Battle Chronicler - Release Notes

Version 1.2.0 - 11 April 2011

Army Builder Support

Army Builder is the leading army list construction tool. It helps players prepare for a game and Battle Chronicler helps players after a game to record the action. Up until now there has been no way to link the two. An army list had to be entered into both systems.

In the latest version Battle Chronicler supports Army Builder. So you can create you army roster in Army Builder, play the game and them import the roster directly into Battle Chronicler, saving precious minutes of your time and making battle reports even easier to produce.

Transferring a roster from Army Builder to Battle Chronicler is very quick, but you need to select the right options. Follow these four steps.

1) In Army Builder load you army roster and then select the menu option "File -> Save Custom Output"

2) From the 'Custom Roster Output' dialog select the option "Generate XML File" and press the Output button.

3)In Battle Chronicler select the menu option "File -> New" Select either army A or B and click on the "Define" button.

4) Select the "Army Builder" Button. Select the xml file created in step 2. This will probably be in 'My Documents\Army Builder\xml'. Press OK.

Written battle report

Battle Chronicler has always produced maps to illustrate a battle report and now the new version can help write the battle report itself. An automatic log is produced that describes events, such as unit moves and the loss of models from a unit.

Battle Chronicler can calculate the exact distance a unit has moved, taking into account wheeled movement calculations. This is especially useful in Warhammer to see if moves are legal.

Remote play support

To help those that use that use Battle Chronicler to play online with a remote opponent a new secret notes feature has been added. This enables each player to add notes about their army at the start of the game that are encrypted. These can be revealed as the game progresses. To make cheating impossible each encrypted note has a unique hash value that is available to the other player and that prevents a secret being changed during a game. This all enables a closed list game to be played online.

Extra Unit Symbol Option

The number of symbols that can be used to portray a unit has been increased from two to three. Symbols can now be placed outside the unit as well as inside the unit.


Version 1.0.1 - 1 July 2010

Battle Chronicler had its first birthday last month and also its previous version was 0.9, so now it time for Battle Chronicler to come of age and reach version 1.0! There have been a lot of improvements made over the last year and many of them have been the direct result of feedback from the user community. So a big thank you to all those of you who have stuck with BC over the last year and helped spread the word.

Movement Arrows

Movement is the most important part of any table top game. It is the element that the players have most control of and where their skill makes most difference to the outcome. By displaying a map of each turn of the game BC allows the reader to see how the units have moved. Displaying arrows on the map makes this even easier to see and makes the images much more appealing. BC already contains a set of arrow symbols that can be added to the map to indicate movement. However it does take time to add these and the arrows are all a standard length. All of this points to needing a better solution. This was planned at the start of the project, but has been a long time coming.

Movement arrows are now drawn automatically as a unit is moved. There is no need to do anything it just works. Arrows are colored white by default, red if charging and yellow if routed. It is possible to hide the arrows either for all units, or for individual units. Currently movement arrows are only displayed for units and not for individual models within a unit. Movement arrows are added to games created in a previous version automatically.

The reason it has taken so long to add movement arrows is that it has been extremely difficult to get right. Normally an arrow is drawn to the back of the unit, from the location where the back of the unit was in the previous turn. This does not work if the unit steps directly backwards, in which case the arrow should be drawn pointing to the front. The hardest part is when units turn when they move, a straight arrow does not look right or natural. BC uses quadratic bezier curves which result in great looking arrows that really convey a sense of movement.

Table Overlay

Battle Chronicler contains some great scenery that can really add to the realism of the maps. However sometimes the terrain can make it harder to concentrate on the units themselves. So a new feature has been added called a Table Overlay. This has a fog like effect on the terrain, which makes the units stand out more. This is the technique used to present battle report maps in the magazine from the leading table top war games company. This feature from the new Table section on the Edit Game Details dialog box.

Grid Tone

Along with the Table Overlay is an option to control the tone of the grid lines, allowing you to make them more or less prominent.

Extra image set

When publishing battle reports on a web site many users publish small maps within the report itself and add links to bigger versions of the maps to allow readers to expand them to see the full detail. In previous versions this could be done by doing the Export twice and by renaming the files. The new version now contains an option to create a second set of image as part of the same export. The exported HTML contains links to the extra images, so if you click on a map it will display a bigger version of it.

Export sub-folders

Battle Chronicler exports all files to the folder
My Documents\Battle Chronicler\exports\
This could result in a lot of files being stored there and be difficult to manage. Exports are now placed in a sub-folder within the main export folder. This should make it easier to manage.

Import Terrain

A feature has been added to make it easy to re-use the maps from one game to another. Laying out the terrain on the map can take a lot of effort and more than one game may be played on the same table layout. To make use of this just press the 'Import Terrain' button in the New Game dialog box, then select a game file containing the map you want to copy. It is also possible to copy to do this with an existing report, uning the Edit->Game Details menu option. Only the terrain, table color and table dimensions are copied across. If you want to copy an army then use the Import button on the army section or use the Army Templates feature.
Thanks Draconian for the suggestion.

Display unit labels

Unit labels are now displayed even when the unit outline is invisible and only the individual models are displayed.

Version 0.9.1 - 14 May 2010

Hide Unit Label

It is now possible to control the display of labels for each individual unit in each turn. Select a unit and tick the "Hide Label" checkbox in the Properties box to remove the label.

Removed .Net 3.5

The reference to .Net 3.5 has been removed, so it should just need .Net 4.0


Version 0.9.0 - 15 April 2010

.Net 4.0

This new version of BC is being released four days after Microsoft released a major update to .Net. This is no coincidence as BC has been converted to use .Net 4 and requires it to be installed. So we had to wait until this week to release the new version. Before installing the new version of BC you will need to install .Net 4.0. Instructions on where to get this are on the BC download page.

Components Collection

New terrain components, craters and more hills and water, have been added to the official collection. There have also been other changes to the way components are organized, so please download the latest official component collection, even if you do not need the newer components.

Toolbar

BC has finally been given a toolbar which gives immediate access to the following functionality

Unit/Model display mode

A group of 3 buttons control if just units, units with models, or just models are displayed. Switching between these modes is very useful in skirmish games as you can switch to unit only to move the entire unit and then switch to model view to adjust the positions of individual models.

External Labels

A toolbar button toggles the display of external labels on and off. There are also buttons to increase or decrease the size of the external labels.

In addition it is now possible to move a unit's external label with the mouse.
This was a user requested feature as labels have a habit of overlapping other units and their labels, especially in deployment. You can now position each units label exactly where you want it in each turn.

As part of an Army's colors definition it is now possible to change the color of the external label.

Movements buttons

When an item is selected a large number of movement buttons will be displayed on the toolbar.
In games units often try to march across the table as quickly as possible, in a straight line, by an exact number of inches. The freedom the mouse gives to movement is not very helpful for this. The movement buttons help by making moves more exact. So if you want a unit to advance exactly eight inches forward then just press the '8' toolbar button. These buttons also have matching keyboard options that do the same thing.

Keys      Action
----      ------------
Delete    Removes the selected unit from the table
W, Up     Move unit forward by 0.5", or half the base size for a model
A, Left   Move unit left by 0.5", or half the base size for a model
D, Right  Move unit right by 0.5", or half the base size for a model
X, Down   Move unit backwards by 0.5", or half the base size for a model
Q         Turn the unit anti-clockwise
E         Turn the unit clockwise
Z         Wheel the unit anti-clockwise
E         Wheel the unit clockwise
S         Flip the unit
1..9      Move the unit forward 1..9 inches, or centimetres depending on the settings

Components category

When placing terrain on the map the terrain used to be organised by level, which was a bit confusing. Now all components have been assigned one of a new list of standard categories and these categories are now used to group the components.

Resizing components

A new feature has been added allow you to to resize components on the map. Each component is given real world dimensions, so that each piece of terrain or counter appears at the exactly the right size on the map. To change the size of a component, first select it on the map and then change its dimension in the property box. These changes do not affect the component definition, only its copy on the map.

Bug fixes


Version 0.8.0 - 7 January 2010

Shadows

Battle Chronicler now draws shadows next to units and terrain to give them a more solid three dimensional feel. This was complicated to implement as the shadows are always drawn pointing towards the bottom right of the table even if a unit or terrain piece is rotated.

Terrain pieces are given shadows depending on their level. Ground, Road and River pieces have no shadows. Tree level pieces have larger shadows than buildings or shrubs and Tower level pieces have the longest shadows.

