The Bard's Tale Trilogy

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The Bard's Tale Trilogy

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Description
The Bard's Tale Trilogy est un remaster complet de la série iconique qui a contribué à définir les codes du RPG. Avec ses graphismes rehaussés et des fonctionnalités optionnelles permettant de faciliter le gameplay, c’est le moyen idéal de s’aventurer dans ces donjons qui ont fait des jeux originaux des classiques.

Retrouvez-vous au cœur des événements qui ont mené à The Bard’s Tale IV: Barrows Deep et à The Mage’s Tale ! The Bard's Tale Trilogy est un remaster de la série classique des années 80, qui est l’une des figures de proue du genre RPG. Créez un groupe d’aventuriers dans le premier volet et gardez-le sur toute la série pour vivre votre propre histoire héroïque !

The Bard’s Tale Trilogy contient les versions remastérisées des trois jeux classiques : The Bard's Tale: Tales of the Unknown, The Bard’s Tale II: The Destiny Knight, et The Bard’s Tale III: Thief of Fate !

Sauvez une ville des griffes d’un sorcier, reforgez la légendaire Baguette du destin et voyagez à travers le temps et l’espace pour affronter un Dieu fou !

Profitez d’une expérience de jeu confortable et passez d’un jeu à l’autre aisément sans vous soucier de problèmes d’émulation ou de compatibilité. Le manuel et le bestiaire disponibles en jeu vous donneront toutes les informations nécessaires pour triompher des défis qui vous attendent !
Pour la première fois, jouez un homme ou une femme dans les trois jeux ! Bénéficiez également de fonctionnalités qui vous faciliteront la vie, telles que l'établissement automatique d'une carte dans les trois jeux, l’accès aux sorts et une gestion d’inventaire/d’équipement améliorée.

Jouez à l’ancienne avec le mode Héritage qui propose plusieurs fonctionnalités permettant aux joueurs vétérans de jouer aux jeux de la même façon qu’ils le faisaient « dans le temps ».

The Bard's Tale Trilogy est l’occasion pour les fans de longue date de retrouver une seconde jeunesse et pour la nouvelle génération de fans de jeux de rôle et de dungeon crawlers de découvrir pourquoi ces jeux n’ont rien perdu de leur intérêt après toutes ces années. Prenez le jeu et commencez votre aventure épique dès aujourd’hui !

Update 4.34 (26 November 2019)

  • "Find The Scarlet Bard" tips no longer appear in the Destiny Knight when running with Legacy Songs mode, since there is no Scarlet Bard.
  • Added long bow to the transfer item list, if it isn't in the shop

Update 4.29 (19 September 2019)

LANGUAGE SELECTION

There is now an option to override the selected language.

If you launch the game with the "-lang=" commandline (without quotes) you can select English, French, German, Spanish, Polish or Russian language by adding the 2 letter code, ie -lang=en -lang=fr -lang=de -lang=es -lang=pl -lang=ru

Additionally - once this new build has been run for the first time, there will be a new file called "lang.txt" created on your PC, in the "%appdata%/../locallow/InXile Entertainment/The Bard's Tale Trilogy" folder on your PC. If you edit this file, you will be able to then override which language the game is displayed in; following the directions found within the file.

GENERAL FIXES
  • Performance improvements throughout the game.
  • Stability improvements throughout the game.
  • Fix for performance issues when transferring characters from BT1 to BT2.
  • Identifying an item at Roscoe's now counts as "using" the service, for a variety of achievements.
  • Enable tooltips for legacy mode options on the main menu; even if you had disabled tooltips in-game.
  • Fix for some commands being able to be activated and inappropriate times, eg “view inventory” while in combat.
  • Lighting fixes for when inside Casinos.
  • Fix for some taverns using the incorrect animation on their window, in BT3.
  • A variety of language translation fixes.
  • The entrances to dungeons in BT2 now fade as you enter/exit, to make the transition nicer.
  • Removed ability to select equip/unequip when in battle, if there are no items in the inventory.
  • Fixed PartyAttack so that it can target non-controllable characters.
  • Fixed for cameos being able to get stuck at slightly wrong scale, when combat effects play.
  • Fixed gate opening issue in BT1 on reloading a save game.
  • Fixed issue where the treasure screen can get skipped by when pressing keys at the end of combat.
  • Fixed for bug where player map would be switched off if you exited to main menu while in the AG, and then loaded straight into a map, instead of back into the AG.
  • Added new purple textures for mountain walls to match the text description, for various levels in BT3.
  • Fix for town gates rendering incorrectly from various angles.
  • Fixed death snare timers from being able to be activated multiple times.
  • Fixes for some minor clipping issues in the various Wilderness terrains.
  • Fixes issues where AntiApar to other dungeon levels was working but shouldn't be.
  • Using the joystick/keyboard to select next/prev character while viewing character profiles will now wrap top <-> bottom.
  • Added carpet spell effect to “Major Levitation”
  • Fixed the teleport not fully fading out to black.
  • Fixed items getting lost when changing class in individual inventory Legacy mode.
GAMEPLAY CHANGES
  • Harmonic Staff effects are now persistent when in Legacy mode.
  • Changed Alliria's last ghost so that it only accepts the rainbow rose now. It was accepting white rose also before which allows you to skip a large part of the puzzle.
  • Added support for “something odd” tiles. These reduce detection of traps/special/secret doors to 1 square instead of 3 and has its own automap icon and journal legend.
  • Health and spell drain ticks faster and takes 5% of the players health/magic per tick (rather than fixed amount dependent on difficulty). Taking a percentage means it will balance across BT1 -> BT3 properly.
  • BT2 - swapped path clues 1 & 7 in destiny stone so 7 is by the exit, and added a warning message before entering the snare, as per feedback from users so as to make things a bit more clear
  • Removed the bottom center door from Oscon's fort lv3 that leads the player to the portals that they should never be able to access. We believe this was a bug in the c64 and all versions of the original game as the design clearly is trying to just tease the player with those portals, but their positioning suggests they are never meant to be used.
  • Moved Alliria tomb entrance from N6,E0 to N0,E0; to match to the original hint book notes
  • Moved Werra battle to the south east room, where it was clearly intended, judging by the text pretty much saying its there, and the room is the only anti-apar area on the map. Constructed a small room for the shield, since the text also says that it is in the next room.
  • Status effects created by item magic now A) cannot be persistent -- automatically downgraded to 148 min timed; B) only has half-duration to normal spells - this makes items much less powerful and much more rewarding to find one.
  • Invisible walls now use a normal wall icon since they are not passable and knowing they are invisible is not useful when examining the map. Railings - which are visible but can be passed through - use the same icon as crumbling walls, since they function the same. Invisible walls and railings can only be discovered by walking into/through them. Crumbling walls now appear solid until you walk through them.

