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glad37d.txt
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1995-11-05
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Gladiator version 3.7 Readme.txt file.
[1] Overview
Gladiator is a gauntlet style, real-time arcade game where you
(the red team) must set out to destroy your enemies (and pick up
treasure!) in a variety of scenarios. You get to sharpen the
skills of your team as you progress through the levels, and each
character class (Fighter, Mage, etc.) has a number of special
abilities which come into play as your character gains levels.
Gladiator features 320*200 256 color graphics, SoundBlaster
compatible sound, independent AI control of over 100 characters, and high
speed animation :).
[2] Keyboard Controls
[2.a] Description
Gladiator is designed to allow up to four players to use the
keyboard at once (although we admit it would be rather
cramped). Each player has a number of 'action' keys, such as
movement or attacking, and also a set of preferences, which
are reached from the 'options menu,' and control things such
as game speed or viewport size. Important to remember are the
'ESC' key, which will abort your current mission and return
you to the 'picker' screen, and the 'F1' key, which will bring
up a brief help display during the game.
[2.b] Movement keys
Player 1 Player 2 Player 3 Player 4
-------- -------- -------- --------
7 8 9 Q W E U I O R T Y
\ | / \ | / \ | / \ | /
4- -6 A- -D J- -L F- -H
/ | \ / | \ / | \ / | \
1 2 3 Z X C M , . V B N
[2.c] Other 'action' keys
Other keys used 'actively' while playing the game are:
Action Player 1 Player 2 Player 3 Player 4
------ -------- -------- -------- --------
Fire INSERT CONTROL SPACE 5 (non numeric)
Special ENTER ALT Semicolon(;) 6 (non numeric)
Cycle - (numeric) 1 7 3
Special
Switch + (numeric) TAB BACKSPACE EQUALS (=)
Character
Shifter DELETE LEFT-SHIFT RIGHT-SHIFT - (non numeric)
Options Asterisk 2 8 4
Menu (numeric)
Not all of these keys will work at all times. For example, if
your special costs 100 magic points and you only have 50,
pressing your special key won't have an effect. Similarly,
if you are a first-level mage and don't have the 'warp-space'
spell, you can't cycle through other specials because you don't
have them.
The 'shifter' key can be used in combination with others. In
particular:
* Shifter + Yell : Summon NPC's on your team to come fight with
or protect you.
* Shifter + Switch : Switch to next TYPE of team member; ie, jump
to your first archer.
* Shifter + Special : Invoke a related version of a special ability.
For example, shifter+special when a Mage has
the Teleport ability selected will attempt to
place a 'marker' for future teleports.
Note that not all specials have an alternate!
[2.d] Options menu
From the options menu you can control several aspects of the
game. Some of these affect only you, while others change the
game state for all players. While the options menu is open,
gameplay pauses for all characters (and enemies!).
* +/- : Make the game run slower or faster (for all)
* [/] : Enlarge or shrink your viewscreen (player-specific)
* </> : Brighten or darken the game screen (for all)
* C : Toggle color-cycling on or off (for all)
* F : Toggle the foes/allies display on or off (player-specific)
* H : Cycle through hitpoint/spellpoint display modes (player-spec.)
* K : Change the default keyboard mapping (player-specific)
* R : Toggle radar display on or off (player-specific)
* S : Toggle the score/exp display on or off (player-specific)
* T : Bring up an overview of your team's status
[3] How to play -- a brief tutorial
A) The Picker
When you first start a game of Gladiator, you actually start in
the 'picker' (short for "Team Picker") instead of the playing
field itself. The picker's main menu gives you several choices:
Begin a new game, continue with your current or saved game, or
exit. For now, select Begin New Game.
The next screen of the picker allows you to save or load games (useful
later on), train your current team, view your team, or, finally, hire
new members for your squad. Since you don't have any team members yet,
the first thing to do is "Hire Troops".
