Kaucukovnik
Cipher
- Joined
- Mar 26, 2009
- Messages
- 488
the main thing is not to throw a 1 on the 20sided die in the wrong moment :DSolo79? How do you deal with the crowds of insta-kill capable enemies in Dodd's?
The appearance of books is limited by party lvl and also random, it may be necessary to camp 3 times repeatedly for a 2nd instance of a spellbook,I don't know if this issue has to do with the mod or not but Ferro only replenishes the same four or five spell books. Any idea what's causing this?
though it appears not to work exactly like the lvl sensor of chests(in matter of gold value)I_am_Ian said:My party is all level 15 or 16
dld, extract and run the Cosmic Forge Wiz6/7/8 Editor (http://mad-god.webs.com/)I_am_Ian said:... is there some way I can listen to all the different personality voice acting parts and read them?
Marten's Pagoda preview (walkaround)
You can just add this and reload an existing save (even in Trynton), and the pagoda will be there. No interactivity yet.
Images:
Download
Crypt BETA
Images:
Also retextures most terrain around Arnika and fixes seams and stretched textures.
Contains unofficial exe patch that fixes the speed wraparound bug.
Full documentation with credits will be included in the "final" release.
Run with !START!.bat
There is a new version of the fastanim.exe that doesn't break the mod like the original would.
- New monsters don't have fast animations yet, to ensure that everyone sees the proper ones. In the final version they will be affected by the faster combat animation mod.
- Beta version has no new keys included, so you get a message at places you will need or acquire a key in the final version.
This is done in order to keep item database untouched by the new dungeon for now and allow independent updates to the core mod and this extension.
Starting a new game is required. Works both with and without my other mods.
Always keep your savegame before you have enterted the crypt! So make a save, go in explore, then reload and go on with your game. This way you can add most possible fixes mid-game, without the need to restart. All visited areas keep their data in saves.
download
Patches:
-A remnant from testing slipped in the beta, here is the fix. Put it in data\databases if your refuse the insane experience points from the very first battle.
-Another fix, to be able to enter the crypt, hope it's the last nasty one.
Wizardry 8 Enhancements
Faster combat
-spells untouched (never bothered me)
- All monster animations speed increased
- Velocity of all conventional projectiles greatly increased
- Rockets fly twice as fast
- Poison Spit and Stinger Thorn sped up, as they are extensively used by monsters encountered in large groups
-speed of party members' melee attacks untouched, probably hardcoded
Individual item graphics
- All torso armor, headgear, gauntlets, most boots and a few other pieces
- Miscellaneous weapons, mostly axes
- All ammunition
- All potions and beverages
- All spellbooks (magic schools on covers)
Item properties and location changes
- Addressed lack of proper equipment for various character builds
- Balanced available MP regeneraion - toned down most hybrids, buffed specialist casters, bishop and ninja
- Spread MP recovery across more items, starting earlier through the game
- Many unused items placed in game
All items with set placement have been removed from random drop lists and merchants.Cane of Corpus
Added penalty to Armor -3 to offset Robes of Rejuvenation, see below
Mace, Stun Mace, War Scepter
Primary, secondary
The Mauler
-set location in Rapax Castle
Zizka Star - turned into the much needed Lord endgame weapon, as it is based on a mace that was a leader's symbol
Lord only
