Arcanum:WIP 6.0 now available

Discussion in 'Module Discussion' started by rroyo, Jun 8, 2008.

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  1. FourHorsemen

    FourHorsemen Member

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    You know....this would almost justify making some "bad-ass" daggers for your your Halfling villages :p

    Mechanical Dagger + Small Capacitor = Charged Dagger

    Mechanical Dagger + Kerosene = Pyrotechinic Dagger

    Mechanical Dagger + Strong Poison = Enevenomed Dagger

    Mechanical Dagger + Explosive Grenade = Boom-Boom Dagger

    Mechanical Dagger + Anesthetizer = Knock-Out Dagger (does shitty damade but EATS fatigue).
     
  2. rroyo

    rroyo Active Member

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    I like them!

    (..... Boom-Boom Dagger? .....)
     
  3. Viqsi

    Viqsi New Member

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    To what degree, though? I mean, I could understand it if there were severe issues for half-ogres and dwarves (which is why I didn't mention them), but from what I've seen so far in my frequent casual perusal of dlg files, it looks like the lines are already there.

    ...or are you referring to the arcanum .exe? (Eep.)
     
  4. Wolfsbane

    Wolfsbane Well-Known Member

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    There are just not enough sprites for female dwarves/gnomes/halflings. There are SOME, but not nearly enough.
     
  5. rroyo

    rroyo Active Member

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    A combination of what Wolfsbane said and modifiying the exe (plus everything else) needed to allow the small female to be used as a PC.

    Use RedView on the Arcanum1.dat/art/unique/(something)* folder and you'll see what Wolfsbane means. The small female only has about a 10th of the sprites needed for anything more than generic NPC use.

    *I'm at work right now and I can't remember what the folder name is.
     
  6. The_Deathsangel

    The_Deathsangel New Member

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    May I suggest something new?

    There was a discussion on how to seperate the PC from his money. I just realised something, due to my own gaming xp with Arcanum (though unmodded, but you said WIP tended to be combat).

    Why not create a place where people with a lot money can by xp at a rate of... 3 gp / 1 xp?

    I came to this as my 'bard' life (means high social skills like persuasion, gamble, and haggle) was not to good in combat (I didn't max it and had charlatan protege, no harm or other painful spells)
    as was my inventor life (read only 12 ranks in firearms, repair and haggle 10 rest only schematics) both had trouble gaining xp.
    Both have a lot of followers (or metal arachnids) and when they kill you hardly get xp. My bard could fight with stun/haste/tempus fugit, but I constantly told all my followers to wait gain xp right before the level, added them, got the xp and level (so they leveled) and kicked them out in order to reach level 50 (for all as I planned their pick up carefully).

    My Inventor is not yet completely finished (and is the last before WIP gets installed (with my own backgrounds :p)), but he is level 39 in Tulla... he will never reach 50...

    Thus for lives with little xp gain, or lot of deadly followers, that therefore tend to get a lot of money as they are inventors or have secondary skills make a place to gain xp via training for a lot of money after all with wip installed... the xp for new level are big. In normal arcanum you need about 40.000 around level 40... that makes 120.000 gold... that is a lot of money, and that is just normal Arcanum... perhaps even 2/1 is better.

    This I calculate from an Bard and Inventor around 150.000 ~ 200.000 gold and knowning I could have collected more if I would continue. This means that less combatitive characters get a chance to level and your inventors can be trully done.

    Of course this means you can buy a lot of stuff, but to get that money just by building stuff also takes a lot of collecting time, so I don't think that is a big problem. If you do, you can cap the amount of xp you can gain at this training facility.
     
  7. rroyo

    rroyo Active Member

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    OK - You've got a point there.
    Even though I've reset the xp leveling amounts to offset what all the new adventures are adding and removed the level cap for the random encounters, it seems it is possible to still need more xp.

    On a second or third play-through, try one of your xp-challenged characters and see if he is still handicapped by the time you get to Tulla.

    In the meantime, I've printed your post for consideration and reference.
     
  8. FourHorsemen

    FourHorsemen Member

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    RRoyo...going back to that issue of "hiding shop inventory".....could something be done like with the Wise Women?

    Is her stash in an invisible and inacessible item or are her items created through script or dialogue or something?

    Another way would be to replicate something like the Pit from the Isle of Despair, only have "more rounds" and tougher enemies.

    There would of course have tobe a substantial entrance fee involved and the course could only be done once....

    ...or have theme based courses:

    - The Ogre Challenge
    - THe Mage challenge
    - The Demon Challenge
    - the Undead Challenge.
    - etc.

    You could use this to let teh player "earn" his XP, while still making sure he's taking a big risk of getting his ass killed.

    Example:

    One round could be a room where the player must try to take out one (or more) archers/shooters/throwers standing inthe corner...but (HAHA) the entrire floor is covered with traps.

    Should he simply try to attack? Should he disarm teh traps to get room to manouer? Shoudl he just take the damameg and rush the guy and hope he mises?

    Something like that...

    You could actually use this little scenario on its own come to think of it...
     
  9. rroyo

    rroyo Active Member

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    The Wise Woman: Her inventory is invisible. Usually, it's a standard chest, but it's been turned off so the player can't see it.
    Another way is what I did with the pawnshop. By activating the "Click Through" flag, his inventory source - the nightstand - is seen as a piece of scenery and the player can't access it.

    In case you're wondering, it would be possible to set up a dialog "item showing" with a Gypsy.

    The pit fights: There's a 50/50 chance I may add one. I was hesitant about the idea because Arcanum already had one, but you've mentioned a couple good variations.

    I do like the idea of the theme-based fights. It would take a lot of scripting to make it work right, but it would be a blast to play.

    And the trap-filled room - that's just evil!
     
  10. The_Deathsangel

    The_Deathsangel New Member

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    Okay, I am playing advocate again... that is still xp that combat-challenged characters can not get. Arcanum is no hack and slash only :p
     
  11. rroyo

    rroyo Active Member

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    That's true up to a point. Most, if not all, the quests have a tie-in to gamequest.mes which sets most of the rewards and penalties.

    {1016}{23 0 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1}

    In this example a successful completion of the quest would grant you the experience points for a level 23 quest (I don't know how many on this one) while changing your alignment by 0.
    The remaining numbers (-1) are handled by the generated dialog operator for the various states of the quest.

    The majority of the quests listed are for level 1 and you wouldn't see much of a change.
     
  12. FourHorsemen

    FourHorsemen Member

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    Of course it's evil...would you expect anything less from me? :p

    But you're right...the challenges would be pretty groovy.

    And if you really wanted to simplify things, you could just set up a large enough area with teleport items that will take you to the requisite "challenge rooms"....like the teleportes you used in that maze you have in your mod.

    Now as for "non-hack-and-slash" XP...It would be bice to have more "puzzles" and "non/minimal combat" quests to do but that would require "controlled creativity" to make sure it adds to the game's overall feel and story, while not simply throwing things in.

    RRyo did a masterful job with thi in his mod and gave the game a fresh new feel without making anything too contrived.

    How about some "riddle NPCS" ala tyhe naked halfling?

    Maybe Naked Ogre standing outside Caladon asking "anazz saz wut?" or something (hehehe).

    But seriously...maybe something like that would work...
     
  13. stylex

    stylex Member

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    how do i get out of that stupid well of lost souls ? :/
     
  14. DonThrogg

    DonThrogg New Member

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    118 MB...damn, it's going to take forever to download with my slow connection.
     
  15. rroyo

    rroyo Active Member

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    Welcome to the forum, stylex!

    I knew soon or later I'd have to answer that question. :D
    Here's what you do:

    (The maze is laid out in a skull and crossbones style.)

    Starting at the entry point - the lower right corner - make your way to the upper left arm.
    Use the touchstone at the farthest left point. This will take you to the left eye.
    Use the pulsing ring. This will take you to the upper right arm.
    Make your way to the uppermost touchstone. This will take you to the right eye.
    Use the pulsing ring to go to the lower left arm.
    Make your way to the far left side and use the touchstone to go to the nose.
    At the nose there are three touchstones, use the one on the right to go to the mouth.
    At the mouth, go through the opening in the trees, make your way to the far right side, kill the Cursed Paladin, then use the touchstone on the right.

    You're home free!

    DonThrogg: Sorry guy! A big hack means a big download.
    Might I suggest starting the download before you go to work or school?
     
  16. stylex

    stylex Member

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    thx for help. and wheres the magic gun in ashbury? i wanna see how it works .. and what about the mine of dwarrowdelf entrance?i cant enter there. and can u post all the new locations list plz ?:D
     
  17. rroyo

    rroyo Active Member

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    You're welcome.

    The Divine Fire Pistol is at 12 Trellis Way, Ashbury.

    The Dwarrowdelf mines aren't done yet, so the door won't take you anywhere. One of these days I'll have to finish that.

    You can find a complete listing of all the sites, original and new, at the Tarant library, behind the counter as you enter. It's called the Atlas of Arcanum.

    Also, Virgil - in any incarnation - has a map-marking cheat that'll mark all the new locations.
     
  18. stylex

    stylex Member

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    thank you! and i was lookin for a patch like this everywhere...but others were to hard to install for me (like car arcanum) but this one worked ! this is a great patch for arcanum =)
     
  19. stylex

    stylex Member

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    the divine fire pistol has a tech icon and u get failures for having magic aptitude
     
  20. rroyo

    rroyo Active Member

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    Oh crap! It glitched during packing.

    Thanks for telling me.

    And thanks for the nice comment about my hack.
     
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