Choosing the "Hire Troops" menu takes you to a screen which will display
the name/type of a new recruit, his statistics, and the cost to
purchase him, along with your current cash, which for a new game
begins at 5000. From this point you may buy this character, raise
his stats (and cost) in various amounts, or, using the "NEXT" and
"PREV" buttons near the top, see what other characters are availible.
A brief listing of character classes is listed here; see classes.txt
for a more in-depth description, including special abilities.
* Soldier: Your basic grunt, can absorb and deal damage and moves
moderately fast. A good all-around fighter.
* Elf: Elves are small and weaker, but are harder to hit.
Elves throw stones, sometimes more than one.
* Archer: Archers are fleet of foot, and their arrows have a
long range. Although they're not as strong or healthy
as fighters, they can also be a good squad backbone.
* Mage: Mages are slow, nearly defenseless, and horrible at
hand-to-hand combat, but their magical energy balls
pack a big punch. All mages, regardless of level,
posess the ability to teleport out of (or into!) danger,
providing they've saved enough magic.
* Cleric: Clerics, also, are slow, but have a stronger hand-
to-hand than mages. Clerics have the unique ability to
generate fields which their teammates can pass through, but
which foes must hack down to pass. Clerics also posess
the ability to heal teammates who are standing next to
them.
* Thief: Theives are fast and stronger of constitution than the
magic-wielders, though not so potent as the soldier.
A thief, in addition to throwing daggers, can plant
a bomb which can take out even the strongest opponent.
Beware, however -- unlike an archer's arrows, bombs
do not discriminate in who they destroy! Skilled
thieves can even hide themselves from their enemies'
sight.
* Druid: Druids are the magicians of nature, and have special
powers over natural events. Druids can throw lightning
bolts at their foes, and can grow trees to impede the
progress of their enemies. At more powerful levels,
the druids can even summon faeries to their aid.
In general, each character has at least three 'special abilities,' and
some have more, although it often requires gaining several levels
before these other special abilities become availible.
You will also come up against other foes -- undead such as skeletons
and ghosts, magical beings such as elementals and faeries, and others,
but these types are not availble for purchase in this version, although
some may join your team on their own at certain times.
The statistics from which you can choose to modify here are:
* Strength: Strength affects your melee (hand-to-hand) combat,
as well as things like your weapon range.
* Constitution: Constitution increases your hitpoints and rate of
healing, and also affects other combat-related
skills.
* Dexterity: Dexterity helps improve your ability to dodge,
your weapon's accuracy, your speed, and other
related skills.
* Intelligence: Intelligence controls the amount of 'magic' power
you have, how fast this power regenerates, and
the success of your special abilities.
* Armor: Armor is like shielding; the more you have, the
less damage you will take from a given blow.
* Level: Your character's level is determined by his
experience (currently 0), visible on the right
of the screen. Level affects all stats, and
affects what special abilities your character can
perform. While it may look very expensive to buy
a level for your character, it can be useful when
you're "almost there" and want the increase, as the
cost decreases the closer you are to the next level.
So, from the "Buy" menu you may purchase whatever type(s) of men you
choose. You can edit their stats before you buy them, or, if you
prefer, switch to the "Edit" menu instead. The edit menu appears
similar to the purchasing menu, but the NEXT and PREV buttons will
take you through your already purchased men. When you use the "LESS"
and "MORE" buttons for changing their stats, notice that you do not
actually pay (and thus make your changes permanent) until you click
the "ACCEPT" button; this will purchase the changes, provided you have
the funds, and record your character's stats.
After you have chosen to buy a new character (click the BUY button),
you get a chance to name your new team member. Hitting Enter will
accept the default name, which will be something like SOLDIER1.
When picking a team, only about the first 25, at most, will appear in
a scenario; the others are not lost, but will show up on the next level.
Thus, it is generally best to limit your team to 10 to 20 characters,
which is normally quite sufficient.
