This are the release notes for H-World 0.1.3 (Please also read the former release notes!) Since the last release some new features have been finished: - Winning and loosing condition: - The game is won, once the skeleton captaion is killed - The game is lost if the players HP drop below 0 - Users can now add new items and monsters with custom images - see the data/custom subfolder for examples. A few minor changes: - only 10% of all items get magic prefixes - look command now works with all 8 directions - inventory view - the item inspector now displays properties of things lying on the ground, too - A score is accumulated, but there is no highscore table yet. - Memory consumption was reduced by 70% (compared to 1.1.2) For more info, please read the readme.txt file and the old release notes. To win the game, you must kill the skeleton captain in the castle. The game is lost, if the players hitpoints drop below 0. It is hard to win. Choose your equipment carefully. ** Chronological list of changes since the last release: 10-Nov-02: NEW: looking is now possible in all 8 directions. (Previously only the major 4 directions). CHANGE: improved thing inspector display a bit released H-World 0.1.3 09-Nov-02: FIX: fixed a bug in player_visual_connector which occasionally prohibited display of weld clubs and maces NEW: user defineable inventory graphics files) NEW: castle boss level NEW: item inspector now works with ground view too CHANGE: about 10% of all generated items get magic prefixes 07-Nov-02: FIX: fixed another bug in event handling (again swallowed events) 06-Nov-02: NEW: user-defineable things with user-defineable images (can be loaded from png files) No user-defineable dungeon features yet. 04-Nov-02: CHANGE: re-added -level switch (works in conjunction with -game switch i.e: -game space -level crystal.props 03-Nov-02: FIX: fixed a bug in event handling that transmitted swallowed events to other components (swallowed state was lost) FIX: fixed a bug in clipping during component drawing 02-Nov-02: CHANGE: all game data can now be read from a subdirectory given by the -game switch NEW: item_chance option for level templates CHANGE: changed square from using linked lists to vector types saved 7MB ram for a 100x100 level. 01-Nov-02: NEW: horizontal door feature for file/external levels 31-Oct-02: CHANGE: scaled image drawing sped up a little bit 29-Oct-02: FIX: adaptions for compiling with gcc 3.2 FIX: image_t class now adapts to actual system graphics format and now displays correctly in RGB 555 and RGB 565 28-Oct-02: NEW: tree base for wilderness generator is now configureable 27-Oct-02: FIX: fixed a clipping bug in graphics_t::draw_pixel FIX: added destructor to image_t NEW: graphics_t can now scale images on the fly 24-Oct-02: NEW: Puzzle class started - will be responsible for checking puzzle solving. A puzzle is a set of items that must be put into certain locations written by Hansjörg Malthaner, Oct. 2002 Email: hansjoerg.malthaner@gmx.de