To Hit +4
Initiative +1
Damage 12-30
10% KO
10% Turncoat (Possess)
Required Piety 70
Iron Will +15
Senses -10
Price: 40 000
-set location in Sea Caves - a late-game area almost devoid of good loot
Faust Halberd
-increased drop %
Maenad's Lance (originally unavailable)
-set location in Sea Caves
Sai
Added AC +1
Cutlass
Primary, secondary
Cutlass of the Damned
Damage 2-10 increased to 3-11
To Hit +1 increased to +2
Initiative of 0 raised to +1
Primary, secondary
Blade Cuisinart
Primary, secondary
-set location in Upper Rapax Castle
Vorpal Blade
-set location in Rapax Rift
Demonsbane
Damage raised from 5-16 to 6-24 - unfortunately the bonus % damage vs demons seems to be hardcoded
To Hit +1 improved to +4
Ivory Blade
KO 5%
Turncoat 1%
Muramasa
-set location in Rapax Castle
Excaliber
-set location next to its original chest in Bayjin Shallows
Cleaver
Primary, secondary
Bearded War Axe
Damage 1-6 increased to 2-12
Initiative +1 lowered to zero
BipennisDamage changed from 7-21 to 10-24
Crusader's 2H Axe +1
-increased drop %
Axe of Many Runes
3% Sleep, Paralyze, Hex, Kill, KO, Drain HP, Insanity
To Hit -8 changed to -3, still a bitch to use, but not totally useless
Beastslayer Axe
Damage 3-17 increased to 8-20
To Hit +1 raised to +3
Blades of Aesir
Damage 5-35 raised to 10-36
-initial Iceball charges 8-16 instead of 4-16
-set location in Rapax Castle
The Ripper
Damage 6-27 increased to 10-28
Kill 5% raised to 10%
Zatoichi Bo
-monk only
-set location at Bayjin
Rocket Launcher
KO 10%
Infinity Helm
Original: HP+2, ST+5, MP+5
Now: HP+3, ST+5, MP+3 - better for fighters, worse for casting hybrids, gives MP edge back to specialists
-set location at the Ascension Peak
Hi-Kane-Do (U) - Added MP+1
Hi-Kane-Do (L) - Added ST+1
Locket of Reflection
-both Male and Female (tired of female bards?)
Aeromancer's / Geomancer's / Hydromancer's / Pyromancer's Ring
Alchemist, Mage, Psionic only - the psionic fits less, but for balance reasons this will do for now
Added MP +1
Ankh of Sancticity
Bishop,Priest, Monk only
Added MP +1
Amulet of Nebdar
Alchemist, Mage, Priest, Psionic only - specialists had little advantage over a properly trained bishop
MP increased from +1 to +4
Senses -5 changed to -10
Robes of Rejuvenation
MP +1 changed to +2
AC decreased from +6 to +5
ALL robes
can be worn by Faeries and Ninjas - the restrictions mainly gimped MP regen
Originally unused gadgets
Demon Doll - set location in Upper Rapax Castle and Jack in the Box can be upgraded to Demon in the Box
High Voltage Trasformer- set location at the Mount Gigas peak, so it is possible to create the Electroshocker
Loudspeaker placed in the Umpani Camp, Electric Eye in Lower Marten's Bluff, Watchdog Alarm can be created
moved Ptorch to Arnika and X-Ray Chip in Mt.Gigas power station, now their locations and requirements make sense
Alchemy rebalance
Worst price bumps removed. Alchemy is still profitable, but you can no longer make absurd wealth in no time. There is also much less need for that money, since many items are found instead of bought.
Bless - price decreased from 800 to 550
Cure Disease - decreased from 1500 to 1000
Renewal - the insane price of 5000 dropped to 2000
Pandemonium Powder - price 3000 down to 1500
Skeleton Powder - price increased from 600 to 1200
Devil Dust - price raised from 90 to 350, replaced Sneeze Powder as ingredient for Pandemonium Powder
Magic rebalance
Direct damage spells were rather useless later in the game, compared to status effects and brute force. Beware, some of the improved spells are cast by enemies as well, so this isn't neccessarily making things easier.
Unfortunately I haven't found a way to add or alter status effects of spells. Damage will have to do.
