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README.DOC
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1997-06-25
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9KB
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Ok! Here it is the final version. Lots of things were fixed, there are
a few new things too.
For info on how to buy a registration code in minutes over the phone by
visa/mastercard check the REGISTER.DOC file.
For installation instructions check the SYSOP.DOC file.
To play locally right now, run LOCAL.BAT.
HOW TO UPGRADE FROM A PREVIOUS VERSION:
* Unzip over the old directory. You will need to reinstall any addons
or IGM's. Future versions will NOT deinstall IGM's, because upgrades
will be released as 'service packs' that install like IGM's themselves.
WHAT IS NEW FROM BETA 7:
* At the last minute I decided to include CRAZY100.ZIP in this .zip. It is
a very simple IGM, unzip it and type "IGM CRAZY" to install it. I included
it so sysops can see how easy it is to install/uninstall IGM's and also
it is a GREAT template for people making their OWN IGM's for LORD2.
* Included FAST.BAT. Some people were complaining that their char was
moving too slow, this changes your keyboard settings to the max, could
be useful for players too.
* Unregistered item limit was raised to 57. Wow!!!
* Added a BUNCH more stuff to the unregistered version including all of
greentree, level raising, the Ma's boarding house, the Red Dragon Inn
and more. They can also get to the dark forest, graveyard and stonehenge
looking temple. Of course this means many random events will happen too -
some that will warp a player to an illegal screen. But don't worry -
thanks to the below it basically acts like a warp home.
* The .EXE was changed to be much nicer about unregistered screens and
trying to locate missing map files and the like. It now will teleport
the user home instead of closing the door in these cases.
* When is win in sysop doc
* You've every is you've ever in sysop doc
* Symbols on the player rankins that mean someone has won as good or evil
were changed a bit so you could tell them apart.
* You find a "broken flute" changed to "ancient flute" to match the new
item name. (stoneb.ref)
* If you get knocked out in the cave and carried out, you are transported
to a better position, not on TOP of the cave where you jump off?
* Fixed screen west of Greentree that had ALL random events, apparently
a certain someone put them there to test something and forgot to take them
out! <G>
* Lot of misspellings fixed
* Fixed up a few random events that Pap made, they were redrawing the screen
and not redrawing the status bar if you said 'no' which is the opposite
of what is supposed to happen.
* Fixed up Ice Serpent, he magically had SIX attacks entered, too bad the
max is 5...!!!
* While I was in that file, I changed Magic Golen to Golem..
* Fixed some serious logic errors with winning the game if it was done evil
1st - added a few new things here and there too.
* Added some missing screen redraws to ending Koshi and Dragon Tooth
events.
* One Eye now uses a @saybar, not a @show.. whups.
* In the item editor the right ')' is now colored correctly at the top.
* experianced is now experienced - (yup, Pap's fault as usual.. ;> )
* Sun bathing man near west of desert now says hi back.
* Spiked shirt can now be sold
* Koshi Snacks can now be used only once
* Took out some wrong info about making IGM's from 3rdparty.doc
* Added a reference to IGM.DOC near the top of SYSOP.DOC.
* Added a thing to 'View Game Stats' under the ? screen that shows the 'is
unlimited deaths active' or not switch so people know.
* Will not say 'You have 0 turns left today' in unlimited mode now
* If you make someone 'Alive' with the editor without changing the map #,
it will move them to the house automatically now!!
* Fixed mispelling in the item Egg's description - (possibily = possibly)
* Fixed Pap's bad math statement in Bonetown so it is now actually possible
to get VD from the whore there
* You can attempt to drop more than 32000 things without a runtime error
* Charm and quest points were added to the View Stats screen.
* Finished overlooked 'Stowaway' function in porttown.
* Koshee is now Koshi in a few places.
* Odds of fighting per each step were changed near the Dark Forest - people
were just making too much money in that area from running into monsters
so often.
* Spiked mace attack string was fixed.
* It takes -10 alignment to have the Dragon Tooth guard pay attention to
you.. it did take -11, what an awkward #.
