Wizardry: Proving Grounds of the Mad Overlord

Wizardry: Proving Grounds of the Mad Overlord

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Ninth Hour Jun 6, 2024 @ 10:32am
Combat log could be improved
I don't know if it's planned (and understand if it's not a priority), but having more detailed combat messages would be nice.

In the original game, attacks were actually described: "Boring Beetle bites X for ? damage", or "X thrusts at Ogre 3 times and hits for 30 damage, killing one". Verbs like "chop" or "stab" were also used. You can still see these descriptions in the Apple II overlay, so it's surprising that they were not carried over into the remastered UI, given how faithful the text otherwise has been.

The lack of feedback regarding critical hits is a particular letdown. You only know that your Ninja inflicted one if you catch the brief message in the overlay (which is easy to miss). It is not mentioned at all otherwise.

The SNES actually had the best representation of critical hits. You hear a metallic "schwing" sound effect and receive the message that the ninja "beheaded" the target. Why can't we have something this evocative in this version?

It would great if we could even get special messages when hitting targets for massive damage or killing them with elemental attacks. For example:

"X chops WERDNA 3 times for 113 damage, exploding him like a blood sausage"

"X freezes Gorgon for 38 damage, turning it into an icicle"

"X immolates Vampire for 40 damage, turning it into charcoal".
Last edited by Ninth Hour; Jun 6, 2024 @ 11:22am
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Showing 1-7 of 7 comments
Wizardsmana Jun 6, 2024 @ 12:44pm 
I 100% agree! The messaging system is even less descriptive and less accurate then the original 1981 version. Gold is rounded up to the nearest 10th while the original messaging shows it in a less predictable wider ranging number. Like you said, it's only hit or miss and monsters multiple hits are not displayed on the new messaging panel but show up on the original combat log.

For all the detail they put in animations, you'd think the messaging system would have gotten some TLC. They seemed to have leaned heavily on premade scripts from the Unreal engine for messaging instead of truly trying to duplicate the original Pascal code from the original game. The gold distribution as well as boring hit, miss, damage without any good descriptions is super dull.

I've brought up all this as well as adding simple solutions such as descriptive verbs, color coding, sounds for critical hits, the original gold awarding system, messaging speed control, etc. If there is any response (which there rarely is), the devs just blow it off as if none of these things are issues and players don't really want any of these things.

Bards Tale Remastered by Chrome and Inxile would be a great place for them to look for messaging ideas. It has a descriptive, accurate messaging system with excellent messaging speed control. Wizardry 8 has animation speed control, messaging speed control and a way to turn off animations all together as well as detailed descriptions of combat like body parts hit, shields blocking attacks, armor absorbing attacks, characters and monsters dodging attacks, etc. Many users have been voicing their concerns that combat is too slow and in some cases too fast. An animation turn off option as well as the original T)ime option functioning again would make everyone happy.

Anyway, thanks for your posts! Hopefully this game will keep improving and the devs will listen to a product manager who can analyze user data for them...
Last edited by Wizardsmana; Jun 6, 2024 @ 1:24pm
Wizardsmana Jun 6, 2024 @ 1:18pm 
Quick Simple Ideas:

swords & daggers (monsters & characters) = slices or stabs for x damage
maces, flails, staffs (monsters & characters) = swings or bashes for x damage
fire base spells and breath weapons = burnt or roasted for x damage
ice based spells or attacks (undead) = frozen or congealed for x damage
lightning spells or attacks = zapped or shocked for x damage
harming priest spells = tormented or tortured for x damage
animal attacks = bites or claws for x damage
undead attacks = gropes or bites for x numbing damage
giants & ogres = crushes or smashes for x damage
ninjas = punches, kicks, slices or stabs for x damage

Image how much more fun combat would be with these simple descriptions! As a D&D DM, I use these verbs a lot for my group of players every week we play. Being able to spark the imagination with the details is key to any good game!
Abscondrel Jun 6, 2024 @ 1:27pm 
ineffective
Ninth Hour Jun 6, 2024 @ 1:29pm 
Originally posted by Wizardsmana:
Bards Tale Remastered by Chrome and Inxile would be a great place for them to look for messaging ideas.

Yes! In, fact this is where the source of my feedback comes from. I completed the Remastered Bards Tale Trilogy just before diving into SNES Wizardry and then this Remaster, so the absence of descriptive combat messaging is quite noticeable in comparison.


Originally posted by Wizardsmana:
Quick Simple Ideas:

swords & daggers (monsters & characters) = slices or stabs for x damage
maces, flails, staffs (monsters & characters) = swings or bashes for x damage
fire base spells and breath weapons = burnt or roasted for x damage
ice based spells or attacks (undead) = frozen or congealed for x damage
lightning spells or attacks = zapped or shocked for x damage
harming priest spells = tormented or tortured for x damage
animal attacks = bites or claws for x damage
undead attacks = gropes or bites for x numbing damage
giants & ogres = crushes or smashes for x damage
ninjas = punches, kicks, slices or stabs for x damage

I like this. Also, the Shuriken should be "hurled". Even the original Apple II messaging gets this muddled and uses the "chop" and "stab" verbs as though it were a melee weapon (well, it is mechnically treated as such, but the flavor text could still be adjusted).

For Priest spells and instant death spells like Makanito and Lakanito, verbs like "choked", "strangled", or "suffocated" might be appropriate. I like the idea of those spells being like Vader's Force choke in Star Wars. Mangar's psychic spells in Bards Tale used similar descriptors.
Last edited by Ninth Hour; Jun 6, 2024 @ 1:30pm
Abscondrel Jun 6, 2024 @ 1:31pm 
i'm starting to get the impression that this game is has reached "completed" status. i would love for a dev to say they are still looking to work on it and improve things.
Wizardsmana Jun 6, 2024 @ 1:48pm 
Originally posted by abscondrel:
i'm starting to get the impression that this game is has reached "completed" status. i would love for a dev to say they are still looking to work on it and improve things.
Me Too!
Wizardsmana Jun 6, 2024 @ 1:50pm 
Originally posted by Ninth Hour:
Originally posted by Wizardsmana:
Bards Tale Remastered by Chrome and Inxile would be a great place for them to look for messaging ideas.

I like this. Also, the Shuriken should be "hurled". Even the original Apple II messaging gets this muddled and uses the "chop" and "stab" verbs as though it were a melee weapon (well, it is mechnically treated as such, but the flavor text could still be adjusted).

For Priest spells and instant death spells like Makanito and Lakanito, verbs like "choked", "strangled", or "suffocated" might be appropriate. I like the idea of those spells being like Vader's Force choke in Star Wars. Mangar's psychic spells in Bards Tale used similar descriptors.

All great ideas! I love it!
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Date Posted: Jun 6, 2024 @ 10:32am
Posts: 7