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Adventurer's Guild 𝙲𝙻𝙰𝚂𝚂𝙸𝙲 Issue #11 — Wizardry VI: Bane of the Cosmic Forge

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Post by DagothGeas5 »

I am currently in the mines and I presume the story will take me to that ominous peak that is in the center of the cavern, so I wanted to ask: will the story cycle back to that skull door I found before the Hazard zone, or should I go back to re-explore the area instead? I assumed it was the "boss room" before the game instead expanded as it did, so now I worry I won't be able to visit it in the future :? Same with the Lord's diary, I assumed things will be revealed later on, but it seems the game is taking me to another direction.
Very glad I decided to map this game also, the mines' dark areas (and all those purposefully confusing corridors) would have been a tough blow if I kept doing things by memory XD
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Post by DagothGeas5 »

Tangerine wrote: April 9th, 2025, 20:08
I'm still on the snake under the altar. My party feels very weak.
If it can help, if you found the bell tower it will spawn bands of bats and rats that get tired of the sound disturbing them, it is a very good way to get enemies to level up :heart: Another thing I found, though I use it to wait away poison and heal intermittently as necessary as I do not wish to waste items, is that you can stand against a wall and continually click to go forward (prompting the *Ouch* dialogue). This counts as time passing and I had enemies spawn on me like this a few time. Might be more of use than roaming far from your objective and ending up too far away or even lost while trying to trigger enemies to spawn.
Last edited by DagothGeas5 on April 9th, 2025, 20:22, edited 2 times in total.
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Post by Tangerine »

I'm in the wrong part of town.
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I found something that I am unsure if it's a bug or maybe it's something else (as I have had no quest to get to this area) so I wanted to ask as I am quite confused (careful if you read this too Tangerine as I think this is very spoiler heavy :heart: ): I managed to shatter the diamond wall prison of that floating head (which I assume to be a genie though the hat makes me think of a mage of some kind, have yet to speak to it as I just momentarily closed to game to write this while my mind is fresh from what happened) but the issue I found is that I mapped out four corners of what I assume is the "genie"'s room (as they all lead to different facets of that same distant wall with the skeleton in one of the nooks), and cracked them all with the mining chisel, but after hitting the last wall that I was left with nothing happened. I traced back to a previous wall that I thought I was missing (as it was very close to another wall that I also mapped together in my map, making me assume I got them mixed up and forgot one of the two) but the wall was already fractured (as also noted by my mark on the map). Wanting to make extra sure though the dialogue for the fracture did pop up, I tried hitting that wall again and the whole thing shattered as if it was missing a piece or something of the sort. Is it a bug in some way or a feature/part of some ritual I was not privy to?
Last edited by DagothGeas5 on April 11th, 2025, 11:48, edited 1 time in total.
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Post by DagothGeas5 »

Wanted to share this as it was absolutely beautiful.
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rusty_shackleford wrote: April 25th, 2025, 16:49
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Post by Lich »

How many hours did you spend to roll your characters?
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Post by DagothGeas5 »

Lich wrote: May 5th, 2025, 18:12
How many hours did you spend to roll your characters?
None. I let the game show me what it has available and play from there, picking the class+race combinations I want from what is available and making one character from the ground up that I will use as my "main". I am aware of the rolls and stats etc but, even with Baldur's Gate's stat rolling etc, I give roleplay more weight and actually prefer it when a character is penalized in some way. I have come to like this party quite a lot :heart:
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I have a question if I may. When a character dies the manual says it lowers his Vitality. I read this as to say it lowers his health only, does it lower or affect anything else? Should I worry about it? My Wizard has died a few times and I do not much care for him having little health (currently he is at 4 "Vitality counter" to my memory) as I figured I would just find some protection items/Blink, etc. Should I be more careful instead?
Last edited by DagothGeas5 on May 8th, 2025, 16:25, edited 1 time in total.
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Post by rusty_shackleford »

Wiz6+7 bundle is on sale for less than a dollar if anyone wants to jump in.
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Post by rusty_shackleford »

I seem to get infrequent freezing, going to look into setting up dosbox natively I guess.
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Post by DagothGeas5 »

rusty_shackleford wrote: May 13th, 2025, 19:07
I seem to get infrequent freezing, going to look into setting up dosbox natively I guess.
I myself get lag when in battle the more enemies are present. This disappears when I was fighting in total darkness.
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Post by rusty_shackleford »

Seems to be working fine now
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Post by DagothGeas5 »

rusty_shackleford wrote: May 14th, 2025, 18:26
Seems to be working fine now
Image
Was admiring the screenshot and realized I know the names you chose XD Best of luck in your run rusty! :salute:

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Post by rusty_shackleford »

Freezing again :pipe-thinking:
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Post by rusty_shackleford »

Using the automapper 'mod' and that's almost certainly what's causing it, either going to have to map it by hand(never was a fan of this) or port the mod to a modern dosbox :scratch-pipe:
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Post by DagothGeas5 »

rusty_shackleford wrote: May 30th, 2025, 03:28
Using the automapper 'mod' and that's almost certainly what's causing it, either going to have to map it by hand(never was a fan of this) or port the mod to a modern dosbox :scratch-pipe:
My maps may not be the best, but if you might want me to share them with you let me know rusty!
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Post by Xenich »

rusty_shackleford wrote: May 30th, 2025, 03:28
Using the automapper 'mod' and that's almost certainly what's causing it, either going to have to map it by hand(never was a fan of this) or port the mod to a modern dosbox :scratch-pipe:
Grid Cartographer works really well from my experience. You can download completed maps or just setup a generic mapping process with it. I also noticed that it now has built-in emulator support so you can play various versions. I was messing with the Sega Might and Magic II version the other day and it was working well.

I also believe it is open source so you have complete control to use it with anything with some tweaking.

This was just a quick throw up (I didn't make a party and start it).
Capture.PNG
Capture.PNG
You can use completed (all room specifics are already marked) or clean maps where you have to add your discoveries as you play. You can also place a fog layer over the maps so it only explores where you have been as well or just use it as a basic auto-maper for yout path where you add the details as you play (doors, walls, secrets, etc...)
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Last edited by Xenich on May 31st, 2025, 15:17, edited 2 times in total.
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Post by J1M »

Doesn't look like anyone's claimed this yet, but when they do it will become apparent that this isn't sorted in the same order as the other Adventurer's Guild classic pins.
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Post by Tangerine »

J1M wrote: June 7th, 2025, 01:20
Doesn't look like anyone's claimed this yet, but when they do it will become apparent that this isn't sorted in the same order as the other Adventurer's Guild classic pins.
I don't believe they're currently in order as it is.
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Post by J1M »

Tangerine wrote: June 7th, 2025, 01:37
J1M wrote: June 7th, 2025, 01:20
Doesn't look like anyone's claimed this yet, but when they do it will become apparent that this isn't sorted in the same order as the other Adventurer's Guild classic pins.
I don't believe they're currently in order as it is.
Classic chronological, Junior chronological, sequels injected so franchises appear together.
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Post by Tangerine »

J1M wrote: June 7th, 2025, 04:13
Tangerine wrote: June 7th, 2025, 01:37
J1M wrote: June 7th, 2025, 01:20
Doesn't look like anyone's claimed this yet, but when they do it will become apparent that this isn't sorted in the same order as the other Adventurer's Guild classic pins.
I don't believe they're currently in order as it is.
Classic chronological, Junior chronological, sequels injected so franchises appear together.
Hexx is last in the Classic list, when it should be earlier.
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Post by J1M »

Tangerine wrote: June 7th, 2025, 04:16
J1M wrote: June 7th, 2025, 04:13
Tangerine wrote: June 7th, 2025, 01:37


I don't believe they're currently in order as it is.
Classic chronological, Junior chronological, sequels injected so franchises appear together.
Hexx is last in the Classic list, when it should be earlier.
Perhaps it is in the wrong spot or maybe that was added when the first person achieved it.
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Post by rusty_shackleford »

Xenich wrote: May 31st, 2025, 14:59
rusty_shackleford wrote: May 30th, 2025, 03:28
Using the automapper 'mod' and that's almost certainly what's causing it, either going to have to map it by hand(never was a fan of this) or port the mod to a modern dosbox :scratch-pipe:
Grid Cartographer works really well from my experience. You can download completed maps or just setup a generic mapping process with it. I also noticed that it now has built-in emulator support so you can play various versions. I was messing with the Sega Might and Magic II version the other day and it was working well.

I also believe it is open source so you have complete control to use it with anything with some tweaking.

This was just a quick throw up (I didn't make a party and start it).

Image

Image
You can use completed (all room specifics are already marked) or clean maps where you have to add your discoveries as you play. You can also place a fog layer over the maps so it only explores where you have been as well or just use it as a basic auto-maper for yout path where you add the details as you play (doors, walls, secrets, etc...)
need to look into how to set this up with the fog :scratch-pipe:
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Post by Tangerine »

I need to get back into this, but the plant creature after the mines keeps ruining my day.
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Post by Xenich »

rusty_shackleford wrote: July 2nd, 2025, 09:42
Xenich wrote: May 31st, 2025, 14:59
rusty_shackleford wrote: May 30th, 2025, 03:28
Using the automapper 'mod' and that's almost certainly what's causing it, either going to have to map it by hand(never was a fan of this) or port the mod to a modern dosbox :scratch-pipe:
Grid Cartographer works really well from my experience. You can download completed maps or just setup a generic mapping process with it. I also noticed that it now has built-in emulator support so you can play various versions. I was messing with the Sega Might and Magic II version the other day and it was working well.

I also believe it is open source so you have complete control to use it with anything with some tweaking.

This was just a quick throw up (I didn't make a party and start it).

Image

Image
You can use completed (all room specifics are already marked) or clean maps where you have to add your discoveries as you play. You can also place a fog layer over the maps so it only explores where you have been as well or just use it as a basic auto-maper for yout path where you add the details as you play (doors, walls, secrets, etc...)
need to look into how to set this up with the fog :scratch-pipe:
That is one thing I never played with enough to figure it out. I know it is possible because some of the maps you can DL from GC site on some games come blacked out and reveal as you play. I have looked for settings in the program, but couldn't find anything specific (though I admit I wasn't diligent about it). It may be something really silly like a layer toggle somewhere, or it could be a script or flag within the map file. Could also be a console command for it, but I am not sure.

It has to be somewhere in the documentation though...

https://docs.gridcartographer.com/
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Post by rusty_shackleford »

Xenich wrote: July 2nd, 2025, 12:25
rusty_shackleford wrote: July 2nd, 2025, 09:42
Xenich wrote: May 31st, 2025, 14:59


Grid Cartographer works really well from my experience. You can download completed maps or just setup a generic mapping process with it. I also noticed that it now has built-in emulator support so you can play various versions. I was messing with the Sega Might and Magic II version the other day and it was working well.

I also believe it is open source so you have complete control to use it with anything with some tweaking.

This was just a quick throw up (I didn't make a party and start it).

Image

Image
You can use completed (all room specifics are already marked) or clean maps where you have to add your discoveries as you play. You can also place a fog layer over the maps so it only explores where you have been as well or just use it as a basic auto-maper for yout path where you add the details as you play (doors, walls, secrets, etc...)
need to look into how to set this up with the fog :scratch-pipe:
That is one thing I never played with enough to figure it out. I know it is possible because some of the maps you can DL from GC site on some games come blacked out and reveal as you play. I have looked for settings in the program, but couldn't find anything specific (though I admit I wasn't diligent about it). It may be something really silly like a layer toggle somewhere, or it could be a script or flag within the map file. Could also be a console command for it, but I am not sure.

It has to be somewhere in the documentation though...

https://docs.gridcartographer.com/
https://docs.gridcartographer.com/release/2017/404
ADDED: Fog-of-War (default shortcut: F) tile effect. Cover areas of the map with an impenetrable fog. Select fog style in the Setup > Theme menu.
Hmm, I'll have to try it.
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