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Unofficial Arcanum Patch (Original Thread)

Chefe

Erudite
Joined
Feb 26, 2005
Messages
4,731
Black said:
Angler said:
Black said:
Angler said:
blahblah!
I think we've already heard enough about the level cap. Bug report or gtfo.

Don't talk back to me, mister!
Watch me.

That's the last mistake you'll ever make. I challenge you to a duel.

Duel%20cats.jpg


I was trying to find a duel image that would be appropriate for the Arcanum setting, and I found this, but I realized that not only does Arcanum not have humanoid cats, it also doesn't have any duels! The mind boggles.
 

Faceless

Novice
Joined
Apr 30, 2008
Messages
91
Black said:
Bug report- if you leave Tsen-Ang (or whatever it's called) while Dark Elves in it and outside are hostile towards you, Virgil doesn't initiate his farewell dialogue. This can be fixed be entering Tsen-Ang and leaving again when all of the dark elves are dead but it's still a bug.

Didn't expect that, huh.

That has already been reported. :wink:
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Black said:
2 end-game bugs so spoilars inbound.


1. When you say to Kerghan that you agree with him, some party members (like Magnus) start attacking you, while you still have dialogue with Arronax. This causes a battle and it makes convicing Kerghan that he's wrong impossible. When I left Magnus before talking to Kerghan it was ok.

2. If you convince Kerghan that he's wrong and use the vendigroth device on him, you still get the bad ending, as if you joined Kerghan. I think it should be good ending.
I made a mistake in Kerghan's script. I was fixing a broken (mostly unfinished) part for dumb characters and didn't check for all possible situations, thus there was an instance of a "loop end" while there should be a "loop break", so the script was returning and calling the final battle script (where everybody attack the PC). Both bugs were caused by this.

I'm releasing the update immediately.
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
The new version is released.

The new version is being released early because of several things. First, there was a critical bug in the previous version. Second, due to several things happening in my life, I have to freeze the project for some time. At least for one week at best, but more likely for 2-3 weeks. You may still report bugs, and I may pop up from time to time, but most likely no progress on the patch will be done, as I don't have enough time to test and debug the game to produce quality work.

Anyway, the changelog:

-Gilbert Bates' journal now uses its own art.
-Leftmost Advisory Board Member now has a correct description.
-Weldo Rubin now uses his own internal name. (Affects his behaviour, e.g. he no longer claims some random chests as his own.)
-Gilbert Bates' chest now notifies a correct NPC.
-Pelojian's doors in Tulla now function properly. (Can't be lockpicked.)
-Sebastian now uses his own internal name.
-Fixed missing origins for 19 Tarantians.

-The chest in the fence in Tarant now notifies a correct NPC.
-Fixed notification problems with a barrel near Kan Kerai.
-Fixed notification problems with two chests in Vooriden.
-Vendigrothian Newspapers now use their own art.
-Fixed male soundbanks for small and medium sized humanoid races, alerted sounds (when a character enters combat) weren't playing due to typos.
-Fixed 2 missing origins for 2 Ashbury citizens, 9 Dernholm citizens, 1 Black Root citizen and 1 Stillwater citizen.

-Changed Jormund's origin to none (was Qintarra), changed Dante's origin to Dernholm (was none).
-Fixed missing origins for 7 Caladonians.
-Albert Leek now has master training in Prowling.
-Asking Constable Owens about the location of Tarant doesn't trigger later events anymore. Also, the line is not repeatable anymore.
-Getting information about the origins of the ring from Pelonius Schuyler now gives you the quest to find Gilbert Bates.

-Doc Roberts' Enchanted Sword doesn't have an empty spell menu anymore.
-Fixed basic proto issues with Ristezze: a correct soundbank now.
-Fixed basic proto issues with Jacob Bens and a dead Half Orc Bandit in Shrouded Hills: correct portraits now.
-Fixed two typos in Thorvald's dialogue.
-Frederick Fitzgerald's chest now notifies a correct NPC.
-Fixed descriptions for 6 barrels in Tarant sewers.
-Four guards in the Boil now have weapons, just like all other guards in Tarant. Also, one of the guards had a wrong auto level scheme.
-Fixed a mistake in generated greetings for the guard social class.
-Fixed 6 typos in Kerghan's dialogue.

P.S. Sectors in Tulla have been updated. They cause crashes on old saves (if you've already been to Tulla).

The first post is updated with a download link.
 

Enigmatic

Novice
Joined
Jun 10, 2008
Messages
11
Bug:
Simon Farkhus: If you proceed and use the following dialog numbers, 151->31->42, Simon will hate you and begin to run away from you. However, if you catch him inside his hut (and virgil doesn't attack him), you can initiate dialog again. However, if you choose line 42 (intead of 41), then you cannot initiate dialog, but attack him instead.

