Posted August 25, 2018
UI Problems:
* The pleasant addition of the (N)ew Order command is a bit clunky. If you accidentally press N, there is no way to get out. Escape, etc do not cancel the action, so you are forced to type 1 2 3 4 5 6 7.
* As a small quibble, in the original game, the new order action did not require the player to select the last character, since there is no reason to do so.
* In the journal, if you view a level of the dungeon you are not on, and then click on Scry Sight, the view is updated to show the level of the dungeon that you are on. That's fine. However, the buttons for changing the dungeon level to view are not updated. This means, for example if you are on catacombs 3, and then view catacombs 1, the navigation buttons are updated so that "view lower" is active, but "view higher" is not active, which is appropriate for viewing catacombs 1. However when you cast Scry Sight, you are shown Catacombs 3, and only "view lower" is active, which can't work, and "view higher" which you may need, also doesn't work.
* At least when typing spell codes, the game will drop keystrokes. This might be true more broadly but it's harder to tell. I can, over and over, type things like "LERE" and get "LR" in the entry prompt. It's definitely not true that the E key is not pressed, and it's not that the computer is overburdened. While running the game, I can type LERE in a browser here and never have keys dropped. To be fair, the original game, especially on the C64 and Apple IIe also was prone to dropping keys, requiring a fairly deliberate typing method of one finger at a time when entering strings like "PASSION", but I'm pretty sure this wasn't intentionally modeled.
* When leaving the review board, it's possible to have the bard song silenced. I'm not sure the exact sequence, but I had just levelled up and left directly and checked my hunter's stats immediately and the bard song, while still active, did not play and continued to not play for many minutes until I re-visited the review-board.
* The way items are added to the merged party inventory is bizarre. Found items typically (or at least sometimes) are added to the end of the list. I fought the 3 and 3 berserkers at Harkyns 1 and received Robes at the end of the shared inventory list. Then I bought six robes at Garth's and they were added to the top of the inventory. Wearing the robes on my various characters (swapping with their existing equipment) placed the unequipped items where the robes were, six at the top and one at the bottom. More consistency please.
* Sorceror Sight and Second Sight are permitted to overlap. I doubt there's a play benefit for doing so, but it is confusing. I would suggest that casting Sorceror Sight should replace Second Sight, while casting Second Sight while Sorceror Sight is active should do nothing or replace it. Replacing it would be more accurate. Doing nothing might want some player feedback: "You already have a more powerful spell active." Also there are so many light spells that are arguably side-grades, just-replace seems like it will be simpler for players.
* Possibly present in the original game... but the "Darkness" message is effectively blocked by "Something special is near". That is, if you move to a new square that is facing "something special" then you will not know that your current square is in darkness, even if you turn to face other directions where no special is detectable. Casting a light spell (which is then turned off again) will enable the Darkness message. It would be superior if Darkness would appear when turning in place on a Darkness square, or even beter if Darkness appeared in concert with the notification about something special being near.
* When entering the description for a save file, various characters re not accepted, such as ? , . - + = _ / \ : or ; While some of these are not legal for the windows filesystem, many are. Meanwhile, characters like & # ! and so on are accepted. There appears to be no rhyme or reason to this behavior. There is also no information about what can be used provided or any feedback when input is silently discarded.
Bugs:
* Compounding the previously mentioned problems of: 1 - (design error) light spells show the wrong distances, 2 - (automap misbehavior) doors used by parties in the dark are not mapped. We have: The automap does not map the distances that the spells can officially see. If I use Lesser Revela tion which should show three squares, and in this game was changed bizarrely to show two squares, the automap only maps one square away. At first blush this seems innocuous, and I didn't care much about this change for the entirty of the sewers or catacombs. However, as you get further in the game and the dungeon design becomes more intensely anti-mapping, this becomes all the more out-of-step with the actual game it's in. There are areas where the darkness zones are set up so that you must map things that are some distance from where you're standing, but the game chooses not to do so. There are also one-way doors in darkness where getting them onto the map involves going back to the other side of the one-way-door and then casting a light spell to get a glimpse of the layout, which may confusingly fail because of the weird distance limitations on the mapping. The current behavior could be acceptable in a different set of dungeons which didn't make the behavior dumb, but in this case it's simply incorrect for tor the content it's in.
* To further this, there are one-square rooms with antimagic in Kylerean's Tower which prevent you from casting a light spell. They border on Darkness zones, so you can't ever get the doors correctly onto the map.
* The mechanics of Advance have changed and do not work reasonably. It's possible for the party to choose to Advance, and then have that fail because one of the foes summons an enemy. Having a summon block the ability to advance might be reasonable in another game, but in this game you must sacrifice the turn of every member of your party in order to advance, which is then cancelled. This makes even less sense than the base game (Bard's Tale 2 or 3). Further balance changes could be made to make this not so broken, but it would be better to simply return to the behavior in the games you are remastering and cause party advance to simply happen first in the round.
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An aside: Intentionality is not a guarantee of non-bug. In my day job, I have fixed hundreds of bugs which were introduced to systems intentionally, because the person choosing to make the system work that way did not think through the results of their actions. If I provide a complete rationale for why something is broken, it's pretty uninteresting to say "but they meant it to be like that". It doesn't matter. Commenting further on the design might be interesting.
