Posted
about 13 years
ago
The Arx Libertatis wiki has been moved from arx.parpg.net to wiki.arx-libertatis.org. User accounts
and passwords from the old wiki should still work. While we have set up a redirect for now, please update all links and bookmarks pointing to the old
... [More]
URL. Many thanks go to
barra for having hosted the wiki so far. Having a place to collaborate beyond the code and IRC channel even before we had our own infrastructure was of great help to the Arx
Libertatis project. [Less]
|
Posted
about 13 years
ago
The Arx Libertatis wiki has been moved from arx.parpg.net to wiki.arx-libertatis.org. User accounts
and passwords from the old wiki should still work. While we have set up a redirect for now, please update all links and bookmarks pointing to the old
... [More]
URL. Many thanks go to
barra for having hosted the wiki so far. Having a place to collaborate beyond the code and IRC channel even before we had our own infrastructure was of great help to the Arx
Libertatis project. [Less]
|
Posted
about 13 years
ago
The Arx Libertatis wiki has been moved from arx.parpg.net to wiki.arx-libertatis.org. User accounts
and passwords from the old wiki should still work. While we have set up a redirect for now, please update all links and bookmarks pointing to the old
... [More]
URL. Many thanks go to
barra for having hosted the wiki so far. Having a place to collaborate beyond the code and IRC channel even before we had our own infrastructure was of great help to the Arx
Libertatis project. [Less]
|
Posted
about 13 years
ago
The 1.0.3 release fixes two regressions introduced in 1.0.2 for Windows users: Crashes on startup after selecting the OpenGL renderer and low mouse sensitivity with the
DirectInput backend. There are also fixes for other crashes, rendering glitches
... [More]
, missing speech during cinematics in the Russian and Italian versions, missing ambient sound effects as well as bugs in
how some skill values were calculated. See the changelog for more details. glitch while casting
Windows and Linux packages have been
updated. One rendering glitch that is now fixed in 1.0.3 is spell effects sometimes shining through walls while the player is casting. Another one is a the position of the glow
effect drawn around some magical rings while equipped. This version also fixes text not being rendered with some Direct3D drivers. bad halo offset
In Arx Fatalis, the effective skills are calculated by a adding (amongst other things) the player's attribute values
multiplied by attribute-skill factors. The original game and Arx Libertatis 1.0.2 and earlier
include attribute modifiers (e.g. from items) in this calculation for all skills - except for the object knowledge and projectile skills, where only the raw
attribute values are considered. We believe this is a bug and have fixed it in 1.0.3 by using the modfied attributes for all skills. See the wiki page on skills for more details. There are similar inconsistencies for other player stats such as armor class, magic and poison resistance, and the damages dealt. Those are likely to be changed as well in future
versions of Arx Libertatis. There is a reddit thread discussing these
changes. delete save button
There has also been concern raised over the Harm spell: While the player is never told
about this spell, the incarnation can be deduced from the Heal spell. The problem is that the Harm spell makes most fights pointless by
dealing a decent amount of damage while costing almost no mana - so little that a decent magic user will regenerate the mana faster
than it is used up. Should we change cost of the Harm spell? If so, what is a fair value? We'd love to hear your feedback on this and anything else in the #arxfatalis irc channel, the Arx Fatalis subreddit or one of the Arx
Fatalis forums. Finally, we were able to sneak one minor feature into this patch release: a button to delete old save games from the save and load menus -
enjoy. [Less]
|
Posted
about 13 years
ago
The 1.0.3 release fixes two regressions introduced in 1.0.2 for Windows users: Crashes on startup after selecting the OpenGL renderer and low mouse sensitivity with the
DirectInput backend. There are also fixes for other crashes, rendering glitches
... [More]
, missing speech during cinematics in the Russian and Italian versions, missing ambient sound effects as well as bugs in
how some skill values were calculated. See the changelog for more details. glitch while casting
Windows and Linux packages have been
updated. One rendering glitch that is now fixed in 1.0.3 is spell effects sometimes shining through walls while the player is casting. Another one is a the position of the glow
effect drawn around some magical rings while equipped. This version also fixes text not being rendered with some Direct3D drivers. bad halo offset
In Arx Fatalis, the effective skills are calculated by a adding (amongst other things) the player's attribute values
multiplied by attribute-skill factors. The original game and Arx Libertatis 1.0.2 and earlier
include attribute modifiers (e.g. from items) in this calculation for all skills - except for the object knowledge and projectile skills, where only the raw
attribute values are considered. We believe this is a bug and have fixed it in 1.0.3 by using the modfied attributes for all skills. See the wiki
page on skills for more details. There are similar inconsistencies for other player stats such as armor
class, magic and poison resistance, and the damages dealt. Those are likely to be changed as well in future versions of Arx Libertatis. There is a reddit thread discussing these changes. delete save button
