diff --git a/README.txt b/README.txt index 500dd18..0b5502c 100644 --- a/README.txt +++ b/README.txt @@ -50,36 +50,12 @@ CLASSIC DIFFICULTY DIFFERENCES Classic difficulty is designed to emulate the experience of version 1.1 of the game (the last version released by Parallel Realities) as closely -as possible. However, there are several minor differences in addition to +as possible. However, there are some minor differences in addition to the changes to graphics, sound, and dialog. Here you can fine a list of notable differences. -* Selling your secondary weapon leaves you with standard Rockets. In - version 1.1, it instead left you with no secondary weapon at all (with - no way to gain standard Rockets back). - -* If you buy a secondary weapon while one other than standard Rockets - is already equipped, the currently equipped secondary weapon is - automatically sold for you (which gives you money equal to half of - said weapon's cost). In version 1.1, the old secondary weapon would - simply disappear in this case, meaning the money was lost unless you - explicitly used the "Sell" button. - -* Travel in Spirit works the same as in every other system, except that - there is no chance of interceptions in Classic difficulty. Version - 1.1 instead instantly teleported you to the target planet as soon as - you clicked on it. - -* In the Venus mission, Kline starts some distance away directly to the - right and immediately begins combat. In contrast, version 1.1 spawned - Kline much closer to the player (to the point where his ship was - visible on the screen) and a bit further down, unmoving until a string - of dialog boxes finished being displayed. This change was made to - accommodate new music and dialog. - -* Similar to the above, the time spent to accommodate Kline's banter - when he first appears in the Elamale mission is different from version - 1.1. +* The timing of some events, most notably those pertaining to Kline, + has been adjusted to match with new dialog and music. * Several bugs present in version 1.1 have been fixed. Many of these bugs affected gameplay in notable ways; such bugs include: diff --git a/src/shop.c b/src/shop.c index c6f8b08..4853045 100644 --- a/src/shop.c +++ b/src/shop.c @@ -974,7 +974,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = -1; break; @@ -984,7 +984,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = -1; break; @@ -994,7 +994,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); player.ammo[1] = 0; shopSelectedItem = -1; break; @@ -1005,7 +1005,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = -1; break; @@ -1015,7 +1015,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); player.ammo[1] = 0; shopSelectedItem = -1; break; @@ -1026,7 +1026,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = -1; break; @@ -1036,7 +1036,7 @@ static void sell(int i) shopSelectedItem = -1; return; } - player.weaponType[1] = W_ROCKETS; + player.weaponType[1] = (game.difficulty == DIFFICULTY_ORIGINAL ? W_NONE : W_ROCKETS); shopSelectedItem = -1; break; }