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Black Box 4
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UPDATE.ASC
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1991-06-14
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Changes to MELEE just prior to releasing v1.00 (first official release, eh?)
- HA! I finally found and kicked butt on that damned elusive Division-by-Zero
bug! (Where have we heard that before?) It was simply a lack-of-logic error!
- Changed the Main Menu Header....
- Allowed users the option of setting their graphics mode. Ascii is not
allowed, but mono users can play now, though the combat is not quite the
same..... color ansi remains the graphic selection of choice.
- Sped up the combat display updates by limiting the number of cursor jumps
the program requires for updating the player's status.
- Forbid the use of apostrophes in the character names -- there is a weirdness
in the TP search algorithms which I have yet to get around when it comes to
matching a string that has an apostrophe in it....
- Fixed a here-to-fore unreported feature that both allowed exports even for
unregistered versions (too bad, eh? <grin>), and required registration
before it would import visiting Warriors. Now that is no longer required.
=============================================================================
Changes to MELEE in version .913 beta (hopefully the last beta release)
- Finally found and fixed the bug that caused stat updates to display after the
combat had ended....
- Fixed the situation that caused mess-up of bulletin when a charater's name
or city was quite long.
- Finished implementing the registration checking/display. Only registered
systems will be allowed to enter characters in tournaments.
- Improved the payoff algorithm for computer controlled characters, and
implemented an algorithm which allows the computer controlled characters
to gain fame/infamy and have it saved (should have done this long ago!)
- Fixed the problem which denied a user his salary/medical fixings when the
player logged on before midnight, and logged out after midnight....
- SysOp can Hang-Up on a player, using the F5 Key. No warning is given.
- SysOp can force a player to return to the BBS by using the F9 key.
- Increased the salary to 1000 (was 500) gold to offset the lower payoffs for
low level fighters... don't worry, as you increase your fame, the payoffs
grow....
- Had to re-fix the run-time error 200 (div by zero) bug in the arena for
certain non-equipped characters. Also killed a like bug which occurred when
some users tried to surrender...
- Fixed some menu and other-screen display ugliness.
- Implemented the once-a-day limitation for killed characters and suicides. Now
you can't keep coming back (the same day) to re-roll a character until you
get a superman. Nor will getting him killed in combat on purpose help you.
- Added a little more dash to the combat strings.
- Tangled yet again with the division by zero error in the arena. Did I win?
- Lowered the default surrender point, so un-modified characters wouldn't be
such wimps....
- Re-Fixed the problem when in the arena and a successful counter was made.
Stack overflowed because under certain conditions the recursion became
infinite.... Now a successful counter implies an automatic hit on the enemy.
===========================================================================
Changes to MELEE in version .910 beta
- Hopefully fixed the lockups problem when the combat arena was entered.
- Found another way the game could exit on a division by zero error in the
combat arena... hopefully this is the last fix for this!
- Implemented support for non-bbs use, and use by SysOps who don't want to
a) run a fossil, and b) who want to use their own program to handle the comm
routines (a la "Doorway" or those BBSes which handle EVERYTHING).
- Some more appearance (aesthetic) improvement.
- Made the payoffs a little cheaper (this ain't pro football!).
- Made it a little tougher to acquire fame, and a lot tougher to acquire
commendations. This will improve long-term play balance.
- Cheapened the Ghod rewards. You still get some return on your investment, but
the most important one is that "Ghod Favour."
============================================================================
Changes to MELEE in version .900 beta
- Finally squashed, once and for all, the computations that would occasionally
result in a run-time error if someone entered the arena without any armor,
and no weapons. (Never foresaw anyone sane wanting to do this, but I guess
the game should work for crazy people too!)
- Found and fixed the bug which caused the Maint.exe program to crash when
certain conditions were met during the file packing of the clone.dat file.
- MELEE was not correctly executing the checks to prevent duplicate fights. It
is now....<sigh>
- Implemented the first of the MELEE security checks. All MELEE programs
make a test to ensure that each of the others is exactly as distributed.
This offers a modicum of protection against hackers, and excellent
protection against data loss due to virus infection or file corruption.
None of the programs will run if any of the others fails the check.
- Player status display is now updated immediately after berserking or combo-
attacking.
- Loser stats (when opponent is an android or resident) are now updated
correctly again.
- Some menu aesthetic improvements.
