Changes since ver 2.0 Randomized the motel room placement instead of just sticking them in order. It was too easy to find players by breaking in. Fixed the "playing thru midnight and losing the next days turns" bug... Made the bathroom grafitti editable in the text.dat file. More points are taken away if you don't destroy the time transporter. Gave players who destroy the transporter more to start over with rather than just starting over like a completely new player. A negative cash balance now shows if a player gets VD but doesn't have the money for a cure. ============================================================================= Changes since ver 1.0 Added quite a few ansi screens to the game. Added a -l switch for local (command line) execution of pike.exe, also added a -d switch for the editors for door operation. The editors will now run without any drop file from the command line. IT IS NO LONGER NECESSARY TO HAVE A DROP FILE IN THE PIKE PLACE DIRECTORY TO RUN THE EDITORS AND PIKE.EXE FROM THE COMMAND LINE! (This was a potential problem in v1.0) Fixed bug where extra max hitpoints won in the child door were not being retained after players reached level 2 or higher. Fixed bug where eating beef jerkey showed 25% of maximum hitpoints healed even if at 100%. Fixed maintenance to restore players who weren't dead but had a value of less than 0 for health. This was caused when users were killed in a user battle because I couldn't set the "dead" switch or they wouldn't be able to play that day. Changed it so users get gold instead of cash when they kill the dragon. Changed the child "door game" from the Terminal Connection to keep players in the game until they win something instead of swapping back & forth every try. Got rid of the "spawning" action for the door. It was acting very irradically and was not stable. I may introduce it again in later versions... Changed the entire look of the Terminal Connection option so it opens as a pop-up window now instead of the annoying black on white. Fixed the $1 bug. This was caused because the cash amount users have is a floating point (or decimal) number and if the user had 49.6 cash, the game said they had $50, but if they tried to spend $50 it said they didn't have the $50... I THINK it's fixed anyway, I haven't been able to duplicate the same problem. Winnings in Black Jack now equal 6 times the amount bet instead of 4...