4 Aug 96: Released open beta test of version 2.0 10 Aug 96: Rewrote the overview map handler to redraw the map on the first click of the map where the mouse is at that time. Eliminated the ability to drag the red map box around the overview. This was causing problems with losing the mouse and not stamping down if the mouse was in the title bar area. Fixed a bug where the hex marker was being drawn over the lower buttons if you did anything with the force pools. Fixed a problem with the replay, where sometimes the screen wasn't being cleared of non-combatants. This happened if the last unit in the combat list ended the movement in a forcepool. Fixed a fatal bug if the replay was terminated when a unit was in motion. The unit bob was not being removed properly. 11 Aug 96: Corrected a problem with the introduction, where the palette was not reinitialized to allow the user to see an alert if a loading error occurred, such as not being able to find the iff.library. [This one's for you, Todd! ;) ] 13 Aug 96: Bryan Weitzel reported a bug with the encryption code, where the return was unreadable. Discovered a couple of problems with the way it was encoding having to do with endo of line sequences. The function was reading more numbers from the tearoff pad than it was supposed to each line, causing the encode and decode to get out of step. Also found and hopefully stomped an intermittant bug where sometimes an encrypted comment would mask another comment right after it if you got the code wrong. 17 Aug 96: Noticed a dismaying regularity to the random number generator. The patterns that were coming up were anything but random. Appaerently the compiler's random number generator leaves something to be desired. I fiddled with it a bit, and finally came up with an acceptable solution by making pseudo-random calls to the same random number table used in the encryption algorithm. This generated a much better semblance of randomness, since even though the calls to the random table have a pattern, the table itself doesn't, and there are enough numbers there to prevent a recognizable pattern from forming. 15 Feb 97: Fixed a bug where the replay was being hung up in a savedgame sent to me. Strange things seemed to be happening with that replay that I was neither able to duplicate nor understand, but I found why it was hanging and put in a trap for that. Also worked on new ways of opening the screen to try to fix the AGA mode promotion problem. 16 Feb 97: Completed a new feature that allows players to encode files for internet transfer and read back the same files without having to use an outside encoding program like UUencode. See the amiga guide docs for more information. 4 May 97: Changed the way I open the screen to copy the workbench and change only the attributes I need to change. This is an attempt to fix the AGA mode-promotion problem. Fixed a bug wherein the save function always encoded the file for the internet. Fixed a bug in the file naming system that prevented from loading modules from other than the default directory. 11 May 97 Fixed a bug with the menus where the reset playback routine was sometimes called after another menu routine was executed. 12 May 97 fixed bugs in the file requesters where they wouldn't recognize a path name where the file was located in a root drive. 13 May 97 Put screen opening code back the way it was because my AGA beta tester said the clonescreen was worse than the old way. Changed the dripen calls so that the ASL requesters aren't screwed up with openscreentags (duh). 7 June 97 Fixed a reported bug with the way I was opening the screen. I apparently was not looking at the screen mode ID correctly to determine if I needed to promote the screen to high res laced.