Also, see below image of Simon standing in his bed at 6pm.
 

wjw

Augur
Joined
Jun 6, 2007
Messages
287
MrManNo1 said:
I'm fairly certain that this is intentional, since there is a spell animation that occurs after the conversation ends. If everyone simply died, I'd be more inclined to agree with you. I think it has to do with the whole "dwarven name is sacred" thing, which he gives you, and then you simply abandon him. .

I think the game does explain that all this 'dwarven name begin sacred' thing is just made up by Magnus? For example: Thorvald on Isle of Dispair tells this, and also the 'city-dwarf' on the Caladon cemetry. I can hardly believe it's intentional, it makes no sense to me.
 

MrManNo1

Novice
Joined
Jun 11, 2008
Messages
3
wjw said:
MrManNo1 said:
I'm fairly certain that this is intentional, since there is a spell animation that occurs after the conversation ends. If everyone simply died, I'd be more inclined to agree with you. I think it has to do with the whole "dwarven name is sacred" thing, which he gives you, and then you simply abandon him. .

I think the game does explain that all this 'dwarven name begin sacred' thing is just made up by Magnus? For example: Thorvald on Isle of Dispair tells this, and also the 'city-dwarf' on the Caladon cemetry. I can hardly believe it's intentional, it makes no sense to me.

Still doesn't make sense that they would go through the effort to add a spell animation if they didn't intend to have it done.
 

Enigmatic

Novice
Joined
Jun 10, 2008
Messages
11
MrManNo1 said:
wjw said:
MrManNo1 said:
I'm fairly certain that this is intentional, since there is a spell animation that occurs after the conversation ends. If everyone simply died, I'd be more inclined to agree with you. I think it has to do with the whole "dwarven name is sacred" thing, which he gives you, and then you simply abandon him. .

I think the game does explain that all this 'dwarven name begin sacred' thing is just made up by Magnus? For example: Thorvald on Isle of Dispair tells this, and also the 'city-dwarf' on the Caladon cemetry. I can hardly believe it's intentional, it makes no sense to me.

Still doesn't make sense that they would go through the effort to add a spell animation if they didn't intend to have it done.

I would agree with MrManNo1.
The only dwarf that tells you his "Real Dwarven" name is Magnus.
The others have usual calling names. Like in the real world, where someone is given one name at birth, but called something else thier entire life.
 

Raedwald

Novice
Joined
Jun 9, 2008
Messages
4
I don't know if this is a omission or that it is hardcoded but, the Kite Shaman at the crash site just does melee attacks. Shouldn't it also be able to cast some type of off/def spells? I would assume a spell like stun or jolt maybe. Just my observation.

Raed
 

Enigmatic

Novice
Joined
Jun 10, 2008
Messages
11
Raedwald said:
I don't know if this is a omission or that it is hardcoded but, the Kite Shaman at the crash site just does melee attacks. Shouldn't it also be able to cast some type of off/def spells? I would assume a spell like stun or jolt maybe. Just my observation.

Raed
It does. It casts some kind of trap spell.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,026
Enigmatic said:
Raedwald said:
I don't know if this is a omission or that it is hardcoded but, the Kite Shaman at the crash site just does melee attacks. Shouldn't it also be able to cast some type of off/def spells? I would assume a spell like stun or jolt maybe. Just my observation.

Raed
It does. It casts some kind of trap spell.
Entangle,college of nature.
About Magnus, I agree with MrManNo1, considering the sidequest related to Magnus' clan origins, it should be intended.
I wonder if it works even with a dwarf character
 
Joined
Jun 1, 2008
Messages
33
wjw said:
MrManNo1 said:
I'm fairly certain that this is intentional, since there is a spell animation that occurs after the conversation ends. If everyone simply died, I'd be more inclined to agree with you. I think it has to do with the whole "dwarven name is sacred" thing, which he gives you, and then you simply abandon him. .

I think the game does explain that all this 'dwarven name begin sacred' thing is just made up by Magnus? For example: Thorvald on Isle of Dispair tells this, and also the 'city-dwarf' on the Caladon cemetry. I can hardly believe it's intentional, it makes no sense to me.

I second this, because...
wjw said:
It doesn't happen when you split up at any other moment in the game. You wont get killed if you keep Magnus in the party during the conversation.
And after all, how could Magnus posess any kind of power to "quench life" of your party, especially being a technologist? I also think that a "sacred dwarven name" is just some nonsense made up by Magnus. So, seems very much like a bug to me.

