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Wizardry The Wizardry Series Thread

someone else

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Steve gets a Kidney but I don't even get a tag.
Ended up uninstalling the mods, too unbalanced. Playing vanilla on expert difficulty now. With the game editor I can tweak the RPCs and remove their map limitations (though in the end the android and Vi are still among the top choices).

All expert mode does is generate higher level monsters right? I'm encountering mobs 3-4 levels higher than my party.

Also good idea on killing the character that is diseased, forgot about the alternative cures.

Being looking through the item list, seems samurai are really weak defensively, guess I will kick out that T'rang samurai from my party and get the Trynnie gadgeteer or andriod. The game plays differently on expert difficulty, I was forced out of a few areas due to overpowered enemies.
 

Lonely Vazdru

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Mighty Mouse said:
All expert mode does is generate higher level monsters right?
I think it also increases the misfiring/backfiring probability when you cast spells/use gadgets/play musical instruments and increases chances of suffering ill effects when getting hit by enemy spells (like falling unconscious when afraid). Probably also increases overall enemy spell resistances.
 

desocupado

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Inspired by this thread, I aquired Wizardry 8.

I gotta say, the combat sure seems like a JRPG. Anyway, at first I went with a fighter, bard, priest, mage, ninja and gadgeteer.

Is this party any good?

Also, the classes have some differences in what they can use? I mean, putting sword points to the bard is going to cost more than putting sword points to the fighter?

Ah, I gotta stop being lazy and take a look at the manual.
 

someone else

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Steve gets a Kidney but I don't even get a tag.
The class restrictions on items on this game is very heavy. Skill gains are heavily influenced by their controlling attributes.
Defence is very important, you only have a fighter who is strong in defence. Ninjas depend a lot on stealth skill for AC and won't have comparative AC until late game. Your bard may hurt someone with a sword but will get raped by Rapax if he is a close range fighter unless he is build defensively. Better off using bows or extended range weapons such as staves. But staves are hard to get for a bard due to class limitation.
You can recruit a tank to take the blows though.
 

Reject_666_6

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I've discovered a translation patch for the SNES port of Bane of the Cosmic Forge made by some Hungarian illiterate, so I took this opportunity to try the port out. You can download both the IPS patch and the rom from here:

http://tico999.freeweb.hu/

My impressions so far:

The graphics and the music are all incline, in fact the sounds in general are good. The UI is improved somewhat by being able to hide the action menu when you're not using it. There is now an automap feature, which IIRC only Wiz 7 and 8 had. Due to consolification, the text parser is gone and instead (judging by my encounter with Queequeg) the PC asks all relevant questions in a row the first time you talk.

I hooked up my PS3 controller and configured it to work with snes9x and it works surprisingly well. Navigating menus is simple and quick and (so far) the only time you need to type stuff is when naming PCs, so there's no gamepad typing frustration involved.
 

desocupado

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I switched the ninja for a valkyrie. I'm doing fine so far, just left the monastery.

Altough having a priest and a valkyrie seems a bit redundant.

But fuck that, I already spent too much time to go back.

I'm having fun. Didn't expect to like it much, because I got bored with Might and Magic 6, but so far, I'm liking it.
 

desocupado

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Why would you play a game on the snes, if it's playable on the pc?

Are you on win7 and having problems running the pc version or something?
 

Reject_666_6

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Just wanted to see how the Japs interpreted Wizardry games. They've made both improvements and simplifications in different areas so it looks and plays slightly differently than the PC(-like) version.

Compare:

wiz6001.jpg

wiz6015.jpg

wiz6025.jpg

wiz6006.jpg



wiz6000.png
wiz6001.png

wiz6002.png
wiz6003.png

wiz6004.png
wiz6005.png


EDIT: Fuck, those screenshots came out small.
 

sirfink

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Are all the dungeons those same gray bricks? That's one thing that bothered me about Wiz 6. The entire game, dungeons, forests, mountains, swamps, you name it, were all that same gray brick.
 
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It is impossible to port your characters to the next games in the series, therefore this version is useless to me. Anyone that knows Wizardry also knows that these games are some of the best 'continuing' games out there, with multiple different outcomes and consequences once you begin the next game with your old party, depending on what you did and how you end the previous game.
 
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Blackadder said:
It is impossible to port your characters to the next games in the series, therefore this version is useless to me. Anyone that knows Wizardry also knows that these games are some of the best 'continuing' games out there, with multiple different outcomes and consequences once you begin the next game with your old party, depending on what you did and how you end the previous game.

Who wants to play 3 games in a row with the same party configuration?

Anyhow thanks for the heads-up, I hate graph paper, and I'll be able to play it on my cellphone.
 

Reject_666_6

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Regarding savegame importing, you can use the Cosmic Forge editor to whip yourself up an identical party in Wiz6 and import that into Wiz7.
 
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Who wants to play 3 games in a row with the same party configuration?

Would I have said it otherwise? Unbelieveable...not to mention this is wizardry we are talking about. Class changing is usually a beneficial thing in 6 to a degree, almost mandatory in 7.


Regarding savegame importing, you can use the Cosmic Forge editor to whip yourself up an identical party in Wiz6 and import that into Wiz7.

That is a possibility, but it is also just as easy to print off the Wiz 6 maps if you abhor graph paper.

Another thing you need to be aware of is the possibility that the console version is stripped down. This is often the case with console versions of old school rpg's. Have you played through wizardry 6 before? If not, unless you don't care, best see if anyone has played this version through and see what they say.
 

mondblut

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Just drooled at screenshots a couple of days ago and mourned it is jap only. The world is small, indeed.

