Extra Pack for the Unofficial Arcanum Patch

Discussion in 'Arcanum Discussion' started by Anonymous, Sep 10, 2008.

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  1. Anonymous

    Anonymous Guest

    This is the official thread for the discussion of the Extra Pack and any further suggestions for it.

    OVERVIEW:

    This is a small patch that restores some of the important cut out content. Since the content was partially cut out (or was never made completely due to the time constraints) this is released as a separate pack, the so called "Extra Pack", which must be used in conjunction with the UAP. The pack can be also uninstalled at any moment.

    CHANGES:

    -Charged Axe is restored.
    -Schreck's Multi Barreled Pistol is restored.
    -Clockwork Physician, Illuminated Decoy and Explosive Decoy are restored.
    -The conversation of Virgil and Maug is restored.
    -Restored art for Great Helm.
    -Restored art for Mage's Staff, Shaman's Staff and Staff of Healing.
    -Restored attack sound effects for Half-Ogres, Ogres and Orcs.

    DOWNLOAD (081004):

    Mirror 1 (courtesy of Terra-Arcanum.com)
     
  2. Anonymous

    Anonymous Guest

    -Charged Axe. There's art for it in the game, and the weapon itself is in the game as well, with correct stats. It was supposed to be a schematic, as there's a schematic art for it, perhaps Troika just forgot about it. I had to come up with a schematic description myself. The schematic can be bought from quality smiths (5% chance).
    [​IMG]
    [​IMG]

    -Schreck's Multi Barreled Pistol. There's a schematic in the game, there's also art for schematic, a description, and the pistol itself with all graphics. The schematic was made unusable, so the weapon was disabled for whatever reason. The original prototype had wrong stats, it was D:1-6 FT:1-3 RNG:10 Speed:15 Bullet:1, I changed it to D:1-20 FT:1-5 RNG:10 Speed:15 Bullet:6. The schematic can be found in Bates' Factory.
    [​IMG]
    [​IMG]

    -Clockwork Decoys. There are schematics in the game for the Clockwork Physician, the Illuminated Decoy and the Explosive decoy. There are items as well, but no actual creatures or any scripts. They most likely got cut out due to the time constraints. I restored them. I made decoys' creatures use other palettes that were in the game, so the Clockwork Physician is green, the Illuminated Decoy is yellow and the Explosive Decoy is red. I also made new art for decoys' items, that reflects these colors. Anyway, here's how they work. A Clockwork Physician follows you and heals you just like a Medical Arachnid, it can't attack anybody (and doesn't provoke anybody, like the original Clockwork Decoy does). An Illuminated Decoy follows you as well, it carries a large light, never attacks and never provokes combat as well. An Explosive Decoy acts just like the original Clockwork Decoy, but it explodes when it dies, hitting everybody D:5-30, FD:5-30 in radius of 2 tiles (just like the Explosive Grenade that is used to make it). I tried to follow the schematics' descriptions, so I believe these were the original intents. All three schematics can be bought from inventors (10% chance).

    [​IMG]
    [​IMG]

    More shots of Clockwork Decoys:
    In action (creatures, original palettes):
    [​IMG]
    Turned off (items, my palettes):
    [​IMG]
     
  3. Anonymous

    Anonymous Guest

    SUGGESTION:

    Finally fixed this guy (Dark Knight):
    [​IMG][​IMG]
    There were problems with almost all of his animations (except walking and running), all frames were misplaced. There are also four prototypes made for this model. Fixed art and prototypes will be available in the next version of the UAP, for use in custom modules.

    I also had a thought about adding a few of these knights somewhere in the Arcanum module via the Extra Pack, although personally I'm not very interested. If you however would like to see the Dark Knight in the game, feel free to voice your opinion (and suggest a location). The original protos are 20 to 35 levels. I can post detailed stats if needed.
     
  4. FourHorsemen

    FourHorsemen Member

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    Wow.....this is JAW droppingly good!

    THank you very much Drog!
     
  5. Anonymous

    Anonymous Guest

    Updated. No new changes, just compatibility fixes so it works correctly with the new version of the UAP.
     
  6. The_Deathsangel

    The_Deathsangel New Member

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    May I ask why this is not added with the UAP, seeing that also adds content that was cut out?

