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Sunday, March 26, 2006

Version 0.27 Released

Lots of bug fixes here, including some that have been on my TODO list for many months. Also, I fixed a prowling problem with Pruitt's monsters, so if you tried the expansion, and were confused about their behavior, it will work now.

Here's what's new:

NEW FEATURES:
  • Right-clicking on map brings up a pop-up menu to allow you to specify which chits are shown, and which are not

BUGS/ISSUES:
  • RandomAssignment phase doesn't cause luring to fail in proceeding rounds of combat
  • Dwarf (without the house rule) no longer does sun actions
  • Mists (Melt into Mist) can only Move, Hide, or Follow, as per the rules
  • Pruitt's Monsters prowl correctly (I had forgotten to specify the correct prowling monster die for these new monsters!)
  • Combat detail now correctly identifies when a horse is hit and/or killed
  • Fixed a bug that caused strange behavior when getting opportunity or trouble rolls on the meeting tables
  • Spells that don't target Character or Denizen, no longer cause the spellcaster to become unhidden (ie., REMEDY, DISSOLVE SPELL)
  • Hired Native Leaders no longer meet the requirement for summoning a visitor chit
  • Transformed characters use color images (when that option is active)
  • Items in inventory stay activated/inactivated when transformed (though frozen and unavailable)
  • You can FLY to the same tile now without getting the error "Target tile too far away."
  • Fixed a problem that was causing a slowdown when a player is between clearings
  • Fixed a problem when several characters are running from a clearing at once
  • Multiple simultaneous attacks no longer pass through armor and horses
  • Added some text to describe the damage or destruction of armor
  • Fixed problem where Encounter Stage was getting skipped when dissolving an Absorb Essence spell
  • Fixed issues surrounding Transmorphed characters and fatigued chits
    • Cannot rest chits while transformed
    • Are not affected by Flowers of Rest while transformed

  • Activate Potions are no longer dropped when you are killed (they go to the specified visitor)
  • Treasure cards (Bejeweled Dwarf Vest, Golden Crown, Golden Arm Band) will now properly increase a character's gold amount when destroyed during combat.
  • PEACE result from WISH table no longer ends combat immediately: you get the normal two rounds of combat to do actions

Sunday, March 19, 2006

Version 0.26 Released

This release is a bit heavy on features, and light on bug fixes. I apologize to those of you waiting for bug fixes, but I got a bit sidetracked in this release doing things that will add some new flavor to the game. First off, I've got a first run of the visitor/mission chits going. It's not fully tested, but it should work. Characters can place the chits in boxes on the setup card, and they appear as they should. You can pick them up, provided you pay the fee, and the rewards should work. That's the part I haven't fully tested, but it should work. :-)

A big new feature in this release is the new color chits. Yes, that means you have to download a new resource pack, but the advantage should be obvious. Look in the options pulldown menu to make changes to the chit style. You can change these "in-game" so feel free to play around with it. I actually prefer the appearance of the color chits over the remodeled ones, but will switch to the remodeled chits to get information. Anyway, I hope you enjoy this bit.

Another biggie in this release, is my first run of an in-game log. This log is broadcast live to all the players, so should alleviate some of the "disconnected" feeling when playing with people online. Its got a ways to go (you can't save this log, and it's lost between games) but its a start. Look for the new button on the window that lists all the characters: it's the button with the three blue dots. Click this button anytime, and the log frame will appear. This frame can be left open, or closed again. Since it is a real frame, it appears separately on the task bar (Windows users), so you can quickly switch between it and the game. If you don't like the way I've implemented it, I'm definitely open for suggestion!!

Oh, I almost forgot! This release ALSO has the new monsters that a Magic Realm fan (Glenn Pruitt) put together. When you start a new game, look at the "Game Version" option. You have the choice of "Original Game" and "Pruitt's Monsters". When you use Glenn's monsters, you also commit to a new treasure setup card layout, so forget all your old habits! Wolves may pounce on you in the woods, and Bats (oh no, not bats!) might swarm you when you least expect! Of course, you may encounter a flock of crows, or a grumpy old Behemoth. If you want to know more about these monsters before commiting to a game, take a look at the previous post in this blog for a link.

