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GromdalOrcbane

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GromdalOrcbane

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About this mod

Made to be fair but more fun.

-All overpowered spells and tech items fixed.

-All weapon styles are equal.

-Healing is very low in combat.

-Enemies have more speed.

-New and improved random encounters with a lot of NPCs

-18 new quests (and Torin Quarry now has a dwarf stronghold).

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Changelogs
Made to be fair but more fun.

-Designed for turn based combat.

-All healing is very low in combat (not really useful in combat). Fate points have been removed for this reason.

-Improved random encounters. Random encounters now mostly number 4-6 enemies and happen more around Tarant (and other hubs) but less further away.

-New non hostile random encounter NPCs include 4 new groups with new dialog (traveling salesman, salesladies, gungslinger, dwarf settler, human male settler, human female settler, cow, wagon, human worker, orc workers, dwarf technologist, entertainer male elf, entertainer human females, ogre).

-New hostile (kind of as you can persuade, pay etc to avoid combat with new dialog) NPCs include: Frontiersmen (human, gnome, half ogre male, female half orc), Trappers with bows (half elf males and female elves), Gangs with guns (humans, dwarfs, halflings). I have also updated the orc bandits so they are now using guns (the ogre is still melee). Different armors and whatnot to make the world feel sprawling. The Malochean hand random encounters are now all robed (one looks like a duster, the other is dark) now attacks without talking to you and they use a variety of weapons (steel daggers, lever action rifles and revolvers). 

-All NPCs and monsters have had their health looked over.

-More xp needed for levelling but quests give a lot more xp.

-Backstab heavily nerfed, prowling nerfed and invisibility removed.

-All OP spells and tech items fixed.

-A lot of damage increases to weapons (and very few deal fatigue damage and if they do a lot less)

-Damage spells can be used a lot as the fatigue cost is very low.

-Maximum speed is 16. Max melee damage bonus 10.

-Maximum resistance is 75. Every character starts with 45 resistance (fire, normal, electrical). Armor and items give less resistance. Half orcs get a +5 bonus.

-Enemies mostly have 15-16 speed. So they put up a better fight.

-Health cap is 294 for the PC (it is possible to reach the cap without putting points into health if the PC does the ancient gods quest and max ST+WP). 164 health cap for most other characters (lvl 50+max WP and ST adds up to 164).

-Maximum followers is 2.

-OP weapons like Torian Kel sword has been nerfed.



Install:
To install just copy over the data folder in your main Arcanum location (where the Arcanum program is) and the Arcanum file to get the hex edits. Then put the seperate rules folder in modules Arcanum, also put the mes file here. And add the "optional file for extra npcs (needed to get quests etc) next to the Rules folder and mes file.
You may need to (probably not though) delete all npc protos once (under Arcanum-data-proto scroll down until you get to NPCs right after PCs, delete all these as Arcanum generates them on startup to get all the edits to health for monsters etc). You do not need to do this if the boars at the crash site are level 1 (if they are level 2 you need to delete the protos once). 

Optional files (the map files are not really optional but part of the mod, to get quests etc):

I have added the Arcanum manual changed to fit my mod. You can use this if you want a manual that has the correct info for the mod.

Extra civilians: Over 100 NPCs to Tarant, 50+ to Caladon, lots to Tsen Ang, Qintarra, Wheel Clan, Roseb. Blackroot, Dernholm, Ashbury, Torin Quarry, 11 outside wheel clan (to the north) and 4 to Shrouded Hills. Place next to the Rules folder in Arcanum module to install.




Hints for the mod:

Melee: Balanced sword, feather weight axe, pyro axe (all are neutral so can be used by magick users).

Bow: Compound bow (can be bought in Tarant), pyro bow (both neutral).

Throwing: Mechanized decapitator (level 7 mechanical tech discipl, neutral).

Firearms: Fine revolver, hand cannon, rifled cannon, flamethrower, grenade launcher (all tech).

Blessings: Arbalah (+3 st/pe/in/dx, +5 reaction, -50 crit fail), Brigitte (+6 be, +6 ch), Toussade (+6 cn, +6 wp, +5 crit chance, +10 crit effect)) and Velorien (+3 st/pe/in/dx, +12 melee/find trap/disarm trap/picklock, +130 hp/ft, +30 dr/fr/er).

Jongle in Shrouded Hills can train the player as an apprentice in pickpocket. After Ristezze repspaws his inventory he will have a lot less gold per day (50-100). You get more cash from the robbing the bank and convincing the bandits at the bridge to stop also nets more gold. You can sell grenades to general stores. 

Use the train to travel safely (and with 1 rank in persuasion you can convince the conductors to allow the dog to travel with you, note there are two conductors and only one accepts the dog namely the mage one).

Remember that you can spend the points for your followers by disabling their auto level schemes. They can build you stuff, potion of intellect still adds +9 in for this reason (was 10). 

Healing jackets are good for tech healing as is healing salve (when you make them you get more as they heal less) and accelerate healing is very potent outside combat.

Resurrect is very rare. You either need to be a master in necromantic white to be able to cast it or there is a schematic on isle of despair (by the sub) that allows you to build 3 resurrect items per run (one of these I like to use to save Virgil, the other two ingredients can be found in Vendigroth ruins).

Spell damage: Shockwave and Harm 16-56 scaled (so damage depends on magick aptitude, every 5 aptitude increases damage by 2). Stonethrow 16-56 scaled, sv cn -10 for half. Fireflash and Jolt 16-56 scaled aoe, sv cn -10 for half. Disintegrate and Quench Life 56, sv cn -10 for half.

*Light Quest Spoilers*

-A sheriff has lost his posse to the infamous half-ogre Hillock Gang. (Ashbury train station)
-Smuggling operation is losing workers. (Tarant outside the Boil, southside)
-A doctor has lost his medical kit. (Dwarf outside Caladon herbalist shop)
-Tiger escape from the Caladon Zoo. 
-A corrupt guard wants a politician assasinated. (Tarant almost as far south as the building goes, small barrack/upper storage lvl 40 guard)
-Bounty Hunter Commissioner. (Dernholm, abandoned house southwest of Bernard)
-Torin Quarry. A son gone astray.
-Torin Quarry. A lich problem.
-Ashbuy Castle, a lady outside is missing her husband.
-Bow quest outside Qintarra in one of the new tree huts. See if you can beat the best archer there.
-Firearms quest outside Wheel Clan (follow the mountains north til you hit the mines), can you match the gunner?
-Ship at Dernholm docks. Halfling captain calls you a landlubber. Can you score higher than him with throwing knives?
-3 Bounty Hunter quests in Caladon outside the castle.
-A halfling in Ashbury inn has been robbed by orcs and wants payback.
-A knight in Caladon (outside the Temple) misses the old ways. He needs hope.
-Help the Blackthorn Trading Company (Tarant docks).

*End Spoilers*


Info:
This mod has been made under Arcanum UAP 1.5.1 and it should be installed first. All credit for 1.5.1 goes to the creators of that.