Lords of Cyberspace
-------------------

  Lords of Cyberspace is a Muinet Entertainment product
  Copyright (C) 1997 by Mark Peterson, All Rights Reserved.
  
  Muinet Entertainment BBS: 612-823-5151
  MajorNet: ML:ML@WG.DEV.MUI (sysop support forum)
  E-Mail  : kaemjp@sprynet.com (the author)

  Lords of Cyberspace is distributed by:

  Adept Communications
  Sales  : 800-294-3044
  Support: 502-584-1807
  Fax    : 502-584-3301
  BBS    : 502-584-4585
  Telnet : bbs.adept.net
  FTP    : ftp.adept.net

Release Notes
-------------

Version 2.12
 08/14 - fixed a problem with password docs
 08/26 - changed it so that Masons can wall-walk
 09/10 - added the ability to edit a player's gangrank to the player
         edit screen
 09/10 - changed it so that players with "SET RANK" permission can
         bring up the gang-rank edit screen, though they cannot
         make changes to the rank configurations. This so gang
         members who are permitted to set gang ranks can see how
         the gang ranks are configured
Version 2.11
 06/12 - changed the way files get created on disk
 06/14 - fixed a problem with e-mail
 06/20 - changed it so that a gang member must have "Change Access
         Code" permission in order to be able to change a gang's
         file server restrictions (i.e. set which cities their gang
         can access it's gang memory)
Version 2.10
 05/30 - fixed a problem with Vendor system memory
 05/30 - changed it so that cashiers will not purchase docs (only
         Fences will)
 05/30 - changed it so you cannot complete an erase document
         mission by bringing your own doc along and destroying
         it instead of a real doc in the target system
Version 2.09
 05/19 - fixed a problem with gangs getting messed up when a gang
         member is auto-deleted from the game
Version 2.08
 05/15 - fixed a problem with adding MU's
Version 2.07
 02/13 - removed the need for a secondary activation code to access
         the online net editor (yo, it's free now)
 02/13 - removed user-increment licensing. All LoC installations can
         now accommodate up to 32 users (at one LOW price, $199)
 02/13 - changed the way Valhalla gets laid out (less dense)
 02/13 - added some more permanant systems (thanks Gooseman)
 02/13 - fixed a problem with Addle
 02/13 - changed it so that you can use Trace to target remote players.
         I.E., if you run Trace in a player's Cyberdeck, you can then
         target them with offensive ICE (hydras, icebolts, firebolts,
         banshees, etc), regardless of where that player currently is
         in the Net.
 02/15 - released Worldgroup 3 versions (both DOS and NT/95) of LoC
Version 2.06
 01/16 - fixed a problem with vendors locking programs after you
         purchase them
 01/16 - changed it so you can read documents using the "docs" 
         commands (like DUH, Mark)
Version 2.05
 12/17 - fixed a problem with pruchasing phones
Version 2.04
 11/21 - fixed some memory tomfoolery in the code that sends out the
         e-mail notification to tournament winners
Version 2.03
 11/09 - fixed some program loading time problems
 11/09 - fixed some movement/phone problems
 11/12 - fixed a problem with systems that have had all their CPUs
         destroyed
 11/12 - fixed a problem with probing net hubs
 11/13 - added two new rogue Hydras; Dervish (strength 20) and Shreader
         (strength 25)
 11/13 - changed it so that rogue hydras will decide to attack a player
         if their strength is less than the player's rank (instead
         of less than 1/2 their rank)
 11/13 - fixed a problem with "? X"
 11/13 - cleaned up FBI-CIA
 11/13 - fixed a problem with jacking in from a street link and using
         a gang bank code
 11/14 - added an LD phone to Buenos Aires
Version 2.02
 11/08 - fixed a problem with Vendor systems
Version 2.01
 10/31 - fixed a problem with missions
Version 2.00
 10/26 - the Beta period for LoC is over. LoC appears to be quite
         stable and balanced. Also, it has been determined in
         play-testing that Valhalla (end-game) is beatable.
 10/26 - shorted up the "Shield nullifies so-and-so" messages so that
         they don't get truncated
 10/26 - changed it so you can't "see" a cloaked hydra/player when
         they move onto a gate/wall space
 10/26 - changed the tournament status screen to also display the
         bonus points awarded for beating end-game (EGAMSCOR)
Version 1.96
 10/19 - fixed a problem with probing Alien or Valhalla systems
 10/19 - fixed a GP problem (I think) in System_Move()
 10/19 - changed it so that your "Do you really want to attack" PVP
         flags are reset whenever you jack-in, rather than when you
         enter the game. So, if you change your mind (one way or the
         other) about attacking someone, all you have to do is jack-out
         and jack back in, rather than exit the game entirely.
 10/19 - added userid to the "who" display
 10/19 - changed Blob - the additional loading time from Blob is now
         equal to Blob's strength divided by 3 (instead of just the
         Blob's strength).
Version 1.95
 10/12 - fixed some problems with Hydra messages
 10/12 - fixed some error message display problems when selecting MUs
         and running Unlocker
 10/12 - fixed a display problem when stopping a program
Version 1.94
 10/12 - as an experiment, put back in the ability to move using the
         number pad (8=north, 2=south, 6=east, 4=west)
Version 1.93
 10/11 - added the ability to flag a city as "hidden". Basically it
         doesn't show up in the global network map if so flagged.
 10/11 - started work on some new permanant systems
 10/11 - changed it so that Devil, Fiend, Satan and Banshee can go
         through the gates of a non-home system if their strength
         is higher than the gate strength of the system they are in.
 10/11 - changed it so that you can't pawn your interface (didn't
         make much sense)
 10/11 - changed it so that you can pawn a backup chip that has
         files in it if you have no way to get the files out of
         it (i.e. you have no chip reader)
Version 1.92
 10/10 - changed it so that you can abbreviate the help topics, e.g.
         "? com" for "? commands". Also changed it so that you can just
         type the topic without the "?" to get the specified help.
         E.G. typing "version" at the main prompt is the same thing
         as typing "? version".
 10/10 - fixed some error message display problems with the editor
 10/09 - added some more permanant systems
 10/09 - changed it so that pressing [ENTER] at the main prompt performs
         a screen redraw
 10/08 - added new player preference option (#4) "automatically jack-in
         upon entering the game". If set to ON, you will automatically
         jack into Cyberspace whenever you enter the game. If you want
         to jack-in manually, set this option to OFF.