After you have purchased and edited your team, or any time during
this phase, you can choose to "VIEW TEAM." This will display a
screen listing the number of each type of character you have, and
what "scenario" number you will be attempting next (currently 1).
This screen also contains a "GO" button: this will start that
scenario.
Before hitting go, this time, press (or click) "ESC" several times
until you get to a point where you can save the game. Don't worry if
you go out to the main menu; simply press "continue game" from there;
all your team members will still be there. When saving a game, you
have a choice of 5 slots. Your current game is always saved by the
computer as game number 0, and is loaded each time you enter the
picker. Each saved game slot allows you a descriptive name to help
keep games in order; just hit Enter after typing the name to save
your game.
After saving your game, you're ready to go! Find the "GO" button
(such as from the "VIEW TEAM" menu), click it, and you're off!
B) The Scenarios
You've just hit the "GO" button from the picker. After a brief
fade-out, you'll see the main screen, which by default will fill
the entire screen. Each corner of the screen (top left, etc.)
contains some important information about the state of the game,
but more on that in a moment.
When the level first begins, another button with introduction text
should appear in the center of the screen. This text will often
tell you about the current level, and may list any special goals or
hints. You can use the arrow keys or the page up/down keys to
scroll through the text. When you are done reading it, hit ESC to
continue.
The viewscreen lists several important items. At the top left should
be listed the name or designation of your current character, such
as "COMMANDER." Below that are numbers and bar graphs indicating
your current hitpoints and spellpoints. Be careful -- when your
hitpoints go to zero, you're dead!
At the bottom left will appear "SC: 123" and "XP: 456" This is your
score for the current level, which will start at zero and go up as you
wreak havok, and your character's experience, which will depend on
how much damage that character has personally done. If you are playing
an npc (one of the freebie characters) the level instead of the score
will be displayed. Right above these numbers should be something
like "SPC: CHARGE". This displays your currently-selected special
ability. If it prints in yellow, like the others, you can perform
this action. If it's red, you are unable to do this special right
now, most often because you don't have the required magic points.
The numbers following "TEAM" and "FOES" in the upper right are the
number of members left alive on your team, and the number of foes
left, respectively.
Finally, the lower right corner will be filled with a radar map.
This map shows a larger portion of the playing area than can fit
on a screen, and can help you determine where enemies and allies
are. Your team members are shown as red dots; other teams are shown
as dots of their respective colors. Weapons, explosions, and other
things will often show up briefly as grey dots.
After hitting ESC to exit the introductory text, the game will begin.
Gladiator uses an angled, mostly overhead view. You will see your
character standing on a field of grass or dirt, perhaps with some
trees, cobblestone, or water nearby. Everybody on your team is
wearing red; the bad guys will wear a variety of colors depending on
their team (the blue team, the yellow team, etc.). Normally, when
you fire, your shots will pass over your teammates and hit your
enemies; use this to your advantage!
When you begin Scenario 1, you are a young recruit in a small band
of warriors. You, personally (at the keyboard) however, will be
controlling "Commander." Commander is an NPC (Non-Player-Character),
which in this case means that although he is on your team, you are
not able to buy stats for him or examine him when you are in the
picker, and he may choose to leave at any time. There are pro's and
con's to having NPCs in your group: they are often somewhat
stronger than your men, and can help keep you alive against the odds,
but they DO NOT EARN EXPERIENCE, and will not go up levels, nor can
you buy their stats up. For this reason, it is often good to let
the NPCs control themselves, and go off hunting experience with your
own men. You can tell you are controlling an NPC rather than a
normal character because the score panel will display his level
rather than his experience.
For this scenario, switch characters (press numeric "+") several times
until you get out of the officers and into the enlisted ranks --
your personally bought men. Try out your ranged attack, if you
have one, by pressing the fire key (INSERT), while staying away from
enemies. Try hitting your special key (ENTER) and see what happens.
Later, when you have more special abilities, you can select them
with your 'special cycler,' such as numeric "-". Finally, if
you've mastered the art of moving around and firing, head up north
and look for the nasty elves who have been killing the local travelers.
