├── QFG3 Update 1.3.1A.zip
├── QFG3 Update 1.2
├── QFG3 Update 1.2A.zip
└── Readme 1.2A.md
├── Readme 1.3A.md
└── Complete List of Changes.md
/QFG3 Update 1.3.1A.zip:
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https://raw.githubusercontent.com/AshLancer/QFG3-Fan-Patch/HEAD/QFG3 Update 1.3.1A.zip
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/QFG3 Update 1.2/QFG3 Update 1.2A.zip:
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https://raw.githubusercontent.com/AshLancer/QFG3-Fan-Patch/HEAD/QFG3 Update 1.2/QFG3 Update 1.2A.zip
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/QFG3 Update 1.2/Readme 1.2A.md:
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1 | # Quest for Glory III: Wages of War - Unofficial Update 1.2A
2 | ## Author: AshLancer
3 | ## E-mail: raziel7fallen@gmail.com
4 |
5 |
6 | ### Introduction:
7 |
8 | Welcome to the very first QFG3 fan patch! 26 years ago, Sierra and the Coles released the third entry in the Quest For Glory series to near-universal acclaim in 1992. However, anyone who's played this game can tell you that it had some nasty, obnoxious bugs which sent many users crashing to their desktops and hampered replayability for decades. I've been playing this game on and off over the last 20 years, constantly staring at that 497/500 puzzle point score on my Paladin's status screen and remaining frustrated at an inability to bring closure to his journey. Now at last, I'm very proud to release this monumental personal achievement to the community in an attempt to give back to one of the greatest RPG series that I've ever had the honor of playing as a kid.
9 |
10 | Quest for Glory 3: Wages of War is probably the least discussed game in the series. It's riddled with design flaws, lack of content, inconsistencies, glitches, crashes, and script errors. Due to poor management and being that it was never planned as an entry, it didn't get enough of a budget attached and was rushed out along with roughly 6 months of development time and playtesting still incomplete. Yet despite all of its flaws, a lot of fans still fondly remember QFG3 for its originality and unique identity. It was one of the only RPGs at the time to feature an African-styled savanna and jungle setting. The characters are still as well-written and endearing as any of the other games in the series. The story, although linear for the most part, delivers a timeless message that continues to hold weight even in today's world. And a lot of the background artwork still presents itself as one of the finest and most detailed examples of VGA graphics from early 90's era PC gaming.
11 |
12 | This patch is the culmination of the last 6 months I've spent playing, testing, learning, and recoding the scripts of QFG3 in an effort to polish what I and many others often consider to be the buggiest game in the series. It's also an attempt to increase awareness and to encourage more people, both old and new to the series, to play this game!
13 |
14 |
15 | ### Requirements:
16 |
17 | This patch is for updating QFG3 from any previous version up to 1.2A (the A stands for my name!). If you are running this patch and your game version doesn't say "1.2A" in the game's About section, then either you haven't installed the patch properly, or your copy of the zip is a fake. You can check the About section by bringing up the options menu and clicking on the Sierra mountain logo.
18 |
19 | You'll need a copy of QFG3 installed on your device from either a 3.5" floppy, CD-ROM, Steam, or GoG. You do NOT need to install the NewRisingSun speed fixes. They are included in my patch. You will also most likely need a DOS emulator to run the game, depending on your system. The best two currently available are DosBox and ScummVM. This patch is fully compatible with either emulator, although ScummVM users please be aware of known issues listed below.
20 |
21 | It's HIGHLY recommended that you start a new game in order to take full advantage of this patch. Depending on where you saved before installing, you may encounter glitches, or you may not be able to load your save at all.
22 |
23 | This patch is currently only compatible with the ENGLISH version of QFG3. Sincerest apologies to all foreign language users. I hope to release an international version soon!
24 |
25 |
26 | ### Installation:
27 |
28 | If you wish to create a backup before installing, please copy all numbered .scr, .hep, and .msg files in your QFG3 folder to a new directory.
29 |
30 | Simply extract the contents of the zip into the same folder where you have QFG3 installed (ex. C:/Sierra/Quest for Glory Collection Series/Quest for Glory 3/) and overwrite all files when prompted. Enjoy!
31 |
32 | To uninstall, just delete all of my patch files and restore the backup.
33 |
34 |
35 | ### New Features:
36 |
37 | - Every class can now reach 500 puzzle points, and Fighters who transition to Paladin via the ceremony can reach 550!
38 | - You can now train Pick Locks on the chest in your room and hut.
39 | - Every class that has skill in Pick Locks will now start with the Thief's Toolkit.
40 | - Thieves and imported characters with points in thieving skills will now start with the Guild Card.
41 | - You can now train Climbing on Manu's tree.
42 | - Fighters and Paladins can now train Zap outside of combat.
43 | - You can now train Open and Detect Magic on the Savannah or Jungle screens (where it won't cause you to lose honor). You can also train any spell in Kreesha's magic shop if you want.
44 | - It's now easier to fail the requirements for becomming a Paladin and remain a Fighter for those who choose to do so.
45 | - You can now modify your Honor stat with Uhura at the Simbani Village after the peace conference.
46 | - You can now leave the Monkey Village before crossing the waterfall and go have random encounters. Manu will be waiting patiently for you to come back!
47 | - The rooms with Reeshaka and the endgame have been enhanced. I'd prefer to keep these a secret... :3
48 | - New ways to die! (see below)
49 | - Wizards and Thieves will no longer have the opportunity to rescue the baby meerbat.
50 | - The log will no longer spawn during the ring of thorns challenge if the player can get the ring.
51 | - You must now learn about the Lost City from Manu before you can convince him to take you there.
52 | - Fighters and Paladins will now gain points for creating a vine rope, rather than from using it to cross.
53 | - Wizards must now tell Manu about the Levitate spell before they can ask for cooperation.
54 |
55 |
56 | ### Patch Highlights:
57 |
58 | - Fixed the game writing overflow errors to your .sav file when exporting your character.
59 | - Fixed the infamous crash when Yesufu throws a spear at the twisted tree challenge during the initiation.
60 | - Fixed the crash when the Guardian of the World Tree gets angry at you (CAUSED by NRS's fix btw =w=).
61 | - Fixed the dead end encounter where the Awful Waffle Walker never spawns in the Jungle while you're starving.
62 | - Fixed dead ends caused by encountering Johari again after already reaching the Leopardman Village.
63 | - Fixed dead ends caused by imported Heroes changing their class, but never being granted points in their new class-specific skills.
64 | - Fixed the dead end caused by eating the Venomous Vine Fruit.
65 | - Fixed the music disappearing when releasing Johari from her cage.
66 | - Fixed the annoying music loop glitch when you beat Yesufu at the spear throwing contest.
67 | - Fixed the music not looping when you meet with the Leopardman Chief.
68 | - Fixed the annoying pathing glitch at the top of the World Tree where clicking on the Guardian cave or the exit would send the Hero back inside.
69 | - Fixed script errors where you couldn't talk to Uhura in your hut, and where she'd stop talking after asking about "Woo".
70 | - Fixed a script error where Fighters and Paladins couldn't tell Rakeesh about the Initiation and missed out on 3 points.
71 | - Fixed bugs and annoying sound loops during the Shaman duel.
72 | - Fixed bugs and missing sounds when stealing the Drum of Magic and the Spear of Death.
73 | - Fixed multiple problems in the endgame scripts for each class.
74 | - Fixed several lockups caused by faulty scripting.
75 | - Fixed several faulty triggers.
76 | - Fixed several incorrect sprites, offsets, animation cycles, and animation speeds.
77 | - Fixed various background objects being deleted or hidden, not being defined, or not getting initialized at all.
78 | - Fixed various sounds disappearing, endless sound loops, and missing sounds.
79 | - Fixed missing messages, incorrect messages, missing dialogue, errors in dialogue trees, and a few typos.
80 | - Fixed a couple of exploits when importing during character creation.
81 | - Restored a cut event where you could meet and console Uhura at the Simbani Village after the peace conference.
82 | - Restored a cut event where you could sleep at the Monkey Village.
83 | - Restored several deaths and missing or unused death messages, specifically:
84 |
85 | * Steal from the Drummer too many times and get arrested
86 | * Anger the Guardian of the World Tree until it throws you out
87 | * Get killed by an Apeman on one of the Lost City screens
88 | * Get killed by the Demon in the Lost City
89 | * [Wizard] Cast Summon Staff and then Trigger to blow yourself up
90 | * [Thief] Wait for the leopard to finish eating and then let him jump up and kill you
91 | * [Thief] Cross the rope at the waterfall with low agility on Medium or High Skill level
92 | * Starve to death (new animation!)
93 |
94 | - Restored the proper icon for Soulforge in your inventory.
95 | - Restored the Guild Card item.
96 | - Restored several unused sprites and animations.
97 | - Restored several funny messages for clicking certain items on yourself.
98 | - Restored a LOT of unused text.
99 | - And over 200 other bug fixes and restorations!
100 |
101 |
102 | *Note: A complete list of changes (for NERDS) has been included in the accompanying readme.
103 |
104 |
105 | ### Known Issues:
106 |
107 | I broke some of the keyboard controls for selecting spells in the spell menu or items in the inventory. Well actually, the DECOMPILER broke them. You can still navigate to the spell or item that you want to select, it's just made more difficult.
108 |
109 | Some rooms still don't have functioning spellcasting. This was left on purpose. The overworld spell system is quite frankly, a complete mess. I decided to fix certain rooms where people are most likely to practice casting rather than go through every single room in the game and make individual changes. At some point, I hope to revamp the spell scripts to solve this problem.
110 |
111 | There's an annoying glitch where the Fighter, Paladin, and Wizard stop having their date/time box pop up on the overworld map after the peace conference. The Thief works fine. I've been unable to track down the cause of this, but I created a workaround (coincidentally!). Just sleep at the Monkey Village and it should be fixed the next day.
112 |
113 | Be very careful when setting the game's Speed to maximum on higher CPU cycles. The Hero can run so fast that he sometimes ends up reaching targets before the engine can execute scripts. This may result in glitches, lockups, or even crashes. Save often!
114 |
115 | Sometimes the game just crashes or freezes randomly after playing too long, when in the encounter screen, entering a battle, or playing Awari. I honestly have no idea what's going on. O _ O Save often!!
116 |
117 | ScummVM uses a completely different interpreter from the original SCI, and as a result it may introduce new bugs that are totally unrelated to my patch. Currently, it has an obnoxious glitch where the night cycle appears as day. No idea what is going on with this or if I somehow broke it again, because it was supposedly fixed in their last build. Contact the ScummVM developers for help.
118 |
119 |
120 | ### FAQ (may contain spoilers!):
121 |
122 | **Q** - Where are all of the Fighter's missing points?
123 |
124 | **A** - The Fighter now shares all points with the Paladin, although he does NOT need to become a Paladin in order to reach 500, nor does the Fighter-turned-Paladin need any of his abilities in order to reach 550.
125 |
126 |
127 | **Q** - I can't seem to find Khatib the Survivor at the inn for those last few points.
128 |
129 | **A** - Getting Khatib to spawn can be a bit of a nuisance. The only requirement seems to be that you must have eaten at the inn at least ONCE (indicated by the topic "Restaurant" disappearing from Janna's dialogue tree). You'll also need to enter the inn at a specific time of night. I've included a screenshot of the moon in the zip to help people who are having trouble. If you're successful, you'll see two empty seats at the middle table when you enter. Also, keep in mind that Khatib will NOT spawn on the same night that you've had your first meal there.
130 |
131 | I've found the best way to do this is to run around the savanna just outside of Tarna until it starts to get dark. Keep moving until the screen gets completely dark and then immediately enter the city. Try and visit the inn now. If the two seats still aren't open, exit the inn, rest for an hour, and enter again. You should trigger the encounter.
132 |
133 |
134 | **Q** - I've done everything but the Leopardman Prisoner just won't show up!
135 |
136 | **A** -
137 | * [Fighter/Paladin] Keep practicing throwing spears at the target until Uhura shows up, then challenge her.
138 | * [Wizard] Talk to the Guardian to find the Blue Orchid and complete the quest for creating your staff.
