diff --git a/README.md b/README.md
index cdd5a12..6115a69 100644
--- a/README.md
+++ b/README.md
@@ -10,22 +10,33 @@ Currently, it randomizes the following data inherent to Pokemon cards (all optio
* HP
* Weaknesses and resistances
* Retreat cost
-* The moves across Pokemon cards of the same type are shuffled with an algorithm that accounts for energy requirements. Blank moves and Pokemon powers are not shuffled
+* The moves across Pokemon cards of the same type are shuffled with an algorithm that accounts for energy requirements. Empty moves and Pokemon powers are not shuffled. For the rest, a 1-energy move will become another 1-energy move, a 2-energy move will become another 2-energy move, and a 3- or 4-energy move will become another 3- or 4-energy move (always between cards of the same type).
-It distinguishes between 6 types of evolution classes or stages to determine the possible values of HP and retreat cost.
+The minimum and maximum HP, retreat cost, and number of weaknesses and resistances is selectable. The HP and retreat cost ranges are selectable for 6 types of evolution classes or stages.
-#### Planned features or tweaks
+#### Current bugs or flaws
-* Fix wrong Pokemon names showing in the descriptions of the shuffled moves
+* (Bug) If the shuffle moves option is selected, most Pokemon names in the move descriptions will be wrong as they will still refer to the original card.
+* (Flaw) If the shuffle moves option is selected, there is a chance that a card ends up with no damage-dealing move (more common for cards with a single move slot).
+* (Flaw) If the shuffle moves option is selected, Call for Family and similar effects are inconsistent with the card Pokemon species.
+
+#### Planned features or tweaks (in no particular order)
+
+* Fix wrong Pokemon names showing in the descriptions of the shuffled moves.
+* Selectable "energy mappings" in the shuffle moves option.
+* Option to force a damaing move on every card.
* Further randomization of moves, beyond just shuffling the effects, and randomizing energy requirements and damage. Randomizing the move effects themselves may be a possibility, but further reverse engineering of the Pokemon TCG duel engine will be necessary first.
* Randomization of types. This is related to the randomization of energy requirements and would require adjusting the decks to keep them type-consistent.
* Randomization of other misc Pokemon card data.
-* Some customizable settings including the option to make the randomization repeatable so that different people can generate the same changes.
+* Option to make the randomization repeatable so that different people can generate the same changes.
+* Being able to load the Pokemon TCG ROM from the file system.
Contributions aren't expected but would always be welcome.
#### Screenshots
+![window](https://raw.githubusercontent.com/xCrystal/TCGRandomizer/master/screenshots/window.png)
+
![1](https://raw.githubusercontent.com/xCrystal/TCGRandomizer/master/screenshots/1.bmp)
![2](https://raw.githubusercontent.com/xCrystal/TCGRandomizer/master/screenshots/2.bmp)
![3](https://raw.githubusercontent.com/xCrystal/TCGRandomizer/master/screenshots/3.bmp)