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- PATCH.TXT
-
- Septerra Core: Legacy of the Creator
- Version 1.01
- November 26th, 1999
- Copyright 1999 Valkyrie Studios, Inc.
-
-
- **********************************************************
-
- This document contains information about version 1.01 of Septerra Core.
- It also contains updates to some of the information included in the
- Manual that came with the CD.
-
-
- For information about Septerra Core, visit
- http://www.lith.com/septerra
-
- For support questions or problems, visit
- http://support.lith.com
-
-
- Please do not make unauthorized copies of Septerra Core. The program
- you've purchased was produced through the efforts of many people who
- earn their livelihood from its lawful use. Don't make copies for others
- who have not paid for the right to use it.
-
- To report copyright violations to the Software Publishers Association,
- call 1-800-388-PIR8 or write:
-
- Software Publishers Association
- 1101 Connecticut Ave., Suite 901
- NW Washington, DC 20036
-
- This program is protected by United States federal and international
- copyright laws.
-
-
- **********************************************************
-
- CONTENTS:
-
- GENERAL
- PREVIOUSLY UNDOCUMENTED FEATURES
- CHANGES IN VERSION 1.01
- TROUBLESHOOTING
-
- **********************************************************
-
- GENERAL
-
- This document addresses previously undocumented features (movie
- review, screen capture) but more importantly, all the changes that went
- into updating version 1.00 to 1.01 - including how to undo the effects
- of the more notable bugs. We've also included a troubleshooting
- section which describes the more common non-Septerra problems.
-
-
-
- PREVIOUSLY UNDOCUMENTED FEATURES
-
- * All of the movies that have (or should have) already been viewed can
- be reviewed. The '<' and '>' keys allow you to move backward and
- forward though the movie playlist. The '?' key allows you to play the
- movie most recently viewed in this manner again. Note that the shift
- key is not actually required - that is the ',' '.' and '/' keys perform
- the same function.
-
- * You can capture the current screen by pressing F9. The capture will
- be placed in the same directory as Septerra.exe and will be called
- SCRNxxxx.BMP. In place of 'xxxx' will be a sequence number which
- resets to 0000 each time the game is run.
-
-
-
- CHANGES IN VERSION 1.01 (not in any particular order)
-
- Please note that this section does contain items which might be
- considered "spoilers".
-
- * While the "Random Combat Hang" (game suddenly stops during combat
- with the "Wait" cursor active) has been determined by the Monolith tech
- support group to be most often caused by bad/old sound drivers, we now
- have a workaround which should suffice in most cases. Pressing
- Control-A will cancel any sound the game is currently waiting on and
- should allow combat to continue.
-
- * The problem with the Mining Helgak combat failing to end has been
- fixed. We apologize to those of you who have used a side-effect of
- this bug to amass large quantities of gold.
-
- * Various problems with the incorrect display of stats have been fixed.
- This was most noticible just after adding Badu to the party.
-
- * The incorrect calculation of the prices paid by stores to buy back
- items or equipment under high crime conditions has been fixed.
-
- * The "Mold Antidote" problem has been resolved. The fix for this is
- in two parts: 1) The player may no longer give the Hermit the antidote
- at the wrong time. 2) For those players who have already been tripped
- up, the Antidote Herb now regrows in Pranno. To concoct a new batch of
- Antidote, buy another bowl, pick another herb and recombine the bowl,
- herb and Helgak Flute (you should still have the flute). Note that
- depending on where you are in the game, Pranno is either on Shell 6 or
- Shell 1.
-
- * The crash resulting from entering too many characters on the
- "Command:" line has been fixed.
-
- * The "Shell 4" problem (the "Slums" of Shell 4 getting raised too
- soon) has been resolved. Again, this comes in two parts. 1) Azziz no
- longer talks about it (thus making it happen) out of sequence. 2) If
- you've already been tripped up but have not gotten to where it should
- have been raised, it gets put back. If you enter a "broken" savegame
- either on the Shell 4 world map or the Bazaar mini-world map, it may
- still appear to be raised. Leaving that level and coming back will fix
- that.
-
- * The problem with Araym not being able to achieve his #9 skill has
- been fixed. This fix also resolves the problem with Araym not being
- able to use a breather mask in the Mold Forest if he is higher than
- level 34.
-
- * The problem with Corgan and Led not being able to use a breather mask
- in the Mold Forest has been fixed.
-
- * The inability to add Badu to the active party immediately after
- finding him as been fixed.
-
- * A problem has been fixed which caused an extra head icon to appear
- during Maya's battles while she's alone on Spikey Isle.
-
- * The source of the "Skipping Chapter 8" bug has been fixed. Note that
- skipping chapter 8 does not prevent the game from being finished, but it
- does deprive the player of some of the Doskias/Conjunction story line
- and the Mirror Fate Card which is won in the battle with the HellGod.
-
- * The library Abbot in Wind City no longer hands out extra passports.
- This prevents a strange storyline with Corgan in an unwinnable battle
- which comes from using the extra passport.
-
- * The failure to give Layla the supplies before leaving shell 3 is
- prevented and rectified if it has already happened.
-
- * A never-ending battle with an Opterra Nest in the Mold Forest has
- been fixed.
-
- * The hang when Corgan talks to May in Wind City has been fixed.
-
- * The "Hidden Caretaker Robot" problem on the Old Mountain Highway has
- been fixed.
-
- * The background music is now restored after using the 'X' shortcut to
- access the options screen.
-
- * The "Hidden Item Cursor" problem (click on an item in Explore mode,
- click on Subscreen button, cursor appears to be an arrow but is still
- the item) has been fixed. It really is an arrow now.
-
- * When Maya is separated from the rest of the party, the core bar
- displayed incorrectly. This has been fixed.
-
- * Led no longer has her "GrubbCombo" skill if Grubb isn't in the active
- party.
-
- * The Grubb & Led Combo skill is no longer available if either Grubb or
- Led is "dead" in a combat.
-
- * Since the Escape Fate Card never made it into the final version of
- the game, the blank spot left for it in the "deck" has been removed.
-
- * The animation of Duke (and other enemies who use the same art) no
- longer blinks out during combat.
-
- * The hang in Gregor that resulted from trying to give Mary Kay the
- holo-message has been fixed.
-
- * A problem with the Haywire Caretaker Robots (in the Jinam labs, for
- example) committing suicide has been fixed. They still commit suicide
- occasionally, it just doesn't mess things up anymore.
-
- * A problem where Maya could "teleport" to the other side of a wall
- while walking toward a switch has been fixed.
-
- * The "Missing Selina" problem has been fixed. Once again, this is a
- two parter: 1) The player may no longer meet Lobo until Selina rejoins
- the party. 2) If Selina should be in the party, she'll automatically
- be added when a savegame is loaded.
-
- * Killing the Lochmaster outside the Ill Repute now supplies the
- correct experience and gold payout.
-
- * The experience and gold payouts for the engines on Doskias' flagship
- are now correct.
-
- * The experience and gold payouts for the battles with Connor are now
- correct.
-
- * The screen capture file is now in the same directory as Septerra.exe.
- It was originally placed in C:\
-
- * A failure to display found items in the "payout box" has been
- fixed. This was the result of the player already having 99 of the
- item. Please note that while the item is now displayed, you still can
- only have 99 of any item.
-
- * A problem where core could be lost by experimenting with various
- pieces of equipment (short of actually equipping them) has been fixed.
-
- * Key items can now be combined correctly in the Subscreens.
-
- * The inability of the player to escape out of some dialog scenes has
- been fixed.
-
- * A minor problem with the globe in the Wind City Library has been
- fixed.
-
- * An occasional problem with the party being pulled into combat by
- enemies on the wrong side of a wall has been fixed.
-
- * A problem with your inactive characters losing their hitpoints has
- been fixed.
-
- * A problem where you don't get any experience points for killing an
- undead creature with a healing item has been fixed.
-
- * A problem where the characters lose their stats when they get to
- level 99 has been fixed.
-
-
-
- TROUBLESHOOTING
-
- Almost all of the problems that players have reported concerning the
- failure of the game to run - either at all, during or after movies, or
- during combat - are related to sound & video drivers. While Septerra
- does not particularly push any limits itself, DirectX and QuickTime do.
-
- This has been a problem so many times that the best bit of
- troubleshooting advice that we can offer here is:
-
- * If you're having difficulty making the game run properly, make sure
- that you have the latest drivers for your machine. These can typically
- be downloaded from the web site of the hardware manufacturer and in
- some cases, the web site of the computer vendor. If upgrading drivers
- doesn't work, try upgrading to the latest version of DirectX. It is
- important to note that older machines or cards may not be capable of
- being brought up to current standards - either because they're actually
- incapable of being upgraded or because their manufacturers have
- abandoned them.
-
-
-
- Problems With Movies
-
- Many users have experienced compatibility problems when DirectX and
- QuickTime are used in conjunction with one another. We have
- "discovered" several things which might help if you don't see the
- movies:
-
- 1) Completely uninstall and reinstall QuickTime. The version on the CD
- was current as of September, 1999 but there may be a more recent version
- at http://www.quicktime.com
-
- 2) Open QuickTime setup from the Windows Control Panel. In the
- drop-down list select "Video Settings" and uncheck the box for "Enable
- Direct Draw Acceleration".
-
- 3) Some have suggested that installing DirectX Media and the latest
- verison of the Windows Media Player might help.
-
- 4) If the movies are playing, but poorly, this may help. Create a
- shortcut for Septerra.exe. In the shortcut's properties, add -d to the
- end of the Target line (be sure to include a leading space). This will
- cause the engine to play the movies back at their native resolution
- rather than doubled. With 1/4 of the pixels to render, it should be
- better.
-
- 5) If you're just sick of messing with it, put -m on the Target line
- instead (with a leading space). This causes the engine to not play
- movies at all. I don't recommend this - I think the movies are
- terrific, but it's there if you need it.
-
-
-
- Problems With Sound Skipping or Repeating
-
- The timing required for keeping the sound buffers properly fed is
- critical. We've put in as much cushion as possible, but if your machine
- is off doing something non-Septerra when the time comes, then the
- DirectSound driver wraps back to the beginning of the last buffer and
- starts to repeat the last chunk. You can help prevent this by turning
- off other programs. Known offenders include FastFind, virus scanners,
- FTP/Web servers, email retrieval, automated web update retrieval.
-
-
-
- Problems With Combat Hanging Randomly
-
- The "Random Combat Hang" (game suddenly stops during combat with the
- "Wait" cursor active) has been determined by the Monolith tech support
- group to be most often caused by bad/old sound drivers. If you have
- updated and still experience the problem, pressing Ctrl-A should clear
- the hang and allow combat to continue.
-
-
-
- Problems With Sound Effects being "late"
-
- A number of people have complained about some combat sound effects
- being late - particularly Grubb's & Led's attacks, where they will jump
- over to the enemy, swing, jump back and THEN you hear the attack sound.
- This is also a sound driver problem. We have seen it on Valkyrie
- computers and have been able to solve it with sound driver updates.
-
-
-
-
- For other support questions or problems, visit
- http://support.lith.com
-
-
-