Today we're happy to announce a new section in the website: Bug Hunting Quest, this is a new page for bug tracking and user reports, so from now the community can report bugs in the Insanity website, the page is intended for gameplay/in-game Arx script bugs.
You can join and help improve the game:
A massive hotfix for Arx is in process and with your help, we hope to find and solve all or at least most of the bugs found in the whole game, one of the goals of Arx Insanity and this "quest" is to fix all bugs as possible found in vanilla 1.21 and Arx Libertatis 1.2, to provide a stable game with the best functionality and bring quality to our beloved Arx, you can also send requests and suggestions for the mod. The Bug Hunting Quest is now online and you can submit all the reports you want in the link below, the hunt has already begun:
Some people were asking for details about how the development is going on, now I share with you approximate information and what is done and what is not about level remastering. "2nd and 3rd remake attempt" descriptions mean early versions already done, but not matching the new mod standards and quality or simply not good, so they need to be recreated once again:
In progress and pending locations:
Additional details about levels:
Yesterday all the dwarf level was finished 100%, the hardest level to remaster ever to be honest, it has new lighting design and now it's more creepy, also it's improved in environments, visuals and sound effects. Gameplay design was changed here, from a persistent and more annoying black beast, it will be a new nightmare and nemesis for Am Shaegar, dwarven mines are absolutely dark, so you will need to find a torch before explore that last part, also there is a little surprise in the level. This has one of the best atmospheres in my opinion. Crypt level 5 received huge/radical changes and improvements from lighting, fog, textures, lore, level design, ambiances and music in addition with new gameplay to bring life and make this last level more interesting and interactive. I dropped a new sneak peek for the dwarf kingdom in the upper banner and below, so you will have an idea without too much spoiler about the looking, much effort was put on this level. Work this level brought me vision problems but it was worth it. Let me know what do you think about this new type of updates, do you want more?, thanks for your support and if you have read all this, have a nice day :)
Very happy to announce a brand new design for an updated Arx Insanity Moddb page, from now you'll find this new feature to stylize the look of the page: new dark colors and contrasts will fit with the dark atmosphere from Arx in addition to being a more intuitive design and facilitate reading and page elements visualization, also an improved new comments section is available to use. We hope you like this new change to make the wait less heavy and give more personality to the project. New development updates will be uploaded in the future, have a nice day and as always, thanks for your support.
Moddb page: www.moddb.com/mods/arx-insanity-mod
Hello everyone, perhaps you don't see activity in the site/moddb but the work in progress continues with strong intensity, these days development is long and intense, even 6-12 hrs (weekends 16-18) daily depending on my spare time. So now I want to keep you informed of the progress: I'm happy to say that 21 of 27 levels are finished and remastered with HD textures, lighting and style, but missing pending environment polishment. So now textures are done with great progress so far, it's exaclty 80% of overall textures done, I think in 1-2 months a completed and polished remaster will be done, so the mod will be available maybe in this year if everything is all right. Thanks for all your support and for being pending of the project!.
I will not upload spoilers or more screenshots from the other levels, I want you to play the mod fresh and as a new experience, but I drop a little sneak peek about the work in progress, have a nice day.
Some weeks ago polish support for the mod was rumored: now it is a reality, we are pleased to announce and confirm polish support for the mod, fans from Poland can play the mod in their native language!. If you missed it, multi-language translations will be supported in Insanity Mod, at this point, we have confirmed: english, spanish, russian, italian, polish and latin american spanish, thanks for all your support and those amazing voluntary collaborations!
The work with textures still there and a new GIMP version is released with cool new features that will be used for the mod. Now jpeg export algorithms are enhanced, and there are some tests with arithmetic/huffman codification and advanced texture builds. The current test has interesting results: new enhancements bring the same texture quality but considerably smaller file size; so you will have the same graphics with faster loading screens and better performance for your GPU. So from now the project will focus to get a quality-performance balance, so maybe the new texture advanced optimization is good news for some of you. Current tests reveal 30% improved performance so hepefully it will gain more in the future.
Hi, the mod progress is going well, this summer vacation I'm spending the time working on textures and environments, this initial levels had old textures and lighting design (2017-18) but now they will be updated with a remake to fit the new mod standards, I started working the tavern and now it's finished so now I'm focusing in the human outpost, lakes and caves and the new remake update for all textures is in the plans (maybe not the goblin prison that have early mid-res textures) so here are a few screenshots of the work in progress. After this, the next level to remake with the new quality will be the goblin catabombs, it seems it's the final version for textures, when this will be finished a gameplay video with the first 15mins of gameplay will be uploaded. In the other hand, gameplay mechanics are finished and polished for most levels. Have a good summer!.
