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Featuring the GRAMMY® Award-winning score by Winifred Phillips!
Wizardry: Proving Grounds of the Mad Overlord is a full 3D remake of the first game in the legendary Wizardry series of RPGs.
The first party-based RPG video game ever released, Wizardry: Proving Grounds of the Mad Overlord was a direct inspiration to series like Final Fantasy and Dragon Quest. Digital Eclipse's revival preserves the appeal of the classic, with many upgrades for modern role-playing game fans.
Dungeon Crawling, Deluxe
Craft your own party of adventurers and head into the labyrinth at the behest of the mad overlord Trebor, in search of the amulet stolen by the evil wizard Werdna. Battle groups of challenging enemies, avoid hidden traps, and make your way deeper into the dungeon as you prepare for the ultimate battle: Facing Werdna himself.
Commitment to Accuracy
Wizardry: Proving Grounds of the Mad Overlord is built directly on top of the original 1981 game's code. Although it looks all new, underneath the hood is the authentic game. You can even view the original Apple II interface as you play.
Challenge Without Hassle
While the well-known difficulty of the enemies has not been altered, quality-of-life improvements have been added in every area. Party management, navigation, spellcasting, and combat have all been significantly enhanced.
A Legend Reborn
If you're just discovering the legendary Wizardry franchise, Wizardry: Proving Grounds of the Mad Overlord is the perfect jumping-in point for new players. Series veterans will love the gorgeous new graphics and sound, and the streamlined interface.
Digital Eclipse Entertainment Partners Co. use of certain elements from Proving Grounds of the Mad Overlord have been authorized by SirTech Entertainment Corp.
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- Update notes for Early Access Version 0.3 | Blessings of Cant (13/12/2023)
Well met, adventurers — it's time for another update to our reimagined version of Wizardry: Proving Grounds of the Mad Overlord. This time we've tried to focus on player feedback as much as possible, and we're expanding some of the core systems of the game to make the experience more forgiving — but only if you want it to be! Let's dive into what's new.
Expanded Inn & Temple Functions
Two key buildings in town have been enhanced. All the features of camp can now be accessed in town at the Inn, and you can now rest your whole party with one button press. At the Temple of Cant, you'll find resurrection prices are a little more generous based on the experience of the character you're trying to bring back to the land of the living. What's more, The Temple priests can now restore experience to characters who have been affected by Level Drain.
Old School Menu
The Old School Menu has become increasingly important as we try to respect the Wizardry experience as each individual player might remember it — a computer game, a console game, or just an RPG that they're experiencing for the first time. These options have expanded, and are important enough that we've split them into their own menu. There are many, from how your starting attributes are distributed to how you prefer to see your characters increase in level — but they are all explained in-game, so hover over each one and see which options best suit your style of play. Don't forget you can also use presets for Original and Classic Console, which is an easy way for experienced players to make the game match what you remember!
Character Recruiting
You'll need all the help you can get in Werdna's dungeon. Stop by Gilgamesh's Tavern and you'll find adventurers waiting to be hired to join your party. Some of them are bargains, while some of them will charge more gold for their expertise – but they're worth every penny.
New Combat Arena
In addition to more animations and final textures added to the game, you'll quickly spot a new combat arena. Enjoy fighting for your life in this colossal cave!
Save Slot Improvements
The previous update brought save slots into existence; this time we're giving players more control over them, including the crucial ability to copy them into other slots. We know backing up your party is important!
Updated Combat Logic
In the original version of Wizardry, it was not uncommon for your mage to lock in a spell, only to see your target enemy perish before the mage had a chance to act — and by the time the rotation reaches the mage, the precious spell slot is wasted on nobody and nothing. To address this, our team has added new logic to automatically redirect attacks that would otherwise be squandered. Here's how it works in various situations:
If you would have attacked an enemy that's already dead, you will instead attack a different enemy in the same group.
If you would have attacked an enemy group with no living members, you will instead attack a different enemy group.
If your spell would have targeted an enemy that's already dead, you will instead target a different enemy in the same group.
If your spell would have targeted an enemy group with no living members, you will instead target a different enemy group.
If no enemies are alive, no spells will be cast (and no spell slots are consumed).
All this and the usual bug fixes should make this update a significant one, with smoother gameplay and more personalized options for players who are veterans to the franchise as well as new adventurers. We appreciate your continued feedback in the Steam forums; we may not always be able to respond directly, but we are reading everything, and we hope we're proving that we are acting on your comments, criticisms, suggestions, and bug reports.
Due to the big December holidays, we expect our next update to take a little longer than our usual two-month cadence. Currently, we're planning to release the next update in March. We'll post a Roadmap before too long, but in the meantime, enjoy the latest content, keep sending in your feedback, and enjoy your holidays!
The Wizardry Team at Digital Eclipse
Hotfix 0.2.2 (03/11/2023)
Fixed an issue where starting equipment was not being given to new characters upon character creation.
Hotfix 0.2.1 (01/11/2023)
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 (26/10/2023)
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:
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.
Create a CustomPortraits folder in your Wizardry directory: \steamapps\common\MURPHY\murphy\Content\CustomPortraits
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 (27/09/2023)
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 (20/09/2023) Fixes
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 (18/09/2023) Fixes
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.
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