Myth II: Soulblighter - Version 1.4.4
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Table Of Contents:

	1. Installation
	2. Playing Online
	3. Changes
	4. About MythDevelopers
	5. Credits



1. Installation
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BE SURE YOU HAVE MYTH II: Soulblighter Installed! If you do not have Myth II: Soulblighter already installed, please install it from the installation CD that you purchased.

To install the update do the following:

1. Move the Myth II.exe folder to the folder where your Myth II game is installed.
2. Move the "links" and "interfaces" folder to the same Myth II game installation folder.
3. Open the plugins folder within your Myth II game installation folder. Drag the contents of the plugins folder from this archive to the plugin folder. Note that if you wish to play on MariusNet, you should refrain from moving the PlayMyth v1.2.1 and PMI_Classic files. Those may interfere with your ability to play with others on MariusNet. If you have the MariusNet files installed in your plugins folder and you wish to play on PlayMyth, then simply remove the Patch Mariusnet file from the plugins folder and place the PlayMyth v1.2.1 and PMI_Classic file where it used to be.
4. Copy this ReadMe to the folder where your Myth II application is installed for future reference.
5. You should now be ready to go!




2. Playing Online
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Online play is available on either of the two most popular Myth II gaming servers. For more information on obtaining an account for either of these services, please visit their web sites located at:

	http://www.playmyth.net
	http://www.mariusnet.com

Each service requires a separate set of plugin files be installed in order to play on their respective services. Be sure to read all of the information regarding getting your account set up and your computer configured to play on their game servers.




3. Changes
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Updates v1.4.4:
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Cutscenes no longer crash within Macintosh OS 10.3 (Panther)

Removed support for Encryption Exception Logic (EEL) in anticipation of secure open source metaserver.




Updates v1.4.3:
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Buddy list support for > 8 buddies has been fixed on clients and server.

Sound issues on some third party plugin maps has been fixed.

Dwarves no longer drop lit bottles on "hard death".

Metaserver string conflict with other online game servers has been resolved.

Support links added for various Apple documents so updates can be made.

Removed modifications to solo level 24: Twice Reborn.



Updates v1.4.2:
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Repaired classic build. (InferfaceLib issues resolved).

Input lag problem improved on Windows build.

Cursor display issue on Windows XP resolved.



Updates v1.4.1:
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MacOS input method reworked, keyboard freeze bug eliminated.

Input problems with carbon build on OS9 resolved.

A potential though infrequent cause of chain lightning (CL) fixed

F10 is now a toggle rather than only working when held down, and selecting a unit will also turn it off.

A cause of crashing with OpenGL has been fixed.

More pathfinding tweaks to prevent units getting stuck on impassable terrain. 

Widescreen displays can zoom out the proper amount now (was too close in previously). 

mouse wheel will no longer deselect units if there's no presets defined. 

vTFL/Anticlump pathfinding code adjusted to make trow a little less clumsy walking around other units. 

Dorf hero was throwing the bottle too slowly. In 1/16th speed throwing at maximum range, a TFL bottles takes about 33 seconds to land, whereas in vTFL it was taking 36 seconds. This should make cbing a little less easy. 

Bottle resistance to explosive damaged increased (carefully) allowing chain reactions and duff hero bottle bouncing to occur. 

Improved and enhanced OpenGL support.

General performance enhancements

In Myth II mode, the new targetting algorithm has been refined so that units given a group attack command will not be distracted as easily. 

Attack selection limit back to 30. No more inadventently declaring war on 6 teams. 

Journeymen will no longer be interrupted by enemies when on a heal mission. 

Units told to attack single targets will ignore all other enemies. 

Separate vTFL and Anticlump as options. 

Change double-click for melee to double-shift-click. 

Stopped units getting pushed onto impassable terrain 

Casualty sound will no longer disrupt a yell or whisper. 

Pathfinding bugfix for m2 mode to prevent units moonwalking when they should be able to bypass an obstacle. 

Don't let server-as-observer be picked as captain by random 

Remove shading on chat 

Stop alt-tabbed crash (Windows Only)

Archer walking bug fixed (again :) )

Assassin scoring on Demise will now work again. 

Heal bug fixed

Warlock ring of fire will no longer make netgame balls stick. 

Units legs no longer reflected above them when in neck-deep water. 

Willow Creek ghast bug fixed. 

Hunting scoring fixed. 

vTFL gameplay fixes.

Support for 1.3 and 1.4 films has been added.

FPS improvements for both OpenGL and Direct3D

Eliminate Chat Lag option in Preferences (replaces Allow Background Tasks) is now available for both PC and MacOS.

Units will pathfind around netgame balls as in 1.3 (except for in vTFL mode)

Some melee targetting issues resolved.




Since 1.3:
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General Enhancements:

1. OpenGL is available in the MacOS versions. 

2. Plugins are not scanned at startup, and instead may be activated via the Plugins dialog.  This applies to plugins with meshes as well as those without.  Startup time is always fast, regardless of the number of plugins you have in your folder. 

3. Options lag has been fixed. 

4. Reworked Preferences screen, and new options in Preferences and Controls screens, with many options that were available in TFL but lost in m2 now available.  Also, Windows users affected by chat lag can choose 'Allow Background Tasks', which makes the game run much smoother at the cost of some frames/per/second speed. 

5. Windows players can choose whether to use DirectInput or GDI methods for reading keystrokes and mouse events.  Bungie's 1.3 exe used DirectInput, 1.3.2 used GDI.  Both cause lag for some users so hopefully people affected with lag will find that the other method works.  In DirectInput mode the mouse wheel works as zoom in/out. 

