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Releases
Where to get Genie 5 and what changed in each build. Downloads live on the Releases page; the latest release is always the one to grab. For how to install each download, see Installation; for staying current after that, Keeping Up to Date.
Genie 5 is alpha. Versions are tagged
v5.0.0-alpha.N. Builds are unsigned for now (Windows/macOS show a first-launch warning — see Installation); signed Windows builds are expected from an upcoming release.
A bug-fix and polish release built mostly from issue reports — clickable news listings, clearer disconnect feedback, an accurate mob count, and a Room window that wraps again in windowed mode.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.7.7 as a delta.
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Clickable news listings — the numbered items in DR's plain-text
newslisting are now click-to-open (#30). -
Disconnect feedback — a timestamped
disconnectedline plus an optional "Disconnected" popup when you leave the game; toggle the popup under Window → Disconnect Popup (#114). - Accurate mob count — same-type creatures joined by "and" ("a giant viper and a giant viper") are split and counted individually (#118).
- Room window wraps in MDI — fixed text running off the edge of the Room window in windowed mode (#124).
A faithful-port pass over the scripting language so it behaves like Genie 4 — verified against ~130 community scripts.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.7.6 as a delta.
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Genie 4 parity behaviour changes —
match(a, b)is now exact equality (was substring);contains/startswith/endswithare case-sensitive;indexof/lastindexofare 1-based;if_Nmeans "at least N arguments were passed". -
New operators & functions —
eq(≡=),<>(≡!=), and theinstr/substring/definedaliases;%argcount/$argcountplus a faithfulshift. - Heads-up — scripts written against the older Genie 5 behaviour may need a tweak; see the full notes.
Genie can now read the game aloud with natural neural voices that run entirely on your machine — offline, free, and private (no game text leaves your computer). A first step toward making DragonRealms playable for blind and low-vision players.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.7.5 as a delta.
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#speak <text>(alias#say) reads a line aloud — typed, from scripts, or as a trigger action. -
Voices on demand —
#tts installgrabs a natural neural voice (one-time ~60 MB);#tts voices/#tts use <name>to browse and switch. Identical on Windows, macOS, and Linux. -
Read-aloud by stream —
#tts read onauto-reads whispers, talk, thoughts, and deaths;#tts read <stream>/#tts mute <stream>tune the list. Urgent lines jump the queue;#tts stopsilences everything. - Everything is opt-in — nothing speaks until you turn it on. See Text-to-Speech.
A built-in guild Circle Calculator, a live Raw XML stream inspector, more right-click window actions, and Genie 4 #parse parity.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.7.4 as a delta.
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Circle Calculator —
/calc [guild] [circle]shows how many ranks each skill still needs for your next circle (auto-detecting your guild viainfo);/sort [skillset|group] [rank]lists your skills highest-rank first. Requirement tables ship built-in (#117). - Raw XML window — a dockable, read-only live view of the raw server XML stream, before any tag stripping; capped buffer, auto-scroll, default hidden, reopen via Window → Raw XML (#14).
- More window right-click actions — the per-window menu gains Copy All, Float / Re-dock, and Pause / Resume scrolling (#13).
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#parseparity —#parsefeeds your triggers and plugins and works typed from the command bar (#113). -
Fixes — map labels stay put instead of snapping onto the nearest room;
exp allnow populates your skill ranks, so the pathfinder and the mapper's "fetch your skills" banner work.
Genie 4-style per-window controls (a right-click menu with timestamps and a Name List Only filter), the window-chrome settings reorganised under the Layout menu, map landmark labels, and a skill/class/circle-gated routing fix (#90, #95).
Call JavaScript functions from your .cmd scripts — the Genie 4 "array script" pattern. Keep a library of functions in a .js, include it, and call it.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.7.2 as a delta.
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Call JS functions from a
.cmd—include foo.jsloads a function library for the running script;js <expr>runs a function andjscall <var> <expr>stores its result in%var. Functions read/write your script's variables via baregetVar/setVar(→%vars) andgetGlobal/setGlobal(→$globals) — great for list/array work (#104). -
Genie 4 libraries port cleanly —
includeauto-converts the oldarray.length()idiom toarray.length, so existing Genie 4.jsarray libraries run unchanged. -
New JavaScript Scripting page — covers standalone
.jsscripts and the new function-library interop, with a sample for every call.
A maps-and-polish point release on top of the Persistent Core.
The big one: Update Maps now pulls every map. The updater was silently dropping 13 of the 90 official maps — Riverhaven (Map30), Crossing West Gate, Shard West Gate, the Southern Trade Routes, M'Riss, Hibarnhvidar, Fang Cove and more — because they're saved with a UTF-8 BOM the XML importer rejected. Every Update Maps run looked successful but left them missing, which is why the mapper showed "No zone loaded" in those areas. The BOM is now stripped on import. If the mapper couldn't place you somewhere, re-run File → Update Maps and the missing zones fill in.
New & quality-of-life
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Zone / Room ID on the status bar — an optional bottom line showing your current zone and
$roomid; a View-menu toggle switches the zone field between the name and the numeric$zoneid(#66). - Per-script pause/resume + debug level — 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 (#94).
- Atmospherics window — a dockable Atmo stream tab (Window → Atmospherics) (#85).
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#echocolour + mono —#echo Yellow …renders coloured and#echo mono …monospaced, from the command bar and scripts (#84). -
#var/#classlist&setsubcommands —#var listlists instead of filtering by "list",#var set x 1setsxinstead of creating a variable named "set"; plus full multi-row copy in the Variables grid (#97).
Security
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SGE game-entry key no longer logged — the one-time
KEY=token is masked in connection logs (#45).
The session core now persists for the whole time Genie is open, instead of being rebuilt on every connect. That one change unlocks a lot: you can run scripts while disconnected, write a logon script that connects and keeps running after login, and switch characters without restarting — all without losing your engines, mapper, or trackers. The auto-walker also got smarter about pacing itself to the game.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.7 as a delta.
⚠️ Big release — please regression-test. This rebuilds the session core and changes auto-walk significantly. Run your normal workflows — connect, scripts, triggers, mapper/travel, multi-character — and report anything that regressed in the regression tracker (#98).
Persistent core & scripting
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Run scripts offline — set
#var/#class/ aliases / triggers, run.cmd/.js,#edit, and save your config while disconnected — handy for setting up before login or testing a script offline (#88). -
Logon scripts survive connecting — a
.cmdthat sets things up, thenput #connect <profile>, then does more after login runs straight through; the same script keeps running across the connect. (In a.cmd, a bare#line is a comment — run client commands withput #…, as in Genie 4.) -
Switch characters without restarting —
#connect <other-profile>clears the previous character's rules / variables / classes / skills and loads the new one's, while your scripts, mapper, and panels stay alive.
Connection & travel
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Bounded auto-reconnect — an unexpected drop retries on a short ladder and stops after ~1.5–2 minutes with a clear Disconnected, instead of retrying forever. A deliberate
quit/exitnever auto-reconnects. - Smarter auto-walk — holds each step until the game is ready: it waits out roundtime and movement blocks (stunned / webbed), and stands you up automatically when you're sitting, kneeling, or prone. It also no longer reports a false "No path" before your skills are read.
Trackers & windows
- Built-in Spell Timer, Experience, and Time Tracker — no external plugin DLLs needed — plus new Mobs and Players panels listing what's in the room (#86).
- Dock fixes — a floated panel (e.g. the Mapper) reopens fully on-screen instead of off a monitor edge, and its title bar double-click maximizes / restores.
Genie now shows a live type-ahead counter in the command bar, and that limit finally matches your account tier (free 1 / premium 2 / +LTB 3) and self-corrects from the server. Script editing also gets friendlier: #edit opens your chosen editor — including the Genie 4 #config editor setting that used to be ignored — and creates a new script when one doesn't exist yet.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.6.2 as a delta.
Command bar
- Type-ahead pip counter — a counter between the roundtime badge and the input box shows the per-account type-ahead cap as pips (filled = queued ahead of the game, hollow = free slots). Dim when idle, amber at the cap, so you can see when the game is lagging your typing (#67).
- Tier-accurate type-ahead — the limit is seeded from your account tier (free = 1 line, premium = 2, premium + LTB = 3) and self-calibrates if the server reports a different cap, so the auto-walker stops overrunning the buffer on free/premium accounts (#66).
Scripting
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Editor selection that works —
#editand the ✏ Script Bar icon open your editor in a clear order: Display Settings → Editor Path, then#config editor, then your OS default. The Genie 4#config editorsetting is now honoured instead of silently ignored. See Scripting. -
Create-on-edit —
#edit <name>on a script that doesn't exist creates it (Genie 4 parity). An explicit extension (#edit foo.js) is used directly; otherwise a small dialog asks which supported type to create (.cmd/.inc/.js). See Scripting.
Genie now signs in over an encrypted TLS connection — the same secure path Lich 5 uses — falling back to the legacy plaintext login only if the secure port is blocked. A padlock in the title bar (🔒 encrypted / 🔓 obfuscated fallback) tells you which you got. Riding along: a quieter #var, human-readable config files, and an updater that no longer freezes at 70%.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.6.1 as a delta.
Connecting
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Secure (TLS) login — authentication runs over
eaccess.play.net:7910with certificate pinning, so your password travels inside an encrypted tunnel instead of the old lightly-obfuscated plaintext scheme (#61). If the secure port is blocked, Genie falls back automatically to plaintext rather than failing — and shows a 🔓 so you know. - Padlock indicator — 🔒 "Connected over TLS (encrypted)" or 🔓 "login was obfuscated, not encrypted" in the title bar and game window. See Connecting.
- Clearer connection failures — a refused or failed login surfaces the actual reason (bad password, already-logged-in, billing, timeout…) in the game window instead of a generic error.
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#config conndebug— opt-in connect trace: the next login prints each protocol step with timings into the game window, ideal for diagnosing a stalled login. Off by default. See Troubleshooting.
Fixes
- Updater no longer freezes at 70% — the Core updater reports real phase-based progress and has a stall watchdog (#60).
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Quieter
#var/#tvar— echoes "Variable set:" only when you type it, not every time a script, trigger, or alias sets a variable. -
Readable config files (#78) — settings write with a relaxed JSON encoder, so regex patterns and UTF-8 text stay legible instead of escaped into
\u00NNsoup. Thanks to VTCifer for the report.
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.
- Weighted pathfinding — routes score high-roundtime terrain (swims, climbs) against drier alternatives, so a one-hop flounder-swim no longer beats a slightly longer bridge route.
- Server-uid pacing — in stretches of identical rooms (lava fields, marshes) the walker tracks the live server room id and keeps moving instead of stalling.
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Stuck-move recovery — a per-step watchdog fails a stuck auto-walk cleanly (and signals
#goto-driven scripts) instead of hanging. - Cross-zone transitions follow boundary-room map notes, so a route can walk from one zone into the next.
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#gotoscript compatibility — the engine emits the Genie 4 automapper signals (YOU HAVE ARRIVED!/MOVEMENT FAILED/DESTINATION NOT FOUND) so power-travel scripts liketravel.cmddrive the mapper correctly. - Edit Exit — Skill / Environment / Guild — right-click an exit → Edit Exit is reorganised into three carded sections with dropdowns (all 53 DR skills, traversal environments, guild routes), so the community can fill in the Exit Details the pathfinder routes on.
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Live Audit (
#audit on) and Ctrl+Click a room to walk there.
A hearty feast of a release: the game prompt now shows in the window, notable rooms bloom with scene artwork, descriptions and whispers wear their preset colours, and the scripting larder is fully stocked with reserved $variables — plus a round of Genie 4 parity across the mapper and #config.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.5 as a delta.
