Quest for Glory 2 VGA

Started by Erpy, Mon 25/08/2008 08:44:41

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Guest

I find it impossible to download! Each time I enter your site, the links and buttons, well, just do not respond. I am using Internet Explorer 6, could that be the reason? A direct link would be much appreciated!

AGA


AGD2

To view the site you need IE7. Or the latest version of FireFox (or whatever browser you use) will work.

TerranRich

Erpy + AGD2: I love you guys so much. I've been waiting for a long time for this game to be released, and now that is, I will be shut in my office (our spare room) for weeks without food or water... just QFG2. ;D

Thank you for this game!
Status: Trying to come up with some ideas...

lo_res_man

Remember, just because you can get food at the inn, doesn't mean you don't need to REALLY eat. ;)
†Å"There is much pleasure to be gained from useless knowledge.†
The Restroom Wall

Snarky

Quote from: lo_res_man on Thu 28/08/2008 16:32:23
Remember, just because you can get food at the inn, doesn't mean you don't need to REALLY eat. ;)

Rule of thumb: If Jackalmen start chasing you around, and you don't have the strength to fight them off, it may be time to get a snack and some rest.

horace

Quote from: AGD2 on Thu 28/08/2008 00:27:02
Yes, someone else reported this obscure bug, too. We haven't been able to replicate it yet. You don't, by chance, happen to have a savegame prior to entering WIT which demonstrates this glitch, do you?  If so, could you please email it to info-at-agdinteractive.com (replacing -at- with @). That would be handy. Thanks.

will do so.

Ghost

#27
I am a bit in two minds about the game, and will say so now, and then hide behind some sturdy table.

This is one hell of a professional game. The amount of good looking art, fitting music,
quality animation is breathtaking. I loved it in your KQ remakes, and in QFG too, it's great-looking, great-sounding, smooth retro glory (heh).

It's also a hell of a scripting effort, all those little extra GUIs, the main menu loader, all sound and well-made.

But somehow, I can't really get into the *game*. I see its parts and admire them, but compared to the two KQ remakes, the QFG remake seems, well, less dense, less straight. It might be part of the gameplay, but, to be honest, I did expect something more than, after a gorgeous introduction, be dropped into what is basically a huge maze without any idea what to do. It doesn't grab me by the neck with that urgent "find the princess/save the world/get some tea really quick" approach.
It boils down to navigating a huge maze where you can do very little apart from knocking at doors and meeting a Marx brother, and that at the very start of the game. Mazes are shrugged upon, and making the first tangible puzzle a maze puzzle, no. That is poor design, or re-design.

This is all a personal oppinion, and I will happily admit that I did never play the original QFG games ALL THE WAY THROUGH. But it's maybe a point to ponder- this game lacks soul. I still admire the game for the effort and work. But should I pick a favourite of your games, KG2 still is the one I'd pick.

TheJBurger

Quote from: Ghost on Sat 30/08/2008 20:59:30
But somehow, I can't really get into the *game*. I see its parts and admire them, but compared to the two KQ remakes, the QFG remake seems, well, less dense, less straight. It might be part of the gameplay, but, to be honest, I did expect something more than, after a gorgeous introduction, be dropped into what is basically a huge maze without any idea what to do. It doesn't grab me by the neck with that urgent "find the princess/save the world/get some tea really quick" approach.

This is all a personal oppinion, and I will happily admit that I did never play the original QFG games ALL THE WAY THROUGH. But it's maybe a point to ponder. I still admire the game for the effort and work. But should I pick a favourite of your games, KG2 still is the one I'd pick.

That's pretty much how the original QFG2 is, but it's not all without reason. Without going into too much spoilers, the game is more of a free-roaming do whatever you want to do-type game, and so the main epic storyline doesn't fully kick in until the end.

Admittedly, I also found it a little hard to get into, because I initially thought the learning curve was too steep. I've been playing it a lot more though, after I've gotten used to the new combat system, which is GREAT compared to the old one. The old one only had two moves: attack and doge, and you basically needed to just spam attack until you won the fight. The new one, though challenging at first, incorporates a lot more strategy and thinking.