* The pleasant addition of the (N)ew Order command is a bit clunky. If you accidentally press N, there is no way to get out. Escape, etc do not cancel the action, so you are forced to type 1 2 3 4 5 6 7.
* As a small quibble, in the original game, the new order action did not require the player to select the last character, since there is no reason to do so.
* In the journal, if you view a level of the dungeon you are not on, and then click on Scry Sight, the view is updated to show the level of the dungeon that you are on. That's fine. However, the buttons for changing the dungeon level to view are not updated. This means, for example if you are on catacombs 3, and then view catacombs 1, the navigation buttons are updated so that "view lower" is active, but "view higher" is not active, which is appropriate for viewing catacombs 1. However when you cast Scry Sight, you are shown Catacombs 3, and only "view lower" is active, which can't work, and "view higher" which you may need, also doesn't work.
* At least when typing spell codes, the game will drop keystrokes. This might be true more broadly but it's harder to tell. I can, over and over, type things like "LERE" and get "LR" in the entry prompt. It's definitely not true that the E key is not pressed, and it's not that the computer is overburdened. While running the game, I can type LERE in a browser here and never have keys dropped. To be fair, the original game, especially on the C64 and Apple IIe also was prone to dropping keys, requiring a fairly deliberate typing method of one finger at a time when entering strings like "PASSION", but I'm pretty sure this wasn't intentionally modeled.
* When leaving the review board, it's possible to have the bard song silenced. I'm not sure the exact sequence, but I had just levelled up and left directly and checked my hunter's stats immediately and the bard song, while still active, did not play and continued to not play for many minutes until I re-visited the review-board.
* The way items are added to the merged party inventory is bizarre. Found items typically (or at least sometimes) are added to the end of the list. I fought the 3 and 3 berserkers at Harkyns 1 and received Robes at the end of the shared inventory list. Then I bought six robes at Garth's and they were added to the top of the inventory. Wearing the robes on my various characters (swapping with their existing equipment) placed the unequipped items where the robes were, six at the top and one at the bottom. More consistency please.
* Sorceror Sight and Second Sight are permitted to overlap. I doubt there's a play benefit for doing so, but it is confusing. I would suggest that casting Sorceror Sight should replace Second Sight, while casting Second Sight while Sorceror Sight is active should do nothing or replace it. Replacing it would be more accurate. Doing nothing might want some player feedback: "You already have a more powerful spell active." Also there are so many light spells that are arguably side-grades, just-replace seems like it will be simpler for players.
* Possibly present in the original game... but the "Darkness" message is effectively blocked by "Something special is near". That is, if you move to a new square that is facing "something special" then you will not know that your current square is in darkness, even if you turn to face other directions where no special is detectable. Casting a light spell (which is then turned off again) will enable the Darkness message. It would be superior if Darkness would appear when turning in place on a Darkness square, or even beter if Darkness appeared in concert with the notification about something special being near.
* When entering the description for a save file, various characters re not accepted, such as ? , . - + = _ / \ : or ; While some of these are not legal for the windows filesystem, many are. Meanwhile, characters like & # ! and so on are accepted. There appears to be no rhyme or reason to this behavior. There is also no information about what can be used provided or any feedback when input is silently discarded.
Bugs:
* Compounding the previously mentioned problems of: 1 - (design error) light spells show the wrong distances, 2 - (automap misbehavior) doors used by parties in the dark are not mapped. We have: The automap does not map the distances that the spells can officially see. If I use Lesser Revela tion which should show three squares, and in this game was changed bizarrely to show two squares, the automap only maps one square away. At first blush this seems innocuous, and I didn't care much about this change for the entirty of the sewers or catacombs. However, as you get further in the game and the dungeon design becomes more intensely anti-mapping, this becomes all the more out-of-step with the actual game it's in. There are areas where the darkness zones are set up so that you must map things that are some distance from where you're standing, but the game chooses not to do so. There are also one-way doors in darkness where getting them onto the map involves going back to the other side of the one-way-door and then casting a light spell to get a glimpse of the layout, which may confusingly fail because of the weird distance limitations on the mapping. The current behavior could be acceptable in a different set of dungeons which didn't make the behavior dumb, but in this case it's simply incorrect for tor the content it's in.
* To further this, there are one-square rooms with antimagic in Kylerean's Tower which prevent you from casting a light spell. They border on Darkness zones, so you can't ever get the doors correctly onto the map.
* The mechanics of Advance have changed and do not work reasonably. It's possible for the party to choose to Advance, and then have that fail because one of the foes summons an enemy. Having a summon block the ability to advance might be reasonable in another game, but in this game you must sacrifice the turn of every member of your party in order to advance, which is then cancelled. This makes even less sense than the base game (Bard's Tale 2 or 3). Further balance changes could be made to make this not so broken, but it would be better to simply return to the behavior in the games you are remastering and cause party advance to simply happen first in the round.
----------
An aside: Intentionality is not a guarantee of non-bug. In my day job, I have fixed hundreds of bugs which were introduced to systems intentionally, because the person choosing to make the system work that way did not think through the results of their actions. If I provide a complete rationale for why something is broken, it's pretty uninteresting to say "but they meant it to be like that". It doesn't matter. Commenting further on the design might be interesting.
Post edited August 28, 2018 by jsjrodman