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Prosper Realms of Arkania: Shovelware Edition

aleph

Arcane
Joined
Jul 24, 2008
Messages
1,778
Hell, no. Play the original. Apart from working better than the "remake" you also don't have to wait if you want to play the rest of the trilogy afterwards.
 

:Flash:

Arcane
Joined
Apr 9, 2013
Messages
6,759
The fact that almost all houses look alike is not a main problem. I rather slightly bothered by unability to shoot diagonally and XP cost of saving game from the top of my head. Still it's a great game. Really great.
I really liked the system that system of preventing save scumming. It gives you an incentive to only save in temples, but still allows to save anywhere, if absolutely necessary.
The problem is not the houses looking all the same per se. The problem is that you often know you have to talk to someone, and then have to systematically search every house in a village for the person.
 

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
Save in temples when possible.
And what's why I wrote that I was only "slightly bothered". The inane save system of Ishar, on the other hand...

The problem is not the houses looking all the same per se. The problem is that you often know you have to talk to someone, and then have to systematically search every house in a village for the person.
So you long for the quest compass? :yeahh:
Seriously, I agree. Directions are very vague at best (north part of the town) or nonexistent at worst. A little polish could be a good thing. You can find very interesting things in some houses, though. Dakota and its pirates springs to mind.
But not all games could be Bard's Tale with its map of the city (albeit not in the game) and street names. Or Arcanum.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
I haven't played the original one, but I found HD remake one has many negative reviews, mostly because poorly launch. Is it worth buying now?
I got it together with 8 other games in a bundle priced $3 or so for the whole bundle. Which should tell you all there is to know.
 
Joined
Dec 5, 2009
Messages
127
Codex 2012 Serpent in the Staglands
It's shite, but at the moment mildly diverting shite. Don't expect a modern UI or functionality. It's sort of like a solo run through a pen and paper game. You get to roll your party and watch them die of cold and TB in the swamps and snow. Combat is obtuse, but once you get the hang of the rules system does make sense. Is it a good game? No. Is it possible to enjoy it if you have limited expectations and don't expect a Bioware clone? Yes. Get it on sale if it is a few quid. Don't pay any more.
 
Joined
Dec 5, 2009
Messages
127
Codex 2012 Serpent in the Staglands
The fact that almost all houses look alike is not a main problem. I rather slightly bothered by unability to shoot diagonally and XP cost of saving game from the top of my head. Still it's a great game. Really great.

You can shoot diagonally in this game. You can only hit people in straight lines though :deadhorse:
 

AbounI

Colonist
Patron
Joined
Dec 2, 2012
Messages
1,050
I thought support was abandonned since the patch 1.33, but yesterday, the patch 1.34 has been released.
Still, a very huge patch that let me think there was still so many things to fix
New features
  • Equipment worn on the body only weighs half
  • Autocombat asks whether magic is to be used
  • Skip character with Space Key in combat
  • Vitality and Astral Energy regeneration on sea journeys
New Content
  • Mini event "Old Keep" in Thorwal
  • Phexcaer: Quests "Temple of the Golden One" and "Ektor Gremob" completed and extended
  • Phexcaer: New Dialogue "Blacksmith Alrik Derondan" (mix-up) added
  • Phexcaer: Quest Alrik Derondan completed
  • Phexcaer: Dialogue "Practice" completed
  • Phexcaer: Dialogue "Quack" completed
  • Phexcaer: Dialogue "Gambler's Den" completed and extended
  • Phexcaer: Dialogue "Golden Puddles Brothel" completed and extended
  • Phexcaer: Dialogue "The Archivist" completed and extended
  • Phexcaer: Dialogue "A Wagoner" completed and extended
  • Efferdun: New mini event "Imman man"
  • Nordvest: Text for castle added
  • Rovamund: New quest "Kidnapping"
  • Guddasunden: New quest "Occupied barn"
  • New Random Event: A silverling by the harbor
  • New Random Event: "Borbarads Witnesses"
  • New Random Event: A Villain
  • New Random Event: Tame a beaver
  • New Random Event: Burning
  • New Random Event: Elf conversation in the camp
  • DLC For the Gods Baerhag: Additional event "Bandits" enroute to Orkhun added
  • DLC For the Gods: Follow-up event, if Yussuf stays alive
Mods integrated to main game
  • Magic herb pouch (Stores herbs)
  • Shipyard Thorwal
  • The 13 Doxologies of the Nameless One (A dangerous book to read, which can be found in the Temple of the nameless)