Don't be too upset if all your men are slaughtered and you lose the
scenario. There's NO penalty; all that will happen is that you will
be returned to the picker. From here, choose "CONTINUE GAME," and
then just hit the "GO" button to try it again.
Assuming you're able to overcome the odds and kill all the bad guys
(the "FOE" count will drop to zero), it's time to look for the exit
to the next level, which in this scenario is near the top. Exits
look like four glowing arrows pointing at each other. Most often,
exits won't function until you have killed all the enemies,
although in some special cases you can flee while foes are still
alive (if you step on an exit and nothing happens, kill more foes!).
When you've completed the scenario, a small window should appear asking
if you'd like to go on to the next level. Hitting "Y" will save
your game and take you to the picker, where you can spend some more
hard-earned cash before continuing to the next level. A "N" response
will let you stay on the level. It's often good to check a completed
scenario level to see if there are any hidden treasures -- such as
gold bars or food -- left around.
On the first scenario, you might notice another exit in the lower
left corner of the map; taking this exit will jump you to level 10,
in case you know all about the game and don't need the introductory
levels to get you started, but it's NOT a good idea to take it when
you've just started out!
Even when a good character dies, all is not lost. A 'heart gem' will
appear over the corpse of the deceased; any team member can pick it
up and gain back the majority of what it cost to outfit and train
that character. While losing your team members isn't great, you
may find yourself unable to complete a difficult level without losses,
so don't worry too much about it.
C) Continuing the cycle
That's it! Every time you complete a scenario successfully, your
current game will be saved and you'll head back to the picker.
Sometimes there will be places you can pass back through levels you
have already completed. There won't be any enemies or treasure here,
but they can serve as passages and rest-stops between areas you've
completed and areas yet unsolved.
Once you've learned the basics of Gladiator, try two player! To
toggle the number of players, just click the appropriate button
on the main screen. The currently active mode will be highlighted
in red.
The Gladiator multi-player system is cooperative (you're all on the
same team), although racing for experience is fun. Score is
shared between the team, while experience goes to the character
who earned it.
The unregistered version has 14 scenarios to try out; if you'd like
more scenarios, plus the other benefits, check out the section on
registering below.
[4] Hints and Tips
A) Two (or more)-player mode can really help make things easier.
Frozen by a faerie? Get your friend to fry him from the side.
B) Clerics may feel weak at first, but they're great for healing
wounded team members. They're also great for building a 'wall'
of power to block onrushing foes; call your teammates to you
while you build a fortress!
C) Don't forget to use your special! If you've got the magic to
burn, it's almost always worth it.
D) If you have a cleric on your team, and you are hurt, try giving
him a push.
[5] Registering Gladiator (do it do it do it do it)
We don't want to beg, but .. please, please PLEASE!! If you think
our game was at all interesting, at least send us mail with your
comments and feedback! You can send email to:
tricket@netcom.com
or
mikes@ictv.com
Of course, if you have any shred of mercy for the four poor starving
college students who have slaved away over hot computers making
Gladiator, we'd REALLY be your bestest friends, and for just $10.00,
you get:
* Lots more scenarios (take your guys to incredible levels!)
* More special abilities (up to four for each character)
* More types of characters, and the ability to purchase all of
them for your team, including:
FIRE ELEMENTALS (you see a couple on the last castle level)
FAERIES (freeze your foes!)
SLIMES (reproduce over and over, and overwhelm your enemies)
ORCS (an even more powerful grunt)
GHOSTS (FEAR, fly through walls)
SKELETONS (really fast!)
* Access to the nifty cheat codes. (unlimited money!)
Feel FREE to send cash in the mail; we don't care!
(But the post office doesn't reccommend it) Heck, we'd
even take Visa if we knew how. Send your payment to:
Gladiator v 3.7 REGISTRATION
c/o Tom Ricket
12645 Cambridge Drive
Saratoga, CA 95070
If you send a check, make it out to Tom Ricket,
since the bank may not want to cash it for us otherwise.