         Also added new level 4 CNF option AUTOJACK. This setting is the
         default state of a new player's option #4. I.E. if set to YES,
         new players will have option #4 turned ON by default. If set
         to NO, their option #4 will by default be set to OFF.
         AUTOJACK is by default set to "YES".
 10/07 - changed Vendors/Cashier:
         - Vendor systems will no longer drop out of the net if the
           Cashiers are unable to track an invading player
         - Vendor systems will no longer drop out of the net if there
           are no Cashiers running
         - Cashiers will no longer purchase programs that came from
           a vendor system. I.E. you cannot purchase/steal a program
           from a vendor system and later on sell it back to a vendor.
         - In order to prevent your accidentally trying to purchase
           a program that you cannot afford, Cashier will lock all
           programs in a Vendor system that cost more than you have
           in your bank account. So, if you don't want the Cashiers
           to attack you, leave the locked programs in a vendor system
           alone.
 10/07 - lowered the loading speed of blob from 30 to 5 seconds
 10/07 - changed it so that Fence does not automatically destroy all of
         your memory units. Instead, there is a 1 in 3 (hard-coded at
         present) chance that Fence will destroy a given memory unit.
 10/07 - fixed it so you can't score any points during pre/postgame
 10/07 - fixed it so you aren't charged for living expenses/internet
         during pregame/postgame
 10/07 - fixed a problem with Fence
 10/07 - fixed a problem with the Back command
Version 1.91
 10/01 - added to the Offline Services menu the ability to pawn some or
         all of your hardware. You are paid 1/2 what it originally cost.
 10/01 - fixed a problem with Fence
 10/01 - changed it so that you do not see the strength/value of locked
         programs
Version 1.90
 09/30 - decreased the odds of finding other players' bank/internet
         codes (via stolen docs)
 09/30 - lowered the loading time factor for strong programs
Version 1.89
 09/27 - added an end-game key "perm" system
 09/27 - cleaned up Vatican Mafia/Gift Shop
 09/27 - changed it so that if you use the "back" command while in your
         home city, you will move into your Cyberdeck
 09/27 - fixed it so that your personal gang bank balance is updated
         when you use offline services to transfer funds from/to
         your gang bank account
 09/27 - changed players' default health points from 20 to 30 (CNF
         option FULLHPTS)
 09/27 - added new level 4 CNF option EGAMSCOR. This is the number of
         points to award to a player for destroying the Divine
         Document (i.e. beating end-game). Default: 100000
         This seems to make sense for end-game tournaments. Otherwise
         you could have the situation where people who score a lot
         of points, but don't actually beat end-game, wind up being
         ranked higher than the player or players who actually do
         beat end-game.
 09/27 - changed it so Shield has a chance of losing 3 strength points
         if it is really badly beaten by an enemy program
 09/27 - fixed a problem with Fence
 09/27 - changed it so that your rez is always 100% while you're inside
         your Cyberdeck
Version 1.88
 09/25 - tweaked program strength/dist one last time
 09/25 - added a permanant system report generator. It creates a
         report detailing the makeup of all of the permanant
         systems in the game. This is mainly an aid for me to get
         the permanant systems cleaned up, but other gameops may
         find it useful as well. To generate a report, the command
         is "edit r". The report is written to MUICYBER.RPT
 09/26 - cleaned up some of the recently added permanant systems
Version 1.87
 09/22 - fixed problems with Armor/Shield/Static not working against
         Hydras
Version 1.86
 09/20 - increased the number of programs that systems will use 
         Knight/Addle to target
 09/20 - changed it so that Vendor systems will voluntarily drop out
         of the net if either all of their Cashiers are destroyed, or
         there is an intruder that they cannot attack (for whatever
         reason)
Version 1.85
 09/18 - tweaked program strength/distribution tables- decreased the odds
         of high strength ICE and increased the odds of high strength
         non-ICE
 09/18 - changed end-game to only require 3 keys instead of 4 (removed
         Redkey)
 09/18 - lowered the odds of being attacked by a rogue Hydra
 09/18 - changed it so that Lightning doesn't automatically reduce your
         wall/gate strengths to 1 (it does a random amount of damage to
         them instead)
 09/18 - fixed some problems with Criminal systems
 09/18 - changed it so that Valhalla systems regenerate after 30 minutes,
         rather than instantly (seemed pretty much impossible otherwise)         
Version 1.84
 09/17 - fixed problem with credit consumption
 09/17 - fixed some problems with Shield
Version 1.83
 09/13 - fixed a problem with cyberdecks not being able to run 
         Robocop, et al
 09/13 - removed the level 4 CNF option DEREZ2. Instead of using
         an arbitrary constant to determine how much Cloak/Muffler
         derezzes a player, the strength of the Cloak/Muffler itself
         will determine that. So, if a player fails their DEREZ1
         roll, the amount they derez will be a random number from
         1 to X, where X is the strength of the Cloak/Muffler.
         (If you don't like this feature, simply set DEREZ1 to
         some extremely high value).
 09/13 - fixed some gang data file problems
Version 1.82
 09/11 - fixed a problem with vendor systems
 09/11 - fixed a problem with transferring from a gang bank account
Version 1.81
 09/10 - added more permanant systems
 09/10 - fixed a problem with BBS gates
 09/10 - fixed a problem with private L/D phones
 09/10 - fixed it so that PVP restrictions (if any) are applied when
         using someone else's bank code to access a software vendor
 09/10 - fixed it so that PVP restrictions (if any) are applied when
         using someone else's internet code to made an L/D jump
 09/10 - fixed a problem with Fence
 09/10 - changed the main world-edit screen to show the current
         locations of Valhalla, Alien Nation and Cyberia
Version 1.80
 09/07 - changed it so players can purchase private L/D phonelinks for
         their Cyberdecks. The level 4 CNF option LDPCOST is the
         cost for purchasing an L/D link (Default: $1000). The level
         4 CNF option LDLCOST is the daily internet charge for having
         a private L/D link (default: $20)
         Like any other L/D link located inside of a system, there is 
         no internet charge when making a long-distance hop using a 
         private L/D link.
 09/07 - reworked the Criminal Mission system somewhat. Added a new
         criminal mission: retrieve a specific document and bring it to
         a Fence.