I should mention something else: Glenn offered a number of possibilities for dealing with the Treasure Locations. Rather than make ALL the possibilities available, I decided instead to pick one, and use it. The one I liked the best, was letting the location of the Treasure Site determine which of the two available T monsters will come out. For example, the Pool in the caves will summon the T Octopus, but the same Pool in the Mountains will lure a Swamp Haunt!

Here's the official "What's New":

NEW FEATURES:
  • Visitor/Mission/Campaign chits
    • Placement by characters, or randomized
    • Proper Summoning/Prowling behavior
    • Visitors: trading (buying spells!) - no buying drinks
    • Mission chits: properly display destination and reward
    • Campaign chits: properly display partners/foes and who is left

  • Support for color chits OR remodeled (Evans/Frenzel) style chits
  • Option to use Glen Pruitt's alternate monsters
  • Live game log - this should alleviate some of the disconnected feeling when playing an online game.

BUGS/ISSUES:
  • Transforming a mounted native into a frog (or whatever) includes the horse.
  • Garrison natives regenerate properly now
  • Terror results on PoP table no longer kills Heavies (L and M only)
  • Can no longer read runes off of the Flying Carpet and DragonFang Necklace

Sunday, March 05, 2006

Remodeled Chits and New Monsters

A number of you have asked for an option in RealmSpeak to use the new remodeled counters that Dan Evans made available (from John Frenzel's original design). Currently, the chits are quite boring:



They work, and you can tell what they are, but they don't offer much else. I decided to get onto Dan Evans' website, and see what it would take to make the chits work better. Swiping the graphics directly from the files provided (Dan, I hope you are cool with that!), I first did a run keeping the chits the same, but with the colorings that Dan did:



These look pretty nice, and are a definite improvement over the ones I was using! I then wrote the code required to make the chits render all the same values, which is the real reason for attacking this task. The result is good:



RealmSpeak will now have an option in the options menu that will let you choose between Classic, Color, and Remodeled chits.

Another task I tackled this time, is working a monster expansion into the game. That's right, an expansion, and the first of its kind in RealmSpeak. This expansion is the Alternate Monster Set by Glenn Pruitt, originally available here. Glenn provides a bunch of new monsters, and a completely new monster setup arrangement! Take a peek at this snip from the monster setup card:



Haven't played with the new monsters in a real game yet, but everything else about them works: they summon, reset, and behave the way Glenn designed them. Thanks Glenn!

Probably wont be a release for another week or so. I really need to tackle some nasty bugs before putting it out. Until next time.

Thursday, February 23, 2006

Visitor/Mission chits

I had someone e-mail me the other day, and ask when I was planning on getting the Visitor/Mission chits into RealmSpeak. I've long put it off, because it was going to take some effort to get implemented, and the chance of getting one of these is so darn small anyway.

Well, the question sparked an interest, and with the Treasure Setup card view in place, I thought I'd toy with getting this part working. The good news is, the chits were fairly easy to add to my components list, and get into the view. They can be placed by characters (or randomly, your choice), and they can be summoned to the board (and flip on a die roll of six on the 7th day) as they should.

I still need to give the chits their behavior (they are just decorative right now), and build a way for characters to pick these up. That shouldn't be too hard, but I'm not sure. At the very least, I'll finish the Visitors so we can at least trade with them.

Tuesday, February 21, 2006

Back on Track

My friends and I played another game last night using the latest version (v0.25.1), and things ran a LOT more smoothly. We actually didn't have any trouble with the game until one point where trying to do a trade between two characters was causing a freeze up on one of the players machines. I saved the game, so hopefully I'll be able to duplicate the problem on my own machine, and get an error log to see what is happening. I suspect it has something to do with two players pressing the trade button at the same time, but I'm not sure.

In any event, the game was great. Though we are still mid-game (we quit at midnight) a LOT has happened, and these three characters (Captain, White Knight, Wizard) have gotten quite powerful. All three have horses, the White Knight has the Sacred Grail, the Wizard has the Dragon Essence, and the Captain has the Deft Gloves (among other things). We've looted the Lair and the Cairns, and wiped out the Inn. We are currently sitting in a safe woods tile pondering whether to explore the Altar (in the caves!) or the Shrine. That's for another day!

The Treasure Setup card view is sweet. It's so cool to check the status of the monsters now and again, and feel comfortable that a particular monster or native group wont be back for awhile. Feels a lot more like the board game.

Anyway, I'm happy with that release, so if you've been waiting, I say check it out. Now back to the code... :-)

Monday, February 20, 2006

Patch Version 0.25.1 Released

It was inevitable, I suppose, with having a game go so badly, that there would be a couple more issues to fix. Since I'm likely not going to be doing another release for a week or so, I thought it was worth getting this minor release done.

Not much new, but possibly worth it to avoid a hung combat:

  • Had to fix another game killing bug that I introduced in v0.24 (sigh)
  • Persuade now only kicks the caster's opponents off, not ALL of them (though they are ALL still persuaded)

Sunday, February 19, 2006

Version 0.25 Released

So, version 0.24 was a bit of a bust, because of a stupid error on my part that led to a strange cycling combat behavior (see "Broken" post below). I fixed this, plus a couple of things that quickly popped up on the bug tracker, and I think its good this time. I pulled up the game that killed us so hard on Friday, and it ran like a charm.

Here's what's new:

NEW FEATURES:
  • New house rule: Characters joining after host starts the game MUST start at the INN (this is now optional instead of mandatory!)

BUGS/ISSUES:
  • Fixed cycling combat bug (this is what killed our game!)
  • Battling natives list in summary window (Combat) is readable now when there is more than one line of information
  • Can no longer use the mouse pointer to reveal clearing contents BEFORE the host starts the game
  • Heads/Clubs should now be light-side-up at the beginning of a new combat, regardless of previous battles.

Saturday, February 18, 2006

Broken

Last night's game didn't go very well. There's something broken in 0.24 that's preventing combat from completing normally. Sometimes combat goes round and round again with nothing occuring, and everyone keeps having to press the END button. Several times, the game crashed so completely that we had to start over.

I'm not sure if it only occurs in a multiplayer game or if the problem is more general. I played a couple of solo games before doing the release, and all seemed to be well, so I'm guessing it has something to do with being online.

I'm very frustrated, but that's how it goes sometimes. I'm convinced the code problem is minor, and should be fairly easy to change. I might get something up in the next couple of days to fix it.

If you haven't yet downloaded v0.24, you might want to wait. If you already downloaded it, go ahead and give it a try (I think the solo game is working). The good news is that the error logging portion is working right, so send me your error logs if you have them. If you'd rather not mess with it, go back to version 0.23 until I can get a more stable release together.

Sorry about that folks!

Friday, February 17, 2006

RealmSpeak on UnderDogs

On a whim, I did a search for RealmSpeak at the Home of the Underdogs, and would you believe, its listed there?

http://www.the-underdogs.org/game.php?id=5241

That made my day.

Sneaky Me

Found another small bug, and decided to swap out the file before anybody downloaded the release. Near as I can tell from my web site statistics, no-one has downloaded it yet, so I think I'm good. If you somehow managed to download this release before 3:40pm PST, you're going to want to download it again now, especially if you like playing magic users... ;-)

Version 0.24 Released

Lots of neat new features and bug fixes in this release, definitely worth the download. One item in particular will make reporting bugs a bit easier: Error logging. When the game crashes for one reason or another, there will now be an error log generated in the same folder as the game is run from. If you e-mail this log to me, along with a short explanation about what was happening at the time, I should be able to locate the bug quickly, and get it fixed. I'm hoping this will lessen the "my game crashed" reports that I've had a tough time resolving.

Also new this time, is a view of the treasure setup card. This should make figuring out what the dangers are for a particular tile, without having to use external references.

