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Hi all,

Version 1.07 of The Bard's Tale Trilogy is now ready to release with lots more QoL improvements and bug fixes. Thanks for everyone's input!

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CRASHES / SOFT LOCKS
* Fix catacombs bugs - exiting catacombs without a saved location would end up INSIDE the temple. That can lead to a situation where the saved location becomes 0,0 and the next exit will go to that location.

Audio
* Updated sounds for undead and Mangar.
* Fix for mis-linked Traveller's tune on some instruments playing Waylands.
* Added per-trap sound effects.
* Trimmed start of several attack, enemy and spell sounds so that they are a little more snappy

Achievements
* Fixed the A Song of Fire achievement.
* Fixed Pile of Gold achievement (was set to 1,000,000 instead of 100,000).
* Fixed A Mage's Tale achievement (was accidentally checking archmage spell levels as well; which obviously don't come in to play until BT2).

Gameplay
* Fix party monsters now cast ally buffs on the party instead of the enemies.
* Fix balance issue in spell saves (intelligence and luck are applied a little less).
* Stop Ybarra mystical armour and shield from stacking together because it makes the entire team nearly untouchable in combat.
* Fix bug where you could use arrows without a bow.
* Fix hit ratio for arrows - now relies heavily on dexterity to hit or dodge ranged attacks.
* Add combat option to equip/unequip an item to make ranged combat more accessible.
* Fix Dragon Wand not working correctly (now does a 20-80 damage group attack).
* Fix ConjurStaff not halving spell cost.
* Bows can now be equipped alongside melee weapons.
* Fixed entering guild was refreshing the UI stats.
* Quick Fix healing can now target specials.
* Sped up healing in the temples. Allow aborting both parts of the heal. Cut off the chant if you start a new chant.
* Fixed some journal screen spells always using the 1st magic caster's spell points.
* Spinners work more like the original. Guarantee to spin you (random can't == 0), spin on turn as well as Move
* Implement the thief dagger and Luck Shield hide in shadows bonuses
* Added Heal Entire Party option to the Temple.
* Added Recharge Entire Party option to Roscoes.
* Summoned monsters/NPCs no longer soak up combat XP
* Stop onyx keys from dropping in mangars tower
* Reworked the calculation for starting distances of random monsters
* Fixed monster spells that didn't have a range set
* Fixed problem with script reward items - were getting set to 255 instead of the -1 (which causes random 1..default). Fixes "unlimited" charge items being rather limited.
* Archery now uses the hunter crit.
* Heal Harp now lets you specify who gets healed
* Dragonshield now usable in combat
* Added aggro to target dummy so it always gets attacked first
* Remove map rotation disorientation at night in the city. Maps only get disoriented in dungeons.
* Increase identify trap chance of rogues
* Rogue identify skill now works of intellect rather than dexterity
* Weapon toHit bonus now correctly adds bonus to damage also
* Monster spells should never show up, no matter what level you are at...
* Enabled mithril arrows.
* Ring of Power no longer attacks own time (was broken post 1.0 release)
* Mage staff now regens magic each combat round
* WizWand, Death Dagger and Stoneblade now drop in game.
* Trapzap chests now half-cost with conjurstaff
* Enemy party-stuns are ignored if you advance
* SOSI no longer reports Darkness as something special
* Chests now drop from fixed encounters (ones marked on the journal) at 100% rate.
* Random encounters do not drop chests (just unprotected treasure)
* Monster portrait tints (like dragons) now work in your party status screen
* Fix the skara brae tower gates so you can exit without a key
* Madgod event allows you to get to kylearans after you've killed him
* Reworked monster AI so it selects attacks based on range
* Reworked random starting ranges for monsters - won't get so many small groups at range now
* Fix autorepeat on spacebar during combat (was broken post 1.0 release)
* Blur fire tooltip now tells you it detects doors
* Paladins now get their extra attacks several levels later than Warriors (as the manuals elude to - and because he overpowers warriors with his saving rolls)
* Fix Falkentyne's Fury bonus damage was getting applied even if you missed because of out of range

Journal
* Now records teleports onto the journal and the minimap.
* Walls are only discovered in darkness if you run into them
* Fix apport arcane bug where the wrong mage spellpoints was being used

Controls
* add combat delay to stop accidentally spamming through the combat fight/run/advance. Also gives a moment to see what you have left to fight.
* Added invert mouse option (inverts both axis) in the settings (Gameplay tab).
* Added option in the settings to disable pause on backgrounding the game (Gameplay tab).
* Disabled the controller joystick assignment, that shouldn't have been there at all.
* Added mouse friendly combat mode - the combat options don't move but just disable/enable instead. There is an option for this in the Gameplay tab of settings.
* Added ESDF movement support, with an option to enable this in the Gameplay tab of settings.
* Added autorepeat support on pressing forward - holding forward (W or E) down won't enter doors. Tapping forward or using the cursors for movement will still enter doors.
* Add automove latch system so we don't start moving instantly on exitting houses.
* Invert mouse now only inverts up/down
* Remove keypress delay between from mid-combat rounds.
* Fix automove on cursors (arrows) to work like AWSD automove
* Keyboard autorepeat now only kicks in when in a scrolling list or entering a name
* Keyboard autorepeat is now a shorter initial delay, since its not used for movement.
* Add New Party Order (N) key
* Allow KeypadEnter to work like Return key.

Graphics
* Added "large view mode" for 16:10 and wider aspect ratios. It was already available for 21:9 mode. This can be found in the Gameplay tab of the settings.
* Fix pixel artifact in 3d view frame.
* Added gamma brightness setting to the Graphics tab of settings, for those people who need to make things brighter.
* Fix night and day issue with shadows appearing on buildings from sun below ground.
* Fix spell icon positioning in large-view modes
* Change to 2 letter classes in large-view modes
* Fix some day/night shadow artifacts during day->night transition

UI
* Revelation light now appears as blue flame (instead of via the Eye icon)
* Spell ranges now appear in tooltips
* Add support for proper-noun enemies, like Mangar, so it won't say "A mangar, or The Manger, or 1 Mangar." it will just say "Mangar".
* Add support for "An / A" determination for monsters that start with vowels.
* Fix alpha fading on minimap mesh.
* Fix some text errors in spells for Word of Healing and Levitation.
* Fixed the Bard's Tale (ES) issue on Spanish language PCs.
* Fixed the scroll back button, in spell casting.
* Fixed the "can't cast" message to be more informative.
* Audio volumes now save on using ESC to exit the dialog.
* Added disorentation icon, to let you know that you don't know your direction (for when the minimap starts to not be North = up; in dungeons)
* Right click on message scroll now acts as a BACK BUTTON.
* Item comparison tooltip now includes unarmed combat - useful for Monks
* Show message when characters jump out of the way of traps.
* Item tooltip now shows arrow damage also
* Added some tool tips for races, in character creation
* Added some tool tips for class, in chracter creation

Misc
* Fix typo (Throught) in Longinous text
* Fixed some typos in spell descriptions for ARFI, AIAR, and SHSP
* Fixed missing period at the end of roscoe's energization message
* Fixed target dummy spell description (removed mention of Special Slot since it doesn't exist in remaster)
* Fix gender issues in "missed" message.
* Made some spell descriptions gender neutral since we don't know if the caster is a male or female.
Attachments:
Post edited August 22, 2018 by kromeuploads
Thanks for the continued updates.

Like the gif :)
All over, pretty awesome patch :)

Big Q: Will my saves be usable for this patch? I would assume so, but figured I'd rather ask first ;)
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thom_gog: All over, pretty awesome patch :)

Big Q: Will my saves be usable for this patch? I would assume so, but figured I'd rather ask first ;)
your old saves will continue to work fine.
I agree...these remasters could well be the games of the Year at this rate (or else BTIV)--awesome, is the word. What a great patch--fantastic!
Looks like a great bunch of fixes. Hooray for the Mage Staff working!! Now I just need to find more than one, so all my mages in the party can regenerate their spell points.
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sambrookjm: Looks like a great bunch of fixes. Hooray for the Mage Staff working!! Now I just need to find more than one, so all my mages in the party can regenerate their spell points.
I hear Mangar's Tower is a good place to look, provided you don't go past the third floor.
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sambrookjm: Looks like a great bunch of fixes. Hooray for the Mage Staff working!! Now I just need to find more than one, so all my mages in the party can regenerate their spell points.
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dtgreene: I hear Mangar's Tower is a good place to look, provided you don't go past the third floor.
My party just got to Kylearean's Tower, and found one in an early combat. Then I found out that APAR didn't work there, so I had to *very* carefully go back to the stairs and get out before my mage wou could cast APAR was drained. Now that the Mage Staff works, and I have two Archmages in the party, I'll be able to stick around in the dungeons a lot longer.
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dtgreene: I hear Mangar's Tower is a good place to look, provided you don't go past the third floor.
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sambrookjm: My party just got to Kylearean's Tower, and found one in an early combat. Then I found out that APAR didn't work there, so I had to *very* carefully go back to the stairs and get out before my mage wou could cast APAR was drained. Now that the Mage Staff works, and I have two Archmages in the party, I'll be able to stick around in the dungeons a lot longer.
Personally, I found the first floor of Mangar's Tower, which has the same drops, to be a better place to farm items. There aren't that many problem enemies (at least in the 2GS version where enemy breath attacks don't seem to be as bad as in the DOS version), there's lots of rooms with encounters (including a 68 Mercenary encounter that is nearly guaranteed to drop 2 items), and APAR works there.

By the way, unless they changed something, deathwarping is also a way to leave the dungeon (if you have enough money, and having Beyond Death or Animate Dead helps here); you will end up back in the Adventurer's Guild, albiet with a dead party.

(Bard's Tale 2 adds another couple options as well, though one takes away all your money, and one you might not be able to use until the final dungeon depending on version, and neither works in a certain dungeon where magic doesn't work (unless you are playing the DOS version and use an item for one of the spells).)
thank you for bringing this childhood gem back to life!