Update 4.28 (12 August 2019)

  • Full language support for French, German, Spanish, Polish and Russian. Right click on the game in your ibrary, select properties, then the Language tab, to select a different language.
  • All outstanding cameos have been upgraded and added to the game. We've continued to use the BT1 cameos as the default for character creation, but all the relevant cameos from the other two games are there, available for selection. For example:
  • Our new In-game Bestiary tracks the monsters (per chapter) that you’ve fought, and progressively fills in their stats and details.
  • The new In-game Manual has all the information you could ever want on how the game works, including information on the differences in Legacy Mode and how the game is different to the original releases.
  • While we were at it, we’ve also added the Original Game Maps in to the game (and we even fixed the spelling of 'Philippi').
  • The original game maps, now accessible in-game in v4.
  • Skara Brae (BT1 version) has received a bit of a make over. Each of the statues now has its own unique model.
  • New dungeon wall sets for Hiroshima, Berlin, Harkyn’s Castle, mountain and forest areas.
  • Over 30 new visual effects for combat, and to improve the environments (like new night-time skies).
  • Controller support for everything other than text-entry. This utilises a radial selection dialog for the various options. It works quite nicely, even if we do say so ourselves.
ART
  • Updated the game icon.
  • Improved textures for the text scroll and added animation.
  • Changed path shading so paths head under gates. Each terrain blends the city entrances to the path used inside.
  • Put in chapter specific frames around the 3D view and adjusted screen layouts to fit.
  • Added BT2 and BT3 tavern window anims.
  • Updated Tombs roof to use a skull/ground texture combo instead of grass/ground.
  • Fixed gate code that was breaking the gates direction on load - this was causing the issue of when saving while facing sideways under a gate, on load it would make the gate face sideways.
  • Hooked up VFX for shooting arrows in combat.
  • Fixed BT3 review board final briefing to use correct cameo/portrait.
  • Changed a variety of spells to have different or added SFX and VFX.
  • Fix for the taverns in Ciera Brianna were using the bard window anim instead of the BT3 tavern window anim.
  • Fixed BT2 Dungeon entrances transition into dungeons so it correctly fades into black.
  • Made the gate backing now one sided so it is only black looking from the front.
  • Cleared the apport effect on starting combat, to stop the blue light being on forever.
  • Fixed Major Levitation not having the carpet effect because it wasn't a no-target spell.
  • BT2 has had some adjustments to its sculpting and smoothing.
  • Fixed Interdimensional teleports (BT3 Apport Locations) to fully fade to black before switching locations.
AUDIO
  • Stopped the "click" sound from playing when the copyright is on screen.
  • Fixed some instruments had the wrong music type set (horn of gods, shrill flute, willow flute, angels harp).
  • Generic out-of-combat spell buff sounds now work.
  • Changed a variety of spells to have different or added SFX and VFX.
CRASH FIXES
  • Fixed crash caused by bad fix of monster group suffix letters.
  • Fixed hunstman gloves type that was creating a crash when on the treasure screen in the Mountain of BT3.
  • Fix for non-progression if you leave moving state during the frame and then activate a command.
  • Fix for non-prog if firing off commands (like view inventory) after combat had started.
  • Fix for issue with selling items - was creating an exception when highlighting an item due to internal list item indexes being incorrect after removing an item.
DESIGN CHANGES
  • Adjust songs so they are no longer affected by Chapter Differences. Songs settings now resets both availability, effects and strength of the songs.
  • Daggers now do 2-4 damage.
  • Harmonic gem drop rate slightly reduced.
  • Made the Maze Of Dread question persistent even in legacy, so you don't have to keep answering it.
  • Fixed Allirias last ghost to only accept the rainbow rose. Previously it was also accepting a white rose, which allows you to skip a large part of the puzzle.
  • Health drain ticks faster and takes 5% of the players health per tick (rather than fixed amount dependant on difficulty). Taking a percentage means it will balance across BT1 -> BT3 properly. Spell drain also switched to 5% of magic per tick. Drain tiles should be a bit less nerf'd now.
  • Swapped path clues 1 & 7 in Destiny Stone so 7 is by the exit. Added a "there is a portal here. do you wish to enter" message before going into the snare to make it a little clearer as to which room is the "bad" one.
  • Removed the bottom center door from Oscon's Fort lv3 that leads the player to the portals that they should never be able to access. After playing through the original in both Amiga and C64, we're fairly confident this was a bug in all versions of the original game as the design clearly is trying to just tease the player with those portals (but their positioning suggests they are never meant to be used). Before this fix, we were matching to both Amiga and C64.
  • Moved Allirias Tomb entrance from N6,E0 to N0,E0. Patches the automap on load to clear the old stairs icon and add a new stairs icon at 0,0.
  • Moved Werra battle to the south east room, where it was clearly intended, judging by the text pretty much saying its there, and the room is the only anti-apar area on the map. Loading into an existing map that has completed that task will move the journal entries to the correct location. Constructed a small room for the shield, since the text also says "it is in the next room".
  • Status effects created by item magic have been changed. These now cannot be persistent (automatically downgraded to 148 min timed) and only have half-duration to normal spells. This makes items much less powerful and much more rewarding to find one.
GAMEPLAY
  • Identify item special attacks for breath weapons are working now.
  • Reset gold to 1200 on full reset transfer BT1->BT2 or BT2->BT3.
  • Fix for identified figurines were showing bad "Use".
  • Fix for using wrong character to differentiate monster groups of same monster type.
  • Fixed Titan suit and Mithril suit to use the suit slot type rather than the armor type slot.
  • Disarming map traps now counts towards "armless" achievement.
  • Locked camera look around to only when in walking state and removed ability to lookaround when paused.
  • Legacy settings now works with only empty settings.
  • Removed the BT3 scarlet bard from Skara Brae in legacy songs mode.
  • (??) info on objects where the range is unknown no longer shows in chapter differences mode (since you can't identify the unknown).
  • Fixed BT3 map difficulty - all the run from battle difficulties would have been easy in BT3, as everything was erroneously set to difficulty 1.
  • Fixed the shop so it checks if you have space for wineskins before buying them.
  • Fixed being able to collect multiple Harmonic Staff in legacy mode from Saradon's House.
  • Fixes for town teleportation for Joystick/mouse modes.
  • Identifying an item at Roscoes now contributes to popping the achievement (shopaholic)
  • Allow the journal to be opened, if automap is disabled but we are in BT3 and chapter differences are enabled.
  • Fixed the casino to be lit, no matter the time of day.
  • Fixed healing cost in temple.
  • Stopped death snare timers from being able to be activated multiple times.
  • Added support for something odd (reduces detection of traps/special/secret doors to 1 square instead of 3, and adds an icon to the automap).
  • Fixed issues where AntiApar to other dungeon levels was working but shouldn't be. Mainly effects BT1/BT2, because the system was written for BT2 per-tile flags.
  • Disabled snare timer when in pause and restart it when we come out of pause.
  • Fixed an issue where going down a portal didn't set the stairs flag, so if there was a script to go back up, like in nowhere (Tenebrosia), it would fire.
  • Fixed items getting lost when changing class in individual inventory mode.
PERFORMANCE
  • A variety of changes to reduce memory use.
  • Fixes to various audio settings, for streaming and memory use.
  • Fixed mesh creation to not leak meshes.
  • Fixed clouds not getting disabled when doing a transfer from BT1 -> BT2.
  • Fixed creating some debug meshes in Retail builds.
UI
  • Fix doppleganger UI bug - sorting the slots was updating them individually - but doppleganger update requires all other slots to be done.
  • Roscoes identify items now show cost to identify each item, for identifying the “specials” of items, in non-legacy mode.
  • Multiple miscellaneous spelling and grammar fixes, throughout the game.
  • Fix for the flicker when drift background first appears on main menu.
  • Fix for the mouse cursor not working over buttons.
  • Improved rendering of all fonts.
  • Made the "X" button of the stats and controller page close the pages.
  • Force new games to default to Large view.
  • Fixed drag-and-drop of character names for party order showing the character names offset.
  • Hide mouse cursor during loading and during intros.
  • Removed slash from in front of "TESTING" that shouldn't have been there, in the credits.
  • Don't let escape key close a confirmation dialog, unless close button is active.
  • Removed dead space at top of "heal all" character list.
  • Fix for rename-character to detect when empty string was entered.
  • Fix for text for party headings - was creating artefacts when small.
  • Fixed the position of the top message of scrolling text.
  • Fix slot numbers resizing awkwardly.
  • Fix for spacing for normal heal text.
  • Removed incorrect information about large view mode from tooltip.
  • Stopped ESCAPE from opening pause menu during intro scene.
  • Add tooltips when you arrow through options on keyboard so game is more playable on keyboard only.
  • Stopped trade from appearing if there is no-one to trade to (ie. party of 1).
  • Spells that are bought, now appear in a spell casters 'recent' spell filter tab, after being cast.
  • Removed the (1-7) prompting for the statues for consistency.
  • Fix overlapping destiny knight text in player info.
  • Fix journal icon in BT3.
  • Fix for that you couldn't see tooltips in legacy Options is you had toggled them off in game and returned to main menu.
  • Stopped the option of equip/unequip in battle being available if there are no inventory items.
  • Removed the timeout from temple messages / after heals. It just uses "Press SPACE to continue" now.
  • Fix issue with large Heal All messages overlapping the PRESS SPACE TO CONTINUE.
  • Fix journal legend not turning off "hint", "teleport" and "wall / secretWall" entries if none have been mapped yet.
  • Teleport from sanctum to viscious plane now adds journal at destination, so you don't have to leave the tile and return to see it.
  • Using joystick/keyboard to select next/prev character while viewing character profiles will now wrap top <-> bottom.
  • Invisible walls now use a normal wall icon since they are not passible and knowing they are invisible is not useful when examining the map. Railings (which are visible but can be passed through) use the same icon as crumbling walls, since they function the same. Invisible walls and railings can only be discovered by walking into/through them.
  • Fix for Alliria belt event to not show a blank page with "press space to continue".
  • Fix bug where automap was updating during title screen.

