Divinity Update

Divinity™ and Divine Right™

This updates your any full version of Divinity to version 7.0.9

It does not work on the DEMO

 

Once you download this file drag it over a copy of "Stuffit Expander". This will decode the file into a form you can use.

 


This updater contains everything you need to update any version of Divinity to version 7.0.9 except the Divinity application itself. You can get a copy of the Divinity application direct from Fantasoft via e-mail if you have not gotten it from us already.

 

 

Divinity 7.0.9 Update Site 1

Divinity 7.0.9 Update Site 2

3.0 Meg

 


Join the Divinity Guild

 

Version History

What's new in 7.0.8

• Fixed a few more problems with PC compatibility and added additional fixes for some codes that were not working correctly.

 

What's new in 7.0.3

• Mostly just compatability issues to deal with making the files more PC Savvy.

 

What's new in 6.2.4

• Added the ability to alter a characters prestige using Code 108: Alter Picked Characters.

• The online popup help for codes is now working in the Monster Macro and Battle Macro screens.

 

What's new in 6.2.3

• Fixed some of the BRANCH ON codes that were not work correctly with GOSUBS. This is more a fix with the Realmz engine and not with Dininity but I have listed it here just the same.

• The terrain smoothing for mountains and trees would overwrite action points. They will no longer do that. In addition, terrain smoothing is now disabled if you have the "Replace Tile" checkbox, checked.

• Added a feature to export your scenario text to a text file allowing you to run it through a spell checker such as in Microsoft Word. You can then import the text back into your scenario.

For more information and details on how to do this see the new chapter "Text Import • Export • Spell Checking"

 

What's new in 6.2

• Added a stack for X-APs and Encounter Result Code Scripts. This allows you to use GOSUBS (Short for Goto Subroutine).

In a nutshell the GOSUB lets you branch using any one of the many BRANCH ON codes, execute the X-AP or Encounter specified by the branch code and then return to the original script that called the branch and continue executing where it left off.

NOTE: You can nest up to 20 X-APs and Encounter Result Code scripts on the stack, however, the simple and complex encounter themselves are NOT placed on the stack, only the script that is running. So you can still back up through the chain using Code 111 but you can't back up actual encounters.

i.e. Your in a simple encounter that branches to another simple encounter via a GOSUB. When it returns it will continue the remainder of the script from the first encounter but it will not then think that your still in a simple encounter and will just end as if it were a normal X-AP. (Confused?)

For more info on how to branch using the stack see codes 111 and 112 as well as the chapter "Action Points • Gosubs" where it's described in more detail.

• Selecting a code from the menu to bring up the online help text will no longer erase any script, string or encounter info you have typed in.

• Added popup menus that display all the codes grouped by category. This should help you find the code you are looking for much easier. You can also get the online help by selecting the code from these popups as well.

• Added one click access to the online help for any code you click on directly. Just click on a code and the name will appear on screen. You can then click the name and the online help text will appear that code. You can access this feature in the HUB, X-AP Editor, Simple Encounter Editor and the Complex Encounter Editor.

• The "Force Friends" check box in the battle editor can now be used to make creatures that would normally be friendly into enemies.

If you place a creature on the battle field that has a traitor value = 0 (Normally an friend to the party) but use the FORCE FRIEND check box to do so, that creature will now be an enemy to the party.

In effect, the FORCE FRIEND now just reverses the normal alliance of any creature during combat.

• Added Code 76: Increment • Decrement Quest Value Similar to Code 47 that lets you set a Quest Flag to 1 or 0. However, code 76 will let you increment a Quest by any specific amount you wish. You can use this in conjunction with code 77 to act as a counter or variables.

As an example of one use for something like this, you could have a Battle Macro that increments a Quest Value every round of combat. Then at the end you can test that value, if it took them too long to complete they get less of a reward.

• Added Code 77: Branch on Quest Value. This is similar to code 46 but this allows you to test for any value of the quest and branch accordingly. Example: After specific battles you could increase a Quest Flag by a value from 1 to 5 depending on how hard the battle was. Then you can test to see if the flag is greater than 15. If it is you could branch to one X-AP or if it is not you could branch to another.

• Added Code 78: Branch on Tile Parameters. Lets you test the tile the party is standing on for specific parameters such as: Is it a forest, is it shoreline, does it block line of sight etc...