Spell Damage New damage
Acid Bomb 1-6 3-6
Blizzard 2-18 4-20
Cerebral Hem. 2-48 16-44
Crush 2-30 12-30
Draining Cloud 1-5 3-9
Earthquake 3-21 5-30
Energy Blast 1-7 1-8
Falling Stars 2-16 1-24
Fireball 2-8 4-8
Firestorm 2-8 1-12
Iceball 2-10 2-12
Lightning 2-16 6-18
Magic Missiles 1-7 2-8
Nuclear Blast 3-21 4-24
Prismic Chaos 3-27 6-30
Prismic Fire 2-16 3-18
Fire Bomb 2-10 same, added duration
Psionic Fire 2-10 4-12
Shrill Sound 1-5 3-4
Toxic Cloud 1-4 1-6
Tsunami 3-27 4-36
Whipping Rocks 2-10 4-10
Whirlwind 2-8 3-12
Savegame compatibility: You won't get the new item distribution in areas you have already visited. Everything else should work without trouble.
Download version 0.5
The version number is the continuation of my item graphics mod.
Stand-alone components:
Individual item graphics (slightly less items compared to the full version, will update eventually)
Faster combat
Original thread that started this all is here.
Maybe it's simply the time it needs to calculate the next move - is it constant 500ms or variable about-0.5s-something?Thanks, the speedup tool is really great and I definitely wouldn't want to play without it anymore.
I still got the feeling there is a 0.5 second gap between each turn of the enemies, but I assume this is something hardcoded and cannot be changed. It's this small gap which makes battles tiresome (even though half a second doesn't sound much). Maybe Sirtech implemented something like a 500 millisecond-wait-time after each combat turn or animation to make sure they can't overlap each other... just guessing though.
Polearms are pretty powerful. The damage of most powerful ones is comparable to the damage of most powerful 1h swords (not counting *light* *sword*), they often have potent debuffs and polearm skill bonus, plus they have extended range. The only common weakness is that they tend to carry an initiative malus.Valks aren't that op, polearms are flavour, but are hardly the best weapon category with pretty low dmg, the best polearm is pretty great and has 50%hex, but still, Lord can get sth like bloodlust-stilleto combo pretty early on and sth like fang-diamond eyes later and both are much better.
You miss the point.Adding psionics to Valk at the cost of higher exp requirements seems rather pointless too, similar to Ninja and alchemy.
Yeah, I know, herpa-derpa powergamers would grind this shit to level 100 in Arnika and create bestest characters ever, but normal players would just ignore it. Well, ok, if you don't have bard then going for haste is not the worst idea ever. Still, alchemy and psionics are both p bad spell schools for hybrids.
Fighter already has stamina regen. The thing with Lord is that this class doesn't do anything unique.I agree with specials, the dual wield bonus is kinda sucky (still, it's not communication or artifacts hello Bishop) and hp regen only cool at the beginning. Anyway, I'm all for tweaking that, like making dual wield do something past 100 or making the regen more effective (perhaps stamina regen as well?) and not doing dramatic changes.
Third, psionics is anything but bad - hypnotic lures, insanity, haste, good variety of damaging spells, often with insanity as additional status effect.
Except divinity is easily the crappiest school. It does fuck all in terms of ranged attacks (and that's a good reason to use hybrid - to be able to swing some powerful, but cursed piece of metal, yet still be able to attack at distance), its primary spells are replicated by gadgets/instruments (bless, magic screen, armorplate, heal all is replicated *twice*) or castable by other, more useful schools (both psionics and alchemy have heal wounds, other curative spells are present in at least one of them). Ok, rest all can be worthwhile, but then again, other schools, especially alchemy and psionics have fuckload of useful exclusive spells.Third, psionics is anything but bad - hypnotic lures, insanity, haste, good variety of damaging spells, often with insanity as additional status effect.
I mean, that sounds nice but some problems with Psionics (and giving it to Valks in this context)
1) A lot of their spells are replicated by Instruments and Gadgets, and most people like to have those two respective classes in their parties.
2) "Caster level" (to use a D&D term) is a huge factor in spell casting, and I find the 4 level penalty for hybrids makes them almost unusable for offensive spells. By the time they're reliably castable by hybrids they deal too little damage to be worth using. Divinity is the best hybrid spell group basically because of all its buffs and healing that isn't as reliant on caster level.