139 | * [Thief] Reach the far eastern screen with the big waterfall.
140 |
141 |
142 | **Q** - Help! I gave Salim all the ingredients but he's not making the Dispel Potion!!
143 |
144 | **A** - This is a very old bug that was patched in the Anthology version. You're most likely running an older copy of QFG3 or the resource file that came packaged with your game is out of date. I've extracted this script from the Collection CD for people who need it. Check and make sure you've installed 290.scr and 290.hep from the folder named "NRS and Anthology Fixes". You'll need to go back to a point before you gave Salim the first item in order for the new script to work.
145 |
146 |
147 | **Q** - Help! The guard won't let me back in to see the Laibon or the Laibon won't take my dinosaur horn and I can't continue. I thought you fixed everything!!!
148 |
149 | **A** - The triggers for the Laibon starting the initiation are still a bit wonky. Here is a method that always works for me:
150 |
151 | Leave the Laibon's hut
152 | Open the inventory/chest and drop ALL dinosaur horns
153 | Go back inside and ask the Laibon about every topic
154 | Click the Mouth on yourself and talk about every topic
155 | Leave and go get another horn from a dinosaur
156 | Go back to the Laibon and try giving it to him again
157 |
158 |
159 | **Q** - I'm doing the ring of thorns challenge and the log is gone!
160 |
161 | **A** - Check your inventory. The answer's in plain sight. ;p
162 |
163 |
164 | **Q** - How do I fail the Paladin ceremony and stay as a Fighter?
165 |
166 | **A** - The best way to do this without losing points is to enter the cave in the side of the giant tree and throw some daggers/rocks/spells at the Guardian until he spins you around (also an animation fix by me). This should disqualify you later. Paladins are supposed to be paragons of justice, virtue, and all-around goodness, and attacking one of Mother Nature's most sacred creatures isn't exactly upholding that image.
167 |
168 |
169 | **Q** - What are the exact new requirements for becomming a Paladin in QFG3?
170 |
171 | **A** - You need to be a Fighter and have at least 150 Honor to qualify for the Paladin ceremony. You also need to have NOT done one of the following dishonorable acts:
172 |
173 | * Taking any action other than RUNNING after Harami during the chase
174 | * Leaving the bazaar at night without helping Harami
175 | * Attempting to steal from the drummer
176 | * Refusing to swear the oath at the Hall of Judgement
177 | * Letting the baby meerbat die
178 | * Killing the baby meerbat yourself
179 | * Not helping Yesufu during the Initiation
180 | * Attacking the Guardian at the Heart of the World Tree
181 | * Abandoning Manu in the cage in the jungle
182 |
183 | If you've satisfied all the requirements, you'll be treated to a cutscene just before the peace conference starts and Rakeesh will even give you his sword, Soulforge. Congrats!!! ^w^
184 |
185 |
186 | **Q** - I'm a Fighter who became a Paladin, but my Honor is maxed out and I can't gain any more Paladin Points.
187 |
188 | **A** - This is a design flaw in the original game. I created a workaround (also coincidentally!) when restoring the post-conference event. If you haven't crossed the waterfall, you can actually go back to the Simbani Village and meet Uhura in a one-time event. Once there, keep repeatedly trying to enter the village and your Honor will gradually be lowered. Then talk to Uhura and keep consoling her to raise it again. This should grant all the Paladin abilities you've rightfully earned. Once you leave, you are forever banned from the Simbani Village.
189 |
190 |
191 | **Q** - You broke the final battle!!!! Why do I keep dying??
192 |
193 | **A** - Read the message carefully. The answer's in plain sight ;p
194 |
195 |
196 | **Q** - Are you planning on making patches for the other games in the series?
197 |
198 | **A** - Absolutely! I'm currently working on a QFG4 patch as we speak. Expect it before the year ends... :3
199 |
200 |
201 | ### Legal:
202 |
203 | These files (and this readme) are the sole product of yours truely: Alex Abrahamian, a.k.a. AshLancer, or raziel7fallen. I claim all ownership over my contents and changes to the game and reserve all rights in controlling how this patch is distributed and reused. Downloading and installing this patch means agreeing to the conditions as written below.
204 |
205 | This patch is a non-profit 3rd party modification and is distributed as freeware, although donations are welcome. Neither myself nor this patch are legally affiliated with Sierra, Activision, or the Coles and I do not claim to respresent their interests or positions in any way, whatsoever.
206 |
207 | The contents of this patch are provided "as-is". Although I've done my very best to playtest and ensure that this patch's quality meets all the goals and standards set for it, I am not liable, nor do I claim any responsibility for any damage resulting to the user's character, save file, software, or device that may occur from installing or running this patch.
208 |
209 | You MAY redistribute this patch freely, install it as many times as you want, and advertise it so long as you give all credit to the author.
210 |
211 | You may NOT claim this patch as your own, charge money for it, modify any of its contents (including this readme), or reuse its contents without my express permission. Any infringement is subject to full legal action and statutory damages as defined for Fair Use under section 107 of the US Copyright Act of 1976.
212 |
213 | Quest for Glory III: The Wages of War is US Copyright 1992 by Sierra On-Line, Inc. and is designed by Lori Ann Cole and Corey Cole. SIERRA with mountain design is © 2018 by Activision Publishing, Inc. All rights reserved. I do not claim ownership over any of their code, files, software, or properties except for my own changes which I have created for personal, educational, and recreational use.
214 |
215 |
216 | ### Contact:
217 |
218 | Questions, concerns, suggestions, donations, praises, condemnation, and more! Please direct them towards my email address at raziel7fallen@gmail.com.
219 |
220 | Be sure to include "QFG3 Patch" in the subject somewhere so I can have an idea of what you're asking about, otherwise your email may be regarded as spam and trashed. English is my primary language, although I'm learning Spanish and Japanese. I'll typically respond in 1-2 business days unless something comes up. If it's a question that can be answered from the FAQ section, I'll refer you to that. If it's an urgent matter involving a bug (like the game has been rendered unplayable), I'll most likely investigate and release a hotfix promptly!
221 |
222 | You can also contact me via PMs on the facebook groups, or search for AshLancer or raziel7fallen on the QFMG and SHP boards. If I'm online, I'll try to answer you ASAP.
223 |
224 |
225 | ### Credits:
226 |
227 | SCI Companion 3.0
228 | without which, NONE of this would've been possible.
229 |
230 | NewRisingSun
231 | who developed the initial speed fixes that allowed us to keep playing these games on modern systems. You rock, dude!!
232 |
233 | Sierra Help Pages
234 | for their extraordinary effort in continuing to maintain support for these titles.
235 |
236 | Google, various Let's Plays and speedruns on Youtube, and the forums and communities at Quest for More Glory, SHP, ScummVM, GoG, and Steam. For feeding me plenty of bug reports, research material, and rumors to go on.
237 |
238 | Quest for Glory Omnipedia
239 | providing a dump of the transcripts and additional background info.
240 |
241 | Sierra Chest
242 | for letting me get a look at the official manual and hintbook.
243 |
244 | CyricZ
245 | for his AWESOME walkthroughs and point lists that thoroughly cover every game in the series.
246 |
247 | All of the fan groups on Facebook: Quest for More Glory, Quest for Glory Fans, and Sierra Gamers. For keeping the brand and this amazing legacy alive!
248 |
249 |
250 | **_SPECIAL THANKS TO:_**
251 |
252 | Cyber Crimson,
253 | keeping me going those times when I got disheartened
254 |
255 | My two younger brothers
256 |
257 | 2 cats and a bird
258 |
259 | Sierra On-Line,
260 | Ken and Roberta Williams
261 | for making some of the greatest PC games on the planet!
262 |
263 | Lori Ann Cole and Corey Cole
264 | for creating such an incredible series. You guys defined my childhood RPGamer! ^_^
265 |
266 | Lastly,
267 | dedicated to the players
268 | ...this patch was for all of us.
269 |
270 |
271 | ### Version Updates:
272 |
273 | 10/01/2018 - Included a script from the Collection CD for people who were having problems getting the dispel potions from Salim. Included a pic of the moon to help people find Khatib. Minor updates to the readme. No programming changes.
274 |
275 | 8/22/2018 - Version 1.2A - Initial release.
276 |
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/Readme 1.3A.md:
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1 | # Quest for Glory III: Wages of War - Unofficial Update 1.3A
2 | ## Author: AshLancer
3 | ## E-mail: raziel7fallen@gmail.com
4 | ## [GitHub Link](https://github.com/AshLancer/QFG3-Fan-Patch)
5 |
6 |
7 | ### Introduction:
8 |
9 | Welcome to the very first QFG3 fan patch! 26 years ago, Sierra and the Coles released the third entry in the Quest For Glory series to near-universal acclaim in 1992. However, anyone who's played this game can tell you that it had some nasty, obnoxious bugs which sent many users crashing to their desktops and hampered replayability for decades. I've been playing this game on and off over the last 20 years, constantly staring at that 497/500 puzzle point score on my Paladin's status screen and remaining frustrated at an inability to bring closure to his journey. Now at last, I'm very proud to release this monumental personal achievement to the community in an attempt to give back to one of the greatest RPG series that I've ever had the honor of playing as a kid.
10 |
11 | Quest for Glory 3: Wages of War is probably the least discussed game in the series. It's riddled with design flaws, lack of content, inconsistencies, glitches, crashes, and script errors. Due to poor management and being that it was never planned as an entry, it didn't get enough of a budget attached and was rushed out along with roughly 6 months of development time and playtesting still incomplete. Yet despite all of its flaws, a lot of fans still fondly remember QFG3 for its originality and unique identity. It was one of the only RPGs at the time to feature an African-styled savanna and jungle setting. The characters are still as well-written and endearing as any of the other games in the series. The story, although linear for the most part, delivers a timeless message that continues to hold weight even in today's world. And a lot of the background artwork still presents itself as one of the finest and most detailed examples of VGA graphics from early 90's era PC gaming.
12 |
13 | This patch is the culmination of the last 6 months I've spent playing, testing, learning, and recoding the scripts of QFG3 in an effort to polish what I and many others often consider to be the buggiest game in the series. It's also an attempt to increase awareness and to encourage more people, both old and new to the series, to play this game!
14 |
15 |
16 | ### Requirements:
17 |
18 | This patch is for updating QFG3 from any previous version up to 1.3A (the A stands for my name!). If you are running this patch and your version doesn't read as the correct number in the game's About section, then either you haven't installed all of the files, or your copy of the zip is a fake. You can check the About section by bringing up the options menu and clicking on the Sierra mountain logo.
19 |
20 | You'll need a copy of QFG3 installed on your device from either a 3.5" floppy, CD-ROM, Steam, or GoG. You do NOT need to install the NewRisingSun speed fixes. They are included in my patch. You will also most likely need a DOS emulator to run the game, depending on your system. The best two currently available are DosBox and ScummVM. This patch is fully compatible with either emulator, although ScummVM users please be aware of known issues listed below.
21 |
22 | It's HIGHLY recommended that you start a new game in order to take full advantage of this patch. Depending on where you saved before installing, you may encounter glitches, or you may not be able to load your save at all.
23 |
24 | This patch is currently only compatible with the ENGLISH version of QFG3. Sincerest apologies to all foreign language users. I hope to release an international version soon!
25 |
26 | You can always find the latest version hosted on my GitHub page. Link at the top of this readme.
27 |
28 |
29 | ### Installation:
30 |
31 | If you wish to create a backup before installing, please copy all numbered .scr, .hep, and .msg files in your QFG3 folder to a new directory.
32 |
33 | Simply extract the contents of the zip into the same folder where you have QFG3 installed (ex. C:/Sierra/Quest for Glory Collection Series/Quest for Glory 3/) and overwrite all files when prompted. Enjoy!
34 |
35 | To uninstall, just delete all of my patch files and restore the backup.
36 |
37 |
38 | ### New Features:
39 |
40 | - Every class can now reach 500 puzzle points, and Fighters who transition to Paladin via the ceremony can reach 550!
41 | - You can now train Pick Locks on the chest in your room and hut.
