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)

Cadaver

Novice
Joined
May 22, 2008
Messages
6
big_texan said:
Naw I'm just a sucker for titties.
Same as me then. But do remember that its not more then like 5 pixels. :P :roll:
But really, drog isn't adding custom content here. Just making the 'lost' content appear.
 

Kethar

Novice
Joined
Sep 25, 2008
Messages
3
Thanks for patch!!!

I found some errors, which are in your patch

Rules\SpellEyeCandy.mes: two lines numbered 212
Rules\SpellEyeCandy.mes: two lines numbered 213
Rules\SpellEyeCandy.mes: two lines numbered 322
Rules\SpellEyeCandy.mes: two lines numbered 323
Rules\SpellEyeCandy.mes: two lines numbered 1802
Rules\SpellEyeCandy.mes: two lines numbered 1803
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Re: Thanks for patch!!!

Kethar said:
I found some errors, which are in your patch

Rules\SpellEyeCandy.mes: two lines numbered 212
Rules\SpellEyeCandy.mes: two lines numbered 213
Rules\SpellEyeCandy.mes: two lines numbered 322
Rules\SpellEyeCandy.mes: two lines numbered 323
Rules\SpellEyeCandy.mes: two lines numbered 1802
Rules\SpellEyeCandy.mes: two lines numbered 1803
Yes, they come up in the debugger for whatever reason. These are the restored SFX for the Walls' spells. There seems to be no problem in the game, so these are most likely false calls.
 

Kethar

Novice
Joined
Sep 25, 2008
Messages
3
Re: Thanks for patch!!!

Drog Black Tooth said:
Yes, they come up in the debugger for whatever reason. These are the restored SFX for the Walls' spells. There seems to be no problem in the game, so these are most likely false calls.
Oh, yes, but what lines are wrong? with eye candy info or without any?
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Re: Thanks for patch!!!

Kethar said:
Drog Black Tooth said:
Yes, they come up in the debugger for whatever reason. These are the restored SFX for the Walls' spells. There seems to be no problem in the game, so these are most likely false calls.
Oh, yes, but what lines are wrong? with eye candy info or without any?
Yes, this is eye candy info, art and sounds. You may unpack Arcanum5.dat and see for yourself.
 

Kethar

Novice
Joined
Sep 25, 2008
Messages
3
Re: Thanks for patch!!!

Drog Black Tooth said:
Kethar said:
Drog Black Tooth said:
Yes, they come up in the debugger for whatever reason. These are the restored SFX for the Walls' spells. There seems to be no problem in the game, so these are most likely false calls.
Oh, yes, but what lines are wrong? with eye candy info or without any?
Yes, this is eye candy info, art and sounds. You may unpack Arcanum5.dat and see for yourself.
I ask other question...
what lines are correct?
Code:
{212}{Art: 95, Palette: 1, Scale: 100%, Blend: Add, Sound: 13025, Flags: overlay_fb | animates, Light: 1, Light Color:  (0 @ 96 @ 204)}	// Destination
{213}{Art: 96, Palette: 1, Scale: 100%, Blend: Add, Flags: overlay_fb | animates | anim_forever, Light: 1, Light Color:  (0 @ 96 @ 204)}	// Secondary Destination
{212}{}	// Destination
{213}{}	// Secondary Destination
 

Lain_13

Novice
Joined
Aug 30, 2008
Messages
36
Looks like first pair do something (set properties) and second pair do nothing. If game read properties from first instance of string with "unique" number and ignore next instances of this string all should work properly but next instances should be removed just for cleaning garbage.
 

Kogorn

Novice
Joined
Jul 28, 2008
Messages
63
When you say fixed, does that mean you added it to the current patch that's out? Or are you adding it to what's going to be in the next release? I'm wondering whether I should re-download or not :P
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Kogorn said:
When you say fixed, does that mean you added it to the current patch that's out? Or are you adding it to what's going to be in the next release? I'm wondering whether I should re-download or not :P
It should be pretty obvious that mean the internal build.
 

