DS1 Legendary Mod for DS2 Beta Thread
Submitted by iryan on Tue, 2012-04-24 23:39 | ||
This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World. Full version Installer version DS2 Legendary Mod v1.01 at MODDB Split version Installer version Hotfix for fades issue in Kingdom of Ehb v1.01 Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't. The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below. Here's the links of all required files for the full version as separate modules; Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link; Mod Game Manual Current Readme for KillerGremal Mods This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine. The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330 Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions. Partial Language Translations Forum Threads for KillerGremal's Mods +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions. forums: |
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Mod Ideas Updated as of 7/27/14
Apparently, the expansions are, sort of, abandonware. While still obtainable, the publishers don't care what people do with it. At the very least, he's not making any profit off it. It's attended for those who were misled and assumed it came with the expansions. When I bought it, it was before DS3's dlc, so it was a problem before then. I didn't really mind though, because I got the three games and could now see how many hours I poured into the franchise... if only while I had it on Steam. Having just over 200 hours across the series as we speak makes me pretty excited to see the numbers increase.
Probably explains why I like idle games, too.
Utraean Peninsula 32I
Broken World AllSaves
Monster Level Adjust Status LOCAL
Save Location
Quillrabe
Quest Log
Primary Quests Act 1 – Completed
Secondary Quests Act 1 – Completed
Primary Quests Act 2 – Meren Town Stone, Lang Town Stone
Secondary Quests Act – Pirates of Merin, Dornek's Quarry, Travel to Lang, Confront Bandit Boss, Goblin's Secret Plans, Pit of Despair, Conquer Pit of Despair, Flooded Sanctuary, Travel to Quillrabe,
Comments, Fixes That Work, Errors, Problems
1. Monsters leveling Correctly.
2. Quests Working Correctly.
3. Radar in Fury Den working correctly
4. When moving a party of six through the Fury Den the last three party members tend to get stuck and run in place, it does not matter if the party is in mirror mode or rampage mode. Rapidly switching between modes will get them unstuck. Also moving very short distances will keep the party in order. On exit from the den I did not save. Restarted in Lang, put two party members in the inn and reran the fury den. No getting stuck this time. Jumped back to Lang picked up the two party members in the inn. Slowly walked the fury den again and continued on to Quillrabe. This appears to be a flaw in the DS2 code and not the mod when moving in some underground areas, as it occurs in both DS2 and Broken World when the party is larger than 4 members.
Party Members
Ibon (Archer) Level 44 Sharpshooter
Tiahna Level 44 Sharpshooter
Xavier Level 44 Sharpshooter
Arisu Level 44 Magus
Briahra Level 44 Magus
Sheba Level 44 Magus
From Horty Olafs to Hovarths things got easier as I hit level 13, level 8 Srubb, level 12 Hyena(level 14 Matriarch mini-boss), level 14 scorpions and level 15 Krug.
In Hovarth's level 13 skeleton archers and mages, level 8 skeleton guards, level 11 spiders and Mucosa's, Level 17 zombie Mini-boss, Hovarth was level 20,
Exit to DC before the gate to Crysrtwynd, Skrubb level 8 as well as Bears.
am at level 16 at DCwith Tiahna, Arisu, Ivlisar and Dwarf
Have not seen many of the new bows as without a tag can be hard to find
Fire_King_Hammer 02, 03, 06, 16, 18, and 20 have dropped.
Sat, 2015-12-12 06:36.
When I had MLA disabled, Krug in the orchard were level 4. When I had MLA set to All they were level 44. When I set it to Local they were level 21 (or rather, a random mix of 22, 21 and 20). Not quite 1 level to the monster for each 2 to the character, but close enough.
(There's something in KillerGremal's mod thread about the same table entry that sets desired 'local' levels for a region also taking an "adduct" value to tune the extent by which levels should be raised for an up-level party, so what applies around Elddim in the Peninsula could be quite different from what applies in the Kingdom of Ehb.)
Changing the MLA won't affect monsters that are already "in play", like the Krug Scavenger that has just killed Norrick when you are by the stash chest in the starting farm cottage. Best for maximum effect (but still not total effect?) when working the MLA button to save, quit to main menu and reload ("continue").
