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Development Info Fate updated

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,046
Location
Behind you.
Tags: Fate

Per <a href="https://forum.wildtangent.com/viewtopic.php?t=3215">this thread</a> on the <A href="https://forum.wildtangent.com/viewforum.php?f=22">official Fate forum</a>, <A href="http://www.playfate.com">Fate</a> has been updated. Not sure what the new version number is, since it's not listed anywhere. So, if you downloaded the game today, you already have the new version. If you downloaded it before then, you might want to grab a new copy of it. So, here's the <A href="http://download.wildgames.com/wildgames/fatelow-drm3.exe">new modem version</a> and <A href="http://download.wildgames.com/wildgames/fate-broadband-drm3.exe">the new broadband version</a>. You have to re-download the version you originally downloaded to see this fixes:
<br>
<br>
<ul><li>(Critical) VERY RARE freeze when loading levels. This has to do with a level not generating properly and being unable to find a place to stick the stairwell.
<br>
<li>Artifact items were not sellable for the correct price - they ended up selling too cheap.
<br>
<li>If the pet turned into a creature with spells, the pet was not learning those spells. Not necessarily a bug, but needed to be changed IMHO.
<br>
<li>'Increases' was misspelled in one of the tooltips
<br>
<li>Rattlekill was not showing up as an Artifact
<br>
<li>Black Bit artifact had two Strength requirements
<br>
<li>Fish Caught statistic was actually tracking Times Fished instead.
<br>
<li>Rollover text on portal in town now tells you which dungeon level is on the other end
<br>
<li>Mousing over your health bar now shows your resistances ( if you have any )
<br>
<li>Underneath the health bar of monsters you can see summoning duration, or transformation duration for pets
<br>
<li>Spells did not tell you whether you could write them when they were in shops - only while in your inventory - fixed
<br>
<li>Fish did not tell you what they did when they were in your stash, or in other merchants' ( besides the fish merchants' ) inventories
<br>
<li>If you had a spell as active spell, and the only reason you could use it was due to magical effects, then when you reloaded your game, the spell would become inactive. Fixed
<br>
<li>Using a magic anvil while your pet was going to town would cause them to return without selling their stuff first.
<br>
<li>Some of the collision boxes for crates were reduced to prevent hallway blockages in rare circumstances
<br>
<li>The skeletons in the modem version had little pink halos between their fingers. Fixed.
<br>
<li>The 'teen numbers ( 13th, 14th, 15th ) were showing up wrong ( 13rd ) fixed. </ul>
<br>
And I thought pets were just drawn to the use of magic anvils!
<br>
<br>
Thanks, <b>Taluntain</b>, who is our funtabulous host and runs that <A href="http://www.sorcerers.net">silly D&D CRPG site</a>.
 

Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
Speaking of which, is there any chance the game will be released in stores, and not exclusively online? I wouldn't mind paying more just to have a CD, case and manual in the case of this game.
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,046
Location
Behind you.
I have to agree on this. I'd buy the game again just to have a printed manual, CD without having to deal with the unlock code stuff, and so forth.
 

halo112358

Novice
Joined
May 18, 2005
Messages
12
Role-Player said:
But does it include the SDK? Is patching better handled than needing to download the entire gaem again?

Yeah, that's a bit of a crap way to patch a game isn't it? The developer is offering to send a patch to anyone who requests it, but it's not available publicly. The mod toolkit is supposed to be available later this week. I doubt either the patched version or the toolkit are on this CD.

Edit: the new patch actually is a patch :D hooray
 

Gwendo

Augur
Joined
Aug 22, 2004
Messages
990
I bought the game, and I'm enjoying it. But I wonder if there are more specific information about what the modkit will be and what will allow us to do.

1. Will we be able to do some map design (dungeons are random, but we could do different villages, for example, or special dungeon levels)?
2. Will we be able to design new monsters, weapons, items, etc?
3. Will it be possible to design quests/missions?
 

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