* Hearing a story from 'the travelers' random event heals you now
* Having run ins with the Dragon Tooth clan will happen twice as much..
this is important because you NEED this event to get them to take you to
their island..
* "Jim has killed Jim and became level X" won't happen anymore, it now calls
your enemy 'Mirror Image'.
* When a new player is created it makes sure there isn't a bounty on them
* Resetting the game now deletes all bounties and castle ownership files too
(if you have IGM's that created data files, you still have to delete those
manually unless they check the 'age of days' and figure out it reset
and fix it themselves..)
* Added a 'treasury' to all four ownable buildings - for team play. Also
made sure they would be emptied when the game was reset. The owner
of the 'establishment' will get mail about who took what so he can keep
track.
* REF LANGUAGE ENHANCMENT: Added @STRIPCODE, it strips ALL ` codes out of
a `s var
* Dropping carrier at the 'you've been killed' prompt no longer can keep
you alive... Geez!
* REF LANGUAGE ENHANCMENT: Added @dataload, @datasave for .IDF files! This
easy to use feature allows IGM's to keep track of their OWN data without
bothering anyone elses using their own .IDF file. Used with
@datanewday, it is the EASIEST way to tell if they have 'been in your
IGM already that day'. An example of this is in EXAMPLE.REF. It is
actually used in the game, so don't delete it...
Anyway, if you use any of those commands, it will automatically create
the .IDF file (see the example or refhelp for the syntax) of 200 longints.
This is also the max # of players, so if you look at record "&playernum"
you effective have a private piece of data for each player. Anyway, look
at the example it is REALLY easy to do and solves the problem of "I need
to use `p vars and put crap in the gametxt.ref" file.
Also: If a person on one node changes a #, the other nodes will also
'know' about the change. Multinode aware and filelocking are handled for
you!
* Finished the Turgon quest.. added a new item, #74. I am also allowing this
item to be used in the unregistered so that the Turgon quest can be
finished in the unregistered version.
* Barak saying "Turgon couldn't teach a whore to diddle" was tactfully
changed to something less crude.
* Added 'edit bank account option' to player editor.
* Made a few changes to the com routines...
* Replaced the option 'Use old com routines' with 'use secondary async
routines'. This isn't exactly what it does but it is hard to describe
so this will suffice.
* Fixed A HUGE 'EFFIN BUG in DDPLUS... there was a GIANT mistake
in COMIO.PAS that would deinit a port before port_num was given the
(com_port -1) value when the 'Regular Fossil' setting was used.
This would usually result in PORT 0 (Com 1) being magically turns off.
causing serious problems for Intermail, G-Host and other applications that
moniter the status of the port.
A HUGE thanks to Rich Rempfer and Larry Poirier for explaining to me
what was happening and being patient with me!!
This also means this bug exists in LORD and TEOS too. I will probably
put out new versions of both. Keep in mind this is from DDPLUS 6.3, there
are newer versions out that may have fixed it, so just because you have
another door that uses DDPLUS don't freak. I never upgraded because of
all the modifications I had made, etc...
* After a reset, the 1ST player will now get mailed deleted before playing
too. Before he could actually get mail from the last game.
* Removed BIN2MAP.EXE from the zip, it was included by mistake, but don't
worry, you can download this WITH docs from the LORD2 IGM/ADDON area on
our website.
* The game now starts on day 1, instead of day 2.
* END OF BUGFIX/ADDITION LIST
Basically the only things missing that may be added in a future versions is
player/player flirting and ALT-? functions like in game chat. Right
now LORD2 doesn't officially have them.
The truth is it does, but only if you are in a 'text entry' mode and
not on the map.. so hitting T to send a text message then hitting ALT-C
would actually work, although redrawing the screen by hitting R is
still up to you.
Oh, word wrap in messages is also on the wish list. If I wasn't so
pressed for time... I'll probably get around to all of these three
things later, but no guaranties. ;>
-Seth (sethable@rtsoft.com)
Hit www.rtsoft.com to see if a later version is out and to check out the
LORD2 IGM/NEW WORLDS page!
(NOTE: I've moved the thankyou list to the SYSOP.DOC file)