********************************************************
           DARK LEGIONS PATCH VERSION 1.1
********************************************************

New Sound Board Support:

1) Gravis Ultra Sound and Ultra Sound Max - Native Mode
2) AWE32 Native Mode Support
3) ESS 488/688 Chipset Support
4) Ensoniq Native Soundscape Support

********************************************************
Enhancements:
********************************************************

1) Optimized Digital Sound Routines:  HMI has optimized the digital
   sound play back which reduces the number of lost packets during
   linked play. This will mean that the game will be more stable when
   linked to another system.

2) Modem Control Strings:  More characters can now be used in the modem
   init string. The additional characters are:
	 "%", "*","\", "/", and "$".

3) A.I. Enhancement:  Merciless Level has been dramatically ramped up for
   those users who complained that the game was too easy to defeat.

********************************************************
Bugs Fixes:
********************************************************

1) Fixed a bug which occurs when a user has their zombie illusionist killed,
   then has their vampire killed. This resulted in a lockup with music still
   playing.

2) Zombie Seers no longer destroy illusions.

3) Stabilized Character Maps Code. This fixed some lockup bugs.

4) Stabilized code with vampires. This fixed some lockup bugs.

********************************************************
Known Problems:
********************************************************

1) Trouble has been reported with Gravis Game Pads in combination with some
   hardware configurations. At this time we do not have enough data to
   correct the problem.

   However, we do know that if you have problems with the Gravis Game pad,
   a regular analog joystick will work.

2) SoundScape Users: We have found a few users who need to set their
   soundboard to FM mode (Sound Blaster emulation mode) in order for the
   sound installer to work. Once you have run SOUND, you must then turn
   the Sound Blaster emulation off. You should only have to do this once.

We apologize for any inconvenience.

Denis Dyack
Silicon Knights


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   Dark Legions TM
 ÿ Version 1.0
 ÿ (c) 1994 Strategic Simulations, Inc.
 ÿ All Rights Reserved
 ÿ_____________________________________________________________________

 ÿBATCH FILES FOR TECHNICAL SUPPORT

 ÿ  Please note that in the main directory for the game (normally
 ÿ  c:\dlegions) you should find four batch files. Please DO NOT
 ÿ	run these batch files unless you are prompted to do so by SSI
 ÿ  technical support.


 ÿQUICK START GAMES

 ÿ  ** JOYSTICKS NEED TO BE CALIBRATED FOR EACH QUICK START GAME **

 ÿ  LIGHT-DARK-1 The forces of Light are arrayed against the forces
 ÿ  of Darkness. The Dark side has more raw power initially, but the
 ÿ  Light side has more potential and is in a good defensive position.
 ÿ  The computer difficulty level is set to easy.  You will be the
 ÿ  Light side (player one).

 ÿ  CLAN WARS-1 Here we have a battle between the Berserker Clan and
 ÿ  the Orc Horde. The front lines have just spotted each other and
 ÿ  are itching for combat. You are the Berserker Clan, player one.
 ÿ  The computer difficulty level is set to average.

 ÿ  ARENA-1  Two armies have met at a natural terrain feature known
 ÿ  as "The Arena", to have it out. The computer player has a weaker
 ÿ  force to start with, but has a few surprises for the unwary
 ÿ  opponent. We'll leave it to you to find out what those surprises
 ÿ  are. The computer difficulty level is set to easy. You will be
 ÿ  player one.

 ÿ  TRUTH-1 This quick start stresses the value of the Seer. Protect
 ÿ  the Seer and you should be victorious. The computer difficulty
 ÿ  level is set to average. You will be player two.

 ÿ  CLASH-2 This is a two player game. Player one's forces consist of
 ÿ  Demons, Wraiths, and Water Elementals. Player two's forces consist
 ÿ  of Trolls, Vampires, and Fire Elementals. Both sides have a few
 ÿ  sacrificial Orcs. The characters are spread all over the map, so
 ÿ  it will be a fight from the start. Lots of action.

 ÿ  TIDALWAVE-1  In this quick start game you will have mostly Water
 ÿ  Elementals with a few land-based characters to battle with. The
 ÿ  computer will have less Water Elementals than you, but will have
 ÿ  more land based characters to battle with. The computer difficulty
 ÿ  level is set to average. You will be player one.

 ÿ  THATSCOLD-1 In this game the theory is to use the multiple Wizards
 ÿ  and Templars to freeze any characters that come into sight. The
 ÿ  computer is going to throw everything it has, which is a fair
 ÿ  amount, at you. This quick start game is more of a strategy game
 ÿ  than tactical combat, so the computer difficulty level is set to
 ÿ  weak. You will be player one.