    Or are they added? I ask this later question, as I could use the schematics of Multi-Barrel gun after downloading the former UAP.

    Another point would be the stats of the gun:
    D:1-20 FT:1-5 RNG:10 Speed:15 Bullet:6.
    I mean those are really poor considering some other guns. If it costs 6 bullets fire doing only 1d20 damage, I will never use the gun, also as the speed does not exceed the automatic rifle.

    I am also a bit confused about the explosive decoy. It is was already available in my original game without any adjustments... not that it was of much value and didn't seem very smart in how it worked, but still.
     
  7. Anonymous

    Anonymous Guest

    There's nothing custom in the UAP, it restores only omitted content. The Extra Pack restores incomplete stuff, i.e. parts of it have to be made up.

    You can get the gun in Tarant, so it can't be some uber powerful weapon. It can be considered a hybrid of Hand Cannon and Mechanized Gun.

    No it wasn't, you're mistaken. There's no coding for extra decoys in the original game, the items made from those schematics do nothing.
     
  8. rroyo

    rroyo Active Member

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  9. Dirtman

    Dirtman New Member

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    I have to agree that the gun shouldn't be stronger than this and I'm really glad that you restored it. But overall, it's really a crappy weapon. :D

    As for the decoys, I really don't like them, but I don't even use them, so it's no biggie.

    Everything else is amazing. Big thanks to you for your efforts. I hope you'll continue your work! :)
     
  10. The_Deathsangel

    The_Deathsangel New Member

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    Hm, good point... guess I will stick to other pistols (even fine revolver seems better to me :p)

    And for the question that was skipped?
    In your previous UAP you simply added the omitted content of learning the schematics? I mean I have the former version and I could now learn it, but now you seem to have seperated into two different downloads.
    Is this new, or is the fact I am ill really making my brain scrambled?

    Ah, than that is what was going on. There were schematics (at least explosive decoy, can't even remember the others), but they didn't do anything. I see now where my confusion got from thanks.
     
  11. Anonymous

    Anonymous Guest

    I'm not sure what do you mean, but the first version of the Extra Pack was released on May 27th. The content was never included in the main patch, since it's controversial.
     
  12. krille

    krille New Member

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    I noticed your latest UAP adds Arcanum5.dat while your latest UAPEXP patch adds Arcanum7.dat and Arcanum8.dat. Now here's the thing, an Arcanum6.dat seems to be missing, or was it left out on purpose (maybe in case you want to "save" Arcanum6.dat for something else in the future)?

    So, as of now there is no Arcanum6.dat file present in the game install folder. Is this something to worry about? Or is it supposed to be this way?

    Thanks!
     
  13. Anonymous

    Anonymous Guest

    Arcanum6.dat was a part of the UAP. It was dropped in the latest release. There's nothing to worry about, since the file is no longer needed, the new installer deletes it if you have it.
     
  14. Archmage Orintil

    Archmage Orintil New Member

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    How about adding the trapmaster spectacles(?) to the Disarm Trap Master's inventory in Caladon? I always found it odd that he can give you an item he doesn't have.
    Also, make it so that you can get to Snel' Nea without having to do the Spot Trap Master's quest, or is that impossible?
    Thanks for everything you've done :thumbup:
     
  15. Vorak

    Vorak Administrator Staff Member

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    Pre 1074 patch you could pickpocket the spectacles off of him, problem is that the spectacles are an awesome item and really shouldn't be that easy to get.
     
  16. Archmage Orintil

    Archmage Orintil New Member

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    They're pretty cool, but I don't think they're that powerful, especially at the point in the game when you're able to go to Caledon.
    I didn't even think of pickpocketing them off of him :smash: , which makes me an idiot. Maybe make it extremely difficult to do that then, requiring a fate point.
     
  17. Dirtman

    Dirtman New Member

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    Has anybody ever wondered how idiotic it is that you can pickpocket someone's clothes or weapons while they're equipped? :D
     
  18. Frigo

    Frigo Active Member

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    That just means you're awesome at pickpocketing :D
     
  19. papa_dog_1999

    papa_dog_1999 Well-Known Member

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    This is why it's cool to be a Master Pickpocket! :)
     
  20. rroyo

    rroyo Active Member

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    Spotted your post concerning the dynamic shadows at the Codex.
    Are you planning to make setting this available through the options/video screen?
     
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