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Silvern Castle v6.0



Silvern Castle v6.0 should be showing up for download at major A2 sites
within the next few weeks.

Here's the vitals:

Bugs fixed:
>Using dispel or haste devices at acamp now correctly displays "No
effect!" instead of nothing.
>Using missile weapons and dispel devices in combat now correctly
strike the correct group.
>Enchanted one-charge non-potion devices are now correctly interpreted
(i.e. not treated as doses).

Stuff changed:
>You must run the file MICRODOT.SYSTEM to now start Silvern Castle.
>The Extra's menu no longer contains Dogpaw, because it doesn't run
under MicroDot.  Run the SC.READER program under Basic.System (i.e.
exit Silvern) to view them.  In addition, you can view all doc files.
>The saved game format is no longer compatible with earlier versions,
because of this you must disband your party before installed SCv6.0.
>The unique monster generator has been removed.
>For those of you with the Second Sight card, pressing CTRL-Z after
exiting the GS control panel will now quickly restore the graphics
screen because Second Sight incorrectly restores the wrong hi-res page
switch.
>Speed-up maze plotting slightly.
>Text Mode maze support is back.
>Depending on level, monsters now have a higher chance to hit 2x per
attack.
>Updated a few monsters to add some missing special abilities.
>Using non-scroll LIGHT devices (i.e. torch or lanterns) in combat now
are interpreted as thrown flaming missile weapons, doing up to 12hp of
damage to one monster.

New stuff:
>SC now runs under MicroDot, the command shell interface replacement
for Basic.System.  MicroDot frees up over 7.5k of memory, so be
prepared for some cool features in future updates to take advantage of
this.
>Added 13 new items!
>Added one new device affect!
>Some monsters now have normal weapon immunity, requiring  magic
weapons, spells, or devices to hit.  You'll get the "No affect" message
if your weapon isn't high enough in enchantment.

Enjoy,
Jeff Fink
Silvern Castle Author


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