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Old Revision History
For the more recent list of revisions to DM Genie, see click here
Version 2.24.333 (September 16th,
2007)
- Major Changes
- Tracking combat is now
more intuitive:
- A new "Order" column in the creature list helps track
combat, with an arrow and delay/readying/inactive indicators.
- Delaying and Readying creatures stay at their position in the
turn
until they end the ready or delay.
- Creatures can be drag/dropped to change their play order.
- Dead/Unconscious/Inactive creatures are skipped
automatically when
running combat (this setting can be changed in File->Options).
- Actions tab: New 'Use Wand', 'Use Scroll', and 'Use Potion'
buttons.
- General Script: Functions can now be exported and imported as
separate files, to make them easier to share, and to make upgrading
easier.
- General Script: Function NewRound renamed to TimeAdvance; its
functionality has been expanded.
- Importing: When importing any kind of file, you can now on
option
save the list of things you imported and skipped.
- Minor Changes
- Several pages of the DM Genie manual were updated with
screenshots.
- Disabled the form to choose a campaign at startup because of a
bug
with doubled races.
- Fixed the "Clear all conditions" menu option when
right-clicking a
creature in the creature list.
- Core Data Changes
- Updated the following in the Core Rules from user
contributions:
Wild Shape (Druid ability); Mount (feat); Special Mount (Paladin feat);
Familiar (Sor/Wiz special ability); Spell Component items; Dwarven
Racial Enemy. Many thanks to all the users who contributed!
- Creatures now roll for stabilization at the end of their turn,
rather than the end of the round.
Version 2.23.330 (April 9th,
2006)
- Minor Changes
- Fixed lock-up bug when dragging text around in the
campaign manager.
- Fixed creatures not adding into the right group when
first opening the New Creature window.
Version 2.23.326 (December
10th, 2006)
- Major Changes
- Group selection is now in a tree structure. You can put
groups together and collapse branches of the tree to make it easier to
manage. Click and drag to move groups around.
- Armor maker: Hardness and hp bonus to magical armor are
applied, as is the change in the number of hit points if the size of
the armor is changed.
- Attacking: Energy Resistances are now applied
automatically, when using auto-attack or auto-damage.
- 'Enter Damage or Healing' window: The 'Apply To' field
now has 'All PCs' and 'All Enemies' in order to quickly mass
heal/damage many creatures.
- Minor Changes
- Stat block: Skill list is sorted alphabetically.
- Char Sheet: Fixed "Conds (Armor)" field not showing up
for, e.g., Bracers of Armor. The field affected is |AC.TEMP.ARMOR|.
- Manual attacks: Fixed critical hit damage bonus not
being added.
- Leveling Wizard: Fixed display of Power Points total.
- Fixed Valuables display in the Notes tab.
- Core Data Changes
- Armor: Set hardness, hp, and break DCs for standard
armors. Also fixed weight of small versions of armor.
- Race: Dwarf, Duergar fixed (invisibility). Roc fixed
Hide skill. Halfling unarmed attack.
- Items: Made all standard Scrolls "Disposable"
Version 2.22.323 (August 5th,
2006)
- Bug Fixes
- Fixed damage reported when using the Manual Attack form,
with damage bonus to the dice.
Version 2.22.322 (July 24th,
2006)
- Bug Fixes
- Fixed Error 91 bug when displaying the spell list, after
deleting a spell or displaying a list in a campaign with deleted
spells.
- Fixed "Create, Delete, Rename Power" pop-up menus.
Version 2.22.321 (July 23rd,
2006)
- Major Changes
- Spell List: Completely reworked, you can now choose
between a tree view, separated by level, or an alphabetical list.
Colored icons show which spells are usable at a glance.
- Manual Attack Window: Text entry fields are now colored
to make it easier to spot which to edit: white are rolls, yellow are
results, grey are bonuses and other info.
- Manual Attack Window: For damage, dice to roll and bonus
are separate to make it easier to roll.
- Manual Attack Window: Tab order fixed to make entry most
efficient.
- Attacks: As an Option, you can be prompted for the
distance of every ranged attack performed.
- Adventure Text: Drag/dropping files onto text now makes
a clickable link, instead of embedding the object.
- Adventure Text: Fixed links using {FILE://...}; Also now
supports links to file without the FILE://, e.g. "{C:\MyFile.txt}"
- Adventure Text: Paths relative to the current campaign
directory are supported. Use {.\MySubdir\MyFile.Txt} for example. This
makes it easier to use the same campaign on different drives.
- Minor Changes
- Magical Weapon Maker: Fixed weapons having incorrect
name with some combinations of abilities.
- Leveling Wizard: Fixed "255 power points left to assign"
warning for non-psionic characters.
- Items Tab: Item description no longer shows for
unidentified items, with the "hide unidentified names" option selected.
- Items Tab: When selecting an object to add, its
description is previewed.
- Timekeeping Reminders: You can now give the date of the
reminder, instead of the time remaining.
- Timekeeping Reminders: Expiration date is displayed in
another column.
- Leveling: Damage is retained when gaining hit die. Fixed
warning message when giving starting gold.
- File Dialogs throughout the program now remember the
path used last time.
- Items: Auto-generated can be unchecked now.
- Char Sheet: Fixed feats or skills above 1000 not showing
up.
- TIME.DAT file moved from the \Data\ folder to the \Log\
folder. Your existing file will be moved automatically.
- Attacks tab: Right-click on the selected attack to Copy
it.
- "Active" scrolling enabled on some grids in the program
that were not already so: creature list, actions, skills.
- Race Editor: Light/Med/Heavy loads are calculated on the
fly when entering a carrying capacity multiplier.
- Core Data Changes
- Feats/Abilities: Added "Immune to Critical Hits"
- Global Script: The auto-damage code now does not give
critical hit damage to creatures who have the new "Immune to Critical
Hits" ability.
- Races: Added "Immune to Critical Hits" ability to those
races which are not subject to critical hits (skeletons, amorphous
monsters).
- Races: Many animals had attacks that were not set as
"natural attack". This has been fixed.
- Turn Undead Script: Minor fix.
- Made Leather and Padded magic armors have a Check
Penalty of 0 (instead of +1 as was erroneously).
- Items: Fixed brooch of shielding
Version 2.21.318 (April 9th,
2006)
- Major Changes
- Turn Undead (cr.TurnUndead function) is now a global
script, allowing full customization of this part of the program.
- Armor Maker: Magical Effects are now merged when adding
several abilities for an armor. For example, a Breastplate with Acid
and Electricity Resistance will have both modifiers automatically.
- Weapon Maker: Similarly to the armor maker, magical
effects of weapon abilities are also merged into the final weapon.
- Spell Slots: Fixed calculation of bonus spells when the
base spells per day is "0". A spell slot can now be entered as "can't
cast" by entering a dash or an empty string.
- Weapon/Armor Materials have been added and can be given
to custom magic weapons, just like abilities. They are fully scripted
to apply their effect.
- Combat/Timekeeping: 32000 round limit removed. This
means that you can give a character a condition lasting several days,
and it will be tracked correctly.
- Minor Changes
- Custom Data Editor: In the Edit menu you will find menus
to select all items of a particular source, and to delete them all.
This makes it easier to remove psionic content, for example.
- Items tab: Moved the Valuables field to Notes tab, and
placed a textbox showing the currently selected item's description
instead.
- Combat log: An option has been added to report # of hit
points left (File->Options). Also, a line is added when a
character falls unconscious when damaged by an attack, in addition to
when he is killed.
- Campaign Manager, Map screen: Counters using pictures
get resized to match zooming, if the "Resize w/zoom" box is checked.
- Fixed drop-down box opening too large in some cases.
- Weapon/Armor ability lists are updated in weapon maker,
when adding new abilities, without having to restart the program.
- Weapon/Armor makers now display a summary of the
armor/weapon stats in a text box while creating.
- Fixed error 6 in some situations when changing full
spell slots.
- Items now get unequipped automatically when removed
(only important if the item has scripting).
- Core Data Changes
- As mentionned above, new weapon/armor materials have been
added.
Version 2.20.317 (February
26th, 2006)
- Major Changes
- AC: Changing a creature's Size now automatically changes
that creature's AC.
- Modifiers: A new Modifier, "Change Size", directly
alters the size category of the affected creature.
- Attacks: A new checkbox "Not Proficient", makes it
easier to apply the non-proficiency penalty for weapons.
- Spells: Using a saved spell list now also removes the
proper number of spell slots from the PC's total spell slots. Though
you will have to re-do the saved spell lists to have this function
work; existing lists will still not remove and spell slots.
- Race Editor: Added "Hand Used" options for attacks.
Damage and attack bonuses are recalculated based on the hand used
setting.
- Race Editor: Added "Finesse" options for attacks.
- Minor Changes
- Armor Maker: Fixed positive check penalty for MW Leather
armor.
- New Creature window: Changes to the Constitution score
will immediately affect the HP for the new creature (because of the Con
bonus to hit die hit points).
- Fixed creature export not working in version 2.19.