I'll be playing this version online tonight, so I'll let you know how that goes.

Enough Jibba-Jabba, here's what's new:

NEW FEATURES:

  • Error Logging - If RealmSpeak "freezes" or "crashes", look for a file in your RealmSpeak directory called "RealmSpeakErrorxxxx.log. Send this to me, along with an explanation of what you were doing when it crashed (if you remember), and this should make fixing these types of bugs trivial.
  • Treasure Setup Card view (see "Setup Card" button on Character Frame)
  • Map is not revealed until host presses "Start Game" button - characters joining after the game is started MUST start at the Inn.
  • No longer need to hold the CTRL key down to make multiple selections in the trade window.
  • Moved trade/share button out of tabbed panes for easier access. Sharing discoveries is included in the trade window now, so you can GET discoveries, as well as GIVE them.
  • Better Victory Point handling:
    • Host determines VPs that are required per player per month
    • New characters don't specify VPs on the initial setup window
    • Characters must specify VPs by clicking a new button on the Character frame (highlighted in yellow)
    • Each new month requires each character to specify more VPs
    • Characters joining mid-month have reduced requirements, as specified by the rules

BUGS/ISSUES:
  • Natives can target RED-side up monsters on other sheets now.
  • Fixed problem where killing a transformed monster wasn't rewarding the player properly
  • Fixed a major bug that sometimes caused a player's action record to become truncated during online play
  • Changed the text description on Dragonfang Necklace to read "Control one dragon in PURPLE", so it is clear that it needs PURPLE magic
  • Fixed Dragonfang Necklace, so it can actually work now.
  • Peering a warning chit (Smoke W, Stink W) is no longer sufficient to cause the campfires to appear.
  • When making change for a 2-asterisk chit during the fatigue step, you MUST make change with the same type now
  • Flying Carpet no longer appears in INERT list when you haven't yet found it
  • Incomplete record warning no longer appears when you have extra actions after following
  • Fixed a bug where light-side-up archers would sometimes freeze combat
  • Fixed bug that was preventing proper use of Battle Bracelets on another combat sheet
  • Fixed bug that was causing combat to hang after a "I Wish I Were Elsewhere" result
  • Fixed problem with Timeless Jewel and Prophecy where running away left you with no options
  • Casting POISON no longer reveals unseen weapons
  • Fixed a bug where TERROR result in Power of the Pit table when cast by a Demon against a hireling was causing a game freeze
  • Fixed problem where "Daily Combat" checkbox wasn't working for hired leaders.
  • Fixed GUI update problem when trading inventory (inventory would vanish until the next update)
  • Discoveries are traded in the same interface as inventory, meaning you can GET as well as GIVE now
  • Moved Trade/Share buttons out of panels, and into the main frame for easier access.
  • Trade/Share recognizes if a player is playing a turn or not, and filters the list of characters accordingly
  • Fixed bug where "Transform" cast on a native attacker would crash the game
  • Fixed a combat bug, where deployment order was being ignored
  • Fixed a *RARE* situation where you could end up between clearings with an item too heavy to carry, and no color to energize a transform spell. Now it lets you move regardless of weight if you are stuck between clearings.
  • Fixed a bug where INERT permanent spells were deenergizing every night, which sometimes crashes combat

Wednesday, February 15, 2006

Fixing lots of "crash" bugs

I've been focusing on getting the bugs that cause the game to "crash" this week, because this really detracts from the fun side of RealmSpeak. Nothing more frustrating than to have your turn be trashed because of a crash!

I'm planning to do an official release Friday AM, so look for it!