 09/07 - fixed a problem with permanant systems regenerating too often
 09/06 - removed the "Deflect" program - seemed kind of useless
 09/06 - changed the way the Shield program works. Shield now always causes
         an attacking program to stop. If Shield wins its roll against the
         attacking program, nothing further happens. If Shield fails it's
         roll against the attacker, it will lose 1 point off it's strength.
         If it BADLY fails it's roll against the attacker, it will lose 2
         points off it's strength. Once Shield's strength becomes 0 or less,
         it is destroyed.
 09/06 - changed it so that when you "bonk" into another player and you are
         running an offensive intrinsic, you are asked whether or not you
         really want to attack that player (just in case you ran into them
         by accident). Once you answer yes or no, you won't be asked the
         same question again about the same player until either you exit
         the game and return or that player exits the game and returns.
 09/06 - fixed a problem with stopping already stopped programs
 09/06 - put in some code to deal with the cowardly practice of dropping 
         carrier to get out of a dangerous situation. If you hang up 
         while idle (not jacked-in), you instantly sign off of LoC. If 
         you hang up while jacked-in, but in your cyberdeck, you instantly 
         sign off of LoC. If you hang up while jacked-in and NOT in your
         cyberdeck, your character stays jacked in (and subject to
         whatever is going on around you) until either your character
         (now on auto-pilot) manages to jack-out (according to the normal 
         jack-out limitations) or 30 seconds elapses (whichever comes 
         first). So basically, you gain no advantage nor are you penalized
         for hanging up.

         In the unlikely event that you drop carrier and manage to call
         back before your character jacks out and exits the game, you
         will basically be put back into the driver's seat as if nothing
         ever happened.
Version 1.79
 09/05 - changed the demo activation key (if your demo has expired,
         you can now re-demo it)
 09/05 - added tournaments - see "? tourney" for further info
 09/05 - changed Valhalla to be a little less densely populated with
         systems
 09/05 - fixed a problem with documentation display
 09/04 - added web servers, level 6 and level 7 systems to all of the
         cities
 09/03 - added more permanant systems
 09/02 - added new level 4 CNF option: TJACKS. This is the number of
         times a player can jack-in on any given day (if you want
         to limit playing time). Set it to 0 if you don't want to
         limit how many times players can jack-in. 
         Default: 0
 09/01 - changed it so that you can unset your deck's gate password if 
         you have a gate password and don't want one anymore
 09/01 - removed the store/retrieve backup options from the offline
         services menu. To move files from memory to backup chip, use
         the "memory" command. To erase/retrieve files from backup,
         use the "chips" command
 09/01 - changed Sentry and Guardian to also report the apperance of
         programs
 08/31 - changed it so that running into a program is not considered an
         attack unless you are running some kind of intrinsic offensive
         program (phaser, cobra, etc)
 08/31 - added new program: Camoflage. Causes a system to no longer be
         visible from the city view level. Radar will allow you see
         Camoflaged systems.
 08/31 - added new program: Patriot. Similar to Snout and Antivirus, it
         is designed to seek out and destroy Torpedo. Success is automatic.
 08/31 - changed it so your personal gang bank balance is updated when
         using your gang's bank code to buy and sell programs in a vendor
         system
 08/31 - changed it so Gang File Servers will automatically repair any
         breached walls and close any opened gates upon downloading a
         gang's files and returning to defensive mode (so you can't
         take advantage of your gang access by blowing a bunch of
         holes through the walls while you're inside and then just
         waltz back in after you leave)
 08/30 - added new program: NetSpeed. Using NetSpeed you can move up to
         10 spaces at once on the City/Frontier level of Cyberspace (it
         does not affect your movement while inside of a system or while
         making long-distance hops). See "? Netspeed" for further details.
         At present, NetSpeed can only be found in Criminal systems.
 08/30 - added to the perm system editor the ability to place an L/D
         link inside of a permanant system
 08/30 - changed some system crash durations
 08/30 - streamlined the way generic systems get initialized
 08/30 - added new system types: Level 6 and Level 7 (basically like
         Level 4 and Level 5, but harder)
 08/30 - added new system type: Web Server. Lots and lots of docs.
 08/28 - changed it so that Gatecrash has a chance (25%) of finding out
         a system's gate password (if any) and reporting it to you
 08/28 - changed Probe to also display the origin system/city of a
         program or player
 08/28 - changed it so that when Unlocker successfully unlocks a program,
         your memory display (if any) is updated on the fly to reflect 
         the change in lock status
 08/28 - added some additional non-ICE programs to Hub and Bank systems
 08/28 - changed it so that players can set a Gate Password for their
         Cyberdecks. So, you can allow people access to your deck without
         having to blow a hole in the wall or something. Use the "deck"
         command to display your Cyberdeck's current password, and the
         "design" command to change it.
 08/28 - changed it so Mole does not work against walls with a strength
         of 100 or higher (since it may at some point become necessary
         to create a system with impervious walls)
 08/28 - added "Cyberia" - an alien nation variant
 08/28 - changed it so that Fence and Cashier will always appear inside of
         their system (i.e. not outside the data walls)
 08/28 - changed the "docs" command to allow you to erase documents there
 08/28 - added a "clear all" option to the permanant system editor to
         allow you to clear out a system design and start from scratch
Version 1.78
 08/26 - added two level 4 CNF options for configuring the de-rez affects
         of Cloak and Muffler. DEREZ1 is the odds that a player will
         de-rez and DEREZ2 is the maximum amount they will de-rez if they
         fail their DEREZ1 roll. Once per second, a random number is
         generated from 1 to DEREZ1. If the player rolls a 1, they
         have de-rezzed. The amount they de-rez is random from 1 to
         DEREZ2.
         Defaults- DEREZ1: 25, DEREZ2: 20
Version 1.77
 08/25 - fixed a problem with Fence
 08/25 - fixed a problem with hand-to-hand combat
 08/25 - added some more permanant systems
 08/25 - fixed a problem with virus
Version 1.76
 08/22 - changed it so that when you are asked to pick a city, the
         global network map is displayed
 08/22 - fixed a problem with erasing programs
 08/22 - finished the scoring portion of gangs. Each day (during cleanup)
         the gang (or gangs) with the highest daily scores are rewarded 
         cash by the criminal "powers that be". The amount of cash 
         rewarded depends on the gang's scoring rank and the level 4 CNF 
         options GANG1BUX-GANG5BUX. 
