1Openglad 2======== 3 4Openglad is a port of the open-sourced dos game known as Gladiator 5(http://fsgames.com/glad/). It is a top-view gauntlet style RPG that 6features fast paced multiplayer action, several different classes, and 7a scenario editor. 8 9Install 10====== 11 12Read the INSTALL file for install instructions. 13 14Playing 15======= 16 17Read the in-game help for help on how to play (press f1 in a level or read glad.hlp). 18 19Openscen 20======== 21Read scen.txt for information about openscen (howto, etc..) 22 23Openglad 24======== 25 26Note: as of July 1st, 2002, Gladiator is open sourced under the GPL. 27The Forgotten Sages Development Team has graciously open sourced it, 28and the developers of the Snowstorm team are sincerely thankful for 29all the work that was saved. 30 31Thank you, FSGames. 32 33The readme file for the 3.8 release of Gladiator, written by FSGames, follows below. 34 35Gladiator version 3.8 Readme.txt file. 36 37NOTE: While we try to keep this README file up to date, some 38 sections relating to the shareware version may be listed 39 in the registered file, and vice versa. Please bear with 40 us and we'll get you a good product! :) 41 -- Forgotten Sages Development Team 42 43[0] Installation information 44 45 For this release of Gladiator, it is important that you run the 46 'setup' program after unzipping the files to your directory. 47 This will ensure that the settings are correct for your system. 48 If you wish to change the settings later, you can re-run setup, 49 or manually edit the 'glad.cfg' text file. 50 51 Gladiator features Sound Blaster compatible sound. 52 Note that for sound to work, the "BLASTER" environment variable 53 needs to be set in your autoexec.bat. It should like: 54 BLASTER=A220 I5 D1 T2 55 or something similar. Gladiator may, unfortunately, freeze up 56 if your card is not 100% sound blaster compatible. If it does 57 this you have 2 options. 58 1) You can try downloading updated sound card 59 drivers from your sound card manufacturer. 60 2) You can re-disable the sound, and look for 61 an updated Gladiator version in case we 62 have been able to resolve this problem. 63 64 65[1] Keyboard Controls 66 67 [1.a] Description 68 Gladiator is designed to allow up to four players to use the 69 keyboard at once (although we admit it would be rather 70 cramped). Each player has a number of 'action' keys, such as 71 movement or attacking, and also a set of preferences, which 72 are reached from the 'options menu,' and control things such 73 as game speed or viewport size. Important to remember are the 74 'ESC' key, which will abort your current mission and return 75 you to the 'picker' screen, and the 'F1' key, which will bring 76 up a brief help display during the game. 77 78 [1.b] Movement keys 79 Player 1 Player 2 Player 3 Player 4 80 -------- -------- -------- -------- 81 7 8 9 Q W E U I O R T Y 82 \ | / \ | / \ | / \ | / 83 4- -6 A- -D J- -L F- -H 84 / | \ / | \ / | \ / | \ 85 1 2 3 Z X C M , . V B N 86 87 [1.c] Other 'action' keys 88 Other keys used 'actively' while playing the game are: 89 Action Player 1 Player 2 Player 3 Player 4 90 ------ -------- -------- -------- -------- 91 92 Fire INSERT CONTROL SPACE 5 (non numeric) 93 94 Special ENTER ALT Semicolon(;) 6 (non numeric) 95 96 Cycle - (numeric) 1 7 3 97 Special 98 99 Switch + (numeric) TAB BACKSPACE EQUALS (=) 100 Character 101 102 Shifter DELETE LEFT-SHIFT RIGHT-SHIFT - (non numeric) 103 104 Yell 5 (numeric) S K G 105 106 Options Asterisk 2 8 4 107 Menu (numeric) 108 109 Not all of these keys will work at all times. For example, if 110 your special costs 100 magic points and you only have 50, 111 pressing your special key won't have an effect. Similarly, 112 if you are a first-level mage and don't have the 'warp-space' 113 spell, you can't cycle through other specials because you don't 114 have them. 115 116 The 'shifter' key can be used in combination with others. In 117 particular: 118 * Shifter + Yell : Summon NPC's on your team to come fight with 119 or protect you. 120 * Shifter + Switch : Switch to next TYPE of team member; ie, jump 121 to your first archer. 122 * Shifter + Special : Invoke a related version of a special ability. 123 For example, shifter+special when a Mage has 124 the Teleport ability selected will attempt to 125 place a 'marker' for future teleports. 126 Note that not all specials have an alternate! 127 128 [1.d] Options menu 129 From the options menu you can control several aspects of the 130 game. Some of these affect only you, while others change the 131 game state for all players. While the options menu is open, 132 gameplay pauses for all characters (and enemies!). 133 134 * +/- : Make the game run slower or faster (for all) 135 * [/] : Enlarge or shrink your viewscreen (player-specific) 136 * </> : Brighten or darken the game screen (for all) 137 138 * C : Toggle color-cycling on or off (for all) 139 * F : Toggle the foes/allies display on or off (player-specific) 140 * H : Cycle through hitpoint/spellpoint display modes (player-spec.) 141 * K : Change the default keyboard mapping (player-specific) 142 * R : Toggle radar display on or off (player-specific) 143 * S : Toggle the score/exp display on or off (player-specific) 144 * T : Bring up an overview of your team's status 145 146 147[2] Overview 148 Gladiator is a gauntlet style, real-time arcade game where you 149 (the red team) must set out to destroy your enemies (and pick up 150 treasure!) in a variety of scenarios. You get to sharpen the 151 skills of your team as you progress through the levels, and each 152 character class (Fighter, Mage, etc.) has a number of special 153 abilities which come into play as your character gains levels. 154 155[3] How to play -- a brief tutorial 156 157A) The Picker 158 When you first start a game of Gladiator, you actually start in 159 the 'picker' (short for "Team Picker") instead of the playing 160 field itself. The picker's main menu gives you several choices: 161 Begin a new game, continue with your current or saved game, or 162 exit. There is also a set of four buttons to control how many 163 human players will be in the game (up to four), and a toggle to 164 control the difficulty settings. For now, select Begin New Game. 165 166 The next screen of the picker allows you to save or load games (useful 167 later on), train your current team, view your team, or, finally, hire 168 new members for your squad. Since you don't have any team members yet, 169 the first thing to do is "Hire Troops". 170 171 Choosing the "Hire Troops" menu takes you to a screen which will display 172 the name/type of a new recruit, his statistics, and the cost to 173 purchase him, along with your current cash, which for a new game 174 begins at 5000. From this point you may buy this character, raise 175 his stats (and cost) in various amounts, or, using the "NEXT" and 176 "PREV" buttons near the top, see what other characters are availible. 177 178 Generally, new abilities come every three levels (at levels 1, 4, 179 7, and 10). Sometimes you'll also have 'alternate' abilities granted 180 at a given level; these often have other restrictions of use. For 181 example, the mage gets an alternate special -- teleport marker -- at 182 level 1, but he must have at least 75 Intelligence before it becomes 183 usable. 184 185 A brief sample of basic troop types follows; for more detailed 186 information, including special abilities, consult the classes.txt file. 187 * Soldier: Your basic grunt, can absorb and deal damage and moves 188 moderately fast. A good all-around fighter. 189 * Elf: Elves are small and weaker, but are harder to hit. 190 Elves throw stones, sometimes more than one. 191 * Archer: Archers are fleet of foot, and their arrows have a 192 long range. Although they're not as strong or healthy 193 as fighters, they can also be a good squad backbone. 194 * Mage: Mages are slow, nearly defenseless, and horrible at 195 hand-to-hand combat, but their magical energy balls 196 pack a big punch. All mages, regardless of level, 197 posess the ability to teleport out of (or into!) danger, 198 providing they've saved enough magic. 199 * Cleric: Clerics, also, are slow, but have a stronger hand- 200 to-hand than mages. Clerics have the unique ability to 201 generate fields which their teammates can pass through, but 202 which foes must hack down to pass. Clerics also posess 203 the ability to heal teammates who are standing next to 204 them. 205 * Thief: Theives are fast and stronger of constitution than the 206 magic-wielders, though not so potent as the soldier. 207 A thief, in addition to throwing daggers, can plant 208 a bomb which can take out even the strongest opponent. 209 Beware, however -- unlike an archer's arrows, bombs 210 do not discriminate in who they destroy! Skilled 211 thieves can even hide themselves from their enemies' 212 sight. 213 * Druid: Druids are the magicians of nature, and have special 214 powers over natural events. Druids can throw lightning 215 bolts at their foes, and can grow trees to impede the 216 progress of their enemies. At more powerful levels, 217 the druids can even summon faeries to their aid. 218 219 In general, each character has at least three 'special abilities,' and 220 some have more, although it often requires gaining several levels 221 before these other special abilities become availible. 222 223 You will also come up against other foes -- undead such as skeletons 224 and ghosts, magical beings such as elementals and faeries, and others. 225 These types are availble for purchase only in the registered version 226 of Gladiator, although some may join your team on their own at 227 certain times. 228 229 The statistics from which you can choose to modify here are: 230 231 * Strength: Strength affects your melee (hand-to-hand) combat, 232 as well as things like your weapon range. 233 234 * Constitution: Constitution increases your hitpoints and rate of 235 healing, and also affects other combat-related 236 skills. 237 238 * Dexterity: Dexterity helps improve your ability to dodge, 239 your weapon's accuracy, your speed, and other 240 related skills. 241 242 * Intelligence: Intelligence controls the amount of 'magic' power 243 you have, how fast this power regenerates, and 244 the success of your special abilities. 245 246 * Armor: Armor is like shielding; the more you have, the 247 less damage you will take from a given blow. 248 249 * Level: Your character's level is determined by his 250 experience (currently 0), visible on the right 251 of the screen. Level affects all stats, and 252 affects what special abilities your character can 253 perform. While it may look very expensive to buy 254 a level for your character, it can be useful when 255 you're "almost there" and want the increase, as the 256 cost decreases the closer you are to the next level. 257 258 259 So, from the "Hire" menu you may purchase whatever type(s) of men you 260 choose. You can edit their stats before you buy them, or, if you 261 prefer, switch to the "Train" menu instead. The train menu appears 262 similar to the purchasing menu, but the NEXT and PREV buttons will 263 take you through your already purchased men. When you use the "LESS" 264 and "MORE" buttons for changing their stats, notice that you do not 265 actually pay (and thus make your changes permanent) until you click 266 the "ACCEPT" button; this will purchase the changes, provided you have 267 the funds, and record your character's stats. 268 269 Clicking the LEFT mouse button on "+" or "-" button will adjust the 270 value by one point; clicking the RIGHT mouse button will change by 271 five. 272 273 After you have chosen to buy a new character (click the BUY button), 274 you get a chance to name your new team member. Hitting Enter will 275 accept the default name, which will be something like SOLDIER1. 