HeroQuest Version Changes Log

2.08H
11-2008
-enlarged file selector window, as to allow longer quest names to be displayed.
8-2008
-debug and cheat keys remapped to shift+[number key], and functions adjusted.
-some linux-related adjusments to the source, as posted by Jesse
3-2008
-added two new objects: small tree + chest with gold.
-added a setting that allows one to override the default next chapter. (level warp) 
2-2008
-added some new game-scripts: object+floor modifiers and a chapter select. 
-added a function to run-demo that makes the AI-heroes look for treasures, sometimes.
-added two buttons to the editor screen: quest properties and map filters.
-added a decorative image to the armory screen.
-added the map zoom function (the previous zoom function was absolete eversince fblend was used) 
 use the + and - key, the mouse at the screen edges and shift+arrow keys.
-re-enabled repeatable look-walk scripts, although it can cause an infinite loop when used wrongly. 
-fixed: a small unnecessary map-draw whilst using the editor.
-fixed: a crash that occurs when loading a questfile with illegal bitmap references.
12-2007
-fixed quest not showing in the editor when loaded using the program's command-line.
-recolored blood animations, made them appear when hurt by traps. 
9-2007
-changed appearance of main menu
-added animations system
5-2007..6-2007
-buttons of the main game and editor HUD have been overhauled.
-version of the program now displayed on the hud
-fixed: magical succesful attack did not always generate the proper sound
-finetuned and expanded the generate content function to make for a more interesting dungeon. 
-improved the generate content function,
 paths to another room can no longer be blocked by furniture.
-game speed settings now adjustable through config file.
-added more key shortcuts, added buttons to demo mode.
-improved the movement of computer controlled heroes in demo mode,
 in relation to just invisible enemies.
-improved the mouse driven movement of player characters slightly,
 in relation to just invisible enemies.
-fixed: unnecessary mouse flicker, pathfinding calculation speed and some more.
-fixed: small shadow drawing glitch

2.08G (3-2007)
-added six new sounds to the game. partially integrated them.
-added a more flexible targetting system for mouse and keyboard.
-added white walk dice graphics and a dice roll sound.
-added run-demo to the main menu, demonstrating the game with computer controlled characters.
 controls are: P=Pause, N=Next map, ESC/Enter/Space=Exit.
-added spell menu (press S in the wizards turn, spells themselves not functional yet).

2.08F (1-2007) 
-updated the manual
-fblend fading now optional by config file variable.
-dungeon now adjustable by config file variables.
-adjusted dungeons to often contain a hidden room, with appropriate content.
-fixed: copy-pasting of flipped objects, which malfunctioned only in this F release.
-rewrote the dungeon generating code (except content), because the jbdungeon library
 caused memory overwrites, and it seemed not practical to bugfix that library.
 currently msvc reports no memory leakes at all.
 dungeons now have a more minimal amount of doors, making them harder to navigate, etc.
-fixed: inconsistent targeting behaviour whilst using hatch/teleports. 
-Tried to increase stability after taskswitching and using close button procedures, 
 with marginal success, since most of it is general allegro behaviour.
-zoom button in the game now reads "help" and shows the help/manual window when clicked.
-fixed: symptoms of memory overwrites in two procedures that generate filenames.
-fixed: symptoms of memory overwrites in procedure that handles the wrapping of briefingtext.
-fixed: when placing prefab costum (entry 0) in editor, placement was not checked properly.
-fixed: hero name editing in briefing screen looked garbled since allegro 4.2.0.
-copies of the quests text-box messages are now also displayed in the console.
-all internal map access has now been redirected through a procedure with error-checking.
-editor now uses the same drawing system as the game, including the fading effects. 
-a new 'itoa' procedure now locally included.
-fixed: allied character trying to attack a not yet visible monster.
-all file I/O is now using allegro routines. 
-changes in syntax for proper compiling under dev-c++ for windows.
-split up and cleaned up the source.
-added a single fblend fade routine as a local library.
-removed dependency on fblend, math, string and fstream libraries. 
(10-2006)
-fixed desk with spell prefab, it could be used to heal unlimited times,
 also adjusted its appearance in the dungeon.
-fixed the script of prefab "stairs up", it is now an endpoint objective by default. 
(9-2006)
-added three scripts on modifying character attributes (take, set, set to default).
-editor: object properties dialog now shows the picture number for each item. 
-the prefab desk/alchemists bench is now scripted by default.
-fixed lockup when look/walk scripts are set as repeatable, they are now always unrepeatable.
(7-2006)
-fixed rock trap showing the switch instead of rocks. (thanks to peter and nic)
-undead with 1 or more mind points can now be killed with magic (thanks to jack)
 enemies with 0 mind points from the start behave as if they have 1. 

2.08E (4-2006)
-added a notice about changing a heroes name.
-compiled the game for allegro v4.20. had to fix three issues:
   adding extra scare-mouse to _textprintf_aa.
   shrinking the dialog boxes by 1 pixel in height and in width.
   updated some centered text procedures for the dialogs. 
   added proper background color handling for the text procedure.
-the game now allows ogres to be used as wandering monsters
-the game now has an option to use a group of max 3 wandering monsters per attack.
-added mouse wheel button/3rd mouse button function in editor: cycle edit tool.
-updated hatch/teleport behaviour to release targetting mode.
-updated the object placer for the magic dungeon to work with the altered prefab file.
-Editor: F3 is now the shortcut key to the quest properties dialog.
-fixed: game looking garbled after not finding the next chapter of a quest.
-fixed: the number of chapters possibly being set to zero.
-fixed: memory overflow due to a typing error (thanks to karri)
-updated hquest.htm. added a section on multiple chaptered campaigns
(3-2006)
Added the four ogre characters: warrior, champion, chieftain and lord.
(12-2005)
-improved the "add doors" script, added a "remove doors" script. 
-the numeric keypad arrows can be used for hero movement.
(9-2005)
-fixed a possible crash when exitting the options dialog.
-fixed and improved teleport behaviour.
-added a "show object scrips" filter to the editor.
(8-2005)
-fixed bug when loading savegames related to multi part quests.

2.08D (7-2005)
-added boundary check procedure, used in developermode.
-greyscale export now uses an individial series name for each pcx file. 
-fixed sound when killing an undead enemy using magic. (need to fix experience too?).
-fixed issue when deselecting characters in the briefing screen.

2.08C (3-2005)
-added additional tile graphics: lava, lava small, water small.
-teleports/hatches no longer remove your action that turn.
-improved: wandering monster placement, hero placement after rock trap.
-updated quests: tutorial and original level 1.
-magic dungeon: fewer enemies, more merchants, and possibly allies.
-magic dungeon: fade in/out between levels.
-magic dungeon: difficulty of wandering monsters increases with levels.
-fixed: ambient sounds not stopping properly
-fixed: treasure crates explosion trap not doing damage.
-fixed: stairs not drawn properly in magic dungeon.
-fixed: magic dungeon remembers furniture placement more reliable.
-fixed: error in editor script list.
-fixed: briefing screen activating heroes by error.
-fixed: minor issue of crate shadows overlapping the walls.

2.08B (2-2005, thanks to Peter Karsten for noticing some bugs)       
-allied characters now have functional behaviour. they attack enemies 
 if not possible they team up with a hero. 
-added: more control on trap attack types: defendable, 50/100% hit chance, magical.
 old spear traps now absolete but do still function properly: 
 scriptvar 7,0,0,0,0,17 must be 7,0,0,1,1,17
-added skull runes instead of dice when the damage is not dice dependant.
-added "strip keys after each chapter" option.
-briefing and armory windows can no longer overlap eachother.
-updated some of the included quests. 
-fixed: display of experience marks was disabled by error.
-fixed: when trying to load a non-existing savegame, current game would end.
-fixed: some glitches when loading a savedgame.
-fixed: pit trap message not displayed.
-fixed: reveal+door xy script did not always draw the new door properly.

