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Old 03-11-2002, 08:39 AM   #1
CocoaSpud
Zhentarim Guard
 

Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
I uploaded version 0.830 yesterday afternoon. We've fixed or enhanced a whole lot of things during the last month.

Richard

>>>> UAF Version 0.8.3.0 <<<<

**** New Features ****

Editor:
- added all configured money types to
the Take Party Items event
- added option to PassTime event which
lets designers allow players to stop
the passage of time. Default is to
not allow time to stop passing.
- added option to PassTime event which
lets designers set the game clock to
a specific time
- added option to PassTime event which
lets designers choose to instantly
pass the time with no countdown
displayed
- starting equipment for new characters
now has base items, plus items given
based on character class.
- Context help in the LogicBlock event
dialog.

Engine:
- properly formatted the inventory, spell,
treasure, and shop screens. Fixed
the problem with aligning the columns
containing variable-width fonts.
- Allow Exit menu to halt passage of time
when resting
- Ask confirmation before exiting game
from encamp menu. Changed Leave Game
to just Quit.
- CPU usage is greatly reduced
- Use TAB key to switch between party
members listed in the party window
- ask confirmation before exiting
game from main/training menu.

Both:
- Added 'Must Press Return' option to
special item/key event. default=yes
- Added 'Allow party to drop' option
for special items and keys.
- Finished updates to experience
point tables. All values are from
AD&D 2E rules, and all range from
level 1 to 30.
- Step/Bump sounds can be disabled
for a level.

**** Bug Fixes ****

Editor:
- CTRL-L displayed the level list as it
should, but it also placed a left wall
on the map.
- fixed problem with search paths in
1024 and 800 modes.
- Adding an item and then canceling the
operation would delete an existing item.

Engine:
- Made it easier to take party member
out of Quick mode. Press any key
while quickened character has focus.
- Fixed multiclass spell handling.
- Fixed HealParty event for case where
random party member is used.
- modifying stats for characters with
racial modifiers applied the
modifiers more than once.
- if multiple step events were configured
to trigger in same zone, only first one
triggered
- encounter event wasn't displaying the
button options
- character's didn't age during rest or
pass time events.
- added more room for large encumbrance
values on char stats screen
- sharing money didn't check the
encumbrance limits for each
character and shared all money
even if too much to carry.
- since sharing pooled funds now has a
chance of leaving money in the pool due
to exceeding encumbrance limits, when
leaving an area with pooled funds and
receiving the question about leaving the
funds behind a negative response will
return the party to the previous screen
rather than automatically sharing the
funds and then leaving the event.
- Adding temps to the party wasn't tracking
the characters that were already in
the party very well.
- subraction involving money didn't round
properly
- TakePartyItems event didn't handle the
item or money quantity properly
- Days portion of game clock will now start
at 1 rather than 0
- can no longer Modify dead characters
- chaining multiple events with party
backup enabled would do backup for
each event instead of only once.
- events chained to training hall never
executed.
- the money list in a shop was not
displayed properly if nobody had
any platinum.
- WhoPays/WhoTries events didn't chain to
the next event when using Backup Party
option
- WhoPays event displayed failure text
even when no party member was selected
{the EXIT menu was chosen}
Both:
- items such as potions,elixirs,necklaces
can have multiple instances 'Ready' at
the same time, but DC didn't allow it.
To do it now, make the item require
0 {zero} hands, put it in the AmmoQuiver
location, and set the weapon type to
'Not Weapon'. Any number of such items
can be readied at the same time.
- DirectX surface cleanup wasn't deleting
sprite and font data, so the surface
limit could be reached which leads to
graphics failures.
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CocoaSpud<br />Dungeon Craft Development Team<br /> [url]\"http://uaf.sourceforge.net\" target=\"_blank\">http://uaf.sourceforge.net</a>
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