Wizardry: Proving Grounds of the Mad Overlord

Wizardry: Proving Grounds of the Mad Overlord

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DanAmrich_DE  [developer] Aug 21, 2024 @ 10:20am
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Patch Notes - Version 1.1 - August 2024
Greetings, adventurers! We've heard your feedback since the 1.0 release of Wizardry, and we appreciate all your suggestions. We've fixed numerous bugs and added a few features that were specifically requested by players, and we hope these changes make your time in The Maze more enjoyable.


New Features


Fast Combat Option
Players can choose to deactivate animations to speed up combat if they choose. The enemy has to be fully inspected/deduced for this feature to appear. Once available, it can be activated with a button press.


Level Cap Increase
Players now have a limit of 99 million XP.


Old-School Options > Castle Options > Honor Guard Terms
You may choose to keep your gear after being invited to the Honor Guard.


Old-School Options > Castle Options > Aging from Inn
You can now remove the penalty for aging when staying at the Inn.


Old-School Options > Maze Options > All HAMAN Results
This allows HAMAN and MAHAMAN to trigger additional effects, when they previously would not due to a bug in the original game.


Old-School Options > Maze Options > Distribute Extra Gold
When enabled, this new option gives leftover gold to one of the members of the party. Otherwise, per the original rules, the leftover gold will be discarded.


Old-School Options > Cheats > Honor Guard Rewards
When invited to the Honor Guard, you can choose to receive the experience reward once or multiple times. Details for this feature are included in the menu description.


Rebalanced recruited character generation. Stop by Gilgamesh's and see who's available!


Spells cast by the party that target a party member now resolve at the end of combat.


We've added new UI for active effects: MAPORFIC, MILWA/LOMILWA and found characters.


You may now rest your full party in town even when one character is injured or dead.


Bugs Fixed


MAPORFIC, MILWA/LOMILWA, HAMAN/MAHAMAN now properly stored between saves/sessions


Returning to title screen from the dungeon while possessing the amulet will no longer force you into the Honor Guard


Corrected treasure table data


Corrected damage roll for MADALTO


Fixed some issues that would cause combat not to proceed


Numerous other minor bugs fixed, as well as some polish


Thank you for your patience -- I know this is coming later that most players had hoped, but hopefully it will rectify some of the biggest issues people have reported.
Last edited by DanAmrich_DE; Aug 21, 2024 @ 12:56pm
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Showing 1-15 of 25 comments
This is all most excellent.
Wizardsmana Aug 21, 2024 @ 3:12pm 
Excellent job! Looks like you guys fixed and improved many of the things players were asking about.
How about allowing players the option to slow down combat too? There are still players who want this. I would love to see combat speed both faster and slower like the original game had as a core mechanic.
Congrats to all who got the speed up though...I'm glad you were heard.
DanAmrich_DE  [developer] Aug 21, 2024 @ 3:45pm 
Originally posted by Wizardsmana:
Excellent job! Looks like you guys fixed and improved many of the things players were asking about.
How about allowing players the option to slow down combat too? There are still players who want this. I would love to see combat speed both faster and slower like the original game had as a core mechanic.
Congrats to all who got the speed up though...I'm glad you were heard.

FWIW, we hear everybody. But game development is a constant game of matching resources to tasks -- prioritizing which fires to put out first. Given that players can scroll through the action log on the right hand side of the screen to recap exactly what happened in battle but there was no way to accelerate combat, the speed-up was deemed a higher priority.
Wizardsmana Aug 21, 2024 @ 4:06pm 
Originally posted by DanAmrich_DE:
Originally posted by Wizardsmana:
Excellent job! Looks like you guys fixed and improved many of the things players were asking about.
How about allowing players the option to slow down combat too? There are still players who want this. I would love to see combat speed both faster and slower like the original game had as a core mechanic.
Congrats to all who got the speed up though...I'm glad you were heard.