Lain_13

Novice
Joined
Aug 30, 2008
Messages
36
Wilco
If you already rise PE almost to limit (only +1 to reach limit) then you get only +1 from Eye Gear and you get nothing if you reach limit without Eye Gear (on next level).
Maximum skill value is 20 + racial bonus. Same behavior with blessing bonuses, you never rise your stats over limit.
 
Self-Ejected

Wilco

Self-Ejected
Joined
Nov 29, 2007
Messages
384
Location
The land of multi-headed phallus
Lain_13 said:
Wilco
If you already rise PE almost to limit (only +1 to reach limit) then you get only +1 from Eye Gear and you get nothing if you reach limit without Eye Gear (on next level).
Maximum skill value is 20 + racial bonus. Same behavior with blessing bonuses, you never rise your stats over limit.

I know, my character's base PE is 15 and is a half-elf. Technically, he should get the +2 bonus so his PE is raised to +17. If it's not a bug then I obviously missed something in the manual as Drog said, so I'll re-read it
 

Icarian

Novice
Joined
May 19, 2008
Messages
18
Those unique flying gargoyle like creatures in Caladon's sewer have bow's in their inventory, but they don't seem to use them. They are located in the same sewer area as the Vincent (Caladon murder quest). Could this be a bug?

Sorry, I don't have the game installed at the moment, so I cannot check the creatures names.
 

Unradscorpion

Arbiter
Joined
May 19, 2008
Messages
1,488
Well, I finally dug out my copy of Arcanum.
Now to see if the Codex was bullshitting me about the quality of the game.
 

t

Arcane
Patron
Joined
Aug 24, 2008
Messages
1,303
Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
I also never tried it but am eager to do now. The question is: is it the only patch I need while playing the game for the first time? Should I use it or maybe play the raw first version of the game?
 

Mister Takeda

Educated
Joined
Mar 17, 2004
Messages
35
t said:
I also never tried it but am eager to do now. The question is: is it the only patch I need while playing the game for the first time? Should I use it or maybe play the raw first version of the game?

Drog's patch only fixes bugs and restores content intended for release. Play with his patch installed. It will only enhance your experience.
<a href="http://www.rpgcodex.net/phpBB/viewtopic.php?t=24419">The Extras Pack</a> has a few things not included in release that you might consider installing as well. Nothing drastically game changing, just a few more schematics and a missing conversation. This is optional.
 

t

Arcane
Patron
Joined
Aug 24, 2008
Messages
1,303
Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Thanks for quick answers. I'm also considering higher resolution pack. But that's not a big problem for a storyline, I guess ;).
 

Lurkar

Scholar
Joined
Feb 22, 2006
Messages
791
I just recently used the patch and started gaving the game another go through, and Thorvald seems to be hyper sensitive about going to the Wheel Clan. I have about thirty seconds to sprint out of Ashbury as fast as I can, because he IMMIDIATELY starts complaining about how we're taking to long to get to the Wheel Clan the second we leave the damn island. I've yet to actually make it out of the city without him leaving the party first, making it completely impossible to actually take him to the Wheel Clan.
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
Lurkar said:
I just recently used the patch and started gaving the game another go through, and Thorvald seems to be hyper sensitive about going to the Wheel Clan.
Yes, there was a mistake in the script. It will be fixed in the next version.

EDIT:

I've spent the whole day analyzing lots of ASM code in both final and demo versions of the game and it was fucking hard and frustrating, but I did it. I fixed the bug with grenades not costing any APs in the turn-based mode. There was indeed a bug on Troika's side, that was preventing the procedure from functioning properly. It was working (somewhat) in the demo version, so I had to analyze the APs subtraction process in both versions to find the cause. Throwing an item (but not a boomerang type weapon) in turn-based now takes 4 APs. (It was set to 2 APs originally, but I guess that makes little sense since spells take 4 APs, so I changed it. Perhaps they never bothered to balance this, since the function never really worked.)

Arcanum now has a hope of having actual balance, I guess. Someday.

P.S. The new version is coming very soon.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
Neato. At least it'll be a little more balanced.
 

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