rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
hmm, I'll look into seeing if I can make a mod to re-roll chests upon entering a mapYou fool! The level-scaled chests are generated the moment you load the map!
hmm, I'll look into seeing if I can make a mod to re-roll chests upon entering a mapYou fool! The level-scaled chests are generated the moment you load the map!
Guys, can you share your Wiz7 end game saves? I'm in a mood for a Wiz 8 run, but would like to try some other party composition than my usual setups. And currently have lack of vision for a party, so I thought that it may be fun to take someones party onwards No, I'm not in a mood for full 6-7-8 run this time
I use https://anonfiles.comShare where?
Here's mine used for Wizardry 6-7-8 adventure before doing Grimoire playthrough on the new versionGuys, can you share your Wiz7 end game saves? I'm in a mood for a Wiz 8 run, but would like to try some other party composition than my usual setups. And currently have lack of vision for a party, so I thought that it may be fun to take someones party onwards No, I'm not in a mood for full 6-7-8 run this time
I'm actually finding that, despite the hilarious warcraft 3 models and the engrish AI text to speech, the mod's new areas are vastly preferable to the original campaign because he didn't put in any fucking respawners or scaling.In this mods playthrough i don't even care about chest level, there's so many awesome shit i'm getting playing the way i play
I don't feel the need to metagame. You get a quest to wipe a bandit camp and after a hard fight you get a medusa blade that has 20% chance of stunning
There is, but it's fun!I'm actually finding that, despite the hilarious warcraft 3 models and the engrish AI text to speech, the mod's new areas are vastly preferable to the original campaign because he didn't put in any fucking respawners or scaling.In this mods playthrough i don't even care about chest level, there's so many awesome shit i'm getting playing the way i play
I don't feel the need to metagame. You get a quest to wipe a bandit camp and after a hard fight you get a medusa blade that has 20% chance of stunning
I definitely rested for days in the monastery's new catacombs area and nothing ever spawnedThere is, but it's fun!I'm actually finding that, despite the hilarious warcraft 3 models and the engrish AI text to speech, the mod's new areas are vastly preferable to the original campaign because he didn't put in any fucking respawners or scaling.In this mods playthrough i don't even care about chest level, there's so many awesome shit i'm getting playing the way i play
I don't feel the need to metagame. You get a quest to wipe a bandit camp and after a hard fight you get a medusa blade that has 20% chance of stunning
or play Dodd the Slayer mod that put lvl50 boss (Zorcan) here and you can either grind or do long, tedious 3 quests from RPC named LanaWas exploring the world when some chimpmunk motherfucker asked for a toll, said no just to see what happened and haven't saved in a while. Summoned a fucking giant golem that i beat after a very hard fight and he didn't drop SHIT
I shouldn't be there around lvl 14, should i?
or play Dodd the Slayer mod that put lvl50 boss (Zorcan) here and you can either grind or do long, tedious 3 quests from RPC named LanaDANGER ZONEto aquire weapon what will decimate this bastard. In the not-so-optional-now retro dungeons.
It's the same tunnel, that hasn't changed. Middle cell, the passage is on the floorWere you able to find the tunnel leading from the jail to the bank vault, CHEMS? He's replaced the jail with a totally new building, seemingly, except Myles still has a quest to go to the original wiz 8 jail...
I have not played this game since I was 15 years old.It's the same tunnel, that hasn't changed. Middle cell, the passage is on the floorWere you able to find the tunnel leading from the jail to the bank vault, CHEMS? He's replaced the jail with a totally new building, seemingly, except Myles still has a quest to go to the original wiz 8 jail...
Gadgeteer, bishop, lord, monk (totally worthless - they lost the stealth skill and they have no gear to make up for the lost AC), rogue and samurai. The rogue can annihilate anything with all the OP daggers but there's nothing I can do about a mage hitting my whole party for 50 damage from the extreme edge of LOS, to say nothing of the dozen other monsters that enter every fight.Whats your team? I have a gadgeteer, a mage, a priest, a samurai, myles and vi. First i got to arnika it was a little tough, but then it got easier. There's a mini dungeon outside the monastery where you meet the crabs, it's a catacomb guarded by some dinossaurs. I cleared everything (no grinding) and had no issues so far.
