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So, Arx Fatalis...

PrettyDeadman

Guest
What does this definitive edition patcher is even supposed to do? Why is there not description.
 

PrettyDeadman

Guest

Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,789
Location
Mexico
Divinity: Original Sin 2
I had a pretty awesome gaming session last nite, was originally just supposed to do the first levels of the crypt but decided to take down the magic barrier and go a bit deeper
The way the game builds the suspense little by little finding empty crypts populated by rats and the odd spider but with secrets all over as you go further down... it is fantastic

The puzzles (other than the ghost puzzle) are fair and just need careful planning and adjusting, I especially liked the statue puzzle where different levers would change the hand gestures of the statue

All in all while replaying Ultima Underworld and Arx I dream of an alternate reality where game dungeons could have this level of detail both in its layout, mood and satisfying puzzles that make you feel rewarded and smart for figuring them out instead of the “wide as the sea deep as a puddle” of the modern “dungeons” that make no sense whatsoever and are just straightforward dungeon crawls with whale rune tumblers and open door levelers that literally have no soul

I have such high hopes for Monomyth to take the Underworld and Arx recipe, just add a little bit of modernized looks and just allow me to go to that fabulous alternate reality where immersion was kind and dungeon crawlers never went extint
 

Invictus

Arcane
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Divinity: Original Sin 2
Mmm ran into a bug; I did the Ilusion Temple before getting the quest for Zohark and Krahoz and now after getting Krahoz my journal says I have both rings but I simply can’t find Zohark... did I bug the quest by doing it out of order? I read online that it happened to other players and they just spawned the missing ring on their inventory :( using the console
 

deama

Prophet
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Messages
4,416
Location
UK
Mmm ran into a bug; I did the Ilusion Temple before getting the quest for Zohark and Krahoz and now after getting Krahoz my journal says I have both rings but I simply can’t find Zohark... did I bug the quest by doing it out of order? I read online that it happened to other players and they just spawned the missing ring on their inventory :( using the console
I don't think it should be bugged as you can do most things out of order and it still kinda works. The ring is supposed to have spawned inside the cup where you put the last snake statue, do you ever remember picking it up from there? Or it even spawning?
 

Invictus

Arcane
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Messages
2,789
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Divinity: Original Sin 2
Mmm ran into a bug; I did the Ilusion Temple before getting the quest for Zohark and Krahoz and now after getting Krahoz my journal says I have both rings but I simply can’t find Zohark... did I bug the quest by doing it out of order? I read online that it happened to other players and they just spawned the missing ring on their inventory :( using the console
I don't think it should be bugged as you can do most things out of order and it still kinda works. The ring is supposed to have spawned inside the cup where you put the last snake statue, do you ever remember picking it up from there? Or it even spawning?
I do remember getting the ring from the cup and even my journal shows I have it and noted too when I got both rings but the first one was nowhere to be found
 

deama

Prophet
Joined
May 13, 2013
Messages
4,416
Location
UK
Mmm ran into a bug; I did the Ilusion Temple before getting the quest for Zohark and Krahoz and now after getting Krahoz my journal says I have both rings but I simply can’t find Zohark... did I bug the quest by doing it out of order? I read online that it happened to other players and they just spawned the missing ring on their inventory :( using the console
I don't think it should be bugged as you can do most things out of order and it still kinda works. The ring is supposed to have spawned inside the cup where you put the last snake statue, do you ever remember picking it up from there? Or it even spawning?
I do remember getting the ring from the cup and even my journal shows I have it and noted too when I got both rings but the first one was nowhere to be found
Hmm, maybe you dropped it somewhere, or sold it?
You got one ring from the cup, where'd you get the second one?
 

Nikanuur

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Ngranek
Drawing spells mechanic would be okay if symbols didn't have to be drawn with pixel-perfect precision. And sometimes even that wasn't enough, so you would just hope it's your lucky day (punk). I finished it with melee char, but used some of the runes from time to time. Can't imagine playing it as pure mage and having to wave all those complicated figures, while being bullrushed by evul knight things.
I don't agree with you entirely. In the very least, many of the basic runes were pretty alright to draw. But yea, I remember one in particular that generaly didn't go as planed. Like... never :D I think it was Spacium. The "not finished drawing a square" rune. It was just horrible to try to cast something containing this rune and close to impossible to do it in action.
 

Star Citizen

Learned
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Oct 29, 2020
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South Africa
The spellcasting was weird af lmao. There was definitely a certain knack to it. Getting into the system at first you fuck up a lot by 'mistracing' spells despite being adamant that you drew that shit 1:1 but by mid - endgame you effortlessly stack spells like a champ. It's a clunky system to get used to but it's still way more intuitive than just being able to spam lmb.
 