If you are an old follower maybe you remember old screenshots and some short video in the tavern (Insanity), this holidays I'm working with environments and improving the level lighting even more, if it was darky now it's darker with brand new lighting design, temperatures and ranges, a total overhaul for lighting. The goal is improve my personal skill and have more realistic and immersive environments also experimenting with my design to get some fake/simulated volumetric lights that have good visual quality, here I share some of the work in progress, tavern has new design and props as well. This took me about 2-3 days to make, I'm testing a lot and trying to get the minimal detail for the locations.
In commemoration of Arx Fatalis on its 27th anniversary there is a celebration and something special for this occasion: the Arx Insanity Mod website has been published and now it's online!. Originally a website for the mod was not planned, this idea was born a few days ago to celebrate the event for these 17 years of Arx.
This site was made for you and we thank everyone who has followed and supported this project, it's really appreciated, more news coming soon...
Important: Finally it should be mentioned that currently this website is having trouble with servers from Russia and Ukraine and maybe some near countries in Europe. If you have problems visiting the website or you reside in these mentioned countries, please contact this page sending a private message, thank you and sorry for the inconvenience.
The work continues for the arena, this time, major changes and revisions for the level appearance. Some texture remakes and replacements of old assets, first, the more noticeable thing is the arena ring, the grass textures has been removed and replaced by new brand sand textures, some npcs changed as well, the main ring is not a square anymore, the current design is now basically a hexagon for a location with more personality, I changed the advanced creation process for some textures as well. For the 3D, I made new wooden barricades from scratch in Blender (in the picture) and later implemented them for a genuine and similar medieval look. All the weird metal barriers has been removed, now you just had an invisible collision blocking or enabling the waiting room entrance (where Miguel and his friends are). Also minimal-mid scripting polishing is done for the arena fighters. Finally new lighting has been added and updated to simulate a volumetric effect with some lamps. With the new upgraded arena I had some trouble with frame per second, droping to 30fps, I presume it's caused by the uncompressed 3d files togheter with the lighting flares, now it's solved and not causing issues anymore in the current tests
Two weeks ago it was announced: multi-language translations will be supported in Insanity Mod, at this point, we have confirmed: english, spanish, russian, italian and latin american spanish, but today we're are in plans in collaboration with a new contributor, to possibly bring a polish translation as well, we need to wait for more news about it
Pleased to announce that the project will support a latin american spanish translation, in addition to english, spanish (Spain), russian and italian, it was completed a day ago and it's already implemented in Arx Insanity.
In addition to multilang support it's nice to announce insanity downloadable content during and after the mod release (It will be announced later). After the main release, this mod will continue to receive updates and content periodically and they'll be released eventually. Some of the confirmed content are:
Insanity multi-language support announced: english, spanish, russian, italian, latin american spanish
Thanks for all your support guys, we're glad to announce 4 supported languages for Arx Insanity Mod: english, spanish, russian, italian and latin american spanish, all of them will be available for players who want to play this new experience in their native language and comfortably. These translations include text. English & spanish will support full localisations and audio recordings. Also russian audio is in the works. If you're interested in collaborating with new language translations or voice acting, contact us.
Thanks for participating in this survey we collected more than two hunred of answers and opinions, we have an idea of what the general community thinks and wishes. Your answers will be of great help to continue with development and hear what you think, your opinion is the most important for us.
Link to the closed survey: https://bit.ly/2KwTi4h
New survey opened, let us know what do you think about the project and leave some feedback and opinion, we'll hear what do you think to continue the development of this project
This Soundtrack will feature 30 different themes, unlike the vanilla version that has 21 themes (Do not take into account loops from backgrounds for caves, rooms and other things related with atmospheres without musicalization).
This track-list preserve vanilla themes, worked and remastered without losing their essence. The remaining 21 themes are completely new compositions made by myself. This is for modernizing the game and also adapt the music with the new audio implementations and enrich it musically. I've given myself the freedom to rename this cues with original and obscure names since they never had an official one.
You can hear part of this on youtube, the remaining tracks will be gradually uploaded
Insanity Mod will only support Arx Libertatis 1.2, there is no more compatibility with vanilla since it is no longer supported and it has a great limitation and instability even with low demmand assets, also this will not be compatible with Arx Libertatis 1.1.2 "Rhaa Movis". This will offer you a correct and best experience, also this allow us to develop specific features that are of vital importance to the mod