here is the porting directly from the nintendo switch version, some content had to be made compatible with the 2007-2008 build of the PC, some content had to be made from scratch since the switch version use different way to integrate sprite graphic in the game. Tools i used (nintendo switch rom extractor + unreal engine extractor + sir ninja RotP port and the base game as a reference to create from scratch the missing xml files)

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all files in 1 single zip file. just extract it in the game folder.

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puzzle quest the legend returns (for PC) (2.0)
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Bloody_Kenshiro
Bloody_Kenshiro - - 21 comments

I appreciate you continuing to polish this great mod with even more fixes and even a super convenient package! you are great.

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En1gmah
En1gmah - - 22 comments

I believe I have possibly discovered a bug in this build. When entering a battle with a Pegasus on the map, the shield appears and the axes cross as the encounter begins, but the game immediately crashes afterward. I am using the primary mod files and the double income and 90% off mod.

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Bloody_Kenshiro
Bloody_Kenshiro - - 21 comments

Do you think you could test with just the mod itself? also do you think you could post your save somewhere? I'd like to help the author test this.

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Guest
Guest - - 689,190 comments

I'm not that guy, but if it helps: It literally only happens with the random map encounters and not quest encounters on specific nodes. I was able to farm the pegasus quest without issue, but running into a roaming one crashed my game.

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Bloody_Kenshiro
Bloody_Kenshiro - - 21 comments

Hopefully it's not something hardcoded to the .exe, as that's probably unfixable unless the .exe itself can be salvaged from within the TLR version.

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Bloody_Kenshiro
Bloody_Kenshiro - - 21 comments

This helps, I'll let the author know, thanks.

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dremor8484 Author
dremor8484 - - 35 comments

i posted a version of the offending file, without pegasus random encounter. (doesn't exist in the unmodded game too)

Mediafire.com(mod).zip/file

my goal is still to release the raw and fixed files as essentials... and then offer single-topic mods that can be optionally used

i think i should take little steps to avoid a mess ^^

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dremor8484 Author
dremor8484 - - 35 comments

as a temporary fix use this file
Mediafire.com

another solution is to delete the file with the same name inside patches folder

i removed the encounter...

here is what the file does, it is an optional file

status effect, 1Energized, energize, now gives board's yellow/2 life each turn and no longer stacks with itself.
status effect, 1Reflection, reflection, now deals back half damage received up to 10 damage STATUS_1REFLECTION_DESC
bard, spell, S1SP, Song of Pain, turn doesn't end SPELL_SSNK_DETL(SPELL_S1SP_DETL)
bard, spell, S1FR, Song of Fear, reducing their abilities SPELL_S1FR_DESC

S1WH, Wild Hunt, stars/2 battle skill instead of stars/3
S1TR, Track like, S1CO but for green instead of blue

E1PG, added a Pegasus encounter between Stormreach and Storm Hills

K1Q0, Trouble in K'Tarn, starts at level 25(20)

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of course i removed 2 files about pegasus, so it doesnt spawn randomly anymore, like in the unmodded game

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Bloody_Kenshiro
Bloody_Kenshiro - - 21 comments

So there was never meant to be an encounter like this, that's why it bugs out?

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dremor8484 Author
dremor8484 - - 35 comments

yeah, pegasus does not exist as a random encounter.

i wanted to find a way to always have a chance to capture rare monsters...

at the moment, while i play, i keep notes on which monster is rare, i plan to release in the future a quest polish mod that helps in the capture of rare monsters among other things...

by the way, at the moment i finished up a minimod that boost fear status effect, and a minimod that makes researching monster spells easier: Mediafire.com

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Bloody_Kenshiro
Bloody_Kenshiro - - 21 comments

Very good changes! thanks for streamlining things (learning spells has always been somewhat tedious in my book). Do these go on top of the patch you posted just above? (the pegasus fix one).

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dremor8484 Author
dremor8484 - - 35 comments

just place these files in the patches folder and it should work.

status effect fear gives -100% to all skills instead of -50%

and the quantity of mana needed to learn a monster spell should be reduced.

probably at the end of june i will be able to release a 3.0 version, with a refund mechanic that gives back any extra mana spent casting a researched spell.