Regardless of whether or not you register, PLEASE take the time
to let us know what you think. Our best ideas so far have come
from our testers (radar, diagonal movement, lots of cool stuff),
and it's a pretty sure bet that whatever you suggest will be
implemented. In fact, if you send us money, we can practically
guarantee it! (unless it's really, really lame!) We also appreciate
knowing where you found this; our distribution network is very
small, and we'd like to be able to send updates to sites which
have started carrying our game.
So now that we've made our plea, you can read on for the credits
and revision history of glad ...
[6] Credits
Current versions 3.5 and up programmed in Watcom C++ 10.0B by:
(In alphabetical order, and not in any way implying order of importance)
-- Chad Lawrence
-- Doug McCreary
-- Tom Ricket
-- Mike Scandizzo
Additional Coding by Doug Ricket
Testing by:
-- Kim Kelly
-- Lara Kirkendall
-- Lee Martin
-- Karyn McCreary
-- Doug Ricket
-- Stefan Scandizzo
-- Loki, Ishara, and Mootz (well ... they tested the keyboard, anyway) :)
Originally designed in Borland C++ 4.02
[7] Revision history
For release 3.7d:
* Brightened all button colors one notch, per Dark's request
* Added 'Exp/Kill', 'Damage/Hit', & 'Accuracy' to troop records
* Fixed 'heart gems' to be based on stats, rather than exp
For release 3.7c: (08/15/95)
* Added ability to differentiate between magical and normal attacks
(ie, slime is more vulnerable to magic now)
* Moved weapon's death properly to weapon object :)
* Added bouncing rocks ability to Elves, specials 2-4
* Fixed display bug with slime costs in picker
* Modified Slime breeding problem, again
* Added snapshots and fleshed out intro-sequence
* Added Barbarian and Orc Captain (Orcer) classes to registered version
* Raised stat costs slightly
* Modified generators to explode upon death
* Added Dark's revamped scenarios
For release 3.7b: (08/12/95)
* Took out graphics-subdirectory portion of the setup routine
* Made gamma settings hold across levels
* Placed 'Exp' above bar on training menu
* Fixed 'flashing' on save/load menu in picker
* Stopped generators from generating during NULL-TIME, and fixed
printed 'Time Left' message to be friendlier
* Fixed 'Train Troops' menu to allow backwards-cycling past the
first team member
* Fixed 'View Team' to display only up to MAXTEAM, which has been
reset from 40 to 24
* Made mouse 'flicker' over animated guy, instead of vanishing :)
* Fixed graphic display bug of hitting '-' to make a stat look
lower than it was allowed to be
* Improved the implementation of Elven 'ForestWalk' ability
* Fixed minor bug in right-hand-rule walking, and added check for
forward-right-blocked
* Made scenarios use packed-file format
* Added ability to rename characters once they are purchased
* Adjusted a misbehaving slime on level 4.
* Changed start of level so players do NOT start in control of
NPC's or each other, unless there's no other choice.
* Added scenario 30 (orc attack) to registered version
For release 3.7a: (08/09/95)
* Fixed level bug forcing withdrawal from completed, dead-end levels
* Improved graphic display on save/load menus in picker
* Added initialization info to initial loading screen
* Removed annoying flashing screen at start of picker loading
* Replaced graphical button for 'Begin New Game', different shading
* Changed 'Buy Team' to 'Hire Troops'
* Made the cost of a selected member turn red when too high to buy/change
* Wrote the register.tex file
* Added a larger font, and added it to dialog-box headers
* Added text::query_width for use in proportional spacing
* Fixed text display bug; team member deaths now show by name
(ie, "Bleck Died!" rather than "Mage Died!")
* Made text auto-replace initial highlighted text if user begins typing
(rather than delete, return, etc.)
