BUG: "undo" as a response to "Quit?" undid the wrong command in some cases.
BUG: verb bodies in outer nested locations did not get executed.
Prohibited locating actors into containers.
BUG: aggregating over things in restricted containers did not consider the class restriction so did not find e.g. attributes defined for that class.
BUG: In loops with an "In <CONTAINER>" filter this did not restrict the class to the classes taken by the container.
BUG: Isa expressions and loop filters did a general lookup for the class name, so would find e.g. default syntax parameters.
BUG: WinArun could try to restore from an empty file reference in some cases.
BUG: If a multiple or omnipotent indicator was used for one syntax which shared a common prefix (starting with the same verb e.g.) would sometimes miss the indicator. Changed this to make an indicator implicitly apply to all syntaxes with the same prefix.
Extensive refactoring of the sources and Makefiles.
Removed support for the Metrowerks (old Mac) compiler.
Feature: nested locations, by locating locations in each other you can create nested scopes. You can even do this during run-time, perhaps a tool to create vehicles? Read more in the manual.
Allowed more general expressions in Locate At statement and Isa expressions.
Now generates an IFID as per The Babel Treaty.
Rules are now also run immediately after the game is set-up.
Bug: Fixed a few problems with "open" verbs in the library.
Bug: added inherited reference attributes could sometimes cause a crash.
A pronoun in player input, matching multiple parameters, now gives an error message.
Bug: An empty container clause terminated by a full stop would cause random errors caused by uninitialized data.
Bug: Renaming the WinArun interpreter to a game name would crash on game save.
Bug: Negative integer literals would cause a system error.
Bug: Full lists of multiply nested imported files would print incorrectly.
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What they say
"I think its most attractive quality is simplicity, a quality that no other adventure creation language possesses."
Walt Sandsquish
"Well, it was very easy to learn and it's easy to do stuff in it."
Mikko Vuorinen
"[the game] does not represent the real capabilities of the Alan Language but does demonstrate Alan's amazing ability to allow someone who has never done an iota of computer programming of any kind to produce SOMETHING within a few weeks!"
Eric Mayer (on his game HeBGB Horrors)
"Another thing I'm sure of, the game will again be in Alan."
Eric Mayer
"I think it's the best IF language I've ever seen - and I *am* a programmer."
Andrew Heale
"All those weirdly arranged parentheses, and semi-colons and strange curlicues hanging out in the middle of blank lines. Impossible. But when I looked at Alan I saw the light or, at least, English."