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Addons made by Solito solito@free.fr
Version V2.01


Introduction

-I very much like the Java Version of this great game but I've always found it frustrating that it is too much different from the original version.
-The version 2.1 is a COMPLETE remake of the original Java version. Once again, I thank Alendale for this superb version of Dungeon Master.
-I reprogramed this version for my own use so only the dungeon maps v2.0 (my previous version) are patchable with the Editor.
-This version is not intended to replace the actual version of DMJava.

Some of the major changes

-All algorithms recoded like Chaos Strikes Back for Windows!
-Many attributs and properties of characters/monsters altered and changed in order to match original game
-Although most of the following will demonstrate and display noticeable changes, there are only the tip of the iceberg, the real changes are the algorithms in the code!
The game will only load v2.1 dungeons, only the Editor will patch v2.0 versions (maybe older versions)
-Playing the game with the DM rules is like playing the original game (some mysterious and obscure code found in CSB for Windows is not implemented in this version)
-Items have dynamic properties instead of being hardcoded like in CSB for Windows, so this offers more versatility to the game
-All skills and stats available
-The new power of the ZO spell: it is now possible to trigger any Button Switch
-Play DMJava, Dungeon Master or Chaos Strikes Back rules
-Shields display like original game
-Enhanced Editor tools and display
-Added many new properties for Monsters
-Added new conditions for FloorSwitches
-Added new behaviors and custom pictures for WallSwitches, Pillars, Decorations, Doors
-Added FakeWall AI for Monsters
-Added Dungeon Anchors
-Added Pit switch
-Most effects affect 1 hero instead of entire party

Game engine details

-All algorithms recoded like Chaos Strikes Back for Windows original DM
-Most of the changes here are based on the Chaos Strikes Back for Windows source code.
      What may be different with original game:
         *Awareness range (how does it really work?)
         *Bow + Arrow mechanics (see below in the List of Many little things)
         *When a monster cannot see in darkness and is hit while in darkness, it fights back once (each time it gets hit)
         *Lightning bolt has been a little improved so the spell is not as useless as in the orignal rule
            This affects monsters with less armor resistance than Golems or Armours
            A monster with high resistance to fire will get more damage from lightning now
            For DMJava rule, lightning bolt is even more efficient
         *Bumping into walls gives 1 (Fighter)Parry skill experience
         *Using a Wall Switch gives 1 to X (Ninja)Steal skill experience (depending on lock)
         *Looking at items stats gives 1 to X (Priest)Identify skill experience (depending on magic effects of items)
      The (Ninja)Steal and (Priest)Identify skills seem to be never used in original DM so at least some (very little) experience can be gained with these skills.

Check the List of Many Little Things added
Check the List of Added/Updated Things

Graphic directories
-The default graphics are located in the 'Map' directory
-Custom graphics are located under the 'Map' directory
-There are 4 extra custom graphic directories: 'green', 'grey', 'interior' and 'out' (I added/adjusted some graphics so each of them are complete now) (some decorations should be redesigned though)
-Below each custom directory are sub-directories for extra graphics (I added all the symbol door tracks for each custom directory)
-The 'default' directory is a special directory and was added so it can have now sub-directories for custom stuff for the default graphics located in the root 'Map' (basically do not delete this directory)
      *If no directory is specified for a level: Default graphics are loaded from the root directory 'Map'
      *If a directory 'Mymap' is specified for a level: graphics from the 'Map/Mymap' directory are loaded (Mymap MUST have all the graphics!)
      *If a directory 'Mymap/Specialdoors' is specified for a level:
            1) graphics from the 'Map/Mymap/Specialdoors' directory try to be loaded (for ex. you new Door graphics)
            2) if graphics cannot be found, graphics from the 'Map/Mymap' directory are loaded (1 directory above) (for ex. all the other graphics: Wall, Alcove, etc.)
      *That is where the 'default' directory comes in, so you can add special stuff for the default graphics, for ex:
            1) 'default/Specialdoors' will load the custom graphics for doors
            2) if graphics cannot be found, graphics from the 'Map' (not the 'Map/default' : this is special) directory are loaded (Root directory)
-You can then add many sub-directories in order to create various design below your custom graphic directories
      In the game, loading a complete new custom graphic directory takes a few seconds
      In the game, loading a few replacement graphics (from a sub-directory) is nearly instantaneous (for ex. Door Tracks replacement)
-Remember that Default graphic directory AND/OR Custom graphic directories MUST contain all the graphics for the game
-Only sub-directories (1 level below only) can have replacement graphics

