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  2. The Ukatish have long memories... and the land is apparently no different.
  3. Today
  4. Quests aside, there are lots of little caches of materials all around in seemingly obscure places. To get them you can walk around in wider paths when travelling.
  5. In general you can add new weapons and items, give more missions, add text conversations, more rewards and other things depending on the game. This mod does those things. In previous games I could do a lot more than this one but still it is good enough.
  6. Yesterday
  7. Congrats on getting it this far! What does the mod do?
  8. This is the Fairy mod, a fan-created mod for Queen’s Wish The Conquerer, a game by Spiderweb Software. Mod created by ZorroDragonslayer. The purpose is for extra entertainment as an add-on for the game. This is a beta test package. Send me a PM through the Spiderweb Software forum for the download link if you want to beta test, and let me also know which platform you are playing on and which game version. Also if you have questions, bug reports or suggestions. These will be adjusted for or used in the final notes and description when completed. Thanks in advance for your input. This has worked in QW1.0 and 1.0.2 versions. Installation notes. This is a zipped file around 590k and needs to be unzipped after you download it. Enclosed will be a Read-Me and nine game files. These files will replace a few (9) of the original files. Keep copies of the original files in case you want to remove the mod files later and put the originals back. You’ve been warned!! Drag the files into the folders mentioned in the instructions detailed in the Read Me file. Thanks to Spiderweb Software for great games. I’ve been playing them all since the mid 1990’s. ZorroDragonslayer published mods: “Bovine Mod Ava2” Dec 2013 Box.com “Ava3 Bovine Mod” Apr 2017 Box.com "Fairy Mod QWTC" Oct 2019 Box.com
  9. Ah well. You can't blame a slith for trying, can you? :)
  10. Thanks for the attempt to "both sides" this but you're comparing apples and oranges. You are demanding a very specific interpretation, with no evidence. I'm saying that interpretation doesn't fit, because it's very specific and there's no evidence. This is not a situation where we throw up our hands and say "who knows, it's 50/50 who's right." Basically all of that is inaccurate. And I'm now done arguing about it.
  11. I’m happy to agree to disagree! I think this a definitely a point in which neither of us has enough evidence to back up their claims. Both explanations are plausible, and neither can be proven. I don’t buy your arguments, for good reason, and you don’t buy mine, for similarly good reasons – and that’s fine! That makes debates interesting. In any case, this is not hugely relevant to the topic at hand. You have convinced me that this is likely not an Easter Egg! As a brief aside, I do think an analogy to BoE is helpful. Blades is essentially acting as a front-end to ResEdit in this case, so what holds true for the Blades dialogue interface also holds true for strings placed in ResEdit: adding strings inbetween pre-existing strings is awkward (and dangerous, since array sizes are important) whereas overwriting strings is trivial by contrast. If you accept this, then my refuting of your comment about fish appearing at the end of the dialogue chains follows fairly naturally, I think. That wouldn’t refute your conclusion in that case of course, merely that particular premise. Perhaps an even more interesting question is this: why was Sastor (mostly) given the new name Kordaddis in the Avernum remakes?
  12. I must say, they did a good job setting up the atmosphere here.
  13. Last week
  14. I strongly disagree about the intentionality here. I don't really want to argue it ad nauseam. You're imagining a way it could have happened, acknowledging that there is no evidence for it happening that way, and basically just declaring that you think it's most likely because... I have no idea why. I also don't know why you're analyzing the dialogue data in terms of the BoE interface given that the high likelihood that the data was compiled either (a) directly with ResEdit or another resource editor, or (b) in a word processor. The Goosnargh reference is really interesting. I've been trying and trying to connect Sastor to anything relevant, but haven't managed to.
