Knights and Dragons - The Endless Quest

Complete Knights & Dragons: The Endless Quest 3.3

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you have to click the blue download button:
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then you have to click on the free download button
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then you have to wait 20 second, and the download will start automatically. if not click on the download file button.
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bonus: look what captcha i've got? lol  :D the end is near
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Clicking on the right or wrong button makes no difference, I have tried both. You mention the " CLICKING ON THE WRONG BUTTON " when the only button to click is the priority one as the other one is currently stuck on "20 seconds " as it always was. Please don't use awful upload sites :(

Try http://www.multiupload.nl/

It's the only thing holding back an amazing looking game :)

Tried IE : You should Sign Up or Login to use this feature for free downloads :p
 
4shared has always worked well for me, i don't know, maybe is a matter on nationality- anyway, i've uploaded the 3.1 version on multiupload, here it is the link-

DOWNLOAD VERSION 3.1
- fixed the missing initial stage in "The Arcade Quest: The Tower of Doom" and "The Arcade Quest: Shadow over Karameikos".
- fixed sahuagin enemies, now they can be hit repeatedly.
- fixed Wizard's Meteor Storm spell, now it can't be blocked by enemies.
 
sweeet! I'm about to finish the main game on my android, and now you release a new version, just when I'm about to start the game again? :D

After playing it for a while longer, I must say, I love this game. I do play with infinite lives, I'm a cheater, I know, but I love playing to unlock quests and new heroes. And now that I've had some practice, I think I can try the game as it is meant to be played.

I also have one nitpick. Before you added the new heroes, the Elf was the mix of warrior (archer) and magic user, like the original d&d elf used to be. But now, you have the Bard, and I think some of the elf's spells are better suited to the trickster theme of the minstrel. It's got invisibility already, but I think summoning illusions (projected image) and polymorphing enemies to frogs would work best for the Bard. The Elf could instead focus on being a better archer, with only limited magic abilities. More Legolas, less Gandalf. Just a thought. ^^
 
Still has bug with earthquake of cleric , I use it but cost no magic ...
 
Thanks a lot for this module, as a huge fan of sword&sorcery plus king of dragons,knights of the round,magic sword etc..and an old school fan of AD&D too I really am enjoying this mod...it really gives the old school feeling of the older D&D adventures....

But I noticed some things too:

I noticed a lot of bosses comes from king of dragons, and they are..how should i say..easier compared to their original counterpart in king of dragons.

The minotaur doesnt have the energy wave from his axe swings, his charge is slower, and he doesnt jump around...same for the orc king who would jump a lot and his flails had greater reach.

The master assassin who are the knights bosses doesnt walk faster and doesnt throw their multiple stars

The wyvern I fought in the forest didnt spew fireballs nor it did the flying move where he disappears and suddenly comes from the air with his claws....i noticed the bosses doent have any kind of interrupt moves...you can keep beating them on for really long..the only thing that interrupts you are the endless minions...

It kinda makes the game easier...I dont mean to criticize just pointing some things out, as I am sure as time goes this game will keep improving ( Streets of rage remake only got the original games and enemy/bosses feel with their V5 release).

But as the game stands its REALLY good I recognize most the sceneries from cadillac and dinosaurs,shadow over mystara,tower of doom,night slashers etc...your scenery is really amazing....

I do agree with beto´s statement, I guess the elf archer should have more archer skills and the bard gets more trickery spells and the fighter and dwarf more ´´meele´´moves instead of magic ones...

Anyway those are just my opinions, the game itself is pretty amazing for a fan work....today rpg developers should look this open BOR game and see how the adventures are TRULY done  ;)
 
thanks for the comments, guys.

new update

DOWNLOAD VERSION 3.2

- fixed the cleric heartquake special move, now it correctly cost 60 mp.
- fixed arpy and pterodactil bboxes during attacks.
- fixed Arthur, Lancelot and Perceval special moves involving Merlin.
 
Still not auto save at endless mode (with all char unlock) .
Thief invisible not cost magic.
 
thanks, i will fix thief in the next release.

in the meantime, can you be more specific about this autosave you are talking about? i don't understand what you mean  ???
 
Pierwolf said:
in the meantime, can you be more specific about this autosave you are talking about? i don't understand what you mean  ???

Just save I mean , game not save in that mode. After you end game in pause menu (in this mode : endless quest with all char unlock) when return you start from begin.
 
MoonGemXP said:
Pierwolf said:
in the meantime, can you be more specific about this autosave you are talking about? i don't understand what you mean  ???

