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Just found this patch on the internet and some rather [url=http://www.weekendwastemonster.net/crpgs/eye/eye.html]infos. Is anyone here who has experience with the patch and could give some more infos?
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viperfdl: Just found this patch on the internet and some rather [url=http://www.weekendwastemonster.net/crpgs/eye/eye.html]infos. Is anyone here who has experience with the patch and could give some more infos?
I've tried this patch.

It changes the first level a bit. Nothing drastical, just replaces a wall with an unopenable door and things like that. But then it fucks you hard in the beginnig of the second level, as it turns an item that should be a grey key into a stone, effectively ending the game for every party that did not bring a thief along.

I would not consider this a patch as in 'it makes the game better', but a mod at best as in 'it makes the game different, possibly worse'.
Post edited August 28, 2015 by stryx
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viperfdl: Just found this patch on the internet and some rather [url=http://www.weekendwastemonster.net/crpgs/eye/eye.html]infos. Is anyone here who has experience with the patch and could give some more infos?
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stryx: I've tried this patch.

It changes the first level a bit. Nothing drastical, just replaces a wall with an unopenable door and things like that. But then it fucks you hard in the beginnig of the second level, as it turns an item, that should be a grey key into a stone, effectively ending the game for every party that did not bring a thief along.

I would not consider this a patch as in 'it makes the game better', but a mod at best as in 'it makes the game different, possibly worse'.
Oh, ok. Thanks for the info.
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viperfdl: Just found this patch on the internet and some rather [url=http://www.weekendwastemonster.net/crpgs/eye/eye.html]infos. Is anyone here who has experience with the patch and could give some more infos?
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stryx: I've tried this patch.

It changes the first level a bit. Nothing drastical, just replaces a wall with an unopenable door and things like that. But then it fucks you hard in the beginnig of the second level, as it turns an item that should be a grey key into a stone, effectively ending the game for every party that did not bring a thief along.

I would not consider this a patch as in 'it makes the game better', but a mod at best as in 'it makes the game different, possibly worse'.
It seems that you could have missed the key at level 1.
I started a party in ver 1.9 without a thief... To renew my memories :)

The key is just placed differently. Please see below.
No mistake was made. Just for the lovers of old games at GOG, ^^

( mini FAQ v. 1.02)

Eye of the Beholder Unofficial ver. 1.9 'Stone Gem' edition

Q1. I have no thief in the party, level 2 has no grey key on the floor. Am I stuck?

A1. The grey (silver) key needed for level 2 locks can be found on level 1. A party
without a thief must kill a kobold holding it. Return to level 1 if you missed this
soon sorry kobold.

From the 'Fallen Rocks' starting location take the path marked with the 'Entrance'
rune on the east wall to get to him. He is within the big group of 5 kobolds behind
the next door. If you took another route through the northern door (not 'Entrance')
you may get to their room from the other side, from the south and western passages.
Bottom line: without a thief you will have to take keys from their dead bodies...

The game is perfectly playable without a thief. NO significant item will be missed.

Q2. I love that +5 'Severious' sword found on Beohram body but it's nowhere around.

A2. The monsters felt the might of 'Severious' and hid it in a secret compartment
in a room filled with monsters. Maybe you arrived to late to find it on the corpse.
You will have to bash some heads to get it, no free +5 swords on the ground, sorry.
They did not carry away the remains or the plate armor of Beohram, though.
As he was a bulky guy.

Q3. Where's Tyrra the Elf ranger girl? The CB says her remains are on Mantis level.

A3. It's hard to be a dead Elf on a Mantis level. Mantis warriors have a well-known
taste for elves as the 'Monster Manual' says it. Picked clean by the Thri-Kreen her
bones were given burial since Thri-Kreen are a sentient race with a strong warrior
culture. And they are not into gnawing on bones, either. So Tyrra as a warrior and
a worthy opponent got a burial within the Skeletal Lords reaches of the Drow, lev.7
- making her posthumous salvation slightly difficult.

To make things even more complicated whoever did that also dumped some cursed 'elf'
drow bones there. So please don't confuse the bone sets. But she's worth it, in the
demo version 1.0 and in 1.9 she has 600,000 experience points, level 10 Ranger with
98 HP, not those crappy numbers from the final game release.

Q4. Did you make ANY fun new items at all?

A4. Not really. I just preserved a few things that are present in the demo ver. 1.0
Item.dat file and that function OK. So I removed that 'Stinking Cloud' scroll which
crashes the game but I have kept the Wand of Curing, 2 of these, on the Kenku level
(it looks like a wooden Kenku staff). It functions like а Cure Serious Wounds spell
but is intended to be used by mages. Both have a fair amount of charges - nothing
game breaking in any way. Transferable to the EotB-II The Legend of Darkmoon, could
come real handy on the Nightmare level and they don't take many slots like potions!
Detect magic does not work on them but these sticks are short: they occupy only the
primary hand slot. This is a dead giveaway that this is not a standard Kenku staff.

