[REVISION HISTORY / WHAT'S NEW]

Special Characters:
 = Alpha concept version
 = Beta test version
a,b,c... = minor revision

v1.0 - The L.O.R.D. Cavern concept ironed out, made working (at last!).

v1.0 - Beta testing on 3 BBSs: The Gathering BBS, Horizon BBS, and The
        Diamond Mine (thanks guys!).

v1.1 -  Beta testing continues!
         Cosmetic fixes (spelling, the like).
         Now puts in announcements when someone gets laid or adopts
          Oliver.
         Random element changed as to make some actions less probable
          then others.
         Now makes an error log so I can figure out what's going on!
         Mostly fixed problem with locking up computers!

v1.1a-  Beta testing continues!
         Sort of fixed problem with re-entering on the same day...

v1.1b-  Beta testing continues!
         Fixed problem with getting laid only giving 1 Experience.
         Changed so user is always sent to main menu when entering.
         Added unregistered delay when exiting.

v1.1c-  Beta testing continues!
         Now uses EVERYTHING from LORD's Node?.Dat except status line
          colors, drop-file path and BBS name.
         Added Whats.New file to keep down the size of the main document.
         Added Tripping random action.
         Changed the delays slightly.
         Fixed the problem with re-entering on the same day on internal
          comm set LORD games!
         Fixed the last of the COM port problems.

v1.0  -  First public release!
         Fixed random text-mode changes if no command line parameters.
         Changed chances of some actions happening.

v1.0a -  As usual, some problems showed up in the release version.  Seems
          I have bad luck with version 1.0's of my programs.
         Changed Holy Hand-Gernades, Pikeman's Armour, and Stone-Plate
          Armour to Holy Blade, Pikeman's Mail, and Stone Plate Mail so
          LORD would be happy with the lengths of the names.
         Changed Bats and Monster to always give strength/defense and
          now they don't take away.

v1.1  -  Started using DDPlus v7.1.
         Fixed Find Skeleton random action not doing anything useful.
         Added the second River random happening (chance to gain back
          what the first River happening takes!).
         Changed the 'Normal Termination' when exiting to 'You return to
          town safely.' (Plus some exiting error messages are reworded).
         If user has no searches left for the day when he/she enters,
          they no longer see the main menu, they go back to LORD.
         Added 'Kid Limiters' to limit the number of kids a user could
          get from this IGM.  If the user has more than 12 kids, it will
          not let them adopt Oliver.  Instead, they get Experience.  If
          the user has more than 14 kids, there's a one in five chance of
          losing a kid in a cave-related accident when the user leaves
          (they are notified via Mail).
         Added LORD v3.25 compatiblity (ah, why not?).
         Fish bite in River random happening takes 2 instead of 3 charm.
         Added 'View your Stats' option to Search menu.
         Increased unregistered number of searches to 10, registered to
          15.
         SETUP made generally better.
         To conserve compatibility with LORD v3.5, added support for Node
          0 and DIGIBoard driver (don't know if DIGIBoard works).
         Because LORD v3.5 shows Time Left to users, this does now, too.

v1.2  -  Should be harder to crash itself, better error messages.
         Added intro ANSI.
         Added mail being external of LORD, shown when the user exits.
         Removed 'The Cavern Entrance' menu.
         Changed the super-secret...  A clue is now given by the voice!
         Made the randomizer better.
         Chances of stuff happening changed in some instances.
         If user is married, they can't get laid by Daphine or Peter.
          They basically get the Clean Mode version of it.
         Added Horse and Fairy random actions that happen when the user
          exits the IGM.  5% chance to lose/gain a horse or fairy.
         Should work with ASCII and not display ANSI sequences.
         Changed the default key at the 'Inside The Cavern' menu to
          'S'earch.
         Small cosmetic/spelling fixes.
         Changed the default key at the Skeleton action to 'S'teal.
         Made code smaller and took off 1k from the size.

v1.2a -  Does not give people 15 new searches if they leave & come back.

v1.2b -  Yes/No prompts work again and don't always go No (happened
          sometimes).

v1.2c -  A little fix for the Clean Mode Daphine/Peter Mail displaying
          some of the message to screen.
         Again gives an 'A' in the answer area of The Riddler when it
          asks certain questions.  E.G. 'What can you give way and still
          keep?', '? A '.