FWIW, we hear everybody. But game development is a constant game of matching resources to tasks -- prioritizing which fires to put out first. Given that players can scroll through the action log on the right hand side of the screen to recap exactly what happened in battle but there was no way to accelerate combat, the speed-up was deemed a higher priority.
I hear you and completely agree with what your saying. I just wish the core mechanic of speed control (the T)ime option that is still visible on the old school screen) was never ditched in the first place. A way to C)camp, E)quip, F)orward move, etc are all core mechanics of the game. Now (even with animations off) players have no control of how much faster or slower the game moves for them anymore (1-5000). Being able to play the game at any pace with a lot of wiggle room satisfied all players. Now its just fast or faster unlike the original.
But hey, I'm glad you fixed the gold issue I pointed out and some of the polish upgrades to improve the gaming experience for users. I know your team is lean, very talented and has accomplished much in a short period of time. I also know that the T)ime option component fix is a HUGE ask seeing how the game engine is now built. I'm pretty much giving up hope that this will ever be an option again for this game, but thanks for indulging me. I wish you and your team great success!
ceddings2112 Aug 21, 2024 @ 8:01pm 
Casting dumapic is making the game hang up and I have to restart
tandy_oakleaf Aug 21, 2024 @ 8:59pm 
Dumapic is locking the screen during camping. It doesn't materialize the map and locks out all other actions.
echoing the consistent dumapic error. also no fix for the custom portrait vocalizations?? i understand the game cant magically determine the gender of the portrait being used but u could offer a selection or at least an option to turn off the vocalizations altogether. its super weird to hear a male fighter grimace like a female when taking damage👀
DanAmrich_DE  [developer] Aug 22, 2024 @ 12:57pm 
Originally posted by ceddings2112:
Casting dumapic is making the game hang up and I have to restart

Thank you, fixed -- look for 1.1.1 patch, live now.
Wizardsmana Aug 22, 2024 @ 1:42pm 
Originally posted by DanAmrich_DE:
Originally posted by ceddings2112:
Casting dumapic is making the game hang up and I have to restart

Thank you, fixed -- look for 1.1.1 patch, live now.
Nice speedy patch! Thanks for the TLC devs!
Midorisaru Aug 22, 2024 @ 6:18pm 
Thanks for updating the visual error with the lock picking for the Ninja class and the option to disable attack animation visualizations. I see that a lot more NES or later game version elements are trickling in. Though the lock picking element for the ninja is still broken with the percentage of success does not match what the actually percentage should be. Just like how the bishop looks dumb and have exploitable tricks for the purpose of developers having a quick level class to test the game. I get it back doors are normal for test development, not really for leveling the playing field. Game of Wizardry where the Wizards are banned from playing except when you are the bad guy Werdna.

You could add more class alignment features to match the later versions as well. Like the option of fighting good monsters adds a chance to change your class to evil and selecting 'no don't fight the good monsters' would add a chance of changing to good (small chance but did occur in the later versions).
tilt808 Aug 29, 2024 @ 2:34pm 
Please expand on what this change did? :“Corrected treasure table data”

After 100 hours in the original on Apple 2+ and now the Steam and Switch version you created I feel like treasure stats were possibly different.
gallaghan2000 Aug 29, 2024 @ 7:37pm 
Originally posted by Midorisaru:
You could add more class alignment features to match the later versions as well. Like the option of fighting good monsters adds a chance to change your class to evil and selecting 'no don't fight the good monsters' would add a chance of changing to good (small chance but did occur in the later versions).
This already happens. Created an evil thief for the purposes of taking him to ninja normally and now he's neutral because I tend not to attack friendly monsters.

It just means that when I want to make a ninja capable of using shuriken, I've got to make a bishop or priest. Given how long it's taking to get higher level spells with the bishop and how quickly you need healing to remove paralysis and poison... I'd rather go priest.
Last edited by gallaghan2000; Aug 29, 2024 @ 7:44pm
Paladin Sep 2, 2024 @ 11:20am 
Originally posted by DanAmrich_DE:
Originally posted by ceddings2112:
Casting dumapic is making the game hang up and I have to restart

Thank you, fixed -- look for 1.1.1 patch, live now.

Sorry - and when will this patch hit the PS5? I want to buy it there, but combat slow speed was a deal breaker for me. :))
ElMaximi Sep 2, 2024 @ 11:33am 
I love everything about this patch! The only thing that I feel missing is feedback when your ninja gets critical hits, I remember the SNES version of PGotMO had this really satisfying sound effect whenever a ninja decapitated a character, made hearing that sound with enemy ninjas really scary but soooo addicting with a ninja of your own.
Boomshot 180 Sep 2, 2024 @ 12:06pm 
Is this update coming to the Nintendo Switch?
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