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Dear GoG

I think it's great that you brought some of these games back, but there seems to be too many glitches. I could not complete Curse of the Azure Bonds becasue:
1) Spells seeme to be inaffective. I noticed when I protect my characters with nuetralize posion, they still get poisoned and die; that should not happen.
2) The last battle with Tyranthraxus is almost near impossible. I played it 1990 and finished the game with my friend.
If you are hasted, THE PLAYER SHOULD HAVE FIRST STRIKE. I'm about level 10/11 so it should be a competative battle. However, without the first strike you cant get a spell out in time. Why the heck are wands so weak. I dont remeber them being less effective. Invisibity should raise lower your AC by 5 points, why is the enemy still able to get spectacular shots? I played the real D&D, haste you get first strike and invisbilty is suppose to lower your AC! For some reason, enlarge will not work for the final battle; therefore making the last battle impossible.

C'mon, if you going to make the efferot of remaking the game, them do it ALL THE way! I hope it's not like this in the third series. I'll just have to call it quits becasue of errors.
This question / problem has been solved by krachtmimage
The games were always like this. They were amazing back in the day, but not quite up to expected standards today.
Also, if you are using any tools like Gold Box Companion, that is known to introduce some extra bugs as well, so try without that.

1) I think you need to cast neutralize poison AFTER the party member has been poisoned and before the battle ends (i.e. it's a cure spell not a protective spell)

2) Last time I played this, the battle with Tyranthraxus was actually a lot easier than some of the previous battles. I would suggest changing your tactics around a bit to try out a few different strategies, one of them will probably work better.
Post edited December 01, 2018 by rmeakins
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rmeakins: The games were always like this. They were amazing back in the day, but not quite up to expected standards today.
Also, if you are using any tools like Gold Box Companion, that is known to introduce some extra bugs as well, so try without that.

1) I think you need to cast neutralize poison AFTER the party member has been poisoned and before the battle ends (i.e. it's a cure spell not a protective spell)

2) Last time I played this, the battle with Tyranthraxus was actually a lot easier than some of the previous battles. I would suggest changing your tactics around a bit to try out a few different strategies, one of them will probably work better.
Thanks for the reply..however to the best of my recolection from almost 30 years ago, they were not always like this on the commadore 64.

1) You can't cast neutralize poison after the party members been poinsed; that's impossible. It's instant death when you get poisoned. The defense spell neutralize poison should cancel out the poison roll.

2) Again, the last battle should be cometative, but only if the enhanced spells work. On the Comadore 64, when I played POR and CAB haste gives you first strike which will allow you to cast Fireball or defensive spells to even the score somewhat. Enlargement and invisibilty is suppose to lower your armor class becasue the margoyles can it you up to three times. Without the first strike, invisibity and enlargement what tactics are left?? I have wands, but the effectiveness of wands SHOULD be of your characters intellegence. So fireball wand wont even eliminate the enemy.

I'm sorry. I have to respectfully disagree. It's almost like the Quality and Assurance (Q&A) wasn't done properly becasue I'm seeing bugs in Hillsfar.
Post edited December 02, 2018 by MAJLich
1. rmeaking is right. It's not very intuitive, but if you cast Neutralize Poison on a character that is Dead due to poison, the spell will revive him if cast within a certain time (need not be during the battle).
The Slow Poison spell will slow the Poison, and can be useful if you don't have the 4th level spell, but is not too far away from a Temple.

2. Haste does not grant first strike in the computer versions of AD&D. Not the Gold Box games, at least. What's important is the Dex stat, which governs Initiative. Your spell casters at least should have 18 Dex.

What do you mean Enlarge doesn't work?

The last battle is far from impossible. It's downright easy compared to the last battle in Pools of Darkness.
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PetrusOctavianus: 1. rmeaking is right. It's not very intuitive, but if you cast Neutralize Poison on a character that is Dead due to poison, the spell will revive him if cast within a certain time (need not be during the battle).
The Slow Poison spell will slow the Poison, and can be useful if you don't have the 4th level spell, but is not too far away from a Temple.

2. Haste does not grant first strike in the computer versions of AD&D. Not the Gold Box games, at least. What's important is the Dex stat, which governs Initiative. Your spell casters at least should have 18 Dex.

What do you mean Enlarge doesn't work?

The last battle is far from impossible. It's downright easy compared to the last battle in Pools of Darkness.
What I'm experiencing is when I cast enlarge, it says " It didn't work on the character". I cast the before the battle while encamped. Same with the other spells and the haste and invisibility, but they seem to work because before battle the characters age. I didn't think about the Dexterity attribute; that's a good point. I could be assuming what is applied in the role playing D&D the rules we applied to what the AD&D game may be. I always apply intelligence to spellcasters for extra damage. I have 16/17 dex so the haste should have made them go first, but if thats not the rules then so be it.
Never tried to nuetrilize the poison when character dies. OK. well I'm may have to try some diffrent things becasue many players seem to be saying the same thing you are. THanks for the tips
Enlarge doesn't age characters, Haste does,

And INT doesn't affect damage output, character level does. INT determines max level of the spells the mage can learn. You need 18 to learn lvl 7 spells.
Globe of minor invulnerability grants immunity to low level spells. If spells fail on a character, you may have cast this spell and forgotten. The effect is very literal, and the affected character will become immune to beneficial spells, too. Globe of (minor) invulnerability is very useful but should be used with care.

In the IBM PC version, characters transferred from Pool of Radiance to Curse of the Azure Bonds suffer from a bug that prevents some of their stats from being modified. This primarily affects the enlarge spell. You can use a hex editor or the Gold Box Companion to fix the CotAB saved game. Instructions are in other threads here.

It's possible to go through the entire series without cheating or abusing exploits. However, your characters should prioritize having a high dexterity to gain initiative. Whichever side gains initiative will likely nuke their opponents with consecutive fireballs. Haste and invisibility will mitigate this, but they aren't a complete substitute for high dexterity.
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PetrusOctavianus: Enlarge doesn't age characters, Haste does,

And INT doesn't affect damage output, character level does. INT determines max level of the spells the mage can learn. You need 18 to learn lvl 7 spells.
Nobody ever said Enlarge ages players...
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krachtm: Globe of minor invulnerability grants immunity to low level spells. If spells fail on a character, you may have cast this spell and forgotten. The effect is very literal, and the affected character will become immune to beneficial spells, too. Globe of (minor) invulnerability is very useful but should be used with care.

In the IBM PC version, characters transferred from Pool of Radiance to Curse of the Azure Bonds suffer from a bug that prevents some of their stats from being modified. This primarily affects the enlarge spell. You can use a hex editor or the Gold Box Companion to fix the CotAB saved game. Instructions are in other threads here.

It's possible to go through the entire series without cheating or abusing exploits. However, your characters should prioritize having a high dexterity to gain initiative. Whichever side gains initiative will likely nuke their opponents with consecutive fireballs. Haste and invisibility will mitigate this, but they aren't a complete substitute for high dexterity.
AHA! Yup that's the missing piece! I knew there was SOMETHING I was missing. Thank-you krachtm!
Post edited December 03, 2018 by MAJLich
1. Cast Slow Poison during battle (with caution because your character will stand up with 1 HP) and Neutralize Poison after battle. It's guaranteed to work.

2. Cast Haste and invisibility on party before entering the door to the final battle and back your party up to the upper right part of the map, where monsters will move and attack you one by one and you will be protected by a wall between your party and the boss. Invisibility will keep them safe from extra attacks for moving away from enemies reach.

3. Slay Living works on Tyranthraxus.
Post edited January 28, 2019 by cetaveira