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Arcanum Arcanum Multiverse Edition

Macbeth

Scholar
Joined
Mar 16, 2017
Messages
115
Location
Russia
Wait, you guys don't have a changelog?! Sorry bro but as a fellow modder, I have to be frank here and say the truth.
Namely, no changelogs when modding = amateur hour. No offense. I can barely remind shit, when I mod I have task-lists and changelogs, otherwise I can't remember shit about what I did. Maybe you guys have better memory.
At that time we did not have cpecialist, so procedure was rather complicated. First 1.0.7.5 was installed on the clear Arc, then UAP.
*.dlg and scripts were compared. Best options were chosen.

For the current versions we have bugfix list.
 

k0syak

Cipher
Joined
Sep 24, 2013
Messages
423
Finally crafted my first pyro-axe for lvl 24 Magnus and... it performs poorly. he prefers to equip the balanced sword so I had to remove it from his inventory. He manages to do one attack with it vs the 5 attacks he does with the balanced sword (AGI 15), and while he sometimes hits in the high range, the single blow he delivers is usually quite underwhelming, when it doesn't miss or is dodged. It's like if fire damage wasn't working well. Gave him back the balanced sword and he's again murdering enemies left and right. Weird, maybe it'll become better later on?

I noticed something strange - it says 0-0 Fire Damage (under 'Attack', not the item description) when you equip the axe, pretty sure it used to show the FD as well. Maybe the fire part only works on lower levels? :) Went ahead and switched Sod to heavy barbarian sword (from Kree), Magnus gets the ?mechanical? axe.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
You're already godlike in Arcanum by level 30s, seems like when you get even more points to get everything you want you just become a walking Oblivion character.

So.... reinstalled Arcanum. Is this thing worth using? Since the modder himself doesn't apparently know, did it actually change the game in any way or is it cosmetic and usability improvements?
 

Macbeth

Scholar
Joined
Mar 16, 2017
Messages
115
Location
Russia
Since the modder himself doesn't apparently know, did it actually change the game in any way or is it cosmetic and usability improvements?
That is not correct, I didn't say so. Don't distribute disinformation and speculations.
If you don't understand my texts or my Siberian accent (joke) - tell me, and I'll re-write.

I said that I cannot name exact positions from most popular modifications that we haven't implemented. All of important features are in our edition.
Here are some readme for the last versions. I think they should be installed with our Multiverse Edition:
https://drive.google.com/open?id=0B3wa-nhLJbsIUms1YUpVMWpZRnM
https://drive.google.com/open?id=0B3wa-nhLJbsIVndGd01IWGtfZ2s
https://drive.google.com/open?id=0B3wa-nhLJbsISVlwQlhLTTZ5RWc
 
Last edited:

DavidBVal

4 Dimension Games
Patron
Developer
Joined
Aug 27, 2015
Messages
3,037
Location
Madrid
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Pathfinder: Wrath
Finally crafted my first pyro-axe for lvl 24 Magnus and... it performs poorly. he prefers to equip the balanced sword so I had to remove it from his inventory. He manages to do one attack with it vs the 5 attacks he does with the balanced sword (AGI 15), and while he sometimes hits in the high range, the single blow he delivers is usually quite underwhelming, when it doesn't miss or is dodged. It's like if fire damage wasn't working well. Gave him back the balanced sword and he's again murdering enemies left and right. Weird, maybe it'll become better later on?

I noticed something strange - it says 0-0 Fire Damage (under 'Attack', not the item description) when you equip the axe, pretty sure it used to show the FD as well. Maybe the fire part only works on lower levels? :) Went ahead and switched Sod to heavy barbarian sword (from Kree), Magnus gets the ?mechanical? axe.

