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Version 2.10

* Thanks to Nathan James there is a new questing system .

* Now getting player name, sex, race at program startup.

* Using player name to store saved game so player can have multiple
  characters and games.  Be aware that you must enter the same name at 
  startup before loading a saved game.
  
* Experience points 
  experience gained for kills was reduced for most levels 

* Amount of exp required to advance to the next level was lowered too.

* Tougher monsters
  MaxHealth for player at each level now matches the amount of health 
  for monsters up to the max monster level (7).

* Low level monsters (1-3) hit a little harder

* Too offset the tougher monsters, two things were enhanced.
  1) The minimum amount of silver loot was raised to one-tenth of a 
     monster's HP.
  2) You are a better swordfighter.
     The base formula went from a simple random 1 to 10 to:
       sworddamage = int ( 9 * sqr(rnd(1)) + 1.2 )
     You will hit for 5 or less 30% of the time and 9 most often 
     (~20%) then 8 (18%), etc.  The net gain is about 1.5 more 
     points per swing.

* added two small .wav files.  A 'ding' sound when you go up a level
  and a short scream when you die.

* new SUB 'msg' to word-wrap long messages.

* Invisible menu command -- Entering X at the main menu will end program.
  May be taken out in the future.

* Fixed a bug in [loadgame] to set level.

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Version 2.02

* Added Save and Load options to main menu.  Filename = Kremus.sav

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Version 2.01

 Enhancements by Henry include:
 revised QCombat display, new gambling game, less health(HP) for level 1 & 2 players.
 a few more GOSUBs and SUBs to handle various tasks.

 Changes
 * added PlayerMaxHP() array to set MaxHealth at each level.
   I lowered them a little since the game seemed a bit too easy.
 * added DATA and code to fill PlayerMaxHP() array
 * added Weap$(0) = "Short Sword" and altered [showSword]
   gosub to use Weap$() array.
 * added myLocation$ variable and gave each 'place' a name.
 * added [showGameStatus] gosub.  Most of the code for new gosub
   taken from under the [city] label.
 * added Teletype SUB and use it to display [intro] message.
 * altered the look of the main menu.
 * Added a prompt when asking for player's choice at main menu.
 * mucked about with the [askWhat] section.
 * shortened the [leaveArea] section.  No longer check for empty string.
 * all new [gamble] code.  Uses Teletype sub to add a little drama.
 * added logic under the [choiceOfBuying] section to prevent player
   from buying worse or same sword than his current sword.
 * added QCheader variable to know if Quick Combat header has been
   already displayed.
 * replaced 7 IFs with FOR/NEXT loop to set MClass variable
 * under [getMonst] label, added "else" clause onto "IF" that checks if
   we are ready for Greater Demon
 * under [encounter] label, use INSTR() to search for vowel before
   printing current monster
 * use ELSE clause on "IF GD=1" to set MonsHealth and remove GOTO
 * major re-write of combat section.  Now uses WHILE/WEND loop and
   two new varables (fightflag & runflag) to control program flow.
 * added new battlechoice variable "bc" to show if fighting or running
 * created two new GOSUBs [fightmob] and [runaway] to handle combat.
 * all new QCombat 4-column format, includes % of health now too.
 * cosmetic change to LEVEL UP message.
 * moved alive=0 message to avoid false message at end of game (if you lived)
 * [moneychanger] section now uses SELECT CASE and IF/THEN/ELSE to
   to avoid lots of GOTOs.
 * combined loops to print "monsters killed" and count "types not killed"
 * Simplified logic to get "ct" with and without GD kill.
 * Use SELECT CASE to show "types not killed" messages
 * Upped min damage and min money for level 2 monsters.
 * added [showMoney], [showHealth], [showGameStatus] gosubs
 * added [fightmob], [showQCombat] and [runaway] gosubs
 * added Ask, Teletype and Pause SUBs
 * added rndint() function

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