Also, a couple of typos I've spotted...
When playing a female character, Thom Grak in Tarant greets you with "ello, missus" - should be "Hello, missus".
Also, when you tell your story to the journalist, the next day newspaper says: ""I am sorry to say that no one else survived the impact," the the woman said." - should be just one "the".
 

wrhunter

Novice
Joined
May 23, 2008
Messages
27
If Magnus made up all the "sacred dwarven name" thing, then he also wrote the book in his bag? I take it that he is cheated. After all, he is grown up in city, and not familiar with the native rules. His knowledge of the past, of his lost clan are all from here and there.
 

FluffyWolf

Novice
Joined
Mar 19, 2008
Messages
3
Wow, awesome.

You took the time to make a decent patch where I never got around to do it. *thumbs up*!

I'll get around linking my bugfix page to this page instead as my ancient bugfixes are very outdated with this patch. ^^

You are right that most of the fixes in my bugfix pack were somewhat crudely implemented. I hardly remember most of my fixes, but I do remember I heavily messed about with the halcyon altar fix to the point I got lost in my own fix or something. Brr. Other then that, most of my fixes were pretty solid I think. The dialog fixes made by Dedeco in my pack were a bit crude though, I wanted to make them more solid, but never got the time. As I run three companies in real life, the 3 months I spent on making the pack started to take its toll and I discontinued it prior to proper installment. Still, I'd like to think the pack I made was somewhat decent enough to avoid most gamebreaking bugs without game impairment. ^^ That and, I didn't know a think about programming prior to making the bugfixes I made. Must say it was a real fun experience making it though, wish I had the time for programming more. :D


I always hoped someone would pick up where I started and make a good and solid fix patch sometime, arcanum definatly deserves it. Might be filled with bugs, but it's one helluva game. :)

Again, awesome work. I'm taking down my own fixes from the internet and will link the page to here. Much love!

~DrA
 

Gah

Novice
Joined
Jun 14, 2008
Messages
7
Please help :(

Today, I tried to sail to ashbury in the latest verysion (80612) and when I get there it is really laggy. The cursor that means it's loading ,the watch one, is going crazy. I have a lot of followers so I thought that was it, but I had them all leave my group and it was still not working properly. Drogg or anyone else, could you help me out?

Edit: I know all of you are busy, and I figured that maybe I could provide some "research" I did on my own to try to give better details.

-When taken by ship, the issue is not as severe. There are brief lapses in the load where the screen can be moved slightly. However, the characters cannot be moved, but waroman and virgil who are in my group show walking animations. The are also two npc dock workers that start a walking animation, but don't finish it. One of which is walking straight into my group.

-The interesting part is when taken by foot. I encountered arronax twice in one trip, after already encountering him the standard one and an extra strange one. He just stood there, and I chose to ignore him. This freeze is more severe, as the screen turns black, and nothing can be seen. However the healh, fatigue, and level up bars at the top and bottom are still visible, it's just the actual world that is gone, with the same stop-watch going crazy issue.

I hope this helps, I really want to play arcanum :(
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
MrManNo1 said:
wjw said:
MrManNo1 said:
I'm fairly certain that this is intentional, since there is a spell animation that occurs after the conversation ends. If everyone simply died, I'd be more inclined to agree with you. I think it has to do with the whole "dwarven name is sacred" thing, which he gives you, and then you simply abandon him. .

I think the game does explain that all this 'dwarven name begin sacred' thing is just made up by Magnus? For example: Thorvald on Isle of Dispair tells this, and also the 'city-dwarf' on the Caladon cemetry. I can hardly believe it's intentional, it makes no sense to me.

Still doesn't make sense that they would go through the effort to add a spell animation if they didn't intend to have it done.
As I said before, it just calls the script used in Falcon's Ache, so it's just one line of code. This very well may be a typo, especially considering that the scripts' numbers are close enough (02347Magnus_after_Schuylers_CALL.scr and 02349Surveyor_Damage.scr). I plan on contacting some of former TROIKA members again when I have enough worthy questions, and I'll ask this. Until that it'd be better to leave it as it is.

Gah said:
Today, I tried to sail to ashbury in the latest verysion (80612) and when I get there it is really laggy. The cursor that means it's loading ,the watch one, is going crazy. I have a lot of followers so I thought that was it, but I had them all leave my group and it was still not working properly. Drogg or anyone else, could you help me out?
Try running the game in the safe mode.
 

Icarian

Novice
Joined
May 19, 2008
Messages
18
I'm surprised that no one has posted this already...

There appears two red pixels on the ground, when you open light wood double doors. Those two red pixels are hard to spot on these screenshots, but they are clearly visible in game.



BTW, If you open just the right side door, no pixels appear.



BTW, If you open just the left side door, no pixels appear.



If you highlight these double doors in Bates mansion when they are both open, two red pixels will appear.
 

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