- Core Data Changes
- Races: Races with natural attacks giving 1.5 x the
strength modifier to damage were set as thus using the new "Hand Used"
option in the race editor. The weapon damage bonus which was used as a
work-around was set to the proper value in those cases.
- Races: Races with Weapon Finesse had their relevant
attacks set as such.
- Races: PC Races given the correct Grapple value.
- Items: Tower shield given -2 to attacks.
- RULES.TXT is a new version, your campaign should be
updated with it. A new modifier, "Change Size", has been added, as well
as an entry for non-proficient weapon use.
- Conditions: All conditions which modify size (Enlarge
Person, Reduce Person, Compress, Expand, Righteous Might) were modified
to use the new Change Size modifier.
Version 2.19.315 (February
4th, 2006)
- Major Changes
- Help: The help file has been reworked and is now in CHM
format, which makes is searchable with a handy table of contents.
- Script Editor: Now has advanced features to make entering
code easier: autocomplete and syntax hints for known object types.
- New Modifier: "Spell Slot" allows you to give a temporary
modifier to the number of spell slots for a particular spellcasting
class and level. Set Subname to "Clr 1" for example.
- Spell Slot bonuses for high ability scores now work
differently! Existing PCs may have incorrect spell slots, until their
next leveling. You can use the Class Editor to check what your spell
slots should be, and fix the PC accordingly.
- Skills tab: Hold your mouse over a skill to display a
detailed listing of the contributions to this skill's total bonus.
- Spell slots grid: Hold your mouse over a spell level to
see a detailed listing of the contributions to the total spell slots.
- Stats tab: The current speed box tooltip now gives
detailed information about the contributions to speed.
- Classes: Spellcasting classes can now use an arbitrary
number of pre-existing spell lists. Enter them separated with
semicolons, such as "Clr; Brd; Rgr"
- Minor Changes
- New Character Sheet Tags: HPCURRENT: current hit points.
CR: Challenge Rating. ECL: Effective character level. TOTALHD: Total #
of hit dice. RESISTANCE: Descriptive string of resistances.
CURRENTADVENTURE: Current adventure name. LEVELADJUST: Race's Level
Adjustment
- Fixed bug when using "Loot Monsters" in the "End Combat"
dialog.
- Fixed bug (error 9) when saving all classes when a class
had been deleted previously.
- Fixed minor problem reading RULES.TXT for non-US locales.
- Item Scripting: Fixed "Use Item" code not running when
using up the last of a disposable object.
- Item Use: disposable items no longer run their Use
function if the item is empty when the request is made.
- Core Data Changes
- Feat: Fixed: Fast Movement (Mnk)
- RULES.TXT modified: New modifier (near the end)
Version 2.18.307 (December
13th, 2005)
- Major Changes
- Items: Weapon items can have attack data associated with
them,
to be edited in the Items Editor, Weapon tab. This is used for specific
magical weapons, for instance.
- Item Scripting! Items can now have script code, just
like
feats, allowing for powerful custom effects. See the documentation for
more details.
- Classes: Spellcasting (and psionic) classes can now have
custom spell lists - that is, being able to specify a few spells (and
their levels) without having to add an entry to all the Spells: lines
in the spell descriptions.
- Leveling Wizard: Spell (and power) list now has a filter
by
spell level. It works better than the text filtering, and takes into
account custom spell lists too. You can specify a range of levels, like
"1-4".
- Forced Class Skills: You can now specify a forced class
skill
for only a particular class, by putting [Clr] (for example) after the
skill name.
- Leveling Wizard, Skills: There is now a box for Forced
Class
Skills in the leveling wizard. Press Enter to update the list of skills
when you change it.
- Weapon Editor: Can enter secondary damage for standard
weapons.
- Minor Changes
- Character Sheet: A checkbox allows you to remove
temporary
conditions/ability changes before printing. Magical effects from items
or load are still displayed, however.
- Char sheet: Fixed Natural Armor bonus being printed as
twice the real value.
- Fixed bug: Magical Weapon Maker: The 2nd dice of damage
did not carry over.
- Fixed bug: Conditions tab: Counters' up/down arrows did
not change the # of rounds left.
- Random Encounters: With a new dialog, you can add the
randomly
rolled creatures to any group, or replace any group; and specify the
round # at which they come in for reinforcements for instance.
- Encounter Level Calculation: Fixed incorrect EL for
multiple creatures with CR of exactly 1.
- Combat log: When starting a combat, the current game
time/date are entered in the combat log.
- Class Editor: Fixed bug where skill names with commas
were split upon addition.
- Stat block import: The Special Qualities and Attacks are
read to try to give the related feats or abilities automatically.
- Statblock output: Added a Special QualitiesFixed missing
secondary damage in attacks.
