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- Apport Arcane / APAR to Mangar 3 and within Mangar 3 works, which is weird because the game skull indicator says it doesn't. Maybe a code logic bug?
- BT2+ Monster party members cannot be saved at the Adventurer's Guild (or renamed etc.)
Minor:
- The Skara Brae map has a variety of alterations.
- The Destiny Knight outside map has a very large number of alterations. The most obvious is the lack of wrapping, but good deal of the layout was changed as well. (Though automap bizarrely behaves as if it does map around.)
- The portrait for the Princess in the Dark Domain is a human .
Arguable:
- In the Apple II and C64 originals, quitting the game outside the review board (ie,powering off) would result in a loss of the money you were carrying with you. This was the primary reason that Banks were useful in Bard's Tale 2. This meant that "just reload" had consequences. It also led to me storing most of my money on a character called MONEYBAGS who would never leave the Adventurer's Guild. This "feature" did not reach most ports, probably because ensuring a game won't crash is outside your control on MS DOS, AmigaDOS.
Theoretically such behavior could find a home as an iron man flag of sorts, but is sort of inconsequential without other changes.
Uncertain:
- Many stacks of Gimps up to and over 100 on Mangar 5. I don't remember ever encountering a Gimp in the original game, and certainly not this many. Maybe I'm just exploring more, but I suspect this is inconsistent.
Is what you are looking for solved by having an option that splits the player inventory into item categories also... that way you'd be changing between items that are next to each other, and it would be obvious what alternative items you can switch between.
If so, it might be something we could do in a future patch.
- Probably due to the same saving throw inaccuracies affecting traps, Mage Maelstrom is far more effective here than in the original game. It seems to work essentially every time in Dargoth 2 & 3.
- The original games had a subtle "step taken" noise, and a 'hit a wall' noise. Together they let you notice situations like stepping into a teleporter, if you were paying attention. You'd get a stutter for the step noise. In this game, USUALLY stepping in a teleporter is no problem, because the heads-up map just vanishes, making it crazy obvious. However, when in darkness, there's essentially no indicator. This is mostly just annoying because hitting scry site after taking a single step doesn't allow you to place the teleport target on the automap. In automap-off it would be kinda bad.
- Malevolence squares did not seem to exist in the original, though perhaps they just did get clearly communicated.
- Various special effects illuminate the darkness with second sight (which is kind of cool, but definitely inaccurate.)
- Some special effects illuminate through walls in darkness (???) Stand facing a wall in darkness with malevolence on the opposite side. It's definitely not accurate to the original experience, and probably not intended.
- I don't remember stats going to 20 in BT2. Is this correct?
- "fixed" encounter locations without fixed encounters did not actually trigger immediately. That is, the squares that are just supposed to have a fight that leaves a chest would take a moment or two (sometimes surprisingly long) to trigger. I suspect they were on some timer to check. The net result was that running down a hallway of "fixed" encounters would get a handful. In this game, _ALL_ of them trigger, which is fairly tedious.
- Although the idea of the delivery of the "arrows" in the Destiny Stone makes sense, due to how games have changed. It's easy to miss some. Probably a "do you want to proceed" should be added of some kind, similar to snare 6.
- Save Anywhere in the ports that supported it in Bard's Tale 2 supported saving in Death Snares, while the remaster does not.
- The outside maps in Bard's Tale 3 are substantially altered.
- In Bard's Tale 3, the size of dungeon floors was not immediately obvious, even with the incluided automap, and was a part of discovery. In this game, the placement within the floor and approximate size are immediately obvious on the automap screen. Since in Barfd's Tale 1&2 , all dungeons are 22x22 this is essentially a non-change there.
I remember Festering Place 2 as requiring the use of phase door to proceed, Will have to check. Certainly it did not have false walls you can just walk through.
Positive:
- Some typos in the text of Bard's Tale III have been removed.
MadPuPPeT: That's only a partial solve. If I have ten weapons (common), the same problem can occur.
Things I wish were not consistent.
- The Sage's hint for the Destiny Stone. This is just babble. I can only assume it is left over from an earlier design.
- In the Grey Crypt You sell your steel past dawn and drift... No idea what this means. If it's an oblique hint to the exit word or the snare, I can't see it
- In the Oscon snare: the required order of the RPS is not super hard to guess,but isn't hinted anywhere. At least the game should suggest they need to be in another order instead of suggesting you simply don't have them.
- The Bezwark came, the axeman fell, the key was dropped within the well. appears to mean nothing at all and reference nothing. IRKM DESMET DAEM and SAMEN NHOTIG etc are red herrings too but they self-correct
- The unnecessary Harmonic Staff further destroys the spell point balance.
Weird, even knowing the answer, I can't see how this hints towards it.
The other hint, "Past days of wisdom's early reign, past years of fire, wrath, and pain, a passage down you've yet to gain" seems a moderately direct pointer. The one you reference seems more like they forgot to update it after they made other changes.