??/??/00:	v??.??

		


11/20/00:	v0.90 alpha 1

		New scaling code contributed by Derek Liauw Kie Fa 
		(2xSaI filter)

		Exult logo & menu at startup & mouse support in menu

		Many more cheats (ArchWizard, Hack-mover, ...)
	
		Key ring for BG (same as original SI)

		Improved help
	
		About box

		GIMP plugin is functional (load & save)

		Better SI support (not playable yet)

		Midi Sound Effects (Windows & Timidity only)

		Tons and tons of fixes (magic, schedules, weights, dungeons,
		missile eggs, explosions, invisibility, protection, ...)

		More quotes & credits :-)

8/22/00:	v0.40
		Note:  ALL save games from before this update are now broken.
		Games must be restarted.

		Better introduction sequence. Can be interrupted by
		keypress.

		Main menu implemented.

		Proper instruments in MIDI music and XMI support.
		
		Cheating mode: any keys which enable additional features can
		be disabled/enabled from the config file

		'God mode' (alt-G) and teleport (ctrl-alt-t) cheat added.

		Support for barges (Flying carpet, ships, carts...)

		Teleports.

		Combat:  Monsters attack, and the music plays.

		More shortcuts:  'f', 'w', 'm', 'b'.

		Serpent Isle awareness (not useful yet)

		Better shape browser.

		The usual slew of bug-fixes.


7/6/00:		V0.35
		Scrolling works like the original.  Same for conversations.

		First attempt at combat:  You can attack/kill monsters, but
		generally (with a few exceptions), they don't fight back.

		Spellbook and magic (some spells at least) work.

		Weather:  Storms, clouds.

		Scaling:  2X scaling with antialiasing.  See README for
		details.

6/2/00:		V0.30
		Save/load implemented.

		MIDI improvements in Windows version.

		More animations:  You can see the weapons being carried.

		Better object identification and inventory management.

		View the endgame movie by hitting F10.

		NPC schedules/pathfinding improved.

		Moongates work.

		Sleeping works (but animation not done).

5/8/00:		V0.26
		MIDI in Windows version!!

		Correct Avatar/NPC animation frames (finally), and improvements
		to 'seashore' animations.

		Inventory improved:  Armor, etc. goes where it's supposed to
		(although there are still a few things to be fixed).

		You can now read signs, books, and scrolls.

		Much improved shape browser (a development aid).

		Many bug fixes.

		New pathfinding framework.

		New object access API for some data-objects

4/25/00:	V0.25
		Improved midi support using the timidity binary and patchsets
		under linux.

		Earthquakes (except in Win32 version)!

		In-game scripted introduction.

		More animated objects.

		Some NPC schedules now implemented.

		Lighting and transparency.

		Better USECODE support. You can solve the Trinsic murder, and
		then answer the mayor's copy-protection questions to get the
		password.  Also speed, compilation and debugging improvements.

		Improved inventory support.  You can buy items, and feed
		Iolo.

		Better support for building win32 targets.

		Improved rendering pipeline. Still not perfect, but definitely
		a vast improvement.

3/23/00:	V0.20
		Speech and midi support from Dancer Vesperman, as well as
		automatic configuration.

		Inventory partly working.  You can open bags and boxes, and
		drag items in/out of them.

		Mouse pointers and fonts from Ultima7 are now used.

		Animated objects (like fountains and flags) supported.

2/29/00:	V0.12
		Fixed crashes at start and after initial conversation, thanks
		to Richard Wesley.

		Added obstacle detection.  You now need to open doors to get
		through them, and you can climb up/down stairs.

		Replaced XLib and Win32 code with the SDL library.  Should make
		porting to Windows far easier.

2/20/00:	V0.11
		Loads of improvements to the USECODE interpreter, especially
		with conversations.

2/10/00:	V0.10
		Added USECODE interpreter.  
		Removed my previous conversation engine (which I'll use in
		another project).
		Exult creates the "gamedat" directory and files automatically.
		Moved web site to exult.sourceforge.com.

7/5/99:		W.J. Palenstijn's WIN32 port!

6/10/99:	First attempt at obstacle avoidance.

5/28/99:	Wrote a script compiler for NPC's.

5/24/99:	Modified conversation engine to handle the notion of a
		conversation "topic".  Also show character "portraits".

4/23/99:	From Tristan Tarrant:  Read item names from "text.flx" instead
		of trying to enumerate them in the code.

4/14/99:	V0.07
		First implementation of an NPC conversation engine.

12/21/98:	V0.06
		Startup memory requirements are reduced dramatically.
		A port to MSDOS (320x200 VGA) is added.

12/4/98:	V0.05
		Added text rendering using the FreeType package and the
		"avatar.ttf" font.  Left-clicking on many of the game items
		now causes their names to show on the screen.

11/5/98:	V0.04
		2 other characters walk around randomly.
		Double-click on doors and shutters to open/shut them.
		Program exits gracefully when window is closed.

10/14/98:	V0.03
		Avatar now walks around using the right-mouse button.

10/6/98:	V0.02
		Show moveable objects from "ireg" files.
		Read in all objects shown.  Improves display performance.
		Attempt (with partial success) to show objects in proper
		z-order.

9/25/98:	V0.01
		Try to open files first lower-case, then upper (u7open()).