  15. This is a good point, and I’d definitely buy it if this were a more modern Spiderweb engine. With the Exile engine, though, I’m not so sure. I appreciate that making analogies to Blades of Exile is dangerous, since Blades is a distinctly modified version of the Exile engine. However, my experience with Blades tells me that, when transferring dialogue from one place to another, the absolute position of a dialogue string is more important than its relative position. At least in Blades, if you are presented with a template dialogue chain, it’s not very easy to add information between pre-existing nodes in the chain. The engine is much more favourable to just overwriting what’s already there, or to adding dialogue nodes on to the end of the chain. As such, the only way I can really see this response being a copy-paste error is if Walby has fewer dialogue nodes than Goosenargh, with Jeff just overwriting one chain with another. However, perhaps surprisingly, Waldby has more dialogue nodes than the entirety of the Lava Dome put together, let alone Goosenargh. As things stand, I can’t see how this could be a simple copying error. From my perspective, it seems more likely that it was added deliberately. Herein’s a problem, I think. In order to have this proposed setup work in the Exile engine, the player has to report the password to Waldby, who then explains that he has a reward in the form of a second shop. This is fine so far. But how does the player access this second shop? The ‘skulls’ command (i.e. the password) has already been used to convey this information, and the ‘buy’ command is tied up with the first shop, so the player has to do something else to activate this second shop. Another response is needed. Here’s how I see it. Waldby’s intended response to receiving the password was to say that he will acquire more items in future and that, if the player or any of their friends wishes to see them, they should give him Waldby’s own special password: fish. Jeff had to think up something on the spot that would work, and chose something that he found funny, or related to the real-world Waldby in some way. However, in the remakes, this step is no longer necessary. The Avernum engine can just plonk the new shop right on the list of dialogue questions, so no fancy fish password is needed (and it didn’t actually get coded in in Exile anyway). Jeff removes it entirely. If I’m right about this, and I don’t think I can claim to have enough evidence to say anything definitive, I think I agree with you that this is probably not an Easter Egg, any more than the GIFTS’ propensity for saying ‘silly’ is an Egg. However, I do think it is a deliberate addition – even if it was left out because it slipped Jeff’s mind, or because he looked at it and thought the whole weird-password-giving-you-a-second-shop mechanic wasn’t to his liking. Incidentally, you might be interested to read the very final paragraph of this Wikipedia article. Another reference from Jeff, perhaps? Douglas Adams seems like someone he'd be familiar with: https://en.wikipedia.org/wiki/Goosnargh
  16. They key thing linking Waldby and Goosenargh is that the "fish" response is in exactly the same place in their dialogue data -- at the end. It just looks like it defaulted there for whatever reason (quite plausible as a copy-paste accident, especially with the likelihood that an interface like ResEdit was used to compile some of this text; and I think the chance that Jeff kept 150 different text files for all the town dialogue, given that the engine did not use that structure, is close to zero), and Waldby didn't end up with quite enough sets of dialogue to overwrite it. The coding is similar, but Goosenargh has a hardcoded reaction for that keyword (i.e., you get different responses depending on a flag) while Waldby does not. There's zero evidence of intent here. It's not a joke, not a reference. And as you point out, functionality already existed to get a new set of items with a keypress. So I have a hard time seeing this as an intentional easter egg, rather than basically just a typo. It's certainly plausible that passing on 'skulls' was intended to offer a reward. That would only strengthen the case that it is not intended for 'fish' to have that effect. Since what 'fish' triggers is clearly not an easter egg when it is triggered in the remakes. Furthermore, the "second shop" in both remakes is not accessed by the word 'fish' or anything related in any way to fish. This is to be contrasted with all the actual easter eggs, references, and in-jokes, that were overwhelmingly left in the remakes; see also easter eggs whose form changed but whose trigger remained the same.
  17. It does indeed bring up a second shop! The shop has the same description as the first, explaining the shop number, but the sets of random items found in both shops are different. This is actually really useful, since you effectively have access to a random shop that’s twice the size of a normal shop. This doubles your chances of finding something particularly nice. Given that random shops can sport some very nice items, this is no bad thing. Using both shops, and visiting Waldby repeatedly (recall, he’s close to the exit point of Word of Recall) can result in some particularly satisfying inventory boosts – if you’re inclined to use the response of course! That’s a good explanation, but I have my doubts. I don’t have anything conclusive on this, but I do have a few observations. The Lava Dome, which features Goosenargh, is town 34, while the Little Vale, featuring Waldby’s Bazaar, is town number 117. If Jeff were copying resources from town to town, which is entirely reasonable, I would have expected the fish response to have been overwritten many, many towns ago. This of course assumes that Jeff was writing the towns in the order present in the data file, but that seems not unreasonable to me – particularly because Waldby’s Bazaar is found amongst a bunch of tiny towns that might have been added after the main bulk were completed. And if he copied files just for these, wouldn’t he have copied something a little closer to home number-wise? Also, Goosenargh’s fish response is string number 60, while Waldby’s fish response is string number 84. If this were the result of a dialogue artifact, I would have expected the string numbers to be the same – or else for the fish response to be overwritten. Finally, Goosenargh’s fish response calls, for want of a better term, a scenario special, while Waldby calls a fully functional shop script. The coding of these two responses is quite different, and must have required some input from Jeff – rather than merely being a copying artifact. So, why do I think there’s a fish response here? I have two thoughts. Firstly, it could be an in-joke from Jeff. After all, there are already two joking fish references in this game (Goosenargh and the goldfish string). Perhaps Waldby is a reference to one of Jeff’s friends, someone to whom the word ‘fish’ was especially important for some reason? Alternatively, it might be that it was originally intended to be linked directly from Waldby’s dialogue, but that this was never coded for some reason. For instance, Waldby asks about the Empire caches, and you can give him the password for accessing them – but you get no reward for doing so. Could it be that this was supposed to give you the fish command, so that you could have a greater selection of items to choose from? This is how the Bazaar is coded in both Avernum remakes, by the way: giving Waldby the password gives you access to a second shop. I had a quick check of this over the weekend, comparing v1.0.1 and v2.0.3, and these areas seem to be identical – even down to the text responses (which, incidentally, are hard-coded into the Exile II application) Ah yes, you’re quite right. My memory is not doing me much justice in comparison! For those reading the topic, this is because ‘buy’ and ‘sell’ give garbage responses for creatures that don’t have something explicitly coded for those responses. I’d like like to argue that this is on the Easter Egg side, though. After all, why would you try to buy something from a generic cow character? The game never suggests that you do so, after all ...