         
         Defaults:
         GANG1BUX (1st place): $200
         GANG2BUX (2nd place): $100
         GANG3BUX (3rd place): $50
         GANG4BUX (4th place): $25
         GANG5BUX (5th place): $10

         The reward is multiplied by the number of members in the gang
         that scored gang points that day. So, if your gang had the most 
         gang points scored that day (1st place) and you had 5 members 
         in your gang who scored gang points, your gang bank account 
         would be credited $1000

         To cut down the number of gangs that receive rewards, just set
         the corresponding GANGxBUX option to 0. To disable it entirely,
         set them all to 0.
 08/22 - added gang mail system
 08/23 - added new program: Infiltrator. A particularly nasty form of 
         ICE, it will destroy one of the targetted player's programs 
         if successful
 08/23 - changed the formerly useless Hercules program to be a little 
         more useful. Instead of a program you would target at players 
         to destroy their Hydras, it is now a Knight-like program. It 
         can only be targetted against Hydras. It has a +3 strength 
         against Hydras, and if it successfully wins a combat against 
         one, it totally destroys it (as opposed to Knight, which 
         simply does damage to it's target up to it's strength).
 08/23 - changed the "where" command display to show a player's gang
         number (if any). To make room, removed the quasi-useful
         "command" column
Version 1.75
 08/20 - changed it so that you score some points for erasing programs
 08/20 - increased (very slightly) the odds of successfully improving a
         program
 08/20 - added gang point scoring
 08/21 - fixed a problem with closing down a gang
 08/21 - fixed a GP problem that occured while erasing files
 08/21 - fixed a problem with file servers
Version 1.74
 08/20 - lowered CPU speed for BBS, level 1 and level 2 systems
 08/20 - removed the 3 user license count in favor of a 4 user license
         count (same price)
 08/20 - changed the way system passwords work (dumping a password doc
         into a system will no longer force that to be the system's
         password)
Version 1.73
 08/16 - continued work on gangs
 08/16 - removed wall-walking ability from some of the less-dangerous
         programs
 08/16 - fixed a problem with Hydra radar
 08/16 - changed it so that Cloak and Muffler interfere with your
         Cyberspace signal, and consequently cause you to slowly
         derez. You will eventually drop out of Cyberspace if you
         leave cloak or muffler running indefinitely
 08/16 - fixed a display problem with the system editor
 08/16 - fixed a problem with the player editor
 08/16 - changed the strength for level 1 system programs
 08/19 - added some new permanant systems
 08/19 - finished the gang infrastructure. Feel free to set up a gang and
         test it out. Basically everything is finished except for the
         strategic aspects of gangs, which will be forthcoming
Version 1.72
 08/15 - changed program strength/distribution again
 08/15 - fixed it so PVP restrictions apply when attempting to erase/move
         from another player's memory
Version 1.71
 08/14 - fixed a problem with Hydra Radar
 08/14 - fixed a problem with document missions
 08/14 - added new level 4 CNF option SUIHOURS. This is the number of
         hours after creating a new character a player has to wait
         before they can suicide and start over. This is to prevent
         people from creating "kamikazee" characters that they have
         no intention of actually playing and simply use to make
         suicidal cyberspace runs in order to get stuff to give to
         other players. Default: 3 hours
 08/14 - tweaked program distribution
 08/14 - changed the formula to determine Bulldozer success to be the
         same as the other program-attack formulas
 08/14 - in order to alleviate a little bit of confusion, the terms
         "experience" and "level" have been universally changed to
         "score" and "rank" (respectively). Since the terms "experience"
         and "level" are common to a lot of other games, and have a certain
         amount of inherited meaning associated with them, the new terms 
         should help players better understand what exactly those two 
         factors mean and are used for in LoC. They simply represent,
         in numerical terms, how much you have accomplished in the game.
         Beyond that, they are not a reflection of how powerful you are
         or anything else along those lines.
Version 1.70
 08/09 - continued work on gangs
 08/09 - increased the strength of RoboCops
 08/09 - tweaked program strength/distribution again
 08/09 - changed Probe to tell you what program a CPU is running (if any)
 08/09 - fixed a problem tactical targetting
 08/12 - fixed it so you can't use someone else's bank code to pay
         for a street link if PVP restrictions apply
 08/12 - fixed a problem with bank/internet document identification
 08/12 - changed it so programs no longer receive a timer penalty for
         moving through walls
 08/12 - changed it so that a program's loading speed increases
         proportionally to it's strength
 08/12 - increased the CPU speed of generic systems by 50%
 08/13 - changed it so GAMEOP permission makes you basically impervious
         to all ICE attacks
Version 1.69
 08/07 - continued work on gangs
 08/07 - added a new ability keyed off of player experience level; how
         far you can jump when making an L/D jump is determined by
         your experience level. Levels 1-10 can jump up to a maximum of
         3 spaces. Levels 11-20 can jump up to four spaces, and levels
         21-30 can jump up to 5 spaces.
 08/07 - changed some program distributions
 08/07 - increased all salaries by $50 (mainly to give newbies more $)
 08/07 - changed it so that selling a fenced doc is logged to your bank
         audit trail
 08/07 - changed it so that you can elect to fence all of your docs 
         at once, instead of one at a time
 08/07 - changed it so that when you run into a program or player and
         have intrinsics (phaser, tentacle, etc) that are loading or 
         re-loading, you are told how many more seconds before they 
         will be active again
Version 1.68
 08/02 - continued work on gangs
 08/05 - fixed a problem with system buffers not clearing properly
 08/05 - changed the gameop portion of the CPU command to show some
         additional information about the requested system (name,
         location, etc) This is mainly to help me in debugging, but
         gameops may also find it helpful
 08/05 - reduced by one the number of CPUs that alien, cop and end-game
         systems get
 08/05 - changed it so that you can de-activate the automatic deletion
         of inactive players by setting the level 4 CNF option INACTDY
         to 0.
 08/05 - added new level 4 CNF option EXPFCTR. This factor determines
         the overall experience that players need to advance from one
         level to the next. The higher the value, the more experience
         required to reach level 29 and "win" the game. The previously
         hard-coded value was 100 (35200 experience to make level 29).
         The new default value is 200 (70300 experience to make level 29).