2.08A (released 2-2005, new engine, animation code not updated, editor also still old engine)       
-briefing screen: added shop notice and remembers hero selection after shopping.
-added scrollbar in console to view a set amount of previous messages.
-added wait for key/mouseclick after quest victory/defeat.
-added coins sound when buying items in armory.
-locations of statistics and console windows are now remembered. 
-improved scripts/traps behaviour, especially rock traps.
before 2005:
-Implemented new cyclic game engine, with optional fps/cps counter.
-more reliable scripting-trigger system, objects now gain an internal "triggered" tag,
 scripts now run properly when triggered by another script etc. 
-small improvements on the character statistics window.
-Improved GUI text output, added shortcut key underline.
-added fade-in and fade-out effects.
-active character now has a glowing border around him.
-greyscale export now working in 16bpp videomode,
 improved greyscale color appearance when using grayscale export.
-game now runs reliable when certain floor and object pictures are unavailable in the datafiles,
 showing pink question marked pictures instead.
-teleport to other teleport hatches is now as random as it should be.
-"Move before and after action" option now off by default.
-added dat.exe file tool with description.
-added three new icons for traps.
-split up hquest.dat to multiple datafiles to support user modding, put in data folder.
-when using "open door" it does not trigger already opened doors now.
-game now plays a sound when a heroes turn is over.
-fixed: small error at "give x amount y" script, thanks to john for noticing.
-fixed: an unnecessary delay in drawwholemap procedure, 
-fixed: distorted gui/interface colors in 16bpp videomode.
-fixed: heroes not actually dieing from arrow traps.
-fixed: windows qst file registration now works properly in windows XP.
(and)
-cleaned up source extensively.
-improved textprintf_aa, it can no longer write beyond the width of the bitmap.
-"firstrun" variable in hquest.cfg changed in "runcount".
-image flip variable can now only be 0 or 1, when w=20 & h=20 it is taken as a character.
-use a global var for current characters x and y position, * cancelled.
-added procedure adding a prefab to the game by name, returning the entry number.
-added procedure givin a random free square next to xy.
-new game description and screenshots on website and allegro.cc.
-improved some scripts and the magic dungeon level change.
-gargoyle changed to chaos side in quests and prefab files, * cancelled!
-quest series identifier should now based on filename instead, except on savegames,
 this now works correctly.

2.07F (released 8-2004, thanks to chris for noticing the above three bugs)
-fixed: keys are now removed from heroes after completing a quest chapter. 
-fixed: game won, reveal xy/all script made you lose instead. 
-fixed: doors near a door that is being opened were sometimes erased in error. 
-fixed: default switch object did not animate and had no sound.
-fixed: when keyboard controlling some dialog sliders gave faulty screendraws.
-fixed: after opening a qst file directly in explorer the path to hquest.htm was confused.
-fixed: after saving a running game and exitting the mainmenu background was not redrawn.
-fixed: walk scripts are now actually repeatable, look scripts should not repeat themselves.
-fixed: when you played a new made valid quest it sometimes prompted: not enough heroes.
-fixed: look and walk scripts now trigger earlier (directly after each move).
-fixed: editor did not change tool when sampling anything with a similar reference number.
-fixed: max pic 2 selection set to 55 instead of 70.
-fixed: text no longer too wide for the dialog background.
-added some shortcut keys to the editor
-added new quest objective: kill separate monster races. 
-water, cupboard and altar objects do not get darkened when next to a wall. (if set to -255)
-cleaned up the source code slightly (procedure namings).
-adjusted the dungeon to have slightly less treasures, especially in later levels.
-added a script to reveal a room at point x/y and add open doors there, for a monster ambush.
-updated Dennis Vervoorns classic quests. received some nice user quests.
-updated the escape quest and village resque, added a tutorial quest
-added a topic about scripting and about options in the manual, fixed some errors.
-rearranged this version document.
-several quest chapters can now reside in a quests\subdirectory with the chapters name.
-enemy swapping is now turned off in default configuration.
-game now writes a date/time stamp to quest files when saving.
-misc. small improvements.