Update 3.29 (10 April 2019)

  • Fix spell-level-up hint was 1 level off.
  • Fix crash when killing a doppleganger in your party.

Update 3.28 (25 March 2019)

  • Fix ground shader to support fog AND shadows
  • Fix song descriptions - was always showing legacy descriptions, even with legacy mode disabled.
  • Fix bug where failing an apar to another level would reset all the events on the current level.
  • Fix bug where automap wasn't showing traps/combat for maps other than the current one.
  • Don't let the party leave arboria/ferofists if hawkslayer is carrying the quest items.
  • Fix journal icon to not activate consistent with other icons - not in buildings & during events.
  • Fix transfer between levels not setting up the shop items properly.
  • Add ui tutorial (from bt1 and bt2) to BT3

Update 3.27 (18 March 2019)

  • Fix new issue with house hints appearing outside the house on the journal.
  • Fix issue where an NPC could be given a quest item and then removed from the party in BT3 which causes the NPC to be deleted, and thus you lose the quest item forever.
  • you can no longer remove NPCs from the party in the guild. You will need to manually remove quest items from them and Kick them to remove them.
  • Fix kiels overture was not using up songs remaining when used in combat.
  • Fix spelling of piranhas
  • Fix foreboding spelling

Update 3.26 (15 March 2019)

  • Fix hide in shadows range issues - wasn't able to attack if advanced past the enemy...
  • Surgery to UseItem in combat to fix UnequippedItems legacy not letting you use any unequipped item in combat.
  • Fix a couple of missing messages before combats in mangar and fanskar.
  • Fix problem where dead characters could find items in treasure.
  • Add feedback to how many items you have on the Inventory option.
  • Fix the new HIDE status now gets reset if you run from combat.
  • Fix roscoes individual inventory issues
    • identify was overlapping text, not charging money, and getting stuck
  • Fix witherfist and horn of death special damage.
  • Luck chant now correctly improves spell chance to hit.
  • Lucklaran and spellsong (remaster mode) now improve spell chance to hit.
  • Fix difficulty level of bt3 cities.
  • Fix brillhasti archmage experience points.
  • Fix immunities - unless monster was immune to all mediums of a spell (like Magic)
  • remove some spamming
  • Fix illusion monsters were not being created as illusions
  • Improve the text feedback on casting disbelief and disrupt illusion spells.
  • Fixed deathhorn now sounds like horn, not mandolin
  • Fix damage of black arrows and make them attack whole group. Intentionally still requires a bow as we feel this is more intuitive (unlike original game that implemented black arrows as just a usable magic item).
  • Turn off the range display on torches and lamps to be consistent with other light spells.
  • Old shrine location string from original wilderness map was still hanging around south of cold peak.
  • Fixed levitation had "show range" still set.
  • Removed the crumbling wall from ice dungeon lv2 so you have to pass the riddle to get through the wall.
  • Fixed some missing journal entries in sceadue.
  • Fix spell cost showing up text was not taking the half/quarter price into account and saying "couldn't afford it" when you could.
  • Dreamspell / divine intervention, now heals out of combat.
  • Summoned creatures in BT1 legacy mode were getting removed instantly on taking damage.
  • Add arrow and spear to shop if transferring to BT2 via full or medium power transfer.
  • Fix summoned monster inventory size to match character size for the game/legacy settings
  • Fix bt1 legacy - party monsters were able to attack groups C & D.
  • Fix war axe cannot be used at range in bt1
  • Fixed arrows cannot be 'used' without a bow equipped.
  • Fix some journaling issues where some places were being written to the scroll rather than just the journal.
  • Need sorcerer sight to see crumbling walls on the automap.
  • Clear the message scroll on turning
  • Cats eye no longer ignites explosive gas
  • Remove quest items from garths on transfer.
  • Black arrows can now stack to 30
  • Fixed cases where arrows could be used without a bow equipped.
  • Speed up treasure finding - can feel a bit broken...

