WHAT IS NEW?

??? ?? ???? [Zenzizenzic]

  * New Features
    * New general bitset "Locked heroes can't be re-ordered" [James]
    * Slice collection editor can create complex collections of slices
      to load into plotscripts [James]
    * New general bitset, "Attack captions pause battle meters" [James]
    * Savegames are now in a new format. Instead of a gamename.sav
      file you will have a gamename.saves folder. (the conversion is
      automagical and you will not lose any saves) [James]
    * Rewrote script usage menu to be enormously faster and sort
      scripts into numerical/alphabetical order [Ralph]
    * You may now have up to 500 NPC definitions per map [Ralph]
    * Maximum map size raised to 100,000 tiles [Ralph]
    * New menu item bitset to suppress the on-load script if the
      menu item closes the menu [James]
    * New menu feature to automatically open another menu when you
      close the current menu with ESC [James]
    * Prompt for confirmation before deleting a sound effect or
      song [James]
    * Expanded (and fixed) Erase Map Data menu [Ralph]
    * The line and oval tools are now pleasant to use instead of
      teeth-gnashingly awful, and the pixels in the tile editor are
      no longer stretched [Ralph]
    * Added Replace colour tool to tile and sprite editors [Ralph]
    * Music and sound effects can be previewed everywhere in
      Custom by hitting Enter [Ralph]
    * New general bitset "Don't randomize battle ready meters" [James]
    * New attack bitset "Delay doesn't block further actions" allows
      attacks to be queued without blocking the attacker from taking
      other actions [James]

  * Bugfixes
    * Bug 749:  Attacks configured to do No Damage still do damage when
      used outside battle [James]
    * Bug 819: %-based attacks don't heal outside of battle [James]
    * Bug 9: Elemental strength/weakness/absorbtion is not yet applied
      to spells used outside of battle. [James]
    * Fixed a case where "add hero" could add more heroes than you
      are supposed to be able to have under certain conditions [James]
    * Bug 833: Screen temporarily freezes right after canceling an
      out-of-battle cure attack or item [James]
    * Bug 486: Chained attacks fail on stored dead targets
      [James, msw188]
    * "wait for all" did not wait for NPCs when it was meant to [Ralph]
    * "hero pixel x/y" only worked correctly on the leader [Ralph]
    * Using an item that triggers a text box could cause a menu
      double-close warning if the menu item that opened the items menu
      was set to always close the menu [James]
    * Bug 845: upgrading old games that contain no shop stuff lump
      always produced a confusing warning [James]
    * Under Unix you usually couldn't play unlumped .rpgdir games which
      were on a mounted filesystem other than the one containing your
      home directory [Ralph]
    * Sound effects did not stop when quitting to the title screen or
      loading a game [Ralph]
    * 'Set tag', 'Toggle tag' and 'Close menu' options were ignored
      when menu items were triggered via "use menu item" [Ralph]
    * NPCs appearance was not updated according to tags set from a
      menu item or from the tag debug menu [Ralph]
    * "create NPC" could create NPCs with garbage 'extra data' [Ralph]

  * New Plotscripting Stuff
    * You may no longer used the characters ", $ or = in script and
      variable names.
    * "include" is parsed differently; enclose your filenames in quotes
      if they contain spaces, a path, or are case sensitive
    * "reset hero picture" and "reset hero palette" [James]
    * "set slice clipping", "get slice clipping" [James, Ralph]
    * "create grid", "slice is grid", "set grid columns",
      "get grid columns", "set grid rows", "get grid rows",
      "show grid", "grid is shown" [James]
    * "load slice collection" [James]
    * "add hero" command now returns the party slot it added the hero
      to, or -1 if the party is full. [James]
    * "set slice edge x", "set slice edge y" [James]
    * "get slice lookup", "set slice lookup" [James]
    * "trace value" [Ralph]
    * "abs", "sign", "sqrt" [Ralph]
    * "map cure" replaces deprecated "outside battle cure" [James]
    * "read attack name" replaces deprecated "get attack name" [James]
    * "spells learned" replaces deprecated "spells learnt" [James]
    * "allocate timers" (removes 16 timer limit) [Ralph, James]
    * New script trigger for when you close a menu. [James]
    * "set npc ignores walls", "get npc ignores walls",
      "set npc obstructs", "get npc obstructs", "set npc usable",
      "get npc usable", "set npc moves", "get npc moves" [Ralph]

  * Vikings of Midgard

  * Stuff only Developers Will Notice
    * Test suite and benchmarks for RELOAD format [Mike]

(Unreleased) [Ypsiliform+3]

  * Bugfixes
    * Bug 816: Freeze on attack instead-chaining on multi-stage chains
    * The "leader" command has never worked.
    * "set dead heroes gain experience" did nothing.
    * Bug 829: Shrinking a map could cause garbage map layers to appear;
      also, deleting map layers did not work
    * Script string literals were broken when playing games made in
      late 2006.

Feb 8 2010 [Ypsiliform+2]

  * Bugfixes
    * Bug 815: Trailblazers Frozen
    * Fix crash when saving an empty menu

Jan 24 2010 [Ypsiliform+1]

  * Bugfixes
    * Bug 802: tileset confusion when adding a layer
    * Bug 812: crash after adding a new spriteset while in
      full-set mode
    * Bug 813: crash and map corruption when linking doors to a
      map with more than 3 layers
    * Bug 814: F12 for screenshots not working for SDL backend
    * No longer prevents importing WAV files over 500k in size
      (they often become smaller than 500k when converted to ogg)
    * Fix missing "Quit Editing" on main menu
    * Fix palette browser to update added palettes and to not
      crash the sprite editor.

Jan 08 2010 [Ypsiliform]

  * New Features
    * Press F1 anywhere in custom for help [James, Ralph, Msw, NN]
    * Plotscripting can now load sprites, and place them on screen.
      [Mike, James]
    * Limit on maximum items has been raised from 254 to 32000 [James]
    * Limit on how many item slots you have in your inventory has been
      raised from 198 to 600. You can also manually choose a smaller
      maximum. [James]
    * The hero editor now has an "Equipment" submenu which provides a
      convenient way to choose which items a hero can equip without
      needing to go back to the item editor [James]
    * Text box "shrink" can now be set to Auto, so the vertical size
      of the box is determined by the text in it. [James]
    * Press + in the text box editor to create a new box with the same
      style as the current box [James]
    * ALT+C and ALT+V to copy/paste text box styles [James]
    * Added "Connected boxes" navigation tool to the text box editor
      [James]
    * New enemy bitset "Never flinch when hit" [James]
    * New enemy bitset "Ignore for "Alone" AI" [James]
    * New attack bitselt "Do not cause target to flinch" [James]
    * Attack target modes for "Thankvenge", just like Revenge,
      but works on those who have cured the attacker instead
      of those who have harmed the attacker [James]
    * Last cure is now usable as an attack base stat [James]
    * Option in Master Palettes menu to clone the active palette's UI
      colour indices plus other data, without colour remapping [Ralph]
    * Text box exporter escapes non-printable ascii as \NNN sequences
      where NNN is the three digit decmal representation of the ascii
      code [James]
    * New general bitset "Don't save gameover/loadgame script IDs"
      [James]
    * New "check where scripts are used" tool, which can list all
      script usage (except for scripts calling other scripts) [James]
    * New "find broken script triggers" tool, which can list all
      places where a non-existant script will be triggered. [James]
    * The sprite editor now has a full-spriteset mode which allows you
      to import (or manipulate) full sprite sets instead of working
      one frame at a time [James]
    * Press E in the sprite editor to export your sprite to a file
      [Ralph, James]
    * Press + and - in the sprite editor to rotate your sprite [James]
    * The clone tool in the sprite editor now allows you to rotate the
      cloned area. [James]
    * The global text string editor now has a search tool [James]
    * Show cursor coordinates in the sprite editor [James]
    * g/c_debug.txt are deleted when quitting if nothing interesting
      happened. Older output is moved to g/c_debug_archive.txt [Ralph]
    * New general bitset "Dead heroes gain share of experience" [Ralph]
    * Pressing Esc+PgDown+PgUp or clicking the window's X (or Alt+F4
      and so on) in Custom quits all the way to the save/quit menu.
      Pressing it again quits, saving the game as a .BAK file [Ralph]
    * The General Game Data menu has finally been cleaned up [Ralph]
    * Enemies can now have a cursor offset position so the cursor does
      not always have to go directly over their head. [James]
    * Extended attack chaining options. Now you can make an attack
      chain based on a tag check or a stat check. [James]
    * Else-Chain which is evaluated whenever the default chain is not
      used [James]
    * Instead-Chain which is evaluated right after the attack is
      targeted, and if it succeeds it entirely replaces the orignal
      attack [James]
    * Damage display in battles can be customized to display longer
      [James]
    * Attack chain browser for navigating and visualizing chains of
      attacks [James]
    * Attacks now have a "Learned" sound effect that can be played when
      the attack is learned as a spell from an item or levelup. [James]
    * You can test enemy dissolve animations in the enemy editor [Ralph]
    * The random scatter (default) enemy dissolve animation now fades
      out smoothly and completely [Ralph]
    * Added new enemy dissolve animations: Squash, Melt, Vapourise
      and Phase out [Ralph]
    * When a script error occurs, you are now shown the script callstack
      and given options such as entering the slightly improved script
      debugger. But many script errors still occur silently. [Ralph]
    * Each text box can now have a sound effect attached. [James]
    * F12 to take a screenshot, alt+tab to toggle fullscreen, and alt+F4
      now work everywhere in Game and Custom with all backends [Ralph]
    * Attacks can transmogrify enemies into different enemies [James]
    * Menus are no longer limited to 21 items [Ralph]
    * Maps may now have up to 8 layers. You can insert, delete, and
      reorder layers and set the number of layers drawn beneath NPCs and
      heroes. [Ralph]
    * A new graphics backend, gfx_directx, which supports vsync, a
      resizeable window, and other excellent improvements over the other
      backends. All builds of the OHR include support for it, as long as
      gfx_directx.dll is present.
      Enable with the commandline option "-gfx directx" [Jay Tennant]

  * Bugfixes
    * Fix bug 325 "Cleaner upgrade from old-style to new-style scripts"
      Now you can convert your scripts to new-style and the triggers
      will be automatically updated for you. [James]
    * Fix bug 449 "Some debug keys not reset when exiting back to the
      game select menu" [James]
    * Using "advance text box" when no text box is open no longer
      re-evaluates the conditionals of the most recently closed text
      box [James]
    * Fix a crash bug in the script interpreter when running very
      large/many scripts [Ralph]
    * "random" didn't work when max - min > 2^31, and could be totally
      non-uniform. "seed random" now causes different sequences! [Ralph]
    * Using Ctrl+R in the tilemap editor could corrupt memory [Ralph]
    * The tilemap editor fill tool, Ctrl+P, would overflow and crash
      when filling huge areas [Ralph]
    * Fixed box borders being drawn wrong for small boxes, and resized
      boxes throughout the builtin menus to accommodate borders [Ralph] 
    * Fixed bug 747 which was causing hero tags to not be updated
      immediately when a hero was added or removed [James]
    * Fixed bug 756 "Holding ENTER or SPACE while dismounting a vehicle
      can result the hero getting stuck" [James]
    * The default master palette is also saved in the old format,
      so old graphics utilities have a greater chance of working [Ralph]
    * Fix crash on using items that teach spells which also have
      textboxes selected (see Bug 750) [James]
    * Fix bug 547, "Level MP" was missing from the list of global text
      strings [James]
    * Fix bug 588, Heroes get free attack if stunned while selecting a
      target. Also fixed the fact that stun status was only pausing the
      ready-meter, not pausing delays. [James]
    * selectmenuitem and nextmenuitem did not work, unselected menus
      didn't become inactive when the topmost menu was changed by script,
      appendmenuitem sometimes added items in the middle of a menu, and
      the order of menu items created by scripts changed in various
      circumstances [Ralph]
    * Renamed "Random Focus" attack target setting to "Random roulette"
      to more accurately reflect what it does, and make sure it actually
      behaves randomly when used in chains [James]
    * EVIL bug 233 "OHR freezes on startup", unsolved for 3 years [Ralph]
    * The default graphics backend has been changed to gfx_sdl. That
      means the following gfx_fb bugs are gone:
      * Bug 185 - Colors messed up in full-screen mode on some computers
      * Bug 766 - Zonealarm thinks the OHRRPGCE is a keylogger
      * Keypresses often blocked for a few seconds after switching app
      * A whole lot of laptop keyboard problems seem to be gone or
        less severe, eg. bugs 334, 785, and right shift key not working

