type
in a filter for the item name.
In the dialog for inserting previous custom items for adversaries, you may now
preview the text before inserting the custom item.
In the equipment pane, double-clicking an item for sale will bring up the purchase
dialog. If the Purchase button is not shown, it will bring up the add dialog (or
automatically add the item) instead.
In the data editor, you may now change the name of an item as well as its
description from the main window. Both the name and description will be used for
"DescOnly" type custom items.
In the data editor, if you blank out the name of an item (delete all characters),
the name will automatically be replaced with the base name (assuming it's not an
added item). This will happen for the description as well. If both the name and
descripition of a "DescOnly" item are the same as its base item, the customization
will automatically be removed. This will not happen for "Added" or "CustomItem"
items.
When changing the source of an item being added or updated in the data editor,
checking any existing source will automatically uncheck the "User Data" source.
The tool tip for talents in the specialization pane now includes a count of how
many times the talent shows up in each specialization listed.

Bug Fixes:

Certain characters with multiple Dedication talents being applied to multiple


characteristics did not translate correctly over to PC Adversaries in GM Tools.
Final characteristic scores were off, since Dedication was not being applied
correctly. Talents such as Dedication that change characteristics are no longer
added to the adversary version of a PC. Instead, the "purchased" ranks of the
characteristic are just increased to compensate.
In shown weapons, if a weapon had multiple sources of the Superior quality, it was
showing more than one added advantage. It will now show at most 1 advantage for
the Superior quality, no matter how many times it's included.
Mods that lower encumbrance will always do so to a minimum of one encumbrance.
Zero encumbrance items are not affected by such mods.
Modified the numeric up/down control in the grids. It should now register changes
to the value immediately, instead of requiring the control to lose focus first.
This should work both with using the spinners, and with directly changing the value
of the text.
Career skills from group bases weren't showing up properly on characters. This has
been fixed.
If a droid bought into a FaD specialization and selected a Force-only lightsaber
technique talent, it still brought up the skill char dialog, even though the talent
could not be used. Additionally, when another specialization was selected, then
the FaD specialization was selected again, an error would occur. This should no
longer happen.
When adding a new source using a data editor, an exception would be thrown. This
will no longer happen.
If a character had a Signature Vehicle, typing in a new name for the character
would cause delays between each keystroke. This was because a name change caused
the Signature Vehicle attachment to be re-created each time you pressed a key.
This behavior has been changed to only rename the attachment (ie, "Bob's Signature
Vehicle") if your Signature Vehicle is part of your character.
If you clicked the "New" button to create a new character, adding a Signature
Vehicle would cause an exception. This has been fixed.
If you loaded a character with a non-FaD career, then subsequently loaded a
character with an FaD career, the character's career skills would no longer be
checked. This was because the new career skills hadn't been updated yet in the
career pane, and the check logic took the discrepency between the old count (4) and
the new count (3) as a problem and wiped the career skills. The career pane is now
updated before this check can occur, so the problem has been resolved.
There was a possibilty that the compact character sheet would print with very poor
quality if the symbol key was included. This ended up being due to a corrupted
graphic in the symbol key. This should no longer happen.
When the Jury Rigged attachment was purchased, multiple options were allowed to be
selected. It will now correctly allow you to choose only one Jury Rigged option.
Again, with the Jury Rigged attachment, the "Failed" check boxes were functional,
even though they made no sense for Jury Rigged. They will no longer be displayed
for this attachment.
When a previously-selected attachment option was "failed", the attachment cost was
not updated. It will now be properly updated.
If you enabled and disabled Shown, Carried, or Equipped multiple times on the
Unarmed weapon (or any innate weapon), the changes would not always take effect as
they should. This has been fixed.
If an adversary had an ability or talent that added special dice to a combat skill
that it did not possess, they would not show up in the weapons list if a weapon
used that skill. They will now show up properly.
The calculation for determining your final melee and ranged defense values was
incorrect based on a recent developer-answered question. Now, only one equipped
item will contribute to melee or ranged defense at a time. For instance, if your
armor gives you a total of 1 melee and 1 ranged defense, an equipped melee weapon
(maybe a shield) contributes 2 melee defense, and an equipped lightsaber has 1
melee and 3 ranged defense, your final defense values will be 2 melee (from the
melee weapon) and 3 ranged defense (from the lightsaber), assuming you always have
the weapon and lightsaber in-hand during combat. "+ Defense" mods (such as from
the Defensive or Deflection qualities, or from talents) only stack for a particular
item, not for your final defense values. Soak values will still stack, with the
highest figured soak from each of four "source types" (armor, cybernetics, weapons,
gear) contributing to the final value.
In the dialog for inserting previous custom items for adversaries, double-clicking
was supposed to automatically add the item to your adversary. It will now properly
do this.
When using a vehicle attachment with ad-hoc weapons defined, the ad-hoc weapons
would not always show up properly with the vehicle. This has been fixed.
Default settings in GM Tools (such as last-used filters, etc) would no longer save
properly. They should now save once again.
If you created a Force character and selected a technique, but kept the base
characteristic (Brawn), the next time the character was loaded, it would ask for
characteristic again. If you, once again, selected Brawn, an exception would
occur. This was due to the order in which I updated the GUI after a character was
loaded. The exception will no longer occur, and selecting the base characteristic
(Brawn) will no longer cause the system to prompt you for a characteristic upon
load, or after switching specializations. If you wish to change the characteristic
used for your lightsaber, just click the "play" button on the technique talent, or
click the "Skill Char" button at the top, as usual.

Release 1.5.0.0

New/Changed Data:

Updated all data to conform with the release of the Force and Destiny Core
Rulebook.
Added all Force and Destiny adversaries to the "Force and Destiny Core" import.
Most of these were found in the beta import, but have been updated with changes,
and some new adversaries were added. Beta adversaries that didn't make the cut can
still be found in the "Force and Destiny Beta" import.
Added a new import containing adversaries, encounters, and a data set including new
species, vehicles, weapons, and more, to support the "Spark of Rebellion" fan-made
source book. This sourcebook supports the popular "Star Wars: Rebels" television
show. Special thanks goes out to Ebak and the entire gang at Rancor Publishing for
their hard work on this excellent supplement, as well as for doing most of the work
on this new import.
Added a new import containing adversaries and encounters for the "Lessons from the
Past" adventure found in the back of the Force and Destiny Core Rulebook.
Added a new import containing adversaries and encounters for the "Hidden Depths"
adventure included with the Force and Destiny Game Master's Screen.
Added a new import containing adversaries and encounters for the "Mountaintop
Rescue" adventure included with the Force and Destiny Beginners Game.
The image for the VX Sidewinder Repeating Blaster was the same for the Z50 Grenade
Launcher. The Sidewinder now has the proper image.
The Operation Planning Duty from Desperate Allies was not added to the last
release. It has now been added.
There was a mistyping for the special abilities of the HIC Mercy and the Wipe-3
data-purge grenades. These have been fixed.
There was a mistyping for the special ability of the flare jacket. This has been
fixed.
The Marksman Barrel was only allowed on the original Blaster Rifle. This has now
been changed to any blaster rifle.
Added Angle Deflector Shields maneuver to both the Astromech and Engineer position
for vehicles.
The A-36 Pathfinder's concussion missile launchers no longer have the Slow Firing
quality.
The A-36 Pathfinder now has the ANQ 3.6 Tracking Computer as a built-in attachment.
The Loronar E-9 Explorer now has Engineering Access as a built-in attachment.
Replaced the silhouette of the YT-2400 with a more accurate one.
Changed the mods for Upgraded Communications Array. Instead of changing sensor
range, it now just notes that communications range has been increased. This was
due to an answered dev question.
Added a second profile for the DR-45 Dragoon for when it is in carbine mode.
Split off Specific Motivations to their own master data table. The upside is that
you may now edit the description of specific motivations without needing to
customize the parent motivation. The downside is that all specific motivation
descriptions will revert to their defaults. You will need to re-apply descriptions
to specific motivations. It is also a good idea if you "remove" customization to
motivations and revert them to "DescOnly".
Added "Ranged" and "Non-Heavy Rifle" to the categories of the Model 38
Sharpshooter's Rifle.
Enhanced Optics Suite still referred to the Surveillance skill in the effect. This
reference has been removed.
The Greased Palms talent had an incorrect definition. It is now properly a ranked
talent with a Maneuver activation.
The I-C2 Civil-Industrial Droid now properly costs 1,700,000 credits.
The Upgraded Comms Array attachment did not have a rarity specified. It now
properly has a rarity of 6.
Fixed the "Dug Digger"'s encumbrance threshold to 100.
As per errata, the YZ-775 Medium Transport's light turbo laser and two medium laser
cannons now have the Linked 1 quality.
Added the droids from Enter the Unknown as purchasable gear.

New Features/Enhancements:

Added a new pane to the GM Tools: Print Trees. This pane allows you to print
generic/empty talent trees, force power trees, and signature ablity trees. Unlike
the trees that show up in the character sheet, these sheets are not associated with
a particular character. These trees may be used for reference, or for any other
purpose.
Added support for creating Inquisitors. There is a new button in the Edit
Adversary pane that will bring up a window that goes through the Inquisitor
creation procedure found in the Force and Destiny Core Rulebook. Just go through
the steps and you'll have a new Inquisitor. Since the Inquisitor is an adversary,
it will show up in your adversary list and you can then make any changes to it that
you like using the Adversary Editor.
Changed sorting for the equipment grids. Prices are now shown formatted (with
commas) and will still sort on price value. Weapon damage will also now sort on
the damage value, with added damage (with a +) sorted at the top, and other damage
(damage or damage+add) sorted correctly below.
Vehicle rosters in encounters now support the Defensive Driving talent of the
pilot, and will take into consideration the Advanced Targeting Array attachment's
upgrade of Gunnery attacks.
Added career skills to base upgrades. While bases can still only contribute a
single career skill, the choices are now combined from the base focus and any
upgrade having career skills.
Added NPCs to bases. A base (specifically, the new Rebel base) can now provide its
own NPCs. Previously, only upgrades and ad-hoc additions could contribute NPCs to
bases.
Added an "NPC Caretaker" to the Rebel Base. Rebel bases have this single NPC to
run the base, rather than the one NPC per group member for homesteads and
businesses. It will be added automatically to your NPC list and can be modified as
you see fit.
Updated the editors for Base of Operation and Base Upgrade to reflect the new
changes.
Added a new feature to the generator: Compact character sheets. These are single-
sheet versions of your character. They are mainly for convention runs, one-shot
games, or for quick reference. They include a key at the bottom with all dice and
symbols, plus however much other information (talents, equipment, Force abilities,
etc) can fit. This is a first pass, of course, so please give your feedback as to
what could be improved with the layout.
When clicking the Print button in the generator, a dialog will now appear. This
dialog will include several character sheet-related options (found in the Options
dialog as well), plus buttons to print a standard sheet, a new compact sheet, or to
edit compact sheet options (priorities).
Modified weapon quality overrides for vehicle weapons in the data editor. Counts
may now have a value of 0. Ranked qualities with a count of 0 will be removed from
the final quality list. Unranked qualities can now be set with 0 or 1. 0 means
quality will be removed, 1 means quality will be added.
On the character sheet, Force rating will now be listed even if the character has
no Force powers.
A new option has been added to both the weapon editor and the adversary custom
weapon editor. You can now select whether or not to add Brawn to the damage of
melee-type weapons. These are any weapon that has a 0 for base damage and do not
use the Mechanics skill (base damage and added damage work differently for
explosives). For instance, lightsaber hilts that contribute no base damage should
have this option checked. Also, melee or brawl weapons that only stun or entangle
(or use similar qualities), but do no damage, should also have this option checked.
Modified the weapon editor to allow and disallow certain options based upon weapon
settings. For instance, vehicle-only options will now be disabled if the weapon
type is not "Vehicle".
Selling price for items is now based upon the total cost of the item, including
attachments, rather than the base cost.
Added three new GM Grants. You may now choose to use Brawn and Willpower gained
from Dedication (or any other talent) to increase your Wound and Strain Thresholds.
By RAW, only starting Brawn and Willpower should affect these attributes. Also,
you may now grant free ranks in skills, as well as making certain skills career
skills.
You can now create desktop shortcuts for your favorite characters. To do this,
click the new "Shortcut" button in the Character pane to create a shortcut for the
currently-selected character. Double-clicking this shortcut on the desktop will
run the character generator and automatically load the character. This is a good
feature for players who almost always load the same character every time they run
the generator.
Added support for the new three-way backgrounds presented in Force and Destiny.
Also, modified the titles to more generically match all three CRBs.
All editors now support a check box combo control for the Source. This allows you
to select multiple sources for an item.
In the equipment pane, put the reminder text for encumbrance and cybernetics on top
of each other, rather than next to each other, to avoid overwriting text with large
numbers.
In the skills grid, the drop-down for non-career skills will show up whenever you
have any purchased ranks. Before, the skill also had to be a career skill.
Since it was confusing people, lightsaber techniques that allow you to choose a
different characteristic for the skill will now work just like any other talent
that allows choices. As soon as you select a technique skill, the "Choose Skill
Characteristic" dialog will be displayed. Also, the "play" button in the bottom
right corner will also be available and will also bring up this dialog. When you
load your character, and a choice has not been made for any of your techniques,
again, the dialog will be displayed, the same as if you hadn't chosen your
Dedication characteristic, for instance. For convenience, the "Choose Skill Char"
button on the specialization pane will continue to work as before.
Added a search by name filter to the equipment pane. Each equipment type has its
own search string, so if you switch to another type, then back again, the old
search string will reappear. The search string will match a name if the name
contains the search string (regardless of case).
Added a search by model filter when adding a vehicle. The search string will match
a vehicle model if the name contains the search string (regardless of case).
Duties with a zero size will now be displayed on the character sheet.
The currently-selected campaign on the Character pane will now be remembered
between sessions.
The launcher now supports a minimize button so it can be minimized to the task bar.
The tool tip for talents will now display the specializations where the talent can
be found.
The applications have new logos and a new icon.
You can now select the CRB style (Edge of the Empire, Age of Rebellion, or Force
and Destiny) of adversary stat blocks in the Stat Block dialog. The created stat
block will use the appropriate color scheme.
The generator now supports talents such as Intuitive Improvements that allows hard
points to be added to items. If such a talent exists, an "Add HP" button will
appear in the equipment pane, allowing the addition of a hard point to an
acceptable item.
Loading characters in the generator should now be significantly faster than it was
before, even for the first character, which takes slightly longer than subsequent
loads.
The adversary control will now use different stored filter settings, depending on
where the control is used. For instance, the adversary pane in GM Tools will store
different filters than the NPC editor when editing bases, or the base/focus option
dialogs in the data editor.
Standardized dialog buttons. All primary function buttons (OK, Cancel, Save, Add,
etc) are now all the larger, rounded green buttons, while buttons for other
functions are the thinner buttons. Also, added default buttons (buttons that get
"clicked" when you hit enter), as well as making Cancel buttons accessible by
hitting escape. Default buttons are generally of the OK, Add, or Save variety and
have a enhancement so you'll know it's the default. As long as the button is
enhanced, hitting Enter will "click" the button. If the button loses it's
enhancement, then it usually means that another button has the focus and will be
"clicked" instead when hitting Enter.

Bug Fixes:

There was a bug when printing out morality on the character sheet. It would only
show if morality needed to be printed on a new sheet (that is, it didn't fit on the
current sheet). This has been fixed.
For PC Adversaries, some talent ranks weren't being added properly when creating
the adversary. This has been fixed.
The cost of purchased mods for item attachments would increase by 100 credits for
each mod purchased. However, as verified by the developers, each mod should only
cost 100 credits. The cost of modding item attachments has been corrected.
When retrieving information about item qualities, certain character-based changes
due to talents were being applied multiple times from different sources (the item,
attachments, etc). These checks are now properly applied just once to the final
quality value.
The NPC Ally Rebel base upgrade incorrectly cost 1 obligation. This has been
fixed.
If an adversary was given a weapon that had its skill changed (such as the H9
Pistol Grip), the damage would be calculated correctly for that skill, but the
original skill would be listed for the weapon. The new skill will now be shown.
For adversaries, talents that came from item attachments would not always count
correctly if more than one talent rank was gained by the attachment. Proper talent
ranks from attachments should now be added up correctly.
Again for adversaries, talents that added damage based upon ranks in a skill were
not being checked for. This should now work correctly.
Transfering credits in the transfer dialog did not properly set the changed flag so
the "Transfer" button would become enabled. This now works correctly.
Fixed a bug that would cause long delays after every change once you chose sources
from the Options dialog.
The Edit Adversaries control had a potential bug when using the name filter. If
adversaries were added or removed, or if you used the name filter often, it would
cause the filtering to be applied multiple times. It will now only be applied once
when changed.
The auto-repeat problem while changing characteristics in the Add Adversary dialog
should now be fixed. It'll also respond better to multiple clicks; before, it
would sometimes skip every other click of the plus/minus buttons.
When printing group sheets, if you selected not to use an emblem for your group,
character stat blocks would be cut off at the end. This will no longer happen.
When displaying information on the Reinforced Shield Generator, the zone displayed
was always the first zone defined, even if multiple defense zone mods applied to
different zones. Zone calculation was correct, only the displayed information was
wrong. This has been fixed.
The three grids in GM Tools would sometimes behave inconsistently when adding or
removing items. They should now all behave similarly, and updating should be
quicker and smoother than before.
There were some issues with choosing attachment options in the attachment dialog.
The first row option would sometimes be stuck on checked, and other various odd
things happened with the options. This should now be fixed.
The name filter for adversaries wasn't always being saved. This is now fixed.

Release 1.4.6.0

New/Changed Data:

Added all new data for the Desperate Allies sourcebook that came out earlier this
week.
Added a new import for Desperate Allies containing all droid adversaries in the
book.
The Keldabe-class battleship had an incorrect price. This has been fixed.
The BTL-A4 Y-Wing's ion cannons were configured as a turret. This weapon is only a
turret in the S3 configuration. This has been fixed.
The scattergun attachment is now limited to Pistols and Rifles.
X-30 Lancer had an incorrect Pierce quality. It is now correctly set to 2.
Note: The Kappa-class Shuttle from Desperate Allies is named "Kappa-Class Shuttle
(Rebellion)" to differentiate it from the Imperial Kappa-class shuttle from the
"Dead in the Water" adventure. The two are slightly different.

New Features/Enhancements:

Vehicle attachments now support a "multiply cost by passenger" flag to support


Luxury Passenger Compartments in Desperate Allies.
Vehicles can now come with built-in attachments. Only attachments with no optional
mods may be included with a vehicle.
Updated the attachment and vehicle editors to support the above new features.
A new Rebel Base has been added to the base feature of GM Tools to support
Desperate Allies. The new Rebel Base Core perk (reduced rarity when purchasing
items) also shows up on the Add/Edit Group description pane, as well as the printed
base sheet.
In GM Tools/Groups/Resources, the rebel base option will now create a rebel base
for the group.
Defensive Training will now add the proper Defensive rating to any equipped melee,
brawl, or lightsaber weapons.
Added a failed mod feature for item attachments. When in the item attachment
dialog, the option list will now have a new check box on the right. If you fail to
install a particular mod, just click the new check box for the mod in the option
list. This will flag the mod as "failed" and will not allow you to use it to
upgrade the item. This failed status will be save with the attachment. To get the
slot back, just uncheck the check box.
GM Grants now allows the GM to grant free specializations to a character. Just
check off which specializations will be free for this character. Such
specializations do not count when XP is calculated, but any purchased talents from
that specialization will cost XP as usual. If a specialization marked as free is
currently not part of the character, it will automatically be added. If a
specialization is later marked as not being free, it will remain in the character,
but will count against XP as normal. You cannot remove a free specialization; you
must first mark it as not being free, then remove it as normal.

Bug Fixes:

In adversaries, there was an error calculating the proper wound and strain, based
upon base stats. This has been fixed.
In adversaries, when converting a PC to an adversary, talents from equipment were
being applied multiple times. This has been fixed.
Talents that change encumbrance on items were not being taken into account on the
encumbrance summary line of equipment lists in the equipment page of the character
sheet. This has been fixed.
On the first page of the character sheet, when checking for cumbersome or unwieldy
values, character talents were not being taken into consideration when calculating
the values. They will now be used.
The damage for lightsabers changed depending upon the order you bought certain
attachments. If you bought a crystal first, then a hilt, damage would be
calculated correctly. If you bought the crystal last, it would overwrite the
additional damage from the hilt. This has been fixed.

