HeroQuest Version Changes Log


(10-2006)
-fixed desk with spell prefab, it could be used to heal unlimited times,
 also adjusted its appearance in the dungeon
-fixed the script of prefab "stairs up", it is now an endpoint objective by default. 
(9-2006)
-added three scripts on modifying character attributes (take, set, set to default).
-editor: object properties dialog now shows the picture number for each item. 
-the prefab desk/alchemists bench is now scripted by default
-fixed lockup when look/walk scripts are set as repeatable, they are now always unrepeatable.
(7-2006)
-fixed rock trap showing the switch instead of rocks. (thanks to peter and nic)
-undead with 1 or more mind points can now be killed with magic (thanks to jack)
 enemies with 0 mind points from the start behave as if they have 1. 

2.08E (4-2006)
- added a notice about changing a heroes name.
- compiled the game for allegro v4.20. had to fix three issues:
   adding extra scare-mouse to _textprintf_aa.
   shrinking the dialog boxes by 1 pixel in height and in width.
   updated some centered text procedures for the dialogs. 
   added proper background color handling for the text procedure.
- the game now allows ogres to be used as wandering monsters
- the game now has an option to use a group of max 3 wandering monsters per attack.
- added mouse wheel button/3rd mouse button function in editor: cycle edit tool.
- updated hatch/teleport behaviour to release targetting mode.
- updated the object placer for the magic dungeon to work with the altered prefab file.
- Editor: F3 is now the shortcut key to the quest properties dialog.
- fixed: game looking garbled after not finding the next chapter of a quest.
- fixed: the number of chapters possibly being set to zero.
- fixed: memory overflow due to a typing error (thanks to karri)
- updated hquest.htm. added a section on multiple chaptered campaigns
(3-2006)
Added the four ogre characters: warrior, champion, chieftain and lord.
(12-2005)
-improved the "add doors" script, added a "remove doors" script. 
-the numeric keypad arrows can be used for hero movement.
(9-2005)
-fixed a possible crash when exitting the options dialog.
-fixed and improved teleport behaviour.
-added a "show object scrips" filter to the editor.
(8-2005)
-fixed bug when loading savegames related to multi part quests.

2.08D (7-2005)
-added boundary check procedure, used in developermode.
-greyscale export now uses an individial series name for each pcx file. 
-fixed sound when killing an undead enemy using magic. (need to fix experience too?).
-fixed issue when deselecting characters in the briefing screen.

2.08C (3-2005)
-added additional tile graphics: lava, lava small, water small.
-teleports/hatches no longer remove your action that turn.
-improved: wandering monster placement, hero placement after rock trap.
-updated quests: tutorial and original level 1.
-magic dungeon: fewer enemies, more merchants, and possibly allies.
-magic dungeon: fade in/out between levels.
-magic dungeon: difficulty of wandering monsters increases with levels.
-fixed: ambient sounds not stopping properly
-fixed: treasure crates explosion trap not doing damage.
-fixed: stairs not drawn properly in magic dungeon.
-fixed: magic dungeon remembers furniture placement more reliable.
-fixed: error in editor script list.
-fixed: briefing screen activating heroes by error.
-fixed: minor issue of crate shadows overlapping the walls.

2.08B (2-2005, thanks to Peter Karsten for noticing some bugs)       
-allied characters now have functional behaviour. they attack enemies 
 if not possible they team up with a hero. 
-added: more control on trap attack types: defendable, 50/100% hit chance, magical.
 old spear traps now absolete but do still function properly: 
 scriptvar 7,0,0,0,0,17 must be 7,0,0,1,1,17
-added skull runes instead of dice when the damage is not dice dependant.
-added "strip keys after each chapter" option.
-briefing and armory windows can no longer overlap eachother.
-updated some of the included quests. 
-fixed: display of experience marks was disabled by error.
-fixed: when trying to load a non-existing savegame, current game would end.
-fixed: some glitches when loading a savedgame.
-fixed: pit trap message not displayed.
-fixed: reveal+door xy script did not always draw the new door properly.

