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- This file is a quick summary of the changes from 1.0 to 1.1,
- and of some of the new features that have been added. Some
- of the text below only applies to game two.
-
- New Features:
- 1. Game Difficulty:
- You can now set the difficulty of your game in the
- Character Creation dialog. Choices are Easy,
- Intermediate, Difficult, and Experts Only. 1.0 is
- Intermediate on this scale. Harder games have more
- monsters and traps per level, fewer objects and less
- money per level, and the stores pay you less for
- stuff you sell them. It also takes more experience
- to go up in levels of experience at harder difficulty
- settings.
-
- 2. Button Bar:
- The most common commands appear on the button bar for
- easy mouse access. The spells you have on the
- spell menu are present here as well, so you have easy
- mouse access to them as well. Right clicking on the
- buttons will tell you what they do (and the mana required
- for the spell if it's a spell button). Keyboard users
- can turn off the button bar in the new Options dialog
- accessable via File-Options.
-
- 3. There are various new text popups that appear during the
- game. If you are loading an existing game, it will mark
- the ones you would have seen by now as seen, so you can
- view them in the Review Story dialog. The Review Story
- dialog also now has a button that takes you to the Background
- section of the help file, which many people were missing.
-
- 4. There is now a Character Attributes dialog accessable off
- of the Character dialog. This displays a simple listbox
- that tells you if you are levitating, detecting monsters,
- what you are currently resistant to (and how strongly), etc.
-
- 5. Added a Rest Until Mana Restored command. Before, both 'r'
- and 'R' did Rest Until Healed. Now 'r' is Rest Until Healed
- and 'R' is Rest Until Mana Restored. Both of these commands are
- now interruptable via any keypress or mouse click. Rest Until
- Mana Restored actually restores mana at double normal rate,
- (2 points per hour), although it only interrupts when you
- get attacked, not when you first see a monster. It's more
- like "sleep" than "rest".
-
- 6. Added Esc support to dialogs that only had an OK button. Also
- added Double Click support in Review Story, Select Object, and
- the Spellbook dialogs.
-
- Feature Modifications:
- 1. Moved the options into a dialog (File-Options) rather than on the
- menu. Also made the Spell menu accessable in the inventory for
- easy casting of identifies and remove curses.
-
- 2. Some of the special monsters, such as Hrungnir in game
- one, and the giant kings in game two, are now immune to
- sleep and polymorph.
-
- 3. The parchment is now deleted after it's read. Since the text
- is available in Review Story anyway, there was no need to keep
- it around. If you load a 1.0 game and had the parchment it will
- be deleted.
-
- 4. Gelatinous Globs now always have some treasure.
-
- 5. Levitation is no longer total trap immunity. Only gravity
- activated traps are effected (trapdoors, pits, etc). Magic
- traps, such as Glyphs, will still go off even if you are
- levitating!
-
- 6. Enchanted packs can no longer be nested. You can still put
- multiple enchanted packs in a normal container, you just cant
- put them inside each other.
-
- 7. Resist Fear and Resist Acid have been removed, as they aren't
- useful in the current game (but someday ;) .
-
- 8. Selling wands/staves to the stores guarantees at least 2 charges
- will be restored unless it shatters.
-
- 9. Clairvoyance now maps secret doors and traps.
-
- 10. The levitate spell lasts longer now (15 minutes instead of 10).
-
- 11. Saving now puts up a message in the description window, so
- it's obvious after a click on the save button that it worked.
-
- Bug Fixes from 1.0:
- 1. Fixed the occassional level corruption bug with
- the Save Levels To Disk option. If you had a spell
- pending on a monster (Haste/Slow/Sleep) when you left
- the level, the game would put up warning messages
- and then GP when you returned to that level. This worked
- fine if the option was turned off.
-
- Note that the SLTD option is only really needed on
- low memory 286 boxes, since even at the end of game two
- the saved levels will only take about 350-400K of global
- memory. In 386 protect mode you might as well let
- virtual memory swap to disk as needed.
-
- 2. Fixed adjacent fire/lightning/cold ball spells to
- pay attention to resist/vulnerability (they weren't)
- when calculating damage to the character.
-
- 3. Fixed elemental attacks to correctly use vulnerability
- when calculating damage to the character (if you
- were vulnerable to fire, then fire elemental
- attacks did NO damage!).
-
- 4. Fixed Scroll Room Onto Screen to work when going
- up/down as well.