 ÿ  TOE TO TOE-1 In this Quick Start game you will have to roll up
 ÿ  your sleeves and get bloody. Warning -- this game requires some
 ÿ  serious strategy! Your opponent has you outnumbered with quite a
 ÿ  few surprises. This game is for experienced players. The computer
 ÿ  difficulty level is set to merciless. You will be player one.

 ÿ  EPIC-1 Each army is identical. The computer difficulty level is
 ÿ  set to average. You will be player one.

 ÿ  BALANCED-1 This is a good introduction to the game. Both you and
 ÿ  the computer have one of each character, hence the name. The
 ÿ  computer difficulty is set to hopeless. You will be player one.
 ÿ  Hint: one of the Fire Elementals is a Shape Shifter.


 ÿRULEBOOK ERRATA:

 ÿ  P.25 Hidden Movement- If the alert option is on, then the character
 ÿ  will stop as soon as the enemy comes into sight. The exceptions to
 ÿ  this are the Wraith, Phantom, and Water Elemental, who will finish
 ÿ  their move.

 ÿ  P.33 Data Display: Life Force- The Wizard's Freeze Ball does no
 ÿ  damage in combat.

 ÿ  P.36 GamePlay Tips- The Berserker has the same stamina as the Orc.

 ÿ  P.40 Special Notes- Illusionary Vampires are able to make Zombies.

 ÿ  P.42 GamePlay Tips- If you give the Orb to a Phantom then you
 ÿ  cannot give that Phantom any rings.

 ÿ  P.42 Special Notes- The Phantom becomes visible in combat only when
 ÿ  it swings.

 ÿ  P.42 Special Notes- The Phantom is always visible to the Seer in
 ÿ  combat.

 ÿ  P.42 Special Notes- The Phantom is able to cross chasms and bodies
 ÿ  of water.

 ÿ  P.43 Special Stratigic Powers- The Seer's ability to destroy
 ÿ  illusions on sight only works on the Seer's turn.

 ÿ  P.43 Special Notes- The Seer's befuddle attack against computer
 ÿ  opponents will make them hesitate. This ability is more effective
 ÿ  on the weaker levels (see below for more information).

 ÿ  P.44 The Shape Shifter's strength, movement, agility, and stamina
 ÿ  on the Strategy Board will conform to that of the current form of
 ÿ  the Shape Shifter.

 ÿ  P.50 Special Notes- The Vampire can fly over water in the strategy
 ÿ  board.


 ÿGENERAL PLAYER NOTES AND ADDITIONAL FEATURES:

 ÿ  Make sure that the army you have created is exactly what you
 ÿ  want to play, because once in placement mode, there is no way
 ÿ  to go back and change anything.

 ÿ  Characters' movement will decrease when characters are low on
 ÿ  "Life Force."

 ÿ  When playing the computer, the limit moves option does not work.

 ÿ  During placement of characters the only way to change from 3D
 ÿ  Mode to Overhead Mode and back again is with the "F1" key.

 ÿ  When playing the computer set to "Merciless" the computer's
 ÿ  characters, in combat only, will receive the following benefits:
 ÿ  Strength +2, Agility +1.

 ÿ  On map small01.map, in the bottom left corner of the map, the tree
 ÿ  and rock block the path of walking characters to the top of the
 ÿ  map. So be careful what types of characters that you place there.

 ÿ  On map small04 there are large chasms creating islands out of the
 ÿ  land, so be sure you have characters that can "move" from island
 ÿ  to island. Walkers would be good for defense, of course.
 ÿ  Rings of Speed would be a major benefit for characters that have low
 ÿ  movement, like the Phantom.

 ÿ  In combat, if the characters are standing very close to trees or
 ÿ  rocks, then their attacks may go right "over" the obstacle,
 ÿ  especially with missile weapons.

 ÿ  If the character you are playing is paralyzed by the Vampire, in
 ÿ  combat, do not hold down the attack button because the character
 ÿ  will lose stamina.

 ÿ  In Overhead Mode, even with the "Alert" option on, you will not be
 ÿ  given a warning on the begining of your turn if the opponent moves
 ÿ  characters into sight and finishes their turn. So always look
 ÿ  around before you move.

 ÿ  Frozen characters, on the strategy board, can still spot enemy
 ÿ  characters.

 ÿ  Fire and Water Elementals are stopped by poison and insanity traps
 ÿ  but take no damage.

 ÿ  The charging Water Elemental and Orc will pass under the tips of
 ÿ  the Vampire's wings without doing damage.