2.08A (released 2-2005, new engine, animation code not updated, editor also still old engine)       
-briefing screen: added shop notice and remembers hero selection after shopping.
-added scrollbar in console to view a set amount of previous messages.
-added wait for key/mouseclick after quest victory/defeat.
-added coins sound when buying items in armory.
-locations of statistics and console windows are now remembered. 
-improved scripts/traps behaviour, especially rock traps.
before 2005:
-Implemented new cyclic game engine, with optional fps/cps counter.
-more reliable scripting-trigger system, objects now gain an internal "triggered" tag,
 scripts now run properly when triggered by another script etc. 
-small improvements on the character statistics window.
-Improved GUI text output, added shortcut key underline.
-added fade-in and fade-out effects.
-active character now has a glowing border around him.
-greyscale export now working in 16bpp videomode,
 improved greyscale color appearance when using grayscale export.
-game now runs reliable when certain floor and object pictures are unavailable in the datafiles,
 showing pink question marked pictures instead.
-teleport to other teleport hatches is now as random as it should be.
-"Move before and after action" option now off by default.
-added dat.exe file tool with description.
-added three new icons for traps.
-split up hquest.dat to multiple datafiles to support user modding, put in data folder.
-when using "open door" it does not trigger already opened doors now.
-game now plays a sound when a heroes turn is over.
-fixed: small error at "give x amount y" script, thanks to john for noticing
-fixed: an unnecessary delay in drawwholemap procedure, 
-fixed: distorted gui/interface colors in 16bpp videomode.
-fixed: heroes not actually dieing from arrow traps.
-fixed: windows qst file registration now works properly in windows XP.
(and)
-cleaned up source extensively.
-improved textprintf_aa, it can no longer write beyond the width of the bitmap.
-"firstrun" variable in hquest.cfg changed in "runcount".
-image flip variable can now only be 0 or 1, when w=20 & h=20 it is taken as a character.
-use a global var for current characters x and y position, * cancelled.
-added procedure adding a prefab to the game by name, returning the entry number.
-added procedure givin a random free square next to xy.
-new game description and screenshots on website and allegro.cc.
-improved some scripts and the magic dungeon level change.
-gargoyle changed to chaos side in quests and prefab files, * cancelled!
-quest series identifier should now based on filename instead, except on savegames
 this now works correctly.

2.07F (released 8-2004, thanks to chris for noticing the above three bugs)
-fixed: keys are now removed from heroes after completing a quest chapter. 
-fixed: game won, reveal xy/all script made you lose instead. 
-fixed: doors near a door that is being opened were sometimes erased in error. 
-fixed: default switch object did not animate and had no sound.
-fixed: when keyboard controlling some dialog sliders gave faulty screendraws.
-fixed: after opening a qst file directly in explorer the path to hquest.htm was confused.
-fixed: after saving a running game and exitting the mainmenu background was not redrawn.
-fixed: walk scripts are now actually repeatable, look scripts should not repeat themselves.
-fixed: when you played a new made valid quest it sometimes prompted: not enough heroes.
-fixed: look and walk scripts now trigger earlier (directly after each move).
-fixed: editor did not change tool when sampling anything with a similar reference number.
-fixed: max pic 2 selection set to 55 instead of 70.
-fixed: text no longer too wide for the dialog background.
-added some shortcut keys to the editor
-added new quest objective: kill separate monster races. 
-water, cupboard and altar objects do not get darkened when next to a wall. (if set to -255)
-cleaned up the source code slightly (procedure namings).
-adjusted the dungeon to have slightly less treasures, especially in later levels.
-added a script to reveal a room at point x/y and add open doors there, for a monster ambush.
-updated Dennis Vervoorns classic quests. received some nice user quests.
-updated the escape quest and village resque, added a tutorial quest
-added a topic about scripting and about options in the manual, fixed some errors.
-rearranged this version document.
-several quest chapters can now reside in a quests\subdirectory with the chapters name.
-enemy swapping is now turned of in default configuration
-game now writes a date/time stamp to quest files when saving
-misc. small improvements

2.07E (released 3-2004)
-fixed: some stairways were accidentally scripted as armory/shops instead of retreatpoints.
-fixed: a bug when a hero was the last object added with the editor.
-fixed: you are now able cancel targetting by clicking away without having to move.
-fixed: some map filters that unintentionally resetted the header/briefing data.
-editor: fixed a bug where "the frozen" enemies did not appear at proper side in properties screen.
-changed and fixed red mousequare floor drawing in the editor: now writes directly to the screen.
-move heroes before and after action is now optional.
-interchanging/swapping locations of same species of monsters is now implemented.
-renamed pgup/pgdn buttons to prev/next.
-some (graphical) improvements on the manual.
-better support for the use of walk dice: console output and inclusion of walk powerups.
-manual revised by Jey.
-re-arranged the options screen.
-added an option to set all default enemies to 1 life point. realtime. (thanks Nic) 
-refined the monster swapping to leave out experienced (>=50) enemies.
-tried adding some realtime graying out of unused rooms in editor, cancelled for Framerate issues.
-added ROUGH versions of all original quests, thanks to jey for quests 6-11.

2.07D (released 1-2004)
-rewrote the option to change the graphical interface colors from within hquest.cfg.
-some small changes in the manual.

2.07C (released 11-2003, thanks to Steve Northamer, for helping out on registering the qst files).
-the game can now run properly from any starting folder.
-the game accepts quest filename parameter input, just drag and drop a questfile on the exe. 
-fixed minor cosmetic issue; it drew two blue keys instead of one.
-in followup quests veteran heroes are now properly selected on the briefing screen.
-added a 'first run" variable to avoid showing that editor-info dialog more than once.
-at first run .qst and .q01..q20 files are registered to the heroquest program, including a document icon.

2.07B (released 9-2003 thanks to Steve Northamer, for pointing out issues that required attention)
-fixed two small errors in the manual.
-fixed text and dialogsize mixup in Armory and Alchemist's Shop.
-adjusted the default amount of heroes for each quest.
-fixed console overdraw issues when using up to about 20 dice.
-fixed possible error at display of quest-title in briefing dialog.

2.07 (released 9-2003)
-editor: clipboard functions while text editing available through popup menu.
-editor: improved popupmenu behaviour.
-editor: added object highlighting when selected.
-editor: added browsing between 2 door directions by rightclicking.
-editor: fixed stat values not showing up.
-editor: fixed the allowance of putting objects partly of the map.
-editor: finally found and fixed the object-order-distortion at saving.
-when autoselecting a surrounding target enemies get priority over statics. 
-user interface windows now drop a little shadow on the background.
-all string-copy functions now use bounds-checking and unicode format.
-scripts: teleport hatches will search for a random destination hatch (when x and y set to 0).
-scripts: "reveal map" now ignores unused rooms.
-scripts: reorganized, rewritten, some disabled (with the # prefix).
-scripts: added arrow trap 50% chance of hitting.
-simple equipment shops are available at the briefing: the armory, the alchemist's shop.
-heroes keep inventory items next quest-chapter when set to 2.
-implemented 1.invisible roomnotes that are triggered when visible, ! prefix makes a messagebox.
-implemented 2.invisible traps that are triggered when walked on by a hero (monster?).
-implemented 1.the dungeon generator filter, also an outdoors variant.
-implemented 2.a content generator with variable skill level!.
-implemented 3.magic quest/dungeon mode, based on the generator filters.
-added 'open all chests' objective.
-added chapter/chapters prefix in briefing.
-rewritten briefing proc again, rewards now work.
-updated the documentation.
-misc. small improvements.

2.06C
-editor: fixed object statistics not being shown.
-editor: implemented a rightclick popup menu with "copy, cut, delete, properties"
-editor: object properties dialog implemented!
-editor: added map-filter "quest properties".
-editor: added map-filter "show coordinates".
-improved drawing procedures for some dialog elements, more pixel accurate etc.
-monsters/heroes gain bronze, silver and gold markings for experience.
-improved the looks of the hall of fame.
-implemented windows clipboard access when editing text, for cut,copy,paste: ctrl+x,+c,+v.
-implemented renaming of heroes in briefing screen.
-misc. small improvements.

2.06B 
-editor: fixed some wrong sounds.
-editor: the object eraser works with squares now.
-editor: filter greyscale export: writes a greyscale image of the current map, for printing etc.
-editor: fixed objects not flipping when supposed to.
-fixed a bug allowing objects to target/move to a distant tile.
-fixed monsters not jumping over monsters from different races.
-fixed bug allowing hero's to jump over a locked door.
-fixed menu-backgrounds being zoomed in after use of zoom in game. 
-fixed bug when a large object could not be used when clicked on any part of it.
-fixed a possible crash when taskswitching when using windowed heroquest. 
-fixed quest unable to restart when loaded from a savegame.
-fixed 'J' Character looking like an 'l'.
-fixed hero's still active after being killed by a trap bomb. 
-fixed random walk amount generation, the max is now 12 instead of 10.
-improved procedure for handling filenames to load and save.
-improved monster walking, they try walking to a target even if it is blocked by an object.
-improved dialog button/checkbox drawing when using keyboard.
-improved quest file format 102 implemented, added some file verifying. 
 old format 101 is absolete
-improved ingame textfile-reader to support some basic html. 
-improved multicolor textdrawing, again. using only 1 font file.
-Hall of Fame implemented: Hero names, Experience, Kills, Last Quest, Gold, checksum protection etc.
-multiple quest chapters now use surviving "veteran" heroes from the previous quest. 
-heroes can retreat to safety using the stairway tile. 
-object statistics window now shows decrease and increase if walk,off,def,life,mind.
-heroes gain 10 experience for opening doors, 20 for finishing a quest.
-misc. small improvements.

2.06 bugadd release?
-setup source for debugging. replaced memmove with strncpy. 
 fixed a nasty memory overwrite-bug when reading quests.
-updated allegro library to v403 release 3, included optimized dll file.
-fixed mouse pointer visibility when task switching.
-walk derived from two dice now has proper chance per number.
-alt+F4 or Windows close button now exit properly.
-CPU, OS and RAM detection at startup.
-added windowed/full and interface-color options in cfg file.
-improved drawing and erasing of dialogs.
-developer-mode now gives info like pathfinding matrix 
-improved procedure for handling mouse coordinates and clicks.
-improved procedure for drawing squares of tiles in the editor.
-fix locked doors not being colored brown when unlocked with "open".
-misc. small improvements.
new features:
-added backgrounds to mainmenu
-basic support for multiple quest chapters *.qst *.q01 *.q02., restarts quest when player loses. 
-debriefing text and statistics. (merged the two seperate (de)briefing procedures)
-improved procedure for pathfinding/moving: 
 players and AI monsters will go for the optimal path using all opportunities to pass fellows!
 you can only walk onto the nearest invisible tiles now.

2.05 (released 1-2003)
-game now redraws screen properly when alt-tabbing/task-switching.
-shows some system info at startup. 
-program icon now better integrated, graphical adjustments to icon. 
-now using config file, automatically changes color depth if needed, sound is optional.
-briefing text in same dialog as hero-setup, using smart text wrapping. 
-hero statistics show up when using hero-setup in briefing dialog.
-prepared English briefing texts for original MB/GW quests.
-heros gain a certain amount of experience from wounding enemies.
-you can now only load *.qst files, unless in editor/developer mode.
-fixed a bug when using "enemy white shield mode", fixed a bug when using "open" button. 
-fixed drawing squares in editor when zoomed.
-misc. small improvements.

2.04 bugfix release: 
-some objects messed up after deletion of some other objects in the editor. 
-objects that can only be used once are disabled after use. 

2.03 (released 1-2003)
-better drawing procedures for floors and entities and their shading. 
-added editor functions including 2 filters.
-smarter occupy functions for entites larger then one cell.
-added frozen horror enemies, barrel, debris, ice tiles, explosion, and more.
-many monster and furniture graphic adjustments. 
-quest files: graphic entries rearranged. cloning is absolete, occupy entries are absolete. 
-expanded hero/monster pictures are now interpolated, no more pixelated portraits.
-added new loadquest, and a savequest function. new quest format -> old quests are incompatible.
-added savegame and loadgame option (other then savequest and loadquest).
-bugfixes, improvements (code layout, kvar 22, window drag, under construction messages etc.)
-object side definitions: 1 human, 2 enemy, 3 ally, 4 furniture.
-new dice function, including dice graphics in the console.
-new program icon.
-updated allegro library to v403b1: notice: WinXP crashfix, sample volume/pan fix
 and the dll is now 3 times as large (600k)?
-added "-16" and "-24" parameter option to use alternate graphicmodes instead of 32-bit.
 (note: this is removed in version 2.05)
-adjusted the visibility function to be more realistic and consequent.
-redefined the object sides: 1=hero,2=human,3=greenskin,4=undead,5=chaos,6=frozen,10=furniture.
-added buttons for main functions and a heroquest logo.
-updated the documentation slightly.
-full featured option window with new gui elements. other gui improvements.
-most options are now functional (except two).
-random bonusses in crates and barrels based on the treasure cards, inc wandering monders...

2.02 
-update contains a better menu layout, an unfinished preview of the editor, 
 draggable console and info window. 

2.01 
-update contains some updated sounds and a better internal font system. 

2.00 (8-2002?)
-most pascal dos code rewritten in c++, the game is playable, but that is about all.  

TO DO 
-stability:
 some mysterious crash if loadprefab is done before making ambience-sample pointers
 on one pc I encountered taskswitching crashes when playing a game (not editing) even without sound. winxp
 on some rare occasions the game keeps locking at fullscreen startup, but runs fine windowed?
-fix strange situation when hero dies after jumping rock trap and triggering another trap. 
-improve script textbox output to allow for more text.
-import heroes from savegames?
-make a test demo procedure that shows the computer fighting himself
-add an easy help button/screen concerning object scripting 
-when opening a quest from parameter input ask: play or edit or cancel.
-dungeon skill... make monsters have more life points or make hero upgrade prices rise 
 sequentually
-when a quest is victorious just add a continue button, the game goes on
-try to remove redundant doors from the dungeon
 including horizontal doors from the duplicated column
-control-tips at first use of game?
-enable moving gold or items between heroes?
-add an alternate dying sound, the first one is getting annoying, rock falling sound.
-trap searching using an 'action': temporarely red-lighten secret doors trap locations, scripted furniture in sight
-if at any moment obj[1..4].life||.mind<=0 : restore hero as replacement and skip-unfinished.
-when using more than 1 hero:
 objectives can be completed by one, but others may not have, or can die -> how to decide mission succes or fail or not
-alert boxes only appear when mouse is released, make a custom replacement without that nag and with some spacing?
-add white walk dice graphics
-make the cursor sword shine red at certain points
-fix zoom by using temp buffer
-show object side in editor/game

XTRA IDEAS
-a little intro movie and/or sketches of the characters
-make Sir Ragnar an allied object type walk towards (2) the nearest hero (1) or rather any retreat object when close enough.
 (then make a quest objective "allie retreat")
-change board graphics to basic opengl-3D, scrollable, zoomable. board stays flat, walls should rise from
 it like in grand theft auto 1 / dragonite. same effect to make objects float a little? 
 also support for bigger maps, with scrolling.
-special items: diagonal attack, shop price cuts 20%, keen eye, toolset, magical defence item. spells..
-undead enemies should only engage heroes when in field of view (and in range), they have a poor mind. 
-make the random treasures behave more like a limited supply of cards. 
-optionally allow the user to pick which hero moves first inside each turn sequence 

------------------------------------------------------------------------------------------------------
developer reference - quest file format reference

QST102                                                                      // signature/version
|
series    original                                                          // .qst, .q01, .q02         
quest     The Trial          
author    GW/Gerwin 7-03 
chapter   1,12                                                              // chapter, total chapters in series
map w,h   26,19                                                             // map width and height in tiles, for future use
hero's    1,0,0,0                                                           // enable hero by default, internally used for hero status
qstdata   1,12,0,0,0,0                                                      // objective, wand. monster, reward per hero, per group, random seed?, wand monster amount
savdata   brief,active,action,walk,[res],[res]                              
briefing  empty briefing
defeat    empty defeat
victory   empty victory 
|
| 1
name      Barbarian                                                         // 16 characters
property  side, experience, kills, ID                                       //  4 numbers
attribute walk0, walk1, off0, off1, def0, def1, life0, life1, mind0, mind1  // 10 numbers 
inventory gold, keyr, keyb....[res]                                         // 10 numbers
picture   number, offset-x, offset-y, flip, shade, gamma                    //  6 numbers
scriptvar script, repeatable, picnr2, var1, var2, sound                     //  6 numbers
scripttxt !The Barbarian is dead...                                         // 80 characters
scripttxt And so are you..                                                  // 80 characters
(add a ! character before first/both scripttext to make it appear in a messagebox )

------------------------------------------------------------------------------------------------------

hero status system:
active:        qst.hero[c]=1  |  objmap[x][y]=c  |  obj[1..4].life||.mind>0  // like visible and playable
skip-retreat:  qst.hero[c]=0  |  objmap[x][y]=0  |  obj[1..4].life||.mind>0  // like unselected, retreat to stairway
skip-succes:   qst.hero[c]=2  |  objmap[x][y]=0  |  obj[1..4].life||.mind>0  // like found the exit 

------------------------------------------------------------------------------------------------------

Object sides key:
Hero        1
Allied      2 (not functional yet)
Greenskin   3
Undead      4
Chaos       5
The Frozen  6
Static      10
Look script 11
Walk script 12

  