Gladiator version 3.7 Readme.txt file. [1] 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 :). [2] Keyboard Controls [2.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. [2.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 [2.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) 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! [2.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 [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. 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 listing of character classes is listed here; see classes.txt for a more in-depth description, including special abilities. * 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, but these types are not availble for purchase in this version, 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 "Buy" 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 "Edit" menu instead. The edit 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. 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. 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, will 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 has 14 scenarios to try out; if you'd like more scenarios, plus the other benefits, check out the section on registering below. [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. [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 mikes@ictv.com Of course, if you have any shred of mercy for the four poor starving college students 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. (unlimited money!) Feel FREE to send cash in the mail; we don't care! (But the post office doesn't reccommend it) Heck, we'd even take Visa if we knew how. Send your payment to: Gladiator v 3.7 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. 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 3.7d: * 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: (08/15/95) * 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