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1997-05-19
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LORD II: Beta 6 (V0.80) quick info:
*************** READ THIS ***************
Ok, I am nearing the completion.
This will be the last beta, the next version will be the full release.
(maybe)
This is ALL THAT IS LEFT to be added to the next release:
* A working standard for easy IGM installs/uninstalls that work without
altering the LORD2 world, the LORD2 world will have a doorway to the
new places without getting screwed.
* The good and evil ending. After 'winning' the game continues - the
winner will get special powers so he can affect the game differently.
* Will add Arrisville, and a few other smallers towns in the northern
country.
* Will finish the Dragon Tooth Cult's castle and add more evil random
stuff everywhere so players will know who they are and what they
stand for. (basically evil headquarters)
* The Koshi Mountains and village (basically good headquarters)
* More ways to get and lose alignment
* Bounty hunting
* More ownable castles with addition options
* Add the sea monster boss quest
* Add the Dark Forest boss quest
* The above quests have a few dungeons, I'm not a huge fan of mazes so
they won't be that huge.
* Make your friend Wendle pop up different places.
* Fill in all empty houses that exist in towns right now.
* If you are upgrading from an earlier beta
Just unzip over your old files, overwriting everything, you will not
lose any player data/etc, unless you have modified the .REF or map
files, in which case you are screwed. ;P
ALSO: If you have made any changes to the RULES.REF file, you will
need to edit the file and change them again. This includes how many
turns per day.. I think all upgrades will require this. It takes about
5 seconds so I'm not overly concerned.
* Changes in this version:
* Added 100+ new map screens - we're nearly done creating the 'world', we
will begin fleshing and spicing it out and up more now.
* It used to bump a user when he had 2 or less minutes left, now it will
let him play to the last second.
* Going into a .ref file for more than 5 minutes won't boot you for
inactivity in some situations anymore
* When you get kicked out because you are out of BBS time your info will
now be updated.. (ack, how did this get by??!!)
* wispers changed to whispers in DFOREST.REF
* took out blank option when asking Ma for a room, choosing it would
result it a runtime error
* Fixed rules ini, had a ; to close to a # so the clean mode setting
wouldn't work.
* Fixed possible runtime error when talking with Chip, forgot a dang
@do `v01 is 1 at the beginning, so no default was set...
* Fixed problem where &sex would cause a 'more unkown script command'
error.
* Because of the above the chick in Ma's Boarding house will now not
give a 'unkown script' message but instead work
* Added a pawn shop between Porttown and Greentree
* added new ansi intro screen to 'the lodge'
* added ansi of koshi girl in cloud city and cloud sword to pickup
* added bit checking for the byte vars, you can have 8 yes or nos in
one byte now, covered in refhelp.doc, example in home.ref.
* Added the 1st real quest that can be finished!! It starts by talking
to Elle up in Ma's Inn - it is pretty easy, so people can understand
how it works
* The above Elle quest is the 1st one to mark your map for you, so you
know where to go!
* updated how the map looks a bit, shows town symbols now, so people
can plan a journey
* REF update: @QUEBAR command added. Like @SAYBAR but ques it up like
a normal message, so it won't interrupt one being displayed. Good for
layering 2 or more messages so people can read them while they walk
around too.
* Added (S)how area names to the 'pick a screen from the world to edit'
menu in l2cfg.exe - if you turn this on, you will see the name of the
screen your cursor is over everytime you move it.
* Players now start INSIDE their mother house. People were too confused
about which house was theirs.
* Changed "rem cd c:" to "rem c:" in LORD2.BAT
* Added 'press a key to continue' to the item buying screen, people were
thinking it had locked up after they bought something
* Fixed a wall in south west Greentree that people could walk through and
cause some problems
* Added a stone dragon in the center of Stonebrook. Or was that last
version? Oh well, it all becomes a jumble...
* New players see a help screen before playing now. It is the identical
help screen people see in the game by hitting ? but I've added
'Quit to BBS' to it also.
* Fixed fight.ref so random stuff would happen correctly near the
Stonebrook area. (thanks to Micheal Helliker!!)
* Added a generic quest system! (all with .ref's of course) It lets
people talk to certain people about 'business' and they will randomly
offer the player odd jobs with different amounts. Finishing a
'quest' the same day will get you a bonus of some type. Will add
more possible 'quest points' later, it is really easy. Added 'possible'
quests per day to RULES.REF.
* Rewrote some of the training center - it now tells you the total you
need for the level, not just the amount you need. The level raise
battle is now more random and better balanced. (I think)
* Took out a `k in the fishing .ref.
* Added more weapons and armour for sale in most towns.
* Fixed a LOT of spelling errors throught .refs. (thanks Elliott!) Most
were caused by pap... ;>
* Ref language modification: Added @itemexit - allows you to use an item
and then return to the map screen/etc automatically. I updated the
skystaff to use this as well as the following..
* Added 'travel potion' event. A guy sells you a potion that will
randomly warp you places.
* Worked a lot on BoneTown. Most of the buildings are operational now.
* Gambling in BoneTown. Slots and Craps - added 'How many gambles per
day'. Mainly because SLOTS can REALLY pay off, but it is so much fun
I left the odds like they were, and limited plays.
* Arena at Bonetown. You can fight people for $$!
* When selling fish it now shows how many you have.
* When selling items, ones that cannot be sold are automatically grayed
out. Saves time.
* Info will now be saved properly in the advent of a runtime error.
* Monsters added in most areas, including the unregistered area
* Unregistered version can access item 43, the egg. Killing a chicken
will get you one of these.
* Problems/quirks known but not fixed.
- The cursor is placed on the same square as the smiley face. In term
programs with square cursors (instead of underline cursors) this covers
the smiley face, or turns it blue.. Maybe I should relocate it
* If you lose an item that is equipped while NOT in the <V>iew screen
(example: You pick berries, equip them as your weapon, and then give the
berries to your mother to bake a pie with), you still have that item
equipped (and all the benefits thereof) until you go to and exit out of
the <V>iew screen.
* Special keys (Insert, Delete, Home, End, Page Up, Page Down, etc) when
pressed in the read_number dialog box (as opposed to the read-string
dialog box) (in the bank for example), display their character instead.
These should at least be filtered out...
* Item editor: (J) Breaks 1 out of : Doesn't clear the words "Never
Breaks" when editing that number, so you can still see part of the word
Breaks. Also, item breaking doesn't work yet.
* There is no way to delete maps once they have been
created. You can move them though.
I REALLY appreciate those of you who emailed me about these problems!! Thanks
for being so nice about it too!! <G>
Special thanks to Trever Lemon & Neal Pearson, valtane@digitaledge.com
, Jeremy Stewart, Ben Tiefert (who is also making a HUGE KILLER world
for the L2 engine, watch for it), Gangsta 'o love and Elliott Goodman (spell
check master!) for ideas and bug reports!
Also thanks to kristof "cyntax" kowalski for the new file_id.diz.
-Seth (sethable@rtsoft.com)
-Pap (papaeon@cyberhighway.net)