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high rated
Just a small update to address a critical bug.

* Heal All was going into a loop if you had a re-animated dead character
* Rogues hide-in-shadows now buffed
* Preset encounters (like 77 Skeletons) now drops chests
* Random encounters have small chance to drop chest
* Warrors/Monks/Paladins now get their extra attacks more in line with the originals (lv 4 for WA/MO, lv 5 for PA)
thx for the update!
v 1.07 paladin leveled to 7 an still no extra attack...

just gave it another try... since v1.07 the lvl 7 paladin still strikes only once each turn.
is 1.08 supposed to correct old saves?
i´ll try to level the paladin once more...maybe then he gets the correct number of attacks

didnt work... the update seems not to affect previously gained paladin levels.
lvl 8 paladin in v1.08 strikes only one attack each turn
Post edited August 23, 2018 by harrysgog
Currently unable to cure possession.

I can make the character 'nuts', but casting restore returns it back to 'poss' as opposed to curing the insanity.
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draxsr: Currently unable to cure possession.

I can make the character 'nuts', but casting restore returns it back to 'poss' as opposed to curing the insanity.
REST doesn't cure possession. To do so, you need to use DISP (3rd level Wizard spell, unless that's changed) or one of the more powerful spells not present in BT1. Alternatively, in BT1 there's an item called the Exorwand; that item casts DISP when used.
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harrysgog: thx for the update!
v 1.07 paladin leveled to 7 an still no extra attack...

just gave it another try... since v1.07 the lvl 7 paladin still strikes only once each turn.
is 1.08 supposed to correct old saves?
i´ll try to level the paladin once more...maybe then he gets the correct number of attacks

didnt work... the update seems not to affect previously gained paladin levels.
lvl 8 paladin in v1.08 strikes only one attack each turn
The fixed won't adjust incorrect levels, but next time you level your paladin they should jump to the correct number of attacks for that level.
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harrysgog: thx for the update!
v 1.07 paladin leveled to 7 an still no extra attack...

just gave it another try... since v1.07 the lvl 7 paladin still strikes only once each turn.
is 1.08 supposed to correct old saves?
i´ll try to level the paladin once more...maybe then he gets the correct number of attacks

didnt work... the update seems not to affect previously gained paladin levels.
lvl 8 paladin in v1.08 strikes only one attack each turn
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kromeuploads: The fixed won't adjust incorrect levels, but next time you level your paladin they should jump to the correct number of attacks for that level.
If the paladin is level drained before then, will that adjust the number of attacks to what they should be?
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draxsr: Currently unable to cure possession.

I can make the character 'nuts', but casting restore returns it back to 'poss' as opposed to curing the insanity.
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dtgreene: REST doesn't cure possession. To do so, you need to use DISP (3rd level Wizard spell, unless that's changed) or one of the more powerful spells not present in BT1. Alternatively, in BT1 there's an item called the Exorwand; that item casts DISP when used.
In the original game, you could only have one type of status effect, so the NUTS overwrote the POSS, so fixing NUTS afterwards left you unpossessed. The way things like STONED worked is the hitpoints were reduced to 0 at the same time so fixing STON would leave a character still DEAD.

It seems here that stacked statuses were implemented, but not all the spells were re-evaluated to make sense in this scheme. Since Mind Warp specifically tells you it's good for posesssion, it should expliictly remove that.
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dtgreene: REST doesn't cure possession. To do so, you need to use DISP (3rd level Wizard spell, unless that's changed) or one of the more powerful spells not present in BT1. Alternatively, in BT1 there's an item called the Exorwand; that item casts DISP when used.
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jsjrodman: In the original game, you could only have one type of status effect, so the NUTS overwrote the POSS, so fixing NUTS afterwards left you unpossessed. The way things like STONED worked is the hitpoints were reduced to 0 at the same time so fixing STON would leave a character still DEAD.

It seems here that stacked statuses were implemented, but not all the spells were re-evaluated to make sense in this scheme. Since Mind Warp specifically tells you it's good for posesssion, it should expliictly remove that.
Just tested in the Apple 2gs version; casting Animatye Dead, then Mind Warp, on a possessed character results in the character's status still being displayed as Poss. REST doesn't cure it, but DISP will, leaving the character in normal condition, but with 1 hit point.

(Interestingly, I remember ANDE setting a character's HP to 100, *even if the character's Max HP is 0.)

By the way, could someone test ANDE, then DISP, on a dead character? In classic versions, this allowed for resurrection before learning Beyond Death, but it took two actions and cost more SP than just casting BEDE in the first place.

Also, characters animated by ANDE could attack from the back rows, and Doppleganger type enemies could, if your party is full, attack from the third or fourth monster rank.
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harrysgog: thx for the update!
v 1.07 paladin leveled to 7 an still no extra attack...

just gave it another try... since v1.07 the lvl 7 paladin still strikes only once each turn.
is 1.08 supposed to correct old saves?
i´ll try to level the paladin once more...maybe then he gets the correct number of attacks

didnt work... the update seems not to affect previously gained paladin levels.
lvl 8 paladin in v1.08 strikes only one attack each turn
My Paladin attacks 3 times with Mithril sword, 2x with halberd. Ditto my two fighters.
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harrysgog: thx for the update!
v 1.07 paladin leveled to 7 an still no extra attack...

just gave it another try... since v1.07 the lvl 7 paladin still strikes only once each turn.
is 1.08 supposed to correct old saves?
i´ll try to level the paladin once more...maybe then he gets the correct number of attacks

didnt work... the update seems not to affect previously gained paladin levels.
lvl 8 paladin in v1.08 strikes only one attack each turn
avatar
kromeuploads: The fixed won't adjust incorrect levels, but next time you level your paladin they should jump to the correct number of attacks for that level.
thank you, it worked. after leveling up once more, attacks per turn seem to be correct.
keep up the good work! you made my day bringing back this childhood memory!
Since upgrading from 1.00 to 1.08 I've notice my party members getting 1 hit killed when they had more HP than the they got in damage. Specifically this happens in Harkyns Castle lv1 during the Captain of the Guard encounter. He always kills whomever he attacks regardless of the damage dealt being less than the total HP available to that character. Seems like a bug to me. I saved right before the encounter and have retried dozens of time and someone dies every time even thought they had plenty of HP to take the damage. For example, the text will say something like "Master ninja stabs at X critically hits for 49 damage," but my char has 104HP yet dies. If this is supposed to be some kind of 1-hit critical kill then the text should better reflect that's the case.
Post edited August 25, 2018 by revo_emag
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revo_emag: Since upgrading from 1.00 to 1.08 I've notice my party members getting 1 hit killed when they had more HP than the they got in damage. Specifically this happens in Harkyns Castle lv1 during the Captain of the Guard encounter. He always kills whomever he attacks regardless of the damage dealt being less than the total HP available to that character. Seems like a bug to me. I saved right before the encounter and have retried dozens of time and someone dies every time even thought they had plenty of HP to take the damage. For example, the text will say something like "Master ninja stabs at X critically hits for 49 damage," but my char has 104HP yet dies. If this is supposed to be some kind of 1-hit critical kill then the text should better reflect that's the case.
In the orignal game, the text would have been "Master ninja stabs at X for 49 damage, critically hitting him!"; the critical hit, which is an instant kill, is a status effect that's part of the enemy's attack. It's just like some enemies being able to poison, age, stone, or level drain your characters.

I've been playing through the Apple 2GS version, and Master Ninjas can indeed critically hit in that version, so the behavior is, in fact, intended.

Of note, this can also happen when a Hunter attacks; it's more likely to happen when a Hunter is at a high level (modulo an integer overflow bug found in some classic versions, of course).
Wanted to mention that I really, really like the much larger 3d window in the shuffled game UI--very nice! Game looks great and plays great at 3840x2160..! There are some niggling minor bugs with stats and so on, but I'm sure these will get ironed out as time goes. So far, this remaster has exceeded my expectations by a mile...;)
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revo_emag: Since upgrading from 1.00 to 1.08 I've notice my party members getting 1 hit killed when they had more HP than the they got in damage. Specifically this happens in Harkyns Castle lv1 during the Captain of the Guard encounter. He always kills whomever he attacks regardless of the damage dealt being less than the total HP available to that character. Seems like a bug to me. I saved right before the encounter and have retried dozens of time and someone dies every time even thought they had plenty of HP to take the damage. For example, the text will say something like "Master ninja stabs at X critically hits for 49 damage," but my char has 104HP yet dies. If this is supposed to be some kind of 1-hit critical kill then the text should better reflect that's the case.
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dtgreene: In the orignal game, the text would have been "Master ninja stabs at X for 49 damage, critically hitting him!"; the critical hit, which is an instant kill, is a status effect that's part of the enemy's attack. It's just like some enemies being able to poison, age, stone, or level drain your characters.

I've been playing through the Apple 2GS version, and Master Ninjas can indeed critically hit in that version, so the behavior is, in fact, intended.

Of note, this can also happen when a Hunter attacks; it's more likely to happen when a Hunter is at a high level (modulo an integer overflow bug found in some classic versions, of course).
Thanks for verifying on an old original version! Answers that issue for me.
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revo_emag: [...]I saved right before the encounter and have retried dozens of time and someone dies every time even thought they had plenty of HP to take the damage. For example, the text will say something like "Master ninja stabs at X critically hits for 49 damage," but my char has 104HP yet dies. If this is supposed to be some kind of 1-hit critical kill then the text should better reflect that's the case.
As mentioned by dtgreene, this is essentially a UI problem from the original game.
It's kind of meaningless that critical hits have a damage number, but they do anyway.
It would probably be clearer to simply not have a number, because effectively they do infinite damage.

This applies to your own hunter's critical hits (if you have a hunter), in which case it would probably be less surprising.
Post edited August 26, 2018 by jsjrodman