The Bard's Tale Trilogy

The Bard's Tale Trilogy

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Madpuppet Sep 2, 2018 @ 5:57pm
Update 1.09 Live
Version 1.09 has now been pushed from beta to live. It contains a few things we felt was worth pushing prior to BT2 release (which we have been focusing on over the last couple of weeks).

We've added the OpenGL renderer. To access it to you create a shortcut to the game exe and add the -force-glcore commandline to it. We've heard this can be useful for WINE users, though people have had success running the standard DirectX version on WINE.

We've done some significant performance improvements to the city. it should help with people on below-min-spec machines, and with laptop battery draining.


1.09 Update

Major Changes

  • Added opengl support so Linux users can test with WINE, use commandline option: -force-glcore
  • Major performance improvement for when in skara brae and during portraite events like shops, guild, temples or combat.

QoL

  • Show weapon damage in player stats
  • You can now filter spells by spell type (healing/damage/aoe/summon/buff/curse) when casting.
  • Spells that we don't have enough spellpoints to cast now appear as red
  • Review board tells you what spells you will learn when buying a spell level, or changing class.
  • Show tooltips for int/str/dex/etc stats in the guild when rolling characters..

UI Fixes

  • Shrink scrolling text font down to same size as options.
  • fix artifact line beside journal icons
  • lots of little grammatical errors in the spell text.
  • fixed text output when a group attack spell misses or fizzles on people.

Gameplay Fixes

  • Monsters now correctly spawn in up to 4 groups
  • Monsters now correctly spawn to their max groups size (ie. 8 for barbarians, not 7)
  • Fix issue where weapon toHit bonus was being added TWICE to damage in combat
  • Casting a new light spell now replaces the DetectDoors effect also - so casting cats eye means you lose your detect doors effect.
  • Fix scry site journal bug - it can change your map but not update the map up/down buttons.
  • Fix recharge all - was charging dead people
  • Fix data error in Flame Column - was doing max 28 damage instead of 88.
  • Major elevation & mage flame no longer castable in combat
  • Insane characters can no longer be possessed (and anything that inflicts insanity will remove possession)
  • Fix mithril arrow cost
  • Fix ag's arrow cost
  • Fix zen arrow cost
  • Advance command now will now execute before most monster attacks - this prevents them summoning to abort your Advance.
  • Newly summoned monsters won't get an attack until the next combat round.
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Showing 1-15 of 62 comments
Tyler Durden Sep 2, 2018 @ 6:51pm 
Thanks for your continued work on this game. Excited for Bard's Tale 2. All the best! :retro_beer:
Old_Danny Sep 2, 2018 @ 8:20pm 
Good update. Also very excited for BT2. Very enjoyable/chill game to stream!
Bat Man Sep 2, 2018 @ 8:37pm 
Niceeeeee
kanoobi Sep 2, 2018 @ 9:21pm 
Nice one guys!
Borgelin Sep 2, 2018 @ 9:51pm 
Awesomesauce!
Montiness Sep 2, 2018 @ 10:02pm 
Would it be possible for PC Summons and Monster Summons to have a bit of logic? Demon Lords summoning every round when no free space, a whole group of conjurors trying to summon a wolf with 4 groups.

Perhaps return to original logic with special creature aoe attacks as well, where if you do get an aoe ability trigger it attacks the first group, or implement new logic where it affects the farthest group? At the moment aoe abilities being used noticibly too often on groups of 1-2 monsters that are mid pack / second group that you have cleared with party members, wasting their round.

In closing, summon aoe abilities are far too random to strategize at all by comparison to original, and use far too many rounds trying to summon creatures into a full party. Monster groups are far too stupid to pose a threat relative to their exp value.
Last edited by Montiness; Sep 2, 2018 @ 10:04pm
tjnolan Sep 2, 2018 @ 10:30pm 
After the 1.09 update, I was fighting Bashar Kavilor on level 2 of the Catacombs, and he summoned a dragon. I'm pretty sure that dragon got to do its breath attack immediately after it was summoned, otherwise my 18 dexterity sorcerer might have had something to say about that. Maybe the bug was fixed for melee attacks of newly-summoned monsters, but not AOE attacks?
huffadopolis Sep 3, 2018 @ 12:48am 
Thumbs up! Krome rules!
huffadopolis Sep 3, 2018 @ 12:49am 
re: dumb spellcasters, that's how the originals were too, finding a group of illusion-casting npcs who would stay at 60' and casting DIIL in bard's tale 2 was the rocket ride to exp land
Last edited by huffadopolis; Sep 3, 2018 @ 12:51am
Montiness Sep 3, 2018 @ 1:58am 
Originally posted by tjnolan:
After the 1.09 update, I was fighting Bashar Kavilor on level 2 of the Catacombs, and he summoned a dragon. I'm pretty sure that dragon got to do its breath attack immediately after it was summoned, otherwise my 18 dexterity sorcerer might have had something to say about that. Maybe the bug was fixed for melee attacks of newly-summoned monsters, but not AOE attacks?

Red Dragons have a much higher "initiative" than what any character can hope for until around level 30. Even Grey and Blue Dragons have a very high initative. I'd be fairly certain it wasn't immediate in that round of combat, and unless you were casting a mind blade after the summon in that turn you would not have been able to attack it at all, so it might seem instant, but I'll assure you it wasn't :)

Also, with an elven mage and a gnome mage in my party, both max stats, the elf's action happens long before the gnomes, even if they're identical actions so the race of your caster may be coming into play as well...

But, again, a Red Dragon will have their action before even a level 25 Monk.
becke0_0 Sep 3, 2018 @ 2:28am 
Wonderfull. Nice Patch. Iam looking for BT2
kanoobi Sep 3, 2018 @ 8:21am 
Love the spell filters!:btthorn:
Darkmoor9 Sep 3, 2018 @ 9:53am 
Originally posted by Montiness:
Would it be possible for PC Summons and Monster Summons to have a bit of logic? Demon Lords summoning every round when no free space, a whole group of conjurors trying to summon a wolf with 4 groups.

I've recently thought about a way to easily improve monster AI (both for summoned creatures and enemies), from a set of rules (I'm thinking of starting a new thread here, with the details -- maybe the devs will like it :) ), but that would definitely be a new feature. Monsters in the original games just selected attacks randomly.
Dragon20070 Sep 3, 2018 @ 10:16am 
Thank you so much for your hard work. This remake is much better than I could imagine. And this bugfixes and improvments in the gameplay are much appreciated.
viridel Sep 3, 2018 @ 12:02pm 
The one QoL update I would love to see is a "Default Attack" that would automatically have the first four Attack Slot a) and the back three Defend. I know I can macro something together, but I think that would be an asset for the community at large.
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Date Posted: Sep 2, 2018 @ 5:57pm
Posts: 62