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Unofficial Arcanum Patch (Original Thread)

Woreczko

Novice
Joined
May 11, 2008
Messages
19
-Fixed a bug with APs subtraction. Throwing an item (including grenades) now takes 4 APs.
Wow! Drog, please, release the next patch ASAP. It has so many nice fixes :)
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
THE NEW VERSION IS OUT.

It is a major update this time, featuring a plenty of bug fixes and restoring a lot of omitted content and even features (!).

The full list of changes is as follows:

-If you've joined Kerghan but then changed your mind, Torian Kel will still stand by Kerghan's side.
-Jormund's quest specific dialog is no longer repeated when you disband him and talk to him again.

-Fixed a typo in Jormund's dialog.
-The Staff of Xoranth doesn't have an empty spell menu anymore.
-Benjamin Gershwin now gives the skulls back to you in all cases.
-Added icons for alcohol and poison food types.
-NPCs now display their age again, as it was intended. (Most of NPCs in the game have unique ages.)

-Fixed a typo in Virgil's dialog (talking about Vollinger).
-If you ask Dante to wait he no longer rejoins you as a free follower (i.e. without making a CH check).
-If you ask Jormund to wait he no longer rejoins you as a free follower.
-Murgo now joins you as a free follower in all cases.

-Fixed a typo in the desciption of Dark Helm.
-Fixed 4 typos in UI messages.
-Fixed 5 typos in class-based NPC messages.
-Fixed a typo in general PC messages.
-Fixed mixed up cursors for called shots to torso and legs.
-Fixed a typo and a broken female line in Praetor's dialog.
-Fixed alingment changes in Larrs' dialog.
-Restored a large part of Erick Obsidian's dialog that was being skipped for whatever reason.
-Fixed several broken lines in Tristan Fenwick's dialog.

-Fixed a typo in Garret's dialog.
-Fixed a typo in rumors.
-Fixed typos in Concussion Grenade and Plastique's schematics.
-Jared now takes the note from you in all cases.
-Hushed Revolver now uses correct sound effects.
-Snow tiles now use correct footstep sounds.

-Richard Leeks now has a correct unknown description.
-Fixed a broken line in the Game of Wits.
-Fixed the description of the Staff of Restoration.
-Fixed positioning problems with the Dark Knight's art. (This monster type isn't used in the Arcanum module, but can now be used in custom modules.)
-Added undead and fatigue immune flags to Dark Knight, Dark Berserker, Dark Warrior-Priest and Dark Warlord. Added soundbanks, as well.
-Removed two lines leading to wrong responses in Perriman Smythe's dialog.
-Removed a red pixel in Panarii Stairs' art (two pieces).

-Fixed a typo in Henderson's dialog.
-Torian Kel's dialog about his home is no longer called more than once.
-Fixed wrong conditions in Jyheirad's dialog.
-If you find the Blade of Xerxes early, it's still usable when you get the quest.
-Jyheirad's dialog now doesn't get repeated if you manage to save him before the fire elementals kill him.
-Jyheirad now thanks you when resurrected.
-Jyheirad and the adventurers now properly appear inside the cave in all necessary cases.
-Reading the paper about Renford A. Terwilliger's death now doesn't trigger later events if you find it early.
-The Body of Stone spell now uses a correct palette.

-Fixed a typo in the quest log.
-Fixed wrong conditions in the dialog of the Mayor of Black Root. Now you can't give him his dagger if you don't have the quest.
-Stealing the taxes from the Mayor of Black Root now doesn't trigger the quest if you don't have it in the first place.
-Finding Princess Aria's amulet now doesn't trigger the quest if you don't have it.
-Fixed positioning problems with the Greater Demon's idle animation.
-Tulla's runes art is now displayed correctly.
-Added visual and sound effects to Tesla Gun's hit. (The same as the ones used in Tesla Rod)
-Restored visual and sound effects for Bronwyck's Gun's shot.