Rules
-Added rules for current map
-Depending on rules, some spells and/or actions are (un)available
      *Critical Miss enabled only in DMJava rules
      *Actions like Parry, Block, Hit have more defense modifier and last longer in DMJava rules
      *Darkness affects pick locking for DMJava rules only (in original DM, darkness doesn't seem to affect picklocking)
      *Some similar actions use different skills in DM and CSB rules original DM
      *The reveal spells are not available in DM rules but are available in CSB rules original DM
      *Reincarnate penality for CSB rules original DM


Hero
-Added all missing skills and stats for heroes original DM


-Ability settings have been improved
      *The Ability action is linked directly to a specific skill (no skill selection anymore)
         For ex. Light Ability will always be a wizard class ability, it can never be a fighter class ability (makes sense no?)
      *Abilities can now depend on hidden skills
         For ex. The ability Cast FireBall is linked to the '(wizard)fire' skill
      *An Ability can become obsolete
         For ex. The ability LO fireball is available from apprentice to journeyman
         For ex. The ability UM fireball is available from craftman
         This prevent having tons of abilities as you gain levels
      *Abilities can be moved UP/DOWN in the list
         This way it is easier to order how abilities are display in game instead of recreating all abilities in the proper order!
      *The Stat Boost ability has now a timer calculator so the ability does not become available while a boost is still active (no more endless game testing)


-Progress bar diplay while an ability is recharging


-Import and Export Stats also import and export abilities now
-Abilities are saved in the same directory under the name 'z_heroname.abi' (all abilities files are alphabetically ordered together)


-New font display a little more 'Dungeon Master' like...


-Selected hero


-Poisoned hero


-Invisible hero


-Poisoned and Invisible hero


-When a hero cannot attack, the hand is grey


-Spellshield display updated


-Magicshield display updated


-Fireshield display updated


-All shields display updated


-When stats are decreased, eye is red
-When stats are increased, eye is green
-When some stats are decreased and some stats increased, eye is both green and red


ZO spell
-The use of the ZO spell has been improved: Switches can be activated by a ZO spell now
-Anything that has a Button Switch can be triggered by the ZO spell (MultiWall Switch, Wall Switch, Fountain, Decoration, Altar, Alcove)
-A switch can react to a ZO spell cast by:
      *Your party only
      *Monsters/Launchers only
      *Your party or Monsters/Launchers
-It will only work with a Button Switch (not with a Coin or Key Switch)
-By default, a Switch cannot be activated by a ZO spell
-The required power of the ZO spell in order to trigger the switch is adjustable (The list offers default powers but can be editable)
      *0: will always activate
      *about 20: journeyman wizard casting level 1 ZO (LO)
      *about 40: journeyman wizard casting level 3 ZO (ON)
      *about 90: journeyman wizard casting level 6 ZO (MON)
      *about 110: archmaster wizard casting level 1 ZO (LO)
      *about 200: archmaster wizard casting level 6 ZO (MON)
      These numbers are approximative, several things can affect the power of the spell (you should test with various characters)

-Cast Your Mind

-The ZO and Dispell Immaterials spell graphics have been changed to their original graphics


Door
-Doors can be broken by Fireballs AND/OR by Weapons original DM
-New Doors added.
-Custom door now have the 'Pass gate' flag (this allows custom doors to be grate like doors)
-When a door filename contains 'glass' (even for custom doors), it is animated.
-All Doors are breakable now except the animated glass doors.


Pillar
-Pillars can be broken by Fireballs AND/OR by Weapons
-Pillars now have armor and fireresist
-When broken, default items can drop.
-Unlike a door, if a pillar is not breakable, you cannot hit it.
-(For item reset informations, see Monsters)


Wall Decoration
-Wall Decorations can now hold items (like fountains)
-Wall Decorations can now have switches (like fountains)
-Wall Decorations can now have custom pictures with adjustable click area
-Manacles have been added
-Size is no longer a number but a combinaison of places:
         Quiver+Pouch+Grate Door = items that can be put in 'Quiver' AND in 'Pouch' AND pass through 'Doors' (ex. Dagger, Rock)
         Pouch = would be a flask, dagger, rabbit's foot,etc.
         Please note that KEYS have the flag 'Grate Door' although they are hardcoded not to pass through doors (like in original DM)


-Random Wall Decoration can be easily generated on your current level
-They will be generated along the pathway only, never in the middle of nowhere
-By Default, 'Can Take Out Items' is enabled, Maximum size of item that can be put in is 'None'
         *Items could be taken from the Wall Decoration but none could be put in

-Before random generation

-After random generation


Stairs
-Monsters and Heros can only take stairs from the proper side (a bug i created in the past ?)
-The back of the stairs now look like a wall, so you can design a dungeon like this and it will look OK.
         (Walls are required on both sides though)


No Monsters AND No Ghosts
-In the Editor, a square marked with 'NO Monsters' and 'NO Ghosts' is red


