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Crazy that the Golem Lord expansion is still stuck on Switch of all places. It looks like a fair bit of extra content to go through.
Patch121a - class (mod) [stat boost].zip
Patch123a - mounts (mod) [skill boost][1lvl].zip or
Patch123b - mounts (mod) [skill boost][1lvl] [easy avoid].zip
Patch122a - monster (mod) [easy avoid].zip or maybe Patch123b - mounts (mod) [skill boost][1lvl] [easy avoid].zip combines this mod with the above one, I'm not sure.
Patch126a - item (mod) [cheaper].zip
Patch127a - city (mod) [double income].zip
It's been a while since I've played but was money that hard to come by? I feel like doing both doubling income and reducing costs to 10% is kinda game breaking but you probably have more familiarity with it than I do. I'm just curious if it's really necessary to do both?
Patch110c - Challenge of the Warlords (mod).zip
Patch111c - Revenge of the Plague Lord (mod).zip
Patch112c - Attack of the Golem Lord (mod).zip
But so did I identify all the files correctly?
So if we wanted to just get the vanilla experience, could we do it just by copying over these files which have the expansions and the bug fixes:
Patch110a - Challenge of the Warlords (raw).zip
Patch110b - Challenge of the Warlords (fix).zip
Patch111a - Revenge of the Plague Lord (raw).zip
Patch111b - Revenge of the Plague Lord (fix).zip
Patch112a - Attack of the Golem Lord (raw).zip
Patch112b - Attack of the Golem Lord (fix).zip
Thanks in advance
but you convinced me, i'm just gonna commit to trying everything how you have it and see how it goes. I'm so excited! I haven't played PQ in like 10 years but this seems like a perfect time to rediscover it. Thanks for the response and for all your hard work on the mods!
i am working on this, sadly i still need to process 450 files (out of 550)
i am making a single optional mod that has got three things:
1) rebalanced spell cost, spells usually cost half the normal cost and all follow the same simple rules: 1 dmg = 1 mana, 10 dmg = 10 mana, turn does not end = +1 mana cost, stun 1 turn = +6 mana cost
2) spells either are kept intact, or changed a little to accomodate the spell cost, or make them more useful (scavenge: destroy and collect all gold gets "turn doesn't end" added)
3) all spells are 90% easier to learn, you still need to complete the minigame, but it is at most 3or4 scrolls and a bunch of mana that depends on the spell cost of a particular spell, but is never too high
i am slowly chipping off these 450 files, since i keep the multilanguage, i have to copy and paste in 5 different languages and check that all is correct (to the best of my abilities :P)
as soon as this will be done, i plan to also create an optional module to boost the a.i. of the spellcast, that will be an optional component setting of the spell mod.
p.s. also the mod will include new spells for the new classes to avoid different classes using the same spells (channel air, water, earth, fire... sanctuary, calm)
i downloaded both 2.7.0 and 2.7.5
both gave me 4 errors back to back
when i clicked on puzzle quest.exe
msvcp71.dll and FreeSL.dll were missing as far as i remember. i cant remember the other 2 dll files. my pc said 4 dlls missing.
what can i do? can you help me please?
ignore version 2.7.0, just go for the latest one: 2.7.5 and extract/overwrite the files.
try this:
https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/
install with the double click of .bat file
also, inside the game folder: double click oalinst.exe
that should fix some errors.
I have put all the request .dll files
after clicking on Puzzle quest.exe only this error happened
the procedure entry point ?fslLoadbufferfromdata@@YAIPBDPBXI@Z could not be located in the dynamic link library
what do i do?
https://www.moddb.com/mods/puzzle-quest-legends-for-pc/downloads/puzzle-quest-mysteries-of-the-dream-lord/#8909325
second comment, mediafire link for you with the dll files and the .exe files of the game.
works with my computer, and my friend's computer.