42 | - Every class that has skill in Pick Locks will now start with the Thief's Toolkit.
43 | - Thieves and imported characters with points in thieving skills will now start with the Guild Card.
44 | - You can now train Climbing on Manu's tree.
45 | - Fighters and Paladins can now train Zap outside of combat.
46 | - You can now train Open and Detect Magic on the Savannah or Jungle screens (where it won't cause you to lose honor). You can also train any spell in Kreesha's magic shop if you want.
47 | - It's now easier to fail the requirements for becomming a Paladin and remain a Fighter for those who choose to do so.
48 | - You can now modify your Honor stat with Uhura at the Simbani Village after the peace conference.
49 | - You can now leave the Monkey Village before crossing the waterfall and go have random encounters. Manu will be waiting patiently for you to come back!
50 | - The rooms with Reeshaka and the endgame have been enhanced. I'd prefer to keep these a secret... :3
51 | - New ways to die! (see below)
52 | - Wizards and Thieves will no longer have the opportunity to rescue the baby meerbat.
53 | - The log will no longer spawn during the ring of thorns challenge if the player can get the ring.
54 | - You must now learn about the Lost City from Manu before you can convince him to take you there.
55 | - Fighters and Paladins will now gain points for creating a vine rope, rather than from using it to cross.
56 | - Wizards must now tell Manu about the Levitate spell before they can ask for cooperation.
57 | - Paladins are no longer forced to export with the Magic skill if they don't want it.
58 |
59 |
60 | ### Patch Highlights:
61 |
62 | - Fixed the game writing overflow errors to your .sav file when exporting your character.
63 | - Fixed the infamous crash when Yesufu throws a spear at the twisted tree challenge during the initiation.
64 | - Fixed the crash when the Guardian of the World Tree gets angry at you (CAUSED by NRS's fix btw =w=).
65 | - Fixed the dead end encounter where the Awful Waffle Walker never spawns in the Jungle while you're starving.
66 | - Fixed dead ends caused by encountering Johari again after already reaching the Leopardman Village.
67 | - Fixed dead ends caused by imported Heroes changing their class, but never being granted points in their new class-specific skills.
68 | - Fixed the dead end caused by eating the Venomous Vine Fruit.
69 | - Fixed the music disappearing when releasing Johari from her cage.
70 | - Fixed the annoying music loop glitch when you beat Yesufu at the spear throwing contest.
71 | - Fixed the music not looping when you meet with the Leopardman Chief.
72 | - Fixed the annoying pathing glitch at the top of the World Tree where clicking on the Guardian cave or the exit would send the Hero back inside.
73 | - Fixed script errors where you couldn't talk to Uhura in your hut, and where she'd stop talking after asking about "Woo".
74 | - Fixed a script error where Fighters and Paladins couldn't tell Rakeesh about the Initiation and missed out on 3 points.
75 | - Fixed bugs and annoying sound loops during the Shaman duel.
76 | - Fixed bugs and missing sounds when stealing the Drum of Magic and the Spear of Death.
77 | - Fixed spellcasting issues for every single room in the game.
78 | - Fixed multiple problems in the endgame scripts for each class.
79 | - Fixed several lockups caused by faulty scripting.
80 | - Fixed several faulty triggers.
81 | - Fixed several incorrect sprites, offsets, animation cycles, and animation speeds.
82 | - Fixed various background objects being deleted or hidden, not being defined, or not getting initialized at all.
83 | - Fixed various sounds disappearing, endless sound loops, and missing sounds.
84 | - Fixed missing messages, incorrect messages, missing dialogue, errors in dialogue trees, and a few typos.
85 | - Fixed a couple of exploits when importing during character creation.
86 | - Restored a cut event where you could meet and console Uhura at the Simbani Village after the peace conference.
87 | - Restored a cut event where you could sleep at the Monkey Village.
88 | - Restored several deaths and missing or unused death messages, specifically:
89 |
90 | * Steal from the Drummer too many times and get arrested
91 | * Anger the Guardian of the World Tree until it throws you out
92 | * Get killed by an Apeman on one of the Lost City screens
93 | * Get killed by the Demon in the Lost City
94 | * **Wizard** Cast Summon Staff and then Trigger to blow yourself up
95 | * **Thief** Wait for the leopard to finish eating and then let him jump up and kill you
96 | * **Thief** Cross the rope at the waterfall with low agility on Medium or High difficulty
97 | * Starve to death (new animation!)
98 |
99 | - Restored the proper icon for Soulforge in your inventory.
100 | - Restored the Guild Card item.
101 | - Restored several unused sprites and animations.
102 | - Restored several funny messages for clicking certain items on yourself.
103 | - Restored a LOT of unused text.
104 | - And over 200 other bug fixes and restorations!
105 |
106 |
107 | **Note: A complete list of changes (for NERDS) has been included in the accompanying readme.*
108 |
109 |
110 | ### Known Issues:
111 |
112 | There's an annoying glitch where sometimes the player stops having their date/time box pop up on the overworld map after the peace conference. I've been unable to track down the cause of this, but I created a workaround (coincidentally!). Just sleep at the Monkey Village and it should be fixed the next day.
113 |
114 | Be very careful when setting the game's Speed to maximum on higher CPU cycles. The Hero can run so fast that he sometimes ends up reaching targets before the engine can execute scripts. This may result in glitches, lockups, or even crashes. Save often!
115 |
116 | Sometimes the game just crashes or freezes randomly after playing too long, when in the encounter screen, entering a battle, or playing Awari. I honestly have no idea what's going on. O _ O Save often!!
117 |
118 | ScummVM uses a completely different interpreter from the original SCI, and as a result it may introduce new bugs that are totally unrelated to my patch. Currently, it has an obnoxious glitch where the night cycle appears as day. No idea what is going on with this or if I somehow broke it again, because it was supposedly fixed in their last build. Contact the ScummVM developers for help.
119 |
120 |
121 | ### FAQ (may contain spoilers!):
122 |
123 | **Q** - Where are the missing points for each class?
124 |
125 | **A** -
126 | * **Fighter/Paladin**
127 | Tell Kreesha about initiation - 3
128 | Win initiation contest - 10
129 |
130 | * **Wizard**
131 | Stop Harami with magic - 7
132 |
133 | * **Thief**
134 | Stop Harami with dagger or fruit - 5
135 |
136 |
137 | **Q** - I can't seem to find Khatib the Survivor at the inn for those last few points.
138 |
139 | **A** - Getting Khatib to spawn can be a bit of a nuisance. The only requirement seems to be that you must have eaten at the inn at least ONCE (indicated by the topic "Restaurant" disappearing from Janna's dialogue tree). You'll also need to enter the inn at a specific time of night. I've included a screenshot of the moon in the zip to help people who are having trouble. If you're successful, you'll see two empty seats at the middle table when you enter. Also, keep in mind that Khatib will NOT spawn on the same night that you've had your first meal there.
140 |
141 | I've found the best way to do this is to run around the savanna just outside of Tarna until it starts to get dark. Keep moving until the screen gets completely dark and then immediately enter the city. Try and visit the inn now. If the two seats still aren't open, exit the inn, rest for an hour, and enter again. You should trigger the encounter.
142 |
143 |
144 | **Q** - I've done everything but the Leopardman Prisoner just won't show up!
145 |
146 | **A** -
147 | * **Fighter/Paladin** Keep practicing throwing spears at the target until Uhura shows up, then challenge her.
148 | * **Wizard** Talk to the Guardian to find the Blue Orchid and complete the quest for creating your staff.
149 | * **Thief** Reach the far eastern screen with the big waterfall.
150 |
151 |
152 | **Q** - Help! The guard won't let me back in to see the Laibon or the Laibon won't take my dinosaur horn and I can't continue. I thought you fixed everything!!!
153 |
154 | **A** - The triggers for the Laibon starting the initiation are still a bit wonky. Here is a method that always works for me:
155 |
156 | Leave the Laibon's hut
157 | Open the inventory/chest and drop ALL dinosaur horns
158 | Go back inside and ask the Laibon about every topic
159 | Click the Mouth on yourself and talk about every topic
160 | Leave and go get another horn from a dinosaur
161 | Go back to the Laibon and try giving it to him again
162 |
163 |
164 | **Q** - I'm doing the ring of thorns challenge and the log is gone!
165 |
166 | **A** - Check your inventory. The answer's in plain sight. ;p
167 |
168 |
169 | **Q** - How do I fail the Paladin ceremony and stay as a Fighter?
170 |
171 | **A** - The best way to do this without losing points is to enter the cave in the side of the giant tree and throw some daggers/rocks/spells at the Guardian until he spins you around (also an animation fix by me). This should disqualify you later. Paladins are supposed to be paragons of justice, virtue, and all-around goodness, and attacking one of Mother Nature's most sacred creatures isn't exactly upholding that image.
172 |
173 |
174 | **Q** - What are the exact new requirements for becomming a Paladin in QFG3?
175 |
176 | **A** - You need to be a Fighter and have at least 150 Honor to qualify for the Paladin ceremony. You also need to have NOT done one of the following dishonorable acts:
177 |
178 | * Taking any action other than RUNNING after Harami during the chase
179 | * Leaving the bazaar at night without helping Harami
180 | * Attempting to steal from the drummer
181 | * Refusing to swear the oath at the Hall of Judgement
182 | * Letting the baby meerbat die
183 | * Killing the baby meerbat yourself
184 | * Not helping Yesufu during the Initiation
185 | * Attacking the Guardian at the Heart of the World Tree
186 | * Abandoning Manu in the cage in the jungle
187 |
188 | If you've satisfied all the requirements, you'll be treated to a cutscene just before the peace conference starts and Rakeesh will even give you his sword, Soulforge. Congrats!!! ^w^
189 |
190 |
191 | **Q** - I'm a Fighter who became a Paladin, but my Honor is maxed out and I can't gain any more Paladin Points.
192 |
193 | **A** - This is a design flaw in the original game. I created a workaround (also coincidentally!) when restoring the post-conference event. If you haven't crossed the waterfall, you can actually go back to the Simbani Village and meet Uhura in a one-time event. Once there, keep repeatedly trying to enter the village and your Honor will gradually be lowered. Then talk to Uhura and keep consoling her to raise it again. This should grant all the Paladin abilities you've rightfully earned. Once you leave, you are forever banned from the Simbani Village.
194 |
195 |
196 | **Q** - You broke the final battle!!!! Why do I keep dying??
197 |
198 | **A** - Read the message carefully. The answer's in plain sight ;p
199 |
200 |
201 | **Q** - How can I export my Paladin without learning Magic?
202 |
203 | **A** - I've written an algorithm that will intelligently detect whether or not you intended to learn magic. If your Paladin successfully completes the game without learning any spells (other than Heal), their magic stat will be stripped upon exporting. Since no new spells can be acquired after the peace conference, a Fighter who becomes a Paladin in this game and still wants to have magic will need to relearn the skill in QFG4 or 5.
204 |
205 |
206 | **Q** - Are you planning on making patches for the other games in the series?
207 |
208 | **A** - Absolutely! I'm currently working on a QFG4 patch as we speak. Expect it ~~before the year ends...~~ *by Halloween 2019!* :3
209 |
210 |
211 | ### Legal:
212 |
213 | These files (and this readme) are the sole product of yours truely: Alex Abrahamian, a.k.a. AshLancer, or raziel7fallen. I claim all ownership over my contents and changes to the game and reserve all rights in controlling how this patch is distributed and reused. Downloading and installing this patch means agreeing to the conditions as written below.
214 |
215 | This patch is a non-profit 3rd party modification and is distributed as freeware, although donations are welcome. Neither myself nor this patch are legally affiliated with Sierra, Activision, or the Coles and I do not claim to respresent their interests or positions in any way, whatsoever.
216 |
217 | The contents of this patch are provided "as-is". Although I've done my very best to playtest and ensure that this patch's quality meets all the goals and standards set for it, I am not liable, nor do I claim any responsibility for any damage resulting to the user's character, save file, software, or device that may occur from installing or running this patch.
218 |
219 | You MAY redistribute this patch freely, install it as many times as you want, and advertise it so long as you give all credit to the author.