Display
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Game prompt in the window — the
>/R>/H>prompt renders in the game window using yourpromptstring;promptbreakkeeps it on its own line andpromptforcereconstructs the status letters (kneeling, hidden, roundtime, …) from live indicators. -
Scene panel — DR room/scene artwork for notable locations, fetched from the play.net art CDN and shown in a dockable panel (Window → Scene; toggle with
#config showimages). - Preset colouring — room descriptions, whispers, speech and the rest of the preset palette render in their configured colours, with a Configuration → Presets editor.
- Condensed mode — collapse blank lines for a tighter scroll.
Scripting & mapper
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Full reserved-variable vocabulary —
$health,$roomid,$zoneid, the status flags, hands, and the clock family are all readable, and#varnow lists the reserved/live-state set beside your own variables (#45, #72). -
#mapper reset— re-resolve a lost location without moving, for the same-description rooms that trip the mapper up (#75). -
#configsettings system —#config <key> <value>/listbacked bysettings.cfg, with ~20 Genie 4 settings wired and a Configuration → Scripts tab.
Sound & quality of life
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Sound — optional SFX on triggers/highlights and a
#playcommand (cross-platform). - AutoLog (automatic session log), spell timer (
$spelltime), monster count ($monstercount/$monsterlist), preset-coloured presets, and a Help → About dialog.
The alpha.4.1 fix was only half the story: it got portable-first discovery right, but the downloadable Windows/macOS builds are packaged so the app runs from an internal current/ subfolder (the one with Update.exe beside it). Genie looked for your data inside that subfolder, found none, and fell back to the per-user OS folder (%APPDATA% on Windows) — so a portable unzip with your Config / Scripts / Maps beside Genie.exe still leaked into the user profile.
Now Genie resolves its data to the program folder — the one holding Genie.exe and your data folders — which is both where you put your files and where they survive an update (the current/ subfolder is replaced wholesale each update).
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.4.2 as a delta.
Fixes
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Portable mode now works on the packaged downloads — discovery resolves the data root to the program folder (beside
Genie.exe/Update.exe), not the internalcurrent/folder the app launches from, so a portable copy is truly self-contained and survives updates. A freshly-extracted portable build is recognized even before its firstConfigfolder exists (#38).
A focused point release that fixes where Genie keeps its data. Previously a portable copy could still read and write the per-user OS folder (%APPDATA% on Windows) instead of its own; now data beside the executable always wins, so a portable unzip is truly self-contained.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.4.1 as a delta.
Fixes
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Portable-first data discovery — a copy of Genie with its data folder beside the
.exenow runs fully local; nothing is read from or written to the per-user OS folder. The old build only did this when agenie5.portablemarker file was present, which the release zip wasn't reliably shipping — so portable installs leaked into%APPDATA%(#38, #74). - First-run location prompt — a fresh install with no data in either place now asks where to keep it (portable, beside the exe — the default; or your user folder). The choice persists and is never asked again. See Application Folders.
The biggest alpha to walk the lands of Elanthia yet: .js scripting, connect-by-typing, and two new tools for the tinkering adventurer — plus a satchel of scripting and mapper fixes to ease the road ahead.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered alpha.4 as a delta.
Scripting
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JavaScript (
.js) array scripts — run.jsscripts alongside.cmd, on a pure-C# Jint engine (no native deps; identical on Windows/macOS/Linux). Agenie.*API coversput/send,waitFor/waitForRe/matchWait,pause, timers, and session/script vars — straight-line procedural code with real blocking calls. Memory + runaway-loop guards included (#21). -
#connect/#reconnect/#lichconnect— log in by typing or from a script (Genie 4 parity): saved-profile, explicit, and reconnect-last forms, plus the Lich variant; passwords masked in history (#46). -
New reserved variables —
$gamehost/$gameport(resolved game endpoint),$roomnote;$zoneidnow reads0off-map (#45).
Tools
- Analyst Capture — a redacted, recipe-driven session capture (raw XML + parsed streams + a meta sidecar) for parser/analysis work; other players' speech is stripped by default.
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Performance overlay — live per-stage pipeline timing (Parse / Scripts / JavaScript / Triggers / Highlights / …) plus a running-
.jslist, behind the Performance menu.
Fixes
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#gotono longer floods the game — it waits for a confirmed room change between moves instead of overrunning the typeahead buffer (#69). - Mapper — auto-hiding Details flyout; the Mapper floats by default; a new top-level Maps menu.
- Docking — blank tool panels after a close/reopen are fixed.
- Connect errors are now immediate and specific (bad password, character already in game) instead of a ~50-second retry loop.
A quality-of-life batch that closes a run of community-reported issues, plus mapper-aware scripting.
📡 Still on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so the Core updater defaults to beta; that's what lets Help → Check for Updates see new alpha builds. Already on an earlier alpha? Open the Updates dialog and you'll be offered 3.6 as a small delta. See Keeping Up to Date.
Scripting
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Mapper variables for scripts —
$roomid,$zoneid, and$zonenamenow track the mapper's current location (Genie 4 parity), so scripts can branch on where you are. Thanks to @dylb0t (#67, #45). -
Room/zone tags +
#goto @tag— tag rooms or zones from the mapper, then route to the nearest room carrying a tag. -
Paused/delayed scripts resume reliably — fixed a stall where
pause/delaycould hang a script (#61). -
#edit <script>opens the script in your editor instead of running it (#63).
Interface
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Character-Account identity in the title bar and profile picker, e.g.
Renucci-MONIL(#4). - Browser-style selection — click-drag to select across multiple lines in the Game window and copy (#34).
- Docking — draggable centre splitters; a panel dragged to a new spot keeps that spot after floating or closing (#35).
- Windowed (MDI) document mode with Genie 4-style window decorations (#52).
- Config — per-profile settings with a global fallback (#60); Room-panel fields wrap; script output is classified as Script Lines.
A connection/mapper/quality-of-life batch, and the build we're using to exercise the in-app update cycle end-to-end.
📡 You're on the beta channel — that's intentional. Every alpha ships as a GitHub pre-release, so Genie now defaults its Core updater to the beta channel. That's what lets Help → Check for Updates see new alpha builds. On alpha.3.2? Open the Updates dialog and you should be offered 3.4 as a small delta — install it and the app restarts on the new version. (Switching to stable shows "up to date" until 5.0.0 ships — stay on beta to ride the test releases.) See Keeping Up to Date.
Connecting
- Connection-mode dropdown in the Connect dialog — Direct (SGE login) or Lich proxy (local); the dialog shows the right fields for each, and the choice saves with the profile.
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Command-line startup — launch pre-pointed at a connection, no dialog:
Genie.exe --profile=<name>, orGenie.exe --host=127.0.0.1 --port=8000to attach to a local Lich proxy. Handy for headless-Lich setups and external launchers. - Per-profile data folder — optionally keep a character's data (Config, Scripts, Maps, Plugins, Logs) in a folder you choose, e.g. a synced drive or USB stick. Blank = the default location.
Mapper & quality of life
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#goto/#go2— the typed/scripted equivalent of clicking a room: an attended, roundtime-gated walk by room id, note label, or title. Esc / any typed command / a disconnect interrupts it. -
Numpad movement macros seeded on a profile's first run (NumLock on):
8/2/4/6= n/s/w/e,7/9/1/3= diagonals,5= out,0= down. Edit or remove any in the Macros panel. - Open Scripts Folder now opens exactly the folder the script engine loads from.
Policy posture (clarified) — the policy docs now centre on DR's Scripting Policy: the line is being responsive to the game, not keeping the window focused, and it's the player's call. The auto-walk idle pause is now optional and off by default.
Secure SGE auth (TLS) — the Direct login handshake can now connect over TLS (port 7910) with a pinned server certificate, instead of the plaintext port. Plaintext remains available as a fallback.
Fix — recovered a class of silently-dropped game text when the server merges a response onto a held-item update.
