The Destiny Knight is Now Available

For all discussion on all the previous Bard's Tale games: the classic 1980s games (Bard's Tale, II: Destiny Knight, & III: Thief of Fate) & the humorous Bard's Tale (2004) spin off.

Moderator: Bard Hall Bouncers

User avatar
phimseto
Developer
Posts: 763
Joined: April 18th, 2012, 7:01 am

The Destiny Knight is Now Available

Post by phimseto » October 23rd, 2018, 2:00 pm

Image

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.

https://store.steampowered.com/app/8432 ... e_Trilogy/
https://www.gog.com/game/the_bards_tale_trilogy
https://www.greenmangaming.com/games/th ... rilogy-pc/

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. There are some very heavy spoilers, so if you want to go into the game spoiler-free, avoid the entries with the "spoiler" tags.

Destiny Knight Changes
  • (Spoiler) 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).
  • (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.
    Image
    Image
  • 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 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.
    Image
  • Added snow to Skara Brae.
  • Added spell effect for Mage Flame.
  • Added spell effect for Apport Arcane.
    Image
  • 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.

User avatar
thebruce
Forum Moderator
Posts: 1852
Joined: February 17th, 2015, 8:46 am
Contact:

Re: The Destiny Knight is Now Available

Post by thebruce » October 23rd, 2018, 2:32 pm

Wow that's a great update with a whole lot of QOL improvements and some worthy 'remaster' features!

Out of all that, two points stuck out for me:

- Teleporter graphic - is this only for known teleport squares? Because part of the exploring and mapping was discovering where teleports are, and if you see the outgoing teleport for every one of them, that can absolutely take away from the dungeon-crawling-exploring challenge... And I presume there's no graphic for the destination tile, I hope? Once you're teleported there the square is effectively done. TPs are really just one way actions on the party. What must occur for the teleporter graphic to be visible?

- Tooltip for tile effect - this may be minor, but for me I know that part of mapping and exploring was not knowing what's under your feet. You could be mapping stuff, pause on a square to catch your notes up, then see you've all gained a couple of HP or SP. 'Cursed' tiles were immediate, but 'blessed' tiles would take time to show their effect. And these tiles were never identified as such, only experienced for you to make your own notes. If the game identifies them, does it only do so once you've expeirenced their effect?
Visit BardsTaleOnline.com - your community Bard's Tale classic RPG resource!
Twitter: @BardsTaleOnline / Facebook: Bards.Tale.Online
@thebruce0

see
Novice
Posts: 40
Joined: August 17th, 2018, 7:15 am

Re: The Destiny Knight is Now Available

Post by see » October 23rd, 2018, 2:55 pm

So, despite the original BT1 manual being explicit that light spells survive in anti-magic zones, you guys decided to change the interaction for this update?

User avatar
JasonDenzel
Initiate
Posts: 19
Joined: August 9th, 2017, 10:37 pm
Location: Nor Cal
Contact:

Re: The Destiny Knight is Now Available

Post by JasonDenzel » October 23rd, 2018, 3:51 pm

Love the updates, thank you. Will Legacy mode restrict BT1 mages to only use the spells from the original game?

User avatar
jamespodesta
Explorer
Posts: 360
Joined: February 20th, 2018, 4:02 pm

Re: The Destiny Knight is Now Available

Post by jamespodesta » October 23rd, 2018, 3:52 pm

thebruce wrote:
October 23rd, 2018, 2:32 pm
Wow that's a great update with a whole lot of QOL improvements and some worthy 'remaster' features!

Out of all that, two points stuck out for me:

- Teleporter graphic - is this only for known teleport squares? Because part of the exploring and mapping was discovering where teleports are, and if you see the outgoing teleport for every one of them, that can absolutely take away from the dungeon-crawling-exploring challenge... And I presume there's no graphic for the destination tile, I hope? Once you're teleported there the square is effectively done. TPs are really just one way actions on the party. What must occur for the teleporter graphic to be visible?

- Tooltip for tile effect - this may be minor, but for me I know that part of mapping and exploring was not knowing what's under your feet. You could be mapping stuff, pause on a square to catch your notes up, then see you've all gained a couple of HP or SP. 'Cursed' tiles were immediate, but 'blessed' tiles would take time to show their effect. And these tiles were never identified as such, only experienced for you to make your own notes. If the game identifies them, does it only do so once you've experienced their effect?
There is a Apport Arcane effect (which is the one we posted a gif of).

There is a also a more subtle effect for when you get teleported which you may not notice unless you are paying attention. Since the automap kinda gives away that something has happened, I don't think it spoils anything. Its unfortunate but any automapper, even with the efforts we've gone to, still spoils the evil nature of spinners & teleports. Its possible that when we support Automapping Disabled, we could also turn off the subtle teleport effect so it can be really nasty.. Even then, there are some changes in the 3d graphics by view direction that make it not as perfect a trick as in the emulated versions...

The journal items for spell regen/trap/spell drain, etc appear once you've stepped on the tile. The ticks for those effects are sped up a lot though to make them a bit more dangerous.
Lead Programmer
Krome Studios.

Zadkiel
Explorer
Posts: 263
Joined: November 23rd, 2015, 5:53 pm

Re: The Destiny Knight is Now Available

Post by Zadkiel » October 23rd, 2018, 3:54 pm

You appear to have replaced the itemisation for both BT1 and BT2 with a new set of items and class restrictions, making some items that were usable by some classes suddenly stop working in BT1. For example Wargloves were usable by bards in BT1 but not in BT2, now they are not usable in either

One appears to have a mistake, Diamond Helms have been changed to not be equippable by Paladins but they could use them in both games.

But the biggest issue is that items that existed in BT1 but not in BT2 suddenly don't exist any more, an example being the Spirit Helm - which is now unequippable by any class if you already own one

User avatar
jamespodesta
Explorer
Posts: 360
Joined: February 20th, 2018, 4:02 pm

Re: The Destiny Knight is Now Available

Post by jamespodesta » October 23rd, 2018, 3:55 pm

JasonDenzel wrote:
October 23rd, 2018, 3:51 pm
Love the updates, thank you. Will Legacy mode restrict BT1 mages to only use the spells from the original game?
yes, there will definitely be an option to restrict games to their original songs and spells only.
They wall also change to the correct damage levels and caster levels that they had in the original games (we've rebalanced some in the remaster since things like MIBL did different damage in BT1 and BT2).. and also a couple of higher level spells were moved to Archmage spells (Rime for instance) because it would have unbalanced BT1 to have access to it.
Lead Programmer
Krome Studios.

User avatar
jamespodesta
Explorer
Posts: 360
Joined: February 20th, 2018, 4:02 pm

Re: The Destiny Knight is Now Available

Post by jamespodesta » October 23rd, 2018, 3:56 pm

Zadkiel wrote:
October 23rd, 2018, 3:54 pm
You appear to have replaced the itemisation for both BT1 and BT2 with a new set of items and class restrictions, making some items that were usable by some classes suddenly stop working in BT1. For example Wargloves were usable by bards in BT1 but not in BT2, now they are not usable in either

One appears to have a mistake, Diamond Helms have been changed to not be equippable by Paladins but they could use them in both games.

But the biggest issue is that items that existed in BT1 but not in BT2 suddenly don't exist any more, an example being the Spirit Helm - which is now unequippable by any class if you already own one
Items are uniform across all games. If sprit helm is uneqippable, somethings gone wrong there and we will hotfix it today.
Lead Programmer
Krome Studios.

User avatar
jamespodesta
Explorer
Posts: 360
Joined: February 20th, 2018, 4:02 pm

Re: The Destiny Knight is Now Available

Post by jamespodesta » October 23rd, 2018, 3:57 pm

see wrote:
October 23rd, 2018, 2:55 pm
So, despite the original BT1 manual being explicit that light spells survive in anti-magic zones, you guys decided to change the interaction for this update?
yes.
we've made anti-magic more consistent now - it removes anything magical. It does not affect ITEM magic though, in an anti-magic zone you should switch to BARD songs or Items (lightwand) for your light.
Lead Programmer
Krome Studios.

Zadkiel
Explorer
Posts: 263
Joined: November 23rd, 2015, 5:53 pm

Re: The Destiny Knight is Now Available

Post by Zadkiel » October 23rd, 2018, 4:00 pm

jamespodesta wrote:
October 23rd, 2018, 3:56 pm
Items are uniform across all games. If sprit helm is uneqippable, somethings gone wrong there and we will hotfix it today.
In my opinion rather than just blanket replacing class restrictions on all items with the BT2 restrictions, the most lenient selection should have been used. - otherwise players who are in the middle of playing BT1 suddenly had a bunch of their equipment stop working with this patch.

