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Wizardry The Wizardry Series Thread

DraQ

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Rageing Atheist said:
Azrael the cat said:
Bard+cursed-yet-awesome weapon from robbing the bank sets you in good stead as well. It's a good weapon for any character, but by giving it to a part-time melee character you can skill up that one weapon style enough to make him a good fighter, and you won't get a better melee weapon for a support character for a LOOOOONNNNGGG time.

And no, I'm not telling you HOW to rob the bank:)

Robbing the bank was awesome :lol:
Especially robbing it twice.
 

Eyeball

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dr. one said:
Eyeball said:
This mod is supposedly the most recently made large-scale mod made for Wiz8: http://www.rpgcodex.net/phpBB/viewtopic.php?t=25220

I think I'll give it a whirl - only thing putting me off is that the author claims it makes Wiz8 HARDER. Firstly, Wiz8 really needs a difficulty boost like a blowfish needs a unicycle, secondly, modders making games "harder" usually means just upping baddie hitpoints by 300% or increasing their numbers accordingly, merely making the game more grind-y than actually more strategically difficult.

well, the mod makes the game more grindy and strategically more difficult.
however, the grind lessens once you acquire items that basically allow you to not rest at all.
anyway, if you opt to try it, use it with Daegan Tweaks - among other things, it introduces few superpowerful spells that substantially lessen potential grind in later stages.
both together result in a game with shitload of new content, balance all over the place and overall good campy entertainment (imo).
for spellcasting needs you can safely use two bishops, there´s enough levels to be gained. also, with this setup bards rule the game with an iron fist.
both can be downloaded from here.

uh, sorry for a bit of OT.
Thanks. Do you believe Dodd's mod is better than Flamestryke's or Deathstalkers? What I'm looking for is mainly new spells, monsters and tons more items without too much of an incline in difficulty.
 

Shannow

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Jaesun said:
Rageing Atheist said:
Jaesun said:
I'm going to do an all Mook runthrough of VI/VII/VIII...... someday...

I wonder what happens in Arnika when you have an all Mook party, where normally your Mook(s?) would be temporally removed from the party.

Yeah I have always wondered that as well.
One random mook is taken from your party. Others stay.

The game isn't particularly difficult if you keep in mind that disabling usually beats raw damage.
 

Major_Blackhart

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God I love Wiz 8. 9 years or so old and the game is still more entertaining than much of the garbage that is out now. :love:

Anyway, IMO, one of the best spell combos was (for me anyway) the following: Lizardman Priest (frontline), Gnome Alchemist (back throwing shit), Faerie psionic (messing them up), and a Dracon Bard (for hacking frontline and causing some status and spell damage). the obligatory halfling rogue, and for pure heavy damage either a Dracon samurai or a Lizardman rogue.

Absolute badass.
 

DraQ

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Major_Blackhart said:
God I love Wiz 8. 9 years or so old and the game is still more entertaining than much of the garbage that is out now. :love:

Anyway, IMO, one of the best spell combos was (for me anyway) the following: Lizardman Priest (frontline), Gnome Alchemist (back throwing shit), Faerie psionic (messing them up), and a Dracon Bard (for hacking frontline and causing some status and spell damage). the obligatory halfling rogue, and for pure heavy damage either a Dracon samurai or a Lizardman rogue.

Absolute badass.
High scally content, I approve.
 

Varn

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Sadly, I have given up my second attempt at replaying Wiz 8 right at the Sea Caves.

The filler combat and aggressive level scaling made the game feel like hard work and the thought of booting it up became depressing in comparison to other games that were actually fun.

The game shouldn't get harder as you level, particularly in areas that you have cleared. And combat should be less frequent or at least take less time. I was taking up to 45 minutes to kill a few mobs with my characters.

Also loot became few and far between - my Dracon Fighter was still using his newbie axe and I was at least mid-way through the game.

It's a shame as the game has so much going for it - the world, music, characters, NPC interaction, character system etc. The combat just ruins it IMO.

MM6 was way better; I'm now booting it up again, this time with the music actually working. This is what an old-school RPG should be like.
 

Darth Roxor

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:smug:
 

VentilatorOfDoom

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Darth Roxor said:
It was just called 'critical strike'.

In my games it was called kirijutsu. there was also a skill called ninjitsu or ninjutsu or something. critical strike must be something else.
 

Shannow

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VentilatorOfDoom said:
Darth Roxor said:
It was just called 'critical strike'.

In my games it was called kirijutsu. there was also a skill called ninjitsu or ninjutsu or something. critical strike must be something else.
Dumbing down for Wiz8.
"Previous Wizardries" = Wiz8
fukjutoo = martial arts
fukjomom = critical strike

(spelling? *g*)
 

Cenobyte

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Eyeball said:
Being a little less megahardkor than some posters here, I was wondering if there are any mods that make either make the fights easier or simply reduce the number of wandering monsters you run into constantly. I love Wiz8, but each time I've played it I've given up around the Rapax areas where you fight a new group of monsters every six steps and they all have roughly ten million hitpoints.