- Fixed missing creatures occuring when using 'Resort by
Initiative' in the All Creatures group.
- Item Scripting Tab: Controls now resize properly.
- Core Data Changes
- Weapon Abilities: Entered scripting where applicable,
for both magic and psionic weapon abilities.
- Specific Magical Weapons: Entered weapon data and some
scripting, to make their use more convenient.
- Combat Expertise: Coded it so that Total Defense removes
the Expertise condition (they don't stack).
- Full Plate: Correct cost is 1500 gp.
Version 2.17.301 (August
24th, 2005)
- Major Changes
- Entire Program: The mouse wheel can now be used from all
the grids (example: item lists) in the program. Also, the wheel moves
the map.
- Leveling Wizard: Feats where prerequisites are not met
are displayed in red. Dark Red means a prerequiste was not understood.
- Map Counters: Ctrl+Click to select more than one
counter. You can then move several counters at once.
- Map Counters: Right-click selected counters to pop up a
menu of actions to apply on them (like opening the Condition Setter,
the Enter Damage form, or the Roll Window).
- Map Counters: "Auto-Add" will stagger counters instead
of placing them all on top of each other.
- Map Counters: Double-clicking (to select a creature in
the main window) now scrolls the list if the new selected entry is not
directly visible.
- Items pop-up menu reordered for clarity and ease of use.
- Minor Changes
- Campaign Manager: There is now a * indicating at a
glance which tabs have some content (like items, monsters, or a map).
- Map Counters: Stats for creatures now include conditions
- Map: Improved hatching for hotspots.
- Leveling: Spells Known are set to 0 for levels where no
spell slots are available (even if the table indicates known spells for
those with bonus spells due to high abilities).
- Items pop-up menu: below 'Ignore Weight' is a menu entry
giving the total weight of the contents, even for a fixed-weight item
like a Bag of Holding.
- Fixed incorrect pointing in the Main Window tutorial.
- Main Window: Fixed the nonlethal damage arrows (they
were doing nothing previously). Also, re-added the Current HP arrows,
which went missing in the last update.
- Main Window: Fixed the problem of blank stats being
displayed when first starting the program.
- Condition Summary: Conditions with variable modifier
values now show the value specific to the selected PC.
- Roll Window: On option, the damage applied in the roll
window is reported to the combat log.
Version 2.16.297 (June 8th,
2005)
- Major Changes
- Added a scrollbar to the Conditions and Stats tab to
allow displaying all of the conditions info even in the Combat Stats
tab.
- Spellbook maker: Accessible from the Spells menu, this
allows you to quickly print out a list of the spells a PC knows, with
full or partial descriptions. The output can be saved or opened in
another editor like Word for formatting and printing.
- Minor Changes
- Bulk Data Entry: Added a 'Global Code' section where
subroutines can be defined for all other entries.
- Fixed "Uncanny Dodge" checkbox, which was ineffective.
- Fixed temporary init bonus not being added ("Init
Modifier" condition modifier name).
- Scripting: Added func.InputBoxLong function for long
data entry.
- Can now put a score of 0 in the Current Ability column
of a PC.
- Core Data Changes
- Added lost HP to negative level conditions
- Fighting Defensively now gets a synergy bonus for
tumble skill
- Incorporated many changes from recent WotC errata
(thanks to Farland!).
Version 2.15.295 (May 14th,
2005)
- Minor Changes
- Fixed Error 30009 when opening the Modifier window
with no modifiers in a particular creature.
- Fixed a problem in Func.CheckName which caused feats
like Weapon Focus to not be applied to weapons where the name did not
match exactly the focus'd name.
- Fixed bug with temporary hp from Con being ignored in
calculating death/unconscious conditions.
- AC Details frame now shows armor correctly. Also, two
other AC info boxes, "Natural" and "Temp" have been clarified.
- Scripting: Added cr.RemoveModifierPermanent to remove
semi-permanent modifiers.
- Fixed Dragon Disciple's Natural Armor Enhancement
feature.
Version 2.15.294 (May 8th,
2005)
- Major Changes
- Full implementation of stacking rules!
The way conditions give bonuses has been completely redesigned - you
can now specify the type of bonus, which will stack or overlap
depending on the rules as entered in RULES.TXT. Old conditions will be
converted, and assume unnamed bonuses.
- RULES.TXT has been completely
re-arranged, classified by category for easier editing; obsolete
portions have been removed.
- Items: Right-click and drag items
between creatures and you will get a menu to Give/Copy/Sell the item.
This function is similar to the function for copying files in Windows
Explorer.
- Items: You can now drag items from anywhere onto
adventures in the tree in the Campaign Manager. By right-click-dragging
you can choose to move, copy or sell the items.