- Payoffs tweaked some more.
- Hopefully fixed the problem that was causing lockups in the arena....
==========================================================================
Changes to MELEE in version .800-.830 beta:
- Fixed the discrepancy where you would be told your armor/helm/shield were
in good repair, even if you didn't have any when you went to get them fixed.
- Fixed the way the ghod Khaine evaluated his worshippers, so that you could
not be denied credit if you followed the initial instructions...<huh?>
- Hopefully fixed the bug that kept the player's money from being subtracted
when he had trained in the Null Boxing areas.
- Added a little more spice to the combat routines...
- Menu aesthetics enhancement....
- Increased the price of some armor types for improved consistency.
- Fixed the problem with Khaine's memory....
- Fixed a bug that gave the environment bonus based on something other than
the environment the character had selected as his specialty.
- Learned how to use pointers (10 hour process...) and completely restructured
the way the combat routines work in memory. This should clear up the stack
overflow errors in the combat routines when you try to counter an attack.
- Made it so that when you surrender, and your enemy does not accept it and
trashes you, your wounds are set to zero, so you can't fight again! (Just
an internal-logic type of thingee <grin>
- Changed the combat-payoff algorhythm. It is now based strictly on fame and
commendations (not infamy), and evaluates how tough a match you're fighting.
- Opened the last two physical training options: you can now train your ability
to withstand pain (character hit points) and your endurance (fatigue).
- Disallowed duplicate fights. You may now only fight a specific enemy once
per day.
- Fixed the logic error made long ago which allowed you to buy armor, shield
or helm, then sell it for more than you paid! It ain't a good deal no more!
- Opened "Doctor Blade's" office in the Wester Quarter. If you can find it
you can get healed (a little or a lot, depending on your wounds), but since
his operation is illegal, you have to have free training time next month so
no one will miss you if you catch a bad infection and can't make training.
On the bright side, his pain killers are great if you use them right away!
- Added support for Door.sys dropfile
- Fixed the problem with the program returning a run-time error if the
game was being run under QBBS.
=======================================================================
Changes to MELEE in version .700-.710 beta:
- So many bug fixes over version .600 and .630 it would take pages to list
them.... many changes were made in .630 which didn't work as planned.
- Implemented the ASCII style message area for non-FidoNet boards, and
the option to use either FIDO-style or QUICK (RA)-style message areas for
FidoNet boards. (Share.exe must be loaded for use of Quick-styly areas.
- Cleaned up the code, and improved program aesthetics.
- Figured out why program was taking so long to load! Had a delay() in the
wrong place, so the program would wait for 3 seconds for every record in
the playernote file, even if the note was NOT to the player on line and
nothing had been displayed! <zheesh>
- Fixed a long existant bug which would cause the game to abort with a
run-time error if there was no player-data-file, instead of just initializing
a new game like it should. Sure took a long time for this to surface!
- All games are completely reset!
========================================================================
Changes to MELEE in version .600 - .650 beta:
- Greatly enhanced the combat routines (getting realistic as hell!)
- Program now checks correct defensive tactic variable to see how often you
want to block a sure hit (was checking wrong script variable)
- If you choose to pull your attack to block, parry or counter a sure hit,
you lost that next attack. However, if you successfully counter, you pull
your opponent off balance and get an immediate free attack....
- Program now checks your tactics to see where you want to protect with your
shield and how often. If you are protecting there and the enemy tries to hit
you there, you are now certain to completely block the blow. Note that if
you use a two-handed weapon you get NO shield effects, just pay the weight
penalty if you're dumb enough to carry one! (Perhaps for use w/second wpn?)
- There is now an upper limit on how much coverage you can get from a shield!
- Fixed another bug in Pattern Recognition area (yea! beta tester found one!)
- Fixed a logic error which would cause a player's stats to improve everytime
he won a fight in his selected environment area....
- Fixed a problem that would occasionally cause a players to be able to fight
beyond the time his reserves of fatigue would normally let him.
- Fixed a problem in the display of the Ghod-area text.
- Worked with JPDoor folks to fix the problem with freezing displays!!!
- Documentation enhancements to help players get a better start (if they
bother to read the docs at all!).
- The Skills development area has been opened!!
- Blood Match challenges are fully implemented.