And please fix Diamond Helms on Paladins too, thanks :)

Zadkiel
Explorer
Posts: 263
Joined: November 23rd, 2015, 5:53 pm

Re: The Destiny Knight is Now Available

Post by Zadkiel » October 23rd, 2018, 4:05 pm

Sorry, just wanted to add, thank you so much for this game. All I've done in this thread is complain and point out mistakes, but overall I love your work and these games you have made, which is why I'm flagging these issues within minutes of the game patching :)

User avatar
JasonDenzel
Initiate
Posts: 19
Joined: August 9th, 2017, 10:37 pm
Location: Nor Cal
Contact:

Re: The Destiny Knight is Now Available

Post by JasonDenzel » October 23rd, 2018, 4:12 pm

I am loving all these QoL updates. I also like the new spells that were added, but I admit I'm far less scared of being "stoned" now because I don't have to go to a temple to heal it. I can remain in the dungeon. Mangar's Tower is a lot less scary now. (Edit: although the new level drain effect is scarier than it was before this update)

My favorite new bit is that I get to explore the city trying to find the casino and bank. :)

Zadkiel
Explorer
Posts: 263
Joined: November 23rd, 2015, 5:53 pm

Re: The Destiny Knight is Now Available

Post by Zadkiel » October 23rd, 2018, 4:25 pm

jamespodesta wrote:
October 23rd, 2018, 3:56 pm
If sprit helm is uneqippable, somethings gone wrong there and we will hotfix it today.
I am very sorry, I appear to have made a mistake there. Spirit Helm is now Warrior and Hunter equippable, which actually tallies with the BT1 item lists - however I had one on my Bard whcih means it must have been incorrectly flagged at some point before and then changed to be 'correct'

User avatar
thebruce
Forum Moderator
Posts: 1852
Joined: February 17th, 2015, 8:46 am
Contact:

Re: The Destiny Knight is Now Available

Post by thebruce » October 23rd, 2018, 4:57 pm

jamespodesta wrote:
October 23rd, 2018, 3:52 pm
There is a Apport Arcane effect (which is the one we posted a gif of).

There is a also a more subtle effect for when you get teleported which you may not notice unless you are paying attention. Since the automap kinda gives away that something has happened, I don't think it spoils anything. Its unfortunate but any automapper, even with the efforts we've gone to, still spoils the evil nature of spinners & teleports. Its possible that when we support Automapping Disabled, we could also turn off the subtle teleport effect so it can be really nasty.. Even then, there are some changes in the 3d graphics by view direction that make it not as perfect a trick as in the emulated versions...

The journal items for spell regen/trap/spell drain, etc appear once you've stepped on the tile. The ticks for those effects are sped up a lot though to make them a bit more dangerous.
Oh I think I caught my mistake - I was interpreting the portal animation as teleporting. The portals were always depicted as literal physical holes, not magical 'portals'. But is that correct then? The animation with the round glowing holes in the ceiling and floor are Up/down portals, and not teleport tiles? :)
Visit BardsTaleOnline.com - your community Bard's Tale classic RPG resource!
Twitter: @BardsTaleOnline / Facebook: Bards.Tale.Online
@thebruce0

User avatar
jamespodesta
Explorer
Posts: 360
Joined: February 20th, 2018, 4:02 pm

Re: The Destiny Knight is Now Available

Post by jamespodesta » October 23rd, 2018, 5:06 pm

thebruce wrote:
October 23rd, 2018, 4:57 pm
jamespodesta wrote:
October 23rd, 2018, 3:52 pm
There is a Apport Arcane effect (which is the one we posted a gif of).

There is a also a more subtle effect for when you get teleported which you may not notice unless you are paying attention. Since the automap kinda gives away that something has happened, I don't think it spoils anything. Its unfortunate but any automapper, even with the efforts we've gone to, still spoils the evil nature of spinners & teleports. Its possible that when we support Automapping Disabled, we could also turn off the subtle teleport effect so it can be really nasty.. Even then, there are some changes in the 3d graphics by view direction that make it not as perfect a trick as in the emulated versions...

