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Looking for a mod to sticky this please!!

NEW: UPDATED TO 1.3!!!

Link on GitHub:

https://github.com/AshLancer/QFG3-Fan-Patch

Announcing the Quest for Glory III: Wages of War fan patch! :D

This patch is the culmination of roughly 6 months I've spent exploring and learning to code SCI scripts in QFG3, in an attempt to bring the game closer to the developers' original vision. It aims to fix various errors found in the scripts, message texts, and sprites, as well as to restore cut content never before seen by players over the last 25 years. There are over 200 bugfixes included and it utilizes Sierra's own patch system, so even ScummVM won't complain.

You'll need an English copy of QFG3 from a floppy, CD, GoG, or Steam. This patch will update any previous version of the game to 1.3A. You do NOT need to install the NewRisingSun speed fixes. They are included in my patch. You'll also need a DOS emulator to run the game, depending on your system. This patch is fully compatible with DosBox and ScummVM, although ScummVM users please be aware of known issues listed in the readme.

Installing is as simple as copying all of the files to your QFG3 directory and overwriting when prompted. If you want to create a backup for uninstalling, please copy all numbered .scr, .hep, and .msg files in your QFG3 folder to a new folder or directory.

Features:

* Every class can now reach 500 puzzle points, and Fighters who transition to Paladin via the ceremony can reach 550!
* You can now train Pick Locks on the chest in your room and hut.
* You can now train Climbing on Manu's tree by leaving the Monkey Village before crossing the waterfall.
* Every spell can now be trained on the Savannah or Jungle screens (where it won't cause you to lose honor).
* It's now easier to fail the requirements for becoming a Paladin and remain a Fighter for those who choose to do so.
* New ways to die that were cut from the game.
* The room with Reeshaka and the endgame have been enhanced!
* Paladins are no longer forced to export with the magic skill if they don't want it.

Patch Highlights:

* Fixes the game writing overflow errors to your .sav file when exporting your character.
* Fixes the infamous crash at the twisted tree challenge during the initiation contest.
* Fixes the crash when the Guardian of the World Tree gets angry at you and restores the correct death message.
* Fixes the dead end encounter where the Awful Waffle Walker never spawns in the Jungle while you're starving.
* Fixes the music disappearing when releasing Johari from her cage, and the annoying music loop glitch after the spear throwing contest.
* Fixes the annoying pathing glitch at the top of the World Tree.
* Fixes multiple problems during the shaman duel, crossing over the chieftan's hut, and in the endgame scripts for each class.
* Fixes spellcasting issues for every single room in the game.
* Fixes several other crashes and lockups caused by faulty scripting, dead ends, faulty triggers, dialogue trees, sprites, text messages, and animation and sound errors.
* Restores a cut event where you can meet and console Uhura at the Simbani Village after the peace conference.
* Restores a cut event where you can sleep at the Monkey Village.
* Restores several unused animations, sprites, and icons, including Soulforge and the Guild Card for Thieves.
* See the complete readme for more!

If you have any questions or concerns, please feel free to discuss them in this thread. I'll try to make myself available as often as possible. Lastly, have fun and enjoy!
Attachments:
uhuracry.png (323 Kb)
maxpoints.png (289 Kb)
Post edited April 07, 2019 by reddvii
This sounds absolutely incredible! I had a blast reading about all the fixes in the readme.
Thanks hope you patch QFG5 Belt Field not working with number keys and also QFG5 - Water Graphics Problem
and QFG5 graphic Glitch on screen with dragon sometimes after going right from the pillar screen you can't go back left and fix the pillar.
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daleks13: Thanks hope you patch QFG5 Belt Field not working with number keys and also QFG5 - Water Graphics Problem
and QFG5 graphic Glitch on screen with dragon sometimes after going right from the pillar screen you can't go back left and fix the pillar.
QFG 5 has a completely custom engine, different from all the other games in the series, QFG 2's fan remake, King's Quest IX, Gabriel Knight III, and even its own demo. That's not going to happen anytime soon. If anyone mods QFG 5, it'll most likely be a HD mod honestly. (Like the ones for FFVII) It also puts a cramp in any plans to - for example - mod the series so that hybrids can do all the Wizard exclusive stuff. (Paladins with staves!)


