
version 0.80
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Core changes:
Added the ability for cpus to get off mounts. Consistent with
the Speccy AI rules, i.e. only gets off the (non-flying) mount if
a "better" position is available.
Fixed the Troll stats - now they are the same as the original hidden Troll.
Added the animation speed on a per-creature basis, like the original.


SDL changes 
Network code added - play online! (still very beta-ish)
Screen size can be changed, use keys 1-3
Full screen mode, toggle with F5
Command line configuration options


version 0.70
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Core changes:
Colour selection now correct on hilighted creatures.
Tidied up some calls for consitency

Porting update:
Improved the build process to make it more flexible
Preprocessor defines and SDL calls added for Win32 port

version 0.68
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An "Advance Wars"-inspired addition - pressing Select moves the cursor to
your next creature (or wizard) yet to have moved.
A couple of computer player changes:
* wasteful Magic Castle casting fix
* creatures no longer so "attracted" to Magic Fire+
* illusions cast a bit more often and sensibly+
* undead range-attack creatures will now range attack other undeads
(+) - a possible improvement from the original AI
Potential Info-screen text overflow sorted
A few more well buried bugs fixed - all to do with Magic Fire/Gooey Blob spreading:
* A mounted wizard was not killed by fire/blob.
* Player 1 was immune to Magic Fire/Gooey Blob
* Unridden mounts (Horses, etc) were Magic Fire resistant
Plus really minor graphical and sound fixes.


version 0.65
Bug fixes for "Old Bugs OFF"
* Disbelieving an illusionary creature did not destroy the creature.
* Simililarly for Magic Bolts/Lightning - they had no effect.
AI bug fix:
* The CPU cast chance was not being calculated correctly, giving the game 
  poor spell balance.  That's sorted now and the game plays a noticeably better.
Lion graphics fixed - a frame had a pixel miscoloured and it was getting on my nerves


version 0.6
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Fixed the AI bug that caused cpu players to get stuck casting disbelieve.
Fixed the "old bug", i.e. one of the optional bugs that can be switched off: 
* Mounts never engaged to enemy if they carried a wizard. 
  Now they can become engaged, unless the wizard is simply dismounting.

version 0.5
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Added Sleep Mode - next best thing to a save, I think.

version 0.4
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Creature and wizard stats screen fixes:
*  selecting empty square was fading out needlessly
*  When the Info screen returns, it now draws that square's information again
After a creature with range attack melee attacks a square and fails, you had to move 
the cursor before you could use range attack on the same square. Now fixed.
Squeezed the size to < 256kb (by replacing sprintf() with smaller altenatives)

version 0.3 
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The only change is PogoShell support - Quit to PogoShell and
custom icon file added. Quit to PogoShell is used from the "Options" screen.

version 0.2
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* The famous TROLL has been added
* Option screen added
* Added the option to turn off the old bugs. For the record, these fix the following:
  *+ An illusionary creature swallowed then freed from Gooey Blob becomes real
  *+ A wizard whose undead ridden mount is killed becomes undead (to get an undead mount,
     cast raise dead on e.g. a horse's corpse) 
  *+ Subverting a creature on a dead body causes the corpse to be reanimated
  *+ Magic Bolt or Disbelieve a creature on a dead body removes the dead body too
  *+ Magic Wood is not correctly placed in the top left corner, places three trees in a row
* The number of rounds may be set to infinite, the default amount (15 + 2 * number of players) 
  or any specific value up to 500.
* The computer may cast Turmoil under the right circumstances
* Screen scrolling improved slightly for computer creature movement.
* Various AI bug fixes:
  *+ When using Ranged attacks, would try and go for undead creatures too
  *+ Magic Bolt targeted Magic Castles and Fires
  *+ Shadow Wood "movement" was buggy
  *+ Could ignore line of sight when casting Gooey Blob/Magic Fire
* Other bug fixes/changes
  *+ The player name edit screen the second time through had a graphical glitch
  *+ When no spell is selected the game skips that players cast (previously
     selected a "random" spell!)
  *+ On a real GBA using Visoly's boot menu, the Video RAM was not properly cleared first.
     This caused the game to be unplayable as the graphics were corrupted.
  *+ Cosmetic touches to menus, etc
  *+ Makefile changes so that "release" is the default build method

Known differences from the original

* The "info screen flicking to remove engaged to enemy" glitch is not present.
* Highlighting creations highlights them in the owner's colour, rather than the creature colour.
* Some soundfx are a bit crackly. Probably due to the WAV conversion program I used. 
  Audacity doesn't seem to output unsigned 8 bit wavs :(
* Can quit halfway through a game if there are just CPU players left.