Sunday, February 12, 2006

Should be a release this week

If you've followed this blog at all, you'll notice a pattern: when I'm about to play an online game, there is usually a frenzy of changes preceeding the event. The same is true now. I'm planning on playing a game Friday, and there were a couple of things that made our game frustrating last time:
  • Sometimes, one of the players records would get truncated, thus messing up their turn. Often, this was a fatal result, as characters would end up in clearings with monsters without their planned HIDE or ALERT ever occurring
  • Permanent spells sometimes fail to get registered, and either stay ON permanently, or stay OFF permanently. Since this bug is rare, I've never truly been able to replicate it.
  • Normally, I play with the Treasure Setup Card next to me, but our last game found me at a computer away from my usual Magic Realm supplies. How annoying is it not to be able to glance at the setup card to determine what dangers reside in a particular tile?
  • Being attacked by a RED-side up tremendous monster is tough enough, without being able to deploy your hirelings to give you a hand!
In a release I'm planning this week, I've addressed all four of these issues (I think...) The first issue I was able to duplicate (hurray!) and thus fixing it was a cinch. While fixing the code, it dawned on me how the same bug might be affecting the Permanent spells, quite possibly killing two birds with one stone here! Since I could never reliably duplicate the problem, only time will tell (I'm about 80% confident its gone for good!).

I got tired of fixing bugs (I've got a BUNCH of them over on the bug tracker), so I wanted to do something fun. I decided to get the Treasure Setup Card viewer in place, and it turned out rather nice! I can hardly wait to try this out in a live game!

Finally, the native deploying to RED-side-up monsters was a tricky situation to fix, but I believe it is working now. I'm crossing my fingers that I didn't break some other aspect of combat!

I'm playing a game Friday (2/17) night, so I'll probably do a release this week. You might want to wait on downloading it, until you hear from me next weekend. If our game goes off without a hitch, you know I'll be trumpeting its praises!

Monday, February 06, 2006

Slow Work

I apologize if you have been keeping tabs on RealmSpeak recently, and have discovered not much has changed. I haven't spent much time with the code in the last few weeks, partly for being sick, and partly for being too danged busy. I also recently rediscovered a favorite old Microprose game of mine (Master of Magic) that I have been playing in my free time.

I have made some small progress: I added an error-reporting feature to RealmSpeak so that those of you reporting "crashes" or "freezes" should have something to send to me that will be more helpful to me for finding a bug.

I also fixed an issue with natives being unable to deploy to RED-side-up tremendous monsters, so that will be nice.

Other than that, nothing new to report. I'm hoping that life will settle down in the near future (or I tire of my Microprose game again), so I can get back to work on RealmSpeak. Lots to do!

Thanks for your patience.

Sunday, January 15, 2006

Version 0.23 Released

I mainly wanted to get this version out to fix problems I created with monster gold bounty and ambush rules in the last couple of versions. There's also a few new spells, though admittedly, we're starting to get down to the "boring" spells. (I know I need to do Broomstick and Hurricane Winds, but those are going to be hard, and I want to fix some things before I do).

Here's what's new:

NEW FEATURES:
  • New Spells:
    • Blazing Light
    • Poison
    • Peace with Nature
    • Protection from Magic
    • Pentangle V

BUGS/ISSUES:
  • Bug introduced in 0.22 that wrongly rewarded each monster kill with a gold bounty is fixed
  • Fixed broken AMBUSH rule (broke it when I added the Alchemist's Mixture treasure)
  • Alchemist's Mixture treasure now correctly inactivates your active weapon (if any) when activated
  • Native Horses appear in Native Leader inventory again, and they can use them (but not trade/drop/inactivate)
  • Fixed problem with casting Absorb Essence while hidden
  • PERSUADE properly makes native groups FRIENDLY for the following day
  • Possible to end combat with persuaded monsters/natives in the clearing now
  • Possible to reenergize an INERT spell between clearings, or in the air.

Tuesday, January 10, 2006

Last nights game

I played most of a game last night with a friend of mine, and we ran into some new problems:

  • The trade interface is crashing RealmSpeak (not sure if this is a general problem, or only related to the "hosted" game)
  • Killing monsters results in a gold bounty! (this one was actually kind of fun)
  • When new characters join in a hosted game, actions recorded by other characters are sometimes lost, or truncated


Damned frustrating, but with all the new stuff added recently, I'm not completely surprised. I know where the gold bug comes from: when I added Persuade and Deal with Goblins, I gave all the monsters a "wage" to be hired by. Unfortunately, my code currently uses the wage to determine bounty, and thinks you earn it when you kill a monster! This can be fixed easily enough, but I'm not going to be able to do another release until next weekend. If you can ignore the gold bounty, version 0.22 is a pretty nice build. Being able to hire a Giant or two is pretty cool.

Later!

Monday, January 09, 2006

Version 0.22 Released

Yeah, definitely too soon after the last release, but I had a couple of bugs to fix, and decided to add some spells while I was at it. At least you don't need a new resource pack this time! Here's what's new:

NEW FEATURES:
  • New Spells
    • Persuade
    • Deal with Goblins

  • New wording in combat details:
    • Smarter wording when attackers do not place an attack (or cannot attack, like light-side spear goblins)
    • Includes all missle/fumble die rolls, and the corresponding result
    • Spell casting and targeting information
    • Extra wording for Power of the Pit, Curse, and Transform

BUGS/ISSUES:
  • Fixed weirdness when transforming your opponent (Demon as frog could still cast PoP, and turn RED-side up!)
  • Made marker chits on opponents a little bit smaller, so the opponent can be seen better (particularly frogs, squirrels and birds!)
  • Sunday Color Magic is now applied towards energizing permanent spells (watch out for Day 28, Sorceror!)
  • Switched the default of the checkbox in the spell selector to hide unfinished spells from OFF to ON (every spell type has spells now, so there is no real reason to pick spells from unfinished ones anyway!)
  • Fixed problem with the "Incomplete Record Warning" (ALWAYS reported incomplete with new BirdSong design)
  • Removed "Committed" chit indicator from chit panel (Committed chits are always shown on the spell itself)
  • Added a checkbox to the window that warns the player that an item is inactive and cannot be activated (like a Pony in the Caves) to stop warning you
  • Fixed the wording in the combat details
  • Transform or Mist doesn't inactivate inventory (just hides it temporarily)
  • Fixed Power of the Pit kill behavior when cast by character
    • killed participants are removed from battle, but still displayed on combat sheet (set aside)
    • Proper fame/notoriety/gold bounty is applied

New version coming today

I finished up some work this weekend to fix a couple of bugs, and add a couple new spells (Persuade, Deal with Goblins), but ran out of time before I could get it online. I need to get it online before tonight, because I have a game planned with some friends, so if you haven't downloaded version 0.21 yet, you might want to wait. Actually, the resource pack wont change this time, so if you get that now, you'll only need to grab 0.22 when I put it up.

Sunday, January 08, 2006

Transmorphed Inventory

I mentioned in my release notes, that transmorphed inventory wasn't working yet. I was wrong. In fact, I did write the code to handle transmorphed inventory and gold, and just forgot about it!

Friday, January 06, 2006

Version 0.21 Released

Well, it took me much longer to wrap up this version than expected, but that's not surprising with the holidays going on! I did some major reworking to the action recording stuff, and needed to hammer it hard to guarantee it was working. After all, without the ability to record actions, Magic Realm is a bit broken!

I got to a few new spells and treasures (Timeless Jewel works!!), so there's a lot of new things to try. (Sidenote: the only treasure left to do, is the Eye of the Moon!!!)

I spent a TON of time getting the other two transform spells (Transform, Melt into Mist) going. They still aren't totally finished (still don't transform your inventory and gold), but you can do just about everything else. Transform into an animal, and you can Walk the Woods. Transform into a flying critter, and you can fly. Transform into a Mist, and you can move along any path/passage, and evade combat with ease. It's all there!