Wall Switch
-Wall Switches can now have custom pictures with adjustable click area
-Wall Switches can now recharge items
-Wall Switches can now be used as timers


Please note that custom graphics for Wall Decoration and Wall Switch MUST have a specific size so the display is generic (Photoshop files are provided)

-Template files are located in /_template

      *Your pictures must be named:
         mycustom1.gif = front
         mycustom2.gif = front 1 square away
         mycustom3.gif = front 2 squares away

         mycustomcol11.gif = perspective right 0 square away
         mycustomcol12.gif = perspective right 1 square away
         mycustomcol13.gif = perspective right 2 squares away

         mycustomcol31.gif = perspective left 0 square away
         mycustomcol32.gif = perspective left 1 square away
         mycustomcol33.gif = perspective left 2 squares away

      *For pushed button your pictures must be named:
         mycustom1-p.gif = front
         mycustom2-p.gif = front 1 square away
         etc.

The final gifs are much bigger than the button/decoration themselves but this provide a limitless area zone to design all sort of buttons/decorations

In the Editor:

In the Game (front): I just picked up the scroll (but the cursor doesn't show with the print screen)

In the Game (side):

Photoshop template provide calibration for custom buttons/decorations:


-A Proper combinaison with graphic directory, custom doors/decorations/pillars can allow dungeon designers to create a limitless possibility of dungeon looks

-Pick Locks calculator in Editor for Key Switches (no more endless game testing)
-(Pick Locks depends on the (Ninja)Steal skill)


Floor Switch
-Skill conditions added to Floor Switches
      1 hero must be at least equal or above a specific skill...
      none must be equal or above a specific skill...
-Item conditions added to Floor Switches
      *Item carried triggers = switch will NOT trigger unless: original DM
         1) any item, empty chest: if party has at least 1 item of that kind, switch will work.
         2) chest with items: if party has at least the content of the chest (the chest itself is ignored), switch will work.
         Ex. chest: 1 sword + 2 gold coins -> if party has at least 1 sword and at least 2 gold coins, switch will work.
      *Item carried prevents = switch will trigger unless: original DM
         1) any item, empty chest: if party has at least 1 item of that kind, switch will NOT work.
         2) chest with items: if party has at least the content of the chest (the chest itself is ignored), switch will NOT work.
         Ex. chest: 1 sword + 2 gold coins -> if party has at least 1 sword and at least 2 gold coins, switch will NOT work.
      *Must also be naked = switch will NOT trigger unless party has no items ('surrender your possessions' in CSB). original DM
      *Must also be naked + Item carried triggers: original DM
         1) any item, empty chest: if party has nothing and/or has only the specified item (even several times), party is considered naked and switch will work.
         2) chest with items: if party has nothing and/or has at most the specified number of items in the chest (not the chest!), party is considered naked and switch will work.
         Ex. chest: 1 sword + 2 gold coins = if party has nothing and/or has no more than 1 sword and/or has no more than 2 gold coins, switch will work.
         Ex. chest: 1 sword + 2 gold coins = if party has only 2 swords, switch will NOT work.
      *Must also be naked + Item carried prevents: original DM
         1) any item, empty chest: if party has nothing and/or has only the specified item (even several times), party is considered naked and switch will NOT work.
         2) chest with items: if party has nothing and/or has at most the specified number of items in the chest (not the chest!), party is considered naked and switch will NOT work.
         Ex. chest: 1 sword + 2 gold coins = if party has nothing and/or has no more than 1 sword and/or has no more than 2 gold coins, switch will NOT work.
         Ex. chest: 1 sword + 2 gold coins = if party has only 2 swords, switch will work.


Message Switch original DM
-New square: Message Switch allows to display message like 'Bridge' in Chaos Strikes Back
-This Switch can be triggered without party ('CSB: There is one level here, first choose...')
-Same trigger conditions as Floor Switch
-Red color indicates if the message will be troncated while in game


Pit Switch original DM
-Pits can now trigger a target when a specific item falls in
      For ex. 3 levels with 3 pits
         First pit triggers a target IF a gold coin falls in.
         Third pit triggers a target IF a sword falls in.
      The test is done just when the item falls in (the gold coin could close the third pit in this example so the sword will never go through the pit!)