 ÿ  There is no way to cancel calibration of a joystick once you have
 ÿ  begun.

 ÿ  If you set the computer level to merciless or difficult on small
 ÿ  or tiny maps, keep the points down, or the computer's traps will
 ÿ  hinder game play.

 ÿ  In combat, timing is crucial. If an attacking character is hit with
 ÿ  an attack that is quicker while in mid-swing, then that attack will
 ÿ  be spoiled or "interrupted". The interupted character will continue
 ÿ  its attacking animation normally, but no damage will be done by the
 ÿ  interrupted attack. However, certain awesomely powerful attacks
 ÿ  cannot be interrupted:

    Demon           : both attacks
 ÿ  Vampire         : both attacks
 ÿ  Fire Elementral : mini-nova only
 ÿ  Conjurer        : all three attacks


 ÿADDITIONAL NOTES ON MODEM and DIRECT LINK:

 ÿ  Modems that are not 100% Hayes compatible may experience problems
 ÿ  while connecting. You may need to try the connection several times:
 ÿ  be patient.

 ÿ  In order to make recovery from disconnections as convenient as
 ÿ  possible, an autosave feature saves the game every turn. The last
 ÿ  slot in the Load Game screen has been redesignated for this feature.
 ÿ  If your game is interrupted, simply reconnect and load the Recover
 ÿ  game, and you will have lost only a little time.

 ÿ  During modem or direct link, if one player is moving in Overhead
 ÿ  Mode and the other player is viewing in 3D Mode with animations
 ÿ  on, there will be a long delay between movements.

 ÿ  The Quick Start Games can be loaded for Modem and Direct Link
 ÿ  games, even those set up for 1 player. This can save a lot of time
 ÿ  in setup, and has the additional virtue of providing a consistent
 ÿ  starting position for rematches. However, the player on the
 ÿ  "computer" side may receive a considerable disadvantage in some
 ÿ  quick start games.

 ÿ  Warning: the "ESC" key will not pause the combat in modem or direct
 ÿ  link. It will terminate the connection.

 ÿ  Warning: do not play with the keys in direct or modem link when it
 ÿ  is the other player's turn.


 ÿCHARACTER NOTES:

 ÿ  Berserker- No additional notes.

 ÿ  Conjurer- The type of characters that the Conjurer can conjure
 ÿ  and the cost in Life Force is as follows:
 ÿ          Demon            :20
 ÿ          Fire Elemental   :15
 ÿ          Phantom          :12
 ÿ          Troll            :10
 ÿ          Vampire          :20
 ÿ          Water Elemental  :15
 ÿ          Wraith           :18
 ÿ  Note that conjured characters will lose Life Force as stated, but
 ÿ  their regeneration rate is shown as 0 when viewed.

 ÿ  Demon- The Demon's Death Cry is unable to kill characters on the
 ÿ  strategy board, including illusions.

 ÿ  Fire Elemental- The Fire Elemental's flame suicide attack will not
 ÿ  destroy illusions of Fire Elementals.

 ÿ  Illusionist- The Illusionist can create illusions of all characters
 ÿ  except for Phantoms and Zombies. The cost in Life Force for each
 ÿ  of the characters is:
 ÿ          Berserker        :8
 ÿ          Conjurer         :5
 ÿ          Demon            :20
 ÿ          Fire Elemental   :10
 ÿ          Illusionist      :5
 ÿ          Orc              :8
 ÿ          Seer             :5
 ÿ          Templar          :5
 ÿ          Thief            :5
 ÿ          Troll            :15
 ÿ          Vampire          :20
 ÿ          Water Elemental  :10
 ÿ          Wizard           :8
 ÿ          Wraith           :12
 ÿ  The cost to maintain an illusion is 10% ofthe creation cost. For
 ÿ  example: an illusion of a Demon would cost the Illusionist two
 ÿ  points of Life Force a turn to maintain.

 ÿ  Orc- The Orc, when charging, does more damage when the target is
 ÿ  pinned against the border and obstacles than out in the open.
 ÿ  The Orc's charge cannot be initiated within a minimum range of about
 ÿ  one inch.

 ÿ  Phantom- Power rings will not increase the Phantom's taint in
 ÿ  combat. Computer-run characters are able to tell exactly where
 ÿ  your Phantoms are in combat, even though they appear to be
 ÿ  invisible.

