Wizardry The Emperor's Seal 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: 9 June 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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Items fixes
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- #16 Haidate shield AC 1, same as #15 Do-Maru shield AC 1, change value from 10,250 to 100. 
- #18 spelling Piece of Armour to Piece of Armor for consistency.
- #74 Dai-Kyu ++, is a bow like #7 Dai-Kyu which has autokill, so set it to autokill as well.


Maze fixes
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Maze level 1 fixes:

- Removed all darkness areas on lower part of the maze. This was slowing the game down too much needlessly for getting to the lower levels.
- At E17 N13, set area to room. Same reason as above.
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Maze level 3 fixes:

- At E7 N16 and E8 N16. Make two doors to the right in order to have a way out in case the party does not have enough gold to pass E7 N17, and set E8 N16 from Rock to None/Corridor. Otherwise, you are stuck in the maze forever if you don't have Malor, this fixes a game breaker.


Maze level 5 fixes:

- At E7 N13 Special #11 from 4 96 -86 to 4 96 -1086. Fix coding error to give item.


Maze level 6 fixes:

- At E3 N17 from Special #0 0 0 0 0 to Special #12 1 135 -1. Enables right text in right place.
- At E0 N17 from Special #12 1 135 -1 to Special Encounter #14 93 1 -1. Enables special encounter for item drop needed to pass on level 10.
- At E8 N4 from Special #0 0 0 0 0 to Special #13 1 135 -1. Enables right text in right place.
- At E5 N4 from Special #12 1 135 -1 to Special Encounter #15 92 1 -1. Enables special encounter for item drop needed to pass on level 10.


Maze level 7  fixes:

- At E11 N5 put a door on west wall, this is the only way to access the middle of the maze.
- At E10 N11 put a door on the north wall, this is the only way to access the west side of the maze.
- At E3 N2 put a door on the south wall, this is the only way to access the bottom of the maze.


Maze level 8 fixes:

- At E0 N1 make a door on south wall, this is the only way to access the bottom area that makes sense according to what the rest of the level functions.
- At E16 N14 make a door on north wall, this is the only way to access the top-right area that makes sense according to what the rest of the level functions.
- At E8 N11 make a door on west wall, this is the only way to access the top-left area that makes sense according to what the rest of the level functions.


Maze level 9 fixes:

- At E17 N11 from Special #11 1 151 -1 to Special #12 1 150 -1. Put right text in right place.
- At E5 N13 from Special #0 0 0 0 to Special #11 1 151 -1. Enables text instead of nothing.
- At E18 N13 from Special #0 0 0 0 to Special #11 1 151 -1. Enables text instead of nothing.
- At E13 N17 set area to Room. For encounter to work properly.


Maze level 10 fixes:

- At E9 N11 Special #5 from 1 145 97 to 5 145 97. Enables needed item to pass.
- At E9 N12 Special #4 from 1 142 98 to 5 142 98. Enables needed item to pass.
- At E19 N11 added a door on the north side, obvious unintended miss.


Monster fixes
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Note 1: This scenario had way too many monsters with auto kill, toned it down so that only Ninjas and very high-level monsters have it. Same logic for level draining monsters.

Note 2: Monsters #6 Kumo, #15 Do Siang, and #38 Chunin, #80 Guard Marshall are never encountered. Not sure if it is an error in setting up the monster encounter tables or not, so left it as is. Although the High Ninja #43 can have the Chunin as partners.