276 277 When picking a team, only about the first 25, at most, will appear in 278 a scenario; the others are not lost, but will show up on the next level. 279 Thus, it is generally best to limit your team to 10 to 20 characters, 280 which is normally quite sufficient. 281 282 After you have purchased and edited your team, or any time during 283 this phase, you can choose to "VIEW TEAM." This will display a 284 screen listing the number of each type of character you have, and 285 what "scenario" number you will be attempting next (currently 1). 286 This screen also contains a "GO" button: this will start that 287 scenario. There is also a button titled "Set Level." Clicking 288 this button enables you to jump to any level in the game, including 289 any levels you may have created with the scenario editor. 290 291 Before hitting go, this time, press (or click) "ESC" several times 292 until you get to a point where you can save the game. Don't worry if 293 you go out to the main menu; simply press "continue game" from there; 294 all your team members will still be there. When saving a game, you 295 have a choice of 10 slots. Your current game is always saved by the 296 computer as game number 0, and is loaded each time you enter the 297 picker. Each saved game slot allows you a descriptive name to help 298 keep games in order; just hit Enter after typing the name to save 299 your game. 300 301 After saving your game, you're ready to go! Find the "GO" button 302 (such as from the "VIEW TEAM" menu), click it, and you're off! 303 304B) The Scenarios 305 306 You've just hit the "GO" button from the picker. After a brief 307 fade-out, you'll see the main screen, which by default will fill 308 the entire screen. Each corner of the screen (top left, etc.) 309 contains some important information about the state of the game, 310 but more on that in a moment. 311 312 When the level first begins, another button with introduction text 313 should appear in the center of the screen. This text will often 314 tell you about the current level, and may list any special goals or 315 hints. You can use the arrow keys or the page up/down keys to 316 scroll through the text. When you are done reading it, hit ESC to 317 continue. 318 319 The viewscreen lists several important items. At the top left should 320 be listed the name or designation of your current character, such 321 as "COMMANDER." Below that are numbers and bar graphs indicating 322 your current hitpoints and spellpoints. Be careful -- when your 323 hitpoints go to zero, you're dead! 324 325 At the bottom left will appear "SC: 123" and "XP: 456" This is your 326 score for the current level, which will start at zero and go up as you 327 wreak havok, and your character's experience, which will depend on 328 how much damage that character has personally done. If you are playing 329 an npc (one of the freebie characters) the level instead of the score 330 will be displayed. Right above these numbers should be something 331 like "SPC: CHARGE". This displays your currently-selected special 332 ability. If it prints in yellow, like the others, you can perform 333 this action. If it's red, you are unable to do this special right 334 now, most often because you don't have the required magic points. 335 336 The numbers following "TEAM" and "FOES" in the upper right are the 337 number of members left alive on your team, and the number of foes 338 left, respectively. 339 340 Finally, the lower right corner will be filled with a radar map. 341 This map shows a larger portion of the playing area than can fit 342 on a screen, and can help you determine where enemies and allies 343 are. Your team members are shown as red dots; other teams are shown 344 as dots of their respective colors. Weapons, explosions, and other 345 things will often show up briefly as grey dots. 346 347 After hitting ESC to exit the introductory text, the game will begin. 348 Gladiator uses an angled, mostly overhead view. You will see your 349 character standing on a field of grass or dirt, perhaps with some 350 trees, cobblestone, or water nearby. Everybody on your team is 351 wearing red; the bad guys will wear a variety of colors depending on 352 their team (the blue team, the yellow team, etc.). Normally, when 353 you fire, your shots will pass over your teammates and hit your 354 enemies; use this to your advantage! 355 356 When you begin Scenario 1, you are a young recruit in a small band 357 of warriors. You, personally (at the keyboard) however, may be 358 controlling "Commander." Commander is an NPC (Non-Player-Character), 359 which in this case means that although he is on your team, you are 360 not able to buy stats for him or examine him when you are in the 361 picker, and he may choose to leave at any time. There are pro's and 362 con's to having NPCs in your group: they are often somewhat 363 stronger than your men, and can help keep you alive against the odds, 364 but they DO NOT EARN EXPERIENCE, and will not go up levels, nor can 365 you buy their stats up. For this reason, it is often good to let 366 the NPCs control themselves, and go off hunting experience with your 367 own men. You can tell you are controlling an NPC rather than a 368 normal character because the score panel will display his level 369 rather than his experience. 370 371 For this scenario, switch characters (press numeric "+") several times 372 until you get out of the officers and into the enlisted ranks -- 373 your personally bought men. Try out your ranged attack, if you 374 have one, by pressing the fire key (INSERT), while staying away from 375 enemies. Try hitting your special key (ENTER) and see what happens. 