Year: 2018

  • Quick Update – Shops and Alcohol

    This is a small update and it is mostly related to Shops and drinking.   Friendship for shops is completed.  If you enter it while your drunk, they will kick you out and reduce your friendship level.  30 day waiting period if your friendship gets to low. Taking damaged during working at a shop can now happen.  Greetings change based on your friendship level in the shop. So you can use this to judge where your friendship level is.

    Bargain system for shops is much more complicated now.   It was very simple before.  Now your friendship with the shop does affect how well you can bargain with the shop.  Don’t piss off the shop keeper or your friendship will reduce.  You only have so many attempts to bargain unless you piss the shop keeper off and they can quit the bargain then.  Or extend it if your not to bad on the value.  So play around and get your items for the best price.

    Character creation numbers where to high.  It is possible in the 8-bit version to go as low as 3 and ARX limited it to 10.  I changed it back to 8-bit version.  Want that hard feel the original game had.

    Alcohol system has been completely rewritten.  You don’t get drunk instantly.  partial effect to the blood system and then the rest has to get digestion and then into the blood stream.  So you can drink several items and not be completely drunk but 20 minutes later become very drunk.   Now since the alcohol system is now complete.  The next step is to put in the side effects of being  tipsy, drunk and very drunk.   random screens,  random moves,  possible blacking out.   Don’t pass out in the street, you might wake up with missing items.  Thiefs are plenty in city streets.

     

    • Added – Alcohol effects your stealth stat.
    • Added – Alcohol drinking has changed.  It uses blood concentration and instetine concentration.  So you don’t become instally tipsy or drunk. Over time the alcohol is transfered to the blood and your level of alcohol in the blood affects your drunkenness.   Then slowly over time, once all the alcohol is out of your instetines, then removed rom the blood you return back to normal.  This is like the original game.
    • Added – Change creationg stats to match more of the 16-bit game.   The stats were always to high for minimum.
    • Added – Taking job in a Inn will use the fatigue rate for the job.  So you will get tired faster than normal.
                You have a probablity of receiving a wound during your job.  It could be a minor or major wound.  Luck would be have it to die during work.  Watch out.
    • Added – Add sequence for shop offers.   This is much more advance and your friendship to the shop affects what is acceptable.  If your offer is to low then you may be kicked out and your friendship is reduced.  If it gets to low then you will not be acceptable for 30 days.
    • Added – Shop friendship is in place.  If it is over 30 days since last visit, your friendship will be reset for that shop.  Based on your buying of items and bargaining, your friendship can increase and/or decrease.
    • Added – Shop,  if you enter while drunk, they will kick you out.  This hurts your friendship with the shop.
                Frequency changes the greetings,  so vist more often.
                If you fail to bargain then it will reduce your friendship level with the shop.
                If your friendship falls to low then you will not be allowed in the shop.  Have to wait for 30 days.

     

     

  • Quick Update – New addidtion to the game

    This is an update on what I’ve been working on this week.   I’ve worked on the weather system and got most of it working.  Missing the 8-bit graphics and the visual part of lightning.  the 16-bit and alternative graphics has rain drops and those rain drops have depth to them. You will see rain falling behind walls in the city.   Also, when you go into a building you can still here the rain but its sound is reduce by more that 60%,  so it just sounds like outside instead of no sound at all.

    In the weather system, there is temperature now,  so the player can get cold and hot throughout the year.   I did an update on the weather system already, so I will not go into it here. So clothing is required now and has an effect.

    The best part of the update is the HUGE expansion on the shop.  The clothes has had a complete over all on it.  It doesn’t have limited clothing anymore.  They are not hard coded anymore.  The game will make them up based on the 4 types that make up a piece of clothing.

    Quality Color Fabric Type
    Cheap Gray (Not specificed) Jerkin
    Simple Green Linen Breechcloth
    Fine Gold Wool Toga
      Orange Silk Robe
      Red Cotton Cloak
      Silver Satin Vest
      Black Fur-Lined Hat
      Brown Dragonskin Pants
      White   Shirt
      Purple   Dress
      Plaid   Blouse
      Yellow   Skirt
      Blue   Socks
      Striped   Scarf
      Maron   Tie
          Raincoat

    Each shop has only 12 items per day,  it might not be for a very long time you see all possible combinations.   A random number is generated for each type and then the system generated an item based on those 4 types.  Cost, weight, dapper, warmth, ware quality and water proofness is generated through a combination of those items.   So during the summber months I would not suggest wearing heavy items, save them for the winter so you don’t freeze.