Did they consoletarded anything other than text parser? Having completed it once before, I can stomach trading manual text input for better graphics on a second run.
 

Reject_666_6

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Special encounter text is bigger, so you might need to click through several pages whereas in the original it all fit into one frame.

Other than that, it seems to me to be a faithful adaptation. The map is identical to the original and the secrets are in the same places. My memory was foggy on certain thigs since my only playthrough was a long time ago, so I checked the manual for the original and it seems that nothing is missing here.

I've only played for 3 hours, but so for it gets my thumbs up.
 

Stabwound

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Weirdly enough I was just looking at this translation last night. I was thinking of throwing it on my PSP and doing a 6-8 playthrough (hacking together a compatible save for the PC version to import). I'm not hardcore enough to play without automap so the PC version is out.

Is it actually complete, though? When I was looking at the site, some of the comments put me off enough that I didn't want to try it, namely:

Game quest full playable in English (some monster actions and spells not translated, and battle text need repointering).
Makes it sound like you will run into moon speak at some point during the battles.

Also, are there differing graphics for different areas instead of stone walls for everything like the original versions?
 

Reject_666_6

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Stabwound said:
Makes it sound like you will run into moon speak at some point during the battles.

I've only run into Japanese once, when you try to steal from an NPC and get caught and then try and trade with him. You get some Jap nonsense instead of something like "I don't do business with thieves."

Stabwound said:
Also, are there differing graphics for different areas instead of stone walls for everything like the original versions?

Dunno, I'm still in the first dungeon.
 

Shannow

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Ninja can equip two thrown weapons (shurikens are best) and insta gib enemies at range. But sure, take the Valkyrie.
 

someone else

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Steve gets a Kidney but I don't even get a tag.
Shannow said:
Ninja can equip two thrown weapons (shurikens are best) and insta gib enemies at range. But sure, take the Valkyrie.
Throwing stilettos are better than shurikens (which has what? 1% kill rate lol) and rangers can insta-gib at range as well, plus they actually have ammo. Unless you mod the traders, which I recommend.
 

someone else

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Steve gets a Kidney but I don't even get a tag.
Anyway my build on expert:
2 Mook fighters with dualing sword+dagger, will be switching to Mook-only sword later. Focus on str+dex for expert skills.
1 Hobbit fighter dual wielding mace+dagger, will be switching to 2 maces later. Focus on str+dex for expert skills.
1 human bard using staff, using Ebon staff now. Focus on str+vit for stamina for using instruments. Expert str to help in melee.
2 elf bishops. 1 wiz/psi, 1 div/alc. Focus on int+spd for expert skills. May start taking up a third school during level up as they are hitting their skill limits.

There are 3 difficult phases in Wiz8.
1) "Arnika road" when you have skills that are below your character levels as well as level scaled mods. I didn't have this problem this time due to my specialised party.

2) Early encounter with magic-using monsters when you don't have adequate magic defence skills/spells. Had to run away at first, but currently past this phase.

3) Rapax, the sudden change to very strong close combat foes. Yet to meet, 3 fighters on berserk will gib Rapax the moment they step in range based on my past experience.
 

Shannow

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Mighty Mouse said:
Shannow said:
Ninja can equip two thrown weapons (shurikens are best) and insta gib enemies at range. But sure, take the Valkyrie.
Throwing stilettos are better than shurikens (which has what? 1% kill rate lol) and rangers can insta-gib at range as well, plus they actually have ammo. Unless you mod the traders, which I recommend.
Boomerang shuriken :smug:
 

SkeleTony

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Mighty Mouse said:
The class restrictions on items on this game is very heavy. Skill gains are heavily influenced by their controlling attributes.
Defence is very important, you only have a fighter who is strong in defence. Ninjas depend a lot on stealth skill for AC and won't have comparative AC until late game. Your bard may hurt someone with a sword but will get raped by Rapax if he is a close range fighter unless he is build defensively. Better off using bows or extended range weapons such as staves. But staves are hard to get for a bard due to class limitation.
You can recruit a tank to take the blows though.


My bard used that cursed sword you find...in the bank vault(I think?) for the entire game(IIRC) and had few if any problems. Most of the time she played music but whenever a Rapax or anything else came too close she would give them a spanking.
 

desocupado

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Shannow said:
Ninja can equip two thrown weapons (shurikens are best) and insta gib enemies at range. But sure, take the Valkyrie.

I changed the ninja to a valkyrie because someone suggested my party didn't have tanking power (Fighter, priest, mage, bard, gadgeteer, ninja).

But fuck what is best, I got a valkyrie now, and I'm sticking to my current party. They could be all fighter faeries for all I care.
 

DraQ

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desocupado said:
I changed the ninja to a valkyrie because someone suggested my party didn't have tanking power (Fighter, priest, mage, bard, gadgeteer, ninja).
This someone was a faggot. Fighter is dedicated tank, Priest can help in melee and can be dualed to Valkyrie/Lord, Bard might not be much of a tank, but can wear pretty protective gear and do a lot of damage in melee with right weapon and build.
 

someone else

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Steve gets a Kidney but I don't even get a tag.
I won the game with an entire party made of specialist spell-casters (excluding RPCs), will you prefer that? :)
I mentioned defence, not offence, though the best defence is to kil them quick. Valks get cheat death ability which makes them very useful. Bards can use shields but have poor helms and HP. Won't dualed casters to fighters have low HP? Replacing the ninja with Valk is ok but you lose Alchemy unless you pick a cute Ranger RPC.
Other than the divine and wizard protective spells, everything else is not that important, I'm just offering suggestions to make things easier when he goes against the Rapax.
 

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