Release 1.4.5.x Bug Fix

1.4.5.3
The Under Barrel Grenade Launcher didn't have increased encumbrance, or the initial
Limited Ammo 1 quality. This has been fixed.
When just modifying a description in the Data Editor, the current collection wasn't
being flagged properly as needing to be saved. Adding, modifying, or removing
items would flag the collection properly. This has been fixed.
1.4.5.2
The non-career XP fix, along with the fix to allow items to make skills career
skills (where the item can be equipped or unequipped at will), caused a problem
with existing characters. If an older character had purchased ranks in a non-career
skill, they would be charged career XP since the non-career ranks were 0 for
characters created before 1.4.5. This would cause extra XP to appear unspent.
There is a check now to detect such older characters and fix their non-career skill
ranks.
NOTE: You can actually do this by hand if, for some reason, the character isn't
detected and the fix isn't automatically applied. Just find any non-career skills
with purchased ranks. From the "Buy" dropdown, set ranks to 0, then set them back
to the original value. Do this for all non-career skills with purchased ranks.
Then save the character. The proper XP will then be displayed and the fix will be
permanent.
Changed the way minion wound is displayed on encounter sheets. As per RAW, a
minion is killed when wounds EXCEED the individual wound threshold. The counters
on the sheets had a minion marked off when wounds EQUALLED wound threshold. This
has been fixed to work by the rules. That is, the first minion is killed when the
group takes wounds of threshold+1, then each minion after that is killed in
increments of their wound threshold.
1.4.5.1
There was an XP calculation error in skills. This has been fixed.
If you had two copies of GM Tools running on the same or different computers,
accessing the same data, and you modified and saved an encounter on one copy, then
on the other copy, the first copy would crash. This has been fixed.

Release 1.4.5.0

New/Changed Data:

The Jury Rigged "attachment" for weapons now supports an option to require one less
advantage to activate an active quality.
Fixed Retrofitted Hangar Bay to cost 2 hard points.
"Narrow Escape" and "Unmatched Fortune" still had their custom tag from the editor.
Those have been removed, so they no longer show up as "Added Item".
Removed an extra "Second Chances" talent and replaced its use in Hotshot with the
remaining version of the talent.

New Features/Enhancements:

Cybernetic Weapon Implant now includes an innate weapon Retractable Light Blaster
Pistol, so you no longer need to add one to your inventory.
The routine in the Equipment pane for determining whether or not an item can have
an attachment has been made more intelligent. It now determines whether 0 HP
attachments can work on an item with no hard points. In addition, any item that
can have attachments will properly display a mod count, and the Combine button will
now also see if an item has attachments when figuring out whether or not they can
be combined with other stacks (items with attachments cannot be combined with other
like items).

Bug Fixes:

The generator could get an error when adding a vehicle. This will no longer
happen.
If the GM Tools and the generator were open at the same time, there was a
possibility that the generator would get an exception after the character was
saved. This should no longer happen.
Accessing certain adversaries in GM Tools could cause an exception if they were
saved before the innate skills feature was implemented. This should no longer
happen.
The Signature Vehicle functionality was broken in the last version. This was due
to some of the memory managment changes. It should now work properly once again.
If a piece of equipment made a skill a career skill (such as a holocron), the skill
calculator would incorrectly set non-career ranks to current ranks, which caused
non-career XP to be spent. This was because it made this check before items were
applied to skills and the skill was still seen as non-career. If a skill was set
to a career skill in any other way, it would work. It will now properly wait until
after items are checked before making this change, so XP cost will be correct, and
you will be able to change the Non-Career column as needed.
When clicking the Show Purchasable Items box in an Equipment pane when showing
something other than weapons, you could get a fragment of a scrollbar showing if
the displayed grid lost its scrollbar. This was only a display issue caused by the
weapon grid being slightly larger than the other two. This should no longer
happen.
Sorting on the price column for weapons, armor, and gear in the Equipment pane
would incorrectly sort alphabetically when formatting was applied to the values.
This happened a couple of releases ago. The price columns will now correctly sort
numerically once again, and retain their new formatting as well.
The soak bonus for Superior armor would be applied once for each equipped armor.
It will now be added to the armor's soak when determining which soak to use for
stacking purposes.
On the printed character sheet, the character's story would sometimes not be
displayed if it did not fit on the main social page. It should now be displayed
properly. Made some assurances that similiar issues would not crop up in other
printed sheets as well. Again, this had to do with the memory management I added
to recent releases.
If you created a Signature Vehicle, then changed out or removed the Rigger
specialization, the Signature Vehicle attachment would remain on the vehicle until
you made another change that updated the vehicle pane. The attachment will now be
properly removed as soon as the specialization is made unavailable.

Release 1.4.4.0

New/Changed Data:

Added all data from the Fly Casual Smuggler's Sourcebook, including backgrounds,
obligations, species, specializations, talents, motivations, signature abilities,
weapons, armor, gear, attachments, and vehicles. Special thanks goes to Braendig
on the FFG forums for entering in all the data. I couldn't have gotten this
release out this fast without his help!
Both the one and 100 dose items of Neutron Pixie had the same key, so only the 100
dose item was showing. They now have different keys.
Added the seven droid types from the EotE Core Rulebook as purchasable gear.
The Reinforced Shileld Generator attachment had its price corrected.

New Features/Enhancements:

Made a small change to the way damage is determined. Instead of handling damage
add fields (which add Brawn to the damage) only for a select number of skills, such
as Melee or Brawl, it will now perform this check for any skill other than
Mechanics (explosives use damage add in a different way). This was mainly for the
throwing dagger, which uses Ranged Light, but still has a damage add for Brawn.
Added an "Innate Skills" feature to attachments to support the Astrogation and
Autopilot droid brains. The description of the attachment will display any innate
skills, including rank and dice pool, that come with the attachment.
The mod editor now supports the Innate Skills feature.
Ad hoc item mods may now have a count other than one.
Added descriptors to support adding and subtracting from a vehicle's passenger
count.
Added descriptors to support adding and subtracting from a vehicle's encumbrance
capacity.
Ad-hoc weapons as part of item attachments has been extended to include vehicle
weapons. The Surface Defense Blaster Cannon attachment uses this new feature. The
editor includes a link to modify vehicle weapon properties, which are now part of
the weapon modifier.
Made some changes to memory management, especially when it comes to releasing
resources, so the generator should have a smaller memory footprint now. When
printing sheets, memory usage will probably double or more, but should eventually
go back to what it was before the sheets were printed (it would stay high before).
Also, switching between characters a lot in the generator would keep so much memory
around that the generator would eventually crash (see bug fix notes, below). Now,
I'm seeing the generator at about 150MB, going up to maybe 210MB during use, and
the GM Tools at about 180MB, going up to maybe 250MB during use.
To support the fix for non-career skill costs, the skill grid now has a new column
called "Non-Career". This column has a value and supports a combo box, but only if
a skill is a ranked career skill. For characters made with older versions of the
software, or if you've removed and added skill ranks that used to be non-career,
but are now career, this value may be changed to indicate how many of a skill's
ranks should cost non-career XP, rather than career XP.

Bug Fixes:
If you loaded and reloaded characters over and over again, the generator's memory
footprint would continue to grow until it eventually crashed. This was due to poor
memory management and not properly releasing unmanaged resources, such as images.
The problem should now be fixed (see note above on memory management changes).
If a Force-using character was created and saved, and then an existing Force power
was modified in a new release, the saved character was not picking up new Force
ability nodes the next time it was loaded. If the nodes were selected in the tree,
XP was not being calculated for them, and if the character was saved and reloaded,
the newly selected nodes were no longer selected. This was due to the character
verifying that a power already existed, but not verifying that all nodes existed as
well. All nodes in are now verified, and missing nodes are automatically added to
existing Force powers.
Fixed an issue with printed inventory lists. A bug introduced last version would
progressively increase the size of the "Special" column, which would cause the
"Special" column to be progressively indented, starting at the bottom up. This bug
has been fixed.
Created a fix for the skill issue where it would refund XP if a ranked non-career
skill became a career skill. It will now keep track of purchased non-career ranks
separately. If a non-career skill becomes a career skill, existing ranks should
cost the non-career cost. If you purchase additional ranks, they will be at the
career cost. If you lower a skill past the non-career ranks, then raise it again,
the new ranks will be career ranks. This is a first pass at a fix, so please tell
me if you have issues with it.

Release 1.4.3.0

New/Changed Data:

Added species, equipment, vehicles, and attachments from Lords of Nal Hutta.
NOTE: The Nikto species is no longer part of the Unofficial Species Menagerie, and
is now an official species. If you have a character that was created with the old
Nikto species, please revisit the Species pane and select the new options for your
sub-species.
Added a new import for Lords of Nal Hutta, including adversaries and modular
encounters.
Updated the Optical Camouflage System attachment to support upgrading the ability
of the Stealth skill using the new feature, described below.
Removed the word "Import" from the various import directories, since it's
redundant, and spelled out the module names, just in case the old abbreviations
made things unclear.
Added encounters for the Under a Black Sun adventure import. Originally, I just
had adversaries and the stock characters for this adventure, but I recently
prepared it for a convention run, so I am now including the encounters as well.
Rearranged and added encounters for Beyond the Rim import. I ran the adventure and
added encounters after creating the original import.

New Features/Enhancements:

Added editors for bases of operation, base foci, and base upgrades to the data
editor.
In the species editor, you may now enter an adjustment (plus or minus) to the
number of cybernetics that a species may use. Currently, only the Ganks use this
new feature.
If a weapon modifier exists that applies to all Brawl attacks, the basic "Unarmed"
innate weapon will show up in the weapon equipment list already modified. Before,
the basic unarmed attack would show, but would be updated under shown weapons on
the character sheet.
Gear, armor, and attachments may now contain built-in, or innate, weapon
definitions, just like species. This can be used to cause a piece of equipment or
an attachment to create an ad-hoc weapon profile on the character. Repulsor Fist
and Under-Barrel Flame Projector use this new ability. This is also supported in
the data editors for these items.
The term "Held" has been changed to "Carry". This helps to more accurately define
the concept. "Carried" items are items that the character has on his person, but
isn't using, such as items in a backpack, slung on his back, etc. "Equipped" items
are items that are actually being utilized.
Gear may now be equipped, as well as carried, just like weapons and armor. A
carried piece of gear will contribute encumbrance, but will not add any benefits to
the character. Equipped gear will also add benefits. This will allow you to, for
instance, carry a piece of cybernetics, or a backpack (say, stuffed in an equipped
backpack), without actually using it (gaining benefits from it). Unlike for
weapons and armor, there is no limit to the number of gear items that may be
equipped.
NOTE: Because of this change, you may need to go through your inventory and equip
any pieces of gear that gives character benefits, such as backpacks, in order to
continue receiving the benefits.
The "Carry" (formerly "Held") and "Equip" columns will no longer show for any
equipment stored in bases, groups, or vehicles. Such items are "Carried" (stored)
by definition and only contribute encumbrance.
The Equipment pane and Vehicle pane both now allow filtering on source. In this
way, if you know what book, adventure, or user-created source a particular piece of
equipment or vehicle is from, you can filter on just that source.
Added a new die modifier called "Upgrade Ability". Currently, only the Optical
Camouflage System uses this ability for Stealth. When selected for a skill, the
skill will be displayed upgraded the number of times selected. This ability works
wherever die modifiers are found (attachments, items, species, etc).
Armor attachments for adversaries are now listed with the armor.
Adversaries may now gain benefits from items and attachments that give bonus
talents.
In group sheets, if member details are being shown, the Wound and Strain panels
have been extended slightly and are divided in two. The wound/strain threshold is
in the first half, and the second half is blank. You can use the second half to
keep track of wound and strain in between sessions (or during a session, as
required).
Printing both encounters and bases now has a new "include" option for adversary/NPC
description. If checked, the entered description, if any, will be included for the
adversary or NPC (under stat block, right before skills). If unchecked, it won't
be shown. This setting defaults to unchecked for encounters (where it takes up
valuable space), and checked for bases (where you might want to display an NPC's
back story).

Bug Fixes:

Weapon modifiers in subspecies weren't being properly applied to shown weapons on


the front page of the character sheet. They will now be applied properly.
Fixed connection issues with the Heal/Harm Force power.
Weapon qualities that added advantage or threat (Superior, Inferior) were not being
applied to skill blocks for adversary weapons. They will now be applied to both
standard and custom weapons.
For adversaries, die modifiers from weapons or armor weren't being applied if they
were part of the item's base mods, rather than from an attachment. They will now
be properly applied to the adversary's skills.
Fixed an issue with the equipment pane. If a filter was selected for one item
group (Weapons, Armor, or Gear), and you changed to a different item group with
different types or categories, nothing would be displayed on the grid, even though
"All Categories" and "All Types" was selected. It will now detect that nothing is
displayed and reset the filters so that everything is visible.

Release 1.4.2.0

New/Changed Data:

Beast-Hide Armor had the wrong encumbrance. It is now correct.


"Storm" Charge Suit had the wrong encumbrance. It is now correct.
Flak Vest had the wrong encumbrance. It is now correct.
Protector 1 Combar Armor had the wrong encumbrance. It is now correct.
"Steelskin" Anti-Concussive Armor had the wrong encumbrance. It is now correct.
Padded Armor had the wrong encumbrance. It is now correct.
Added starship profiles for the Syliure-25 Hyperdrive Sled, the Syliure-31
Hyperdrive Docking Ring, the TIE/SH, and TIE/BR. They were in sidebars and I
missed them the first time around.
Changed the Vicious quality of the Fusion Cutter to Vicious 3 instead of 1.
Changed the sensor range of the Preybird-class Starfighter to Close.
Changed the sensor range of the HLAF-500 Starfighter to Short.
Changed the sensor range of the Delta-7 Interceptor to Close.

New Features/Enhancements:

Added the speed track to vehicles on encounter sheets, along with an expanded
shield panel that lets you keep track of current shield values. These were
actually added in 1.3.7, I just forgot to mention it.
Added a new option for printing group sheets. If a group sheet includes duty, you
may now choose whether or not to show zero-sized Duty entries. This can be useful
during play to know the type of duty each PC has, even if it can't be triggered.
Added a section on the vehicle sheet for keeping track of active actions, such as
Evasive Maneuvers or Stay on Target. You can check or uncheck these actions as
they're performed or expired.
To support the above feature, the vehicle action editor has a check box to set an
action as lasting for an amount of time after it is performed. These are the
actions that will be displayed in the active action panel on the vehicle sheet.
Changed the printed display of some of the larger numbers (such as credit amounts)
to include decimal separators. For US versions of Windows, this means comma-
separated numbers, but each locale will have its own standard.
Added some text to the bottom of the skill grids on the first page of the character
sheet that will inform you of any difficulty increases accrued by using either
Cumbersome or Unwieldy items.
The printer settings used when printing sheets will now be saved, including all
custom printer settings. This is in addition to page settings and style settings,
which have been saved all along.
The Characteristics pane in the generator will now inform you if any purchased
characteristics goes over your starting XP.

Bug Fixes:

For PC Adversaries in GM Tools, the character's version of the talent will now be
transferred, along with skill and Dedication choices, instead of just the base
talent without choices. This means talents that increase characteristics or skills
should be properly applied to the PC adversary.
When selecting vehicle weapons in the add/upgrade dialog, if you selected the Quad
Laser Cannon, then selected another weapon, an exception occurred. This should no
longer happen.
In certain Force power trees, the bottom corner abilities would sometimes not
become available, depending on the direction in which you arrived at them. They
should now properly become available.
Made the same change for signature abilities as well. Talent trees already worked
properly.
Made another change to the outside-change feature of the character, adversary,
group, and encounter cache lists to help prevent crashes when another application
makes changes to a file. The database connection object is now protected by a
mutex, so there should no longer be any access violation errors.

Release 1.4.1.0

New/Changed Data:

The Artisan tree had a few wrong connections. These have been fixed.
The HLAF-500 starfighter had an incorrect image and silhouette. It should now be
correct.

New Features/Enhancements:

In the vehicle weapon list dialog used for adding or upgrading a weapon, text is
now added that describes the selected weapon.
On group sheets with the duty option selected, if you have no duty scores, but a
positive contribution rank, the contribution rank will now be added without the
duty table so the group's contribution rank will always be shown.
For PC Adversaries in GM Tools, translating a PC into an adversary would copy base
items to the adversary. It will now copy the PC's version of the item, including
renames and item attachments.
Another change was made to portraits. All displayed portraits will display without
fill bars on the sides or top/bottom if their dimensions do not fit the portrait
space. The size of the portrait could vary, depending on the aspect ratio, but
will always fit within the alloted area of the portrait. This is true for
portraits in the editing windows, as well as printed portraits.
On group sheets, morality is now sorted by the d10 roll required, rather than the
size.

Bug Fixes:

The obligation mechanic was incorrectly implemented in the new base feature.
Instead of having a special form of group obligation that cannot be removed (and
doesn't show up in the group obligation list), each base will be associated with a
"Debt" obligation whenever obligation is incurred by the base, such as when it is
created or when an upgrade is purchased. This obligation can be bought down, or
even removed, and the default notes for the obligation can be edited. If the
obligation is removed and more obligation is incurred, a new "Debt" obligation is
re-created automatically. When you remove a base, you may now also optionally
remove the obligation associated with the base, if it exists.
Base upgrades now cost either credits OR obligation, not both, as per the rules.
When upgrading weapons on a vehicle with an innate Linked quality, the price of the
upgrade was incorrect. It should now be correct.
Fixed a couple of potential access violation errors when advancing contribution
rank in the group dialog.
When printing vehicles, groups, or bases, stored weapons were being displayed with
stock damage values, even if the weapon had an attachment that increased damage.
The damage will now be correct.
The obligation and duty charts were presented lowest size to highest size. They
should have been highest to lowest. This has been fixed.
Loading an adversary could generate an error if it contained a piece of gear with
an attachment, such as the modular backpack. The adversary link routine will now
properly link attachments belonging to gear, just as it does for weapons and armor.
In GM Tools, the adversary pane was being cut off if your screen was set to a
higher DPI setting. This should no longer happen.
Release 1.4.0.0

New/Changed Data:

Lambda-class shuttle had incorrect weapon counts for its front-facing weapons.
These have been corrected.
The MSP100 hover pod had an incorrect price. This has been fixed.
Modified the names of the tracker utility vest and mountaineer armor to include the
"A/KT" prefix.
Changed a typo in the HT-2200 freighter, and removed the reference to FnD Beta,
since the ship has been officially released in Far Horizons.

New Features/Enhancements:

Added support for group bases, as described in Far Horizons. Bases are added and
edited using the Group dialog. A group can have any number of bases, each with
their own upgrades, NPCs, and equipment. You can print individual base sheets for
each base, or include base sheets when printing the group. This version will not
contain data editors for bases and upgrades, but you will still be able to change
descriptions from the default page numbers. Editors will be added in a future
release.
Added bases as a transfer source for groups and characters.
Portraits are now treated more intelligently. All portraits are zoomed, which
means their largest dimension will fit exactly into the same dimension in the
picture frame. Additionally, any borders remaining will will be filled with the
most common color in the portrait, or white if the portrait has a transparent pixel
in the upper left.

Bug Fixes:

A few versions back, a bug was introduced into the data editor which caused it to
remove stock items completely, rather than just removing descriptions or
customizations. The itens were not actually removed, and would return the next
time the data editor was run, but they'd disappear for the session. This problem
has been fixed.
When the data editor saved changes, it would save all custom data. It will now
only save tables that have been changed, which will improve the performance.
On all printed sheets, ensures that the name, base, category, etc., printed at the
top will fit into the space provided, reducing font size if necessary. This will
allow long text to be displayed without being cut off. This check is also
performed with certain long text that must fit into a particular panel size.
A bug fix for the transfer dialog from the last release had an unintended side
effect of causing all characters and groups used as the source to be saved when the
transfer was completed. This could cause unwarranted delays, as well as unneeded
saves. This will no longer happen, and only entities involved in a transfer will
be saved.
When changing a group portrait, the new portrait would not be shown in the summary
at the bottom until another change was made to the group. It will now update
immediately.

