Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Unofficial Arcanum Patch (Original Thread)

Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Ander Vinz said:
Breaking news! Ship's wheel has feelings!
It always had. It's in fact a standard NPC with paralyzed and invulnerable flags added IIRC. It also has a text floater flag, which conceals its NPC info to a player, but sometimes during the dialogue you can still see it. I remember this issue being mentioned in the official chat with Troika.
 

Hümmelgümpf

Arbiter
Joined
Jun 17, 2007
Messages
2,949
Location
St. Petersburg, Russia
Nothing too high-tech about stilettos. Manufacturing one doesn't require a large pool of scientific knowledge of metal properties; an experienced blacksmith who knows his trade can easily create one.
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Shambelle said:
Unlike a katana, a stiletto is silent.

And ? :?
A stiletto was designed for assassin...
A katana was designed for samurai...
It has a silent flag, the weapon can be heard only within 2 tiles. Thus you can stab people inside their houses and guards outside won't notice anything. It justifies the tech complexity in my opinion.
 

Shambelle

Novice
Joined
Apr 16, 2008
Messages
53
It has a silent flag, the weapon can be heard only within 2 tiles. Thus you can stab people inside their houses and guards outside won't notice anything. It justifies the tech complexity in my opinion.

A simple dagger, a bone dagger or a fine steel dagger have also a silent flag in the game...
But these weapon are neutral and not technological...

In fact, daggers are all silent by default with only a few exception:
- the Mechanical Dagger (Mechanic is noisy)
-the Throwing Dagger (and this one is not a real dagger, only a throwing weapon)
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Shambelle said:
It has a silent flag, the weapon can be heard only within 2 tiles. Thus you can stab people inside their houses and guards outside won't notice anything. It justifies the tech complexity in my opinion.

A simple dagger, a bone dagger or a fine steel dagger have also a silent flag in the game...
But these weapon are neutral and not technological...
Hmm, yes, most of daggers seem to have it. OK, you persuaded me.
 

Earth Nuggets

Novice
Joined
Apr 18, 2008
Messages
99
Location
New Jersey
I just installed Arcanum a week or two ago for my next annual play-through of the game, randomly visited Terra Arcanum and was stunned and excited to see somebody was still updating the thing, even seven years after official release. I'm glad someone still finds enough value in this game to put so much effort into polishing it up. I commend thee, Drog.

Anyway, I'll post any bugs I find going through the game. I hope to finish pretty much every quest, so I'm bound to run into some issues.
 

Mareus

Magister
Joined
Apr 5, 2008
Messages
1,404
Location
Atlantis
Thank God someone is making a patch to fix the damn thing. It's one of the best games I have ever played, despite the bugs! :respect:

You, my little Japanise friend, are my number one favorite Codexian.
 

Xor

Arcane
Joined
Jan 21, 2008
Messages
9,345
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Here's some other issues I thought of:

-I've had wisps (I think that's what they're called) in Ashbury attack me for no reason. I've had one guard attack me after doing the machined plate quest (because I killed the mechanical spider?).

-When Raven hits someone else in the party by accident they sometimes decide to attack her, turning her hostile.

-Fighting the master of melee, who's name escapes me at the moment, turns all the guards in Cumbria hostile. This was probably intentional, but it doesn't make much sense since it's supposed to be a duel.
 

barzam

Novice
Joined
Jul 13, 2007
Messages
45
Great works on these fixes! I'm very happy to read your friendly updates and that nice attitude of yours is really great!

In my opinion Drog deserves a new custom tag, or what do you think?
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Thanks for the support! I'm glad people like what I'm doing.

I'd like to ask about this again, though, in case it went unnoticed:
Drog Black Tooth said:
What about the lost music track for Vendigroth? Do you want it back? You may find it in [your arcanum folder]\modules\Arcanum\sound\music\Vendegoth.mp3. Personally, I think that the eerie ambient music suits the Vendigroth dungeon better than a dramatic violin.
I'd like to hear your opinion on this matter.

Tarant_Sewers.mp3 was also unused and I restored it to the sealed part of the sewers in version 080415. Today, I fixed the new sewers music as well, there was a broken sector that was interrupting the music. It's also interesting to mention, that as both maps use music slot #28 (which contained generic Arcanum music as a placeholder), it seems that they just forgot to add Tarant_Sewers.mp3 to the track list.
 

Ander Vinz

Scholar
Joined
May 25, 2007
Messages
645
I vote for restoring that track.
What about adding In Memoriam as well? Say, attach it to Caladon's and Rosenboro's graveyards or St. Mannox's cave. As a small easter egg.
 

ninja_felix

Novice
Joined
Apr 17, 2008
Messages
27
When people ask you a question for 20 or 500 gold they can pay you the wrong amount. The lady in the Dernholm pub just stiffed me for 480 gold. Sometime if you get the question wrong they only take 20 though,
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
ninja_felix said:
Here's the save showing a crash to desktop bug in the boil.
Click on the not naked dead fellow.
This is not a correct save, you have to supply all 4 files (bmp, tfaf, fgai, gsi) with the same slot number.
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
ninja_felix said:
sorry about that

Here it is.
I was able to reproduce that. The guy had a broken inventory. There was a link in his inventory to his mace, but his mace was lying at his feet. So in order for the game not to crash you have to wait until he picks it up. I fixed the mace's position, now it's always in his inventory, as it must be. Thanks for reporting!
 

Ander Vinz

Scholar
Joined
May 25, 2007
Messages
645
-Chukka is an ogre. I thought he should be half-bred.
-If you kill Bates and sell his journal to Aplleby his story doesn't get into newspapers.
-Bates does not always take his ring back.
-Large Oiled Thieves Leather has the icon of the small one.
-Worn Ladies Boots have DR+2 while Ladies Fancy Boots have DR+1 and both are usable by men.
-One of the guards in Ashbury's prison is not talkable (the one near halfling).
I was told that both prisoners should have been expert teachers. Is this correct?
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Thanks for another bug report, I'll check those things.

About Chukka. He was always meant to be a real ogre. His description and his dialogue state this. Real ogres are rarely used as bodyguards (there are few others in Tarant though), but Bates saved Chukka's life a long time ago, so Chukka is very loyal to him. And besides, there are less than 10 ogres in all of Arcanum, no need to cut out another one.

EDIT: I was able to restore all 6 extra endings. It seems, the developers somehow forgot to add global flag checks for them in the ending script. Anyway, the endings are the Death Champion, the Righteous Hero, the Just God, the Dark God, the Quiet God and the Undecided God. All have speech clips and three of them even use unique slides. This, of course, will be included in the next version of the patch. Look forward to it!
 

Ander Vinz

Scholar
Joined
May 25, 2007
Messages
645
Drog Black Tooth said:
This, of course, will be included in the next version of the patch. Look forward to it!
We all do. But can I get one of them without beginning a new game?
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Ander Vinz said:
Drog Black Tooth said:
This, of course, will be included in the next version of the patch. Look forward to it!
I do. But can I get one of them without beginning a new game?
Yes, only the ending script was changed. But it's still advised to start a new game for another reasons, e.g. a sector in the unsealed part of the Tarant Sewers was changed, thus if you've already explored the sewers on your current save the game might crash upon entering the place. Some uniques items won't be fixed if you've already found them as well.

BTW, the Worn Ladies Boots actually have their own art, not the same as the Ladies Fancy Boots!
 

BillyOgawa

Scholar
Joined
Jul 5, 2007
Messages
140
Goodness, it's like Christmas everyday with this thread. Great work, man.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom