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The Arsenal Files 8
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The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO
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sorc075.zip
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HISTORY.DOC
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1996-12-01
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Sorcery vx.xx History File
*** v0.50a 5/29/96
- Initial Version Released.
*** v0.60a 6/23/96
- Fixed Problem with "Forfeit the Game" prompt.
- Made a few cosmetic changes.
- Changed the way Sorcery reads and writes Scores.Dat.
- Sorcery now Strips Pipe "|" Color Codes from handles, for you
Sysops who don't like your users to see |15Their |04Name that way.
This may be put in again at a later time, with coding for colors.
Sorcery does not at this time support Pipe Color Codes.
- Optimized the code a bit. Some of the searching and randomizing
routines run a bit faster on slower machines, now.
- Fixed the problem where the computer's monsters could attack your
character more than once per round. One attack per round is allowed
directed at the player (or computer) by creatures.
*** v0.70a 6/26/96
- Fixed Bug where enemy's creatures would attack your creatures
sometimes even when you didn't have any creatures, displaying
"Enemymonstername attacks your for damage!"
- Fixed a long-standing problem writing scores.dat when the very
first user exits the game. It now asks if you want to display
high scores regardless of whether you are a new or previous user
or if you won or lost you game. It also writes to scores.dat file
every time you win or lose, also regardless of whether you are the
first user or not.
- Fixed "Time Limit Exceeded" error, when the user actually had quite
a bit of time left. Remote Access seems to have negative seconds
left in the door.sys file, when you actually have plenty of time
left. It now reads seconds first, then if it is negative, it reads
the minutes left and multiplies by 60 (for seconds). Thanks to
Wayne Schroeder (1:280/1500) for that one.
- Sorcery does not support RIP. If RIP is detected, it will default
back to ANSI.
*** v0.71a 7/1/96
- Fixed problem where game would drop "Time Expired" when the
security level of the user was higher than 32,767. Changed drop
file reader so that it accepts long integers and chops the
security level down to 5000, since the game does not give any extra
options for being at a higher security level. Thanks to Richard
Owens (1:280/1600) for this baby.
*** v0.72B 7/7/96
- Some minor timing changes. More effective scoring routines.
- Computer is a little bit tougher to beat. Thinking about adding
an IQ setting in SORCERY.CFG. Would be available to registered
users.
- Fixed "Time Expired" problem for RA Sysops using DORINFOx.DEF.
*** v0.73B 8/7/96
- Computer now has a "memory". It remembers some of the moves the
user has made during his last game. This is effective when a
user is playing one game after another. It does not remember from
day to day.
- Due to responses from users on *MY* board, the computer is yet, a
little bit tougher AGAIN. I am leery of making him too tough,
which might make people not want to play it, but I guess not!
- A *MAJOR* change in the file handling code of monsters.dat. it
no longer reads the file every time a monster is summoned, but just
does it once at the beginning of the game. I had known about this
for some time, but I hadn't fixed this, until a friend who runs a
386 pointed out to me that it ran VERY slow on his machine.
* NOTE: Some major cosmetic changes are in the works, but are going
to have to wait a little until the game is worked on a little more.
*** v0.74B 11/10/96
- Everyone (including the computer) gets more spellpoints to start
out with. That makes the game length a little shorter. In fact,
you get almost twice as much as before.
- A little code optimization. People have been complaining that on
slower machines the game is running slowly, especially when it
is writing and reading from files. It runs a little faster now.
- I have experimented with other colors, but have not had much
success, at least with the QB library I use.
*** v0.75B 12/02/96
- I am almost embarrassed to say this, but I lost the source code
for .74B in a hard drive crash I had, and I didn't back it up.
So I had to go back to .73B and rewrite from there. However, I
did have some better ideas and changes I wanted to make. So,
here they are:
- Version .74B should have never been released, with the number of
bugs that were in it. Please upgrade with this version.
- Monsters.Dat is now only read ONCE total. No longer does it read
the file once for user summon at initialization, and once for the
first time the computer summons, but I use the same variables for
user AND computer monster summoning, so that either can summon the
same monsters. I am considering making a cmonsters.dat file that
only the computer can summon monsters from. That way you can
create a good versus evil or creature versus human sort of game.
Kind of like creating a new deck, (for those of you who play Magic:
The Gathering, like I do.)
- Fixed a bug where when you have a Spell Defense Bonus, which you
have cast on yourself, via the Aura of Protection spell, and you
have fireball cast on you from the computer, it did not display
the right number of hitpoints you were saved from losing, because
of your defense bonus.
- Added ENEMIES.DAT, which allows the Sysop to configure and create
other opponents for his users. You can make the enemies VERY
tough, VERY easy, or a combination, using health and spell points.
I am going to be adding an incremental enemy scheme in which each
time the user wins, he goes up a rank, or something. I haven't
really worked out how this will all work, but it is in the design
stage. The coding isn't that tough, just how I am going to decide
the ranks, etc...