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Unofficial Arcanum Patch (Original Thread)

dougbrad82

Novice
Joined
Apr 22, 2008
Messages
9
Drog Black Tooth said:
dougbrad82 said:
dont see this in the changelog, put does this patch include the level cap remover?
It doesn't and never will.
Thanks for the info, but would there be any problems with using the level cap remover and this patch?
 

dougbrad82

Novice
Joined
Apr 22, 2008
Messages
9
Drog Black Tooth said:
dougbrad82 said:
Drog Black Tooth said:
dougbrad82 said:
dont see this in the changelog, put does this patch include the level cap remover?
It doesn't and never will.
Thanks for the info, but would there be any problems with using the level cap remover and this patch?
Yes, new race icons won't work.
but that's right? the fixes will work, and there wont be any other problems that you know of? thanks once again!
 
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Drog Black Tooth

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Feb 20, 2008
Messages
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I supply a modified .exe file in my patch, and it's still being worked on. There will be more incompatibilities in the future. I strongly suggest using a vanilla 1074 version of the game in all cases.

And I despise powegaming as well.
 

dougbrad82

Novice
Joined
Apr 22, 2008
Messages
9
Drog Black Tooth said:
I supply a modified .exe file in my patch, and it's still being worked on. There will be more incompatibilities in the future. I strongly suggest using a vanilla 1074 version of the game in all cases.

And I despise powegaming as well.
thanks for the info drog.
 

TinyMage

Novice
Joined
Apr 20, 2008
Messages
9
Alright, is the amulet of ntala supposed to double healing rate or not?

All sites say +100% healing rate. But it doesn't increase healing rate at all in my game, except for the +1 constitution which gives me 6 heal rate instead of 5 ( from 14 to 15 con ).
 
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Drog Black Tooth

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Feb 20, 2008
Messages
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TinyMage said:
Alright, is the amulet of ntala supposed to double healing rate or not?

All sites say +100% healing rate. But it doesn't increase healing rate at all in my game, except for the +1 constitution which gives me 6 heal rate instead of 5 ( from 14 to 15 con ).
You get heal rate bonus only at 5, 8, 11, 14 and 17 CN. Heal rate caps at 6. The amulet gives you +50% healing rate, just as it says in the description.
 

friartucksduck

Educated
Joined
Apr 17, 2008
Messages
63
Another minor one: Jonathan Sanders' Staff of Restoration has The Amulet of N'Tala's description.
 

Shambelle

Novice
Joined
Apr 16, 2008
Messages
53
Sorry, I made this bug hunt several years ago for a fix and so my memory can fail...
I searched in my archives and so:
In Tulla, there is some blue artefact (not pink)...
In fact, it is the "30 Tulla Structures" wall fault, some of its parts don't mesh well.
So, if you use it, blue lines appear on the southest tower of your building (and sometime on the roof too) and this get to be on the MiniMap as blue points.
I corrected the Minimap in the past but didn't have time to look at the proto and art of the wall.
If you want, I can try to give you a "print screen" of this bug.

And there is some other Bad Art beside Kree:

-BMC2: 2000579, 2000580, 2000620
-Iron Clan HQ: 000173, 000193

And some other bugs...

-The weigth of the large electro armor is not logical...
For the Bronzed plate, you have s 900 < 1000 < 1100 l
For the Basic Plate, you have s 900 < 1000 < 1200 l
For the Mithril Plate, you have s 800 < 900 < 1000 l
For the Elite Plate, you have s 800 < 800 < 900 l
So the weight progression is something like this
medium armor weight=small armor weight+100
large armor weight= medium armor weight+100
The exception is the Machined Plate where you add 200 between the size (mechanic is heavy and you have a strengh bonus to balance the things)
You can have of course some little variation (more or less 100 between the size), for example, with the large basic plate or the medium Elite Plate.
But for the Electro Armor, you have:
s 900 < 1000 < 1400 l
The weight of the large version is way too much, it should be at most 1200.

