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Just found your mod on house of lords slightly annoyed i didnt notice it earlier as i love Arcanum and have been dreaming up rebalancing combat myself for awhile.

I can give more indepth feedback once ive gone through the game with a few different chars again but one thing that instantly struck me was the hp and mana change.

Id be very interested to hear why you decided gnomes get -35% hp and the highest mana increase as surely the most magickal race should be the elves and if the lack of hp is due to small statue which would make sense then halflings should have been changed as well.

Other things that seem a bit odd elves and half elves age being changed to 20 years for some reason? 5000 durability for standard weapons and armour? (perhaps im biased but i liked the fact you had to take multiple weapons with you in the BMC mines etc if you werent a repair expert).
I like the increased fatigue regeneration but its a shame constitution is now totally useless as putting points in it doesnt increase your regen.

Despite these oddities really looking forward to playing Arcanum again with more challenging combat even if it means switching to my slightly less preferred combat mode!

Anyway Nice 1 for taking the time to create this and im especially looking forward to trying out the new spells.
Post edited April 15, 2013 by yodog
could anyone upload to other link, i can't download,please
This update is amazing!

I am working with a lenovo ideapad p400 touch with windows 8 and it runs smoothly!

I had to delete the ddraw.dll and add -window to my shortcut's target line as well as running admin + compatibility with XP service pack 3 after installing based on the instructions provided with this mod's readme.

props to the author and much rejoicing!

loving the updates to gunslingers! at first it seemed a bit unfair to have such a powerful handgun so early ( from the new char gen store ) but as the game progresses, you are happy and lucky to have it! the benefits of new bullet mfg. are a great plus!

looking forward to trying out different character gens.

~bjornvader

P.S.

current build :

human male educator with Jayna Stiles and the Mutt. props as well on the new follower advancements!

EDIT: your readme link from earlier in this thread no longer links, would like to see a readme\spoiler with much more info including the new follower advancement, item changes, spells, everything ... spelled out.

I would love to be part of a team that creates new modules of arcanum. ie: arcanum, vormantown. I need more info on this game's engine. freeware? etc? if i could tranform my M.U.D. into an arcanum module I would be delighted.
Post edited April 16, 2013 by bjornvader
Excellent work. Thank you very much for this !

Few observations I have make from now :

- I don't understant why evil character can't have magic specialisation or special craft because they are usually weaker due to quest limitation or NPC limitation. I don't understant they choice of "persecution" of evils lol.

- Dont understant why gnomes have FT +50 % and elves 35 %. Gnomes become better mages now than elves !

- It should be good to simply do that the meditation spell regive instant FT to every one but only if there is no monster at in sight, because waiting is useless is there is no risk, it is just time losted.

- Direct spell like fireball look me weak versus big mob. You can only use several times in a combat because no FT potion, so I just use important spell (as disarmement) and after, duration spell (as invocations).
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.
Post edited April 17, 2013 by ewmarch
ewmarch ,could you reupload (on mediafire) ,sorry for troubles

edit: i can't dl the file from your link you gave me (it say file not found)
Post edited May 03, 2013 by volpen
I know this makes me a geek for noticing, but did you intentionally include Pro-Wrestlers and MMA fighters in the pictures? Suddenly seeing Randy Couture, Chuck Liddell, Royce Gracie, Andre the Giant, the Terrible Turk, among others pop up cracked me up.

Edit: Oh my god, a Half-Ogre with Fedor Emelianenko's picture. SOLD.
Post edited April 30, 2013 by Hawk52
Actually that was more of a last resort for the half ogre and orc portraits. The extra portraits are all taken from the victorian era, but there just aren't painted portraits of 19th century monstrous looking human beings. So I had to turn to athletes, actors known for weird looks (chin or brow especially), and people afflicted with giantism. The athletes are mainly bodybuilders and fighters because that actually affects their physiology and facial features. Fighters in particular suffer from flattened noses after all the fractures.

I'm glad you like it like that, and I think it really does work, but I would've much rather taken portraits of ogre-esque men. They just don't exist is the problem.
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ewmarch: Actually that was more of a last resort for the half ogre and orc portraits. The extra portraits are all taken from the victorian era, but there just aren't painted portraits of 19th century monstrous looking human beings. So I had to turn to athletes, actors known for weird looks (chin or brow especially), and people afflicted with giantism. The athletes are mainly bodybuilders and fighters because that actually affects their physiology and facial features. Fighters in particular suffer from flattened noses after all the fractures.

I'm glad you like it like that, and I think it really does work, but I would've much rather taken portraits of ogre-esque men. They just don't exist is the problem.
I made a Half-Ogre named Fyodor who specializes in melee. Soccer kicking wolves and knocking people out with Russian hooks.

Not the most powerful build ever, but hilariously funny for a few hours.
Is this mod still available? Neither the Terra Arcanum or Filedropper links seem to be working...
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Acrux: Is this mod still available? Neither the Terra Arcanum or Filedropper links seem to be working...
Here, friend:
http://www.filedropper.com/arcanumequilibriumrebalancebyleonidusxv112
Thank you!
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Acrux: Is this mod still available? Neither the Terra Arcanum or Filedropper links seem to be working...
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almabrds: Here, friend:
http://www.filedropper.com/arcanumequilibriumrebalancebyleonidusxv112
Not working for me :(
I click Download, then the Captcha box came up. Typed in the word, hit Enter .. and nothing happens.

Anyone wanna upload it to gamefront.com ? As long as someone downloads it every 60 days a file hosted there will remain active.
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atkes: Not working for me :(
I click Download, then the Captcha box came up. Typed in the word, hit Enter .. and nothing happens.

Anyone wanna upload it to gamefront.com ? As long as someone downloads it every 60 days a file hosted there will remain active.
http://www.gamefront.com/files/23297234/arcanumEquilibriumRebalanceByLeonidusxV1.12.zip.
Cheers, thank you for the help.