Nikanuur

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Ngranek
finally finished the game. holy shit how this game rarely talked, even in the codex baffles me. this game is GOOOD. alot of memorable moments, clever mechanics, open ended-ness. from diving into the crypt finding legendary shield, the the sister of aderneum trials, crafting the legendary sword, finding a dragon, killing it, figure out the dwarf mechanism. the game is full of brilliance, fun mechanics that made me feel clever for figuring it out. one thing that stood out the is how much cool enviromental kills there are, and usually they are important to kill bosses/tough enemy. like the moment in the crypt, when the lich appear. that epiphany that you can open the lava trapdoor and you lure it, wait at the exact moment and see it cook itself in the lava. the 2 crazy tough dark beast that you can kill by luring it into a hydraulic press, hell even as early as goblin prison, you can kill the big tough golbins by dropping portcullis on them.

it's crazy, this game is so good, so underrated and sadly forgotten. i would kill for an arx fatalis 2. i already have an idea of a sequel involving finding the twin princess mentioned near the end of the game. you are member of traveller's guild, hired by the king to find his other daugther, you travel far to other kingdom and begin your search there. in the middle of the game, you are intercepted by the sister and she ask you to hand the princess over, you get involved in conspiracy, etc etc.

i don't even mind that it has no dialogue choice whatsoever, i feel alot of player freedom by acting instead of just talking. i remember in 2013, spec: ops: the line blew my little mind that the choices are presented by actions (like saving the hanged man by shooting the rope, etc) and i always yearned to play a game where the choices are made trough gameplay and affect the world small or big. finally i found it. it's this game.

10/10
Arkanes are very well and kicking. Dishonored, Prey.... Maybe write them a letter. Who knows what can be achieved with today's globalisation and Kickstarter methods.
 

deama

Prophet
Joined
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Messages
4,416
Location
UK
finally finished the game. holy shit how this game rarely talked, even in the codex baffles me. this game is GOOOD. alot of memorable moments, clever mechanics, open ended-ness. from diving into the crypt finding legendary shield, the the sister of aderneum trials, crafting the legendary sword, finding a dragon, killing it, figure out the dwarf mechanism. the game is full of brilliance, fun mechanics that made me feel clever for figuring it out. one thing that stood out the is how much cool enviromental kills there are, and usually they are important to kill bosses/tough enemy. like the moment in the crypt, when the lich appear. that epiphany that you can open the lava trapdoor and you lure it, wait at the exact moment and see it cook itself in the lava. the 2 crazy tough dark beast that you can kill by luring it into a hydraulic press, hell even as early as goblin prison, you can kill the big tough golbins by dropping portcullis on them.

it's crazy, this game is so good, so underrated and sadly forgotten. i would kill for an arx fatalis 2. i already have an idea of a sequel involving finding the twin princess mentioned near the end of the game. you are member of traveller's guild, hired by the king to find his other daugther, you travel far to other kingdom and begin your search there. in the middle of the game, you are intercepted by the sister and she ask you to hand the princess over, you get involved in conspiracy, etc etc.

i don't even mind that it has no dialogue choice whatsoever, i feel alot of player freedom by acting instead of just talking. i remember in 2013, spec: ops: the line blew my little mind that the choices are presented by actions (like saving the hanged man by shooting the rope, etc) and i always yearned to play a game where the choices are made trough gameplay and affect the world small or big. finally i found it. it's this game.

10/10
Arkanes are very well and kicking. Dishonored, Prey.... Maybe write them a letter. Who knows what can be achieved with today's globalisation and Kickstarter methods.
I think I saw a quote from the lead developer a few years ago (he was part of the arx fatalis dev team back in the day) and he said that gamers these days just wouldn't like those types of games anymore, so that's why he doesn't really want to make it.
No idea what he was on about, maybe he was trying to give fans some explanation or something.
 

Mud'

Scholar
Joined
Oct 9, 2018
Messages
225
Of all the games that get some sort of VR treatment (fucking System Shock 2 of all of them) i think this game would be amazing with it.

I just love everything about it.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,531
Location
Ngranek
finally finished the game. holy shit how this game rarely talked, even in the codex baffles me. this game is GOOOD. alot of memorable moments, clever mechanics, open ended-ness. from diving into the crypt finding legendary shield, the the sister of aderneum trials, crafting the legendary sword, finding a dragon, killing it, figure out the dwarf mechanism. the game is full of brilliance, fun mechanics that made me feel clever for figuring it out. one thing that stood out the is how much cool enviromental kills there are, and usually they are important to kill bosses/tough enemy. like the moment in the crypt, when the lich appear. that epiphany that you can open the lava trapdoor and you lure it, wait at the exact moment and see it cook itself in the lava. the 2 crazy tough dark beast that you can kill by luring it into a hydraulic press, hell even as early as goblin prison, you can kill the big tough golbins by dropping portcullis on them.