2.07E (released 3-2004)
-fixed: some stairways were accidentally scripted as armory/shops instead of retreatpoints.
-fixed: a bug when a hero was the last object added with the editor.
-fixed: you are now able cancel targetting by clicking away without having to move.
-fixed: some map filters that unintentionally resetted the header/briefing data.
-editor: fixed a bug where "the frozen" enemies did not appear at proper side in properties screen.
-changed and fixed red mousequare floor drawing in the editor: now writes directly to the screen.
-move heroes before and after action is now optional.
-interchanging/swapping locations of same species of monsters is now implemented.
-renamed pgup/pgdn buttons to prev/next.
-some (graphical) improvements on the manual.
-better support for the use of walk dice: console output and inclusion of walk powerups.
-manual revised by Jey.
-re-arranged the options screen.
-added an option to set all default enemies to 1 life point. realtime. (thanks Nic) 
-refined the monster swapping to leave out experienced (>=50) enemies.
-tried adding some realtime graying out of unused rooms in editor, cancelled for Framerate issues.
-added ROUGH versions of all original quests, thanks to jey for quests 6-11.

2.07D (released 1-2004)
-rewrote the option to change the graphical interface colors from within hquest.cfg.
-some small changes in the manual.

2.07C (released 11-2003, thanks to Steve Northamer, for helping out on registering the qst files).
-the game can now run properly from any starting folder.
-the game accepts quest filename parameter input, just drag and drop a questfile on the exe. 
-fixed minor cosmetic issue; it drew two blue keys instead of one.
-in followup quests veteran heroes are now properly selected on the briefing screen.
-added a 'first run" variable to avoid showing that editor-info dialog more than once.
-at first run .qst and .q01..q20 files are registered to the heroquest program, including a document icon.

2.07B (released 9-2003 thanks to Steve Northamer, for pointing out issues that required attention)
-fixed two small errors in the manual.
-fixed text and dialogsize mixup in Armory and Alchemist's Shop.
-adjusted the default amount of heroes for each quest.
-fixed console overdraw issues when using up to about 20 dice.
-fixed possible error at display of quest-title in briefing dialog.

2.07 (released 9-2003)
-editor: clipboard functions while text editing available through popup menu.
-editor: improved popupmenu behaviour.
-editor: added object highlighting when selected.
-editor: added browsing between 2 door directions by rightclicking.
-editor: fixed stat values not showing up.
-editor: fixed the allowance of putting objects partly of the map.
-editor: finally found and fixed the object-order-distortion at saving.
-when autoselecting a surrounding target enemies get priority over statics. 
-user interface windows now drop a little shadow on the background.
-all string-copy functions now use bounds-checking and unicode format.
-scripts: teleport hatches will search for a random destination hatch (when x and y set to 0).
-scripts: "reveal map" now ignores unused rooms.
-scripts: reorganized, rewritten, some disabled (with the # prefix).
-scripts: added arrow trap 50% chance of hitting.
-simple equipment shops are available at the briefing: the armory, the alchemist's shop.
-heroes keep inventory items next quest-chapter when set to 2.
-implemented 1.invisible roomnotes that are triggered when visible, ! prefix makes a messagebox.
-implemented 2.invisible traps that are triggered when walked on by a hero (monster?).
-implemented 1.the dungeon generator filter, also an outdoors variant.
-implemented 2.a content generator with variable skill level!.
-implemented 3.magic quest/dungeon mode, based on the generator filters.
-added 'open all chests' objective.
-added chapter/chapters prefix in briefing.
-rewritten briefing proc again, rewards now work.
-updated the documentation.
-misc. small improvements.