6. TFL gameplay has been painstakingly implemented in the m2 engine, and can be activated with a checkbox on the New Game and Multiplayer Options screens.  If a plugin is in use that might conflict, Myth will revert to "Anticlump", using the units in the plugin but with units keeping their personal space intact. 

7. Support has been added for many more screen resolutions, up to 2048x1536, and widescreen displays are also supported. 

8. In-game chat carries over from the game to the post-game stats screen, and from there to the game lobby on restart.  Whispers are visible only to you, so secrets aren't betrayed when a game ends. 

9. If there are more than 10 people in a team, the captain can detach to the 11th player by holding shift down and typing "1". 

10. Holding shift as you click the Single Player Levels button in the multiplayer options screen will show all levels. 

11. The New Game dialog has been reworked, allowing you to activate plugins in solo mode.  You can also slow down to quarter speed. 



Gameplay Features and Bugfixes 
---------------------------------------------

1. Archer Walking bug fixed. 

2. Archer failure to change targets without being spacebarred fixed. 

3. Clicking to attack with melee units is no longer a death sentence. 

4. Water ripples are no longer visible unless you can see what's making them. 

5. When a unit is winding up to attack and you tell it to move, the attack will now do damage. 

6. Archers will lead units moving up or down a hill properly. 

7. You can now select up to 128 units at a time. 

8. Its no longer possible for journeymen to heal the ground. 

9. Netgame balls will no longer get stuck in fire, and units will no longer try to pathfind around them. 

10. Double clicking on an enemy with a group of melee units will make them concentrate on that unit. 


Miscellaneous 
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1. Status/Control bar can be made translucent via a Preference and Ctrl-F6 during a game. 

2. You can see your own units underwater, and their legs underwater when partially submerged.  In the same way, you can see underwater scenery and projectiles, the latter if in shallow water and not of explosive type such as dud bottles. 

3. Chat is slightly shaded, making it possible to read on bright snowy or desert maps. 

4. Lightning illuminates the mesh as it passes over it. 

5. Allow Teams is available for co-op games, and the other details for co-ops are displayed in the game     description in the pregame lobby. 

6. The number of objects allowed in-game has been doubled from 4096 to 8192, thereby doubling the length of time a deathmatch game will go before the out-of-projectiles problem occurs. 

7. Artifacts with limited charges will remember the number of charges left, if dropped and picked up again. 

8. The stats window will be displayed after watching co-op films. 

9. The Restart button should no longer be dimmed for the host following the end of a game (happened occasionally in 1.3 when people left the game). 

10. Twice Born mesh now detaches blue units to players if two or more are playing. 

11. Cause of OOS fixed on Redemption. 

12. Ghast and Journeyman now have netgame colours set correctly. 


4. About MythDevelopers
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MythDevelopers (or MythDev as we like to call it) is an association of hobbiest gamers who enjoy the Myth series of games. In 2002, we received support from Take 2 Interactive to maintain the Myth series and provide support to the players who enjoy playing it. MythDev has released patches for all three Myth games and supports the multiplayer aspects for it via our free online gaming service called PlayMyth.net. You can learn more abot PlayMyth.net by visiting going to that web site address.

MythDev has big plans for the Myth series of games including further development of Myth: The Fallen Lords, Myth II: Soulblighter and Myth III: The Wolf Age including tools and other components designed to provide the means necessary for people to enjoy these games for many years to come. All of the programmers and developers of MythDev are volunteers who have freely given of their time in order to make this game more enjoyable for everyone who wants to play it.

If you enjoy these updates, we would like to ask that you consider making a donation to MythDevelopers. Donations are used to offset costs involved in maintaining hardware for servers and paying for tools and development software for our programmers to use. 

For more information about MythDev and the various projects, please visit our web site located at:

http://www.mythdev.com

We're always looking for programmers, artists and musicians who want to contribute their skill and talent to a worthwhile project. :)



5. Credits (In alphabetical order)
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Michael Baltakas, Programming
Paul Bucher, Programming & Enhancement
Chris Dressen, Programming
Yotam Gingold, OpenGL Programming
Bill Keirstead, Carbon Programming	
Kyle MacLean, Programming
Matt Morgan, Carbon Programming
Michael Sheets, Tag Development
Andrew Sumner, Project Lead

Myth II also underwent hundreds, if not thousands of hours of testing and development by the folks at Project Magma. Special thanks to all the testers: Acrappa,  ActiveX,  Alan,  Al Capone,  Apoc,  Aragorn,  Archangel,  Blessed,  Bullseye,  Capital,  Captain Steel,  Chazo,  ChrisP,  Coggs,  Conner,  Crazy Rooster,  DankRider,  DeadMan,  dforce,  Discordia,  Ducky,  El Bastard,  Gastropod,  Gholsbane,  GHOST¨,  GoatT,  Grasshopper,  Grignard,  Haravikk,  Kallikanzaros,  Kira-kun,  lank,  M.B.T.,  Malek,  Moe,  Orlando the Axe,  Owl Boy,  ozone,  PG,  Pistol Pete,  Prokofiev,  PrplPplEater,  Quartermann,  Rubba,  Savanarola,  Scrapnjack,  Shadowfax,  Shaister,  Shinco,  Sir Archie, Skarg,   StoneCold,  Sublime,  SuperCobra,  True Peril,  valgarv,  woof,   Zephirus.