  * New Plotscripting Stuff
    * "get inventory size" and "set inventory size" [James]
    * "load hero sprite", "replace hero sprite",
      "load walkabout sprite", "replace walkabout sprite",
      "load small enemy sprite", "replace small enemy sprite",
      "load medium enemy sprite", "replace small medium sprite",
      "load large enemy sprite", "replace small large sprite",
      "load attack sprite", "replace attack sprite",
      "load weapon sprite", "replace weapon sprite",
      "load border sprite", "replace border sprite",
      "load portrait sprite", "replace portrait sprite",
      "free sprite", "put sprite", "set sprite visible",
      "get sprite type", "get sprite set number", "get sprite palette"
      "set sprite palette", "clone sprite", "set sprite frame",
      "get sprite frame", "sprite frame count", "slice is sprite",
      "sprite layer", "horiz flip sprite", "vert flip sprite",
      "sprite is horiz flipped", "sprite is vert flipped"
      [Mike, James]
    * "slice x", "slice y", "set slice x", "set slice y",
      "put slice", "slice width", "slice height", "set horiz align",
      "set vert align", "set horiz anchor", "set vert anchor",
      "free slice", "slice child", "child count", "first child",
      "next sibling", "last child", "previous sibling",
      "free slice children", "create container", "check parentage",
      "set parent", "parent slice", "slice screen x", "slice screen y",
      "put slice screen", "slice is container", "set slice width", 
      "set slice height", "create rect", "get rect style",
      "set rect style", "get rect fgcol", "set rect fgcol",
      "get rect bgcol", "set rect bgcol", "get rect border",
      "set rect border", "get rect trans", "set rect trans",
      "slice is rect", "first container child", "next container child",
      "first sprite child", "next sprite sibling", "first rect child",
      "next rect sibling", "realign slice", "center slice",
      "slice collide point", "slice collide", "slice contains",
      "slice at pixel", "find colliding slice", "lookup slice",
      "set slice screen x", "set slice screen y", "clamp slice",
      "set padding", "set top padding", "get top padding",
      "set left padding", "get left padding", "set right padding",
      "get right padding", "set bottom padding", "get bottom padding",
      "fill parent", "is filling parent", "slice to back",
      "slice to front", "Y sort children", "set sort order",
      "get sort order", "sort children", "set slice extra",
      "get slice extra", "slice edge x", "slice edge y", "create text",
      "set slice text", "get text color", "set text color",
      "get text bg", "set text bg", "get outline", "set outline",
      "set wrap", "get wrap", "slice is text", "slice is valid",
      "set slice visible", "get slice visible", "move slice below",
      "move slice above". [James, Ralph]
    * "number from string" [James]
    * "set dead heroes gain experience" [James]
    * There are now 3 NPC extra data fields (0-2) accessible with
      "set NPC extra" instead of 2 [Ralph]
    * "suspend timers", and "resume timers" [James]
    * "use menu item" [James]
    * "reset game" [James]
    * Inventory manipulation commands: "item in slot", "set item in
      slot", "item count in slot", "set item count in slot" [James]
    * "update level up learning" [James]
    * hspeak now automatically stores a backup copy of your script
      inside the .hs file. Use the -n command line option if you
      want to disable this feature [James]
    * Calling initmouse now causes on-keypress scripts to be run when
      the mouse is clicked, and restricts the mouse to the game window
      so that you can actually move it to the edge. You can let the
      mouse leave the window with mouseregion. [Ralph]

  * Vikings of Midgard
    * More story scenes for the plot to unfold more naturally.
    * Enemies and elemental system completely revamped.
    * Even MORE subquests to explore.
    * "complete" up to the "world of ruin" part of the game.

  * Stuff only Developers Will Notice
    * New slice routines for rectangular objects of various styles that
      can be organized into a tree and positioned and sized relative to
      one another. [Mike]
    * RPG format number has been incremented to provide
      forward-compat warnings when loading new RPG files into
      old versions of game [James]

April 03 2009 [xocolatl+2]

  * Bugfixes
    * Bug 684: Lower half of inventory screen gets deleted when you
      load [James]
    * Bug 348: Weapon is drawn behind other heroes [James]
    * Bug 689: When a hero who is currently picking a target dies,
      next hero's targetting was broken [James]
    * Bug 698: Global variables 1025-4095 couldn't be set [Ralph]
    * "input string" was causing an endless loop if ESC was
      pressed and "suspend player" was active [James]
    * Bug 703: NPC extra's aren't cleaned on restart [James]
    * Bug 700: Erroneous globals over 32767 when loading form save game
      [James]
    * Bug 710: Text box import loads door tag value into door id [James]
    * Bug 712: default plotstring colors are wrong after a
      non-title-screen load [James]
    * Bug 674:A line of pixels is sometimes "vomited" into the corner
      of the sprite editor [James]
    * Removed obsolete warning about long filenames from relump
    * Removed obsolete unneeded linux-specific hacks from unlump
    * Bug 646: Delay before caption doesn't seem to work [James]
    * importglobals and exportglobals did not work on globals
      1025 - 4095 [Ralph]

  * Plotscripting
    * Show a future compatibility warning when using certain punctuation
      such as [square brackets] or {curly braces} in script names or
      variable names. This is to ease the transition for scripters when
      arrays become available.

October 03 2008 [xocolatl+]

  * Vikings of Midgard
    * Character portraits [Fenrir-Lunaris]
    * New spell quests [Fenrir-Lunaris]
    * Other minor fixes [Fenrir-Lunaris]

October 02 2008 [xocolatl]

  * New Features
    * Spells and items used outside of battle now display their
      target stat instead of always displaying HP [Mike]
    * Visual placement of hero's hand positions and weapon's
      handle positions. [James]
    * Text boxes can be exported as a .TXT file, edited with
       your favorite text editor or spellchecker, and then
       re-imported back into your game [James, Mike]
    * Character portraits! You can now draw 50x50 pictures for
      heroes and NPCs that can be displayed in text boxes [James]
    * You can now type in NPC numbers in NPC placement mode in the
      map editor [James]
    * You can now type in formation set numbers in foemapping mode
      in the map editor [James]
    * Draw your own graphical Text Box borders [James]
    * NPC-per-map limit raised from 36 to 100 [James]
    * New text box conditional to display menus [James]
    * New menu bitset to advance any open text box when the menu
      closes [James]
    * New attack bitsets
      * "Don't trigger spawning on kill" [James]
      * "Check costs when used as an item" [James]
      * "Re-check costs after attack delay" [James]

  * Bugfixes
    * bug 678: Ogg music problems in game with werewaffle version
      [James]

  * New Plotscripting Stuff
    * get hero speed [MCW]

  * Stuff only Developers Will Notice
    * Many old variables re-organized into types
    * Many GOSUB blocks converted to SUBs (many still remain)
    * The code to automatically fade songs in and out has been
      removed. It wasn't cool enough to warrant the headaches
      it caused [James]

August 20 2008 [werewaffle+]

  * Bugfixes
    * Bug 669: Music continues to play when you exit back to the game
      browsing screen
    * Bug 670: Sound effect cache not flushed on game exit
    * Bug 671: Lingering ogg file prevents playing.tmp cleanup

August 16 2008 [werewaffle]

  * New Features
    * While editing the tilemap of a map, use Ctrl+P to fill in the
      current maptile and all maptiles of the same type touching
      the current maptile with the selected maptile. This is analogous
      in functionality to the paint can tool in most modern drawing
      programs. [Cameron Wilkin]
    * Mark/Clone brush tool in the sprite editor and the maptile editor.
      Mark a rectangular region of a sprite and then use the clone tool
      to duplicate it. [James Paige]
    * Press F5 in the browser to refresh the listing, and to fetch the
      names of all drives (under Windows); this is no longer done
      automatically as it was too slow.
      Press backspace to go up a directory.
      Also sped up, and removed the 255 file limit. [Ralph Versteegen]
    * New default Master Palette for new games. [NeoTA, Everybody]
    * ohrrpgce.mas is no longer required at all, not even for
      custom [James Paige]
    * New attack bitset, "Can't be cancelled by other attacks" [James]
    * New attack bitset, "Do not trigger spawning on hit" [James]
    * *Vastly* reduced CPU usage due to allmodex and gfx_fb graphics
      code rewrites [Ralph Versteegen]
    * The script interpreter runs about 4 times faster on average
      than Ubersetzung! (work ongoing) [Ralph Versteegen]
    * Holding down the F12 key takes a screenshot every frame [James]
    * Item descriptions show in-battle too [Ralph Versteegen]
    * Full view option in backdrop & tileset import/export menus [Ralph]
    * Fancy improved Map Layers menu (still also available by Ctrl-L)
    * Each tilemap layer can now use a different tileset. [Ralph]
    * You can cut from tilesets as well as backdrops; hit enter or
      middle click to quickly cut a tile or sequence of tiles; hold
      down shift to keep the cut box 20x20 tile aligned while moving
      the mouse. [Ralph]
    * Formation editor improvements; animations are shown now [Ralph]
    * Shops display whether or not your heroes can equip weapons or
      armor [James]
    * Menu scripts on menus with the "suspend gameplay" bit turned on
      receive extra menu data as arguments. (Menu scripts on normal
      menus still receive a menu item handle) [James]
    * Debug keys: Ctrl+F1 lets you teleport to any position on any map
      instantly, using an easy minimap. Hold shift to speed about.
      Ctrl+F11 to overlay NPC id and (negated) reference numbers.
      Ctrl +/- for changing the framerate work again. Ctrl+~ to see
      the FPS - this works everywhere. [Ralph]
    * New enemy bitset, "Win battle even if alive" [Ralph]
    * New sound effect triggers: Learnt from item, Can't learn, Buy,
      Hire, Sell, Can't Buy, Can't Sell [Ralph]
    * New aim math options for purely percentage based aim/dodge rates:
      Aim%, Aim% * (100-Dog)%, Mag%, Mag% * (100-Mag)%  [Adam Perry]
    * The mouse is usable for drawing now: the frame rate in the sprite
      editors has been maximised (used to be 9fps!) [Ralph]

  * Bugfixes
    * Bug 585: Curative items used wrong attack after being arranged
    * Custom now respects your chosen UI colors everywhere [James Paige]
    * Bug 590: default death sound effect played after every hit
    * Attempting to display a blank global text string, or the "fail"
      message in certain cases, would crash under Linux, and "fail"
      wouldn't display under Windows [Ralph Versteegen]
    * Importing a new master palette could black out or fail to
      remap UI colours. [Ralph]
    * unlump and relump on Linux now correctly handle uppercase
      rpgdirs [James Paige]
    * Bug 605: array-out-of-bounds when playing sound effects when
      no more sound effect slots are free [James Paige]
    * Bug 577: Memory corruption when opening sub-menus [James Paige]
    * Bug 608: New menus were checking equipment tags when the menu
      opened instead of when the menu closed
    * Bug 612: Problems with animating tiles on a map, including
      potentially corrupting the map.
      And changing the tileset didn't reload tile animations [Ralph]
    * Bug 603: Shops ignore default item value for buy/sell prices
      [James Paige]
    * Bug 625: 'Damage instead of set' % based attacks now respect
      the cure and harmed by cure bitsets [Yuriy, Ralph]
    * Just about all missing sound effects added (any more missing?),
      some wrong ones fixed [Ralph]
    * Battle Music: silence now works again
    * set formation song now actually works [Ralph]
    * Bug 586: Textbox backdrop can become the tileset with showtextbox
      without advancetextbox
    * Bug 432: "use door" sometimes goes through the door you are
      standing on instead of the intended one [Ralph]
    * Bug 481: "hero levelled" and "spells learnt" don't reset after
      running from battle. Also some other problems with inactive heroes
      not reporting from the very last command/battle only [Ralph]
    * Bug 637: Crash when editing doorlinks [Ralph]
    * Bug 639: Enemies which spawn with 0hp or 'Die Without Boss' and no
      bosses now die immediately, without being shown. [Ralph]
    * If you try to use a tile with multiple NPCs on it, the bottommost 
      use-activation NPC is triggered instead of failing if the
      bottommost NPC isn't usable. [Ralph]
    * Fixed the bug that prevented you from using the joystick buttons
      to confirm certain prompts, for example, when learning a spell
      from an item [James]
    * Fixed Bug 650: One-time-use NPCs and tag-disabled NPCs no longer
      block pushable NPCs [James]
    * Bug 379: Enemies couldn't use Target: Self attacks if they had
      "Untargetable by Enemies" set [Ralph]
    * Sound effects should hopefully be less laggy now (music_sdl)
    * Fixed Bug 626 Bitsets altered (memory corruption) after reaching
      maximum number of Menu Items [James]
    * Preferred target weak/strong stat setting now works [Ralph]

  * New Plotscripting Stuff
    * You can now have up to 4096 global variables (global ID numbers
      0-4095) [James Paige]
    * loadtileset, gettileanimationoffset, settileanimationoffset,
      animationstarttile, currentdisplaytile now take layer arguments.
      "change tileset" and "layer tileset" also added for layer tilesets
    * Changed get formation song and set formation song have to not use
      a +1 offset for songs, and can handle "same as map" song. This
      only affects recompiled scripts [Ralph]
    * add enemy to formation, delete enemy from formation,
      find enemy in formation, formation slot enemy, formation slot x,
      formation slot y, get formation background, set formation background,
      last formation, formation set frequency, formation probability,
      random formation [Ralph]
    * current text box

  * Vikings of Midgard
    * New and updated locations
    * New heroes and abilities
    * New and improved graphics
    * Characters now join the party through story events rather than being
      hired in the pub.