-In the Caladon Guardhouse Basement, a barrel is blocked by "no walk" tiles.

-In 01650Vollinger.dlg, a problem in the check of the answer to the line 74:

{74}{[He gives you a hard look.] You want to tangle with me, boy? Because I'm more than willing to oblige you, if that's what you want...}{[He gives you a hard look.] You want to tangle with me, girl? Because I'm more than willing to oblige you, if that's what you want...}{}{}{}{}
{75}{No...I was just asking a simple question, friend...}{}{5}{}{80}{}
{76}{No...I wuz just askin' question...}{}{5}{}{80}{}
{77}{That's the general idea, gnomish scum...}{}{-4}{}{}{co,fl 34}
{78}{Yeah! I fight you right now!}{}{-4}{}{}{co fl 34}

76 and 77 intelligence conditions must be reversed...

-The Fool dagger do D1-4 and not D1-6 (Tarant/OldSewer/beside the Black Stone Sword)

-Nasrudin's art is that of a man. I don't know if it's really a bug but...
 

Marco

Novice
Joined
Apr 17, 2008
Messages
11
Speaking of item descriptions, I always found that odd that they weren't always following the same template. For example, the default abreviations for damage are "HT" and "FT", but some descriptions refer to fatigue damage as "F". The worse examples of this are Fawn's amulet, which says "cn+4" in lower case where everything else in the game uses upper case (I know it's a small thing, but I always hated that), and the Finger of Mannox which gives "IQ+1" where it should be "IN+1". I think descriptions should be normalized and always follow the same template.

Oh, and the orcish thugs in Tarant sometimes carry "Potassium Nitrate", an item which - iirc - isn't used in the game, and looks like a camera. However, Ristezze wouldn't recognize this as a camera (and thus accepts only the one from the crash site, also used in Maxim's quest). I modified invensource.mes to make the orcs carry a pocket watch instead of this, since this camera always stroke me as odd. Feel free to do something like that if you want.
 

Ander Vinz

Scholar
Joined
May 25, 2007
Messages
645
- Doc worker near Cpt. Teach in Ashbury has elven model but character sheet says he's human.
- Wheel Clan Spectacles are missing description.
- Baneful Gauntlets, Serpentine Necklace, Ring and Medallion of Dark Magick don't give proper bonuses.
- You can go right through turned up boat between two doors of The Meager Draught in Ashbury.
- You can ask Bates' spirit to tell his story more than once.
- You can ask Randver's spirit where Loghaire is after you talked to and killed both.
- Thrayne Iron Heart (Wheel Clan) has the dialoge option for trainig you as an expert at disarming traps and trains you even if you don't qualify (at least dialoge is acessible).
- When you become Sworn enemy of the Wheel clan they don't attack you on sight. (Maybe that's because of high charisma)

Also, what are the conditions for Stillwater Giant encounter? I can't get it.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
I'd still suggest you put the level cap at least 5 levels above it's usual number. what was it? 50? I remember last time I've played the game I finished it on 58 lvl or something. and I remember some people said they finished the game at a much higher levels.

or rebalance the difficulty settings. because really - at the easy difficulty you get tons of exp and monsters are ridiculously easy to kill, while on normal difficulty you much less exp while some enemies become hard. and that's not speaking about the hard difficulty. at least make all difficulties get the same amount of exp.
f.e. I had to do a banal mmorpg grinding just to get to level 25 on the normal difficulty from 18-20 lvl just to be able to finish some quests as all low-level quests ended.
 
Joined
Apr 21, 2008
Messages
22
More bugs.

-After you kill the schylers as you are heading out of from under thier home when magnus interupts you to say a few words you get dialouge options of someone of average intelelct regardless of weather your int is below 5 or not.
-Ring of influences description still shows nothing.
 

Earth Nuggets

Novice
Joined
Apr 18, 2008
Messages
99
Location
New Jersey
Virgil is reluctant to heal Magus but will heal other tech oriented characters up to almost full health. The only time he'll do it is if Magus is at extremely low health or if you're running through some town.