- Items: Option to hide full name for unidentified
_mundane_ items as well as magical items.
- Items: Handling of multiple quantities improved. You
can now merge identical items and increase the count #. Also,
right-click and drag an item to break off some of the quantity.
Finally, the appraisal window handles counts > 1 better.
- Items, Buy button: You get a menu where you can buy
only one item, or buy several items at once, or split the purchase cost
between several PCs.
- Performance: Adventures load about 30% faster in
general, and use up less disk space when they have no items in them.
- Performance: Auto-generating psionic items is now about
60% faster.
- Race: Enter the race's default equipment list
in a text box (PC Races tab) and it will be added automatically to each
new creature.
- Minor Changes
- Scripting: The new func.GetTimeStat() function allows
reading the current time, date, moon phases, sun, and weather
conditions from script code.
- Conditions tab: Fixed scrollbar display in the list of
conditions.
- Items: Unidentified mundane items can be colored
differently if desired.
- Random Encounters: Fixed 0 hp result when rolling
creatures with built-in class levels (e.g. 1st-level warrior drow elf).
- Adventure: Clicking links when you have "Show Desc."
checked no longer goes to the full description and remains in the same
tab, unless specified otherwise.
- Classes Tab: removed base level box.
- Reading a list of items handles and importing items in
a stat block handles parentheses better.
- Weather: Reporting to log now follows the
Celsius/Farenheit preference.
- Fixed bug in func.CheckName
- Leveling: Fixed bug with incorrect base HP for very low
Con scores.
- Fixed excessive HP set in "End Combat" form for
temporarily high Con scores.
- Adventure Exporting: Fixed bug for adventures with
invalid characters in their names.
- Adventure Random Encounters: Notes field now saves for
each adventure separately as intended.
- Scripting: Func.ChooseSpell can now display only known
spells if desired.
- Items List: Fixed right-justified item names when they
start with a number.
Version 2.14.290 (March
13th, 2005)
- Major Changes
- Bulk Data Entry: This new feature takes a long series
of descriptions of skills, feats, spells, powers or items, and using
scripting can add it to your campaign, automatically. With it you enter
data in a fraction of the time that it would take to do it manually.
- Scripting: It is now possible to view and modify the
properties of skills, feats, and spells in your campaign.
- Unidentified magical items: You can now set a
different name/price to hide these items from your players, for
instance when printing a character sheet. The total value displayed
also reflects this unidentified price.
- Unidentified magical items: In the Items Editor File
menu, you will find a function to automatically make unidentified item
names for your custom campaign.
- Unidentified magical items: Note that if an item is
equipped, its magical effect is still applied even if it is
unidentified, which could allow the player to guess at the item in some
cases. This cannot be circumvented (other than not equipping it).
- Scripting: New general script "SelectedCreature" is
run when the currently selected creature changes.
- Minor Changes
- New Creature: Names with numbers: if you write "Orc
01" it will make the next name "Orc 02", and so on, allowing for better
sorting when > 10 creatures are present.
- Scripting: New property, LastDamage.ReplacementText,
to customize the text in the combat log outputted from AutoDamage.
- Fixed: Removed 'Rename' button in the General Script
editor.
- Calendar: Can now have up to 500 days in a week
- Character Sheet: Support for the CUSTOMVARNUM tag,
which displays one of the numbered custom vars (the ones in the Custom
tab).
- Fixed problem with missing RULES.TXT/SCRIPT.DAT when
creating a new campaign.
- Fixed bug where all races were doubled for any new
campaign.
- Leveling Wizard: Fixed incorrect and repeated prompts
when leveling a prestige classes that adds levels to a previous
spellcasting/psionic class, AND when there are 2 such classes.
- Character Sheet: Racial abilities header no longer
shows if no spell-like abilities are present.
Version 2.13.287 (February
6th, 2005)
- Minor Changes
- Condition Setter: Fixed bug in the "Set Expiration"
button.
- Condition Setter: Checkbox for "Locked" conditions now
also controls whether unattached conditions are visible.
- Map Counters: In the Settings menu, uncheck the "Show
Names" menu to hide the names of all the counters.
- Improving Monsters: Fixed bug that creatures with 0
Con gained the extra hit points from more Con when their size increased
(but they don't gain any Con so no XP from it).
- Core Data Changes
- Removed old conditions from the 3.0 version of
psionics; some extra conditions for psionic powers.
Version 2.13.286 (February
1st, 2005)
- Minor Changes
- Importing Statblocks: The number of creatures can be a
random dice. E.g. "Orc (2d6)" will create from 2 to 12 orcs with
standard stats.
- Importing Statblocks: Can specify for hp either
"1d8+3" to roll a dice; or "RANDOM" to roll from the hit dice string.
For example, "Orc (5): hp RANDOM" will make 5 orcs with random hp.
- Fixed bug of "unknown spells" when importing a PC with
psionic powers.
- When memorizing a spell, the memorized slot is
selected automatically in the list of "What to cast next" (that is,
instead of remaining on "Use slot from: X" it goes to "Mem. by: X").
Version 2.13.285 (January
30th, 2005)
- Major Changes
- Scripting: Fixed bugs that occured when running a
script that required another script (for example giving a feat within a
feat, as in the cleric Domains ability).
- Maximum number of feats and conditions increased to
32000 (however the max number of feats a single PC can take is 1000).
- Maximum number of skills increased to 1250.
- Scripting: Advanced spell learning/memorizing
functions are accessible. cr.LearnSpell allows a PC to learn a spell
while specifying exactly which class knows it. Also func.GetSpellNum
function added for use with LearnSpell
- Leveling Wizard: Fixed incorrect counting of
spells/psionic powers for multi-spellcaster classes or racial
spell-like abilities.
- Combatants who enter a battle with certain temporary
conditions retain the same # of rounds until expiration as before.
- Minor Changes
- Character Sheet: Racial spell-like abilites are now
shown in just the same format as regular spellcasting classes.
- Roll Window: Check a box to report any rolls made to
the combat log. Also there is an option to shorten the output.
- Importing/Exporting creatures: Repeated class ability
names (like 'Evasion (Rog)' and 'Evasion (Mnk)') no longer get
mis-assigned.
- Campaign Manager: The new "Big!" button makes the map
fullscreen. For example this can be used to show the map to the
players, while hiding sensitive information.
- Campaign Manager: File->Campaign Statistics
gives you information about how many things are in your campaign.
- Campaign Manager: File->Clear Campaign List
menu now also has an option to edit the list by removing single
campaigns.
- Campaign Manager: Items: Added a label with total
value of items.
- Class Abilities: Scripting for Defensive roll done.
- Custom Data Editor: Fixed the source filtering for
Psionic Powers
- Magical weapon maker: Fixed problem with unchanged
damage when changing the size of a Mighty weapon.
- End Combat form: You can 'Loot the bodies' by checking
a box - items and coins from enemies are moved to the current adventure
for later sharing.
- Scripting: func.Append function to add to lists of
strings with a comma if necessary.
- Scripting: func.GetSkillX functions to get data for a
given skill: the relevant ability, armor check penalty and trained
requirement.
- XP: Fixed the fact that familiar/summoned enemies
still contributed to XP in the calculation.
- Leveling: Feat prerequisite 'Ability to turn or rebuke
undead' now understood.
- Core Data Changes
- Weapons: Numerous minor fixes to statistics. Added
shield and bolas attacks. 'Arrow Melee Copy' removed.
- Items: Removed Ballista, Ram, Catapult items that were
duplicates.
- Race: Dwarf, Duergar: Minor fixes.
- Conditions added for most psionic powers.
- Feats added for 5 psionic racial abilities.
- Feats for Wilder class scripted.
- Conditions: Added paralyzed condition. Removed
Chrysalis conditions. Ectoplasmic form fixed.
- Items: Psicrystals description fixed.
- Races: Some psionic races have had their energy
resistances added. Some sources were set to MM 3.5
Version 2.12.280 (December
12th, 2004)
- Major Changes
- Readying PCs automatically continue readying at the end
of a round, and they automatically end their ready after one round; at
which point their init returns to its previous value and they are back
in the same play order as before (but they've wasted 1 turn).
- New field: Permanent Energy Resistance (in the Notes
tab). This resistance is added to any from spells/items - resistances
do not stack, so only the highest value remains.
- Also a new Energy Resistance field in the Race Editor.
- Stat Block Importing: If no BAB is indicated, then the
BAB is calculated from the classes and levels. This allows smoother
import from Jamis Buck's NPC generator.
- Stat Block Importing: If no attacks are defined,
unarmed strike is added by default. This also helps in importing from
Jamis Buck's NPC Generatore.
- Stat Block Importing: Now assigns spells to the correct
classes for multi-spellcasting class PCs, if the stat block has "Wizard
spells known: X" and "Bard spells known: Y", for example.
- Stat Block: Spell lists are separated by class, and by
spell level, and are sorted alphabetically within each spell level.
- Stat Block: Spell slot format now conforms to the d20
Standard Stat block format (e.g. "Wizard Spells Known (5/4/4)"). Spells
are in italics.
- Stat Block: Spells prepared with metamagic feats are
now exported and imported in stat blocks.
- Stat Block: Feats are sorted by name.
- Scripting: cr.GetItemStat() and cr.SetItemStat() allow
you to read and modify all properties of a creature's items.
- Added an "Encounter Distance" to the Start Combat
dialog, to set the weapon ranges.
- Attacks: Bows and Slings: Penalty to damage is applied
if Str is less than 10. Does not apply to composite bows, or crossbows.
- Minor Changes
- Campaign Manager: Maps: Your filename can use relative
paths e.g. just "Maps\MyMap.jpg" will look in your current campaign
path + "Maps\MyMap.jpg", for instance "D:\MyCampaign\Maps\MyMap.jpg".
- If a PC becomes helpless due to loss of hp, and regains
hp later, then the helpless condition is removed.
- Items Editor: Fixed a bug in the "Fix Missing Contents"
menu.
- Fixed Error 9 when opening Group Manager from an empty
campaign.
- Fixed: In the leveling wizard, if a spell was known by
one class of a multiclass spellcaster, it would not take the spell
again for the second class.
- Fixed: Items Editor: Renaming a PC's item did not
refresh the list.
- Core Data Changes
- Duelist: Canny defense fix.
- Scripting: Disabled condition is now activated if the
PC has 0 HP.
- Races: All races have had their Energy Resistance field
filled in.
- Fix to Flurry of Blows
- Magic Weapons: "Ranged Ability: Returning" changed to
"Melee Ability: Returning" so that it shows up for thrown weapons.
- Expanded Psionics Errata included.
Version 2.11.278 (October
25th, 2004)
- Minor Changes
- Added an "Encounter Distance" to the Start Combat
dialog, to set the weapon ranges.
- Attacks: Bows and Slings: Penalty to damage is applied
if Str is less than 10. Does not apply to composite bows, or crossbows.
- Items Editor: Fixed a bug in the "Fix Missing Contents"
menu.
- Duelist canny defense fix.
- Scripting: Disabled condition is now activated if the
PC has 0 HP.
Version 2.11.277 (October
10th, 2004)
- Major Changes
- Fixed a bug where new items' weights were always 0.
Version 2.11.276 (October
9th, 2004)
- Major Changes
- Generalized Scripting: DM Genie is now much more
customizable thanks to the addition of many more scriptable areas. Open
the General Scripting Editor (Windows menu) to see all the behavior
that can be changed to suit your campaign.
- Weapon Sizes: The system was improved in order to
match the 3.5 rules more closely. Firstly, all normal weapons are now
of size M (medium). Smaller or larger weapons entail a -2 penalty per
size difference between user and weapon.
- Weapon Categories: Melee weapons can now be entered as
being Light, One-Handed or Two-Handed weapons. Invalid choices for
"Hand Used" are now highlighted in red (but not disabled). The relative
size of a weapon also affects what setting of "Hand Used" can be taken
(e.g. a Large Dagger can be wielded 2-handed by a medium PC).
- Magic Armor Maker: This new function allows you to
create magic or masterwork armor with abilities, and works exactly like
the magic weapon maker. Click the 'Create' button next to 'Current
Armor' in the Items tab to launch it.
- Magic Weapon Maker: Improved with a sortable list of
abilities, displaying more information as well as the ability's
description as it is selected.
- Both the Armor and the Weapon makers allow you to
change the size of the item (for use by small or large PCs), changing
the weight, cost and damage appropriately.
- Share Coins function (from the Campaign and Random
Treasure windows): Much improved, with a form to assign who gets a
share of the treasure, and to actually give the coins to the selected
PCs.
- Reminders in the Timekeeping window: You will now get
a pop-up dialog when a reminder expires, as an option. Check the box in
the Timekeeping window to enable this feature.
- Minor Changes
- Scripting: The LastDamage object is now accessible
through the func.GetLastDamage function.
- Attacks: Detailed Bonuses function improved and a
small bug fixed.
- Campaign Descriptions: links formatted like
{file://c:\Directory\FileName.txt} now work.
- Manual Attack Form: You can now enter the critical
threat's d20 roll alone, and the program will add the attack bonus
automatically.
- Items tab: Removed 'Equipped Weight' value because it
caused confusion in users.
- Items: Fixed crash (Runtime Error 9) when moving items
for certain PCs that had previously lost their contents. Also,
container code made more stable to avoid further errors.
- Roll Window: Fixed crash when closing window in Manual
rolling mode.
- Creature List: Fixed: When displayed with 2 rows, the
current target was not displayed.
- Character Sheet: Option to display all skills, or just
the usable ones, or only those with ranks.
- Main Window: Attacks: Press Ctrl+1, Ctrl+2, etc. to
automatically do the attack of that number with the current weapon.
- Help file: Added images of controls to make the help
file more useful - only for the main window now, but more images will
be added gradually.
- Fixed Bug: New creature from race with Spell-like
abilities did not get the # of times memorized set properly.
- Fixed Timekeeping window always adding rounds, even
when box unchecked.
- Core Data Changes
- Races: Skills totals detailed so that Racial bonuses
are separate from ranks. Much thanks to Dorpond for this improvement!
- Races: All attacks' sizes set to the same as the race
itself. Previously, most attacks were size M by default. This is to
match up with the 3.5 system for weapon sizes.
- Races: Dragons of size smaller than Huge had the
Snatch feat - this has been replaced by Improved Initiative because
Snatch is only for size H and larger.
- Actions tab: List of action reminders expanded and
updated for 3.5.
- Sor and Wiz spell classes fix to allow Ra's Mnemonic
Enhancer to show up correctly.
- Swim skill now has double the armor check penalty.
- Race: Intellect Devourer fixed. Minotaur Level
Adjustment fixed.
- Template: Half-celestial spell-like abilities known by
"Race"
- Spell: Stone Shape is actually 4th-level for Sor/Wiz,
not 5th. (per PHB 09/07/2004 Errata)
- Items: Staff of Power gets +2 to AC and saves.
Version 2.10.269 (August
8th, 2004)
- Major Changes
- Fixed bug in the Saved Spell List functionality that
caused them not to save correctly. Note that if your PCs were saved in
version 2.09 you will need to erase the incorrect lists and create new
ones.
- Race Editor: New "Damage Type" field for attacks. This
allows you to customize damage type for the purposes of Damage
Resistance.
- Minor Changes
- Fixed problem with Special Attacks and Qualities not
saving when edited within the Main Window.
- New Creatures: Fixed bug where a race's nonlethal
attack (like Unarmed) became a normal attack when a new creature was
made.
- Attacks: Fixed possible problems that could occur when
using the "Nonlethal Instead" checkbox.
- Race Editor: Fixed occasionnal problem in Create from
This Text function for two columns.
- Race Editor: Fixed bug in the armor string parser,
resulting in armor names ending with a parentheses)
- Char Sheet: Added Special Attacks and Qualities to the
Compact Sheet
- Char Sheet: Weapon Special Properties: Put damage type
there instead of with damage. E.g. "+1; P/S, Magic; Fire". Also fix to
the Total Attack Bonus field.
- Char Sheet: Now shows the number of times a spell has
been memorized, after the checkboxes.
- Char Sheet: Now supports tag to display the stored
memorized spell string |SPELLMEMORIZEDLIST_LIST#|, and the list name
|SPELLMEMORIZEDLIST_NAME#|
- Char Sheet: Fixed bug displaying the wrong Domain spell
in the Cleric's spell list, and a more rare bug with the cleric's list
disappearing completely.
- Char sheet: Fixed bug with doubled item being displayed
when the number of extra items is set to 0
- Editing skills: Clicking Cancel exits the editing (when
clicking "Rename Skill" or Edit from the Custom Data Editor)
- Scripting: func object now has GetNumberOf_X functions
to get the total number of Skills, Feats, Spells and Conditions.
- Timekeeping: Weather: Report Changes: Reports the daily
change when passing through midnight.
- Timekeeping: Weather: Report Changes: Different colors
are used: red for hourly weather changes, dark blue for daily weather
summaries.
- Timekeeping: Add time/date/weather buttons: clicking
these or using the shortcut keys give focus back to text box,
automatically, so you can go on typing.
- Manifesting: Fixed an incorrect prompt.
- Core Data Changes
- Races: Attacks' Damage Type field entered
(automatically) for all races. You can either import the core races
over your campaign's races, or use the Race Editor's
"Race->Auto-enter Damage type" menu to apply the damage type
automatically for your races.
- Races: Fixed armor/shield names that had extra
parenthesis (e.g. "Buckler)" for a shield entry)
- Fixes to a few typos and un/mis-attributed source
materials.
- Race: Wraith and Dread Wraith data fixed. Greater
Shadow added.
- Race: Derro SR entered
- Weapon: Sling: changed damage to 1d3
- Class: Barbarian: Adding Barbarian to a PC that has
other classes no longer adds "Illiteracy" ability (a Barbarian is
illiterate only if that his his starting class).
- Template: Lycanthrope: Force Control Shape skill as
class skill
- Feat: Added scripting to the Polymorph feat.
For changes before version 2.10, click here.
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