New Wizardry 8 Mod

I had put my party in a funnel in preparation for some Higardi bandits on Arnika Road and saved the game for later. Much to my dismay, the bandits were escorting 3 cultists, which is far more than my crew could handle. Combat starts before I can get out of the funnel, and the infinite range cultist spells (a complaint that has nothing to do with Dodd's mod) mean running simply doesn't work. Crud.

Sooooooo

After several deaths that were keeping me from seeing more of the mod, I punted and restarted with a minor variation on my standard uber-party:
human monk, lizzy fighter, mook ranger, rawulf priest, human gadgy (normally take a human bard, but that second treasure hunter really gimps bards), and elven mage (normally go faerie, but wanted the extra carry capacity). We're just about done with the lower monestary.
 
Joined
Oct 18, 2006
Messages
13,547
Location
Illinois, USA
That seems like a very good party composition.

Some notes based on my playthrough:

My hobbit rogue was the most effective tank during the second half of the game and in the end outranked my lizzy fighter in the number of kills.

I've rarely used bishops before, but I've given it a go for a change and they worked really well as party spellcasters. Their slower level progression wasn't that much of a problem since mod is rich for additional experience. I had almost no need to power train them either. I had one elf specializing in divinity/alchemy and one faerie for wizardry/psionics so they really worked as two different classes and were a great fun to develop.
I found some psionic spells to be really useful in the mod.

I've mentioned it already, but in the case of that second treasure hunter, it's easy to lure the bandits away from him , deal with them and then smite him alone. It's kinda cheesy but my bardess was really glad for the instrument.

Anyway, your party seeems like fun and when I get to my next playthrough, I'll probably go with something similar, also I have a suspicion that priest and mage would later benefit from a profession change which may be interesting.
 
Joined
Apr 4, 2008
Messages
2,437
Location
Prague
I play some version of that party whenever I want to have an easy stomp thru the game. I was being more creative with my first party in Dodd's mod, but some of my lazy habits were getting slapped down by the mod, so I dropped back to the old standby.

I generally play RPGs with a sumo mentality, so my priest is getting some melee work. It's been my experience that a mid-formation priest with an extended range weapon can do some real damage in the mid and late game. Since they only need to put ability points in divinity, you've got 3 points to waste every level, and I'm putting most of them into strength. I actually do some melee work with the mage as well, although it will be a bit longer into the game before I make any sort of focused effort in that direction.
 
Joined
Oct 18, 2006
Messages
13,547
Location
Illinois, USA
I don't know if I made myself clear enough about the Vi Domina disappearing thing a few posts back.

I dimissed Vi to take Timothy into the party.

Ported back to Arnika, went to Heli's,Vi was there as expected.

Took Timothy back to sister,he left party.

Reurned straight back to Heli's,Vi gone.

So,it would seem that the act of returning Timothy caused Vi to disappear,as I had not done anything else?
 
Joined
Oct 17, 2007
Messages
39
There was a known bug with Vi disappearing. From the 1.2.2 patch notes:
• Corrects problem where Vi gets placed in the Phoonzang statue and also FIXES SAVES that have been affected by this bug.
and
• Fixed bug where a dismissed RPC who was not seen by the player before changing levels would not correctly go back to his home location.

I'd say Dodd still needs to weigh in just to be sure the mod didn't bugger the patch.

edit- BTW, the enchanted helm I got last game is in the upper monestary display case that usually holds a toseido. It was there again this time, so I think it's a non-random placement.
 
Last edited:
Joined
Oct 18, 2006
Messages
13,547
Location
Illinois, USA
I have 2 questions:
Where is the RATT KEY? I can't find it in Trynton.
Where is Myles? He wasn't in Arnika.
 
Joined
Apr 16, 2008
Messages
23
Regarding Vi problem,I'm running 1.2.4 patch so unless there is something in the mod to cause this,it shouldn't be a problem.
 
Joined
Oct 17, 2007
Messages
39
Yu might want to check that Timothy is still there. You have to be really carefull you don't drop him of in the walls of the house or he too will disappear.
He is like rfs in that when you drop him off he stays where he is which can be a problem if you drop him in a place where there is little open space with a lot of walls.

I would recommend to all players the you save before dismissing him just to make sure he is visible when you go to leave.
Any npc in the game can disappear behind a wall when you dismiss them, but usually this is not a problem because the have a return location so the they don't remain out of site.

The Vi and myles disappearing bug is something else altogether and nobody knows why it occasionally happen.
 
Last edited:
Joined
Mar 26, 2008
Messages
126
Location
Telford UK
Ohh, I just assumed Myles was supposed to be gone as part of the mod when he went MIA last time. I'll see if he's there when I get to Arnika this time thru. I was actually in the process of returning Timothy when I punted last time, so I can't give any datapoints on that issue yet.