I've yet to finish it, so I'll hold back the rest of my comments until then.

nihilyst

I have to admit that this city-maze thing is a pain in the ass and just forces me to quit the game, even with the easy navigation turned on. I guess this approach just isn't my cup of tea.

But despite of that, the game really is well done, graphics and animations are superb. You must have had a very hard time programming this. I admire you!

TheJBurger

Quote from: nihilyst on Sun 31/08/2008 01:38:02
I have to admit that this city-maze thing is a pain in the ass and just forces me to quit the game, even with the easy navigation turned on. I guess this approach just isn't my cup of tea.

Sorry to jump to the defense again here, but...

The only times you need to use the city-maze is
1) To get to the moneychangers (at the very beginning), but you already get directions to there, so write them down.
2) To get back to the plaza, which you also get directions to from the moneychanger.
After that, you never need to use the maze again except for side-quests (I may be wrong about this, but you should get directions for those side-quests anyway), and you can get anywhere you want by buying a map and straight clicking to your destination of choice.

MusicallyInspired

Yes, but destinations don't show up on your map until you've visited there first. Well, except for the main areas like the squares etc.
Buy Mage's Initiation OST (Bandcamp)
Buy Mage's Initiation (Steam, GOG, Humble)

DizzyDancer

HELP! Okay, I went to the official (AGD) site and downloaded the game... no problems... It looks nothing like the screenshots! It just looks like the original (first remake)... Why?
There's no emoticon for what I'm feeling!

Shane 'ProgZmax' Stevens

I think you've done a fantastic job with the game overall and are to be commended, specifically as I am a quest for glory fan who has played the series on several occasions (and kept all my saves, too!).

I particularly liked how you handled Shapeir's streets, both visually and in complexity.  The two difficulty settings vary from easier than the original and harder than the original, which is also interesting.  In the original I could, for instance, just take left turns at just about every path and reach every destination eventually, but not so in this new version!

Also, I like what you tried to do with expanding the combat system by allowing enemies to attack you at once instead of waiting single file for their chance (adding side-kick and the context-sensitive dodging was nice as well).  I say tried because, while I think you added a lot to it, you also made it way, way, way, way overcomplicated and made the difficulty level unenjoyable for me -- and I love a challenge.  Even after importing my qfg 1 fighter, training until I could beat uhura effortlessly, a quick jaunt into the desert landed me with a single bandit victory after about 6 solid defeats on the lowest setting, and I am by no means poor at these things.  The main problem as I see it is that fights just drag on too long; the enemies have about 4x too much health for the amount of damage you deal based on some testing I've done, and they all seem to hurt you way much more than you hurt them.  In short, the combat is severely unbalanced at this stage, and based on talking to several other agsers about this I do not think I'm alone in this assessment.
Fixing this could be as simple as dropping their health to far more reasonable levels or allowing the hero to deal 'equivalent' damage, and by that I mean allowing him to roughly deduct the same chunk of health from the enemy per hit that, say, a bandit can from his.  After some testing I found I had to do roughly 4-5 hits to do the same quantity of damage as a Bandit did in 1 (and I'm not even counting the utterly insane knife throwing loops they get into).  The combo strike is only really useful if it knocks them down, because even when I land the two-hitter it only does about half a single strike from most of the creatures.

Some of my stats based on memory are:  109 strength, 140 agility, 120 weapons use, 80 dodge.

I'd really like to see the combat scaled to more qfg 2 levels because you've done so well with the other things and it's a shame to not play this game because the combat punishes me for doing so.

Still, punishing combat aside, I think you've done brilliantly here, so well done.

rharpe

Okay guys, the game is nothing like you are use to. You can't beat it in an hour or so just because you have the walkthru or because you're highly adventurous... this game has it's own days and events that happen on those days. You need to talk to everyone, collect what you can, when you can, and be patient. (It may be a bit too linear but that's how the original was too.)

Play the game knowing this and it will make it much better of an experience. (And the time playing the game can span over a week or so, if you play a few hours each night. Being a hero takes time! ;D )
"Hail to the king, baby!"