Monster
-All default properties for monsters original DM
-Spells are available depending on Map rules
      Ex. Slow will never be cast in a DM rule map (even if monster has this spell)
-Base health can be used to generate monster with random life (depending on level experience) original DM
-Better AI: Monster will not cast spells behind another monster, will avoid pits, might avoid poison clouds
-Suicidal: Monster will walk in a teleporter, go above closed pit, go into poison cloud, etc... else will never do that!
-Die on diff. levels: In DM, monsters are not allowed to go to different levels else they die instantly
-Chaos is not hardcoded anymore, the 'invicible' flag has to be used instead: the monster can only be killed with fuse (from the firestaff)
-See Around: Screamers, Water Elementals for ex. see in all directions, they don't have to turn around to see the party
-Attack any hero: Water Elementals, Sorcerers for ex. can attack any hero (front or back row)
-Absorb Fire: For fire elementals, also this can be used to make an monster immune to fireballs but not to lightning bolts
-See invisible: When the party is invisible, some monsters can see you
-Chance to hurt body parts: A monster has a chance to hurt a hero
-Attack Types: Different attack types
-Magic(fire) resistance and Poison resistance vary from 0 to 15 in original DM
      15 for poison resistance makes a monster 100% immune to poison original DM
      15 for magic resistance does not make a monster 100% immune to fire/lighting (even golems and armours) original DM
      16 (NEW: not original DM) for magic resistance makes a monster 100% immune to fire/lighting (a message displays when a monster is immune to fire)
-Reset Items:
      Global: Global parameters decide
      Always and Never: overwrite global parameters
         Some monsters have a random number of items on them like Screamer Slices for Screamers for ex.
         If you add a sword to a screamer, when items are reset, ONLY the screamer slices are regenerated (can be 1 or 2) but the sword is still on the screamer


-Easy tool to adjust life of a specific monster on a specific level


-Generator can now generate Random number of monsters between (1-2 OR 1-3 OR 1-4) original DM
-Generator can now generate monster with life based on base health using base health multiplier instead of level experience multiplier original DM
-Generator can now reset default monster items original DM ?
      If 4 screamers are generated, they may not have the same number of screamer slices


Item
-By default, items cannot be picked up by monsters original DM
      This can help preserve your dungeon design with items even if a monster with 100% pickup ability is near by
      As soon as the party takes an item, it becomes 'pickable'


-Improved properties for items
      Carried means anywhere in inventory (Rabbit's Foot)
      Not Carried means the item has to be worn (Head, Hand, etc...)
      Sound when Equiped and Sound when item drops on floor now adjustable


-Improved Scroll editing
      In order to make sure every letter will be displayed properly (no more endless game testing)


-Improved Wall editing
      In order to make sure every letter will be displayed properly (no more endless game testing)


-Improved Editor Display
      Key and Button Switches are different
      Doors show if they are breakable by Weapon and/or Fireballs
      Switches, Doors and Pillars are now displayed on the right so it is easier to see what they look like (also they are level graphic dependant)
      Stuff that contain items display the items on the right (Decorations, Pillars)
      Multiple Target WallSwitch/FloorSwitch display the list of target on the right
      Monsters/Generators display the actual life of each monsters and the total life of the group of monster
         If life is a fixed number, it is display 'HP: xx'
         If life is random generated, it is display 'bh: ~xx' (the tilde indicates that this value may change in the game)
      Squares that trigger a target (Pits, Decorations) display the target (in the same way as switches do)

-What a Key Switch looks like

-Multiple Switch: What it looks like, number of targets and where they are

-What a Door looks like

-What a Decoration looks like with a different graphic directory

-What a Custom Pillar looks like

-What a Custom Door looks like


-Parameters for each level
-Levels graphics can use sub-levels:
      Say your level graphic is 'interior'
      The level below uses the same graphics but only the grate door is different
      You can create a sub-dir 'mygratedoor' with the new graphics only for the grate door, all the other graphics will be loaded from the parent directory 'interior'
      You can also put custom doors pictures in the sub-directory as well as default pictures


-When a member of your party wears the compass, a direction arrow is displayed on the map


-True Sight, the most powerfull priest identify spell (only in DMJava rule)


-Reveal Hidden (for invisible teleporters, illusion pits, etc..) (CSB and DMJava rules)


-Reveal Creatures (Will also display creatures with magic) (CSB and DMJava rules)


-Reveal Spells (Display magic items) (CSB and DMJava rules)


-Anchors can be cast so you keep track of where you were (CSB and DMJava rules)


-More ingame options


-Potions can be gif animated (this is just a print screen so the animation isn't displayed here)


-...or plain static gifs


-Some monster graphics have been changed (they appear less smooth but it is more a Dungeon Master feel to my taste). The gifs can be easily changed anyway