Update 3.21 (26 February 2019)

inXile Entertainment and Krome Studios is pleased to announce that The Bard's Tale III: Thief of Fate has been released for The Bard's Tale Trilogy! As mentioned previously, Thief of Fate is huge in scope, and we hope that you all enjoy the blood, sweat and tears that have gone in to making it as fully realized as possible. We have greatly enjoyed remastering these classic games, and appreciate all the assistance that the community has given us for the remaster.

In addition to the release of Thief of Fate (now available on the default branch!), there are a variety of new quality of life and polish additions to all three games, as well as Legacy mode. A full list of changes is below, but the major points are:

LEGACY MODE

Each of these options are available for selection [b]ONLY[/b] when starting a new game. They can be individually selected, depending on your playing preferences!

  • Individual character inventory.
  • Miscellaneous changes (Special slot in BT1, no archery in BT1, no item charges in BT1 (has a chance to expire instead), more limited inventory space, wineskins restricted to BT3, rogues can only identify in BT3, spells and items restricted to those found in the respective games.
  • Game specific songs, as per the original releases.
  • Ability to use un-equipped items (as this was in versions of the original release).
  • Automapping can be disabled, including that "misc differences" will add in a mapping similar to the original BT3 release.
  • Full XP requirements - to make leveling up more like the original releases, allows party attack anywhere, shops can buy and sell charged items at will. Oh, and battles are repeatable .
  • Option to only allow saving at the Guild or camp. With "Misc Differences" enabled, BT3 will still allow saving anywhere, as that was in the original release.
  • Remove items and hints from empty houses. There is also a "Legacy" button in the settings, that will display the legacy dialog so you can see what options are enabled, in your currently loaded game.
QUALITY OF LIFE AND OTHER ADJUSTMENTS
  • The remaster now ramps off the 1/2 XP requirement at higher levels, so the very high levels now require more "like Legacy" amounts to reach.
  • Added a confirmation dialog to "Exit To Main Menu" if game cannot autosave because you are in legacy mode "Save At Guild" and / or you are in a shop, combat, or an active deathsnare.
  • Tweaks to Spell Song so that the big AOE spells don't break the game balance.
  • Save games now show more information, for what legacy modes are enabled, the total play time, and the map you are saved in.
  • You can now select a portrait for your character during creation, as well as after creation in the "More Options" section of the Guild, from a selection of "non-monster" portraits.
  • Reduced the size of the minimap when on really small maps, so the minimap should never wrap.
  • Added separate ranged and melee damage to item comparison hints.
  • You can now identify the magical properties of items. Roscoe can do it (if you pay him!), the chronomancer Identify spell will also reveal the information, or asking Sage in BT2 will mark items as identified. This feature is removed in Legacy Game Differences mode.
  • Inventories now have a party inventory divider. This can be disabled in the game settings. Shops have dividers for item class.
  • Added a "Moderate Transfer" mode (and renamed Overpowered to Full Transfer). Moderate transfer from BT1->BT2 resets characters to level 24; moderate transfer from BT2->BT3 resets characters to level 33, with wizards and archmages reset to level 13. These modes allow players to continue with all equipment in the next game, avoiding the starting grind, without worrying about their levels completely spoiling the gameplay if they've over-levelled their team.

Once again, from everybody on the development team, thank you for all the assistance. For those of you who have not been in the Thief of Fate Beta, we hope you have a blast!

FULL CHANGE LIST
Thief of Fate Changes
  • Wilderness maps have been changed to terrain based, similar to that in Destiny Knight, with the placement of features to match the maps that were in the clue book. Wilderness maps no longer wrap.
  • Thief of Fate just uses Badhr Kilnfest in place of Bring Around Ballad, as the songs are identical in function. Legacy mode will allow switching back to Bring Around Ballad.
  • Chronomancer teleports have been reorganised to be [spoiler]more logical pairs, after discussions with original designers[/spoiler].
  • The Ruins of Skara Brae now more closely reflect the city that you know and love, from Tales of the Unknown.
  • [spoiler]Tarjan can now cast "Force of Tarjan" which is a breath, followed by a sandstorm.[/spoiler]
  • Longinus reappears to give his final prophecies.
  • Redistribute the new remaster instruments to the appropriate bt3 dungeons based on damage - note that Molten Horn is the equivalent of the BT2/BT3 Flame Horn. The remaster Flame Horn is actually the weaker one from BT1.
  • Reduced drop rate of harmonic gems in some maps.
  • Add in remaster items Huntsman Gloves, Ring of Accuracy and Deadlyrang into BT3 drop lists.
Tales of the Unknown Changes / Fixes
  • Add some Skara Brae journaling on the stables and the snow drift.
  • Fixed Mangar casting Mage Flame (should have been casting disrupt).
  • Fixed 99 berserkers not triggering.
  • Fixes for resetting the gates in Skara Brae.
  • Fixed melee disrupt spell of heroes like Mangar not working correctly.
Destiny Knight Changes / Fixes
  • Fixed missing Arms Master of the Graphnar Fist encounter.
  • Graphnar Lord - updated encounter to show the monster art and name, to make it consistent with other fight in this dungeon level.
  • Fixed Oscons Fortress level 1 magic mouth to add appropriate journal notes based on the answers given.
  • Added Review board to Colosse.
  • Fixed grammar error in Destiny Stone dungeon magic mouth messages.
  • Grey Crypt - Changed Sphynx to change up and down stairs based on answers given.
  • Destiny Stone - Fixed case where the party is full on getting Zen Master and hitting escape or cancel falls through to finish the dungeon. Added message to say you got 'The Ring'.
  • Fixes for various issues with the Snare puzzles on Destiny Stone and Grey Crypt not being reset correctly on load.
  • The Winged Creature must now be alive to [spoiler]carry you over the gap (Dark Domain Level 4)[/spoiler].
  • The Old Warrior must be alive to [spoiler]disarm snare 1 (Tombs Level 3)[/spoiler].
  • The Zen Master must be alive to [spoiler]progress through snare 7 (Destiny Stone Level 3)[/spoiler].
  • Fixed missing secret door in dark domain level 3.
  • Added some casino UI polish.
General Changes / Fixes
  • Fix some grammar errors in the temples.
  • Individual monster attacks are now spread throughout combat - they were just attacking in groups before.
  • Warstrike now burns instead of chokes.
  • Added missing full stop to "drop item" request.
  • Casino double down now uses proper casino rules (hits you with 1 more card).
  • Player strength increases chance to hit (>16 strength).
  • Fixes for summon spell ranges and the Summon Help spell.
  • Melee damage now takes drained-level into account.
  • Fixed issue with teleporting into scripted empty rooms not running the scripts.
  • Fog and skybox tweaks to BT1 and BT2.
  • Updated blizzard effects for all volumes.
  • Improved visuals of automap.
  • Combat spells are now castable in noncombat but will fizzle - this is necessary as they are used to solve puzzles in Thief of Fate.
  • Fix monster gender and Summon Help probability bugs.
  • Rogues can now identify items. Failure to identify means the item can never be identified.
  • By popular demand, change '#' back to '()' for item charges, in the UI.
  • Added option for a Bard to stop singing their current song.
  • Unequipped items are now usable outside of combat - saves the user having to equip,unequip etc., just to use an item.
  • Fix for "Hide in Shadows" to always go first in combat.
  • Fixed Push-Back spells not working for enemies.
  • Monsters with a PUSH spell (Force of Tarjan, Far Foe, Sand Storm) will preference that if they are <50 feet from the player.
  • Player ADVANCE now has much higher priority.
  • Wineskins are now available in Taverns.
  • Monks now use roll table from Thief of Fate - goes up to 2048 max damage.
  • Elf cloak now wearable by everyone except warriors and paladins.
  • Spell drain and unequip hit now show status on combat line.
  • Allow healing of NPCs in temples, and Youth spell to work on NPCs.
  • Fixed name of some summoned monsters (had "summoned" in name).
  • Fixed hint for some weapons like Reds Stilleto which was wasn't showing melee damage.
  • Hunters cloak now an item to be consistent with elf cloak.
  • Autosave now happens before random fights - rather than after all fights.
  • Changed Dark Priest and Wicked Lurker to cast Mind Jab / Arc Fire instead of Holy Water, since party characters are almost never evil/undead.
  • Expand titanium and tungsten item names.
  • Reduce wineskin sale price to 3 gold since its in BT1/BT2.
  • Fix stuck and ouch messages so they appear each time they happen.
  • Tweak the stacking maths for increase/reduce spell damage.
  • Fix poison/possess/insane messages now appear on combat line.
  • Remove trap protection from Sanctuary Score - only used for Zanduvar Carack now.
  • Dagger damage now 1 -> 4.
  • Tavern UI flow restructured to work better between the legacy / non-legacy modes.
  • Added combat visual effects for Fire, Frost and Electricity spells.
  • Lots of spelling and grammar fixes throughout all three games.
  • Fix capitalization of 'YES' in confirm dialogs.
  • Disable guild options when there is nobody in the party.
  • Fix fog not working in levels due to fog shader stripping.
  • Fix cloud issue when loading from BT1 Skara Brae into another level.
  • Added travel sound for when travelling between levels.
  • Added a "travel" fade in/out for going between cities and dungeons.
  • Make traps cause a "press any to continue" to happen afterwards so you don't ignore the effect.
  • Stopped the ability to drop items marked as quest items.
  • Fix stacking arrows wasn't updating the UI.
  • Reset time of day on transfer to new game volume.
  • Fix fog not getting disabled during Portraits (so effects would be half visible).
  • Fix fog not getting disabled during load, so load box could be fogged out.
  • Added temple enter sound effect.
  • Added ambient sounds to Bards Hall, Temple, Garths, Roscoes.
  • Added player sting when purchasing music at bards hall.
  • Tweaks to some UI sounds.
  • Fixed calculation of spell save. Was capped in BT3 and uncapped in BT1/BT2 which is reverse.
  • Fix skull animation - wasn't syncing with phase door rotation behaviour properly.
  • Hook up wolf howl to play in the evening (matching the rooster crow that plays in the morning).
  • Rogue disarm has been streamlined (again). There is now just 'examine' or 'trapzap'. If you examine, then it will tell you if anyone identifies the trap. If trap is identified you get the option for a rogue to disarm it. If trap is not identified you get the option for someone to open it. If you choose not to disarm or open, you only have 'trapzap' or 'leave it'.
  • Anywhere with "press SPACE to continue", you can now press ESCAPE also.
  • Added combat visual effects for Fire, Frost, Electricity, Blasts, Curses and Debuff spells.

Update 2.08 (09 November 2018)

GAMEPLAY
  • Fix damage and range for Thor's Hammer.
  • Fix travelhelm apport arcane in dungeons - wouldn't work unless an apport arcane had been cast recently.
UI/TEXT
  • Fixed critical puzzle clue not in game due to a typo.
  • Fix a couple of loading hint grammatical issues.
  • Fixed spelling of Scry Site spell.
  • Add some Skara Brae journalling on the stables and the snow drift.
  • Fix some grammar in the temple.

Update 2.07 (30 October 2018)

UPDATE 2.07

This is intended to be the last update before focus on BT3 and Legacy Mode. So unless there is a critical bug, all remaining issues can wait until the BT3 release.

IMPORTANT
  • Bank slots now reduced to 10 slots in BT1 and 20 in BT2 after much internal discussion that went all the way to M.Cranford participating in the decision. He felt the spirit of the game required players to have to make hard choices about what to keep. THIS WILL NOT AFFECT PURCHASES ALREADY MADE. If you have already bought more than 20 bank slots you will not lose them or any items in them.
GAMEPLAY
  • Fix issue with Garth's shop tooltip hints being out-of-sync once you buy an item.
  • Fix troll staff - does 4-16 damage (not 1-4)
  • Monsters won't cast spells if they are in an anti-magic dungeon square.
  • Ranged attacks now use arrows and offhand weapons before main weapons, so, for instance. they won't throw an axe if you arrows or shurikens equipped.
  • Fix item equip so you can change equipment with a full inventory.
  • Rework item use code to support travel helm teleports
  • Remove thieves dart from dropping in BT2 dungens - should be BT3 only item.
  • Change thieves dart to be for thieves only.
  • Resurrecting a monster makes it no-longer a turncoat.
  • Make bank deposits update the player inventory UI immediately.
UI/TEXT
  • Fixed typo in a clue in saradon's workshop
  • Added some missing journal entries in fanskars castle
UPDATE 2.06
CRITICAL FIX
  • New Bank safety deposit slot code had deposit and withdrawal bugs when used via keyboard instead of mouse.
UPDATE 2.05
NEW FEATURE
  • Add Bank Deposit slots - players can now purchase bank deposit slots for storing items. Items will transfer from BT1 to BT2 unless you select the "RESET" option on transfer which resets all characters, garths and bank. Note that quest items (including the Master Key) will never transfer from BT1 to BT2 to BT3.
GAMEPLAY
  • Bank gold now resets on a Transfer Reset between chapters
  • Rogue hide-in-shadows is now gets a speed boost.
  • Some summoned creatures have a saving roll boost (wind mage, wind hero, brothers kringle)
  • Record initial class for characters so future transfers will reset to the correct mage Class
  • Fix problem with arrows being usable without a bow if any other ranged item is equipped.
  • Beyond Death and Stone To Flesh now work on NPCs
UI/TEXT
  • Tweak the chapter transfer reset text so players understand that RESET is a full reset of everything.
UPDATE 2.04
GAMEPLAY
  • Dreamspell now gives you a choice of dungeon to teleport to when used out-of-combat.fix Stairs in oscon's fortress now are detected by SOSI.
  • Scarlet bard now sells the Watchwood Melody
  • Dream spell now cures stoning also.
UI/TEXT
  • Fix spelling error in sage clue
  • Add more icons to the dungeon journal legend.

