Changes in V1.06 (the freeware full version)

* Removed copy protection. I hope I didn't break anything.. the protection
  is very complicated, but I wanted to retain the ability to play CD music
  if an original Dink CD is inserted.  So some of the CD check code is still
  there.. it just won't stop the game.
* Fixed the prompt box in Dinkedit to not have a giant black splotch on it.
* Added new midi in tavern (if CD is not inserted it will play)
* Added new midi in bonca caves (if CD is not inserted it will play)
* Added another not so hidden magic potion near Terris (game balance issue)
* Recompiled everything using Directx 7 
* Bowman in Kernsin now gives better directions on how to operate the bow
* Changed strength/defense on a few enemies, making them easy to kill in
  most cases.  
* Added ability for DMOD makers to run a script for nearly AND key on the
  keyboard.  It works just like button6.c, but the filename would be key-80.c
  for key P for example.  Debug mode now shows which keys are hit to make it
  easier to figure out what the numeric format for the key is.  Dink keys are
  not remappable, like punch, spacebar and escape.  6 and 7 also aren't.
  (internal thing with the joystick..don't ask)  But most other keys are
  including F1-F12, the numpad, tilde and even scroll lock if you really
  want to.
* Rebalanced more stuff and added more midi.  I think overall the game plays
  better now - not a real easy boss and than a real hard boss.  Overall
  the game is much easier.  I think the story is easier to enjoy this way.

Changes in V1.05:

New script commands:

set_sound_survive( sound ); - lets you make a sound live past a screen.  Use
                              with looping to make digital music!

set_sound_vol( sound, level) - Lower a sounds volume.

set_sound_kill(sound) - Kills a 'survive' sound.

kill_all_sounds() - Kills all 'survive' sounds.

copy_bmp_to_screen( file )   - Just like it sounds.  I do these with the
                               bigmap.bmp so I can animate the little ship
                               over it. A good way to go, no wasted memory
                               on huge ass sprites.

Other changes:

* playsound now returns the # of the sound created.
* show_bmp now reads the .bmps pallete and switches to it.  (better looking
  stills!)
* Move() now works with Text created with say_xy.
* Fixed bug where if icons were not preloaded (which they are in Dink) it
  would crash when drawing the status. (now it will load them instead)
* Time recorded is more accurate, because it includes DEATH'S also now.
* Max SET_SPRITE commands for dink.ini upped to 600 from 500.
* Max sequences upped to 1000 from 900.
* added playmidi command to dink.ini.  This let's you play a song while
  dink is loaded.  Check the dink.ini in Mystery Island for an example.

Major changes in V1.04:

* Problem with vewing stills (such as the map) on some video cards was
  fixed.

* Super fire ball now burns trees with hidden stairs/etc correctly. (didn't
  notice before because at the stage of the game where you get this weapon,
  there are no more 'secret trees')

* Fixed losing a level raise from walking off the screen too quick.

* Added initfont() dinkc command.  You can set a custom font this way.  It
  does have to be in the Windows fonts dir, though. (this was added to make
  international translations easier)

Minor changes:

* included updated FFCREATE.EXE tool for developers, squishes a whole dir of
  .bmp's into one dir.ff file for dink to read.  Copy this over your old
  one, wherever it is. (if you aren't making Dink worlds, don't worry about
  it! <g> )

* Fixed where you could buy "Speed boots" and not get it because inventory
  was full.. same thing with Super Fire Ball.

* Fixed some hardness holes.

* CD check when running an add-on works a little better, before you got a
  blank screen if the CD wasn't in.

* Showing stills with an optimized pallette will be in the next version.  I
  need to add some new control methods as well. (to make nifter non dink
  related arcade sequences)

* Aunt says more after game is won.

* Added script to the well on 'Treasure Island'

* Fixed some continuity problems in the beginning.  (involving
  the old lady's duck especially)

* Included a slightly updated dinkc.txt.  

Major changes in V1.03:

* Removed all references to Shaurrie Whyte's music, turns out she did not
  own the copyright to the songs she 'composed', the REAL copyright holders
  are allowing us to fix it by issuing this patch, which replaces all of
  her songs. (4)
* Scripts load quicker (Turned off a few MSVC++ 'Optimizations'...)
* Can fix damaged saved files automatically, it will delete 'damaged' items
  from your inventory, so the game will not crash when you hit enter.
* Fixed HUGE memory problem with draw_hard_sprite(); if a sprite was partly
  off screen, it would draw it's hardness in random memory, this caused
  a few crashes and caused the above phenom. (thanks to Travis Roya 
  <blueiguana@mailexcite.com>for giving me the instructions on how to 
  recreate it, I was stumped!)
* Removed a tree that had stairs to an unfinished area and let you walk
  around the map in illegal places.

Minor changes:

* The action STOPS when you are prompted to assign attributes from a level
  raise. (I must have screwed this up just before we printed somehow..)
* The bow shop guy gives clues about Bow lore now.
* Fixed a place where a Goblin says Dink's line.
* Fixed a few 'hardness holes'.
* Added some monsters near the mine shaft near Terris.
* Wanderer near Goodheart castle pops up less often.
* A few shells and things don't disappear from waves now.
* Fixed an invisible chest that gave a potion that couldn't be reached.
  (may not work correctly on old saved games though)
* Added list of preordered people and beta testers to the credits.txt - we
  were going to before but simply forgot!!!
* Added a clue on how to get into the Duck Idol area.
* The guy who sells "Herb boots" now shows the price.
* A 'news' item on a poster found in most healers was fixed, didn't show up
  before.
* Added a little text to the castle guards.
* Fixed a bush that was being drawn to the background instead of being a
  sprite.

Thanks to all of those who emailed about problems helped me work them
out by attaching saved games and such, I really appreciate it.

-Seth (sethable@rtsoft.com)