  List of Many little things altered/added/removed (I might forget some)
-All spells do the intended damage to monsters as in the original game (For ex. Golems or Animated Armours get some damage from fireballs and a little more from lightning) original DM
            All spell tests have been tested using _monsters1000.dat (739 hits) map and they are 99.99% matching this: DM_damage.xls (592 hits) for all monsters and tested spells !
-Upon Level Gained, class specific attributs are improved as in the original game original DM
-Lightning spell is improved and do more damage to average monsters (High resistant monsters like Golem for ex. are not affected by this improvement)
-Physical Damage now works as in the original game original DM
-Stamina Drain, Food & Water drain, Health & Mana recovery, Poison Damage, etc. work as in the original game original DM
-Darkness affect monsters vision as in the original game original DM
-Some things affect only the hero instead of the entire party:
      Slow, Light, True Sight, etc.
      That means if the hero is killed, True Sight becomes inactive, The party is no longer Slowed, Light is removed, etc.
-Game Difficulty alters:
      *Hit Probability of heroes
      *Hit power of heroes
      *Projectile Spell Power of heroes
      *Health and Mana recovery of monsters
-Fountains now make water sound (this can be enabled/disabled in the config file)
-Directory structure changed which allows easier GUI configuration
      *Config File is in '/config'
      *All the frontend images/icons are in '/Gui'
      *All the introduction images are in '/Title'
      *All the Fonts are in '/Fonts'
      *Endings images in '/Endings'
      *Custom Items and Monsters generated in '/Custom'
-When you restart a custom dungeon, the file selector is now in the directory where you initially opened your dungeon (can be a sub-directory)
-Events: Item Required Improved: Item required can be a chest with items in it, that means:
      *1 gold coin + 2 silver coins in a chest = the actual items required are [1 gold+2 silver], the chest is considered as a "container" only.
      *This way, it is easier to create shops with merchants who sell stuff for more than 1 cold only.
      *The chest is given back with the unwanted items in it (of course)
-In DMJava rules, critical miss can NEVER kill yourself
-In DMJava rules, critical miss with a Mace can stun you
      Critical miss happens more often to low skilled heroes and especially to heroes with low stamina (tired) or to hurt (head/hand) heroes
-Stun actually stuns monsters (they do not attack for a few seconds)
-Crush have a chance to stun monsters and also a chance to make more damage
-Although the new fighting algorithms is the same as Chaos Strikes Back for Windows, I removed the damage cap, that means in simple terms:
      A weapon with a base damage of 1000 will do much more damage than a weapon with a base damage of 40
      (in CSB for Windows, the cap is 200 which is about 60 base damage: beyond 60, all weapons do the same amount of damage)
      (please note that all default items have a base damage lower than 60, but now you can make super-hyper-mega-elite items if you wish)
-Fake Walls original DM
      *Now, by default no monster can go through fake wall (a Fake Wall looks like a wall)
      *Monsters who 'see invisible' (ex. Ghost, Chaos, etc.) can go through Fake Walls
      *Monsters who see the party going inside a Fake Wall can now on go through THIS Fake Wall (This Fake Wall only)
-Sight, Awareness, Spell Range:
      *Sight Range: Determines if the monster sees the party (light affects the Sight Range unless 'see in darkness'), Darkness becomes a usefull spell now :) original DM
         I implemented the Bresenham's line algorithm, that means, You can hide behind a wall and the monster won't see you
         If Monster sees, AI becomes 'MOVE TOWARDS PARTY AND ATTACK'
         If Monster does not see, AI becomes 'MOVE RANDOMLY AND EVENTUALLY ATTACK (maybe not) IF PARTY IS IN SPELL RANGE'
         If Monster does not see because of darkness and you hit it, it will respond by an attack, if you stop attacking, it will stop (can't see in darkness)
      *Awareness Range: Determines if the party is in the range of the monster
         Hiding behind a wall, being in darkness is irrelevant for awareness range
         When a monster is aware of your presence (but cannot see), there is a random chance it moves towards the party (in the same way if it saw the party)
         When a monster is aware of your presence and if you are in its spell range, there is a random chance it cast a spell
      *Spell Range: Determines the maximum distance a monster can cast a spell at the party
         Even if the monster sees the party, it will move closer to be in range in order to cast a spell
         If the Spell Range is greater than the Sight/Awareness Range: There is a TINY chance the monster cast a spell towards the party
      *The monster has seen, see and will see
         When the monster sees the party and the next game cycle you hide, the monster actually 'saw' the party 1 cycle before
         During this new cycle, the monster behaviour is the same as if it was seeing the party
         If the next cycle, the party is still hiding, then the monster cannot see/saw the party anymore
-Sight, Awareness, Spell Range in short:
      in Spell, not in Aware, not in Sight range = 15% chance to attack (if a caster of course) or move closer
      in Spell, in Aware, not in Sight range = 50% chance to attack (if a caster of course) or move closer
      in Spell, in Aware, in Sight range = 100% chance to attack (if a caster of course) or move closer
      not in Spell, not in Aware, in Sight range = 100% chance to move closer
-Die in a pit
      Falling from 1 level only and dying will actually bring the party down the pit (before the dead party was staying on the top level)
-Items falling in a pit
      Falling from several floors = more damage
      Heavy items falling = much more damage
-Monster falling in a pit
      Falling from several floors = more damage
      Heavy monster (high defense+high armour) falling = much more damage
-Bow + Arrow algorithms
      Before: Bows shot harder but less far than by hand
      Now: Bows shoot harder and further than by hand
      Most actions use a function that determines the power of the action based on the Strength of the hero original DM
      The Bow action use a function that determines the power of the action based on the Dexterity of the hero (NEW)
-Items are rechargeable
      What a pain when your 'Eye of Time' is empty: Switches can refill rechargeable items now
      Items have a min and max charges, that means:
         For ex. Eye of Time has a default of 10 charges (Max = 10), when refilled, there will be 10 charges
         Now an item can be created with 0 charges (starts empty) and a maximum of 1 charge
      When recharging items, Empty/Equiped images are updated
-Staff of Claws
      Graphics updated original DM
-Monsters are afraid
      If a monster is afraid due to low bravery (warcry, has taken too much damage, etc.), it will run away but will fight if stuck in a corner
      If a monster is frightened (about to die), it will run aways and will not fight back even if stuck
         This situation can arise only with monsters who have low bravery
         this can never happen with a golem for ex.

