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Wizardry The Wizardry Series Thread

Dungeon Lord

Scholar
Joined
Oct 16, 2015
Messages
240
Wiz 6 is probably the ugliest of the core Wizardries.
This is very interesting.
And that is more interesting my eyes get used to almost any grafix.
After playing Wiz8 a begin Wiz6, lookimg at the grafix, oh no, this is ugly!
Nevertheless I begin playing and after a while the grafix does not bother me. It is perfectly acceptable.

By the way any new Wizardry-like game?
 

Reader

Scholar
Joined
Jan 28, 2018
Messages
191
Where Wiz6 lacks in grafics it compensates with great scenery descriptions. And prologue in manual puts you right in the mood.
The best gfx chip is your brain.
any new Wizardry-like game?
Come on dude, Grimoir has been around for several years already.
There are some japanese Wizardry inspired dungeon crawlers but those are not like Wiz.
 

Humbaba

Arcane
Joined
Aug 12, 2021
Messages
2,940
Location
SADAT HQ
this is where someone with the throwing skill comes in handy. use pandemonium powder. the range is super far and the sentries are monk class, so i believe they will be feared 100% (pandemonium can’t be resisted, it automatically hits them with fear, my fave spell in wiz8)
If I clobber just a few more Rapax my bard will be levelled enough to use chaos drone, so I'll be trying that one.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I created a tiny lua mod for wiz8 that stops respawns. Non-static enemies in Wiz8 are spawned from 'spawners', this disables the spawner after they've been activated once so each spawner will go off once, then (hopefully) never again.

https://anonfiles.com/V5Cdj1Wfxc/Respawninator_zip

HOW TO USE:
Extract contents into wiz8 folder, double click W8LaunchWithAgent.bat when starting the game instead of the exe

ADDITIONAL NOTES:
not compatible with other lua mods due to how the injector works. If this is an actual issue(are there other lua mods for wiz8?) I'll do something about it. The way the injector works is that it looks for a single file rather than loading multiple mods, I could write a small loader/event forwarding code to make it trivial to use multiple mods if needed.
It logs monster spawn activations to the cfagent.log file in the folder if you care to see if it's working.
From what I can tell from limited testing, the state of spawners is part of the savegame file so this should persist between area loads/savegame loads. If someone can find evidence to the contrary, I'll adjust the mod to account for this.

CFAgent.dll and CFInjector.exe aren't mine. If they cause your PC to blow up, blame it on the guy who makes the cosmic forge editor.
 
Last edited:

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,767
Simply disabling spawns seems like something that can completely break the game, since there just aren't enough quests to properly level you up. Particularly early game.
First non-retarded mod for wiz8 on this forum has been just created by non-combatfag codexer.
Why i'm not surprised that non-combatfags are incliners and combatfaqs are decliners...
Funny of you to say that, cause the only genuinely good and inclined proper Wiz8 mod in existence was actually conceived as a result of a discussion on the codex and made and updated by a codexer.
 

Humbaba

Arcane
Joined
Aug 12, 2021
Messages
2,940
Location
SADAT HQ
Lmao Al-Sedexus got paralysed by the cane of corpus in round 1 and never got to act once before getting hacked to paste. Doesn't even turn the Rapax hostile weirdly enough.

I created a tiny lua mod

I didn't realise there was a market for this kind of mod. I don't mind the respawns honestly unless it's some complete cancer ass mobs like Diremares, Juggernauts or Ensnaring Spiders and that's just when I can't find a way to sneak around them.
 
Unwanted
Dumbfuck
Joined
Dec 14, 2020
Messages
803
Watched the Wizardry OVA last night, very cool. After i finish Dragon's Dogma i will start tales of the forsaken land.
wizardry_shot17.jpg
 

Humbaba

Arcane
Joined
Aug 12, 2021
Messages
2,940
Location
SADAT HQ
Ffs did they expect you to book a 2 week vacation for the Rapax prince encounter? This shit is gonna take ages, even if I manage to geek Al-charname without that bitch spawning in 14 more templars.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,767
Ffs did they expect you to book a 2 week vacation for the Rapax prince encounter? This shit is gonna take ages, even if I manage to geek Al-charname without that bitch spawning in 14 more templars.
Rapax carpets of doom require heavy cc/instakill stuff. It's the only part of the game where "omg, encounters take an hour" meme is actually true.
 