The length and opacity of shadows can be adjusted to your preference, or even turned off altogether. To adjust the shadow settings go to the Edit -> Preferences menu. Then select the Visual Effects tab. Terrain and Unit shadows can be adjusted separately. Set to 0 for no shadows, 100 for maximum shadow size, or anything in between.

Huge image exports

In previous versions of Battle Chronicler the size of the map images that could be exported was limited to the size of your display, e.g. 1280 pixels wide. This is not a problem when exporting battle reports for use on the web, as images should be small enough to appear in a browser and not take too long to download.

However if the maps are to be printed out then much larger images are required. For example an A4 sized image printed at 600dpi, requires an image of (11.7 * 600), (8.3 * 600) = 7020 by 4980 pixels.

In this version, Battle Chronicler has enhanced to enable it to produce much bigger images.

There is no set limit to how big the images can be, but there is a practical limit in that BC will run out of memory if the images are too big. So it all depends on how powerful your own computer is.

My PC has 2gb of ram and it can make images of 10000 pixels wide, which is enough for an A3 sized image printed at 600dpi.

DPI Option

Exported images can now be given a DPI value. This is used by graphics design software to determine the size of the image.


Release Notes - Version 0.7.1 - 27 November 2009

This release is mainly about enhancing the way units and models are drawn.
Since the first version units could be drawn in a single color, with a large label inside the unit.
That is still the default way of showing units, but now there are many new options.

To see the examples of the enhancements check out this tutorial. http://www.battlechronicler.com/docs/symboltut.html

Label size and position choice

The default label choice fills the center of the unit with as large a label as possible.
There is no the choice to display no label at all, or a smaller label which can be aligned off center.

External Label

The unit name can now be displayed behind the unit.
These can be oriented horizontally or vertically in respect to the unit. The external label is automatically rotated when the unit is rotated so the text is always the right way up.

Graduated Color

Instead of a single solid color for the unit a graduated color can be chosen. This gives a modern shaded look.

Two Color

Two colors can be used for the unit background. There is a choice of seven patterns for the colors, which are based on the standard heraldic divisions of the field.

Symbols

Up to two symbols can be added to a unit. Symbols are traditionally used in battle reports to show the type of unit.
For example a single diagonal slash for cavalry and two slashes for infantry.

Vector Symbols

Vector symbols are defined using vector graphics, so they are drawn in the same way as the rest of the unit and provide the highest quality representation at any zoom level.
As an option vector symbols can be recolored to match the units glyph color.
This release contains a set of Nato standard military symbols and a selection of others.

Image Symbols

Images can be used for a unit. This allows custom artwork or photos of actual models to be used to represent the unit.
When using images there are two options to how they are displayed. They can either be resized to be drawn within the unit boundaries, or the can be displayed actual size. In the latter case the image can overflow the unit boundaries. This is useful in cases where tank barrels, or knight's lances extend over the base of the unit.

Zoom % Levels

There is one feature the has been added that is not directly to do with unit display.
Battle Chronicler draws the map differently depending on how big the map is, or to be exact its zoom level. So in the smallest zoom only units with out their labels are displayed. On the biggest zoom only individual models are displayed.
Up until now the zoom levels at which different things are drawn has been fixed. It is now possible to change these levels to fit you own preference.
Go to Edit -> Preferences -> Zoom and adjust the settings of each of the levels.

Release Notes - Version 0.6.0 - 23 September 2009

This release has lots of little features that improve the way the Battle Chronicler works. Most of these ideas came from feedback from using Battle Chronicler, so please keep suggesting ways you would like it improved.

Turn Lock

A new turn lock feature has been added in this version. When a turn is locked it cannot edited. This prevents accidental changes made to previous turns when writing a report. Turns are automatically set to locked when a new turn is created. Turns can be unlocked from the Game menu and this feature turned off altogether from the Preferences dialog box.

Warning of missing components

If you open a game file from a friend and you do not have all the components in the game, you will now be warned after opening the game file.

Export to Image

When exporting an image you will now be presented with two options.

New Display Level: Print

When exporting a report you can select the Display Level which control how the map is drawn. For example whether individual models are displayed. There is now a new default option called Print which is different from the display levels used when editing a game. In the Print level Tight formation units are displayed without individual models being visible and Loose formation units are displayed as the individual models without a unit boundary.

Three text reports

The are now three different text reports that can be written for each turn. These are called Report, Notes and Log. This is so that different types of information can be held separately.
For example:

There is now an option in the Text and HTML Export dialog to allow you to choose which of these three report types to export. For example you may want to exclude the dice results from your published report.

