Wizardry Proving Grounds v3.1 - Database Changes ================================================ Author: E. Labelle (email:snafaru@zimlab.com) Release date of this document: 24 Mar 2024 Note: These are the database fixes. Code fixes and enhancements are also included in the release. Web Site: https://www.zimlab.com/wizardry/proving-grounds-v3 GitHub: https://github.com/snafaru Here are a few of the of the database fixes, many more below. ------------------------------------------------------------- - Easter egg enabled. - Special encounters enabled. - Fixed misspellings. - Items and monsters. - Treasure tables (rewards). - Level 4 south west now accessible. - Fixed walls/doors and encounters. The starting point for the scenario databases is the pristine version 2.1 of 22-JAN-82 from A-Woz-a-Day on the Internet Archives. The starting point for the disk images are the ones with Serial Number ?????? since those are the only ones that are pragmatically workable to apply fixes, and write back to floppies if desired, without too much hassle. Scenario side fixes - details. ============================== Changes by Eric Labelle. ------------------------ - Scenario Pascal disk name changed from WSV2.1: to WSV3.1. Maze fixes. ----------- Maze level 2 fix: - At North 13, East 1, there is a one-way door to the east. Changed it to a wall. Otherwise, it lets the player grab the gold key free by bypassing other required quest items. - The elevator was misplaced at North 9, East 10. It has been moved one square South to North 8, East 10. Maze level 4 fixes: - At North 10, East 3, enabled the requirement for having the Gold Key to pass. The Gold Key was already set to be used on this level but never enabled. This matches the way another quest item is required to pass in those same corridors. - At North N7, East 3, changed the south wall to a door. Finally, after 40 years, the player has access to that area. This incidentally fixes a game-breaker issue where if the party gets teleported there, they would have been stuck and would have had to disband the party if they had no means to teleport out. At least now they have a fighting chance to make it out. - The one-time special encounter in the room starting at North 14, East 12 of level 4, gives you the Deadly Ring in the treasure chest upon winning the fight against the monsters. A game play issue is fixed pertaining to the case where if you fail to disarm and therefore set off either of the "Alarm" traps, your party gets no treasure at all, thus defeating the point of your party getting the Deadly Ring. That trap have been disabled. Maze level 6 fix: - Enable and always show easter egg at North 7, East 19: Special 6 SP Feature 1 159 0 > Special 6 SP Feature 1 159 -1 Maze level 7 fixes: - Enabled three special messages (tied to the special encounter following on the same floor) to appear 4 times each instead of never: Special 11 SP Feature 1 166 0 > Special 11 SP Feature 1 166 4 Special 12 SP Feature 1 167 0 > Special 11 SP Feature 1 166 4 Special 13 SP Feature 1 168 0 > Special 11 SP Feature 1 166 4 - At coordinates North 09, East 02, changed the attribute from "Corridor" to "Room" for the special encounter with Fire Dragons to trigger when entering the room instead of never happening. Maze level 8 fixes: - At coordinates North 4, East 19, there is a one-way door that is completely impossible to use because the entrance side is solid rock (Information from DDG Ahab). Changed it to a regular wall. - Monster table 3 had two entries reversed by mistake (Information from DDG Ahab). That made encountering some monsters extremely unlikely. The corrections make the encounters happen as intended. Here is how this is shown in different tools. The Big M WizardryApp Wizardry Entries Entries Coding Before After --------- ----------- -------- ------- ------- PTR Minimum MINENEMY 50 50 CLASSIZE Range Offset MULTWORS 3 10 CLASSMAX Extra Ranges WORS01 10 3 ELEMENT Range Size RANGE01 10 10 PROB Extra Range Odds PERCWORS 35% 35% Maze level 9 fixes: - At North 0, East 7 and East 9, are two very small enclosed areas. This was a game-breaker. If you got teleported there and did not have any teleport spells left, you were stuck and had to disband the party. Changed the two walls north of these to doors instead. Monster fixes. -------------- - Maelific - Number of appearances changed from 1d0+1 to 1d1+0. A zero sided die does not exist. - WERDNA - Turned on resistance to befriending. WERDNA is not your friend. It was silly to encounter a friendly WERDNA. This works in Wizardry PG v3.1 where a code fix has been done to take in account that resistance. Items fixes - Short list (Complete list of name corrections in Appendix I). --------------------------------------------------------------------------- - Corrected misspelling, the other corrections are for the sake of consistency with all of the other items. # Old True Name New True Name 21 Scroll/Kantino Scroll/Katino > Corrected misspelling 36 Chain -1 Chain Mail -1 49 Chain + 2 