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UPDATE.ASC
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1991-11-02
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Changes to MELEE from v1.60 to 1.63 (hone-up for release version...):
- MELEE is no longer crippled AT ALL. Registration is not required to export
Warriors to other systems. Registration IS still appreciated <grin>.
- MELEE will now run in much less memory.
- Warriors with 10 points of fame can browse the Hall of Heroes. Warriors
with over 20 points of fame can elect to retire and have their status
saved into the Hall of Heroes for other Warriors to admire.
- Warriors can now develop their Will. (Be cautious in this one! :-})
- MELEE no longer forces an occasional pause for a security check.
- MELEE's .exe files are now much smaller!
- Miscellaneous mathmatical and game-balance-improving corrections/changes.
- Miscellaneous mandatory bug fixes (the honing process continues, eh?).
- Fixed the bug which made it difficult (impossible?) to kill an opponent you
had mortally wounded with a successful counter.
- Finally! Fixed the bug that resulted in weapons being lost in the storage
room.
- Fixed a bug which was preventing Warriors from increasing their endurance
and their ability to withstand pain.
- The NPC Generator is now included in the distribution archive.
- Posting messages to Hudson-style message bases now works again.
- Added display of "toughness" evaluation to Opponent-selection screens.
- Door routines added DesqView detection for CTS check routines.
- Should now work correctly when reading QBBS v2.75Gamma exitinfo.bbs.
- Fixed the environment-matching bug which resulted in sometimes screwy
environment occurances when doing a blood match challenge.
- Fixed the error which caused computer-controlled resident's combat
results not to be saved.
============================================================================
Changes to MELEE from v1.51 to v1.60 (not released to public):
- SysOp can now play the local (NPC) Warrior against the remote player.
- Blood Match challenges are now saved to the mail directory, as they should
be -- they used to be saved to limbo.....<ahem>
- Decreased the amount of quality improvement done per session to equipment
left in the southern quarter (this was for game balance).
- Choosing to berserk means you now begin swinging wildly, immediately,
instead of having to wait until next turn.
- Fixed the problem whereby over-training would result in having a lower
value in the paranthesis than you started with. (Limitations in byte var.)
- Opting to work on your Ki (ability to focus your attacks) will now improve
your damaging ability (in time) -- there isn't anywhere where you can
track this skill, however (just take my word for it; it works!).
- Players no longer have to type in the name of the resident warrior that
they want to fight. Typing is still required when specifying a combat
android or a visiting Warrior.
- Fixed the gold-manipulation problems in the Physical Training and Training
with the Masters areas....
- Name changed for visitor files, to accomodate data structure changes. Now
the archived Export files will be called BANZ####.### instead of EXPT*.*.
Version 1.60 will ignore the old export files to prevent errors.
- YeGads! I never realized that the door.sys didn't contain the SystemName!
Due to that, systems using door.sys to call MELEE could not run in
registered mode. Now they can, though they must use the MELEE.INF file
(as described in the docs).
- Fixed a bug which caused the 'W' character to not be erased when the
player went berserk, so his movement left a trail of 'W's across the screen.
- Possibly cleaned up some code which MIGHT have been the cause of players
losing weapons in some of the weapons shoppes. I could never duplicate this,
nor could any of the beta testers, but we'll see....
- New Players can no longer begin their character names with a space, nor
have a name that consists of only a space. Nor can players have a name
which has two adjacent spaces (a double space) in it.
- Clones cost less now (benefits of improved medical technology....).
- Changed the ranking system around a little. Fame is no longer reset to 0
and Commendations have been done away with to reduce confusion...
- Fixed more bugs in the way costs and training effects were figured in the
Physical Development and Training With The Masters Areas...
============================================================================
Changes to MELEE from 1.50 to 1.51 (bug-fix):
- Blocking/Parrying/Countering skills do not magically increase greatly
anymore upon execution of a successful defense. What a boner that was!
- Black-on-black initial screen now shows up, allowing users to pick their
graphics setting.
- Program no longer aborts when there are an odd number of records in the
deadchar.dat file.
- Rankings program will now try to import Warriors even if there are not
enough local players to generate a rankings bulletin. FIxed a couple logic
errors.
- Maintenance program cleans up after a reset a little better.
- Problem with combat screen not displaying, and with lock-ups on acceptance
of a Blood Match Challenge, have been fixed.
- When a character is killed, player no longer gets prompted as if the
incident were a voluntary suicide.
- Players can now see how far they have left to train to receive another
point in their stats (shown as a percentage of 100 in most cases) when they
view their character stats from the main menu.