v1.3  -  SETUP made more colorful (ohhh!).
         Reworded parts of WHATS.NEW file to make more sense!
         Slightly different ANSI file display routine.
         Better error reporting.
         If registered, the number of searches is sysop configurable,
          else the number of searches if 15.
         Added program language so people can make new Random
          Happening Programs (RHPs)!
         Due to LORD 3.55 bug-fix, mail is again written to LORD's mail.

v1.3a -  Made applicable attribute changing codes work when recording
          mail (see CODES.TXT).
         Fixed @;@ code so it works in Mail/News recording if there is
          text after it.
         @GOTO@ and @SPACE@ now actually work in Mail/News recording.
         Added @CLEAR@ to list of codes that work in recording.
         Added @FAIRY@, @HORSE@, @SEX@, @ARMOUR@, @WEAPON@, @KILL@,
          @EXIT@ and @IF@ codes and `m, `< and `> RHP codes (see
          CODES.TXT).
         Gave the right number for Horizon BBS!
         Fixed node 0 giving wrong time left.
         SETUP now edits EXTRA.CFG!  Complete edit... even graphically
          let you remove RHPs!
         Attribute changing codes no longer report "You LOSE -xxxx".

v1.3b -  Now allows sysop handles!  New special field is displayed
          instead of the real name at the start up screen.  Automatically
          updates LORDCAVE.CFG and sets it to a blank string.
         E-Mail address change.
         SETUP can now save registration forms to disk, or you can still
          print them directly.
         Added a new Bridge Keeper question.
         Included RHP (Rock.Rhp) gives 5 instead of 8 Gems if user
          already has Gems.

v1.3c -  Fixed some errors in CODES.TXT
         Added new RHP support for player's level (LEVEL @IF@ condition,
          *LEVEL in attribute changing codes) - see CODES.TXT
         Adjusted chances as follows:
            Nothing: 15%          RHP: 15%           Riddler: 7%
            Bridge Keeper: 7%     Voice: 10%         Fall: 4%
            Bats: 7%              River: 7%          Second River: 7%
            Find Skeleton: 4%     Monster: 7%        Trip: 4%
            Find Oliver: 3%       Find Warrior: 3%
         RHP system is no longer picky about codes not being capitalized
          or for some of them not being the only thing on the line.
         Riddler once again gives the little clue of putting an 'A '
          before two question's answers.
         Random ad in the Daily Happenings when someone enters for the
          first time on a day will now actually say something again.
         RHP codes @SEX@, @HORSE@, and @FAIRY@ are no longer displayed
          when acted on.
         Added RHP codes @KILLS@, @SPIRITS@, and @WEIRDEVENT@, @IF@
          conditions KILLS, SPIRITS, and WEIRDEVENT (see CODES.TXT)
         Changes CODES.TXT so it gives the FAIRY and HORSE @IF@
          conditions.
         Sections in RHP Script called by @GOTO@ no longer have to be
          capitalized exactly the same as they are in the @GOTO@ command.
         There was a major bug in the attribute changing RHP codes if %
          was used.  This has been fixed.
         Now checks to make sure attributes fall in certain ranges.
         Included RHP, Rock.Rhp, now only gives 6 Gems if the player
          does not have any.
         @IF@ conditions were not working right if they are the only one
          or the last condition, fixed!
         Delays now give up time slices (important for OS/2).
         Removed NOOPEN and NORESET support from NODE?.DAT (will work on
          more systems!)
         Was able to compile the EXE smaller!

v1.3d -  If user had no Armour and/or Weapon, and found the Skeleton and
          got an Armour or Weapon, it would cause LORD to crash.  Fixed.
         Fixed sometimes major delays before loading RHPs.
         Riddler now randomly gives Experience, max Hit points, or heals
          you if you answer his questions right.

v1.3e -  Now I know how Jeff^2 felt about Stars!....
         Fixed the @IF@ RHP code so that it will not only run commands
          but will also display text (like it's supposed to!).

v1.4 -  Fixed bounding system so that it won't possibly do weird things
         when messing with negative numbers.
        Once AGAIN changed my Email address, to jmbrown@mines.edu
        Added Windows9x icon and Internet shortcut to my homepage.
        Complete rewrite of my RHP parser, should be a lot better.  :)
        Fixed @;@ in mail record again....
        Added new RHP codes @RUNRHP@, @IFNOT@, @STATS@ and @HEAL@.
        Added RHP properties @PROGRAM@, @VERSION@, @NAME@, and @PERCENT@.
        Added RHP variables @VARIABLE1@ to @VARIABLE5@.
        Added @IF@ conditions @ALLGOLD@, @HEALED@.
        Better finding of missing files all around!
        Now cave searches are correctly bounded to less than or equal to
         128, requires IGM reset, using SETUP program.
        @GOTO@ will now go to sections before it if none are found after,
         and will only repeat once.
        Removed the "secret."
        Fixed spelling errors.
        The he/she, etc. in-string codes will now output in the
         correct case.
        SETUP has better installing of RHPs, and RHPs can now specify
         what their chance of running is (property @PERCENT@).
        SETUP's remove IGM and install IGM menus have better movement
         keys.
        RHP system now includes the ability to display player variables
         in output, more information in CODES.TXT.
        RHP system now allows 1 operation math in variable commands and
         @IF@ conditions, more information in CODES.TXT.
        The L.O.R.D. Cavern is now freeware!

v1.4a -  Minor fix involving some delay_slice() calls...  won't lock up
          OS/2 systems anymore (hopefully!).
         Removed all the registration warnings (oops).

v1.4b -  Compiling with TP7, should fix problems with Windows98.
          Released to public in mid-August 2000.
          --------------------------------------
        * March 2002. Re-released with updated documentation files
          for Jason's current Email address.  Done by Donald Tidmore.
        * RHP Codes.txt file run through spell check, and formatted
          to print better on ink-jet/laser printers.
        * Updated with spell check the docs for L.O.R.D. Cavern
          RHP Sets #1 and #2. Confirmed that IGM works properly under
          LORD v4.00, v4.00a, v4.02, v4.05pb, v4.06, and v4.07 (beta).
          IGM works properly under Microsoft Windows ME, Windows 95,
          Windows 98, and Windows 2000 O.S.'s.
          ------------------------------------------------------------

v1.4c - v1.4m Beta notes, June-October 2002:
          ==================================================
        * June 14, 2002: IGM update/support assumed as maintainer
          by Donald Tidmore.  Beta testing team formed consisting of
          myself, Jason Brown, Gary Hartzell, Michael Everett, Gordon
          Lewicky, and Charlie Wardick.  Paul Koukos added to group
          later on.  Started analysis of how IGM works, and process
          of relearning Pascal language, using Turbo Pascal v7.0.
        * Fixed spelling errors in source code files.
        * Started revisions for Troll's questions and for the
          Riddler's riddles.  IGM now has 13 questions for Troll,
          and 12 questions for Riddler. Each one is brand new.
        * Thanks to Gary Hartzell for proposing some question riddles.
        * Fixed spelling errors (naughty gremlins) in text files.
        * Switched to usage of LC_Whats.txt for what's new file, and
          to CaveCode.txt for the IGM's RHP Codes.txt file.

        *** Specific changes for the Random Events: ***
          - Rewards/Penalties involving Experience, Max Hitpoints,
            Charm, Strength, Defense, Gold, or Gems are now all based
            upon player's game level.
          - Most events now have built-in limits on gains/losses.
          - Fall over Cliff: Player has a sprained ankle, loses 5.0%
            current Hitpoints.  2.50% Strength loss; 60 AS points limit.
          - Vampire Bats: 2.50% strength gain; 20 AS points limit.
            Now displays player's weapon name in event dialogue.
          - Skeleton:  Revised dialogue in places.
            - Gems discovery is 3 to 6 Gems, Level-based.
            - Gold discovery is 600 to 7,200 Coins, level-based.
            - *NEW* - "Rest in Peace" will sometimes grant player 5 Charm
              points, for respecting a fallen warrior's grave.
          - River #1 - Drink yields 2 Forest Fights.
            - Near drowning: Shows amount of Gold and Gems lost.
            - *NEW* - 5.0% Hitpoints loss from stress of event.
            - Fish Bite:  raised loss to 4 Charm points.
            - *NEW* - Crab Pinch on Knee:  5.0% Hitpoints injury.
          - Cave Monster: There are 5 possible monsters - Ogre, Werewolf,
            Vampire, Minotaur, and Baby Red Dragon.  2.25% Defense points
            reward; 15 points limit.  If Dragon event is run, player loses
            2.00% strength; limited to 60 AS points loss.