220 |
221 | You may NOT claim this patch as your own, charge money for it, modify any of its contents (including this readme), or reuse its contents without my express permission. Any infringement is subject to full legal action and statutory damages as defined for Fair Use under section 107 of the US Copyright Act of 1976.
222 |
223 | Quest for Glory III: The Wages of War is US Copyright 1992 by Sierra On-Line, Inc. and is designed by Lori Ann Cole and Corey Cole. SIERRA with mountain design is © 2018 by Activision Publishing, Inc. All rights reserved. I do not claim ownership over any of their code, files, software, or properties except for my own changes which I have created for personal, educational, and recreational use.
224 |
225 |
226 | ### Contact:
227 |
228 | Questions, concerns, suggestions, donations, praises, condemnation, and more! Please direct them towards my email address at raziel7fallen@gmail.com.
229 |
230 | Be sure to include "QFG3 Patch" in the subject somewhere so I can have an idea of what you're asking about, otherwise your email may be regarded as spam and trashed. English is my primary language, although I'm learning Spanish and Japanese. I'll typically respond within 1-2 business days unless something comes up. If it's a question that can be answered from the FAQ section, I'll refer you to that. If it's an urgent matter involving a bug (like the game has been rendered unplayable), I'll most likely investigate and release a hotfix promptly!
231 |
232 | You can also contact me via PMs on the facebook groups, or search for AshLancer or raziel7fallen on the QFMG and SHP boards. If I'm online, I'll try to answer you ASAP.
233 |
234 |
235 | ### Credits:
236 |
237 | SCI Companion 3.0
238 | without which, NONE of this would've been possible.
239 |
240 | NewRisingSun
241 | who developed the initial speed fixes that allowed us to keep playing these games on modern systems. You rock, dude!!
242 |
243 | Sierra Help Pages
244 | for their extraordinary effort in continuing to maintain support for these titles.
245 |
246 | Google, various Let's Plays and speedruns on Youtube, and the forums and communities at Quest for More Glory, SHP, ScummVM, GoG, and Steam. For feeding me plenty of bug reports, research material, and rumors to go on.
247 |
248 | Quest for Glory Omnipedia
249 | providing a dump of the transcripts and additional background info.
250 |
251 | Sierra Chest
252 | for letting me get a look at the official manual and hintbook.
253 |
254 | CyricZ
255 | for his AWESOME walkthroughs and point lists that thoroughly cover every game in the series.
256 |
257 | QFG Speedrunning group on Discord
258 | providing additional glitch and bug reports, teaching me shortcuts, and just being all around good chums!
259 |
260 | All of the fan groups on Facebook: Quest for More Glory, Quest for Glory Fans, and Sierra Gamers. For keeping the brand and this amazing legacy alive!
261 |
262 |
263 | **_SPECIAL THANKS TO:_**
264 |
265 | Cyber Crimson,
266 | keeping me going those times when I got disheartened
267 |
268 | My two younger brothers
269 |
270 | 2 cats and a bird
271 |
272 | Sierra On-Line
273 | Ken and Roberta Williams
274 | for making some of the greatest PC games on the planet!
275 |
276 | Lori Ann Cole and Corey Cole
277 | for creating such an incredible series. You guys defined my childhood RPGamer! ^_^
278 |
279 | Lastly,
280 | dedicated to the players
281 | ...this patch was for all of us.
282 |
283 |
284 | ### Version Updates:
285 |
286 | 8/18/2019 - Version 1.3.1A - Fixed the *Salim forgets Dispel Potion ingredients* bug. Removed it from the FAQ.
287 |
288 | 4/06/2019 - Version 1.3A - The spellcasting update! Fixed spell scripts for every single room in the game. Repaired keyboard controls and restored missing points for the initiation challenge. Additional bugfixes and enhancements. Minor spelling corrections.
289 |
290 | 10/01/2018 - Included a script from the Collection CD for people who were having problems getting the dispel potions from Salim. Minor updates to the readme.
291 |
292 | 8/22/2018 - Version 1.2A - Initial release.
293 |
--------------------------------------------------------------------------------
/Complete List of Changes.md:
--------------------------------------------------------------------------------
1 | [Changes in Version 1.3A](#changes-in-version-13a)
2 |
3 |
4 | [Changes in Version 1.2A](#changes-in-version-12a)
5 |
6 |
7 | # Changes in Version 1.3.1A:
8 |
9 |
10 | ### 19:
11 |
12 | - Version number.
13 |
14 |
15 | ### 290:
16 |
17 | - Fixed the dreaded "Salim forgets the Dispel Potion ingredients" bug. A very rare dead end could occur when delivering the ingredients for the dispel potion one-at-a-time to Salim. He would sometimes "forget" that he received them at all and refuse to make the potion or accept any more copies of ingredients. This would prevent the player from continuing the game, as the Dispel Potion is a plot-critical item.
18 |
19 |
20 | ### 380:
21 |
22 | - The Paladin will no longer play a Sense Danger message if there are no vines in the room.
23 |
24 |
25 |
26 |
27 | # Changes in Version 1.3A:
28 |
29 |
30 | ### 16:
31 |
32 | - Fixed an issue where the decompiler had broken the keyboard controls for selecting items.
33 |
34 |
35 | ### 19:
36 |
37 | - Version number.
38 |
39 |
40 | ### 21:
41 |
42 | - Fixed an issue where the decompiler had broken the keyboard controls for selecting spells.
43 |
44 | - Fixed script errors where the game was allowing you to cast the following spells in invalid rooms: Open, Detect Magic, Trigger, Dazzle, Zap, Calm, Fetch, and Juggling Lights.
45 |
46 | - Fixed a missing message that was supposed to play when you tried to cast Summon Staff in an invalid room.
47 |
48 |
49 | ### 28:
50 |
51 | - The Wizard and Thief can now eat the Venomous Vine Fruit again.
52 |
53 |
54 | ### 31:
55 |
56 | - Disposal changes needed for room 810.
57 |
58 |
59 | ### 37:
60 |
61 | - Fetch will now train and use mana by default regardless of target unless otherwise specified in individual rooms.
62 |
63 |
64 | ### 52:
65 |
66 | - Paladins that do not know any spells other than Healing will now have their Magic stat removed upon exporting. If you became a Paladin in this game, and you still want to use magic, you will need to relearn the skill in QFG4.
67 |
68 |
69 | ### 170:
70 |
71 | - Fixed a crash that would occur when the player reentered the map with Johari too closely to the Leopardman Village. *Credit to iICrowIi from QFG Speedrunners for catching this!*
72 |
73 |
74 | ### 230:
75 |
76 | - Fixed a glitch where Force Bolt and Lightning Ball were erroneously using Flame Dart's animations and sound effects in this room.
77 |
78 | - Fixed script errors with the following spells in this room: Dazzle, Flame Dart, Force Bolt, and Lightning Ball.
79 |
80 | - Disabled the following spells in this room: Open, Detect Magic, Trigger, Zap, and Juggling Lights. The game will now play a message instead.
81 |
82 | - Calm will now play the correct sound effect.
83 |
84 |
85 | ### 280:
86 |
87 | - Fixed script errors with the following spells in this room: Trigger, Calm, Fetch, and Reversal.
88 |
89 |
90 | ### 285:
91 |
92 | - Fixed a typo where Mukar'ram was misspelled as "Mukar'ran".
93 |
94 |
95 | ### 300:
96 |
97 | - Fixed a typo where Sekhmet was misspelled as "Sehkmet".
98 |
99 | - Fixed a typo where Khatib was misspelled as "Kharib".
100 |
101 | - Fixed two typos where Mukar'ram was misspelled as "Mukarram" and three as "Makar'ram".
102 |
103 | - Fixed two typos where pharaoh was misspelled as "pharoah".
104 |
105 | - Fixed four typos where Khabir was misspelled as "Kirbir".
106 |
107 |
108 | ### 310:
109 |
110 | - Calm will now play the correct sound effect.
111 |
112 | - Reversal will now play the correct sound effect.
113 |
114 | - Removed the duplicate mana cost for casting Fetch in this room.
115 |
116 |
117 | ### 330:
118 |
119 | - The Fighter will no longer gain points from being polite to Rajah and defending Rakeesh.
120 |
121 |
122 | ### 340:
123 |
124 | - The Fighter will no longer gain points from swearing the oath before the council.
125 |
126 |
127 | ### 380:
128 |
129 | - Fixed a glitch where if the Hero threw a dagger or rock at the background while trapped in the vines, he was able to move again.
130 |
131 | - Fixed a glitch where when you returned to get the items from the baby meerbat, the stone circle was erroneously layering over its sprite.
132 |
133 | - Fixed a glitch where the vine sound effect was looping endlessly after you were killed by them.
134 |
135 | - Fixed a script error where the Hero could erroneously save the baby meerbat by throwing a dagger or rock at the background.
136 |
137 | - Fixed a script error where the game wasn't correctly setting the player into wait mode when the Hero entered to meet with the rescued baby meerbat.
138 |
139 | - Fixed a script error where if the Hero cast Fetch to get the items from the stone circle, and then re-entered the room, the game would replay the sequence and allow him to take another set of items from the circle.
140 |
141 | - Fixed script errors with the following spells in this room: Detect Magic, Trigger, Dazzle, Calm, Flame Dart, Fetch, Force Bolt, Levitate, Reversal, Juggling Lights, Summon Staff, and Lightning Ball.
142 |
143 |
144 | ### 390:
145 |
146 | - Fixed script errors with the following spells in this room: Open, Trigger, Dazzle, Fetch, Levitate, Reversal, Juggling Lights, and Summon Staff.
147 |
148 | - Restored a message that was supposed to play when you slept in this room.
149 |
150 |
151 | ### 400:
152 |
153 | - Fixed a dead end that could sometimes occur during the rhino encounter if you brought up the icon bar during the brief period after the rhino spawned and before the first message box appeared. *Credit to misterprmiller from QFG Speedrunners for catching this!*
154 |
155 | - Calm will now play the correct sound effect.
156 |
157 | - Reversal will now play the correct sound effect.
158 |
159 | - Removed the duplicate mana cost for casting Fetch in this room.
160 |
161 |
162 | ### 410:
163 |
164 | - Fixed a typo where Sekhmet was misspelled as "Sehkmet".
165 |
166 | - Variable changes needed for room 420.
167 |
168 |
169 | ### 420:
170 |
171 | - Fixed a bug where the outcome of the initiation contest only depended on whether or not you won the wrestling challenge and disregarded all of the other challenges. The game will now keep track of how many times you've won and the Hero will win the contest if he beats Yesufu in at least 3 of the 5 challenges.
172 |
173 | - Fixed a script error where if the Thief escaped the Laibon's Hut without the drum, he would erroneously exit through the front entrance and directly in front of the guard.
174 |
175 | - Fixed a message reference error that was preventing the Laibon's last line from playing after finishing the race.
176 |
177 | - Restored the missing 10 points for winning the initiation contest.
178 |
179 | - Restored lines that the Laibon was supposed to speak at the end of the initiation contest.
180 |
181 | - You can now beat Yesufu at the foot race if you left him trapped in the hole. This will count as a win towards the contest, and regardless of who finishes the race first, you are still awarded 5 points.
182 |
183 |
184 | ### 430:
185 |
186 | - Fixed a script error where asking Uhura about Prisoner was causing her to leave prematurely and preventing the player from seeing additional dialogue topics.
187 |
188 | - Fixed a typo where Warriors was misspelled as "Warrors".
189 |
190 | - Restored a dialogue topic for telling Uhura about your day.
191 |
192 | - Calm will now play the correct sound effect.
193 |
194 | - Reversal will now play the correct sound effect.
195 |
196 | - Removed the duplicate mana cost for casting Fetch in this room.
197 |
198 |
199 | ### 450:
200 |
201 | - Fixed script errors with the following spells in this room: Detect Magic, Trigger, Dazzle, Calm, Fetch, Levitate, and Reversal.
202 |
203 | - Restored a message for casting Open at the hole in the wall. This action will now kick the Thief out as if he had clicked the Hand on it.
