Grauken
Arcane
- Joined
- Mar 22, 2013
- Messages
- 13,181
If you run Wizardry 7 through Dosbox Alt-EnterHey, have you some mod or utility that force Wizardry 7 to work in full screen on modern resolution?
If you run Wizardry 7 through Dosbox Alt-EnterHey, have you some mod or utility that force Wizardry 7 to work in full screen on modern resolution?
Sorry, I mixed-up games. I thought about Wizardry 6.Dosbox Alt-Enter
Works the same as well for the Dos version. If you play the SNES version it depends on the Emulator but most have a fullscreen functionSorry, I mixed-up games. I thought about Wizardry 6.Dosbox Alt-Enter
I have Wizardry series on GOG and remember having problems with full-screen for this game. Well, I check shortcut "trick" I will play SNES version another time, now I want "pure" experience.Works the same as well for the Dos version. If you play the SNES version it depends on the Emulator but most have a fullscreen functionSorry, I mixed-up games. I thought about Wizardry 6.Dosbox Alt-Enter
Nothing comes close to the atmosphere and immersion of Wizardry 7, except Grimoire and Wizardry 6 to some degree.
To me Wiz 6 has soem of the atmosphere of books like Heart of Darkness, Moby Dick and Jane Eyre, while Wiz 7 has more of a pulp fiction feel to it. May be just my impression of course, but I do wonder if Bradley did read and was inspired by the books mentioned.Nothing comes close to the atmosphere and immersion of Wizardry 7, except Grimoire and Wizardry 6 to some degree.
There's something about the dark but simple visual presentation of 6, along with those omnipresent little eerie background noises, that really draws me in for some reason. 7 almost loses a little for me by becoming all colorful and visually "loud" by comparison.
Next time you get to Werdna, replace your thief with another mage that can at least cast Zilwan. Then get the vampire lords out of the picture quickly with Zilwan, and if your fighters haven't already killed Werdna by that point, hit him with Tiltowait. That's the way Werdna was canonically defeated in the Wizardry 4 manual, after all.HOLY SHIT. I finally made it. What are my chances? Everyone in my party's level 12. Got almost all of my spells left.
EDIT: Well that was quick. Didn't even last one round
All my guys were level 12. Just shy of unlocking Tiltowait. Good point about Zilwan though. I've got a backup of those guys anyway. I think I might just grind them up to level 13 before trying to take on Werdna again. I only got to him out of dumb luck with a Teleporter that basically sent me right to him after 2 encounters on floor 10.Next time you get to Werdna, replace your thief with another mage that can at least cast Zilwan. Then get the vampire lords out of the picture quickly with Zilwan, and if your fighters haven't already killed Werdna by that point, hit him with Tiltowait. That's the way Werdna was canonically defeated in the Wizardry 4 manual, after all.HOLY SHIT. I finally made it. What are my chances? Everyone in my party's level 12. Got almost all of my spells left.
EDIT: Well that was quick. Didn't even last one round
Good luck; grinding past level 12 takes hours.I think I might just grind them up to level 13 before trying to take on Werdna again.
Yep. Hence why I was trying to wing it with Werdna. I was starting to get a bit restless. I've got a dead party somewhere on floor 9, somewhere around the South East corner-ish. I might find them, save one, or both, of the mages, ressurect him and replace my thief to do that strat you suggested. Can't remember what level they were at but I assume it'll be something like 10 or 11. Thanks for the advice in general mate.Good luck; grinding past level 12 takes hours.I think I might just grind them up to level 13 before trying to take on Werdna again.
Wizards and Warriors narration also captures this.The atmosphere in 6 and 7 largely comes from Bradley's evocative writing, which is why both titles have it in spades. The same can be said of Cleve's prose and dialogue that drenches Grimoire with atmosphere.
Good luck; grinding past level 12 takes hours.I think I might just grind them up to level 13 before trying to take on Werdna again.
Yup. It's the rubber duck from the Mad Stomper on level 3, can be bought for 6000 gold. I think it needs to be identified before you can use it, and only Boltac can do it, not a bishop, so that's another 1500 gold.Isn't there an item you can equip that makes you immune to drowning, though?
Maybe you should drop the priest and replace him with another fighter, since it's not like the fight is gonna go on long enough for any real healing to be done; although, then you wouldn't get the Maporfic boost to AC before the fight, so maybe that's a bad idea.
Nah your strategy very nearly worked. It's just that one of the vampires decided to be completely unaffected by Zilwan. Had he been killed like the other 2 I probably would've made mincemeat out of Werdna. Plus I need the priest cause part of my own strategy is to cast Calfo on every chest that gets dropped and if it's got a teleporter trap I just open it and see what happens. It seems to be about 50/50 whether I get teleported to level 1 or if I get teleported somewhere else in the level, usually skipping 2 or 3 encounters in the process. And if I get teleported to level 1 I can just leave, go to the inn, restore all my spell points and then go back in for another go.Maybe you should drop the priest and replace him with another fighter, since it's not like the fight is gonna go on long enough for any real healing to be done; although, then you wouldn't get the Maporfic boost to AC before the fight, so maybe that's a bad idea.
You know you risk getting teleported into solid rock, right? If you do, nothing can save that party. I treat chests with Teleporter traps like I treat women with danger hair; I keep my distance and pray I don't do something to set it off.part of my own strategy is to cast Calfo on every chest that gets dropped and if it's got a teleporter trap I just open it and see what happens. It seems to be about 50/50 whether I get teleported to level 1 or if I get teleported somewhere else in the level, usually skipping 2 or 3 encounters in the process. And if I get teleported to level 1 I can just leave, go to the inn, restore all my spell points and then go back in for another go.
Nope! That's a wee bit of a design flaw in my plan, isn't it? Thanks for the tip. Probably won't be doing that anymoreYou know you risk getting teleported into solid rock, right?part of my own strategy is to cast Calfo on every chest that gets dropped and if it's got a teleporter trap I just open it and see what happens.
Reading the ReadMe these changes seem the most drastic ones:these are updates of the original Apple versions (which to my knowledge never had a problem with leveling up) not the MS-Dos onesDoes it fix the leveling up bug?never even heard about this, great findWizardry 3.0 is the best version of the classic; with it's minor fixes and played on a good emulator, it's fuckin' great. if folks actually played that it'd get a better score.
The first one makes the Apple version more like the other versions, and now makes Ironman'ing it realistic.Combat - No more spell casting during the surprise round for both monsters and players.
Combat - Monsters drain your character only once per combat.
Ninja - The requirements to change class to ninja are now 15 in all attributes instead of 17.
But what if you want to export the party into Wizardy 2?
I can't find any mention of this in the ReadMe or the more extensive PDF file.
Will this version be compatible with the original Apple version of Wiz 2?