Malkari Patch 1.1
5/28/99
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Instructions:

The v1.1 patch contains new versions of two files: "malkari.exe"
and "malksrvr.exe".

To install the patch, replace the current versions of these files
in the directory where you installed Malkari with the new files.

When you run the game, "v1.1" should appear in the default view of
the data window to indicate that you are running with the patch.

Your old single-player saved games will still work with v1.1.
However, old saved games from multiplayer or e-mail games will no
longer work with v1.1.  Also, when playing a multiplayer or e-mail
game, all players should be playing with the same version.

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Fixes in patch 1.1:

1. A few text wrap around issues.
2. Some tweaks to the Terrain ATV Automanage feature.  ATVs are
   less likely to stack and block construction in zones with
   construction facilities.  Combat ATVs are less likely to
   interfere with mining and power production.
3. You may now repair a ship whose only damage is either hull 
   integrity or life support.
4. Mining output reported in the data window now takes into
   account the Chapter Trait Bonuses.  Mining output of a zone
   can now exceed 255.
5. A scroll problem with the template list.
6. A bug in which ships in transit could disappear when playing 
   from a saved game.
7. Obsolete reference to 'Cargo Capacity' removed from the
   design screen.
8. You may now view ATV construction orders for a zone in the
   data window by rolling the mouse over the zone and pressing
   the <page down> or <page up> key until the third dataview
   is seen. The mousewheel can also change the dataview.
9. A revision of the PBEM code.  See details below.


Email revisions in patch 1.1:

1. Filenames for both the server and client now include the turn
   number as part of the name.
2. Clients may now skip one or more turns and rejoin the game
   at any point.  Note: Skipping a turn will cause the client's
   interface to reset (including goto buttons) to avoid a case
   where the interface tries to display units which may have
   been destroyed during the client's absence.
3. New clients may join a game in progress at any point.  The
   server only needs to send the client a '.s##' file which
   corresponds to a chapter which was played by the AI during
   the previous turn.
4. Your player nickname will now be used as your chapter name.
   You can change your chapter name at any time, but other
   players will only see the change after the next turn has
   been processed.
5. When processing a turn, the server will now generate a text
   file in the 'email' directory with the same name as your
   email game with '-REPORT' appended to the name.  This file
   contains text indicating which client files were
   successfully processed during the processing of the turn.
   In the case of a processing failure, the host can use this
   file to identify the corrupt client file.
6. Numerous bug fixes.


Additional Information:

Special Weapon Abilities:

Blue Talon Corps - Hyper-fast engines.  They just have faster 
engines than other Guilds.

Crimson Dawn - Mind Warp ability which paralyzes enemy ships, 
making them sitting ducks.  If a ship is built with one of the
"Mind Warp" weapon modules, the weapon goes off according to the
battle plan of that ship.

Diamond Cooperative - Similar to the Mind Warp, this is a weapon
that acts according to the Battle plan, but its effect is to 
drain power from the targeted ship and store it, if possible.
Any of the "Leech" weapon modules has this ability.

Emerald Combine - If a Gatekeeper module is on a ship, and the 
mine is set (right-click on ship and select Set from the 
drop-down menu), if an enemy ship comes within range, it blows up.
Range varies with the amount of power stored.  Excellent for 
setting up in orbit around asteroids that need defending.  EC 
ships are not affected by a mine blast, nor ships 
self-destructing.

GOR - An Irradiator weapon module, allows bombardment of the 
asteroid surface.


The Range figures for the weapon modules in the tables found in 
the Online Manual should be divided by 6.5 to reflect their 
in-game figures.  A Range of 1 is approximately the distance 
between two gridlines.


**Don't miss the extensive Module Tables in the Online manual**
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E-Mail Tech Support: techsupport@imagicgames.com

If you have questions or need additional assistance with this or 
any other Interactive Magic product, feel free to call our Customer
Service Department (919) 461-0948, between 9AM - 9PM Eastern.
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