The journal items for spell regen/trap/spell drain, etc appear once you've stepped on the tile. The ticks for those effects are sped up a lot though to make them a bit more dangerous.
Oh I think I caught my mistake - I was interpreting the portal animation as teleporting. The portals were always depicted as literal physical holes, not magical 'portals'. But is that correct then? The animation with the round glowing holes in the ceiling and floor are Up/down portals, and not teleport tiles? :)
Yeah, those are the up/down portals.
Lead Programmer
Krome Studios.

_noblesse_oblige_
Master
Posts: 1136
Joined: July 13th, 2015, 7:18 pm

Re: The Destiny Knight is Now Available

Post by _noblesse_oblige_ » October 23rd, 2018, 5:13 pm

phimseto wrote:
October 23rd, 2018, 2:00 pm
  • Monsters only summon if there is a free spot.
  • Monsters won't cast an already active buff spell again if it doesn't stack.
  • Fix antimagic - it was removing the smoke-in-your-eyes effect.
  • Fix SkipTurn on monsters - Magestar and HypnoticImage were lasting forever!
  • Sped up spell regen and health drain squares.
  • 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.
  • Fix AI monsters no longer attack things out of range.
  • 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.
  • Added spell effect for light ignition - used for Torch, Lamp, LERE, GRRE, STLI, Lightwand, Dayblade.
  • 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.
  • 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
  • The maximum message scroll scrolling speed has been increased.
  • Selling items at Garth's doesn't reset to top of list each time now.
Yes! Thanks so much, Krome! It keeps getting better and better.

Will have to try out the light ignition effect that you added - could use it in the originals to get brief glimpses of what things looked like in the darkness zones.

Hopefully the fix for user performing actions during a left/right turn will also fix that one bug I found where an encounter happening during a left/right turn would freeze the game.

The monster AI and Garth's QoL improvements are going to be great.
cmibl<enter>

User avatar
Gizmo
Grandmaster
Posts: 3639
Joined: March 6th, 2012, 6:25 am

Re: The Destiny Knight is Now Available

Post by Gizmo » October 23rd, 2018, 5:29 pm

This looks superb. 8-) 8-)

___
*But the gifs on this page could be optimized.
Image Image

Image Image

___

**And it begs the question... If this game can play this close to the original series, and utilize a modern engine, and vastly improved graphics (and be expected to sell—and we know it will)... Then why couldn't BT4 have looked at minimum the same, or even vastly better using the same base format? :| Being a straight [seamless] continuation on to part four.

The only thing that comes to mind is a need for a higher minimum price point for a larger studio... but the Kickstarter price was $20 [later $27].

***I would buy Bard's Tale 3.5 standalone DLC campaigns done by Krome Studios (or InXile) that used this engine, and/or that kept to this format.

If it is decided to abandon it after BT3:R, then please consider repackaging the project file as the remastered BT Construction Set, and put it on the Unity Store. (Obviously that is not happening anytime soon, with the Wasteland remaster in the works. ;) )

ZZGO
Scholar
Posts: 130
Joined: October 4th, 2016, 1:33 am

Re: The Destiny Knight is Now Available

Post by ZZGO » October 23rd, 2018, 11:45 pm

jamespodesta wrote:
October 23rd, 2018, 3:57 pm
we've made anti-magic more consistent now - it removes anything magical. It does not affect ITEM magic though, in an anti-magic zone you should switch to BARD songs or Items (lightwand) for your light.
Which begs the question, does the game treat a regular torch as a magic item that will cast a MAFL spell? Is torchlight antimagic-persistent?

cparker94
Acolyte
Posts: 54
Joined: July 11th, 2015, 8:19 pm

Re: The Destiny Knight is Now Available

Post by cparker94 » October 24th, 2018, 4:01 am

I like the idea of a Bards Tale 3.5! Could you imagine how awesome that would be to have a TRUE sequel to the original trilogy with Krome Studios leading the way???

Craig from Texas

kb9dvs
Initiate
Posts: 1
Joined: October 24th, 2018, 12:18 pm

Re: The Destiny Knight is Now Available

Post by kb9dvs » October 24th, 2018, 12:21 pm

Very excited to start playing. I have not found the way to import characters from BT1 into BT2. Can anyone provide some direction on this?

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest