GURPS(R) Character Assistant 1.11
Copyright 1995 Armin D. Sykes. All rights reserved.

GURPS is a registered trademark of Steve Jackson Games Incorporated, 
used by permission. All rights reserved.

The GURPS game is copyright (c) 1986-1989, 1991-1994 by Steve Jackson
Games Incorporated. This product includes copyrighted material from the
GURPS game, which is used by permission of Steve Jackson Games
Incorporated. All rights reserved by Steve Jackson Games Incorporated.

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What's New in Version 1.11
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Squashed Bugs
-------------

* There was a bug in the Encumbrance calculation for Medium Encumbrance
  that used 8 * ST instead of the correct 6 * ST. This has been fixed.

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What's New in Version 1.10
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* NAME CHANGE: The name of the EXE file and the INI file used by GCA has
  been changed *from* GURPS.EXE and GURPS.INI *to* GCA.EXE and GCA.INI. If
  you have a previous version of GCA, you should delete the GURPS.EXE and
  GURPS.INI files from your hard drive (they won't hurt anything, but they
  do take up space unnecessarily). DO NOT delete the GURPS.HLP file, since
  this has not yet been renamed.
  
  MAKE SURE that you change the name of the program under your icon in
  Program Manager as well. You can do this by highlighting the icon, then
  selecting the Properties option from the File menu of Program Manager.
  When the Properties dialog comes up, change the GURPS.EXE part of the
  command line to GCA.EXE, and click Okay.

  The renaming of the EXE and INI files was done to avoid conflicts with
  other GURPS character creation programs. While most users will only use
  one program, some few will have more than one on their hard drives, and
  may encounter some problems if all are named GURPS.EXE.

  The GURPS.HLP file has not been updated for this release. It will be
  updated and the name changed at some future time.

* The default extension for saved character files has been changed from
  .CHR to .GCA. This change was made for the same kinds of reasons as the
  change in the program name.

* You can now launch GCA and load a character automatically if you create
  a file association in File Manager.

* Additive advantages and disadvantages now add together automatically
  when you add another one of the same type to the character's list of
  selected ads and disads. GCA looks for a "per -" or "per +" to determine
  which ads and disads are of the additive type, and if one of these keys
  isn't found, the item is not auto-incremented.

* The main data windows can now be closed to clear them entirely off of
  the workspace area. (This *will* free up a little memory, if you are
  somewhat cramped, but may not make a big difference if you don't have
  enough memory to start with.) You may recall any closed windows by using
  the Recall option on the Windows menu.

* The main data windows are now all resizeable. This does result in some
  sizes for some forms that are unusable, but that's the way it goes. The
  Add, Edit, Remove buttons do not resize, so that the list boxes can use
  most of the available space instead. If you resize a window too small,
  the Add, Edit, and Remove buttons may be covered up by the bottom of the
  window. The Attributes window will look a little odd when resized to
  larger sizes, because the fonts do not resize to match.

* Cascade, Tile, and Arrange Icons options have been added to the Windows
  menu.
    
* A spin button (the button with up and down carets used for changed
  points spent on levels) has been added next to the Edit button on the
  Skills, Spells, and Colleges forms. This button allows you to increment
  or decrement the levels of currently selected items in the corresponding
  list of items. This allows you to modify levels without needing to go
  into the Edit window for the selected items. You may also press the
  '+' or '-' keys on the keyboard to do the same thing.
    
* The edit forms have been changed very slightly so that they should be
  more logical in function: when you can edit the name of the item, it is
  highlighted, and typing will replace the highlighted text.

* Pressing the '+' or '-' keys on the keyboard will now raise or lower the
  current attribute score by one point, respectively.

* Double clicking in the Available list for ads/disads, skills, or spells 
  now Adds the selected items to the character's list. You may also press
  ENTER to do the same thing.

* Double clicking in the Selected list for ads/disads, skills, or spells
  now calls up the Edit window for the selected items. You may also press
  ENTER to do the same thing.
  
* Because of the change in double clicking, you can now get the Info
  window for spells by holding down the ALT key while clicking on the
  spell for which you want info. You may also press ALT+ENTER to do the
  same thing.

* Pressing Enter or Double-Clicking in the PreReq choice dialog now works
  as expected, with either picking the current prerequisite option.

* Pressing the UP or DOWN keys in the Colleges window now moves up or down
  an entire row of tabs, instead of moving to the next tab to the left or
  right. NOTE: It will *still* move to the right or left tab *first*,
  before moving to the tab that it should move to. I don't like it either,
  but I'm working around a flaw in the control itself, something that I
  have no direct control over.

* A most-recently-used file list has been added to the File menu. This
  allows for easy access to the four most recently used characters. It
  works just like in other programs: click on the file name, and that
  character will be loaded.

