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Unofficial Arcanum Patch (Original Thread)

Shambelle

Novice
Joined
Apr 16, 2008
Messages
53
It was not a old bug squished by the last patch ?

Betwenn, Drog, you can find this interesting:

I was going through the dialog files to see what NPCs are affected by persuasion and Charisma when I got to Albert of Tulla. It turns out that you succeed with {ps 15} but with {ps 12, ps-14, ta 50} it just gives you pointless dialog. However, there's another possibility. After you get the latter dialog option there is an option if you have {ps 16}, which is impossible UNLESS you have ps 14 and take a potion of persuasion while talking! So in that case when you tell Albert, "Let's burn Tulla to the ground," he's supposed to attack the guard! If Albert loses then you can succeed.

Unfortunately, it doesn't work. Albert is in "an unimportant faction" while the guard (and Tulla disciples) are in the "bank robbers" faction. Go figure. So after you convince him to attack, he doesn't, but the guard attacks you instead, while Albert cowers like a bank teller! I tried changing the guard's faction, but he still attacks you instead of Albert. The code reads something like "combat: attachee attacks current looped object."
 

Corbeau

Novice
Joined
Apr 24, 2008
Messages
4
Btw, concerning the bug with Halcyon altar I mentioned above, I found out that Da real Asrudin's patch should have fixed it, but looks like the patch is nowhere to be found. Drog Black Tooth, you've made great job already, but I hope you'll be able to fix this one as well, because this bug just cuts all players who prefer evil path from ataining ancient gods' blessing. :-/
 
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Drog Black Tooth

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Feb 20, 2008
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Corbeau said:
Btw, concerning the bug with Halcyon altar I mentioned above, I found out that Da real Asrudin's patch should have fixed it, but looks like the patch is nowhere to be found. Drog Black Tooth, you've made great job already, but I hope you'll be able to fix this one as well, because this bug just cuts all players who prefer evil path from ataining ancient gods' blessing. :-/
Hmm, I've looked into it, and it seems it was using a wrong global flag in the original release of the game, but it's been fixed in the official patch. There's a possibility that some other item resets the flag by mistake. Usually hexed items with constant effects use global flags. Have you worn any hexed items?
 

Corbeau

Novice
Joined
Apr 24, 2008
Messages
4
I'm not sure, but probably I've had Bangellian Scourge then. I'm pretty sure what I was using latest patch then(I always do), so it couldn't be unpatched game issue. I tried then few times to redo quest, but everytime I got the same result - after I've turned in the quest(and got journal entry/exp) I couldn't give the offering, because altar was still considered as unrepaired.
 

TinyMage

Novice
Joined
Apr 20, 2008
Messages
9
Sebastian joined me even though I have 3 of 3 of my max followers. This happened after I did his quest to kill a gang leader.

So now i have 4 followers counting Sebastion, Is this a bug? I have 9 charisma and expert persuasion ( which is 3 followers max ).
 
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Drog Black Tooth

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TinyMage said:
Sebastian joined me even though I have 3 of 3 of my max followers. This happened after I did his quest to kill a gang leader.

So now i have 4 followers counting Sebastion, Is this a bug? I have 9 charisma and expert persuasion ( which is 3 followers max ).
Perhaps, you have a "free" follower, such as the Dog?
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
I'm replaying 'Only Child' magic user, so far have not noticed any bugs with conjured pets; except familiars still can't be dismissed :(
 

Xor

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Jan 21, 2008
Messages
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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
I started playing again to look for bugs, here's a list of what I noticed so far:

-Cassie's Necklace for the brothel quest gives +40 magic resist, even though it's not a magic item. This is probably a mistake.
-Typo in brothel bartender dialog after buying a drink "Gimmie a another".
-Small Robes of the Cameleon use the regular-sized robe art.
-Graphical glitch in Tarant (see picture).

There's a section of wall missing here:
screen0001.jpg
 
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Drog Black Tooth

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Feb 20, 2008
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Xor said:
-Cassie's Necklace for the brothel quest gives +40 magic resist, even though it's not a magic item. This is probably a mistake.
Thanks, I'll fix it.
Xor said:
-Typo in brothel bartender dialog after buying a drink "Gimmie a another".
This is a typo in generic bartender's dialogue. It's already fixed and will be included in the next version. However, the specific bartender at the brothel now has his own unique dialogue restored.
Xor said:
-Small Robes of the Cameleon use the regular-sized robe art.
Already fixed.

I recommend you play with the patch, since lots of bugs are already fixed.

Also, I've updated the changelog with highlights!
 
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Drog Black Tooth

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OK, I've been working very hard on this project, putting 6+ hours into it every day, and the already huge changelog shows it. This calls for a new version!

The new version includes these changes (major ones are highlighted):
-The Mage's Dagger and the Dagger of Speed now do proper damage.
-Fixed descriptions for Enchanted War Boots and Gloves of Dexterity.
-Fixed a typo in the Screaming Scimitar's name.
-Fixed a description for the Ring of Silence.
-The Screaming Shield now works properly.
-Fixed townmaps for Blackroot and Kree.
-Fixed description for Light-Fingered Gauntlets.
-Fixed music issues in the Thieves Cave. (A music track was set as an ambient track, thus it was interfering with the correct one.)
-Fixed issues with the Mysterious Apparition.
-Fixed a description for Oiled Thieves Leather.
-Removed duplicated lines in Prince Farad's dialogue.
-Officer's Uniform now uses correct art.
-Absinthe and Brandy will now get you drunk as well.
-Fixed Tulla's townmap. (Now shows correct gates in the center).

-Fixed wrong conditions in Vollinger's dialogue.
-Fixed Large Electro-Armor's weight. (Now it's the same as Large Basic Platemail).
-Orcish thugs will never have Potassium Nitrate (which is an unfinished item) in their inventory.
-The Fool's Dagger now does correct damage.
-A dock worker in Ashbury now has a proper race.
-Fixed bad art in townmaps for Black Mountain Clan and Iron Clan.
-Dwarven Ore, Iron Ore and Pure Ore now have correct ground art.
-Fixed an infinite money loop in Gilbert Bates' dialogue for dummies.
-Fixed typo "balcktooth" in rumors.
-Fixed a description for the Nature's Wrath Helm.
-Fixed bad art in Wheel Clan's townmap.
-Fixed a typo in Adam Maxwell's dialogue.
-Fixed the name, the description and effects for the Great Aunt Ester's Amulet.
-Added a description to the Necklace of Queen K'na S'ea.
-Fixed a typo in Kerghan's journal.
-Fixed a typo in the generic bartender's dialogue.
-Fixed wrong conditions in Benjamin Gershwin's dialogue, and now he also gives you the skulls back when agreed to.
-Mr. Rolland now has proper art in his first appearance (doesn't look like a dwarf anymore) and the description shows his name.

-Fixed King Farad's description.
-Fixed music issues in the Sobbing Onion's basement. (A music track was set as an ambient track, thus it was interfering with the correct one.)
-Restored Virgil's "override" dialogues (those include a healing dialogue, responses to orders, waiting/joining responses, combat taunts, etc). Now his dialogue fully changes to a respectful good/evil one when you leave T'sen-Ang.
-A turned over boat in Ashbury's docks can no longer be walked over.
-Fixed Gladys' dialogue. Now she won't take the ring when she is not supposed to.
-Fixed conditions in Matt de Cesare's dialogue. Now the line "I gave the skulls to someone else" will disappear if you've already retrieved them.
-Fixed ground art for Top Hat and Chapeau of Magnetic Inversion.
-Morning Star Perfume and Dragon Cologne now give you their proper effect (BE+1).
-Cynthia Boggs now uses her original portrait.
-Balanced Boomerang now can be bought at quality blacksmiths. The developers somehow forgot to add it in.
-Quality Revolver now can be bought at gunsmiths. It was forgotten as well.
-Now you get the "Survivor of the crash of the I.F.S. Zephyr" reputation if you sell your story to the Tarantian.
-Now you get a reputation for mastering each skill (except thieving ones).

-Fixed a typo in the note for Mrs. Halster.

As always, grab the update in the first post. Enjoy!
 
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Drog Black Tooth

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Shambelle said:
-Morning Star Perfume and Dragon Cologne are now useable.

What was the problem ?
They were usable before even if they had no spell attached...
No, they weren't giving any effect. Now they cast the elven perfume spell (BE+1).
 

Shambelle

Novice
Joined
Apr 16, 2008
Messages
53
I swear that in my vanilla game, when you click on them, a target cursor appears. :shock:
They are usable.
The only problem was that they had no spell attached and then had no effect like water, earl grey thea, dwarven stuff, bread, little cakes, elven water and the like...

Edit: Well, crossposting...
Never mind...
 
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Drog Black Tooth

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Feb 20, 2008
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Shambelle said:
I swear that in my vanilla game, when you click on them, a target cursor appears. :shock:
They are usable.
The only problem was that they had no spell attached and then had no effect like water, eal grey thea, dwarven stuff, bread, little cakes, elven water and the like...
Yes, all food objects are "useable" in the way that they do have OIF_CAN_USE_BOX and OIF_NEEDS_TARGET flags.

Hmm, maybe it was bad wording. I'll change it.
 

HanoverF

Arcane
Patron
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Nov 23, 2002
Messages
6,083
MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2
If you use a fate point to try and lockpick something with no skill and Virgil in the party he'll say I'll do that, but he doesn't and your fate point is eaten.
 
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Drog Black Tooth

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HanoverF said:
If you use a fate point to try and lockpick something with no skill and Virgil in the party he'll say I'll do that, but he doesn't and your fate point is eaten.
Turn follower skills off in the options.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
major annoyance:
everytime i get into combat near some NPC (even though they didn't turn hostile) they will go into 'panic mode'

Tried waiting a few hours, they still went 'HELP HELP' when I attempt to speak to them.
 

puppyonastik

Augur
Joined
Aug 3, 2004
Messages
175
Location
Northern Illinois
v080425 - Playing as idiot Gnome.
Not bugs, but just simple grammar errors encountered so far:

* At the blimp crash, when you ask virgil what should be done he refers to you as "Living Ones". Should be "Living One".

* When you botch Jongle Dunne's quest to destroy the generator by reporting his intent, then speak to Jongle again he states that "...you better leave her before...". It should be "here" instead of "her".

*EDIT* When you report Jongle you don't get any xp for doing so. Just wanted to make sure if this was intended?
 
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Drog Black Tooth

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When you report Jongle you don't get any xp for doing so. Just wanted to make sure if this was intended?
I guess so. At any rate, there's no xp reward in the script.

Also, to all the testers. Run the game with -dialognumber parameter, it will show internal numbers for PC lines in dialogues. Right click on your desktop link to the game and add it. E.g. it'd look like "C:\Sierra\Arcanum\Arcanum.exe -dialognumber". It will be much more easier to report broken lines this way.

EDIT: I've also added a cheat menu to Virgil's dialogue for testing the game. It marks all locations on the map, gives you mastery in any skill, gives you 5 fate points and 51000 XP. Create a "dlg" folder inside your Arcanum\data folder and put the file there. The cheat menu is available from Virgil's questions branch.
 

OracleX

Augur
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Jul 18, 2007
Messages
366
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
In Tarrant at the Zaramin's house of darke magick the clerk is always laying in bed.
It is probable mentioned already but at first sight I did not see it posted.

(great to have ya back btw :D )
 
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Drog Black Tooth

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OracleX said:
In Tarrant at the Zaramin's house of darke magick the clerk is always laying in bed.
It is probable mentioned already but at first sight I did not see it posted.

(great to have ya back btw :D )
The shop opens only at night.
 

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