These are the development notes for version A34 (in development now!) Please add your ideas (and bug reports from A33) here.
================================
Patch A34
Our Motto: "I Guess A33 Wasn't all THAT bad, except for blackjack."
Estimated Release: 4/22 (my birthday!)
--------------------------------* COMPATIBILITY: If you are equipped with a shield above level 40, you might notice it jump up 10 levels on you.
* BUGFIX: Miscellaneous Blackjack Fixes
* BUGFIX: Miscellaneous fixes for problems discovered while bringing LG's great new world on line. (Import world.zip, Import http:/world, Handles HTTP redirection (usually), Spell 1 no longer freaks out if #include used for spell table), Shield table renumbered correctly.
* BUGFIX: Various embarassing BlackJack bugs
* TUNING: YOU MIGHT BE WEAKER. Level 99 sword users were a bit too strong versus level 99 magic users, so I made the following tweaks: 1.) Increasing your wisdom does not increase your magic attack AS MUCH. (it still increases it, but it was working at a much higher rate than STR was boosting sword use). 2.) All human players (sword and magic) are somewhat more sensitive to magical attacks than they were (monsters are the same as before). Both of these changes were most obvious in the case where you had consumed a lot of seeds. Overall, the monsters should now be slightly harder to kill, and magical monsters should be a little more dangerous to you. PK battles should be a little more balanced. We'll see what the next set of complaints are. Thanks to Coeus for the most recent set of numbers.
* CHARACTER CLASS AND LEVEL SHOWN ON HEALTH BAR. Much as monsters show their element and level above their health bar when you point at them, now 'players' show a little info as well ("Necromancer 99" for example - techinically it is your LEVEL name, not your CLASS name which I show)
* NEW "IF CONDITIONALS". Quest authors can now have a couple more tests, as in:
IF C3, @characterClassIsThree
IF V4, @characterLevelIsFourOrHigher
And, of course, you can combine them, as in, perhaps:
IF C3+V4-V10, @label
Which would go to label if the player who is the scene HOST is of character class 3, and has a level of 4 or higher, but less than 10. (4-9).
* NEW BOOK: OF OPTIONS. I finally made an options dialog where all those things in the FILE menu really belong. I'm not in a big hurry to move them, but that would be the logical thing to do.
* CUSTOM UI THEMES. You might think of this as the 'lurch feature.' It allows very basic customization of the user interface. Basically there is a new folder, called THEMES, and within that folder is a folder for each custom theme, say 'diablo' Inside the diablo folder would then be replacement bitmap files for many of the UI elements of the game (mainly the buttons and framing elements). Unlike other implementations I have done of this functionality, there are no sub-folders in a theme. Likewise, there is no micro-positioning of bitmaps, resizing, etc. It's REALLY BASIC, and please don't ask for fancier treatments as I probably will never enhance it beyond this (well, other than adding WAV support). Heck, most of the bitmaps even require you to re-run the game after changing themes before they will take effect - it's just that basic!
* FUNPAK IS BACK. Type "/funpak" to open the funky diagnostic window. This will log situations of interest to world designers (broken syntax in the quest file, duplicate map entries, etc).
* FIRST CUT POKEGATCHI PEN. This isn't much to look at yet. Type "/pet" to open it. Watch the Homer Simpson O' Meter showing your pet's internal mental and digestive state.
* USING AN ITEM NO LONGER RESORTS ITEM LIST. Only the info about that item is updated. Which is not to say it will NEVER re-sort when you didn't want it too, just that it now does it less.
* TELEPORTATION COMMANDS IN QUEST SCRIPT. I'm calling these 'teleportation' since so many people asked for that and this way maybe they think I did it. But REALLY this is a feature which lets you have token-locked links. So some link points won't work until you have the right stuff. BUT, rather than make a special token-lock in the link editor (ack), I am making it a script command, so the actual test can be as complicated as you like.
For example, you have a link on the main map called "Dragon's Lair" It is actually linked to a SCENE. That scene checks your current tokens and if you don't have the right stuff, it just appears as a regular scene (with maybe some guards telling you to shove off or whatever). But if you DO have what it takes, answer the right question, or whatever, then it used the new GOTO LINK command to take you to a different link point (on the same or a different map). You have the option of just moving to the link point, or actually dropping into it. (Even I have a bit of trouble wrapping my mind around that at times, so I hope it's not overly confusing to the world designer.)
While I was at it, I added a GOTO SCENE x command which lets you jump from the current scene to a different one (but doesn't actually change your map position). It's not clear this is all that much different from just using the existing commands to change backgrounds and such, but it was easy to add and looks purty.
