[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.
        ===============================================================

v1.5a - * Feb. 08, 2003 - April 30, 2003 Beta testing work period.
        * Summary of version changes:
          -- Skill Use Points handling in v1.5 had a bug where someone
          with 0 use points who got the Riddler's penalty would end up
          with below zero stats.  Fixed in Feb. 08-13 testing period.
          -- Verified that when Riddler gave a reward in Skill Use
          points, it didn't raise the player beyond 100 use points.
          -- Added minor wording change to the Fish Bite and Crab Pinch
          River events.  I hope you find them funny sometimes.
          -- I came to conclusion that IGM often seems to give reward
          events more than penalty events.  So I adjusted the IGM to
          try to have penalty events occur a little more often.
          So Voice and Cave Monster happen a little less often, and
          Trip over Rock and Fall over Cliff will occur a little more
          often.
          -- When using Tunnel Search Menu, you may now exit the IGM
          by using Q for Quit, where it says "(R)un back to Town".
          -- Setup.exe: Installation now includes the IGM's version
          number with IGM name in the 3rdparty.dat installation entry.
          -- Setup.exe: Tweaked color code usage here and there, with
          goal of having screens easier to read.
          -- Fixed flaw in IGM's Num_Bounds range-checking function,
          which had resulted in Cavern Women RHP script giving multiple
          kids to player, when they were entitled to only one kid.
          -- Some revisions made during IGM work period to the
          Cavern Women RHP script while working on Num_Bounds issue.
          -- RHP Scripts: The IGM will now allow the script events
          to increment player's Kids amount beyond 15, up to the
          LORD maximum of 32,000.  The IGM itself though still has
          a 15-kid maximum adoption limit.
          -- View Stats screen now shows you what your Weapon Number
          and Armour Number are, on same lines as their Names.

          -- Identified glitch in Skeleton code that resulted in
          player getting "a strange looking" inserted into the
          field for Player's Armour Name -- and for Weapon Name.
          -- IGM Exit: Added "Special Cavern Horse Event" and "Special
          Cavern Fairy Event" lines to screens showing Horse/Fairy
          interaction with player.

          -- IGM was not accounting for other LORD IGMs which used
          numbers above LORD's 1-15 range for Armour Number and
          Weapon Number. Resolved by adding new weapon names for
          #16-#20 weapons.  Gryphon's Claw, Gandalf's Staff,
          Diamond Axe, Titanium Spear, and Dragon Fire Sword.
          -- New Armour names used for Armour Numbers #16-#20 are:
          Hercules' Coat, Turgon's Cloak, Dragon Scale Armour,
          Adamantium Armour, and Mystic Ruby Armour.

          -- Skeleton Weapon Exchange: Revised amount of Strength
          points awarded to go between 1 and 2100 points.  Example:
            Exchange of Death Sword (#15) for Excalibar gives player
          1,100 strength points now.
          -- Skeleton Armour Exchange: Revised amount of Defense
          Points awarded to go between 1 and 1,600 points. Example:
            Exchange of Golden Armour (#14) for Zeus's Armour
          grants player gives you 645 defense points now.
          -- New values for Equipment items #16-#20 are based
          upon slightly higher values than those which are used
          in Pawn Shop IGM's 2003 version.

          -- 05/15/03: Decided to give Levels 1-4 players a small break.
          When they encounter the Baby Red Dragon, they won't lose
          strength.  But everyone over Level 4 will continue to do so.
          But with it capped to 60 points, at those levels, the loss should
          not be that notice-able.

          -- 05/23/03:  Tweaking of reward/penalty limitations;  added
          new option for obtaining healing, if needed, at the River.
          * Fall over Cliff: Player Strength loss limited to 50 points.
          * Vampire Bats: Player Strength reward limited to 25 points.
          * River (Drink): New option has the river water drink heal
            your injuries.  If no injury, then nothing special happens.
          * Cave Monster: Player Defense reward limited to 20 points.
          * Cave Monster - Baby Red Dragon event:
            Levels 1-4. Player is given reprieve from actually losing
            Strength.  Listed loss will not exceed 30 AS points.
            Levels 5-8. Actual Strength loss now limited to 40 points.
            Levels 9-12: Actual Strength loss is limited to 50 points.
            For all levels, listed Strength loss will not exceed 50 pts.
          * River2 - Shiny Object: Player who skips reaching for object,
            gets second line of dialogue.
          * IGM exit: Added one new line of dialogue.

         -- 05/25/03: Tweaking of River, River2 processes.
         * River: Interspersed chance of getting River Healing in
           amongst encounters with near drowning, fish bite injury,
           and crab pinch injury. User has an overall 13% chance
           of being healed when they drink from river.
         * River2: When one finds gems, it ranges from 2 to 5,
           and identifies them as Emeralds, Rubies, Sapphires,
           or Diamonds.
         * Waterfall RHP Script v1.12. Experience gain event
           slightly revised. Gain percentage dropped to 12%.
           The 16% value was considered too rewarding.

June 04: * Final beta compile prepared for BBS testers.
         * Revised Stats Screen's handling of Armour Number and
           Weapon number, when they are 1 digit long versus
           being two digits long.

June 14: * Minor editing done of Watrfall.rhp.
         * minor editing of Bats2.rhp.
         * Two new riddles added for Troll event.
           Both are about characters in superhero comic books.
         * Changed to version 1.5b Beta for work on Config
           file.  Lordcave.cfg now lists the IGM Directory Path
           on Line #7.
         * Setup program's Configuration Menu and Extra
           Configuration Menu - layout revisions made/tested.

         * Added Line #8 to LordCave.cfg: Kids/Visit adoption limit.
         * Configuration, Extra Configuration, other screens
           tweaked again for color code usage, alignment of data.

June 16: * Minor editing of RHP Scripts: Watrfall, Canyon, Dmine.
           Tweaking of color code usage for better visibility.

June 17: * Completed testing of KILLSAVE Code;  Configuration
           file access changes;  and usage of Kids/Visit adoption limit.
         * Reduced allowed range for per/visit adoption to 1-4.
         * Changed IGM's adoption allowed limit from 15 to 16.

June 18: * Updated RHP Language Code.  Recompiled IGM with current
           LordCodeScan procedure material.

June 29: * Changed to v1.5c beta.  3 new Riddler questions added,
           based on Roland, King Arthur, and Superman trivia.
         * Worked on some color coding to give IGM a better look
           in keeping with an underground cavern setting.

Nov. 07, 2003: Released LORD Cavern v1.6 for public usage.
         * IGM automatically updates its IGM config file if an
           invalid Kids per Day adoption value is detected.

         * Will release current updates of Caverhp1.zip and
           Caverhp2.zip soon, probably on Nov. 08, 2003.
================================================================

                              Version 1.7 Notes:
                              ------------------
June 09, 2004: * Resumed work on IGM.
         * As of June 2004, the IGM now uses LCSETUP.EXE as
           its Setup program, and it stores the RHP configuration
           data in the LC-EXTRA.CFG data file.

June 26: * Updated IGM's player database format to use 14 new
         database variables.  IGM reconfigured to track changes
         made by internal IGM events to LordName, Visits, Max
         HitPoints;  Strength, Defense, and Charm points;
         Gems, Lays, Forest Fights, Adoptions, Experience, Gold,
         Skill Use Points, and FairyRescue.

July 14, 2004 update notes:
         * The Gateway v1.2, L.O.R.D. Cavern v1.6, The Forest Outhouse
           v2.20, and RHP Toolkit v1.3 programs were officially placed
           into distribution on Nov. 09, 2003.
         * The Outlands Tavern v1.5 was officially released on
           Jan. 01, 2004.  A minor bug-fix release, v1.5b, was
           officially released on Jan. 05, 2004.

         * Current beta development cycle for LORD Cavern was
           started on June 09, 2004.  Current beta cycle for
           Outlands Tavern was started on June 20, 2004. And
           the current beta cycle for RHPTest/LordType was
           started on June 17, 2004.
         * The Gateway and Forest Outhouse igms are NOT in
           development at this time, but will be sometime in
           either late July or early August 2004.

Nov. 16: * Revised wording in IGM's Lordcave.ans file to include
           "Maintained by Donald Tidmore" line.

Nov. 18: * HitPoints injury amount doubled for Crab Pinch event.
         * Charm points loss amount is now level based for the
           Fish Bite event.

Dec. 02: * Revised IGM to create 3rdparty.dat and lognow.txt files
           if necessary during IGM operation whenever either file
           does not exist.  Files are created using the standard
           content that LORD uses in them.  LCSetup.exe will also
           create brand new files if they are missing when it is
           installing or un-installing the IGM.
           =================================================

Jan. 18, 2005: LORD Cavern now automatically checks *ALL* of
           the player's LORD stats at IGM entry for negative
           values, and fixes all of them to nominal amounts
           such as 1 or Zero.

Jan. 21: * Added IGM Usage Reports disk file to the IGM. The IGM
           automatically creates/updates CAVE-USE.TXT file during
           the IGM exit process.  LCSETUP has new menu option for
           creating/updating the file, and then it displays its
           content on-screen automatically.

         * IGM configured to update player database variables
           when they are updated by an RHP script command.

Jan. 22: * Diamond Necklace event's reward is now level-based,
           using a maximum of 24 Charm points for rewards.

Feb. 07: * Added support for LCSETUP REPORT command for quick
           access to IGM Usage Reports, then immediate exit
           from LCSetup.exe program.

Feb. 17: * The IGM now uses a dedicated file for capturing
           data on RunTime Errors, named LC-ERROR.LOG.  The file
           will be created/updated in the IGM's directory instead
           of in LORD's directory where it used to use LORD's
           ERROR.LOG file.

Feb. 26: * Adoptions/Day limit changed from 4 to 5.

Feb. 27: * Added On-screen Usage Reports screens, which are only
           shown to the Sysop User's LORD character.

March 09: * Max Exp. Points reward limits changed for Riddler event
            to 25,000 points.  Max reward for Troll event changed
            to 35,000 exp. points.  Max reward for Lost Orphan event
            remains 45,000 points.  Max reward for Lost Warrior event
            is now 55,000 exp. points.
          * Added healing for injured players when they drink from
            the river, and get the "you feel regenerated" event.
          * Added small 20 defense points gift if player gets new
            armour from Skeleton and they already have that armour.
          * Added small 25 Strength points gift if player gets new
            weapon from Skeleton and they already have that weapon.

          * Added two new questions, for total of 18, to Riddler event.
            First new question is about a phrase used in the card duels
            between Yu-Gi-Oh and various opponents.  Second new question
            is about name of Inuyasha's teen-age girl-friend.

March 10: * Added two new questions, for total of 18, to Troll event.
            First question is about Roy Rogers' horse. Second question
            is about John Wayne's nickname.

          * Charm points reward for respecting skeleton's grave is now
            using maximum limit of 20 points.

          * During IGM exit, if player has over 32,000 Kids, and the IGM
            runs the "Kill Kids" sub-event, the player will lose 20 kids,
            which is the maximum # of children anyone can lose in the IGM.

            Exception: When the IGM encounters a player whose LORD Kids
            stat exceeds 32,000, it automatically resets them down to
            32,000.  Amount of kids player loses in that event is not
            reported on-screen by the IGM.  Same thing applies to all other
            over-range LORD numeric stats that the IGM has to adjust in
            order to conform to Seth Robinson's request years ago that ALL
            IGM authors honor the range limits he established for LORD's stats.

June 09, 2005: * The L.O.R.D. Cavern v1.7 officially released
            via Castle Camelot web-page postings on June 10th.

June 11:  * Discovered that the on-screen Usage Reports display
            was configured incorrectly to only show 3 records
            per screen.  Fixed glitch so that 15 player records
            are displayed per screen.
         