Okay, enough horn tooting. Check it out (this is a big one!):

NEW FEATURES:
  • Remodeled BirdSong
    • Can record any action, whether valid or not (though they are marked in RED as a warning)
    • Can select any clearing on the board when doing a move (overkill I admit, but will alleviate the issue where you want to anticipate a tile flipping)
    • Can no longer rearrange items, or do any trading (though there is a house rule to cancel this new behavior)
    • Items used to gain phases during Birdsong will be reactivated during Daylight when necessary and possible
    • Known available actions are shown while you are recording your turn

  • Holding the SHIFT-key down while moving the mouse on the map, will show the "flipside" of the tile the pointer is on (my favorite new feature!)
  • Holding the SHIFT-key down while moving the mouse on the combat sheet, allows you to view "flipside" of all counters in play (not quite as seamless as the map is, but it works)
  • Two new warnings (see option menu) to help the player "remember" to assign hirelings during birdsong, and not record a HIRE-MOVE combination
  • Separated the Druid Optional advantage into two separate options: one for curse immunity, the other for Site summoning. (I did this because I like the curse immunity, but not the lack of Site summoning!)
  • Added a picture of the die roll, along with the spell of interest, in the ReadRunes dialog, so you know what you rolled
  • Double-clicking on any character in the character list will bring up a picture of the character card
  • New checkbox in the Spell Selector (when you first choose a character) to hide unfinished spells
  • New tile graphics from Dan Evans higher-resolution scans
  • New spells working:
    • Prophecy
    • Premonition
    • Transform (can walk woods too!)
    • Melt-into-Mist
      • NOTE: I am aware that the inventory doesn't "transform" like it is supposed to here! I'll get it next time around. For now, enjoy that freedom! :-)

  • New treasures working (only 1 left to go after this: Eye of the Moon)
    • Alchemists Mixture
    • Dragonfang Necklace
    • Timeless Jewel (see Prophecy)

  • Other treasures working in full capacity
    • Flying Carpet can now be used in combat to run away, or maneuver
    • Crystal Ball can do "Remote Spell" phases
    • Amulet can cancel a spell

  • New Options:
    • Replaced my Dwarf House Rule with Daniel Farrow's version from the Wiki
    • Added the revised "Hamblen Kludge Adjustment" for use with the revised missile table

BUGS/ISSUES:
  • Added a house rule option to allow rearranging belongings during birdsong (since this is now illegal with the "standard" rules)
  • Fixed a long standing memory leak that occurs when you restart a game
  • Added some manual calls to Java GC (shouldn't be necessary, but does seem to help)
  • Fixed Pony movement - used to ignore extra MOVE phases when counting the double movement
  • Fixed horse/pony handling when travelling through caves.
  • "Discover Chits" results includes a peek at the chits in the tile (if necessary).
  • Only true characters can be cursed (not hired leaders or controlled monsters)
  • Only true characters can Read Runes
  • Flying Carpet is more realistic now: functions like a permanent spell has been cast on it (ie., walking through PURPLE magic will energize the carpet for combat)
  • Wish for HEALTH no longer rests the chit used to cast it
  • Fixed gold price for Regent of Jewels: was 8 gold! Now its 67 gold.
  • Running from combat with a 2* chit, and leaving hirelings behind, no longer costs 1 fatigue every round!
  • Landing in a cave after flying will no longer allow you to use recorded sunlight phases
  • Looting Toadstool Circle: get teleported to CAVE, will lose recorded sunlight phases
  • Fixed a bug where a Power of the Pit die result 1 (Kill Everything in the Clearing) wouldn't kill any characters!
  • Color sources in a native group's stock, hold do not provide color magic until they have been seen (ie., trading).
  • If you have the Magic Wand active, all attack spell missile rolls will set the red die to "1" automatically (why would you want anything else?)
  • Fixed the behavior of Power-of-the-Pit so it works against hirelings, as well as characters.
  • If you absorb a Demon or Imp, you will be able to cast Power of the Pit or Curse, respectively
  • Fixed neverending PEACE (Wish result)
  • Fixed problem with controlling multiple identically-named monsters (most noticeable with Control Bats)
  • Fixed table selection problem when the list included DEAD characters
  • Hirelings following a Hired Leader or Controlled Monster no longer vanish when their guide is killed
  • Fixed the behavior of three potions: Oil of Poison, Ointment of Bite, Penetrating Grease. These potions now properly stay with the weapon they are used on. One other potion (Gripping Dust) already worked this way.


PS - Be sure to download the new resource pack!