These commands considerably increase the power of quests (which means lots of new bugs probably). Here is the documentation from the new quest.txt file:
;-----------
; GOTO SCENE <scene number>
;
; This command lets you jump the player from the current scene into a new scene (which then starts
; at its beginning.)
;
; However, when you exit the scene, you will be at your original location (the place where you
; dropped into the original scene). This command never changes your current map.
;
; Jumping to a non-existent scene number may not fail gracefully.
;
;-----------
; GOTO LINK <map number>, <link number>, <dropin code>
;
; This command actually moves the character to a position just above the specified link on the specified map.
; For example:
;
; GOTO LINK 0,0
;
; On evergreen, this would take you on top of the gateway link on the main map.
;
; The third argument (dropin code), if present and non-zero, causes the player to drop 'into' the link
; after arriving. What happens after that is a function of the link in question (might do nothing, might
; go into a scene, might link to a whole different map)
;
; So:
;
; GOTO LINK 0,0,1
;
; On evergreen, this would move the player to just above the gateway link on the main map, and then drop the
; player INTO the gateway (scene). When the player exited that scene, they would be on the main map just
; above the gateway.
;
By the way, in theory, the bridging scene (the one which will contain the GOTO LINK command in it) doesn't necessarily HAVE to appear... except that the engine WILL flash the background for a moment. But if you make a background which is all black, I think no one will notice.
Anyway, I hope everyone is excited about this, and thanks for all the cool suggestions which ultimately led to this particular implementation. I had wanted token-locked links forever, but had always thought in terms of adding a token entry to the link editor and I knew that was going to drive me crazy. Even so, this implementation requires that you know your map and link numbers, but that's life.
And I'm still thinking about how I want to implement my 'wing of the wyvern' equivalent (item or spell which lets you go back to towns you have visited in the past). This has been blocked so far by the 'remembering what towns I have visited' element. (I know, sounds simple, and it is, just a bit of a headache in a hero-dependent, upwards compatible, multiplayer sense. But the work I just did in GOTO LINK will simplify it.. so one step at a time) Anyway, I appreciate the recent suggestion of a item/spell to specifically record a place you would like to return to (like the Everquest bind, sort of, but with more entries.. say 10) So, it will probably work along those lines. Travel somewhere, 'bind it' later on open your "book of bindings" and spend some MP/PP to get back.
* NEW MINI-GAME: Big Ol' Space Rocks. See, Tleil, sometimes you get to name stuff after all! I couldn't resist the urge to splurge 10 hours of my life implementing a clone of a classic game, even though how it relates to WoS is dubious, at best. It's like, totally disconnected. You don't win GP, doesn't cost PP. Just a way to waste time while you're waiting for someone to join your party or something. Please forgive me.
* NEW MINI-GAME: STOCK MARKET. You asked for a bank, and I said "NO!" But that doesn't mean I don't love you any more. Here's something to rid you of those million dollar blues. It's kind of LIKE a bank, but you buy stock shares instead. You can only have a million GP in your POCKET, but you can have as much as you LIKE in the stock market. Of course, its value will fluctuate with market conditions. World designers can define up to 100 stock 'companies' to go with their world (or just use the game defaults).
* CHARM SPELLS NOW WORK. Okay, in evergreen, the charm spell is currently called "Enchant" and has been there forever (spirit element). Anyway, now it works. While a monster is charmed, it will fight for the 'human' team and select monster targets (even other charmed monsters, though). It will NOT fight itself however (the CONFUSE spells will let it do that).
* SKIN CENSOR. Borrowing an idea of Lurch's, I have added a skin censor which lets you tag individual skins as being inappropriate for your own eyes. (it doesn't affect what other players see). You can either right-click on a name in the MAP list, or use the Book Of Skins to toggle the censored status. A censored skin will appear as the standard adventurer (I didn't want to implement Lurch's full master plan for world skin domination).
* FIXED BUG IN PK CAP which allowed you to cast 'disease' spells against a higher level PKer without triggering the "you hit first" rule.
* NEW INSTALLER/PATCHER. Lurch found a nice (free) installer/patcher program, so I am taking the opportunity immediately of trying it out. In that spirit, I am releasing A34 prematurely (from the pokegatchi perspective - A34 has lots of other new features) with the idea of testing the installer. Then I will release soon a patch A35 which will be what I expected to release in A34. Confused? Me too.
==============
REMEMBER: I will edit and delete your entries as I update the development notes...
[This message has been edited by samsyn (edited 04-08-2000).]