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@github-actions github-actions released this 27 Jun 02:25
· 9 commits to main since this release

Genie 5 — v5.0.0-alpha.7.4

The Circle Calculator & Raw XML release — a built-in guild circle calculator,
a live raw-XML stream inspector, more right-click window actions, and Genie 4
#parse parity.

Alpha software. Builds are unsigned for most platforms — Windows
SmartScreen will warn on first launch (More info → Run anyway). Signing is
tracked in #33.

✨ New since alpha.7.3

  • Circle Calculator (#117) — the Genie 4 circle calculator, built in.
    /calc [guild] [circle] works out how many ranks each skill still needs for
    your next circle (or a circle you name), auto-detecting your guild from info;
    /sort [skillset|group] [rank] lists your skills highest-rank first. Guild
    requirement tables ship built-in, and $CircleCalc.Guild sets a default guild.
  • Raw XML window (#14) — a dockable, read-only live view of the raw server XML
    stream exactly as it arrives, before any tag stripping. Capped rolling buffer,
    auto-scroll, default hidden; reopen via Window → Raw XML. Handy for parser
    work and "where did that line come from?" debugging.
  • More window right-click actions (#13) — the per-window menu gains Copy
    All
    , Float / Re-dock, and Pause / Resume scrolling, alongside the
    existing Clear / Time Stamp / Name List Only / Close.
  • #parse parity (#113)#parse <text> now feeds the line through your
    triggers and plugins (not just the script engine) and works typed from the
    command bar, matching Genie 4.
  • #statusbar / #status (#111) — these now route to a dedicated Script Bar
    strip.

🐛 Fixes

  • Map labels no longer stack on rooms — landmark labels are free-floating, so
    they keep their exact placement instead of snapping onto the nearest room cell
    on import/export.
  • Skill ranks populate from exp all — running exp all now fills the skill
    store from the printed table (the per-skill push is empty for skills you aren't
    actively learning), so the pathfinder gets your ranks and the mapper's "fetch
    your skills" banner clears.

⬇️ 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

Full changelog: v5.0.0-alpha.7.3...v5.0.0-alpha.7.4


Genie 5 — v5.0.0-alpha.7.3

The Windows & Maps release — Genie 4-style per-window controls (a right-click
window menu with timestamps and a Name List Only filter), the window-chrome
settings reorganized under the Layout menu, map landmark labels, and a mapper
routing fix.

Alpha software. Builds are unsigned for most platforms — Windows
SmartScreen will warn on first launch (More info → Run anyway). Signing is
tracked in #33.

✨ New since alpha.7.2

  • Per-window right-click menu (#90) — right-click any window for the Genie 4
    window menu: Clear, Time Stamp, Name List Only, and Close. Each
    window shows only the items it actually supports.
  • Per-window timestamps (#90) — turn on Time Stamp (from that right-click
    menu, or Configuration → Layout → Windows) and every new line in that window is
    prefixed with [HH:mm:ss]. Works on the main Game window and every stream/log
    window; existing scrollback isn't re-stamped, and bare prompts are left alone.
  • Name List Only — filter a window down to just the lines that mention a name
    in your Names list (a clean arrivals / whispers feed). Remembered per window.
  • Window controls moved to the Layout menu — Hands Strip, Roundtime / Hands
    position, Status Bar, Zone / Room ID, Windowed Mode, and Guild in Title Bar now
    live under Layout (alongside save/load arrangement); the Window menu is
    now just the panel show/hide list. The per-window settings in Configuration also
    moved under a new Layout → Windows sub-tab, matching Genie 4.
  • Map labels — landmark text the map author placed (gate names, shop names,
    guild houses) is now imported, drawn on the map, and preserved on export.

🐛 Fixes

  • Skill / class / circle-gated routing now enforces (#95) — the pathfinder
    reads your guild and circle from the live game (once you've run info), so a
    route is correctly steered around climbs, swims, or guild passages your
    character can't take. Previously that data was read once at startup and never
    refreshed, so the gates never took effect.

⬇️ 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

Full changelog: v5.0.0-alpha.7.2...v5.0.0-alpha.7.3


Genie 5 — v5.0.0-alpha.7.2

The JavaScript libraries release. Keep a library of JavaScript functions in a
.js file, include it from a .cmd, and call those functions with js /
jscall — the Genie 4 "array script" pattern — with the functions reading and
writing your .cmd's variables.

Alpha software. Builds are unsigned for most platforms — Windows
SmartScreen will warn on first launch (More info → Run anyway). Signing is
tracked in #33.

✨ New since alpha.7.1

  • Call JavaScript functions from a .cmd (#104)include foo.js loads a
    function library for the running script; js <expr> runs a function and
    jscall <var> <expr> stores its result in %var. The library reads and
    writes your script's variables through bare getVar/setVar (→ your %vars)
    and getGlobal/setGlobal (→ $globals) — ideal for list/array work that's
    awkward in plain .cmd.
  • Genie 4 .js libraries port cleanlyinclude auto-converts the old
    array.length() (method-call) idiom to standard array.length, so existing
    Genie 4 array libraries load and run unchanged. (Genie 4 ran an older JavaScript
    engine; Genie 5's is current and spec-compliant.)
  • New docs — a JavaScript Scripting wiki page covering both standalone
    .js scripts and the new function-library interop, with a sample for every call.

⬇️ 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

Full changelog: v5.0.0-alpha.7.1...v5.0.0-alpha.7.2


Genie 5 — v5.0.0-alpha.7.1

A maps & polish point release on top of the Persistent Core. The headline is
a maps-updater fix; the rest is quality-of-life plus a security fix.

Alpha software. Builds are unsigned for most platforms — Windows
SmartScreen will warn on first launch (More info → Run anyway). Signing is
tracked in #33.

🗺️ Update Maps now pulls every map

The updater was silently dropping 13 of the 90 official maps — including
Riverhaven (Map30), Crossing West Gate, Shard West Gate, the
Southern Trade Routes, M'Riss, Hibarnhvidar, and Fang Cove. Those
files are saved with a UTF-8 BOM that the XML importer rejected, so every Update
Maps run reported success but left them missing — which is why the mapper showed
"No zone loaded" in those areas. The BOM is now stripped on import. If your
mapper couldn't place you somewhere, re-run File → Update Maps
and the missing
zones fill in.

✨ New & quality-of-life

  • Zone / Room ID on the status bar (#66) — an optional bottom line showing
    your current zone and $roomid; a View-menu toggle switches the zone field
    between name and the numeric $zoneid.
  • Per-script pause/resume + debug level (#94) — each running-script chip now
    has a ⏸ / ▶ pause button and a dbg:N button that cycles the script's
    trace level 0 → 1 → 5 → 10.
  • Atmospherics window (#85) — a dockable Atmo stream tab (Window →
    Atmospherics).
  • #echo colour + mono (#84)#echo Yellow … renders coloured and
    #echo mono … renders monospaced, from the command bar and scripts.
  • #var / #class list & set subcommands (#97)#var list lists
    (instead of filtering by the text "list"), #var set x 1 sets x (instead of
    creating a variable named "set"); plus full multi-row copy in the Variables grid.

🔒 Security

  • SGE game-entry key no longer logged (#45) — the one-time KEY= token is
    masked in connection logs.

Genie 5 — v5.0.0-alpha.7

The Persistent Core release. Genie now keeps one live session "brain" for the
whole time the app is open, and that unlocks a lot at once: you can run scripts
while disconnected
, write a logon script that connects and keeps running after
you're in the game
, and switch characters without restarting — all without
losing your engines, mapper, or trackers. The auto-walker also got a lot smarter
about pacing itself to the game.

Alpha software. Expect rough edges. Builds are unsigned — Windows
SmartScreen will warn on first launch (More info → Run anyway). Signing is
tracked in #33.

⚠️ Major release — please regression-test. alpha.7 rebuilds the session
core (the engine behind your connection, scripts, mapper, rules, and trackers)
into a single persistent core, and significantly changes auto-walk
pacing. That's a large change surface touching things that previously
"just worked." Please run your normal workflows — connect, scripts,
triggers, mapper/travel, multi-character — and report anything that regressed

in the regression-testing tracker (#98). Reproduction steps help enormously.
If something is worse than alpha.6.2, that's a bug we want.

✨ New since alpha.6.2

  • Run scripts offline + logon scripts that survive connecting (#88) — the
    headline. The session core now persists for the whole app run instead of being
    rebuilt on every connect, so:
    • While disconnected, you can still run .cmd/.js scripts, set
      #var/#class/aliases/triggers, #edit, and save your config — handy for
      setting things up before you log in or testing a script offline.
    • A logon script keeps running across the connect: a .cmd that sets up
      your vars + trigger classes, then put #connect <profile>, then does more
      after login, runs straight through — the same script survives the connection.
      (In a .cmd, remember a bare # line is a comment; run client commands from
      a script with put #…, e.g. put #connect, just like Genie 4.)
  • Switch characters without restarting#connect <other-profile> (or the
    connect dialog) cleanly swaps characters in the same session: the previous
    character's rules/variables/classes/skills are cleared and the new character's
    saved config is loaded, while your scripts, mapper, and panels stay alive.
  • Bounded auto-reconnect — an unexpected drop now retries on a sensible
    ladder (~2 quick tries, then a few longer ones) and stops after ~1.5–2
    minutes
    with a clear Disconnected instead of retrying forever. A deliberate
    quit/exit never auto-reconnects.
  • Smarter auto-walk pacing — the auto-walker now holds each step until the
    game is ready: it waits out roundtime and movement-blocking states
    (stunned/webbed), and stands you up automatically when you're sitting,
    kneeling, or prone before it walks. It also no longer reports a false "No
    path"
    before your skills are loaded (gated exits are assumed reachable until
    Genie has read your info/exp).
  • Built-in trackers + new panelsSpell Timer, Experience, and
    Time Tracker are now built into Genie (you can delete their old plugin
    DLLs), plus new Mobs and Players panels that list what's in the room
    (#86).
  • Dock fixes — a panel you float out (e.g. the Mapper) now reopens fully
    on-screen
    instead of off a monitor edge, and its title bar double-click
    maximizes / restores
    like a normal window.
  • Plus a batch of smaller fixes (#80 / #81 / #82) and parser improvements.

✅ What works

Connection (Secure SGE / Lich proxy / dev-replay), the StormFront XML parser and
live GameState, the full Genie 4 .cmd script engine plus JavaScript .js
scripts — now runnable offline and across reconnects — the rules engines
(#alias / #trigger / #highlight / #substitute / #gag / #macro /
#class / #var) with .cfg persistence and per-character switching, the
AutoMapper (click-to-goto, #goto, weighted + cross-zone routing, RT/posture-paced
walking), dockable panels with save/load layouts, built-in trackers, 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 reset helps.
  • Skill-gated routing accuracy — until Genie has read your info + exp,
    gated exits are assumed reachable (so paths aren't blocked); once read, climbs
    and swims you can't take are filtered out.
  • No light theme yet (single dark palette, #20); no injuries panel (#18); 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

Full changelog: v5.0.0-alpha.6.2...v5.0.0-alpha.7