Wizardry 8

Wizardry 8

Ixion XVII Sep 11, 2019 @ 3:18am
Wizardry 8 Enhanced Edition (Mod)
I just released an overhaul for Wizardry 8. If anyone is interested in checking it out go to https://www.nexusmods.com/wizardry8/mods/1?.
Last edited by Ixion XVII; Sep 11, 2019 @ 12:12pm
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Showing 1-15 of 67 comments
vysionier Sep 11, 2019 @ 6:14am 
Interesting! I had a hard time seeing what all the changes were besides a combat speed change and a balancing. Is there any item changes? Or are any enemies stronger/weaker? Any change to the enemy levels? Or plot/area changes?
Ixion XVII Sep 11, 2019 @ 12:12pm 
Visit the Nexus Mods page. There is a full changelog with every change made in the mod.
Last edited by Ixion XVII; Sep 11, 2019 @ 12:17pm
vysionier Sep 11, 2019 @ 3:15pm 
I did, but maybe I was looking at the wrong area? The text got cut off partway through.
Ixion XVII Sep 11, 2019 @ 3:18pm 
That's strange. It should work.
There is a new update available. So if you already downloaded the mod please download it again. Usually i wouldn't update it in very small intervals like this but there was a problem with the mod which is now fixed.
vysionier Sep 11, 2019 @ 3:29pm 
Found the change log! Reading through it now, gotta admit sounds interesting! Does monk lose stealth? It says monk gains psionics professional skill in place of stealth.
Ixion XVII Sep 11, 2019 @ 3:33pm 
Yes, but he still has the skill to use stealth. It only shifts some points from stealth to psionics.
Last edited by Ixion XVII; Sep 11, 2019 @ 3:42pm
vysionier Sep 11, 2019 @ 3:43pm 
Ouch. I’ll play monk now and see if it’s as unusable as I suspect

Edit: just reread. Oh good. It’s ok then :)
Last edited by vysionier; Sep 11, 2019 @ 3:43pm
vysionier Sep 11, 2019 @ 3:52pm 
So if I read right, it looks like a massive amount of small tweaks. Most of them I’d approve of actually. I’m interested in the tweaks to the spells and enemy resistances. It seems like lord no longer gets its health regen ability to equip doomed stuff :( but gain stamina regen. Instead. It also looks like more dual wielding options with axes becoming a viable weapon class and swords getting a minor downgrade.
Ixion XVII Sep 11, 2019 @ 4:03pm 
Stamina regen is in general a better passive ability i would say. You can just use HP regen items if you want to equip the doomed stuff.
vysionier Sep 11, 2019 @ 4:16pm 
There’s absolutely no doubt that stamina regen is a better passive. It’s actually pretty powerful. Fighters will be gimped quite a bit without it I’m sure. I’m actually looking forward to a dual axe lord now. But all these new offhand maces need my attention too though.
Ixion XVII Sep 11, 2019 @ 4:20pm 
Yeah i know, stamina regen is pretty powerful. Maybe even too powerful.
The "new" offhand axes are mostly low level though. Later into the game there might be not too many options for an offhand axe. I might check that out though.
Last edited by Ixion XVII; Sep 11, 2019 @ 4:20pm
vysionier Sep 11, 2019 @ 4:22pm 
Oh yeah! Question; will alchemy for profit still be viable?
Ixion XVII Sep 11, 2019 @ 4:29pm 
To be 100% honest i'm not sure how the vendor changes affect the alchemy profit exactly.
It should be harder to make a profit for sure. As everything sells for less and is slightly more expensive.
I will look into that more carefully and may tweak some if needed. Feedback and suggestions are always welcome.

Edit: Generally i wouldn't want the player to be able to make profit by buying things, merging them and selling them for profit. It should however be profitable when you find the ingredients, merging them and then selling them.
Last edited by Ixion XVII; Sep 11, 2019 @ 4:44pm
Ixion XVII Sep 12, 2019 @ 6:57am 
I just reworked alchemy recipes/values. This is how it works:
Both values of the crafting ingredients are added together and multiplicated with a factor depending on the alchemy skill required. (with small variations)
Examples of this would be:
(Potion of Mod. Heal [250] + Potion of Mod. Heal [250]) x 1.2 [requirement of 15] = Potion of Hv. Heal [600]
(Potion of Cure L. Con. [200] + Potion of Hv. Heal [650]) x 1.5 [requirement of 50] = Potion of Restoration [1275]

This is not everything i've done. There are some small tweaks here and there regarding alchemy. Some requirements/recipes changed but posting this here would be too much.
I very well know that this will make alchemy much worse but i really think it was necessary so it isn't as easy to break the economy. I will add new recipes to make up for that.
Last edited by Ixion XVII; Sep 12, 2019 @ 7:12am
vysionier Sep 12, 2019 @ 1:52pm 
Also, did you include a fix for the shop’s ammo stacking? The ammo really gets out of hand after a while and my solution was always using my abundant gold to purchase it and then drop it.
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Date Posted: Sep 11, 2019 @ 3:18am
Posts: 67