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- Gladiator version 3.8 Readme.txt file.
-
- NOTE: While we try to keep this README file up to date, some
- sections relating to the shareware version may be listed
- in the registered file, and vice versa. Please bear with
- us and we'll get you a good product! :)
- -- Forgotten Sages Development Team
-
- [0] Installation information
-
- For this release of Gladiator, it is important that you run the
- 'setup' program after unzipping the files to your directory.
- This will ensure that the settings are correct for your system.
- If you wish to change the settings later, you can re-run setup,
- or manually edit the 'glad.cfg' text file.
-
- Gladiator features Sound Blaster compatible sound.
- Note that for sound to work, the "BLASTER" environment variable
- needs to be set in your autoexec.bat. It should like:
- BLASTER=A220 I5 D1 T2
- or something similar. Gladiator may, unfortunately, freeze up
- if your card is not 100% sound blaster compatible. If it does
- this you have 2 options.
- 1) You can try downloading updated sound card
- drivers from your sound card manufacturer.
- 2) You can re-disable the sound, and look for
- an updated Gladiator version in case we
- have been able to resolve this problem.
-
-
- [1] Keyboard Controls
-
- [1.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.
-
- [1.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
-
- [1.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)
-
- Yell 5 (numeric) S K G
-
- 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!
-
- [1.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
-
-
- [2] 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 (tested up to 300fps!) :).
-
- [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. There is also a set of four buttons to control how many
- human players will be in the game (up to four), and a toggle to
- control the difficulty settings. 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 sample of basic troop types follows; for more detailed
- information, including special abilities, consult the classes.txt file.
- * 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.
- These types are availble for purchase only in the registered version
- of Gladiator, 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 "Hire" 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 "Train" menu instead. The train 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.
-
- Clicking the LEFT mouse button on "+" or "-" button will adjust the
- value by one point; clicking the RIGHT mouse button will change by
- five.
-
- 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.
-
- In the registered version of Gladiator, there is also a button
- titled "Set Level." Clicking this button enables you to jump to
- any level in the game, including any levels you may have created
- with the scenario editor.
-
- 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, may 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 of Gladiator has 14 scenarios to try out,
- while the registered version currently has just over 40. If you
- haven't registered yet, check out the section below on registering
- to find out what benefits the registered version offers.
-
-
- [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.
-
- E) Don't forget to check how much it costs to train your character
- in a "level." If she's almost there, you can be a level higher,
- a scenario sooner, without much cost.
-
-
- [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
- mike@ictv.com
- or
- dark@ix.netcom.com
- or even
- clawrenc@icogsci.ucsd.edu
-
- Of course, if you have any shred of mercy for the four poor starving
- college students (well, now 3 of us have regular jobs, which
- is why gladiator development has slowed down somewhat) 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. (invisibility, free stats, etc.!)
- * A scenario editor! (create your own scenarios!)
-
- Feel FREE to send cash in the mail; we don't care!
- (But the post office doesn't reccommend it)
-
- You can also register Gladiator RIGHT NOW over the Internet,
- and be playing it in minutes! If you have a credit card and
- would like to use it to register Gladiator, visit Albert's
- Ambry, a great place for purchasing software, and search for
- "glad". The system will take your information and allow you
- to download the latest registered version we have availible.
-
- If you'd prefer to register by mail, that's fine too!
- Send your payment to:
-
- Gladiator v 3.8 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.
- Also, if you have any kind of internet access, please include
- your e-mail address! This will help us send you information,
- updates, etc. as soon as they're availible!
-
- 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 3.8G: (06/15/96)
- * Fixed several radar colors
- * Finally added "Yell key" to readme.txt and online help
- * Added 'speed-cheat' to registered version
- * Added speed-enhancing potions
- * Added potion-type notification message
- * Fixed problem in change-team cheat
- * Added secondary level-1 Cleric spell, Mystic Mace
- * Added right mouse-button support for training/purchasing troops
- * Reinstated keyboard shortcuts into Picker
- * Added 'guard-tower' system
- * Fixed bouncing-rock GPF (thanks, Nick!)
- * Added thief charm opponent (3rd level alternate)
- * Make cleric behave with special / alternate
- * Updated scenarios to have speed potions, towers, etc.
