Puzzle Quest

Puzzle Quest

nixos 8 Jan, 2023 @ 10:41am
Puzzle Quest the Legend Returns (for PC) version 2.0
here is the new version of my mod, i fixed some things and did some modifications.

fixed: revenge of the plague lord music not playing
fixed: attack of the golem lord awards not boosting skills

optional mod: start class with extra skill points, 70 for every class

optional mod: all 11 pet mounts now give +2 base skill and +1 skill per level, and are now evenly distributed into 2 earth 2 fire 2 air 2 water 1 battle 1 cunning 1 morale

optional mod: you now need to train your pet only once in order to dodge all encounters

optional mod: item discounted by 90%

optional mod: cities now give double income

there are also 3 mods, each one focused either on the main game or on one of its expansion, they change some spell, status effect or item

https://www.moddb.com/mods/puzzle-quest-legends-for-pc/downloads/puzzle-quest-the-legend-returns-for-pc-20

(if you want to get rid of a particular mod, just delete its zip file or rename its extension to something else)
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Showing 1-12 of 12 comments
SirNinja 9 Jan, 2023 @ 11:31pm 
Nice! Will have to give this a try when I can.

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.
Leb 12 Jan, 2023 @ 1:36pm 
I didn't really see any documentation or anything on how to set this up, and I'm kind of an idiot. So, since there's 15 files that we're copying over for this mod, I'm gonna do this for my own benefit but so that other people don't have to.

Originally posted by nixos:
optional mod: start class with extra skill points, 70 for every class
Patch121a - class (mod) [stat boost].zip


Originally posted by nixos:
optional mod: all 11 pet mounts now give +2 base skill and +1 skill per level, and are now evenly distributed into 2 earth 2 fire 2 air 2 water 1 battle 1 cunning 1 morale
Patch123a - mounts (mod) [skill boost][1lvl].zip or
Patch123b - mounts (mod) [skill boost][1lvl] [easy avoid].zip


Originally posted by nixos:
optional mod: you now need to train your pet only once in order to dodge all encounters
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.


Originally posted by nixos:
optional mod: item discounted by 90%
Patch126a - item (mod) [cheaper].zip

Originally posted by nixos:
optional mod: cities now give double income
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?

Originally posted by nixos:
there are also 3 mods, each one focused either on the main game or on one of its expansion, they change some spell, status effect or item
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
nixos 12 Jan, 2023 @ 6:13pm 
Originally posted by Leb:

Originally posted by nixos:
optional mod: all 11 pet mounts now give +2 base skill and +1 skill per level, and are now evenly distributed into 2 earth 2 fire 2 air 2 water 1 battle 1 cunning 1 morale
Patch123a - mounts (mod) [skill boost][1lvl].zip or
Patch123b - mounts (mod) [skill boost][1lvl] [easy avoid].zip


Originally posted by nixos:
optional mod: you now need to train your pet only once in order to dodge all encounters
Patch122a - monster (mod) [easy avoid].zip
Patch123b - mounts (mod) [skill boost][1lvl] [easy avoid].zip

if you choose to be able to avoid encounters, just training pet mount to level 2, then you also have to take the pet mount with reworked skill bonus,
notice: the scorpion pet mount has an unique spell: hide in plain sight (hide with your turn doesn't end) and t'rarg horseman pet mount has trampling fury spell instead of trample (deals half red damage, half green damage)

this file is needed to have the pet scorpion spell work: Patch110c - Challenge of the Warlords (mod).zip

this file is needed to have the pet t'rarg horseman spell work: Patch112c - Attack of the Golem Lord (mod).zip


Originally posted by nixos:
optional mod: item discounted by 90%
Patch126a - item (mod) [cheaper].zip

Originally posted by nixos:
optional mod: cities now give double income
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?

-----
at the start of the game, you can afford shopping for items to wear using the meager starting wealth, any coin gained with matching gold in fights, and using quest gold reward

as soon as you are able to siege keeps, gold becomes infinite as long as you are willing to farm for it, using a slow mount and moving your character from keep to keep. (this in the vanila game)

double keep income helps cutting the farming by half, all that gold isn't needed for the items that are already cheap with 90% discount... but all that gold is needed to buy skill points at the temple. the price is extremely high and there is no way to mod it down.

even with double income from keeps, it is not possible to buy the skill points from the temple as soon as they are available.

with the double income you can capture keeps, keep questing, collecting gold only when you move to a keep to travel by, get a new quest or collect a quest reward... and accumulate enough gold to buy 1 skill point from time to time.

the item discount let you change clothing and items to adapt strategy to a particular troublesome foe (without farming for gold)

the double income of keep cuts by half the time required to buy skill points from the temple, and even that boost is not enough to get a sufficient quantity of gold to buy the skill points immediately.

without these mods, the path is usually to never buy items, only wear quest reward items until you can craft your items from rune, also as soon as you capture keeps, as long as you have a lvl 24 pet mount in the vanilla game you can just move from keep to keep to reset the gold gain, and keep collecting, farming.

the mods help to focus more on the gem battles and quests, and less on mouse clicking the worldmap, farming keep gold.