I was going to report that as a bug as well, but was reluctant to do so, thinking it had everything to do with his Technological alignment. I guess it's just because Virgil distastes him for being a "bloody annoying runt" and a "city dwarf."
 

Shambelle

Novice
Joined
Apr 16, 2008
Messages
53
-Absinthe and Brandy will now get you drunk as well.

What I don't get with alchohol in SpellList. mes is this:

You have the current techspell for wine:

// 33 -- mtTechWine [Food: Wine]
//-11600--AoE: Tgt_Obj_No_ST_Critter_Dead | Tgt_Obj_No_ST_Critter_Mechanical-
{11600}{AoE: Tgt_Obj_T_Critter | Tgt_Obj_No_ST_Critter_Dead | Tgt_Obj_No_ST_Critter_Mechanical | Tgt_Party_Critter}
//-11601--Duration: (0 @ 2), DurationStatInfo: (21 @ 180), Range: 2, Info: friendly-
{11601}{Duration: (360 @ -1), Range: 2, Info: friendly}
{11603}{No_Stack: 0, ItemTriggers: Item_Used}
//AoE: Tgt_All_Party_Critters,
{11605}{[Begin], ItemTriggers: Item_Used, Type: Effect, 132, Add}
{11606}{[Begin], ItemTriggers: Item_Used, Type: Effect, 167, Add}
{11607}{[Begin], ItemTriggers: Item_Used, Type: ObjFlag, obj_f_spell_flags, OSF_DRUNK, FLAG_ON}
{11608}{[Begin], ItemTriggers: Item_Used, Type: EyeCandy, 2, Add}
{11609}{[End], ItemTriggers: Item_Used, Type: Effect, 132, Remove}
{11610}{[End], ItemTriggers: Item_Used, Type: Effect, 167, Remove}
{11611}{[End], ItemTriggers: Item_Used, Type: ObjFlag, obj_f_spell_flags, OSF_DRUNK, FLAG_OFF}

but you have also a techspell for strong alcohol like Aqua Vitae (strong "medical" liquor to drink):

// 34 -- mtTechWine [Food: Aqua Vitae]
//-11650--AoE: Tgt_Self | Tgt_All_Party_Critters | Tgt_Obj_No_ST_Critter_Dead | Tgt_Obj_No_ST_Critter_Mechanical-
{11650}{AoE: Tgt_Obj_T_Critter | Tgt_Obj_No_ST_Critter_Dead | Tgt_Obj_No_ST_Critter_Mechanical | Tgt_Party_Critter}
{11651}{Duration: (0 @ 2), DurationStatInfo: (21 @ 180), Range: 2, Info: friendly}
{11653}{No_Stack: 1, ItemTriggers: Item_Used}
{11655}{[Begin], ItemTriggers: Item_Used, Type: Effect, 133, Add}
{11656}{[Begin], ItemTriggers: Item_Used, Type: EyeCandy, 2, Add}
{11657}{[End], ItemTriggers: Item_Used, Type: Effect, 133, Remove}

And if you look carefully, this techspell for strong alcohol don't get you drunk.
Beside, brandy and absinthe being strong enough, I think they should use the aqua vitae version and not the wine version...[/quote]
 

Grump

Novice
Joined
Apr 14, 2008
Messages
43
are reputations supposed to work? Because after Shrouded Hills they seemed to just disappear. I haven't seen any other injuries besides scarring either?
 
Joined
Apr 21, 2008
Messages
22
Bug.

-You're probably aware of this but just incase u aren't and because it's a complete game breaker if exploited and I would like to see it go, reflection shield and dweomer shield dont just allow you to make permanent followers they allow you to make permanent maintainable spells of many knids.
 
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Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Thank you for bug reports!

Some specific comments:
In Tulla, there is some blue artefact (not pink)...
In fact, it is the "30 Tulla Structures" wall fault, some of its parts don't mesh well.
So, if you use it, blue lines appear on the southest tower of your building (and sometime on the roof too) and this get to be on the MiniMap as blue points.
Yes, now I see it. BTW, there's a bigger mistake in Tulla's map - the gates in the center are different (it shows the ones they used as a placeholder in the beta). Also, when I regenerated Tulla's inside map, there was a lot of artefacts, so I guess they fixed it all by hand.

