Bug fixes:
+* The caged bird to be counted as two items in your inventory.
+
* Reading the relocated Witt's End sign in the endgame didn't work right.
* Oyster was readable after first gotten even when not carried.
* Behavior when saying the giant's magic words outside his room wasn't
quite correct - the game responded as though the player were in
- the room ("...can't you read?"). The new message is "Well, that was
- remarkably pointless."
+ the room ("...can't you read?"). The new message is "Nothing happens."
* Attempting to extinguish an unlit urn caused it to lose its oil.
* Under odd circumstances (dropping rug or vase outdoors) the game could
say "floor" when it should say "ground" (or "dirt", or something).
+* Bird starts uncaged in the endgame. This is an accidental change
+ that doesn't seem worth the effort to fix.
+
Enhancements:
By default, advent issues "> " as a command prompt. This feature
arrays are a cell larger than they strictly need to be and cell 0 is
unused.
-* The code is still mostly typeless, slinging around machine ints
- like a FORTRAN or BCPL program. Some (incomplete) effort has been made
- to introduce semantic types.
-
We have made exactly one minor architectural change. In addition to the
old code's per-object state-description messages, we now have a per-object
message series for state *changes*. This makes it possible to pull a fair
amount of text out of the arbitrary-messages list and associate those
messages with the objects that conceptually own them.
+== Development status ==
+
+We consider this project finished. All issues and TODOs have been
+cleared, behavior has been carefully checked against original ADVENT,
+no future demand for new features is expected, and the test suite has
+100% code coverage. If the toolchain bit-rots out from under it,
+we will fix that.
+
// end