Another example is the 'Scepter of Kingly Might'. I assume it was intended as a part
of curing the Dwarven King quest somehow not finished in the game. But I reassessed
the melee "+" value of the Scepter. It thansfers as a simple, non-magical mace into
EotB-III. But its name is very similar to the Rod of Lordly Might found in AD&D 2nd
Ed. DMG book. According to it the Rod of Lordly Might can be used as a +2 enchanted
mace. I did the same for the Sceprte of Kingly Might also fixing its magic aura. It
is now good as a front line weapon (alongside with Mace +3) to bash Skeletal Lords.

IIRC I've left a nice +1 or +2 staff near that nasty mage found on the Kenku level.
So if your single class mage, say, tries to stop Kenku magic missiles with a shield
spell (and his own body) he might also try to fend them off with the staff, huh.
If he or she has the robe of defense +5 and some "+" bracers this can even work OK.
Though that is better left to multiclass mages really and they have better weapons.

Something new might be made in version 2.0 that would have a working way out to the
surface and also include that animated Amiga endgame sequence presenting the eye of
Xanathar to the Lords of Waterdeep.

Q5. If I am starting the Trilogy playing ver 1.9 will it transfer OK to EotB II?

A5. Yes. All items and heroes transfer OK. You'll not be carrying many new items to
Temple Darkmoon but you'll carry along the joy of finding & using the Stone Gem ^_^

(c) Sleeper Grey ex-FIDOnet 2:5030/418.10
keeper of the Stone Gem and author of this version

---
"poison potions are odorless and can be of any color." (c)DMG
Post edited May 18, 2017 by the-grey-sleeper
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the-grey-sleeper: Something new might be made in version 2.0 that would have a working way out to the
surface and also include that animated Amiga endgame sequence presenting the eye of
Xanathar to the Lords of Waterdeep.
Is the unofficial v2.0 coming along? Any links to follow?

Also, know anything about this? (English translation of Q0/A0 of the russian FAQ from unofficial v1.9)
http://www.rpgcodex.net/forums/index.php?threads/the-eye-of-the-beholder-thread.34454/page-13#post-2397515
http://www.rpgcodex.net/forums/index.php?threads/the-eye-of-the-beholder-thread.34454/page-13#post-2397528
Post edited February 07, 2018 by r_lind
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the-grey-sleeper: Something new might be made in version 2.0 that would have a working way out to the
surface and also include that animated Amiga endgame sequence presenting the eye of
Xanathar to the Lords of Waterdeep.
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r_lind: Is the unofficial v2.0 coming along? Any links to follow?

Also, know anything about this? (English translation of Q0/A0 of the russian FAQ from unofficial v1.9)
http://www.rpgcodex.net/forums/index.php?threads/the-eye-of-the-beholder-thread.34454/page-13#post-2397515
http://www.rpgcodex.net/forums/index.php?threads/the-eye-of-the-beholder-thread.34454/page-13#post-2397528
So sorry, I did not see the notification about this message, uh, in time.
And I didn't visit this forum for -quite- some time...
In case you are interested, the answers. :)

It's hard to imagine how little is done in this sphere.
Many people tried re-making EoB 1 or 2 and, as this thread aptly says, it amounted to very little result.

---
http://eab.abime.net/showthread.php?t=65271

> Oh my! This is quite a mess! What about the EOB3 conversion for Amiga
> project by CFOU? I think this was discussed a few years ago when EOB1
> and EOB2 AGA have been released?

>> not really discussed, more coveted.
>> it amounted to nothing.
>> by the way, EoB 3 is not that interesting a game imho
---

The point is some programmers of this forum discovered even the way to code events in Level.inf files for Maze files.

That would give ALL(!) means to do anything. Like adding new point of exit to endgame sequence. Or addind puzzles and whatnot.

But to my knowledge, no big breakthrough or new versions followed up.

The big thread is here:
http://eab.abime.net/showthread.php?t=24436&page=14&styleid=4

I would not say it "amounted to nothing", though. In the theread above there are graphic screens useable for endgame. They were given away just in case someone might use them.

So what about me, here :) Little problem is, I did my EoB Demo based version mainly by mixing files from the Demo and Official 1.4 versions.
With some minor fixes to items and walls... I don't know real hacking. Among the advanced programmers from above threads I'm like a Psionic wild talent :)
I knew no hacking - but I discovered all I needed through logic, by comparing files and reading very little docs. (I even had no internet access in 2006! Horror.)

The only other person in my "project" was the programmer who gave me dunepak to get to the files. Too bad this programmer has produced just one piece of "magic" for the project: a patch that prevents the game from ending up if Xanathar is chopped to pieces.
As one may guess I never had a chance to use this trick...

As there is no exit really at level 1.
So if this patch is used, Zanathar getting killed, the party is locked in the dungeon.

