PATCH2.TXT Septerra Core: Legacy of the Creator Version 1.02 March 10th, 2000 Copyright 1999-2000 Valkyrie Studios, Inc. ********************************************************** This document contains information about version 1.02 of Septerra Core. It also contains updates to some of the information included in the Manual that came with the CD. ********************************************************** CONTENTS: NEW FEATURES IN VERSION 1.02 CHANGES IN VERSION 1.02 CHANGES IN VERSION 1.01 UNDOCUMENTED FEATURES IN VERSION 1.00 TROUBLESHOOTING ********************************************************** Please note that these sections contain items which might be considered "spoilers". NEW FEATURES IN VERSION 1.02 * US players can now customize the keyboard shortcuts like the International players have been able to do all along. Here's how: 1) Rename US.INI to SEPTERRA.INI (it must be in the same directory as the executable) 2) Edit the shortcuts as you wish. For example, the default key to select Maya during combat is 'Q'. To change it to 'P', change the line in SEPTERRA.INI which reads Player1Select = Q to read Player1Select = P Players of the International version (1.01I) or the German version (1.01IG) should not substitute US.INI for their copy of SEPTERRA.INI, which contains additional information. * The default movement speed of the characters can now be changed from "Walk" to "Run". Under the default conditions, a single-click means "Walk" and a double-click means "Run", with the Shift key inverting that logic (prior to 1.02, the Shift key did not change Run to Walk). Single-Click Walk Double-Click Run Single-Click + Shift Run Double-Click + Shift Walk In version 1.02, you can add " -r" (no quotes, space dash r) to the end of the Target line in a shortcut to Septerra.exe which makes the behavior change to: Single-Click Run Double-Click Walk Single-Click + Shift Walk Double-Click + Shift Run CHANGES IN VERSION 1.02 * Playing any movie now "enables" all the movies that came before it so that the < and > keys do what you think they should even after the game has been uninstalled and reinstalled. * Uncle now responds reasonably when handed the Core Key Revealed. * The problem with Slave Girl Maya being replaced by one or more of her companions has been fixed. This problem was induced in 1.01 and is caused by clicking on the Dock Door with the key before giving the guard the stolen manifest. Savegames which have problems relating to this get fixed upon loading. * The CPU Speed determination has been removed. The result wasn't actually being used and the code contained a Pentium-specific instruction which caused an exception in older Cyrix chips. * Map Mode (invoked using the Tab key) is now automatically cancelled when the Subscreens or Options keyboard shortcuts (Space or X) are used. * Savegames from the future are now correctly rejected. When version 1.00 tries to load a 1.01 savegame, it crashes. The same thing can happen when 1.01 tries to load a 1.02 savegame. * "Observing" a player character during combat now gives the correct level reading. * The missing text when Selina talks in the Old Junker has been fixed. * The problem with the party's core being wrong after substituting a lower core PC for a higher core PC has been fixed. * When a problem is encountered saving a game, the file is now deleted before putting up the dialog box. This way the player doesn't still have the bad file laying around. * The ship captain in the Bazaar now recognizes that Araym is in the party before Araym speaks. * A saving problem (which later caused loading problems) has been fixed. Damaged savegames are fixed upon loading. (induced in 1.01) * The problems with the battles against Doskias' ship engines not ending have been fixed. This originally looked like the Random Combat Hang, but it wasn't. * The "Crazy Maya Dance" problems induced in 1.01 have been fixed. This problem was particularly noticeable in the Ankaran labs where Maya would walk back and forth through the doorway instead of walking to the switch. The problem was induced while fixing the "getting pulled into combat on the wrong side of the wall" problem, which should stay fixed in this version. An example of that was in the same Ankaran lab level - if Maya stands next to the chest right next to the wall where there's a facehugger on the other side, the SwarmMaster could "see" her from the other side of the wall and start combat. * In one of the Chosen levels, a Heavy Soldier stands guarding a switch. A player has demonstrated the ability to make him ignore Maya and just stand blocking the switch. This has been fixed. * The engine version number is now included in "Panic" messages. * Savefile-related error messages now include the OS error