Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Classics > Wizards & Warriors Forum

Reply
 
Thread Tools Search this Thread
Old 12-09-2000, 04:13 PM   #1
pugnex
Elite Waterdeep Guard
 

Join Date: September 1, 2001
Location: nh, usa
Posts: 13
Default

Did the patch fix the bug where when you had too many skills you were not able to scroll down and see them all? Or did it limit the amount of skills that you could have?
pugnex is offline   Reply With Quote
Old 12-09-2000, 05:57 PM   #2
Regis
Welcomed New User
 

Join Date: April 28, 2001
Location: Richmond, VA USA
Posts: 2
Default

Here's the list of stuff they covered from the info site. They also give a list of places to download it from.


Quick List of Changes in Wizards&Warriors Patch 1.00 12/8/00
Several changes were made to correct issues that could potentially affect the overall stability of the product. Among these was a specific crash that could occur if the characters were using hurled weapons such as throwing knives, throwing axes, darts or thowing stars on certain monsters, saving the game before killing them, and then reloading the savegame. There were also several other changes made that might resolve any problems potentially involved with a few people experiencing crashes when entering/exiting a scene or returning to town.

When trading items between characters in the Town Inn, the characters were not being properly saved if removed from the party at the Inn. This could result in characters losing important game items. The problem has been resolved and the characters are now properly saved at the Inn.

All of the town guilds and shops now ignore button clicks from the player when the GuildMasters are checking to see if the characters have completed any quests, in order to insure the player always receives quest completion acknowledgement when they enter the shop. Previously, the player could click on shop buttons causing the GuildMaster to abort completing the character’s quests. In addition, this protection is also now done when the GuildMaster is assigning quests, or when the character is undertaking Role Ascension.

Equipping the Vampire’s Ring, one of our favorite items in the game, no longer crashes the game. Our sincerest apologies.

For those experiencing DARK DUNGEONS in D3D mode, we have installed a command line parameter which you may add to the command line under properties of the W&W desktop icon: -LIGHT=n where n is a number between 0 and 16. Using the –LIGHT=n option with any number will automatically turn on a new monster brightness feature which makes the monsters much brighter when standing near a light source. The "n" value will increase the overall brightness of the environment, 0 being none and 16 being the most. You may still use the GAMMA control on your CONFIG PAGE to help increase the overall brightness of the game, in addition to the –LIGHT=n option.

Example Command Line: deep6.exe –LIGHT=8

This will increase the overall ambient scene lighting by a increment of 25%. Note that this parameter only works in D3D mode, and is not supported when running in software mode.

Some minor problems associated with certain Quests were addressed as follows:

The EYE OF THE SERPENT should no longer disappear if you kill the Colanth and then leave the area.

When the player is assigned the quest to find Scabban, the game was checking to see if the player went to Scabban’s laboratory, regardless of whether the player met Scabban before reaching the lab. The game should now recognize the quest completed if the player happens to meet Scabban outside the lab.

When the player is assigned the quest to travel to the Toad Village, the party is required to actually enter the Toad Village and travel down into the tunnels to receive credit for completing the quest.

Giving the Scroll to Jathil, and Assassin’s quest to defeat Grue Morde were potentially always awarding the character experience and/or gold for completing the quest. This has been corrected.

The Toad Villagers running in the Toad Village tunnels could potentially get stuck. We have made some changes to help prevent this, but it may still occur on occasion. When this happens, try TALKING to the Toad Villager (HAIL will do) and walking up to them, or bump into them. They should try to follow you, and you can lead them to an area where there is enough room to get around them. You can also try just pushing them out of the way.

The ability to pick up items in the outdoors should now be improved. Some users experienced that no matter how close they would stand to the item, in certain parts of the outdoors they couldn’t pick up the item.

The "CRAZY DANCE" that the party would do when the player clicked on unreachable objects, items, props, switches, etc. should now be corrected. The party will try to walk directly to the object regardless of whether or not they can actually reach it, pushing things aside if they can.

The ALTAR ELEVATOR in the SHRINE OF ANEPHAS was being disabled once the party had activated it and left the area. The elevator should continue to operate now so that the player can go back up into that area.

The PYRAMID OF CET was teleporting the party away from the entrance to avoid the party escaping during the final scene. This teleporter remained active after the game was completed, and the party couldn’t go back to the Pyramid without being permanently trapped. The teleported is now disabled once the player has completed the game so that you can go back to the Pyramid at will.

Some users expressed that the ability of a Vampire to feed was sometimes "Out Of Range" even when standing close to the monster they were attacking. This should be corrected now.

Enchantments were not being removed when the party returned to Town, and some effects would become permanent. This has been corrected and the enchantments are removed when the party re-enters the Town.

The SPIRIT SHIELD trait was corrected to work properly when equipped with ROBES or with the any of the karate suits (Ninja Garb, etc.).
Regis is offline   Reply With Quote
Old 12-10-2000, 06:36 PM   #3
Laurence
Welcomed New User
 

Join Date: May 31, 2001
Location: Colorado Springs, CO, USA
Posts: 2
Default

I thiunk that last answer was a (rather long) "NO"
Laurence is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Cow with a window? Hivetyrant General Discussion 10 05-20-2005 07:14 PM
Skill progression and class skill breakdown for KOTOR Nerull Miscellaneous Games (RPG or not) 2 09-08-2004 09:30 PM
Working with Window XP Storm Shadow Baldurs Gate & Tales of the Sword Coast 4 02-09-2003 11:41 AM
does anyone know how to run bg2 in a window? killaa General Conversation Archives (11/2000 - 01/2005) 4 06-03-2002 11:32 PM
window Bad Mr. Frosty Miscellaneous Games (RPG or not) 5 02-09-2002 07:54 PM


All times are GMT -4. The time now is 09:27 AM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved