ack clearly it's not the original party. Must have messed it up when we fixed the ending.
Rikkles
Creator of
Recent community posts
This is a limitation of the underlying game. It doesn't update the stats until you look at them, or something happens that needs them. I didn't want to manually update the stats because it might not be 100% correct.
You can see the stats of every piece of equipment in the InventoryList.csv file present in the assets folder.
Here's the fixed file with your saved game. Sorry for the delay.
https://limewire.com/d/VPAzE#3o1I69ag9g
You can always quit from the top menu. If you’re in full screen mode, alt-enter gives you the menu.
Character creation is using the original interface. Making a new interface for it would be a lot of work for little improvement except for the translations, as you correctly pointed out. But this FAQ by Fraterrisus will help a lot, and we’ve worked together to make all the numbers be correct (the official documentation being wrong!):
Hello, as you know Deathlord came in 3 diskettes. 2 of them had game data in them. So I was forced to make backups of these 2 every time, and it could certainly be confusing.
But version 2.0 dramatically simplifies the save system! In version 2, the original game was properly cracked and moved to a single disk image by the best in the business, qkumba. So with version 2 a “save” (which is really a snapshot backup) is just a copy of the whole disk image.
I really did forget a few things! Fixed now in 2.0.0b.
The file is also available in the open source repository at Documentation.md
Thank you! I never played it bitd, I lived in Europe and we never heard of it. Btw if you’re planning on playing it again, I’m going to release very soon (next few days I hope) version 2.0 whose saves are INCOMPATIBLE with this version. So you may want to hold off and play 2.0. The reason is that 2.0 uses a hard disk version, no more floppy swapping and its related problems!
I know that Proton has issues with my engine although it’s pretty basic DirectX12. I’m currently in the process of making version 2.0 which will use a hard disk image of Deathlord (no more diskette swaps!) put together by the legendary qkumba.
Then I will attempt to migrate my engine to SDL2 which is, of course, crossplatform. This necessitates a lot of work because it’s not just the engine that needs to move but also Applewin.
Hello Bloyamind. Thanks for the good words. Hidden doors can be seen in a couple of ways. First, make sure that you don't display secrets by going in the menu Relorded > Map and disabling "Show Hidden/Unopened". And second, make sure your leading member of the party doesn't auto-sense hidden doors. But that door being "seen" should only happen after the party has stepped next to it once. Let me know if these things don't work, that would be a bug.
ONLY THE LEADER USES THEIR SPECIAL ABILITIES.
Now you could play Relorded without sensing anything hidden by just playing like we used to play Deathlord: use humans exclusively. :)
No one ever used any other classes because they sucked compare to humans.
As for F11, I should probably provide the ability to zoom 2x the original window.
oh great, i’m glad you got it resolved!
Yes I copy everything to a saved game folder, making a snapshot of every disk. It’s critical because Dathlord saves game info on both scenarios A and B.
I hope some day that qkumba (the foremost Apple 2 guru) converts Deathlord to a single HDV and gets rid of all the disk swapping. It would be ideal.
Well it’s not possible. The original interface is literally the Apple 2 game. I can’t switch to a C64 tileset because the Apple wouldn’t be able to display the colors.
I could after the fact overlay the C64 tiles on top but it would be a lot of work and a hybrid thing that would look quite ugly I think. Ideally you’d replace the apple 2 version with the C64 version and recode all the hooks etc… too much work!
And thanks for playing, I hope you enjoyed this “remaster”!