Update 2.03 (26 October 2018)

UPDATE 2.03
GAMEPLAY
  • Fix is in place for bugs in the random number generation that was making the same battles appear multiple times after some random period of time in dungeons.
  • Fix bug where torch couldn't be purchased in a shop (because it was first item in the table)
  • Fixed some data bugs where 4 monsters had no advance speed set.
UPDATE 2.02
GAMEPLAY
  • Dopplegangers all have melee attacks as well now.
  • Songs now stack again, though some spells have diminishing returns.
  • Fix bug making it impossible to Leave the Winged Creature.
  • Fix problem where random seed was continually being reset when dungeon visuals were updated.
  • Add ability to back out of scarlet bard interface.
  • Dreamspell now requires you to visit the 5 dream spell messages before answering the riddle.
  • Just knowing the words isn't enough. Won't affect games in progress, but new games started.
  • Reset shop items when you rtransfer from BT1 to BT2 using "Reset.." option.
  • Fix monster advance speed so monsters like Leapers move 90' in one round.
  • Fix tiles not always getting marked as visited after a teleport or taking stairs.
  • Blackjack dealer now uses more standard casino rule of having to play cards until over 16.
  • Fix bug in thrown weapon saving roll for enemies in BT1 and BT2, was making them much harder to hit.
UI
  • Inventory spell list command now shows all spells (including combat spells).
  • Fix issues with shop buy & sell.
TEXT
  • Add journaling to Longinus in BT1.
  • Fix typo in Sage Scarlet Bard clues.
  • Fix gender in rogue disarm message
  • Fix some duplicate hints in tangramayne.
  • Fix missing period after "You still face.." combat message.
  • Fix grammar error in Melee March spell text.
  • Tweak the temples hint
  • Fix spelling error in waver.
  • Fixed spelling error in a magic mouth message in Oscon's.

Update 2.01 hotfix (24 October 2018)

InXile Entertainment and Krome Studios are pleased to announce that Volume II - The Bard's Tale II: The Destiny Knight - has been released for The Bard's Tale Trilogy.

To try to cover some of the questions that people may have, on changes that have been made to The Destiny Knight for the remaster, we've compiled a short list of the major items below, along with general fix notes for across both games. We have blacked out some very heavy spoilers, so if you want to go into the game spoiler-free, please do not highlight the blacked out text.

Destiny Knight Changes
  • Destiny Knight's mechanics have been tweaked to make [spoiler]the last fight more interesting - you're no longer invincible when fighting Lagoth Zanta. The Destiny Knight absorbs damage with mana and can die if their mana runs out[/spoiler].
  • BT2 monsters use some art from BT1, if the image matches the monster better.
  • Names of duplicate monsters (archer,archer,archer) now have unique names so players can learn them (Appentice Archer, Adept Archer, Master Archer).
  • [SPOILER] You now have to learn how to use the Dreamspell, which is located in the Destiny Stone dungeon level 1. And can only be learnt by Archmages.
  • Additional sage questions have been added to the game.
  • Destiny Knight text is now in your character sheet (in blue).
  • Bards carrying over from BT1 will retain BT1 songs, but can learn the new BT2 songs from the Scarlet Bard. Bard characters created in BT2 will know BT2 songs but can learn BT1 songs from Scarlet Bard.
  • [SPOILER] The Dreamspell is now gated behind a new Saradon quest and clue set, the wizard that sent the players the original letter about Lagoth Zanta.
  • All Magician, Conjurer, Sorcerer, Wizard and Archmage spells from BT1, BT2 and BT3 are now usable in BT2.
  • The wilderness map no longer wraps like in the original. This was changed so that we could implement a decorated height-mapped wilderness, with seamless map transitions.
  • Rhyme of Duotime now gives a toHit melee bonus as well as its other benefits.
  • [SPOILER] Snare tweak: The Snare directions (that were originally in the manual) are now embedded in the game as clues, throughout the Destiny Stone Dungeon.
  • [SPOILER] Snare tweak: Snares still kill you - but you can't save if a snare is active, so you can't lose your whole game if you're running with 1 save game slot.
  • [SPOILER] Snare tweak: Snares now have red vignette on the game window and a heartbeat audio cue[/spoiler].
  • [SPOILER] Snare tweak: Snares now show how much time is left when hovering over the Skull above the Game Window.
Improvements, Bug Fixes and The Bard's Tale I Changes

