Wiz 1 - Proving Grounds BOA readme

Original intro story text by (mainly): John Hubbard
 http://www.tk421.net/wizardry/

Some images snaggled from The Louvre and a couple of old games :-).

Recreation of one of the (in my opinion) best games that ever graced the II+, even today.

Note: most of the conversation elements (in town) are my interpretation of what the individuals would be saying if there was conversation in wiz 1.

Most monsters are 'stock' BOA monsters, mainly just renamed.  I made an attempt to match up the monsters from Wiz 1 as best as possible without spending months tweaking the stock monsters.  Those that had no equivalents (Samurai, Murphy's Ghost, Thieves, etc.) were made up.

Changes from original:
- Messages/events have been changed or modified to fit within the BOA world/story line better.
- Some map layouts have changed slightly (level 8 being the most changed)...
- No one way doors (for the most part).  No good way to implement these given the top-down, multi-character view.
- No spinners, see above.
- Various modifications of the 'special' encounters/messages, mainly to fit in the BOA world better.
- Some monsters have changed and encounters are more BOAish than Wizish.
- No real random encounters!  The scenario is populated with an initial set of creatures for each level.  Once they are 'all' gone within the level, then new sets are generated and populated in the level every time the party enters the level.  BOA, due to the 'temp' nature of the 'place_monster' call will not keep monsters so generated after a 'town' is left, hence why they will be 'regenerated' each time the party enters a level.  Level 10 is different in that there are no 'pre-placed' monsters, all monsters are randomly populated just prior to the encounter (much like the original).
- Most items not recreated, though some are.  In addition, added a special robe and staff for Werdna and since Trebor can be killed in this version, a special sword for him.

Hints:
- Leave a few of the initial populated monsters alive on levels 1 - 9.  This will prevent the 'regenerate' code from kicking off allowing you through the levels faster.
- Make sure you have lots of potions with you on level 10 (esp. energy and healing).

Issues:
- Wrap arounds (particularly level 3) may place some characters in rooms rather than hallways.  I think most of these have been fixed, but there may still be issues.
- There is a chance the thief coding may steal a 'non' item.  Not sure why this happens.

 Mike Slack (slack@attglobal.net)

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v1.0.1 changes:
- Fixed a loop on level 10 that meant if you did not have a 4 char party or had dead chars, you would get a script error that unloads the script leaving you stranded on level 10, even after winning the 'big' battle.
v1.0.2 changes:
- Cleaned up some of the code (moved block_entry(1) to beginning of 'elevator' code on all levels, other minor cleanup).
- Fixed an issue with a rotating message on level 2.
v1.0.3 changes:
- Translated additional items from wiz 1 list.  Added mainly weapons, armor in wiz 1 not that interesting or unique for the most part (particularly that which relies on wiz 1 spells).
v1.0.3 minor update (4/2009)
- The thief.txt script was fixed.  Had a bug introduced when 1.0.3 was released in that the floor/terrain check code line was too long.  No other changes to the scenario were made.
