Drog Black Tooth
Self-Ejected
- Joined
- Feb 20, 2008
- Messages
- 2,636
The project is discontinued. The Extra Pack has become a part of the Unofficial Arcanum Patch as an optional component (the Extra Content module).
You get XP from killing creatures in two ways: for each hit and for an actual kill. When a follower kills a creature you get XP only for a kill. I think, it'd be a good idea to disable XP for a hit altogether and increase the XP gained from kills.ninja_felix said:I've been thinking about balancing the game (which would be seriously controversial - definitely not for your excellent bug fixes.) I love the character building side, and reckon it's the way that experience is awarded that throws the system off. Entirely too much experience is awarded for the PC doing damage and not nearly enough for completing quests and follower kills. Playing as a multi staff wielding harm spammer or Azram's Star flinger means that anyone can get to Quintara at level 50 by abusing the sewers under Tarant and Liam's workshop. The experience for just dealing damage should be severely reduced and the experience gained from follower kills show be raised a little bit.
My gut feeling is that follower kills give about 5% of what you would get for damaging something to death on your own. I suspect a better balance would be that you get approx 20% of what you currently get for damaging something to death your self and a follower kill would net about 1/2 of that.
You mean the latter? Because that kinda looks like plastic.skyway said:I vote for unedited art. it looks more metallic.
Lumpy said:You mean the latter? Because that kinda looks like plastic.skyway said:I vote for unedited art. it looks more metallic.
I think the former are much better.
Thanks for the effort, but the colors are too pale, the first two decoys are almost indistinguishable. Moreover, they don't correspond well with creatures' palettes.Earth Nuggets said:I actually had no problem with your color choice. The fact the items are usable is all that matters to me, but due to the complaints and since it was within my capability, I wanted to try my hand at modifying the ART file and maybe save you some work. The files are GIFs, as I'm not able to save to 8-bit BMP using Photoshop CS3. I was trying to capture a rustic feel, while still making them distinguishable from one another. The differences are subtle, except the one for the clockwork physician; green's a weird color to work with. If people like the new palettes, I hope you're able to make use of them.
For comparison, with unedited ART and Drog's palettes:
There's no need to edit Troika's original palettes.Earth Nuggets said:Is there any way I could attempt editing the creature ART, much like with what was suggested for fixing the Orcs' barbarian armors? I'm having trouble finding the files in the DAT file.
The original clockwork decoys creatures' art (hopuw in unique) has 4 palettes, brown, green, yellow and red. I assumed, that the extra palettes were made for these extra decoys but items' art was never finished. Thus I made items' art with the fitting palettes, albeit a bit toned down to fit the Arcanum setting better. Anyway, if people don't like them then they don't like the creatures' palettes as well, I see no other way than to just reset all decoys to the first palette.Earth Nuggets said:Then again, editing outdated graphic art certainly isn't my forte. I'm no expert on palettes and I'm unsure how it's done for character models. Are you grabbing palettes from monsters of similar color? Is it possible to suggest which ones you could use?
Really? Heh, oh well.Earth Nuggets said:Maybe we should just think of the extra decoys as easter eggs because that's what they fucking look like! :wink: