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N1kk_: I've been keeping an eye on this thread and on any news from ewmarch about his mod for quire some time. After I finished another game and doing every quest and everything I wanted to do in game I'm just looking for a challenge now and for something fresh. And I think this mod will be exactly what I'm looking form.
It's been almost a year now but I'm really hoping for some news.
The mod is finished, but there's other things I wanted to add in a 2.0 version. You should play the mod now if you want a better more challenging Arcanum experience.

The list of things I still need to add isn't that radical, just painstaking. Adding a bunch of spells to monsters so maybe they cast stuff every now and then, redo the power progression of weapons where possible, change the stats on the cursed items etc. I never did have time to test every spell school's mastery quests too. Regardless, the 1.0 version accomplishes the rebalance of Arcanum. 2.0 would just be even better.
I see. Well in that case I should give the 1.0 version a try then. Although the 2.0 changes sound pretty juicy. The cursed weapons stats is a great idea and something much needed because at present nobody in their right mind would use them, unless for role playing purposes. Making them more attractive by toning down the curse effect or buffing their stats and thus making them possibly usable is great. Same with some of the other weapons.

Any idea if you are planning to resume the work on the 2.0 version of the mod in the near future? Or you are focused on different project at the moment? To know if it's worth some waiting (I have some other titles on my list at the moment anyway). I know Arcanum is such an old game and the interest in it isn't that great at the moment, but it's not completely dead. It's an 18 years old game but there are still people playing and enjoying it, evident by the forum activity here and on terra-arcanum.
There have been so many reboots and kickstarters on old games the past several years that I'm surprised nobody have decided to make an Arcanum reboot yet. Really weird to be honest.
I can't justify the time it would take vs spending that time on increasing my skills more for my career. When the rpg of life becomes less demanding I can devote a few months to 2.0. The main problem is it takes large chunks of time to do it right. It's unwise to do it in spurts.
Making them more attractive by toning down the curse effect or buffing their stats and thus making them possibly usable is great. Same with some of the other weapons.
With the UAP getting updated to 2.0, I'm going to give it a try with the Equilibrium patch and see if they still work well together. Will report back if there's any issues!
Wow the new UAP looks sweet. So many of the needed components for the game got implemented with it and there are some cool new additions as well (like the Educator's Guide).
Seu please post even if the Equilibrium patch is still fully compatible with the new UAP. Would be a useful information for whoever wants to try it out with all the new stuff from the UAP.
No issues so far playing latest UAP and this mod.

Great mod, original game was really boring as a mage, I am playing now this mod with a tech.
I am a bit concerned about "black diamonds" crafting ingredient like how rare is it (for dynamite - which btw is not that op considering how tricky it is to place though it can probably deal as much damage as disentegrate/finger but in aoe).

Anyways, game is challenging - but in a good way, I died a few times to the 3 lvl 29 fast wolves in the black mountain mines, those were vicious as the rest of the mobs in that dungeon are pushovers (well except the traps).

At level 18 with 3 lower level party members+dog could kill automaton (lvl 40 mob) in Ashburry but that thing was a beast as it could not be blinded with flash grenades.

Right now feel comfortable to actually do a lot of it going forward with just 1-2 companions and dog.

Therapeutics gets a bad rap but I like it as a tech school a lot. I am currently lvl 24 (after bmm) It end up as something like +6 point buff to stats with all the gadgets you craft for a str/ dex / perception etc after a 7 point investment in the school and of course high Int as those ridiculous Int potions no longer work, so you need like 16 Int / +1 Vivifier/ +2 from therapeutics gadget to reach 19 for lvl 7 tech. Best of all I can "drug up" myself and my dog with those stats and throw in a cheap lvl 1 fire speed spell and the cheep level 1 crit spell and the cheep lvl 1 illuminate/ mark target spell and I have a build and the drugged up killer dog does like 4 attacks per turn and will probably only increase. So dog does 4 attacks and I do 4 rifle shots/turn (lvl 24)

After explosives/ therapeutics probably gonna do mechanics next for the automatons and then have to pick either to go for haste or for that lvl 4 necro spell that shaves 20% hp but I am gonna check first if it get's resisted too much at 100% tech aptitude.

If paralyzer was still a thing I'd probably go for chem over mech on this saboteur build but it's not as you said paralyze/ stun effects got removed.
@Seu @ottffss1
In which order did y'all install UAP and AERM? I might try this in the future and others are probably curious too.

edit: Having checked the installation readme, I'm guessing y'all installed AERM after UAP.
Post edited January 03, 2021 by yarow12
Install Arcanum Equilibrium after other mods, follow the installation instructions when in doubt. Hope you like it.
I was going to use this mod, until I noticed you increased the weight penalty. This made me against using the mod, since encumbrance is one of the things that bothered me most in the game in the first place, especially for tech users. I do like your changes to guns, though.