Version 9.5 Pending

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Jeff

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Jun 23, 2013, 1:09:47 PM6/23/13
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I realized I started an update last year but never posted it.
 
Here is what's upcoming:
 
 

Bugs Fixed:

  • Camp auto-spell feature now works correctly under all circumstances.
  • Flamestrike was not being checked as a fire-based spell for monster spell immunity/resistance. In fact I was incorrectly checking Cura cast reversed - which brings up a good point that currently there is no category for healing spells cast reversed; meaning no monster is immune/resistant to these type of spells.
  • Most monsters resistant to energy-based spells were not checked properly - and as this included mostly dragons and higher-level monsters I decided to eliminate most energy-based spell immunity/resistances.
  • Spelled "Rogue" incorrectly as "Rouge".
  • The Identify and Uncurse spells now correctly ignore any multicast attempts.
 

Stuff Changed:

  • Internal: ML caller routine modified.
  • Rewrote the Softdisk hi-res character generator into the main code image (QND.HCG no longer needed) - saving 162 bytes. Hi-res text display should be more snappier.
  • Saved 34 bytes of ML code by using a table instead of hardcoding each spell number for the immunity/resistance routine.
  • Reduced size of SC.OBJ file by 700 bytes by removing reserved space.
  • Added rarity byte to each monster - now some monsters are more common or rarer than before. Also affects, adjusted by level, the chance for the party to identify the opposing monsters.
  • Encounters are now more homogeneous.
  • Now able to start the main application by launching the Applesoft SILVERN.CASTLE program, which attempts to run the SILVERN.SYSTEM program if MicroDot isn't loaded - or if unable, it launches the ProDOS quit command as previously.
  • Reduced size of MONS data file from 77 blocks to 24 blocks by removing unneeded index records, compacting fast equip indexes, and using smaller record size (record overflow handled by adjusting index pointers when file created).
  • MicroDot error codes are now reported in the range 256-511.
  • Casting sleep or dispel now displays the total number of identical monsters affected instead of per group.
  • Characters must have stowage containers to carry more than 100 coins without incurring an encumbrance penalty. You may carry as many containers as you have open slots, but to simplify game management, for those containers to be used to carry coins they must be equipped.
  • Pot/Acid now in unlimited supply at Trading Post.
  • Saved more integer arrays as binary data into QLIST data file which loads super fast, leaving only strings to be loaded from the STUFF data file (which now loads 3 times faster).
  • Saved over 500 bytes of memory by replacing the single large monster equip array into 3 smaller arrays.
  • You can now identify stowage and special item affects.

New Stuff Added in v9.5:

  • Stowage containers: Backpacks (2000 coin capacity) and sacks (500 coins).
  • Camp now has a S)towage option to easily manage encumbrance.
  • New status: DYING! When your hit points reach zero or below you are considered unconscious (DYING). You become DEAD when your hit points fall below a negative number equal to your maximum hit points. A DYING character is unable to act and takes damage like a POISONED character until DEAD.
 

Bill Martens

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Jun 23, 2013, 7:08:22 PM6/23/13
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Jeff,

Thanks for the heads up.  Is there a release date for this yet and can we announce it on Call-A.P.P.L.E. or should we hold the story.

Please let us know

Cheers

--billm--


 

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Bill Martens
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Apple Pugetsound Program Library Exchange
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