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. DOWNLOAD 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! (Tulla's runes can now finally be seen in their full glory.)
I've noticed the batch file called something like uninstall extra pack, but I didn't see any means to uninstall the older patch. Is it okay to just install this patch over the old one? The same thing with the extra pack?
Awesome work Drog. You continue to help breathe life into this awesome, formerly bug-filled game. Question: If I've been using your previous-newest patch, can I update and keep playing my saves that I started brand new with that patch, or do I have to start all over again?
Yes, both patches overwrite old files correctly. The batch file is just added in case you would like to play the game without the extras. And considering old save files: From now on saves from older versions 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. There were many reports about something not working correctly with an older save, so I'm not supporting them anymore.
Man, I'm lovin' the enhanced resolution patch. When I go back to the old resolution is almost physically *hurts* to play. And thanks for the heads-up Drog. I'll see what happens when I update...
You got to be kidding me? I just applied your last patch a few days ago. Ahh! Anyway, good job Drog! You're really keeping this game alive!
Holy fucking crap man, you're a one man developer team! Next thing we know, Drog will have released his own version of Fallout 3, putting Bethesda to shame.
Since this version was a major update (and I have no testers other than myself), a few bugs have been found. Please download this tiny fix to get rid of them. Just put the file into your Arcanum folder. -Fixes problems with alcohol and poison prototypes. -Fixes a problem with the mayor's dagger quest, now you can give the mayor his dagger in all necessary cases.
A couple of questions regarding the "tiny fix": 1. For us who are enjoying custom backgrounds (modified ".\data\mes\gameback.mes", ".\data\rules\backgrnd.mes" and "\data\rules\effect.mes"), did you make any changes to any of these files? Or will they continue to work without any updates? 2. Will you have to start a new game after applying the "tiny fix", or should it work with existing "08104" games? 3. Would you have to reinstall UAPEXP and 1024x768 "patches" after applying it [the "tiny fix"]?
Cool. I accepted the quest, and had bought all the stolen goods from the thieves to get the dagger, and the mayor dialogue went to single option. It refused to acknowledge that I had the dagger. I had to reload right before talking to the mayor, then actually kill the thieves. I assume this fixes the problem. You're able now to just buy the stolen goods (plus ceremonial dagger) and give the dagger to the mayor in order to gather the taxes that Praetor wants, convincing the mayor to remain loyal to Cumbria, thus completing the quest?
Yes, the bug was that you couldn't advance the quest if you got the dagger by negotiating with the thieves.
Some other problems I've encountered in my play through. 1. I'm unable to initialize any dialogue with Ivory during the murder investigation in Qintarra. 2. Willowsby didn't give me the Persuasion Master test despite having 18/20 (4 CP + Ring of Influence). I had to put a 5th CP into the skill to get the job.
The script isn't affected in the UAP, you're doing something wrong. Indeed, he checks if you have the full (20) skill or not. Technically, the engine allows you to become a master with 18 ranks in a skill, but it seems they've decided to make the persuasion master quest available only to characters with the full skill. I'm not going to change this, obviously. Also, all bug reports should really go in this thread.