Puzzle Quest 2

Puzzle Quest 2

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Ansive Feb 15, 2015 @ 4:42pm
Speed up Puzzle Quest 2
I think one of the downsides of the sequel is the slow paced nature of the battles.
Too many pauses compared to the first game.

First, to remove the long game intro slideshow.
delete the file ../steamapps/common/puzzlequest2/Assets.zip/Assets/Screens/Logo.xml

And next a few speed fixes for block speed, move speed, cascade speed.

Just overwrite the files with the ones in this archive
..\Scripts\WorldMap\WorldMapConstantsPlatform.lua
..\Scripts\Battlegrounds\BattleGroundGameLogic.lua
..\Scripts\Screens\PlayerInfoMenu.lua
..\Scripts\Battlegrounds\BattleGroundConstants.lua
link:
https://app.box.com/s/1uoceagagm1lv05q3sv88qs6qpsnryg7

If you mess something up just resync the game files.

Original threads
http://forums.steampowered.com/forums/showthread.php?t=1436740
http://forums.steampowered.com/forums/showthread.php?t=1398595



List of modifications (for reference)
<< intros >>> delete the file ../Steam/steamapps/common/puzzlequest2/Assets.zip/Assets/Screens/Logo.xml <<< hero move speed >>> ..\Scripts\WorldMap\ WorldMapConstantsPlatform.lua line 20 WorldMapConstants.HERO_SPEED = 3 -> changed to 4 <<< blocking speed >>> ..\Scripts\Battlegrounds\ BattleGroundGameLogic.lua line 1762 damagePause = math.max(1000 + (original - adjusted) * 25 + 1000, damagePause) -> changed to: 100, 25, 100 ..\Scripts\Screens\ PlayerInfoMenu.lua line 465 scheduler:Sleep(1000) -> changed to: 100 line 473 scheduler:Sleep(1000) -> changed to: 100 line 557 scheduler:Sleep(1000) -> changed to: 100 line 565 scheduler:Sleep(1000) -> changed to: 100 <<< cascade pauses >>> ..\Scripts\Battlegrounds\ BattleGroundConstants.lua line 20 BattleGroundConstants.AI_MOVE_DELAY = 900 -- wait for a period from the start of a move before making decisions on AI (should be reduced on soak and regression tests) -> changed to: 500 line 27 BattleGroundConstants.PAUSE_AFTER_SPELL = 400 --500 -- how long to pause after a spell finishes before checking for matches and cascading BattleGroundConstants.PAUSE_AFTER_ITEM = 400 --500 -- how long to pause after an item activation finishes before checking for matches and cascading, or ending turn BattleGroundConstants.PAUSE_AFTER_MOVE = 400 --500 -- how long the host should pause after making a swap to allow the player to see the move before cascades start BattleGroundConstants.PAUSE_AFTER_MISS_MOVE = 2000 -- how long to wait after the player forfeits their move and the turn indicate flips back (if the player was stunned, for example). BattleGroundConstants.PAUSE_FOR_ITEM_EFFECT = 2000 -- how long to wait for the item special effect to play before actually using that item -> changed to: 200, 200, 400, 1000, 2000
Last edited by Ansive; Feb 15, 2015 @ 4:53pm