2.06C
-editor: fixed object statistics not being shown.
-editor: implemented a rightclick popup menu with "copy, cut, delete, properties"
-editor: object properties dialog implemented!
-editor: added map-filter "quest properties".
-editor: added map-filter "show coordinates".
-improved drawing procedures for some dialog elements, more pixel accurate etc.
-monsters/heroes gain bronze, silver and gold markings for experience.
-improved the looks of the hall of fame.
-implemented windows clipboard access when editing text, for cut,copy,paste: ctrl+x,+c,+v.
-implemented renaming of heroes in briefing screen.
-misc. small improvements.

2.06B 
-editor: fixed some wrong sounds.
-editor: the object eraser works with squares now.
-editor: filter greyscale export: writes a greyscale image of the current map, for printing etc.
-editor: fixed objects not flipping when supposed to.
-fixed a bug allowing objects to target/move to a distant tile.
-fixed monsters not jumping over monsters from different races.
-fixed bug allowing hero's to jump over a locked door.
-fixed menu-backgrounds being zoomed in after use of zoom in game. 
-fixed bug when a large object could not be used when clicked on any part of it.
-fixed a possible crash when taskswitching when using windowed heroquest. 
-fixed quest unable to restart when loaded from a savegame.
-fixed 'J' Character looking like an 'l'.
-fixed hero's still active after being killed by a trap bomb. 
-fixed random walk amount generation, the max is now 12 instead of 10.
-improved procedure for handling filenames to load and save.
-improved monster walking, they try walking to a target even if it is blocked by an object.
-improved dialog button/checkbox drawing when using keyboard.
-improved quest file format 102 implemented, added some file verifying. 
 old format 101 is absolete
-improved ingame textfile-reader to support some basic html. 
-improved multicolor textdrawing, again. using only 1 font file.
-Hall of Fame implemented: Hero names, Experience, Kills, Last Quest, Gold, checksum protection etc.
-multiple quest chapters now use surviving "veteran" heroes from the previous quest. 
-heroes can retreat to safety using the stairway tile. 
-object statistics window now shows decrease and increase if walk,off,def,life,mind.
-heroes gain 10 experience for opening doors, 20 for finishing a quest.
-misc. small improvements.

2.06 bugadd release?
-setup source for debugging. replaced memmove with strncpy. 
 fixed a nasty memory overwrite-bug when reading quests.
-updated allegro library to v403 release 3, included optimized dll file.
-fixed mouse pointer visibility when task switching.
-walk derived from two dice now has proper chance per number.
-alt+F4 or Windows close button now exit properly.
-CPU, OS and RAM detection at startup.
-added windowed/full and interface-color options in cfg file.
-improved drawing and erasing of dialogs.
-developer-mode now gives info like pathfinding matrix 
-improved procedure for handling mouse coordinates and clicks.
-improved procedure for drawing squares of tiles in the editor.
-fix locked doors not being colored brown when unlocked with "open".
-misc. small improvements.
new features:
-added backgrounds to mainmenu
-basic support for multiple quest chapters *.qst *.q01 *.q02., restarts quest when player loses. 
-debriefing text and statistics. (merged the two seperate (de)briefing procedures)
-improved procedure for pathfinding/moving: 
 players and AI monsters will go for the optimal path using all opportunities to pass fellows!
 you can only walk onto the nearest invisible tiles now.

2.05 (released 1-2003)
-game now redraws screen properly when alt-tabbing/task-switching.
-shows some system info at startup. 
-program icon now better integrated, graphical adjustments to icon. 
-now using config file, automatically changes color depth if needed, sound is optional.
-briefing text in same dialog as hero-setup, using smart text wrapping. 
-hero statistics show up when using hero-setup in briefing dialog.
-prepared English briefing texts for original MB/GW quests.
-heros gain a certain amount of experience from wounding enemies.
-you can now only load *.qst files, unless in editor/developer mode.
-fixed a bug when using "enemy white shield mode", fixed a bug when using "open" button. 
-fixed drawing squares in editor when zoomed.
-misc. small improvements.