  18. People hate ghosts and people hate snakes. So Ghost Snakes? I'm not surprised people were NOPEing right out of here.
  19. Do you have to type in a response for those? Been ages since I played the game, so I might be totally wrong, but I thought you could get there by asking about "buy" or "sell".
  20. What is weird is that enemies are that far from where the action takes place, no enemies should be off screen.
  21. There have been some reports of long pauses during combat when offscreen characters are having their turns. I never got reports of this during testing, and it kind of caught me by surprise. If I had a saved game where it was happening, I could fix it for v103 (and Queen's Wish 2-3). If someone has a fight where it's reproduceable, I'd love to look at it. Save the game to the upper left corner save slot. Send the saved game folder Save0 to support@spiderwebsoftware.com.
  22. Does fish actually bring up a second shop, or is it just another way to access the first? In the data it's coded with the same shop number. (It looks like it ended up there as an artifact leftover from, apparently, Goosenargh's dialogue data. On that basis I'd lean towards saying it's an unintended option rather than an easter egg.)
  23. Yes, this point is something of a borderline case. With something like this, the dividing line between an actual Easter Egg and general game humour is probably a little thin, or at least open to some interpretation! My reasoning behind classing this particular response as an Easter Egg is that it requires you to manually type an unrecognised response to a cow. Given the way Exile III runs its dialogue, the player very rarely ever needs to actually type in a response, since most of the dialogue flows naturally by clicking on relevant words. Typing in a response is reserved for special situations (such as asking about the special artifacts), and there’s certainly no reason to expect to do this for perfectly normal cows. So, in that sense, I would be tempted to class this as an Easter Egg. Incidentally, the little side comment I made there was specifically referring to making animal sounds back at animals (so, for instance, saying ‘moo’ to cows, or ‘baa’ to sheep). By contrast, I don’t think this constitutes an Easter Egg, but there are some fun little comments hidden away in there. I rather enjoy the little scene with dogs, where you can subvert the narrator by keeping on playing with them even after the game suggests that you have better things to do. Yes, it does! Most of the comments are humour, but there are a few that are more conventional. I've just included the more interesting comments in the post above, since there are quite a few, but you can see some of the more serious comments by opening and closing the dialogue box repeatedly. Yes, that is odd, isn’t it? Perhaps Jeff was anticipating his Crystal Souls remake, a mere 19 years in the future Never mind me. I'm being forgetful, here. Pressing B is a debug command in Exile II: it refreshes the items sold in random shops. Speaking of which, here's one more item which I think constitutes an Easter Egg. I think this qualifies, since there's no way to figure this out within the game, at least that I am aware of. Exile II: - Saying 'fish' to Waldby in his Bazaar (south of the Aranea Web) brings up a second random item shop.
  24. Go to the Buy Building menu in Fort Haven and you have the option to repair the portal home if you have the resources.
  25. How do I rebuild the portal to go home. I've completed every quest in the game except Return Home. I've cleared out the Nisse as well. I can't figure out how to fix the portal
  26. No, this is normal, the inventory has been designed like that. The visible slots once you have left the fort are outlined with a darker colour than the other ones. The extra slots make improving items with runes and augments more practical, I think.
  27. For some reason, when I enter a Haven fort my inventory has room for 14 items, but when I leave them my inventory only has room for 11 items, and the items are rearranged or become unavailable depending on how many items I have (though they become available once I enter a fort). I moved the Weavers in some of forts after placing them, could this have something to do with it?
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