CRITICAL GAME CHANGES

  • Added a third dice to the character creation dice roll.
AUDIO
  • Added audio for when traps disarm.
  • Added Dork Ring sound.
  • Add rooster crow for when dawn breaks, or when exiting the guild in the morning.
  • Added a fizzle sound effect.
  • Added save game sound effect.
  • Add audio cue to when AwardItem forces us to drop an item.
THE BARD'S TALE I
  • Added a casino to Skara Brae in Bard's Tale I to add ability to generate funds, and a bank in which to store your winnings.
  • Gave Ogre Magi some magic.
  • Add a new tip about spell casters identifying enemy spells.
  • Dwarf King and Blue Dragon are a bit tougher to make Harkyn's Castle a bit more of a challenge.
  • Mangar and Mad God now cast Disrupt Illusion at start of combat to protect against Mage Maelstrom and wind dragon.
  • Setup random possession event in Mangar's tower.
  • Added ability for changing walls and doors of a square - used this to make the "Something not right" area in Harkyns actually do something.
  • Add some encounters with explicit spawn ranges to BT1, makes 396 berzerker balanced more like the original, makes Mangar battle tougher.
  • All Magician, Conjurer, Sorcerer and Wizard spells from BT1, BT2 and BT3 are now usable in BT1.
  • Removed some grind spots from Catacombs - this is for balancing the game in non-Legacy mode - grind spots will be retained in Legacy mode.[/list]
GAMEPLAY
  • Antimagic now clears magical light, not music or item generated light.
  • Monsters only summon if there is a free spot.
  • Fix dopplegangler was duplicating 1 spellpoint for non spellcasts due to some last minute drain level support.
  • Change message in garths to just "Unidentified ".
  • Monsters won't cast an already active buff spell again if it doesn't stack.
  • Increased strength of freeze foes since it doesn't stack.
  • Increased starter gold rate, reduced later gold rates.
  • Fix antimagic - it was removing the smoke-in-your-eyes effect.
  • Fix SkipTurn on monsters - Magestar and HypnoticImage were lasting forever!
  • Add new instruments so people aren't stuck with HORNS for the entire game.
  • Increase personal inventory size so that you can equip all item types at once - will enlarge inventories as it loads them.
  • Added ability to stack arrows.
  • Sped up spell regen and health drain squares.
  • Rogues now auto-disarm traps if they have 100% skill.
  • Doing a phase door now reports if it fizzles.
  • Guild only resets to morning if you enter it at night now.
  • SCSI spell now works in anti-magic zones.
  • Add support for random possession squares.
  • Remove shop recharge exploit - items that don't have full charges won't stay in the shop when you exit it.
  • Cat's eye now detects hidden doors.
  • Fix AI monsters no longer attack things out of range.
  • Allow light spells to stack.
  • Thieves temple no longer charges for rogues.
  • Revamped item slot system. Shield, Wand, Bow and Misc items now use an Off-Hand item slot, while the weapons use Weapon-Hand item slot. This makes for a more intuitive equip system. Characters can choose to use shield, or throwable items, or a wand or a bow.
  • All equipped items can now contribute to toHit bonus. toHit bonuses have been added to some items, as well as a few new items have been added to the game specifically to allow players to optimise for toHit if they want, usually at a sacrifice of AC. (eg useful for [spoiler]the Dark Crypt in BT2 with its melee-only, all antimagic nature[/spoiler]).
  • Increased monk toHit per level.
  • Increased toHit bonus to attack from shadows.
  • Add toHit bonus to Rhyme Of Duotime, makes it a very useful melee song - extra damage, faster attacks, better toHit.
  • Fixed bug where Apport Arcane (or portals) after a teleport happened would confuse the automapper.
  • Stopped the user being able to cast spells or do actions during a turn left / turn right.
  • Fix automapping was detecting one sided walls from the wrong side.
  • Add text-filtering for song playing.
  • Level drain attacks now permanently saps 1000 xp as well as drop their level.
  • Added some new toHit items - Huntsman Gloves (for hunter) and Ring of Accuracy (for all melee classes).[/list]
GRAPHICS
  • Added spell effect for Apport Arcane.
  • Added spell effects for Trap Zap, Detected Traps and Traps being Zapped.
  • Added snow to Skara Brae.
  • Added spell effect for Mage Flame.
  • Added spell effect for Apport Arcane.
  • Added spell effect for light ignition - used for Torch, Lamp, LERE, GRRE, STLI, Lightwand, Dayblade.
  • Cat's eye no longer flickers the light.
  • Added a visual for detected spinners.
MISC
  • Fix bug in proper nouns - was converting them to "Mangar".
  • Fix bug in taverns where back button from tipping would take you to "who will tip the bartender".
  • Fixed tool tip information on why a save is locked.
UI
  • Traps now indicate when they are disarmed, on the maps.
  • Misc fixes for tool tip sizes.
  • Added confirmation to deleting or overwriting save games.
  • Added color coding to autosave/quicksave slots.
  • Added save game sorting by date.
  • Made the cursor and mouse scroll work in save / load UI.
  • Fixed an issue where the script was cancelling the street name prematurely.
  • Mark secret doors on automap when you walk through them.
  • New spinner & trap icons so they overlay better on the map.
  • Fixed bug where overlayed icons wouldn't appear on the map.
  • Added icon to indicate when a character can advance a level, or learn a new spell.
  • Combat icons now go semi-bright when the combat is completed.
  • Identify now filters only unidentified items and doesn't reset to top of list once an item is identified.
  • Skull now lights up if you're standing on cursed or blessed tiles. Tooltip shows what the curse/blessing is.
  • Fix automapping so it doesn't detect the reverse side of tiles.
  • Skull now indicates if any active curses or anti-apport/anti-phase door is active.
  • Fix the automapper discover - tiles weren't working around map wraps.
  • Fix shop selling unidentified item but revealing the name.
  • Fix input issues hitting escape on spell filter.
  • Fix input issues hitting enter when spell filtering to 0 spells.
  • Spells go orange if no targets are in range.
  • Add ranges to spell tooltips.
  • Fix double space in Sanctuary Score description.
  • Show the current ToHit bonus on player info screen.
  • Fixed skull centering and skull eyes centering.
  • Fixed size of highlight bar in party slots.
  • The maximum message scroll scrolling speed has been increased.
  • Monster groups are now sorted by range at the start of each combat round.
  • Selling items at Garth's doesn't reset to top of list each time now.
  • Alphabetize song list selection
  • Fix issue where pressing F10 from a settings dialog would put the UI logic in a bad state.

Update 1.08 hotfix (01 September 2018)

  • Critical fix to infinite loop when trying to Heal All a reanimated party member at the templ
  • Preset combats now drop chests again
  • Small chance for random combat to drop chests
  • Buffed rogues hide in shadows
  • Nmbr of attacks now better matches originals (first at level 4 for monks/warriors, level 5 for paladins)

Update 1.08 (23 August 2018)