Grids lines in export

You now have the option of whether major and/or minor grid lines should appear on the exported maps.

Points values in Exported Army Lists.

The is now an option to hide the points values from army lists that are exported. So game oweners prefer things like troop point values not to be published.

Vector Components

A new type of component has been added with a Vector fill type. This uses vector graphics instead of raster images. The advantage of vector graphics is that they look perfect at whatever scale they are shown and can make clearly defined components the complement other types. Vector art created by programs like InkScape can be turned into components. Currently it is a complex process to convert a piece of clipart into a vector component. There are two example vector components shipped with this version. These are Counters at the cloud level; Skull and Kaboom.

Component Tree

With the number of components available growing it was getting harder to select the right components from the list in the left panel. The Terrain/Counters list has been replaced by a tree, which groups components by their level, making it easier to find the right one.

Label variables

Text components can now contain variables which allow the text to be dynamically generated. For example the turn title label will always display the current turn. Look for the terrain pieces that start with the word Label.

Line Of Sight

There is a new option in the Unit/Model properties box called Line Of Sight. If ticked a bright green line will be drawn directly in front of the unit/model. This is very useful to determine and show exactly what line of sight a unit has, which can be crucial in many different types of games.

Wheel and Flip

Two new ways of moving units have been added. These are only available from the keyboard.

  1. Wheel - turns the unit around one of its front corners.
  2. Flip - spins the unit around 180 degrees so its front is where its back was.

Keys      Action
----      ------------
Delete    Removes the selected unit from the table
W, Up     Move unit forward by 0.5", or half the base size for a model
A, Left   Move unit left by 0.5", or half the base size for a model
D, Right  Move unit right by 0.5", or half the base size for a model
X, Down   Move unit backwards by 0.5", or half the base size for a model
Q         Turn the unit anti-clockwise
E         Turn the unit clockwise
Z         Wheel the unit anti-clockwise
E         Wheel the unit clockwise
S         Flip the unit
1..9      Move the unit forward 1..9 inches, or centimetres depending on the settings

Release Notes - Version 0.5.1 - 19 August 2009

This release is a big one, with lots of major enhancements. The lines of code have almost doubled since the last release. The main benefit that this version brings is support for Sci-Fi Skirmish games.

Round bases

Round bases have been added, the most requested feature.

Every model

The biggest change in the new version is that BC records the state and position and can display every model in the game. Models are grouped into units and it is possible to move an entire unit or an individual model just as easily.

Loose Formation

In previous versions it was always assumed that models in a unit would be placed together, base to base, in rank and file order. This is still supported and is now called a Tight Formation. For skirmish type games that allow each model to be a small distance apart from the rest, the the Tight Formation is no good. So new Loose Formations have been implemented, which allows each model in a unit to be moved independently of the rest. If a model is moved outside of its units boundaries then the unit is automatically resized to encompass all its models.

Reform Unit

A menu option allows a unit to be reformed, this allows missing positions in the front rank to be filled and lines up a unit whose models have been scattered around.

Special Models

In many games not all models in a unit are the same. There can be special models for weapon specialists, sergeants or banner bearers. As part of a units definition you can now create individual models defined differently to the rest. Special models will have the same base size as the other models in the unit, but can have their own color and label. Special models cannot change units.

Attached Units

The new Attached Unit feature replicates that used in games. e.g. A hero character joining a unit in a fantasy game or a gun crew manning a field gun in a WW2 game. An attached unit can be selected and moved around as normal. There is no need for it to be inside the embedded unit, it can sit along side. However when the parent unit is moved then attached unit is moved in exactly the same way, so as to maintain the relative position to its parent unit. There is no limit to the number of units that can be attached to another unit and units with attached units can in turn be attached to other units.

Key movement

While testing BC it was found that moving units with a mouse could be a pain. In fantasy games units often try to march across the table as quickly as possible, in a straight line, by an exact number of inches. The freedom the mouse gives to movement is not very helpful for this. To rectify this keyboard movement has been added. So now if you want a unit to advance exactly eight inches forward then just press the '8' key. The following keyboard short cuts now work on units and components. Keys Action ---- ------------ Delete Removes the selected unit from the table W, Up Move unit forward by 0.5�, or half the base size for a model A, Left Move unit left by 0.5�, or half the base size for a model D, Right Move unit right by 0.5�, or half the base size for a model X, Down Move unit backwards by 0.5�, or half the base size for a model Q Turn the unit anti-clockwise E Turn the unit clockwise 1..9 Move the unit forward 1..9 inches, or centimetres depending on the settings

Zoom Levels

One of the strengths of BC is the way it draws a map differently depending on their scale. This is a lot more obvious in the new version. Zoom out and individual models disappear with only units visible. Zoom right in and only the models are visible and their unit boundaries disappear.

