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Wizardry The Wizardry Series Thread

CHEMS

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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 :bounce:
 

octavius

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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 :)

Share where?
My own save game is a pretty standard one, though, so probably of little interest.
 

Baron Dupek

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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 :)
Here's mine used for Wizardry 6-7-8 adventure before doing Grimoire playthrough on the new version
 

notpl

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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 :bounce:
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.
 

CHEMS

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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 :bounce:
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.
There is, but it's fun!
 

notpl

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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 :bounce:
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.
There is, but it's fun!
I definitely rested for days in the monastery's new catacombs area and nothing ever spawned
 

notpl

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Were 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...
 

Baron Dupek

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Was 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 Lana DANGER ZONE to aquire weapon what will decimate this bastard. In the not-so-optional-now retro dungeons.
 

Darth Canoli

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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 Lana DANGER ZONE to aquire weapon what will decimate this bastard. In the not-so-optional-now retro dungeons.

I never completed that mod, it was fun because of the new crafting options, a bit autistic with all the new high level enemies you can't hit if you're 5 level behind.
Well, you can, with a 30% chance or so if you max you THC through attributes optimization and use all the available buffs ...

But all of this is alright, there's plenty of high level roaming enemies to level fast enough.
What's not alright is having to go through retro dungeonS.
Navigating in these things is one of the worse blobber experience I have ever had, almost as bad as playing jap touhouhou garbage for 5 minutes.
 

CHEMS

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Were 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...
It's the same tunnel, that hasn't changed. Middle cell, the passage is on the floor
 

notpl

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Were 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...
It's the same tunnel, that hasn't changed. Middle cell, the passage is on the floor
:desu: I have not played this game since I was 15 years old.
 

notpl

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I've reached a point where I can't progress in any direction without being annihilated. 90% of the problem is just wizardry 8's garbage scaling and infinite respawns, but this mod's insane new mobs are unbeatable solo, let alone alongside the 10 other pods you inevitably trigger simultaneously every time you step outside. With the decreased player health any enemy spellcaster can wipe half my team on turn 1, winning initiative every time, and physical attackers kill one party member per turn. Bears and ostriches attack five times per turn for 30+ damage per hit when the toughest member of my party has 78 max health. There are spellcasters outside Arnika that cast toxic cloud on turn 1 dealing 25-30 damage per turn to the whole party. They're stronger than the rapax mages fifteen levels higher.
 
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CHEMS

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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.
 

notpl

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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.
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.
 

TheDeveloperDude

MagicScreen Games
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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.
Have you seen this tip?
postcount.net expanded mod
"slow development of the mod." ???

I abandoned playing this mod in June. I have CTDs as well.
 

notpl

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image.png


I'm preeetty sure this mod breaks pod behavior. Entire maps routinely join combat straight from the entrance - with Chameleon up. Then again, maybe I am forgetting what the original game was like. I had much more patience for crap when I was a kid.
 

Darth Canoli

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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.
 

notpl

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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 (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.

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.
 
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Darth Canoli

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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.

My bad, I didn't realize you were talking about the mod, I played it until Arnika, recruited Vi and Miles and equipped everyone and then dropped it.
The game is filled with enemies way too powerful, I got a bunch of Gorillas to fight right before entering Arnika and barely won with 2 dead, the whole experience was to find enough resurrection power because I'm not reloading.

Other mods made the game harder, this one is worse, I did like the difficulty but the new item icons are ugly and some were replaced for no good reason, many modders do like to replace great items icons with their shitty work.

And you do need a Wizard for this mod, just saying, mass debuffs like freeze and freeze all will just save your ass.

Verdict: I did like the increased difficulty up until Arnika, then, I think it goes a bit over the top, or it was just me trying a 4 men party with the wrong mod.
New monsters visuals are fantastic, new items visuals are absolutely disgusting.
 

notpl

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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?

One pro I'm willing to give it is that it does give a lot of love to underrepresented classes/items from the base game.
 

Darth Canoli

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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?

Well, I played most if not all other Wizardry 8 mods, it's the one with the coolest new enemies and the worst items icons, probably the less balanced as well.
I also had some performance issues, I'm not sure exactly, probably a couple of CTD and after reading about how unstable it was, I didn't want to invest more time into it just to get stuck halfway.

Also, it doesn't spawn enough res. powder.
 

Lonely Vazdru

Pimp my Title
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giving up on something because it's "too hard".
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.:mixedemotions:

Anyway, godspeed. Endure, and in enduring, grow srong.:whiteknight:
 

octavius

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Wizardry 8 is quite possibly the most annoying CRPG I've played.

I don't know if it's a bug or just malicious design/programming, but I'm getting mighty tired of my guys being "too far" away from enemies that are right in front of them, enemies that can hit my "too far away" guys with their own melee weapons.
If I use the move function all the enemies automatically get initiative. I dunno, either enemies in general have far superior initiative, or other rules apply to them. Well, other rules already apply since each enemy can move independently, while my guys are forced to move as a blob. So the enemies can move in front of allied spell casters, and when I try to attack the spell casters the attacks are "blocked!", but of course the blocked spell caster still can cast fireballs on my party despite the blockage.
It's a curious bastardized system of blobber and free moving, and with friendly fire apparently only applying to physical attacks.

The game is good, but it's also bloody annoying and both the combat system and character system make me feel hamstrung. All characters always get the same amount of skill points and they all have to distribute them in the same way, instead of spending them freely or having the fighter types get more skill points to spend on weapon skills and spell casters ditto on magic skills, which would have been more fun. But at least it's fun watching them numbers go up after combat.
 

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