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Incline Wizardry 8 Enhancements - A Call to Arms!

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,708
Well, it certainly looks like an interesting party! So can you clear our doubts and confirm if the Samurai's lighting strike works with Zatoichi?
 

Kaucukovnik

Cipher
Joined
Mar 26, 2009
Messages
488
I mostly go with 4-member hybrid parties and train them in both melee and magic, and I have liked my ninjas even before the lowered exp requirements.
Four guys practice their skills rather fast and not much tedious magic training is needed. Yeah, I go for magic regen ASAP and cast something whenever at full reserves.

The idea of stealth only activating on defense is great, but I don't think it's doable.

And indeed, you may as well ignore lightning strike altogether.
 

Rochndil

Novice
Joined
Feb 6, 2014
Messages
5
Location
Atlanta
Greetings Kaucukovnik!

I'm a long-time Wizardry fan (as you can tell from my Avatar), and I really appreciate all the hard work you've put into your enhancement package. I have the highest respect for folks that can do what I can't: in your case, especially, artwork! I've poked about with your .75 package, and generally like the direction you're going. I did have an issue importing my "prepped" 7-->8 party, though I think it's a specific item (that I haven't yet identified) causing the problem, since not all imports blow up the program.

I have a couple of things to mention.

1. Were you aware that the Zizka Star is on the import items list? If you make that an "end-game" Lord weapon, an import party can START with it.

2. Flamestryke made a fairly substantial pile of corrections in her mod, in addition to all the other changes. I would strongly consider at least reviewing this list for inclusion in your mod, since fixing items that are broken is pretty much always a good idea.

I wish you great luck in your projects, and I expect that your (even incomplete) package will be the basis for my next run-through. Keep up the great work!

Rochndil, who has been playing Wizardry off and on since the beginning....
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
I am leaning towards a four man hybrid party myself. Describe how you build yours. Samurai, Valkyrie, Monk and Ranger?
I'd also like to know more about this. I'm currently replaying W6-7-8, and am about 1/4 the way through 7 with a sam-val-mnk-brd-bis-alc party -- considering using a sam-val-mnk-brd (or -nin, if I can dual the alchemist to it) party for 8.

I guess the main difference would be putting a (much) bigger emphasis on spellcasting, ie. 3 points after lv5 into the main caster skill and maybe 2-4 points into schools, and maybe even getting powercast on a character or two? No idea how that works out in the long run, though.
 

Kaucukovnik

Cipher
Joined
Mar 26, 2009
Messages
488
Valkyrie/Lord - Piety, Vitality (or STR for more aggressive build) - this one is to survive anything and keep others alive, Iron Skin + Will fit for this role nicely
Samurai, Ninja/Ranger - Strength, Intelligence (if you don't get Power Strike/Cast ASAP, it's rather useless unless you love powertraining)
The fourth slot is either a Monk for completing the magic schools, or a Bard for a little bit of everything.

From skills I put most points into melee ones, with some going to their apropriate magic realm to keep up with spell progression.

After maxing the two main stats I just round up the rest to eliminate weaknesses and don't attempt at more expert skills, those would come too late to train to any respectable levels. You can go for an expert skill that can be easily trained by indefinite defense in combat if you feel like it.

I think this is the best way to utilize hybrid classes, a big party won't level up high enough to unleash their full power, and parties with specialist casters usually make the hybrids lag behind with magic. If you are going for pure melee or magic, a specialist will be always better.
What I like the most about this setup is that you have all the spells at your disposal, and no squishies who just sit on their asses when encountering magic resistant enemies.

I always play on Normal difficulty though, so I have no idea how much this is viable on Expert, let alone Iron Man.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Good stuff, thanks!

BTW, just to be somewhat on topic, this mod is pretty great. My main problem with W8 megamods like Lunastralis (and even Flamestryke's, though that one was much better in this aspect) was that they always felt the need to include uberweapons and uberenemies for no particular reason, turning midgame+ into a boring slog.

What the game *really* needs is balance / usability improvements, and from what I see, this is one of the few mods that do just that. If only it was possible to eliminate that delay between enemy actions as well...
 

