Garran: Ah, I'm glad to stand corrected on that point. The issue comes down to the scripting engine being based on timings that were reasonable at release but not so much within a few years. Slowing down the emulator would prevent the problem from manifesting if you haven't got a fix like that; there are plenty of others scattered throughout the game though.
The first one that someone is liable to see is the path crash: if you're walking down the path outside of the cave and the game crashes when you start to slip, you've got speed problems.
--
As for the domovoi, I didn't always visit him early on and didn't get stuck for not doing so, so there's probably some other trigger involved in causing him to become unavailable (or starting the window in which he can be visited).
Yes, that patch claims to fix pretty much all the speed related problems. Here's the full list:
- Antwerp maze is no longer linked to the "Speed" slider setting (patch files 81.hep, 81.scr)
- "Error 47" at slime slope
- Ad Avis respawning after being killed
- Stamina use while crossing chasm hand-to-hand
- "Error 52" in swamp with "Chernovy"
- Wraith draining health
- Combat timing
- Missing mouse pointer when exporting character (endgame)
- Death screen animation
- Freezing in rm250 (Outside Adventurer's Guild with Igor) when using the Windows version
- Wisp animation
I don't remember ever hitting the domovoi bug either and I know I've gone long past day 5 before looking for him. But I talk to everyone repeatedly all the time in these games, so I wonder if it might be a conversation or overhearing the crying that has some sort of timer bug on it.
You know, I may be the only person alive that feels this way, but when I first played QFG4 and encountered Error 52, I actually eventually came to consider it the hardest puzzle in the game, rather than an error. I learned more about what I could and couldn't do with my old IBM PC from trying to find a way around that bug than any class could have ever taught me. :)