Release 1.3.7.0

New/Changed Data:

The A/KT Shockrider crash suit was added for Stay on Target, but an incorrect
version of it was already included from Enter the Unknown. The newer entry was
removed, and the older entry was corrected.
Concealing robes was missing a mod. It is now included.
The helmet comlink attachment from FnD used 1 HP, when it should be 0. This has
been corrected.
The Outer Rim/Piloting Space holocron had a typo for its price. The price has been
fixed.
Added seven new "generic" items to the gear list. They represent any items you
want with an encumbrance value from 0 (Incidental Item) to 6 (Very Large Item).
All seven items can be easily found by filtering on the "Generic" type. The items
can be renamed to whatever you want them to be, and notes can be added to describe
the items, or mention any special features the items have.

New Features/Enhancements:

Equipment grid (and the source grid in the transfer dialog) now supports splitting
and combining stacks of items. When you purchase an item, you can decide whether
or not it will stack with like items, or be its own item. If you select an item
with more than 1 count, you can split that stack, either by number of stacks, or
number of items to go into another stack. Finally, you can select an item and
combine all like items into a single stack.
Renamed items are now seen as a different item from its base item. Items of the
same type (identical keys) that have been renamed the same thing will be seen as
identical.
The equipment grid now supports drag-and-drop as a means of reordering items.
Select an item, hold down the moust button, and move or scroll to another item.
The dragged item will be inserted right before the selected item.
There is now a way to turn off sorting in the equipment grid, specifically to
facilitate dragging and dropping. Just do a control-click in the header and the
grid will revert back to the original, unsorted order.
Now supports ordering pizza! The trick is figuring out how to do it... ;-)

Bug Fixes:

Defense values for weapon qualities (such as Defensive and Deflection) were being
incorrectly subjected to the armor-stacking code, which interfered with the final
values. This has been fixed, so defense values from Defensive and Deflection will
properly be added to the character's defense attributes.
Damage calculations for lightsabers were still showing incorrectly in the weapon
list on the character sheet, though it was correct everywhere else. The weapon
lists will now show the proper damage for lightsabers.
There was a bug in the transfer dialog, where if you transferred items, and then
cancelled the transfer, all original item counts were set to 0. This has been
fixed.
Changed the first initiative ability in the Foresee Force power to cost 10 XP
instead of 15. Also switched the XP cost of the control and range abilities in the
third position of rows 3 and 4.

Release 1.3.6.0

New/Changed Data:

Added all new data from Stay on Target, including species, specializations,
signature abilities, talents, duty, motivations, weapons, armor, gear, vehicles
(including images and silhouettes for almost all vehicles), vehicle attachments,
droids, riding beasts, and new astromech vehicle actions.
Added an import for Stay on Target for droid and riding beast adversaries.
Added droids from Far Horizons and Stay on Target as purchasable gear.
Added riding beasts from Stay on Target as purchasable gear.
New Features/Enhancements:

Generator and GM Tools now have support for Stay on Target's Signature Vehicle
feature. The Signature Vehicle talent will allow you to choose a Signature Vehicle
from among the character's personal vehicles, as well as vehicles belonging to any
group that the character belongs to. This will create a special attachment for the
vehicle that contains all of the mods accessible from other Rigger talents and
apply them to the Signature Vehicle. The Overstocked Ammo talent will also add 1
to the Limited Ammo quality of all applicable SV weapons. The GM Tools is also
Signature Vehicle-aware and will apply any character's SV talents to appropriate
group vehicles.
Option choices for species always included an internal method for adding or
subtracting from starting XP, which is now being used for the new Dressellian
species. This method is now also supported by the Species editor so that option
choices can be configured to have an XP cost, or give bonus XP. Additionally, such
choices will now be displayed in the character generator as having "XP Cost" or "XP
Bonus".
Changed the maximum encumbrance in the Vehicle editor to 1,000,000, up from 10,000,
so you can now make very large-capacity cargo vessels.
Modified the way the vehicle sheet looks. The defense dial now has space to change
the default value for each of your shields. Also, there's now a speed tracker you
can use to keep track of your current speed. Zero and your max speed are marked
specially for convenience. Some things were shuffled around a bit to accomodate
the new features.

Bug Fixes:

Species selected for a character weren't including any sub-species's talent


modifiers, if any. They will now be included properly.
Superior quality for armor was adding one to soak, but not reducing encumbrance by
one. It will now do this.
Mod for thermal cloak was incorrectly added and did not show up. It will now show
up.
When a rifle with the pistol grip was displayed on the first page of the character
sheet, it would correctly show Ranged-Light as the skill, but would use Ranged-
Heavy for the dice pool. The dice pool will now correctly show the Ranged-Light
dice pool.
Soak and defense of armor no longer stack. The best soak and defense of any piece
of equipped armor is used instead, as per RAW.
There was a chance when two or more instances of the character generator were
accessing the same data (such as using cloud storage for your data directory) at
the same time that one of the instances could crash. I believe this was caused by
the main thread and the file change worker thread trying to access the main SQL
connection object at the same time, which caused corruption. The change thread now
uses its own connection, so this shouldn't happen anymore.

Release 1.3.5.0

New/Changed Data:

Comm Jammer's rarity was incorrect. It is now rarity 3.


The Fusion Cutter had an older page reference to the AoR beta. It has been updated
to the AoR Core Rulebook.

New Features and Enhancements:

Talent editor can now set a talent as a Force talent (requiring a FR of 1+ to use).
If Reflect or Parry talents are selected, their values will be displayed under
"Soak" on the first page of the character sheet.
Bug Fixes:

Lightsaber hilts that have a 0 base damage were being treated like melee/brawl
weapons and having the base characteristic added to damage. This no longer
happens.
Clicking on a Cyber cell in the skill grid would cause an error. This has been
fixed.
Certain cells in the skill grid were incorrectly enabled for editing. You can no
longer change the values of these cells.
If a character had Morality due to the ignore Force rating option being turned on,
extra XP was not being applied if that Morality option was selected. It will now
be applied.

FaD Update #9:

Changed Control and Ranged in Heal/Harm.


Changed Strength upgrades and costs in Protect/Unleash.

FaD Update #10:

Updated Delta-12 Skysprite, Civilian Pathfinder, HT-2200, and IR-3F vehicles.

FaD Update #11:

Modified Electrostaff, Ancient Sword, Cortosis Shield, and Cortosis Sword.


Changed prices of ancient talismans.

Release 1.3.4.0

New/Changed Data:

Changed Ryyk blade critical to 2.


Changed restricted flag of training lightsaber emitter to false.

New Features and Enhancements:

In attachment editor, added two new settings: Min Encumbrance and Max Encumbrance.
If the attachment only works with items of a certain encumbrance, use these
settings to indicate the encumbrance range.
You may now sort on the skill list's Career column.
For shown weapons, if you have a talent that adds damage to only one hit of an
attack, and you're using either a two-weapon set, or a weapon with the auto fire,
blast, or linked qualities (any of which can generate multiple hits), the extra
damage will now be shown in brackets and not included with the main damage,
indicating that it is not necessarily applied to all hits. If a single weapon does
not have any of those qualities, damage from such talents will be included in the
total, as it was before. Also, if any damage is shown bracketed, an explanatory
note will be shown at the bottom of the grid.

Bug Fixes:

Some lightsaber weaopns (specifically the Ancient Sword) have a +dam value, rather
than a straight dam value. However, only Brawl and Melee weapons were checked for
this, resulting in a 0 damage. Lightsaber-skilled weapons will now also be
checked.
If you selected a character in the character pane, then set a campaign filter that
hid the selected character, and then clicked "New", an exception would be
generated. This no longer happens.
Droids, and other non-Force species, were able to choose FaD careers, which give a
Force rating. They are no longer allowed to do this. They can still, however,
purchase FaD specializations, since none of them give a Force rating.
In adversaries, if you chose a lightsaber technique that used a characteristic
other than Brawn, it would show properly for skills, but not for weapons. It will
now show properly for weapons as well.
Fixed issue in adversary description where a referenced skill could cause an
exception if it didn't exist in the profile.
In group sheets, Duty help text now correctly indicates change to Wound instead of
Strain.
In group sheets, added more help text for dark side/light side threshold changes.

FaD Beta Update #5:


Changed morality options to start with 29 or 71 Morality.
Changed double-bladed lightsaber and hilt to have Unwieldy 3.
Changed shoto lightsaber and hilt to give a -1 to damage instead of -2.
Changed Shadowsheath attachment so that it can be used by any weapon with
encumbrance of 2 or under. Also made changes for this in the attachment editor.
Made cost and HP changes to crystals and emitter.

FaD Beta Update #6:


Removed threat from Zabrak's special ability.
Made changes to Provincial Law Enforcement Officer, Toydarian Merchant, Imperial
Assassin, IG-100 Magnaguard, Stalking Acklay, Jakobeast, Kouhun, Mature Tusk Cat,
and Ysalamir.

FaD Beta Update #7:


Made changes to Hutt Slave Dealer, Imperial Assassin, Cautious Smuggler, Dandy
Gambler, Fallen Master, Stalking Acklay, and Jakobeast.

FaD Beta Update #8:


Replaced Battle Meditation Range ability with new Control ability.
Changed Heal/Harm's basic power to 20 XP.

Release 1.3.3.0

New/Changed Data:

Added adversaries and encounters for the "Debts to Pay" adventure found in the Edge
of the Empire GM's Kit. Read the READ ME FIRST.txt file first.
Added adversaries, encounters, stock vehicles, and custom data for the "Onslaught
at Arda I" adventure module. Read the READ ME FIRST.txt file first.
Added the TIE Hunter from Onslaught at Arda I to the main data.
Added the MSP100 Pteropter Hover Pod from Onslaught at Arda I to the main data.
The J-Type Skiff and Lancer Frigate's silhouettes were facing the wrong way. They
are now facing properly.
Changed Bantha laser sight to have a new item descriptor that adds advantage to
successful rolls. This is used on the shown weapon list on the first page of the
character sheet.

New Features and Enhancements:

Weapon, armor, and gear grids on the character sheet now include a sub-total of the
encumbrance of held items at the bottom of the grid. Additionally, all common
columns, such as name, quantity and encumbrance, have been moved to the front and
will line up.
Added Two-Weapon sets. If you want to use two weapons, you can now configure how
you want these sets to look. Select a primary weapon from the owned grid in the
inventory pane and click the new "Two-Weapon Sets" button. This will bring up a
dialog that allows you to select one or more secondary weapons from your inventory.
Each set can be shown or not on the first page of the character sheet by clicking
the check box next to the secondary weapon. Each weapon that has a two-weapon set
will be displayed with a two pistol icon on the grid. On the character sheet, the
same icon will be displayed for a set, as well as both weapon names, both skills
(if different), both ranges (if different), both crits (if different), and a dice
pool made up of the lowest skill rank and characteristic of the two weapon skills.
If a secondary weapon contributes an advantage or threat to the pool after it is
activated, that is also shown on the dice pool, following a slash. The "Special"
column will have weapon qualities for both the primary and secondary weapon.
In the adversary dialog, when creating a custom weapon, there's now a checkbox next
to the skills combo box that will allow you to choose any skill, not just combat
skills.
In the adversary dialog, when adding or inserting special abilities, custom armor,
items, or weapons, the one just added or inserted is now automatically selected and
is ready to edit.
The Characteristics pane of the character generator now supports injuries, or loss
of characteristics. To lower a characteristic due to a critical injury, check the
"Allow adding or removing injuries" checkbox. A new column will appear for
characteristics that allow you to add injury points to a characteristic. For each
injury point added, the characteristic is reduced by one and the final
characteristic is displayed in red. A characteristic cannot be lowered below one.
Added a new button to the Description pane called "GM Grants". This button will
bring up a dialog that allows the user to select non-standard options that his GM
deems available to the character. Currently, only one grant exists, which allows a
GM to grant a FR of 1 to a character for free. GM Grants are defaulted to being
NOT available. To make GM Grants available to the generator, go to the Options
dialog and check "Allow GM Grants". If this option is not checked, any selected GM
Grant for any character will be ignored.

Bug Fixes:

The web controls in the career pane weren't growing down properly when the form was
expanded. It should now grow down properly.
The new adversary name search feature wasn't added to the encounter dialog.
Choosing an adversary in the encounter dialog now supports the name search filter.
A rare error occurred when upgrading vehicle weapons. If a vehicle had, say, two
weapon groups, and after upgrading all weapons to the same weapon, the vehicle
ended up having only one weapon group, an error would occur. This was because the
weapon upgrade was still expecting that second weapon group to exist so it could
obtain a reference to the stock weapon. Each weapon upgrade will now have its own
reference, so the error will no longer occur.
When upgrading weapons, the cost of the upgrade would only be valid if the linked
quality changed, and 0 if it did not. Upgrading an existing weapon to another
weapon will now give the proper cost of the new weapon, including half again for
each additional Linked quality added.
When importing a data set, the skill validator expected a valid Key value in the
SkillModifier class used in species and other places. However, the SkillModifer
class had been recently updated to include a SkillType, which allowed the
modification to be applied to all skills of a particular type. When used like
this, the Key was blank. This caused skill validation to fail because it could not
find a skill with a blank key. This situation is now handled properly by the skill
validator.
When selling items, the sell price was being multiplied by the quantity twice. So,
for instance, if you sold 5 of something at 100 credits each, instead of getting
back 500 credits, you'd get back 2500 credits. This has been fixed.

FaD Update #2:


Added Fallen Apprentice and Fallen Master adversaries.

FaD Update #4:


Dark side Force users may now get a wound bonus for low morality.
Made all changes to Protector, Soresu Defender, Shadow, and Aggressor
specialization trees.
Added Prey on the Weak talent. Resolve and Unrelenting Skeptic are still in the
talents collection, but are unused.

Release 1.3.2.0

New/Changed Data:

The Falleen species had incorrect titles for their skill options. They now have
the correct skill name.
The High-Output Ion Turbine changed between EotE and AoR. AoR has no restrictions
on its installation, so the restrictions have been removed.
Added 10 new holocrons based on the table in FaD Beta Update #2.
Removed the gear type "Holocrons/Ancient Talisman" and created two other types,
"Holocrons" and "Ancient Talisman".

New Features and Enhancements:

Modified the species editor to allow a species to be given an innate Force rating.
This feature should be used for Force-sensitive species instead of granting the
species a Force Rating talent, since a character needs to have a Force rating
before any Force talents are applied.
Added "Add Setback" and "Add Threat" to all die modifier options in the Data
Editor.
Skills may now have setback and threat added to them.
Added a new pane in the Group dialog called "Resources". This pane allows you to
select a campaign type (one of the three CRBs), and then select an appropriate
starting resource for the group using the resources step in the selected CRB (at
the end of the character generation chapter). The resources can just be selected
and notes written, or you can have an appropriate resource added to your group by
clicking the "Validate Resource" button. If you've selected a ship, a Y-Wing
squadron, or a holocron, the "Validate Resource" button can automatically add them
to your group.
Several changes to the Force power pane. First, Force rating is now displayed in a
red panel, so it looks neater. Second, a checkbox appears next to the combo box to
allow you to purchase the basic ability of the power for the mentor 5 XP discount.
The discount is applied to each power separately, so if you lose your mentor (or
Darth Vader runs him through with his lightsaber), you can buy new powers without
the discount. Third, the power combo box now displays how many abilities you've
purchased with each power. I was finding I couldn't always remember which powers a
character had purchased, and would have to go through them all until I found one
with purchased abilities. Now, a count of purchased abilities will be shown with
the power.
Added last modified date and time to character, encounter, and group sheets.
On group sheets, added contribution rank to the top title.
In the Adversary pane of GM Tools, there is now a text box that allows you to
filter adversaries by name. The filter is case-insensitive and will match the text
anywhere in the name.
Bug Fixes:

Die modifier calculations for adversary were being applied multiple times, causing
more die modifiers to appear next to affected skills than were supposed to. This
has been fixed.

FaD Beta Update #2

Changed Cerean strain threshold to 13 + willpower.


Added a rank in Cool to Miralans.
Changed Zabrak special ability.
Added mentor discount to Force pane.
Added the new holocrons from the "Holocron Skills" table.

Release 1.3.1.0

New/Changed Data:

Fixed the price and restricted flag for Armored Robes.


Collar-Amp (Upgraded) from Far Horizona had a user key. It has now been given an
actual key (COLLARAMPUP).
The FasClean Atmospheric Reactive Damper's name was incorrect. This has been
fixed.
"The Local Leader" was missing from background hooks. It has been added.
Changed Unmatched Expertise signature ability to include two versions of Activation
and Reduce Difficulty.
The Keldabe battleship had an incorrect "type". It should now be properly set to
"Battleship".
The Heal/Harm Force power was missing a Control upgrade and had Strength instead.
This has been fixed.
A Togruta option choice had a misspelling. This has been fixed.
The Augmented Buffer from the Jewel of Yavin adventure was incorrectly limited to
airspeeders. It is now properly limited to vehicles with silhouette 2 or lower.
Shien Expert tree incorrectly had Touch of Fate instead of Toughened. This has been
fixed.
Updated the CAAF-2 Avionics Interface to give a skill rank in Piloting - Space if a
basic rank already exists (using the below new feature). It's mods have also been
split up between the aforementioned mod and an ad hoc mod for the situational
increase in Piloting - Planetary if piloting an airspeeder.
The Caamasi has been modified to add boost ranks to Knowledge skills with ranks
(again, using the below new feature).

New Features and Enhancements:

The vehicle list in any vehicle pane will now default to being sorted by name.
The weapon list in the vehicle upgrade dialog will now be sorted by name.
When you choose a vehicle weapon to upgrade, when the vehicle upgrade dialog is
displayed, all settings will default to the weapon being upgraded. You can then
make any changes you like to it.
All apps will now check for valid installed printers before printing is allowed.
Added an option to die modifiers where the modifier is only applied if the skill in
question is ranked. When editing die modifiers in the Data Editor, just click the
far right checkbox next to the skill to turn this feature on.
A skill mod may now be set to only apply if the skill already has basic ranks
(ranks not coming from items or attachments). A new checkbox has been added to the
mod editor to select this feature.
The skill pane will now keep its selection, sort, and scroll location between
character updates.
Bug Fixes:

The new campaign sorting from the Character pane would only show a single character
when filtering was turned on. It should now work properly.
The campaign setting in the Description pane would display the previous campaign
value when a new character was loaded that did not have a campaign. It will now
properly show a blank campaign.
When upgrading a vehicle weapon to a weapon that intrinsically has the linked
quality (such as the Quad Laser Cannon), the cost would be based the linked quality
as an upgrade, rather than taking into account the original linked value. Costs
should now be calculated correctly.
When copying a PC adversary in GM Tools, the copy was not saved and did not show up
the next time the app was launched. This was because PC adversaries, by
definition, do not persist, so the copy was not persisting either by default.
Copies of PC adversaries will now be saved correctly and treated like normal
adversaries, rather than like PC adversaries.
When printing an encounter sheet with a minion group with a count over 10, it would
only show the 10's digit for 2 digit counts under "Remaining". Now, 2 digit counts
will use a smaller font that will properly show both digits.
If the data folder was switched to an empty folder, the previous items weren't
being removed properly from the cache database. This would cause errors, since the
old XML files were expected to exist, but didn't. If no items are found, the
respective table will now properly be cleared.
For adversaries, the category list was being populated by the actual adversary
list, rather than the display list. It will now properly be populated by the
display list.
When the relink method was performed on a character, in certain cases, it was
causing a recalculate to be performed as well. Since a recalculation always
requires the character to be properly linked, this could cause a null reference
exception. A relink will no longer accidentally cause a recalculation.

Changes for FaD Update #1:

Togruta's "Pack Hunters" ability changed to "Pack Insincts".


Reflect (Improved) changed to "Incidental (Out of Turn)".

Release 1.3.0.0

New/Changed Data:

All apps have been updated with new data to support the new "Force and Destiny Beta
Rulebook" released at GenCon this year. This includes all new careers,
specializations, talents, Force powers, species, equipment, motivations, and the
new morality mechanic.
Added an import for all adversaries found in "Force and Destiny Beta Rulebook".
Added all data from "Far Horizons", including weapons, armor, gear, vehicles,
specializations, obligations, motivations, signature abilities, and talents.
Added an import for all droid adversaries found in "Far Horizons".
Added an import for the "Lost Knowledge" adventure found in the Force and Destiny
Beta Rulebook. This indcludes adversaries, encounters, and a data set for the
adventure.

New Features and Enhancements:

Various (and many) code changes were made to support the new features and mechanics
of Force and Destiny.
Created the Morality pane for "Force and Destiny". The Morality pane will only
show up if a character has a Force rating, amd at least one source supports
Morality. There is an option (see below) to allow non-Force users to use Morality
as well.
The Duty and Obligation will now only show up if a core source supports either duty
or obligation.
Added a new skin to the launcher for Force and Destiny.
You can now create your own name for any piece of equipment you own by clicking the
"Rename" button from the equipment pane. Been wanting to call your favorite
blaster rifle "Vera"? Now you can do it. This will come in handy when buidling
your own lightsaber from scratch starting with the hilt.
To support the various lightsaber techniques, a new button called "Choose SKill
Char" will appear in the specialization pane upon selection of a technique. This
will display a dialog that will allow you to choose which characteristic to apply
to the lightsaber skill. Note that this is now a standard mechanic for talents and
is supported by the talent editor. You can create your own talent that will make
any characteristic available for any skill. All skills can have their
characteristics chosen from this new dialog.
Force talents will now be shown as such from the specialization pane. A light
"success" blast will be displayed in any talent block that is a Force talent.
Additionally, if a Force talent is purchased without the character having a Force
rating (which is possible if a EotE/AoR character buys one of the new F&D
specializations), the talents will not be taken into consideration when
recalculating the character, and will not show up in the list of talents on the
character sheet.
The Force power trees now have ability panels that resize based on the length of
the descriptive text, similar to how the talent trees work.
The group sheet from GM Tools now supports a Morality table for triggering group
member Morality.
The character sheet now supports and displays selected morality.
Dice and symbol tags now have shortened versions. For instance, [PROFICIENCY] can
be shortened to [PR]. A full list of shortened tags can be found in the Data
Editor.
In the Data Editor, clicking on a symbol icon in the right help pane will now
insert the proper tag at the current cursor location in the description text box.
Added a new print style called "Full Color, No Background". This style will remove
the datapad background and use the same margins as the simplified style, but will
print in full color. This will work in all sheets.
By default, Morality is only available for Force-using characters. If you wish to
have it available for non-Force-using characters, there is now an option in the
Options dialog for making it available to everyone. If you are creating a new
character, or editing a character that does not have Morality, you will need to
select a source that supplies Morality options (currently, the Force and Destiny
Beta Rulebook source).
Added an editor for Morality in the Data Editor.
In the Character Generator, you can now specify a campaign for your character in
the Description pane. This can be used in the Characters pane to filter the
characters by which campaign the characters belongs to.
When adding an encounter from GM Tools, the campaign drop-down will now also
contain any campaigns specified in characters, as well as campaigns found in
encounters.

Bug Fixes:

Removed duplicate talent for Master Grenadier and fixed specializations that use
it.
Removed duplicate talent for Unrelenting Skeptic and fixed specializations that use
it.
Fixed an issue in the Data Editor when, if you removed all items that referenced
another item, then attempted to remove the referenced item, it would say that it
was still being referenced. This was because the original items weren't being
removed properly from all data collections. The items are now removed properly and
take much less time to remove.

Release 1.2.1.0

New/Changed Data:

The "Sleight of Mind" talent was set as unranked. It is now properly set as
ranked.
Commodore spec had some incorrect connecting lines. This has been fixed.
Slicer spec had an incorrect connecting line. This has been fixed.
Added an import for the "Crates of Krayts" adventure found in the Edge of the
Empire Beta Rulebook. This indcludes adversaries and encounters for the adventure.
Added an import for the "Operation: Shadowpoint" bonus adventure for use with the
Age of Rebellion Beginner Game. This indcludes adversaries, encounters, and custom
vehicles for the adventure.
The Foresee Force power was incorrect based on the release version of Age of
Rebellion Core Rulebook. It is now up-to-date.

New Features and Enhancements:

Added support for Contribution Rank to groups. Groups will now keep track of
Contribution Rank. This value can be changed directly, or when duty is high
enough, you can click on the "Advance" button. This will reset all current duty
from the group and all members and advance the rank appropriately.
Added contribution rank and group credits to the group sheet.
The cache file is now stored in its own location, based on the currently-logged in
user. It is no longer in the data folder. This should help eliminate occasional
errors when multiple users are accessing the same data (such as when you're using
cloud storage for your data folder).
Added a cybernetics rank column for both characteristics and skills in the
character generator.
Added "Force Rating" to the Force Power pane.
Force powers have a "minimum rating" setting to support future Force powers that
might require a Force rating higher than one. Unfortunately, I wasn't supporting
this setting and you always saw all Force powers. You will now only see acceptable
Force powers. If your Force rating drops too low for a high-ranking Force power,
it will be removed.
In the species pane, if a species skill was flagged as being a career skill, this
fact was not noted in the species description panel. It will now be displayed.

Bug Fixes:

Forgot to include the new CoreSources.xml data file. This could cause issues with
sources not being available.
The new import directories weren't being added properly to the app directory. They
should now be added to the correct location.
Specific motivations were causing problems when all sources had been selected.
Motivations will now work properly.
Sources would have issues if all sources were selected. Selecting all sources
should now work properly.
When adding a talent to adversaries that included a skill choice, the GM Tools
would get an exception. This feature will now work properly.
When transfering credits or equipment within a group, the transfer was supposed to
save both the group and the character, vehicle, etc., being transferred to.
However, the group itself was not being saved properly. It will now save as it
should.
Zero-sized obligation and duty will no longer show up in the group sheet.
If a skill got ranks from cybernetics twice, an invalid value could be set for the
purchase dropdown, causing an error. This will no longer happen.
The Add/Modify Species dialog in the Data Editor had issues dealing with both
skills and talents, both adding and removing them. These features should now work
properly.

Release 1.2.0.0

New/Changed Data:

Pretty much all data has been revisited and modified to support the two core
rulebooks (Edge of the Empire and Age of Rebellion). Data specific to EotE has
been given the "Edge of the Empire Core Rulebook" source, and all default page
number descriptions have been updated and standardized. For the most part, the AoR
Beta data has been updated to the new AoR core rulebook, although items from Beta
that were removed in the new AoR CRB have been retained as "Age of Rebellion Beta
Rulebook".
AoR adversaries have had their categories updated to the new categories found in
the AoR CRB, and EotE adversaries have had their categories prefixed with "Edge of
the Empire".
The Unofficial Species Menagerie has had all versions of the source combined into a
single source.
Added an import for the Perlemian Haul adventure in the Age of Rebellion Core
Rulebook, including adversaries, encounters, and a data set containing the new
vehicles. See the READ ME FIRST.txt file before importing.
Added an import for the Dead in the Water adventure in the Age of Rebellion GM's
Kit, including adversaries, encounters, stock vehicles, and a data set containing
the new vehicles. See the READ ME FIRST.txt file before importing.
Added an import for the Takeover at Whisper Base adventure in the Age of Rebellion
Beginner Game, including adversaries, encounters, and a data set containing the new
vehicles. See the READ ME FIRST.txt file before importing.
Updated the Trouble Brewing import folder to include encounters, plus a data set
for the sentry droid and Z-TIE. Also added images and silhouettes for the two
vehicles. See the new READ ME FIRST.txt file before importing.
Modified the two extra profiles for the Corellian Bow to remove incorrect
qualities, and to change the skill to Ranged Light.

New Features and Enhancements:

Source options have been enhanced to support a "core" source. There are currently
two "core" sources: Edge of the Empire Core Rulebook, and Age of Rebellion Core
Rulebook. When a source has been flagged as being a "core" source, it means that
at least one them must be selected in order to have a workable set of data. In the
current situation, you must select either EotE, AoR, or both core sources. If you
want to create strictly an EotE character, just select the EotE core source. If
you want only to create an AoR character, just select the AoR core source. If you
want to combine both games, select both. All other available sources are optional,
as before.
Modified Motivations so that they support sources for specific motivations (this
includes the data editor for specific motivations). In this way, I was able to
include the specific motivations from the AoR Beta that have been changed in the
new AoR CRB. If you want to only see the specific motivations mentioned in the new
AoR CRB, then make sure that the "Age of Rebellion Beta Rulebook" source is
deselected.
Newly-added or modified adversaries should now be automatically selected when the
edit dialog is closed.
Newly-added or modified encounters should now be automatically selected when the
edit dialog is closed.
Added "skins" to the apps. You can select from the original EotE skin, or the new
AoR skin, from the launcher. All three apps will work with the selected skin.

Bug Fixes:

When printing out encounters, if one or more adversaries were too complex to fit
onto a single page, strange things could happen, such as no pages being printed, or
multiple pages being printed with just a "Notes" section. The print routine will
now split the description of such adversaries so that they will fit on multiple
pages. This will only occur if an adversary is at the top of the page (if it
doesn't fit elsewhere, it will be put at the top of the next page automatically).
This will avoid adversaries with smaller description blocks being needlessly split
and making the encounter sheet more difficult to use.
When deleting a data set in the data editor, if a problem occurred (for instance, a
file was opened somewhere in the directory structure), the editor would get an
exception. The exception is now trapped and a warning dialog is displayed.
The data set import button was only enabled if a data set other than the default
data set was selected. The import button is now always enabled.
When editing an adversary in the GM Tools, changing die modifier counts for Special
Abilities would cause an error if something other than boost dice were being
changed. This no longer happens.
The experience calculator had a bug when purchasing an additional specialization,
then changing your career. The XP cost for purchasing specializations should now
be correct.
Some specialization trees could still have an issue with enabling and disabling
talents depending on the talents selected, and their connections. I believe this
only happened to talents in the corners where some of the connecting lines were
rather oddly designed. The one tree I found this in was the Infiltrator, where
depending on how you arrived at it, the Dedication talent wouldn't always enable
properly. I fixed this by adding an additional pass to the tree traversal routine.

Release 1.1.5.0

New Features and Enhamcements:

When selecting skills for ranked talents such as Knowledge Specialization, it will
save the skill choice for all instances of the talent. When you click the Play
button in any instance, it will display the same skill as being selected. This
fixes an issue where it allowed different skills to be selected, even though only
one selection would be counted.
The Deadly Accuracy talent will now allow you to select a unique combat skill for
each rank you select. Previously selected skills for this talent will no longer
show up in the skill list.
Added a new flag to the talent editor to reflect the change to Deadly Accuracy.

Bug Fixes:

If a vehicle is given an attachment that also adds an innate talent, printing the
vehicle from somewhere other than a character (stock vehicles, groups, or
encounters) would cause a crash. This is because it was attempting to look up the
talents in the character's talent list, and no character was associated with the
vehicle. Printing will now check for this and ignore the character aspect if no
character has been specified. This prevents the crash.
If you printed a sheet with a particular printer, then removed the printer from
your system, subsequent printing would get an error. This is becaused the saved
printer settings still contained the old, non-existant printer. The preview dialog
will now check to make sure the saved printer is valid before continuing, using the
system default printer if it is not.
The Trast A-A5 Heavy Speeder Truck had an incorrect silhouette. It is now
Silhouette 3.
The species image for Selonians was incorrect. They now have an accurate image.
The Play button on talents that allow you to choose characteristics, skills, etc,
was no longer showing up. It will now show up on appropriate talents.
When upgrading a vehicle weapon with a new weapon that already has the linked
quality (such as the quad laser cannon), the innate linked quality will be ignored
and it will be treated as a single weapon system. So, you can now replace an
existing weapon system with a quad laser cannon and it won't cost an HP.
If an attachment gave an innate unranked talent (such as Quick Draw for Filed Front
Sights), and the weapon was equipped, the talent would show up as automatically
selected in talent trees when a connecting talent was selected. This should only
happen if the talent came from the character and not equipment. This will no
longer happen.
The Blaster Carbine and Geonosian Blaster Carbine now have the "Non-Heavy Rifle"
category, so they will now work properly with attachments that limit by this
category.
When performing a data restore from the data editor, if you clicked cancel when
choosing a file to restore, a blank back/restore dialog would be displayed that
would only respond to a close. Now, if you cancel when choosing the file, the
restore function will be aborted and the dialog will not appear.
Removed the capability to import or export the default data set. This function can
be performed by the backup and restore features and is not needed. If you want to
save all of your custom data, use backup instead of export, then use restore to
replace your custom data at a later time.

Release 1.1.4.0

New/Changed Data:

The Ghtroc 720 Light Freighter had incorrect shields. This has been fixed.

New Features and Enhancements:

Modified the force abilities panel when adding adversaries. The abilties are no
longer sorted (so they'll be grouped together by power), the grid font is now 10
point, so more information is displayed, and there is now a drop down at the top to
filter by force power. This should make it easier select abilities belonging to a
particular power. When a force power is selected from the drop down, the power
descriptor is also removed from the ability's name in the grid, since it's
redundant.
Modified the talent trees to be able to grow and shrink depending on the text
description. This includes the tree shown on the character sheet. I'll look into
doing the same thing for Force powers and signature abilities, but as of now, they
do not do this.
Added an option when printing group sheets to exclude the destiny pool.

Bug Fixes:

PC adversaries were no longer being added to the adversary list. This was due to a
retooling of the load form. They are now added properly and are also saved
properly to the cache for quicker access.
All brawl weapons were supposed to combine the weapon qualities with the qualities
of the standard unarmed attack. However, the shown weapons on the character sheet
weren't doing this. All shown brawl weapons will now also include qualities
inherited from the standard unarmed attack.
Certain brawl weapons, such as vamblades and blast knuckles, cannot deal stun
damage as a normal unarmed attack. This was signified by an ad hoc item
descriptor. However, with the changes to brawl weapons on the character sheet,
this needs to be known so that the Stun Setting quality is not added to the weapon.
A new item descriptor, NOSTUN, has been added and all such weapons will have this
as a base mod. The shown weapons on the character sheet will now exclude the Stun
Setting from brawl weapons that have this mod.
There was a bug when choosing group emblems. If the GroupEmblems directory didn't
exist under DataCustom, it would crash. It now works.
Most of the generator no longer respected sources. Sources should now be working
again.

Release 1.1.3.0

New Features and Enhancements:

Added the ability to print trees on the character sheet. You can print talent
trees, Force power trees, and signature ability trees. The tree pages appear after
page 3. You may select which trees to print in the Options dialog.
The Tinkerer talent may now be used on items with no HP. If applied to a stack of
items, one item will automatically be taken out of the stack and have the HP
applied to it.

Bug Fixes:

If you started the GM Tools without a cache database (or an empty one), any newly
cached encounters weren't showing up. They'd appear the next time you ran GM
Tools, but not the first time. This has been fixed.
The specialization editor would always come up with "Adversary" in all of the drop
downs when you edited an existing specialization. It will now be populated with
the proper talents.
The 64-bit SQL Server Compact install was still not working. After playing around
with it a bit, I realized that I was including the 32-bit and 64-bit DLLs from
different versions of the product. It now includes the DLLs from the same version.
I was only able to test this on a 32-bit system, so if anyone using 64-bit Windows
still has a problem, please let me know.
The Medic tree had some incorrect connections. This has been fixed.
Importing pretty much anything did not relink the objects properly, which caused a
crash. This has been fixed.

Release 1.1.2.0

New Features and Enhancements:

Added auto-refresh to both the GM Tools and Character Generator. Whenever a


character, encounter, adversary, group, or stock vehicle is modified outside of the
application, it is automatically detected and all lists are updated accordingly.
This is particuarly useful if you're using a cloud storage system or network share
for your data. If someone on another computer (or another instance of an app on
the same computer) creates, modifies, or deletes an item, the changes will show up
in all other instances without having to manually refresh.
Added a summary for encounters in GM Tools;
The apps now keep track of the last time a character, encounter, etc., has been
updated. This value will show up in the summary for those items, and will also be
displayed in the character summary panel in the Character Generator.
The GM Tools load window now uses a background worker thread for smoother UI. The
percentages in the progress bar will now more accurately display the progress of
the objects being loaded.

Bug Fixes:

Unranked talents were not contributing die modifiers properly for characters, but
did for adversaries. It will now work for characters as well.
Performing a refresh from the GM Tools would cause a crash. This was because
reloaded characters weren't being properly calculated. They are now calculated
correctly, so the crash no longer occurs.
Adversaries were also not being properly recalculated, which could cause die
modifiers not to show up. They will now always be recalculated.
Quality overrides for vehicle weapons were incorrectly changing the quality counts
for the weapon stored in base data, not just the vehicle weapon. This was causing
current weapons systems to not match up properly with their vehicle weapon or
upgrade, which could cause a crash when displaying a vehicle summary. Base data
should never, ever, be changed by anything. When figuring out quality overrides,
cloned copies of the quality descriptors are now used instead of the actual
descriptors for the base weapon. Base weapon data is no longer changed, and
vehicle weapons systems are matched properly with the current weapon list.
In the vehicle summary control, the default silhouette image was being taken from
the incorrect location. This has been fixed.
The last install included a local copy of the SQL Server Compact 3.5 framework so
you didn't have to install it from Microsoft. Unfortunately, I just included the
32-bit versions of the DLLs, which won't work in 64-bit Windows (the apps would
either crash or lock up). The install now includes both 32-bit and 64-bit versions
of the DLL, so 64-bit Windows should now work out of the box. If you're installing
from a ZIP file, be sure to install into a new folder, or remove all files from the
old folder before copying the new release.
There was a bug when importing certain items, such as adversaries, where equipment
was not being imported. This is fixed.
The summary panel at the bottom of the Add Adversary dialog was not scaling
properly at higher DPI settings. This is now fixed.

Release 1.1.1.0:

New Imports:

Added all adversaries and encounters (and a data set) for "The Jewel of Yavin"
adventure.
Note on the Velker: The Velker, as defined in the adventure, is actually a
vehicle, which can be found in the data set import. In order to create a proper
roster for this "vehicle", a Velker adversary is also included. The Grand Prix
encounter uses both the vehicle version and the adversary version to create a
roster entry for the Velker, with the "adversary" providing "pilot" and "gunner"
positions in the "vehicle". When using the Velkor in an encounter, ignore the
adversary's wound and soak and only keep track of the Vehicle roster entry. The
adversary version is only there to provide the skills required to "fly" and
"attack" with the Velker vehicle. When you are finished with "The Jewel of Yavin",
you can safely remove the "Jewel of Yavin" data set so the Velkor and its custom
weapons won't clutter up your vehicle list. If you don't want to bother with the
Velker at all, don't import the data set, and remove the Velker adversary from your
adversaries in GM Tools. This will automatically remove it from the Grand Prix
encounter as well.

New/Changed Data:

Added new weapons, attachments, and vehicles from "The Jewel of Yavin" adventure.
Changed Storm IV Cloud Car to be a single-pilot vehicle. This allows them to be
used in minion squadrons.
Changed the E-11s sniper rifle to be a restricted item.
Added the mini thermal detonator from "Under a Black Sun".
Updated the droid species with all of its abilities, including inorganic,
mechanical being, etc.
Added the arc welder innate weapon to the R-Series Astromech sub-species of droid.
Modified the names of all Control Force abilities to describe what the control
feature does. This expanded name will also be displayed on the character sheet.
Resized vehicle images to 196x196, which is the size required for the character
sheet. This should save some download time.
Modified the following species to take advantage of the new "advantage symbol for
skills" feature (below): Zeltron, Ugnaught, Verpine, Devaronian, Duros

New Features and Enhancements:

Characters, encounters, groups, and stock vehicles now use a database-based caching
system. The first time you run GM Tools, for instance, it'll take the same amount
of time to load everything as it did before. But after that, it loads in a matter
of seconds. Not only that, but the GM Tools takes up a LOT less memory (the char
gen should as well, to a lesser degree). Performance should be about the same
since I did some optimizing with grid displays.
Changed my versioning. This new version is now 1.1.1.0. I'll use the last digit
for doing revisions to the current release, which is supported by ClickOnce. So,
if this version needs a quick fix, the new version will be 1.1.1.1, the next would
be 1.1.1.2, etc. For new releases, I'll increment the third (build) number. So,
the next release will be 1.1.2.0, then 1.1.3.0, etc. The first release of a new
version will always have a 0 as the last number (revision).
Added force die support for skills. If a force ability allows you to use your
force rating to enhance skills, a number of force dice equal to your current force
rating will be displayed in the dice pool for that skill. This is the max you can
use: if you have any committed, or use any for other powers, you may be limited in
the number of usable dice.
Added force die support for skills in the data editor. This includes any editor
that allows adding boosts or setbacks, such as talents or option choices.
Added advantage symbol support for skills. Species, abilities, and several other
things can now be set to add advantage symbols to dice pools. This will show up in
the character generator, adversaries, and printed sheets as a number of advantage
symbols next to a skill's dice pool.
Added advantage symbol support for skills in the data editor. This includes any
editor that allows adding boosts or setbacks, such as talents or option choices.
Modified the remove setback icon. Instead of a red X, it now has a red minus sign.
Boost/Setback/Force dice support has been added to the force ability editor.
The die modifier control has been modified. Instead of radio buttons to select
between boosts, remove setbacks, etc., there is now a drop down list with the
various options. With the addition of advantage symbols, radio buttons became
impractical.
Added a Type filter combo box to the equipment screen. Type and Category now work
in tandem to help filter items that you want to see.
Added support for keeping track of cybernetic implants on the equipment screen. If
you are currently using cybernetics, you'll see a label similar to encumbrance that
tells you how many cybernetics you currently have, and what your max is. This
label won't show up if you aren't using cybernetics. If you go over your max,
there's no penalty, and you won't be asked to un-hold one of them, just in case
there's a special reason you have so many. The label is shown for information
purposes only.
In the description pane of the character generator, there's a new button called
"Award". You can use this to bring up a dialog that allows you to enter the XP and
credits awarded to the character. These values are then added to the actual XP and
Credits for the character. In other words, you can just enter the amount to add
instead of having to do the math.
The size, location, and windows state of the print dialog will now be saved between
launches. As with sheet style and page settings, the character generator and GM
Tools will each have their own saved settings.
Item attachments can now specify the maximum silhouette of the vehicle on which
they may be installed.
Added a new way of tracking initiative on the encounter sheet. In the Rolls panel,
you can write down the triumphs, successes, and advantages rolled by both you and
the players. In the Slots panel, which is similar to the original init panel, you
check PC or NPC,depending on the precedence of the rolls. You can also keep track
of which initiative slot you're on, and which round you're on. The number of
displayd slots in the tracker can now be specified (it rounds up to even numbers).
The tracker will use the number of groups in the encounter, plus whatever you enter
for "PC Slots" in the print encounter sheet dialog. If you don't want initiative,
you can uncheck the option in the print encounter sheet dialog.
The import feature for adversaries and encounters will now default to the
application directory. This allows easy access to the Imports directory.
Added text size to the stat block editor. You can now select what size (tiny,
small, medium, large, extra large) to make the main text part of the stat block.
The default is extra large, which is what was used previously.

Bug Fixes:

The encumbrance label in the equipment screen was still not updating all the time.
It should now update whenever anything is done to a character.
When upgrading a vehicle weapon, the current weapon was removed from the list.
However, there may be cases where you want to keep the same weapon, but just change
the link quality. So, the current weapon is no longer removed from the list.
Not necessarily a bug, but HP cost for vehicle weapon upgrades has been altered.
The rules state that "Weapon systems combining two or more weapons always costs one
hard point, even if replacing an existing weapon system." (CRB pg 271).
Originally, I was taking that at face value; specifically, if you replace a weapon
system with another weapon system that was linked, it would always cost 1 HP, no
matter the Linked quality of the original weapon system. However, due to user
feedback, I've now modified the cost routine so that it compares the current weapon
count with the new weapon count and will only charge an HP if the new one has more
weapons. So, if you upgrade a weapon system that has the Linked 1 quality with
another weapon system with the Linked 1 quality, it won't charge an HP. If,
however, you replace a weapon system without the Linked quality with a weapon
system WITH the Linked quality, or replace a weapon system with the Linked quality
with another weapon system with a higher Linked quality, it will charge an HP.
In the dialog for upgrading weapons, the "LINKED:" label was misleading. It did
not represent the value of the Linked quality, but rather the weapon count of the
weapon system. So, a 1 actually meant no Linked quality, while a 2 meant Linked 1,
a 3, Linked 2, etc. The label has now been changed to "COUNT:" with a note below
it saying "Linked if more than 1". This should clarify the meaning of this field.
For adversary stat blocks, the name label's font size will now scale so that the
entire name will be displayed.
When upgrading vehicle weapons, the weapon would not keep the ventral arc setting.
It will now.
The Enhance force power had some incorrect lines connecting the force abilities.
It should now be properly connected.
Fixed a potential bug when loading characters whose species was given new option
choices. It should no longer crash.
New species option choices would not show up on existing characters because they
were only added if an option was removed. They will now be added properly.
The various choose portrait dialogs no longer functioned properly after the data
directory was moved out of the application folder. Even when they worked, they
wouldn't find portraits in the custom data directories or data sets. Both of these
issues have been fixed.
There was a potential bug when printing. Certain print drivers, such as DoPDF,
will prompt you for a location to store created files. If you changed to a
different directory, when printing was finished, there was a chance that the
current directory for the application would change (depending on the driver). When
this happened, the application could no longer find DataCustom, Characters,
Encounters, etc. Under normal circumstances, this bug would never show itself, but
when it did, the program would get an exception when you tried to save something.
The print routine will now save and restore the current directory so this will
never happen.
When you clicked to print from a print preview, the Print Dialog would come up, but
it would not have focus. You would have to click on it once just to "wake it up",
then it would respond to clicks as normal. In other words, you had to click
"Print" twice to get it to print, which was slightly annoying. The print dialog
will now get focus when it is displayed, so this won't occur.
Made the same two fixes for the Page Setup dialog as well, just in case.
Added boosts for Physical Training talent.
Adversary editor would get a stack overflow when trying to insert custom armor from
another adversary. Potential overflow situations have been fixed for all
insertable items.
In the item attachment editor, min encumbrance size and min silhouette controls
were present, but they didn't work. They will now properly change the values.
In the item attachment editor, when either mod list was changed, the attachment
description would not be updated. It is now updated.
When adding new categories in the vehicle or equipment editors (rather than
selecting existing ones), the data editor would crash. It will now properly add
the new category.
The oversized weapon mount was not lowering the low limit of the weapon size
requirement correctly. So, for instance, silhouette 5 weapons were not showing up
for silhouette 4 ships like they should have. This has been fixed.
When importing adversaries or encounters, there was no indication that the import
was actually working, plus the screen could get refresh problems during the import.
The wait cursor will now be displayed and the screen updated properly during an
import.
If an adversary was given a piece of equipment that raised a skill (such as the
immune implant), but that skill was not selected for the adversary, an exception
was thrown. This will no longer happen.
For characters, skills are now properly capped at 5, while characteristics are
capped at 6. When cybernetics are involved, skills are capped at 6, while
characteristics are capped at 7. This does not apply to adversaries. That is,
there is no cap at all for adversary skills and characteristics.
Fixed display issues in the character generator for background and the bottom
panel. Both will now size properly.
On higher DPI screens, skill pools would have the top and bottom of the icons cut
off. The pool is now properly sized for the height of the row.
When loading a character, species options always used the features (such as die
modifiers, talent modifiers, etc) that were saved with the character. However,
these features might change on the species. If they did, the character wouldn't be
updated properly. Selected options are now updated with the values from the
completed species (base plus any subspecies) when the species is linked. Now,
characters will automatically gain any new advantages and abilities from a modified
species.

Release 1.1.0.12:

New Features and Enhancements:

Added support for removed setback for skills from the same sources that support
boosts. A new icon (setback die with a red X) is used to show removal of setback.
Since skills blocks can grow rather large, they now scale to the width of the skill
column, so the entire skill block is shown.
Boosts/setbacks for skills now supports boosts/setbacks for all skills of a
particular type (ie, knowledge, combat, general, etc).
Species options, talents, and adversary special abilities, along with the mod
editor, now support added boosts/removed setback for skills.
Modified both Arkanians and Ortlans to support skill boost dice, along with a bunch
of talents for both boosts and removal of setback.

Bug Fixes:

The career skills panel wasn't scrolling properly when the character generator
window was small. It should now scroll if it is too small to show both skill
grids.
The item attachment editor window would have its controls shrink strangely on high
DPI screens with low resolution. It will now properly scale and gain scroll bars
if the screen is too small for the content.
The default data directory was acquired correctly, but the folder itself was not
being created. This would cause crashes when any of the apps were run. It is now
created if it doesn't exist.
Attachment costs were incorrect. Not only was it ignoring silhouette multipliers
for vehicles (which used to work fine), it was also charging a flat rate for
options, instead of a graduated rate (this also used to work). Both have been
fixed.

Release 1.1.0.11

New Imports:

Added encounters, a data set, and a stock vehicle for the "Operation: Shell Game"
adventure found in the Age of Rebellion beta rule book. The data set should be
imported using the feature in the Data Editor. Also, this import requires that the
Age of Rebellion adversaries be imported as well, since it uses some of them. This
can be found under "Imports\AoR Adversary Import".

New Features and Enhancements:

The launcher app has been enhanced. You can now choose an alternate location for
your data, instead of storing it in the standard application data location. This
might come in handy if you want to point your data to your synched cloud storage
directory. See the documentation for a complete list of changes to the launcher.
The up/down spin control will now show up in grids where you can change the rank of
something. This should help people realize that the value can, in fact, be
changed.
The data editor's data set feature has been enhanced. You can now set a
"Move/Copy" mode in order to move or copy items from one data set to another. To
do this, check the "Move/Copy Mode" box, select the data set you wish to move items
to, then check the custom items displayed in the list. When you've chosen the
items you want, click either the "Move to Current" button to remove the item from
its original data set and add it to the selected data set, or "Copy to Current" to
save a copy of the items to the selected data set. While in Move/Copy mode, you
cannot add, remove, or modify any items, including the descriptions.
Added support for boosts to appear for skills that unconditionally get them due to
talents or attachments. You can access this feature for your own creations via the
mod editor, which is available in any editor that includes mods. This should work
for all skill blocks for characters, rosters, and adversaries.
Added a "Add Damage Per Skill Rank" setting to talents to support Deadly Accuracy's
additional damage. This damage will show up under "shown weapons" on the character
sheet.

Bug Fixes:

The encounter load routine was not preserving white space in the XML. It will now
properly preserve whitespace.
The encounter information block on the encounter sheet was improperly converting
new line characters into breaks. This could cause HTML to format the information
incorrectly. This has been fixed.
Pasting or selecting a portrait for a character was not resetting the Save button.
It will now.
Exporting a character was not checking to make sure the file name was valid. It
will now.
When importing a character that you didn't currently have, the key would be re-
created. This was unneeded, since the key is universally unique. The file name
might change when you import, but the key will now remain unmodified. This may
come in handy if you created a group for the character, then removed the character,
and then added him back in. Unless the group was modified, the character should
automatically show back up in the group.
The truncheon was listed as having a rarity of 10. It has been fixed to have a
rarity of 1.
Some editors, specifically the item attachment editor, would get an error when you
tried modifying an item. This was due to an incorrect reference for description
processing. This has been corrected.
The "Sound Investments" talent was misspelled. It is now spelled correctly.
Not a bug per se, but when you clicked the "Save" button in the data editor, only
your currently-selected list was saved. It will now save all of your custom data.

Release 1.1.0.10

New Data:

Added Piddock's Geonosian weapons from "Long Arm of the Hutt".

New Features and Enhancements:

Added data sets to the data editor. You can now have your custom edits belong to a
named data set, instead of always being part of the main DataCustom directory.
These data sets are stored in their own directory under DataCustom. You can create
new data sets, remove existing data sets, or export and import data sets using ZIP
files. This will make it easier to share specific data with friends, so it won't
interfere with data that they've already created.
Added Backup and Restore to the data editor. Instead of having to manually back up
each of your data folders (Characters, Adversaries, DataCustom, etc), the data
editor will now do it for you. Like data sets, the backups will be stored in ZIP
files that you can save off wherever you like. If you mess up your data, remove a
character accidentally, or just install the software on another machine, you can
restore all of your data from these back up ZIP files.
The software now has a launcher app. From this launcher, you can run the character
generator, GM Tools, and the data editor. You can also launch the documentation
and FAQ PDFs, and it will even open the installation folder for you.
The software now supports ClickOnce installation over the web. This is still in
the testing phase, but the link is active and you can try it out if you like. The
link to the Setup.exe program to perform the ClickOnce installation is:

https://db.tt/R9lkkh9V

The ClickOnce install has a few benefits over the ZIP file installation. When you
run the setup program, it'll automatically install all the software for you over
the web. You'll get a short cut for the new launcher application, so it's easier
to access the software. It'll also automatically check for updates each time you
run the application and give you the option of downloading and installing the
updates automatically. It also supports incremental updating, which means you'll
only download the files that are required to bring you up to the latest version.
Finally, you can use the Programs and Features control panel to remove the software
if you don't want it installed anymore.
Added alternate text to all HTML rendering of dice and symbol images. If you copy
HTML out of one of the web browser controls to paste into an HTML-enabled app,
instead of having blank spaces or broken images where the dice and symbols should
be, it should now display text-alternatives.
Changed the organization of the install directory. The two PDFs and version file
are now in a directory called Documents. All images are in a directory called
Sample Graphics.

Bug Fixes:

The new ordnance grid on the vehicle sheet was not printing in B&W when simplified
sheets were selected. It will now display in the proper color.
The fix I made for the character-not-reverting issue used a clone feature that I
hadn't updated in awhile. Unfortunately, it caused white space characters, such as
new line characters, to be removed from text, such as character stories or notes.
This has been fixed.
Cortosis and Deflection qualities were not showing up for custom adversary weapons.
They'll now show up properly.
There was a problem in printing characters with vehicles enabled where the
generator would crash. This feature now works properly.
In the armor editor, the encumbrance was being saved with the soak value. It will
now properly save encumbrance.
Added innate weapons for species/sub-species would use both the crit and crit-add
values and set crit value to 1 if it was 1 or less. This was incorrect. It no
longer uses crit-add (which is for "all weapons using skill" innate weapons, such
as Trandoshan claws, and not actual innate weapons) and the check will now cap at 0
if it is less than that.
If you tried importing something other than what you were supposed to in
adversaries and encounters, the GM Tools would crash. This is because I wasn't
checking for a returned null before trying a relink, and if incorrect XML is given
to load, it'll return a null. It will now just tell you that it couldn't load
instead of crashing.

Release 1.1.0.9:

New Data:

Added all data from "Dangerous Covenants", including weapons, armor, gear,
attachments, vehicles, specializations, obligations, motivations, signature
abilities, and talents.

New Features and Enhancements:

Made various tweaks and code changes to support new concepts in "Dangerous
Covenants".
Changed the way species are implemented to work with "Dangerous Covenants". The
concept of a sub-species is now built-in to species, instead of just being an
option choice. You can now have different characteristics, attributes, innate
weapons, and option choices for sub-species, as well as species-wide selections.
The following species have been modified to support the new sub-species feature:
Aqualish
Droid*
Gungan*
Nikto*
* Indicates that a previous species with sub-species selected as an option choice
has been updated to use the new sub-species feature. If you have an existing
character of this species, the option choice has been removed and you will need to
edit your character and select the proper sub-species. The first defined sub-
species will be selected by default.

In order to support the new missile options for vehicles, the vehicle pane now
supports an "Ordnance" option. Clicking the "Ordnance" button will bring up an
inventory window that will allow you to purchase ordnance, such as missiles, for
your vehicle. These weapons will show up on a special "Ordnance" grid on the
vehicle sheet.
Updated the species pane so that single-choice options no longer display under
"Species Options" (as they are not really options), but rather under the species
summary. Also, if a species does not have any options, the option panel is hidden.
Added the ability to add "mods" to weapons. Any mod, other than qualities, can be
added this way, but it can also be used to add ad-hoc descriptions about special
characteristics of the weapon.
Modified the character sheet to show both damage and additional damage for
explosives (any weapon that uses Mechanics).
The species editor has been modified to support sub-species.
The weapon editor has been modified to support the new mods feature and the
ordnance flag.
You no longer have to specify a mod as choosing defense zones when you choose mods.
This feature triggers automatically from the "Increase Defense Zone" mod.
Added a feature that allows you to select a vehicle weapon for an attachment. This
is used in the Oversized External Weapons Mount attachment and is triggered if you
include the "Choose Vehicle Weapon" mod for a vehicle attachment. The selected
weapon will be listed as if it were a normal vehicle weapon, but will automatically
be removed if the attachment is removed, or another weapon is chosen for the
attachment.

Bug Fixes:

There was a bug in the character generator where you'd modify a character, did not
want to keep the changes and loaded another character (or created a new character),
then returned to the original character. When you did this, the changes you had
made were still present; the character was not reverted back to its original state.
This has been fixed.
The obligation pane in the Group Editor in GM Tools was not sized properly,
preventing obligation from being edited. This has been fixed.
When the species was changed, the characteristics pane was not updated with the new
starting characteristic values. It will now be updated properly.
Fixed an issue with the Bodyguard specialization.
Fixed an issue with the Assassin specialization.
Fixed an issue with the Politico specialization.
Fixed the main list in the data editor so that it'll remember your sort column and
which row you added or modified and keep it selected and scrolled into view. This
annoyed a lot of people (myself included).

Release 1.1.0.8:

New Imports:

Forgot the boss adversary for the "Trouble Brewing" adventure. Bandin Dobah has
been added.

New Features and Enhancements:


Added stat block export to vehicles. You can now save a vehicle's stat block as a
PNG file, similar to saving a stat block for an adversary.
In GM Tools, in the Add Group dialog, there is now a Refresh button. This will
refresh the character list. You can use this if you add a character with the
generator, then want to add that character to a group when the GM Tools is already
loaded. Instead of having to close and re-open the GM Tools, you can now just
refresh the list. Any changes (new or removed characters) will show on the
character grid, and PC adversaries will be added or removed accordingly (see
below).
In GM Tools, for encounters, added filters for Campaign and Adventure. Also, the
list will keep its sort and selected encounter between adds and edits.
In GM Tools, for encounters, you may now add a descriptive name to each adversary
group or roster vehicle, defined at the bottom of the list for the current item.
If this name isn't blank, it'll be added before the name of the adversary or
vehicle within parentheses on the encounter sheet.
In GM Tools, for adversaries, the current set of PC's will now be added to the list
as adversaries. These special adversaries cannot be removed or modified, will
change depending upon your current set of PC's, and will belong to the category
"Player Characters" for easy access. You can add these adversaries to encounters,
just like normal adversaries. They will be denoted as "Nemesis-PC" on the encounter
sheet. Each PC adversary will have the same key value as its PC, so encounters will
remember them between loads, assuming you do not remove a PC.
When importing a character, the generator will now detect whether or not that
character already exists. If it does, it will give you the option of replacing the
character with the imported one, or adding a copy of the character. In this way, if
you get updated character files from your players, you can import them back in and
replace the current one so groups and encounters that might use the PC will not be
affected. The next time you run the GM Tools, or do a Refresh (see above), the
latest version of the character will automatically be part of the group, and
encounters with the PC as an adversary will be updated as well.
Modified the way characters are handled in the generator. Response for selecting,
adding, removing, and copying characters should be much faster now.
Added more info to the character summary, including specializations, XP, and
credits.
Any place that dislays characteristic names will now use the name of the
characteristic from the Characteristics.xml file.
A number of grids that display text that is usually on the long side have had their
font size reduced to display more information.