2.04 bugfix release: 
-some objects messed up after deletion of some other objects in the editor. 
-objects that can only be used once are disabled after use. 

2.03 (released 1-2003)
-better drawing procedures for floors and entities and their shading. 
-added editor functions including 2 filters.
-smarter occupy functions for entites larger then one cell.
-added frozen horror enemies, barrel, debris, ice tiles, explosion, and more.
-many monster and furniture graphic adjustments. 
-quest files: graphic entries rearranged. cloning is absolete, occupy entries are absolete. 
-expanded hero/monster pictures are now interpolated, no more pixelated portraits.
-added new loadquest, and a savequest function. new quest format -> old quests are incompatible.
-added savegame and loadgame option (other then savequest and loadquest).
-bugfixes, improvements (code layout, kvar 22, window drag, under construction messages etc.)
-object side definitions: 1 human, 2 enemy, 3 ally, 4 furniture.
-new dice function, including dice graphics in the console.
-new program icon.
-updated allegro library to v403b1: notice: WinXP crashfix, sample volume/pan fix
 and the dll is now 3 times as large (600k)?
-added "-16" and "-24" parameter option to use alternate graphicmodes instead of 32-bit.
 (note: this is removed in version 2.05)
-adjusted the visibility function to be more realistic and consequent.
-redefined the object sides: 1=hero,2=human,3=greenskin,4=undead,5=chaos,6=frozen,10=furniture.
-added buttons for main functions and a heroquest logo.
-updated the documentation slightly.
-full featured option window with new gui elements. other gui improvements.
-most options are now functional (except two).
-random bonusses in crates and barrels based on the treasure cards, inc wandering monders...

2.02 
-update contains a better menu layout, an unfinished preview of the editor, 
 draggable console and info window. 

2.01 
-update contains some updated sounds and a better internal font system. 

2.00 (8-2002?)
-most pascal dos code rewritten in c++, the game is playable, but that is about all.  

TO DO 
-stability: TEST THIS NOW
 some mysterious crash if loadprefab is done before making ambience-sample pointers
 on one pc I encountered taskswitching crashes when playing a game (not editing) even without sound. winxp
 on some rare occasions the game keeps locking at fullscreen startup, but runs fine windowed?
-fix exotic situation when hero dies after jumping rock trap and triggering another trap. 
-work on the pit trap, it is currently very simplified.
-improve script textbox output to allow for more text.
-import heroes from savegames?
-add an easy help button/screen concerning object scripting 
-when opening a quest from parameter input ask: play or edit or cancel.
-dungeon skill... make monsters have more life points or make hero upgrade prices rise 
 sequentually
-when a quest is victorious just add a continue button, the game goes on
-control-tips at first use of game?
-enable moving gold or items between heroes?
-rock falling sound.
-trap searching using an 'action': temporarely red-lighten secret doors trap locations, scripted furniture in sight
-if at any moment obj[1..4].life||.mind<=0 : restore hero as replacement and skip-unfinished.
-when using more than 1 hero:
 objectives can be completed by one, but others may not have, or can die -> how to decide mission succes or fail or not
-alert boxes only appear when mouse is released, make a custom replacement without that nag and with some spacing?
-make the cursor sword shine red at certain points
-fix zoom by using temp buffer
-show object side in editor/game
20-03-2007:
-script: unlock doors? or use add door?
-enemy variations: pass through heroes or objects or walls? or prefer certain targets, or act afraid
-furniture: lava/water with broken tile edges. pit, fauntain, nballista, tree trunk, dead orc, corpse, campfire
            plant, small cupboard
-animations: expl, smoke/dust, red death, red active, red info/selected, mapscroll, cast spell bad, cast spell good
-option: reveal map walls at start of quest.
-random assignment of spell sets (containg 3 spells) at start: character property: spell set slots: 1..4
-search for traps+doors. disables spear traps automatically. highlights hidden doors
-which hero starts at the beginning, or at the beginning of a turn?
-magic always on a line of sight basis? YES
-option: enemies block sight?  seems easy
-spellcast is actually "special action triggered" as it is used for traps, diagonal attack, char info etc.
 like: request info for keyboard [key_I] target all visible 
 like: action; give money to other character
 quite some possibilities...
-a real inventory and character setup, somewhat like diablo, will be quite some work..
 though this soemwhat required for good use of the classic armory, potions, special item cards, money exchange etc.
 it will need a new class definition: "item". with all kinds of modifiers and demands/dependencies. 

