The Bard's Tale Trilogy GOG

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The Bard's Tale Trilogy GOG

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The Bard's Tale Trilogy

Genre: Role-playing - Action - Fantasy
Works on: Windows (7, 8, 10)
Languages: Text only: English
Released: August 14, 2018
Size: 439 MB
Company: Krome Studios / inXile Entertainment
Installer version: 4.34_(34202)
Store page: https://www.gog.com/game/the_bards_tale_trilogy

About:
Experience the events that led to The Bard’s Tale IV: Barrows Deep and The Mage’s Tale! The Bard's Tale Trilogy is a remastering of the classic 1980’s series, one of the godfathers of the RPG genre. Create an adventuring party in the first volume and play it across all three, creating a heroic story all your own!

* The Bard’s Tale Trilogy launches with the first volume in the series. In the fall, The Bard’s Tale II: The Destiny Knight will be added. Finally, late in the year, The Bard’s Tale III: Thief of Fate. Each volume will be added into the collection free of charge!
* Rescue a city trapped by a wizard, reforge the legendary Destiny Wand, and travel across time and space to confront a Mad God!
* Enjoy a uniform playing experience across all three titles without the need for emulation or compatibility concerns.
* For the first time, play as male or female across all three games! Also includes other quality of life changes such as automapping for all three games, spell access, and updated equipment/inventory management.
* The final game content released will be the Legacy Mode, a suite of features which will allow veteran players to experience the games similar to how they first played them, and will be released free of charge for owners when complete.

The Bard's Tale Trilogy is a chance for old fans to be young once again and for a new generation of roleplaying and dungeon crawler fans to discover why these games matter so much all these years later. Pick up the game and start your epic adventure today!
Support the software developers. If you like this game, BUY IT!

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The Bard's Tale Trilogy GOG

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► Patchnotes
Update 2.03 (26 October 2018)
GAMEPLAY
Fix is in place for bugs in the random number generation that was making the same battles appear multiple times after some random period of time in dungeons.
Fix bug where torch couldn't be purchased in a shop (because it was first item in the table)
Fixed some data bugs where 4 monsters had no advance speed set.

Update 2.01 hotfix (24 October 2018)
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 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 (SPOILER) 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).
(SPOILER) 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.
(SPOILER) 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.
(SPOILER) Snare tweak: The Snare directions (that were originally in the manual) are now embedded in the game as clues, throughout the Destiny Stone Dungeon.
(SPOILER) 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.
(SPOILER) Snare tweak: Snares now have red vignette on the game window and a heartbeat audio cue.
(SPOILER) 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 item generated 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 ".
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 (SPOILER) 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.

Update 1.08 hotfix (01 September 2018)
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)

Update 1.08 (23 August 2018)
Heal All was going into a loop if you had a re-animated dead character
Rogues hide-in-shadows now buffed
Preset encounters (like 77 Skeletons) now drops chests
Random encounters have small chance to drop chest
Warrors/Monks/Paladins now get their extra attacks more in line with the originals (lv 4 for WA/MO, lv 5 for PA)

Update 1.07
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 achievement.
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 Longinous 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.
Support the software developers. If you like this game, BUY IT!
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Post by geihard »

Thank you again : )
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Post by void09 »

Well, that was quick
Changed download version - Installer, The Bard's Tale Trilogy, Windows, en - 3.21 ⇒ 3.23 2019-03-01
do you have this maybe screwie ?
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Post by Chrisb-270 »

Vastyr and all MVPs. Thank you so much guys. My favorite site
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Post by vastyr »

Update!
  • added 4.34_(34202).
► bypass gdrive download quota
► The Ninja-King
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Post by catastic »

vastyr wrote: 26 Nov 2019, 22:55 added 4.34_(34202).
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Post by JohnnyMic »

reUp!
  • added fresh GDrive link to Mainpost.. :declare: :dance: :victory:
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