Launcher/Patcher v0.3

Patch Generation Tool now accepts command line parameters and prompts
with syntax when they are not properly used.

Setup the ClientPather as a Click Once app, easy to keep up to date.
Launcher/Patcher v0.4

Added options pane to add/remove/modify server configs via GUI
Launcher/Patcher v0.4

Polish, changing default settings to ones that work in a prod/test
environment vs dev only. Ready for internal testing.
Launcher/Patcher v0.5

Created needed folder structure for client
Added .bsf files (Skyboxes)
Weight Carried bar

Stats now show weight carried out of weight max.
Launcher/Patcher v0.6

Fixed an issue where the PatchInfo Creation Tool was not scanning files
with extensions in CAPS.
Fixes issue where merintr.dll crashes when logging in if there is no
[CommandAliases] section in meridian.ini
Launcher/Patcher v0.7

No functionality changes, started taking code from the main form and
splitting it out into classes. These functions have yet to be removed
from the main form.

new classes:
ClientPatcher - Responsible for doing the actual patching
ClientProfileManager - Deals with loading/saving/changing settings
Skill & Spell Softcap Settings

piSkillSoftcapPenalty and piSpellSoftcapPenalty are the divisors for the
softcap penalty when a player has more %s in a spell than double his
primary stat.

Currently, the spell penalty is / 4, and the skill penalty is / 5.

Setting either of these to 1 will effectively eliminate the softcap
penalty. Lower numbers are better. A spell softcap penalty of 2 means
imp chances are only halved, rather than quartered.

Values less than 1 will be bound to 1.
Launcher/Patcher v0.8

Complete overhaul. ClientProfileManager renamed to SettingsManager. All
work now done in sub-classes instead of on UI form.
Lost Soldier Shield Graphics Fix

The bug was as follows:
- Delete was called in soldier shield first. At the end of delete, it
called NewUnused on itself.

- NewUnused removes from back and removes stats, then propagates.

- NewUnused in defmod.kod removes the graphic, then propagates.

- NewUnused in item.kod calls UndoPlayerArt on itself

- UndoPlayerArt called RefreshPlayerVisualGear, my function for showing
and layering all gear appropriately.

- RefreshPlayerVisualGear slings the soldier shield back on the player's
back and puts the overlay back in.

- Everything returns, and Delete finally deletes the soldier shield.
Unfortunately, the overlay was still there!

To fix this, I changed RefreshPlayerVisualGear's call so that it will
Post rather than Send. That way, gear will be refreshed AFTER everything
returns, and the soldier shield will no longer exist at that time.
kocafix
Launcher/Patcher v0.9

* Auto UAC Elevation on first run (if needed)
* Sets NTFS Permissions on Install Folder to "Users" group "FullAccess"
* UI Overhaul, still work in progress
* Events to pass download progress back an forth from the form
* A bunch more small changes
Launcher/Patcher v0.10

Moved work to background threads (Fixes UI being non-responsive)
UI now properly blocks off the "Patch/Install" button and profile selector during patching
Launcher/Patcher v1.0

Per-File download progress bar
Final UI Layout (for now, still needs beautification)
Fixed multithreading issues
Resistance Buffs & Rings balancing

To the delight of mages and the cries of the masses, this pull request
severely nerfs resistance buffs. There are two reasons for this:

1 - New systems of advancement are coming that will allow players to
improve their characters and their gear in terms of resistances. That'd
all be pointless with these buffs still providing almost total immunity
so easily.

2 - The resistance values granted by these spells and rings has always
been rather absurd. A resist buff and a ring can make you completely
immune to an element. Why not just cast all the buffs and switch rings?
Spell attacks are worse than useless.

So, with those in mind, I've tinkered with the resistance values
granted, and a few other things.

* Resist rings now grant 20% vs an element rather than 50%.

* All resist buffs are now self-cast only. Potions remain unchanged.
There are no potions for resist holy/unholy.

* Resist Magic is now 5% to 25% resist magic, based on spellpower.

* Resist Fire, Cold, Shock, and Acid are now all 5% to 25% resist magic,
based on spellpower. They are inherently stronger, though, in that they
are lower level, of different schools, and stack with rings and other
gear resistances.

* Holy and Unholy Resolve now grant between 9% and 20% resistance to
their uncommon elements. They are weaker than the other resist buffs,
but now only cost a Fairy Wing instead of a Fairy Wing and Solagh. Most
of all, they can no longer be Purged. They are both strong enough to
exactly cover the holy/unholy weakness of ivies and orc shields. (20%)
Reagent Reduction

The four elemental resists had their extraneous and excessive reagents
cut. Cold, fire, and shock no longer require 3 brown mushrooms, and acid
no longer requires 2 herbs.

Costs are now 1 red mushroom for Fire & Cold, 1 blue mushroom for Shock,
and 1 entroot berry for Acid.
fix
grammar
frenzy