Wizardry Scarlet-Brotherhood-of-Hsi-So- v3.2 - A Wizardry Scenario by Joel Fenton - Database Changes
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Author: Eric Labelle (email:snafaru@zimlab.com)
Release date of this document: 18 May 2024


Note: These are the database fixes, several to fix game-breaking issues.

Note: Code fixes, game play enhancements, and quality of life improvements are also included in this release as it is using the Proving Grounds v3.2 game engine. Reference: https://www.zimlab.com/wizardry/proving-grounds-v3

Download Site: https://www.zimlab.com/wizardry

Warning: The following may contain spoilers.


Scenario side fixes - details
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Maze fixes
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Maze level 1 fixes:

- At E0 N2, E0 N6, E2 N8, E3 N9 , E5 N9, E7 N12, E0 N19, set to Corridor instead of Room, otherwise this slows down the game too much with too many encounters when going from or coming back to the Castle from lower levels, especially when you have characters past level 6.
- At E7 N0, made a hidden door on south wall in order to have a shortcut that saves 72 steps when going anywhere past level 1 or coming back to the Castle (total 144 steps on every trip). This was extremely tedious and a complete waste of time. Playtesting this made the game way more enjoyable.
- At E16 N19, set door on south wall. This fixes a game breaker if you are accidentally teleported in that enclosed area.


Maze level 2 fixes:

- At E4 N1, E3 N0, E3 N2, set to Corridor instead of Room, otherwise this slows down the game too much with too many encounters when going from or coming back to the Castle from lower levels, especially when you have characters past level 6.
- At E3 N17, set entire area as Room for consistency.


Maze level 3 fixes:

- At E11 N2, made a one-way door on north wall, this is to fix a game breaker where you are stuck on that square if you do not have enough gold to pay to backtrack.


Maze level 4 fixes:

- At E7 N1, E0 N15, make wall east side to fix a game breaking issue where you can simply walk -into- a rock and thus kill your entire party inadvertently.
- At E9 N16, set square to Rock instead of a message that appears elsewhere. This fixes a typo entry and also prevents a game breaker if you are accidentally teleported in that enclosed square.
-At E18 N11, set area to Room to trigger the set encounter in that room.
-At E18 N12, this special display a message and is also supposed to display an image but the latter is possible only in future scenario engines, not PG. I am putting this here for informational purposes only.
- At E18 N12 move special to E18 N13, and at E18 N11 move special to E18 N12. This fixes the problem where the Special Encounter in that room was not triggered.
- At E16 N8, changed from Teleport to "MAPIRO MAHAMA DIROMAT!"


Maze level 5 fixes:

- At E13 N10, made a hidden door on east wall in order to have a shortcut that saves some 80 steps when going to or coming from the next stairs down.
- At E10 N19, set square to Special 10 (nothing) to Special 0 (nothing), that was just a typo.
- At E16 N12, E16 N13, E15 N16, E5 N0, E8 N3, changed areas from Rooms to Corridors, there is no point weakening or slowing down the party on its way to level 6.


Maze level 6 fixes:

-At E13 N2, E19 N1, E8 N13, E14 N16, E1 N19 set to Corridors instead of Rooms, very obvious that those are corridors and besides there are plenty of rooms with encounters on this level.
- At E3 N13 removed the Pit. Come on, come on, come on here, putting a pit just in front of a chute to a lower level is just cruel!
- At E1 N15, made a hidden door on south wall in order to have a shortcut that saves a million steps and many encounters (there are enough already) to get to a lower level.
- At E16, N9 and E18 N9 made north and south doors, an obvious oversight by the original author.
- At E14 N8 and E14 N10, set square to rock. Prevents landing in an enclosed area by teleport.
- At E17 N7, E17 N8, E17 N10, E17 N11, made a one-way path in order to fix a game breaker where you would be stuck in an area if you run out of gold.


Maze level 7 fixes:

- At E6 N8 removed Pit, at E16 N15 set entire area to Corridor, essentially removed things here that made no sense whatsoever.
- At E15 N10 added a chute to E15 N10 L8. This game needed a faster way to level 8, follow by level 9, once you had reached a certain point in the game.


Maze level 8 fixes:

- Several set encounters were not triggered on this level because they were not put inside lairs (Rooms). Either set their location to Room or moved them to a room nearby.
- Since find yourself in a volcanic area I understand you get burned from time to time, but that was too intense, lowered the burn damage from 1d12 to 1d6 for playability.
- Set several single obvious squares to Rock. Prevents landing in enclosed squares by teleport.
- At E0 N9, changed to "MAPIRO MAHAMA DIROMAT!"