Jan 21 2008 [voxhumana]

  * New Features
    * Attack bitset 'Do not chain if attack fails' [Mike Caron]
    * Equip screen displays the number by which a stat will change [James]
    * -s pixel smoothing now works with all bit depths, not just 8-bit
      [Reaxor Jones]
    * Attack bitsets to disable specific target slots now work for enemies
      also [James Paige]
    * Attacks can have preferred default targets based on factors such as
      distance or strongest stat or weakest stat [James Paige]
    * Customizable main menus. [James Paige]
    * New attack bitset "Cancel target's attack" [James Paige]
    * A hero for hire in a shop can (optionally) be given a specific
      experience level [James Paige]
    * New, customizable enemy dissolving styles [Mike Caron]
    * Tag name editor lets you browse tags at a glance, rather than
      searching for them by tag number [James Paige]
    * Browse for tags from any menu that takes tag numbers by pressing
      enter or space on the tag [James Paige]
    * Most (but not all) user interface colors in Game and Custom can now
      be customized. Each master palette has its own set [Simon, James]
    * User Interface color editor. [James Paige]
    * In the door link editor, you can see a preview of each doorlinks
      when you browse the list of doorlinks. [James Paige]
    * Door link editor only shows the links that are actually used [James]
    * Press Enter on a door in door-placement mode to go directly to the
      doorlink editor for that door. (only works on the first link for
      doors multiple conditional destinations) [James Paige]
    * Enemies can have a death sound effect. [James Paige]
    * TeeEmCee's pretty mini-map from the map-resize menu is now used for
      all mini-map drawing [Ralph, James]
    * General bitset to disable pressing ESC to run from battle [James]

  * Bugfixes
    * Temporary map state was not being deleted when exiting to the title
      screen, meaning maps set to remember state would be in an unexpected
      state from a previous game. deletemapstate was also broken.
      [Ralph Versteegen]
    * Fixed bug 257 "Mute status effect broken for enemies" [James Paige]
    * Fixed bug 5 "First Target attacks can hit targets besides the first"
      [James Paige]
    * Fixed bug 476, off-by-one-error in "set victory music" [James Paige]
    * Fixed bug 484 "Do not show spell lists if empty" was only working in
      battle for the first spell list [James Paige]
    * Having an after-battle script would prevent fightformation from
      returning the correct battle result [Ralph Versteegen]
    * More NPC activation/pushing over map edge fixes [Ralph Versteegen]
    * Fixed bug 237, "Stun Attacks Cancel Actions"
      (Old stun attacks will continue to work the same thanks to the
      "Cancel target's attack" bitset) [James Paige]
    * Fixed bug 473, "Shop data doesn't persist" [James Paige]
    * Fixed bug 330, "Pushed npcs are obstructionless" for new games.
      Old games can get the fix in the general game bitsets menu by turning
      off the "Simulate pushed NPC obstruction bug" bitset. Do this
      with caution if your game uses pushed-NPC puzzles that rely on
      overlapping NPCs [James Paige]
    * Fixed bug 21, "If you save on a door, you will go through the door
      when you load" [James Paige]
    * Outside-battle attacks that target only dead heroes no longer
      work on the first hero slot when no dead heroes are present
      [James Paige]
    * Attacks with target class "Enemy" are usable on allies
      outside battle if the "Usable outside battle" bitset is ON
      [James Paige]
    * Life spells/items that are not allowed to target live heroes are
      no longer usable on a hero who you just revived. [James Paige]
    * Fixed bug 553, "Cancelling level MP attack in battle still uses
      cost for that turn" [James Paige]
    * Input string actually works now! [Ralph Versteegen]
    * Fixed bug 576 incorrect camera movment and vanishing hero when
      using "focus camera" close to the top or left edge of a map
      [James]

  * New Plotscripting Commands
    * There are **71** new commands for manipulating customisable menus,
      too many to list! [James Paige]
    * get victory music
    * outside battle cure
    * get level mp, set level mp [James Paige]

  * Stuff only Developers Will Notice
    * BattleStats UDT [James Paige]
    * New sprite paradigm (currently used in battle) [Mike Caron]
    * A lot of minor clean up in many places

Sept 21 2007 [ubersetzung]
  * New Features
    * New sample game! Fenrir Lunaris's modern retro epic fantasy masterpiece
      Vikings of Midgard! [Fenrir-Lunaris]
    * New Music Formats. In addition to BAM and MIDI, you can also play
      MP3, OGG, MOD, XM, S3M and IT [Mike Caron]
    * New NPC movement type: Walk In Place [James Paige]
    * 8-bit bitmaps can now be imported as backdrops and tilesets [Mike, Ralph]
    * Sound effects. in WAV, OGG, or MP3 format [Mike Caron]
    * Sound effect triggers in battle [Mike Caron]
    * Attacks can now consume or give items (up to three at once!) [Mike Caron]
    * "Transparent" colour in sprite editor can now be chosen (only affects the
      sprite editor, so you can distinguish "transparent" from "black") [Mike]
    * New functionality for the key is pressed() command, pertaining to
      joysticks [Mike Caron]
    * Browse menu (game + custom) now shows a drivelist under windows and lets
      you browse to root [Ralph Versteegen]
    * Press Ctrl + H while browsing to display hidden files and folders
      [James Paige]
    * Press a key in the browser to cycle through files and directories with
      that first letter [Ralph Versteegen]
    * Browse menu displays unlumped RPG files if the folder is named
      with a .rpgdir extension [James Paige]
    * You can choose an RPG to edit in custom with the same browse menu
      that you use to pick an RPG to play in game. [James Paige]
    * Custom can edit and save unlumped RPG files [James Paige]
    * Full Long file name support (You can create RPG files with long file
      names, even including spaces)
    * Minimap now zooms in closer on smaller maps [James Paige]
    * Activating an NPC who is walking away from you causes the
      NPC to step back closer to you, preventing the ugly situation
      where you are talking to an NPC who is standing a full tile
      away [James Paige]
    * Maps can be set to remember their state when you leave them, or to load
      from state files saved with savemapstate. You can set separate loading
      options for NPC and tile data. [Ralph Versteegen]
    * HamsterSpeak is now 32-bit. This means you can use values from
      -2147483648 to 2147483647 in your scripts [Ralph Versteegen]
    * $id="..." and $id+"..." (string literals) rewritten to be speedy and
      efficient [Ralph]
    * HSIMPORT is now obsolete, and Custom has taken over its function.
      Specify an RPG file/folder and an HS file on the commandline (or drag-
      and-drop them onto Custom), and the HS file will be imported [Ralph]
    * Add -z 3 to the command-line to run with a 3x zoomed screen. This
      Only works when running in a window, not when running fullscreen
      [James Paige]
    * You no longer need to give your scripts ID numbers; definescript is now
      optional. Instead, you can use this syntax to define default values for
      script arguments:

       script, myscript, required arg, optional arg = 3, begin

      And to declare a script that's selectable in Custom use "plotscript"
      instead of "script":

       plotscript, introduction, begin

      See http://hamsterrepublic.com/ohrrpgce/index.php/New_syntax.html
      for more information. [Ralph Versteegen]
    * Press enter/space on any field that accepts scripts to enter a script
      browser where you can enter an id or browse by starting letter [Ralph]
    * The sprite editor remembers a default palette for every sprite
      [James Paige]
    * You can use the Home/End keys in the sprite editors and browse by typing
      in shop/item number
    * You can import multiple master palettes and switch between them while
      editing in the View Master Palettes menu and with scripting. Master
      Palettes can now also be imported from the palettes of 8 bit BMP files,
      and from 16x16 24-bit BMP files [Ralph Versteegen]
    * Plotscripting Strings no longer have a max length of 40 [James Paige]
    * New commands for dealing with 32-bit colors (0-255, as opposed to 0-63)
    * Map music can be set to "same as previous map" and battle music as
      "same music as map", previous "none" option renamed to "silence" [Ralph]
    * Script buffer overflows are a thing of the past! Only a script larger
      than maximum size (very generous) will cause an error. [Ralph]
    * Tile map layers! In the map editor, use Ctrl-L to enable the new layers,
      Alt-F1/2/3 to enable/disable them quickly, and Ctrl-F1/2/3 to toggle their
      visibility. Press Ctrl+J to make the current layer jiggle so it stands
      out from the other layers [Mike, James]
    * You can export backdrops and tilesets as 8-bit BMP files [Ralph]
    * Press DEL in the map editor to delete the current tile
      Press BACKSPACE to delete tile, passability, npc, door, and foemap
      for the current tile [James Paige]
    * New zooming map resize screen to add or trim from any edge [Ralph]
    * Hero start location is visible in the map editor. Press CTRL+H
      to move the start location [James Paige]
    * Optional graphics smoothing. Run with -s command-line option.
      [Reaxor Jones]
    * ohrrpgce.fnt is not used anymore. [James Paige]
    * You can play two different RPG files at the same time and they will not
      clobber each other's temporary files [James Paige]
    * Linux version can be installed system-wide, for example, to /usr/games
      [James Paige]
    * Editing a read-only RPG file copies it to your home directory.
      [James Paige]
    * New general bitset to disable default passability by default
      [James Paige]
    * In the tile map editor you can press CTRL+R to replace every tile
      like the selected one. [James Paige]
    * Weapons can optionally require MP, HP, money or items, just like
      spells do (a new attack bitset) [James Paige]
    * Hold down Shift in the map editor to scroll quickly. [Ralph Versteegen]

  * Bug Fixes
    * Fixed bug 12: "An NPC at the edge of a wraparound map does not block the
      hero at the opposite edge" and bug 27: "NPCs cannot walk across the
      edges of a wraparound map" (consider that a feature if you want)
      And bug where couldn't activate touch activation NPCs over map edge
      And bug where avoid and chase NPCs did not know about wraparound maps
      [Ralph Versteegen]
    * Really fixed the "script arguments overflow into local variables" bug.
      You need to recompile your scripts to get this fix [Ralph Versteegen]
    * Joystick didn't work at all in the Windows version [Mike]
    * Bug 68: Added days, hours, minutes to Global text Strings menu
      for displaying playtime on the Save/Load screens [James]
    * Fixed missing harm tile flash [James]
    * Bug 155: "File browsing error: changing drives" [Ralph]
    * Read-only and system folders are now browseable. [James Paige]
    * Fixed catastrophic freezing on some computers for gfx_fb and gfx_fb2
      backends [Ralph Versteegen]
    * While playing games in windows mode, the [X] in the top right corner
      that closes the window actually works now [James Paige]
    * Fixed bug 11, which caused the hero to moonwalk backwards around
      the map if you dismounted certain types of vehicles at the edge of
      the map. [James Paige]
    * Fixed bug 200, script errors and strange random behaviour when
      activating the place were an already-activated one-time-usable
      NPC was standing [James Paige]
    * Fixed bug 210, HP and Gold costs are deducted more than once, and are
      randomized [Mike Caron]
    * Fixed bug 203, script interpreter crashes
    * Fixed bug 226 Battle gets stuck when fighting a single jumping enemy
      with the "pause on all battle menus" bitset is on
    * Fixed bug 272 (Skip title screen makes input go nuts) [Mike]
    * Fixed bug 274 (Ascii from string: position off by 1) [Mike]
    * Fixed bug 240 (Background animations taking old unused formation data)
      [James]
    * Fixed bug 59 (Vehicle mount/dismount buggy if leader is not in first
      slot in party) [Ralph]
    * Fixed bug 184 "Dead" enemies can be attacked over and over again
    * "current song" now always returns -1 when no music is playing
    * Fixed bugs 30 and 58, both relating to weapon handle/hero hand points
      [Mike]
    * Fixed bug 321 (HSpeak crash with empty parentheses) [Ralph]
    * Fixed bug 322 (Z position of enemies in battle randomness and
      inconsistency between custom and game) [Ralph]
    * Fixed bug 178 (Spell descriptions overrun menu box) [Ralph]
    * Fix for bug 341 "After battle, the music speeds up" [Mike]
    * Fix for bug 113 "Empty spell lists should not appear in Game" [Mike]
    * Better command argument checking to fix crashing when moving/teleporting/
      creating NPCs and heroes over map edge, and other non-fatal missing checks 
      that allowed loading invalid heroes, items, tilesets, shops and graphics.
      And fix crash when standing next to map edge. [Ralph Versteegen]

  * New Plotscripting Commands
    * New HamsterSpeak flow control commands: break, continue, exit script,
      exit returning, switch (and case). See the HS Definition for details
      [Ralph Versteegen]
    * New HamsterSpeak reference syntax. A script name or global variable
      name preceded by an @ symbol will compile to the ID number of that
      script or global. [James Paige]
    * "string from textbox" [Yuriy]
    * "hero frame", "NPC frame" [Ralph Versteegen]
    * "get hero stat cap", "set capped hero stat"
    * "load menu"
    * "set [days/hours/minutes/seconds] of play", "get seconds of play" [Mike
      Caron]
    * "npc extra", "set npc extra" [Mike Caron]
    * "load sound", "free sound", "play sound", "stop sound", "pause sound"
      [Mike Caron]
    * "search string", "trim string"[Yuriy]
    * "joystick button" and "joystick axis" [Mike Caron]
    * new built-in logic command not() [James]
    * new math operators "&&", "||", "^^" (and, or and xor respectively). These
      are logical operators, as opposed to the bitwise "and", "or" and "xor"
      operators. [Mike]
    * "wait for scancode" [Mike Caron]
    * "save map state", "load map state", "reset map state", "delete map state"
      [Ralph Versteegen]
    * "party money", "set money" [Ralph]
    * "get tile animation offset", "set tile animation offset",
      "current display tile", "animation start tile" [Ralph Versteegen]
    * "check hero wall", "check NPC wall" [James Paige]
    * "set timer", "stop timer", "read timer" [Mike Caron]
    * "string is visible" [James Paige]
    * "set/get color", "rgb", "extract color" [Mike Caron]
    * "load palette" [Ralph Versteegen]
    * HSPEAK no longer produces a warning for while(true). Endless while loops
      were already useful, and the new "break" flow control command has
      made them even more useful.
    * "main menu" [James Paige]
    * "total experience", "set experience", "experience to next level",
      "experience to level" [Ralph Versteegen]
    * "milliseconds"

  * Unlump.exe
    * Ported to FreeBasic [Mike Caron]
    * Output directory defaults to gamename.rpgdir [James]
    * When run without arguments, tells windows users to
      drag-and-drop [James]
    * Can be used to unlump other lumped files too [Ralph]
    * cleans up on error [Ralph]

  * Stuff only Developers Will Notice
    * FreeBASIC 0.16b and newer support [Ralph]
    * Removal of some QuickBasic-specific code
    * New common.bas for code shared by game and custom
    * New util.bas for code that does not depend on any other part
      of the OHR
    * Some rewritten map wrapping code [Ralph Versteegen]
    * Rewritten Game & Custom map loading and saving [Ralph, James]
    * Internal data formats for NPCs rewritten with UDTs [Mike]
    * Same for inventory [Ralph]
    * Internal data formats for battle sprites (heroes, enemies, attacks)
      rewritten to use UDT's (in-progress) [James Paige]
    * Hspeak's exit code is 2 if there were warnings [Mike Caron]
    * Use keyval(-1) to detect when the OS has requested the program
      to exit
    * New internal master palette format has higher colour precision: 8 bits
      instead of 6, and multiple palettes [Ralph]
    * Experimental gfx_sdl graphics backend (may eventually become default
      on Linux) [James Paige]
    * Added UDTs for Hero data [Mike]
    * Fixed browse$ to use UDTs [James]

August 03 2006 [hasta-la-qb+]
  * Okay, we lied. The last update wasn't nearly stable enough to
    be the final DOS version.

  * Fixed bug 220: "Hero plotscripting commands broken" [Ralph Versteegen]
  * Backported Ralph Versteegen's thread safety fixes [James Paige]
  * Backported unlump.exe and relump.exe [James Paige]

July 09 2006 [hasta-la-qb]
  * This is the final version to support a real DOS version (GAME-QB and
    CUSTOMQB) You should be using the Windows or Linux versions already
    anyway.

  * New Features
    * Input string gets 3 new arguments, center, positionx, positiony.
      It also behaves a little different now.(Yuriy)
    * Hspeak.exe now waits for a keypress when finished, which should avoid
      a lot of confusion for new plotscripters who are unfamiliar with
      command-line tools. Also added -k option to supress this new
      behaviour [James Paige]
    * Memory usage of the QB build has been trimmed a little. Requirement
      for game-qb.exe is now 552kb [Ralph Versteegen]

  * Bug Fixes
    * Fixed a few bugs in inputstring, including backspace not working,
      missing length checking and ESC popping up the menu [Yuriy, Ralph]
    * Fixed bug 163, a random crash in the music import screen. [Simon, Mike]
    * Bug 176: "Some files appear as subdirectories in Windows browsers"
      [Ralph Versteegen]
    * Fixed an ancient bug in both the Sprite editor and the MapTile editor
      which caused the keyboard control to lag whenever the mouse cursor
      was over the drawing area. [James Paige]
    * Bug where filling in colour 15 (white) on edge of a tile filled in all
      colour 15 pixels on the edge. [Ralph Versteegen]
    * Bug 179: "Use of two keyispressed conditions in an if statement causes
      massive weirdness" - "keyispressed" command has been changed so that it
      now only returns a bool. It may help to recompile your scripts. If you
      want the old behaviour, use the new "keyval" command [Ralph]
    * "NPC X","NPC Y" and "NPC at spot" behaviour has been corrected: an
      NPC's position is now the tile its top left corner stands on [Ralph]
    * Bug 43: "OHR randomly locks up on the hour" [Ralph]
    * Fixed a bug in "alter NPC" and "set NPC speed" that caused the
      wrong NPC to be changed if used with an NPC reference [James Paige]
    * Bug 174: "Quick keypresses and mouse clicks lost in FB port" [Ralph]
    * Fixed a bug in "read NPC" and another bug which were causing script
      interpreter errors like "clean noop" [Ralph Versteegen]
    * Fixed script interpreter to return "1" for true in comparison operators
      instead of -1 (for consistancy elsewhere) [Mike]

  * New Plotscripting Commands
    * "keyval"
    * An existing command we forgot to mention in whatsnew: "string compare"

Mar 15 2006 [tirgoviste]
  * New Features
    * Stat caps [Mike Caron]
    * "% based attacks damage instead of set" attack bitset [Mike Caron]
    * Precise weapon placement. (use . and , to choose which
      frame to edit) [Mike Caron]
    * NPC Placement Editor now shows the copy number of NPCs (the bottom
      number) [Mike Caron]

  * Bug Fixes
    * Pausing the music will probably cause "stuck notes" (i.e. notes that never
      get turned off) if any notes are playing at the time [Mike Caron]
    * Browsing for a replacement song, and cancelling deleted the existing song.
      [Mike Caron]
    * Rewards in battle are rewarded multiple times. [Mike Caron]
    * Linux: specifying a file on the command line now works even if the file
      is in a different directory. [James Paige]
    * Windows: bug 140 keyboard handling quirks [Simon Bradley, James Paige]
    * music_native now supports volume [Mike Caron]
    * fixed bug 143 and bug 150 which disabled some spells you should have
      been able to use, and permitted usage of some spells that should have
      been disabled [James Paige]
    * fixed bug 151 which was causing shops in non-upgraded RPG files to
      expect random trade-in items for all purchases [James Paige]
    * fixed bug that prevented the name of a spell learned from an item from
      being displayed [James Paige]

  * New Plotscripting Commands
    * get/set formation song [Mike Caron]

  * Stuff only Developers Will Notice

Feb 16 2006 [serendipity+]

  * Emergency update to fix bug 138 (out-of-control file growth when
    creating a new RPG file) [Simon Bradley, James Paige]
  * Emergency fix to a bug which deletes all song names when 99th song
    slot was in use [Ralph Versteegen]
  * Fixed a bug in battle background animation [Mike Caron]
  * Fixed a hidden bug in running unumped RPGs [Mike Caron]
  * Fixed OoB spells [Mike Caron]
  * Fixed broken item-rewards display in battles

Feb 15 2006 [serendipity]

  * New Features

    * !!! Native Windows port of GAME.EXE [Simon Bradley] !!!

    * !!! Native Windows port of CUSTOM.EXE [Simon Bradley] !!!

    * You can copy and paste different sized sprites across the sprite
      editors, and while you are drawing a sprite you now paste and
      transparent-paste at the current cursor position instead of
      top left corner [Ralph Versteegen]

    * Attack bitsets to disable certain target slots on an
      attack-by-attack basis. [James Paige]
      (Unfinished! Only works for heroes right now, see bug 102)

    * Animated backdrops in battle [Mike Caron]

    * Attack bitset to force the heroes to run away [James Paige]

    * General bitset to "Disable Hero's Battle Cursor" [Yuriy]

    * Attack option to set a tag (with a number of options relating
      to what triggers the tag, and conditional to another tag)
      [Mike Caron]

    * Added damage cap option (in General Game Data) [Mike Caron]

    * Spell Descriptions! (set in Attacks->Appearance) [Mike Caron]

    * Mute status affliction (and a bitset to make a spell mutable)
      [Mike Caron]

    * New attack bitsets:
      Fail if target is [poisoned/regened/stunned/muted]
      (so you can't mute someone twice, for example) [Mike Caron]

    * In Attack editor and Enemy editor you can hold ALT and press
      left and right to navigate records from anywhere in the menu
      (This feature will eventually be added to other menus also)
      [James Paige]

    * Text box editor no longer sucks! You can insert, delete, and
      edit anywhere in the line of text without needing to delete the
      end of the line. [James Paige]

    * New Import Music menu. This means:
      * The 100 song limit is gone
      * You can import .MIDs as well as .BAMs (and as we support more
        music formats, you will be able to import them too.) You can
        only play midis in FB GAME + CUSTOM.
      * Export and delete songs
      Until QBOHR is dropped, you can have a BAM fallback version of
      any MIDI file you import. Just import a MIDI over top of a BAM.
      [Ralph Versteegen]

    * Music looping:
      * RPG Maker style (Midi event #111 (0x6F) at the loop point), or
      * OHR Music Code style (http://gilgamesh.hamsterrepublic.com/wiki/
      ohrrpgce/index.php/Music_Code for more details)
      [Mike Caron]

    * Unlumped RPGs can now be played by Game (start game like this:
      game foldername)

    * Midi versions of many of the public domain pieces in the Import
      folder have been added as alternatives [FyreWulff]

    * You can specify upto 4 different items required to trade for an
      item in a shop, and can set the amount required of each. Also can
      set amount of items you recieve for trading in at a shop.
      [Ralph Versteegen]

  * Bug Fixes

    * Fixed bug 107: "An MP~ stat over 66 makes all spells free"
      [Ralph Versteegen]

    * In the plotscripting dictionary, NPCcount was described as
      returning number of npcs at spot with NPCatpixel or NPCatspot.
      This is incorrect, the constant getcount does this (and more).