I don't know .inf file coding so I can't restore the exit at Level 1, instead of that Avalanche picture. Which exists in the secret section of the 1-st level accessed through the Stone Gem portal.
Perhaps it was placed there where the exit to the surface was planned.

I can not say making the travel to the secret Level 1 section (in my version) is useless, however, because the party may at least -try- to follow the riddle words:
"The light of the stars sparkles in a gem. Follow one to see the other."

So they use the Stone Gem, go there, then they know that the riddle was right - and there was once a way out, but an avalanche ruined it...

Now they have to go and kill the beholder after all :)

Yes, I have read the Codex notes too. Seems nobody made new versions there, either. If you have any questions about that riddles or that FIDO EotB FAQ just ask. (I monitor this mailbox now!)

I'll see what I can do. ^^
Post edited October 29, 2019 by the-grey-sleeper
This may be a late reply, but you were right. I had overlooked the kobold carrying the key. I've played through the game several times since 2017 and I've always used the patch. It does make the game better. Thanks.

The GOG version has one advantage, though: The copy protection has been removed. The patch still has that hassle and I have to whip out the manual.
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stryx: This may be a late reply, but you were right. I had overlooked the kobold carrying the key. I've played through the game several times since 2017 and I've always used the patch. It does make the game better. Thanks.

The GOG version has one advantage, though: The copy protection has been removed. The patch still has that hassle and I have to whip out the manual.
Not at all too late, great to hear that! You are surely welcome.
It was a pleasure to do it. And some luck to get Demo files. :)

Beside this mysterious Stone Gem which is just present in the Demo item.dat file and occupies the second niche in the green 'Shindia' hall I think the original NPC layout was a nice find too.

In the 1.4 release version I was disappointed with Tyrra, for example. Clue Book says she died on Level 10 (out of 12) having HP total of 45.
A mage with 45 HP would be great on level 10... but -not- a front line fighter/ranger.

Just noticing one can have 45 HP from the very start of the game.
(By creating a Dwarven fighter; or 42 HP if the fighter/ranger/paladin is human.)
45 is -so poor- for a fighter at advanced levels really. Especially with high CON of 17 to 19.

"Demo" designers gave her 98 HP out of 120 possible for her at her Ranger level.
It surely takes into account her CON17, the best possible for elves.

This is much more credible. And suits her a bit arrogant speech, at resurrection. :)

And surely Beohram was a Paladin.
He clearly stated he did not even have a party like Tyrra. He came alone. Some healing is a must for someone who wants to fight alone, Dungeon Hack style. :) All his stats and Green holy symbol suggest it. And there is no chance really to fall from grace through evil deeds in this dungeon. (Beside attacking Dwarves which he obviously did not do.)

If one has Beohram in the party long enough he will even gain one first level priest spell in addition to his 'lay on hands' healing. Great.

All in all I get the feeling someone 'butchered' NPCs in ver 1.4 giving them mechanically 45 HP.
45 to Anya, 45 to Taghor (CON19!), 45 to Kiergar (CON19!), 45 to Tyrra (CON17).

4 out of 9 NPCs have 45 HP in the release 1.4 version.

Illeria somehow got 52 HP despite the fact clerics do -not- get bonus HP from CON above 16.

Whoever did Demo figures for NPCs was -a more clever- person.
I was happy to keep this for my patch.

Finally, sure I had versions that don't ask the password. But I had a reason to use a version that has the password check in place.
I have encountered that bug when Anya or Tod Uphill bones did -not- disappear after their resurrection. It is a very disappointing bug. And it surely happened in some version without a password.
It might be too cautious on my part to think these things are connected. But I know in Ravenloft-1 hacking the password check results in a bad bug where all NPCs disappear at Barovia entrance.
(I wonder if the original coders did set up this hazard for potential hackers deliberately.)

So I did not want to risk to insert such a stupid "bone" bug in the game and I used the safest existing .exe as a base for ver 1.9.

I am happy to hear it is amazingly stable. :)

Yes I also have the original games and manuals of EotB-1 (2 sets really) but I have included a small 69 kB. patch of .pdf text into ver. 1.9 package.

It has some passwords so saving before level 2 and trying to advance once or twice will call for a password present in this paper. So that everybody could try it.

P.S.
I'm concerned now with patching some of Eye of the Beholder-III portraits.
As art direction changed in this game and some portraits are not a good sight.

There must be a way to recode some old portraits from games 1-2.
Post edited November 09, 2019 by the-grey-sleeper
It might seem I exaggerate the stupidity of NPC hit points (too many NPCs with 45 hp) in EoB-1 release version.

Here is a nice video, a EoB-1 release user resurrects all NPCs - one after another. And is shocked how useless they are.

https://www.youtube.com/watch?v=EE9q-EOqpbA

Well, Demo version proves it was -not- the initial plan. Such misery should not have happened at all.
Post edited 4 days ago by the-grey-sleeper