I have set October 1 as my final deadline where I will no longer do any more revisions to Realms of Quest V, and with just a few hours before the end of this day, I am keeping that self-imposed promise. Now, that doesn't mean that this is definitive--if someone were to show me a reproducible bug, then I would certainly try to fix it and then provide a new update. But from here on out, I consider the game to be fully completed and "feature locked". But I feel now that I am about 95% satisfied with the game as it is--far more than when I looked at my game about a month after it was published in physical form back in August of 2019. Certainly there is some text I could improve or some oddly placed pixels that could be taken out, but at some point, one has to let go of such a massive project. Sometimes "good enough" just simply has to be good enough. In the 3+ years that it took me to complete the game, I learned a lot about the discipline it takes to work every day on a long term goal or project. I am using this skill to dedicate about an hour every day to learn new technical skills to advance my career in the technology sector. Right now, I am on a track to becoming a certified AWS Devops Engineer.
If you have purchased the game and would like to receive this update, PM me with your email address after which I will ask for a receipt for proof of purchase and then I'll send it to you.
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Revision 1.50 changes:
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-Fixed a color display bug in land/city/dungeon modules when cancelling a spell
-Selecting Give, Pay & Join in city conversation will flash the text area to provide a tactile response
-Selecting Bye during a city conversation will pause longer at the 'Farewell' message
-The Tablet is now multicolored for the Search command
-There are now 2 digital versions of the manual: Medieval font with original cover and Arial font with alternate cover
-The sailing ship icon now has animation
-Fixed bug with level draining
-Fixed bug with raise dead/resurrection where players with 0 maximum HP (permanently dead) were being revived with 0 hit points
-Corrected the Vigilant Armor so that it becomes Chain Mail+4 instead of Plate Mail+5 when it is destroyed (because this is a Priest item)
-Fixed bug so that when an ally is autokilled, its symbol is no longer displayed
-Fixed bug with Use Item->Gate Spell where the spell effect graphics became garbled afterwards
-Fixed display issues with resting at the Inn
-Reduced flicker when traveling over dangerous land or dungeon tiles
-Reduced flicker when printing numbers on the screen
-Fixed bug with greeting monsters
-Added Disk Labels graphic file to the digital download
-Changed the back cover to include a large, full screen graphic portrait image
-Fixed bug where "Use Item" would sometimes not ask the player if they wanted to use an item from their Personal items or Inventory
-Fixed display bug after using an item that had the Dimension Door power
-The screen will flash briefly when a traveling spell's effect has run out
-You can now see the direction that you're moving when you're inside the dungeons
Revision 1.40 changes:
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-The cursor color for 'Select Player' is now white, making it more visible.
-You can no longer cancel buff, clone, cure or heal spells for single player (this avoids the wasting of spell units by accident).
-You can use the exit keys from the History or Settings menu to return to the main menu.
-You can no longer remove allies (this was an almost never-used option)
-"Save & Return" has replaced "Return to Main" in the settings menu.
-Graphics display data is no longer corrupted when viewing a player who wields a missile weapon
-Fixed bug for "Use Item" where selecting an empty item to inspect caused the menu to change
-You can now use items directly from the inventory in non-combat mode (this reduces the need for having to equip them first, especially in the case of single-use items)
-You can now swap a player's equipment directly from the party inventory (this reduces switching between various menu contexts)
-Queen Alania is wearing fuller armor on the cover of the manual (this doesn't change what has been published in physical form, this is just my personal preference.)
-Added the "What We Are Fighting For" section on page 35 (replaces the full page image that used to be there)
-Added "Notes On The Revised Edition" on page 51 that explains why I still continue to work on this project, long after it was published in physical form.
Revision 1.30 changes:
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-New items: Aspergillum, Balthazar Ring, Blade Of Titus, Phase Armor, Shield Of Grace, Spirit Shield and Vigilant Armor were added
-Improved the presentation of the Items and Monster listings in Appendixes B & C of the manual
-Revised Armor Class values for Tiamat and Bahamut.
-Revised and corrected the XP values (LEV) for the more powerful monsters.
-Fixed a major bug (that was introduced in version 1.20) with the inventory that was causing the game to crash
Revision 1.20 changes:
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-Added images to death slideshow sequence
-Added 2 images for the "Dark Times" sequence
-Added digitized map to "Castle Rivaria" sequence
-Added additional images to "Civil War" sequence
-Made the in-game Search Tablet chart easier to read (to match what appears on page 34 of the manual)
-Changed "Acknowledgements" to "About This Game" to show a slideshow sequence about the features. Acknowledgements are listed at the end of the sequence.
-The Allies menu allows you to view information about your companions directly from here
-You can choose to view "alignment-sex-race-class" with runes symbols or 2-letter abbreviations
-The number keys can be used to switch the player that you are currently looking at with the View command.
-View Pic allows you to select additional player portraits to view when you are under this command
-Exit keys can be used to go from "menu mode" to "movement mode"
-A "Join" symbol appears next to the player when they have an ally.
-The number of files that are loaded when the game boots have been reduced
Revision 1.10 changes:
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-Lady Carmilla Bane's portion of the tablet is now located in the centre. This makes more sense from an aesthetic perspective.
-The village leaders now give you tangible clues on how to succeed in the game (instead of them saying "We saw orcs marauding in Samunda!" which is random and meaningless, they will say something quite useful like "Protection from Evil will raise the armor of your entire party during battle!")
-3 magic spells have been modified (for the sake of game balance)
-There were minor spelling and grammatical errors that needed to be corrected.
-Several graphical slideshow sequences have been added to the "History And Lore" section of the main menu. <- I found that I had a lot of free space across 4 disks after I implemented compression, so I decided to make use of it.
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