• Added Code 108: Alter Picked Characters This lets you alter characters permanently. You can give picked characters more spell points, attacks, spell attacks, stamina and many other things as well. Great for making cool magical potions or as rewards for completing missions.

• Added Code 105: Suspend • Activate Allies. This lets you send one or all of the characters to battle without any NPCs or Allies.

• Added some options to code 52: Pick on Misc. You can now pick characters that are in a specific position (1 = Top, 6 = Bottom), You can also pick characters that are wearing a specific item or are just the currently selected PC.

• Added two new global macros. You can now activate a global macro when the player clicks the shop or temple buttons. I also tried to add macros that would be activated for each land level and dungeon level but for technical reasons it did not work out.

• You now have access to additional visual effects for custom spells. In the spell editor you can now access the original spells effects plus 5 new special effects. These effects apply to the way the spell looks as it moves across the screen.

You can access these new effects by typing in a code of 20-24 in the "Cast Icon" field in the lower left hand corner of the spell editor.

I needed these for use with the high-tech weapons used in a portion of the Mithril Vault scenario. However, since it is there I figured I would tell you about them.

 

Type 20 = Laser Beam

Type 21 = Scatter Laser Beams

Type 22 = Expanding Rings

Type 23 = Constricting Rings

Type 24 = Expanding & Closing Rings

 

• Added Code 102: Level Up Picked Characters. This lets you award victory points to all currently picked characters. To trigger the level up process right away you need to award some type of treasure (Code 10) right after using the 102 code. Otherwise it will happen after the next treasure or battle has completed.

• Added the ability for an item to activate an X-AP script from within a battle. In general items of type -23 activate an X-AP but work when not in combat. I have made it so you can now define an item to work during combat to activate a script. To do this place the value of -23 in SP1 of the item definition.

This is a tricky process as not all script codes will work correctly during combat so you really have to play around with this to get it work as you may want. I added this to support a very special battle in Mithril Vault. You can take advantage of it but you have to be careful and test your script carefully as some bizarre things may happen.

 

What's new in 6.1.3

• Sometimes using the large paint brush near the right edge of the map with mountains would cause a lock up. That should now be fixed.

• Monster Mash and Vault of Arcana icons should now import correctly.

• Divine Right should be more stable and corrects the same errors as Realmz 6.2.

What's new in 6.1.2

• Fixes the bug with Divine Right / Realmz that would only allow the use of the first 19 maps. You can now use all 20 maps.

• Random placement of land tiles for tiles such as rubble, buildings etc. is now working again.

What's new in 6.1.1

• Eliminates a number of bugs with Type 1 crashes on some systems as well as a number of other minor bug fixes.

What's new in 6.0.1

• You can now play third party scenarios created with Divinity 6.0 directly in Realmz 6.0 or higher. If you created a scenario in a version previous to 6.0 then you need to convert it to the NEW 6.0 Compliant format. To do that use the "Scenario Data" editor to convert your scenario to 6.0 format.

• Added two new menu options in the "Adventure" menu of Realmz 6.0 to allow you to install or remove third party scenario titles. See the chapter "Making Your Own Scenarios" in the Realmz 6.0 manual for more info on this subject.

• Added support in the spell editor so you can create summons spells that summon a specific monster. The monster must have an ID from 1 to 255. See the bottom of chapter "Spell Editor" for more details on this new change and how to specify what monster the spell summons.

• Music support has been greatly improved. I added support for music files for custom land tiles. The music files must have the names:

Custom 1 Music

Custom 2 Music

Custom 3 Music

Obviously they match with Custom 1-3 for the land tiles. They must also reside inside your scenario folder. Do not have people move them in with the other standard music files as Realmz will be looking for them in your scenario folder.

In addition, music in formats other than MOD or MAD are now supported. You can now play music in MIDI, S3M, MTM, MED, XM, IT and a few others. Just about any form of music or sound you can find on the net Realmz should now be able to use.

Music will now pick up where it left off. i.e. If a song is 50% done when it changes to a new song for a different area, it will pick up at the 50% point when it returns. This means you can actually hear the end of some songs vs. it always starting over.

• Added an easier way to just display a string and exit the script to some codes provided the branch does not take place. Many times you had to branch to an X-AP on a failed result just to display a single string. Codes 21, 55, 81 and 87 will now let you specify a String ID to display if the branch test fails and will then exit the script.

• Custom races were not showing the correct icon as selected in the "Default Icon Set". They should now show the correct icons during character creation of custom races while in Realmz 6.0.