gameexit proposal: 0=running 1=victoryrunning 2=victoryexit 3=defeatexit 4=userexit
when victoryrunning but heroes die?

TODO redraw faded map when taskswitching
TODO fix missing console output since last release
TODO editor: shortcut key for show scripts or coordinates

objects go from 0 to 255 
prefabs go from 1 to 255, entry 0 is reserved for custom object for copy-paste in editor
apply a diff patch: patch -i hq.patch --binary


XTRA IDEAS
-a little intro movie and/or sketches of the characters
-make Sir Ragnar an allied object type walk towards (2) the nearest hero (1) or rather any retreat object when close enough.
 (then make a quest objective "allie retreat")
-change board graphics to basic opengl-3D, scrollable, zoomable. board stays flat, walls should rise from
 it like in grand theft auto 1 / dragonite. same effect to make objects float a little? 
 also support for bigger maps, with scrolling.
-special items: diagonal attack, shop price cuts 20%, keen eye, toolset, magical defence item. spells..
-undead enemies should only engage heroes when in field of view (and in range), they have a poor mind. 
-make the random treasures behave more like a limited supply of cards. 
-optionally allow the user to pick which hero moves first inside each turn sequence 

------------------------------------------------------------------------------------------------------
developer reference - quest file format reference

QST102                                                                      // signature/version
|
series    original                                                          // .qst, .q01, .q02         
quest     The Trial          
author    GW/Gerwin 7-03 
chapter   1,12                                                              // chapter, total chapters in series
map w,h   26,19                                                             // map width and height in tiles, for future use
hero's    1,0,0,0                                                           // enable hero by default, internally used for hero status
qstdata   1,12,0,0,0,0                                                      // objective, wand. monster, reward per hero, per group, random seed?, wand monster amount
savdata   brief,active,action,walk,[res],[res]                              
briefing  empty briefing
defeat    empty defeat
victory   empty victory 
|
| 1
name      Barbarian                                                         // 16 characters
property  side, experience, kills, ID                                       //  4 numbers
attribute walk0, walk1, off0, off1, def0, def1, life0, life1, mind0, mind1  // 10 numbers 
inventory gold, keyr, keyb....[res]                                         // 10 numbers
picture   number, offset-x, offset-y, flip, shade, gamma                    //  6 numbers
scriptvar script, repeatable, picnr2, var1, var2, sound                     //  6 numbers
scripttxt !The Barbarian is dead...                                         // 80 characters
scripttxt And so are you..                                                  // 80 characters
(add a ! character before first/both scripttext to make it appear in a messagebox )

------------------------------------------------------------------------------------------------------

hero status system:
active:        qst.hero[c]=1  |  objmap[x][y]=c  |  obj[1..4].life||.mind>0  // like visible and playable
skip-retreat:  qst.hero[c]=0  |  objmap[x][y]=0  |  obj[1..4].life||.mind>0  // like unselected, retreat to stairway
skip-succes:   qst.hero[c]=2  |  objmap[x][y]=0  |  obj[1..4].life||.mind>0  // like found the exit 

------------------------------------------------------------------------------------------------------

Object sides key:
Hero        1
Allied      2 (not functional yet)
Greenskin   3
Undead      4
Chaos       5
The Frozen  6
Static      10
Look script 11
Walk script 12

  