Originally posted by nixos:
there are also 3 mods, each one focused either on the main game or on one of its expansion, they change some spell, status effect or item
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? <- kinda yes



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

edit: you forget the .bat files to start game in another language, and the mp3 files to hear sound during revenge of the plague lord part of the game, also the .exe included is the original non steam game.exe, i suppose it could help for multiplayer lan... you could keep it alongside with the steam game.exe version.

yes, the raw files alone crash the game, the fix files fix paladin class portrait, elementalist class not being selectable, portraits and images, player character sprites, award boosting skills, the first and second quest crashing the game

other than this there is a change in gameplay for the blood mage shield spell, that also prevents an infinite damage crash. in the original game a blood mage reflects back all damage received, but that creates a crash when a bloodmage fights another bloodmage in the main game singleplayer or in multiplayer... solution was to make the bloodmage shield spell reflect self inflicted damage instead. so damage received from enemy is no longer reflected back, but damage self inflicted using blood spells is now forced also upon the enemy.

---------------------------

my idea for the future, it would be to remove

Patch110c - Challenge of the Warlords (mod).zip
Patch111c - Revenge of the Plague Lord (mod).zip
Patch112c - Attack of the Golem Lord (mod).zip

and just offer 3 optional distinct files (1 for quest, 1 for item, 1 for spell and status effect)
but at the moment i am stuck on the spell part, there are about 550 files to process and i am at 512 left :P

the next feature i want to implement is a reduced spell cost (for both player and npc) with a refund mechanic for researched and mount spells, since researched and mount spells cost 50% more than the base cost... the idea would be to still require the higher cost to cast the spell, since it is hardcoded, but then getting a refund on the extra mana spent.

for quests, other than using the 3 available quest icons 1 only for main quest, 1 for side quest, 1 for side repeat quest... having repeat quests that can be repeated just enough times to capture a rare monster, having the golem quest line starting at lvl 20 instead of 2, the reveng of plague lord quest line starting at 25 instead of 20 and without the red colour (which would be used only on the main quest line of challenge of the warlords)

for items i plan to do nothing, except keeping the change to mana node which is nerfed from +5 to all skills to +2 to all skills, and the change to barbarian axe that makes the monster do extra damage the more purple stars are located on the board.
Last edited by nixos; 12 Jan, 2023 @ 6:19pm
Leb 12 Jan, 2023 @ 10:54pm 
wow what an incredibly detailed response. I only left out the music and other files because I wasn't confused about them. I saw all the 15 files in the patch folder and thought that this could be somewhat configurable (And also since you said that some of them were optional).

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!
Last edited by Leb; 12 Jan, 2023 @ 10:59pm
Eleveneleven 19 Jan, 2023 @ 12:21am 
Would love one that lets me auto-complete learning spell puzzles (specifically Very Hard) since they're so insanely RNG compared to everything else
nixos 22 Jan, 2023 @ 12:15pm 
Originally posted by Eleveneleven:
Would love one that lets me auto-complete learning spell puzzles (specifically Very Hard) since they're so insanely RNG compared to everything else

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)
Last edited by nixos; 22 Jan, 2023 @ 12:18pm
Lunar Luminary ☾ 16 Mar, 2023 @ 10:09am 
Just wanted to say again- thank you for doing this. It’s truly great and adds so much more to the game. My only feed back like the above is better documentation on moddb as suggested. Don’t lessen the greatness of this mod via poor instructions. I also thought I wouldn’t agree with the shop price change but I do. It’s nice to just quickly roll out a working build and test more builds by simply being able to afford it. Starting a warlock with a wight blade and troll ring makes a heck of a difference.
Last edited by Lunar Luminary ☾; 16 Mar, 2023 @ 10:15am
Hello i cant open your mod

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?
nixos 20 Dec, 2024 @ 10:57pm 
first thing:

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.
Originally posted by nixos:
first thing:

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?
Last edited by Cenabet Savaşçı; 21 Dec, 2024 @ 5:58am
nixos 21 Dec, 2024 @ 8:50am 
check here:
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.
Oldtaku 13 Jan @ 8:55am 
Thanks for updating and doing the mod and keeping this!
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