Wizardry O'Connor's Mine v3.2 - A Wizardry Scenario by Joel Fenton - Database Changes
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Author: Eric Labelle (email:snafaru@zimlab.com)
Release date of this document: 14 April 2024


Note: These are the database fixes, several to fix game-breaking issues.

Note: Code fixes, game play enhancements, and quality of life improvements are also included in this release as it is using the Proving Grounds v3.2 game engine. Reference: https://www.zimlab.com/wizardry/proving-grounds-v3

Download Site: https://www.zimlab.com/wizardry

Warning: The following may contain spoilers.


Scenario side fixes - details
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Scenario name fix
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- From O'Connors Mine to O'Connor's Mine.


Items fixes
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- #23 Viking Shield reduced AC from 4 to 3. In line with other items.
- #33 Armet +2 improve AC from 3 to 5. In line with other items.
- #47 Viking Shield+1 improved AC from 3 to 4. In line with other items.
- #75 Plate Mail +4 reduced AC from 12 to 11. In line with other items.
- #97 Charred Skull_ renamed Charred Skull.


Maze fixes
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Maze level 1 fixes:

- At south-east area, removed the pits. This was a game breaker because hitting 9 pits before continuing meant a depleted party that stood little chance to retrieve a needed item which essentially meant Malor was the only sensible way to bypass the pits and accomplish this part.


Maze level 5 fixes:

- At E17 N15 and E6 N3 Special #5 from Special Feature 68 0 -1 to Special Encounter 68 0 -1. Enables the encounter with monster #68 Cothonian(V). 


Maze level 7 fixes:

- At south-west area, removed the pits. This was a game breaker because hitting 4 big pits before continuing meant a depleted party that stood little chance to retrieve a needed item which essentially meant Malor was the only sensible way to bypass the pits and accomplish this part.


Maze level 9 fixes:

- Fix error where an entire area except south-east was set to room. This caused two game breaking issues. First, it prevented the two set encounters the original author programmed since you arrive in this area via a chute which cancels the special encounter trigger. And second, it caused a minimum of twenty encounters along the way to level 10 with no respite, this was way too much for any party to handle.


Maze level 10 fixes:

- Added an escape route back to the castle in case the party is depleted and cannot continue.


Monster fixes
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- Removed autokill on all monsters except ninjas and final boss. This was a game breaker. #14 Wolf, #36 Cave Rat, #40 Olive Slime, #46 Water Beetle, #48 Minotaur Lord, #49 Rock Giant, #50 Killer Crystal, #54 Acid Slime, #57 Puff Fungus, #59 Vampire Bat, #60 Sewer Rat, #70 Capybara, #76 Stone Elemental, #78 Chthonian(VI), #79 Lesser Demon, #80 Styx Devil, #83 Death Fungus, #85 Gehenna Devil, #89 Chthonian(VII), #90 Mystic Mushroom, #92 Flack, $96 Spawn of Hades, #99 Greater Demon. 
- #41 Spectre, removed level drain, encountering 18 of these will put a dent into your youthful exuberance, game breaker. The original author probably wanted to make this a challenge... it really meant a reboot in real game play, not fun.
- #59 Vampire Bat, removed level drain, encountering 8 of more of these level 15 monsters was a game breaker with all having level draining capabilities.
- #73 Vampire, changed level drain from 2 to 1, appearances from 1d6 to 1d3, partner odds from 20% to 0%. Encountering 12 or more of these level 14 monsters was a game breaker.
- #78 Chthonian(VI) removed call for help, game breaker on level 10.
- #80 Styx Devil, removed level drain, encountering several of these monsters was going overboard.
- #83 Death Fungus, removed level draining, game breaker, leave this level draining stuff for the undead to do.
- #85 Gehenna Devil, removed level draining, this level 50 monster meant instant draining as there is no way to stop it from touching you, game breaker.
- #95 Vampire Lord, changed level draining from 4 to 1. Go easy there Mr. Lord, level 13-15 characters are playing this game.
- #96 Spawn of Hades, removed level draining, enough vampires in this game can do that already. Reduced partner odds from 35% to 0%. These level 30 monsters with 90% magic resistance are very hard to beat already, more of them is a complete game breaker.
- #99 Greater Demon, removed level draining, enough vampires in this game can do that already.


Conclusion
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This scenario includes all the fixes above as well as code fixes and the game enhancements of the Wizardry Proving Grounds v3.2 game engine.

It can be downloaded here: https://www.zimlab.com/wizardry

If you have more fixes for Wizardry, please let me know.

Thank you.

Eric Labelle (Snafaru)
Email: snafaru@zimlab.com
Web Site: https://www.zimlab.com/wizardry
GitHub:	https://github.com/snafaru