Kaucukovnik

Cipher
Joined
Mar 26, 2009
Messages
488
I agree with you, guys, Flamestryke's is the only game-changing mod I could play the game through with, mainly for the reasons Zetor stated.

And I'm glad you like the direction of my mod, fixes, convenience and consistency are the main reasons it exists. I'll definitely look into Flame's mod for fixes she made.
My idea of expanding the game is dragging out the midgame more (added areas, less random battles) before extending the endgame phase. Some optional uber-challenge is possible, but it's not my cup of tea in general.

I would consider Zizka Star to be fine, if I didn't forget to actually set its intended requirement of Piety 70. Well, I should probably raise it to 80 and/or add a high Mace skill requirement too, Piety alone is easy to raise early on. Pie 80 + Mace ~70 should be fine, requiring a skilled and noble wielder.

Party import is pretty much a joke. AFAIK it is usually better to start anew, and build your party around the new system, so importing gimps you in the long run.
I'd like to have it fixed anyway, so if you could identify the culprit I'd be grateful. I don't think I touched the import-only items though, I didn't even edit their graphics as most people won't ever see them.
Except for a valiant attempt to get through Wiz7 some 15 years ago I haven't played any earlier Wizardry. Only tried importing other people's saves. :oops:

I have a hunch that they originally wanted imported parties to be much stronger, as the level scaling would easily allow for that.
 

Nox

Barely Literate
Joined
Feb 16, 2014
Messages
1
I Registered Just so i could comment and be add to it. I am very much looking forward to playing this. I like what you have done so far. and am very interested in what you could do for the future. Thanks for all the hard work!
 

TigerKnee

Arcane
Joined
Feb 24, 2012
Messages
1,920
Uh, is it just me or is the first chest in the game filled with ridiculously loot like a Cane of Corpus and other high-end items? Left over debug chest?

Of course maybe it's just me playing around with Cosmic Forge although I'm pretty sure I didn't touch any loot drops.

By the way, can I have permission to use your mod as a basis for a mod I'm making for fun? I mostly want to use a bunch of the item and alchemy rebalances.

(I shudder to think of doing item overhauls for class equipment for my mod. Wish there was a faster way to be able to make a class use all items of a certain type rather than having to change them one by one)
 

Kaucukovnik

Cipher
Joined
Mar 26, 2009
Messages
488
Uh, is it just me or is the first chest in the game filled with ridiculously loot like a Cane of Corpus and other high-end items? Left over debug chest?

Happened to me before so I just checked and the starter chest is in its vanilla state. At least for the latest, 0.75 version.

No problem with using the mod as a basis for another mod.
 

TigerKnee

Arcane
Joined
Feb 24, 2012
Messages
1,920
This is more of a general modding question but does anyone know what the heck the various Charged Item types do specifically? I need one which doesn't make the item disappear after the charges reach 0 if possible.

The drop down has the following choices:
1) Infinity Charges (well this is obvious)
2) Type 1, vanishing
3) Type 2, vanishing (What's the difference between Type 1 and 2?)
4) Additional zero, vanishing
5) Zero-based, persistent (my item still disappears when I use this anyway)
 

Kaucukovnik

Cipher
Joined
Mar 26, 2009
Messages
488
I'm curious about what the purpose of your research is, bro.
Isn't that obvious?
Not fucking up my build, of course.

The point of Samurai is physical combat + wizardry. Does it really make a difference whether he does five lightning strikes over the course of the game, or none?
And with my mod a samurai turning to mage later on is a viable way (moar spell casting equipment, you can offset loss of armor by Reflextion) and in that case you will lose both swords and LS anyway.


And I believe type 2 vanishing is actually persistent even at zero charges.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Bump.

So what is the state of the mod, what are the character changes, and is acting as if someone constantly uncursed you possible?

I've been thinking, since my proposed Valk changes proved unpopular, how about giving medium or heavy armor capability to priest, then making Lord non-casting class with additional specials?
I've been thinking about priest's plus either ability to swap out cursed items (if possible), or remove curse and damage resistance (turning lord into pious alternative fighter, either more versatile or defensively oriented).
 

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