Humbaba

Arcane
Joined
Aug 12, 2021
Messages
2,940
Location
SADAT HQ
bro do you even death cloud
Come to think of it, I may have some death bombs lying around, I'll try those.

EDIT: Checked, I have 2. Bad news is my highest throwing skill is a whopping 6, so I'll probably have to reload a bunch of times.
Rapax carpets of doom require heavy cc/instakill stuff. It's the only part of the game where "omg, encounters take an hour" meme is actually true.
4/7 of my guys do instakill with regularity but 1. I first have to spend 3 rounds total chaos droning the lot and then moving in range, by which time Al-charname and the templars may have already summoned in some bullshit but tbf I've only tried the encounter twice and quit because I got bored, maybe it'll go better next time.
 
Last edited:

myoffice91

Novice
Joined
Jun 17, 2020
Messages
11
A new version of Fan-Patch 1.28 build 4850 for Russian \ English Wizardry 8 has been released. http://www.postcount.net/forum/show...anniversary)&p=3999759&viewfull=1#post3999759

Good news: in fan patch 1.28, the original "new models" bug is fixed (in the Expanded mod, there was a crash in some locations or during the battle). Now the game doesn't crash!



Feature:
  1. It is possible to add new portraits without replacing the originals
  2. The possibility of expanding the packages of votes and adding "ticks" 3,4,5
  3. A lot of settings in Win8.ini and ModInfo.ini
  4. Added hotkeys to inventory, spell panel, as well as for some other game functions
  5. Added support for BIK video setup for windowed mode
  6. The ability to expand the limit of spells studied by the character from 114 to 456
  7. Increased the limit of monsters in 1 group from 9 to 45
  8. Improved work with Windows 10
  9. In battles with a large number of monsters, freezes became approximately 2 times less
  10. Many other optimizations of the game
  11. Added the ability for an RPC to put his favorite item in the "Squad Stuff". When the mercenary is fired, he will take away his favorite item.
  12. Added automatic checking for content mods cfagent.dll ,cfagent.lua, *.cfdat.
  13. Support of negative elemental resistances for characters, as well as the removal of restrictions on the maximum value of resistances.
  14. Monsters are now affected by the magic screen spell.
  15. The weapon with the "Seize" effect now works correctly (it did not work in the original, but there was no corresponding weapon).
  16. The function of calculating the average level of the party has been changed - finally, mercenaries are taken into account. Also, the level corresponds to the maximum level of the party, not the average.
  17. Fixed a memory leak bug
  18. Added support for playing with 7 mercenaries!
  19. Added localization support for all *dbs
  20. Added support for the "Parallel World" function, which allows you to conveniently switch mods.
  21. Added automatic calculation of FOV in the real world, now the image will not stretch at widescreen resolution.
  22. Added 4 settings pages to "general"
  23. Added the ability to instantly launch the game
  24. The ability to include an alternative StringData (from Orachin) - without typos
  25. Implemented the option of "Transparent radar and plotting"
  26. Added hotkey CTRL+F10 to view FPS
  27. Added 4-bit support in NPC.
  28. Removing the restriction from Fact.dbs
  29. The render per second is limited for all interfaces except in the real world to reduce the load on video cards.
  30. The optimization of the assortment of goods from merchants has been implemented, now only 3 of one type of goods are displayed.
  31. Fixed an original bug related to the spell "return to the portal": with several teleports in a row, incorrect coordinates were recorded and the party could fall into the floor.
  32. LUA - new features: 45+2
  33. LUA - new events: 18+2
  34. New parameters for modders: 52
  35. Optimization implemented: reducing the load from 0% to 1% on the processor, except for the real world.
  36. The "Parallel World" form is implemented, where when selecting a fashion from the folder list, information about the fashion is displayed.
  37. Added support for displaying Russian text for the versions "English disk", "GoG", "Steam".



The innovations are: 19+1+1+10+75+3+20=129
Fixed bugs: 25+3+4+18+37+6+(21)=114
Simplifications and modifications of the game: 9+2+7+3+17+0+(27)=65
Stability & Performance: 25+0+0+2+12+0+(3)=42
Total: 350+53
 

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