Hints

Nobody reads a manual, at least not until after they have used a new program. So new users miss some important stuff like having to press Ctrl to stop a unit from turning. So a hints box now pop ups up to tell people these things. Each message can be turned off so as not to drive you crazy.

Automatic IP

Intellectual property notices are now added automatically to a new report, using the setting you specify in the Welcome or the preferences dialog box.

Release Notes - Version 0.4.0 - 7 July 2009

This release is the last one before work starts on supporting round bases and loose formation units. So it contains lots of things that needed to be sorted out before big changes to the program are made.

Bugs fixed

Turn text gets copied over to the next turn

In the previous version the text written for a turn was copied over into the next turn, as the turn was changed. This led to duplicate descriptions for subsequent turns. This has been fixed in this version.

Enhancements

Arrows Added

Three arrows; red, grey and yellow; have been added to the standard components. These counters can be used to illustrate charges, direction of fire etc. O ne day BC may have arrows built in as part of the interface, but in the mean time these work pretty well. Also added are two new standard backgrounds; a darker green grass and a grey ash background more suitable for moonscapes, wastelands etc.

Unit Colors

Up until now a unit is drawn as a white border, white label, with an army specific background color. It is now possible to change the colors of the border and the label.

Unit Labelling

Units are automatically given a label based on the first initial of their name or troop type. If there are duplicates then a number is added to the label to make it unique. Reading John Graham's excellent chaos vs. empire battle report, I realized that duplicate initials are a common problem and a pain. Especially for Chaos armies where loads of troop types start with the word Chaos. So the new version labels units using each initial by default. So if you have Chaos Marauders and Chaos Warriors you will now get 'CM' and 'CW' instead of 'C1' and 'C2'. The type of labelling used has been made into option for each army. The new default option is called 'Initials' as described above. The old way of just using the first initial is called option 'First Initial' There is also a third option called 'Numeric', which assigns a number to each unit.

Scenarios and Categories

Games systems often organize units into categories, such as elite, or heavy support. Units can now be assigned a category, which will appear in the exported army list as a section header. Initially there are no categories defined as these are specific to what you use. It is easy to define new categories though. Similar to unit categories, games can be given a scenario. This is another custom list that you need to define.

Export as Text

BC is able to export battle reports as HTML files. These look great, but it may not be possible for some people to post such files onto their favorite web site. Many web sites use forums such as the one used on the battlechronicler.com site. These are text based, with limited or no formatting capabilities. A new menu option 'File->Export To Text File...' has been added. This enables a battle report to be exported as a plain text file, using only standard characters to format the text. The result is a report that looks similar to the many already posted on various forums. The image files are still produced for each turn. The file name of each image is added to the text file output. Many forums allow images to be uploaded or images to be referenced from another site. So it possible to add the images to a forum posting, it just takes a bit more work. The exported text file makes this a lot easier to do though.

Army Templates

One of the most frequently requested features was to avoid having to define each unit from scratch for every battle report. This has now been implemented as an important new feature. Army Templates are army definitions identical to the two army definitions in each battle report. The difference is that Army Templates sit in the background and are always available to help define new army definitions in a battle report. Define an Army Template containing units of all the models that you own. Just as in a real game when you select only some of your models to play a game with, so you can select only those units from the template you need to define an army list. Creating a new Army Template can be done from the 'Edit -> Army Templates' menu or from the Army Definition dialog of a battle report. Each Army Template is stored in its own .xml file in the 'My Documents\Battle Chronicler\conf' directory. If you opponent is writing up the battle report, then you can give them your army template to save them time and mistakes.

Release Notes - Version 0.3.2 - 2 June 2009

This release is mostly about text of one sort or another.

Bugs fixed

Non-English Windows machines getting corrupt files

If a machine is set up to use a symbol other than '.' as a decimal point then BC would use that symbol when saving a battle report. It would insist on reading in a decimal point in the form '.' and throw an error. The new version should always write out numbers with a '.' as a decimal point, no matter how the Windows machine is configured.