True Sight Symbols:
Spell Power Range Floor Alcoves Fountains Monsters Monsters w/Magic Immaterials Immaterials w/Magic Hidden things*
LO 2 ××              
UM 2 ××× ××   × ×      
ON 3 ××פ ×××   × ¤      
EE 4 ××פ ××פ   × ¤ × ×  
PAL 5 ××פ ××פ ××פ × ¤ × ¤  
MON 6 ××פ ××פ ××פ × ¤ × ¤ Yes
× Food, × Basic Items, × Keys/Coins/Lock Picks, ¤ Magical Items, × Basic Monsters, ¤ Monsters with Magic, × Immaterials, ¤ Immaterials with Magic
All spell powers display concealed pit as pits, fake pits as floor, fake walls as floor (True Sight already does)
Hidden things*: show invisible teleporters (if on), monster generators (all types), hidden floor switches




featuresv2.1.dat is a dungeon that demonstrates all the new features of this version.

dmjava21.dat [default dungeon with 'Enter' menu] is a remake of the original Dungeon Master dungeon (DMJava rules). Abilities and Vendors are in the dungeon.
dmorig21.dat is the original Dungeon Master dungeon (DM rules)
CSB21.dat is the original Chaos Strikes Back dungeon (CSB rules)

I have updated dmorig21 and CSB21 dungeons so they match the original dungeons
      *The attributs of the characters and monsters obviously !
      *Surrender your possessions
      *Put the gem back
      *'There is on level...' and 'Bridge' messages added
      *Some FloorSwitches that trigger or do not trigger if your party have certain items
      *Some Generators generate 1 to 2 or 1 to 3 monsters (instead of 1 to 4)
      *etc.

-Default dungeon can be changed in the config file (see the config file located in /config for more details)





  List of added/updated things
-Priest Identify Skill
      *The Priest Identify skill allows the hero to identify item stats
      *Depending on the hero Identify skills, some or more stats are revealed and some experience is gained

a Journeyman priest will be able to see that:


a Craftman priest will be able to see that:


a Artisan priest will be able to see that:



Flux Cages are now displayed on the map. (Download and copy into the 'Icons' dir: fluxcage-s.gif (641 hits))
The Map Reveal Spell will display darker tiles when not explored yet:





What was removed from V2.0

The following list was added to v2.0 but is now removed in v2.1 because it wasn't accurate and faithful to the original game
-Damage reduction depending on defense for both Heros and Monsters (100 = immune)
-Added hit probability to some monsters (Dragon always hit, Golem often hits even if low dexerity, etc...)
-Magic Shield is used to 100% of its value vs Fire and 50% vs other spells (for Heroes and Monsters)
-Distant spells give extra monster xp to the hero when they hit the monster
-Projectiles may miss a monster (similar way as a fighter may miss in melee)
-Throwing Projectiles by hand (mouse) or by action (hand action) is different
-Light affects Hit probability
-Light affects Climb Down and Climb Up
-Flamebain decreases by 25% Fireball damage when worn, Instead Fire Resistance is boosted
-Upon experience gained, Fighters may gain intelligence, Wizards may gain strength, etc..., defense may also be increased
-When a monster is poisoned by a hero, the caster will receive some health, stamina and mana for the duration of the poison.
-Set Items have been removed
      (I wanted to program a way to customize Set Items for a specific dungeon, but that was too much work)
-Intelligence and level mastery increase spells power
      Mana Pool and Wisdom may affect some spells now like some Potions or Fireballs
-Casting Invisibility in darkness is more efficient


This version is now v2.1 (V2.2 with latest patch) (original was v1.5)

 

Thank you Alan for this great remake of DM for us!!