204 |
205 | - Variable changes needed for room 420.
206 |
207 |
208 | ### 460:
209 |
210 | - Fixed a glitch where if the player clicked on the rack of spears, they could then move the Hero around and throw spears from an illegal position. You can no longer switch to the movement icon during the contest.
211 |
212 | - Fixed a script error where the game wasn't properly setting the player into wait mode whenever the Hero threw a spear.
213 |
214 | - Variable changes needed for room 420.
215 |
216 |
217 | ### 500:
218 |
219 | - Yesufu will no longer outrun you after leaving him trapped.
220 |
221 |
222 | ### 510:
223 |
224 | - Variable changes needed for room 420.
225 |
226 |
227 | ### 520:
228 |
229 | - Reduced the time limit from 60 to 30 seconds on Medium, and to 15 seconds on Hard difficulty. Think fast!
230 |
231 | - Variable changes needed for room 420.
232 |
233 |
234 | ### 620:
235 |
236 | - Fixed a script error where it was possible to interrupt parts of the dance script by bringing up the icon bar. You can no longer bring up the icon bar during this sequence.
237 |
238 | - I had cut a specific line in the last build where Johari would interrupt the Wizard and force him to talk about magic. It had no corresponding dialogue topic and was placed at inappropriate locations to block other valid messages. You can now hear it again by clicking on Tell About Spear, which I have added to the teller during the initial meeting.
239 |
240 | - After the Leopardman Shaman challenges the Wizard to a duel, you can once again Tell About Magic as an alternative way of accepting. Turns out that this was actually an intended dialogue topic, but it was linked to an erroneous response and I shouldn't have removed it. I've since discovered the correct text that was supposed to go with this topic and restored it.
241 |
242 |
243 | ### 630:
244 |
245 | - Fixed a lockup that would occur when the Thief either tried to jump or ducked to avoid the leopard and his stamina fell below zero. He will now fall to his death if he attempts to jump or duck with low stamina, and play a rarely seen death message.
246 |
247 | - Fixed a script error where ducking was only draining the Thief's stamina when he used it to avoid the leopard.
248 |
249 | - Fixed script errors with the following spells in this room: Detect Magic, Trigger, Dazzle, Calm, and Reversal.
250 |
251 | - Disabled the following spells in this room: Open, Fetch, and Levitate (were causing lockups).
252 |
253 | - Reduced the leopard's pacified time limit from 30 to 15 seconds on Hard difficulty.
254 |
255 |
256 | ### 640:
257 |
258 | - Fixed script errors with the following spells in this room: Open, Detect Magic, Trigger, Dazzle, Calm, Fetch, and Reversal.
259 |
260 | - Disabled the Levitate spell in this room (was causing glitches).
261 |
262 |
263 | ### 650:
264 |
265 | - Reversal will now play the correct sound effect.
266 |
267 |
268 | ### 700:
269 |
270 | - Calm will now play the correct sound effect.
271 |
272 | - Reversal will now play the correct sound effect.
273 |
274 | - Removed the duplicate mana cost for casting Fetch in this room.
275 |
276 |
277 | ### 720:
278 |
279 | - Fixed script errors with the following spells in this room: Open, Detect Magic, Trigger, Dazzle, Zap, Calm, Fetch, Levitate, Reversal, Juggling Lights, and Summon Staff.
280 |
281 | - You will now also use the Climbing skill when climbing down the tree (effectively doubles the rate at which you can train it).
282 |
283 | - The Hero will no longer be shown climbing down the tree if he lacks the Climbing skill.
284 |
285 | - The Hero will now levitate down the tree if he had ascended via casting the spell.
286 |
287 |
288 |
289 | ### 740:
290 |
291 | - Fixed script errors with the following spells in this room: Zap, Fetch, Levitate, Reversal, Juggling Lights, and Summon Staff.
292 |
293 | - Every spell except for Levitate is now disabled while Manu is pulling the Wizard with the rope.
294 |
295 |
296 | ### 770:
297 |
298 | - Fixed a glitch where in some cases, the player could still move while talking to the Guardian. You can no longer switch to the movement icon while speaking with the Guardian.
299 |
300 | - Fixed script errors with the following spells in this room: Open, Detect Magic, Trigger, Dazzle, Calm, Flame Dart, Fetch, Force Bolt, Levitate, Reversal, Juggling Lights, Summon Staff, and Lightning Ball.
301 |
302 | - Disabled the following spells while the Guardian is initially orbiting the room: Fetch, Levitate, and Juggling Lights (were causing glitches).
303 |
304 | - You can now cast Fetch to get the gem.
305 |
306 |
307 | ### 780:
308 |
309 | - Fixed script errors with the following spells in this room: Open, Trigger, Dazzle, Calm, Fetch, Reversal, and Juggling Lights.
310 |
311 | - Disabled the following spells in this room: Levitate and Summon Staff (were causing glitches with the platform).
312 |
313 |
314 | ### 810:
315 |
316 | - Fixed a script error where casting Open on the door was preventing the Hero from casting it again.
317 |
318 | - Fixed a script error where the Hero wasn't approaching the door when using the opal on it.
319 |
320 | - Fixed a script error where interacting with the door while the Hero was up on the pedestal would cause him to erroneously try to approach it, and end up falling as a result.
321 |
322 | - Fixed script errors with the following spells in this room: Open, Detect Magic, Trigger, Dazzle, Calm, Flame Dart, Fetch, Force Bolt, Levitate, Reversal, Juggling Lights, Summon Staff, and Lightning Ball.
323 |
324 | - You can now levitate up and down from the pedestal.
325 |
326 | - You can no longer climb the pedestal without having points in Climbing.
327 |
328 |
329 | ### 820:
330 |
331 | - Fixed script errors with the following spells in this room: Open, Detect Magic, Trigger, Dazzle, Calm, Flame Dart, Fetch, Force Bolt, Levitate, Reversal, Juggling Lights, Summon Staff, and Lightning Ball.
332 |
333 | - Fixed two typos where Frak was misspelled as "Frac".
334 |
335 |
336 | ### 840:
337 |
338 | - Adjusted the demon Reeshaka's sprite position so that it's no longer misaligned with the background.
339 |
340 |
341 | ### 850:
342 |
343 | - Fixed script errors with the following spells in this room: Flame Dart, Force Bolt, and Lightning Ball.
344 |
345 | - Casting Fetch during later parts of the script will no longer cause the Demon Wizard to resume shooting at you (my bad!).
346 |
347 | - Casting Fetch while the Demon Wizard is shooting at you will now cause you to die.
348 |
349 |
350 | ### 853:
351 |
352 | - Fixed a glitch where the staff held by the Demon Wizard would disappear as he turned back towards the portal and then reappear when he raised his hands.
353 |
354 | - Fixed a glitch where if the player cast Trigger too closely to the end of the timer, the Demon Master's face would appear stuck on the screen.
355 |
356 | - Fixed a script error where if the player waited to attack the Demon Wizard until after he summoned the gargoyle, the game would replay the sequence for being noticed.
357 |
358 | - Added a sparklies effect to the Hero when he levitates.
359 |
360 | - Reversal will now play the correct sound effect.
361 |
362 |
363 |
364 |
365 | # Changes in Version 1.2A:
366 |
367 |
368 | ### 7:
369 |
370 | - Enabled sleeping in the Monkey Village.
371 |
372 |
373 | ### 16:
374 |
375 | - The Guild Card now has an icon modified from QFG4.
376 |
377 | - You can no longer store or drop the Thief's Toolkit.
378 |
379 | - You can no longer store or drop the Fine Spear.
380 |
381 |
382 | ### 19:
383 |
384 | - Version number.
385 |
386 |
387 | ### 21:
388 |
389 | - Fixed a crash that would occur when standing on the upper log at the base of the World Tree and casting Fetch. You can no longer cast Fetch in that room.
390 |
391 | - Completely overhauled the Zap spell outside of combat. It now functions as intended in most relevant areas, trains skill, gives accurate feedback, and plays the correct sound.
392 |
393 | - Restored an unused death message that was supposed to play when you cast Trigger with the staff summoned.
394 |
395 |
396 | ### 28:
397 |
398 | - Fixed a bug where a Fighter that transitioned to Paladin via the ceremony was unable to gain more than 500 points. They will now be able to reach 550 points as per the official hint book.
399 |
400 | - Fixed several missing messages that were supposed to play when using certain items on yourself.
401 |
402 | - Fixed a typo where using the Throwing Dagger on yourself said "fingersnails" instead of "fingernails".
403 |
404 | - Restored an unused animation that will play when the Hero starves to death.
405 |
406 | - The Magic Sword (Soulforge) will now use the proper icon.
407 |
408 | - You can no longer eat the Honey or Venomous Vine Fruit.
409 |
410 |
411 | ### 32:
412 |
413 | - Fixed a glitch where if the Hero threw his last dagger or rock at the Demon Wizard during the final battle, he was able to move again.
414 |
415 | - Fixed a glitch where the Demon Wizard's scream was getting cut-off prematurely when the Paladin threw Soulforge at him.
416 |
417 | - Fixed a script error where throwing Soulforge was consuming one of the Paladin's Throwing Daggers, if he had any.
418 |
419 | - Restored a projectile animation that was supposed to play when the Paladin threw Soulforge at the Demon Wizard.
420 |
421 |
422 | ### 50:
423 |
424 | - Fixed a script error where after leaving the Leopardman Village, the Wizard or Thief could still encounter Johari's 3rd meeting in the jungle, forcing the player to repeat events leading up to the village.
425 |
426 | - Fixed a script error where the Hero could encounter Johari on the Lost City screen and then attempt to leave with her for the Leopardman Village, only to result in nothing happening once they reached the map. You will no longer encounter Johari on the Lost City screen.
427 |
428 |
429 | ### 52:
430 |
431 | - Fixed a bug where if the character's experience value in each stat was too high above the maximum, the game would write overflow errors to their .sav file when the player exported.
432 |
433 |
434 | ### 54:
435 |
436 | - Fixed a bug where if you imported a character and then changed their class to Fighter or Paladin, they were not given any training in Parry. The Hero will now start with a minimum of 50 skill.
437 |
438 | - Fixed a bug where if you imported a character and then changed their class to Wizard, they were not given any training in Magic. The Hero will now start with a minimum of 50 skill.
439 |
440 | - Fixed a bug where if you imported a character and then changed their class to Thief, they were not given any training in Stealth, Pick Locks, Throwing, or Climbing. The Hero will now start with a minimum of 50 skill.
441 |
442 | - Fixed a bug where if you imported a character, their stats and spell skills were not being raised to the entry level for their class.
443 |
444 |
445 | ### 110:
446 |
447 | - All characters that have points in the Pick Locks skill will now start with the Thief's Toolkit.
448 |
449 | - Thieves or imported characters that have points in either Stealth or Pick Locks will now start with the Guild Card.
450 |
451 |
452 | ### 130:
453 |
454 | - Fixed an exploit where if the player imported as a Paladin, canceled, and then either imported or started a new class, they could still earn Paladin points.
455 |
456 | - Fixed an exploit where if the player imported a character, canceled, and then started a new character, they could keep the previously imported character's Honor, spells, spell skills, and carried-over items.
457 |
458 |
459 | ### 170:
460 |
461 | - Fixed a script error where the player was not being forced into the encounter with Manu after the conference.
462 |
463 | - Added a message that plays when you try to revisit the Leopardman Village after seeing Manu's home.
464 |
465 |
466 | ### 180:
467 |
468 | - Fixed a missing icon object for marking the Monkey Village on your map.
469 |
470 | - You can now leave the Monkey Village before crossing the waterfall and go have random encounters. Manu will be waiting patiently for you to come back!
471 |
472 |
473 | ### 230:
474 |
475 | - Fixed a script error where if the player was carrying both Dinars and Royals, they could not exchange their money via clicking the pouch on the Moneychanger.
476 |
477 | - Fixed a script error where clicking the Hand or Mouth icons on multiple props in the background wasn't displaying feedback for the player.
478 |
479 | - Fixed a missing message that was supposed to play when you cast the Dazzle spell during the chase scene with Harami.