So, was the enchanted helm supposed to be in the display case, or was that a buggie as you implied a while back?
 
Joined
Oct 18, 2006
Messages
13,547
Location
Illinois, USA
Ohh, I just assumed Myles was supposed to be gone as part of the mod

You assumed right. With the mod, you'll find Myles much later.
 
Joined
Apr 4, 2008
Messages
2,437
Location
Prague
I think the point's still being missed here.

Vi didn't go missing when I dismissed her from the party,she was there in Heli's when I returned to Arnika.

She went missing when I returned Timothy to his sister!

I returned to the bar and now she wasn't there.

I think returning Timothy triggered her disappearance.
 
Joined
Oct 17, 2007
Messages
39
Seems obvious to me that the one-eyed skank ran off with Timothy once he got back in town. They're probably making out in the Arnika lighthouse. ;)

I still have to wonder if something in Dodd's mod buggered the patch. You might try talking to the Phoonzang statue (in Arnika or in the monestary?) and see if Vi answers.

Team "I Crush Better Now" has just about finished with Arnika. Normally, I'd hit the monestary on the way to Mt. Gigas, but that didn't go so well for me last time around. I might go visit the Trynnie this time.
 
Joined
Oct 18, 2006
Messages
13,547
Location
Illinois, USA
It's nothing to do with timothy. Vi can disappearing any game patch and modded or otherwise. I see people who have never played my mod complaining about it on other sites from time to time.

"So, was the enchanted helm supposed to be in the display case, or was that a buggie as you implied a while back?"

Yes. It is supposed to be there as a replacement for the vanilla item.
Because you said you had definately come across it in the lower Monastery i didn't figure.

Speaking of Bugs. I think i have found a Vanilla bug. Help me out here.
Has anyone while playing Wizardry 8 either modded or otherwise ever been crushed upon teleporting out of the Mountain Wilderness Retro Dungeon back to the circle of stones ?
I ask because i am doing some work there and by mistake i sent myself to that very arrival trigger instead of the one i set for testing.
3 times in arow my party was crushed and when i examined this trigger it was way too low to allow a player to arrive safely on the ground.
I checked it against another version i have where no work has been done on that location and it's exactly the same. So there is no way i accidently edited to be too close to the ground.

Anyway if this is a known bug it is now fixed.
 
Joined
Mar 26, 2008
Messages
126
Location
Telford UK
Lousy memory on my part. I did mention that I wasn't paying that close of attention, but sorry for the confusion on the helm.

You've got a typo in the tax collector's intro speech. Second "page", you've got "arival". Not trying to be obnoxious with these, just working my way into beta test mode.

I've pushed around a dozen parties as far as the MW dungeon. I don't remember any of them ever getting crushed on the return.
 
Joined
Oct 18, 2006
Messages
13,547
Location
Illinois, USA
Fixed spelling errors for Arrival and guardians and "too" from Denarius.

Gardians had loads of entries, mainly from lana, but also the Lord gear was all Gardian.
 
Joined
Mar 26, 2008
Messages
126
Location
Telford UK
Vi dissapeares when you dump any character. I had Timothy and Saxx, I stand next to Vi in the bar and when I dismissed Saxx, Vi just dissapeared before my eyes.

OK then. Let's do something else instead. So, I left Arnika and dismissed Saxx, went back and hired Vi, then we said good bye to Timothy and travelled to Roadhouse to meet Saxx one more time.

Everyone's now happy!
 
Joined
Apr 26, 2008
Messages
228
Using existing saved game

Gidday, sounds like your mod is great. Not sure if you are still checking out posts on this forum but I was wondering if your mod is compatible with a current saved game?

Also what version are you up to for the mod? Do you have your own web page dedicated to the mod?

thanks for any info
cheers
Nutman
 
Joined
Jan 3, 2007
Messages
20
Go here for the latest version:
http://www.rpgwatch.com/forums/showthread.php?p=87104#post87104

I am amazed you found that old thread when the new one is on the first page.
I would not install this onto your version.
2.3 is the ful mod which needs to be installed onto a newly installed game and patch 2.4 is just an update that you add after installing version_2.3
 
Joined
Mar 26, 2008
Messages
126
Location
Telford UK
Problem getting game to load

Hello:
I'm new to this forum, but have been playing Wizardry 8 for years. I read about this mod and decided it might be interesting to try it. I have downloaded and installed the new data and level folders as per the text instructions. When I try to load the game everything works up to the point of actually starting the game. At this point it fails and I get the following error:
Debug assertion in Module C:\Projects\Wizardry8\Local Code\Gameplay Database.cpp line 320 failed
If anyone has any ideas I would be glad to hear them.
I've tried running the game as an administrator and changing compatibility by the way.
Thanks,
dhalgren17
 
Joined
Oct 16, 2008
Messages
5
Back
Top Bottom