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apoplexy v2.7 released

Posted: August 21st, 2015, 10:43 am
by Norbert
I've just released version 2.7 of apoplexy.

The GNU/Linux version is available here.
The Windows version can be downloaded here.

Changes since the last version:
+ Now auto-enables all PoP1 resources, if necessary (and possible).
+ For PoP1, the "0"-"9" keys are now shortcuts for various tiles.
+ The "i" key now toggles tile information.
* Improved several of the PoP1 spike images.
* Cleaned up the code a bit (e.g. simplified PreLoadSet()).
* Less #define's are used for the calculation of tile offsets.
* Changed various iEditPoP if/else statements to switches.

Re: apoplexy v2.7 released

Posted: August 22nd, 2015, 10:17 pm
by salvadorc17
Working good so far, but im not sure if is a bug, when added a guard type in prince 2 caves, it always keep changing to skeleton...

Re: apoplexy v2.7 released

Posted: August 22nd, 2015, 10:32 pm
by Norbert
On the guards screen, if there is a red border around the L R checkboxes, then the level type doesn't support that particular guard type.
In the caverns, the game loads resources for the skeletons and the sword.