480 |
481 | - Fixed a missing message that was supposed to play when the player either answered Yes to exchanging with the Moneychanger, or clicked the Pouch on him, while carrying Dinars.
482 |
483 | - Fixed a missing message that was supposed to play when the player attempted to exchange their Commons for Royals.
484 |
485 | - Fixed a missing message that was supposed to play when you attempted to purchase the Fruit.
486 |
487 | - Fixed a typo where the fruit store was named "Samra bin Balah Fresh Fruit" instead of "Samra bin Balah's Fresh Fruit".
488 |
489 | - Restored an unused animation for the leather merchant that will play when you first enter the room.
490 |
491 | - Restored an unused animation for the fruit merchant that will play when you first approach him.
492 |
493 | - Restored two introductory messages that the Fruit Merchant was supposed to say to the Hero if they had kicked the basket of fruit during the chase scene with Harami. These will now replace his first two message days when applicable.
494 |
495 | - Wizards and Thieves will now receive full points for stopping Harami with a spell, and a throwing dagger or fruit, respectively.
496 |
497 | - You must now RUN to the NEXT screen in order to recieve points for chasing Harami.
498 |
499 | - Taking any action other than running after Harami to the next screen will now disqualify Fighters from the Paladin ceremony.
500 |
501 | - Disabled the Zap spell in this room. The game will play a message instead.
502 |
503 |
504 | ### 233:
505 |
506 | - Fixed a script error where if the player exchanged their money while carrying both Dinars and Royals, any Royals that they already had would be lost.
507 |
508 | - Fixed a missing message that was supposed to play when the player exchanged their Dinars for Royals.
509 |
510 |
511 | ### 235:
512 |
513 | - Fixed a missing message that was supposed to play when you purchased the Zebra Skins.
514 |
515 |
516 | ### 240:
517 |
518 | - Fixed a missing message that was supposed to play when you attempted to purchase a weapon.
519 |
520 | - Fixed a missing message that was supposed to play when you opened the weapon store as a Fighter.
521 |
522 | - Fixed a missing message that was supposed to play when you opened the weapon store as a Paladin.
523 |
524 | - Fixed a missing message that was supposed to play when you attempted to purchase the Honey.
525 |
526 | - Fixed a missing message that was supposed to play when you attempted to purchase the Oil.
527 |
528 | - Fixed a typo where when you clicked the Eye on this room, the river was erroneously referred to as being in the east and the city to the west. It should be the other way around.
529 |
530 | - Restored a missing dialog option for talking to Harami at night.
531 |
532 | - Leaving the Bazaar area without helping Harami at night will now disqualify Fighters from the Paladin ceremony.
533 |
534 |
535 | ### 245:
536 |
537 | - Fixed a missing message that was supposed to play when you purchased the Fine Dagger.
538 |
539 | - Fixed a missing message that was supposed to play when you purchased the Throwing Daggers.
540 |
541 | - Fixed a missing message that was supposed to play when you purchased the Fine Spear.
542 |
543 |
544 | ### 246:
545 |
546 | - Fixed a missing message that was supposed to play when you purchased the Tinderbox.
547 |
548 | - Fixed a missing message that was supposed to play when you purchased the Blackbird.
549 |
550 |
551 | ### 250:
552 |
553 | - Fixed a missing message that was supposed to play when you purchased the Beads.
554 |
555 | - Fixed a missing message that was supposed to play when you purchased the Fish.
556 |
557 | - Fixed a missing message that was supposed to play when you purchased the Rope.
558 |
559 | - Fixed a missing message that was supposed to play when you clicked the Waterskin on the river.
560 |
561 | - Fixed a typo where when you clicked the Eye on this room, the river was erroneously referred to as being in the east and the city to the west. It should be the other way around.
562 |
563 | - Restored an unused animation for the bead seller that will play when you first approach her.
564 |
565 | - Restored an unused animation for the fish seller that will play when you approach him.
566 |
567 |
568 | ### 260:
569 |
570 | - Fixed a missing message that was supposed to play when you attempted to purchase the Meat.
571 |
572 | - Fixed a missing message that was supposed to play when you attempted to purchase the Fine Robe.
573 |
574 | - Fixed a missing message that was supposed to play when you clicked the Waterskin on the river.
575 |
576 | - Restored an unused death message that was supposed to play when the Hero tried to steal from the drummer too many times.
577 |
578 | - Restored an unused animation for the meat seller that will play when you first enter the room.
579 |
580 | - Attempting to steal from the drummer will now disqualify Fighters from the Paladin ceremony.
581 |
582 |
583 | ### 280:
584 |
585 | - Fixed script errors with the following spells in this room: Open, Detect Magic, Dazzle, Calm, Levitate, and Summon Staff. You should now be able to cast and practice all of them freely.
586 |
587 | - Becoming a Paladin will now award 50 points instead of 25, as per the hint book.
588 |
589 |
590 | ### 285:
591 |
592 | - Fixed a script error for a missing dialogue option to tell Kreesha about the initiation. As a result, Fighters and Paladins couldn't gain these 3 points.
593 |
594 |
595 | ### 310:
596 |
597 | - You can now practice lockpicking on the chest in your room at Tarna.
598 |
599 |
600 | ### 330:
601 |
602 | - Fixed a missing message that was supposed to play when you looked at the fan.
603 |
604 | - Defending Rakeesh conversation line will now award the missing 4 points for Fighters as well as Paladins.
605 |
606 |
607 | ### 340:
608 |
609 | - Fixed a script error where the event flag for meeting Uhura at the Simbani Village after the conference wasn't being set.
610 |
611 | - Fixed a missing message that was supposed to play when the Speaker called you for the first time during Harami's judgement.
612 |
613 | - Swearing the oath will now award the missing 5 points for Fighters as well as Paladins.
614 |
615 |
616 | ### 350:
617 |
618 | - Fixed a script error where the player could never see the message for clicking the Hand on the brazier because the Hero would always try to walk beyond the southern edge of the screen in order to reach it.
619 |
620 |
621 | ### 380:
622 |
623 | - Fixed a glitch where if the player left the screen while the baby meerbat was being attacked by the vines, their wing flap sound effect would continue to play in an endless loop.
624 |
625 | - Fixed a glitch where loading the game while the baby meerbat was being attacked by the vines wasn't restarting its wing flap sound effect.
626 |
627 | - Fixed a script error where you could still get the fruit using the grapnel or Fetch spell even after the vines had already retreated.
628 |
629 | - Fixed a script error where the Thief was able to use the grapnel to get the fruit without a rope. He must now attach a rope first, as per the animation.
630 |
631 | - Fixed a script error where the top-right vine wouldn't sync properly with the others when they twisted.
632 |
633 | - Fixed a script error where the Hero wouldn't approach the vines when using the Fine Dagger on them.
634 |
635 | - Restored an unused animation that was supposed to play when the hero chopped the vines with a dagger.
636 |
637 | - Restored an unused animation that was supposed to play when the hero killed the baby meerbat with a dagger.
638 |
639 | - Wizards and Thieves will no longer have the opportunity to rescue the baby meerbat.
640 |
641 | - Letting the baby meerbat die will now disqualify Fighters from the Paladin ceremony.
642 |
643 |
644 | ### 390:
645 |
646 | - Fixed a script error where you couldn't train Detect Magic in this room.
647 |
648 | - Fixed a missing message that was supposed to play when you tried to cast the Calm spell at the Pool of Peace.
649 |
650 | - Fixed a missing message that was supposed to play when you tried to dip the already Glowing Orchid in the water at night again.
651 |
652 |
653 | ### 400:
654 |
655 | - Fixed a script error where you couldn't train Open or Detect Magic in this room.
656 |
657 |
658 | ### 410:
659 |
660 | - Fixed a missing message that was supposed to play when you clicked the Eye on the village.
661 |
662 | - Restored an event where you were supposed to meet with Uhura one last time after the conference. Consoling Uhura will grant honor. Trying to enter the village will reduce honor. After you leave, you will be banned from the Simbani Village as usual.
663 |
664 |
665 | ### 430:
666 |
667 | - Fixed a lockup that would occur when saying goodnight to Uhura when she attempted to enter your room.
668 |
669 | - Fixed a lockup that would occur when saying goodnight to Uhura after she was already inside your room.
670 |
671 | - Fixed a glitch where any sound effect could interrupt the ambient sound and shut it off permanently.
672 |
673 | - Fixed a glitch where loading the game wasn't restarting the ambient sound.
674 |
675 | - Fixed a script error where Uhura's stay time was based on cycles rather than seconds, causing her to leave almost immediately upon entering and before the player had a chance to interact with her.
676 |
677 | - Fixed a script error where triggering Uhura to leave via asking about too many things would cause her to endlessly loop the same message until she stepped out of the hut.
678 |
679 | - Fixed a script error where when the Hero sat down after running into Uhura on the way out, she was still erroneously asking to enter the hut.
680 |
681 | - You can now practice lockpicking on the chest in your hut at the Simbani Village.
682 |
683 |
684 | ### 440:
685 |
686 | - Fixed a glitch where loading the game wasn't restarting the ambient sound.
687 |
688 | - Fixed a script error where asking Uhura about "Woo" would cause her to stop talking to you.
689 |
690 |
691 | ### 450:
692 |
693 | - Fixed a glitch where if the Thief opened the chest via casting the Open spell, the chest would erroneously layer over the message box.
694 |
695 | - Fixed a script error where after greeting the Laibon, the game was not setting the correct conversation line for greeting him again.
696 |
697 | - Fixed a script error where clicking the Hand on the Laibon was playing the wrong message.
698 |
699 | - Fixed a script error where clicking the Eye on the sleeping Laibon was playing the wrong message.
700 |
701 | - Fixed a script error where casting spells was erroneously causing the sleeping Laibon to wake up and kill you.
702 |
703 | - Fixed a script error where you could still oil and pick the lock on the chest during the day while the Laibon was watching.
704 |
705 | - Fixed a script error where when the Thief opened the squeaky chest, he wasn't being killed right away by the Laibon.
706 |
707 | - Fixed a missing message error that would display when you oiled the chest and then unlocked it using the Open spell.
708 |
709 | - Added a message for clicking the Eye on the chest.
710 |
711 | - Added a message for casting Fetch on the chest.
712 |
713 | - Added a message for trying to oil the chest after it has already been opened.
714 |
715 | - Added a message for trying to cast Open on the already open chest.
716 |
717 | - Added a message for clicking the Hand on the empty chest.
718 |
719 |
720 | ### 460:
721 |
722 | - Fixed a glitch where the room was not reinitializing music after releasing Johari.
723 |
724 | - Fixed the Hero's bowing animation speed when he wins the contest.
725 |
726 | - Fixed a script error where the Hero couldn't interact with Yesufu during the throwing contest.
727 |
728 | - Fixed a missing message that was supposed to play when you clicked the Hand on the empty target area.
729 |
730 | - Restored a message that the Storyteller was supposed to play when you missed the target.
731 |
732 | - Restored two messages that the Storyteller was supposed to play just before starting the moving target challenge.
733 |
734 | - Removed unnecessary spacing in messages where you tried to rest or throw the Fine Dagger at the target.
735 |
736 |
737 | ### 470:
738 |
739 | - Fixed a glitch where the room was not reinitializing music after releasing Johari.
740 |
741 | - Fixed a glitch where the room was not reinitializing music after winning the spear throwing challenge.
742 |
743 |
744 | ### 480:
745 |
746 |
747 | - Fixed a glitch where the room was not reinitializing music after releasing Johari.
748 |
749 | - Fixed a glitch where the sitting Yesufu's left arm was erroneously positioned between his legs.
750 |
751 | - Fixed a script error where the sitting Yesufu wasn't waving his arm when the Hero first meets him.
752 |
753 | - Fixed a script error where Wizards and Thieves could give away all of their Fine Daggers to Johari, leaving them weaponless. The Hero will now only gift one dagger and ONLY if they have one to spare.
754 |
755 | - Restored an unused animation that Yesufu will now play after exiting an Awari game with him.