376 Later, when you have more special abilities, you can select them 377 with your 'special cycler,' such as numeric "-". Finally, if 378 you've mastered the art of moving around and firing, head up north 379 and look for the nasty elves who have been killing the local travelers. 380 381 Don't be too upset if all your men are slaughtered and you lose the 382 scenario. There's NO penalty; all that will happen is that you will 383 be returned to the picker. From here, choose "CONTINUE GAME," and 384 then just hit the "GO" button to try it again. 385 386 Assuming you're able to overcome the odds and kill all the bad guys 387 (the "FOE" count will drop to zero), it's time to look for the exit 388 to the next level, which in this scenario is near the top. Exits 389 look like four glowing arrows pointing at each other. Most often, 390 exits won't function until you have killed all the enemies, 391 although in some special cases you can flee while foes are still 392 alive (if you step on an exit and nothing happens, kill more foes!). 393 When you've completed the scenario, a small window should appear asking 394 if you'd like to go on to the next level. Hitting "Y" will save 395 your game and take you to the picker, where you can spend some more 396 hard-earned cash before continuing to the next level. A "N" response 397 will let you stay on the level. It's often good to check a completed 398 scenario level to see if there are any hidden treasures -- such as 399 gold bars or food -- left around. 400 401 On the first scenario, you might notice another exit in the lower 402 left corner of the map; taking this exit will jump you to level 10, 403 in case you know all about the game and don't need the introductory 404 levels to get you started, but it's NOT a good idea to take it when 405 you've just started out! 406 407 Even when a good character dies, all is not lost. A 'heart gem' will 408 appear over the corpse of the deceased; any team member can pick it 409 up and gain back the majority of what it cost to outfit and train 410 that character. While losing your team members isn't great, you 411 may find yourself unable to complete a difficult level without losses, 412 so don't worry too much about it. 413 414C) Continuing the cycle 415 416 That's it! Every time you complete a scenario successfully, your 417 current game will be saved and you'll head back to the picker. 418 Sometimes there will be places you can pass back through levels you 419 have already completed. There won't be any enemies or treasure here, 420 but they can serve as passages and rest-stops between areas you've 421 completed and areas yet unsolved. 422 423 Once you've learned the basics of Gladiator, try two player! To 424 toggle the number of players, just click the appropriate button 425 on the main screen. The currently active mode will be highlighted 426 in red. 427 428 If you find the game too tough -- or too easy! -- you can control 429 the difficulty setting of the game from the main menu. Clicking 430 the "Difficulty" button will select from "Skirmish" (Easy), 431 "Battle" (Normal), and "Slaughter" (Difficulty) modes. In the easy 432 mode enemies have fewer hitpoints and mana, but are worth fewer 433 points to kill. The difficult setting is just the opposite: enemies 434 are stronger, but worth more to kill. 435 436 The standard Gladiator multi-player system is cooperative (you're 437 all on the same team), although racing for experience is fun. Score 438 is shared between the team, while experience goes to the character 439 who earned it. 440 441 For players who want to try "player-versus-player" mode, this option 442 is available from the training menu. By default, all characters 443 start out on "Team 1." If you change this setting (you can select 444 teams 1 through 4), then each player will control a different team 445 of characters. In this mode, each team has its own score, which 446 can be used to hire and train troops. A character may change his 447 team at any point from the training menu. 448 449 The way teams treat each other is controlled from the main menu's 450 "Player-v-Player" button. When this setting is set to "Allied," 451 team members will not actively seek each other out as foes, although 452 they may attack NPCs on player teams. If the "Player-v-Player" setting 453 is set to "Enemy," your team will consider everyone not on your own 454 team as a deadly enemy. 455 456 You may play the player-versus-player modes on the normal levels, or 457 in the "300-range" levels. To select these levels from the registered 458 version, click the "Set Level" button and choose "300" to begin playing. 459 460 461[4] Hints and Tips 462 463A) Two (or more)-player mode can really help make things easier. 464 Frozen by a faerie? Get your friend to fry him from the side. 465 466B) Clerics may feel weak at first, but they're great for healing 467 wounded team members. They're also great for building a 'wall' 468 of power to block onrushing foes; call your teammates to you 469 while you build a fortress! 