They don't suffer any debuffs for that?
They do.
But two extra debuffed dudes are still better than no extra dudes at all
They don't suffer any debuffs for that?
Just finished Wiz6. How much bigger is Wiz7? From what I've heard starting Wiz7 is a pretty huge time investment.
Just finished Wiz6. How much bigger is Wiz7? From what I've heard starting Wiz7 is a pretty huge time investment.
Nope, nothing happens. Turning them in gets you a lot of Exp though.
It's called Wizardry. Quotes from the manual of Wiz6: "Journey to the Land of Wizardry"..."In the underground caves of Wizardry one might just find whole groups of Gnomes in their natural habitat"...."Nearly the smallest of all races found within Wizardry"Has the name of the world on which the first six Wizardry's take place ever been mentioned anywhere?
Imagine if it was complete and the big battle becomes an hour longer because now you gotta wait for all your NPC buddies to take their turnsRegardless of who you ally with, no one ever shows up at ascension peak to help you.
And now I learned that slowing down cycles in DOSbox when you pick locks is considered "a cheating", yeah because savescumming is better when everything get jammed amrite?
I might be spoiled with popamole trash but I don't see how to deal with lockpicking without borderline exploits.
First impression - dealing with interface and going through menus felt like a hassle.
But then I realized modern games are not better in that department. At least I can fight and cast spells by tapping well placed keys. Can't say the same about modern games unless Interface Designer (r) was MMO addict andcopy-pasted 1-5 button mashing crapwas inspired by them and made same crap in his game.
I think Wiz lost a lot when it adopted a save anywhere system. I think tension for these types of games is crucial, and it is impossible to enforce tension when it's possible to just save and reload at will when things go south. Even if people cheated back in the day (by duplicating save files before adventuring), as planned, I think it's as close to a perfect system as can be. The game needs to save its state constantly and not allow for selective reloading.
Sorry but just no. This makes me think you haven't played that much Wizardry 1-3. Do you realize the number of instakill possibilities in those games?Sure, but it's part of the larger trend in RPGs to move away from resource-management challenges and focusing more on character building or combat tactics. In the older Wizardries the battles are never that hard, it's a question of how many spells/hitpoints you're willing to spend on this encounter, how far you are from an exit, how long you need to go before retreating, etc.