- * Fixed GPF & bug of multiplying knives
-
- For release 3.8F: (06/08/96)
- * Fixed GPF for displaying character stats when no "shots"
- have been fired
- * Fixed GPF in "transform_to" when setting the frame number
- * Removing "domain error" messages
- * Implemented "difficulty settings"
- * Fixed bug of allowing player to start a new game/level
- without any troops :)
- * Removed 2 "cross-link" buttons under "View Team" to
- prevent menu-looping
- * Fixed assorted bugs/quirks in ArchMage charm/mind-control
- * Added levels 35-38, 80-85 for testing purposes
-
- For release 3.8E: (05/22/96)
- * Mostly internal fixes, not visible to user.
- * Upgraded shipping copy of SCEN.EXE so that walls
- and carpets are 'auto-smoothed'
- * Added ArchMage 'Charm Enemy' Spell
- * Added a few more levels (still in testing)
- * Upgraded SCEN.DOC information file
- * Fixed problem with 'small carpet' passability
-
- For release 3.8b:
- * Added a test button under the continue menu, to allow
- easier testing of user scenarios. Send us your
- scenarios! This button will also allow registered
- users to skip to any level in the normal game
- (eliminating those annoying treks to level 10)
- * Fixed the door crash
- * Fixed vanishing keys problem (could lock out some
- level solutions)
- * Minor AI changes, still not performing as expected
-
- For release 3.7h:
- o Fix placement of explosions (add_ob,..., 3)
- o Fix 'shadow doors' left after opening
- * Added Key-&-Door system :) At last!
- * Set ArchMage 'Summon Elemental' to require 150+ Int
- * Modifed Magi teleport so that if you're close to or on your
- marker, you'll teleport randomly, not back to the marker
- * 'Debounced' special-switch key; won't cycle automatically now
- * Fixed some problems with resetting keyboard after joystick mode
- * Fixed bug with summoned-monsters not dying when their owner did
- * Modified ArchMage's 'Summon Elemental' to have a drain on the mage :\
- * Increased performance of weapon memory allocation & use
- * Fixed sliding to work with narrow entrances, etc.
- * Fixed problem with 'slow firing' for extremely dextrous characters
- * Added 'background buttons' to floating text display as option to
- improve legibility
- * Added Golem with boulder to registered version
-
- For release 3.7g: (09/01/95)
- * Fixed EXP assignment for summoned monsters (via weapons)
- * Added 'Summon Image' and 'Summon Elemental' to Archamge (registered)
- * Integrated Mike's current code (screen, view)
- * Fixed old 'exponential cleric EXP' bug to be in line with other classes
- * Fixed loss of 'Combat Stats' for resurrected characters
- * Modified mana penalty for resurrected characters
- * Added Treehouse, elf-generator
- * Fixed endless-owner cycle, which would freeze the game :(
- * Improved ArchMage AI somewhat
- * Fixed some joystick problems
- * Retains joystick settings between sessions
-
- For release 3.7f: (08/26/95)
- * Added 'Details' Button, & ability to transform to a higher
- character type (ie, mage -> archmage)
- * Fixed 'overlapping' bug in Mage Teleport-to-marker spell
- * Added cheat for character-editing in picker :>
- * Added ArchMage sub-class to registered version
- * Added auto-sight for ArchMage
- * Re-coded screen::add_ob and associated routines for faster speed.
- * Modified ArchMage fireball to be dependent on current spellpoints
- * Restored 'teleport' to ArchMage
- * Added 'HeartBurst' as ArchMage 2nd level special
- * Added 'Chain Lightning' as ArchMage 2nd alternate :)
-
- For release 3.7e: (08/19/95)
- * Made invisible enemies invisible on radar, at last
- * Increased strength of Archer Exploding Bolts, except to attacker
- * Increased potency and duration of Thief poison cloud
- * Gave Barbarian a hammer for long-range weapon
- * Increased potency of Thief Taunt
- * Added 'HeartBurst', 5th-stage Mage special :>
-
- For release 3.7d: (08/16/95)
- * 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: (08/14/95)
- * 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
-
-