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Major changes since v0.05:
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- Monsters added:
Mummy, Mummyguard, Royal mummy, Screamer, Ancient Screamer (enemys)
Lightningguard (friend, as long as you don't start annoying him)
- Almost all original dm spells added:
All potions, Fireball, Lightningbolt, Poisoncloud, poisonbolt, open door (don't work yet), weaken nonmaterial.
- Runeboard added, it is possible to reach it outside the inventory by holding down the right mousebutton.
- The map in the upper right corner has been more detailed.
- Daroou added.
- Have given the champions a more personal look.
Daroou has gotten some fur, Iaido some scars and tatos, Gando some more wrinkels.
- All champions now move around as a party, so no freemoving Gando anymore.
- It is now posible to switch which champion you want in front.
- The inventory has been expanded so that it is now posible to see stats/skills/hunger etc.
- The champions can now fight monsters, and with this I have added experience so that they can level up.
- Alot of new items have been inserted.
- A beta version options menu has also been inserted for those how would like to cheat.
- I have added the posibility for those who are interested to switch beetween the hidden render target textures, displaying the scenes normals, lights, colors, shadows, depthbuffer etc.
This was mostly for me when debuging the game, but I didn't remove it because I thought someone would like to be interested in seeing how deferred rendering works. And also, if they see something wrong with lights or simular this is a great tool to check out where the problem really is.
- Lights comming from torches etc. doesn't "shake" the ground anymore.
- A collision problem have been solved, and with this some squares doesn't go black when viewing them from certain angels.
- The grass have been upgraded to a more realistic grass.
- Some items are small and hard to see in the dark, therefore I have added some flasing lights from them now and then.
- Doors have now been given hp and can also smashed in a easier way than before.
- Some more dungeon mechanics have been added.
- It is now posible to fall thru a floorpit and come down from a roofpit and then take damage (you can thank me later

- A totaly new level has been added to the game.
- The leveleditor have gotten some more visual aid, but can still be somewhat hard to understand in the beginning.
- A new improved setup program does also come with this beta. Instead of having only some specific resolutions the program searches for what resoulotion your graphiccard can handle (as it should be).
VSync are a option avalible to uncheck now (this havn't been tried yet because I need a laptop or something simular that doesn't like to high framerates).
- The items have got totally new homemade physics, I got tired of Tokamak because it didn't act the way I wanted it to. So now all the items falls, and gets thrown correctly. But maybe a bit more stiff.
I think this was the most of it... But there are still alot more minor stuff that have been fixed or added.
Known problems:
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- Pressing ALT+TAB in fullscreen will not work, the game will not reload in a correct maner after restoring it and a errormessage will accure.
- The fonts are still the same as the last version, I where going to change it but it is soooo boring

I have been getting some opinions about the fonts because they can be abit hard to read, and I agree with this. So it is still on my todolist.
- The monsters will stop moving if they are too far away from the party. This is because all the collisionchecking etc. that the monster does takes pretty much on the cpu. 100 monsters that the party can't see collisionchecks and messures distances to the walls around them, No thank you!
Some alternative for this will be inserted in the future.
Some things I would like some opions on:
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- The inventory, I don't know what to feel about the layout.. When playing with it for a while I get use to it, but I still don't know if I should make it more simple like in 2D or something.
- That brings me to the next question, should I make the runeboard in 2D also. I don't like mixing 2D and 3D.. The background the champions head are in are in 2D, and also the bar where it is posible to set champions in specific order. Should this be made in 3D?
- I would like some opinions on the mosters AI.. If they act too predictible, damages too hard, dies too easely, what you think about their sleeping/eating/playing modes etc.
- Potions! When I have been playing the game I have been forced to run away from the enemys when mixing and drinking potions, because I have to enter inventory to do this.
How do you feel about potion fighting, is it to complicated? I have saved a couple of inventory spaces on the left of the character that aren't in use yet. I was thinking about something in diablo style with pressing a keyboard button to drink the already made potions there, will this destroy the dm feeling?
I can say that as long as I don't have unlimited spaces and flasks to make potions in they will run out.. And it is more simple to create and drink potions in DM than in DMT. So maybe this advantage will balance it out.
- Spells, fireballs etc. I have a feeling that they are too weak, but I am not sure

- How demanding is the game on your computer? You can check the "show fps" button after pressing 'esc' in the game to get your framerate.
And please, be as hard and pedantic as posible towards me but still constructive when giving me your opinions, this will help me in the long run

Note:
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This dungeon are fully playable and there are almost nothing holding your party back from doing all the stuff you originaly could do in DM.
It is also a bit hard, the last hoard of undead monsters will need some training and technic to defeat. I got daroou to a hp near 200, and did almost defeat them but died, this took me about a hour.
You can not save your progress yet, therefore I have added a function that if you die, you will start over from the beginning of the level, but keeping all your experience and stats etc.
I wanted to make a hard dungeon because this really takes the monsters AI to the limit, and because this is the first beta with monsters in it, I think it is a good idea.
But ofcourse you can always cheat

And some screenshoots
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And for those of you who missed the new video
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http://dmtribute.webs.com/apps/videos/v ... mt-2-v0-06
You can download DMT 2 v0.06 here (29 mb):
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http://dmtribute.webs.com/dmt2.htm
Enjoy
