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Caravel Forum : Other Boards : Crystal Shard Games : Heroine's Quest 1.2.1 bugs and suggestions <spoilers> (Just finished the game as a rogue (1st playthrough) bugs and suggestions)
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cyberkinetic
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Registered: 05-30-2014
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icon Heroine's Quest 1.2.1 bugs and suggestions <spoilers> (0)  
Hi guys,

Love the game, was a big fan of the original Hero's Quest: QfG. I just did a playthrough as a rogue and beat the game (with some help from the walkthrough PDF and forums) and I have a small list of things I recommend for the next patch. I played it on 1.2.1 off steam.

Bugs:
1) If you move the quest along to the troll invasion, you can warp using the figurine (or escape using the secret exit). Either way, I took a nap at the adventurers guild (because at first I thought I needed to talk to the Jarl). Then the heroine would freeze on the spot and game over as the troll invaded the M-city.
2) After starting the last chapter, the game will stay at night almost indefinitely (?) until the troll boss is encountered (and you're locked into the final zone. You're unable to sleep in the inn in M-city (didn't try F-city) but you can still sleep at the apple tree. Fortunately you'll wake up at midnight even if you select dawn.
3) Presumably, not being able to steal the eye from Sigurd if you haven't talked to him about it. I might be wrong, but I obviously wasn't able to enter there again as I already stole the silverware.
4) I got rid of the bridge troll, and he left. I once jumped across the river when the troll wasn't around and the text for the troll being confused still happened despite the troll not being around.

Suggestions:
1) In many cases when the plot moves you forward, is there some way to make sure the user has a chance to rest up? I forgot to give the healing apple to the guy in the tower because it was midnight once I exited the town. I understand that urgency is the key, but I also believe in user friendliness. While old-skool makes sense, it's also nice to not always rely on the save/load mechanic to make a game work. It would be nice to have some kind of confirmation box before major plot movers? I'm still thinking about a good solution and I know it's not a big deal but...
2) On the note of user-friendliness, during the final fight with the last boss, after you climb the column, it would be nice to have a timer (or more actions) to figure out that you have to jump to the column as the "throwing dagger" you use isn't actually being thrown (why?!). It's frustrating.
3) Rogue daggers need some upgrade against harder hitting mobs, I know rogues aren't meant for combat, but when the magical staff hits harder (not spells) than your daggers against druags it's depressing. Perhaps the Coral or some other material that gets unused (extra dragon scale?), or even the pick could be used as an alternative weapon? Either way there's a lot of potential here, and I don't understand why the rogue should really have a hard time with combat early on (and to be honest, later). I played on normal difficulty.
4) There's plenty of food in the game later, but it would be nice if herbs and mushrooms grew back eventually.
5) Robbing Snorri was amazingly hard on timing because he "turns around" before tending to the fire, and I kind of wish it took him a tad bit longer with it, I barely got into the barrel. I would've given up if the walkthrough didn't tell me exactly what I needed to do. Can there be a small fix for this?
6) This is just me, but I'm a fan of multiclassing and the hybrid approach. May be loosen the class specific requirements to a few things instead? I don't even mind if it's made as an option or a new game plus thing, it would be nice to get things like blink, the holy sword (see comment on weapon), or a few more spells that weren't available as long as the programming didn't interfere - since they didn't have alternative rogue rewards.
7) New rogue moves: I have no idea how they really helped, I couldn't find any obvious documentation on it either. Hamstring was a weird move that I didn't understand could be meaningfully used. Perhaps some extra documentation and/or training?

These are the ones that stuck to me as I played through the game. Once again, thank you for sharing the game! I enjoyed it greatly.

[Last edited by cyberkinetic at 05-30-2014 04:09 AM]
05-30-2014 at 03:49 AM
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Caravel Forum : Other Boards : Crystal Shard Games : Heroine's Quest 1.2.1 bugs and suggestions <spoilers> (Just finished the game as a rogue (1st playthrough) bugs and suggestions)
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