General: Version changed to 1.05
Added almost full support of Wizardry 6 "Bane of the cosmic forge": Editor can edit in Bane everything that it can edit in CODS, except for pic files. It only allows to view them. It took 2/3 of all Bane research and development time. Also editing text in Bane can cause game to crash, because I have not written text fixer for Bane.
Fixed small (recently appeared) GDI leak in view object dialog.
Monster's "Unique (no respawn)" flag renamed to "Is NPC" flag.
Treating Monster's NPC differently now. Zero now becomes valid NPC ID. Algorithm is now aware of "Is NPC" flag.
Few small bugs were fixed.
Improved Game Info Viewer and Game Calculation Sections.
Various bitmaps now can be copied to clipboard as well as saved to a bmp file.
Maps again can be saved as bitmaps or copied to clipboard (this functionality was lost in one of previous versions).
Added near-cheating ability to change attribute bonus generation algorithm during character creation under Cheat menu of Main Dialog:
Original Algorithm (8-26) (You had 1/2400 to get 26; 1/400 to get 21-26; 1/10 to get >= 13-18):
New Algorythm (7-26) (You have 1/20 to get 7-26):
This feature works for W7 DOS (english, german, russian), W7 GOLD, W6 (english, german).
Since Max Spell level in CODS is 7, Monster Dialog was fixed to display "correct" level at which monsters cast their spells.
Cosmic Forge now can be launched with string parameter. This parameter indicates which registry key will be used to read/write editor settings (game folder, language, dialog settings). This feature is useful when editor used to work with two or more versions of Wizardry: thus two or more shortcuts can be created with different string values and launching each shortcut will read/write all settings from each own registry key.
Fixed interpretation of "Locked Door" Map Event. Now door can be openable by item and impossible to be lockpicked simultaneously.
Added ability to show teleports and teleport destinations as numbers of different colors on a single map to ease teleport traking on this map. Yellow - two-way teleporters (mountain climb in W6, ladders in W7): it is a pair teleporters on single map having the same number. Green - teleporter sources that teleports to the same map (from which cell your party can be teleported): it is a pair to teleporter destination. Cyan - teleporter destination (cell to which teleports one of the teleporters on this map): it is a pair to teleporter source. White - single teleporter source that teleports to another map (can't be tracked - if you go to that map you see different numbers). This feature does not work 100% correctly, because single cell can be a source of several teleporters as well as a destination of several teleporters. In that case you will see only one number and others cannot be shown.
One more script command revealed.
Item List was enchanced.
Monster List implemented.
Overload level 5 in BANE means ACTUAL OVERLOAD LEVEL 2, not 3 (2 => yellow CC color + 2 penalty to AC). Fixed.
Added weight column on character's items dialog.
Enabled Text Editing in W6.
Added Global Enchantments information on View Save File World Dialog. It is possible now to see what enchantments are on, how many minutes they will function and what bonus/power they grant.
Added icons to minster list, just to make it more 'alive'.
Added ability to show small item icons in Item list (to view more items at once).
It seems that Muramasa Blade and Zatoichi Bo invoke powers do now work in Bane (as well as lynx ring). That strange, but I left intact info displaying algorithm. In CODS it works well, but until next level up (during level up your attacks and swings number will be reduced according your max level, dexterity & speed).
Bane Map names were fixed (because I'm playing Bane now and became aknowledged about game locations).
In Loot Editor I added ability to view incidents that sell particular loot.
CTRL+DoubleClick on monster in Edit Map Quadrants dialog will call Edit Monster Dialog instead of Select Monster Dialog.
Map Editor Dialog now contains user-friendly information about random encounters. (You need to press Shift+Letter to view particular monster's properties).
NPC Items concept in View Save File World Dialog was changed. Now there are Incidents, not NPCs - that's how it should be.
Monster Icons were added in some places were they were not present.
Once again, encumbrance AC penalty algorythm was changed. I hope it displays correct AC penalty right now.
Added ability to view random monster layout when view/edit Fight map incident.
Sorting in Monster List became little wiser. It now ignores monsters that has no property on which current sorting is on. This allows to see important information always on top.
Added couple of columns into item list. Removed icons from item list column headers.
Sorting in Item List is now preserved when you hit refresh button.
General: Version changed to 0.95
Monster Type 'Dark Savant' is now 'Cosmic Lord' - it is more common name.
Spell level 7 now can be selected when editing item's casting abilities (max 6 was before that).
Item's Spells and Charges are now shown more correctly. It is impossible to create musical instrument casting Energy Blast using char's Music Skill, but very possible to create 'Rod of Blasting' which casts Energy Blast at non-zero level. In other words my tests shows: 1. Spell Energy Blast & Spell Level 0 are treated as 'No Spell'. 2. Any spell and non-zero Spell Level are treated as magic items capable of casting spells when used. 3. Other than Energy Blast spell and Spell Level 0 are treated as musical instrument and character's Music skill used to determined on what level spell is cast (if not failed).
View Save Files Dialog now shows Exp requred to next level.
View Save File World Dialog now shows Wandering NPCs state. A little is shown now: their alive/dead state, their location (map and quadrant).
Fixed Resource Leak in Incident Editor Dialog (it is rather fatal on W95 & W98).
Fixed possible crash in View Pictures Dialog.
It is possible to edit Item Images. Just click on the image in Item Editor Dialog.
Added Game Info Dialog. Inside you can see some race/classes statistics.
Skill Test Map Event was resolved, now it is almost 100% usable (except for couple of flags :)).
Discovered few more monster's bytes: chance to attack enemy's specific body part. Implemented in Monster Editor Dialog. As a result Monster Dialog layout changed slightly to accomodate more controls.
Image Editor Introduced. Allows to edit item icons, character portraits and PIC files (with monsters and such). Image Editor will also be a part of Picture Editor which also should allow to edit Picture Slide Shows.
Interface slightly improved in Manage Map Terrain Dialog: cursor now represents current action.
Image Editor enchanced. Now it can edit fonts and various icons (hand images, trap symbols, state icons, etc).
Several bugs fixed that appeared on non-NT systems, like W95, W98, W98E, ME. Though some may remain.
Multilanguage support added. Along with English version also German and Russian versions can be viewed/edited more comfortable now. For this to work, select menu Setup->Settings on the main dialog and change language from there. It seems that ANSI version of Editor can behave incorrect if system's code page does not correspond to the language you selected in the Setup->Settings dialog. In that case you may experience problems with viewing/editing texts. Report me if you have any problems, please. Meanwhile I suggest you to find the way to install NT-system, such as Windows 2000 or Windows 2003. With NT-systems you can use UNICODE version of the Editor and avoid all those multilanguage problems.