Edit: I read the patch notes. Yay, restored cut content! Boo, more nonsensical instadeaths from things that should do like 20 damage! (RIP QFG 1 Brutus; 100 HP never saved you from Devon's Deadly Dagger of... crap, I can't alliterate any more.)

seriously though good work mate - although I have to question giving Stealth characters with no Lockpicking the Guild Card. Regardless, brb playing Wages
Post edited February 09, 2019 by N7Kopper
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daleks13: Thanks hope you patch QFG5 Belt Field not working with number keys and also QFG5 - Water Graphics Problem
and QFG5 graphic Glitch on screen with dragon sometimes after going right from the pillar screen you can't go back left and fix the pillar.
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N7Kopper: QFG 5 has a completely custom engine, different from all the other games in the series, QFG 2's fan remake, King's Quest IX, Gabriel Knight III, and even its own demo. That's not going to happen anytime soon. If anyone mods QFG 5, it'll most likely be a HD mod honestly. (Like the ones for FFVII) It also puts a cramp in any plans to - for example - mod the series so that hybrids can do all the Wizard exclusive stuff. (Paladins with staves!)

Edit: I read the patch notes. Yay, restored cut content! Boo, more nonsensical instadeaths from things that should do like 20 damage! (RIP QFG 1 Brutus; 100 HP never saved you from Devon's Deadly Dagger of... crap, I can't alliterate any more.)

seriously though good work mate - although I have to question giving Stealth characters with no Lockpicking the Guild Card. Regardless, brb playing Wages
Thanks a lot! It was fun making this. :D

As for the Guild Card, it was a design decision I made based on how QFG2's import system worked. The series consistently treats both stealth and lockpicking as thief-exclusive skills. You can see that in most of the games, you're able to make the thief sign once you've put points into either skill (although this one doesn't let you make it unless your class is a thief for some reason). I also wanted to take into account people who earned the Guild Card in the first game, which you could've only done by having thief skills, and who were disappointed to not see it carry over. In the end I'm hoping this satisfied at least 99% of the people out there heh.
This looks really interesting!

Is there a chance the patch could address the bug/weird design choice that forced paladins to have magic? It's always bugged me that my fighter-turned-paladin gets 5 points in magic I never asked for when imported in QfG3. (Which then turns into 100 and a bunch of free spells at the start of QfG4...)

(I've always suspected that it was put there as a quick and dirty hack to let paladins open the magic menu and access their abilities.)
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Kurufinwe: This looks really interesting!

Is there a chance the patch could address the bug/weird design choice that forced paladins to have magic? It's always bugged me that my fighter-turned-paladin gets 5 points in magic I never asked for when imported in QfG3. (Which then turns into 100 and a bunch of free spells at the start of QfG4...)

(I've always suspected that it was put there as a quick and dirty hack to let paladins open the magic menu and access their abilities.)
Interesting - my Magic skill stays 5 when I import into QFG4, and I don't get a bunch of free spells. However, this does force me to learn Aura instead of getting the talisman, and I can end up learning spells anyways.

I'm actually curious if this is something that can even be fixed or if it's hard-baked into the game engine.
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Kurufinwe: This looks really interesting!

Is there a chance the patch could address the bug/weird design choice that forced paladins to have magic? It's always bugged me that my fighter-turned-paladin gets 5 points in magic I never asked for when imported in QfG3. (Which then turns into 100 and a bunch of free spells at the start of QfG4...)

(I've always suspected that it was put there as a quick and dirty hack to let paladins open the magic menu and access their abilities.)
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Zachski: Interesting - my Magic skill stays 5 when I import into QFG4, and I don't get a bunch of free spells. However, this does force me to learn Aura instead of getting the talisman, and I can end up learning spells anyways.

I'm actually curious if this is something that can even be fixed or if it's hard-baked into the game engine.
I also agree and this gets my vote to please fix this if possible.
Ok Kurufinwe and anyone else that wants to make there paladin magic points start at zero. I recommend using this http://blazingstix.com/apps/qfgimporter and just edit the magic stats to zero. This might be the best option for now.
Unfortunately, Heal is coded as a spell in both of these games. Once you gain it, you are forced to learn Magic. You literally can't even open the spell menu without having points in the Magic stat. Modding this behavior would probably mean reworking the entire menu box and I don't want to risk breaking other things.