F.A.Q & tricks

>>> DOWNLOAD DMJava V2.1 (48 hits) 12 years ago (71.7 Mb) ( This is the main download but it does require the latest patch/update just below )

*IMPORTANT: The latest patch is v2.2, if your version is v2.1, you must Open and Save your dungeon and saved files with the editor in order to patch them

      patch2_2-18.zip (4 hits) 12 years ago (992.2 Kb)
         Patch v2.2
         *Fix a bug when creating custom monsters: The "Sight Range" was not saved properly.
         *Importing Custom Monsters or Custom Items will not duplicate existing custom Monsters or existing custom Items
         *(You can re-import as many times as you want, you won't mess up your custom monsters or items)
         [class files only -> root directory]

      patch2_2-17.zip (6 hits) 12 years ago (992.2 Kb)
         Patch v2.2
         *Fix the darkness bug (darkness was accidentally disabled in the patch2_2-16 patch)
         *Teleport, Fluxcage, VI-Altar, DoorTrack now attempt to load PNG images first. If PNG files cannot be found, GIF files are loaded instead
         *Sample teleport in PNG file: teleport-grey-png.zip (398 hits) 12 years ago (230.7 Kb)
         [class files only -> root directory]

      patch2_2-16.zip (11 hits) 12 years ago (991.7 Kb)
         Patch v2.2
         *bug fix: Picklock and MultiWallSwitch and Picklock used as a key
         *bug fix: Monsters teleported onto a FloorSwitch will now trigger the switch. original DM
         *bug fix: Some default items fixed (delay was not set properly)
         *bug fix: Monsters having different animations for 'Casting' and 'Attacking'.
         *bug fix: Freeze Life while a monster is attacking/casting will display the proper Casting/Attacking image.
         *bug fix: Attacking a ghost with a regular weapon.
         *bug fix: Sometimes the party cannot move onto a tile because a monster was there before and died.
         *bug fix: The Fuse function now works on a non-teleporting monster.
         *bug fix: Poison Cloud inside a Pillar.
         *bug fix: Reseting Abilities Panel to Off when loading a game.
         *** Improved: The graphic loading is now instantaneous! Improved ***
         *new: Improved map display. Check the List of Added/Updated Things. (Copy into the 'Icons' dir): fluxcage-s.gif (641 hits) 12 years ago (150 Bytes)
         *new: Monsters and Generators facing can be random now (instead of North, South, East, West).
         *new: FloorSwitch can now be triggered with specific items. original DM
         *new: FloorSwitch can now be triggered with monsters carrying specific items. original DM (?)
         *new: MessageSwitch updated like FloorSwitch (even Flying monsters can trigger when carrying items).
         *new: Editor can now clear bad items detected in the dungeon(...).
         *new: Version added to game title.
         *A new demo map that demonstrates the new features is available (Copy into the 'Dungeons' dir): features-2-v2.1.dat (714 hits) 12 years ago (38.3 Kb).
         [class files only -> root directory]

      patch2_2-15.zip (8 hits) 12 years ago (967.9 Kb)
         Patch v2.2
         *Fix the Fear duration of monsters
         *Fix a bug that caused the editor to display all chests when searching for altered item stats
         *Fix a bug that caused the editor to ignore altered item stats from party from a saved game
         [class files only -> root directory]

      patch2_2-14.zip (6 hits) 12 years ago (966.6 Kb)
         Patch v2.2
         *Fix a bug that caused the editor to ignore altered item stats
         *Removed code that allows Food to be always put into Pouch and Chest (see patch2_2-13 about this)
         *As before patch2_2-13, food may not be held into Chest or Pouch on purpose
         [class files only -> root directory]

      patch2_2-13.zip (1 hit) 12 years ago (966.1 Kb)
         Patch v2.2
         *Monster default images are no longer set to be GIFs or PNGs, there are now hard coded with suffix name only: the system will look for PNGs first then GIFs
         (You can now alter a monster by adding/removing PNG images into the Monsters directory without removing original GIFs)
         *The Beholder (Wizard Eye) is now available in PNG format as the original (unzip and copy into 'Monsters' dir): beholder-png.zip (358 hits) 12 years ago (73.9 Kb)
         *Food can always be placed into Chest and Pouch (Hard Coded) even if omitted in the Editor (Some food in my CSB21.dat were not patched properly)
         [class files only -> root directory]

