The Bard's Tale Trilogy - Linds

inXile Entertainment and Krome Studios are pleased to announce that The Bard's Tale III: Thief of Fate has been released for The Bard's Tale Trilogy!
https://www.youtube.com/watch?v=Kd6n8hoa6EU&feature=youtu.be

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 ONLY 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 <some> 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 more logical pairs, after discussions with original designers.
  • The Ruins of Skara Brae now more closely reflect the city that you know and love, from Tales of the Unknown.
  • Tarjan can now cast "Force of Tarjan" which is a breath, followed by a sandstorm.
  • 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 carry you over the gap (Dark Domain Level 4).
  • The Old Warrior must be alive to disarm snare 1 (Tombs Level 3).
  • The Zen Master must be alive to progress through snare 7 (Destiny Stone Level 3).
  • 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.

The Bard's Tale Trilogy - Linds


Hi all!

As we have previously mentioned, we're working away furiously on the Thief of Fate remaster, but it's going to take a little more time to get all the various elements in place, to make it the best that it can be!

As promised, we have made a new BETA branch available in Steam, which has our current work in progress version of Thief of Fate. The game is fully playable (completable from start to finish), but various art for monsters, locations and environments are not complete; and there may be bugs throughout the game.

This BETA version is for the people who would like to participate in the final development push for the Bard's Tale Trilogy. It will be lacking in the spit and polish that will be in the final release. If you just want to play the game and relive past glories, we would recommend waiting for the full release.

If you wish to access this BETA build:
  • Quit and reload the Steam client.
  • Right click on the game in your Steam library.
  • Select "Properties".
  • Select the "Beta" tab.
  • In the dropdown, select the "beta" option.
  • Hit OK.

The BETA version including Thief of Fate will then be queued to download.
A special "beta bugs" subforum has also been set up in the Community Hub. Please post any problems, comments or questions there!
https://steamcommunity.com/app/843260/discussions/1/

In addition, this BETA version has a partially implemented Legacy Mode available for all three volumes. Some Legacy features will not be available until work on them has been completed. Currently, the following Legacy Mode options are available:
  • Original XP levels (characters level up more slowly).
  • Grindable fights (99 Barbarians for teh w1n!).

As per the previous volumes, there have been various changes made, to fix bugs of yore as well being part of our remaster efforts. We've compiled a short list of the major items below. 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.

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 more logical pairs, after discussions with original designers.
  • The Ruins of Skara Brae now more closely reflect the city that you know and love, from Tales of the Unknown.
  • Tarjan can now cast "Force of Tarjan" which is a breath, followed by a sandstorm.
  • Longinus reappears to give his final prophecies.

Tales of the Unknown Changes / Fixes
  • Add some Skara Brae journaling on the stables and the snow drift.
  • Fixed Mangar casting MageFlame (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 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.

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.
  • Fixes for summon spell ranges and the Summon Help spell.
  • Melee damage now takes drained-level into account.
  • Added ability for spells to heal OLD condition.
  • 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 summonHelp 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.
Nov 30, 2018
The Bard's Tale Trilogy - Linds

Hey everybody!

So we've been doing a lot of work on Thief of Fate - reading through the clue books and the manual; looking at the original map illustrations - and there is just so much that was layered into the lore, but wasn't able to be displayed on screen because of the technical limitations of the time.

We want the Bard's Tale Trilogy version of Thief of Fate to be the best that it can be. That means that we want The Palace to look like it's underwater. To make Gelidia not only be a land of eternal winter, but look like it too. For Urmech's Workshop to have mechanical walls (and occasionally, be filled with oil).

Because of all of this (and more - oh so much more!), Thief of Fate and the Legacy mode aren't going to be ready until early 2019.

We want to make it very clear that this is nothing to do with money, nor inXile's recent acquisition by Microsoft. This is simply that we (inXile and Krome) want to make the game be the best it can be - and we need more time to get it all in place.

One of the things that we’ve enjoyed since the game’s launch in August is the conversation with our fans. Now that we’re in the final stretch of development, we’re taking this delay as an opportunity to offer a peek behind the curtain. To that end, we plan on creating a Beta branch on Steam as well as a Thief of Fate Beta specific forum area. Before Christmas 2018, we'll populate this Beta branch with a version of Thief of Fate that will be playable (but will have some bugs) - with some of the art (enemy cameos, dungeon art and such) not complete. We welcome peoples' feedback and comments on the beta and we'll keep you all informed on progress as we approach the full release.