Modability
  • Function: breakInventoryItem (slot, who)
  • campTrigger introduced
  • getHouseTrigger sequence established
  • modifyInventoryItem extended by parameters "movetoslot" and "movetowho"
  • Item Image Modding
  • Character Image MODDING (actually as a "mod", not only in the userimage folder)

Bugfixes
Attention: Not all Bugfixes will apply to existing Savegames, especially those regarding Triggers in Dungeons already explored!
  • Hyggeliks Dungeon can now only be found on the route Phexcaer Skellelen with at least 7 map parts
  • OD, Beilunk Riders in need: Rider-Event will only trigger once
  • FtG, forsaken woods can now be entered multiple times
  • Huge Skeletons now attack properly
  • FtG, Baerhag: Fix to allow Baurgrims Axe to be taken later if there is not enough capacity right after the battle
  • Items 188, 215 und 245 (Fire protection amulet, Silver pendant Necropathy, Silver tiara Fastness of Body) fixed / reworked
  • Toadskin encumberance fixed
  • Magical Resistance Boni/Mali fixed
  • OD, Beilunk Riders in need: Secret message is now displayed correctly
  • Chain mail encumerance fixed
  • a lot of missing translations added
  • Fixed several F1 Helptexts
  • Reworked text punctuation
  • Fixed Armor Values of several helmets
  • FtG Random encounter Rondra battle only triggers once for parties of average level of at least 4
  • Remove Runestone after completing Gorah/Sevenstone quest
  • Timings in the textbox "No orks yet" fixed / adapted to the voiceovers
  • Random Encounter Corpse with amulet: It can only be found once with a corpse, but the event can trigger more often with random loot
  • Made Anti-Bravery-Elixier usable
  • Battle in Tavern "Green Horseshoe" now starts correctly
  • Fixed check for healing spell
  • hunting event "aurochs": time passes according to description
  • weights of several items fixed
  • added headline to riddle-chest in the ork cave
  • Hjaldingard-tower of Thorwal: text now triggers in the house closest to the tower
  • hunting events "aurochs": no more rations if the animal escapes
  • fixed superstition check at Zerif (Rukian)
  • adapted description text of hylailian fire
  • Zerif-battle (Rukian) not repeatable any more
  • FtG, questbook entry Baerhag clan fixed
  • Unlimited XP by hole in dwarven mine fixed
  • speartrap in dwarven mine now ignores armor
  • trap wolves den: ignores armor, reduced chance to sickness
  • FtG Rukian: Hunger/Thirst to 0 after meal at the elder
  • FtG Rukian: fixed wrong house captions
  • FtG Rukian Zerif: fixed text for missed superstition check
  • weapon usability for the druid fixed
  • reworked many item values
  • reduced damage for door crashes in the old bailey
  • Prem abandoned mine: reduced difficulty for some doors
  • Fixed re-triggering of Grimring search if already in possession
  • Fixed event "meeting rafters"
  • Old Bailey: Hole in the ground (ladder) now triggers multiple times
  • Zwingfeste: "Rabbit over the fire" and dialogue "found a ring" in third level now trigger only once
  • fixed several missing text keys in "Hyggelik the smaller"
  • Gameover after losing against the ork champion: according text is displayed in the gameover screen
  • The Dead Ship: The amulet that can be found was assigned to the proper corpse
  • Sweet erika: added missing text keys
  • Black mages ruin: included using magic to counter acrophobia checks
  • final battle: no more magic is usable
  • Reduced battle range of healing spell to 1
  • Added question where to continue the journey to after leaving a dungeon (and where it is necessary)
  • Fastness of Body Tiara fixed and added description that it needs to be used in battle
  • Moved hint to Gorah to another, more apropriate dialogue
  • Fix and Extension of the Swafnild-Egilsdotter-Quest
  • Fixed captions of houses in daspota
  • Trap in Daspota treasure cave ("Strange floor") fixed
  • added itemdescription for the register of debts
  • added text for orvil harbor ("no shipping routes available")
  • Hyggelik ruin: prevented leaving with the cursed gold
  • Hyggelik ruin: added effect "nausea" with foul food chest
  • Artair Branson (onion soup hero, Prem): adapted reaction to revisiting, onion soup now actually counts as food
  • Adsiniliya Wüstenschnee (Prem fire elf, Thorwal): introduced alcohol effect
  • Random encounter beggar: hint is now displayed when he thanks you
  • The old bailey: drunk effect and satiating introduced with Master Dramosch after-dungeon-party
  • Goblin cave: fixed bat encounter responses
  • FtG, Hasgar: Items are removed on quest completion
  • dwarven mine: Fixed dialogue headline bug
  • FtG, Baerhag: Final dialogue fixed (now can get one or both of the quest rewards properly)
  • dwarven mine: Speartraps are deactivated properly when pulling the arm of the statue
  • Fixed tavern info in Skelellen and journey duration to Phexcaer
  • Fixed tavern info in Thoss regarding resting places
  • Hyggelik ruin: fixed several text keys
  • dwarven mine: fixed several text keys
  • FtG, mysterious wooded area: adapted chest loot
  • FtG, Rukian: lock picks break properly at Zerif, text keys fixed, questbook entries fixed
  • XP for "magically knocked out" enemies fixed
  • Daspota treasure cave: trap "singing blade" fixed
  • drinking a wonder potion now results in an empty bottle
  • dragon cave: holes and dead dwarf now trigger multiple times
  • black mages ruin: removed agility check
  • undead ronald moves again
  • Thorwal armory: added hint that it only can be entered once (even with both documents)
  • Event strange marshes text keys fixed
  • Event Monolith, several text keys fixed
  • a lot of typos fixed
  • Hermit dialogue fixed
  • spider cave: Spider nests can now only be ignited once
  • FtG, Hasgar: added hint for actual delivery of the quest items
  • FtG, mysterious wooded area: The spider webs can now be ignited by equipped torches as well
  • Daspota treasure cave: moved bedroom trigger, loot can only be received once
  • introduced abandoned Firun temple (according to hint in Skelellen)
  • Travel event hunter's hut (meeting the hunter) fixed
  • Bug "Magic staff endlessly sellable" fixed
  • Bug "weather and clock on the top left corner disappear after showing a scene" fixed
  • Levelup: current AE/Vi is increased correctly
  • fixed bartering at the blacksmith
  • Tavern: "We are looking for you" with random name fixed
  • Fixed sleeping party members not waking up on damage
  • Fixed journey speed not respecting different road types
  • reworked all journey hunting events
  • Unicorn-Event: fixed several text keys as well as checking existing map parts
  • fixed missing inn hints (concerned Serske and the roud inns)
  • loading from the main menu doesn't reset to "professional" difficulty any more
  • loading ingame correctly resets dungeon chest contents
  • The Old Bailey: fixed corpse textkeys
  • descriptions of the miracle cure fixed
  • fixed wrong routes in "through the wilderness" (Skelellen-Kravik and Rovamund-Peilinen)
  • included ranged attack penalties for opponents in the shield descriptions
  • introduced hints and a quest to the ork cave
  • FtG, Rukian: added some missing Quest markers
  • Item "red lunar disc": added description and effects
  • Hyggelik ruin: replaced Heshtots by ghosts
  • Olimone (Strange marshes) now gives the recipe for a strong healing potion instead of a normal one
  • Hetman: new text for visiting "afterfinal"
  • Alchemy recipes now include duration
  • Hyggelik ruin: prevented multiple triggering of the final battle
  • Fixed bug on settings of "Calm Body"
  • Dungeon AmbientLight after battles fixed ("too dark after battles")
  • It is now possible to exchange NPCs in a tavern (to release them without replacement, you still need a temple)
  • InputBox (e.g. sleep how long) now reacts better to typed input
  • character image of npcs cannot be changed any more
  • Grimring is now correctly removed after the final battle
So, how playable is this remake now?
 

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