it's crazy, this game is so good, so underrated and sadly forgotten. i would kill for an arx fatalis 2. i already have an idea of a sequel involving finding the twin princess mentioned near the end of the game. you are member of traveller's guild, hired by the king to find his other daugther, you travel far to other kingdom and begin your search there. in the middle of the game, you are intercepted by the sister and she ask you to hand the princess over, you get involved in conspiracy, etc etc.

i don't even mind that it has no dialogue choice whatsoever, i feel alot of player freedom by acting instead of just talking. i remember in 2013, spec: ops: the line blew my little mind that the choices are presented by actions (like saving the hanged man by shooting the rope, etc) and i always yearned to play a game where the choices are made trough gameplay and affect the world small or big. finally i found it. it's this game.

10/10
Arkanes are very well and kicking. Dishonored, Prey.... Maybe write them a letter. Who knows what can be achieved with today's globalisation and Kickstarter methods.
I think I saw a quote from the lead developer a few years ago (he was part of the arx fatalis dev team back in the day) and he said that gamers these days just wouldn't like those types of games anymore, so that's why he doesn't really want to make it.
No idea what he was on about, maybe he was trying to give fans some explanation or something.
And little did he know, the retro scene would bloom to what it is nowadays and more.
 
Joined
May 31, 2018
Messages
2,553
Location
The Present
I believe lowering the resolution helped with drawing the runes. I played the game for the first time around 2010, so I picked a resolution that was elevated, but not so much as to hinder spell casting. Magic definitely required player investment, but that made it cool. Probably the one game to date that properly embodied the hazards of being a fragile mage in frantic combat, while also showing the powerful threat of a mage. Liches in that game were scary. All the elements were there. I could be frantically messing up my spells from getting overwhelmed by weakling foes in close quarters some sessions. Others sessions I would be a levitating invulnerable god commanding and destroying groups of the most powerful warriors in game. The difficulty of the casting also showed the value of the other archetypes. Being a roguish type with skills and stealth was an extreme asset. Being a warrior also made your life a lot easier too. RPGs, and especially magic in RPGs, needs more of this dynamic.
 

Invictus

Arcane
The Real Fanboy
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Messages
2,789
Location
Mexico
Divinity: Original Sin 2
The Arx Libertatis mod has a development patch on the site that has a better sign recognition modification; it was much better for me in case anybody wants to try it
 

hackncrazy

Savant
Joined
Jun 9, 2015
Messages
415
Have you guys played the other Arx mods, like Extended, Insanity and so on? Is any of them good and finished?
 

deama

Prophet
Joined
May 13, 2013
Messages
4,416
Location
UK
Have you guys played the other Arx mods, like Extended, Insanity and so on? Is any of them good and finished?
Arx insanity is more of an overhaul that adds a bunch of new things and upgrades(?) the graphics. Donno how it plays though, I'm waiting for it to be done as it's still "under production".

Arx extended is more about adding some bits and pieces, I remember playing with it several years ago, but it was a smaller mod back then and I don't really remember the changes.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,846
Extended was mostly about crafting, including food (preparation) and whatnot.
Which is not much if you played it more than once and blast through the game, so fast that you might get hungry few times and always have spare drumstick in your backpack.
It randomize contentet in chests and barrels, also vendor's stocks. Good for replayability.
And there was surprise update recently, 3 years after last upload. Now it randomize loot in dead bodies.

Still waiting for Insanity but it might reach that moment when there's not much (or at all) to show because they're too busy procastinating ironing bugs and patching content.
 

normie

️‍
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Zionist Agent
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Messages
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Insert Title Here
https://arx-libertatis.org/releases/1.2
Arx Libertatis 1.2 "Mega Mega Mega" released
2021-07-13

Eight years after version 1.1 we are finally ready to publish Arx Libertatis 1.2. This release brings improved rune recognition when casting spells, as well as a new bow aim mode. Support for high resolutions and wide monitors is enhanced with configurable HUD and player book scaling. The text and audio language can now be changed in the menu. Further, item physics have been fixed and item dragging has been refined. On top of that, this release adds a console to execute arbitrary script commands. See the changelog for full details.

Updated Windows and Linux builds are available.

Improved rune recognition

Bow aim and arrow direction now match

Rune recognition and bow aim revamped

One of the defining features of Arx Fatalis is drawing runes to cast spells. However, that can also be one of the more frustrating mechanics as the game expects you to draw straight horizontal, vertical or diagonal lines with hard corners - all while dodging enemy attacks - without much tolerance for slanted or otherwise imperfect lines. To making casting more fun, bsxf47 has implemented a more forgiving rune stroke recognition algorithm. On top of that, we have also fixed problems with the recognition at higher frame rates.