    * c and v no longer appended to a string when copying and pasting
      [Ralph Versteegen]

    * Renamed attack bitset "No Reward from target" to
      "Erase rewards (Enemy target only)" to clarify that it
      happens even if the attack does not kill the target

    * Fixed off by one bug in "get attack name" [Ralph Versteegen]

    * Buggy "set enemy rewards" and "get enemy rewards" commands removed,
      use (previously undocumented) "read enemy data" and "write enemy
      data" instead (you can use the same constants)

    * Fixed bug 13: "No math overflow checking in battle"
      And bug 66: "Absorb-damage type attacks cannot drain a percent"
      [Mike Caron]

    * Worked around bug 78: "Using Custom under DosBox dosen't allow for
      browsing certain areas." by avoiding the use of VAL() which is
      buggy in some versions of DosBox and QEMU [James Paige]

    * Fixed bug 98: "plotscript commands that alter enemys [sic] persist
      after quitting" [Mike Caron]

    * You can now no longer import invalid BAM music even though a
      warning is given [Ralph Versteegen]

    * Using formation sets 100+ no longer crashes game [Ralph Versteegen]

    * Fixed bug 24: "Numbering is wrong for backdrops and songs in the
      text-box appearance editor" [Ralph Versteegen]

    * Fixed bugs in numerous menu items where typing in a number entered
      incorrectly [Ralph Versteegen]

    * Fixed bug 109: "Passing NPC references to alternpc crashes GAME"
      [Yuriy]

    * Fixed bug 136: "Use of quotes in BAM import list causes weirdness"
      by scrapping .SNG storage scheme [Ralph Versteegen]

  * New Plotscripting Commands

    * "cancel map name display" [James Paige]
    * "suspend map music", "resume map music" [Ralph Versteegen]
    * "seconds of play", "set days of play", "set hours of play",
      "set minutes of play", "set seconds of play" [Mike Caron]
    * "read NPC" (counterpart of alter NPC) [James Paige]
    * "set hero level", "give experience", "hero levelled",
      "spells learnt" [Ralph Versteegen]
    * "get damage cap", "set damage cap" [Mike Caron]
    * "get music volume", "set music volume" [Ralph Versteegen]
    * "trace" [Mike Caron]
    * "get song name" [Ralph Versteegen]

  * Stuff only Developers Will Notice

    * More attack bitsets [Mike Caron]
    * Unified item-name editor data (all item slots are formatted the
      same now) [Mike Caron]
    * New MIDI driver [Mike Caron]
    * Native Linux port mostly working (games are playable and editable,
      Browsing still has some problems, espeically in music importing,
      and full-screen causes problems) [Simon Bradley, James Paige]
    * .SNG lump replaced with binary expandable songdata.bin
      [Ralph Versteegen]
    * Incremented RPG file version to 6. (Game only shows backwards
      compatability warnings when loading files in version 4 or older)
      [James Paige]

October 03 2005 [rusalka]

  * Bug-Fixes

    * Fixed bug 18: "In the map editor, CTRL+F doesn't use default
      passability" [Ralph Versteegen]

    * Fixed bug 76: "Hitting two keys at the same time allows you to
      overflow text-entry fields" [James Paige]

    * Fixed a bug that allowed argument values to pre-fill local
      variables in scripts that did not have enough arguments declared
      (It is now safe to assume that all your local variables will
      start out set to zero) [James Paige]

    * Fixed bug 81: "fight formation() with an invalid formation would
      start a battle which would immediately end" [Yuriy]

    * To bring up the Joystick calibration screen, you should now
      press CTRL+J rather than just J

    * Fixed bug 85: "menu called when exiting a script triggered menu or
      screen with ESC" [Yuriy and Ralph Versteegen]

    * Fixed bug 86: "Foot offset is not taken into account when culling
      npcs and heroes to draw onscreen" [Ralph Versteegen]

    * Fixed bug 88: "A script buffer overflow crashes or freezes game.exe
      instead of displaying an error message" [Ralph Versteegen]

    * "NPC is walking" now returns true when the NPC is walking and false
      if not walking. Used to be backwards. Old compiled scripts that
      depended on the backwards behaviour will still work as they did
      before, but you will have fixed them if you recompile them.
      [James Paige]

  * New Features

    * plotscripting commands to read system time: system hour, system
      minute, system second. [Mike Caron]

    * plotscripting commands to read system date: system day, system
      month, system year. [Yuriy]

    * plotscripting command to find out the currently playing song.
      [Mike Caron]

    * plotscripting command run script by ID which does just that
      [Ralph Versteegen]

    * status indicators (poison/stun) via characters appended to stats
      in battle [Yuriy]

    * "No reward for targets killed" bitset (useful for monsters "running
      away") [Yuriy]

    * Command to get the ASCII code of a key being pressed (last ascii())

    * importglobals behaviour extended: importglobals(slot,id) returns
      the value of a global without overwriting anything

    * Strings! Specifically:

      * New commands:
          show string(string ID)
          clear string(string ID)
          append ascii(string ID, ascii code)
          append number(string ID, number)
          copy string(dest string, source string)
          concatenate strings(dest string, source string)
          string length(string ID)
          replace char(string ID, position, ascii)
          delete char(string ID, position)
          ascii from string(string ID, position)
          string to globals(string ID, starting global, length)
          globals to string(string ID, starting global, length)
        [BIG HUGE thanks to Yuriy (Draknight2@wmconnect.com)]

      * New operators for strings:
          destid $= srcid  instead of  copy string(destid,srcid)
          destid $+ srcid  instead of  concatenate strings(destid,srcid)
        Please note that  id $+ "TESTING"  is NOT valid
        [Ralph Versteegen]

      * Commands to get useful strings:
          get hero name(string, hero)
          set hero name(string, hero)
          get item name(string, item)
          get map name(string, map)
          get attack name(string, attack)
          get global string(string, global)
          input string (string, use current)
        [Mike Caron]

      * Commands to display strings on the screen:
          show string at (string, x, y)
          center string at (string, x, y)
          hide string (string)
          string style (string, style)
          string color (string, color, background color)
          position string (string, x, y)
          string X (string)
          string Y (string)
        [James Paige]

       * ${S#} Meta String for textboxes

       * Support in HSpeak for "auto strings":

          $1="My string"

          That will set the string with ID 1 to "My string"

    *  get enemy name, set enemy name
       get enemy stat, set enemy stat
       get enemy appearance, set enemy appearance
       get enemy rewards, set enemy rewards
	             [Mike Caron and Yuriy]

    *  Map limit increased from 100 to 32767 maps
       [Ralph Versteegen]

    *  Transparent tile and sprite pasting in all graphics editors.
       Copy a sprite normally, then paste it with Ctrl + T. Transparent
       (colour 0) areas will not get pasted [Ralph Versteegen]

    *  You can now use capslock + directional keys to move a tile around
       like you can in the sprite editor. In the tile editor however,
       pieces of the tile that go over the edge wrap around to the other
       side  [Ralph Versteegen]

    *  Place tiles without overwriting passability with the default by
       hitting Ctrl + D when tilemapping [Ralph Versteegen]

    *  Attack bitset to ignore attacking hero's/enemy's Extra Hits
       stat [Ralph Versteegen]

    *  Plotscript command alternpc has been considerably optimised. It
       no longer reloads all npcs and heros on the map [Ralph Versteegen]

    *  New plotscript commands: get map tileset, get ambient music,
       set ambient music, allow minimap, allow save anywhere, set map
       edge mode, get map edge mode, set harm tile damage, set harm tile
       flash, get foot offset, set foot offset, get instead of battle
       script, set instead of battle script, get each step script, set
       each step script, get on keypress script, set on keypress script,
       draw npcs above heroes, map width, map height [Ralph Versteegen]

    *  New general bitsets: skip title screen, skip load screen (which
       can be set or off in any combination), pause on all battle menus
       [Ralph Versteegen]

  * Stuff only Developers Will Notice

    * Plotscripting Dictionary Documentation is now in xml format instead
      of html (but still exportable to html) [Big thanks to Mike Caron]

    * Constants for the gen()/general() array data [James Paige]

    * Combined save- and load- menus to save memory (about 3.7kb) and
      make future changes easier [Ralph Versteegen]

May 19 2005 [quaternion]

  * GPL Licensed source code. See LICENSE.txt

  * Added += and -= operators to Hspeak, thanks to a patch from
    The Mad Cacti and Fyrewulff

  * "Inns don't revive dead heroes" bitset now works on all Inns (bug 23)

  * "Level up for (hero)" and "(#) levels for (hero)" battle text is now
    customizable (bug 46)

  * Fixed misspellings of "enemies" as in plotscripting commands "suspend
    random enemies" and "resume random enemies" (Misspelled versions
    still work for backwards compatability)

  * New plotscripting commands: save in slot, last save slot, auto save,
    save slot used, import globals, export globals, load from slot,
    delete save. Thanks to Ysoft-entertainment and Ralph Versteegen
    (TeeEmCee)

  * It is now possible to display the save menu without actually saving
    using "save menu (false)"

  * New plotscripting commands: init mouse, mouse pixel x, mouse pixel
    y, mouse button, put mouse, mouse region, NPC at pixel
    Thanks to Ralph Versteegen (TeeEmCee)

  * Very nice plotscript buffer usage optimization. Scripts that run more
    than once take no extra space in the buffer, allowing you to write
    recursive scripts without fear of buffer-overflow. Thanks to Ralph
    Versteegen (TeeEmCee)

  * Bugs fixed thanks to help from Simon Bradley

    * "equip where" plotscripting command always uses hero #0's
       equipability data no matter which hero you specify

  * Bugs fixed thanks to help from Ralph Versteegen (TeeEmCee)

    * bug  1: item-based stat increases go away after level-up
    * bug 32: blank exp/gold box after battle when you earn no exp/gold
    * bug 47: Off by one bug in assigning script buffer and heap wastes
              memory
    * bug 54: Aim math text for Magic damage in CUSTOM is incorrect

  * Bugs fixed thanks to help from Mike Caron (pkmnfrk)

    * bug 40: Maps can be resized to invalid dimensions
    * bug 35: enemy spawned backwards in place of"flee-instead-of-die"...
    * bug 20: CUSTOM does no error checking for NPCs that point to text
              boxes that have been deleted
    * bug 63: Crash when trying to rename a hero not in party

  * Code cleanup (things that only developers will notice)

     * Cleaned up build system to make it possible for people other than
       me to compile if they can get ahold of a copy of QuickBasic 4.5
     * (Partial) Support for compiling with QuickBasic 7.1 thanks to Mike
       Caron (pkmnfrk) and Ralph Versteegen (TeeEmCee)
     * Massive indentation cleanup thanks to David Gowers (NeoTA)
     * Assembly DECLARE cleanup (moved to to allmodex.bi) thanks to Simon
       Bradley


June 28 2004 [ozarks]

  * Everybody who has worked so hard to try to plotscript this is
    going to simultaneously hate me and love me for this, but now
    it is possible to choose whether heroes get drawn over NPCs or
    NPCs get drawn over heroes. Look in the "General Map Data" menu

  * The general game data screen now has a separate sub-menu for
    password entry that explains the low-security nature of RPG file
    password protection.

  * Changed internal password storage format into something easier
    for third-party utility authors to support.

  * Fixed a bug that caused a crash if you typed a comma as the
    first letter of an RPG file's filename either when creating a
    new file or renaming an existing one. Totally re-wrote my
    DOS-filename-typing code so that I trust it to be reliable now

  * Added a few more missing customizable global text strings.
    "THE INN COSTS (# gold)", "You have (# gold)", "CANNOT RUN"

  * pressing ESC on the "Discard Changes and Quit?" menu cancels the
    quit rather than confirming it

  * fixed a math overflow in the "random" plotscripting command when
    the difference betweeen the low and high limits was greater than
    32767

  * Quick program exit keys PgUp+PgDown+ESC now work inside battle

  * Plotscripters rejoice! Added plotscripting commands: use shop,
    status screen, show mini map, spells menu, items menu, equip menu
    save menu, order menu, team menu

October 05 2003 [paternoster]

  * NPCs can now be activated across the edges of a wraparound
    map

  * Fixed caterpillar hero walkabout graphics to be correctly
    displayed over the edges of a wraparound map.

  * Improved the F12 BMP-format screenshot feature to take
    screen shots virtually anywhere in GAME.EXE rather than
    just on the map or in battle. Now you can take screen
    shots of menus, title screen, whatever. (no such capability
    in CUSTOM.EXE, sorry)

  * Fixed the "put hero" plotscripting command so it now works
    for all heroes instead of just the leader

  * Made the "Found a (item)" and "Found (number) (items)"
    victory captions customizable.

  * Fixed a bug that caused the PAUSE key to be disabled in
    battle if Debugging keys were disabled

  * Fixed a bug that could cause recently drawn graphics to be
    lost under certain conditions when pressing CTRL+BACKSPACE
    to delete picture sets in the sprite editor

  * Now if a hero has zero maximum HP it will not die. This
    prevents the game from ending after you exit the menu
    on games where the heros have not been given any stats
    (for example, games that do not use battles)

August 04 2003 [wolfwood]

  * Fixed the bug that premitted you to cast MP-based spells
    in battle even when you did not have enough MP

  * Fixed the bug that resets the hero's picture and palette to
    zero if the hero is renamed when added to the party

  * It is no longer possible to get invalid item 255 (item 254
    is the last item)

  * Added plotscripting commands: set victory music, get death
    script, set load script, get load script, set battle wait
    mode, set caterpillar mode, set no HP level up restore, set
    no MP level up restore, set inn no revive mode, set full
    hero swap mode, hide battle ready meter, hide battle health
    meter, set debug keys disable

July 31 2003 [espereble]

  * The Focus stat (MP-cost-reduction stat) now works

  * Fixed the bug that caused enemies that die from poison to
    vanish instantly rather than fading

  * Fixed the bug that caused the battle to end after killing any
    enemy with the boss bitset, even if other bosses or non-die-
    without-boss enemies were still alive. Also fixed the bug
    that caused die-without-boss enemies to double-die when the
    boss died if you had already killed them previously

  * Added the (optional) ability to allow players to rename heros!
    You can enable this feature for specific heros in the hero
    editor under "Bitsets". Heros can be renamed when the are
    added to the party or on the status screen.

