home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PC Gamer 3.1
/
1997-04_Disc_3.1.iso
/
patches
/
dg113z.zip
/
DG113.EXE
/
DG113.TXT
< prev
Wrap
Text File
|
1996-12-06
|
10KB
|
281 lines
Jagged Alliance DEADLY GAMES v1.13 Update September 30, 1996
==========================================================================
Thanks for getting this patch!
Changes from version 1.00 to 1.10
----------------------------------
- Fixed a bug whereby mercs weren't speaking up when they were supposed to
if you happened to be in a sub-screen (e.g. inventory), or a bullet was
in action, etc..
- Fixed a bug where the F9 key feature didn't update the number of enemies
seen when enemies were killed and didn't work properly in "sector" view.
- Mercs weren't reporting any fallen items (off dead opponents) if they
still had other opponents in view; now they are.
- Fixed a minor bug where an hidden opponent's footprints could be revealed
prematurely.
- Format of mercenary profiles was changed due to inadvertent leak of
PROED.EXE. Because users could change attributes that could cause
wacky things to happen (possibly even crashes) that would be hard to
support, we had no choice but to change it. Also, to keep some personality
events a surprise, some profile changes were made. Sorry!
- Modem dialing input now allows asterisks and accepts longer phone numbers.
- Fixed a bug that allowed action points to go negative resulting in being
able to spend APs you didn't have during movement.
- Fixed a bug whereby restoring a multiplayer campaign save game could
cause Micky auction screwups; this was pretty brutal as it could prevent
someone from being able to start a mission.
- Fixed a "blue flag" bug whereby if you disarmed a "trigger 2", it didn't
remove the blue flag. Our appologies to those frustrated with trying to
complete the "Steal formulas on CD" mission - it was still possible, but
a pain.
- Fixed a minor bug where trying to "uncrouch" from a crouched aiming
position didn't always work properly.
- The "critical error handler" routine has being causing DOS4GW crashes on
some machines (at address 1:00081B2C); this routine has been turned "off".
- Now allowing mission success for both parties that have the same
OCCUPY AREA or REACH AREA missions. See section below on MISSION SUCCESS
FOR ALLIES for more details.
- The BIGGIE: New turn limit features have been added. Now you'll have the
ability to adjust the turn limits to (hopefully) suit your taste. The
following is a description of the available options (keep in mind the
difference between the two columns is only "Regular Action Points" versus
"Increased Action Points"):
Reg APs w/Limits Inc APs w/Limits
----------------- -----------------
Same as before - when the limit is up, it's up.
Reg APs Inc Limits Inc APs Inc Limits
------------------- -------------------
Turn Limit will be increased by 40% ; however, when it's up, it's up.
Reg APs Limits = + Inc APs Limits = +
------------------- -------------------
If you fall into the category of players who enjoy the turn limit challenge
but wish for extra salvaging time, we've tried to address that as well.
With the turn limit option left ON, if you reach the turn limit having
achieved your mission objective, you'll be presented with the option to
stick around until you hit the 'W' (withdraw team) key WITHOUT HAVING TO
ELIMINATE ALL OPPONENTS. We call this the "Limit equals more" (time) option
and it is available for single player games only.
Reg APs No Limits Inc APs No Limits
------------------ ------------------
Turn Limits no longer exist, which means you can take as much time as you
want to complete your objective as well as salvage goodies. If you use this
option, the turn limits will still appear (albeit darkened) in the initial
mission screen and mission review screen for reference. This option is
available for single player gameplay only. To end your mission, you'll need
to withdraw your team (using the 'W' key) and must have eliminated all
opponents first.
IMPORTANT:
-----------
These options are available in the "bullet" option screen *before* starting
a scenario or campaign. If you need to update a game in progress, we've
allowed a way to affect a *campaign* game by calling up the mission review
screen (the one during the actual mission) and pressing the "T" key. Each
time you press the "T" key you'll upgrade one level. There is no way to
go backwards, so be careful!
FUN DISCLAIMER
---------------
Now, unfortunately, some of these options will allow you to gather many
more goodies in the main campaign than the design called for, resulting in
less balanced (read easier) gameplay. When the main campaign was designed,
a *lot* more items were placed in the scenarios to increase the chances of
you finding specific items, knowing you wouldn't have the time to collect
everything. If you DO play without turn limits, you'll probably find so
much stuff, you'll never need a mechanic; but at least the choice is
yours.
