VOGONS


King's Bounty improvements

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Reply 20 of 31, by yevrowl

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Jinxter wrote on 2026-07-22, 19:11:

My Sierra SCI0 driver reduces resolution from 320x200 to 160x200.

It looks so-so...

The attachment V6355D.png is no longer available

For a mode like this, the entire tile set probably needs to be redone.

÷)

Reply 21 of 31, by yevrowl

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Here's the first map created in the editor (the 416.CC and 256.CC files are required to view it) —

The attachment map.7z is no longer available

— adjusted the first pair of continents and generated and edited the second pair.

Last edited by yevrowl on 2026-07-26, 00:39. Edited 4 times in total.

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Reply 22 of 31, by yevrowl

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Jinxter wrote on 2026-07-22, 19:11:

My Sierra SCI0 driver reduces resolution from 320x200 to 160x200.

Does it support 320×200 at 16 colors?

eM-!3 wrote on 2026-07-21, 16:23:

Giants were useless already as they are available on last continent when it's too late to want them in the army. Archmages are not available in numbers so they required Clone spell to be useful in late game when they become available. Without fly ability there is no reason to have them.

Updated the patch; now the logs are populated according to levels: 1 -250, 2 - 200, 3 - 150, 4 - 100, 5 - 50. Thanks a lot.

÷)

Reply 23 of 31, by yevrowl

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The map and editor have been updated, now version 1.1.

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Reply 24 of 31, by yevrowl

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Enjoy testing version 1.02.


┌────────────────┬───────────────────┬───────────────────────────┐
│ 320x200 │ 640x200/400/480 │ 720x348/350 │
├────────────────┼───────────────────┼───────────────────────────┤
│ M - MCGA │ W - SVGA │ I - Hercules color │
│ V - VGA │ X - XGA │ H - Hercules monochrome │
│ E - EGA │ 8 - IBM 8514/A │ R - Orchid monochrome │
│ C - CGA │ G - PGC │ 3 - 3270 PC │
│ Z - Composite │ S - Sigma ├───────────────────────────┘
│ T - Tandy │ A - PC1512 │
│ P - Colorplus │ D - DEB │
│ Q - Quadcolor │ O - Olivetti │
│ B - GP II │ Y - WY-700 │
└────────────────┤ N - NGA │
└──────────────────┘

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Reply 25 of 31, by yevrowl

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Work on the release of version 1.03 continues:

┌──┬───┬────────────────────────────────────────────────┬──────────────┬───────────────┬──────┐
│##│Run│ Title │ Mode │ Game │ Ver. │
├──┼───┼────────────────────────────────────────────────┼──────────────┼───────────────┼──────┤
│01│ C │ IBM Color Graphics Adapter (CGA) │ 320x200x4 │ 320x200x4 │ 1.01 │
│02│ Z │ IBM Color Graphics Adapter (Composite) │ 320x200x16 │ 320x200x16 │ 1.02 │
│03│ E │ IBM Enhanced Graphics Adapter (EGA) │ 320x200x16 │ 320x200x16 │ 1.00 │
│04│ V │ IBM Video Graphics Array (VGA) │ 320x200x256 │ 320x200x256 │ 1.00 │
│05│ M │ IBM Multi-Color Graphics Array (MCGA) │ 320x200x256 │ 320x200x256 │ 1.00 │
│06│ T │ Tandy Graphics Adapter (TGA) │ 320x200x16 │ 320x200x16 │ 1.00 │
│07│ 2 │ STB Graphix Plus II (Tandy DGDA) │ 320x200x16 │ 320x200x16 │ 1.02 │
│08│ K │ Amdek MAI │ 320x200x16 │ 320x200x16 │ 1.03 │
│09│ P │ Plantronics ColorPlus │ 320x200x16 │ 320x200x16 │ 1.02 │
│10│ Q │ Quadram Quadcolor │ 320x200x136 │ 320x200x136 │ 1.02 │
│11│ L │ Philips :YES │ 320x252x16 │ 320x200x16 │ 1.03 │
│12│ 4 │ IBM 3270 PC Color │ 360x350x4 │ 320x200x4 │ 1.02 │
│13│ 3 │ IBM 3270 PC Monochrome │ 720x350x2 │ 640x200x2 │ 1.02 │
│14│ H │ Hercules Graphics Card (HGC) │ 720x348x2 │ 640x200x2 │ 1.00 │
│15│ I │ Hercules InColor Card (HICC) │ 720x348x16 │ 640x200x16 │ 1.02 │
│16│ R │ Orchid Graphics Adapter │ 720x350x2 │ 640x200x2 │ 1.02 │
│17│ A │ Amstrad PC1512 │ 640x200x16 │ 640x200x16 │ 1.02 │
│18│ 1 │ Tecmar Graphics Master (TGM) │ 640x200x16 │ 640x200x16 │ 1.03 │
│19│ O │ Olivetti M24 / AT&T PC 6300 │ 640x400x2 │ 640x400x2 │ 1.02 │
│20│ N │ NCR Graphics Adapter (NGA) │ 640x400x2 │ 640x400x2 │ 1.02 │
│21│ Y │ Wyse WY-700 │ 640x400x4 │ 640x400x4 │ 1.02 │
│22│ D │ AT&T Display Enhancement Board (DEB) │ 640x400x16 │ 640x400x16 │ 1.02 │
│23│ B │ Persyst / Emulex BoB/16 │ 640x400x16 │ 640x400x16 │ 1.03 │
│24│ S │ Sigma Designs Color 400 │ 640x400x16 │ 640x400x16 │ 1.02 │
│25│ G │ IBM Professional Graphics Controller (PGC) │ 640x480x256 │ 640x400x256 │ 1.02 │
│26│ 8 │ IBM 8514/A │ 640x480x256 │ 640x400x256 │ 1.02 │
│27│ W │ Super Video Graphics Array (SVGA) │ 640x480x256 │ 640x400x256 │ 1.02 │
│28│ X │ IBM Extended Graphics Array (XGA) │ 640x480x256 │ 640x400x256 │ 1.02 │
│29│ 9 │ Number Nine Revolution (NNR) │ 640x480x256 │ 640x400x256 │ -- │
│30│ U │ MDSI Genius VHR (Micro Display Systems) │ 728x1008x2 │ 640x400x2 │ 1.03 │
│31│ - │ Yamaha V6355D │ 640x200x16 │ 640x200x16 │ -- │
│32│ - │ Intel 82786 │ 640x480x4 │ 640x400x4 │ -- │
│33│ - │ Scion PC 640 │ 640x400x16 │ 640x400x16 │ -- │
│34│ - │ Conographics Cono-Color Adapter (M-40) │ 640x400x16 │ 640x400x16 │ -- │
│35│ F │ Vectrix Midas (PC-VX) │ 672x480x512 │ 640x400x256 │ -- │
└──┴───┴────────────────────────────────────────────────┴──────────────┴───────────────┴──────┘

