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#1 | ||
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![]() Reminder: the nightmare difficulty level was discovered.
To set it make sure that you have the default game settings: Music:on Sound:on Monsters are:normal Smooth scrolling:on Floating cursor:off and save the game. Now open it with hex-editor, find the symbol 1B at position 00000253 (disk version) or 0000025E (CD version), and replace it with 3B. Load the game and check the game controls. If you see the Monsters are:Main menu setting you're in the nightmare now. To get back just click the button. This is more brief and accurate version of the algorithm than the previous one. |
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#2 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2005
Location: Rijnsburg, Netherlands
Posts: 154
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![]() What I do is the following:
Set the game to Normal and save. Immediately (and I mean immediately) go back in the Main Menu, change to Ferocious and save on a new slot. Now open a hexeditor and compare the scores. This way you can find the values as well! |
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#3 | ||
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![]() The problem with that is - to search for a change in values in the savegame, you have to search through the entire savegame, and then the second savegame as well, which is a heck of a work. You can compare the two savegames with a Dos command though:
fc /b filename1 filename2 Be sure to be in a Dos prompt (Start - Run - cmd.exe), otherwise the window will close once the command is executed and you can't see the results of the comparison. |
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#4 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2005
Location: Rijnsburg, Netherlands
Posts: 154
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![]() No, you don't have to, because the needed values are always close to the one's Maerryji has said!
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#5 | ||
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![]() Yes, but if you don't know the values from somewhere, you have otherwise to toil to search the entire files up
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#6 | ||
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![]() Shady Talamari affairs.
Quote:
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#7 | ||
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![]() The early version(s) of Lands had a bug: Heal:III and Heal:IV spells did not cure characters who lacked too much health. Healing dead characters who had too many HP by bezel cups caused even worse bug: your character's health was restored, but character became zombie-like: unconscious, unable to use wands etc., and invulnerable to all damages (as far as I remember, I won't even die at sinkholes if I had such zombie). This character could only be used as shield against monsters. I didn't find any way to resurrect them, except for loading the game.
Later the bug with bezel cups was fixed, but Heal:III and Heal:IV spells still do not bring the character to perfect condition if his or her wounds are too deep. If the character needs 128 or more HP at once, these spells restore only 16HP. |
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#8 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2005
Location: Rijnsburg, Netherlands
Posts: 154
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![]() Yes, I've discussed this bug at the Rapidforum before. I estimated the lack of HP around 150. 128 is of course a more logical number.
I've never experienced the Bezel Cup bug, and it doesn't sound like something I'd like to experience! |
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#9 | ||
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![]() Here are the additional data on delays. Three kinds of delays are denoted by x (delay after shot or missed blow), y (delay after the lucky blow), and z (delay after spell). The value x depends on character and his or her rogue level. Denote the x-delay at rogue levels 1-3 by x1, x-delay at levels 4-7 by x4 and x-delay at levels 8-10 by x8.
Previous data (disk version): For all characters except Kieran x1=10, x4=9, x8=7; for Kieran x1=x4=7, x8=6. For all characters y=4 and z=8. This was checked only at ferocious difficulty level. New data (CD version): At ferocious level everything remains the same, but at normal level some of the delays are greater: For all characters except Kieran x1=12, x4=10, x8=8, for Kieran x1=8, x4=7, x8=6. Values of y and z remain constant. Delays at wimpy difficulty level look the same as at normal. It is possible that CD and disk version have the equal delays, but I have not checked it yet. And I'm going to obtain nightmare level delays as well. I do not know why the x-delays are shorter at harder difficulty level. Probably the monsters' delays wane much faster than characters' if you set the harder level, so the reason was to make the difference between the rogue levels smaller. In other words, at the most difficult level you can hardly feel the effect of getting 4th rogue level, and at easy or normal difficulty 4th rogue level helps your characters much. By the way, I have improved my last result and walked through the game in 2 hours 4 minutes (level: ferocious, self-restriction: not using Vaelan's cube against the monsters). |
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#10 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2005
Location: Rijnsburg, Netherlands
Posts: 154
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![]() Ah, so your recovery time depends on the difficulty level! I thought the disk verion had much shorter recovery times, because when I reached Rogue level 7, my characters recovered about as fast as Kieran would. This didn't work in the Cd version. It turns out that the difficulty was responsible. Great job, Maerryji!
2 hours 4 minutes? One word: respect! |
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