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Bloody_Kenshiro
Bloody_Kenshiro - - 21 comments

These compilations you make are very handy, for sure.

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Guest
Guest - - 689,190 comments

Hello. Revenge of The Plague Lord dlc says that the level cap is set to 60 levels. In this build it stays at 50 levels, rendering most late game encounters not fun. Can you please fix that?

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Bloody_Kenshiro
Bloody_Kenshiro - - 21 comments

The mod changes how many stat points you start with and how many stat increases cost in such a way that it is equivalent to having extra levels. There is no cap change (that is hard coded to the PC version's executable) but you get comparable benefits anyway.

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scoutboy83
scoutboy83 - - 12 comments

i used to played this and legend of the warlords.but now couldnt find anywhere could you help me please...

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dremor8484 Author
dremor8484 - - 35 comments

this mod goes on the 2007 pc version, and unlocks 2 expansions with 9 extra classes.

i am also working on a better refined version, but i will need more months

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Bloody_Kenshiro
Bloody_Kenshiro - - 21 comments

I know it's a gargantuan task, but looking forward to the combined/refined effort!

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dremor8484 Author
dremor8484 - - 35 comments

if you want to give a peek to what i have done so far...
here is the current mod, i still need to refine all spells and quest chains before releasing it as 2.5 version.

Mediafire.com

you should unzip this in a new installation of puzzle quest, copy and paste, since this is an unfinished mod.

as a new mod there is a companion mod that makes each companion lower monster resistances by 5%, if you manage to have 2 companions trigger against a monster (example undead and elf)
the monsters get -10% spell resistance to all colours.
this should make boss fights, and expansion fights less frustrating, due to less spell resisted.

at the moment only the warlock class has revised spells, and the monsters up to almost the end of chapter 2 + rotpl quests have the updated spells.

spells have cost updated, including cooldown.

a spell that raise a skill, now also has a bonus effect based on the skill raised

a spell that burn mana now also deals damage to hitpoints based on quantity of mana burnt

disease can also damage hp up to 4, poison now also reduces maximum hitpoints

the warlock has 2 new unique spells: Mana Blight as a mirrored version of Mana Burn

and Toll of Death as a unique version meant to replace charm spell, you can still learn charm spell from harpy

there is a refund mechanic, when you cast a learnt spell or a mount spell, you gain back the extra mana cost... it now works for 212 of 272 spells, but unfortunately it is buggy on those spells that change the mana of the caster... and i am fixing them when i find them... i am currently 92 of 272 of the second check pass.

the idea is to:
1) finish the spell cost revamp mod, with added mana burn and extra skill boost effect

2) finish and fix the mana refund mechanic for researched and mount spells

3) finish polish on the quest chain.

---
releasing as version 2.5
---

make a proper item mod with 20% item price of the unmodded game, not there is a mod with 10% item price of unmodded game as a temporary solution

make an item mod that gives extra effect to skill boost

make a rebalance of companion trigger condition and benefits.
for example: based on the squire companion you choose you can have 20% spell resistance of one color, or 5% resist of all colours... instead of the currently sad bonuses

this includes updating the monster tags "undead" "elf" "flying" and check how many monster each tag is able to "hit"

squires should appear often, not always.
no matter which squire you choose, it should have the same chance to appear to help, giving 20% of an element resist, or 5% to all

i would also like to add a shaman class, inspired by puzzle quest 3, the shaman class would have as unique core feature a heal over time and a spell damage that lower both hitpoints and max hitpoints...

poison bolt
channel poison
heal over time

edit: i forgot the bounty system
bounty system, a repeatable quest giving no xp, but gold based on level and 1 random item.

when you take the quest, a specific random encounter monster does not disappear and wait to be slain...
useful to capture a particular monster, when you want without the need to wait to meet and defeat it 4 times.

example you reach a city, inside there is a bounty for imp, it is optional, you can take it infinite times, you use it to be able to capture imp and learn its zap spell... each time you slain the imp you get some gold and 1 random item.

the imp monster appears on the road as a "random" encounter

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Bloody_Kenshiro
Bloody_Kenshiro - - 21 comments

Wow you put a lot of thought into this already! I'll give it a go as a separate installation, thanks!

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