updated first post with new binaries and sources.
brief changelog:
* ported Aslona route (dungeons, new items and monsters) from vanilla.
* fixed several old k8IVAN bugs (Sumo Fight is working again, exiting Oree Lair works).
* packed game data into vwad archive.
* saved games and bones are vwad archives too.
* it is possible to "O"pen inventory items in wilderness.
* using ship icon if the player is sailing.
* it is possible to fall from the edge of the world map.
* the game stores hiscore records in SQLite table.
* added option to outline items.
* the game is using proprotional font instead of monospaced.
* PC will try to automatically unlock locked door if he has the key.
* it is possible to put various edible lumps into empty cans (new "Can" command).
* "G"o command on world map works as autotravel.
* added new syntax for material config (see below).
* wordlmap POIs got some additional properties (see below).
* configurable popups showing info about items on the ground.
* weapon info now contains weapon class, so you don't have to remember it.
* some teams may be "protective" of other teams. when other team turns hostile, protective
team does so too. this is used for Kaethos, for example: he should turn hostile when you
attack villagers in New Attnam.
* slightly better weight info (in kgs, if possible).
* partially full bottles will not be described as "full of".
* more things i forgot.
it is now possible to specify both materials and their chances together:
MainMaterialConfigExt := { COPPER:25, BRONZE:150, IRON:50; }
intstead of separate `MainMaterialConfig` and `MaterialConfigChances`.
worldmap POIs placement can be controlled with new properties:
SeparateContinent = true;
this POI will be placed on the free continent, and it will be placed before others.
you can specify continent size requirements (number of land squares) for POI.
MinimumContinentSize = 25;
MaximumContinentSize = 0; // any size
it is possible to tell the game that POI should be placed in the given range from
some other POI. this is not a hard requirement, though, and the implementation has
some quirks yet.
DistancePOI = ASLONA_CASTLE;
MinimumDistanceTo = 3;
MaximumDistanceTo = 6;
if POI `Probability` property is not 100 (i.e. it may or may not be generated), you can
use "feeling message" to tell the player that he may explore worldmap to find something
interesting:
GenerationMessage = "You heard rumors about some strange creatures roaming the continent...";
this message will be shown at game start.