Just save I mean , game not save in that mode. After you end game in pause menu (in this mode : endless quest with all char unlock) when return you start from begin.

ok i tink you refer at an old bug of the engine, pratically it reset map scripts when you load a game. i can do nothing about it, your only solution for now it's to play it unpacked.
 
Something for the next update.
There are a couple of typos in the text throughout the game, nothing major (though it shows you are not a native English speaker), except for one thing, in the How to Play, where you say some moves are "aviable" instead of "available".
 
Magic sword DEFINITELY would be awesome...but the game is one sided...so i guess it wouldn´t work...warriors of fate are eastern/chinese based and it wouldn´t fit good with knights&dragons european world ( altought i DID saw saw some houses that were present in warriors of fate in some levels of knight&dragons)

My only suggestion would be like I said in my earlier posts add some kind of interrupt move to bosses, since you can keep hitting them and only the minions can distract otherwise you would beat the boss mercilessly...

Example of interrupt moves....the wrestler boss from streets of rage 2 Ababede...if you keep hitting him he would do an move where he would scream and open his arms wide hitting you and interrupting your combo...altought i admit he did this TOO often but it is an example...I am sure pierwolf being an old school beat em up player knows what I am talking about

And add the combat ability of the bosses from king of dragons since the present ones move too slowly, are lacking some of their original moves etc...

Anyway this must be an programmer´s hell and I know it would be really difficult to implement...but not criticizing nor anything just making some suggestions....

 
Your mod is awesome but also wanting to try your last update, 3.2?links down. Can you fix that please!!Again, great mods Pierwolf!!  8)
 
erf_beto said:
Something for the next update.
There are a couple of typos in the text throughout the game, nothing major (though it shows you are not a native English speaker), except for one thing, in the How to Play, where you say some moves are "aviable" instead of "available".

ouch, you're right. i will fix it! thanks erf_beto!  :)

neueziel said:
Magic sword DEFINITELY would be awesome...but the game is one sided...so i guess it wouldn´t work...warriors of fate are eastern/chinese based and it wouldn´t fit good with knights&dragons european world ( altought i DID saw saw some houses that were present in warriors of fate in some levels of knight&dragons)

My only suggestion would be like I said in my earlier posts add some kind of interrupt move to bosses, since you can keep hitting them and only the minions can distract otherwise you would beat the boss mercilessly...

Example of interrupt moves....the wrestler boss from streets of rage 2 Ababede...if you keep hitting him he would do an move where he would scream and open his arms wide hitting you and interrupting your combo...altought i admit he did this TOO often but it is an example...I am sure pierwolf being an old school beat em up player knows what I am talking about

And add the combat ability of the bosses from king of dragons since the present ones move too slowly, are lacking some of their original moves etc...

Anyway this must be an programmer´s hell and I know it would be really difficult to implement...but not criticizing nor anything just making some suggestions....

magic sword is another favourite of mine, but apart from the 2d scrolling, the graphic are too smalls to fit correctly with K&D, on the other side, i've used some resources from warriors of fate, like some stages and some frankenspriting.

for the bosses thing, i've tried to do the bosses taken from king of dragons, more "realistic" to the D&D rules, for example, the wyvern doesn't shoot fireball from his mouth in the world of d&d. besides, the minotaur and orc king are low level bosses in this game, so i've made them a little weaker then the original counter parts.

for the interrupt moves thing, i've made this on some enemies, like the master assassin and the lizardmen king for example, but i've made it happens not so often exactly to avoid the problem you say about that wrestler boss from streets of rage 2; besides i like more the dramatic battles in witch the coward bosses fight togheter with their minions to avoid direct battle  ;)
anyways maybe i will thing some other things based on your feedbacks, thank you neueziel  :)

BALDOGON said:
Your mod is awesome but also wanting to try your last update, 3.2?links down. Can you fix that please!!Again, great mods Pierwolf!!  8)

i don't get it, the link works for me  :o

anyway i will post soon the 3.3 version witch will contain some important fixes

Stay tuned!  :)

EDIT

UPDATE 3.3

DOWNLOAD VERSION 3.3

- fixed the thief invisibility special move, now it correctly cost 55 mp.
- fixed the initial stage of arcade modes, now the magic staffs spawned will be equal to the initial number of players.
- fixed some mistakes in the moveset lists.
- fixed enemies magic missiles, now it last 1 second on screen instead of 2 seconds.
- added a new attack while on horse to hit enemies behind (simply press attack button with left direction pressed).
bonus: it's time for the poor knight to shine while on horse, he's now the fastest and strongest while on it. after all, in the ancient times the knights and their horses were trained to be like one in the battlefield :D
 
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