Ranged combat might not be Arx's strength with only two different bows in the game, but for this update we have nevertheless decided to give it some love by adding an improved bow aim mode. With this mode, the orientation of the arrow while aiming matches the direction it will be launched in. Additionally, the cross-hair cursor that is normally disabled in combat mode is now shown once the bow aim is fully charged. This release also restores the arrow trail effect which was missing in version 1.1 and improves its appearance.

The new rune recognition and bow aim are active by default, but can be disabled in the options menu to experience the original controls.

High-resolution, widescreen, and high frame rate support
While the player book already scaled with the screen resolution, the rest of the interface elements always had the same pixel size since Arx Fatalis 1.21. This is now rectified so that icons and buttons are no longer tiny when playing on high-DPI monitors. With the default settings, HUD scale only becomes active at resolutions greater than 1080p and is restricted to round scale factors to preserve the crispness of interface elements. The exact scaling behavior is configurable separately for the cursor, player book, and HUD, with an option of linear or nearest-neighbor filtering. For the player book, the font size and weight can now be adjusted to improve readability. The size of light flares and other in-game effects has also been fixed to correctly scale with the display resolution, and we have disabled Windows' automatic DPI scaling to allow the game to render at the native resolution.

The player book and minimap are no longer stretched with widescreen or ultrawide displays, and there are options to limit the width of text lines in conversations and to control the rendering of cinematics at aspect ratios wider than 4:3. Weapons no longer degrade faster or generate more sparks at higher frame rates, and there is a new option to limit the frame rate.


HUD scaling and aspect ratio fixes

Enhanced localization

Most Arx Fatalis versions come with audio files for multiple languages, but before now there was no option to select the language outside of editing the config file. With Arx Libertatis 1.2 the language can now be changed in the menu, separately for text and audio. Thanks to contributions from the awesome Arx Fatalis community, we are also able to provide localized text for new options in German, Italian, Russian, and Spanish. Entering names for save files now respects the active keyboard layout and input methods supported by the OS.


You can now hoard all the items!

Item physics and dragging refined

With previous versions, thrown items could sometimes get stuck on walls, fall through the level geometry, or hover above the floor. We have fixed the physics code so that this no longer happens.

There have been numerous tweaks to inventory handling and dragging items both inside and outside of inventories. Accidentally dragging items when trying to pick them up using shift click is prevented, and the position and rotation of dragged items is corrected. Additionally, entire stacks of items can now be thrown or dropped outside inventories. When combining items, invalid targets are no longer highlighted.

We have also fixed a crash when loading save files with over 1500 entities in one level, so nothing is stopping you from obsessively collecting all items in the game. Playthroughs longer than 1193 hours are now also possible without running into save file issues.

New video, audio, and input options
Players who cannot tolerate (or don't like) the camera movement from the player character's head bobbing or from earthquakes, can now disable these and increase the field of view if desired. Objects and interface elements that have their shape influenced by textures now optionally have their outlines smoothed to reduce aliasing, and anisotropic texture filtering can now be disabled. Additionally, the display gamma can now be configured again when running full-screen.

The audio output device and OpenAL Soft's virtual surround (HRTF) mode can now be controlled from the audio options menu (enabled by default when using headphones). The subtle reverb that was available with sound cards supporting EAX in Arx Fatalis has now been re-added and is available for everyone.

Level transitions can optionally be activated by jumping (or automatically when walking into them), to avoid having to exit mouselook mode and click an icon in the corner of the screen. The Escape key now closes the player book and notes, and there is an option to automatically enter combat mode and draw your weapon when clicking on a hostile NPC while in mouselook mode. It is now also possible to assign a key to drink a Cure Poison potion without opening the inventory. Finally, the "Resume game" button (and F9 key) in the main menu will now load the latest save file if no game is loaded.

The windowing and input backend has been upgraded to SDL 2, bringing windowed fullscreen support (selected with the "Desktop" resolution) to Windows users, as well as fixing the keyboard being grabbed when in fullscreen mode under Linux, and adding Wayland support. We also made sure that the mouse grab is released during cutscenes, conversations, and cinematics. The SDL 2 backend also implements raw mouse input support for camera rotation with optional acceleration.


New script console

Script console added

To help debugging mods or the game itself, we have added new debug views in Arx Libertatis 1.2 and made the key binding configurable.

New is also an in-game console to execute script commands. Give yourself boundless experience, gold, and items, teleport to any level, delete locked doors in your way, or just get back at a lich for freezing your controls one too many times — all that and more is now easy, if you know the right incantation.

Community news
The Arx Fatalis modding community has not been asleep while we were getting this update ready. One mod that will be of interest to many looking to play Arx Fatalis is the AI-upscaled texture pack Arx Neuralis. Pedro Ordaz' ambitious Arx Insanity Overhaul mod is also getting close to a release. Check out the wiki for more Arx Fatalis mods.
 

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