| ZC Version 1.90 | April 3,2001 | Been a very long time since a new release and here it is. With more on the way, Zelda Classic can only get better. Zelda Classic: - Added 4 new enemies. Not quite complete yet, but still fun to watch. The Zol Tribble (yes, tribble, like in Star Trek) will split into 2 Gel Tribbles when attacked with anything less powerful than the magic sword. The 2 Gel Tribbles will, after about 3 seconds, grow into normal Zols (I hope to make them grow back into Zol Tribbles at some point). A Vire Tribble will split into 2 Keese Tribbles if attacked with anything less powerful than the Master Sword). The Keese Tribbles will grow into normal Vires (again, I plan to make then go back to Vire Tribbles later) after about 3 seconds if they are on a walkable tile. If they are on a solid tile at the time they are supposed to change, they will wait another 3 seconds (this keeps Vires from popping up in solid walls). - Added a new arrow, the Golden Arrow. It does twice as much damage as the Silver Arrow and goes through any enemy, just like an arrow goes through a Pol's Voice. - Added Silver and Golden Arrow sparkles, like in Zelda 3. There is a quest rule for each. - Added Magic and Fire boomerang sparkles, like in Zelda 3. There is a quest rule for each. - Fixed a bug with the whistle and flippers. Previously, if you had the flippers and used the whistle to summon the whirlwind, if the whirlwind crossed a water block in the first column of tiles on the screen that it took you to, it would drop Link off in the water and make him invisible. He wouldn't return to normal until he used the whistle again or went into a cave or dungeon. - Added the hookshot. May tweak it some more so that it stretches after a few of the chain links are out, but for now, it works. - Increased the number of save states from 24 to 255. - Added a quest rule to make it where fire (from the candle or from the wand and magic book) doesn't hurt you. - Added a quest rule to make it where bombs hurt you. - Added 4 damage combos that take off about a set amount of hp every second no matter what ring you have on. They take off 1/2, 1, 2, and 4 hearts respectively. - Added a quest rule for temporary clocks. This causes clocks to turn off after about 5 seconds, so you don't get stuck in a room with enemies out of your reach. - Added the amulet (cross). For the moment, it works on a screen flag. When this flag (Invis. Enemies) is set, all the enemies on that screen will be invisible unless Link has the amulet (cross). - Fixed a legacy bug that nobody noticed before. If you buy a bomb in a shop and immediately walk over to another item, you will get that item for free. This has been fixed. - Finally got around to fixing Link's walking bug. Before, if you were directly above or below a block, you would walk through it vertically unless the top and bottom left corners had walk flags in them. This is fixed now. I hope to fix the enemy walking bug (an enemy can walk through a block unless the bottom left and right corners have walk flags in them) soon. - Added some rules to the swords so you can now specify which swords can shoot beams. Also, you can specify if you want sword beams to do half the damage of the sword they came from or full damage. - Implemented the hammer. When a pound combo is struck with the hammer, it will change into the next combo in the combo list. This may also be another pound combo, if you wish. This allows for the making of things that have to be pounded more than once. The hammer (currently) has the power of the magic sword. Because of it's long delay, this should be fairly well-balanced. - Implemented the Level 2 Bracelet. Used by new combo types Push-heavy2 and Push-hw2. - Added a ladder and raft fix. Now, when travelling left or right while using the ladder or raft, if Quest Rule 2 (Ladder/Raft Fix) is set, then the ladder or raft will be rotated. - Added 2 new enemies, "just for fun". A black octorok (octorok on crack) and a black darknut (death knight). Both are stronger than Ganon and move quite fast. The octorok shoots magic and the death knight is not able to shoot swords. - Completed the implementation of the fire boomerang. It is similar to the magic boomerang, but any enemy that the magic boomerang can stun, this one will stun, as well as cause white sword damage to. It will also stun (but not hurt) peahats (it actually causes them to land, so you can hit them), pol's voices, and darknuts if you hit them from the back or side. If the fire boomerang hits a darknut when it is returning to you, it will ALWAYS stun any darknuts it hits, since the boomerang hits both sides of the darknut. If the darknut turns around IMMEDIATELY after the returning boomerang hits its shield, so that the shield is on the other side when the boomerang gets there, it MIGHT be able to block it, but I haven't been able to prove this yet. - Fixed the bug where the colors that are affected when you activate a whistle flag don't return to normal after you leave the screen. - Fixed the slash combo bug. If you stand below a slash combo so that you are half-way on it, then try to slash it, nothing will happen. This has been corrected. - Fixed the arrow flag bug. Now, arrow flags work anywhere on the screen, not just on the sides. ZQuest: - Consolidated the Rules and Rules 2 menu commands into one Rules command. It now has buttons on the window so that the pages can be changed quickly and easily. - Added a bordered fill command (Fill2). This acts like the flood command but stops when it hits a border made of the current combo. Fill2 (4-way) stops on vertical and horizontal borders. Fill2 (8-way) stops on these as well as diagonal borders. - Added the ZGP import/export file format. This stores the tiles, combos, palettes, and color cycling information into one file. - Added Paste To All and Paste All To All commands. The Paste To All command is like doing a Paste command on every screen in the current map (only copies combos). The Paste All To All command is like doing a Paste All on every screen on the current map (copies enemies, flags, items, etc.) - Added a Flood and Fill command to ZQuest. The Flood command will change every combo on the current screen to the current combo. Fill (4-way) works like the fill command in most paint programs. Fill (8-way) is similar to Fill (4-way), but the fill is allowed to go diagonally as well. |
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