If I wanted this kind of grind, I'd play MMOs, where you can always blame the other players in your group for causing the team wipes.

Rapax Rift and Rapax Castle are some of the best levels from a tactical point of view. I remember an awesome fight in a corridor against some 20 Rapax (mostly super-evil samurai) with another patrol joining the fight at around round 20. In this fight I even had to retreat to a tactically better position (deeper into the corridor to avoid the ranged spells of the Rapax Samurai), which is normally not necessary at this stage of the game.
It was one hell of a fight, and pretty intense, too.
 
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DraQ said:
Major_Blackhart said:
God I love Wiz 8. 9 years or so old and the game is still more entertaining than much of the garbage that is out now. :love:

Anyway, IMO, one of the best spell combos was (for me anyway) the following: Lizardman Priest (frontline), Gnome Alchemist (back throwing shit), Faerie psionic (messing them up), and a Dracon Bard (for hacking frontline and causing some status and spell damage). the obligatory halfling rogue, and for pure heavy damage either a Dracon samurai or a Lizardman rogue.

Absolute badass.
High scally content, I approve.

I take it that the psionic spent a lot of time covering the lizards' asses during the entire Bayjin-infested regions. As in literally wedging in there to stop them from anally raping each other whenever they got mind-controlled. Fuck I hate those psionic water-freaks. Way way more annoying than the Rapax on my playthroughs. The Rapax just had huge hp and hit pretty hard - still just a matter of disabling them and pwning. Those mind-controlling, AoE-pwning Bayjin were something different altogether.
 

Admiral jimbob

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I should really get back to this game. I played up to most of the way through Arnika Road, and the sheer wealth of tactical options available even from the start was awesome. But god, so much fucking lengthy and kind of tedious combat. I never actually meant to stop playing, I just took a quick break after some breakdancing plant things raped my Valkyrie and... never quite went back to it.
 

JarlFrank

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POOPOO MCBUMFACE said:
I should really get back to this game. I played up to most of the way through Arnika Road, and the sheer wealth of tactical options available even from the start was awesome. But god, so much fucking lengthy and kind of tedious combat. I never actually meant to stop playing, I just took a quick break after some breakdancing plant things raped my Valkyrie and... never quite went back to it.

Me too. When I go back I don't really remember what I was supposed to do next, though. Might have to restart the game, which wouldn't be too bad either, since the Monastery is one of my favourite dungeons of all time.
 

DraQ

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Azrael the cat said:
Fuck I hate those psionic water-freaks. Way way more annoying than the Rapax on my playthroughs. The Rapax just had huge hp and hit pretty hard - still just a matter of disabling them and pwning. Those mind-controlling, AoE-pwning Bayjin were something different altogether.
That's true, but

Darth Roxor said:
Azrael the Cat cannot into soul shield and magic screen :smug:
this.

Helm of Serenity for Lizardman, Dracons can go with Amulets of Energy or even nothing at all, problem solved.
 

dr. one

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Eyeball said:
Thanks. Do you believe Dodd's mod is better than Flamestryke's or Deathstalkers? What I'm looking for is mainly new spells, monsters and tons more items without too much of an incline in difficulty.

Deathstakler´s makes the beginning much more difficult and introduces some large scale battles and powerful loot in the first 1/3 of the game or so and doesn´t touch much the latter parts IIRC. The result is second half of the game becoming way too easy.
Flame´s mod is somewhat more low-key and doesn´t change much in the second half as well. It also introduces some quite powerful spells and items so the latter half becomes a walk in the park with this mod too, but I´d say the mod makes pretty much the whole game easier.
Imo, neither is really worth it simply because changes don´t make much of a difference except for skewing the balance in latter stages of the game.
Of the two, Flame´s mod (1.1) is a better one. Most of changes in Deathstalker´s just don´t make any sense whatsoever.

Dodd´s mod affects the game much more thoroughly, there´s more new loot and monsters, few new areas that are better tackled close to the end of the game, revamps parts of the main quest, adds own second smaller main quest as well as few side ones, hefty amount of combine-able items, including upgradeable gadgets and instruments. Easter-egg dungeons are integrated into the story and there´s one optional dungeon made by Qusari which is a direct throwback to Wizardry 7, both in feel and puzzle-heaviness. Arnika becomes a bit more lively with more wandering characters and vendors, monastery gains more importance and mod utilizes quite well few aspects which were likely scrapped during the development of the original (at one time you´ll need to use a boat, for example).
Without Daegan´s Tweaks the mod surely ramps up the difficulty a lot and even without the need to rest, when Dodd´s mobs start to show up among random encounters in the second half of the game, combat can become tedious quite fast (fixed boss and "mini-boss" encounters are fine imo and add a bit of Gothic-like element to exploration). Daegan´s new spells and tweaks to original ones (you can cast Guardian Angel out of combat, for example), as well as some items such as better ammo for rangers, make second half substantially more fluid. It also removes most of area restrictions from RPCs.
And yes, even with Daegan Tweaks, the game is overall more difficult than the original but that I like since it forces player to make better use of spells and loot (and with all the added item variety there´s a lot to experiment with). There´s also more emphasis on skill development since a lot of new items have skill restrictions (artifact skill becomes quite a bit more important, for example).
With all the added content you´re likely to end up around levels 33 - 35 even with party of eight so you can meet some new vanilla mosters and you can develop hybrids in a more relaxed pace (aka without skill grinding).
As you can guess, I enjoyed playing with this combo a lot, but it´s certainly not without shortcomings - added dialogue isn´t free of typos, added mobs often follow a similar structure of 1-2 spellcasters accompanied by 5-8 melée dudes, and some fixed vanilla encounters are untouched which makes them comparatively too easy. I also didn´t like few textures added to Arnika common houses´ interiors.