* Fixed 'Sudden Slime Death Syndrome' problem
* Added 'Kills' recording to glad; keeps track of # enemies killed,
and their average level
* Integrated DougR's packed-file format and implemented; MUCH speed
increase! :)
* Added DougR to the credits for the packfile coding
For release 3.6k: (08/06/95)
* Fixed bug in thief poison cloud which crashed Glad! (oops)
* Fixed graphic display bug in red-button drawing routine
* Fixed 'forestwalking weapons' etc. graphic display bug
* Added animated figure to 'Buy Team' menu, all modes
* Added highlighted stat values to Train and Buy menus to
indicate changed values during purchase/appraisal
* Added video::draw_dialog function for easy text display
* Added confirmation box for quitting when user hits ESC during
gameplay
* Fixed graphic display bug in setting key-prefs menu
* Added ability to display 'alternate' special, such as teleport
marker or turn undead
* Improved graphic look-&-feel for completing and aborting
scenarios
* Fixed AI bug in Archer's retreat intelligence
* Took out debugging print for joystick on quitting
* Fixed bug that caused ghost to scare team-mates, as well
* Made explosions not shove targets outrageously at high levels
* Fixed 'fleeing bonepile' amusing bug
* Modified intro screen to use different graphics for title, etc.
* Added 'register me!' info page to unregistered version
For release 3.6j: (08/02/95)
* Added indented text bar, used for 'ESC TO CONTINUE'
messages on help/scenario text boxes
* Fixed minor bugs in Druid 'Protection'
* Added Elven 'Forestwalk' innate ability
* Fixed screen::act to properly delete 'fx' object when dead
* Added Druid 'Reveal' to Registered version
* Fixed Cleric Resurrection to properly take an EXP toll
* Added Cleric 'Turn Undead' as SHIFTER+[Raise Dead] to all
* Added graphics buttons and background to Picker, all versions
For release 3.6i: (07/31/95)
* Improved scrolling on help/scenario information..
* Added 'Gained Level' notification to end of level info
* Added Thief 'Taunt' special to Registered version
* Added Archer 'Exploding Bolt' to Registered version
* Added Soldier 'Whirlwind' to Registered version
* Added Thief 'Poison Cloud' to Registered version
* Added Orc 'Eat Corpse' to all versions
* Added new ability notification to end of level info
* Added Mage 'Teleport Marker' to all versions, 75+ Int.
* Added Enemy death messages for named (special) enemies
* Added Soldier 'Disarm' to Registered version
For release 3.6h: (07/14/95)
* Added configurable keys for each player
* Stabilized play under QEMM and other memory managers
* Improved 'View Team' during team management
* Integrated intro sequence and added names to credits
* Colored picker mages red, at last
* Fixed 'resurrection' treasure bug
* Added scenarios 41-45 for both versions
* Smoothed text scrolling for scenario info
* Fixed problems with 'remembering' screen size between levels
For release 3.6: (06/03/95)
* Added 3 and 4-player support
* Added specialized graphic effects for potions, etc.
