RC1 Changes: - Initial release candidate. RC2 Changes: - automove, autoturn, and autokeys added to mid save state. This fixes the problem that a save on level 1 or 20 would stop the automatic 'cinema' player moving. - Fixed a bug in which the pre-level text showed even when going back a level. - Fixed a major bug in which the game could crash loading a savegame (sprites were read in before the spritecount was, now it is the other way around) - Fixed a bug in which the doors could have no textures after loading a savegame. - Added beta testers to the credits (in-game, and readme) :-D . If you would like your real name there instead, or another alias, or something, let me know. RC3 Changes: - Fixed a bug in FireInstantWeapon: The player's weapon's max_tiles was always used. Unimportant. - FireInstantWeapon checked the tile in front of the player, but not the current tile. Now changed. - Added TI89coder to in-game and Readme credits. - Rewrote pre-level11-text to explain when the vehicle was received, and explained the black columns. - All keys besides the arrows are now ignored when you are in the vehicle. Previously pressing ChgWeapon would remove the vehicle from the HUD. Also, the cheat key won't clear the vehicle, either. - Added difficulty settings. Each game is now 'Normal', 'Harder', or 'Insane'. With N=1, H=3, and I=5, these are just a multiplier for enemy->player damage, and a divisor for player->enemy damage. - Add the ability to go in reverse/ backwards in the vehicle. - Fixed a bug with doors that could possibly trap sprites in them. - The OblvInst installer autoarchives the data files. Still, now it returns an error if it writes less data to the extracted files than it should. RC4 Changes: - Changed levels so that light-togglers are surrounded by automove-togglers. Basically, the light togglers now work like they were already supposed to :-) - You now can't go back to certain levels (the cutscenes, or ones without normal exits - 1, 11, 19, 20). The 'press Button key to go back a level' message now includes what level you'll end up at :-) - Fixed a weird problem with the rocket launcher (only? not sure why, should affect PlasmaGun too) that would make the sprites killed by it drop health that was a full 64 pixels high - which showed grass or a health plant at the top. Seems minor, but could actually be very serious, because memory was being overwritten. The trouble was in adjusting the sprite count in ProjectileCollision when a sprite died, and then there was a 'hole sprite' (not used, between normal and projectile sprites) and an extra sprite at the end that didn't actually have memory allocated for it. - Fixed a bug in Level 31/ Floor 2: Some buttons showed up as a keycard accepter instead, because of the recycling of button walls to save space. A keycard accepter should not have the same wall texture as another button. - Fixed a problem with level_destroyAllMonitors: for the animated TV, the monitor_count was not decremented when the TV was destroyed. This kept the player from finishing levels with that levelstyle. - Increased the min enemy distance from walls to 35, (up from 19: 16 more than player). If an enemy was too close to a wall when it died, it could drop health there too close for the player to pick up. RC5 Changes: - Fixed another bug lurking in the button code. The 'walls/ duplicate protection' MatchButton function returned the true button index, not the 'unique button' index. - Changed difficulty values to 1, 2, and 4. Even Harder was pretty much impossible. - Changed the 'going back a level' text (when the player is on that levcode tile) to reflect the Floors and Roof. - Corrected a pretty large bug in Level 35/ Floor 6: The doors were just walls (i.e. impassible, so the level was impossible). RC6 Changes: - Min enemy distance from the wall was greater than 1/2 of the tile size... so enemies in tight areas spawned, and couldn't move anywhere. - Changed the floor/ceiling in lev 18, so they change when the light switch is toggled. - Removed the lightToggle scripted event, and added the lightsOn and lightsOff scripted events. This should fix the problems in the areas where the lights were toggled (problems like getting stuck and being moved into a wall, etc.). - Added an AllKeysReleased() call near the end of the error handlers, so pressing Enter won't send you back into the game to see the same error again. RC7 Changes: - Compiled with v0.95 Beta 4, but no COMPRESSED_ROM_CALLS. (Turning them on seems to cause a problem with the pause function - Redid collision detection with objects. - Projectile and hitscan weapon accuracy improved, due to more accurate coordinate/ trig keeping. - Fixed a problem where midsaves from a different level did some weird stuff. - Shootable-only button panels could revert back to being non-damaged if they were shot twice; Corrected. - Turned off kickback for shooter-only sprites: the ceiling gun/ sentry even started to drift backwards, which was incorrect. RC8/ Public Release Changes: - Tweaked the boss to be a little less crazy in berserk mode. - Added a new difficulty level. Now there's Normal (1), Harder (2), Insane (3), and Impossible (4).