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src/H03-May-2022-33,34924,941

util/H13-May-2003-533398

AUTHORSH A D03-Oct-2002577 1612

COPYINGH A D22-Aug-200217.6 KiB341281

ChangeLogH A D13-May-2003973 3126

INSTALLH A D03-Oct-20021.5 KiB4733

Makefile.amH A D09-Jan-20031.4 KiB4932

Makefile.inH A D03-May-202213.4 KiB436345

NEWSH A D09-Jan-2003387 1410

READMEH A D20-Aug-200244.9 KiB1,016877

TODOH A D26-Aug-2002296 54

aclocal.m4H A D13-May-200324.6 KiB737665

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config.subH A D20-Aug-200228.8 KiB1,4611,320

configureH A D03-May-2022167.2 KiB5,7094,682

configure.acH A D13-May-20031.3 KiB4738

depcompH A D20-Aug-200211.8 KiB424278

glad.hlpH A D02-Jul-20021.9 KiB9768

install-shH A D20-Aug-20025.4 KiB252153

missingH A D20-Aug-200210 KiB337263

mkinstalldirsH A D20-Aug-20021.8 KiB10072

openglad.cfgH A D03-May-2022338 1918

start.texH A D16-Jul-2002779 2822

README

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