Greetings, Travellers. A
comment on Reddit saw me here... Imagine my surprise when I finally come across RPGcodex to find living, existing threads of Arcanum. My efforts to liberate Terra Arcanum gone up in smoke...
Enough... Kerghan.
Just like most players, I have been playing Arcanum for over a decade. Along with Doom (1996) and
Front Mission 3 (PSX), Arcanum forms my
Top 3 Games list.
My only sensible contribution to the Arcanum community was the following gameplay video (and a couple more that suck widely!).
Meanwhile, I thank you, Drog Black Tooth, for your mods throughout the years. Two weeks ago, on my discovery of RPGcodex Arcanum threads, I was ecstatic that you were modding again but shat all over the place on reading your notice that you were (re-)abandoning the project. Now it seems that you're resuming... So, cheers!
I am also writing here to add my thoughts and suggestions. To put it in suck-less words: to increase your workload since I am unable to create/edit extensive code or imagery. My best is a simple
script for ePSXe on Linux otherwise I can contribute by writing
tutorials, for my modding skills are redundant.
Real-Time Mode
Plowing through this Multiverse thread was quite a piece of work! The general consensus is a preference for Turn-Based play. However, I am from the minority that plays exclusively on Real-Time mode.
All I ask is that RTm is not nerfed. Sure and by all means, please improve TBm but do not take away the fun from us few who prefer ganging on enemies all at once.
Should you still want to remove RTm, may I suggest that RTm is optionally restored by means of a download/patch that undoes all the improvements and enhancements of TBm and reverts to the previous vanilla battle experience.
In my case, I wouldn't be able to enjoy the game if new UAP and all the other enhancements put together completely remove Real-Time combat.
Another alternative would be to have two releases. One with RTm completely removed and the other with RTm reinstated but may be disabled by default (for those inclined towards TBm but would rather have both).
BUG: New Virgil Cheat Mode
Brilliant idea to finally put to good use GB's ring!
At Caladon's cemetery, on the Tsen Ang Book main quest, Virgil strays from the party <spoiler>to proceed to his brother's tombstone</spoiler>, however, he automatically starts either the Blimp Crash dialog if GB ring is not equipped or the cheat menu if GB ring is on.
Virgil Cheat Suggestions
Instead of adding other enhancements independent of UAP that may break the game or force you to carry a friggin' loaf of bread, could Virgil also provide for the following:
Bullets, arrows(, kettles, batteries) =
no weight whatsoever
No encumbrance (
carry bread cheat!)
Level cap - toggle whether level cap should be up to level 127/100 or 50. (many are against 127/100, thus, the toggle....) (I am aware of the Give 10 Experience Points cheat but having a huge level range affects mods such as
Orc /
Molochean (ganging)
Velorien's Blessing
Personally, I would leave the blessing as is seeing that changing it is more of a personal preference case. 'effect.mes' does the trick!
However, if you deem that it needs change, I would opt for neutral enhancements.
Vanilla-speaking the gifts give no real benefit except for the health and fatigue boost. I would never wait until Vendigroth to have my Firearms, Dodge and the other skills jump-started. Neither do I agree that it should increase Attribute Points. Speaking for myself, I usually have the required ones maxed by the time I reach that altar.
My idea is to boost under-the-hood stats that cannot be increased by dropping experience points on them.
The chosen values may seem blatantly over the top but my reasoning is that the blessing bestowed by the most supreme deity in Arcanum would be hardcore:
- maxhps +50%
- maxfatigue +50%
- healrate +50%
- ac +50
- crithitchance +50
- crithiteffect +50
- critfailchance -50
- critfaileffect -50
- damage +20
- speed +20
Add the following for GOD mode:
- resistdamage min 95
- resistmagic min 95
- resistfire min 95
- resistelectrical min 95
- resistpoison min 95
Miscellaneous:
- maxfollowers +2
- carry +5000
Can alter gameplay:
- reaction +50
- goodreactionadj *2
(in my experience while playing as an evil bastard, many benevolent folks and arc-relevant NPCs did not give the expected/scripted dialogue or trigger a fight because of an abnormally high positive alignment)
Status names are taken from effect.mes. Caution: max-of-5 limit from each type.
To mitigate such a powerhouse of a player, the final boss would need some power boost!
Regeneration Shell
Following the requests to re-do most spells, I suggest that max-leveled and fully magick aligned players are given a dialogue to unlock the Regeneration Shell (maybe at Tulla?) that Nasrudin, Arronax and Kerghan make use of.
I mean this as a side quest. And because this directly influences the game's outcome, imagine a battle between two full-fletched wizards/necromancers/magick beings companion-less battling it out ad infinitum in the Void...
Arguments against are
- magick in vanilla Arcanum is already over-powered and
- an effective and storywise method is required to defeat the final boss. Imagine how hypocritic the situation would be when neither *mancer can be defeated except that the player has the nerfing device.
Ogre vs Half-Ogre
I am of the opinion that just 2 points of extra strength (from 24 to 26) do not do justice to ogres. They are known for their unrestrained brute force which half-ogres' derives from. Maybe 30 would be a more fitting value.
Restraints in max beauty, charisma, and intelligence seem sensible to me.
- Beauty max 8
- Charisma max 9 (for possibility to recruit drunk half-ogre)
- Intelligence max 5
Argument against is the hard limitation imposed by game's code; may require some series code alterations to accommodate such a request.
Ranged Automatons
May I propose a ranged/gun-wielding automaton.
Sources
1,
2 and
3.
For their sprites, I would go the mechanical arachnid way: colour-coded.
- Melee: grey (standard)
- Firearms: brown
- Ranged explosives: red
- Ranged poison (poison gun): green
- Ranged electric (tesla rod/gun): yellow
Argument in favour is that since tech is underpowered (besides increasing guns' damage, that is) and the Summoning College summons all sorts of beasts, how about an army of ranged war mongers!?
Argument against is the need to create accommodating code and imagery in relation to their schematics. I can supply the required text (I know, the easy part!) should this ever be implemented.
Simple, simple request
Can you please add a key-ring to the start-up merchant?
Usually, the first opportunity for purchase is in Tarant, unless I bug Shrouded Hill's gnome every consecutive day.
It is an indispensable utility for key collectors, like me...
End-Of-Game Merchants
I am aware that certain items, weapons, and armor will be available more frequently but may I propose that select merchants, exclusively sell high-powered wares.
Tech:
- All schematics shop
- All guns shop (including those that can be crafted from schematics)
- All high-tier weaponry and armors (including those that can be crafted from schematics)
Magick:
- All Arcane weaponry and wares
- All scrolls shop
- All accessories shop
Once the main quest hass advanced to before venturing into The Void, select Caladon or maybe Roseborough individuals have their standard dialogue altered to accommodate shopping options. Since one may have followers from both the technological and magickal disciplines, the merchants are not to be affected by the player's technological/magickal aptitude.
Tutorial Update
Drog, could I please ask that the
tutorial has the FAQ updated with the usage of these flags:
- -scrolldist:0
- -scrollfps:70
- -doublebuffer
This because info about these flags is in various threads on many websites and thought of having all of them under one roof.
Conclusion
I know this post is huge but I hate spamming and hijacking a thread with loads of single suggestions and ideas posts. I prefer grouping them into a long-ish one.
Future postings will be shorter, I promise!
Alas, were I not intrigued by Arcanum's mechanics and gameplay and the fact that modding is once again experiencing a strong push forward, I would have simply forsaken the game and left it to its tragic desolation.
So, let's gang up, team up and help out. We can all contribute, I'm sure. Drog Back Tooth, throughout his various threads and in this one, has fairly frequently called for assistance. So I suggest, a list with the needed jobs for completion is created and those capable to assist in implementing the required code/imagery so DBT can assimilate them into a final mega mod.
Out, now, I'm out!