÷)

Reply 26 of 31, by yevrowl

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The editor has been updated to version 1.2; full-featured map generation is now available, including towers and bridges.

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Reply 27 of 31, by yevrowl

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The editor has been updated to version 1.3.

Executable —

The attachment kbme.7z is no longer available

Source —

The attachment kbme-src.7z is no longer available

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Reply 28 of 31, by yevrowl

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Updated patch 1.01 for installation on any known version of the game:
1. Two further improved CGA palette combinations have been added to the existing eight: the so-called ‘third undocumented’ palette in both dim and bright modes.
2. When launched in CGA mode on EGA/VGA/SVGA/MCGA, 4-colour and 3-colour palettes have been added; the replacements have been made for numbers 6 and 7.
3. The exploitative SL 6, which prevented lower-level creatures from defeating demons and dragons, has been removed.
4. Skills, attributes and costs for all creatures have been rebalanced.
5. Creatures have been reclassified according to their morality groups.
6. Castle troops are now found amongst the wandering recruitable units.
7. All wandering and villainous units are now high-morale armies and/or themed.
8. Flight is now restricted to winged creatures: archmages can no longer fly, and sprites do not possess lift.
9. Gnomes now possess a magical shot with half the power of their melee attack.

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Reply 29 of 31, by yevrowl

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Here’s what can add to the editor if you’re editing not only the save file but also the game’s executable file:

01. Castles: the X and Y coordinates of all 26 castles and King Maximus’s castle, as well as the continent on which each castle is located (where the Castle Gate teleports you).
02. Towns: the X and Y coordinates of all 26 towns, but not the continents (where the Town Gate teleports you).
03. Town Gate: the square where the spell places the hero for each town.
04. The boat landing at each town (where the hired boat docks).
05. Disembarkation points on each of the 4 continents when travelling by boat.
06. Archmage’s alcove — not recorded in a table, but directly in the code (continent 0, square 11, 19); can be moved by editing three numbers in the code.
07. Signposts: the texts of all 71 signposts (22 + 21 + 15 + 13 per continent).
08. Troops (25 types): morale group, strength level, health points, number of moves, weekly pay and hire price, as well as growth in lairs.
09. Damage in combat — and, separately, the damage shown on the unit information screen: these are two different tables; they differ, with ranged units’ damage listed in a separate table.
10. Villain units: five units: type and number.
11. Reward for capturing villains.
12. How many villains are on each continent.
13. Starting gold, pay and army size for each of the 4 hero classes.
16. Promotion: how many villains must be captured; increases to leadership, pay, maximum spells and magic power; which unit grants Instant Army.
17. Number of days per game on each difficulty level.
18. Spell costs.
19. Names of castles, towns and villains; their profiles; artefact descriptions; and victory and defeat messages.

Clarifications:

1. The game identifies a castle or city solely by its X and Y coordinates; it does not check the continent, and if castles on two different continents occupy the same grid square, the one with the lower number will be opened.
2. The actual location of a castle or city on the map is stored in the save file (this is already handled by the editor), whilst the EXE file contains information on ‘what kind of castle or city it is’. Moving a castle or town requires editing both the save file and the executable file together.
3. The text of a marker is selected not by its cell, but by the order of markers on the continent: top to bottom, left to right; if a marker is added or removed, the texts of the following markers will shift.

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Reply 30 of 31, by NancySadkov

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If anything I would suggest remastering graphics. Modern image and video editing models are extremely faithful and flexible - they can change minor details, while producing high quality smooth pixelart animations.
mwgip4g.jpeg

Reply 31 of 31, by eM-!3

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I'm not an anti AI guy but this is pure AI slop. Both Knight and Paladin with two helmets.