There has also been concern raised over the
Harm spell: While the player is never told about this spell, the incarnation can be deduced from the Heal spell. The problem is that the Harm spell makes most fights pointless by dealing a
decent amount of damage while costing almost no mana - so little that a decent magic user will regenerate the mana faster than it is used up. Should we change cost of the
Harm spell? If so, what is a fair value? We'd love to hear your feedback on this and anything else in the #arxfatalis irc channel, the Arx Fatalis subreddit or one of the Arx Fatalis forums. Finally, we were able to sneak one minor feature into
this patch release: a button to delete old save games from the save and load menus - enjoy. [Less]
|
Posted
about 13 years
ago
The 1.0.3 release fixes two regressions introduced in 1.0.2 for Windows users: Crashes on startup after selecting the OpenGL renderer and low mouse sensitivity with the
DirectInput backend. There are also fixes for other crashes, rendering glitches
... [More]
, missing speech during cinematics in the Russian and Italian versions, missing ambient sound effects as well as bugs in
how some skill values were calculated. See the changelog for more details. glitch while casting
Windows and Linux packages have been
updated. One rendering glitch that is now fixed in 1.0.3 is spell effects sometimes shining through walls while the player is casting. Another one is a the position of the glow
effect drawn around some magical rings while equipped. This version also fixes text not being rendered with some Direct3D drivers. bad halo offset
In Arx Fatalis, the effective skills are calculated by a adding (amongst other things) the player's attribute values
multiplied by attribute-skill factors. The original game and Arx Libertatis 1.0.2 and earlier
include attribute modifiers (e.g. from items) in this calculation for all skills - except for the object knowledge and projectile skills, where only the raw
attribute values are considered. We believe this is a bug and have fixed it in 1.0.3 by using the modfied attributes for all skills. See the wiki
page on skills for more details. There are similar inconsistencies for other player stats such as armor
class, magic and poison resistance, and the damages dealt. Those are likely to be changed as well in future versions of Arx Libertatis. There is a reddit thread discussing these changes. delete save button
There has also been concern raised over the
Harm spell: While the player is never told about this spell, the incarnation can be deduced from the Heal spell. The problem is that the Harm spell makes most fights pointless by dealing a
decent amount of damage while costing almost no mana - so little that a decent magic user will regenerate the mana faster than it is used up. Should we change cost of the
Harm spell? If so, what is a fair value? We'd love to hear your feedback on this and anything else in the #arxfatalis irc channel, the Arx Fatalis subreddit or one of the Arx Fatalis forums. Finally, we were able to sneak one minor feature into
this patch release: a button to delete old save games from the save and load menus - enjoy. [Less]
|
Posted
about 13 years
ago
The 1.0.3 release fixes two regressions introduced in 1.0.2 for Windows users: Crashes on startup after selecting the OpenGL renderer and low mouse sensitivity with the
DirectInput backend. There are also fixes for other crashes, rendering glitches
... [More]
, missing speech during cinematics in the Russian and Italian versions, missing ambient sound effects as well as bugs in
how some skill values were calculated. See the changelog for more details. glitch while casting Windows and Linux packages have been
updated. One rendering glitch that is now fixed in 1.0.3 is spell effects sometimes shining through walls while the player is casting. Another one is a the position of the glow
effect drawn around some magical rings while equipped. This version also fixes text not being rendered with some Direct3D drivers. bad halo offset In Arx Fatalis, the effective skills are calculated by a adding (amongst other things) the player's attribute values
multiplied by attribute-skill factors. The original game and Arx Libertatis 1.0.2 and earlier
include attribute modifiers (e.g. from items) in this calculation for all skills - except for the object knowledge and projectile skills, where only the raw
attribute values are considered. We believe this is a bug and have fixed it in 1.0.3 by using the modfied attributes for all skills. See the wiki
page on skills for more details. There are similar inconsistencies for other player stats such as armor
class, magic and poison resistance, and the damages dealt. Those are likely to be changed as well in future versions of Arx Libertatis. There is a reddit thread discussing these changes. delete save button There has also been concern raised over the
Harm spell: While the player is never told about this spell, the incarnation can be deduced from the Heal spell. The problem is that the Harm spell makes most fights pointless by dealing a decent amount of damage while costing almost no mana - so little that a decent magic user will regenerate the mana faster than it
is used up. Should we change cost of the Harm spell? If so, what is a fair value? We'd love to hear your feedback on this and anything else in the #arxfatalis irc channel, the Arx
Fatalis subreddit or one of the Arx Fatalis forums.