Maze level 9 fixes:

- Just like level 8, several set encounters were not triggered on this level because they were not put inside lairs (Rooms). Either set their location to Room or moved them to a room nearby.
- Since find yourself in a frosty area I understand you get frost burned from time to time, but that was too intense, lowered the frost damage from 1d12 to 1d6 for playability.
- At E0 N2, E14 N16, and E12 N3, set those single squares to Rock. An obvious miss by the original author. Prevents landing in enclosed squares by teleport.
- At E10 N13 and E10 N14 set to Corridor to clear the path to level 10.
- Removed straight out cold damage to your party on its way to level 10. Level 10 is hard enough already, so a diminished party was forcing the use of Malor to get past these.


Maze level 10 fixes:

- At E4 N19 set single square to Rock. An obvious miss by the original author. Prevents landing in enclosed square by teleport.
- At E8 N2, E10 N2, changed from Teleport to "MAPIRO MAHAMA DIROMAT!" and added it to E7 N13 and E11 N13 (with doors) to have a way back to the Castle in the same spirit as Proving Grounds.


Monster fixes - various
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- Removed AutoKill for all monsters except the ninjas, leave that job to them, too many monsters having autokill was going way overboard. Monsters #6, 11, 14, 22, 42, 44, 47, 51, 54, 59, 60, 61, 62, 63, 64, 66, 67, 73, 84, 86, 93, 94, 95, 96, 99.
- Removed LevelDrain for all monsters except the vampires which are monsters #63, 66, 74, 86, 96. Wizardry is hard enough as it is.
- #22, 59, 93, 94  had number of monsters ?d0+? showing up, changed them to ?d1+? for the sake of consistency, besides a d0 is something that does not actually exists.
- #2 Green Gob from AC 12 to AC 10 to avoid an experience points calculation issue.
- #67 Vampire Drain 3 > 1.
- #88 Arch Vampire Drain 2 > 1.


Monster fixes - toned down since some monsters were way overboard with difficulty. Monster names not displayed intentionally, this is not a spoiler list, this is just to keep track of changes, increased experience points of most powerful monsters, otherwise you would have a hard time progressing enough to finish the game. 
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#54 Partner odds 5 > 0
#63 Partner odds 15 > 0
#66 Resist 50 > 20, regen 1 > 5 to compensate experience points
#68 Mage 3 > 0,regen 0 > 2 to compensate experience points
#78 #2d4 > 1d4, partner odds 35 > 0
#80 Partner odds 30 > 0, resist 15 > 0, regen 0 > 1 to compensate experience points
#81 Partner odds 30 > 0, resist 15 > 0, regen 0 > 1 to compensate experience points
#83 Regen 0 > 5 for experience points
#84 Regen 0 > 5 for experience points
#85 #1d8 > 1d4, regen 0 > 5 for experience points
#87 Regen 0 > 5 for experience points
#89 #1d8 > 1d4, partner odds 35 > 0
#90 #1d8 > 1d4, partner odds 25 > 0
#91 Regen 0 > 8 for experience points
#92 #1d8 > 1d1, regen 0 > 8 for experience points
#93 Regen 0 > 8 for experience points
#94 Partner #94 > #80, regen 0 > 8 for experience points
#95 Regen 0 > 8 for experience points
#96 Regen 5 > 8 for experience points
#97 Regen 0 > 8 for experience points
#98 Regen 5 > 8 for experience points
#99 Regen 0 > 8 for experience points


Items fixes
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- #15, 18, 31, 33, 41, 58, 68, 72. Wizardry does not take in account the number of swings of 1 on a weapon, or other items, since that is the minimum anyway. For the sake of consistency, changed the number of swings from 1 to 0.
- #16, 22, 23, 24, 25, 26, 31, 69, reset Boltac's inventory to normal base, almost matching Proving Grounds'. This prevents having characters way too powerful too early and for consistency.
- #52 Belt Pro Giants. This item is of type of "Armor" was flagged to grant  2x damage towards giants, but the game code works only with items of type "Weapon" for these flags. This attribute has thus been removed from this item.
- #72 Bishop's Mitre, removed damage and to hit mod, armor does not do those things.


Conclusion
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This scenario includes all the fixes above as well as code fixes and the game enhancements of the Wizardry Proving Grounds v3.2 game engine.

It can be downloaded here: https://www.zimlab.com/wizardry

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
GitHub:	https://github.com/snafaru