* Added 4 additional scenarios to registered version
* Updated help info
* Added text coloring
* Improved AI
* Adjusted special costs
* Display current special name on-screen
* Changed soldier attack to limited 'bounce' weapon
* Added soldier boomerang to registered version
* Added mage freeze time to registered version
* Added orc (with Howl) to registered version
* Added assorted sounds to registered version
* Added time bonus (for fast level completion) to registered version
* Added 'life gems'
* Reformulated level/exp system to allow for higher levels
* Reformulated scenario editor for inclusion with registered version
* Added assorted missing symbols to text
* Added options menu for control of environment
* Fixed 'death by asphyxiation' bug on non-square levels
* Limited Cleric's glow time
* Fixed assorted memory leaks in picker
* Added ability to name guys when purchasing
* Vastly stabilized picker team-list code :) (we hope)
* Made death gems appear on radar
* Adjusted level cost for new versus 'trained' guys
Since release 3.0: (05/23/95)
* Ported from Borland to Watcom
* Integrated Picker and Glad executables
* Added sound
* 32-bit processing and graphics for better performance (dos4gw flat mode)
* Full Screen and mini screen modes
* Moved score panel functionality onto viewscreen
* Added completed druids to freeware version
* Invisibility potions added to freeware
* Faster collision detection with two dimensional hashing
* Ghost's fear-aura works
* Added numerous viewscreen preference toggles
* Added teleporters to freeware version (on a limited basis)
* Added 3 additional scenarios to freeware version
* Max Graphics performance at 300 fps (486DX2/66+VLB) (F5 if you are curious)
Since release 2v: (04/20/95)
* Implemented 'exit' objects into the picker, scenario editor,
and Gladiator :)
* Modified Save game format to allow NPC's to have names
* Made the 'XXX KILLED' display use an NPC's name, if appropriate
* Re-coded radar::draw for better speed & readability
* Improved the smoothing in the scenario editor, and added final
tree edges
Since relase 2u: (04/18/95)
* Added 'myself' pointer to walkers to help trace down GPFs
* Fixed walker::transform_to() to correctly remove itself from
the object map before changing size; apparently helped fix
bugs :)
* Added screen::damage_tile() to give ability for tiles to
be broken. Tested by having thief bomb damage grass.
* Added virtualized weap::animate() to weap to allow for faster
weapon animations, and to fix GPF when ani_type was somehow
getting set to non-zero (2, in this case)
* Fixed stats::hit_response() to stop weapons (any non-livings)
from responding ..
* Added druid as real character
* Added magic and invulnerability potions
* Added walker::center_on(target) to center us on target ..
* Added screen::find_foes_in_range(), and used it to improve
the AI..
* Fixed display bug in magic-point display bar
* Added 'level' display to non-guy walkers
* Added living::set_difficulty(whatlevel) to more intelligently
set the difficulty of non-guy walkers
* Adjust damage weapons inflict based on their owner's level
* Set walker's damage to an int instead of a char
Since release 2t: (04/17/95)
* Fixed bug with eating treasures
* Added 4th level cleric spell: resurrect team members
* Added 'effect' object for special effects..
* Added 'scare' effect for ghosts
* Added 'bomb' effect for thieves + explosion effect
* Overloaded screen::add_ob() to take a ,1 as the last argument,
specifying add to TOP of the list (so object displays below
everything else on the oblist layer)
Since release 2s: (04/15/95)
* Added help system and added glad.glp
* Modified scenarios to version 3, which includes scenario text
(edit with T), and display at the start of glad
* Guys now automatically attack when you bump an enemy
* Removed bloodspots for ghosts and skeletons, and made the
cleric summon ghosts or undead based on special level
Since release 2r: (04/13/95)
* Added help system with 'h' (reads glad.hlp)
* Glad takes parameter ("1" or "2") to determine number of players
* Added number of players selection to picker.
* Added 'current_special' and made specials level-dependent
* Added experience to guys and made levels dependent on this
Since release 2q: (04/10/95)
* Added death() function to walker
* Made slimes die to smaller slimes, removed blood spot for fire elem.
* Modified dying (generate_bloodspot) to move walkers to the
fx layer, and mark them as bloodspots
* Used new system to allow clerics to 'raise dead' from any bloodspot
(temporarily removed healing option)
* Added new terrain types (paths, cobblestones, etc.)
* Made fire elementals explode upon death
* Set shrinking bloodspots to not collide
* Converted walker class to derived types (living, weapon, treasure)
* Fixed food-eating problem with treasure objects
* Made score panel display guy name
* Added gold and silver bars
* Added magic potions, ie flight
Since release 2p: (04/07/95)
* Re-added the floating text to viewscreen(s)
* Multiplied graphics size by four times ..