code. * Corgan's Psyche stat has been fixed so it no longer starts to drop after he reaches level 58. * A problem involving the selection of Corgan's party after giving Watcher Layla the Secret Weapon has been fixed. This manifested itself by having the wrong number of characters (or sometimes duplicates) in the battle with Princess Alisa. * Fixed the disabling of the walk area through the door controlled by the Jinam Security Pass. If the player opened the door but didn't pick up the Secret Weapon before leaving the level, upon returning the door would be open but the walk area disabled. * The cursor is now restored when going directly from the map screen to the options screen using the keyboard shortcut. * The problem with Maya's "talking head" sliding in during the conversation with Azziz about the Core Key has been fixed. * The selection of the backpack is now cleared after using a healing item during combat. CHANGES IN VERSION 1.01 * While the "Random Combat Hang" (game suddenly stops during combat with the "Wait" cursor active) has been determined to be most often caused by bad/old sound drivers, we now have a workaround which should suffice in most cases. Pressing Control-A will cancel any sound the game is currently waiting on and should allow combat to continue. * The problem with the Mining Helgak combat failing to end has been fixed. We apologize to those of you who have used a side-effect of this bug to amass large quantities of gold. * Various problems with the incorrect display of stats have been fixed. This was most noticible just after adding Badu to the party. * The incorrect calculation of the prices paid by stores to buy back items or equipment under high crime conditions has been fixed. * The "Mold Antidote" problem has been resolved. The fix for this is in two parts: 1) The player may no longer give the Hermit the antidote at the wrong time. 2) For those players who have already been tripped up, the Antidote Herb now regrows in Pranno. To concoct a new batch of Antidote, buy another bowl, pick another herb and recombine the bowl, herb and Helgak Flute (you should still have the flute). Note that depending on where you are in the game, Pranno is either on Shell 6 or Shell 1. * The crash resulting from entering too many characters on the "Command:" line has been fixed. * The "Shell 4" problem (the "Slums" of Shell 4 getting raised too soon) has been resolved. Again, this comes in two parts. 1) Azziz no longer talks about it (thus making it happen) out of sequence. 2) If you've already been tripped up but have not gotten to where it should have been raised, it gets put back. If you enter a "broken" savegame either on the Shell 4 world map or the Bazaar mini-world map, it may still appear to be raised. Leaving that level and coming back will fix that. * The problem with Araym not being able to achieve his #9 skill has been fixed. This fix also resolves the problem with Araym not being able to use a breather mask in the Mold Forest if he is higher than level 34. * The problem with Corgan and Led not being able to use a breather mask in the Mold Forest has been fixed. * The inability to add Badu to the active party immediately after finding him as been fixed. * A problem has been fixed which caused an extra head icon to appear during Maya's battles while she's alone on Spikey Isle. * The source of the "Skipping Chapter 8" bug has been fixed. Note that skipping chapter 8 does not prevent the game from being finished, but it does deprive the player of some of the Doskias/Conjunction story line and the Mirror Fate Card which is won in the battle with the HellGod. * The library Abbot in Wind City no longer hands out extra passports. This prevents a strange storyline with Corgan in an unwinnable battle which comes from using the extra passport. * The failure to give Layla the supplies before leaving shell 3 is prevented and rectified if it has already happened. * A never-ending battle with an Opterra Nest in the Mold Forest has been fixed. * The hang when Corgan talks to May in Wind City has been fixed. * The "Hidden Caretaker Robot" problem on the Old Mountain Highway has been fixed. * The background music is now restored after using the 'X' shortcut to access the options screen. * The "Hidden Item Cursor" problem (click on an item in Explore mode, click on Subscreen button, cursor appears to be an arrow but is still the item) has been fixed. It really is an arrow now. * When Maya is separated from the rest of the party, the core bar displayed incorrectly. This has been fixed. * Led no longer has her "GrubbCombo" skill if Grubb isn't in the active party. * The Grubb & Led Combo skill is no longer available if either Grubb or Led is "dead" in a combat. * Since the Escape Fate Card