 08/05 - added new level 4 CNF option NAMECHNG. This factor dermines
         how often players can change their alias. Default: once every
         24 hours (since most tracking is done by alias, this will help
         the afflicted figure out who did what to whom and when)
 08/07 - fixed a problem with screen scrolling in C/S terminal mode
 08/07 - changed the default IBM character for vendor systems (for
         whatever reason, the old one was not displayable in C/S
         terminal mode)
 08/07 - changed it so that level 1 players will not have their
         access codes floating around in bank/hub systems
 08/07 - changed Barricade so that you can use it to disable an L/D
         phone link (running Barricade on top of the phone prevents
         people from using it)
 08/07 - tweaked program strength ranges again
 08/07 - changed the display when running a program to also show the
         program's strength
Version 1.67
 07/31 - continued work on gangs
 07/31 - fixed some problems with netcop HQ (the EYE)
 08/01 - fixed a problem with the main user file
 08/01 - changed some program distributions
Version 1.66
 07/25 - continued work on gangs
 07/25 - changed it so that gameops do not show up in the "top" display
 07/25 - changed roving Hydras back to being able to go through any
         gate (regardless of the gate strength).
 07/25 - removed an extraneous CR/LF from the asynch message display
 07/27 - changed it so that you can see the value/type of any
         document you find as long as it's not locked or packed
 07/30 - fixed a problem with crashing systems
 07/30 - fixed an end-game problem
Version 1.65
 07/22 - tweaked program distribution/strength again
 07/22 - opened up the online world editor
 07/23 - fixed a problem with Torpedo
 07/23 - fixed a problem with the Docs command
 07/23 - reworked some display code (less overheard, more speed?)
 07/23 - lowered the value of all programs and salaries
 07/23 - put in some code to attempt to suspend background processing
         when the system is running slow (so the enemy programs don't
         get in multiple moves while the users are "paused")
 07/24 - fixed an internet billing problem
 07/25 - changed Knight to do damage based on it's strength
 07/25 - changed Knight to award exp for damage done, rather than only
         for kills
Version 1.64 
 07/18 - continued work on gangs
 07/18 - fixed a problem with Mimic
 07/18 - changed Torpedo to award experience for destroying a memory unit
         with documents in it
 07/19 - increased the chances of finding high-strength programs in level
         4 and up systems
Version 1.63
 07/17 - added a debt ceiling to internet accounts, so someone who steals
         your internet code can't charge bazillions of dollars to your
         internet account. The debt ceiling is determined by the level
         4 CNF option NETDEBT. Default: $5000
 07/17 - changed it so that you don't get charged for attempting an L/D
         jump off the edge of cyberspace
 07/17 - changed the way players are repositioned when blown out of a
         crashed system 
Version 1.62
 07/12 - continued work on gangs
 07/12 - fixed a problem with the "alien system" icon 
 07/12 - put back in the "end game is at" audit trail message
 07/12 - fixed some problems with the Alien Nation
 07/12 - sped up the Lightning code
Version 1.61
 07/09 - started work on gangs
 07/11 - added more active system slots (hey, it's only memory)
 07/11 - added more cloaks, mufflers and anti-viruses to the system tables
 07/11 - fixed a lock-up problem
Version 1.60
 07/09 - changed it so that Virus can be used to complete a document
         destruction mission
 07/09 - put in code to attempt to restore screen size to normal upon
         exiting LoC
 07/09 - changed it so that Knights will automatically terminate if their
         target leaves the immediate area
 07/09 - changed it so you can examine a memory unit by running into it,
         even if frozen in place
 07/09 - changed the demo activation key, so you can re-demo the game if
         you like
 07/09 - removed the beep from the "welcome to vendor" message
 07/09 - changed it so you lose experience when you fail to improve a
         program
 07/09 - fixed a problem with the "do you mean..." display
Version 1.59
 07/08 - fixed another GP problem
Version 1.58
 07/08 - added support for 3 user license counts ($269)
 07/08 - fixed another GP problem
 07/08 - changed it so that you can abbreviate the "back" command to "b"
 07/08 - fixed a problem with your deck continuing to run after you exit
         the game
Version 1.57
 07/07 - fixed a problem with the "welcome to vendor" message
 07/07 - adjusted the distribution of RoboCop subroutines
 07/07 - fixed a problem with getting "so-and-so appears" messages from
         non-local players
 07/07 - fixed a problem with running a program when you have one of the 
         same program already running
Version 1.56
 07/06 - fixed a problem with probe
 07/06 - fixed a problem with running a program when you have more than
         one of the same program in memory
 07/06 - added criminal "missions". A fence will assign you to crash
         a system or destroy a document. If you succeed, you are rewarded 
         with cash and experience. See "? mission" for more details.
Version 1.55
 07/03 - changed command processing and erroneous command notifications
         to be a little more helpful
 07/04 - added "Alien Nation", an alien city that occasionally appears
         in Frontier. It is populated by a bunch of nasty systems.
 07/05 - changed it so that asynch messages generated outside of LoC
         (pages, etc) are no longer chopped off after 80 chars. If
         you don't want your scrolling-text area bombarded with
         all of that junk, use your busy option.
Version 1.54
 07/01 - added "who" command to list all users
 07/01 - reworked installation process
 07/01 - fixed a system display problem
 07/02 - put some helpful hints regarding ANSI and IBM characters in the
         general help document
 07/03 - fixed another GP problem
Version 1.53
 06/30 - fixed a problem with gates
 06/30 - fixed a GP problem
 06/30 - exported some more routines
Version 1.52
 06/30 - finished end-game (see the general help document for full
         details)
Version 1.51
 06/28 - continued work on end-game
 06/28 - fixed a problem with adding CPUs
Version 1.50
 06/27 - started work on end-game
 06/27 - changed the icon for vendor systems since at least one comm
         program (Smartcom) had problems with the old icon
 06/27 - fixed a problem with probe
 06/27 - lowered run-time for Fence and Cashier
 06/27 - fixed a problem with the "players on" display
Version 1.49
 06/27 - put a "players on" display in the status area
 06/27 - finished the FreeNet public forum portion of the mail command
 06/27 - put in some more code to speed up disk accessing
Version 1.48
 06/26 - fixed two GP problems. Hopefully there aren't any others
Version 1.47
 06/26 - more debug code
Version 1.46
 06/26 - exported some more routines to help track the GP problem
Version 1.45
 06/26 - finished the private e-mail portion of the "mail" command, still
         working on the FreeNet forum portion
 06/26 - fixed a problem with adding CPUs
Version 1.44
 06/26 - exported a bunch of functions to help track down some GPs
 06/25 - started work on the mail system
 06/25 - changed it so that crashing an L/D link causes your cyberspace
         signal to weaken and consequently de-rez you (random 1-10%)
 06/25 - changed the hardware menu
Version 1.43
 06/25 - fixed a problem with seekers not being able to enter a system
 06/25 - fixed some CPU problems causing GP's (I think)
 06/25 - cut down on the robocop "swarming" affect (just a little though)
 06/25 - added new program: Mimic
 06/25 - changed vendor systems to refuse entry to invisible (cloaked
         or muffled) players, and attack them if they become cloaked
         or muffled once inside.