470 471C) Don't forget to use your special! If you've got the magic to 472 burn, it's almost always worth it. 473 474D) If you have a cleric on your team, and you are hurt, try giving 475 him a push. 476 477E) Don't forget to check how much it costs to train your character 478 in a "level." If she's almost there, you can be a level higher, 479 a scenario sooner, without much cost. 480 481[6] Credits 482 Current versions 3.5 and up programmed in Watcom C++ 10.0B by: 483(In alphabetical order, and not in any way implying order of importance) 484 -- Chad Lawrence 485 -- Doug McCreary 486 -- Tom Ricket 487 -- Mike Scandizzo 488 Additional Coding by Doug Ricket 489 Testing by: 490 -- Kim Kelly 491 -- Lara Kirkendall 492 -- Lee Martin 493 -- Karyn McCreary 494 -- Doug Ricket 495 -- Stefan Scandizzo 496 -- Loki, Ishara, and Mootz (well ... they tested the keyboard, anyway) :) 497 498 Originally designed in Borland C++ 4.02 499 500 501 502Gladiator (not Openglad) revision history: 503========================================== 504 505For release 3.8K: (09/04/98) 506 * Fixed 'friendly-ghost-scare' bug 507 * Added patch for overflowing team members (extra characters 508 will now be randomly scattered over the map) 509 * Fixed Druid 'reveal' ability 510 * Made exits and teleporters always show up on radar 511 * Added Barbarian's first special: Hurl Boulder, an ability based 512 on strength 513 * Added Barbarian's second special: Exploding boulder 514 515For release 3.8J: (08/15/97) 516 * Fixed bug in 'friendly' finding; helped cleric heal, etc. 517 * Added 'Hire for Team #' button hiring menu, to make 518 multi-player gaming easier 519 520For release 3.8I: (08/13/97) 521 * Fixed "walking in circles" bug in AI 522 * Increased number of user-possible levels to 500 from 200 523 * Added initial Player-v-Player mode 524 * Implemented allies and enemies for player-v-player mode 525 * Added 'Par Value' setting to scenarios 526 * Added another 5 save-game slots, for a total of 10 527 * Made the system load from file before trying the pack file, 528 which should make user-designed levels and graphics easier 529 530For release 3.8H: (09/03/96) 531 * Removed "Knives now X" message 532 * Fixed (?) painful returning knives for soldiers 533 * Fixed key GPF in shareware version 534 * Restored money/eating sounds to shareware version 535 * FLIGHT no longer works over walls (ie, Faeries) .. only 536 ethereal (ie, Ghosts) can go through walls. 537 * Changed difficulty names 538 * Fixed wrapping bug in scenario editor 539 * Added "Save level first?" prompt to scenario editor 540 * Added "/?" commandline to scen, added bad dir notification 541 * Improved user I/O and info messages in scenario editor 542 * Added scenario titles to game and editor 543 * Fixed overlapping faerie bug in Druid spell 544 * Changed description of Barbarians, etc., in team view (was 'beast') 545 * Added ArchMage details information & highlighted details topics 546 * Fixed names of Orc Captain through Tower in score panel 547 * Fixed problem of speed not properly increasing with DEX 548 * Added 'Turn Undead' entry to classes.txt file 549 * Fixed character/border overlap problem 550 551For release 3.8G: 552 * Fixed several radar colors 553 * Finally added "Yell key" to readme.txt and online help 554 * Added 'speed-cheat' to registered version 555 * Added speed-enhancing potions 556 * Added potion-type notification message 557 * Fixed problem in change-team cheat 558 * Added secondary level-1 Cleric spell, Mystic Mace 559 * Added right mouse-button support for training/purchasing troops 560 * Reinstated keyboard shortcuts into Picker 561 * Added 'guard-tower' system 562 * Fixed bouncing-rock GPF (thanks, Nick!) 563 * Added thief charm opponent (3rd level alternate) 564 * Make cleric behave with special / alternate 565 * Fixed GPF & bug of multiplying knives 566 o need to update README to 567 - not include REGISTER info in registered version 568 * update scenarios to have speed potions, towers, etc. 569 570For release 3.8F: 571 * Fixed GPF for displaying character stats when no "shots" 572 have been fired 573 * Fixed GPF in "transform_to" when setting the frame number 574 * Removing "domain error" messages 575 * Implemented "difficulty settings" 576 * Fixed bug of allowing player to start a new game/level 577 without any troops :) 578 * Removed 2 "cross-link" buttons under "View Team" to 579 prevent menu-looping 580 * Fixed assorted bugs/quirks in ArchMage charm/mind-control 581 * Added levels 35-38, 80-85 for testing purposes 582 583For release 3.8E: 584 * Mostly internal fixes, not visible to user. 585 * Upgraded shipping copy of SCEN.EXE so that walls 586 and carpets are 'auto-smoothed' 587 * Added ArchMage 'Charm Enemy' Spell 588 * Added a few more levels (still in testing) 589 * Upgraded SCEN.DOC information file 590 * Fixed problem with 'small carpet' passability 591 592For release 3.8b: 593 * Added a test button under the continue menu, to allow 594 easier testing of user scenarios. Send us your 595 scenarios! This button will also allow registered 596 users to skip to any level in the normal game 597 (eliminating those annoying treks to level 10) 598 * Fixed the door crash 599 * Fixed vanishing keys problem (could lock out some 600 level solutions) 601 * Minor AI changes, still not performing as expected 602 603For release 3.7h: 604 o Fix placement of explosions (add_ob,..., 3) 605 o Fix 'shadow doors' left after opening 606 * Added Key-&-Door system :) At last! 607 * Set ArchMage 'Summon Elemental' to require 150+ Int 608 * Modifed Magi teleport so that if you're close to or on your 609 marker, you'll teleport randomly, not back to the marker 610 * 'Debounced' special-switch key; won't cycle automatically now 611 * Fixed some problems with resetting keyboard after joystick mode 612 * Fixed bug with summoned-monsters not dying when their owner did 613 * Modified ArchMage's 'Summon Elemental' to have a drain on the mage :\ 614 * Increased performance of weapon memory allocation & use 615 * Fixed sliding to work with narrow entrances, etc. 616 * Fixed problem with 'slow firing' for extremely dextrous characters 617 * Added 'background buttons' to floating text display as option to 618 improve legibility 619 * Added Golem with boulder to registered version 620 621For release 3.7g: (09/01/95) 622 * Fixed EXP assignment for summoned monsters (via weapons) 623 * Added 'Summon Image' and 'Summon Elemental' to Archamge (registered) 624 * Integrated Mike's current code (screen, view) 625 * Fixed old 'exponential cleric EXP' bug to be in line with other classes 626 * Fixed loss of 'Combat Stats' for resurrected characters 627 * Modified mana penalty for resurrected characters 628 * Added Treehouse, elf-generator 629 * Fixed endless-owner cycle, which would freeze the game :( 630 * Improved ArchMage AI somewhat 631 * Fixed some joystick problems 632 * Retains joystick settings between sessions 633 634For release 3.7f: (08/26/95) 635 * Added 'Details' Button, & ability to transform to a higher 636 character type (ie, mage -> archmage) 637 * Fixed 'overlapping' bug in Mage Teleport-to-marker spell 638 * Added cheat for character-editing in picker :> 639 * Added ArchMage sub-class to registered version 640 * Added auto-sight for ArchMage 641 * Re-coded screen::add_ob and associated routines for faster speed. 