Also, some missions may become *more* challenging with additional turns,
where you won't get "saved by the bell" so early...
Changes from version 1.10 to 1.11
----------------------------------
- Fixed a bug that incorrectly advised you that your mission was not complete
upon trying to Withdraw your team for certain mission types when playing
with NO TURN LIMITS.
- Fixed minor bug regarding a first-aid message.
- Fixed an AP bug with grenade launchers.
- Fixed a multiplayer bug where mercs collapsing due to lack of breath/energy
would not always collapse on other machines.
- The following scenarios have been modified to improve play-balance:
SOLO_02
SOLO_04
SOLO_06
MULTI_02
MULTI_03
MULTI_12
MULTI_13
Changes from version 1.11 to 1.12
---------------------------------
- Fixed an evil goof preceeding the final mission of the main single campaign.
- Fixed an "No Turn Limit" option bug where you couldn't withdraw
your team in a situation specific to one mission in the main single
player campaign.
- Fixed a bug where mercs were not always remembering to perform an action
(e.g. pickup item) when using the "cont" (continue) option via face panel
after being interrupted.
- Fixed a bug where program was not always recognizing when the last
opponent died.
Changes from version 1.12 to 1.13z
-----------------------------------
- Version is named 1.13z to distinguish between Jagged Alliance v1.13 .
- Fixed a Micky selling/purchasing pricing bug.
- Fixed an minor bug with the F9 feature.
- Fixed a "suicide" bug.
- Lowered the "turn sound" and added a startup parameter QUIETTURNSND that
really lowers it (ok, Blade?) e.g.:
DG QUIETTURNSND
- Fixed a bug whereby depositing a bomb when you had more than one in hand
deleted the remaining ones.
- Fixed another "withdrawl" bug where program didn't properly recognize that
all opponents were dead.
- Fixed a bug where the "unlimited campaign" option didn't work past 33
missions.
- Fixed a bug where the program was overriding the Fog of War campaign
setting.
- We've now reminded Gus to let you know the designated merc or team objective
when he promises to (multiplayer situation).
Extra Scenarios & Campaigns
----------------------------
Visit the Sir-tech website (www.sir-tech.com) for links to some great sites
that have many scenarios & campaigns available for download.
Speeding Up Slow CD Speech Access
----------------------------------
If you wish to speed up the CD access time for speech during missions and
you have an extra 185 MB of free space, you can copy over the \DAY directory
off the Deadly Games CD to the DAY directory under where DG was installed
(e.g. c:\deadly\day). The directory DAY was created as you installed this
patch. Likewise, you can do this for the AIM, PST, GUS, & MIC directories
also if you have the space... The DAY directory contains all in-mission
speech; the AIM directory contains AIM screen speech; PST contains
post-mission speech; GUS & MIC are for Gus and Micky respectively.
Kali Support
------------
No changes have been made that will enhance KALI support in this upgrade;
because of the demand for a turn limit toggle, we felt you'd appreciate
this ability now. Sirtech is currently investigating the possiblity of
modifications to enhance KALI play.
Sharing Hints for Missions in the Main Single Player Campagain:
----------------------------------------------------------------
One thing that we noticed with JA was that players were sharing hints
on-line regarding locations of various quest related events. Because that
game was designed to react differently depending on how a player progressed,
hints weren't necessarily accurate (e.g. Brenda wasn't held in the same
sector for each player).
Keep in mind that the single player campaign *can* branch, so referring to
missions by number may not be of much help. Using the mission descriptions
will be more effective.
Mission Success For Allies
---------------------------
When you ally, mission success for one team does not necessarily qualify
the other for credit; it depends on the mission type. The following mission
types will automatically credit an allied team with a successful mission
if that team has the same mission:
EXTERMINATE ALL
EXTERMINATE TEAM
KILL MERC
KILL NPC
DESTROY BRIDGE
DESTROY ANY BRIDGE
DESTROY ANY TARGET
DESTROY ALL TARGETS
PRESERVE AREA
DELIVER ITEM
STOP OPPONENT
Otherwise both teams have to accomplish the goal, e.g. if both have missions
to photograph somone/something, then both have to have the camera in their
possession at mission end. Some missions will be impossible, such as
a mission to retrieve the same item, for both teams to get credit. In
these cases, you may still ally for combat reasons, but when it comes down
to mission end, only one team can get the reward.
Enjoy!