 06/25 - fixed a problem with CPU crash timers not elapsing while
         a player is away from the game
 06/25 - fixed a problem with lightning causing memory to duplicate itself
 06/25 - fixed a problem with Hydra Tentacles
Version 1.42
 06/24 - changed it so that you can run Unlocker from the memory prompt
         (if you have one available)
 06/24 - changed deck design so that you can specify a cpu or memory unit
         to move by it's index # rather than it's coordinates
 06/24 - fixed a problem with the scrolling text area
 06/24 - fixed it so that systems cannot unzip and run a program if
         there isn't enough room for it (once unzipped)
 06/24 - added support for 16, 24, and 32 users (no idea what the 
         performance will be like yet)
 06/24 - changed it so that invisible users take the highest available
         port #
Version 1.41
 06/24 - fixed a problem with the tactical display
Version 1.40
 06/22 - changed it so that some docs and programs you find are not
         locked (about 1 out of 3)
 06/22 - fixed a notifcation problem when moving from one system to
         another
 06/22 - fixed a problem in seeker logic
 06/22 - fixed it so that you can't land on top of a program when moving
         into a system
 06/22 - changed it so that seekers can move from one system to an
         adjacent system while in pursuit of a player
Version 1.39
 06/22 - vendors have hired additional Cashiers to help cut down on 
         rampant shoplifting
 06/22 - rewrote some of the code to cut down on disk access
 06/22 - changed it so that when you run a program, you always run the
         copy with the highest strength
Version 1.38
 06/20 - added new level 4 CNF option XFERLEVL. This is the experience
         level at which a player can transfer money from their bank
         account to someone else's bank account (default: 3)
         If transferring using someone else's bank code, the other person
         must also be at least that level for the transfer to go through.
         Also, PVP checks are now in place for attempted transfers.
         If you cannot attack a person because of PVP restrictions, you
         also cannot transfer moneu using their bank code.
 06/20 - fixed a problem with enemy programs having 0 loading time
 06/19 - changed some of the "probe" display
 06/19 - changed rogue Hydras to move slower when seeking a target in
         another city
Version 1.37
 06/18 - reworked the way the scrolling region at the bottom of the
         screen works (internally)
 06/18 - changed roving hydras (yet again). Now they will only attack
         you if your level is more than twice their strength
 06/18 - changed it to display a message that value 0 programs cannot
         be improved (instead of simply destroying them)
 06/18 - changed it so that hydras can only walk through a foreign
         system gate if their strength is greater than the system's
         gate strength
Version 1.36
 06/18 - reworked some internal memory management
Version 1.35
 06/16 - decreased the odds of rogue hydras deciding to attack someone
 06/16 - changed it so an improved program's value increases by $10, and
         decreases by $10 when the attempt fails
 06/16 - fixed a problem with lock/unlock
 06/16 - fixed a problem with backing up into a system
 06/16 - changed it so you can't jack-out with the "back" command 
Version 1.34
 06/14 - Netcop HQ (The EYE) is now part of the net. Find it and crash it 
         and no more Robocops (not for a while, anyway)
 06/14 - fixed a problem with jacking into someone else's deck
 06/14 - changed it so that "X" does not jack you out (only the jack command
         will accomplish that)
 06/14 - changed probe so that you can probe things that you are not
         adjacent to (how far away you can probe depends on the strength
         of the probe)
 06/14 - users get a bell beep when they get a private message
 06/14 - Virus now awards experience for destroyed docs
Version 1.33
 06/12 - fixed a problem with unlocker
 06/12 - fixed a problem with the hydra configuation display 
 06/12 - fixed it so that a CPU crashed by Addle gets redisplayed as
         crashed after Addle stops
 06/12 - fixed it so that crashed systems disappear from the city display
 06/12 - removed the "globals" command, and enabled the use of global
         commands throughout LoC. If your screen gets messed up after
         using a global command, just use the "redraw" command to
         fix it.
Version 1.32
 06/09 - changed it so that if you try to go off the edge of Cyberspace (at
         the poles) you just get a Bonk! message instead of jumping to the
         bottom of city/frontier space (seems less confusing)
 06/09 - fixed a problem with changing bank and internet codes
 06/09 - fixed a problem with the doctor
 06/09 - changed it so that player data is written to disk when a player
         jacks out (so that their file record gets updated a little more
         often)
 06/09 - added a "help" command (does the same thing as "?")
 06/09 - changed the status display to also show the maximum number of
         net moves and LD jumps you can make
 06/09 - changed it so that only black ICE and hydras will pursue you 
         outside of a system (black ice programs are programs that do
         you body or brain damage)
 06/09 - removed server call from shutdown entry point 
 06/09 - provided names for the Rio, Buenos Aires and Dakar systems 
         (woo hoo! No more trips to the library!)
Version 1.31
 06/07 - fixed "access level conflicts"
Version 1.30
 06/06 - changed the way bulldozer rolls it's success chances
 06/06 - increased most of the hardware costs
 06/06 - change option #2 (busy flag) to also filter out global messages
         from outside of LoC
 06/06 - moved the invisible program debug stuff to the audit trail
 06/06 - removed the "copy" option from the memory menu (too confusing and
         only marginally useful)
 06/06 - provided names for the Moscow, Nairobi, Delhi and Panama systems
 06/06 - fixed a problem with the where display
Version 1.29
 06/06 - provided names for the Rome, Madrid and Stockholm systems
 06/06 - put in some new debug notification for the invisible program bug
Version 1.28
 06/05 - put in some new debug notification for the invisible program bug
 06/05 - fixed a problem where you could jack into someone else's deck
 06/05 - fixed it so you can't run two programs in the same space
Version 1.27
 06/04 - added some more de-bug notification code (post 'em to me when you
         run a program that doesn't appear)
 06/04 - finished "The Pyramid" Dataplex in Cairo
 06/04 - added separate activation code for the world editor
 06/04 - provided names for the Bogota, Cairo, BosWash and Beijing systems
Version 1.26
 06/04 - put in some code to help track down the "invisible" program bug
Version 1.25
 06/03 - put in some more code to speed things up
Version 1.24
 06/02 - fixed a problem with vendor system gates
Version 1.23 
 05/31 - fixed some system-to-system movement problems
 05/31 - changed it so that you can jack-out using the "X" command.