• Added Code 75: Branch on Spell Points Allows you to test characters for a specific number of spell points and branch depending on the outcome.

• Added Code 74: Take • Give Spell Points Allows you to take away or give spell points to picked characters. NOTE: You must use other codes in order to select which characters are PICKED such as code 14 or code 30.

• Added Code 73: Load Shop & Restrict Items Accepted If you want to offer a shop to the players that only accept or sell specific items you can set it up using code 73. It only handles a maximum of two ranges of items. Example: You could offer to only deal with items 300-400 or 910-925.

• Added Code 72: Branch on Range of Quests If you want to branch after checking if a whole range of quests have been met you can do so easily with this code.

• Altered Code 67: Branch on Item Charge In the past you had to branch to an X-AP depending on the result. Now you can have it continue the current script as one of the options if you don't want to branch.

• Altered Code 64: Branch on Time You can now enter -1 in any test field to skip the test for that portion of the TIME branch. See CODE 64 for more details.

• Fixed Code 36: Capture & Restore Party Equipment It was taking but not giving back the parties money. Oops!

• Fixed Code 63: Alter Game Time There was some bogus code I had left in there form a copy/paste during programing that may have kept it from working as it should have. It should now work correctly and -1 in any field will keep that segment of the game time as it currently is.

• Altered Code 63: Alter Game Time so you can enter a value of -1 to keep some values the same as the current game time.

• Altered Code 2: Battle so you can specify if the party should be revived if they loose the battle. Example: If the party looses they will all be revived with 1 point of stamina at the end of combat. Use item 5 of the Code 2 Extra Codes to specify this battle to revive the party if they loose.

If they do loose and you have it set to revive the party then control will be passed to X-AP as specified in the optional sound (item 3) field. i.e. You can't specify an optional sound in battles that use the revive option.

• Added Code 119: Revive NPC / Party After Battle: If you place a 119 code anywhere in a NPCs Monster Macro that NPC will come back at the end of the battle with 1 point of stamina. i.e. They can get killed in combat but will always return. In effect the only way for the party to get rid of this NPC is for you to remove him using a Code 88: Drop NPC From Party

Reviving the Party: If you put a 119 code in the global DEATH macro then the entire party will be revived at the end of a loosing battle.

If you want only certain battles to revive the party if they loose you can do so by placing a 10 in item 5 of Code 2: Battle.

• Note: This change to code 2 and the new code 119 have NOT been tested very heavily by me. There may be some special cases or situations where it does not work as expected. Warning: Goofy side effect may happen so be sure to test your use of these codes if you use them in a less than typical way.

What's new in 5.1.7

• Fixed the "Large Paint Brush" while in Zoom mode.

• Added automatic landscape smoothing for mountains and forests. Now when you place any block of solid mountains or forest, it will attempt to smooth the edges. You may have to tweak it here and there to get it exactly like you want but it should cover about 99.9% of what you need correctly and quickly. It will also sprinkle rocks around mountains and scattered trees around forests.

• Added a new button to turn off "Auto Smoothing". If by chance you want to place a block of mountain or forest without the "Auto Smoothing" feature then click the small icon that appears just below the battle range field for random rectangles.

• Added some global macros. You can now specify a Macro script to be executed when:

- The party starts a new adventure.

- The party dies.

- The party quits the game but does not die.

If you can think of any other locations you may want a global macro executed let me know and I will try to get it into the next update if it's possible.

You script these macros as an Extra Action Point. To specify which X-AP belongs to which Global Macro you specify the X-AP ID in the "Scenario Data" editor. The "Scenario Data" editor is where you specify where the party will start the adventure for those of you who are not sure which editor that is.

• The manual did not describe the way code 40 works correctly. The manual has been corrected.

 

What's new in 5.1.4

• Updated the "Master Divinity CD-ROM" If you would like to order an updated CD-ROM send your original CD-ROM along with $3 for US & Canadian orders and $4 for overseas orders and request an updated CD-ROM.

The New CD comes with the latest version of all Divinity files as well as all other Fantasoft games.

It has 2 install options, a full install (similar to the old CD) as well as a minimal install for those that want an easy way to install only what they need to run Divinity and Divine Right.

• Added a new Snow landscape. It should be 100% interchangeable with Plains, Swamp and Underworld landscapes. (Check out Code 57) This includes some new large structures as well. They are in the range of Tile ID -164 through -177.