* Improved graphic display window to allow for non-integer
viewport display width/height
Since release 2n: (04/05/95)
* Added animation for large slime splitting
* Fixed HP/SP color bar color problem
Since release 24: (04/01/95 Interim release)
* Added multiple viewscreens for multi-player mode
* Added mapped keyboard controls for use in multi-player mode
* Broke the screen object into a graphics, screen, and viewscreen modules
* Added 'right-hand-rule' based movement for AI
* Added transformation function (ie, for slime) and associated cheat-key
* Reworked slimes and set up full-cycle of growth/replication
Since release 2L: (3/25/95)
* Added NO_RANGED bit-flag, and used it to make the small
slimes have no ranged attack (needs to be fixed)
* Add new bit-flags INVINCIBLE, can't be hurt :) (+ cheat key)
* Added default and current weapon types, and commands
set_ and reset_ weapon .. used this to get flaming arrows for
the archer's special
* Added 'armor' to the gameplay (subtracts damage done to you)
* Made magic regeneration based on intelligence
* Added hitpoint regeneration based on constitution
* Added treasure 'food' item; can be eaten for hitpoints
* Added gamma correction (ALT + NUMERIC PLUS, MINUS, & ENTER for default)
* Integrated with picker better
To do: since 2k (03/23/95)
* Recompiled in protected mode for bug-fixing
* Ignore (normal) keyboard input if command-queue exists
* Find what is crashing glad sometimes (appears to be a NEW, not
old bug) (apparently was deleting a non-existant radar)
* Put guy/object display on radar (though not to 'scale')
* Make the radar bigger (50x50?) (40x40 looked better)
* Make a nifty graphics border for the radar
* Add slimes eventually; they have a slime ball ranged attack
* Make loader use the team list..
- Now loads a GTL (saved game) file! At last! :)
* Added colors.h for easy color reference
* Added Win and Lose cheat keys
* Winning a level now saves game to savetemp.gtl
* Put in slime specials: small => medium => large
Since release 2i,j: (3/19/95)
* Improved movement -- better baby-stepping, diagonals
* Implemented command 'queue' for better AI
* Added specials to archer and footman
* Implemented radar (background only)
* Implemented full-turning system with single keystroke
* Implemented fire 'cost' (of MP); can see for mage's fireballs
* Added diagonal graphics for mage
Since release 2g, h: (3/10/95)
* Speed enhancements to various graphic routines
* Code integration of main files with picker, scenario editor
* Fixed up 'yo' to have delay; deal with foes better
* Ready for transfer to Mike for now :)
Since release 2f:
* Made game speed adjustable using numeric PLUS and MINUS
Since release 2e:
* Faster walkputbuffer
* Fixed shove bug
* Optimized auto-walking
* Cleaned out old error detection code
* Corrected most warnings
Since release 2d: (3/07/95)
* Rounded MP/HP display
* Added slime-type guy (not pictured here)
Since release 2c:
* HP & Magic point bar display
* More cheat codes (Flying, Magicpoints, Hitpoints)
* 'Incremental' movement when blocked
Since release 2b:
* Can now only push members of same team
* Implemented slippery walls :)
* Replaced red flash with fast blood splash
* Improved speed of screen redraw by about 30%
* Improved AI on diagonals
* Added 'yell' command to summon teammates (Y)
Since release 2a:
* Fixed 'Unknown Blaster Option X' line
* More 'circular' weapon range
Improvements since Release 2.0:
* Number of foes remaining display
* Pause key (P)
* Red-shifted palette during menus
* Sped up system (faster horizontal movement)
* Guys rotate through turns
* Red flash to indicate damage to controller
Improvements since version 1
* diagonal movement
* improved keyboard response
* larger viewport (with faster rendering)
* floating text for information
* more opponent teams
* new character classes
* improved maps and scenarios
* blood splots ;) (it's gorier than doom)
* animated tiles (flowing water, flickering torches)
* improved AI
* better scoring system
* improved stability (we found some bugs ;)
* nifty cheats (try and find them)
* more colorful palette