Yeah I am having the same problem. I am positive it had fire damage right after crafting it, but shortly after it wasn't working.
HvqWcCP.jpg


While the item itself displays the 10-40FD. May this be a bug specific of the Multiverse Edition or one of the included mods? I haven't been able to google anything about it.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Since the modder himself doesn't apparently know, did it actually change the game in any way or is it cosmetic and usability improvements?
That is not correct, I didn't say so. Don't distribute disinformation and speculations.
If you don't understand my texts or my Siberian accent (joke) - tell me, and I'll re-write.

I said that I cannot name exact positions from most popular modifications that we haven't implemented. All of important features are in our edition.
Here are some readme for the last versions. I think they should be installed with our Multiverse Edition:
https://drive.google.com/open?id=0B3wa-nhLJbsIUms1YUpVMWpZRnM
https://drive.google.com/open?id=0B3wa-nhLJbsIVndGd01IWGtfZ2s
https://drive.google.com/open?id=0B3wa-nhLJbsISVlwQlhLTTZ5RWc

Apologies for any misreadings, I've been skimming.

Specifically, the original mod notes says 'partially modified gameplay' (dialogue, scripts) and 'new items' - I just want to know if the mod itself makes any actual gameplay changes to quest outcomes, new loot/party equipment, the behaviour of existing equipment, things like that. It's less of a problem what you're taking from UAP etc, since I (and others) are familiar with components of those.
 

DavidBVal

4 Dimension Games
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Developer
Joined
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Messages
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Pathfinder: Wrath
Since the modder himself doesn't apparently know, did it actually change the game in any way or is it cosmetic and usability improvements?
That is not correct, I didn't say so. Don't distribute disinformation and speculations.
If you don't understand my texts or my Siberian accent (joke) - tell me, and I'll re-write.

I said that I cannot name exact positions from most popular modifications that we haven't implemented. All of important features are in our edition.
Here are some readme for the last versions. I think they should be installed with our Multiverse Edition:
https://drive.google.com/open?id=0B3wa-nhLJbsIUms1YUpVMWpZRnM
https://drive.google.com/open?id=0B3wa-nhLJbsIVndGd01IWGtfZ2s
https://drive.google.com/open?id=0B3wa-nhLJbsISVlwQlhLTTZ5RWc

Apologies for any misreadings, I've been skimming.

Specifically, the original mod notes says 'partially modified gameplay' (dialogue, scripts) and 'new items' - I just want to know if the mod itself makes any actual gameplay changes to quest outcomes, new loot/party equipment, the behaviour of existing equipment, things like that. It's less of a problem what you're taking from UAP etc, since I (and others) are familiar with components of those.

Actually, it's all in the documents folder of the MU edition
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
OK, there we go. Just my reading comprehension failure.

· Starting coordinates in Tarant now moved after the bridge (from west side of the bridge to the east side).

Installing time oh god

Now in Pyrotechnic Axe description there is information about fire damage;

That may be relevant to the above puzzlement of k0syak
 

DavidBVal

4 Dimension Games
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Developer
Joined
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Messages
3,037
Location
Madrid
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Pathfinder: Wrath
Okay got it...

Electric and pyrotechnic weapons are now excluded zero damage in case of absence of charges/fuel and cause standard damage;

I admit it makes sense. Also, having fuel should make the FD appear in the attack section
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,339
Man, the option to turn off random encounters is a game changer:love:
One question tho - if I disabe autoleveling for companions then can I manually raise their stats? Sounds obvious but I did not tried it yet.
 

k0syak

Cipher
Joined
Sep 24, 2013
Messages
423
Okay got it...

Electric and pyrotechnic weapons are now excluded zero damage in case of absence of charges/fuel and cause standard damage;

I admit it makes sense. Also, having fuel should make the FD appear in the attack section

Thought something along the lines, even tried crafting a new one and having fuel in inventory - nope. Can you check with the latest update?
 