Anyway, if you still think the additional difficulty isn´t worth it, you could try Qusari´s Lunastralis. Difficulty stays about the same with this mod since most of the emphasis is put on story and puzzle additions.
The mod adds two main story branches, one alchemy/mystic themed, the other sorta space ranger themed. I think that for a mod, the additions are mostly rather impressive and the whole game becomes much closer to Wizardry 7 which was a nice change for one playthrough. Some original areas are removed (bye bye Rapax Castle), quite a lot of new ones are added (moon base for example, heh), some are substantially restructured (Cosmic Circle).
Main shortcomings of this one are: skewed character balance - ranged weaponry becomes pretty much be-all-end-all for most of the classes, some new monsters animate insufficiently/funny, few references to "earthly" stuff here and there (zen and stuff IRRC).
Definitely the least "lore friendly" of the bunch but might be worth a try.
Personally I enjoyed my playthrough with it, but then again I´m a fan of puzzle elements in cRPGs and, well, I tend to be more tolerant to mods in general and if the mod oozes this much creativity as Lunastralis I can forgive most of the usual mod´s shortcomings packed with it quite easily.

In conclusion, I´d say, if you want few low-key changes here and there, go with Flame´s New Mod 1.1, if you don´t want to have your game becoming more difficult, aren´t lore purist and enjoy puzzles in your cRPGs, give Lunastralis a try, otherwise go with Dodd´s Mod plus Daegan Tweaks - it pretty much adds all you´ve stated you´re looking for, just with an incline in difficulty "drawback".
 

Eyeball

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Thanks for an elaborate response, Dr. One. I think I'll check out Lunastraliis mod - more puzzle elements and quests without additional grind sounds like just the ticket, for as long as it also adds new monsters and more Swords of Dicksucking +1.
 

dr. one

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JarlFrank said:
So, both Dodd's and Lunastralis are worth checking out?

well, i think so. both suffer from some usual mod illnesses but manage to breath quite a lot of fresh air into a game which afaik doesn´t really have any modern equivalent.
level of enjoyment would probably depend on how sensitive to their shortcomings you´d be.
 

Lonely Vazdru

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dr. one said:
Without Daegan´s Tweaks the mod surely ramps up the difficulty a lot
I didn't use Daegan's Tweaks when playing Dodd's mod and yes, it was very hard. As soon as the begining of the game, you get raped a lot by treasure hunters' powerful cloud spells.
Since most people complain about too many long filler battles, I wouldn't use Dodd's mod if I was one of them. Random encounters in Arnika for instance can make a simple buy/sell trip last for hours. I enjoyed it a lot, but it's not for everyone's taste. It does increase what some think of as "flaws" like grinding and spending hours fighting random encounters.
 

dr. one

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Lonely Vazdru said:
I didn't use Daegan's Tweaks when playing Dodd's mod and yes, it was very hard. As soon as the begining of the game, you get raped a lot by treasure hunters' powerful cloud spells.
Since most people complain about too many long filler battles, I wouldn't use Dodd's mod if I was one of them. Random encounters in Arnika for instance can make a simple buy/sell trip last for hours. I enjoyed it a lot, but it's not for everyone's taste. It does increase what some think of as "flaws" like grinding and spending hours fighting random encounters.

yeah you´re absolutely right, but the Tweaks really make quite a difference.
few examples:
- one joinable character is moved right to the starting area and it´s at level 5 iirc, making the beginning a bit easier, few new low tier area effect spells help here too
- velocity of missiles and spells is increased which speeds up combat a bit
- most of vanilla offensive spells are given more power, plus there are few uber ones added, and this really makes dealing with mobs much faster, at least in the second half
- creatures don´t flee unless given a reason (terror etc.)
- most of "cursed" items are no longer unequipable and are given some negative traits instead

as in vanilla, some of the tedium can be cut out by avoiding encounters altogether aka Chameleon ftw.

i´m inclined to claim that once your characters become more developed and you get some spell/stamina regenerating items, combat actually becomes less tedious than in original. i definitely wouldn´t recommend this combo to people who think Wizardry 8 is unnecessarily combat heavy though :).
 

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