Yup there are several cases of npc reacting to your race, for example if you are the same race as the agent recruiter in the starting town he gifts you some money to start off. It is not very oftent you get it but when you do it is cool
readme for the old version said:In this folder you can find the original development version of The Quest for PC.
It was not really intended for release, it was mainly used for developing the game,
while we created the Palm and PocketPC versions of the game in 2006. Even the iPhone
version is newer, with updated content relative to this version.
Nevertheless, we offer it as a glimpse into the past (and original graphics) of The Quest.
To run it, just unzip TheQuestOld.zip into any empty folder, then start TheQuest.exe.
You might need to run it as administrator.
The game is fully playable, from start to finish, but the save files it creates are not
compatible with either the iPhone version or (especially) with regular PC version.
IMPORTANT: We offer absolutely no support for this version. You are on your own.
On that note, I'm running intro trouble with hostile spellcasters. Closing the gap is obviously in my best interests, but unlike archers their damage output doesn't go down once I'm in melee. Is there a way to close the distance faster than just advancing forward and taking damage with every step? Is there a Jump spell or something similar?
Steam Workshop & new expansion from Zarista!
The Quest now has Steam Workshop integration! Expansion worlds can be created with the newly available editor and released on the Workshop. (Tutorial)
If you are more interested in playing, a brand new world, "Thor's Hammer" from Zarista Games is also available!
Or you'd rather have a vacation? The tutorial world "Vacation" is also playable. Short but fun!
Elendil / Redshift [developer] 22 Feb, 2017 @ 8:51am
Glad you are enjoying the game!
We are working on The Quest 2 already.
You can find more information on our forums (link is on the main menu of the game . And if you follow us on Twitter and/or Facebook, you'll know about any developments.
We expect to be finished in this year, if everything goes really well. If not, next year.
The gameplay will be similar to Quest's prequel, Legacy: you will be able to control a party of heroes.
Re: The Quest II
by Elendil / Redshift » Sun Sep 10, 2017 6:25 pm
We are working. It'll take a very long time. We'll write when appropriate.
Sylon might write some more, I prefer not to. (Even if there are plans or even things done, a lot can change. We'll definitely try and give more information, but I think we prefer to work to talking about the work.)
Re: The Quest II
by Sylon / Redshift » Sat Jun 09, 2018 7:44 am
Sorry for not posting any news since a while... We are working on it, of course. Sometimes it's faster, sometimes it slows down because other tasks in our life. But we're working on it with Elendil. Only two members and a huge-huge game. It will be bigger than TQ1 of course, and TQ1 still took 2 years to complete with 3-4 members and no other tasks.
For Elendil, it means that he's alone with programming the whole game engine with the world editor from the very beginning, no reused TQ1 stuff this time, it will be a brand new, much more flexible and modern game. For me, just drawing all the graphics in such a high resolution means years of work, for example (partly because this time anything will be much better animated), but at last I can see the light at the end.And it's just a part of my task, I have to finish the writing and build the whole world with the editor.
Some details for the graphics, just to let you see the amount of work I have to put in: TQ1's monsters just had one animation, from the front, as you see them walking and attacking - 1-2 attack frames, one hurt frame, and that's all. It doesn't look too realistic... So in TQ2 I drew and animated them from all sides, also they have at least 3-4 different, smooth attack animations (for better strategy variations and gaming experience), etc. To take it to numbers: one TQ1 monster had about 10 animation frames, while one TQ2 monster has about 80-100 frames.
As for NPCs: in TQ1 you can see 2 men, 2 women and 1 child walking on the streets. In TQ2 you'll see at least 25-30 totally different NPC types. Also you will see (and hunt) animals here and there, etc. I have to draw them all.But I'm near the end, fortunately, I think on this Summer I'll finish all the graphic work at last, and on this Autumn I'll start to build the world itself with the editor - so don't expect screenshots before Autumn.
Unfortunately, no. It's pretty bland.So is it as amazing as it looks?
Care to elaborate?Unfortunately, no. It's pretty bland.So is it as amazing as it looks?