  * Added plotscripting commands "rename hero" and "rename hero by
    slot"

  * Added the ability to embed hero names in text boxes by typeing
    special codes that will be replaced with the names.
    ${C#} is replaced by the name of the hero at position # in the
          caterpillar party. So if you want the leader's name,
          write ${C0}
    ${P#} is replaced by the name of the hero at position # in the
          party
    ${H#} is replaced by the name of the first copy of hero ID#

  * Added the ability to embed global variables in text boxes by
    typing the special code ${V#} where # is the global variable's
    ID number

  * Added plotscripting command "pick hero" that pops up a hero
    picker like the one you see when you go into the Equip menu
    or the Status menu. The return-value of this command is the
    hero that you picked (their position in the party)

  * The correct "Equip Who?" caption is now used when the Equip
    menu is opened from inside a shop

  * Added the ability to copy maps in the map editor. Now when you
    pick "Add new map" you get a choice between "New Blank Map" or
    "Copy of Map N"

  * Changed the way temporary files are cleaned up to work around
    the "...The operating system is denying access to the files in
    playing.tmp" error that occurs sometimes for some people.

  * Added "If this problem persists, manually delete playing.tmp"
    to the "...The operating system is denying access to the files in
    playing.tmp" error message (just in case the other fix doesn't
    solve all cases)

  * Fixed an off-by-one bug in the "change NPC ID" plotscripting
    command. If you were already using this command in your scripts,
    you may need to change them (it is no longer neccisary to add 1
    to the ID number, and it is no longer impossible to change the ID
    to 35)

  * Fixed the bug which caused enemies to die if cured over 32767 HP.
    I believe there are still other math-overflow errors in battle
    which could cause crashes or incorrect behavior for extremely
    strong attacks or enemies and heros with extremely high stats.
    If anybody finds such a bug, please send me a testcase.

  * I have been misspelling the word "enemies" for years. If anybody
    catches me saying "enemys" please yell at me.

  * When you switch to a different map with the same music, or enter
    a battle with different music, the song does not restart from the
    beginning, it continues playing without interruption. You can
    force a song to restart with plotscripting by doing a "stop song"
    followed by a "play song"

  * Switched back to the old version of MIDI2BAM. The new one in the
    handshake update caused more problems than it fixed.

  * Fixed a bug that occured in games that have caterpillar party
    disabled. Walking over harm tiles would damage the empty spaces
    behind the leader where other heros would have been if caterpillar
    was on.

  * Fixed a bug that caused items marked as "cannot be sold/dropped"
    to be consumed if you learn a spell from them

  * Fixed the bug that prevented the attack with ID 0 from working in
    spell lists

  * Fixed two bugs with the text-char-picker. One, that it would
    insert an extra space along with every char, and second that it
    would ignore the text-length limit

Nov 29 2002 [handshake]

  * I decree that henceforth all updates will have silly codenames.
    This update shall be known as "handshake" in thanks to everybody
    who helped me solve the NT/2000/XP bug.

  * Fixed The crash on exit in GAME.EXE under Windows NT/2000/XP
    If you still have an old locked playing.tmp file left over from
    the previous version, you may need to manually delete it once
    first before the new version will run.

  * Fixed the bug that prevented consumable items that teach spells
    from being consumed

  * Added plotscripting command "load tileset" to dynamicly change
    the tileset of the currently loaded map.

  * Fixed a crash when viewing the status screen for certain heros
    in some games (Powerstick Man, for example)

  * I neglected to mention in the last update that I added an option
    for "Base DEF stat" in the attack editor.

  * Also, In the last update I mistakenly said the text-char picker
    thingy was bought up by pressing ALT+SPACE. This was not true, it
    was actually SHIFT+SPACE, but in this update I have changed it to
    CTRL+SPACE, because SHIFT+SPACE was so easy to accadentally trigger
    when TYPING A LINE IN ALL CAPS (is everyone sufficiently confused
    now?)

Nov 23 2002

  * Made the text "(hero) has no spells" customizable. Are there any
    more text strings that I missed?

  * Fixed the mini-map when shown from a shop so it works like the
    mini-map from the menu or F1

  * Added an attack target type that can only target dead heros.

  * Added pixel-perfect positioning plotscripting commands; put hero,
    put npc, put camera, hero pixel x, hero pixel y, NPC pixel x, NPC
    pixel y, camera pixel x, camera pixel y

  * Fixed a bug that caused the hero to become misaligned with the
    maptiles if you tried to mount a vehicle that was already moving

  * Added "Save and continue editing" to the "Exit" menu.

  * GAME.EXE and CUSTOM.EXE can now both detect when you attempt to
    run a second instance of the program without first closing the
    first.

  * Added plotscripting commands "hero by slot" and "hero by rank"
    which are the opposites of "find hero" and "rank in caterpillar"

  * Added plotscripting commands "teach spell", "forget spell",
    "read spell", "write spell", "knows spell", and "can learn spell"

  * Added a caption when you teach a hero a spell from an item

  * Updated HSPEAK.EXE to tolerate the corrupted line-endings
    sometimes inserted into scripts under Windows XP

  * Due to popular demand, set-to-percentage type attacks now display
    the difference between the old and new value of the target stat
    (use the "do not display damage" bitset if you want the old
    behavior)

  * Added an attack bitset for damage that is calculated and displayed
    but not actually inflicted. Good for "scan" type spells

  * Elemental bitsets on equipment now works

  * Added Elemental Strength/Weakness display to the Status screen in
    GAME.EXE. Press the "Use" key to toggle it on and off. Press the
    "Cancel" key to exit status.

  * Added Poison, Regen, and Stun afflictions in battle. To use them,
    create attacks that target the new "Affliction Register" target
    stats. For example, damage done to the Poison Register will be
    repeated as poison damage. Damage done to the Stun Register will
    become the number of seconds that the target is stunned. There is
    currently no visual indicator of afflictions! That will be added
    later.

  * Greatly improved the font editor. You can now edit 224 text
    characters, copy and paste, and import/export font files. Added
    three importable sample fonts in the IMPORT directory, ASCII,
    Japanese, and Cyrillic.

  * Added a character-picker accessable from any text-entry
    field by pressing ALT+SPACE [Edit: CTRL+SPACE]

  * Added "Import New Master Palette" feature to "General Game Data"
    menu. Now you can directly import new palettes created with Neo's
    PalEdit and 2MAS utilites (note that importing a new palette screws
    up all your existing graphics, so this is only really useful for
    new RPG files)

  * Various memory optimizations, in an attempt to further
    reduce the "Not Enough Conventional DOS Memory" threshhold.

  * Fixed the "set default weapon" plotscripting command

  * Fixed the broken "Require Tag" feature in shops

  * Fixed the crash that could occur after reloading the
    default passability of a large map.

  * Fixed bugs involving showing the tileset in GAME.EXE. If you spot
    any more situations where a tileset displays, a backdrop fails to
    display, or a map fails to reappear after a backdrop, please let
    me know

  * Fixed the bug that made it impossible for a script containing a
    "wait for key" command to terminate when run on a map with an
    on-keypress script active .

  * Fixed the on-keypress script handler so you can hold down a key
    without suspending all your other scripts. I am pretty sure that
    this will not break anybody's existing on-keypress scripts, but
    do let me know if you have any problems.

  * Fixed a bug where if you were holding down a key and then tapped
    a second key without releasing the first key, the on-keypress
    script handler would not be triggered even though the first key
    was still down

  * Fixed an obscure plotscripting error that could cause strange
    behavior after running a _very_ big script.

  * Various trivial bugfixes

Feb 27 2002

  * The last sound fix solved the problem for some people, but not
    everyone. Hopefully this willget sound back the way it was in
    June 11 2002

Feb 25 2002

  * Scrounged around to free up a K or two of memory to lower the
    "Not Enough Conventional DOS Memory" threshhold, which has been
    slowly creeping upwards as I add features

  * Fixed a bug that cause the map tileset to be displayed if you brought
    up the menu while a "show backdrop" plotscripting command was active

  * Fixed the bug that prevented NPCs from being drawn over the edges
    of wraparound maps

  * Scrapped the changes to the music-setup that did card autodetection
    and INI reading altogether. They broke music for many people, and I
    did not get one single report of them fixing music for anybody.
    The soundcard is now blindly detected exactly as it was back in the
    June 11 2001 version

Feb 19 2002

  * A change in the soundcard code that will hopefully fix the new
    sound problems introduced in the last update. (if it doesnt, I
    will regress to the June 11 2001 sound code.)

  * Yet-another-fix for the "Dont restore HP/MP at levelup" feature,
    which has probably been the most buggy feature in the history of
    the whole program. I am fairly confident I got it right this time :)

Feb 14 2002

  * Fixed a bug that caused wait commands under certain circumstances
    to wait one game cycle longer than they needed to. This should
    make some complex plotscripts run a little smoother

  * Fixed a bug that prevented you from getting items from battle if you
    impatiently held down the button to skip the victory messages

  * Joystick calibration info is now saved and restored to the file
    JOYSET.INI so you do not have to re-calibrate each time you play.
    Note that the joystick will still not be activated unless you use
    a joystick button to advance the title-screen of a game

  * Added a menu option in the map editor to re-load the default
    passability for the entire map

  * Saved games now correctly save and restore the positions of all four
    heros, rather than just the leader.

  * Fixed a bug introduced in the June 8 2001 version that caused
    plotscripts to lock up if you attempted to use a "wait for NPC"
    command on an NPC who didnt actually exist on the map.

  * Implemented stealing. To try it out, make an attack with the
    "Steal item" bitset turned on, and make sure to give your enemys
    some stealable items in the enemy editor.

  * Changed the F6 debug key. Now instead of uselessly panning the camera
    to the center of the map, holding the F6 keys allows you to pan the
    camera freely with the arrow keys (F5 to return to the hero)

  * Added error checking for accessing out-of-range global script
    variables (variables with ID numbers higher than 1024)

  * Brian fixed the ASM code for importing BMP files so imported sprites
    no longer lose their rightmost row of pixels. Yay!

  * Re-wrote the Attack Menu and the Enemy Menu to save memory and make
    future alterations easyer. Any small differences you see in these menus
    are a result of the rewrite

  * Re-enabled copy and paste while editing graphics with CTRL+C and
    CTRL+V. Moved palette copying and pasting back to ALT+C and ALT+V

  * Added Attack Captions that can display at the bottom of the screen
    when you use an attack

  * Re-fixed the "Do not Restore HP on Levelup" bug that had
    resurfaced AGAIN. Added lots of comments to the code to prevent me
    from messing it up again :)

  * Added the ability to unequip one item at a time

  * Fixed the bug that prevented the default weapon for being equiped when
    you unequip a weapon with a plotscript

  * Greatly improved crash trapping. If GAME.EXE or CUSTOM.EXE crash
    they will now display useful error messages and terminate cleanly,
    rather than the old behavior of garbling the screen and locking up :)

  * Fixed a crasher in the item menu in GAME.EXE when you moved the cursor
    to the right from the very bottom of the menu

  * GAME.EXE can now read an alternate address to search for a soundcard.
    To try this out, download http://HamsterRepublic.com/dl/bam_port.zip
    and read the included .TXT file. (I expect that this will only
    help a very small subset of troubled BAM users)

  * Fixed the bug that prevented heros fourth spell list from working
    if it was set to type: Random

  * Almost every single menu in CUSTOM now supports PGUP PGDN HOME END and
    wraparound (the only noticeable exception is the stat menu in the
    hero editor)

  * Password entry is now starred-out to protect from spys who peek over
    your shoulder

  * Expanded the "Edit Global Text Strings" menu to allow you to change
    every bit of text in your game. Let me know if I missed anything.
    (and I probably did miss a few things)

  * Fixed bug that caused the game to appear to lock up if you pressed the
    menu key right when you walked through a door (the menu was appearing
    and blocking the fade-in)

June 11 2001

  * Repaired the glaring bug in the last version that caused corruption
    in the graphics editor when the UNDO buffer overflowed (and in the
    process, found a way to make the UNDO buffer 5 times bigger :)

  * Expanded the "Edit Stat Names" menu to become the "Edit Global Strings"
    menu that gives you the ability to change many other fixed-text strings
    in GAME.EXE. Eventually all strings should be customizable, but this
    will be a gradual process over the next few updates

June 8 2001

  * Cleaned up the hero spell list editor into a two-column menu where
    you can actually type in all the values

  * You can now type in the enemy number in the formation editor

  * Improved map-picking menu to show long map names and support
    PGUP and PGDN

  * Fixed bug that prevented music from playing when you quit and reload
    a saved game on a map with the same music

  * Fixed battle lockup when "pause on battle menus" is enabled and a
    hero dies when a menu is up.

