Version CrystalCastles_Ver1_1_for Unreal 1 - March 24, 2005: SECOND PUBLIC RELEASE. 

CURRENT CHANGES:

NOTE: First new Build for Unreal One in a couple of years. Mainly addressing some known bugs.

Fixed: Improved overall network support. (1)

Fixed: Stunned bots get 'lost'. (2a)

New: Gave bots a preference to use the Crystal Stunner with the Hope Gem is activated. (2b)

New: Gave bots a preference to retreat from an Activated Hope Gem and Stunner equipped enemy. (2c)

Fixed: Increased the bot intelligence. (2d)

New: Gave bots the option to change weapons when they stun someone. (2e)

New: Gave bots the option to switch to the Crystal Stunner when they activate the Hope Gem. (5b)

Fixed: Improved Teleport Bot Network Operation and intelligence. (6a)

New: Added some more FX to Teleport Bot. (6b)

Fixed: Improved Witch Broom Network Operation. (7a)

New: Allowed Witch Broom equipped player to autosave themselves on the CC-ElementalAir map if they fall off. (8d)

New: Added Titan/Queen/Warlord limitation code to Monster Spawner. (8a)

Fixed: Monster Projectile Adjustment code now operational. (8b)

Fixed: Crossgame compatibility provided for Monster Spawner code. (8c)

Fixed: Monsters getting lost in the deep in CC-ElementalAir maps. (8d)

New: Electricity Zone. (9a)

New: Electricity Damage. (10a)

Fixed: Water Breathing Potion Mesh/Textures created. (11a,b)

Fixed: Stun Controller tells enemy to switch to weapon other than stunner. (12a)

Fixed: Stun Controller now tells Enemy to set Enemy to None. Start them Roaming again. (12b)

Fixed: Made CC_StartMusic a variable. (15a)
  
Fixed: CCBonusFlag Display problem. (16a)

Fixed: A few more Accessed Nones corrected. (18a)

Fixed: Minimum players notice corrected. (22a)

Fixed: CC-BerthildasCastle now ready. (Map1)

Fixed: CC-DoomsDome now ready. (Map2)

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Version CrystalCastles_Ver1.0_for Unreal 1 - August 31, 2003 - INITIAL PUBLIC RELEASE

Inital Release. Future Changes will be based on feedback and bug reports. 

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SOME HISTORY:

BOZO starts working on Bugfix patch and some new development work on the Unreal One mod. Five new maps for a second mappack to be finished.

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UT2004 Phase 4 Release: No Honorable mention...but code is running pretty stable. Team generally disbands to pursue other projects.

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UT2004 Phase 3 Release: We get an Honorable mention!!

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Begin UT2003 conversion - Somewhere around September or so.

For UT2003 Wolf once again has developed the gamecode but this time did the menus also! 

New member joins - Shambler. His focus is hitting the HUD.

Pitbull starts his first map.

UnLeaded still looking to the future (good man!) and coming up with many good tweaks and gameplay changes that make the mod even better!

BOZO slogs through getting the Gems/Weapons/Items converted.

LethalMomma joins the team - testing is her forte.

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For those interested in the code development for CC - a quick overview.

We initially developed the game for Unreal 1. Thats right Unreal 1.

UnLeaded was the man with the plan!!

Wolf developed most of the original gamecode and some basic implementations of the weapons/items.

UnLeaded and Wolf got things operating - a very basic game is now available for your enjoyment.

BOZO joined the team. BOZO brought the weapons/gems/items/gamecode to a partially operational state. 

Meanwhile Wolf keeps updating the Base GameCode and does the first implementation of the MonsterSpawner.

UnLeaded provides some sounds and icons and some really basic code that works its way into the development cycle - Teleport Bot most noticible example.

Lots of design ideas bouncing around!

Pitbull joins and UnLeaded, Pitbull, and BOZO start mapping like mad!

Everything gets to a close to operational state! 

BOZO does the menus/autogem/autospawner code.

Lots of other miscellaneous stuff gets done.

The UT2003 contest gets announced.

Six maps ready for release, code finally gets stable. We decide to release version 1 to the public.

Lots of interest!!! Fun mod all around. We sure learned alot.