Chain Mail +2 52 Helm +2 (Evil) Evil Helm +2 59 Blade Cusinart' Blade Cuisinart > This is a reference to the kitchen appliance 75 Chain -2 Chain Mail -2 82 Evil Ssword + 3 Evil S-Sword +3 > Changed alignment from UNALIGN to EVIL 85 Lords Garb Lord's Garb 86 Murasama Blade Muramasa Blade > Corrected misspelling - Cursed items in Boltac's store do not show for sale, which is normal, therefore corrected this oversight to quantity 0 (Information from DDG Ahab): Item 30, Short Sword -1, quantity in store changed from 1 to 0. - Item 64, Evil Shield +3 armor class has been improved from 5 to 6 to be consistent with the armor protection of all the other shields. Items fixes - Weapon amount of swings. -------------------------------------- Wizardry does not take in account an amount of swings of 1 on a weapon since that is the minimum anyway. For the sake of consistency with other items, changed the amount of swings from 1 to 0 for the following items: # True Name 30 Short Sword -1 31 Mace -1 32 Staff +2 33 Dragon Slayer 58 Staff/Montino 68 Short Sword -2 71 Staff -2 Item fixes ---------- #64 Evil Shield +3 armor class has been improved from 5 to 6 to be consistent with the armor protection of all of the other shields. #85 Lord's Garb which is a type of "Armor" was flagged to grant critical hits and 2x damage towards weres, undead, and demons, but the game code works only with items of type "Weapon" for these flags. These attributes have thus been removed from the Lord's Garb. Treasure Tables (Rewards). Original analysis by DDG Ahab. --------------------------------------------------------- - Note: Code fix number WC022 for this in the Pascal source code has been implemented Wizardry Proving Grounds v3.1. So, here we have only two changes to do. Here are before and after tables showing each reward and corresponding ranges, with what the items' drops were set vs. what was meant to be and then their actual result: Old Rewards Tables before code fix WC022: Min Range Intended Intended Actual Actual Index Range Minimum Maximum Minimum Maximum 18C 79 13 80 92 81 93 19C 78 13 80 92 80 92 New Rewards Tables after code fix WC022, with Min Index and Range corrections: Min Range Intended Intended Actual Actual Index Minimum Maximum Minimum Maximum 18C 80 12 80 92 80 92 19C 80 12 80 92 80 92 Conclusion. ----------- You can play with all these fixes as well as code fixes and game enhancement in Wizardry Proving Grounds v3.1. It can be downloaded here: https://www.zimlab.com/wizardry/proving-grounds-v3 If you have more fixes for Wizardry, please let me know. Thank you. Eric Labelle (Snafaru) Email: snafaru@zimlab.com Web Site: https://www.zimlab.com/wizardry/ APPENDIX I - Complete Items Spelling Corrections ================================================ # Old True Name New True Name 17 Long Sword+1 Long Sword +1 18 Short Sword+1 Short Sword +1 19 Mace+1 Mace +1 21 Scroll/Kantino Scroll/Katino > Corrected misspelling 22 Leather + 1 Leather +1 23 Chain Mail + 1 Chain Mail +1 24 Plate Mail + 1 Plate Mail +1 25 Shield + 1 Shield +1 34 Helm + 1 Helm +1 37 Breast Plate-1 Breast Plate -1 42 Long Sword + 2 Long Sword +2 44 Mace + 2 Mace +2 48 Leather + 2 Leather +2 49 Chain + 2 Chain Mail +2 50 Plate Mail + 2 Plate Mail +2 51 Shield + 2 Shield +2 52 Helm +2 (Evil) Evil Helm +2 59 Blade Cusinart' Blade Cuisinart > This is a reference to the kitchen appliance 62 Evil Chain + 2 Evil Chain +2 63 Neut P-Mail + 2 Neut P-Mail +2 69 Dagger + 2 Dagger +2 77 Shield - 2 Shield -2 81 Evil Sword + 3 Evil Sword +3 82 Evil Ssword + 3 Evil S-Sword +3 > Changed alignment from UNALIGN to EVIL 85 Lords Garb Lord's Garb 86 Murasama Blade Muramasa Blade > Corrected misspelling 89 Evil Plate + 3 Evil Plate +3 90 Shield + 3 Shield +3 APPENDIX II - Complete Monsters Spelling Corrections ==================================================== # Name New Name Plural New Plural Generic Name New Generic Old Generic Plural New Generic Plural 20 Lvl 3 Ninja Lvl 3 Ninja Lvl 3 Ninjas Kimonoed Man Kimonoed Men 21 Were Bear Werebear Were Bears Werebears Bear Animal Bears Animals 26 Wererat Wererats Wererat Animal Wererats Animals 29 Priestess Priestess Priestesses Priest Priest Priests 34 Grave Mist Grave Mists Unseen Entity Unseen Entity Unseen Entities 36 Werewolf Werewolves Wolf Animal Wolves Animals 37 Shade Shades Unseen Entity Unseen Entity Unseen Entities 39 Minor Daimyo Minor Daimyos Minor Daimyo Man in Armor Man in Armor Men in Armor 43 Spirit Spirits Unseen Entity Unseen Entity Unseen Entities 51 Major Daimyo Major Daimyos Major Daimyo Man in Armor Man in Armor Men in Armor 70 Fire Giant Fire Giants Giant Giant Giants 81 Fire Dragon Fire Dragon Fire Dragons Dragon Dragon Dragons 82 High Priest High Priest High Priests Priest Priest Priests 85 Hatamoto Hatamotos Hatamoto Man in Robe Men in Robes 86 Vampires Vampires Unseen Entity Unseen Entity Unseen Entities 95 Vampire Lord Vampire Lords Unseen Entity Unseen Entitys Unseen Entities 96 W E R D N A W E R D N A Man in Robes Man in Robes Men in Robes