Unofficial Arcanum Patch released

I have to admit I haven’t been checking Terra Arcanum for quite some time now. And so I completely missed that there’s an Unofficial Arcanum Patch! The latest version has been released just days ago. Following is a list of changes/fixes:

-Removed two red pixels in Light Wood Door’s art.
-Level scaling is back, but now you get random encounters after levels 45-49 as well.
-There’s a chance that orcish bandits in random encounters will have an ogre in their group now. (This wasn’t working before because of a typo).
-Fixed scripts of Molochean Hand Assasins, Orc Bandits and Bates’ Bounty Hunters. You won’t be caught in neverending dialogue loop anymore if you try to control their mind.
-Fixed wrongs stats on a number of orcs and ogres’ prototypes. Summoned orcs and ogres aren’t considered monsters anymore.
-Vendigroth’s music track is restored.
-Fixed music issues in the part of Tarant around the library, Caladon’s docks, the boat landing on Thanatos, the Ruby Glade, Ashlag Village and Stringy Pete’s Cove.
-Fixed three typos in Thom Grak’s dialogue.
-Fixed a typo in “IFS Zephyr Miracle” newspaper.
-Fixed a typo in Malek Nebbs’ dialogue.
-One of passages in the Black Mountain mines can’t be destroyed anymore.
-A table in Bates’ factory can’t be highlighted anymore.
-A painting in the Mayor’s mansion in Black Root can’t be highlighted anymore.
-Restored Virgil’s dialogue about Lawrence Brummond’s newspaper.
-Lawrence Brummond’s newspaper can’t be pickpocketed from the clerk anymore.
-Fixed a typo in Lawrence Brummond’s newspaper.
-Fixed a typo in Virgil’s dialogue (talking about the newspaper).
-Fixed a typo in Virgil’s dialogue (talking about the flying machines).
-Fixed 12 typos in newspapers.
-Fixed a typo in Gilbert Bates’ dialogue.
-Gilbert Bates now asks for his ring after the questions’ branch as well.
-WorldEd: changed categories for many critter prototypes.
-Fixed several problems with some of critter prototypes.
-Summoned creatures now have correct palettes. (not default ones)
-Fixed basic proto issues with the guard in front of the gates on the Isle of Despair: correct soundbank and portrait now.
-The junk dealer in Derhnolm now has a correct dialogue.
-Fixed some broken tiles in the herbalist’s house in Shrouded Hills.
-Fixed three broken lines in the dialogue of the Mayor of Black Root.
-Fixed 8 typos in train ticket agents’ dialogues.
-Fixed a typo in Black Root’s rumors.
-Fixed a typo in Winston Schuyler’s dialogue.
-Fixed the land bridge’s townmap.
-Fixed two broken lines and a typo in Killian Drake’s dialogue.
-Prince Farad won’t talk to you anymore if you tell him that Aria is being tortured by Praetor.
-Fixed two broken lines in the dialogue of the Mayor of Black Root.
-Removed a description from Princess Aria’s Amulet.
-Standardized descriptions for Dorian Amulet, Ring of Protection, Amulet of Beauty and Axe of Strength.
-Standardized a lot of descriptions for unique items.
-Fixed wrong descriptions for Charmed, Magick, Mystic and Arcane Robes.
-Fixed wrong descriptions for Charmed, Magick, Mystic and Arcane Chainmails.
-Fixed wrong descriptions for Charmed, Magick, Mystic and Arcane Platemails.

You can download the UAP here.

Leonard Boyarsky interview @ 1UP

1UP had the chance to talk to Leonard Boyarsky about the upcoming Diablo III. Here’s an excerpt:

1UP: Since you’ve worked on games like Fallout and Arcanum, can you talk about how your background in hardcore RPG design contributes to the design of the action-heavy Diablo III?

LB: Since you didn’t catch the world design panel, this isn’t going to be information you heard already. But in the panel, we talked about how you can argue that an action game doesn’t really need a story. I would then argue that even if you have an action game that concentrates on the action, if you have that story layer in there — which is opt-in of course because a bunch of players won’t care about the story in that type of game — but if it’s there for the people who do care, or if it informs all the art and the mood and the way people talk in the game, I think it comes across to the player. Even those who only peripherally encounter it through their quests, it gives them something to care about. They’re not only caring about the next piece of armor or the next level, but if we’re doing out job right, they’re going to care about the next plot point. That’s where I come in.

You can read the full interview here.