never made it into the final version of the game, the blank spot left for it in the "deck" has been removed. * The animation of Duke (and other enemies who use the same art) no longer blinks out during combat. * The hang in Gregor that resulted from trying to give Mary Kay the holo-message has been fixed. * A problem with the Haywire Caretaker Robots (in the Jinam labs, for example) committing suicide has been fixed. They still commit suicide occasionally, it just doesn't mess things up anymore. * A problem where Maya could "teleport" to the other side of a wall while walking toward a switch has been fixed. * The "Missing Selina" problem has been fixed. Once again, this is a two parter: 1) The player may no longer meet Lobo until Selina rejoins the party. 2) If Selina should be in the party, she'll automatically be added when a savegame is loaded. * Killing the Lochmaster outside the Ill Repute now supplies the correct experience and gold payout. * The experience and gold payouts for the engines on Doskias' flagship are now correct. * The experience and gold payouts for the battles with Connor are now correct. * The screen capture file is now in the same directory as Septerra.exe. It was originally placed in C:\ * A failure to display found items in the "payout box" has been fixed. This was the result of the player already having 99 of the item. Please note that while the item is now displayed, you still can only have 99 of any item. * A problem where core could be lost by experimenting with various pieces of equipment (short of actually equipping them) has been fixed. * Key items can now be combined correctly in the Subscreens. * The inability of the player to escape out of some dialog scenes has been fixed. * A minor problem with the globe in the Wind City Library has been fixed. * An occasional problem with the party being pulled into combat by enemies on the wrong side of a wall has been fixed. * A problem with your inactive characters losing their hitpoints has been fixed. * A problem where you don't get any experience points for killing an undead creature with a healing item has been fixed. * A problem where the characters lose their stats when they get to level 99 has been fixed. * A couple of problems with keyboard entries during the credits have been fixed. UNDOCUMENTED FEATURES IN VERSION 1.00 * All of the movies that have (or should have) already been viewed can be reviewed. The '<' and '>' keys allow you to move backward and forward though the movie playlist. The '?' key allows you to play the movie most recently viewed in this manner again. Note that the shift key is not actually required - that is the ',' '.' and '/' keys perform the same function. * You can capture the current screen by pressing F9. The capture will be placed in the same directory as Septerra.exe and will be called SCRNxxxx.BMP. In place of 'xxxx' will be a sequence number which resets to 0000 each time the game is run. TROUBLESHOOTING Almost all of the problems that players have reported concerning the failure of the game to run - either at all, during or after movies, or during combat - are related to sound & video drivers. While Septerra does not particularly push any limits itself, DirectX and QuickTime do. This has been a problem so many times that the best bit of troubleshooting advice that we can offer here is: * If you're having difficulty making the game run properly, make sure that you have the latest drivers for your machine. These can typically be downloaded from the web site of the hardware manufacturer and in some cases, the web site of the computer vendor. If upgrading drivers doesn't work, try upgrading to the latest version of DirectX. It is important to note that older machines or cards may not be capable of being brought up to current standards - either because they're actually incapable of being upgraded or because their manufacturers have abandoned them. Problems With Movies Many users have experienced compatibility problems when DirectX and QuickTime are used in conjunction with one another. We have "discovered" several things which might help if you don't see the movies: 1) Completely uninstall and reinstall QuickTime. The version on the CD was current as of September, 1999 but there may be a more recent version at http://www.quicktime.com 2) Open QuickTime setup from the Windows Control Panel. In the drop-down list select "Video Settings" and uncheck the box for "Enable Direct Draw Acceleration". 3) Some have suggested that installing DirectX Media and the latest verison of the Windows Media Player might help. 4) If the movies are playing, but poorly, this may help. Create a shortcut for Septerra.exe. In the shortcut's properties, add -d to the end of the Target line (be sure to include a leading space). This will cause the engine to play the movies back at their native resolution rather than doubled. With 1/4 of the pixels to render, it should be better. 5) If you're just sick of messing with it, put -m on the Target line instead (with a leading space). This causes the engine to not play movies at all. I don't recommend this - I think the movies are terrific, but it's there if you need it. Problems With Sound Skipping or Repeating The timing required for keeping the sound buffers properly fed is critical. We've put in as much cushion as possible, but if your machine is off doing something non-Septerra when the time comes, then the DirectSound driver wraps back to the beginning of the last buffer and starts to repeat the last chunk. You can help prevent this by turning off other programs. Known offenders include FastFind, virus scanners, FTP/Web servers, email retrieval, automated web update retrieval, instant message clients. Problems With Combat Hanging Randomly The "Random Combat Hang" (where the game suddenly stops during combat with the "Wait" cursor active) has been determined to be most often caused by bad/old sound drivers. You can verify that it is sound-related by turning off all the sounds. To do that, create a shortcut to Septerra.exe in the installation directory (the default directory is "C:\Program Files\Valkyrie Studios\Septerra Core"). In the shortcut properties, at the end of the "Target" line, add " -q" (no quotes - space dash q). If you can run the game without problems, your sound software is probably to blame. If the problem remains, you can stop reading here and let me know that there's some other problem. Fixing the "Random Combat Hang" The first thing is to be sure you have the latest drivers for your sound board as well as the latest version of DirectX (7.0a as of this writing). If you have updated and still experience the problem, it has also been suggested that turning off EAX functionality (if your sound board has it) may work. If the problem persists, there are a couple of last ditch things that may help: 1) Pressing Ctrl-A during the hang may clear it up. Note that this requires version 1.01 or better of Septerra.exe. 2) Substituting " -p" for " -q" above may help. The hang seems to be related to the number of simultaneous sounds which is at its peak during combat. -p turns off the point sounds - sounds which have a definite location in the world, like the water flowing through the desert pipes. Turning off the point sounds may provide enough empty sound slots to get around the hang during combat. Then again, maybe not. Problems With Sound Effects being "late" A number of people have complained about some combat sound effects being late - particularly Grubb's & Led's attacks, where they will jump over to the enemy, swing, jump back and THEN you hear the attack sound. This is also a sound driver problem. We have seen it on Valkyrie computers and have been able to solve it with sound driver updates. The following has been suggested as a solution when other approaches fail: From the Windows Start button, open Settings, Control Panel, Multimedia, Audio, Playback, Advanced Properties then turn down the level of hardware acceleration. (These instructions are for Win98 - your mileage may vary) Problems with the game "freezing" There is a potential problem in the area of Virtual Memory which could affect Septerra as well as other programs. In general, it isn't a good thing to limit the amount of Virtual Memory the system can use. This can be caused by control panel settings or insufficient space on the C: drive. I can't help with the space issue, but to fix the other limit, do the following: From the Start button, select Control Panel, System, Performance, Virtual Memory, then make sure that the "Let Windows manage...." box is checked. Problems with Windows 2000 Septerra Core *does* work with Win2K when all the drivers are functioning correctly. But many HW manufacturers do not have those drivers ready yet. In addition, Microsoft doesn't recommend the OS to gamers. Microsoft does, however, have a patch which addresses the difficulties that some players have running Septerra Core. You can download the patch at: http://www.microsoft.com/windows2000/downloads/deployment/appcompat/default.asp Here are links to some articles which discuss the issue. Can Windows 2000 Deliver for Games? http://www.gamespot.com/features/windows_2000/index.html Gaming on Windows 2000 - Windows 2000 vs. Windows 98 http://www.gamecenter.com/Features/Exclusives/Win2k/ss03.html Gaming on Windows 2000 - The Official Word http://www.gamecenter.com/Features/Exclusives/Win2k/ss01.html How to Upgrade from Windows 95 or Windows 98 http://www.microsoft.com/windows2000/upgrade/path/win9x.asp