Volpen here is an alternate download link: http://www.filedropper.com/arcanumequilibriumrebalancebyleonidusxv113-copy
Many of you are asking a lot of questions, and this makes me glad that you are all interested in playing a more balanced Arcanum. Thanks for playing, and I hope you have truckloads of fun.
The answers to many questions will usually be 1) I did that to balance the game or 2) It is like that because I couldn't change it to something more perfect. Everything I've done in my mod is towards the purpose of making Arcanum more balanced and more playable in turn based combat.
Gnomes have the highest fatigue bonus because they are the best late game pure mages. Elves have it easier early with their MA bonus, but playing a pure mage who gets a lot of spells anyway that MA bonus is wasted later. The gnome willpower bonus is useful for all mage builds for the entire game. This is a fact of regular Arcanum and not a change from my mod.
The only real changes I made to race stats is HP/FT, and I applied it properly by giving gnomes more FT and less HP than elves, merely continuing the tradition Arcanum race stats began. Any race which received an FT bonus had HP reduced (half elf, elf, gnome) to make them more wizardly.
I am going to create a personal version where I change race and background stats (because they are ridiculous), but the reason I didn't is because players would have to spend hours relearning the game to decide how to even begin their character. Which means almost no one would play this mod. Which means I'm not doing that for the basic version.
Some racial age stats had to be removed to allow for the hp/ft changes or FT regen increase. Just a technical limitation.
Increased durability for items was done for convenience, which might sound ridiculous but you must consider the fact that armor weight was increased by a lot and encumbrance speed decrease was tripled to make armor actually balanced. So this means carrying spare armor is pretty much inconceivable, as you would have to accept a speed large penalty and suffer in combat just to do so. Therefore, item durability is increased so you aren't totally screwed by inventory management.
FT regen was increased to make life acceptable for non-mages, who can no longer use FT potions (disabled to balance mage combat) and shouldn't have to spend a point in the mage FT regen spell. But this makes CON useless? Except con was useless anyway because in regular Arcanum you could just use FT potions. Character points shouldn't be replaceable by 40g. That's the definition of a useless stat. If you spent points like that, you're not trying hard enough. If you did it for convenience, now it is convenient without costing any character points.
Bjornvader, there is already that information in the documentation. You may have deleted it? The follower schemes aren't documented, but you can see them in the game file gamelevel.mes in the data\rules folder. Open it using notepad program. I actually spent many tens of hours producing the extremely detailed game documentation.
Evil characters can't get magic specialization because that's how Arcanum works and I can't change it. You can give yourself specialization using the virgil debug menu provided in the mod, if you really want to. Evil characters are limited in their wood rings access because they lose access to Qintarra, and I can't change that. Qintarra has the only later game shop which is specific and shares no files with other shops, so it was the only shop I could place
a crafting component that I wanted to be restricted to later stages of the game.
I can't script the meditation spell that way by changing the game files. Creating the meditation spell, which allows FT regen without the use of potions but makes the party completely vulnerable to monsters and thus unable to really use it in combat, that took a lot of creativity and is actually quite a good solution. Especially considering the tools I have to work with, since most of mage combat is just coded into the game, unlike weapons which all have many stats you can change.
Fireball is quite balanced, and it does less damage than direct spells because it damages more than one enemy. The only more efficient aoe spell is jolt, which has none of the range advantage. This is made clear in the spell documentation.
Enjoy the game my friends.