Version 1.3 has now been pushed out on all formats. You will start to see it coming live over the next 7 days. As usual, Android will be first ( probably already is live ), with iOS and OSX being last. If you have a Windows or OSX version directly from this site, or through GoG, you should see an UPDATE menu option appear on the main menu. GoG.com will also go live with the update in their time.
There are a embarrassingly large number of bug fixes in this version. Thanks to a number of very eagle eyed players, in particular Mark Wright, I have been able to fix up many specific differences between the initial release version and the original 1985 release. I also spent a large amount of time pouring over the original code, looking for anything that might alter the way the game played in a way that I might not have foreseen.
On the whole, I think we have most of them, but there is always a chance that there are a few differences still. In particular, the remake is based on the original ZX Spectrum version, and there are definite differences between the Spectrum and the C64 version. So, if you were a C64 player, then the game will not being playing quite as you remember it.
The last few weeks has really made me understand the intricacies of the original game to a level that I never fully appreciated before. It’s quite amazing the small amount of time that the original game was developed and tested in, that said, it’s because of that that you understand why the original had more problems than Lords of Midnight ever did.
There are a number of bugs or oddities that I have chosen not to fix, these are because they are in the original. To players coming to the game anew, or even returning to the game without the same outlook of 30 years ago, some of the AI logic might not make a great deal of sense. I intend to address these issues in a later version by adding different playing modes.
The intention is to have the following playing modes, Original Spectrum, Intended Spectrum, Original C64, Updated.
Intended Spectrum will fix a couple of obvious bugs inherent in the original release, the main one being movement. There are some movement values that would change the way certain races move across particular terrain, for example giants and mountains, but these were never applied in the original due to a bug that referenced the wrong table.
The Original C64 will apply a couple of AI differences to the Spectrum version, namely the aforementioned movement issue. In C64 the functionality was added, but the terrains are different than the Spectrum Intended version. The other change would be that recruited lords start at dawn in the C64 version I believe. Please feel free to call out any other known differences ( apart from the sun 🙂 )
Updated will allow me to make a number of slight AI changes.
Firstly I will change the behaviour of fighting critters. I think it’s wrong that a lord with an army can be killed by a critter, especially on not much more than a flip of a coin. Currently a Lord’s army takes damage from the critter, which should remain, but a lord should not engage the critter until the army is wiped out.
Secondly, I will add some changes to make it less likely that a lord that you attack just continues on with their objectives and completely avoids a battle. I think that if they start the night in a location with an enemy army, there should be a large chance that they remain there and engage in battle. If they are near a location with an enemy army, there should also be a smaller chance that they will attack.