756 |
757 |
758 | ### 510:
759 |
760 | - Fixed a crash that would sometimes occur when Yesufu threw a spear at the ring a second time.
761 |
762 | - Fixed a lockup that would occur under certain esoteric combinations of actions, such as: jumping at the ring, climbing and falling, and then climbing again and getting the ring.
763 |
764 | - Fixed a glitch where the Hero is always shown holding the ring whenever he climbs out of the hole, even when he hasn't yet gotten it.
765 |
766 | - Fixed a script error where the player was still being awarded points even after losing the challenge.
767 |
768 | - Fixed a script error where when the Hero was on top of the branch, he could still use the Hand icon to interact with the tree, vine, and spear rack, resulting in weird animation glitches and floating. He will now fall off if he does anything other than getting the ring.
769 |
770 | - Adjusted some of the triggers for winning and losing the challenge to function more accurately.
771 |
772 |
773 | ### 520:
774 |
775 | - Fixed a glitch where the Hero's idle stance was stuck in a running pose after entering this room.
776 |
777 | - Fixed a script error where the Hero wasn't performing the victory pose animation after using the log to get the ring.
778 |
779 | - Fixed a script error where the player was not being awarded points for winning the challenge by crossing the log.
780 |
781 | - The log will now only spawn if the player is not carrying the Tinderbox.
782 |
783 |
784 | ### 530:
785 |
786 | - Leaving without helping Yesufu will now disqualify Fighters from the Paladin ceremony.
787 |
788 |
789 | ### 550:
790 |
791 | - Fixed a bug where the Paladin's Honor Shield ability did absolutely nothing. It now works the same way as it does in QFG4: Honor Shield passively cuts all incomming combat damage in half so long as the Paladin maintains 80 or more Paladin points.
792 |
793 | - Fixed a script error where Force Bolt and Lightning Ball had their combat animations swapped.
794 |
795 |
796 | ### 600:
797 |
798 | - Fixed a glitch where in some cases the sound effect for the gate opening would get stuck in an endless loop.
799 |
800 | - Fixed a script error where Johari was responding with the wrong line when the Hero told her about Shapeir.
801 |
802 | - Fixed a script error where clicking the Eye on the Hero was describing him as a resident of Tarna.
803 |
804 | - Fixed a missing message that was supposed to play when you tried to sleep in this room.
805 |
806 | - Disabled spellcasting during the first event in this room.
807 |
808 |
809 | ### 620:
810 |
811 | - Fixed a glitch where the music wasn't set to repeat in this room.
812 |
813 | - Fixed a glitch where when the Hero automatically brought back the Drum after returning the Spear to the Simbani, the fire was not layering correctly over the background painting.
814 |
815 | - Fixed a script error where telling about Peace during the first Wizard encounter was playing the wrong line.
816 |
817 | - Fixed a script error where the topics "Drum" and "Spear" for Johari were duplicated in the wrong places during each of the non-Wizard class encounters.
818 |
819 | - Fixed a script error where asking Johari about "Chief" was responding with the wrong line AND the topic was placed in the wrong class encounter. It now plays correctly and has been moved to its appropriate place during the Wizard encounter.
820 |
821 | - Fixed a script error where asking the Leopardman Shaman about any subject other than "Shaman" was causing Johari to interrupt with the wrong line.
822 |
823 | - Fixed a script error where after the Leopardman Shaman challenges the Wizard to a duel, you can erroneously still Tell About Magic, which gives the same result as accepting the challenge.
824 |
825 | - Fixed a script error where the game wasn't setting the player into wait mode after choosing Accept.
826 |
827 |
828 | ### 630:
829 |
830 | - Fixed a lockup that would occur when the Thief fell due to a lack of skill on Easy difficulty, after feeding the leopard.
831 |
832 | - Fixed a lockup that would occur when the Thief cast the Open spell, threw the grapnel, and then tried to cast Open a second time. Open is now disabled in this room.
833 |
834 | - Fixed a lockup that would occur when the Thief cast the Fetch spell, threw the grapnel, and then tried to cast Fetch a second time. Fetch is now disabled in this room.
835 |
836 | - Fixed a glitch that would occur when the Thief tried to cross the rope after casting a spell and ended up walking in midair.
837 |
838 | - Fixed a script error where the Thief wasn't receiving points for casting Calm on the Leopard.
839 |
840 | - Fixed a script error where the Thief wasn't receiving points for crossing over to the Leopardman Chief's hut on Easy difficulty.
841 |
842 | - Fixed a missing message that was supposed to play when you clicked the Eye on yourself.
843 |
844 | - Fixed a missing message that was supposed to play when you clicked the Hand on yourself.
845 |
846 | - Fixed a typo where looking at the Leopardman Chief's hut was saying that the Drum of Magic was inside. It should say Spear of Death.
847 |
848 | - Restored a death message that was supposed to play when the leopard finished eating or the Calm spell expired, and it then came after you. You will now be on a timer when you attempt to cross the rope manually.
849 |
850 | - Restored a message that was supposed to play when the leopard started eating the food.
851 |
852 | - Restored a message that the Hero was supposed to say to Johari after he crossed back with the Spear of Death.
853 |
854 | - Restored a second set of Greet and Say Good-bye messages between the Hero and Johari. The game will now randomly choose between the two sets when you click to tell.
855 |
856 | - Added a spell effect for when the Thief casts Calm.
857 |
858 |
859 | ### 640:
860 |
861 | - Fixed a glitch where when the Thief walked in front of the Leopardman Chief, the Chief was erroneously layering over him.
862 |
863 | - Fixed a script error where the Thief wasn't receiving points for casting Open on the monkey cage.
864 |
865 | - Fixed a script error where when the Thief moved while not in stealth mode, he wasn't being killed right away by the Leopardman Chief.
866 |
867 | - Fixed a script error where the Thief could pick the lock on the chest, open it, and then erroneously still cast Open on the chest.
868 |
869 | - Fixed missing sound effects that were supposed to play when you cast Open on the monkey cage.
870 |
871 | - Fixed missing sound effects that were supposed to play when you cast Open on the chest.
872 |
873 | - Fixed missing sound effects that were supposed to play when you picked the lock on the chest and opened it.
874 |
875 |
876 | ### 650:
877 |
878 | - Fixed a glitch where the first sound effect being played in this room was set to repeat in an endless loop until it was overridden by a new sound effect.
879 |
880 | - Fixed a script error where the Wizard was erroneously being given a piece of Magic Wood upon starting the contest.
881 |
882 | - Fixed a script error where the Wizard wasn't receiving points for countering the shadow snake with Dazzle.
883 |
884 | - Fixed a script error where casting Detect Magic or Reversal while the Shaman was possessed would cure him as if you had used the Dispel Potion.
885 |
886 | - Restored a missing message that the Judge was supposed to play when the Shaman set your staff on fire.
887 |
888 | - Restored a missing message that was supposed to play after you lost from having your staff set on fire.
889 |
890 | - Restored a missing message that was supposed to play when you used the Dispel Potion on the possessed Shaman.
891 |
892 |
893 | ### 700:
894 |
895 | - Fixed a bug where when the Hero was starving, he could encounter an empty chase room that cycled forever, resulting in a dead end. I restored the Awful Waffle Walker that was supposed to spawn here.
896 |
897 | - Fixed a script error where you couldn't train Detect Magic in this room.
898 |
899 | - Fixed a script error where you couldn't cast Trigger in this room.
900 |
901 | - Restored some missing dialogue that was supposed to play when you ignored Johari's 2nd meeting in the jungle. The Hero can now choose to leave the screen instead of being forced to call out to her. Should you do this, you will miss out on the Lightning Ball spell and encounter her 3rd meeting next.
902 |
903 | - Abandoning Manu in the cage will now disqualify Fighters from the Paladin ceremony.
904 |
905 |
906 | ### 701:
907 |
908 | - Killing the final Demon Worm will now award 3 points to the Paladin as well as the Fighter.
909 |
910 |
911 | ### 702:
912 |
913 |
914 | - Fixed a script error where telling Johari that you had the Drum of Magic was not awarding points.
915 |
916 | - Fixed a script error where trying to leave the screen for the Leopardman Village before Johari was erroneously causing her to yell at the Hero and force him back.
917 |
918 | - Fixed a script error where you could erroneously still call out to Johari after she gives up on you for ignoring her.
919 |
920 |
921 | ### 720:
922 |
923 | - You can now practice climbing on the tree leading to the Monkey Village.
924 |
925 | - The hero will now climb down the tree when leaving the Monkey Village.
926 |
927 |
928 | ### 730:
929 |
930 | - Fixed a glitch where the player could still select and repeatedly click the Run or Sneak icons on the Hero, causing him to start cycling through his animations and floating upwards from the leaf bed, eventually going off the top of the screen. You can no longer switch to the movement icon in this room.
931 |
932 | - Fixed a glitch where the ambient sound wasn't being disposed when you left the room.
933 |
934 | - Fixed a script error for a missing dialogue option to tell Manu about Peace.
935 |
936 | - Fixed a script error for a missing dialogue option to Say Good-bye to Manu.
937 |
938 | - Fixed a script error where the Hero couldn't interact with the baby monkey (hint: they like fruit!).
939 |
940 | - Restored the ability to sleep in the Monkey Village and several missing messages that were supposed to play here.
941 |
942 | - Restored a missing message that Manu was supposed to play when you successfully convinced him.
943 |
944 | - Restored a missing message that was supposed to play when you looked at the swinging monkey.
945 |
946 | - The Rope Bridge item that is worth 5 points will now spawn for Paladins as well as Fighters.
947 |
948 | - Added a message for looking at the Rope Bridge item.
949 |
950 | - You must now ask Manu SPECIFICALLY about Bad City before you can tell him that you want to go there.
951 |
952 | - You must now tell Manu about going to the Lost City BEFORE you can convince him to take you.
953 |
954 | - You can now climb down the tree by saying goodbye to Manu.
955 |
956 | - Manu will now play a message whenever you climb up after the first time.
957 |
958 |
959 | ### 740:
960 |
961 | - Fixed a glitch where the Hero's gait wasn't being reset properly after entering this room.
962 |
963 | - Fixed a glitch where the Thief's idle animation was stuck in a walking stance after throwing the grapnel across the chasm.
964 |
965 | - Fixed a glitch where the Wizard could move again while Manu was pulling him with the rope if he cast Open, Detect Magic, Trigger, Dazzle, Calm, or Fetch. He will now be too busy to cast these.
966 |
967 | - Fixed a glitch where any sound effect could interrupt the ambient sound and shut it off permanently.
968 |
969 | - Fixed a glitch where loading the game wasn't restarting the ambient sound.
970 |
971 | - Fixed a script error where non-Wizards couldn't cast Levitate in this room.
972 |
973 | - Fixed a script error where casting Open, Detect Magic, Trigger, Dazzle, Calm, or Fetch in this room wasn't training them or using mana points.
974 |
975 | - Fixed a script error where loading the game while the Wizard or Thief's rope was active would also result in drawing the black line across the waterfall.
976 |
977 | - Fixed a script error where the game wasn't setting the player into wait mode while Manu was setting up the vine bridge.
978 |
979 | - Fixed a script error where the game wasn't setting the player into wait mode while Manu was setting up the rope bridge.
980 |
981 | - Fixed a script error where the Hero couldn't interact with the waterfall mist.
982 |
983 | - Fixed a missing sound effect that was supposed to play when Manu pulls the levitating Wizard over the waterfall.
984 |
985 | - Fixed a missing message that was supposed to play when you cast Levitate before crossing.
986 |
987 | - Fixed a missing message that was supposed to play when you used the Tinderbox on the background plants and vines.
988 |
989 | - Restored an unused death message that was supposed to play when the Thief lost his balance on the rope. The Thief now requires a certain amount of Agility to cross depending on the game's difficulty setting, or he will fall to his death. On Hard he needs 250 or more. On Medium he needs 200 or more. On Easy he will automatically succeed.
990 |
991 | - Restored an unused dialogue option for the Thief telling Manu about using the magic rope and grapnel to cross.
992 |
993 | - Restored an unused message for when the Thief attempts to cross the rope.
