![]() ![]() This worked, but only after I realized that I needed to use the 10 minute old save rather than the one from when I exited the game. Similarly, I changed the value for AvailableSkillPoints form 0x01 to 0x03, which should reflect 3 skill points to available to spend. My Baedish non-Melody characters have 0x11. Melody should (and does) have 0x13 as her EarnedSkillPoints. Since my characters are level 15, the non-Baedish characters should (and do) have 0x11 as their EarnedSkillPoints. There is a trailing two bytes after the IntProperty appear to always be 0x00 0x04. Comparing that character (whom I left with an unused skill point) with another, I found that there are two values which are notably different:Įach is stored as an IntProperty. I tried unpacking the file and found it saved in a mixed text and binary format, so I'm editing using a hex editor (HxD). One of my Mercenary characters is Baedish and did not receive her bonus skill points at levels 3 and 10. character stats seem to be stored in almost text format, so figuring them out should be fairly easy. Not sure how tolerant the unpacked version is to inserting/deleting stuff (patching should be fine). that'll overwrite the existing file, so it goes without saying, back up your files before trying it. ![]() for any other extension, it'll pack it, replacing extension with. sav file name as an argument, it'll unpack it, and save with. Ok i actually made a packer/unpacker tool: Rumpelstilskin wrote: ↑ September 22nd, 2018, 1:31 pm If I get bored this weekend, I may see if I can whip up a packer/unpacker program for the save file. I decided to put BT4 on hold until I can respec or save edit. ![]() The 128k chunk thing makes sense if they are pulling data from the files previews in the load screen, but it makes it much harder to do user editing of the save files as you can't just change the file extension and treat it as a zip file. If it is using zlib, the files would be compressed with the DEFLATE algorithm, which is readily available on pretty much all programming platforms. before it was a separate ability that you could only activate if you had the poison in your trinket slot, but the way it's now of course makes more sense. but my problem with paranoia poison is resolved - it's just used as a trinket now. maybe i'll make a full standalone packer/unpacker app. they split it into 128k chunks and compress every chunk with zlib (it's a c++ library, which uses zip compression i think). But it's also a reminder that things have changed with the times.Rumpelstilskin wrote: ↑ September 22nd, 2018, 4:54 am The Bard's Tale Trilogy gives a lot of respect to the foundation that the role-playing and fantasy game genres have been built on and is still a nostalgia-filled way to see how games have evolved over the years. Little issues like this add up over time. If you accidentally press the wrong key, you've got to go through the rest of the party's actions, decline the confirmation, and give everyone their orders all over again. It's also frustrating that there's no "back" function when giving your party orders. There's no rhyme or reason to the randomness of the encounters. For example, you can leave an empty house at the end of an alley, immediately walk back in, and suddenly it's filled to the brim with a gang of very angry gnomes wielding very pointy knives. Certain things could be overlooked when the genre was just getting started, but those same things are glaring issues today, some of which make no sense. While it's great to see some of these improvements incorporated into The Bard's Tale stories, it's hard to ignore the fact that the games are still showing their age. Menus are a bit more cohesive and well-defined, both the point-and-click and keyboard movement options have been smoothed over, and there are even options for modern RPG staples like auto-mapping and item/spell management. Aside from the visual updates with sharper, more colorful artwork, there are enhancements to the gameplay as well. While the games in this remastered collection are generally faithful to their '80s originals, there have been a few tweaks here and there to improve the overall experience. ![]() The Bard's Tale Trilogy revisits those days of games past, when text took up more screen real estate than graphics and random number generators were the key to life and death for your adventuring party. It might be hard for younger kids to believe, but there was once a time when video games didn't have things like cutscenes, voice-overs, and quick time events. ![]()
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