Bug Fixes:

Silhouette image for the J-Type Star Skiff was upside down. It is now rightside
up.
Fixed a persistent problem with print margins that has existed since the beginning.
While the print preview window would show pages correctly, when they were actually
printed, the left and top margins would be larger than they were supposed to be.
This was actually due to a design issue with .NET that had never been taken care
of. I finally got a fix for this, so printed pages should have the correct
margins.
The divider for encounter notes was not being set to its proper simplified version
when the simplified style was selected. It remained as a full-color divider. This
has been fixed.
In the Scientist specialization, there was a missing line between Respected Scholar
and Natural Scholar. This has been fixed.
The YT-1000 starship had an incorrect image. The image is now an actual YT-1000.
The E-11 sniper rifle and X-30 Lancer were missing several categories. They now
has the proper categories.
Made a minor fix to the way attachments were being displayed.
A few problems with the Gunner specialization were fixed.
Displayed encumbrance threshold in the equipment screen wasn't being updated if you
added an attachment that increased encumbrance threshold. It'll now update
properly.
Long motivations (such as "Extended Family/Clan") were being cut off. All
motivation and obligation titles will now shrink-to-fit the labels.
The quad laser cannon had the Accurate quality, but did not have a rank, so it did
not show up. It now has a rank of 1 in Accurate.
On the first page of the character sheet, "Ranged" defense title said "Value". It
now properly says "Ranged".
Weapons with the Deflection quality were not properly adding ranged defense. It
will now add ranged defense properly for both characters and adversaries.
Positive handling values were not displayed with the plus sign in vehicle
encounters. They will now be displayed properly.
A weird issue with the web browser control in the species pane prevented you from
clicking on the species dropdown and just scrolling through species. Each time you
did this, the dropdown would lose focus. It will now retain focus and allow you to
scroll through all the species.

Release 1.1.0.7:

New Data:

Added the "Dunelizard" starfighter from "Long Arm of the Hutt" adventure.
Added the "YKL-37r Nova Courier" freighter from "Long Arm of the Hutt" adventure.
Added "TIE Defender" from "Age of Rebellion". This was unintentionally omitted.

New Imports:

Added adversaries and stock vehicles for "Long Arm of the Hutt" adventure.
Added adversaries and stock vehicles for "Escape from Mos Shuuta" adventure from
the Beginner Game.

New Features and Enhancements:

Added custom armor to the adversary editor in GM Tools.


Added tracking to vehicles on the encounter sheet. Vehicles now have the same
style of tracking as adversaries, with hull trauma, system strain, a place to put
damaged components, and critical hits.
Also added minion vehicles to encounters. Vehicles used as minions must have the
"Single-Pilot Craft" option enabled (see below), and you must have at least one
minion adversary group selected for the encounter. Minion vehicles are designated
in the Rosters pane by checking the box next to the vehicle and selecting a minion
adversary group. Such a group cannot be used in any other roster. On the
encounter sheet, a modified version of vehicle tracking is displayed, similar to
minion adversaries.
Added the "restricted" setting to all equipment, vehicles, and attachments. You
can now filter on restricted items when purchasing them. When descriptions are
displayed in the dialogs, the restricted icon (red circle with white horizontal
bar) will be displayed next to the rarity. On the sheets, each item grid will now
also display the restricted icon next to any restricted item.
All data has been updated to reflect the new restricted setting for restricted
items.
Added Rarity to attachments, as well as the restricted setting.
Editors have been updated to reflect the new setting(s).
Added the "Single-Pilot Craft" option to the vehicle editor. Check this box if the
vehicle is a starfighter, speeder, or some other craft that requires a single
pilot. Such vehicles can be used as minion vehicles in encounters.
Bug Fixes:

Changed the source for the "Driver" specialization to "Enter the Unknown".
The I-Class Star Destroyer and the Victory-Class Star Destroyer had mixed and
matched portraits and silhouettes. They both now have the proper images.
The Gundark adversary in the CRB import directory had its "Meaty Fists" misspelled.
This has been corrected. The Gundark was also duplicated in the AoR import
directory. It has been removed.
The Shortened Barrel attachment had an incorrect HP cost. It now costs 1 HP.
The Augmented Spin Barrel attachment had its application limited to the Blaster
Rifle and Heavy Blaster Rifle. This has been changed to be usable by any weapon
with the "Blaster Rifle" category, which includes several new weapons from recent
supplements.
Fixed other assorted spelling issues.
If you created a new character, added equipment and vehicles to it, then performed
an equipment transfer, it would say that the character must be saved, but if you
returned to the character pane, the new character wasn't there. The character was
saved, but the character list was not being updated. It is now updated properly.

Release 1.1.0.6:

New Data:

Added the following species from the new "Unofficial Species Menagerie 3.0" (thanks
goes to Donovan Morningfire and Cyril for their outstanding work on this
supplement): Arcona, Besalisk, Chevin, Dressellian, Lepi, Pau'an, Talz, Thakwaash,
Ubese, Ugnaught, and Zygerrian.
Made all changes to existing "Unofficial Species Menagerie 2.0" species that were
modified in the 3.0 version of the document. These species have had their source
changed to "Unofficial Species Menagerie 3.0".
Added new weapons, armor, gear, and vehicles for "Suns of Fortune" sourcebook.
Added a new vehicle attachment to support the "Sunflare" swoop in the "Taming the
Dragon" modular encounter in "Suns of Fortune". "Swoop Speed Modification" adds 1
to speed and removes 1 from hull trauma, and has an option to add 1 system strain.
Added a new vehicle attachment to support the "Bloodblade" patrol boat in the
"Corellian Shuffle" modular encounter in "Suns of Fortune". "Predictive Targetting
Array" is explained on page 143 in "Suns of Fortune".

New Imports:

Added adversaries, stock vehicles, and modular encounters (imported in the GM Tools
as encounters) for "Suns of Fortune" sourcebook. This can be found in the Imports
folder in the ZIP file. Be sure to read the READ ME FIRST.txt file.
Added adversaries and two custom vehicles for the "Trouble Brewing" adventure,
found in the CRB. This can be found in the Imports folder in the ZIP file. The
two vehicles should be copied to your "DataCustom\Vehicles" directory if you wish
to use them. I won't be including them as stock data, since they're very specific
to this adventure. Be sure to read the READ ME FIRST.txt file.

New Features and Enhancements:

You may now ignore the starting size limitation of obligation options by checking
the appropriate checkbox in the Options dialog.
Added the "Massive" setting to vehicles. Descriptions will include this setting,
as well as tell you how many advantage to add to crit rating. This same
information will be included in the information list when you print a vehicle.
Setting "Massive" to 0 means that it doesn't have the quality. The vehicle editor
has also been enhanced with this feature.
All massive vehicles listed in the week 5 AoR update have had their "Massive"
setting set to the appropriate value. If you have customized any of these
vehicles, they will need to be modified with the proper "Massive" values.
The vehicle editor now supports hyperdrive increments of .1. The spin controls
will still increment by 1; just click the number and type in decimal values
yourself. Also made changes to the vehicle code to support this.
Added a new notes feature to the equipment screen. Any owned item may be annotated
with a note. To do this, click the new "Notes" button. A dialog will appear that
allows you to enter your note. You may include tags for special symbols and dice
in your note. Item notes will appear on the printed sheets in the "Special" column
of the appropriate grid.
By popular demand, you can now equip two pieces of armor. Make sure, however, that
your GM will allow you to do this.
You can now import and export encounters. The new modular encounter imports from
"Suns of Fortune" take adventage of this new feature.
Modified the way adversaries are identified. They all now have a universally
unique key that will never change. In this way, encounters can be shared as long
as they use standard adversaries.
Modified ALL ADVERSARIES to use this new universal key.

Note: If you want to use future saved encounters that use any included adversary
found in the Import folder, and you've already imported a version of them from
previous releases, you will need to remove all of those adversaries and import them
again. This is true for some of the saved encounters for SoF that use CRB
adversaries. In order for them to work properly, you will need to remove your old
CRB adversaries, then add them again. Remember that Import now supports multiple
file import...

Removed characteristics, skills, and talents from the ItemDescriptor.xml file.


Instead, all characteristics, skills, and talents (even custom ones) will be added
automatically to ItemDescriptors from the actual characterisics, skills, and
talents collections. This means that they will all be available for weapons and
attachments, instead of just the ones I happen to put into the file originally.
Because a lot more talents are now available for item descriptors, the Add Mod
dialog in the Attachment editor has been modified to allow filtering based upon
skills, talents, qualities, characteristics, and other mods. This will make it
easier to find the exact mod you're looking for.
You can now add Jury Rigged as a talent for adversaries. You cannot modify an
adversary's items with it, however; its inclusion is only descriptive.
Images for vehicles, vehicle silhouettes, species, and equipment can now be added
to the DataCustom directory instead of Data. New images can be added there for
your custom creations, or you can override the stock images bye adding new images
to DataCustom with the same name format (images found in DataCustom take precedence
over those found in Data). The locations for these images within DataCustom can be
found in the documentation, starting on page 31.
More combo boxes have been sorted alphabetically.

Bug Fixes:

In the Encounter editor in GM Tools, if you remove an adversary that's being used
for a vehicle position, the position would not be removed. This caused a crash
when the encounter was reloaded (or GM Tools was relaunched). The primary problem
was that the "Equals" function used to compare two positions was assuming that the
adversary reference was in place, which it wouldn't be. The routine has been
modified to first check to see if the two position references are identical before
comparing their content. Second, the position should have been removed after the
adversary was removed. This check was being made when vehicles were removed, but
not adversaries. Now, after removing an adversary after first including it in a
roster, the saved encounter file will no longer have the orphaned position.
In the Encounter editor in GM Tools, if you added the same stock vehicle multiple
times to an encounter, it would only show up once in the roster list. This was
because the stock vehicle's key was not being created new for each vehicle. Added
stock vehicles will now have their keys created new each time to make each vehicle
unique, and they will also now show up separately in the roster, and on the printed
encounter sheet.
When rosters were being printed, the gunner divider was showing up, even if the
vehicle had no gunners. Now, the gunner divider will not be added to a vehicle's
roster section if the roster has no gunners.
There were certain inconsistancies in the way unranked talent mods were being
displayed in descriptions, depending on whether or not the mod had a count. Some
older attachments had unranked talents, such as Quick Draw, defined without a
count, while others (including any created with the editor) would have a count of 1
or higher. Now, all unranked talent mods are displayed as if they have no count,
regardless of what the count actually is, since a count would only make sense for a
ranked talent (that is, you can only benefit from Quick Draw once). For instance,
a Quick Draw mod will now look like "Innate Talent (Quick Draw) Mod", rather than
"1 Innate Talent (Quick Draw) Mod", or "Innate Talent (Quick Draw) Mods" (if count
was 0).
The vehicle grid in both the group and character sheets was missing the Strain
(system strain) column. Strain will now show up.
If you performed a transfer when editing a group, and subsequently hit Cancel, the
group would still have the inventory if you edited it again. If you closed and
relaunched GM Tools, the inventory would be properly removed. This was due to the
local cache not being updated properly after the forced save. This has been fixed,
and will also work properly if you transfer, then hit Cancel during a "New" group.
The group will still show up as being added because of the forced save.
Model 77 air rifle had the incorrect quality count for Pierce. It is now Pierce 4.
Fixed an issue when shock gloves were given to adversaries. The app no longer
crashes and shock gloves are added correctly.
Fixed an issue with the vehicle grid if you had more vehicles listed than would fit
in the grid. Whenever a vehicle was clicked, the grid would scroll unpredictably.
It no longer does this.
Fixed an issue with attachments being added to stock vehicles. If you switched
panes, then went back to the vehicle pane, any added attachments were gone. It
will now keep added attachments.
Fixed some issues with encounter printing. If encounter notes were present on the
first page, they could remain on subsequent pages. Also, if only rosters were
being printed, and not adversaries, encounter notes would not be printed at all. A
potential print anomaly also existed if a vehicle roster had no positions and was
being printed toward the bottom of the page. The normal test that was done to make
sure it fit was not being performed. Finally, I somehow got in a situation where I
had more than one count of a nemesis. Nemeses are supposed to be limited to 1 per
group. All of these issues have been fixed.
When the Add Attachment dialog came up, the description of the selected top
attachment did not appear. You had to change the selection in order to have the
description show. This has been fixed.

Other Changes:

Updated the documentation and FAQ to correspond to this release, including a few
more questions that have been answered on the forums.

Release 1.1.0.5:

Added the following vehicles from "Beyond the Rim": Jawa Salvage Skiff, IPV-1
System Patrol Craft, Skywatcher-Class Deep Space Scout Ship, and V5 Medium Cargo
Floater.
Added "Show Purchasable" checkbox back in the equipment screen. Apparently, a
number of people still find it useful.
The durasteel armor vehicle attachment cost an incorrect number of hard points. It
now correctly costs 2 hard points.
Added a SmartTranq attachment especially for the Model 77 Air Rifle.
Added another profile for the Model 38 Sharpshooter Rifle that shows the changes
made for using the Detonator round. If you want to use Detonator rounds for this
rifle, purchase the rifle as usual, then add the weapon with the Detonator profile
without purchasing it. Do not hold both weapons, or you'll be charged double for
encumbrance. You may also want to do a "Shown" on both of them if you switch back
and forth during combat.
Added extra reload gear items for both the Detonator and SmartTranq ammo.
Added a "Random" button to the Motivation and Obligation/Duty panes. Clicking on
this button will remove all of your current motivations or obligations/duty and
choose a random one for your character. Obligation/Duty size will be the same as
the "Starting Size" you've selected from the dropdown. You have the same chance as
stated in the CRB for getting two of either one. Two obligations/duty will divide
your currently selected starting size between the two of them. Two motivations
will assure that two different motivations are selected. Since starting size is
not relevant for group obligation or duty, the "Random" button is not available
when editing groups in the GM Tools.
Modified how encounter information works when creating an encounter. Encounter
info is now treated like a standard description field that accepts tags and HTML.
It is no longer displayed in the header table, but rather has its own space at the
top of the first encounter sheet. This space can grow to fit whatever you type in
for information (you're still limited to one page). The group sections will be
displayed beneath the information, as usual. If no information has been typed in,
the information block won't be displayed on the encounter sheet.
The equipment screen will now display information for the last clicked item in
either the equipment grid or the owned grid (before, it only showed items clicked
in the equipment grid). The info displayed for weapons also shows more
information, such as damage and range and, if clicked from the owned grid, any item
attachments present.
When adding attachments, the New attachment list wasn't sorted. It now defaults to
being sorted on the name of the attachment.
Fixed a potential bug for obligations, duties, and motivations. If a character was
given any one of these items from a particular source, and the source was then
unchecked from the Options button, the grid would throw an error because the
created combo box would not have that item in it. The code will now check the
character's obligations, duties, and motivations and make sure that they exist in
the dropdown. If they don't, they're added. This prevents the error.

Release 1.1.0.4:

Obligation options were not capping extra obligation to the starting value. It now
will.
Changed the character summary in the generator to be more asthetically pleasing (to
me, anyway; the old summary was the same from the beginning, and was starting to
look dated) and take up less space.
Moved obligation, duty, and credits from the top green bar to the new character
summary. Also, added encumbrance to the summary.
Added starting and earned XP to the top bar.
Changed adversary summary in the GM Tools's Add Adversary dialog to match the new
format in the generator.
Changed group summary in the GM Tools's Add Group dialog to match the new format in
the generator.
Added a new button "Insert" to Add Adversary dialog's custom weapon, custom item,
and special abilities panes. Clicking "Insert" will bring up a list of other
custom items that have already been added to any defined adversary. You can then
choose the item to insert into your list. This should save some time in creating
adversaries (I, too, get tired of re-typing the "Droid" ability for each droid
adversary I create).
Removed "Show Purchasable Items" in the equipment screen. This was only useful
before the purchase dialog allowed you to pick your own price. Now, pretty much
everything is "purchasable" if you can drop the price low enough.
Added a "None" setting to the sensor range on vehicles. Vehicles don't have to
have sensors.
The Force Power dropdown was using the power's name as a key. This worked fine
until I fixed a spelling error in the Foresee power's name. After fixing the
error, the generator crashed when selecting the Foresee power from the dropdown
with older characters. Fixed the dropdown so that it will properly find a force
power based on its key.
Found another couple of places where the ad-hoc mod fix from 1.1.0.1 wasn't
applying properly to items with ad-hoc mods when added to adversaries. The fix
will now work for adversaries as well.
The force power editor had an annoying habit of scrolling itself back to the top
after a node was edited in some way. It'll stay put now.
On WinXP systems, performing Imports and Exports could change the current
directory, which in turn would cause XML files to be saved in the wrong place. All
places that use open or save dialogs will now restore the current directory after
use.
In careers, if you selected your career skills and/or spec skills, then changed
careers so that they went back to being unselected, the totals at the bottom of the
lists would not update. They will now update properly.
The equipment screen now saves your grid selections. Before, whenever you did
something that would recreate the equipment grid (such as change species), the
equipment grids' scroll location and selected items would be reset. The selected
item will now continue to be selected and will be scrolled into view. Your current
item will also continue to be selected when you move between weapon, armor, and
gear grids (they were being reset before).
A strange corner case occurred with obligations, duties, and motivations. If you
added two of any item, then removed the first one, then added a new second one,
then saved the character, when reloaded, the top item disappeared. This was due to
duplicate keys in the objects. This won't happen again, but existing characters
with this problem will need to be modified and re-saved.
I noticed that .NET's garbage collection wasn't doing such a great job giving up
resources unless it absolutely had to. I now do a lot of manual garbage collecting
after forms close to force the programs not to grow too much in memory.
Added a new import directory for the "Under a Black Sun" adventure. This directory
contains conversions of the stock characters, plus all of the adversaries. Just
import whichever characters and adversaries you need.
The bottom right talent of the Politico specialization was incorrectly set to
"Intense Focus". It has been changed to "Intense Presence".
After the above talent fix, I noticed that if you had selected "Intense Focus" in a
previous character, it would properly have "Intense Presence" selected in the tree
when the character was reloaded. However, when you printed your character, it
still said that you had "Intense Focus". When linking specializations, it will now
verify that your saved talents are the same as the ones found in the specialization
at any particular row and column. If not, the saved talent will be changed to the
proper talent (in this case, "Intense Focus" will be changed to "Intense
Presence").

Release 1.1.0.3:

When purchasing attachments, the cost was not being deducted from total credits.
It will now deduct properly.
Corrected spelling of the Foresee power and Basic Power ability.
When removing an item in the data editor, it wouldn't allow a custom item to be
removed if it was referenced somewhere else, even though it would just revert to
the original stock item with the same key value. It will now only perform this
check with added items.
There was a data error in the ItemAttachments.xml data file. Reinforced Shield
Generator was sharing the same key as Upgraded Comms Array. Upgraded Comms Array
now has its own unique key.
Gaffi Stick was misspelled. It is now spelled correctly.
The Mk. VI Modular Backpack pouch attachment was causing the generator to crash
when loading a character that had it in its inventory. It will no longer do this.
When selling or removing equipment, the encumbrance value and/or threshold wasn't
updating on the equipment screen. It will now update properly.
When editing the name or notes of a vehicle, the text box would sometimes lose
focus after the name updated. It will now keep focus properly
To avoid issues, the install no longer comes with Core Rulebook adversaries already
installed. These adversaries have been moved to their own Import folder, just like
the adversaries from the other sourcebooks. You no longer have to worry about
modifications made to stock adversaries being overwritten when upgrading.
Modified the documentation and FAQ files to reflect the above change.

Release 1.1.0.2:

The Unmatched Mobility signature ability had a line connecting the base ability to
the first Free Maneuver, but the Free Maneuver was not selectable when the base
ability was selected. It is now selectable. Also, this same Free Maneuver was
connected to the node below it, but that node was not accessible when the Free
Maneuver was selected. This connection should not have been there at all and has
been removed.
Modified the description of the Mk. VI Modular Backpack to explain how to add
accessory pouches because this may not be readily obvious. Basically, accessory
pouches are added to the backpack by using a special attachment. Just click the
"Attachments" button from your inventory and select the accessory pouch attachment.
You'll get a +1 encumbrance threshold for the attachment, plus you'll be able to
select up to two more optional +1 threshold mods as well (for a total of three
"pouches").
Fixed an annoying issue in the Force Powers pane where each selected force ability
would cause the power dropdown to re-select the first power. It will now stay on
the current power.
When purchasing items at quantity, it would charge you only for a single item. It
will now charge you for the actual quantity.
After modifying and saving a character, if you switched back to the character pane,
the scrollbar did not function. This has been fixed.
Did some reformatting of the documentation and added a section for installation and
updating.
Added a FAQ after scanning through all 37 pages of the forum topic, looking for
questions.

Release 1.1.0.1:

When a force rating-producing specialization was purchased that turned on force


powers, the force power panel was not updating. It will now update.
Changed the source of All Terrain Driver, Full Stop, Master Driver, and Natural
Driver talents to "Enter the Unknown". They are in both EtU and Age of Rebellion
Beta, but as EtU is an official, released source, and AoR Beta is not, it is better
having them sourced to EtU.
Fixed an issue with certain gear containing built-in mods. The code wasn't
checking to see if it referred to a real descriptor, or an ad-hoc description. It
now checks for this.
The new obligation/duty option feature was not being saved with the character. It
will now be saved.
The enviro-suit armor should have been part of the "Sealed" category, since it is a
sealed, full-body suit. This has been fixed.
Updated the editors for armor and gear to support built-in mods, including ad-hoc
mods.

Release 1.1.0.0:

New Features & Enhancements:

Added new data from Age of Rebellion, Enter the Unknown, and Beyond the Rim.
Special thanks to Donovan Morningfire and lordfireeyes for doing a lot of the
grunt-work in entering the new data.
Added Signature Abilities from the Enter the Unknown source book. The Signature
Abilities button will only show up if the specified career has signature abilities
(currently, only Explorer has these), and only if you have a specialization tree
that is capable of having a signature ability attached to it. A list of your
signature abilities will show up on the character sheet in the talents/force powers
page.
Added Duty to the Obligations pane for both characters and groups. You can now use
a drop-down to select whether to edit obligation or duty.
Due to popular demand, Obligation/Duty pane now supports increase/reduction in
return for XP and credits. You may set a starting value of between 5 and 20, and
it will enable or disable the options based on this value and the value of your
obligation or duty. Selected options will remain selected, even if your obligation
or duty goes out of range, so you can later modify them without losing your option.
Also due to popular demand, the data editor now supports creation and editing of
item attachments. As this is a rather complex editor, please see the documentation
for details on its functionality.
Groups may now "own" vehicles and equipment. The group editor now contains the
same equipment and vehicle panels as the character editor.
Vehicles may now carry equipment as cargo. Vehicles do not "purchase" equipment;
all equipment on a vehicle must be transferred there from another source.
Equipment pane now contains a "Transfer" button. This button allows you to
transfer equipment between the equipment owner and any other equipment sources
accessible by that owner. For instance, a character may transfer equipment between
itself and any vehicles it owns, groups it belongs to, and vehicles owned by any of
those groups. A group may transfer between itself and any character belonging to
that group and any vehicle it owns. For characters in the generator, you may also
transfer credits to and from the character and any group that the character belongs
to.
The GM Tools now contains a "Stock Vehicle" pane. Stock vehicles are pre-made
customized vehicles. Characters and groups may now add these stock vehicles
instead of always having to create new customized vehicles. When used, copies of
the vehicles are made, so any subsequent changes made to a character's or group's
stock vehicle will not modify the original stock vehicle.
Added vehicles and vehicle rosters to encounters in the GM Tools. You can now add
vehicles to an encounter and assign encounter adversaries to various vehicle
positions. Each position has a list of actions and skills associated with those
actions.
The encounter modify dialog has been enhanced to include multiple panes for the
various parts of an encounter, including description of the encounter, adversaries,
vehicles, and rosters for those vehicles. In order to edit a roster, at least one
adversary and one vehicle must be included in the encounter.
The encounter sheet has been modified to include vehicle rosters, including
positions, actions, and associated skills belonging to the adversaries that hold
those positions. Weapon positions are organized by weapon group and lists all
adversaries (and their appropriate weapon skill) assigned to each individual gun in
a group.
New print options are now available for encounter sheets. You may now choose what
information you want on the encounter sheet, including adversaries, vehicle
rosters, and vehicle sheets for all of the vehicles defined for the encounter.
Added an "Option" button to the top of the character generator. This will bring up
a dialog that will allow you to choose which optional source material for data to
use for generating your character. Core rule data is always present, and limiting
displayed data will not effect characters that use other data. For instance, if
you have a Jawa character, but de-select Menagerie 2.0 from the sources, your
character will still be a Jawa, but Jawa will not be displayed in the species drop-
down.
The "Option" dialog will also allow you to choose whether or not to include
character vehicles when printing out character sheets. Checking this option will
add vehicle sheets to the printed character sheet for every vehicle a character
owns.
Group sheets now have new options in addition to selecting which character(s) to
include. You may now optionally include obligation and duty charts, an inventory
of group equipment, full vehicle sheets for all group vehicles, and member details.
Checking member details will display a stat block for each member in addition to
their name and description.
Did a complete overhaul of the character, encounter, group and vehicle sheets. All
sheets will now automatically overflow to additional pages if needed to fit all
data, such as for long lists of talents or equipment, and even for large numbers of
obligations, duties, and motivations. Most panels will now adjust to fit text,
such as for motivations, obligations, and stories, so you don't have to worry about
long notes being cut off (they must still fit on one page). Vehicles will also now
show any items stored within the vehicles, and character and group sheets will now
optionally include vehicle sheets for any owned vehicles. All sheets will also now
display a page number at the bottom and will fill unused page areas with a notes
section. Many other changes and efficiencies have also been made to printed sheets.
Added Copy feature to adversaries in GM Tools, characters in the generator, and
vehicles in the vehicle panes. You can now make a copy of any of these items in
case you want to work off of duplicates.
Modified Import feature of adversaries in GM Tools and characters in the generator
to allow the import of multiple items at one time.
Added Import and Export to the vehicle panes.
Added Copy feature to the data editor. Now, all types of data that can be added
may now be copied. When making a copy of an item, you will immediately be
presented with an editor for the copied item, including a new default key for the
new item, but everything else being replicated from the original. The item will
only be added if you click "Add" from the editor.
The cost/quantity dialog will now be displayed for both selling and purchasing an
item. A new option allows you to enter in your own percentage of the original
price, from 1% to 500%.
Modified data editor to include a Source field. Source can be selected via the
drop-down (if any sources exist for custom data), or by typing a new source in the
drop-down. Core rulebook data cannot have its source modified.
Added editors for vehicle actions, vehicle positions, signature abilities, and
signature ability nodes.
Most combo boxes and grids with no headers will now be sorted alphabetically.
Intrinsic mods associated with armor will now be displayed on the character sheet
along with any attachments to that armor.
Enhanced certain gear to include on-the-fly mods in their description, if they
modify any checks with boosts or setbacks.
All numeric fields, including XP and Credits, have been converted to numeric
up/down controls.
Species innate weapon display in the species editor has been enhanced to better
describe the configuration.
Also for species innate weapons, you may now select from all skills, rather than
just combat skills (e.g., Ithorian's use of Resilience for its Bellow weapon).
Bug Fixes:

On the Vehicle pane, the name and notes weren't showing up when the vehicle was
selected. They will now show up.
Some editors did not force uppercase for key values. All should now force keys to
be uppercase.
In the talent editor, fixed career skills were not being saved. They will now be
saved.
The Trandoshan species incorrectly had Enduring as an innate talent. This has been
removed.
The Trandoshan species had two separate entries for its innate "Claw" weapon
modifier. The extra one has been removed.
The Shortened Barrel attachment had an incorrect price. This has been changed to
the correct price.
Fixed an issue with species weapons where the Range field was getting the name of
the skill. It will now get the proper range value.
Fixed an issue with the attachment editor where multiple ranks of Jury Rigged
talents were not accumulating properly. The result was that only one item could be
jury-rigged at a time, instead of one item for each rank. It will now allow the
proper number of Jury Rigged "mods" to be added to equipment.
Selecting an item to be Tinkered will now properly set the "dirty" flag on the
character so the "Save" button will become active.
There was an issue with duplicate unranked talents appearing on the first row of a
specialization. Such talents would not auto-select themselves when one was
selected. This was because there would be no way of unselecting such a talent once
selected. The generator will now check for this contingency and give you the
option of removing the talent from all specs. Other talents that rely on the
unranked talent will also be deselected.
Fixed an issue where human non-career skills, as well as specialization skills,
were allowing more than the proper number of skills to be checked. The extra skill
would not actually be selected, and subsequent checks would deselect all skills.
This was a grid configuration problem and is now fixed.
Fixed an issue where changing a specialization would keep old specialization skill
choices intact. Specialization skill choices will now be cleared each time a
specialization changes. Note that changing careers properly cleared both career
and specialization skill choices.
There were several instances of drop down lists with static information being
editable. They've all been converted into non-editable lists.
Fixed an issue with human non-career skill ranks. If you selected a non-career
skill, then chose a talent or specialization that gave you that skill as a career
skill, the skill would become deselected and removed from the grid. While this
makes logical sense, the game does not allow you to retroactively go back and re-do
your non-career skills; once selected, it should remain selected. Now, if a skill
has been selected in the non-career skill grid, it will remain in the grid and
selected, even if that skill later becomes a career skill. If, for whatever
reason, you later decide to uncheck the skill, it'll immediately be removed from
the grid and you will be unable to select it again.
Species innate weapons have a feature where the innate weapon will either replace
the standard "Unarmed" weapon, or be added as an additional weapon. For instance,
the Ithorian "Bellow" was supposed to be an additional weapon to "Unarmed".
However, this feature was not being implemented properly in either the character or
the species editor. Innate non-"All Skill" weapons were always replacing "Unarmed"
and there was no way in the editor to select or deselect the replace feature. This
feature now works properly: the species editor has been modified to implement the
replace feature, and the Ithorian will have both its "Bellow" weapon and the
standard "Unarmed". Note: If you've added species with innate weapons before this
release, they will default to being in addition to the "Unarmed" weapon. If you
had intended them as a replacement, you'll need to edit the weapon with the species
editor.
Imports:

All adversaries from the adventure module "Beyond the Rim" have been included in
the "BtR Adversary Import" directory. These adversaries may be optionally imported
into the GM Tools by using the Adversary import feature.
All adversaries from "Age of Rebellion Beta" have been included in the "AoR
Adversary Import" directory. These adversaries may be optionally imported into the
GM Tools by using the Adversary import feature.
Droid adversaries from "Enter the Unknown" have been included in the "EtU Adversary
Import" directory. These adversaries may be optionally imported into the GM Tools
by using the Adversary import feature.

Release 1.0.0.12:

Fixed an issue in the data editor where generated "user" keys were being validated
against the main data, rather than custom data. It will now validate against
custom data.
In the data editor, you can now use your own keys instead of the editor always
creating "USER" keys for you. Any key you create must be unique for that type of
item in both main and custom data. You may only specify a key when the item is
added, not when it's modified.
Made some internal enhancemnts to armor, weapons, and vehicles (moddable items) and
the corresponding item attachments they may have. You can now give moddable items
one or more categories that they belong to. These categories can now be used by
item attachments as a limit to what items can use the attachment, rather than only
having exact item key matches. This will allow added weapons to be able to accept
particular attachments as long as those items are given the proper categories. For
instance, if an attachment only works for Carbines and Rifles (two of the new
categories), you can create your own rifle-like weapon and give it a category of
Rifle and the attachment will work for it as well. Additionally, item attachments
can now be limited by Type (such as "Melee" or "Energy Weapon") or by Skill (e.g.,
attachments that only work on Ranged - Light weapons, or Gunnery weapons).
Enhanced editors for weapons, armor, gear, and vehicles to use the new multi-
category feature.
Updated armor, weapons, and item attachments to use the new category methodology.
Changed all vehicle categories to correspond to new category methodology.
Added capability to filter equipment by category in the Equipment pane of the
character generator.
Added editors for Force Abilities and Force Powers.
Fixed an issue with Filed Front Sights attachment, which could also affect other
attachments. When comparing MiscDesc-type mods (ones that aren't stored in
ItemDescriptors.xml), all white space characters are now removed before the
comparison to make sure only the text is compared. Before, extraneous carriage
return characters were being added when the MiscDesc property was being transferred
to the character, and the comparisons were returning False. The Filed Front Sights
attachment will now keep its optional mod settings.
Fixed an issue in the character sheet where miscellaneous mods from attachments
were showing up for weapons and armor as "Qualities". Now, only actual weapon and
armor qualities will be listed there. Miscellaneous mods will only be listed under
the appropriate attachment.
Added the "Heating System" attachment for armor. This attachment was
unintentionally left out.
Added the "High-Output Ion Turbine" attachment for vehicles. This attachment was
unintentionally left out.
Fixed pricing and made changes to a few vehicle attachments that were incorrect.
Fixed a potential issue with force powers where loaded characters were getting
their force powers recalculated before all the references were in place. This
would cause an exception. This problem has been fixed.
Changed "Light Saber" skill name to "Lightsaber".
Fixed an issue in GM Tools where if you add an encounter group, then immediately
try to modify it, an exception was raised. This will now work properly.
Fixed an issue with innate weapons (such as unarmed) where the "Shown" status
wasn't being saved between loads. Because innate weapons do not have a reference
to an actual weapon, all innate weapons were being removed on character load, then
added back with the "Shown" status set to default (false). Innate weapons loaded
from the character file will no longer be removed on character load, and the
"Shown" status will remain intact.
Added a new property to Force Abilities called "Power". This field should be
something descriptive of the power the ability goes with and is used primarily to
differenciate similar abilities across powers. For instance, the "Strength"
ability is found in all powers, so the "Power" property for Move would be "Move".
For "Control" abilities, of which there can be several per power, I'm using
something like "Sense-1" and "Sense-2" to differentiate between them. This
property has no actual use within the generator. However, it will be displayed in
the Force Powers data editor so that you can tell which ability is which, without
resorting to showing keys. All current abilities have been updated with this new
property.
The documentation has been updated to reflect recent changes.

File Changes:

Made changes to the following files:


Data\Weapons.xml
Data\Armor.xml
Data\Force Abilities.xml
Data\ItemAttachments.xml
Data\ItemDescriptors.xml
Data\Skills.xml
All files in Data\Vehicles

Release 1.0.0.11:

Fixed one more anomoly when using higher DPI settings. If screen resolution was
too low, the stat block at the bottom of the char gen would be partially off the
screen. This has been fixed for both the main char gen screen and the adversary
form.
Fixed even more DPI weirdness by restructuring almost all the forms in all the
apps. Now, every area that has something of interest is scrollable, including
button panes, main panes, and summary panes. Also, the windows sizes are now
checked upon opening and adjusted to fit the current screen.
Added a boolean flag in the species files called "NoForceAbilities". If set to
true, that species cannot purchase a specialization that adds to force rating.
Added checkbox to species editor to support new "NoForceAbilities" flag.
Modified droid to have the new "NoForceAbilities" flag.
Added groups to the GM Tools. You can now create adventuring groups with group
members selected from your pool of characters. Groups can have emblems and group
obligation. You can also print out a group sheet that lists all of the members
that will be present during your current session, plus an obligation chart and a
destiny pool tracker.
Updated documentation to include groups for the GM Tools.

File Changes:

Added a new folder: Data\GroupEmblems


Added 13 generic PNG files to Data\GroupEmblems. You can select these for group
emblems, or you can always use your own images. Emblems can be of any size, but
should be square (same width and height). If you want your own emblems to be
available to choose as "stock", just add them to this directory.
Modified Droid.xml in Data\Species

Release 1.0.0.10:

When adding the Reinforced Shield Generator attachment, the firing arc wasn't being
saved with the character. This has been fixed.
When selecting the Reinforced Shield Generator attachment, the choose arc dialog
would always show all four arcs, even if the ship's silhouette was less than 5.
This has been fixed.
When any attachment is now active and has a choice option for a mod (currently,
only the defense shield mod has such an option), a "Choose" button will now appear
at the top right. Clicking this will run down all choices for an attachment. For
instance, if you have the shield attachment with one base defense shield mod and
have also selected one additional shield mod, clicking "Choose" will bring up the
dialog twice, once for each mod.
Changed the price of the vibro-knife to 250 credits.
The generator was needlessly saving vehicle attributes with the character. As this
is calculated by the generator based on other data, it is not required to be saved.
It no longer is.
The light blaster cannon (a vehicle weapon) had the same key as the light blaster
pistol. Light blaster cannon has had its key changed to BLASTCANLT and heavy
blaster cannon to BLASTCANHVY. All vehicles that use these weapons have had their
keys modified.
Made a major change to the way data is customized. All customized data is now
saved in separate files in the DataCustom directory. You can now copy new releases
over old ones and still have your data saved. The data editor has also been
enhanced to use this new model, and a facilty to convert older custom data to the
new format is also included. SEE "SPECIAL NOTE" FOR IMPORTANT STEPS TO CONVERT
YOUR CUSTOM DATA.
Added a vehicle editor to the data editor app. You can now add your own vehicles
and starships.
Added a column to the main grid of the editor to indicate if an item is custom or
not. Blank means it's a base item, "DescOnly" means you've only changed the
description, "CustomItem" means it will completely replace the base item, and
"Added" means it's a new item.
The context menu for vehicle portraits would only work properly if you first
visited the background pane. This has been fixed.
Starfighters weren't showing up in the vehicle summary on both the vehicle pane and
in the new vehicle dialog. This has been fixed.

Special Note:

This release changes the way custom data is stored. You will need to convert your
existing custom data before doing a complete install. If you have not updated
descriptions, items, or added items, then you do not have to perform these steps.
To convert your existing data, follow these steps:

Copy over the executables and DLL files from this release, but NOT the new data.
Run the data editor app
Click the "Convert" button to the top right of the main grid. This will bring up
the conversion dialog.
Conversion has three steps. The first step will take USER items that you've added
yourself, remove them from your current data, and add them to the "DataCustom"
directory. Click the Step 1 button. These items will be marked as "Added" and
saved to your "DataCustom" directory.
Step 2 involves you selecting base data that you've changed descriptions for, but
nothing else. Go through all tables and select items for which you've ONLY
modified descriptions and click the check box next to them. When you're done,
click the Step 2 button. This data will be marked as "Description Only" and saved
to your "DataCustom" directory.
Step 3 involves you selecting base data that you've custom modified (not just the
description). Click "Unselect All Tables" to revert the grid back to everything
being unselected, then go through everything again, selecting anything that you've
customized beyond just changing descriptions. These items will completely override
the base item of the same type. When you're done, click the Step 3 button. This
data will be marked as "Custom Item" and saved to your "DataCustom" directory.
Exit the convert dialog and the data editor.
Check the "DataCustom" directory and make sure all of your changed items are there.
If not, repeat the above steps until everything you want saved can be found in
"DataCustom".
Copy over the "Data" directory with the data from the current release.
Run the apps as normal.

From now on, your custom data will be safe and you can always just copy over the
base data with the latest from the release. If the release notes specifically
mention a change to an item that you've already customized (beyond just changing
the description), either make the change yourself, or remove your custom data.

Release 1.0.0.9:

Added Attribute Bonuses to the specialization editor. You can have a


specialization give bonuses to any attribute. To make a specialization "force-
aware", just add 1 to Force Rating.
Added scrolling to the panel-based forms so that you can reach all controls that
might become hidden due to low resolution. This has been done for the main
character generator window, the GM Tools window, and the edit adversary window.
Starting skill rank of minion groups in the encounter sheet was incorrect. This
has been fixed.
The biggy for this release, the character editor now let's you purchase and upgrade
vehicles, including starships. You can purchase as many as you can afford, add
attachments and upgrade weapons, name it, add some brief notes for it, and print up
a vehicle sheet (full-color and simplified, just like the other printed sheets).
All vehicles, attachments, and weapons from the CRB are included.
Added a vehicle summary on page 4 of the character sheet.

