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Arkane Studios' Julien Roby just forwarded me the list of fixes for the upcoming patch 1.13 (scheduled for october 2nd for both German & French Version
- the US/UK version, which is due to be released mid-october will also be v1.13 of course):- lots of stability issues have been fixed (some occasional crash with spells, and a crash on changelevel due to the pathfinder).
- a bug that could occasionally corrupt the savegames has been fixed.
- there's a selection feature for graphic hardware now that makes changes in the CFG.ini if needed.
- There is an 'AUTO DESCRIPTION' mode in the control configuration screen. this can be turned ON/OFF. It shows the description of an object whenever the cursors flys over it. When this option is OFF, the player needs to single LMB to have the description.
- New control scheme which can be activated by putting NEWCONTROLS to 1 in the cfg.ini, it brings easier controls, including the fact that now the cursor mode brings automatically the Inventory.
- Use (New controls scheme) ==> 'F' or 'ENTER' (it's not RMB anymore, RMB is only to switch from mouselook to cursor mode now).
- cursor mode (New controls scheme): You can rotate the view by pushing the mouse cursor on the sides of the screen. There are arrows on the sides of the screen suggesting this.
- reorganize your inventory by double click on the Belt icon (you can do that for each bag you carry)
- when a weapon breaks, the system now automatically tries to equip the next equipable weapon if available
- the questbook now returns to the page where you were last
- there are mini screenshots for savegames now
- stair icon when aproaching a loading zone stays on even in fighting mode
- the amount of savegames is now checked, so there can't be more than 11
- You can't multiply the amount of torches anymore by dragging a torch on the player's character sheet
- the fonts are not antialiased on XP in the books anymore, making them easier to read
- the inventory sounds are now always correctly played on NPC corpses
- Physics engine has been optimized in performances
- Mouse Smoothing can be turned OFF now in the option screen
- The rats don't create a framerate breakdown when dying anymore
- It is no longer possible to cross the portcullis before fighting the demon in front of the meteor
- There is a message to let the player know when he succeeds a critical hit or a backstab
- The fire zone in Miguel forge is easier to use
- The bats won't do occasional extra damage anymore
- It is now possible to make a mithril sword in the forge
- Life Drain power has been lowered (again)
- When the shield of the elders is equipped, giving it back to Alia will no longer duplicate it
- A Fire in level 6 has been moved to match the torch properly
- The Zombie Girl (Level 7) doesn't call the guard anymore
- In Crypt Level 6, a bug with a stake remaining in a living zombie has been fixed
- Food efficiency has been lowered
- Some Tutorials messages have been added
- A floating public notice in the crypt has been reset properly
- 2 minor bugs with Lord Inut have been fixed (he can be attacked normally now, and he doesn't run in the spikes)
- Pressure pads dont trigger trap when using levitate
- A bug duplicating final weapon in Zalnashh enchanting weapon cinematic has been fixed
- A bug causing an error between the sabre and the sword with Zalnashh has been fixed
- Traps only do damage if player is near them, allowing him to use telekinesis for safety
- Dead NPCs don't stand up anymore on reload (in the city of Arx, Dead mummies in the crypts, dead thiefs in level 4, dead goblins in level 3 & 4)
- The fire in level 5 can now be used to cook food
- Casting Vitae Movis near a door or a chest won't make the player say "I cannot break it just like that" in loop mode
- Opening & closing the door to the quarters after the guards have left doesn't cause a snoaring anymore when anyone is inside
- Using the puzzle wheel in the crypt doesn't cause a jump in its animation anymore
- You won't lose your element stones in the crypt if you put them on the pillar anymore before they stand up
- The worm now works properly when saving if fleeing
- The Koltk powder is destroyed properly when used on a mithril ingot
- The maulds have been scaled to make their use easier
- Player doesn't talk about the ylsides to the dragon anymore if he doesn't see the ylsides in the city
- There is now only one keyring in the game and it's been put in Maria's shop
- Opening Krahoz chest doesn't give xpoints to the player everytime now
- Sarcophages can be picklocked only once now
- A bug with a sarcophage trap has been fixed
- Translation error with the Treasure hunt
- Fixed a bug when saving with chunks in the Dwarf forge
- Gary's key to the bank backdoor now work fine even if on the Keyring
- Lowered Life drain efficiency again
- Fixed a bug where all enemy NPCs from the level would pathfind to the player after a Life Drain.
- NPCs shouldn't end up being stuck one into each other anymore now.
- A bug causing the giant stalagtite not to fall down when hit by the fireball has been fixed, and it can't fall twice anymore
- It is now possible to affect 2 keys on the same function in the control pannel, as long as they are on separate pages.
- The bones in the crypt lvl6 are above the ground now
- The chair on which a woman sits in the tavern can't be moved anylonger
- Poxsellis' Helmet can't be taken through the coffin anylonger
- During cinematic with the king, after Ylsides Invasion, the player won't tell anymore he has the weapon if he has the meteor non-enchanted one.
- Player weapon won't be unequipped anymore when his armor is destroyed
- key rotations are not affected by the framerate anymore
- pressing Esc during levitate or Night vision doesn't kill the spell anymore
- Fix a bug with the "Goblin Lord opening the Reserve" Cinematic
- Fixed the lock/unlock problem with the keyring when there is twice the same key |
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