- #2 Gokenin removed auto kill.
- #4 Low Sohei removed auto kill.
- #11 Jonin removed auto kill.
- #13 Plural of Mantis is Mantises.
- #14 Gakusho changed its picture from 11-Insect to 3-Priest.
- #16 White Budoka removed auto kill, it might have been fine with less of them but when 6 show up! Same for all the other Budoka. Change picture from #12 to #8.
- #19 Sohei removed auto kill.
- #20 Mestuko partner odds changed from 100% to 0%, this was causing constant party wipeout.
- #28 Guard Dog removed auto kill.
- #29 Plural of Tiger is Tigers. Removed auto kill.
- #31 Ninja add auto kill.
- #32 High Mestuko partner odds changed from 50% to 0%, this was causing constant party wipeouts. Magic resistance from 50% to 40%.
- #34 Large Geipa removed auto kill, when too many of them appear, that's too much auto kill, was not fun at all.
- #36 Joshu change picture from #7 to #6.
- #39 Ti Duang partner odds changed from 20% to 0%, magic resistance from 70% to 20%, level drain from 1 to 0, removed auto kill. This was way too strong. Increased regeneration from 3 to 7 to keep same experience points allocation. Add befriending. Done in line with #59 High Ti Duang.
- #40 Green Budoka removed auto kill, since it is enough that they can paralyze you, auto kill was not fun at all.
- #43 High Ninja changed number of appearances from 1d6 to 1d3, since they are also being called by other ninjas and calling more partners, this was way too hard for a party to handle so many auto kill monsters at a time.
- #46 Plural of Dragon is Dragons.
- #47 Plural of Ghost is Ghosts.
- #51 Totate-Kumo removed auto kill, since it is enough that they can paralyze you, auto kill was not fun at all.
- #52 Blue Budoka removed auto kill, since they are level 14 and already have paralyze, then with auto kill it was too much to handle.
- #54 Sohei Lord removed auto kill, because facing 16 level 16 monsters with auto kill is way too much to handle.
- #55 Giant Geipa removed auto kill, since this monster is also called or calls other monsters this meant way too many party deaths.
- #58 Kuei partner odds changed from 30% to 0%, this was causing a party wipeout if more groups of themselves are present, that was way too strong. Remove auto kill, this being a level 17 monster it meant instant death on almost any hit, game breaker. Also reduced their magic resistance from 50% (way too strong with everything else this monster has) to 20% but increased regeneration from 3 to 5 to give similar experience points. This is more balanced, stopping the constant party wipeouts.
- #59 High Ti Duang partner odds changed from 50% to 0% which was bringing too many groups of themselves. Magic resistance reduced from 40% to 20%. This was causing constant party wipeouts even if you threw everything at them due to their high spell resistance. Remove auto kill and level drain, this being a level 18 monster it meant instant death on almost any hit, game breaker. Regeneration increased from 5 to 7, add fire and cold resistance, done in line with #39 Ti Duang.
- #61 Ninja Lord changed number of appearances from 1d6 to 1d3, since they are also calling other ninjas, this was way too hard for a party to handle so many auto kill monsters at a time.
- #62 Budoka Lord removed auto kill, level 18 monster kills the party way too often, and it has partners, that was too strong.
- #65 Wu Jen Lord partner odds changed from 20% to 0%, from mage level 7 to 6, magic resist from 60% to 20%. Increased regeneration from 0 to 6 to keep experience points allocation. Add resist fire like #22 Wu Jen. This level 23 monster was causing instant party wipeouts.
- #64 Red Budoka removed auto kill, level 17 monster kills the party way too often, and it has partners, that was too strong.
- #67 Master Budoka removed auto kill.
- #68 Plural of Barbarian is Barbarians, Do Siang Lord is Do Sang Lords.
- #69 Bugyo removed auto kill, level 21 monster kills the party way too often, and it has partners, that was too strong.
- #73 Ti Duang Lord. Put this overpowered monster in progression difficulty in line with # 39 Ti Duang and #59 Hi Ti Duang. Magic resistance reduced from 80% to 20%. Remove auto kill and level drain. Added all 6 resistances. Regeneration increased from 0 to 8. This brings consistency to these Ti Duang monsters which were all over the place.
- #75 Plural of Kuei-O is not Thieves, it is Kuei-O. Changed picture from #3 to #5. Lair treasure from #17 to #15, same as all the other monsters on level 10 since the Blue Gem (treasure $17) is now normally accessible normally due to the fixes in this release.
- #76 Plural of Giant is Giants.
- #77 Black Budoka removed auto kill, level 16 monster kills the party way too often, and it has partners, that was too strong. Reduced magic resistance from 40% to 20%. Regeneration increased from 1 to 4 for experience points compensation.
- #78 Genin removed auto kill since level 19 monster meant essentially instant death.
- #81 Plural from Fire Dragon to Guard Marshalls. Changed picture from #15 to #7. Lair treasure table  from #18 to #16.
- #82 Plural of Hideaki Minion is Hideaki Minions.
- #83 Plural of Huge Insect is Huge Insects.
- #84 Plural of Dragon is Dragons.
- #85 Plural of Dragon is Dragons.
- #86 Plural of Priest is Priests.
- #93 Plural of Cloud is Clouds.
- #94 Togani Horimoto appearance from 1d0+1 to 1d1+0.
- #96 Plural of Priest is Priests.
- #100 Plural of Warlord is Warlords.


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