* Made some changes to how data files and characters are loaded. These
  changes should make any affected windows update a little faster and
  cleaner.

* I have turned on *very* *limited* race support. This support is solely
  the ability to account for different racial starting attribute scores,
  and their corresponding cost adjustments. It isn't very convenient to
  use in it's current state. I *only* turned this on because some people
  are building non-human characters anyway, even with no support provided
  by GCA, even though they have had to add special ads or disads to
  account for the point discrepancies.
  
  The way it works is like this: Create a new character. Save it. Exit
  GCA. Edit the saved character file. Go to the Races section (most of
  this section is new for version 1.1). Change the name of the race from
  'Human' to whatever race you want to make your character. Change the
  value of the first number after each stat to the racial bonus or penalty
  for that stat. For example, a Goblin would have a -2 for ST, 1 for DX,
  1 for IQ, and 0 for HT. Change the value of the last number after each
  stat to the cost for this racial bonus or penalty. For example, a Goblin
  would have values of -15 for ST, 10 for DX, 10 for IQ, and 0 for HT. A
  complete Race section for a Goblin character would look like this
  (notice that an average Goblin character *costs* five points in
  attributes):

       [Race]
       Goblin
       ST,-2,-15
       DX, 1, 10
       IQ, 1, 10
       HT, 0, 0
  
  Save the modified character sheet. Start up GCA. Load the character. The
  race you set on the character sheet will now be used, and costs for the
  character's attributes will now be adjusted based on the racial
  modifiers. Remember, the way GURPS handles racial attribute modifiers
  may be a little confusing for some people (confused me, for a while <g>)
  so be careful with what you are doing here.
  
  The race being used will show up on the printout and Print Preview, at
  the end of the Name line. Most other racial ads/disads can be put into
  the normal ads/disads list for the time being, but you should probably
  tag them 'RACE:' or something, since many costs are different on a race
  level than on a character level. Of course, most of the bonuses or
  penalties of these items will not feed through to other areas.
  
  Full support for races is planned for a later version, and when that
  happens it will probably be based on whatever is printed in the upcoming
  new edition of Fantasy Folk.


Squashed Bugs
-------------

* The bug that crashed the program when you typed the '(' or ')' keys    
  in an edit form has been fixed.

* The bug that deleted prerequisite information from selected spells when
  they are edited in the the Edit window has been fixed. NOTE: You should
  recreate any characters made with the previous version, since it is
  likely that the prerequisite information for edited spells was deleted
  by this bug, and therefore not handled correctly.
    
* The bug that caused the saved characters of many European users to have 
  commas used in place of decimal points in skills has been fixed.

* The bug that caused the 'Object Variable Not Set' error when trying to
  Print from the File menu has been fixed.

* The bug that caused duplicate copies to be printed when printing from
  within the Print Preview window has been fixed.

* The bug that dropped the '&' signs from some college names in the Spell
  Info window has been fixed.

* You can now lower attribute scores to 0 using the spin buttons on the
  Attributes form.

* Attribute values above 1000 or below 0 are not allowed. You are now    
  notified of this if you enter a value outside of this range, and the
  entered value is reset to be within the allowed range.
    
* You can no longer enter non-numeric values into the attribute edit
  boxes.

* You are no longer allowed to enter reserved characters (that's
  characters as in letters, not player characters) in the Skills, Spells,
  and Ads/Disads edit boxes. Reserved characters are those which are used
  internally by GCA in some way, so they will crash the program if used in
  your text.
  
  The reserved characters are the comma (,) and semi-colon (;) for skills
  and spells (use colons or slashes as separators instead); and the semi-
  colon for ads/disads. Also, because of the way the text is handled,
  double quote characters (") are not allowed in any of the three edit
  boxes; use single quote characters (') instead.

* The text in the character Name and attribute score edit boxes is now
  highlighted correctly when you move into them.

* Any ads/disads that have very long names are now word wrapped on the
  character sheet instead of running over into the next column of text.

* If you have *a lot* of ads/disads, they are now cut off before running
  off the bottom of the page. A real fix for this will be implemented in a
  future version.

* A whole bunch of inconsistancies and errors were fixed in the data
  files, almost all of which were in the Spells sections. These problems
  were a result of inconsistancies in the GURPS books and errors incurred
  by having two different people create the data files.

* For those of you running in a very low memory environment, that were
  getting the "Can't create AutoRedraw image" error when attempting to do
  a Print Preview, I have implemented a fix. You will now be able to do
  a Print Preview, but it will need to redraw the page every time you move
  it; this will be considerably slower than it should be, and the page 
  will flash a lot, but at least Print Preview will work to give you some
  idea of what your character sheet looks like. Also, the Full Page option
  will be greyed out and unavailable to you, since this option can only be
  used when enough memory is available.