-Fixed problems with Thorvald leaving too early.
-Fixed art for P.Schuyler and Sons sign.
-Fixed art for the jeweler's shop sign.
-Monsters, animals, undead and mechanical critters now have their resistances capped at 95%, like all other critters.
-Will-o-wisps now don't leave blood pools when they die.
-Restored day and night ambient tracks for the Wastes region.
-Restored a missing sound in the lizard men's soundbank.
-Restored a missing sound in the rat's soundbank.
-Restored the araya's soundbank (now it plays different sounds for different actions instead of just one).
-Restored a missing sound in the krag's soundbank.
-Restored a missing sound in the giant spider's soundbank.
-Restored a missing sound in the fire elemental's soundbank.
-Restored a missing sound in the water elemental's soundbank.
-Restored the sheep's soundbank.
-Restored a missing sound in the familiar's soundbank.
-Added skill training to Tattered Bowman, Insectress Hunter and various NPCs in random encounters, such as Molochean Hand assassins and bounty hunters.
-Added missing palettes to the skeleton's conceal animation.

-Fixed positioning problems with the blacksmith's extra animation.
-Added a Long Bow to quality smiths.
-Fixed Lesser Krag and Krag Chieftain's inventories.
-It's no longer possible to ask the innkeeper in Stillwater about Joachim's book when he has already given it to you. Fixed a typo in his dialog, as well.
-Fixed a bug with APs subtraction. Throwing an item (including grenades) now takes 4 APs.
-Fixed unknown descriptions on David and Cynthia Wit.
-Fixed a typo in David Wit's dialog.

Grab the update in the first post. The Extra Pack and the 1024x768 patch have been updated as well.

Enjoy the game and be sure to improve it by posting your bug reports!
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
One more thing. I was going to mention this, but I forgot about it.

From now on saves from older version aren't supported at all. That is, I take no responsibility if something goes wrong, breaks you computer, kills your dog and makes a mess of pots and pans in your kitchen. It's just impossible to predict how a game that stores a lot of game data in its save files will work with modified files.
 

Antagonist

Liturgist
Joined
Jan 6, 2004
Messages
484
Location
Glorious Vaterland
There's not much really to add what others haven't already said so I would just like to express my gratitude for putting this much work into improving the Arcanum gameplay experience. Thumbs up!
 

Carceri

Arcane
Joined
Jul 3, 2007
Messages
1,512
Location
Transylvania
I gave your patch a spin a few days ago and I wanted to say something about Thorvald leaving the party the moment you get to Ashbury, but you already made an update. Dude, you ROCK!

Btw, the saves from the previous version are still working.

You did one hell of a good job, thanks!
 

Carceri

Arcane
Joined
Jul 3, 2007
Messages
1,512
Location
Transylvania
Hello Drog, I found that the strong poison it is labeled as explosive:

screen0002.jpg

wtf.jpg

screen0001.jpg
 

BethesdaLove

Arbiter
Joined
Aug 7, 2008
Messages
1,998
I never player any troika game and the life in the vault is about to change. So should i install any extra content from those here:

Extra Pack (restores cut out content)
Original Bedokaan model

Or just playe the patched up game. Should i maybe first play it vanilla without Drogs patch?
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
I've done some more heavy reverse-engineering. Combat stances in turn-based are now animated, just like in real-time. The animations were actually disabled because of another problem, fidget sounds (e.g. wolves howling) were playing during ALL idle animations, combat included, thus if enabled those animations would cause a lot of annoying sounds (since they're always animated, not just from time to time). They never bothered to fix the sounds (it's even commented in the critter sounds list that it doesn't work properly), so they axed animations for combat stances in TB (monsters don't stand still in the real-time combat, so it's no problem, and humanoid races don't have fidget sounds, so PCs wouldn't have the problem as well). I fixed the problem with the sounds and re-enabled the animations. Now the game looks a bit more awesome.
 

BillyOgawa

Scholar
Joined
Jul 5, 2007
Messages
140
My god, can this game get any more fixed? All this wonderful new stuff. I fear I might actually be disappointed when the game is finally perfect.
 
Self-Ejected

Drog Black Tooth

Self-Ejected
Joined
Feb 20, 2008
Messages
2,636
One more thing I was going to mention, but was always forgetting about.

The game supports complex shadows. Set 'shadows' to 1 in arcanum.cfg. They're based on light sources, so they're only visible when you're near one, i.e. mostly in interiors or near street lamps. They don't cause any major slowdown.
shadows_01.png

shadows_02.png
 
Self-Ejected

Wilco

Self-Ejected
Joined
Nov 29, 2007
Messages
384
Location
The land of multi-headed phallus
What the.... I complained ages ago that Arcanum looked odd because of its shadows... I am silenced, why the hell didn't they include this????
 

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