 05/31 - changed it so that you earn experience for crashing a system by 
         destroying all of it's CPUs. This means literally destroyed
         (by Torpedo), not simply crashed (by Crash).
 05/31 - some systems have specific passwords on their gates, which you can
         find in a doc inside of the system. Once you know the password,
         you can go in and out through the gates like you own the place.
Version 1.22
 05/31 - put in some more code to speed things up
 05/31 - changed the way CPUs are allocated to generic systems (overall,
         lowered the number of CPUs they get)
Version 1.21
 05/30 - added new level 4 CNF option: INACTDYS. This is the number of
         days of inactivity before a player is automatically deleted.
         Default: 90
 05/30 - added the inevitable "outlaw" system (optional). If enabled, you
         must declare yourself an outlaw before you can attack other
         players, and only outlaws can be attacked.
 05/30 - the previous two changes required re-setting the player database,
         sorry :( (last time, hopefully)
 05/30 - added new command: level. Tells you where you are and where you
         need to go as far as experience is concerned.
 05/30 - after watching umpteen zillion people typing "jackout" to get
         out of Cyberspace, I changed the "jackin" and "out" commands to
         a single command: "jack". If you're not jacked in, it jacks you
         in. If you are jacked in, it jacks you out.
Version 1.20
 05/30 - provided names for the Mexico City, Paris and Hong Kong systems
 05/30 - changed it so systems will not attempt to run non-configured
         Hydras.
 05/30 - finished the Microsoft Dataplex in Seattle, check it out... if you
         dare! :>
Version 1.19
 05/30 - fixed a problem with disappearing gates
Version 1.18
 05/29 - fixed a bug that would allow you to run more lockers/unlockers
         than you actually have
 05/29 - fixed it so you can't damage your own programs by running into them
 05/29 - fixed a problem with Hydras running Cobra
Version 1.17
 05/28 - changed it so that a system can run more than one of a given
         program
 05/28 - added some more permanant systems
Version 1.16
 05/27 - added PVP level limitation CNF option. Default setting: 5. Meaning
         you must be at least level 5 to initiate a PVP attack, and can
         only attack other players who are also level 5 or above. A PVP
         attack is either a direct attack on a player, an attack on their 
         programs, or an attack on their deck.
 05/27 - added new program: Torpedo. Destroys a CPU or memory unit.
 05/27 - added new program: Soldier. Similar to Guardian, it also does
         physical damage to players before knocking them out of the net.
Version 1.15
 05/27 - changed it so that roving Hydras and Robocops can go through locked
         gates
 05/27 - moved some more game settings into level 4 CNF
Version 1.14
 05/27 - added new program: Trace. You run Trace inside of another players
         deck to find out what city and system they are in.
 05/27 - changed the services display to show how much it will cost to
         heal all of your damage
 05/27 - changed it so that erasing something from a system's memory is
         considered a hostile action (system defenses are alerted)
 05/27 - changed it so that running a Virus is considered a hostile action
         (system defenses are alerted)
 05/27 - changed it so Virus cannot erase a program that's running
 05/27 - changed port #'s to start at 1 instead of 0
 05/27 - fixed it so Guardian will not attack it's owner
 05/26 - moved jackout failure odds/retry time into level 4 CNF
 05/26 - moved max health points into level 4 CNF
Version 1.13
 05/26 - moved doctor cost into level 4 CNF
 05/26 - moved daily internet cost into level 4 CNF
 05/26 - moved ld jump cost into level 4 CNF
 05/26 - put in some more speed-ups
 05/26 - removed the code that displays an active CPU in a different color,
         too much overhead for such a marginally useful feature
 05/26 - reworked wall/gate strengths for non-perm systems
Version 1.12
 05/24 - changed it so invisible users do not show up in the dayfile
 05/24 - added new program: Addle. Similar to Knight, it attacks other
         programs. Instead of destroying them, it stops them and crashes
         the CPU that was running the targetted program
Version 1.11
 05/24 - added new player option #3. When turned ON, you are no longer in
         auto-chat mode. I.E. anything that you type that is not a command
         will not be sent out as a global message to everyone else playing.
         To send messages to everyone, you must prefix the message with a
         "]", i.e. "]Hi everyone!"
 05/24 - provided names for the sydney and berlin systems 
 05/24 - moved newbie decks factors into level 4 CNF
 05/24 - moved hardware costs into level 4 CNF
 05/24 - moved airfare factors into level 4 CNF
 05/24 - moved rent factors into level 4 CNF
 05/24 - fixed a problem with regular ICE using Hydra subprograms
 05/24 - moved pay period (days) into level 4 CNF
 05/24 - added the repeat key (".") to level 4 CNF
 05/24 - added player levels to the "where" display
 05/24 - added global congratulatory message for when a player attains a new
         level
Version 1.10
 05/24 - changed the way Blob works. When attached to a system's CPU, all
         of the programs run by that system will run more slowly.
 05/24 - fixed a problem with Virus
 05/24 - removed the neccessity to have memory units connected directly to
         a CPU
Version 1.09
 05/23 - decreased the odds of having a knight get damaged by ICE
 05/25 - made some more changes to speed things up
Version 1.08
 05/22 - increased the probabability of finding knights, and other misc
         changes to the whole knight thing
Version 1.07 
 05/22 - changed it so BBS's carry a healthy supply of the free programs
         that new characters start out with (so even if you're broke and
         programless, you can get some newbie stuff to get going again)
 05/22 - changed it so that Knights attacking ICE can possibly suffer
         damage (-1 to strength) if they severely fail their attack roll.
         A strength one Knight so damaged will be destroyed.
 05/22 - provided names for the seattle, montreal, LA, and Frisco systems
Version 1.06
 05/22 - changed it so you can use the transfer command if you reach level
         3 on your first day
 05/22 - provided names for the mpls, denver and atlanta systems
Version 1.05
 05/21 - fixed the random ld-link apperance problem?
 05/21 - fixed a problem with Surge
 05/21 - fixed a problem that was causing the system to lock
Version 1.04
 05/20 - provided names for the london and honolulu systems
 05/20 - fixed a problem with unpacking a file in a full memory unit
 05/20 - fixed a problem with adding a new memory unit
 05/20 - fixed an display update problem when getting booted out of the net
 05/20 - put in some more code to speed things up
Version 1.03
 05/20 - rewrote some of the server code that sends program action messages
         (hopefully making it quicker)
 05/20 - removed the code to make enemy programs flash when they are
         after you (seemed extraneous)
 05/20 - removed movement by arrow key and replaced it with movement
         commands (north, south, east, west). This is an experimental
         attempt to speed up the game. If it doesn't make any difference,
         I'll put the arrow keyed movement back in.
Version 1.02
 05/19 - fixed a problem with L/D links spontaneously appearing in 
         cyberdecks
 05/19 - changed the "where" command so show "none" for city if a player
         is not jacked-in, or "none" for system if jacked-in, but not in
         a city
 05/19 - fixed it so you don't receive "so and so just appeared" messages
         when you're not jacked-in
Version 1.01
 05/18 - changed the "topten" command to just "top" (it lists the top 9,
         10 won't fit on the screen)
 05/18 - fixed a problem with system buffers not freeing themselves up
Version 1.00
 05/17 - finished the first draft of the general help document
 05/17 - Local (muinet) beta testing begins
Version 0.16                                                       
 05/17 - changed it so that players can only move 4 spaces per second
 05/17 - sorry boner, green bay bit the dust. According to my map, it's
         not south of L.A.
 05/17 - added "redraw" command for redisplaying your screen if it gets
         messed up for some reason
 05/17 - populated all of the cities with generic systems (will worry
         about giving them proper names later)
 05/17 - added the ability to transfer funds using a stolen bank code
Version 0.15
 05/17 - changed the loading time on tentacle to be longer than the time the 
         target gets frozen (so the target has a chance to escape before 
         getting tentacled again)
Version 0.14
 05/16 - changed wall-walking programs again. Not all programs can
         wall-walk (just the really deadly ones). And they can't walk
         through all walls (which ones they can walk through is randomly
         determined)
Version 0.13
 05/15 - fixed a problem with offline services display
 05/15 - started writing the general help document
 05/15 - changed it so that programs that have to move through a wall move 
         more slowly
Version 0.12
 05/13 - fixed it so your initial programs don't start out locked
Version 0.11
 05/13 - added the ability to steal internet and bank codes
 05/13 - changed it so that system docs and programs might start out locked
 05/13 - changed it so that unlocking a file in your own system takes 0
         seconds
 05/13 - added invisible user support
 05/13 - systems now use knight to defend against bulldozer, et al
Version 0.10
 05/13 - changed it so that non-hydra programs can walk through the walls
         of their own system
 05/13 - finished the permanant system editor
 05/13 - put in more stuff to speed up the game
Version 0.09
 05/10 - fixed a problem with editing cities
Version 0.08
 05/09 - still working on speeding up this beast
Version 0.07
 05/08 - put in some code to speed things up a bit
 05/08 - fixed a problem with designing decks
 05/08 - reworked experience tables (again)
 05/08 - fixed a problem with knights whose target vanishes
Version 0.06
 05/08 - changed the cpus command to show each program's strength
 05/08 - changed it so you do not get the random jackout failure chance
         if you're jacking out from your home system
 05/08 - changed lightning to randomly fry your deck - 33% chance for each
         piece of hardware
 05/08 - fixed some movement problems
 05/08 - fixed a display probably with erasing docs
 05/08 - fixed a movement speed problem
 05/08 - changed it so that when you die, you lose a level and get your
         health restored to full (if you're level 1 when you die, you're 
         just plain dead and have to start over or wait until the next day)
Version 0.05
 05/06 - lowered doctor costs (again), removed surcharge for healing
         more than 10 points
Version 0.04
 05/06 - removed the RADIO program (and the need for it). Whatever you
         type that is not a command will be sent to everyone on the game
         (no matter where you or the other players are). The only exception
         being GABLINK. GABLINK still creates it's own private chat area.
         So, if GAB is ON, you can only talk to people in the local GAB
         region.
 05/06 - changed doc content display
 05/06 - changed it so you are awarded experience for erasing documents
         (destroying them is just as evil as stealing them)
 05/06 - lowered the costs for seeing the doctor
 05/06 - lowered the costs of buying CPUs
Version 0.03
 05/05 - fixed a problem with cashiers attacking innocent bystanders
 05/05 - fixed it so that you can still engage in hand-to-hand combat even
         if you are frozen in place
 05/05 - fixed a problem with pressing HOME in globals mode
 05/05 - fixed it so the "RADIO ON>" prompt does not appear if you are in
         globals mode
 05/05 - changed it so all players see when people sign on and off
Version 0.02 
 05/05 - changed tentacle to freeze its target for a flat 10 seconds
 05/05 - added new command: globals. This command enables "globals mode".
         In globals mode you can execute global commands as well as just
         sit and chat with people. Your screen reverts to a standard
         scrolling text window. To exit globals mode and return to the
         game, type "X".
 05/05 - fixed it so you can't jackout using "back" if you're locked
         into the net
 05/05 - replaced Phaser with Armor in the roster of default programs
         newbies start out with
 05/05 - for programs where all you specify is a direction, changed it so
         you can type "<program> <direction>" to run without prompting
 05/05 - lowered prices on all hardware (except CPUs)
 05/05 - reworked experience levels
 05/05 - fixed a problem with specifying target program
Version 0.01
 05/04 - fixed some problems with line-wrapping in the scrolling text
         region
 05/04 - changed it so that program loading speed can never be lower than
         3 seconds (the action gets too fast and furious otherwise)
 05/04 - changed it so that roving Hydras will only hunt players whose
         level is greater than the Hydra's strength (so big Hydras don't
         pick on little players).
 05/04 - stripped ansi characters from prompts for the purposes of
         determining line length
 05/04 - fixed it so the new city is displayed in status area when you jack
         in for the first time and pick the city where you want to live.
Version 0.00
 05/03 - Alpha testing begins (AND THERE WAS MUCH REJOICING!!!!)