642 * Modified ArchMage fireball to be dependent on current spellpoints 643 * Restored 'teleport' to ArchMage 644 * Added 'HeartBurst' as ArchMage 2nd level special 645 * Added 'Chain Lightning' as ArchMage 2nd alternate :) 646 647For release 3.7e: (08/19/95) 648 * Made invisible enemies invisible on radar, at last 649 * Increased strength of Archer Exploding Bolts, except to attacker 650 * Increased potency and duration of Thief poison cloud 651 * Gave Barbarian a hammer for long-range weapon 652 * Increased potency of Thief Taunt 653 * Added 'HeartBurst', 5th-stage Mage special :> 654 655For release 3.7d: (08/16/95) 656 * Brightened all button colors one notch, per Dark's request 657 * Added 'Exp/Kill', 'Damage/Hit', & 'Accuracy' to troop records 658 * Fixed 'heart gems' to be based on stats, rather than exp 659 660For release 3.7c: (08/14/95) 661 * Added ability to differentiate between magical and normal attacks 662 (ie, slime is more vulnerable to magic now) 663 * Moved weapon's death properly to weapon object :) 664 * Added bouncing rocks ability to Elves, specials 2-4 665 * Fixed display bug with slime costs in picker 666 * Modified Slime breeding problem, again 667 * Added snapshots and fleshed out intro-sequence 668 * Added Barbarian and Orc Captain (Orcer) classes to registered version 669 * Raised stat costs slightly 670 * Modified generators to explode upon death 671 * Added Dark's revamped scenarios 672 673For release 3.7b: (08/12/95) 674 * Took out graphics-subdirectory portion of the setup routine 675 * Made gamma settings hold across levels 676 * Placed 'Exp' above bar on training menu 677 * Fixed 'flashing' on save/load menu in picker 678 * Stopped generators from generating during NULL-TIME, and fixed 679 printed 'Time Left' message to be friendlier 680 * Fixed 'Train Troops' menu to allow backwards-cycling past the 681 first team member 682 * Fixed 'View Team' to display only up to MAXTEAM, which has been 683 reset from 40 to 24 684 * Made mouse 'flicker' over animated guy, instead of vanishing :) 685 * Fixed graphic display bug of hitting '-' to make a stat look 686 lower than it was allowed to be 687 * Improved the implementation of Elven 'ForestWalk' ability 688 * Fixed minor bug in right-hand-rule walking, and added check for 689 forward-right-blocked 690 * Made scenarios use packed-file format 691 * Added ability to rename characters once they are purchased 692 * Adjusted a misbehaving slime on level 4. 693 * Changed start of level so players do NOT start in control of 694 NPC's or each other, unless there's no other choice. 695 * Added scenario 30 (orc attack) to registered version 696 697For release 3.7a: (08/09/95) 698 * Fixed level bug forcing withdrawal from completed, dead-end levels 699 * Improved graphic display on save/load menus in picker 700 * Added initialization info to initial loading screen 701 * Removed annoying flashing screen at start of picker loading 702 * Replaced graphical button for 'Begin New Game', different shading 703 * Changed 'Buy Team' to 'Hire Troops' 704 * Made the cost of a selected member turn red when too high to buy/change 705 * Wrote the register.tex file 706 * Added a larger font, and added it to dialog-box headers 707 * Added text::query_width for use in proportional spacing 708 * Fixed text display bug; team member deaths now show by name 709 (ie, "Bleck Died!" rather than "Mage Died!") 710 * Made text auto-replace initial highlighted text if user begins typing 711 (rather than delete, return, etc.) 712 * Fixed 'Sudden Slime Death Syndrome' problem 713 * Added 'Kills' recording to glad; keeps track of # enemies killed, 714 and their average level 715 * Integrated DougR's packed-file format and implemented; MUCH speed 716 increase! :) 717 * Added DougR to the credits for the packfile coding 718 719 720For release 3.6k: (08/06/95) 721 * Fixed bug in thief poison cloud which crashed Glad! (oops) 722 * Fixed graphic display bug in red-button drawing routine 723 * Fixed 'forestwalking weapons' etc. graphic display bug 724 * Added animated figure to 'Buy Team' menu, all modes 725 * Added highlighted stat values to Train and Buy menus to 726 indicate changed values during purchase/appraisal 727 * Added video::draw_dialog function for easy text display 728 * Added confirmation box for quitting when user hits ESC during 729 gameplay 730 * Fixed graphic display bug in setting key-prefs menu 731 * Added ability to display 'alternate' special, such as teleport 732 marker or turn undead 733 * Improved graphic look-&-feel for completing and aborting 734 scenarios 735 * Fixed AI bug in Archer's retreat intelligence 736 * Took out debugging print for joystick on quitting 737 * Fixed bug that caused ghost to scare team-mates, as well 738 * Made explosions not shove targets outrageously at high levels 739 * Fixed 'fleeing bonepile' amusing bug 740 * Modified intro screen to use different graphics for title, etc. 741 * Added 'register me!' info page to unregistered version 742 743For release 3.6j: (08/02/95) 744 * Added indented text bar, used for 'ESC TO CONTINUE' 745 messages on help/scenario text boxes 746 * Fixed minor bugs in Druid 'Protection' 747 * Added Elven 'Forestwalk' innate ability 748 * Fixed screen::act to properly delete 'fx' object when dead 749 * Added Druid 'Reveal' to Registered version 750 * Fixed Cleric Resurrection to properly take an EXP toll 751 * Added Cleric 'Turn Undead' as SHIFTER+[Raise Dead] to all 752 * Added graphics buttons and background to Picker, all versions 753 754For release 3.6i: (07/31/95) 755 * Improved scrolling on help/scenario information.. 756 * Added 'Gained Level' notification to end of level info 757 * Added Thief 'Taunt' special to Registered version 758 * Added Archer 'Exploding Bolt' to Registered version 759 * Added Soldier 'Whirlwind' to Registered version 760 * Added Thief 'Poison Cloud' to Registered version 761 * Added Orc 'Eat Corpse' to all versions 762 * Added new ability notification to end of level info 763 * Added Mage 'Teleport Marker' to all versions, 75+ Int. 764 * Added Enemy death messages for named (special) enemies 765 * Added Soldier 'Disarm' to Registered version 766 767For release 3.6h: (07/14/95) 768 * Added configurable keys for each player 769 * Stabilized play under QEMM and other memory managers 770 * Improved 'View Team' during team management 771 * Integrated intro sequence and added names to credits 772 * Colored picker mages red, at last 773 * Fixed 'resurrection' treasure bug 774 * Added scenarios 41-45 for both versions 775 * Smoothed text scrolling for scenario info 776 * Fixed problems with 'remembering' screen size between levels 777 778For release 3.6: (06/03/95) 779 * Added 3 and 4-player support 780 * Added specialized graphic effects for potions, etc. 781 * Added 4 additional scenarios to registered version 782 * Updated help info 783 * Added text coloring 784 * Improved AI 785 * Adjusted special costs 786 * Display current special name on-screen 787 * Changed soldier attack to limited 'bounce' weapon 788 * Added soldier boomerang to registered version 789 * Added mage freeze time to registered version 790 * Added orc (with Howl) to registered version 791 * Added assorted sounds to registered version 792 * Added time bonus (for fast level completion) to registered version 793 * Added 'life gems' 794 * Reformulated level/exp system to allow for higher levels 795 * Reformulated scenario editor for inclusion with registered version 796 * Added assorted missing symbols to text 797 * Added options menu for control of environment 798 * Fixed 'death by asphyxiation' bug on non-square levels 799 * Limited Cleric's glow time 800 * Fixed assorted memory leaks in picker 801 * Added ability to name guys when purchasing 802 * Vastly stabilized picker team-list code :) (we hope) 803 * Made death gems appear on radar 804 * Adjusted level cost for new versus 'trained' guys 805 806Since release 3.0: (05/23/95) 807 * Ported from Borland to Watcom 808 * Integrated Picker and Glad executables 809 * Added sound 810 * 32-bit processing and graphics for better performance (dos4gw flat mode) 811 * Full Screen and mini screen modes 812 * Moved score panel functionality onto viewscreen 813 * Added completed druids to freeware version 814 * Invisibility potions added to freeware 815 * Faster collision detection with two dimensional hashing 816 * Ghost's fear-aura works 817 * Added numerous viewscreen preference toggles 818 * Added teleporters to freeware version (on a limited basis) 819 * Added 3 additional scenarios to freeware version 820 * Max Graphics performance at 300 fps (486DX2/66+VLB) (F5 if you are curious) 821 822Since release 2v: (04/20/95) 823 * Implemented 'exit' objects into the picker, scenario editor, 824 and Gladiator :) 825 * Modified Save game format to allow NPC's to have names 826 * Made the 'XXX KILLED' display use an NPC's name, if appropriate 827 * Re-coded radar::draw for better speed & readability 828 * Improved the smoothing in the scenario editor, and added final 829 tree edges 830 831Since relase 2u: (04/18/95) 832 * Added 'myself' pointer to walkers to help trace down GPFs 833 * Fixed walker::transform_to() to correctly remove itself from 834 the object map before changing size; apparently helped fix 835 bugs :) 836 * Added screen::damage_tile() to give ability for tiles to 837 be broken. Tested by having thief bomb damage grass. 838 * Added virtualized weap::animate() to weap to allow for faster 839 weapon animations, and to fix GPF when ani_type was somehow 840 getting set to non-zero (2, in this case) 841 * Fixed stats::hit_response() to stop weapons (any non-livings) 842 from responding .. 843 * Added druid as real character 844 * Added magic and invulnerability potions 845 * Added walker::center_on(target) to center us on target .. 846 * Added screen::find_foes_in_range(), and used it to improve 847 the AI.. 848 * Fixed display bug in magic-point display bar 849 * Added 'level' display to non-guy walkers 850 * Added living::set_difficulty(whatlevel) to more intelligently 851 set the difficulty of non-guy walkers 852 * Adjust damage weapons inflict based on their owner's level 853 * Set walker's damage to an int instead of a char 854 855Since release 2t: (04/17/95) 856 * Fixed bug with eating treasures 857 * Added 4th level cleric spell: resurrect team members 858 * Added 'effect' object for special effects.. 859 * Added 'scare' effect for ghosts 860 * Added 'bomb' effect for thieves + explosion effect 861 * Overloaded screen::add_ob() to take a ,1 as the last argument, 862 specifying add to TOP of the list (so object displays below 863 everything else on the oblist layer) 864 865Since release 2s: (04/15/95) 866 * Added help system and added glad.glp 867 * Modified scenarios to version 3, which includes scenario text 868 (edit with T), and display at the start of glad 869 * Guys now automatically attack when you bump an enemy 870 * Removed bloodspots for ghosts and skeletons, and made the 871 cleric summon ghosts or undead based on special level 872 873Since release 2r: (04/13/95) 874 * Added help system with 'h' (reads glad.hlp) 875 * Glad takes parameter ("1" or "2") to determine number of players 876 * Added number of players selection to picker. 877 * Added 'current_special' and made specials level-dependent 878 * Added experience to guys and made levels dependent on this 879 880Since release 2q: (04/10/95) 881 * Added death() function to walker 882 * Made slimes die to smaller slimes, removed blood spot for fire elem. 883 * Modified dying (generate_bloodspot) to move walkers to the 884 fx layer, and mark them as bloodspots 885 * Used new system to allow clerics to 'raise dead' from any bloodspot 886 (temporarily removed healing option) 887 * Added new terrain types (paths, cobblestones, etc.) 888 * Made fire elementals explode upon death 889 * Set shrinking bloodspots to not collide 890 * Converted walker class to derived types (living, weapon, treasure) 891 * Fixed food-eating problem with treasure objects 892 * Made score panel display guy name 893 * Added gold and silver bars 894 * Added magic potions, ie flight 895 896Since release 2p: (04/07/95) 897 * Re-added the floating text to viewscreen(s) 898 * Multiplied graphics size by four times .. 899 * Improved graphic display window to allow for non-integer 900 viewport display width/height 901 902Since release 2n: (04/05/95) 903 * Added animation for large slime splitting 904 * Fixed HP/SP color bar color problem 905 906Since release 24: (04/01/95 Interim release) 907 * Added multiple viewscreens for multi-player mode 908 * Added mapped keyboard controls for use in multi-player mode 909 * Broke the screen object into a graphics, screen, and viewscreen modules 910 * Added 'right-hand-rule' based movement for AI 911 * Added transformation function (ie, for slime) and associated cheat-key 912 * Reworked slimes and set up full-cycle of growth/replication 913 914Since release 2L: (3/25/95) 915 * Added NO_RANGED bit-flag, and used it to make the small 916 slimes have no ranged attack (needs to be fixed) 917 * Add new bit-flags INVINCIBLE, can't be hurt :) (+ cheat key) 918 * Added default and current weapon types, and commands 919 set_ and reset_ weapon .. used this to get flaming arrows for 920 the archer's special 921 * Added 'armor' to the gameplay (subtracts damage done to you) 922 * Made magic regeneration based on intelligence 923 * Added hitpoint regeneration based on constitution 924 * Added treasure 'food' item; can be eaten for hitpoints 925 * Added gamma correction (ALT + NUMERIC PLUS, MINUS, & ENTER for default) 926 * Integrated with picker better 927 928To do: since 2k (03/23/95) 929 * Recompiled in protected mode for bug-fixing 930 * Ignore (normal) keyboard input if command-queue exists 931 * Find what is crashing glad sometimes (appears to be a NEW, not 932 old bug) (apparently was deleting a non-existant radar) 933 * Put guy/object display on radar (though not to 'scale') 934 * Make the radar bigger (50x50?) (40x40 looked better) 935 * Make a nifty graphics border for the radar 936 * Add slimes eventually; they have a slime ball ranged attack 937 * Make loader use the team list.. 938 - Now loads a GTL (saved game) file! At last! :) 939 * Added colors.h for easy color reference 940 * Added Win and Lose cheat keys 941 * Winning a level now saves game to savetemp.gtl 942 * Put in slime specials: small => medium => large 943 944Since release 2i,j: (3/19/95) 945 * Improved movement -- better baby-stepping, diagonals 946 * Implemented command 'queue' for better AI 947 * Added specials to archer and footman 948 * Implemented radar (background only) 949 * Implemented full-turning system with single keystroke 950 * Implemented fire 'cost' (of MP); can see for mage's fireballs 951 * Added diagonal graphics for mage 952 953Since release 2g, h: (3/10/95) 954 * Speed enhancements to various graphic routines 955 * Code integration of main files with picker, scenario editor 956 * Fixed up 'yo' to have delay; deal with foes better 957 * Ready for transfer to Mike for now :) 958 959Since release 2f: 960 * Made game speed adjustable using numeric PLUS and MINUS 961 962Since release 2e: 963 * Faster walkputbuffer 964 * Fixed shove bug 965 * Optimized auto-walking 966 * Cleaned out old error detection code 967 * Corrected most warnings 968 969Since release 2d: (3/07/95) 970 * Rounded MP/HP display 971 * Added slime-type guy (not pictured here) 972 973Since release 2c: 974 * HP & Magic point bar display 975 * More cheat codes (Flying, Magicpoints, Hitpoints) 976 * 'Incremental' movement when blocked 977 978Since release 2b: 979 * Can now only push members of same team 980 * Implemented slippery walls :) 981 * Replaced red flash with fast blood splash 982 * Improved speed of screen redraw by about 30% 983 * Improved AI on diagonals 984 * Added 'yell' command to summon teammates (Y) 985 986Since release 2a: 987 * Fixed 'Unknown Blaster Option X' line 988 * More 'circular' weapon range 989 990Improvements since Release 2.0: 991 * Number of foes remaining display 992 * Pause key (P) 993 * Red-shifted palette during menus 994 * Sped up system (faster horizontal movement) 995 * Guys rotate through turns 996 * Red flash to indicate damage to controller 997 998 999Improvements since version 1 1000 * diagonal movement 1001 * improved keyboard response 1002 * larger viewport (with faster rendering) 1003 * floating text for information 1004 * more opponent teams 1005 * new character classes 1006 * improved maps and scenarios 1007 * blood splots ;) (it's gorier than doom) 1008 * animated tiles (flowing water, flickering torches) 1009 * improved AI 1010 * better scoring system 1011 * improved stability (we found some bugs ;) 1012 * nifty cheats (try and find them) 1013 * more colorful palette 1014 1015 1016