Wizardry Proving Grounds v3.0 - Database Changes
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Author: E. Labelle (email:snafaru@zimlab.com)
Release date of this document: 03 Aug 2023


Note: These are the database fixes. Code fixes and enhancements are also included in the release.


Web Site:	https://www.zimlab.com/wizardry/proving-grounds-v3


GitHub:		https://github.com/snafaru



Here are a few of the of the database fixes, many more below.
-------------------------------------------------------------

- Easter egg enabled.
- Special encounters enabled.
- Fixed misspellings.
- Items and monsters.
- Treasure tables (rewards).
- Level 4 south west now accessible.
- Fixed walls/doors and encounters.



The starting point for the scenario databases is the pristine version 2.1 of 22-JAN-82 from A-Woz-a-Day on the Internet Archives.



The starting point for the disk images are the ones with Serial Number ?????? since those are the only ones that are pragmatically workable to apply fixes, and write back to floppies if desired, without too much hassle.



Scenario side fixes - details.
==============================

Changes by Eric Labelle.
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- Scenario Pascal disk name changed from WSV2.1: to WSV3.0.


Maze fixes.
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Maze level 2 fix:
- At North 13, East 1, there is a one-way door to the east. Changed it to a wall. Otherwise, it lets the player grab the gold key free by bypassing other required quest items.

- The elevator was misplaced at North 9, East 10. It has been moved one square South to North 8, East 10.


Maze level 4 fixes:
- At North 10, East 3, enabled the requirement for having the Gold Key to pass. The Gold Key was already set to be used on this level but never enabled. This matches the way another quest item is required to pass in those same corridors.

- At North N7, East 3, changed the south wall to a door. Finally, after 40 years, the player has access to that area. This incidentally fixes a game-breaker issue where if the party gets teleported there, they would have been stuck and would have had to disband the party if they had no means to teleport out. At least now they have a fighting chance to make it out.

- The one-time special encounter in the room starting at North 14, East 12 of level 4, gives you the Deadly Ring in the treasure chest upon winning the fight against the monsters. A game play issue is fixed pertaining to the case where if you fail to disarm and therefore set off either of the "Alarm" traps, your party gets no treasure at all, thus defeating the point of your party getting the Deadly Ring. That trap have been disabled.


Maze level 6 fix:
- Enable and always show easter egg at North 7, East 19:
  Special 6 SP Feature 1 159 0 > Special 6 SP Feature 1 159 -1


Maze level 7 fixes:
- Enabled three special messages (tied to the special encounter following on the same floor) to appear 4 times each instead of never:
  Special 11 SP Feature 1 166 0 > Special 11 SP Feature 1 166 4
  Special 12 SP Feature 1 167 0 > Special 11 SP Feature 1 166 4
  Special 13 SP Feature 1 168 0 > Special 11 SP Feature 1 166 4

- At coordinates North 09, East 02, changed the attribute from "Corridor" to "Room" for the special encounter with Fire Dragons to trigger when entering the room instead of never happening.


Maze level 8 fixes:
- At coordinates North 4, East 19, there is a one-way door that is completely impossible to use because the entrance side is solid rock (Information from DDG Ahab). Changed it to a regular wall.

- Monster table 3 had two entries reversed by mistake (Information from DDG Ahab). That made encountering some monsters extremely unlikely. The corrections make the encounters happen as intended. Here is how this is shown in different tools.

The Big M	WizardryApp		Wizardry	Entries Entries
					Coding		Before	After
---------	-----------		--------	-------	-------
PTR		Minimum			MINENEMY	50	50
CLASSIZE	Range Offset		MULTWORS	 3	10
CLASSMAX	Extra Ranges		WORS01		10	 3
ELEMENT		Range Size		RANGE01		10	10
PROB		Extra Range Odds	PERCWORS	35%	35%


Maze level 9 fixes:
- At North 0, East 7 and East 9, are two very small enclosed areas. This was a game-breaker. If you got teleported there and did not have any teleport spells left, you were stuck and had to disband the party. Changed the two walls north of these to doors instead.



Monster fixes.
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- Maelific - Number of appearances changed from 1d0+1 to 1d1+0. A zero sided die does not exist.
- WERDNA - Turned on resistance to befriending. WERDNA is not your friend. It was silly to encounter a friendly WERDNA. This works in Wizardry PG v3.0 where a code fix has been done to take in account that resistance.



Items fixes - Short list (Complete list of name corrections in Appendix I).
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- Corrected misspelling, the other corrections are for the sake of consistency with all of the other items.
#	Old True Name	New True Name
21	Scroll/Kantino	Scroll/Katino	> Corrected misspelling
36	Chain -1	Chain Mail -1
49	Chain + 2	Chain Mail +2
52	Helm +2 (Evil)	Evil Helm +2
59	Blade Cusinart'	Blade Cuisinart	> This is a reference to the kitchen appliance
75	Chain -2	Chain Mail -2
82	Evil Ssword + 3	Evil S-Sword +3 > Changed alignment from UNALIGN to EVIL
85	Lords Garb	Lord's Garb
86	Murasama Blade	Muramasa Blade	> Corrected misspelling

- Cursed items in Boltac's store do not show for sale, which is normal, therefore corrected this oversight to quantity 0 (Information from DDG Ahab): Item 30, Short Sword -1, quantity in store changed from 1 to 0.