Finally, we were able to sneak one minor feature into this patch release: a button to delete old save games from the save and load menus - enjoy. [Less]
|
Posted
about 13 years
ago
The 1.0.3 release fixes two regressions introduced in 1.0.2 for Windows users: Crashes on startup after selecting the OpenGL renderer and low mouse sensitivity with the
DirectInput backend. There are also fixes for other crashes, rendering glitches
... [More]
, missing speech during cinematics in the Russian and Italian versions, missing ambient sound effects as well as bugs in
how some skill values were calculated. See the changelog for more details. glitch while casting Windows and Linux packages have been
updated. One rendering glitch that is now fixed in 1.0.3 is spell effects sometimes shining through walls while the player is casting. Another one is a the position of the glow
effect drawn around some magical rings while equipped. This version also fixes text not being rendered with some Direct3D drivers. bad halo offset In Arx Fatalis, the effective skills are calculated by a adding (amongst other things) the player's attribute values
multiplied by attribute-skill factors. The original game and Arx Libertatis 1.0.2 and earlier
include attribute modifiers (e.g. from items) in this calculation for all skills - except for the object knowledge and projectile skills, where only the raw
attribute values are considered. We believe this is a bug and have fixed it in 1.0.3 by using the modfied attributes for all skills. See the wiki
page on skills for more details. There are similar inconsistencies for other player stats such as armor
class, magic and poison resistance, and the damages dealt. Those are likely to be changed as well in future versions of Arx Libertatis. There is a reddit thread discussing these changes. delete save button There has also been concern raised over the
Harm spell: While the player is never told about this spell, the incarnation can be deduced from the Heal spell. The problem is that the Harm spell makes most fights pointless by dealing a
decent amount of damage while costing almost no mana - so little that a decent magic user will regenerate the mana faster than it is used up. Should we change cost of the
Harm spell? If so, what is a fair value? We'd love to hear your feedback on this and anything else in the #arxfatalis irc channel, the Arx Fatalis subreddit or one of the Arx Fatalis forums. Finally, we were able to sneak one minor feature into
this patch release: a button to delete old save games from the save and load menus - enjoy. [Less]
|
Posted
about 13 years
ago
The 1.0.3 release fixes two regressions introduced in 1.0.2 for Windows users: Crashes on startup after selecting the OpenGL renderer and low mouse sensitivity with the
DirectInput backend. There are also fixes for other crashes, rendering glitches
... [More]
, missing speech during cinematics in the Russian and Italian versions, missing ambient sound effects as well as bugs in
how some skill values were calculated. See the changelog for more details. glitch while casting
Windows and Linux packages have been
updated. One rendering glitch that is now fixed in 1.0.3 is spell effects sometimes shining through walls while the player is casting. Another one is a the position of the glow
effect drawn around some magical rings while equipped. This version also fixes text not being rendered with some Direct3D drivers. bad halo offset
In Arx Fatalis, the effective skills are calculated by a adding (amongst other things) the player's attribute values
multiplied by attribute-skill factors. The original game and Arx Libertatis 1.0.2 and earlier
include attribute modifiers (e.g. from items) in this calculation for all skills - except for the object knowledge and projectile skills, where only the raw
attribute values are considered. We believe this is a bug and have fixed it in 1.0.3 by using the modfied attributes for all skills. See the wiki
page on skills for more details. There are similar inconsistencies for other player stats such as armor
class, magic and poison resistance, and the damages dealt. Those are likely to be changed as well in future versions of Arx Libertatis. There is a reddit thread discussing these changes. delete save button
There has also been concern raised over the
Harm spell: While the player is never told about this spell, the incarnation can be deduced from the Heal spell. The problem is that the Harm spell makes most fights pointless by dealing a
decent amount of damage while costing almost no mana - so little that a decent magic user will regenerate the mana faster than it is used up. Should we change cost of the
Harm spell? If so, what is a fair value? We'd love to hear your feedback on this and anything else in the #arxfatalis irc channel, the Arx Fatalis subreddit or one of the Arx Fatalis forums. Finally, we were able to sneak one minor feature into
this patch release: a button to delete old save games from the save and load menus - enjoy. [Less]
|
Posted
about 13 years
ago
Thanks to Gentoo developer hasufell, Arx Libertatis ebuilds are now
available in the portage tree. This means Gentoo users no longer need the arx-libertatis overlay. Mandriva and ROSA packages have also been
available in the distribution
... [More]
repositories for a while now. If you want to see Arx Libertatis available in the default repositories of more Linux distributions, please open a
package request for your favorite distro at the appropriate location - even if we already provide our own packages for that
distribution. [Less]
|