But there might be a way to solve this problem using the exporter. Like for example, I could write an algorithm for determining whether the player intended to learn any magic. And strip their stat on exporting, if all they wanted to keep was Heal. It's tricky because you don't want to accidentally piss off the people who enjoy building hybrids.
So I'm playing through all of QfG again and found this patch just in time when I began part 3. Thanks for all the hard work you put in this project reddvii, it's greatly appreciated.

I still have a question regarding reaching 500 puzzle points with every character now. How exactly did you manage that? Does the most favorable action now grant more points or are there more opportunities for points now? I didn't find anything in the list of changes that clarified that (maybe I missed it).

Also, do you still work on a patch for QfG4?
Post edited April 06, 2019 by ShardofTruth
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ShardofTruth: So I'm playing through all of QfG again and found this patch just in time when I began part 3. Thanks for all the hard work you put in this project reddvii, it's greatly appreciated.

I still have a question regarding reaching 500 puzzle points with every character now. How exactly did you manage that? Does the most favorable action now grant more points or are there more opportunities for points now? I didn't find anything in the list of changes that clarified that (maybe I missed it).

Also, do you still work on a patch for QfG4?
Ya caught me at a bad time, sorry xD
I just updated the readme now to answer your question.

Basically, the Fighter was missing 12 points, the Wizard was missing 7, the Thief was missing 5, and imported Paladins were missing 3 from the cap of 500. In the original game, the only legal way to hit the max score was to play a Fighter who became a Paladin in this game, thereby gaining an extra 25 pts from the ceremony. That in itself was also a bug: You were intended to gain 50 pts from becoming a Paladin and to be able to exceed the cap at 550/500, just like in QFG2. But what we actually got was 25 pts gained and cap still limited to 500.

In the original game, there was a dialogue option where Fighter/Paladins could tell Kreesha about the initiation to gain 3 pts, but this topic was miscoded and never appeared for the player. I restored that. There were also 10 points coded for beating Yesufu at the footrace, but this outcome was impossible to achieve, since no matter what he always outran the Hero. I moved these to winning the initiation contest, which made more sense gameplay-wise and allowed you to easily hit the total without any problems. You can also outrun Yesufu at the footrace now as intended, although you don't have to.

The Wiz and Thief were supposed to get points awarded both for chasing Harami and for stopping him with a spell and throwing dagger/fruit, respectively. But it's impossible to perform both actions at the same time. I fixed this by increasing the reward for performing your proper class action against him.

And yes, I'm still planning on releasing a QFG4 patch :)
Post edited April 07, 2019 by reddvii
Update 1.3 is now live, guys! (GoG doesn't let me edit topic titles)

This update mainly focuses on spellcasting fixes. Every overworld spell should now work properly in every single room! Calm and Reversal also have their original sounds restored.

Also contains a few bugfixes, spelling/typo corrections, script enhancements (e.g. Ego now remembers if you levitated up and down Manu's tree), training climbing is 2x faster, Paladins are no longer forced to export with 5 points in magic, keyboard controls now work again in the spell and item menus (I broke these in 1.2).

The Fighter's missing points were moved. They're now gained when you win the initiation contest instead of sharing the Paladin's points in Tarna. You can also now BEAT YESUFU AT THE FOOTRACE!!! Got confirmation from Lori that this was intended xD

This'll probably be the last major update I do for QFG3 unless someone comes across some major hidden treasure in the code. I feel that the game is now as close to perfect as you can get, and I'd really like to finish the QFG4 patch sometime this year (hopefully!).
Post edited April 07, 2019 by reddvii
This patch is an incredible feat that is on par with other great community endeavors like the Vampires Masquerade Bloodlines patch, the KotOR II restoration mod and Dark Engine fixes that are essential to me now, even if the scale might be smaller.

Thanks for your hard work reddvii, it's great that you help Quest for Glory shine even more.
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ShardofTruth: This patch is an incredible feat that is on par with other great community endeavors like the Vampires Masquerade Bloodlines patch, the KotOR II restoration mod and Dark Engine fixes that are essential to me now, even if the scale might be smaller.

Thanks for your hard work reddvii, it's great that you help Quest for Glory shine even more.
I agree with this post wholeheartedly!