      patch2_2-12.zip (1 hit) 12 years ago (966.0 Kb)
         Patch v2.2
         *Fireshield potion (zo ir dain) now boosts the anti-fire stat (with a cap to the highiest potion power) [DMJava only]
         *Spellshield potion (zo ir ra) now boosts the anti-magic stat (with a cap to the highiest potion power) [DMJava only]
         *Monster awarness: if a monster cannot see the party but the party is in its awareness range, there is a small chance the monster will detect and turn towards the party
         *Skill mastery AND Wisdom are both computed into making potions (Wisdom was not before) [DMJava only]
         (I remind that these spell adjustments affect only the DMJava rules [DM and CSB rules are and should remain faithfull to the CSBWin code])
         [class files only -> root directory]

      patch2_2-11.zip (4 hits) 12 years ago (966.0 Kb)
         Patch v2.2
         *bug fix: Refresh screen when items are teleported near party
         *Function that determines shooting distance has been improved so higher skilled/dexterity ninjas deal more damage with bows or slings (may need adjustments)
         *Display poison damage inflicted to monsters instead of the 1 damage impact with the DES VEN spell when 'show damage' is on
         [class files only -> root directory]

      patch2_2-10.zip (5 hits) 12 years ago (965.8 Kb)
         Patch v2.2
         *Fix a bug that caused a saved game to be unreadable when saved with fountain sound on
         *When using 'freeze life', monster armor is ignored for physical attack
         *DMJava potion 'spellshield' (zo ir ra) will slightly boost anti-magic stat
         [class files only -> root directory]

      patch2_2-9.zip (3 hits) 12 years ago (965.6 Kb)
         Patch v2.2
         *DMJava spells 'weaken', 'slow', 'strip defense', 'feeble mind' and 'silence' can now pass through grate doors
         [class files only -> root directory]

      patch2_2-8.zip (6 hits) 12 years ago (965.6 Kb)
         Patch v2.2
         *Detect Curse and Slow counters are now saved properly
         *IMPORTANT: You must Open and Save your dungeon and saved files with the editor in order to patch them
         *All dungeon maps in the download section are patched to v2.2
         [class files only -> root directory]

      patch2_1-7.zip (1 hit) 12 years ago (965.3 Kb)
         *Sight range of monsters never drop below 1 square even in total darkness
         *This way, Screamers should no longer camp when light decreases
         [class files only -> root directory]

      patch2_1-6.zip (1 hit) 12 years ago (965.3 Kb)
         *Potion spells power now depend on hero wisdom for DMJava Rules ONLY (not original DM)
         *(higher skilled priests make more powerful potions now)
         *(Because in DMJava rules, monsters have more deadly spells, this will better balance the game)
         [class files only -> root directory]

      patch2_1-5.zip (1 hit) 12 years ago (965.3 Kb)
         *Decrease "Identify" skill requirement to reveal item stats
         *More item stats info added
         [class files only -> root directory]

      patch2_1-4.zip (1 hit) 12 years ago (964.9 Kb) Included
         *Include fixed HeroData.class
         *Include fixed DMMap.class
         *Fix a bug where weapon remained disabled
         [class files only -> root directory]

      DMMap.class (1 hit) 18h09 ago (22.7 Kb) Included
         *Fix a bug where the map did not display
         [class files only -> root directory]

      HeroData.class (18 hits) 12 years ago (22.0 Kb) Included
         *The HeroData.class file in the patch2_1-3.zip has a bug where V1.5 mirror picture do not display in the game
         *This file REQUIRES patch2_1-3
         [class files only -> root directory]

      patch2_1-3.zip (23 hits) 12 years ago (976.0 Kb) + nohero.gif (581 hits) 12 years ago (838 Bytes) (nohero.gif goes into directory 'Heroes') Included
         *Editor patch allowing dungeons V1.5 to be loaded
         *auto-adjust Launcher power
         *auto-adjust Luck (average of other stats) and auto-adjust defense
         *auto find portrait picture for mirrors if directory structure under 'Heroes' is different
            if no portrait is found, the Editor uses nohero.gif
         [class files only -> root directory]

      patch2_1-2.zip (2 hits) 12 years ago (973.6 Kb) Included
         *fix footprint on opening/concealed pit: when pit is graphically opened, footprints are not displayed
         *fix footprint on changing tile: when a switch changes a tile, footprints now remain and disappear after a while
         *fix death cloud on changing tile: when a switch changes a tile, death clouds remain
         [class files only -> root directory]

      patch2_1-1.zip (5 hits) 12 years ago (972.8 Kb) Included
         *fix fountain sound when turning on/off
         [class files only -> root directory]

      Additional Maps
      More dungeon maps here


This version runs with java jre1.5.0_10. You can find it here: http://java.sun.com/javase/downloads/index_jdk5.jsp (choose Java Runtime Environment (JRE) 5.0 Update 15)

How to run the Game: Run the 'dmnew.bat' batch file (You may have to update the batch file to set the proper path to Java)
How to run the Editor: Run the 'dmedit.bat' batch file (You may have to update the batch file to set the proper path to Java)