          * In regular daily usage, players will almost always leave with
            a sizable increase in some LORD stats.  So some events were
            created or modified to try to decrease IGM's overall impact
            on LORD games.  The Baby Red Dragon sub-event was designed
            to help balance things out.

          - Troll: Dialogue revision;  Twelve brand new questions.
            Experience points reward - 2.00% to 5.00%, level-based.
            Limited to 40,000 exp. points gain per event.
            "Heart Attack" penalty - 2.50% Max Hitpoints; 50 points limit.
            "Stroke" penalty *NEW* - 6.00%, 7.00%, and 8.00% Exp. points,
            Level-based;  Limited to 100,000 Exp. points loss per event.

          - Riddler: Dialogue revision; Thirteen brand new riddles.
            Rewards handling: 25 exp. points at Level 1, Levels 2-12 are
            based on square of Level * 300.  Healing/Defense - If wounded,
            player is healed. Otherwise, they get 5 Defense points if sub-
            event is chosen.  2.50% Max Hitpoints reward. Limited to 25
            points.  Penalty handling: 2.50% Max Hitpoints loss, limited
            to 35 points.  *NEW* - 1 Skill Use point Reward/Penalty.

          - Lost Child:  Entire event procedure rewritten. Uses table of
            10 children's names, chosen at random:  Oliver, Jason, Donald,
            Suzanne, Charlie, Gary, Janet, Gordon, Michael, and Michelle.
            - There are 9 boys, 3 girls.  The 9 new names represent the
            authors, beta testers, and my friends Suzanne Franklin and
            Michelle Maki.

            - Player may adopt up to 3 times per day. Overall adoption
            limit raised, from 13, to 15 children.  After player reaches
            15, they get Experience for escorting child to Orphanage.
            Reward is limited to 45,000 exp. points per event, based on
            5.00% of Experience.  If player abandons Child, they lose
            5.00% Charm points; loss is limited to 100 charm points.
          - Lognow.txt entries include the character's name, child's name,
            and gender references for either.  Entries are based on
            Adoption, Escort to Orphanage, or Child Abandonment.

          - Lost Warrior:  Exact dialogue based upon (a) whether player
            is Single or Married, and/or (b) whether Clean Mode is ON.
            Entire event procedure rewritten.  1 Lay point granted to
            Single players.  IGM doesn't grant Lays if Clean Mode is ON,
            and/or if player is Married.  Dialogue revised for Inn
            encounter messages.  Reward is 6.00% Experience points,
            limited to 50,000 points per encounter.
          - Lognow.txt entries are based on whether you Get Laid or
            Talk about the Red Dragon with Daphine/Peter at the Inn.

          - Trip over Rock: Minor wording changes.  2.75% Defense points
            loss, limited to 30 points per event.
          - River #2 - Shiny Object:  Five sub-events.  Find 2-4 Gems,
            amount randomly chosen.  Find gold, level-based.  You get
            1,000-dollar gold coins.  Find Emerald Necklace, get 4
            Charm points.  Find Mud - no reward.  Find yellow bottle
            - *NEW*. Either grants Healing (if needed) or you throw up,
            suffering 2.50% Hitpoints loss.

          * The IGM is set to be as random as is possible, but fast CPU's
            will still result in some events happening more frequently
            than others, or sometimes consecutively.  Chance of player
            getting an external Script event is increased from v1.4B.

          * IGM Exit.  If user uses up all of their Cave Searches, they
            will get one of two randomly-chosen Exit messages.
            - IF player has 20+ Kids, they run 75% risk of losing some
            when they leave the IGM.  # of Kids killed is based on 100
            kid increments, starting with 1 death, and ending with 10
            kids being killed (for 501+ kids).

            - Horse stuff - At IGM exit, player has 8% chance of losing
            or gaining a Horse. Provided they have 4+ unused Forest
            Fights, player loses/gains 25% of them.  (Changed from 5%.)
            - Fairy stuff - Also at IGM exit, player has 10% chance of
            losing/gaining a Fairy. (Changed from 5% also.)  Fairy is
            more valuable, so IGM gives slightly higher chance of
            Fairy event occurring to player.

          * In v1.5, the current IGM random events setup is as follows:
            Nothing 10%, External Event 20%, Riddler 7%, Troll 7%,
            Voice 8%, Fall over Cliff 5%, Vampire Bats 6%, River (drink)
            7%, River #2 (Shiny Object) 7%, Skeleton 6%, Cave Monster
            7%, Trip over Rock 4%, Lost Child 3%, and Lost Warrior 3%.

          * IGM now defaults to "Continue inside" instead of "Run back
            to Town", at IGM start-up.  Inside Cavern, the default action
            is to "Search down a Tunnel".  And the player's character
            name is now shown in Yellow.
          ---------------------------------------------------------------

          * RHP Script Language changes:
          1) Increased chance of external RHP Script being executed.
          2) Added new @DEFENSE@ code in July 2002, for Defense Points.
             Original @DEFENCE@ code is still usable.
          3) Analyzed each available L.O.R.D. Cavern RHP Script and
             did modifications to some to make them easier to read
             on-screen.  Some analysis and rewrites done by Michael
             Everett (Bats, Mushroom).  Spelling bugs were fixed in
             all RHP Scripts.
          4) Added to RHP Language Codes.txt (CaveCode.txt), info
             that was previously omitted, covering @IF CLEANMODE@,
             @IFNOT CLEANMODE@, @VARIABLE1@ - @VARIABLE5@ codes and
             statements.  Variable codes are for multi-step math
             operations.  See text file for more information.
          5) Cavern Women RHP:  If you get Laid and receive a Child,
             an entry is now made to the LogNow.txt file.  Assumed
             authorship for revision purposes since original author
             could not be located via Internet.
          6) The View Stats screen now displays LORD stat values using
             Light Cyan to make it easier to read them.
          7) Added five new RHP Codes in mid-October:  @KILLSAVE@,
             @BARDSONG@, @SETHVIOLET@, @FLIRTED@, and @SKILLUSE@.
             Added two other codes in late October: @SEENMASTER@
             and @SEENDRAGON@.  See CaveCode.txt for full details.

            -- KILLSAVE - If player has Fairy, they get 50% chance it
               will restore them to life, when they are killed.
            -- BARDSONG - For Heard Bard Sing? handling.
            -- SETHVIOLET - For Flirted With Seth/Violet? handling.
            -- FLIRTED - For Flirted With Player? handling.
            -- SKILLUSE - For handling player's Skill Use Points.
            -- SEENMASTER - Indicates if player LOST fight with their
               master on current day.
            -- SEENDRAGON - Indicates if player LOST fight with Red
               Dragon that day.

          * All NEW RHP Scripts that use any of those codes have to
            use @VERSION@ 1.5 statements.  Otherwise, those new codes
            will not be executed by the IGM.

          * In LORD, if you are killed and have a Fairy, you are brought
            back to life and continue fighting.  The @KILLSAVE@ code was
            introduced to give player a similar chance of surviving death.
            It's up to each script author to decide whether to use it.
            If used, player is killed automatically if they don't have
            a Fairy.  If they have one, there is a 50% chance the Fairy
            goes "on strike" and refuses to save the player.
          ---------------------------------------------------------------

        * L.O.R.D. Cavern IGM Setup - Various tweaks, including different
          color code usage.  Made the Configuration Menu and Extra
          Configuration Menu easier to read.  The sub-menu screens for
          List/Remove RHPs and Install RHPs were revamped.  The top two
          menu entries are now for Configuration/Extra Configuration.
        * Updated the function that prevents IGM from causing LORD stats
          to exceed their LORD limits.  The IGM will not cause stats
          to go over limits or below them.

        * Fixed bug in handling player's death in RHP Scripts. They were
          kicked out of the IGM, with usable Hitpoints sometimes being
          negative.  IGM automatically sets dead player's HP to Zero now.
        * Improved IGM's handling of LogNow.txt file access, using
          a separate Function to handle opening, locking, writing data,
          unlocking, and closing text file.
        ===============================================================

v1.5 -  * Source code optimized Nov. 02, 2002.
        * Lordcave.exe increased to 138 KB size, due to addition of
          various new Cavern events, and modifications to old events. 
        * L.O.R.D. Cavern Setup.exe reduced to 27 KB size, saving 10 KB.

        * Publicly released on November 02, 2002.
        * Docs-only IGM update released 12/04/02 and 12/31/02.

        * Corrected version number error in file_id.diz. 01/29/03.

        * NOTE: v1.5a will be prepared and released in February 2003.
          Will fix error in Riddler event where player may end up
          with negative Skill Use points.

[END]