Have you seen this tip?dgeteer, bishop, lord, monk (totally worthless - they lost the stealth skill and they have no gear to make up for the lost AC), rogue and samurai. The rogue can annihilate anything with all the OP daggers but there's nothing I can do about a mage hitting my whole party for 50 damage from the extreme edge of LOS, to say nothing of the dozen other monsters that enter every fight.
Gadgeteer, bishop, lord, monk (totally worthless - they lost the stealth skill and they have no gear to make up for the lost AC), rogue and samurai. The rogue can annihilate anything with all the OP daggers but there's nothing I can do about a mage hitting my whole party for 50 damage from the extreme edge of LOS, to say nothing of the dozen other monsters that enter every fight.
Pretty much none of what you've said is true in this mod. Fighters have been nerfed into oblivion, engineers have tons of high damage guns available to replace the omni if they so wish, and alchemy has always been the damage AOE school, not wizardry. Noxious/draining cloud (he moved draining down several levels) are better than a fireball in 99% of situations and the difference only becomes starker at higher levels. The +25% to a given school for specialist casters is nice, and I certainly wish I'd taken an alchemist or a wizard instead of a monk since monks are so godawful without stealth, but it's hardly the main thing crippling me here.Gadgeteer, bishop, lord, monk (totally worthless - they lost the stealth skill and they have no gear to make up for the lost AC), rogue and samurai. The rogue can annihilate anything with all the OP daggers but there's nothing I can do about a mage hitting my whole party for 50 damage from the extreme edge of LOS, to say nothing of the dozen other monsters that enter every fight.
I could have told you your party was terrible from the get go.
You need a Wizard, it's not called Wizardry for nothing.
A Bishop is good but it takes way too long to progress in all the magic schools and it takes a long time to get the Bishop to do anything right while the wizard has a 25% bonus on wizardry and a focus on disabling spells and aoe spells.
And if you still don't want to take a wizard, you need at least a Ranger, if you know what you're doing, because someone has to take care of the squishy wizards casting debilitating spells from behind their grunt line.
The engineer has a good ranged weapon but it only gets decent around level 15 or so, and even then, it's way behind the ranger and a triple-shot crossbow (you can get a gadgeteer's hireling, keep him until he can make it and keep him or not afterward).
Weird parties work, but rarely on your first playthrough.
On your first, you need:
Wizard, Fighter, Cleric or Bishop focused on healing (divinity) early on and at least 2 other martial characters, doesn't matter which ones, a thief, bard or ninja for disarming traps helps as well.
Pretty much none of what you've said is true in this mod. Fighters have been nerfed into oblivion, engineers have tons of high damage guns available to replace the omni if they so wish, and alchemy has always been the damage AOE school, not wizardry. Noxious/draining cloud are better than a fireball in 99% of situations and the difference only becomes starker at higher levels. The +25% to a given school for specialist casters is nice, and I certainly wish I'd taken an alchemist or a wizard instead of a monk since monks are so godawful without stealth, but it's hardly the main thing crippling me here.
The issue is just the enemies' overwhelming offensive power. There's nothing (that I'm aware of) you can do to win a fight where five spellcasters win initiative and hit your party with every damaging cloud spell at once the instant you open a door.
I agree with you about the mod, I think, I'm just very stubborn. And I'm enjoying being back in Wiz 8's world, so I want to keep playing, but can't bear the thought of giving up on something because it's "too hard" and reinstalling vanilla.
And especially agreed about the icons, why did he make everything fucking purple?
That's what I shamelessly did when I reached Trynton, as I said earlier in this thread. This mod makes the game way too hard to be enjoyable, at least for me, and no new party composition would change that.giving up on something because it's "too hard".