EGwhaven v1.0 is now out! This marks a major release with some long-planned features and should be generally more stable than prior releases.
Updates to both versions:
- RULES.CFG. This allows some of the optional fixes and a few other tweaks to be adjusted per GAME folder.
- GAME parameter now correctly maintains separate savegame sets for each GAME directory.
- Mouse movement and mouselook fixes/improvements.
- Monsters no longer get locked in insane repeat-teleporting loops.
- New configuration program for control setup and preferences. Keys to cycle through potions can be remapped.
- .MAP file not found is now a clean exit rather than a hard crash.
- Better framerate fixes.
Updates to EGWH1:
- Witchaven II autorun feature backported.
- Witchaven II shield toggle feature backported.
- 3-button mouse functionality restored.
- Loose daggers placed in the map are properly collectable now.
Updates to EGWH2:
- MAPNAMES.CFG: Level titles are now external and customizable.
- Fix to an error which caused intermission screen issues if WARP was used.
- Fixed a regression in EGWH2 versions 0.5 through 0.7 that crashed the game if too many sounds played at once. (Activating Nuke outside Cirae-Argoth's ziggurat was an effective way to trigger this).
- Level numbers greater than 15 can play background music.
- Fixes to end-of-level scoring to make it more accurate, especially on small levels with few items/enemies.
- Argothonian Clansman hit detection fix. On-target strikes will no longer erroneously miss them when they're in mid-swing of the sword.
Take a look at the usual place:
http://ettingrinder....h-egwhaven.html
I've also made a small update to my Witchaven map data patches. Level 13 of WH1 now has a patch which fixes the bow that formerly could not be collected.
http://ettingrinder....t/wh-tools.html