Posted May 21, 2019
I recently got into finally trying Wizardry 8 in earnest, along the way I found out that getting the spells you want can be tricky as higher level spell books don't exist and even ones that do exist aren't readily available, so the only way to get the higher level spells is to know that you have to save up your "spell picks" from leveling up. A bad and unfair way to do things.
I even seem to remember reading about people save/rest scumming merchants in the hopes of getting certain spell books, I didn't want to deal with that so I ended up adding spell books to merchants and making a few other changes along the way, link and details below.
https://mega.nz/#F!sNh2nCiT!Q2oN-od1-QRLaPCfXykS8w
===================================================
==== Wizardry 8 Merciful Magical Merchants mod ====
===================================================
----Info-------------------------------------------
This basically adds items mostly spell books to merchants,
and changes a few things such as projectile speed so combat
doesn't take as long.
----Installing-------------------------------------
Extract the .dbs files into the game's databases folder.
\<GameFolder>\Data\databases
----Details----------------------------------------
Created spell books for all spells that can be acquired via "Spell Picks" but didn't have spell books. So players don't have to have precognition just to get all their spells, their best spells. These spell books have been added to various traders but are quite expensive (prices based on an existing high level spell book).
Added other spell books to certain traders, that existed but weren't sold anywhere.
Spell books at most traders now restock so are basically always available, casters can actually buy their spells if they can afford it, and don't have to save/rest scum etc at traders.
Added more spell books to traders, trying to keep it somewhat appropriate, where possible. Such as adding all Divine spells to the Temple trader being an obvious example, or adding Alchemy spells to the Alchemist trader, some weren't as obvious to place but now all spells have books and all books can be purchased, you just have to find the right trader though some books are at multiple traders.
Increased the power of Identify Scrolls (so they are now actually useful)
Created Scrolls for the "Portal" spells and added to some traders. So parties without a character that can cast portals can avoid having to run around the planet, back and forth and back and... though will have to pay for using scrolls instead (guess this also makes it viable to now have a party without a caster able to cast that spell or suffering countless time backtracking).
Generally lowered the amount of restocking junk ammunition and replaced it with better ammunition. You find more than enough junk ammunition anyway and it just clutters up the stores over time. (may actually just replace all junk ammunition with something better at all traders.)
Generally removed some crap from some traders while adding other junk, such as the tavern now sells drinks/food as one might expect rather than other strange things.
Added almost all Bard instruments for sale, you need certain skill levels to use them anyway and have to afford them, besides other classes can buy their gear so why not Bards. (Some Bard instruments were not added for sale as they are found at locations of significance which are basically unavoidable, having the instrument available only at that location helps keep the discovery of the location special.)
Removed gender restrictions from some items that made it really annoying. (this silly limitation is basically what started all this)
Fought an impressive looking boss only for it to drop a single stack of ammo (the only thing it's able to drop) incredibly anticlimactic, so added some better chance loot to it and will likely do the same to others I encounter.
Increased projectile speeds (generally speaking, arrows etc from 50 to 100, spells from 30 to 50) so that combat doesn't take as long, though would still recommend using Wiz8Fast to increase enemy movement speed during combat so you can set that to your liking (5x seemed like a good start).
===================================================
I even seem to remember reading about people save/rest scumming merchants in the hopes of getting certain spell books, I didn't want to deal with that so I ended up adding spell books to merchants and making a few other changes along the way, link and details below.
https://mega.nz/#F!sNh2nCiT!Q2oN-od1-QRLaPCfXykS8w
===================================================
==== Wizardry 8 Merciful Magical Merchants mod ====
===================================================
----Info-------------------------------------------
This basically adds items mostly spell books to merchants,
and changes a few things such as projectile speed so combat
doesn't take as long.
----Installing-------------------------------------
Extract the .dbs files into the game's databases folder.
\<GameFolder>\Data\databases
----Details----------------------------------------
Created spell books for all spells that can be acquired via "Spell Picks" but didn't have spell books. So players don't have to have precognition just to get all their spells, their best spells. These spell books have been added to various traders but are quite expensive (prices based on an existing high level spell book).
Added other spell books to certain traders, that existed but weren't sold anywhere.
Spell books at most traders now restock so are basically always available, casters can actually buy their spells if they can afford it, and don't have to save/rest scum etc at traders.
Added more spell books to traders, trying to keep it somewhat appropriate, where possible. Such as adding all Divine spells to the Temple trader being an obvious example, or adding Alchemy spells to the Alchemist trader, some weren't as obvious to place but now all spells have books and all books can be purchased, you just have to find the right trader though some books are at multiple traders.
Increased the power of Identify Scrolls (so they are now actually useful)
Created Scrolls for the "Portal" spells and added to some traders. So parties without a character that can cast portals can avoid having to run around the planet, back and forth and back and... though will have to pay for using scrolls instead (guess this also makes it viable to now have a party without a caster able to cast that spell or suffering countless time backtracking).
Generally lowered the amount of restocking junk ammunition and replaced it with better ammunition. You find more than enough junk ammunition anyway and it just clutters up the stores over time. (may actually just replace all junk ammunition with something better at all traders.)
Generally removed some crap from some traders while adding other junk, such as the tavern now sells drinks/food as one might expect rather than other strange things.
Added almost all Bard instruments for sale, you need certain skill levels to use them anyway and have to afford them, besides other classes can buy their gear so why not Bards. (Some Bard instruments were not added for sale as they are found at locations of significance which are basically unavoidable, having the instrument available only at that location helps keep the discovery of the location special.)
Removed gender restrictions from some items that made it really annoying. (this silly limitation is basically what started all this)
Fought an impressive looking boss only for it to drop a single stack of ammo (the only thing it's able to drop) incredibly anticlimactic, so added some better chance loot to it and will likely do the same to others I encounter.
Increased projectile speeds (generally speaking, arrows etc from 50 to 100, spells from 30 to 50) so that combat doesn't take as long, though would still recommend using Wiz8Fast to increase enemy movement speed during combat so you can set that to your liking (5x seemed like a good start).
===================================================
Post edited May 21, 2019 by Grogger