dtgreene: BT2 DOS does have one annoying bug regarding hunters. As you may know, the hunter's critical chance increases at level up. What you may not realize, however, is that this chance is stored in the character's data file, and there's some randomness involved in its growth. That bit, so far, isn't a bug.
However, in BT2 DOS, this value is stored in a single byte, with 255 being, I believe, over 99% critical chance. The bug is that the game doesn't check for overflow, so if you level up, there's a chance the character's critical rate will overflow and become small again. There are two ways to deal with this bug, if playing this version:
* Once critical hits become reliable, save before each hunter level up. After leveling up, get into a fight, then have the hunter attack a few times. If you're still getting consistent criticals, you can save, but otherwise you should reload and never level up the hunter again.
* Or, create the hunter in DOS BT1, level them up until stats are maxed, and then transfer to BT2. BT1 actually properly checks for overflow and prevents it, so you don't need to worry about this here.
There's a similar bug with Rogues, but I believe there's other bugs that make them useless anyway. Hence, this only matters if you transfer the character to BT3, at which point you can see an indication of these hidden values (but remember that the DOS version of BT3 is bad).
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slickrcbd: Once you get a mage staff, rogues become far less important as you can afford to cast TRZP on every chest, and you can use the party fight to regenerate spell points.
So in BT1 & 2, plus the first time I played BT3, I would drop the rogue in favor of another class once I had mage staffs for all my mages.
I had a macro program called "El Macro" (IIRC it can be found on the now-defunct Caltech FTP site but it's mirrored here:
https://mirrors.apple2.org.za/apple2.caltech.edu/addons/cda/ ) that made the game less tedious.
I had preset macros for regenerating with a mage staff, or just letting my pet creature use it's breath weapon while the party defended. I'd hit a key sequence and it would automatically input FDDDHDD. Just keep spamming that until the mage has recovered enough SP.
I also had FAAAAAAHDD FABABABHDD for standard attacks. I liked to keep a pet with a breath weapon, especially in the first game with a special slot. Plus enemies almost never disbelieved in BT1, so the red dragon summoned by the sorcerer was extremely powerful and useful (while I found WIWA useless as it could be routinely 1-hit KO by the enemies in town in the daylight.).
So the point was that Rogues becomes almost useless later in the game, which is why the third game added the backstab ability to hide in the shadows.
The remaster also addressed some of these issues.
* The backstab ability was given to Rogues in all three games (along with the ability to identify items, even if that's not as important in BT1 and BT2).
* Disarming of traps without the spell was simplified, so there's no longer a time advanatage to using TRZP over having the Rogue disarm the trap. In fact, if the Rogue is good enough for the area difficulty you're in, the disarming is automatic, so you don't even need to input any commands! (It's also automatic if you play that one BT2 song (also available in remastered BT3) that protects you from traps) outside of combat.)
* Worth noting that TRZP no longer works in anti-magic areas, so you're going to want a Rogue or Bard if you're going to open treasures in that Grey Crypt.
* On the other hand, SP regeneration is noticeably faster in the remaster, and it's *really* fast if you're on an SP regen square. In fact, it's so much faster that I consider it reasonable to play through the BT3 remaster without ever using any Harmonic Gems (which are still there and common if you need them).
By the way, in the Apple 2 and C64 versions of BT3, Harmonic Gems become really common in some of the later worlds. I've had battles where I'd get a Harnomic Gem to drop, along with an item that turned out to be another Harmonic Gem. Or, to use another metric, I could have my casters use DIVA and NUKE all the time, using a Harmonic Gem when SP runs low, and still get them faster than I use them up. It was quite ridiculous.
slickrcbd: I liked to keep a pet with a breath weapon, especially in the first game with a special slot. Plus enemies almost never disbelieved in BT1, so the red dragon summoned by the sorcerer was extremely powerful and useful (while I found WIWA useless as it could be routinely 1-hit KO by the enemies in town in the daylight.).
Yes, that Red Dragon is *really* powerfui in BT1. (Was toned down for later games; along with enemies having higher HP, I haven't found it that useful, but at least its level was lowered from 6 to 4.)
The Demon Lord summon that a high level Wizard could cast has an even *more* powerful breath weapon it can use. Problem is that the DOS version has a bug that makes it impossible for a Demon Lord in the party's special slot to actually use that breath attack; it's still devastating if an enemy hits you with it, and it does work in the 2GS version.
In BT2, there's one monster found on the final level of the Destiny Stone that will cast Mangar's Mallet every round at no cost. This is incredibly useful, even if enemies can routinely survive multiple casts at this point. Sometimes, I would sneak into the Destiny Stone, get that far, recruit such a monster, then go back to the Guild to save the monster to disk. (The ability to save monsters to disk is one of my favorite aspects of BT2 and BT3, and it's incredibly disappointing that the remaster doesn't allow that.)
One interesting thing about the remaster: Monster party members will not try to use summons or physical attacks if they can't due to a full party or being in the back row. This means that you could force, say, that Demon Lord to breathe every single round by putting it in the back, and I believe the Scathe Mage (from Destiny Stone level 1) could be used as a more easily obtainable Mangar's Mallet spammer. (In fact, if you got lucky, you might get one of them to offer to join your party.) Also, such party members don't take a share of the XP, so in BT2 remaster, you can quickly level up a single character by having them go into a dungeon with a bunch of monsters capable of clearing the enemies. (Also works for BT1 and BT3 remaster, but in BT3 remaster, abusing enemies that call for help is a *far* better approach, allowing you to get more than a full level's worth of XP from one fight later in the game.)