As Steam is the development platform for the game, this beta will only be available for Steam users. GOG users will, of course, receive the finished product on the same day as Steam users.

We've included a taste of the work-in-progress art below, so you can see some of these things that we're talking about and hopefully get a feel for what we're trying to get in place and why we're taking the extra time.

Cheers
Linds

Thief of Fate Remastering Comparison
https://www.youtube.com/watch?v=OAcUTNs4cbs&feature=youtu.be

C-64 to Remaster Enemies
Please note we only had still frames for the C-64 images!





Urmech Dungeon Environment


Gelidia Environment - The Land of Eternal Winter


Chronomancer Female Portrait

The Bard's Tale Trilogy - Linds


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 ensure that you have the latest update to the game with Volume II unlocked, please close and relaunch Steam, to add the download to your queue.

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 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.
  • 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).
  • 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.
  • 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.
  • Snare tweak: The Snare directions (that were originally in the manual) are now embedded in the game as clues, throughout the Destiny Stone Dungeon.
  • 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.
  • Snare tweak: Snares now have red vignette on the game window and a heartbeat audio cue.
  • 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.

GAMEPLAY
  • Antimagic now clears magical light, not music or lamp/torch 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 <itemType>".
  • 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 the Dark Crypt in BT2 with its melee-only, all antimagic nature).
  • 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).

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.

The Bard's Tale Trilogy - Linds
Hi all,

We just wanted to let you all know that we're in the final stretch for the Bard's Tale 2 release. The game is going through QA testing now, and we're fixing various bugs as they come up. We are happy to announce that the game will be arriving tomorrow, Tuesday, October 23rd.

There are a few cool things coming in the release that we thought we'd share with you, as a taste of what is to come (soon!) in The Destiny Knight (please keep in mind these are compressed GIFs).

The Wilderness


Seamless Map Transitions


New City Art


And, of course, the monsters!


Spell Effects
  • Traps visuals and Trap Zap

  • Apport Arcane

  • Visible Portals

In addition, we have several other cool updates and fixes for you to enjoy. As a taste...
  • Confirmations on deleting saves :)
  • Detect secret doors on the automap when you walk through them
  • Added the Dork Ring sound
  • An icon is displayed in by the player name when a character can level up or learn new spells.
  • Monsters won't cast an already active buff spell again if it doesn't stack
  • Identify now filters only unidentified items and doesn't reset to top of list once an item is identified.
  • Rogues now auto-disarm traps if they have 100% skill
  • The automap keeps track of which traps and encounters are active.
  • And lots more!

Not long to go now! We will be pushing the update at 2pm PST on Tuesday the 23rd.

Cheers
Linds
The Bard's Tale Trilogy - paul_inxile


Hi all,

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.


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.
Quality of Life
  • 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.
The Bard's Tale Trilogy - paul_inxile


Hi all,

Version 1.07 of The Bard's Tale Trilogy is now ready to release with lots more QoL improvements and bug fixes. Thanks for everyone's input!

-----
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 achievmeent.
  • 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 Longinus 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.

    Ver. 1.08 Hotfix Items
  • 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)
Aug 16, 2018
The Bard's Tale Trilogy - paul_inxile


When you wish upon a bard
A drop in price is your reward
If you go high then we'll go low
Your Wishlist add can make it so

More wishes make the game a steal
So tell your friends about this deal
When you wish upon a bard
Your dreams come true

The Bard's Tale IV: Barrows Deep
The Bard's Tale Trilogy - Valve
The Bard's Tale Trilogy is Now Available on Steam!

The Bard's Tale Trilogy is a complete remaster of the iconic series that helped define the RPG genre. Featuring updated graphics and optional quality of life gameplay features, this is the ideal way to experience the dungeon crawling challenge that made the original games beloved classics.
The Bard's Tale Trilogy - contact@rockpapershotgun.com (Dominic Tarason)

Interplay’s original Bard’s Tale trilogy was a little before my time. With the first game launching in 1985, when I was two years old, I wasn’t quite> ready to crunch numbers and map my own dungeons. Maybe today’s remastered release of The Bard’s Tale Trilogy will help me fill in some of the blanks in time for the release of inXile’s The Bards Tale 4 on September 18th. While the second and third remasters are due in autumn and winter respectively, the first Bard’s Tale is available now.

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