home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
User's Choice Windows CD
/
User's Choice Windows CD (CMS Software)(1993).iso
/
win_u_z
/
w3castle.zip
/
INTERM.TXT
< prev
next >
Wrap
Text File
|
1991-01-24
|
6KB
|
131 lines
Build 0.5.4A
------------
This version will load 0.5.4 files.
Two Bug Fixes:
1. Phase Door no longer risks a UAE. I had a signed/unsigned conversion
error in my limit checking, and it was letting you jump outside the
dungeon!
2. Exit, Prompt for Save, Say Yes, now correctly exits after the save.
Build 0.5.4
-----------
Note that as usual, 0.5.4 won't load previous save files.
New Features:
1. New monsters! I added 7 new beasties over the weekend, but
why spoil the fun, I'll let you find out what they are by playing...
2. New Spells/Items:
A. Word of Recall Spell/Scroll. Also available in the church. Cast
this spell and some time in the next two minutes you will
be yanked to another level. From town you'll go to the
deepest level you've visited, from any level in the dungeon
you'll be yanked to town.
B. Wand of Light. Useful deeper down.
C. Teleport Spell/Scroll: Jumps you to a random place on the level,
at least 10 squares from your current location.
3. Mouse Movement tuned. It used to be impossible to do diagnol moves,
since it would take avoiding the vertical and horizontal
squares. I fixed this by making it wait until the mouse is
at least half way into the next square before moving the
player.
Bug Fixes:
1. Ghost attack message no longer asserts.
2. Phase door has been fixed. It was supposed to jump you between 5
and 10 squares away, but it was doing random things. It
turns out I had my axis switched, and it was mirroring
the player across the row=col line. It works now. Note that
in town it acts like a teleport...
3. Stores don't keep worthless items. If you sell a formerly cursed
item to the store, or an unidentified worthless item, it'll
just get thrown away.
4. If you went up a level by killing a monster with a spell, the mana
for the spell was subtracted AFTER you went up the level and
had your mana recharged. I changed this to subtract first
so you get a full charge in this case.
Build 0.5.2A
------------
Bug Fixes:
1. Fixed a bug in the time code that made the time counter wrap at
max short rather than max long. This made my calculations about
how much time had passed bogus, since timeCur - timeOld would be
negative. Two effects from this: When you went into a store after
time had wrapped, it would try and generate thousands of new objects
for the store. When time wrapped, all monsters on the current level
would freeze. New monsters would be okay, but existing ones were
fodder...
Build 0.5.2
------------
Note that 0.5.2 won't load 0.5.1 or 0.5 save files.
New Features:
1. Neutralize Poison. Available as a spell, as a potion, and in
the church. Cancels all currently active poisons affecting the
player.
2. Book Identification. An identified book gives the name of the spell
you'll learn from it. In addition, any spell book for a spell you
already know is considered identified (you recognize it).
3. Added moving the player off the store site when exiting the Bank or
Church.
Bug Fixes:
1. I fixed the heap leak discovered in 0.5.1 (not freeing the names
of the stores on player death).
2. I fixed random crash that could hit you on save or death. It was
accessing/freeing an invalid heap pointer, which if it didn't kill
you then would kill you later...
Build 0.5.1
-----------
Note that 0.5.1 won't load 0.5 save files.
New Features:
1. Multi-Media support. There is a new file, castlemm.dll, which has
sound support for castle in it. If you have the multi-media
extensions to windows and a soundblaster card, than you can get
sound effects for monsters, spells, traps, etc. Not very many yet,
but I'll add more. The dll isn't needed if you don't have the card,
so you can save disk space and not copy it. Currently the sounds are
played syncronously, which means the game stops while they are
playing. I'll fix this, but I haven't had time.
2. Store rotation. The objects in the stores will now change with time.
Some will go away, new ones will be added. So there's no guarantee
that sword will still be there when you get back, but then again,
that amulet of Resist Fire may appear...
3. Minor Stuff:
A. The player moves out of the store doorway on exit from a store.
B. The current dungeon level appears in the status window.
C. I added a Light spell, which you start out knowing. This is a
targetable spell, so you can cast light into a room before
entering. In a room it lights the entire room, in a hall it
just lights the space around you.
D. I tuned the money generation, so you shouldn't find millions of
copper pieces any more. Let me know if it's still way off.
Bug Fixes:
1. Level change UAE. I found a really nasty assumption in my code that
writes levels to far memory. If you dumped too many objects on
one site and then changed levels you'd UAE. I was asserting that
I hadn't written to far, but in protect mode you UAE before you
get to the assert. If fixed the problems with this, so the random
level change UAE should be gone.
2. Local Heap Leaks. I wrote some code to track all the heap handles
in the program, and found several local heap leaks. If you played
for a long time, you could run out of local heap space, causing
weird results (a-danfr hit a level with no monsters, no objects,
and lots of black squares instead of traps). I fixed all the ones
I found, but if you get an assert when changing levels that gives
a file and line number, write it down!
3. Poison problems. Two bugs here, when you died and restarted, your
new character was still poisoned. If you got poisoned, saved and
exited castle, then restarted and reloaded, your character got
unpoisoned! Both of these have been fixed.
4. Dead wands aren't worth a lot of money any more...
5. I fixed a bug in the church where you couldn't uncurse two items
in a row.
6. The title bar in inventory now says "Castle: Inventory" so it's
clear when you minimize.