  • Heal All was going into a loop if you had a re-animated dead character
  • Rogues hide-in-shadows now buffed
  • Preset encounters (like 77 Skeletons) now drops chests
  • Random encounters have small chance to drop chest
  • Warrors/Monks/Paladins now get their extra attacks more in line with the originals (lv 4 for WA/MO, lv 5 for PA)
Update 1.07
CRASHES / SOFT LOCKS
  • Fix catacombs bugs - exiting catacombs without a saved location would end up INSIDE the temple. That can lead to a situation where the saved location becomes 0,0 and the next exit will go to that location.
Audio
  • Updated sounds for undead and Mangar.
  • Fix for mis-linked Traveller's tune on some instruments playing Waylands.
  • Added per-trap sound effects.
  • Trimmed start of several attack, enemy and spell sounds so that they are a little more snappy
Achievements
  • Fixed the A Song of Fire achievement.
  • Fixed Pile of Gold achievement (was set to 1,000,000 instead of 100,000).
  • Fixed A Mage's Tale achievement (was accidentally checking archmage spell levels as well; which obviously don't come in to play until BT2).
Gameplay
  • Fix party monsters now cast ally buffs on the party instead of the enemies.
  • Fix balance issue in spell saves (intelligence and luck are applied a little less).
  • Stop Ybarra mystical armour and shield from stacking together because it makes the entire team nearly untouchable in combat.
  • Fix bug where you could use arrows without a bow.
  • Fix hit ratio for arrows - now relies heavily on dexterity to hit or dodge ranged attacks.
  • Add combat option to equip/unequip an item to make ranged combat more accessible.
  • Fix Dragon Wand not working correctly (now does a 20-80 damage group attack).
  • Fix ConjurStaff not halving spell cost.
  • Bows can now be equipped alongside melee weapons.
  • Fixed entering guild was refreshing the UI stats.
  • Quick Fix healing can now target specials.
  • Sped up healing in the temples. Allow aborting both parts of the heal. Cut off the chant if you start a new chant.
  • Fixed some journal screen spells always using the 1st magic caster's spell points.
  • Spinners work more like the original. Guarantee to spin you (random can't == 0), spin on turn as well as Move
  • Implement the thief dagger and Luck Shield hide in shadows bonuses
  • Added Heal Entire Party option to the Temple.
  • Added Recharge Entire Party option to Roscoes.
  • Summoned monsters/NPCs no longer soak up combat XP
  • Stop onyx keys from dropping in mangars tower
  • Reworked the calculation for starting distances of random monsters
  • Fixed monster spells that didn't have a range set
  • Fixed problem with script reward items - were getting set to 255 instead of the -1 (which causes random 1..default). Fixes "unlimited" charge items being rather limited.
  • Archery now uses the hunter crit.
  • Heal Harp now lets you specify who gets healed
  • Dragonshield now usable in combat
  • Added aggro to target dummy so it always gets attacked first
  • Remove map rotation disorientation at night in the city. Maps only get disoriented in dungeons.
  • Increase identify trap chance of rogues
  • Rogue identify skill now works of intellect rather than dexterity
  • Weapon toHit bonus now correctly adds bonus to damage also
  • Monster spells should never show up, no matter what level you are at...
  • Enabled mithril arrows.
  • Ring of Power no longer attacks own time (was broken post 1.0 release)
  • Mage staff now regens magic each combat round
  • WizWand, Death Dagger and Stoneblade now drop in game.
  • Trapzap chests now half-cost with conjurstaff
  • Enemy party-stuns are ignored if you advance
  • SOSI no longer reports Darkness as something special
  • Chests now drop from fixed encounters (ones marked on the journal) at 100% rate.
  • Random encounters do not drop chests (just unprotected treasure)
  • Monster portrait tints (like dragons) now work in your party status screen
  • Fix the skara brae tower gates so you can exit without a key
  • Madgod event allows you to get to kylearans after you've killed him
  • Reworked monster AI so it selects attacks based on range
  • Reworked random starting ranges for monsters - won't get so many small groups at range now
  • Fix autorepeat on spacebar during combat (was broken post 1.0 release)
  • Blur fire tooltip now tells you it detects doors
  • Paladins now get their extra attacks several levels later than Warriors (as the manuals elude to - and because he overpowers warriors with his saving rolls)
  • Fix Falkentyne's Fury bonus damage was getting applied even if you missed because of out of range
Journal
  • Now records teleports onto the journal and the minimap.
  • Walls are only discovered in darkness if you run into them
  • Fix apport arcane bug where the wrong mage spellpoints was being used
Controls
  • add combat delay to stop accidentally spamming through the combat fight/run/advance. Also gives a moment to see what you have left to fight.
  • Added invert mouse option (inverts both axis) in the settings (Gameplay tab).
  • Added option in the settings to disable pause on backgrounding the game (Gameplay tab).
  • Disabled the controller joystick assignment, that shouldn't have been there at all.
  • Added mouse friendly combat mode - the combat options don't move but just disable/enable instead. There is an option for this in the Gameplay tab of settings.
  • Added ESDF movement support, with an option to enable this in the Gameplay tab of settings.
  • Added autorepeat support on pressing forward - holding forward (W or E) down won't enter doors. Tapping forward or using the cursors for movement will still enter doors.
  • Add automove latch system so we don't start moving instantly on exitting houses.
  • Invert mouse now only inverts up/down
  • Remove keypress delay between from mid-combat rounds.
  • Fix automove on cursors (arrows) to work like AWSD automove
  • Keyboard autorepeat now only kicks in when in a scrolling list or entering a name
  • Keyboard autorepeat is now a shorter initial delay, since its not used for movement.
  • Add New Party Order (N) key
  • Allow KeypadEnter to work like Return key.
Graphics
  • Added "large view mode" for 16:10 and wider aspect ratios. It was already available for 21:9 mode. This can be found in the Gameplay tab of the settings.
  • Fix pixel artifact in 3d view frame.
  • Added gamma brightness setting to the Graphics tab of settings, for those people who need to make things brighter.
  • Fix night and day issue with shadows appearing on buildings from sun below ground.
  • Fix spell icon positioning in large-view modes
  • Change to 2 letter classes in large-view modes
  • Fix some day/night shadow artifacts during day->night transition
UI
  • Revelation light now appears as blue flame (instead of via the Eye icon)
  • Spell ranges now appear in tooltips
  • Add support for proper-noun enemies, like Mangar, so it won't say "A mangar, or The Manger, or 1 Mangar." it will just say "Mangar".
  • Add support for "An / A" determination for monsters that start with vowels.
  • Fix alpha fading on minimap mesh.
  • Fix some text errors in spells for Word of Healing and Levitation.
  • Fixed the Bard's Tale (ES) issue on Spanish language PCs.
  • Fixed the scroll back button, in spell casting.
  • Fixed the "can't cast" message to be more informative.
  • Audio volumes now save on using ESC to exit the dialog.
  • Added disorentation icon, to let you know that you don't know your direction (for when the minimap starts to not be North = up; in dungeons)
  • Right click on message scroll now acts as a BACK BUTTON.
  • Item comparison tooltip now includes unarmed combat - useful for Monks
  • Show message when characters jump out of the way of traps.
  • Item tooltip now shows arrow damage also
  • Added some tool tips for races, in character creation
  • Added some tool tips for class, in chracter creation
Misc
  • Fix typo (Throught) in Longinous text
  • Fixed some typos in spell descriptions for ARFI, AIAR, and SHSP
  • Fixed missing period at the end of roscoe's energization message
  • Fixed target dummy spell description (removed mention of Special Slot since it doesn't exist in remaster)
  • Fix gender issues in "missed" message.
  • Made some spell descriptions gender neutral since we don't know if the caster is a male or female.

inXile entertainment Inc., 2727 Newport Blvd., Newport Beach, CA 92663. Copyright 2018 inXile entertainment Inc., The Bard's Tale Trilogy, the The Bard's Tale Trilogy logos, and inxile entertainment and the inXile entertainment logo are trademarks or registered trademarks of inXile entertainment Inc. in the U.S. and/or other countries. Copyright 2018, inXile entertainment, Inc. All Rights Reserved.

Détails sur le jeu
Fonctionne sur :
Windows (7, 8, 10, 11), Mac OS X (10.14+)
Sorti le :
14/08/2018
Identifiant :
Taille :
581 Mo
Forum GOG :

Système : 64bit OS, Windows 7 SP1, Windows 8 / 8.1, Windows 10
Processeur : Intel Core2 Quad Q9300 / AMD Athlon 64 X2 4200+ / Intel Core i5-2500K or higher if using integrated Intel GPU
Mémoire : 4 GB RAM
Carte graphique : Graphics card with DX10 (shader model 4.0) capabilities
DirectX : Version 11
Disque dur : 1 GB available space

Système : 64bit OS, Windows 7 SP1, Windows 8 / 8.1, Windows 10
Processeur : Intel Core i5-760 / AMD FX-6100set support
Mémoire : 8 GB RAM
Carte graphique : Nvidia 750 or AMD equivalent, or better
DirectX : Version 11
Disque dur : 1 GB available space

Système : OS X (10.14)
Processeur : 1.4 GHz Intel Core i5
Mémoire : 4 GB RAM
Carte graphique : Integrated Intel HD Graphics 5000
Disque dur : 1 GB available space
Autres : Requires a 64-bit processor and operating system

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