- Item 64, Evil Shield +3 armor class has been improved from 5 to 6 to be consistent with the armor protection of all the other shields.



Items fixes - Weapon amount of swings.
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Wizardry does not take in account an amount of swings of 1 on a weapon since that is the minimum anyway. For the sake of consistency with other items, changed the amount of swings from 1 to 0 for the following items:
#	True Name
30	Short Sword -1
31	Mace -1
32	Staff +2
33	Dragon Slayer
58	Staff/Montino
68	Short Sword -2
71	Staff -2



Item fix - Lord's Garb.
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The Lord's Garb was flagged to grant critical hits and 2x damage towards weres, undead, and demons, but it wouldn't since the game code only checks weapons for these flags. These attributes have been removed from the Lord's Garb.



Treasure Tables (Rewards). Original analysis by DDG Ahab.
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- Note: Code fix number WC022 for this in the Pascal source code has been implemented Wizardry Proving Grounds v3.0. So, here we have only two changes to do.

Here are before and after tables showing each reward and corresponding ranges, with what the items' drops were set vs. what was meant to be and then their actual result:

Old Rewards Tables before code fix WC022:

				Min	Range	Intended	Intended	Actual		Actual	
				Index	Range	Minimum		Maximum		Minimum		Maximum
18C				79	13	80		92		81		93
19C				78	13	80		92		80		92


New Rewards Tables after code fix WC022, with Min Index and Range corrections:

				Min	Range	Intended	Intended	Actual		Actual
				Index		Minimum		Maximum		Minimum		Maximum
18C				80	12	80		92		80		92
19C				80	12	80		92		80		92



Conclusion.
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You can play with all these fixes as well as code fixes and game enhancement in Wizardry Proving Grounds v3.0.

It can be downloaded here: https://www.zimlab.com/wizardry/proving-grounds-v3

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/



APPENDIX I - Complete Items Spelling Corrections
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#	Old True Name	New True Name
17	Long Sword+1	Long Sword +1
18	Short Sword+1	Short Sword +1
19	Mace+1		Mace +1
21	Scroll/Kantino	Scroll/Katino	> Corrected misspelling
22	Leather + 1	Leather +1
23	Chain Mail + 1	Chain Mail +1
24	Plate Mail + 1	Plate Mail +1
25	Shield + 1	Shield +1
34	Helm + 1	Helm +1
37	Breast Plate-1	Breast Plate -1
42	Long Sword + 2	Long Sword +2
44	Mace + 2	Mace +2
48	Leather + 2	Leather +2
49	Chain + 2	Chain Mail +2
50	Plate Mail + 2	Plate Mail +2
51	Shield + 2	Shield +2
52	Helm +2 (Evil)	Evil Helm +2
59	Blade Cusinart'	Blade Cuisinart	> This is a reference to the kitchen appliance
62	Evil Chain + 2	Evil Chain +2
63	Neut P-Mail + 2	Neut P-Mail +2
69	Dagger + 2	Dagger +2
77	Shield - 2	Shield -2
81	Evil Sword + 3	Evil Sword +3
82	Evil Ssword + 3	Evil S-Sword +3	> Changed alignment from UNALIGN to EVIL
85	Lords Garb	Lord's Garb
86	Murasama Blade	Muramasa Blade	> Corrected misspelling
89	Evil Plate + 3	Evil Plate +3
90	Shield + 3	Shield +3



APPENDIX II - Complete Monsters Spelling Corrections
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#	Name		New Name	Plural		New Plural	Generic Name 	New Generic	Old Generic Plural 	New Generic Plural
20	Lvl 3 Ninja			Lvl 3 Ninja	Lvl 3 Ninjas	Kimonoed Man			Kimonoed Men
21	Were Bear	Werebear	Were Bears	Werebears	Bear		Animal		Bears			Animals
26	Wererat				Wererats			Wererat		Animal		Wererats		Animals
29	Priestess			Priestess	Priestesses	Priest				Priest			Priests
34	Grave Mist			Grave Mists			Unseen Entity			Unseen Entity		Unseen Entities
36	Werewolf			Werewolves			Wolf		Animal		Wolves			Animals
37	Shade				Shades				Unseen Entity			Unseen Entity		Unseen Entities
39	Minor Daimyo			Minor Daimyos	Minor Daimyo	Man in Armor			Man in Armor		Men in Armor
43	Spirit				Spirits				Unseen Entity			Unseen Entity		Unseen Entities
51	Major Daimyo			Major Daimyos	Major Daimyo	Man in Armor			Man in Armor		Men in Armor
70	Fire Giant			Fire Giants			Giant				Giant			Giants
81	Fire Dragon			Fire Dragon	Fire Dragons	Dragon				Dragon			Dragons
82	High Priest			High Priest	High Priests	Priest				Priest			Priests
85	Hatamoto			Hatamotos	Hatamoto	Man in Robe			Men in Robes
86	Vampires			Vampires			Unseen Entity			Unseen Entity		Unseen Entities
95	Vampire Lord			Vampire Lords			Unseen Entity			Unseen Entitys		Unseen Entities
96	W E R D N A			W E R D N A			Man in Robes			Man in Robes		Men in Robes