===========================================================================
Changes to MELEE in version .500 beta:
- Fixed an AMAZING bit of programming idiocy which ensured that your character
would almost never fight using the script (tactics) you had set for him,
whether he was being played by you or the computer! Can't believe no one
ever mentioned this! <beta testers must be snoozing>
- Ensured that even local players with a big keyboard buffer would not get
tossed into the message error after exiting combat if they had been a little
heavy on the attack key....
- Implemented Imports/Exports (still not automatic with front end mailers).
- Finally fixed forever the programming logic where allowed the computer
player to get one last attack in if he was berserking or combo-attacking
and you killed him in mid-swing....
- Implemented the penalty for not having the sense to surrender when you were
beaten. If you allow your hits remaining to get to 0 now, there is a good
chance you will die. If you don't have a clone, your character is `finis'!
- Opened the Street of Ghods! Smart Warriors will have a patron deity.
- Fixed the Warrior-listing bug which would not show a Warrior as available
for combat if he had less than 2/3 of his hit points remaining.
- Finished the mind-development areas (Study Under the Masters Options).
- Chat now works. (Again, a little squirrely on fully-filled ansi screens, and
cursor repositioning still needs work... Use anywhere but in combat arena
screen, and don't use when program is waiting for remote user to enter a str.
============================================================================
Changes to MELEE is version .400 beta:
- Fixed the oversight that caused jumbled messages when the player or opponent
surrendered. Cleaned up the code a little in the combat unit.
- Added an option to let the SysOp configure MELEE to the speed of his
specific computer. Line 11 of the Config File allows delay increases so the
messages don't go too fast for the players. Had to do this because the TP
Delay() procedure isn't as machine independent as it claims to be!
- More combat routine enhancements.
- Fixed the bug which caused a player's name not to be displayed in the list
of available resident Warriors if he was only carrying one weapon. This
was originally designed so that if a Warrior did not have ANY weapons, he
could not be drawn into the arena. Now he can. Don't get caught short!
- Added a storage vault for weapons. Allows a player to have as many weapons
as he wants, so he can always have two on hand while others are in the shop,
since weapons, unlike armor/helm/shield cannot be picked up the same day.
- Weapons now cannot be picked up on the same day they're dropped off (each
time Maint.exe is run, that is considered a new "day.") Maint.exe can still
be run more than once a day for beta test purposes, to speed up play.
- Added the calculation of armor/helm/shield bonuses for player protection
in the Arena.
- Opened the Southern Quarter for business!
- Implemented Berserking! (Be careful! This is a dangerous habit!)
- Fixed a logic error which was preventing computer-controlled characters
from throwing combination attacks as often as their scripts should have
had them doing. NPCs will fight a little smarter/tougher now....
- Fixed a bug (that I thought I'd squashed before) which caused the game to
abort with a division-by-zero error when a character went into the arena
with no armor on (why would anyone do that?!)
- Allowed access to the "Guild Library" (docs) from the main menu.
- Changed the colors in the equipment repair screens away from dark gray.
- Implemented the storage room for weapons.
- Set DirectVideo to FALSE, for people with multi-tasking systems (DesqView).
- Fixed the oversight which allowed a person to deposit a weapon in the storage
room....even if he didn't have one!
- Set the number of user video lines to 23, so no one would miss any text,
since the info is no longer read from the exitinfo.bbs drop file.
- Fixed the problem which often caused the environment bonus to be 0.
- Added a command which allowed the player to view his equipment from the
combat area menu.
- Changed the fatigue-calculation routine so that fatigue would not be
suffered while the character was merely walking across the arena!
- Added the first of the Mind-Development areas ("Visit the Masters" from the
main menu) to allow characters to increase their Intelligence/Awareness....
- Changed the player record structure again. And came up with a converter so
no reset is needed. (What a pain in the butt that was!)
- Added the second of the mind development areas...
- Began making the pattern recognition difficulty a function of character
intelligence. This is still simple, and will get much tougher....<grin>
- Fixed a bug in the rankings generator which wrote one to many players into
the rankings when there were more than 5 in the game; also, when that
happened, the bulletin generator would not rank the androids. Now it does.
- Added the optional use of EMS for the overlays (takes a LOT of EMS to get
the whole, humongous overlay in there!) If EMS is not present, or the option
is disabled, then the overlay buffer is optimized to speed the program up
a little bit..... more work on this will be done later.