Macbeth

Scholar
Joined
Mar 16, 2017
Messages
115
Location
Russia
I can add that we didn't want to disbalanse the game, we wanted to improve it, to show players unused items, to make it more autontetic.
My idea was to give to all NPC items. For nobles - rapier, revolvers, tuxedo, cylinders. For bandidts - knives, poison, stilets. For scientists may be glasses. Also random (but programmized) distribution of items for special NPS. Guards, for example, may have one or another set of items. They are not expensive - you cannot earn much money by stealing and selling them. From our point of view it is good for deep immersion to the game. This is not released 100%, but partially is done.

"Mappers mod" may be not so noticeable, but check screens from my links above. It was a real hard work in pursuit of perfection. Totally made by Corvell.

Also of course bugfixes. For example, did you know that when you first time look at the Amulet with hexagram there should be a message in journal? It was found accidentally and surely implemented. You would never have seen it if I had not said.
Some schematics were reviewed: Robe of healing and Healing Jacket were re-made.
 
Last edited:

DavidBVal

4 Dimension Games
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Developer
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Aug 27, 2015
Messages
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Pathfinder: Wrath
Okay got it...

Electric and pyrotechnic weapons are now excluded zero damage in case of absence of charges/fuel and cause standard damage;

I admit it makes sense. Also, having fuel should make the FD appear in the attack section

Thought something along the lines, even tried crafting a new one and having fuel in inventory - nope. Can you check with the latest update?

Worked for me. 1 fuel per blow.
 

DavidBVal

4 Dimension Games
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Developer
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Pathfinder: Wrath
After reaching Quintarra I'm beginning to see the problem with Arcanum combat is not just the combat itself. It's true it kind of sucks, but is more criticized for it than other games which are similar. The problem is how this mediocre combat happens in the context of terrible dungeon design.

Just to clarify, the dungeons are great conceptually, each of them has a unique feel and the lore & story made me eager to explore them; the layout itself is okay, and the art is great too, that's not what I mean. The problem is, they're nothing more than corridors filled with monsters. No secret doors, no puzzles, no hidden items, no relevant traps, no unexpected monsters patrolling corridors, no bridges or grates or forcefields you can activate. No use for stealth, the dungeon is never reactive to having been alerted. Just real long and twisty path with tons of filler combat you'll likely face with the same strategy every time. They feel like action-RPG dungeons. With the complex skill system and the huge variety in gear and spells, they could have done sooooo much more! Things like deactivating the robots in Fallout, or using the terminals, for instance.

Still very fun so far, and we'll never get a better one in the future, ever, so :4/5:
 

OracleX

Augur
Patron
Joined
Jul 18, 2007
Messages
363
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
Does this mod also implant the official modules one way or another?
(Revering to Buried Secrets, Deathmatch, Dusty Dunes, Hellgate, Time, Woodmir Race and The Lost Dungeon of Souls)

And any plans for (reviving) multiplayer?
 

Poseidon

Educated
Joined
Feb 8, 2016
Messages
72
Does this mod also implant the official modules one way or another?
(Revering to Buried Secrets, Deathmatch, Dusty Dunes, Hellgate, Time, Woodmir Race and The Lost Dungeon of Souls)

They're all in there as playable modules, but I don't think they're in the world like Vormantown was in WIP.
 

Macbeth

Scholar
Joined
Mar 16, 2017
Messages
115
Location
Russia
Does this mod also implant the official modules one way or another?
(Revering to Buried Secrets, Deathmatch, Dusty Dunes, Hellgate, Time, Woodmir Race and The Lost Dungeon of Souls)
All of them included, except of Dusty Dunes. This one is under work now. Also there is possibility that they will be also re-designed/improved (Mappers mode). But not new quests.

For multiplayer no plans.

Below is main strategy one after another:
1) Finish bugfixes/improvements of original Module + adding new features and recovery of items/objects.
2) Mapper Mode + maybe for small modules (mainly goes with #1)
3) Sir Expectations Modepack (extended quests of original Module)
4) New module Legacy of Vendigroth. This one is freezed now - too much work. But design of couple of towns is done. Actually depends on, I can not promis anything. Mainly it's technical/designing/writing work of one person - Corvell. Also it'll be in Russian, so depends on the volume of text for me to translate into English.
 