File Changes:

Added the following vehicle-only weapons to Data\Weapons.xml:

Auto-Blaster
Light Blaster Cannon
Heavy Blaster Cannon
Concussion Missile Launcher
Light Ion Cannon
Medium Ion Cannon
Heavy Ion Cannon
Light Laser Cannon
Medium Laser Cannon
Heavy Laser Cannon
Proton Torpedo Launcher
Quad Laser Cannon
Light Tractor Beam
Medium Tractor Beam
Heavy Tractor Beam
Light Turbolaser
Medium Turbolaser
Heavy Turbolaser
Electromagnetic Harpoon
Concussion Grenade Launcher

Added the following vehicle-specific attachments to Data\ItemAttachments.xml:

Advanced Targeting Array


Enhanced Carbon-Durasteel Armor
Electronic Countermeasures Suite
Hydraulic Control Circuits
Reinforced Shield Generator
Retrofitted Hangar Bay
Hyperdrive Generator

Added the following descriptors to Data\ItemDescriptors.xml:

Increase Armor
Decreases Handling
Decreases Strain
Increases Strain
Increase Defense Zone
Convert 25 encumbrance capacity to smuggling compartment
Retrofits Hangar Bay
Increase Silhouette Capacity of Hangar Bay by 1
Decreases Hyperdrive Class by 1, to a minimum of 1
Decreases Hyperdrive Class by 1, to a minimum of .5

Added folder Data\Vehicles


Added 35 vehicle XML files to Data\Vehicles
Added folder Data\VehicleImages
Added 35 vehicle image files to Data\VehicleImages, plus one default image file
Added folder Data\VehicleSilhouettes
Added 35 vehicle silhouette image files to Data\VehicleSilhouettes, plus one
default silhouette image file

Release 1.0.0.8:

When exporting a character, it would try to export the currently-loaded character,


rather than the character selected in the list. It will now export the selected
character, so you no longer have to load the character first.
Spelling mistake in Career pane ("You my choose" istead of "You may choose") has
been fixed.
Fixed a stack overflow error when choosing a species that gives extra career
skills, taking the extra skills, then either switching species or switching species
options.
If you double-clicked on the header row of the character grid when you had no
characters, it would throw an error. This has been fixed for any grid you can
double-click.
In the descriptive text for minions on the encounter sheet, I forgot to add "above
one" in the skill rule. That's been fixed.
The encounter editor was erroneously not allowing multiple groups of the same type
of adversary. You can now add the same adversary as different groups with
different group counts.
If an adversary's name was too long, it would become truncated on the encounter
sheet. The font size of the name is now adjusted so that the name will fit into
its space, no matter how long it is.
The weapon editor was not setting the crit control, so crits were always showing up
as 1. This has been fixed.
Standardized all crit controls so that you can enter a minimum of 0 and a maximum
of 6.
A bug was introduced in species edit when you add a skill to an option. The skill
would always show up as having rank 0. This has been fixed.
A discrepancy was found in the definitions of many species. For some, skills and
optional skills were being added using the RankAdd tag, while for others, it was
the RankStart tag. These have been standardized to RankStart and the species
editor has been standardized to RankStart as well. Consequently, many older
species have been modified.
Added the following new species from Menagerie 2.0: Togorian, Togruta, Toydarian,
Verpine, Weequay, Whiphid, Zabrak, and Zeltron. These are the last of the species
from Menagerie 2.0.

File Changes:

The following species files have been modified under Data\Species:


Chiss.xml
Dashade.xml
Devaronian.xml
Duros.xml
Ewok.xml
Farghul.xml
Gotal.xml
Twi'lek.xml
Squib.xml
Noghri.xml
The following new species files have been added under Data\Species:
Togorian.xml
Togruta.xml
Toydarians.xml
Verpine.xml
Weequay.xml
Whiphid.xml
Zabrak.xml
Zeltron.xml
The following new species portrait files have been added under Data\SpeciesImages:
TOGORIAN.png
TOGRUTA.png
TOYDARIAN.png
VERPINE.png
WEEQUAY.png
WHIPHID.png
ZABRAK.png
ZELTRON.png

Release 1.0.0.7

Added a special weapon to all characters called "Unarmed". This represents the
standard unarmed weapon option. It cannot be removed, sold, equipped, or held, but
it can be shown or not shown, depending on whether or not you want to display it on
your character sheet.
Added a new feature to species to support specialized innate weapon options, such
as claws. Species modified with such abilities include Barabel, Cathar, Gamorrean,
and Trandoshans.
Modified the species editor to support the new innate weapon feature.
An incorrect lookup was causing a bad xp calculation when purchasing non-career
specializations. This has been corrected.
Padded armor incorrectly had 2 hard points. It now has 0.
Fixed price of shock gloves to be 300 credits.
In the Survivalist tree, a connection between Swift and Outdoorsman was
incompletely defined. It is now fixed.
In the Gadgeteer tree, removed an incorrect one-way link from Point Blank to
Disorient.
Skills that had been modified with attachments were having their XP calculated
incorrectly. This has been fixed.
The Vacuum Sealed armor mod was incorrectly priced. This has been fixed to 1000
credits.
The Cybernetic Leg (Mod II) implant was incorrectly priced. This has been fixed to
10000 credits.
For printing, full color/simplified and default page settings will now be saved
between launches. This applies to character sheet printing, as well as new print
features.
For all non-dialog windows, such as the main generator window and the main editor
window, the last position and size of the window will now be saved between
launches.
If you purchased more than one specialization that included a force rating (you
would have to create your own, as the generator only includes Force Sensitive
Outcast), your force rating would be cumulative. This has been fixed so that all
specializations can only contribute a maximum of one to your force rating.
Added a new feature to species. Species can now designate certain skills as career
skills. The species editor has been updated to offer this feature, as has the
following species: Shistavanen, Squib.
Skills selected in species and species option can now have a minimum rank of 0 and
a maximum rank of 5. If a species designates a skill as a career skill, but does
not offer a bonus to that skill, just specify 0 for the rank and check the Career?
checkbox.
Added the following species, from Menagerie 2.0: Shistavanen, Sluissi, Snivvian,
Squib, Sullustan.
Added a new application for GM Tools. Currently, this application supports adding
and editing of adversaries, creating graphical adversary stat blocks that you can
include in your own documents, and creating and printing out encounter tracking
sheets. I'll be adding more features to this, including group sheets and
starships, in upcoming releases. See the documentation for full details on the new
GM Tools. Special thanks goes to jshock at the RPTools forums for his fantastic
work on the icons I'm using for conditions and effects.
Added a donate button to the generator. A lot of people have been asking for this,
and I really appreciate the support!
A few dialog windows had the "Show in taskbar" setting turned on. Now, only the
main app window will show in the task bar.
Updated the documentation with the new GM Tools feature, as well as some other
changes. Also included a table of contents, and it now indicates the time/date it
was last updated, as well as the version of the software that it was updated to.
Added the Lightsaber skill in order for Force-wielding adversaries to have a skill
to use with their lightsabers. This is an Agility-based combat skill.
Changed the Lightsaber weapon to use the new Lightsaber skill.

File Changes:

Modified Data/Gear.xml to fix price of Cybernetic Leg (Mod II) implant.


Modified Data/Armor.xml to change hard points of Padded Armor
Modified Data/Weapons.xml to fix price of shock gloves and to add the new
Lightsaber skill to the lightsaber.
Modified Data/Skills.xml to include the new Lightsaber skill.
Modified Data/Specializations/Survivalist.xml to fix connection problem in tree
Modified Data/Specializations/Gadgeteer.xml to fix connection problem in tree
Modified Data/ItemDescriptors.xml to add the following new descriptors:
DIFFSUBLONG (Decrease Long Range Difficulty)
DIFFSUBLONGEXT (Decrease Long and Extreme Range Difficulty)

Modified Data/ItemDescriptors.xml to add <QualDesc> descriptions to all untyped


descriptors (ones that aren't skills, qualities, talents, or characteristics).
Modified Data/ItemAttachments.xml to:
Use DIFFSUBLONGEXT in place of a miscellaneous descriptor for the Telescopic
Optical Sight attachment.
Fixed price of Vacuum Sealed armor mod
Modified the following files in Data/Species to add new innate weapons:
Barabel.xml
Cathar.xml
Gamorrean.xml
Trandoshan.xml

Added the following new files to Data/Species:


Shistavanen.xml
Sluissi.xml
Snivvian.xml
Squib.xml
Sullustan.xml

Added the following new files to Data/SpeciesImages:


SHIST.png
SLUISSI.png
SNIIVVIAN.png
SQUIB.png
SULLUSTAN.png

Added the following new directory to Data:


Adversaries

Added the following new files to Data\Adversaries:


Adver01.xml through Adver65.xml (66 new files)

Release 1.0.0.6

Fix a strange issue where clicking on the descriptive text in obligations and
motivations would cause the text box to lose focus after each character typed.
For obligation size, now using a numeric up/down control to validate for numeric
entry only. Before, adding a non-numeric value for Size would crash the program.
Added a checkbox to the Equipment pane called "Show Purchasable Items Only". If
clicked, the current equipment grid will only show items that you can purchase with
your current number of credits. This checkbox does not affect item attachments.
On page 4 of the character sheet, modified the weapon grid. Added the following
columns: DAM (damage), CRIT (critical number), RANGE (range). These numbers are
the same as the ones used on the first page and reflect the weapon's attributes as
wieled by the character. That is, all attachments, talents, etc., have been
factored in.
On page 4 of the character sheet, modified the armor grid. Added the following
columns: SOAK (soak value), MDEF (melee defense), RDEF (ranged defense). These
numbers are only what the armor contributes to your thresholds, including any mods
such as Superior Armor.
Fixed a problem with the Tinkerer talent. If you chose a piece of equipment to add
HP to, then chose another one, the first would still have the HP. The count would
also say "-1", assuming you only have one rank in Tinkerer. It will now properly
modify the HP of your equipment.
Added editors for Obligation, Class, Hook, Specializations, Careers, Motivations,
and Talents.
Since you can now modify talents, I changed the way special choices work for
talents. Depending on the talent, you can choose new career skills (e.g., Well
Rounded), choose a set of skills for some specific purpose (e.g., Deadly Accuracy),
choose a characteristic (e.g., Dedication), or add HP (e.g., Tinkerer). Before, it
only supported one of these at a time. It will now support all of them in a single
talent (assuming you want to create some balance-shattering super talent). When
you click on the "Play" button, it will cycle through all of the choice dialogs
you've configured. Also, the tool tip of the "Play" button will reflect all
choices.
When editing items in the data editor, the descriptions would be set back to their
defaults. It will now save the previous description.
Changed the default description for species to follow the format in the Core
Rulebook. It will now default with stubs for Physiology, Society, Homeworld, and
Language. This should make entering the description easier, as you won't have to
copy text from another species.
The editor will now verify that user skills, specializations, and talents aren't
being referenced by other items before allowing them to be removed. If they're
used elsewhere, it'll tell you where they're being used so you can remove the
reference(s) first. This will help ensure data integrity.
In the editor, each time you modified an existing item, it would give it a new key.
Now it will retain the original key. Added items will still get a new key.
When editing Motivations and Species, the editor will now attempt to keep all
option choice, option, and specific motivation keys that were already in place.
Before, when you edited Species (the Motivation editor is new with this release),
each option choice and option would get a new key each time, which usually differed
from the original stock key. As long as the name of the various items remains the
same, the same key will now be used. This will also be useful for editing the
description for specific motivations within a particular motivation.
Updated the documentation to include the new editors.
Added "The Outsider" to Classes.xml
Re-added Cathar.xml back to the Data/Species directory. I had fixed it (it had the
wrong descriptive text), but then forgot to include it in later releases.
Added the following additional species (from Menagerie 2.0): Noghri, Ortolan,
Quarren, Ryn, and Selkath.

Data File Changes:

Modified Classes.xml to include "The Outsider" class

Replaced the following Species file under Data\Species:

Cathar.xml

Added the following Species files under Data\Species:

Noghri.xml
Ortolan.xml
Quarren.xml
Ryn.xml
Selkath.xml

Added the following image files under Data\SpeciesImages:

NOGHRI.png
ORTOLAN.png
QUARREN.png
RYN.png
SELKATH.png

Release 1.0.0.5

Fixed an issue where printing would crash if you added force powers.
Fixed another force power issue where unselected abilities wouldn't stay unselected
if you switched between powers.
Fixed all scaling issues by making both the generator and the editor DPI-aware. No
matter what your DPI setting, everything should look good, including the character
sheet. If you find the application is too large, check your DPI setting (Right-
click your desktop, click "Personalize", click on Font Size (DPI) to the left). If
it's set to 120, try making it 96, which is the default. Either way, all windows
should scale properly now.
When choosing a portrait, the stock image combo box defaulted to no selection. If
you clicked "Choose" at that point, the program would crash. The combo box will
now default to the first species.
Added the following additional species (from Menagerie 2.0): Kubaz, Mon Calamari,
Nagai, Nautolan, Neimoidian, and Nikto.

Data File Changes:

Added the following Species files under Data\Species:

Kubaz.xml
Mon Calamari.xml
Nagai.xml
Nautolan.xml
Neimoidian.xml
Nikto.xml

Added the following image files under Data\SpeciesImages:

KUBAZ.png
MONCAL.png
NAGAI.png
NAUTOLAN.png
NEIM.png
NIKTO.png

Release 1.0.0.4

In Weapons.xml, changed Bowcaster skill to Ranged - Heavy, instead of Ranged -


Light.
In Talents.xml, fixed the spelling of the Indistinguishable talent.
New Naming Convention: If you're adding Careers, Specializations, Species, or
Force Powers by hand, please note that the file name must be the name of the item
you're adding with ".xml" at the end. For instance, if you add a species and give
it the name "Really Nasty Dude" (in the <Name> tag), then you must call the file
"Really Nasty Dude.xml". For this reason, please only use characters in the name
that are valid characters for file names under Windows.
An issue was fixed with multiple instances of unranked talents in the trees. If
you choose an unranked talent in one tree, and it becomes available in another
tree, the second one is received automatically and costs no extra XP. Such talents
will now automatically become selected. The downside of this is that I have to
ensure data integrity and prevent loss of other talents, or corruption of talents.
So, if you unselect the original unranked talent (the one that costs XP), and you
still have a "free" instance of it somewhere, one of the "free" instances will then
become the "purchased" talent and XP is recalculated accordingly. This will then
cause the talent you just unselected to become selected again, because it is now
seen as "free". In order to unselect such talents, you'll need to unselect the
talent ABOVE them. Then you'll be able to unselect the other as normal.
Added Species to the data editor. You can now edit and add new species through the
data editor.
Modified the character load function to validate species. If a saved character has
a species that has been removed, it will default to Human.
Modified the character load function to validate species options, just in case
options have been removed or added.
Added talents to species option choices. This was supported in the XML, but as no
stock species used it, I hadn't implemented it in code. It is now implemented.
Talents acquired in such a way will show up as coming from a species option on page
3 of the character sheet.
Modified the documentation to include the species editor.
Added four more species: Herglic, Ithorian, Jawa, and Klatooinian.
Archive will now include this document.

Data File Changes:

Modified Weapons.xml to fix skill for Bowcaster


Modified Talents.xml to fix misspelling of Indistinguishable talent
Renamed the following Specialization files under Data/Specializations:

"Mercenary.xml" to "Mercenary Soldier.xml"

Renamed the following Career files under Data/Careers:

"BountyHunter.xml" to "Bounty Hunter.xml"

Renamed the following Species files under Data/Species:

"Twilek.xml" to "Twi'lek.xml"

Added the following Species files under Data\Species:

Herglic.xml
Ithorian.xml
Jawa.xml
Klatooinian.xml

Added the following image files under Data\SpeciesImages:

HERGLIC.png
ITHORIAN.png
JAWA.png
KLATOO.png

Release 1.0.0.3

Due to popular demand, I designed and added a new "simplified" style of character
sheet. This sheet has all of the features of the full-color sheet, but is very
ink- and toner-friendly. If you make lots of changes to your characters, and don't
want to waste a bunch of ink every time you print them out, try this new sheet
style. If a pretty sheet is important, or if you're printing to a PDF, use the
original full-color sheet. To change the style of sheet, just choose the "Sheet
Style" dropdown in the Print dialog.
Cached print pages, so they only need to be rendered once. This means that
switching back and forth between color and simplified sheets, or changing printer
settings, should be much faster after the first time.
Modified the wording for encumbrance. Shortened encumbered text and added
unencumbered text for any encumbrance at or below threshold.
Added version info for the generator and editor.
Added the following new species, from the 2.0 Menagerie: Falleen, Farghul,
Gamorrean, Givin, Gotal, Gran, Gungan.

Data File Changes:

Added the following Species files under Data\Species:

Falleen.xml
Farghul.xml
Gamorrean.xml
Givin.xml
Gotal.xml
Gran.xml
Gungan.xml

Added the following image files under Data/SpeciesImages:

FALLEEN.png
FARGHUL.png
GAMORREAN.png
GIVIN.png
GOTAL.png
GRAN.png
GUNGAN.png

Release 1.0.0.2

Removed Discipline skill modifier from Droid species.


Modified Encumbrance. Instead of losing your free maneuver if your encumbrance
exceeds or is at your Brawn, you now lose it if your encumbrance exceeds or is at
your encumbrance threshold, plus your Brawn.
Set background of all character sheet pages to stretch to fit the given size. This
may prevent certain bitmap sizing issues reported by some people.
On the Species pane, "Wound Threshold" was appearing twice by mistake. The second
occurrence was supposed to be "Strain Threshold", which it now is.
Modified how species option is displayed on page 3 of the character sheet. It will
now display up to three options, will grow or shrink the description row as needed,
and will remove all rows that are not used.
Modified the way species portraits are stored. Originally, they were stored as
resources in the application. However, so new species can be added along with
their portraits, they are now stored in the "Data\SpeciesImages" directory. The
name of each portrait is "<key>.png", where "<key>" is the key for the species.
So, as an example, the Trandoshan portrait would be stored as
"Data\SpeciesImages\TRAND.png". Obviously, they must be in PNG format. This has
the secondary effect of making the executable smaller, in case you're wondering why
the new one isn't as large as the old one.
Modified the select portrait dialog to support all species portraits using the new
external portrait feature.
Added the following "unofficial" species (with some modifications): Aqualish,
Arkanian, Arkanian Offshoot, Barabel, Bith, Caamasi, Cathar, Cerean, Chadra-Fan,
Chiss, Clawdite, Dashade, Defel, Devaronian, Dug, Duros, Ewok. This information
comes from "The Unofficial Species Menagerie" by Jonathan "Donovan Morningfire"
Stevens, amongst others, which can be found at various places on the web. Most
descriptive information and images obtained from Wookieepedia
(www.wookieepedia.com).

Data File Changes:

Modified Gear.xml to include protective goggles for Defel


Added the following Species files under Data\Species:
Aqualish.xml
Arkanian.xml
Arkanian Offshoot.xml
Barabel.xml
Bith.xml
Caamasi.xml
Cathar.xml
Cerean.xml
Chadra-Fan.xml
Chiss.xml
Clawdite.xml
Dashade.xml
Defel.xml
Devaronian.xml
Dug.xml
Duros.xml
Ewok.xml
Added all files under Data\SpeciesImages

Release 1.0.0.1

Fixed armor encumbrance calculation, subtracting 3 from encumbrance value if


equipped, to a minimum of 0.
Added MedPac to Gear.xml
Fixed the encumbrance of Emergency Medpac in Gear.xml
Fixed XP calculation for skills by taking total rank XP and subtracting non-
purchased rank XP
Modified wound and strain calculations by using only starting Brawn and Willpower
(species base, plus purchased), from page 31.
Fixed Rodian starting characteristic values
Fixed minor issue with the character's "dirty" flag being set whenever a new
character was loaded and its credits or earned XP total was different than the
previous character's. This would cause the newly-loaded character to appear as
being modified, enabling the "Save" button and prompting for it to be saved if a
new character was loaded.
Fixed dice pool display for skills, which was not creating a proper dice pool based
on skill rank and characteristic score, according to page 19.
Fixed the anchor of the "About" button so it stays in the proper place if the
window is resized.
Some people were reporting graphical issues at lower resolution. For the bottom
summary panel, I forced the stat panel to stretch to fit a fixed size, then re-
positioned the various text and values to match. I'm hoping this will fix that
problem.
When selecting talents in a specialization tree, un-selecting a top-level talent
would correctly un-select all dependent talents, but would only return XP for the
talent that was clicked. If another talent was then selected or un-selected, the XP
calculation would correct itself. The XP calculation will now be performed
correctly after all dependent talents have become un-selected.

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