v5.0.0-alpha.6
Pre-releaseGenie 5 — v5.0.0-alpha.6
The Weighted Travel release. The auto-walker now routes by effort, not raw
hop count — it avoids brutal open-water swims and cliff climbs when a bridge or
gate exists, paces reliably through identical-looking rooms, and recovers from a
stuck move instead of hanging. To make the routing smart, we need your help
filling in Exit Details (see Help wanted below).
Alpha software. Expect rough edges. Builds are unsigned — Windows
SmartScreen will warn on first launch (More info → Run anyway). Signing is
tracked in #33.
✨ New since alpha.5
- Weighted Travel — the pathfinder now scores routes by effort, not just the
number of rooms:- Avoids high-roundtime terrain. A one-hop open-water swim (15s of
"flounder" roundtime per stroke) or a cliff/wall climb no longer beats a
slightly longer dry route over a bridge or through a gate. - Server-uid pacing. In stretches of identical-looking rooms (lava fields,
marshes) the walker now tracks the live server room id, so it keeps moving
instead of stalling where the map can't tell two rooms apart. - Stuck-move recovery. A per-step watchdog fails a stuck auto-walk
cleanly (and signals#goto-driven scripts) instead of hanging forever. - Cross-zone transitions follow boundary-room map notes, so a route can
walk from one zone into the next without stopping at the edge.
- Avoids high-roundtime terrain. A one-hop open-water swim (15s of
#gotoscript compatibility — the engine emits the Genie 4 automapper
signals (YOU HAVE ARRIVED!/AUTOMAPPER MOVEMENT FAILED/
DESTINATION NOT FOUND), so power-travel scripts liketravel.cmddrive the
mapper correctly instead of hanging in theirmatchwait.- Edit Exit — Skill / Environment / Guild — right-click an exit → Edit
Exit is reorganised into three clear sections, each with dropdowns:- Skill — required trained ranks (Athletics, Climbing, …) from a
searchable list of all 53 DR skills. - Environment — how the exit is traversed (Bridge, Boat, Rope, Ladder,
Ford, …) plus its RT cost and boat/ferry wait window. - Guild — guild-restricted routes (Thief passages, Trader caravans, Ranger
trails, Moon Mage portals) and a minimum level.
- Skill — required trained ranks (Athletics, Climbing, …) from a
- Fetch skills — the mapper's "Fetch skills now" banner now sends
info+
exp all, priming the pathfinder with your guild, circle, and full skill ranks
in one click. - Stability —
travel.cmdand other alias/trigger-heavy scripts no longer
crash the client (#40 — command re-entrancy guard). - Live Audit (
#audit on) — tees the raw XML stream and parsed events to a
diagnostic log, so travel/mapper issues can be reproduced from one file. - Mapper quality of life — Ctrl+Click a room to walk there (Go Here);
the Mapper floats by default when you open it without a saved dock location.
📋 Help wanted — fill in Exit Details
Weighted Travel is only as good as the data behind it. Map arcs ship today with
no skill / environment / timing information, so the pathfinder falls back to
sensible guesses. You can make it precise:
- Open the Mapper, find an exit that needs detail — a river swim, a climb, a
boat, a guild-only passage. - Right-click the exit → Edit Exit.
- Fill in what you know:
- Skill — e.g. the river crossing needs Athletics ≥ 50 (and note the
ranks often differ by direction — upstream is harder than down). - Environment — Swim / Bridge / Boat and its RT cost (or wait
window for scheduled boats). - Guild — restrict the route to Thief, Trader, Ranger, Moon Mage…
- Skill — e.g. the river crossing needs Athletics ≥ 50 (and note the
- Save. It persists into the zone XML and rides along with the community
Maps repo, so everyone's routing gets smarter over time.
These fields are Genie 5 extensions that old Genie 4 clients ignore, so
edited maps stay fully backward-compatible.
✅ What works
Connection (Direct SGE / Lich proxy / dev-replay), the StormFront XML parser and
live GameState, the full Genie 4 .cmd script engine plus JavaScript .js
scripts, the rules engines (#alias / #trigger / #highlight / #substitute
/ #gag / #macro / #class / #var) with .cfg persistence, the AutoMapper
(click-to-goto, #goto, weighted + cross-zone routing), dockable panels with
save/load layouts, the plugin host, and the in-app updater. See the
README status table for the full list.
🚧 Not working yet / known gaps
- Unsigned builds — SmartScreen warning on Windows (#33).
- macOS / Linux update channels — the in-app updater self-updates on Windows
only; other platforms install fresh builds manually for now (#27). - Same-description rooms — server-uid pacing greatly improves walking through
identical rooms, but routes through them can still occasionally mis-resolve
(#76 / #77);#mapper resethelps. Learning terrain RT from play is future
work. - No light theme yet (single dark palette, #20); no injuries panel (#18);
no Familiar/Death/Assess stream tabs (#17); no raw-XML inspector window (#14).
⬇️ Downloads
Grab the installer or portable build for your platform from the assets below:
| Platform | Installer | Portable |
|---|---|---|
| Windows | 01-Windows-Genie5-Setup.exe |
01-Windows-Genie5-Portable.zip |
| macOS (Apple Silicon) | 02-macOS-Apple-Silicon-Genie5.dmg |
02-…-Portable.zip |
| macOS (Intel) | 03-macOS-Intel-Genie5.dmg |
03-…-Portable.zip |
| Linux (x64) | 04-Linux-Genie5.AppImage |
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Full changelog: v5.0.0-alpha.5...v5.0.0-alpha.6