    Player can be affected by the temperature, so watch out what you where in what temperature.   You coulbd become “Cold!” and then affect your ability to fight and stay alive. or get too hot and become more fatigue and become thirsty even faster.  Inside the any shop will be always 72°f. 

    Next big update that happened this week was getting 3 different primary stats working for the player.  You have  shown, active and real stats for all 6 primary stats.   If you are having dilusions, the stats shown on the screen will not be true and you will not know what your true stats and even HP are, so watch out.  Each stat has 3 kinds of penalties for them,  you have hunger, thirst, fatigue, depending on how your player is currently affected.  So you can’t go without eating forever anymore without a side effect.

    Everywhere in the game it calls for one of your stats to determine a charm, trick or surprise and etc..   It get your active stat for that stat.   That may or may not be what is shown on the screen,  so keep your character healthy.

    You can become bloated in the game from eating and drinking to much at one time.  So don’t let yourself become to hungry or thirsty at one time because you might have to drink and/or eat to much at one time to remove that and become bloated.   Being bloated will slow down your movement in the game.  Depending on how bloated you are, the speed will be reduce in different stages based on that players stat. So don’t get to full.  Also, when trying to leave an encounter your speed is what determine if you leave.  If you are bloated then this affect your ability to run away.  So don’t go fighting on a FULL stomach.

     

     Potion,  you now have the ability to identify the potion going through the steps.  But also, in the original you had the ability to lose that potion,  small chance but its there going through identifing it.  So watch out you don’t want to see “Poof!” as a result of taste or sip.  Also, your wisdom is used to idenitfy a potion, so it will use your active wisdom and not your true wisdom.

    Adjusted the trick/charm options in the encounter.  Charm is based on the opponents charisma,  is they are to simple it will not work.  The difference between your charm and the opponents charm determines your chance at success.  Of course it is using your active charm now.   Tricking an opponent works the same way but it uses your intelligence.

    Offering an item during encounter is way more complicated then before.  There are many variables to determine what happens.  Sometime the opponent will accept and leave, sometime take the item and stay and sometime refuse to take the item at all.  Its based on their intelligence and alignment what they will do.

    Now if your are in the palace court at the top of the hour, you will hear the palace theme playing like the original game.

    When leveling up, stamina plays a big part in your increase in HP.  But when this occurs it uses your active stamina.  so don’t leave up when your under something.  Another option that changed for leveling up is all of your stats, before was just a random number to increase your stats.  Now it is based on a random number and that stat,  so the higher the stat the smaller amount that stat will increase over time.  So it will be hard to jump to 255 really fast.

    All parts of the encounter system will use your active stat and not the real stat to determine what ever it needs at that time.  So being hungry, thristy and cold  is not a good time to go looking for a fight.

    Big changes to the banking system.   Governemnt game in and said we needed regulations, so there are new rules for each bank.  Ok,  there are failure for saving accounts now.  So watch out, before it never did failures.  Each day the system will run and check for failure and handle your interest rate increases for each account in each bank.  Bank hours have been added to the game, they are not open 24hrs anymore.  Selling gems/jewelry has different values based on the bank you are trying to sell it to.  The game did not implement the appraisal option. Still have to add that.

     

    • Added – Shown stats so delusion and other magic works on what you think your stats are.  So you now have shown, active and real stats for the primary stats.
    • Added – Complete rewrite of the clothing items.
                It is somewhat dynamic now.  Clothing is made up of 5 different things to make an item.  So there are
                now hundreds and hundreds of clothes.  You can dress as you wish.
                Quality of cloth, Color of cloth, type of fabric, type of clothes (robe, shirt, pants and etc)
                Price is based on all those types to come up with a total.  
                Clothing affect your warmth level, so it will prevent you from being to cold.  But could make you too hot
    •  Added – Added possible account failures in banks
    •  Added – Bank hours added to the game.
    •  Added – Selling Gems/Jewelery  has different values depending on the bank you are trying to sell it to.
    •  Added – encounter sequences now uses the affect stats value instead of true value.
    •  Added – If you offer an item to an encounter where the intelligence is less than 5 and evil.  They take it and still stays.  If the character is bad alignment, then based on alignment and money you have, they will decide if it is ok and leave.  Otherwise take item and stay.
    • Added – The chance of charming an encounter is now based on affected charisma not true charisma.
    • Added – Player status level up is based on the players stats, the higher the stat is the lower chance of increase
    • Added – Level up of hit points is based on affected stamina instead of the true stamina.
    • Added – Added temperature system into the game.  Its based on month, weather type and hour of the day.
    • Added – Added playing the palace theme song on the top of the hour every hour if if you are in the palace courtyard like the original 8-bit
    • Added – enhanced the background mountain images.  Background texture is just the mountain now.  Sky and ground is drawn by the software now.
    • Added – charm/trick attempt that fails, will cause any attempt after than a 50% likely to fail again.
    • Added – Started to add in speed feature.  Depending on your speed, it will determine how fast the player will move around in the game
    • Added – Idenity of potion feature is completed.  Based on wisdom you have a chance of identified the name of the potion if it is successful
    • Added – Original game had a small chance of the potion going “POOF” during the Sip/Taste/Quaff.  This had been added to the game
    • Added – Bloated to the game.   Once you eat you will get bloated if you eat to much.  This will reduce the speed of the character while  bloated.  Depending on how bloated you are, the speed will be reduce in different stages based on that players stat. So don’t get to full.   Right now it is only movement speed that is working.

     

  • Quick Update – Weather Update

    [video:youtube:g_hEwNXiKgg]

    This is another short update on the weather system in Alternate Reality.   The weather system is almost complete and working pretty nicely.   I’ve gotten the 16bit version working pretty nicely.   The rain is based on the 16 bit information,  like how much, how long and etc…   it changes based on month and type of weather that is selected.  Lightning sounds will play also, but do not have the visual aspects implemented.   Next I will put in the 8-bit graphics of the rain.  Want the 8-bit rain to look like the old 8-bit rain.

    Also, in the 16-bit version, the rain has depth unlike the original where it only rain in front of the screen.  You will see rain fall behind walls and out of view.  Will see large rain drops when they are close.

    The background in 16-bit mode is completely different from the C++ version.   The only texture is the mountain.  The sky and ground is drawn based on weather condition and time.  

     

    Hope you enjoy.

     

  • Quick Update – Java Edition

    This is another small udpate on what all has changed from the 0.83  version of ARX to the Java Edition that is related to the game.  Nothing about inside code changes between the two.

    This update is about the Tavern mostly,  ironing out all the different things about a tavern that was in the original 8-bit/16-bit game.  Friendship level is complete now,  done to the point if your friendship gets to low they will kick you out and you have to wait for 30 days to get back in.  This is a very minor change in the game but want to make the feel of the game complete.  Still need work on the digestion part of the player stats.

    • Added – If you become VERY drunk in a tavern, they will kick you out and reduce your friendship level
    • Added – Random chance of alignment increase if you take a job at the tavern.
    • Added – Multiple message for buying round based on your friendship.  Instead of the static message, it can be between
                2 different messages based on your friendship level for each group.
    • Added – If you attempt to but a drink or food item and do not have enough money, your friendship value will decrease
    • Added – If sitting at a private booth in a classy tavern, the items on the table change.  They are not just popcorn or nuts
                 They are Breadsticks or Hors d’oeuvres, it randomly picks which item to put on the table.  For a non classy tavern
                 it will randomly pick between nuts or popcorn in the booth.
    • Fixed – Food and drinks change on the hour like the original game not once a day any more.
    • Added – Friendship will be reduce if last visit is over 30 days.  Come on Cheers guys showed up everyday!!!
    • Added – Tavern, if friendship is to low, you will be thrown out.  Have to wait 30 days for this to be reset.
    • Added – Different greetings in the tavern based on your friendship level like the original.