 ÿ  Seer-  The Seer's befuddle attack will make computer characters
 ÿ  hesitate in combat. The computer's difficulty level will affect
 ÿ  the amount of time that the characters hesitate. For example: on
 ÿ  Hopeless level the hesitation will be very pronounced, and on
 ÿ  Merciless, will hardly be noticeable. The Seer's agility in combat
 ÿ  is more like a three than a four. The Seer's befuddle attack drains
 ÿ  the enemy character's stamina. Once the character regains all their
    stamina they will throw off the effects of the befuddle. If you
 ÿ  attack with a befuddled character then it will take you that much
 ÿ  more stamina to recover before the effects of the befuddle wear off.

 ÿ  Shape Shifter- The Shape Shifter in Phantom form is invisible
 ÿ  on the strategic and tactical boards. If the Shape Shifter
 ÿ  changes form at the begining of the turn, then the Shape Shifter
 ÿ  will retain the movement for the previous form for the rest of that
 ÿ  turn. For example: if the Shape Shifter was a Troll and changes to
 ÿ  a Vampire, the Shape Shifter will still retain the movement of the
 ÿ  Troll. The Shape Shifter is immune to the traps that the current
 ÿ  form is normally immune to. If the Shape Shifter changes into a
 ÿ  form with less Life Force than the Shape Shifter's maximum (50) then
 ÿ  the Shape Shifter will have the Life Force of the new form.

 ÿ  Templar- The Templar is able to heal, in a limited capacity,
 ÿ  characters that are near the Templar. If the character is in the
 ÿ  adjacent square, then that character will receive two points of
 ÿ  Life Force per turn. If the character is two squares away, then
 ÿ  that character will receive one point of Life Force per turn.
 ÿ  The Templar is unable to use his special healing on characters
 ÿ  with a negative or zero revitalization. The special healing gives
 ÿ  three times the revitalization of the character being healed. For
 ÿ  example: the Templar healing a Wizard would give that character
 ÿ  six points of Life Force. If charaters have Ring(s) of
 ÿ  Rejuvenation they will not be included in the multiple when the
 ÿ  character is being healed by a Templar.

 ÿ  Thief- Make sure that you want to disarm a trap before you go to
 ÿ  the "Decrypt Trap" screen because there is no going back once
 ÿ  there. Manually disarming a trap: choose a symbol that is going
 ÿ  to lead you in the right direction (follow the arrows). If the
 ÿ  first couple of slots are open, make your best guess to start.

 ÿ  Troll- The Troll does not regenerate Life Force while in rock
 ÿ  form, so make sure that you have enough Life Force to change
 ÿ  back into Troll form or you are trapped! Be careful to remember
 ÿ  which Trolls you turned into rocks, for there is no identifying
 ÿ  marks to remind you.

 ÿ  Vampire- If you make a Zombie out of a character that had rings
 ÿ  then those rings no longer function. In a Vampire vs. Vampire
 ÿ  combat, if one of the Vampires gets paralyzed with its tongue
 ÿ  out, then that Vampire will not get any stamina back until its
 ÿ  tongue is retracted and is unparalyzed. Vampires are unable to
 ÿ  make Zombies out of conjured characters. If the Vampire is the
 ÿ  Orb Holder and is the last of you characters, then no matter how
 ÿ  many Zombies you make your Vampire's life regeneration will still
 ÿ  be -5.

 ÿ  Water Elemental- The Water Elemental, when charging, will do more
 ÿ  damage when the target is pinned between the borders and obstacles
 ÿ  than out in the open.

 ÿ  Wizard- If the Wizard tries to freeze a Water Elemental, in combat,
 ÿ  as the Elemental is using its Tidal Wave attack, the Water
 ÿ  Elemental's attack will not be stopped. The minimum range for the
 ÿ  Wizard's strategic freeze attack is three squares. The maximum range
 ÿ  is six squares. The damage caused by the freeze is ten points of
 ÿ  Life Force. The frozen character will be frozen for one turn
 ÿ  for every time that the character was hit with a freeze. In combat,
 ÿ  if the Wizard uses his freeze attack on any character that is
 ÿ  within about two inches of the Wizard, then the freeze ball will
    pass through the character and do a small amount of damage without
 ÿ  freezing that character.

 ÿ  Wraith- The Wraith's special power "Teleport" costs ten points of
 ÿ  Life Force initially and one point for every square that the
 ÿ  Wraith teleports. The Wraith's double grope attack does the same
 ÿ  amount of damage as the single swipe, but gives the Wraith four
 ÿ  times as much Life Force. The Wraith's agility is rated as a
 ÿ  seven, but because the Wraith must first extend its arms, the
 ÿ  character is a little slow starting off.

 ÿ  Zombie- Zombies are unable to move on the first turn of creation.

           ÿ--** Thanks for playing Dark Legions! **--