- Players with strong wills and tough constitutions can now train a little
longer each day then lesser endowed characters can.
- The string which notifies a player when he has trained enough to increase
his stats now remains long enough to be seen.
- Payoffs have been changed. They now are almost entirely dependent on your
opponent's fame and commendations. Max payoff is now 20,000.
- Lessened the damage done by a successful counter (a little).
- Made the Guild Security check a random thing, to hasten the game (a little).
- A few registration price and policy changes.
- Developing countering skill is now less random, making it on par with the
development of blocking and parrying skills, albeit more expensive.
==========================================================================
Changes to MELEE from 1.30 to 1.50:
- MELEE now allows the player to determine:
1) Whether he wants real-time combat, or wait-state combat (a la Barons).
2) Whether he wants to see ALL the combat strings, or just important ones.
3) Whether he wants to see ALL store descriptions, or just important ones.
These options are available in the Guild Library area.
- Added an area to the Guild Library, which shows a dissertation on how
to fight in the Arena.
- Flushed the keyboard and com buffer prior to player's turn (in real-time
mode) to prevent confusing stacking of commands in combat.
- Neural Weave now correctly decrements money, and shows immediate results.
- Combat screen lets user know what combat mode he is using.
- Defeated character is now notified when on-line character refuses his
surrender, if permanent damage is done to the losing character.
- File locking takes place now on most reads and writes, thus making MELEE
more multi-nodal capable. Head-to-head combat is not yet supported. Work
is still being done in this area. It is not yet advisable to run MELEE on
more than one node at a time. Data corruption could occur.
- Screen and spelling aesthetic improvements and corrections.
- Chat procedure now works, par excellence.....even in the arena!
- Fixed a bug which allowed a user to block a blow with his shield, even if
he was not carrying one!
- Now you can still drop off some equipment for enhancement, or repair, even
if you have some waiting for you to pick up (used to be you got ejected).
This facilitates maintaining more than one set of armor.
- MELEE now saves the character's current info if he drops carrier. The
penalty for this is a slight loss of intelligence.... This was done to
deter some of the cheating going on, as reported by several SysOps...
- MELEE now works without a fossil -- only in LOCAL mode or when output is
redirected by an external program.
- MELEE now correctly reads an RBBS-PC style dorinfo#.def file.
- Fixed the problem (hopefully) which set textcolor to black on black for
people using OpusCom (and some of those using X00) fossil driver.
===========================================================================
Changes to MELEE from 1.20 to 1.30 (not released):
- Improved rankings algorithm. Eliminated display of deleted characters in
the rankings file.
- Screen aesthetic improvements and clean up.
- You can no longer put your bare hands in the storage room....
- Berserking now works as it should! Be careful!
- None of the work players did in the "Study Under the Masters" menu
choice was being saved. Likewise, none of the costs were being
deducted. Now fixed!
==========================================================================
Changes to MELEE from v1.00 to 1.20:
- Fixed the bug that allowed computer Warriors to continue throwing combo-
attacks long after they should have stopped due to low fatigue. Now
Warriors won't swing away wildly until they drop from exhaustion.
- Players who accept Blood Match Challenges now get to choose the arena in
which they will fight, to take advantage of their specialty.
- Code optimization and aesthetic improvements.
- Increased display speed in the stats display and equipment display screens.
- Reduced some of the delays in the combat screen, to keep the combat moving
along more crisply.... SysOp can still slow it down in his configuration.
- Spelling corrections....
- Ensured that a user could not run out of time while generating a character,
a problem that in earlier versions occasionally resulted in a person having
to work with an incomplete character.
- MELEE no longer checks for a FOSSIL if run using the user first and last
name and time remaining as the three command line parameters. This allows
non-BBS play, and use of DoorWay for systems that refuse to run a FOSSIL.
- Fixed a bug that was incorrectly (or not at all!) decrementing the training
time in the Physical Development areas, and some of the Study Under the
Masters areas.
- Changed a couple screens around.
- Lowered the time requirements and cost to improve a couple of the character
statistics, thereby reducing the effectiveness of the "Enhance the Weapons"
strategies....
- Getting clobbered by someone to whom you've surrendered is now permanent....
- Lowered the cost of gettng cloned.... USE THIS!
- Program now checks to see if you are wearing equipment when you go to get
something repaired. If so, it will not longer allow you to pick up what you
have waiting. In v1.00, if you were wearing equipment, it was lost!
- Tried to make the combat a little easier to understand for the less astute
players. <grin>.
- Blindfolded and randomized the initial player locations. Now you can't count
on having time to rest until your fatigue is back up to max!