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 Readme for:  Game » Roleplaying » nazghul.lha

Nazghul

Description: Ultima 5-like engine and the full game 'Haxima'
Download: nazghul.lha       (TIPS: Use the right click menu if your browser takes you back here all the time)
Size: 4Mb
Version: 0.6.0
Date: 29 Feb 08
Author: Many (see AUTHORS), AmigaOS 4.0 port by Raziel and Spot
Submitter: Raziel
Email: raziel_nosgoth/web de
Homepage: http://myweb.cableone.net/gmcnutt/nazghul.html
Category: game/roleplaying
Replaces: game/roleplaying/nazghul.lha
License: GPL
Distribute: yes
Min OS Version: 4.0
FileID: 3480
 
Snapshots:
 
Comments: 1
Snapshots: 2
Videos: 0
Downloads:  (Current version)
 (Accumulated)

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Nazghul is an old-school RPG clone modeled after those made in the heyday of
top-down, 2d tile-based graphics. It is specifically modeled after Ultima V, so
if you've played that game then this should be familiar.

Haxima is the first full-featured game built with the nazghul engine. It comes
packaged with nazghul-0.5.0 and later. Haxima includes: 

  o A complete, playable game 
  o U5-like game play 
  o Multiple characters in the player party 
  o Clone of U5 magic system, with some extras 
  o A sizable wilderness 
  o Several towns 
  o Several dungeons 
  o A main quest 
  o Several side quests 
  o Talking NPC's 
  o Scripted game world 
  o Open-source engine code 

For the USER_Guide and other interesting documents, see docs/

KUDOS to spotUP, who made it possible to stand my constant nagging and together
with his beautiful "Dummies Guide to Porting" (also available on OS4Depot.net)
helped me succesfully port once more - and even build a working exe :-)
Thanks mate!!!

Spot's comment; Well NP mate, but you should update your projects aswell.
I did it for you this time. ;)

Raziel's comment: I'll try, mate :-)

---

Changes between 0.5.6 and 0.6.0
Engine
o Detailed speed handling added
o Backend support for multiple actions per turn
o Better support for diagonal movement
o Terrains can now have partial opacity
o Backend support for skills- wrogue skills added, but not enabled yet
o Enhanced weapon callbacks and behaviour
o Enhancements to the built in map editor
o Better support for script/engine integration via script defined engine
variables
o Revisions to Zstats screens
o Improved npc party behaviour when player is camping
o Fixed: Memory leaks are hopefully all cleaned up now
o New effects: smoke, beam attacks
o Fixed: several crashes
o Objects are not dropped on water or air
Module
o New spells
o Random dungeon code generalized, new random dungeons added
o More movement types added, to distinguish fast creatures from merely
fast-moving ones
o New items, weapons and shopping options
o Equipment now affects character speed
o Fixes and additions to conversations
o Fixed: problems with porcullises not working
o Visibly distinguishable moons
o Burning glass maze fairer
o Characters will no longer voluntarily walk off cliffs (chasm terrain now only
selectively lethal))
o Improved hidden map behaviour
o Many spellbooks added and distributed
o Several tweaks to combat balance
o Fixed: problems entering places diagonally
o More sprites
o More hires terrains, directional 'natural rock' walls
o First pass at a template for new games (now out of date already, sigh)
o Vehicle combat maps upgraded
o Various minor bugfixes


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