dtgreene: It's worth looking at how some other games handle turn order.
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My guess is that initiative in Elminage Gothic works something like in the SaGa games, but with the random multiplier going as low as 0. (Think I've heard of at least one game doing that.)
Sarisio: SaGa and Dragon Quest games are entirely different games from Wizardry in terms of mechanics, and even some mechanics in Wizardry differ from Elminage (stat capped at 18, different damage contribution from Strength, etc.).
I had a very intensive testing for Vovalketer (testing those different AC values), which have also shown that he has around 10% chance to do Lightning Attack (Swift Attack perk), has around 10% chance to start combat hidden, and I had around 5%-10% chance to act before he attacks (17 and 18 Agi versus 26). Hmmm, looks more like my assumption with 5% being minimum chance to act first, and 5% (de-)increase per point of difference. Just need to do more targeted testing on this.
Random notes:
- It also looks like minimum 5% chance of failure on traps (identifying and triggering them by Thief and failing to avoid triggered traps). I opened way too many chests (and amassed a lot of gold - is it even useful for anything in this game?).
- There is no minimum % of success/failure when identifying high level items by Bishop. if you are too low level, you will always touch things of too high quality (e.g., Item Encyclopedia: after a LOT of save-scumming, I had to pay 17500 Gold to identify it). If you are too high level, you will identify item from 1st attempt. Item Level seems to be dependent from Item Price as no other column in database makes sense for it.
Off-Topic: do you know how faithful were SNES ports of first 5 Wizardries? Were they just graphical improvements or some mechanics were changed? I get a huge urge to mess around with them again, but PC versions aren't as readily accessible to me. I don't like to play rebalanced versions, so if SNES has even slightly rebalanced versions, I'd rather.skip them.
Gold has two late-game uses. First, you can use it to train new characters (limited to just under 10 million). Second, there's a spot where you can buy Aura Punch for 1 million, and another spot where you can use up the Aura Punch to get a random high-level ore.
A monte carlo simulation of the "initiative between 0 and Agility" mechanic would predict you acting about a third of the time, which does not appear to be what you observed.
Describing the version differences between Wizardry games would be worthy of its own topic, but for your question:
1 has the Wizardry 2 version of (Ma)haman (allowing you to choose an effect from a random list of three), and floors 5 through 8 were completely changed (but who visits those floors anyway?), but is otherwise more faithful than 2 or 3.
2 (Knight of Diamonds) was completely redesigned to account for the fact that you start with level 1 characters. It was also given a different number due to the order in which the Famicom versions were released. (Danger: Teleport traps are dangerous on the cave level.)
3 (Legacy of Llylgamyn) I haven't played, but I believe the main change here was the removal of riddles.
4 did not get released for SFC/SNES. If you see a SNES Wizardry 4, it's really Wizardry Gaiden 4.
5 is actually pretty faithful. Stat caps were changed to be base +10 (instead of 18) and conversation was simplified because of the lack of a keyboard, but those seem to be the only real differences.
(These games did add an automap feature, but that can be disabled in the settings.
Of course, the PC versions aren't entirely faithful. Non-Apple versions of Wizardry 1 were indeed rebalanced (Fewer enemy groups on the first floor, spells disabled during ambushes) when compared to the Apple II version. Furthermore, the Wizardry Archives versions of Wizardry 1-3 have a serious bug that causes stats to drop much more often than they should. Therefore, if you want to play a non-rebalanced version, your only option is the Apple II version.