• Made a slight change to the underworld landscape. There were two water/mountain transition tiles that were reversed relative to other landscapes. This kept it from being 100% interchangeable with the plains, swamp and snow landscapes. (Which it now is.)

• Added, fixed or changed the following codes:

Code 86, 120

Changed Code 86: Branch on Misc. Performs exactly as before except you can now perform the tests on only those characters that are currently picked. You just use a negative value for the caste, caste class, race, race class or gender and it will only test those that are currently picked.

In addition, you can now branch on a test of total party skill levels or on the total levels of those currently picked.

Added Code 120: Alter NPC • Monster During Combat Lets you change the ICON or TRAITOR (Side) of a monster during combat. This code can be used in Monster and Battle Macros only.

What's New in 5.1.3

• The spell editor was crashing Dininity when exiting for some people. That should now be fixed.

• Added, fixed or changed the following codes:

Code 40, 71

Code 40: Just clarified some language.

Added Code 71: Disable • Enable X: Y: Display You can now turn the X: Y: Coordinate display on or off. If it's off, it will display only a ? instead of a value for the X or Y location. You need version 5.1.3 of Divine Right in order for this code to work.

What's New in 5.1.2

• Added a "Contact Info" editor. You can now enter vital contact and version information about your scenario. If your scenario requires a registration number, this info will appear each time they run your scenario until they register. You can also see this info by choosing "About This Scenario" under the Apple Menu when running Divine Right. (Provided you have version 5.1.2 or higher).

To access the "Contact Info" editor, select "Scenario Data" from the land editor. For more information on this subject, see the expanded chapter "Scenario Startup Information"

• Added the ability for you to create and use your own spells, races and castes. For more info on these subjects see the new chapters "Race Editor", "Spell Editor" and "Caste Editor"

• Added a "Scenario Restrictions" editor. You can now set limits as to the number, race, caste and levels of characters that can play your scenario. For more information on this new editor see the expanded chapter "Scenario Startup Information"

• Updated the "Party Conditions" menu in the Key Codes menu. Those values listed were each off by 1. The menu should now display the correct values.

• Updated the "Battle Macro" example as shown in the "Example Battle Macro" section in the menu. It listed some incorrect actions relating to the Code 126 and is now correct.

• There are three more large 4x4 castle type structures you can use. To use those go to land ID -180. They were developed for use with the new swamp terrain but can be used with any land type as they are always available.

• Added, fixed or changed the following codes:

Code 50, 57, 70, 86

• Code 50 & Code 86: The option to Pick on Race Class was not functioning correctly for these two codes and is now OK

• Code 57 Change Land Look: This code was added a while back but has not been working correctly until now.

You can now change the type of land a level is comprised of using a code 57. However, because the tile sets may not be the same for each land level the only change that will really work with any amount of success is from Plains, Underground or swamp or any combination of those.

You have to be careful with this as many of the tiles may turn into something other than what you expect and special land tiles may be need to be changed as well.

• Code 70 Save and Restore Party Position: You can now save the current position of the party and then later recall that position sending them back to where they where when you last saved the position.

 

What's new in 5.1.1

• Adds a new code: Code 69 Set Spell Casting & Recharging Flags

Lets you turn the ability to cast spells from memory on or off as well as to turn spell point recharging on or off.

• Fixes custom items problems.

• Updates the Items chapter in the manual to reflect the new race and caste system.

What's new in 5.1

• Adds support for a new terrain type. Swamps

• Brings the random land tile ability back.

• Brings Divine Right up to the same feature set as Realmz 5.1

What's new in 5.0.5

• Changed the version to 5.0.5 to shadow the Realmz versions. I did this so it would be easier for you to identify with what features are available for Divine Right. Since both applications are so similar, most features/bugs that are in one is also common to the other. This will help both me and you keep straight in our heads where Divine Right stands relative to Realmz.

• Bug fixes for Divine Right. Divine Right should now be equivalent to Realmz 5.0.5 as far as game play, features and bugs are concerned.

• Modified or added the following codes:

Code 20, 45, 101, 103

• Code 20 Teleport Party & Activate AP: you can now specify values of -1 in order to have the game keep the current value. Example: If you want to teleport the party somewhere on the same level, (Whatever that level may be) you can enter a value of -1 in order to tell it to just leave that value alone. The same holds true for the X: and Y: locations.

• Code 45 Teleport Party Only: you can now specify values of -1 in order to have the game keep the current value. Example: If you want to teleport the party somewhere on the same level, (Whatever that level may be) you can enter a value of -1 in order to tell it to just leave that value alone. The same holds true for the X: and Y: locations.

• Code 101 Back Up Party: This is a new code that will let you back the party up one pace in the exact opposite direction that they moved onto the land tile. You can do this with other codes but this is a quick and dirty way to do it without having to calculate any X: Y: locations.

• Code 103 Continue / Set on Boat Status & Continue on Camp Status:

The code works the same as before but you can now put the party into and remove them from a boat using this code. Example: The are teleported from that boat into an open field. You can move them and then use this code to remove them from the boat.

 

What's new in 1.0.5

• Added a Land Tile Editor. You will now notice a new chapter "Standard Land Tile Editor". It has all the information you need to either tweak an existing land tile set to fit your needs or create one of your own.

• Added a new check box just to the right of the "Dark Land" check box on the land editor by the name of "Use LOS" That is short for "Use Line of Sight" As you know, indoor areas don't show areas that are beyond areas that would block line of sight such as walls. If you check "Use LOS" the entire land level will use these rules. You can have indoor as well as outdoor areas use the LOS rules.

• You can now access the code description text (As it appears in the manual) directly from Divinity by selecting the code from the menu. When you do, a small window will appear with the manual text. If there is more text than will fix on the window you can scroll through it by dragging the text up or down.

• Added some examples to the "Macros • Quests" chapter on how to make a battle macro and a monster macro. Very Cool!

• Simple encounters will now allow you to branch right to result code 4 by placing a result # of -4 as the result code to option 1.

NOTE: Currently this window can't be sent to the background. I hope to improve on this in the future but for now it is what it is.

• Added functionality to many codes. Any scripts you have done in the past should remain compatible. Most of these changes allow new functions without outdating the old use. A quick list of codes that have been enhanced or added are.

Code 3, 6, 7, 23, -23, 29, 34, 36, 52, 53, 54, 58, 59, 63, 64, 65, 66, 86, 92, 103, 107

The changes for each code is described briefly here. Fore more detail see the full code explanation in the manual.

• Code 3 was not described 100% correctly in the past. The options for the branching are in different than what was previously stated in the manual.

• Code 6 will now allow you to send the party directly to the shop without the player having to click the "SHOP" button. You can now set it up to do either method.

• Code 7 It can now also replace the result scripts for simple and complex encounters with X-AP scripts.

• Code 23 and -23 "Alter Random Rectangle" have been modified. You can now enter values of -1 to indicate that particular values should not change from what is currently present.

• Code 29 was previously "Give Map" and is now "Give or Display Map" If you specify the Map ID as a negative number, the map will be given to the party and will also be displayed right away.

• Code 34 now works as it should. In the past it did not perform as advertised and should now work OK. The state of the currently running AP is saved when you enter a simple or complex encounter. When a code 34 is encountered, the AP is restored and the script picks up where it left off.

• Code 36 will allow you to capture or remove all the parties equipment and wealth. You can later restore the equipment and wealth to the party 100% intact.

• Code 52 "Pick on Miscellaneous" can now pick characters if a specific item is actually being worn at the time.

• Code 53 The description of Code 53 was missing from the manual.

• Code 54 "Alter Time Encounter" has been changed slightly. You can now enter values of -1 for any fields you don't want to be modified by this code. I wanted to add the ability to check for specific hours and minutes but it turns out that it will not be possible due to speed and file access issues.

• Code 58 "Branch on Difficulty Level" lets you branch depending on the difficulty level the player chose when they began the scenario.

• Code 59 "Branch on Tile ID Check" lets you branch depending on whether or not the party is standing on a particular tile.

• Code 62 "Display Scrolling Text" lets you display a text message that scrolls by in a window. Similar to the way you can do it with maps but does not require you to give or use a map. It displays the text only.

• Code 63 "Alter Time" is new. It lets you add or subtract time from the current game clock.

• Code 64 "Branch on Game Time" is new. It lets you branch on a test on current game time.

• Code 65 "Award Random Items" is new. It lets you give the party a random item(s) from a range of items. This can be done without having to set up a treasure.

• Code 66 "Set Camping Ability" If you use "Code 66 ID 1" it will disable camping. The party will no longer be able to camp until you enable it again with a "Code 66 ID 0"

• Code 86 "Branch on Miscellaneous" has been modified. It now included the option to branch if the party is in a boat, is currently camping or has a member of the party the belongs to any particular race grouping like "Half Breeds" or "Short Races". It can also test for any caste grouping such as "Warrior Wizards" or "Archers".

• Code 92 "Alter Random Rectangle" has a lot more flexibility. You can now have it set a direct size of the rectangle as before but you can also have it offset the rectangle or grow or shrink the rectangle. This is the one code that require up to 2 Extra Codes to perform it's function and you really need to consult the description for this code in the manual to figure out what you need to put in for values.

• Code 103 "Continue on Boat Status" has been modified. It's new name "Continue on Boat / Camping Status" You can now have it check to see if the party is camping and either continue or break out of the script.

• Code 107 The description of Code 107 was missing from the manual.

• Changed the way land levels can be saved to disk. They can now only save the land formations. They can no longer save script data as it was proving to be impossible to save the info in a way that would be of any use after it was imported.

• Made the item picker force you to pick the correct item TYPE. Your items must all have a negative item type. That tells Divine Right to strip those items off before it lets you go to a different scenario. Otherwise, if you enter a scenario that has the same item ID defined differently, the item worn will change and could damage your character when you remove that item.

• The ability to give a creature a random weapon from a weapons group has always been there but has just now been documented. The following text has been added to the "Weapon Used" field description in the chapter "Master Editor". In addition, a small POPUP menu next to the "Item Used" field in the monster editor will give you access to the below chart for quick reference.


You can also have it randomize a weapon from a weapons group. This will let you have the same creature start with any of a number of weapons. This is most often used for basic creatures types like Orcs or Goblins. Due to the large groups encountered at one time, they most often have a variety of weapons.

To have a random weapon generated, leave the first item in the creatures items list blank. This will be filled in when the creature is created at runtime. Place a value from -1 to -9 in the "Weapon Used" field. Depending on the value it will pick from a different list of weapons.

In addition, a small POPUP menu next to the "Item Used" field in the monster editor will give you access to the below chart for quick reference.

Here is a brief list of the standard weapons lists used for this use.

Weapon Used Value Weapon Type Given At Runtime

-1 Swords

-2 Clubs

-3 Clubs / Spears

-4 Axes

-5 Small Swords / Small Axes

-6 Clubs / Flails / Spears

-7 Spears / Pole Weapons

-8 Axes / Spears

-9 Swords / Dagger / Cutlass / Nunchucka

 

What's new in 1.0.4

• Added a larger PAINT cursor so you can cover larger areas of land quickly. To get this option, hold the SHIFT key down when placing tiles. It will not replace any Action Point tiles nor any special tiles (Those with a negative ID). You can also not use the "Undo Tile" function to replace any land tiles replaced with the PAINT option.

• Added options of testing for Attributes to both Codes 30 and 31. You can now Pick Vs. and Branch Vs. a test on Attributes such as Brawn or Agility. I did this in a way that will leave any previous use of these codes 100% compatible so you need not go back to update any scripts you have used these codes in already.

• Broke the Scripting Codes chapters into 3 chapters. Each chapter is limited to 32k of text and they were full so I had to separate them a bit in order to fit in some new text.

• A number of graphical glitches and lockups are now fixed.

What's new in 1.0.3

Made a few changes to the way Code 61 works.

• The "SOLID" information you can set about special land tiles now works correctly again.

• Updated the Tutorial Scenario a bit to show a little more about how Code 61 works and it also shows how to make a secret passage in both a mountain and a dungeon.

What's New in 1.0.2

• Eliminated the "Item Description" field from the ITEMS EDITOR. The reason for this is technical but to make a long story short, it does not work and to correct it would require a major rewrite of a lot of data structures which would cause lots of havoc. I hope to have this fixed when I bring back the race/caste limitations to items.

• Added the info for Code 49 (Offer Banking). I accidentally left it off the previous versions of the manual. The code was there but I just did not have the explanation of how it worked in the manual.

What's New in 1.0.2

• Eliminated the "Item Description" field from the ITEMS EDITOR. The reason for this is technical but to make a long story short, it does not work and to correct it would require a major rewrite of a lot of data structures which would cause lots of havoc. I hope to have this fixed when I bring back the race/caste limitations to items.

• Added the info for Code 49 (Offer Banking). I accidentally left it off the previous versions of the manual. The code was there but I just did not have the explanation of how it worked in the manual.

• Clarified code 60: Drop Party Money. This code is strictly used to eliminate specific types of wealth from the party. Example: You can have it take all the gems from a party.

• Added code 61: Shift Party Level, X: or Y:

This new code lets you change the location of the party relative to their current position. You can send them either a set distance or a random amount.

• Added a Land Layout Editor. I will give you a brief rundown on how it works here, but for more info see the updated chapter "Land Editor • Land Layout Editor". You can now design your land levels and have the party walk through them without having to use an action point to move them from one to the next.

You can design two land levels then tell Divinity that whenever the party walks off the edge of one land level, they appear at the same location on the other land level.

Example: Lets say you design land level 1 and 2 as shown below.

You can then set up the land layout so level 2 is to the south of level 1. When they walk off the edge of the map of level 1 (X: 12 Y:89 for instance) They will be moved to level 2, (X: 12 Y:0)

Picture Not Shown Here

If the party walks off the edge of either land level in this location, they will be moved to the other land level at the matching point.

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You don't have to use the land layout to match up land levels and if you leave a map edge open with no land level connected in the land layout editor they party will not move. They will just be stuck where they are.

• Added the following functions that you can access via the Land Layout Editor.

Copy Land Level: In a nutshell, this lets you copy either the Land or the Land & Action Points from one level to another. An easy way to make duplicate land levels if that is what you need.

Save Land Level To Disk: You can save land levels to a file so you can import them later or send them to a friend. This also saves all Random Rectangle, Action Point and Script data.

Load Land Level From Disk: You can load land levels from a file. This loads in all Random Rectangle, Action Point and Script data from the saved level to the current level. Be careful not to load in a level over the top of a level you want to keep.

 

What's new in 1.0.1

No real major interface changes, most of the changes have to do with bug fixes or additions to the manual.

• Added the What's New chapter. Whenever we put out a new version of the manual, check this section for a list of what's new.

• Added to the FAQ (Frequently asked questions).

• Added to the old chapter "Macros". It's now titled "Macros • Quests" and explains how to go about using Quests.

• Added to the old chapter "Adding Pictures to Your Scenario". It's now titled "Adding Pictures & Sounds to Your Scenario" and explains how to go about adding both pictures and sounds to your scenario.

• Fixed the monster editor. It had a number of flaws but should now work like a champ.

• Made some slight correction to the items editor. It should now copy items correctly and also let you edit the main item description text.

• Fixed the dungeon editor. I really dropped the ball on this one folks. It was not working at all. It should now be fine. I also added a "Goto AP No." area on there so you can locate Action Points by number just like in the land editor. It should now work just as described in the manual.

• Improved windows updates. Many of the windows would not update correctly when you switched back to Divinity from the Finder. That has been improved and it should now update the windows correctly.

• Divine Rights "Edit Text" feature from the Special menu should now work. In the bast it would cause a bus error. Note: You need to update your Divine Right application to 1.0.1 to see this fix.

• Corrected the problem of the Prompt String and the Max Times values being reversed in the simple encounter editor. You may want to run through your simple encounters quick to make sure your Max Times and Prompt String values are correct.

• Added the instructions for the use of Code 56 (Branch on Battle Outcome). It was always there but I forgot to include the instructions for its use.

• Code 87 and 89 had the descriptions reversed in the manual only. The editor listed them correctly but the manual was in error.

• Added Code 57: Change Land Look. You can now change the type of land a level is comprised of using a code 57. However, because they tile sets may not be the same for each land level the only change that will really work with any amount of success is from Plains to Underground or vise versa.

You have to be very careful with this as many of the tiles may turn into something other than what you expect and special land tiles may be need to be changed as well.

I put this in by request of users but personally I don't think it will be of great use but here it is anyway.

• When you place an Action Point, it will no longer replace the land tile at the current location with the currently selected land tile. Action Points are not placed on top of the land tile without changing the land tile.

• You can now type an Action Point number right into the field below the "Script AP" button on the land editor. It will show the Action Point on the map on the fly as soon as you place the AP No. into the field.

• Added an UNDO TILE button to the land editor. The land editor keeps track of the last 100 land tiles you placed and will let you UNDO your placements of up to the last 100 land tiles.

Note: It will not undo a land tile that is an Action Point. If you place an action point on a land tile you can't use the UNDO TILE button to revert to the old land tile at that location.