HeatEXTEND

Prophet
Patron
Joined
Feb 12, 2017
Messages
4,129
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Nedderlent
I can add that we didn't want to disbalanse the game, we wanted to improve it, to show players unused items, to make it more autontetic.
My idea was to give to all NPC items. For nobles - rapier, revolvers, tuxedo, cylinders. For bandidts - knives, poison, stilets. For scientists may be glasses. Also random (but programmized) distribution of items for special NPS. Guards, for example, may have one or another set of items. They are not expensive - you cannot earn much money by stealing and selling them. From our point of view it is good for deep immersion to the game. This is not released 100%, but partially is done.

"Mappers mod" may be not so noticeable, but check screens from my links above. It was a real hard work in pursuit of perfection. Totally made by Corvell.

Also of course bugfixes. For example, did you know that when you first time look at the Amulet with hexagram there should be a message in journal? It was found accidentally and surely implemented. You would never have seen it if I had not said.
Some schematics were reviewed: Robe of healing and Healing Jacket were re-made.
:whatho::bro:
 

DavidBVal

4 Dimension Games
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Developer
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Messages
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Pathfinder: Wrath
Franklin Payne house is locked (and he doesn't spawn inside) even after completing Tsen'Ang. any ideas? I really wanted to get him.
 

Macbeth

Scholar
Joined
Mar 16, 2017
Messages
115
Location
Russia
Franklin Payne house is locked (and he doesn't spawn inside) even after completing Tsen'Ang. any ideas? I really wanted to get him.
Save, please?

If you will see anything strange - make a save and share. That will be much easier to fix or to describe the situation.
 

DavidBVal

4 Dimension Games
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Developer
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Pathfinder: Wrath
Franklin Payne house is locked (and he doesn't spawn inside) even after completing Tsen'Ang. any ideas? I really wanted to get him.
Save, please?

If you will see anything strange - make a save and share. That will be much easier to fix or to describe the situation.

No problem in sharing a save but very likely it's not a bug, just he not supposed to be available yet. What leads me to think this is the halfling policeman in Caladon always complaining about the possibility of Payne coming to town to investigate, it would be very weird if he was in the party. In fact, nothing in the game so far has pointed me to Payne yet, I just went to his house because I know he's there. So this is probably not a bug, just me not remembering how to make him recruitable.
 

Macbeth

Scholar
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Mar 16, 2017
Messages
115
Location
Russia
Franklin Payne will be at home when a quest for travelling to Thanatos appears. That was in original. We've just closed his house until he is travelling.
 

Macbeth

Scholar
Joined
Mar 16, 2017
Messages
115
Location
Russia
Guys, can someone write instruction for installation of Multiverse Edition on GOG-version?
I have the original box only, so I cannot check. And some people ask about the procedure with GOG.
 
Last edited:
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Funny thing. I learn of this project/patch/whatever only a few days ago. On Steam, of all places. And get this, turns out there's even a thread about it right here on the 'Dex. God works in mysterious ways. But then again, I've been getting smashed every day for the last 3 months, so I'm not exactly up to speed with all the modding news. But I digress...

Macbeth et al
I see you guys have made some changes/improvements to my high resolution patch. Do you actually have the original scripts (with comments for all lines of code)? The public version of the patch is obfuscated/scrambled, I'm actually kind of amazed that you even bothered making sense of the code. When I wrote the patch I actually made it a point to document every single change, so that it can be improved by someone else in the future (or if I finally lose my mind). I don't quite remember that well if I shared the sources with any of the Arcanum Club people. Do you want them?

And fuck it, I can also share the script for all the changes that the UAP makes in Arcanum.exe. It's also well documented. You seem to be more motivated than me, so why the fuck not, eh. Go get them, tiger.
 

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