Guide To Updating DM Genie
First of all, Backup Your Data! You can use Winzip to save your entire campaign's directory (and subdirectories), or you can export the campaign from within DM Genie.
Recommended method for updating a campaignBest when you have mostly just added to the core data, and not made too many changes to the default feats/spells/etc. As always, it is highly recommended to create a custom campaign and not run your game from the Core Rules campaign.
If you have a custom campaign that uses the original third edition rules and wish to convert to 3.5, check out the Guide to Converting a DM Genie Campaign to Revision 3.5 which will take you through the process step-by-step.
Specific Notes for Each Version
Spell slots: Existing PC's with high ability scores may have too many slots after upgrading! You will need to correct the discrepancies as needed.
RULES.TXT has been modified by adding a new type of modifer. Overwrite your RULES.TXT, or enter the following lines at the end of your "Modifier Information" section:
The feat Fast Movement (Mnk) was updated in its code.
Version 2.18Several items, specifically weapon abilities and specific magical weapons, have had scripting code added. To update them in your campaign, download and import the Core Items file. Also, the feat Combat Expertise was modified, and is included in the Core Feats file.
The updated executable that will be installed includes all the program changes, so there are no extra steps to update.
The only thing that requires updating are the Errata corrections to the core data. If you wish to incorporate these to your own campaign, import each file contained in the Core Data Files zip file.
The conditions system has been redesigned and it is now possible to specify the bonus type for all modifiers. This has been done where applicable in the core rules. Import the following files into your campaign to have these core items updates: Core Feats, Core Items, Core Conditions.
Any existing conditions/items will be converted to the new format automatically and transparently upon startup. For your own items/conditions, you can then specify the type of bonus. If you do not, they are set as "unnamed" (except for AC bonuses) and will always stack, like in the previous versions.
Scripting: Previous calls of style:
RULES.TXT was completely reorganized - but individual sections have remained mostly the same. If you have made changes to your RULES.TXT, use a search function to locate the new position of the modified part, and copy/paste back into the new version. Re-read the passage before erasing it to ensure that your modified version is still compatible, and in the right order. Sorry, there is no easier way to transfer changes - but the new RULES.TXT is much clearer, the change is worth it.
Unidentified names and prices: You can specify descriptive names and fake prices for magic items so that your player cannot determine what type of item it is. To automatically make these descriptive names for your campaign, there use the "File->Make unidentified item names" menu. This function only makes simple names and reasonable prices - or just the first word of the name, and 0 for the price for unusual items. If the Unidentified Name field is empty (as it is by default), the first word of the real name is displayed instead.
Your campaign can now have up to 32000 feats and conditions, as well as 1250 skills. This should be transparent, and any current or old characters should be loaded or imported without any user intervention.
To get the changes to the core data (see the Revision History), import the files as described above.
SCRIPT.DAT has been updated slightly; copy the file from c:\Program Files\DM Genie\Data\ to your campaign's data directory.
Most of the races have been updated (with their permanent energy resistance field). You can now specify the permanent energy resistance of creatures also. All other changes will be updated by the method outlined above.
A new file, SCRIPT.DAT is necessary to run version 2.11. The program will automatically copy it to your campaign if needed (after a prompt).
Weapon Sizes are now fixed. All default weapons are size M for use with Medium-sized PCs. Import the Core Weapons file into your campaign to get them.
A new property, Category allows you to select whether the weapon can be used off-hand or with two hands (light, one-handed, two-handed). There is a penalty for using a weapon of a different size (like a small PC using a M-sized sword) - however, older weapons with a category of N/A, or Ranged, are not affected.
Basically, this means that you can leave all your creatures as is, and their attack bonuses will be calculated correctly. You can also fix the sizes of existing weapons and set their Category, which will give you an indicator of which hand(s) can be used.
Races have been updated with more detailed skill bonuses, fixed attack sizes, and a fix to Dragons who had the Snatch feat when not allowed. Import the Core Races file into your campaign to replace the old version.
The update to v.2.10 is maintenance update that consists mostly of bug fixes. Notably, the bug with the preset memorized lists of spells has been fixed - however your existing PCs will have lost their list due to the bug. You will need to re-create the list in the usual manner.
Races have been updated with extra information for their attacks. A couple of races have been added too. You can import the Core Races file from the Download Page. Other files you can import to stay up to date are: Weapons, Templates, Feats, and Classes. Changes in these files were minor.
Psionics: Because of the complete reworking of the psionics system and the inclusion the the Expanded Psionics Handbook, if you use psionics in your campaign, you will need to do several steps before upgrading. Make sure you have a backup.
Once you've completed the Full Install over your Core Rules campaign, load you custom campaign. You will be asked to replace RULES.TXT and TREASURE.TXT - allow both files to be replaced. Then:
Races: All the Core races have had their Equivalent Classes and/or Effective Caster Level data set. You can import the Core Races to overwrite the old races.
Attacks: Since Damage Reduction is now handled automatically, the damage type string for each attack may now affect the outcome when using the Auto-Damage right-click menu. Check the damage type for PC's magic weapons.
Character Sheets: were reformatted to work with the new psionics system - edit your custom sheets if needed.
The 3.0 Campaign was updated with some improvements to feats and fixes to allow the new Psionics system to work with the old 3.0 data. Upgrade your 3.0 campaign in the same way as described above, but download the 3.0 core files instead of the 3.5 core links above.
All of the items in the core data have had their source book set (DMG, MM, Player's Handbook or Psionics Handbook). You can import all of the Core_X files from the download page, or you can manually set the source books using the Custom Data Editor (Shift+F9).
To apply a couple of very minor changes to Clerics, Druids, Rogues and Sorcerers, import the Core Classes.
To apply a minor change to the Skeleton template, import this file.
A large number of the core races had their attacks fixed (those with damage strings like "1d10+3 plus poison" were usually incorrect). To fix your campaign, download the Core Races file, import it into your campaign and replace the old races with these new ones. Version 2.07.254 has a few new PC races, download them here.
Many feats/abilities have been improved, for example, by tracking their number of uses per day through the new Rest script. Others, such as Bardic Music and Druids' Wild Shape, have been greatly improved. To get the new versions, download and import the Core Feats file into your campaign.
If you were in the middle of a battle during the update, you may need to use the Battle menu's Resort submenu.
Version 2.06 introduces containers. You can import the Core Items file, in which items like the Backpack were marked as containers. Use the Items editor's Physical Characteristics to set older items as containers.
Domains: To add more domain support to your custom campaign, import the domains feats file and the updated cleric into it. New clerics will get the domain granted powers automatically; manually give the Domains feat to pre-existing clerics.
There was a fix in RULES.TXT concerning carrying capacity calculations. Copy RULES.TXT to your campaign to apply it.
Version 2.05 includes templates - if your campaign does not have TEMPLATES.DAT, DM Genie can automatically copy it from the Core Rules campaign. A few feats were added for the lycanthrope template, you can import the lycanthrope feats file into your campaign to add them.
The skill bonuses for animals have been detailed (ranks and racial bonuses have been separated). This mostly affects the creation of lycanthropes based on these animals. To apply these to your campaign, import the Core Races file and replace your old animal races.
There was a fix in RULES.TXT concerning Turning damage done by clerics. Copy RULES.TXT to your campaign to apply it.
RULES.TXT is now at version 14, and will automatically be copied to your custom campaigns.
The Core Rules campaign's CLASSES.DAT file will be replaced by the new version, which contains all the Creature Advancement classes. You can export these and import them back into your custom campaign to use them there.
If you want to enable a couple of the new features (auto-saving the combat log; automatically ignore shield bonuses when wielding two weapons) go to the File->Options menu to set those options.
The update to 2.02 is mostly bug fixes; you don't need to do anything to get these. There are new psionic races and data elements that you can export from the core rules and import into each campaign.
If you want to keep using the original third edition do not follow the conversion guide above. You can keep your custom campaign intact except that you will need to copy the new RULES.TXT (DM Genie will do this for you) and an updated version of TRESURE.TXT that is compatible with both v.2.0 of DM Genie and the original 3rd edition. You can get this file here. You will need to rename the file to "TREASURE.TXT" before copying to your campaign's \Data\ directory.
Registration Code Reminder FAQ Articles & Links The Djinn's Library Contact Us
Copyright © Mad Scientist Studios