Torment, this one happens in the Buried Village, so you won'tīe able to play it if you're past that area. One of the many lost quests of Planescape: The Rat Charm is also restored in Platter's Fix Pack. ThisĬharm (from Barking Wilder) and the Eye of Vecna (from Vrischika). Play Torment in the original English it was written in. Of Planescape: Torment, installing this mod will allow you to War from the main outdoor city areas, like in Baldur's GateĬonvert Torment to English by Platter (Submitted) Including some items that were not included in the game, andĪll of the game's spell scrolls from levels 5-9. It has several options, like changing your character's stats,Īlignment, class, money, experience, health status, locationĪnd available party members. The appropriate armored figure and alters mentioned stats.Įxcept for in the final part of the game. Equipping them changes your appearance to Nameless One, Dak'kon, Annah and Ignus can wear. Simply extract the archive into your "Override" folder. With either Planescape: Torment (PS:T) or Baldur's Gate 1 (BG1). Your characters to gain Max HP when they level up. Rings/Earrings/Bracelets, Identify All Items, Explore City Areas, A short list of components: Higher Stacking, Including So the player can pick and choose only which ones they wish Each component can be installed separately Simply make dealing with the more irritating aspects of the These were fan requests, others are needed fixes, and others Magical armors occur in the game only once.Ĭompilation of fixes, cosmetic changes, and tweaks. They can be found in stores or in possessions Eye of Vecna can now be bought as well!Īrmors and Robes for Planescape: Torment by Razfallow.Tome O' Cheats and Sword of Whynn are purchasable.Githerzerai tattoo previously unavailable can be bought.Able PonderThought will now be able to do his research.Spell keys now available in game, save Baator's.More correct bestiary picture for Deionarra.Mortuary now has an alarm system put in.Some major (such as one instance with Emoric) Lost dialog blocks restored, mainly little things, but.Asleep and Frozen anims now appear correctly.Several item restorations, including Devil's Due, Chaos.Well as the Dustmen, Dhall, Lothar, and Trias Extra journal descriptions for all main characters, as.A bestiary entry for the Alu-Fiend added, specifically.This is a list of most of the restorations included in this These should be extractedĭirectly into the folder you installed PST into, remembering Spells, items and so forth that were removed from the released If you just want one of the changes, simply extract the appropriate file:īy Vengeance's Lead Designer, Cilantro. To use the mod, extract the zip file into Torment's override folder. This modification changes the game interface's background color and the font to make it easier to read game text (screenshot included in the archive). Platter has no plans for any more updates to his Fix Pack, but has confirmed the validity of these files, so everyone should install them after the main Fix Pack. The fixes address issues with Hargrimm & The Silent King and repair the Mar's Ornate Box Quest bug, Nordom's Optix lens and Ingress's Teeth +3. These files by Platter are not part of his Fix Pack v1.37, but are individual bug fixes done after 1.37 came out. Planescape: Torment Fix Beta (v.1.37b) by Platter Torment that were not fixed by the official 1.1 patch. This Fix Pack fixes many bugs in Planescape: If a tunnel ends with a door the next section shouldn't be visible until you open the door, or even if it seems to be a dead end, maybe there could be a hidden passage that's detectable only upclose.Disable all ads! Planescape: Torment Fix Pack by Platter You should have doors, hidden passages and whatnot. Well, dungeons shouldn't be long uninterrupted tunnels. it's boring to know all this through simply looking at the map. if the whole map was revealed from the start like in nwn2, you'll see that the left one leads to a chamber and the right one is very narrow and stops eventually at a dead end or that both ways are split and merge later. Everybody, on both sides, whos in the circle will take the chill damage and effect every few () seconds. Imagine a forked path in a dungeon where you've to decide which way you want to go first. The duration is for the icy circle on the ground. without a fow it's hard to achieve a form of exploration within an isometric game, given that there's a minimap and a draggable screen without being locked at the selected character. Of course you have to adjust the radius of the visible range between being tedious and revealing too much.
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