-Ring of influences description still shows nothing.
Start a new game.

You're probably aware of this but just incase u aren't and because it's a complete game breaker if exploited and I would like to see it go, reflection shield and dweomer shield dont just allow you to make permanent followers they allow you to make permanent maintainable spells of many knids.
Yes, I'm aware. It's an engine issue, so the best I could do is disallow casting the spells on mind controlled creatures. Anyway, I don't see why any sane person would abuse this. It's no fun.
 

Shambelle

Novice
Joined
Apr 16, 2008
Messages
53
Is it just me or the fact that you must repair the Steam Engine in Shrouded Hills with a artefact from Vendigroth is a bit strange...
In this case, gears are OK but strange gears with an inscription on them saying "groth" are not. If anything, the description must be changed...

Yes, now I see it. BTW, there's a bigger mistake in Tulla's map - the gates in the center are different (it shows the ones they used as a placeholder in the beta). Also, when I regenerated Tulla's inside map, there was a lot of artefacts, so I guess they fixed it all by hand.

So, do you want to fix it yourself ?
I can search if i find the map fix I told you before...
 
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Drog Black Tooth

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Feb 20, 2008
Messages
2,636
Shambelle said:
So, do you want to fix it yourself ?
I can search if i find the map fix I told you before...
The outside map regenerated just fine. There's a tiny blue line on the south-west building though, but that was there before.

-Nasrudin's art is that of a man. I don't know if it's really a bug but...
It's supposed to be a uniform of a member of the Elven Council (that's why Arronax has the same art as well). Anyway, the internal name says "elf male".
 

Shambelle

Novice
Joined
Apr 16, 2008
Messages
53
This tiny blue line is also a map artefact visible in the main map...(the only thing that blue in the map is the background of the tiles.)
If you regenerate the map, it won't do anything.
To fix the thing, you must edit the Minimap with Gimp, Paint or something like that.
 
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Drog Black Tooth

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Joined
Feb 20, 2008
Messages
2,636
friartucksduck said:
Another minor one: Jonathan Sanders' Staff of Restoration has The Amulet of N'Tala's description.
It's supposed to be this way. The staff actually gives you these effects.
 

Ander Vinz

Scholar
Joined
May 25, 2007
Messages
645
- When you resurrect (with spell) Torian Kel and he thanks you there's too much floating text with his lines.
- If you're trying to extort 50 coins and dont bend to her moaning, Gladys doesn't give you money but somehow takes the ring.
- You can free imprisoned elf and kill guards but Bedokaan Chieftain talks to you like nothing happened.
- Other Bedokaans (except those nearby) don't attack you when you kill their leader.
- When you talk to Raven about Silver Lady's visions on Min Gorad and she tells you about Molochean Hand and Derian Ka the line "Magnus Shale Fist mentioned something of them" appears but it was Geoffry who told me about Derian Ka in Ancient Temple. I'm not sure it's a bug though.
 
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Drog Black Tooth

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Joined
Feb 20, 2008
Messages
2,636
Ander Vinz said:
- When you talk to Raven about Silver Lady's visions on Min Gorad and she tells you about Molochean Hand and Derian Ka the line "Magnus Shale Fist mentioned something of them" appears but it was Geoffry who told me about Derian Ka in Ancient Temple. I'm not sure it's a bug though.
You must be mistaken. The condition for that line is global flag 1087, you can get it only via Magnus' dialogue.
 

Ander Vinz

Scholar
Joined
May 25, 2007
Messages
645
Drog Black Tooth said:
You must be mistaken. The condition for that line is global flag 1087, you can get it only via Magnus' dialogue.
He didn't even join with me. I had that dialoge with Tarellond-Ashe. And I remember my thought "What will happen if I have them both with me?".
 

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