  * Added a vehicle bitset to disable the shadow when you are flying

  * Updated the plotscript compiler to support := as an alternate to
    "set variable" (If for some strange reason you are still using the
    old HSPEAK version 1, this might cause some compatability problems.
    If you are using the old HSPEAK let me know, and I will help)

  * fixed a crasher caused by passing an out-of-range NPC ID to certain
    plotscripting commands

  * fixed a bug that prevented tag-dependant NPCs from immediately
    appearing after their tag changed

  * fixed a bug that could cause NPCs to get stuck mid-movement when you
    bring up the menu or a text-box

  * Added two plotscripting commands for getting NPC references which you
    can store in variables for later use with most other NPC-related
    commands. Manipulating NPCs by reference is faster than manipulating
    them by ID, and references allow you to manipulate any copy of an NPC
    not just the first one on the map. The new commands are "NPC reference"
    and "NPC at spot"

  * Updated the following plotscripting commands to accept NPC references
    in addition to NPC ID numbers: waitfornpc,setNPCframe,camerafollowsNPC,
    NPCx,NPCy,walkNPC,setNPCdirection,setNPCposition,NPCdirection,
    NPCiswalking,walkNPCtoX, and walkNPCtoY. AlterNPC and setNPCspeed do
    _not_ support NPC references because they both change data that is the
    same for every copy of the same NPC on the map

  * Added new plotscripting commands getNPCid,NPCcopycount,changeNPCID,
    createNPC, destroyNPC, useNPC, and getherolevel. See the plotscripting
    dictionary for more info.

  * Added an UNDO feature to the Maptile editor and the Sprite editor
    (keyboard shortcut CTRL+Z for both)

  * Fixed several plotscipting commands that accept values returned
    by "find hero". When "find hero" cannot find a particular hero
    it returns -1. several commands were treating the -1 like a 0,
    and therefore affecting the leader when the should have been
    doing nothing at all. If you have a script that used to work fine
    but stops working right in this version, check that you are
    correctly using the "find hero" command

  * PAUSE key no longer behaves like the USE key

  * Fixed a crasher in the Equip menu in games that have no items.

  * Fixed broken "suspendoverlay" and "resumeoverlay" plotscripting
    commands

  * An assortment of other minor fixes

May 22 2001

  * Added scancode.hsi plotscript include file that contains friendly
    names for the scancodes for use with "key is pressed"

  * Fixed a bug that allowed you to start a new game without triggering
    the new-game script if the first save slot was empty but another save
    slot had been used

  * You can now import entire tilesets from 24-bit BMP files just like
    you import backdrops

  * Under Windows 9X/ME/NT/2K (and also OpenDOS and _maybe_ OS/2),
    CUSTOM.EXE can now read filenames longer than 8 letters when
    browsing BAM and BMP and HS files to import. Long filenames for
    RPG files are still  _not_ supported.

  * Added new debugging key F10 that shows plotscript interpreter
    status.

  * Added plotscripting commands "hero is walking", "NPC is walking"

  * Fixed spelling of "suspend caterpillar" and "resume caterpillar"
    plotscripting commands. the old misspelled versions still work for
    backwards compatability

  * Added load-game plotscript trigger so you can choose a plotscript
    that will automatically be run every time you load a saved game

  * Added three map-specific plotscript triggers, instead-of-battle,
    each-step, and on-keypress.

  * Added a chapter on different ways to trigger a plotscript to
    plotscripttutor.html

  * Fixed the hero-is-leader tag

  * Fixed an error that caused "script # became stateless" (and other
    errors) when scripts where double-activated

  * Fixed a bug in the "set hero picture" command that bounded the max
    walkabout picture you could set your hero to by the max number of
    hero battle pictures

  * Misc small bugfixes

April 5 2001

  * Added a nice 16-color-palette-browser that you can use top pick
    your palette. In the sprite editor it is accessed by clicking on the
    palette number or pressing P. You can also use it in the hero, enemy
    attack, item and NPC editors by pressing ENTER on the palette number

  * Fixed a bug-that-made-me-feel-very-stupid that was causing the
    hero picture/palette setting commands crash

  * Fixed palette-preview bugs in the NPC editor and the Attack editor

  * Fixed the "dont hide hero" vehicle bitset

  * Fixed a bug when using the CAPSLOCK key to choose a tile in maptile
    mode when the tile you where picking was animating

  * CUSTOM.EXE will now correctly load and use an altered master palette
    if your RPG file contains one (there is currently no built-in support
    for changing the master palette, but there are third-party utils that
    can change it)

  * Added a nag-screen to CUSTOM to remind people to make backup copies
    of their work, in the hopes that future data-lost tragedies might
    be averted :(

March 31 2001

  * Added plotscripting commands: set hero picture, get hero picture
    set hero palette, get hero palette, read global, write global

  * Maximum 16-color palettes is now 32767 instead of 99. (and they
    take less memory than before too!) This change required a total
    rewrite of the palette handling system, so be on the lookout for
    palette related bugs and report anything you find.

  * Fixed scrolling/clipping problems in the map editor after
    resizing or deleting a map

  * GAME.EXE no longer crashes trying to open a read-only RPG file
    (this means it should now be possible to play RPG files off a
    CD-ROM)

  * Fixed the bug that prevented files from showing up when their
    "Archive" bit was turned off

  * Fixed a bug in HSPEAK.EXE that caused it to compile to the wrong
    output file when you tried to compile a script file with no filename
    extension

  * If GAME.EXE fails to find OHRRPGCE.FNT then it loads the system
    8x8 ROM font instead

  * GAME.EXE shows its version number on the file-select screen

  * really fixed the "dont restore HP/MP on levelup" bitsets. Honest!
    I tested it! both on and off! It really finally works the way it is
    supposed to! ... I hope :)

Feb 27 2001

  * After battle, gold and experience only display if you actually earn
    more than zero

  * Added a battle formation preview in the formation set editor

  * Typing in a number in the formation set editor is no longer
    off by 1

  * Ally-including-dead target type now works outside of battle

  * If two heros use the same item at the same time in battle, only
    the first one will succeed and the item count will not go negative

  * Fixed a menu bug in the shop editor when a shop contains both
    items and heros

  * double-triggering a script that is already currently running now
    silently fails without displaying an error message or interrupting
    the running script

  * Added a general preference bitset to permit double-triggering
    of a script that is already currently running (a good way to make
    your game crash if you dont know what you are doing :)

  * PageUP and PageDOWN work on the item editing menu in CUSTOM

  * Larger animation buffer in battle to avoid lockups like the one
    in ORIGIN

  * Fixed reversed "Horizontal" and "Vertical" NPC pushability types

  * No longer able to name non-existant tags over 999

  * Fixed a longstanding bug that caused scripts to crash if you tried
    to return() a value

  * fixed hero's fourth spell menu

  * correctly handle case-insenstive name conflicts in exported HSI files

  * Fixed equipwhere plotscripting command

  * Heros are now correctly Y-sorted

  * NPCs with zero speed do not get stuck when forced to move

  * You can now set default pasability data in the maptile editor that
    will automatically be applied to tiles as you place them on the map.
    Regular wallmapping-mode in the map editor is still available unchanged
    for making exceptions and fine tuning your pasability.

  * A new, much faster, better optimizing, version of the HSPEAK.EXE
    plotscript compiler (HssED has also been updated)

  * Added 13 more classical songs to the free BAM collection,
    thanks to JD Shear

  * Fixed RPGFIX.EXE to run in true DOS

  * a few misc trivial fixes that nobody will notice

December 9 2000

  * Enlarged the collection of free BAM music, with many thanks to
    Shael Riley

  * Added Text-search in the Text Box editor

  * Strengthened error-checking for corrupted data

  * Fixed a lockup bug in the hero appearance menu

  * Fixed bug that prevented the "dont restore HP on levelup" and
    "Dont restore MP on levelup" bitsets from working properly

  * Announces when you learn a new spell from a levelup

  * You can get multiple levelups after one battle if you earn enough
    experience

  * Added new damage base-stats "previous attack", "Last damage to
    attacker" and "Last damage to target"

  * Added new target classes "Revenge (last hit)", "Revenge (Whole Battle)",
    "Previous Target" and "Stored Target"

  * Added attack bitset "Store Target" that memorizes the target for use
    with later "Stored Target" class attacks.

  * Added attack bitset "Autotarget" that picks a target automatically
    when used by a hero

  * Percentage damage now displays the amount it changed the target stat
    (unless the "Do Not Show Damage" bitset is turned on)

  * Cancelling a BMP import import in the sprite editor no longer
    asks the palette question

  * Fixed missing spread-ally-not-self and spread-ally-including-dead
    enemy attack settings

  * Fixed a bug that could occasionally cause attacks targeting heros to
    fail randomly under certain circumstances

  * Fixed a bug that prevented Rare Items from showing up after battle

  * In CUSTOM.EXE you can now browse your Tag names by typing in their
    number instead of scrolling through them all. (People with tag names
    in existing games will need to scroll through them once before it will
    work)

  * When GAME.EXE is run, it checks its own filename. If it has been
    renamed to anything other than GAME.EXE then it will automatically try
    to load an RPG file of the same name from the same directory. This
    means if your game's name is QUEST.RPG then you can distribute a copy
    of GAME.EXE renamed to QUEST.EXE together with it and make it nice and
    easy for users to run your game

  * GAME.EXE no longer requires OHRRPGCE.MAS (but CUSTOM.EXE still needs it)

  * Supressed the warning if OHRRPGCE.FNT is missing when you start a
    specific RPG file from the command-line or from a renamed GAME.EXE
    (although without OHRRPGCE.FNT, the "Loading..." wont appear)

  * Fixed a bug in the "check tag" plotscripting command so that it returns
    1 when the tag is true instead of -1

  * Fixed a bug in damage calculation that caused defence to used
    incorrectly in "Sharp", "Blunt", and "Pure" attacks

  * Added a bitset to simulate the old Level-up bug found in very old
    versions of GAME.EXE and a debugging key (F7) to turn it off and on.
    This helps for playing old obsolete games like FUABMX that depended on
    the bug for proper difficulty... or you can also enable it if you
    happen to be making a game that would benefit from heros equipment
    bonuses getting merged into their stats whenever you get a levelup.
    Are you happy, Rya? :)

  * Added new debugging keys F8 and F9 to raw-edit the gen() and gmap()
    data. This isnt likely to mean anything to anybody but me, but it can
    be fun to mess with it and try to crash your game :)

Sept 15 2000

  * Added plotscripting commands unequip,forceequip,equipwhere,
    checkequipment,getdefaultweapon, setdefaultweapon, and rankincaterpillar

  * Fixed an embarassingly stupid error in the "NPC direction" command

  * Joystick buttons now behave more like keyboard keys.

  * Tag-debug mode now lets you turn tags OFF with CTRL- and ON with CTRL+

  * Changing maps while a background is displaying no longer displays the
    tileset

  * Riding a vehicle that has door use disabled does not disable the
    "use door" plotscripting command, or doors that are forced by
    text boxes

  * Debugging keys can be disabled by a bitset in the General game Data
    menu.

  * Added two debugging keys to battle mode CTRL+F4 instantly runs from any
    battle, and CTRL+F5 gives you a million experience points

  * Fixed a longstanding bug that affected both the usedoor and the
    teleporttomap plotscripting commands, that caused "noop" errors in
    certain circumstances-- Woo! I have been hunting for that one for
    SOOOO long! It feels great to fix it! ... Hope I didnt create any
    new bugs in the process :)

  * the teleporttomap plotscripting command takes its coordinates
    in maptiles now, not pixels (adjust your scripts accordingly, sorry
    for the inconvenience)

  * GAME.EXE no longer leaves behind STACK.TMP in your TEMP directory

  * If you try to import a .HS file that is not really a compiled
    plotscript, CUSTOM.EXE now displays a helpful and slightly sarcastic
    error message instead of crashing

  * Added a pretty ready-meter and a health-meter to battle mode

  * Names and menus dissapear after you win a battle, while it shows
    you your winnings and levelups

  * Displays the correct name for "MP" on the spell select screen

  * Enemy's "harmed by cure" bitset no longer applies to absorbing
    elemental damage

  * Fixed lockup when trying to trigger a random battle from a completely
    empty formation set

  * Attacks can now have any stat as a "Base Stat" or "Target Stat"
    The "Damage MP" bitset is now obsolete, but still works for backwards
    compatability

  * New Attack Bitsets; "Absorb Damage", "Do not Randomize"
    "Damage can be Zero", "Reset target stat to max before hit",
    "Allow cure to exceed maximum", "Do not display damage",
    "Show attack name", "Fail vs Elemental Resistance", and
    "Fail vs Enemy Type"

  * New attack types that set the target stat to a percentage (intended for
    near-kill spells, cure-all spells, spells that modify stats, etc.)