Vel

I don't think you're right about the combat system, progz. I had a hard time with my first few fights, but once you get a hold of the system and tactics, I don't believe winning is hard(I play at a difficulty setting about 1/4 up the slider). Don't forget that you can also throw daggers and/or cast spells.

Shane 'ProgZmax' Stevens

I far from forgot knives or magic, and I have used both (all three at one point just to survive one fight).  Even though I imported a fighter profession and should be able to best most of the starting enemies without much trouble(even before I trained fully), I did have most of the spells from the original, and after using up 60 magic in flame darts and force bolts I managed to shave a whole 1/4 of a bandit's life.  Please don't tell me it's a matter of 'getting used to the tactics' because I fully understand how to fight in the game, thanks, and I'll just repeat that I never had any trouble whatsoever with the combat in the original (not in a frustrating way, I mean).  Also, bandits like to get stuck in this infinite loop of throwing daggers at you until you die, and since you fall over when hit, I found it actually impossible to recover at one point when they started.  It amounted to a sequence of 'knife throw, fall over, stand up, get hit with another knife, repeat'.  There definitely needs to be some sort of limit to their maximum knives if you have a limit, because sometimes they just hurl them like rocks over and over until you fold.

AGD2

#37
DizzyDancer: I'm not sure what you mean. Are you able to post a screenshot of what you downloaded next to a screenshot you saw in the website to demonstrate the difference between the two?


ProgZmax: Some of those combat stats still seem relatively low. Remember, when you first start the game you're weak. It's not so much a matter of getting used to the tactics as it is building up your stats and skills. As you train Strength and Weapon Use, your attacks will do more damage, and by the time you get them approaching 200, you'll really be able to make short work of most enemies.

Every enemy requires a different approach. It's not the same as the original EGA version where spamming the attack key could kill pretty much any monster. For example, Brigands can toss daggers, so it's best to stay closer to them and concentrate on defense, though you can also block their tossed daggers with your shield, or sidestep them.  Brigands can't throw daggers in melee range, though. With Ghouls, on the other hand, it's best to keep your distance from them.  You just need to figure out the best strategy for the monster you're facing. Ask at the Guild Hall for advice.

If you're low on health in a desert fight, pressing ESC allows you to get out of combat before you die (and keep whatever stat gains you accrued in battle).  And if you keep dying in desert battles, you can instead go to the Adventurer's Guild hall and train with Uhura to build your stats higher before tackling the desert dwellers. It's also recommended that you complete Uhura's combat tutorial. As you learn all the basic moves, and additionally, new moves and combos will also be unlocked to you once your stats pass certain levels.

Remember that the combat has been based on the collective feedback of many people who played the game from beginning to end to determine how it balances over the course of the entire game and with with respect to stat growth.

At the start, your stats won't be very effective. Your dodge sidesteps might not fully register or your shield might not protect you and you'll still be injured. Building your stats (primarily Weapon Use, Strength, Intelligence, Parry, Dodge, and Vitality) are key to outlasting the monsters in combat. Vitality is important because it allows more health and stamina to fit in your bars. Intelligence decreases the chances that enemies will dodge or defend.  But until then, the ESC key is your friend!

stacygibbs

Thank you so much for the remake of this game! Of 1-4 this is the only one I never finished. I've been waiting on the release since I found out about it several years ago and it was a nice surprise to find out that it was ready.

You have all done a great job here just as you did with the King's Quest remakes. I've only played for a couple of nights so far...mostly just exploring and getting the feel of things, talking to characters, etc. I've already zipped it up and burned it to disk though...I'm hanging on to this one!

Erpy

Also, if you're playing on easy difficulty, brigands won't toss daggers at all. (nor will any monster use its advanced moves) Monster HP will be lower too.

And on easy, I found that if you set the co-pilot all the way to defense/dodge/misc, you can approach a brigand and casually swing or stab once every 1.5 seconds or so. The copilot will duck/jump away from 80% of the enemy's hits. I found that this way, I could even beat a brigand with a newly created fighter.

As AGD2 said, 80 dodge is pretty low. A lot of your sidesteps will still fail, that's why a dagger barrage could own you. 109 strength and (most likely) a broadsword don't do that much damage yet, but with practice and better equipment you'll eventually become a lot better.


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