- Dock layout close→reopen restore — closing and reopening a panel now restores it to its prior place in the docked tree instead of dropping it to a default spot.
The headline: Genie 5 now has native downloads for all three platforms. This is the cross-platform companion to alpha.3 — the same codebase, plus the Linux and macOS binaries that weren't ready when alpha.3 first shipped. It adds platforms, not features.
First-ever native Genie client on Linux and macOS:
- 🐧 Linux x64 —
Genie5.AppImage, a single-file executable for Ubuntu / Fedora / Debian / Arch / etc. - 🍎 macOS Apple Silicon (M1+) —
Genie5-osx-Setup.pkginstaller, orGenie5-osx-Portable.zip. - 🍎 macOS Intel (pre-2020) —
Genie5-osx-x64-Setup.pkg/Genie5-osx-x64-Portable.zip.
On each of these platforms the in-app updater handles subsequent releases, just like Windows. Pick your download in the Installation tables.
Already on Windows alpha.3? This is offered to you as a tiny delta through the in-app updater — nothing changes behaviourally.
Read before you run:
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macOS — unsigned, so Gatekeeper blocks the first launch. Right-click → Open, or
xattr -d com.apple.quarantine <path>. (details) -
Linux —
chmod +x Genie5.AppImagefirst; install FUSE (sudo apt install libfuse2) if you see a FUSE error; minimal distros may needfontconfig. (details) - Windows — unchanged from alpha.3; SmartScreen still warns until builds are signed (code-signing is planned for an upcoming release).
⚠️ Linux and macOS are brand-new, alpha-tier platforms here. CI builds them cleanly, but no live-app smoke test has happened on either OS yet. First-tester reports — what works, what's broken, what renders with a weird font — are very welcome: file an issue or post in Discord.
The release that made Genie 5 self-updating — no more downloading a fresh zip every version.
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Integrated updater — one Help → Check for Updates dialog with three channels: Core (the app, via Velopack binary-diff updates that install and restart from inside the app), Maps (zone XML from the community repo), and Plugins (DLLs from configured feeds, with a new
#plugincommand to inspect / install / remove). The Help menu shows a badge when an update is available. It's an in-process system — distinct from Genie 4's separateLamp.exe. See Keeping Up to Date. -
Windows installer —
Genie5-win-Setup.exeregisters the app for auto-updates; from an alpha.3 install onward, new releases arrive in-app. - Code-signing pipeline (in progress) — a tag-triggered workflow that submits the Windows build to the SignPath Foundation for approval and signing. This build is still unsigned; code-signing is expected to land in an upcoming release.
These predate the current download/updater setup but mark where major subsystems landed:
-
alpha.2 — Plugin system shipped: load plugins from
Plugins/with no rebuild, per-plugin isolation, the#plugincommand, and the Experience-tracker example. See Plugins. -
alpha.1 — first public alpha: SGE + Lich + replay connections, the StormFront XML parser, the GameState engine, the full Genie 4
.cmdscript engine and all the rule engines, the mapper with click-to-walk, per-character encrypted profiles, and dockable panels.
For what's planned versus shipped, see the project roadmap. Wiki pages flag still-unshipped features with 🚧.
- Installation — pick and install the right download.
- Keeping Up to Date — the in-app updater.
- Troubleshooting & FAQ — first-launch and platform gotchas.
Genie 5 — a cross-platform DragonRealms client · Repository · Discord · GPL-3.0
Alpha software. Pages describe current behavior; 🚧 marks roadmap items that aren't shipped yet.
🐤 Start here
🚶 Everyday use
- Connecting & Profiles
- The Interface
- Text-to-Speech
- Configuration & Rules
- Scripting
- The Mapper
- Updating Maps & Scripts
- Lich 5 Integration
🏃 Going deeper
- Scripting Reference
- JavaScript Scripting
- Cross-Zone Travel
- Plugins
- Keeping Up to Date
- AI Advisor (planned)
- Policy Compliance
- Architecture
- Building from Source
- Troubleshooting & FAQ