Greatest RPG Fans Forum

"Playing mad_god's mod for Wiz7, a personal experience"

Printer-friendly version of this topic
Bookmark this topic (Registered users only)
 
Previous Topic | Next Topic 
Conferences Wizardry(r) 1-7 Conferences Wiz 7 - CoDS and Gold (Protected)
Original message

zeldorn (10 posts) Click to EMail zeldorn Click to send private message to zeldorn Click to view user profile Click to check IP address of the poster
Jun-21-14, 10:10 AM (Pacific)
"Playing mad_god's mod for Wiz7, a personal experience"
Few weeks ago I succumbed to desire to play again Wiz7. This time I decided to play mad_god's mod. It is still fairly available on few sites, but I never found any description for it, no reviews or walk-troughs. Of course, I didn't look very hard for it and was careful not to check here .

So, after few weeks of playing, my party having just few more things to do on the continent, like getting Cane of Corpus, I can report how I like it so far.
First, I usually play Wiz7 as a heavy class changer, and decided to stick with it. A little clarification of terminology I use, just for this post :

"vanilla party" players - no class changing, characters stay in the original class for whole game

"normal" or "small" class changers - they change class somewhere between levels 5 and 7 to raise magic and skills, but class changing is restricted to similar classes (like "Mage" - "Bard" or "Samurai - "Ninja"), and once they got maxed points and spells they morph to their final class

"Heavy" class changers - once a character completes/max a changing double like "mage" - "bard" moves to another changing double for some other school, until every party member has at least 2-3 all-targeting spells from different schools and other major spells, and all have healing spell and maxed ninjutsu and kirijutsu, plus some characters specialized in opening locks, mapping, artifacts and mythology.

"overkill" heavy class changers - all characters learn all schools and its major spells in early part of the game, plus maxed all relevant skills. It requires heavy use of battle generator, like the one in the New city or below Orkogre castle.

Back to the mod, it is basically the same game, with some nice touch here and there. F.e., "The black market" does not work anymore, nor the "archives" access to the old city ... he got me there, I would need to talk to Barlone first. Battle generator in the new city is also no more/tweaked, which a bit affected me .
New weapons are really nice. I like lizard's fang and lizard's tusk, they are really good and obtainable easy in the early game. But my favorite is a "knuckle". "Tentacle" whip and "chitin" shield are also nice and useful.
Adding the possibility that every battle may generate some item(s) is a nice touch. However, IMO it might lead to some dis-balance for some of us class changing players. When using battle generator below Orkogre castle there are 4 type of monsters generated (lizards, birds, bugs and moths), means 1/4 of battles might generate tusks, and if you play few dozen battles with lizards you may expect to have more of those nice weapons then you need (not to complain, Paluke pays nice for them). This has also two other consequences - it is more easy to fill all backpack slots, and selling the stuff to Paluke generates more money (then needed).
However, all those pregenerated battles in the new city were enough to do the basic buildup of characters (first "double" completed), so I left new city with nuclear blast and headed to Dane Tower. This is not a normal way, and it is not possible to finish it before Orkogre castle, but my party was strong enough to reach the sixth floor, and the goals were simple and reachable - to get "mind control" skill for all characters, then the fairy cap (Regen. +1) for my fairy from some chest on higher levels, and mana stone and rod of sprites (some other chest).
Having this I set course to Orkogre castle. Here I did all, but postponed a visit to the king due to a very nice touch in this mod - Gorkunga the Ape. I tried to fight it to get his amulet, but it is hard to hit it (I suppose it is 100% resistant to magic and 99,99% to all attacks, I was only able to hit it after hiding and backstabbing it), and it goes away after few rounds. I decided to come later, when my character would be stronger. I suppose that Gorn King part is not relevant, anyway. His map is never there. If anyone killed Gorkunga please share the strategy and tell me if the booty is worth it.
There was also a strange quest offered by Lord Galiere (to obtain 5 stun rods) which I decided to also ignore for now.
Back to Dane Tower, high level battle there are same as before, but there is no more "jeweled cushion" with coil of the serpent .
All in all, so far I like this mod, my thanks to the author. It is still the same game, but tweaks made it just more interesting and fresh.
Among things to be desired, I always wanted that traders offer some more interesting items. Well, who knows, perhaps that would change later in the game.

Z.

  Alert Edit | Reply | Reply With Quote | Top

  Table of Contents

 
 
Lobby | Topics | Previous Topic | Next Topic

Messages in this topic

Tangarath (1 posts) Click to EMail Tangarath Click to send private message to Tangarath Click to view user profile Click to check IP address of the poster
Aug-17-16, 06:11 AM (Pacific)
1. "RE: Playing mad_god's mod for Wiz7, a personal experience"
This sounds awesome! I'm on my first playthrough of Wiz 7, after beating wiz 8 and playing a few mods. Sadly, I have Wiz 7 Gold. Can you, or anyone help me get the Wiz 7 mods like Mad Gods and Christophers secrets of Alderan to work? Or will I have to use Dosbox and get the non gold version?
  Remove | Alert Edit | Reply | Reply With Quote | Top

nomad (37 posts) Click to EMail nomad Click to send private message to nomad Click to view user profile Click to check IP address of the poster
Aug-17-16, 06:34 AM (Pacific)
2. "RE: Playing mad_god's mod for Wiz7, a personal experience"
The best suggestion I have is to look at GoG games and see how much they are charging now. I bought a package of Wiz 6 and 7 for $2.99 last year.
  Remove | Alert Edit | Reply | Reply With Quote | Top

zeldorn (10 posts) Click to EMail zeldorn Click to send private message to zeldorn Click to view user profile Click to check IP address of the poster
Sep-19-16, 00:14 AM (Pacific)
3. "RE: Playing mad_god's mod for Wiz7, a personal experience"
It is Awesome that this board is still alive after so many years. Sorry that I check it only now and then, and it your questions is a month old. Anyway, last time I checked the page with links to download mods you asked for was still active and ok (as of today)

http://mad-god.webs.com/downloads.htm

(both mods and other stuff)

http://www.angelfire.com/magic2/madgod/W7ModEng.html

(mad god's mod)

"mad god" used to still visit this forum from time to time, so if we are lucky he may say a word to us.

Z.

  Remove | Alert Edit | Reply | Reply With Quote | Top

Llevram (5379 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Sep-21-16, 10:01 PM (Pacific)
4. "RE: Playing mad_god's mod for Wiz7, a personal experience"
Ya, I am surprised too, that I still keep funding this thing. Well, having my own web site address has it's advantages

WindowShadez™

  Remove | Alert Edit | Reply | Reply With Quote | Top

Snafaru (32 posts) Click to EMail Snafaru Click to send private message to Snafaru Click to view user profile Click to check IP address of the poster
Sep-22-16, 04:32 AM (Pacific)
5. "RE: Playing mad_god's mod for Wiz7, a personal experience"
There's also Christopher Carrasco's Wiz 7 mod...

Go to http://www.zimlab.com/wizardry/ and click the mods sections then the Wiz 7 mods subsection.

Snafaru

  Remove | Alert Edit | Reply | Reply With Quote | Top

emeraldFN (26 posts) Click to EMail emeraldFN Click to send private message to emeraldFN Click to view user profile Click to check IP address of the poster
Jan-28-17, 01:20 AM (Pacific)
6. "RE: Playing mad_god's mod for Wiz7, a personal experience"
LAST EDITED ON Jan-28-17 AT 01:20 AM (Pacific)

What is the battle generator under Orkogre? The Cosmic Forge doesn't know about them and the only one I know apart from the one in New City is spinning around until an encounter happens.

  Remove | Alert Edit | Reply | Reply With Quote | Top

zeldorn (10 posts) Click to EMail zeldorn Click to send private message to zeldorn Click to view user profile Click to check IP address of the poster
Jan-28-17, 01:37 AM (Pacific)
7. "RE: Playing mad_god's mod for Wiz7, a personal experience"
There is a litle dungeon in Orkogre Castle just before you climb to fight Murkato's ghost. You can't pass further before you win, and you cannot go back (you fall there from prison). Who come there with too weak party would be stuck, so there is implemented a chance to level the party by fighting monsters. If I remember properly it function like this - every time you pass through center square in that dungeon all monster squares would be reset. So, the whole little dungeon is a battle generator. There is another one like this in another city (below room with the "slot machine" puzzle, before apothecary)

Z.

  Remove | Alert Edit | Reply | Reply With Quote | Top

emeraldFN (26 posts) Click to EMail emeraldFN Click to send private message to emeraldFN Click to view user profile Click to check IP address of the poster
Jan-28-17, 05:57 AM (Pacific)
8. "RE: Playing mad_god's mod for Wiz7, a personal experience"
All right, so that's how it works.
  Remove | Alert Edit | Reply | Reply With Quote | Top


Lock | Archive | Remove

Lobby | Topics | Previous Topic | Next Topic
Rate this topic (1=skip it, 10=must read)? [ 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 ]
Powered by DCF2000 ©1997-2000 by DCScripts. All rights reserved.