Labels too big for the box

For long and thin units the label could be too big to fit into the unit box and show as an ellipse. More logic has been added to prevent this.

Enhancements

Text Editor

A crucial missing feature has been now added. It is now possible to describe each turn in words as well as diagrams. A Text Editor has been added below the table view, allowing you to describe the action in writting, as you define it visually. The text is added to the HTML export file when it is created. The text editor can be expanded to any size and even hidden altogether when not required. If it is hidden then click on the View->Text Editor menu item to view it again.

Intelectual Property Rights

The IPR system has now been implemented making it easy to add IPR copyright and license notices to images, components and reports. How to use this will be described in full on the web site.

Text Components

A new type of component called Text has been added to the list of component types. This allows you to add labels to the diagram. As this is BC, the Text Component gives you a lot of flexibility. You can add text in any font, any color, any size, any opacity and at any angle. Text Components act like other components so they can be used as terrain or a per turn counter. They also follow the rules of level placement. A Text Component definition contains all the properties except the text itself. The text is defined each time the component is added to the table. This enables the same style to be used for many labels.

Range finder / Movement measurer

The dark grey status bar at the bottom of the table displays various bits of information, which have been added to in this release. Move the mouse over a unit and its name will be displayed in the middle of the status bar. Select the unit and the distance from the front centre of that unit to the position of the mouse will be displayed. Drag and drop a Unit and while the unit is being moved its move distance will be displayed. This comes in very handy to quickly judge shooting distances or maximum movement allowances. The ruler components are still vital for measuring distances to different parts of a unit and working out line of sight etc.

Components Sortable

When viewing the list of components, it is now possible to sort them by clicking on any one of the columns headings.

Component Random Rotation

Some components, trees being the best example, are often placed on mass. If they are all exactly aligned then this does not look natural. It is best to rotate each to a different angle. The component definition now has an option that anables random rotation on placement on the table.

Release Notes - Version 0.2 - 22 May 2009

Bugs fixed

View - Property Box

In the previous version if you closed the property box there was no easy way of getting it back. Added the "View -> Propery Box" menu item to control its visibility

Single Models

Units comprising of just one model will now always appear on top of units with multiple models, when they are in the same location.

Number Of Turns

The maximum number of turns has been changed from 12 to 1000.

Enhancements

Delete key

Pressing the delete key will now remove the selected item from the table. This will move a unit to 'In The Box' and will delete a terrain piece

Turn distance

The speed at which a unit turns around as it is being moved has been slowed down. It has also been made configurable by the "Turn distance" field in the Preferences dialog box.

Remove from the table

When selecting a terrain piece on the table, the propery box now contains a field saying "Remove from the table" which should better describe what this option does.

Multiple Placement

The default behaviour when placing a piece of terrain is to onlyu place on piece at a time. For items like trees where many placements are required this can be a pain as it means reselecting the tree in the list box every time. The is now a check box called "Multiple Placement" in the terrains property box. Tick this option and a new piece of that terrain will be added to the table on every mouse click.

Item Placement Cursor

If an item has been selected for placement on the table, the the cursor will change to a cross hair.

Duplicate Unit

In the "Army Definition" dialog box a Duplicate button has been added. This will make a copy of the selected unit. This makes it faster to define several units of the same type.

New Base sizes

Four new standard base sizes added for FoW.

Reset Selected Unit

This will reset just the selected unit to be the same as the previous turn. A common problem is to move a unit by mistake. It is then very difficult to move it back exactly where it was using the mouse. This option lets you undo the move.

Window Title

The main window title now displays the current game title

Themes and Tags

Components now have Themes and Tags. These are set when you add or edit a component. In time they will be used to sort and search for components that you need.

Multiple HTML Styles

The HTML files exported by BC default to a style based on that used for the BC web site. This style is stored in a file called "batchron1.css". It is now possible to select different styles in the "Export to HTML" dialog. BC now ships with two style files. If you are familiar with CSS stylesheets then you can create your own and it will appear in the dialog along side the default ones.

Intelectual Property Rights

An innovative new systems has been added to allow multiple Intelectual property notices and licenses to be added to components and game reports. This feature is still a work in progess. Please play with it, but dont expect it to do much yet.