Faces of War Change Log

[ 1/02/07] v2.0.11:
� UP is decreased when no units are on the board, and the games should now end successfully.
� Fixed (or at least limited as much as I can) Karnlor's bug.
� Fixed problem with melee units not seeking their targets properly.
� Added Clerics. (Ranged healing units.)

[12/31/06] v2.0.10: Double digits. (I don't care if .10 is less than .2!)
� Stuck a star in front of all BYOND members' names when using the "Who" verb.
� Players can finally "Ready" up, and the game will start itself.

[12/06/06] v2.0.9:
� Got the snipers working. There really should be some kind of run-time error when you try to multiply nulls.
� Forgot to set a map's team flags to TEAMS_ALL when a 2-player map is made into a team map. Caused problems when joining. Fixed.
� Field turfs were comparing the wrong values when checking if a player is allowed to place units on the turf. (Example: Dynasty and Invaders could place units on TeamB turfs. Peasants, Invaders, and Nobles could place on TeamA.)

[11/13/06] v2.0.8: I've decided to set the version number to 2, making the old War version 1. It also makes it look like I did more work than I actually did.
� The game will can now convert two-player maps into four-player team maps. Zones are simply converted into team zones. (Which turned out to be a lot of work.)
� Part of the reason it was harder than expected is that I was confusing teams A and B when I made the icons and definitions. So I had to switch Dynasty and Noble to team B, with Peasant and Invader to team A.
� Added object points (OP) for placing objects, such as walls and spikes. UP and FP are no longer used for them.
� I plan on allowing recomended UP, FP, and OP settings to be stored with the map file, so future support for it has been added. It isn't stored yet though.
� Players can now place units, horray!
� Units are hidden from everyone before the game begins. Enemy units are revealed to players once they spend half their unit points.
� The number of units on the field is now displayed for each player on the stat panel. You can see if your opponent is really placing their units here.

[11/12/06] v0.0.7:
� Actually added team zones before today, but they weren't supported in map files yet.
� Map files now up to version 2. The game and field creator can both read version 1 maps still.
� Maps now also have the option to "Disallow", "Allow", or "Force" team games.
� Todo: The preset maps are all still in version 1 format. I need to update those.

[11/11/06] v0.0.6: Check it out... I've been working on this for a year, and it still has a ways to go.
� Added support for a few status effects. Fire, ice, mute.
� Added a new stat for units, 'seeRange'. The unit's max range used to serve this function for melee units.
� Wizard damage has been lowered a lot, and the blast radius is now 2, however they will set fire to everything they hit. (The lower radius will lower CPU stress a lot.)
� Players can now specify a single enemy unit as the "target". Your units will always attack this unit as long as it is in range. To prevent overuse of this new tactic feature, I'm going to restrict how often it can be used. Still debating on how I'll do it.

[10/24/06] v0.0.5:
� Added wizards, and their funky attack that defies my damage handling code.
� Altered a couple things to delete at the whim of the garbage collector.

[ 9/16/06] v0.0.4:
� Had to change how damage was dealt, done.
� Added snipers and knights in to keep the archers and warriors company as I test.

[ 8/25/06] v0.0.3: My what big gaps between dates you have, grandma. (Hopefully this one is worth it.)
� OK, I got some work done before this update to the log was made, but I kinda forgot I was keeping a log. I noticed the 'ChangeLog' verb in game while testing, and thought "................. oh yeah."
� The rooms and queues are looking quite spiffy, if I do say so myself. Capable of ejecting and loading players with the ease of a single procedure for each. If I run the loading procedure while there are players ready, they will just be put back at the beginning of the queue. Good for game resets, and last-second map switches.
� Added a "Lobby" room in place of the room-less state you were once in when not watching a game. It is derived from the room datum, with blood flow restricted from most of it's functions.
� Communication is spiffy as well. Uses a command line style similar to Darke Dungeon at the moment, but I find it fitting. Private, present (only those in the same room as you) and public chatting. Can change rooms at the click of the mouse in the text window.
� I'm not bothering with much html_encode() at the moment. Please exploit potential areas this is needed in a non-harmful way so I'll notice and eventually get to them. Some I may allow, and just run through Shadowdarke.ProcessHTML for statpanels.

[ 4/21/06] v0.0.2:
� OK, I decided to go with genorating the unit icons, rather than hand-coloring each one.
� I put in some hero unit definition. Chances are, they won't be used after the game is complete, but they can be fun to use sometimes. Though I must say, the mouth style I gave them... if thier high stats don't scare you, thier grins will give you nightmares.

[11/09/05] v0.0.1:
� Finally remember to put a change log together, sheesh.
� I'll start recording version numbers as well.
� Here's the version format I'm using: Major.Minor.Revision;
� � The major version represents the number of revamps since the first "polished" release.
� � The minor will be the number of updates to the public game file since the last major update.
� � The revision will increment for each entry in the change log, since the last upload update.
� Anywho, added features and fixed problems.

[Before 11/09/05] v0.0.?:
� I've finally decided on the name The Faces of War, and it seems perfect. They are faces, and since the short version of this name is "War," I won't have to confuse the BYOND hub database (again) with a new name.

[Before 11/09/05] v0.0.?:
� Some more planning has gone in.
� The four teams have been chosen, and the choice has been made to stick with a maximum of 4 players.

[Before 11/09/05] v0.0.0:
� Development begins on War's successor, War. (Still nameless, at this point.)

[Before 11/09/05] vX.X.X:
� You know, that old OLD thing that you remember before this? (The one that was stolen, and hosted against my will.) It doesn't even deserve a version number.