  * Fixed a bug that could cause file bloat when pressing PGUP and PGDN
    under certain curcumstances in the sprite editor

  * Correctly checks for OHRRPGCE.MAS and OHRRPGCE.FNT and exits gracefully
    if they are missing

May 28 2000

  * Added "After battle" plotscript, which can take a single argument
    which is true if you won and false if you ran from the battle

  * Screen shots taken with F12 are now stored in the same directory
    as the RPG file

  * Added a progress meter for loading especially large directories

  * Now correctly cleans up temporary files when you quit a game and load
    another

  * Fixed a bug that sometimes caused scripts to interfere with each other
    (the intro in Wandering Hamster works again)

  * Fixed the bug that caused vehicles of speed 10 to freeze

  * When activating an NPC that changes tags, the tag changes no longer
    take effect instantly, they wait for the text box.

  * Added plotscripting functions herodirection and NPCdirection

May 8 2000

  * Vehicle support! Mark your map with A and B tiles in wallmapping mode,
    then set any NPC to one of the predefined vehicle types, or create
    your own vehicle types.

  * Converted HOWTO from text to html (with pictures!). There is still
    a text version, based on the html version

  * Added plotscript commands; dismountvehicle,iskeypressed,readmapblock
    readpassblock,writemapblock,writepassblock

  * waitforkeypress(anykey) plotscripting command now returns the value
    of the pressed key

  * Added an "After-Battle" plotscript in the "general map data" menu
    that automatically sends true/false for its first argument based
    on if you ran from battle. Also made the fightformation plotscripting
    command return true if you ran from battle, false if you won

  * Fixed a bug that caused the game timer stop if you where playing
    at midnight.

  * Maximum tag number is now 999 instead of 500

  * Fixed a bug that prevented one-time usable NPCs from dissapearing
    if they did not trigger a text box

  * Added an "EXIT" button to the "Load Game" screen in GAME.EXE for the
    benefit of people who dont instinctively know to press ESC to get out
    of DOS games

  * Screen-shots taken by GAME.EXE with F12 are now patched for
    MS-paint compatability (grumble)

  * Sprite editor now lets you go up to 99 palettes instead of 90

  * Adjusted levelup calculation, and fixed starting-experience bug
    for heros added at levels higher than 1

  * Fixed a bug in the "resume hero walls" plotscripting command

  * Fixed a big bug in the "while" looping command for plotscripting
    now it is possible to use a while loop that iterates more than once
    without crashing and burning :)

  * You can give your game a long title and "about" information that will
    be displayed instead of the filename when browsing for RPG files

January 31 2000

  * GAME.EXE now keeps track of how long you have played a game.
    This is displayed on the save/load screens instead of HP

  * Days, hours, and minutes of gameplay are available to plotscripts
    via the plotscripting functions: days of play, hours of play,
    minutes of play

  * Heros and NPCs are no longer drawn 5 pixels up from the maptiles.
    You can now set a custom "Foot Offset" for each map

  * File browser now alphabetizes file listings
    (only by the first letter, for speed)

  * BMP files of the wrong size and bit depth now show up greyed-out
    in the import browser

  * The PlotScript interpreter is now more resistant to being crashed
    by bad scripts

  * Fixed cursor glytch while picking tiles in tilemap mode

  * Fixed the swapped menu items in the graphics menu

January 25 2000

  * Reorganised the main menu, and put al graphics-related stuff in an
    "Edit Graphics" submenu

  * You can now make tiles on a map damage your hero when you step on them.
    Press H in wallmap mode to place Harm-Tiles. (default damage is zero)

  * The If-tag-set-tag conditional for text boxes can now set two tags
    instead of just one. In making this change, I removed the
    "If tag then stop" conditional, as it was pretty much completely
    useless, and as far as I know nobody ever used it. If anyone out
    there did actually use it, I appologise for the inconvenience.

  * The airbrush tool in the MapTile editor can no longer wrap over the
    edge of the screen and mess up other tiles.

  * Yay! The mapeditor in wallmapping mode no longer flickers in a
    seisure-inducing way. Yay!

  * Eliminated OHRRPGCE.ALL and OHRRPGCE.PAL. These files are no longer
    needed to run custom.exe.

  * Fixed the bug that resulted in corrupt map data after deleting a map,
    and repaired Map 0 in the default new-game.

  * Fixed a bug that would cause CUSTOM.EXE to lock while exporting an HSI
    file if you gave something a name that ended with a very long number.

  * Fixed some crashes in the Shop Stuff editor

December 21 1999

  * Re-fixed the running-scripts-from-text-boxes bug.
    Deja-vu! I couldve sworn I fixed that already :P

December 19 1999

  * The HamsterSpeak syntax for math and comparison has changed.
    If you have a script that uses the old style of commands
    it will not compile correctly. See hamsterspeak.html and
    plotdictionary.html for details

  * Added the following plotscripting commands:
    getherostat, setherostat, setNPCspeed, suspendboxadvance,
    resumeboxadvance, advancebox, setheroframe, setNPCframe

  * Fixed bugs in the following plotscripting commands:
    addhero, swapouthero, swapinhero, lockhero, unlockhero

  * Global script variables are now stored in savegames

  * Autodetection and repair of corrupted maps

  * When you create a new text box, it takes its default appearance
    from text box 0

  * You can now set a hero's default level to "Party Average"

  * TAB characters are now allowed in plotscripts

  * HSPEAK.EXE now runs in DOS (for real this time :)

November 17 1999

  * Fixed the bug that stripped scripts from the text boxes that where
    supposed to trigger them

  * Fixed the bug in the "wait for hero" plotscripting command

  * I had to restore from a backup copy of my code, and a few commands
    present in the buggy November 12 update have not been reimplemented,
    namely, findhero, swapspecifichero, setherostat, and getherostat

November 11 1999

  * Reduced the conventional memory requirements of GAME.EXE and CUSTOM.EXE
    Im not happy about the way I had to do this, but too many people where
    getting DOS memory errors.

November 10 1999

  * Fixed the bug in CUSTOM.EXE that sometimes caused animating maptiles to
    crash the program

  * Fixed the bug that prevented one-time-usable NPCs from disappearing
    after you use them

November 9 1999

  * Plotscripting!
    For more information, view plotscripttutor.html, plotdictionary.html
    and hamsterspeak.html. I have also included the source for the
    plotscripts in Wandering Hamster so you can look at them for examples

  * fixed the nasty, but simple bug that used to cause GAME.EXE to crash
    on maps numbered above 39

  * CUSTOM.EXE now runs some checks on an RPG file before it will save it
    to help prevent corruption

  * Joystick support that actually works! Press J to calibrate at any time.

  * You can now link together Text boxes without going into the conditionals
    screen

  * The conditionals screen for text boxes is now much easyer to look at.
    Disabled conditions are greyed out
    "Always" conditionals appear in blue
    normal conditionals appear in brown

  * Quiting, or dying in battle now takes you back to the title screen,
    not all the way to the game select screen.

  * You can make your map display a default tile beyond its borders
    instead of usinging the camera to crop the edges. This way you can have
    a map where your hero is always in the center of the screen, no matter
    how close you come to the edges.

  * You can make your map wrap at the edges, so if you walk off one side,
    you automatically go to the other side. Great for overworld maps!
    (NPCs no not wrap)

  * GAME.EXE now prints an error message instead of locking if it cant find
    OHRRPGCE.MAS or OHRRPGCE.FNT

  * Consumable items that trigger text boxes are actually consumed now

  * You can give names to your Maps.
    these names can optionally be displayed when you enter a map,
    and the name of the map that you saved on will be displayed
    on the save/load screens
    (your existing maps may start with gibberish names that you will
     have to replace. this does not affect new maps)

  * If you use hero swapping to remove all of the living heros from a
    party, leaving an active party of all-dead heros, one of them will
    automatically pop back to life with 1 HP

  * When CUSTOM.EXE finds and attempts to recover unlumped data, it will
    save it with a .BAK extention instead of overwriting the existing
    .RPG file

  * assorted minor/frivolous/gratuitous bugfixes that you wont notice

Aug 26 1999

  * Repaired a bug in RPG file unlumping

  * Eliminated the delay after text boxes (actually just vastly reduced it)

  * Improved built-in Sprite editor and built-in Maptile editor.
    Added circle tool and airbrush. thanks to IronHoof for both

  * Assorted Small bugfixes

July 8 1999

  * Fixes the bug in the July 5 version that causes GAME.EXE to crash when
    you try to save. I cant believe I let that one slip past me! Argh!

  * Fixes a problem some people had with the "Do I have this item?" tags

  * A new feature has been added to several parts of CUSTOM.EXE that lets
    you delete all records after the current record. For example, RPG files
    created with older versions of custom.exe have 999 text boxes, even if
    you have not put any text in any of them. By erasing extra data you can
    fix the problem that some people experience with undefined heros, enemies
    or items getting filled with copies of the last hero/enemy/item you made.
    It can also slightly reduce the size of your RPG file.
    To use this feature, find the last record (last hero, last text box,
    last whatever) and press CTRL+BACKSPACE. this feature works for:
     -text boxes
     -hero data
     -item data
     -enemy data
     -attack data
     -enemy formations
     -map tile sets
     -imported backgrounds
     -all sprite graphics
     -shops

  * Maximum enemy definitions increased from 500 to 32767
    Maximum attack definitions increased from 200 to 32767
    Maximum enemy formations increased from 1000 to 32767
    Maximum map tile sets increased from 15 to 32767
    Maximum shops sets increased from 255 to 32767
    Maximum of all types of sprites increased to 32767
    (note that making 32767 hero sprites would be silly, because the limit
     for heros is still 40, and will remain 40 in the forseeable future)

July 5 1999

  * If you buy/hire everything in a shop and there is nothing left,
    you get knocked out of the shop (instead of giving you an unlimited
    free supply of the first item)

  * You can make a item call a text box when used. A positive "when used
    outside of battle" is still an attack, but a negative value now
    represents a text box.

  * Browsing for files in CUSTOM.EXE no longer crashes under real DOS

  * GAME.EXE does not keep all of its .SAV files in its own directory
    anymore. .SAV file now belong in the same directory as the .RPG files
    that they go with

  * Snapshot (F12) works again

June 21 1999

  * Fixed the bug that deleted the mouse cursor for some people.
    people who already have this problem in their RPG files need
    to go into the font editor and press CTRL+ALT+F to reload the
    default font

June 18 1999

  * Fixed the _other_ bug in levelup calculation.
    You will now have the correct stats at level 99

  * Tag Naming-- You can give descriptions to your tags to help you
    remember what each tag means

  * Second "Check" and Second "Set" tags in the item data now apply to
    selling items instead of buying items

  * Save Changes/Discard Changes choice has been replaced with
    Continue Editing/Save Changes/Discard Changes for the benefit of
    people who get trigger-happy with the ESC key.

  * GAME.EXE no longer crashes if you highlight "CANCEL" while picking
    a spell to cast and press left or right

  * The map editor no longer crashes when placing doors on a map numbered
    20 or higher

  * New animating maptiles! The last two tile in a set do NOT automatically
    animate. Instead, you need to create animation-patterns. See HOWTO.TXT
    for details

  * GAME.EXE can now browse for RPG files in any directory
    (browsing other drives is not yet supported)

  * Windows users can now associate .RPG files with GAME.EXE and run any
    game just by double clicking it

  * CUSTOM.EXE can browse for BAM files and BMP files from any directory.
    You no longer have to keep it all in the IMPORT subdirectory
    (browsing other drives is not yet supported)

  * The lockup bug in the shop editor has been fixed

  * You can give descriptive names to BAM files after you import them

  * A built-in font editor!

  * NPCs set to "Chase" or "Avoid" no longer flicker

  * Passwords are stored in a more secure way

  * You can now add up to 32767 text boxes instead of just 999

  * The dialogue editor allows you to jump to any text box by typing its
    number

  * Tag-debug mode in GAME.EXE. Press F4 to enable it, and + and -
    to scroll through the tags

  * You can assign tags to be automatically set when a hero is in your
    party, is the leader, is alive, or is in your currently active
    party

  * You can assign tags to be automatically set when you own at least one
    of a particular item, have that item in your inventory, have that
    item equiped, or have that item equiped on a hero you are currently
    using
