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Wizardry: Proving Grounds of the Mad Overlord News

Hotfix 0.2.1

  • New Identification System now automatically rolls to identify enemies as the original game did instead of requiring the player to use the Inspect Enemy action to do so. This makes the system more opt-in and the new system now provides an extra add to the original game instead of wholly replacing the original system.
  • An issue with button focus being lost when opening the spell tabs on the character sheet has been fixed. This issue was most obvious with characters who had spells on both the Divine and Arcane spell tabs. It was primarily affecting players playing with a controller.
  • Fixed missing chevron awarded on character sheet after defeating Werdna
  • Fixed a bug that was causing crashes or lock-ups when returning to town with a character with an AC of -10 or lower
  • Fixed a bug causing erroneous item awarding to fail if the item was initially awarded to a character with a full inventory (don’t worry - you always get all the items you roll now)

Update notes for Early Access Version 0.2

Hello from the Digital Eclipse Wizardry development team. We have made significant progress in addressing much of the feedback that we have received over the last six weeks. Early access version 0.2 of Wizardry contains some new features planned by our team as well as a few things we added as a direct result of your feedback — so thank you for your patience and support as we improve!

Here’s what you'll find in this update:

Full Mouse & Keyboard Support
Our initial release was heavily controller focused, but we promised mouse support in our first update. Now, you can navigate all the menus in the game using your mouse, as promised. We’ve also added keyboard shortcuts to many areas to reflect the button prompts in the original Wizardry game.

Save Slots
Players now have access to 5 save slots to mark their progress.

Revised Mini-Map
The mini-map should now better reflect your party’s awareness of their current surroundings. What you have seen is what you know. Still, The Maze can never be trusted, so be sure to have DUMAPIC available to cast whenever you suspect it might be lying to you.

New Enemy Identification System
Characters can choose to Inspect Enemies during combat to learn more about them (give that back row something else to do than Parry). Your party can now Identify, Observe, and Deduce new facts about the enemies they face. As they do, the information they glean will populate the all-new Bestiary!

The Bestiary
There’s now a Bestiary that includes profiles and information on all 101 enemies in the game. The bestiary ties directly into our new identification system, providing a means of reviewing what you’ve learned when encountering enemies so that you can better strategize against them in the future.

A side note to these two features: The original version of Wizardry contained a monumental amount of data, much of which was kept hidden from the player. Under the hood lies a deep, rich system that players would often intuit, but never really directly saw for themselves. Our new enemy identification system, combined with the all-new Bestiary, strives to bring some of that data to light and make the game a richer experience.

New Character Portraits
Elves, gnomes, dwarves — show yourselves! There are now 20 portraits for every lineage, for a total of 100 portraits.

Custom Character Portrait Support
If you want a truly personalized portrait, we’ve added a character portrait importer as a direct result of player feedback and requests. Here's how to import your own portraits into the game:

1. Create a 512x512px image (JPG, PNG, BMP, GIF) for your character's portrait. Please note that the final image must be exactly 512 pixels square, and animated GIFs are not supported.
2. Create a CustomPortraits folder in your Wizardry directory: \steamapps\common\MURPHY\murphy\Content\CustomPortraits
3. Copy your image files into the CustomPortraits directory.

When you launch the game, visit the Training Grounds and you'll find your custom portraits in their own gallery.

You can organize your images within CustomPortraits into folders, but the game will only recognize subfolders one level deep. For example, the images placed within CustomPortraits\Vampires will be recognized, but any images in CustomPortraits\Vampires\Sparkling will not show up in-game.

To start you off, here are 10 portraits of some of the scarier denizens of the Maze, suitable for your Halloween adventures:
https://drive.google.com/file/d/1MI2OzkK8cIYN8qtC_M1SV3jcqY4uzOt7/view

Bug Fixes
We've also included several quality-of-life and bug fixes based on the vast amount of feedback that we have received. We are actively monitoring the forums on Steam, so please continue to post your findings and feedback there — adding your voice in either venue is the best way to reach the team with your suggestions.

If you have reported a bug but you don't see the fix for your issue in this update, don't despair — we're keeping track and will continue to address more issues in future updates. More improvements are on the way, and your patience is appreciated!

Hotfix 0.1.0.3

WERDNA had a breakthrough warding himself against the madness of the amulet. He can now more easily differentiate between the loyal undead and pesky adventurers when unleashing the power of TILTOWAIT.

Hotfix 0.1.0.2

  • Fixed uncommon issue in combat that was causing the game to soft lock
  • Fixed bug with HP generation at level up that was artificially keeping character’s hit points lower than they should have been
  • Highlight on enemies for selection can now be seen even when the enemy is unidentified
  • Changed MADI effect so that it no longer unpleasantly, rapidly flashes
  • When casting spells in camp, the last spell cast will remain selected after the spell effect completes
  • Message at Inn detailing the experience needed to level up now requires a button press to dismiss, preventing the player from accidentally selecting to rest again when attempting to dismiss the message
  • Strafing in the dungeon can now be done by using the shoulder buttons OR the triggers
  • Length limit on character names increased to 16 letters
  • Fixed Trebor misspelling in Main Menu (“Trbor” sux.)
  • Updated game credits
  • Fixed an issue related to characters removed from the roster remaining in their active parties (including when starting a new game!)


Hotfix 0.1.0.1

  • Fixed an issue that was preventing new spells from being awarded properly when leveling
  • Possibly addressed an uncommon issue that was causing save data to be overwritten by default data (Please let us know if you still see it - we're having trouble reproducing it!)
  • Addressed the unnecessary launching of VR applications
  • Fixed some legacy UI timing around chests that should reduce the likelihood getting into a bad state that would prevent you from opening chest (A proper fix is "coming soon")
  • Reduced a potentially long delay, under certain situations, when the legacy UI was communicating a surprise round