     

  • Quick Update – Java Edition

    This is a small udpate on what all has changed from the 0.83  version of ARX to the Java Edition that is related to the game.  Nothing about inside code changes between the two. I’m working hard on getting all the Modules to be a state machine so they do not loop inside its code forever.   This way it just goes into the module displays its screen and checks for user input and leaves.  So the main game loop keeps looping all the time.   You can die in a shop now!!!   Say if you have a desease and standing in the lobby, if the update hits you with a new update on the desease and takes hit points away you can die in the shop on the lobby floor.   Poor shop keeper, he has to clean you up.  Talking about not being a good customer!!!!

    • * Added – Fatigue has been added to the game. You will get tired over time.  Your Embumbrance will increase how fast you become fatigued.
                 Once your very tired,  then it will start affecting your stats like the original game.
    • * Fixed – Thirst and Hunger stat has been enhanced,  while sleeping the amount is reduced while sleeping by 50%.  So you get hungry/thirsty
                slower while sleeping like the original
    • * Added – Rotating indicator on status panel like the dungeon has been added to show when time is advancing.  In many shops(Interactive areas)
                the time doesn’t change ever, thirst, hunger and etc never changes when sitting at these menus.   I’ve started changing all modules to not get stuck
                in loops causing it to have its own loop for drawing screen and getting inputs.   They go through the main game loop and time is updated.
                So sitting at a menu in say shop, time will progress and you might leave and it be dark now.  Or desease will affect you standing the the lobby.
    • * Added – ViewPort size menu option.  You can select between “Small” and “Large”.  Small is the normal viewport like the original. Large is full screen
                below the status panel.
    • * Added – Title songs with text has been added to the main menu.  Also, in the background,  stars fly by like the original.  
                It will play it at random intervals.  You can stop is by pressing “S” or start is by “P”.
    • * Added – You have 3 screen sizes to select from.  Orignal of 672×512, 1344×1024 or fullscreen.  The game will just scale all items for the last two
                screen options.
    • * Added – Put in more of the gate sequence features the original had.  You now have the electric fence effect, and also after selecting your stats.
                The screen will be erased just like the original 8-bit/16-bit The City game.
    • * Added – You now have the ability to select the different graphics options like 8-bit/16-bit/Alternative, and now you do not have to restart the game.
    • * Added – Game Configuration now saves on exit of the game.  So manually editing of the ini file is required.                   

     

  • Alternate Reality X 0.83.4

    This is my first release of Alternate Reality X.  This is version 0.83.4.   I picked this up from Arnic that has been working on this for years to get to this point.  It is a great game.   I found ARX about 3 years ago and tried it for a bit, but I didn’t find it very playable at that time and game back in 2017.  I found it in a very playable state but then I found out that we had personal things going on and was unable to complete the game.  So I decided to fix some of the bugs and then that evolved in completing what he started.

    My goals are simple, that is to complete The City.  There are many things missing from the City.   Like weather, need for wearing Clothing.  Spells, curses, poisons and many other items. Once, the city is complete, then I’ll look into completing the Dungeon.

    If bugs are reported, then I will look at fixing them.  If the bug is related to unfinished code, then nothing will be completed until the city is completed.

     

    You can download the release here.

    Version 0.83.4 – 25th Feb 2018
    —————————-

    • * Fixed –  Missing Ini file in the zip file.

    Version 0.83.3 – 13th Feb 2018
    —————————-

    • * Fixed – Graphics mode Alternate would cause a crash on start.

    Version 0.83.1 and .2 – 13th Feb 2018
    —————————-

    • * Fixed – Game crashed when entering the city
    • * Fixed – New Character Immobilized, clothing caused this when inserted into inventory.

    Version 0.83 – 4th Jan 2018
    —————————-

    • * Fixed – Hours in certain Inns wrapped over to the next day and you where not able to enter that inn.
    • * Fixed – Player position on automap being off by one.
    • * Added – A timeout option during fight, opponent will not do something instead of waiting forever.  
                If player leaves,  it will timeout after 20secs and clear the screen.
                No more locking up the games in waiting for keyboard inputs.
    • * Added – when you try to flee an encounter there is a chance it doesn’t work.
    • * Added – Added 16bit graphics to the graphics Mode
    • * Added – When you charm,trick or attack certain opponents, causes alignment decrease
    • * Added – Ghost attach can now be the “Bone-Chilling” attack.  Certain percentage. Reduced STR by one if was successful.
    • * Added – 2 new diseases.  Mold and fungus from MOLD, slime.  Slime will foul your food once it becomes active.  These takes 48hrs before they become active.    
    • * Added – Sun set and sun rise to 16bit graphics.  It is not done by still graphics. Drawn on the screen based on time.  that way it moves like a real sun.
    • * Fixed – Ghost information was not correct on armour.  He is suppose to be invulnerable to blunt, sharp weapons.
                you need magical weapons for the most part.  Fixed that.
    • * Fixed    – put back in the weapon selection for opponent when they attack.  Many opponents have different attacks was hard coded to just the first weapon.
    • * Fixed – Armour ability to handle different weapons is back into the system.  If using a blunt weapon and the armour is invulnerable to blunt.  You will not be able to do any damages with that kind of weapon.
    • * Fixed – Certain armour is vulnerable to certain weapons, and these weapons cause double damage.
    • * Added – Added in 3 missing encounters from binary, Cutthroat, Brigand, Master Thief
    • * Added – Put these encounters into possible city/dungeon encounters.
    • * Added – capture the number of encounters variable from binary.  When in the dungeon you can have multiple encounters now, up to the max defined in binary.  City still is only allowed 1
                encounter at a time.  The number of encounter is affected by your level, dungeon level. your alignment
                vs. encounters alignment  will increase or decrease your chances for more monsters at once.
    • * Added – Started loading in attributes for weapons. Its loads in weapons that causes curses and dieseases.
    •           Not active in the code yet. Have not loaded the weapon attributes values into the system yet.  Like, How long it last.
    • * Adjust- Adjusted the Treasure finding stats.  Potion should only be in affect until you find treasure and then it should go away.  In the code, the treasure just kept getting higher.
                Adjust treasure.  You got a weapon on almost every encounter.  The original game was not like this.  It was much hard to get weapons.  The chances for finding a weapon is much higher now.
    • * Adjust- Treasure Torch and Keys will not show up in the city anymore.  The city didn’t have these items.
    •           You end up with so many of these items you never have to want for this.          
    • * Added – When you find a potion you get 120xp points like the city gave you.
                You get 255xp for each Jewels,  128xp for each Gems
    • * Fixed – Fixed Weapon damage.   It was calculating weapon damaged wrong.  Way to high.
                It was doing a bit check for number of dice and number of sides to the dice.
                This was not correct. a Value of 36 would be 3 dice and 6 sides.  bit check would turn this into      a different value.

                        
    Notes:
        Graphics Mode is now  
            0 – 8bit,
            1 – 16bit (Amiga),
            2 – Alternate Small,
            3 – Alternate Large                
        16bit Amiga has a sunset.  Added sun to the game.  You can see the run rise and
        set.

    * Charm,Trick, Attack – on certain good characters causes your alignment to decrease.
         first time cause a huge decrease before good no matter what your score was.  Once below
         good, then each act causes it to go down a bit.

  • Main Menu – Title song

    [video:youtube:k-R6YDVeQig]

     

    This will be a short update. I have included the title song from the original 8-bit game, it randomly plays the title song in the text with the song. On average it plays once every 10 to 15 minutes. You can start the title song or stop it at any time from the main menu, using the key ‘S’ to stop playing the song or ‘P’ to start playing the song.

    Check out the short video showing the title song playing in the Java Edition.

  • New configuration features

    This update is about the configuration screen. I’ve made a few changes to the original ARX. It still uses the ini file, but it is no longer needed that you edit the file and a text editor. All of these options are changeable from the main menu of the game, once you exit the game the configuration file will be saved. Also, there is no need to select something exit and restart. So if you select 8-bit graphics and then 16-bit graphics and start the game it will run properly.

     

    One of the new features is viewport size, you can select two different sizes from the viewport. You have small which is the original style layout, and you also have large which is the full screen below the stats. The bottom status is overlaid on top of the graphics. This feature was added just for people that might want a large if you port and also the small is in there for if you want authentic to look and feel.

    Another new feature is screen size, you have three different choices. You have the original ARX format, the next size is double the ARX normal format and you also have full screen. Selecting any one of these screens will change it immediately without any need to restart the application.

    There will be other options in the future that are coming, one of them will be able to select between 8-bit guilds versus 16-bit guilds. Since those two guilds are so different on how they play in the game. Once you create a character under oneguild type you will not be able to switch to the other guild type. Your characters save data will indicate which Guild type to use when you reload the character.

     

  • Alternate Reality X – update

    [video:youtube:5cqpFr0LDNw]

    This is is about the process of converting from C++ to Java. I took over fixing alternate reality X. I found this game a couple of years ago, Acrin has done a great job recreating alternate reality. This is a game I played many hours during high school as an young adult. When I found this game on the internet several years ago, I was very excited. The Acrin started this but is  not able to complete it, so I’ve taken up the quest to complete it. Not being able to complete it is no surprise to me,  the original was not completed either.  Maybe it is devine to not be completed.  The Acrin had many visions for alternate reality, one of those visions was to be able to play it on multiple operating systems. I have taken it over and decided that I will try and continue his visions. So I have converted the game to Java, this way it will be an easy switch to other operating systems. I’m using the Java Light Weight Gaming Library, it has support for Windows, Mac and Linux. This way as the programmer there is nothing to be done to support all three different operating systems we will not have to maintain any differences between revision.

    I have been programming since the 80s but as graphical programmer. My background is business software and website design. I started converting this back into in December. It took me several weeks of looking into openGL. During this time I wrote several test applications to figure out how to use opengl and LWJGL.

    The major challenge in the conversion was the opengl and the sound libraries. Java lightweight Java gaming Library did not have support for PNG picture files and OGG audio files. I wanted to use version 3 of the library to be current with openGL and with the library.  So I had to take the time to learn to go to read those in and convert them into it opengl format. Between the graphics Library the audio library that took the better part of  December.

    So all of the opengl code has been changed and rewritten into JAVA,  the openGL calls are the same but little to no of the original code is left.  All the drawing of thecity walls have be deleted and created into a new classes and more optimize.  Not really need since when it comes to openGL this game is very little of a challenge.  This is not a true 3D world,  what you see is the only part of the world that is draw.  I think that is GREAT, Acrin kepted it like the original concept.  Many pluses to the attention to details of the original 8-bit game.

    The Next Step was converting C++ to Java. That part was not to hard of the project, luckly this is a very small project from what I’m used to handling.  So it only took about 2 weeks to convert the entire project.  Some of the bigger things to convert into Java is that there is no “STRUCT” in Java.   Closest thing is a class,  so I converted all the “STRUCTS” into a Java class.  The next things is the lack of UNSIGNED variables in Java.  This made reading in the binary files handling to be rewritten.   Because when using a byte to read in a single byte, it converted it to a SIGNED number so many values end up negative.  So every byte had to converted so you cast bits to prevent a signed value.

    Nice thing about the conversion and being simply is String conversion.  Strings in Java are use easy to use and do much more then C++. 

     

    Check out my short youtube video of a small clip of the game running in Java.

  • Alternate Reality X 0.83.3

    This is my first release of Alternate Reality X.  This is version 0.83.3.   I picked this up from Arnic that has been working on this for years to get to this point.  It is a great game.   I found ARX about 3 years ago and tried it for a bit, but I didn’t find it very playable at that time and game back in 2017.  I found it in a very playable state but then I found out that we had personal things going on and was unable to complete the game.  So I decided to fix some of the bugs and then that evolved in completing what he started.

    My goals are simple, that is to complete The City.  There are many things missing from the City.   Like weather, need for wearing Clothing.  Spells, curses, poisons and many other items. Once, the city is complete, then I’ll look into completing the Dungeon.

    If bugs are reported, then I will look at fixing them.  If the bug is related to unfinished code, then nothing will be completed until the city is completed.

     

    You can download the release here.

    Version 0.83.3 – 14th Feb 2018
    —————————-

    • * Fixed – Graphics mode Alternate would cause a crash on start.

    Version 0.83.1 and .2 – 13th Feb 2018
    —————————-

    • * Fixed – Game crashed when entering the city
    • * Fixed – New Character Immobilized, clothing caused this when inserted into inventory.

    Version 0.83 – 4th Jan 2018
    —————————-

    • * Fixed – Hours in certain Inns wrapped over to the next day and you where not able to enter that inn.
    • * Fixed – Player position on automap being off by one.
    • * Added – A timeout option during fight, opponent will not do something instead of waiting forever.  
                If player leaves,  it will timeout after 20secs and clear the screen.
                No more locking up the games in waiting for keyboard inputs.
    • * Added – when you try to flee an encounter there is a chance it doesn’t work.
    • * Added – Added 16bit graphics to the graphics Mode
    • * Added – When you charm,trick or attack certain opponents, causes alignment decrease
    • * Added – Ghost attach can now be the “Bone-Chilling” attack.  Certain percentage. Reduced STR by one if was successful.
    • * Added – 2 new diseases.  Mold and fungus from MOLD, slime.  Slime will foul your food once it becomes active.  These takes 48hrs before they become active.    
    • * Added – Sun set and sun rise to 16bit graphics.  It is not done by still graphics. Drawn on the screen based on time.  that way it moves like a real sun.
    • * Fixed – Ghost information was not correct on armour.  He is suppose to be invulnerable to blunt, sharp weapons.
                you need magical weapons for the most part.  Fixed that.
    • * Fixed    – put back in the weapon selection for opponent when they attack.  Many opponents have different attacks was hard coded to just the first weapon.
    • * Fixed – Armour ability to handle different weapons is back into the system.  If using a blunt weapon and the armour is invulnerable to blunt.  You will not be able to do any damages with that kind of weapon.
    • * Fixed – Certain armour is vulnerable to certain weapons, and these weapons cause double damage.
    • * Added – Added in 3 missing encounters from binary, Cutthroat, Brigand, Master Thief
    • * Added – Put these encounters into possible city/dungeon encounters.
    • * Added – capture the number of encounters variable from binary.  When in the dungeon you can have multiple encounters now, up to the max defined in binary.  City still is only allowed 1
                encounter at a time.  The number of encounter is affected by your level, dungeon level. your alignment
                vs. encounters alignment  will increase or decrease your chances for more monsters at once.
    • * Added – Started loading in attributes for weapons. Its loads in weapons that causes curses and dieseases.
    •           Not active in the code yet. Have not loaded the weapon attributes values into the system yet.  Like, How long it last.
    • * Adjust- Adjusted the Treasure finding stats.  Potion should only be in affect until you find treasure and then it should go away.  In the code, the treasure just kept getting higher.
                Adjust treasure.  You got a weapon on almost every encounter.  The original game was not like this.  It was much hard to get weapons.  The chances for finding a weapon is much higher now.
    • * Adjust- Treasure Torch and Keys will not show up in the city anymore.  The city didn’t have these items.
    •           You end up with so many of these items you never have to want for this.          
    • * Added – When you find a potion you get 120xp points like the city gave you.
                You get 255xp for each Jewels,  128xp for each Gems
    • * Fixed – Fixed Weapon damage.   It was calculating weapon damaged wrong.  Way to high.
                It was doing a bit check for number of dice and number of sides to the dice.
                This was not correct. a Value of 36 would be 3 dice and 6 sides.  bit check would turn this into      a different value.

                        
    Notes:
        Graphics Mode is now  
            0 – 8bit,
            1 – 16bit (Amiga),
            2 – Alternate Small,
            3 – Alternate Large                
        16bit Amiga has a sunset.  Added sun to the game.  You can see the run rise and
        set.

    * Charm,Trick, Attack – on certain good characters causes your alignment to decrease.
         first time cause a huge decrease before good no matter what your score was.  Once below
         good, then each act causes it to go down a bit.