          * Castle Camelot web-pages updated June 10-11 for
            official release of The Gateway v1.3, The Forest
            Outhouse v2.50, The L.O.R.D. Cavern v1.7, The Outlands
            Tavern v1.6, and RHP Toolkit v1.4.

          * Work on all four igms, RHPTEST.EXE and LORDTYPE.EXE
            was finished on Saturday morning, June 11th.

          * Did final notes in LC-NOTES.TXT, LORDCAVE.TXT, and
            LC-WHATS.TXT documentation files.

          * All 4 IGMs and RHP Toolkit posted to Camelot LordNews
            FDN for official release on Saturday night, sometime
            after 6 pm Central time.

          * IGMs and RHP Toolkit distributed to Castle Camelot,
            NightFall Games, Fidotel, BBS Archives servers, and
            posted on Lloyd Hannesson's Tech'N S/w web-site.
          ======================================================

Dec. 03, 2007: * Created Player Database Editor (LC2EDIT.EXE)
            utility for use with LORD Cavern v1.7.   Testing
            done of program, and it was released to beta testers.
            -- Uses the v1.7 IGM's player database structure,
            and its LORDCAVE.DAT player database file.

          * Will work on brand new beta of LORDCAVE.EXE and
            LCSETUP.EXE at a later date.  Preliminary code
            rewrites are already in process, done at various
            times over the 2007 year.

Dec. 28: * Officially released LC2Edit v1.00 Player Database
           Editor utility for use ONLY with LORD Cavern v1.7.

         * Resumed development of LORD Cavern IGM.  Worked on
           update of LORDCAVE.EXE v1.71 Beta which is using
           new player database format and new config file
           format.  ** Is NOT released for usage by ANYONE yet.

Dec. 31: * Began development of LC2EDIT.EXE v1.02 Beta
           using new player database file CAVEPLAY.DAT,
           and a new player database format.

         * Began work on v1.71 Beta of LCSETUP.EXE and
           of v1.71 Beta of LORDCAVE.EXE LORD Cavern executable
           program files.  Both are rewritten to use new
           data file structures.
==============================================================

2008 Program Info:
------------------
Apr. 24: * Added Dec. 31 entries. Changed LC2EDIT to v1.04 Beta.
           - Finished debugging/testing of LC2EDIT.EXE.

Updated info added 07/04/2008:
------------------------------
Config File structure: IGM has used a CAVERN2.DAT file since I
     began work on LORD Cavern on Dec. 28th, 2007.

Player Database File structure:  The IGM is using an CAVEPLAY.DAT
     file since Dec. 29, 2007 along with a brand new layout.

     Usage of a Player Database Backup file (CAVEBACK.DAT) was
     implemented on Dec. 30th, 2007.

     Brand new IGM Entry sequence code and IGM Exit sequence
     code were implemented in December 2007, and those new
     processes have all been thoroughly tested.

     The IGM's CAVE-USE.TXT Usage Reports file was completely
     redesigned in late December 2007.

     Fixed IGM so that it will safely exit back to LORD if it
     is unable to find LORD's PLAYER.DAT file while it is doing
     its IGM Entry sequence.

     Dennis Collins and I have gotten the RHP Library unit mostly
     fully debugged, so it is executing RHP Scripts without too
     many glitches currently.  There are still a few left such
     as that the scripts are able to set Skill Use Points or
     Skill Points stats to negative values - which is a No-No!

     The LORD game *WILL* crash if it encounters negative values
     in any of its numeric stats.

     LORD Cavern is being tested by me using a Synchronet
     BBS setup designed for me by Jason Hud, and testing is
     done using the Mtelnet telnet client from Ozone BBS.

Jan. 28, 2009: Fixed IGM so that players may adopt up to 125
     Kids per Day.  The IGM had been written so that it never
     allowed Adoptions if the player had over 15 kids already.

     IGM is in inactive/slow development as I wait for Dennis
     Collins to finish his BBS testing of the igm.  It is worked
     on periodically to remove possible bugs/gremlins, and to
     fully test all events that can occur during igm usage.

Revised on:   March 06, 2010 at 07:00 pm.