994 |
995 | - Creating a vine rope will now show the proper icon in your inventory.
996 |
997 | - Fighters and Paladins will now gain points from creating a vine rope, rather than from using it to cross the waterfall.
998 |
999 | - You must now pickup BOTH vines and form the vine rope, before you can tell Manu about it.
1000 |
1001 | - You must now tell Manu about Magic and then Levitate BEFORE you can Ask for Cooperation.
1002 |
1003 |
1004 | ### 760:
1005 |
1006 | - Fixed a glitch where when the player was at the top of the path and they tried to click on the Guardian cave or the exit, they would erroneously walk back inside.
1007 |
1008 | - Fixed a missing message for looking at the waterfall.
1009 |
1010 |
1011 | ### 770:
1012 |
1013 | - Fixed a crash that would occur when the Guardian killed you for angering it.
1014 |
1015 | - Fixed a missing death message when the Guardian kills you.
1016 |
1017 | - Fixed a script error where the Hero was able to tell the Guardian about the Orchid without actually engaging in conversation.
1018 |
1019 | - The Guardian will now properly spin the Hero when it gets angry.
1020 |
1021 | - Attacking the Guardian will now disqualify Fighters from the Paladin ceremony.
1022 |
1023 |
1024 | ### 780:
1025 |
1026 | - Fixed a script error where magic was erroneously being disabled in this room.
1027 |
1028 | - Fixed a script error where casting Detect Magic was playing the wrong message.
1029 |
1030 | - Restored a missing message that was supposed to play when you walked up the platform.
1031 |
1032 |
1033 | ### 800:
1034 |
1035 | - Fixed a glitch where when you died, the death message and menu button texts weren't being displayed properly.
1036 |
1037 | - Fixed a missing death message when the Apeman kills you.
1038 |
1039 | - Fixed a script error that caused Manu to reinitialize after every battle.
1040 |
1041 | - Restored a missing message that Manu was supposed to play after defeating the Apeman.
1042 |
1043 | - Restored a missing message that plays when you click the Hand on Manu.
1044 |
1045 |
1046 | ### 810:
1047 |
1048 | - Fixed a missing death message when the Apeman kills you.
1049 |
1050 | - Restored an unused Apeman corpse that spawns when you kill enough of them.
1051 |
1052 |
1053 | ### 820:
1054 |
1055 | - Fixed a bug where initiating battle via the Demons turning around was causing it to start at half HP.
1056 |
1057 | - Fixed a bug where initiating battle via clicking the Hand on the Demons was causing it to start at half HP.
1058 |
1059 | - Fixed a script error where casting Calm after the Demons had already been defeated would then allow you to throw a dagger or spell at their previous position and fight it again. You can no longer cast Calm after the Demons are pacified.
1060 |
1061 | - Fixed a script error where casting Open or Calm in this room wasn't training them or using mana points.
1062 |
1063 | - Fixed a script error where the game was playing an additional erroneous message for Sense Danger based on the Paladin's Vitality stat just as he entered the room. The message has now been moved to an appropriate location.
1064 |
1065 | - Fixed a script error where the Demons weren't respecting the Stealth skill for non-Thieves.
1066 |
1067 | - Fixed a script error where the game was deleting the secret door prop so the Hero couldn't interact with it.
1068 |
1069 | - Fixed a script error where casting Calm after Detect Magic was still playing the message for Detect Magic.
1070 |
1071 | - Fixed a missing death message when the Demon kills you.
1072 |
1073 | - Added an appropriate message when you tried to cast Open on the far door after it was already unlocked.
1074 |
1075 | - Clicking the Eye on the dead Demon will now play the message about it being dead, rather than clicking the Hand.
1076 |
1077 |
1078 | ### 830:
1079 |
1080 | - Fixed a bug where initiating battle with the Demon was causing it to start at half HP.
1081 |
1082 | - Fixed a glitch where the player could still move either by casting a spell or selecting the Run or Sneak icons in the action menu bar. You can no longer switch to the movement icon in this room.
1083 |
1084 | - Fixed a script error where the Demon exiting Reeshaka was playing the wrong animation.
1085 |
1086 | - Fixed a script error where the rubble exploding was playing the wrong animation.
1087 |
1088 | - Fixed a script error where the game was erroneously checking the Hero's class rather than their Paladin points for triggering Sense Danger when entering the room for the first time.
1089 |
1090 | - Fixed a missing death message when the Demon kills you.
1091 |
1092 | - Fixed a missing message that Reeshaka was supposed to say after Rakeesh healed her.
1093 |
1094 | - Restored a sequence where you were supposed to interact with both Reeshaka and the Demon, as well as see the possessed Reeshaka portrait. You can now speak with Reeshaka when you first enter the room. The demon will then possess her body, speak his lines, and then fully transform before waiting for you to resolve the scene.
1095 |
1096 | - The Mouth icon is no longer disabled in this room.
1097 |
1098 |
1099 | ### 850:
1100 |
1101 | - Fixed a lockup that would occur when the Paladin used the sword on himself and then tried to throw a dagger or rock at the Demon Wizard.
1102 |
1103 | - Fixed a lockup that would occur when the Wizard cast Force Bolt or Lightning Ball on the Orb while it was shielded.
1104 |
1105 | - Fixed a lockup that would sometimes occur when the Demon Wizard blasted the Wizard while his Fetch spell was active. The Demon Wizard will now wait for the spell to end before resuming fire.
1106 |
1107 | - Fixed a script error where the death message for getting killed by the Demon Wizard wasn't using the correct graphic for all classes.
1108 |
1109 | - Fixed a script error where the death message for getting nuked by the Thermonuclear Blast spell wasn't using the correct graphic for all classes.
1110 |
1111 | - Fixed a script error where the game wasn't setting the player into wait mode or disabling the correct menu icons after the Demon Wizard started firing at them.
1112 |
1113 | - Fixed a script error where throwing a projectile at the background could re-enable the player's menu icons.
1114 |
1115 | - Fixed a script error where casting Fetch could re-enable the player's menu icons.
1116 |
1117 | - Fixed a script error where if the Wizard waited until the Demon Wizard turned around and then fired a spell at him, it would replay the sequence for being noticed.
1118 |
1119 | - Fixed a script error where the Fighter could throw the Spear of Death at the background and still hit the Demon Wizard.
1120 |
1121 | - Fixed a script error where the Fighter could throw the Spear of Death at the Orb, but to no effect.
1122 |
1123 | - Fixed a script error where the Fighter could just throw the Spear of Death at the Demon Wizard from the start, bypassing the rest of the sequence.
1124 |
1125 | - Fixed a script error where the Paladin could just throw Soulforge at the Demon Wizard from the start, bypassing the rest of the sequence.
1126 |
1127 | - Fixed a script error where after the Fighter or Paladin pushed the Gargoyle down, the Demon Wizard would stop shooting at them.
1128 |
1129 | - Fixed a script error where after the Demon Wizard trapped the Fighter on the Gargoyle bridge, he wasn't speaking his line.
1130 |
1131 | - Fixed a script error where after the Demon Wizard trapped the Paladin on the Gargoyle bridge, he was playing the wrong line from the Wizard's endgame.
1132 |
1133 | - Fixed a script error where after the Paladin threw Soulforge, he could then use the shield on himself, causing the Demon Wizard to start shooting him again.
1134 |
1135 | - Fixed a script error where the Paladin wasn't being allowed to enter the portal and die.
1136 |
1137 | - Fixed a missing message for clicking the Eye on the pedestal.
1138 |
1139 | - Fixed a missing message for clicking the Eye on the ledge.
1140 |
1141 | - Fixed a missing message for clicking the Hand on the ledge.
1142 |
1143 | - Fixed a missing message for clicking the Eye on the Gargoyle pillar before it transformed.
1144 |
1145 | - Restored a missing trigger that was supposed to stop the Hero and play an unused message when he tried to leave the room.
1146 |
1147 | - Restored two missing objects in the chasm and jungle background with the appropriate messages.
1148 |
1149 | - Restored a missing message that was supposed to play when you cast Fetch on the Orb.
1150 |
1151 | - Restored a missing message that was supposed to play when you tried to use the Dispel Potion on the Gargoyle.
1152 |
1153 | - Restored a missing message for clicking the Hand on the Gargoyle when you are a Wizard.
1154 |
1155 | - Restored a message for using the sword on the Demon Wizard when you are a Fighter.
1156 |
1157 | - Restored a message for using the Fine Dagger on the Demon Wizard.
1158 |
1159 | - Restored a message for using the sword on the Orb.
1160 |
1161 | - Restored a message for using the Spear of Death on the Orb.
1162 |
1163 | - Restored a message for using the Fine Dagger on the Orb.
1164 |
1165 | - Restored a message for when you threw a projectile or cast a spell on the Demon Wizard and it had no effect.
1166 |
1167 | - The Fighter and Paladin must now block the Demon Wizard's spells before attempting to push the Gargoyle, or they will die.
1168 |
1169 |
1170 | ### 851:
1171 |
1172 | - Fixed a script error where the game wasn't setting the player into wait mode or disabling the correct menu icons after using the shield on the Fighter or Paladin.
1173 |
1174 | - Restored an unused animation that was supposed to play whenever the Fighter or Paladin blocked the Demon Wizard's attack with their shield.
1175 |
1176 |
1177 | ### 852:
1178 |
1179 | - Fixed a script error where if the Paladin first used the shield on himself, and then threw Soulforge, the Demon Wizard would still continue firing spells at him.
1180 |
1181 | - Fixed a script error where the game wasn't setting the player into wait mode or disabling the correct menu icons after using the sword on the Paladin.
1182 |
1183 | - Fixed a script error where the game wasn't always playing the message for the Gargoyle releasing the Paladin's legs once he threw Soulforge.
1184 |
1185 | - Fixed a script error where there was no delay time set between the Orb's 4th and 5th messages.
1186 |
1187 | - Fixed a missing sound effect that was supposed to play when the Demon Wizard animates the Gargoyle.
1188 |
1189 | - Fixed a missing sound effect that was supposed to play when the Demon Wizard fires just before the Paladin raises his sword to deflect the blast.
1190 |
1191 | - Restored an unused animation that the Paladin was supposed to play when he threw Soulforge at the Demon Wizard.
1192 |
1193 | - Restored unused animations for lightning flashing and the Demon Wizard recoiling when he gets struck by Soulforge.
1194 |
1195 |
1196 | ### 853:
1197 |
1198 | - Fixed a script error where the Wizard could just summon the staff at the start, bypassing the rest of the magical duel with the Demon Wizard.
1199 |
1200 | - Fixed a script error where casting Reversal at the start could result in breaking the script logic and preventing the Wizard from summoning the staff later.
1201 |
1202 | - Fixed a script error where after beating the Gargoyle in combat, it would turn into the toppled orb pedestal for a second.
1203 |
1204 | - Fixed a script error where the death message for getting nuked by the Thermonuclear Blast spell wasn't always using the correct graphic.
1205 |
1206 | - Fixed a script error where in several cases the game wasn't setting the player into wait mode or disabling the correct menu icons during the duel.
1207 |
1208 | - Fixed a script error where when the Demon Master nuked you at the end of the very last timer, the death message and menu button texts weren't being displayed properly.
1209 |
1210 | - Restored a missing message that was supposed to play when you tried to summon your staff in front of the animated Gargoyle.
1211 |
1212 | - If the Wizard now attempts to summon the staff while the Demon Wizard is shooting at him, he will die.
1213 |
1214 | - Disabled the Mouth icon in this room.
1215 |
1216 |
1217 | ### 854:
1218 |
1219 | - Fixed a lockup that would occur when the Thief took too long to cross the burning rope and fell to his death.
1220 |
1221 | - Fixed a script error where when the Thief first enters the room, and after the Demon Wizard and Master finish talking, he's inexplicably prevented from climbing the pillar for a few seconds.
1222 |
1223 | - Fixed a script error where the Thief would never die from standing on the first flaming pillar for too long.
1224 |
1225 | - Fixed missing messages for looking at the three pillars.
1226 |
1227 | - Disabled the Mouth icon in this room.
1228 |
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