None of which so far as I can see will help Eksevis with the game having been made too hard. Like up until last year when without MLA the Krug Scavengers at the start were level 17? In the Kingdom of Ehb upper farmlands is it? And with what versions of the mods? Finding the latest to try out must be a bit of a challenge now for newcomers. Or is this simply a report that MLA-local allows too high a maximum there?
2.2, Mod Logic Beta32i, Map UP Beta32i, MLA Beta5r set to Local
Party of 6, leader level 29 leaving Meren, 31 into Lang mire, 32 into goblin warrens, 34 into redwood forest, 36 approaching Fury Den tunnel. (I'd have been through the tunnel by now only my game crashed to Windows yesterday at the sight of the second Googore.) This is the party that does all secondary quests but otherwise limits how far off track it goes. Note it is 2 levels lower than my explore-thoroughly MLA-off was and 6 levels lower than bare_elf's latest party at that point.
Some items listed as "*fixed" in the bug report are not fixed, from both the 32g November 14th batch and the 32i December 5th batch. So have some files with fixes in the working folders simply not been copied to the compiling folders yet for tanking up? Besides the giant spider loot and the Mt. Elspen banter previously mentioned, black wolves in redwood forest are still level 30 (so "monster adjust declared" says), the redundant goblin valve is still workable and still redundant, and mechanized suit armor is still not displaying properly on (elf) males. On a happier note, the Robo Suit is well and truly fixed. The Pit of Despair end boss also made my healer use up mana potion.
Pit of Despair
With no doppelgangers (confirmed) party banter going into the second maze could do with revision (hero replies "Maybe we've faced the worst this place has to offer us" when they've had nothing to face). (Here's a thought - there are just two chests in 1st maze, so increase the reward by making one a mimic?)
- Door out of 1st maze invites "click to open" and if clicked does open even if party has no skulls. If party has one skull only (of the three supposedly required) that skull is not consumed. What happens with all three I haven't tested.
- Reaching door out of 3rd maze with no artefacts collected, it opens when clicked.
- Bridges appear when party (with an artefact) approaches statuettes, I believe without the statuette having to be clicked, and without consuming the artefact. (This will be correct if the idea is to make players take the artefacts to the door instead.)
- Daemons to side of route in second and third maze disappear when party is in certain places, as if invisible walls block sight (Ask me for precise locations if needed.)
Party shot down many of the daemons for practice though they were doing no harm. In the final maze one daemon actually had the temerity to start attacking (fire magic).One test, the exit elevator displayed correctly (after the end boss and this may have been my first look at it). On a repeat test I looked across from talking to Shamblin Bones at the beginning and saw the blank column of non-display.
Flooded Sanctuary
Immediately across the bridge below the waterfall, the party while fighting off wolves and fettershins noticed a commotion ahead - it was the Sanctuary Keeper also involved in a fight, and displaying no quest marker overhead. One eventually appeared (helped by some poking with the cursor?) once things had quietened down. After player collects quest he has grey ? (correct) but it has not changed to orange when player has the final task to speak to him for a reward (the Elder Wood amulet). This, by the way, is still a levelling item; so too the Woodland Leather from the first Bandit Leader.
U32i#101. Sanctuary Keeper is male (now) and is referred to as such in Rhod Emell's convo, but as "she" in the soldier's convo at the goblin warrens exit.
U32i#102. Overground - well, over water and muck - goblin warrens exit is due south from entrance, but party banter when about to go in from Lang says, "out to the Old Forest West of here".
- Do the 1st area and 2nd area tasks require certain numbers of monsters to be killed and certain trigger places to be passed? Because if so, the places have been crossed over so that a trigger points in area 2 must be reached to complete task 1, and a point in area 1 must be visited - after killing enough monsters in area 2 - to complete task 2.
- Area 3 is working fine.
- The target count for Area 4 is too low, it completes with a whole roomful of lungers and slingers not cleared out (not to mention a mimic!) indeed without the door (WD_R1 -1.403/0.000/-1.440 0x2D600120) to that room at the end being opened at all.
- The whole idea of "making safe" becomes farcical when lingering to destroy the mimic (for its treasure) allows monsters time to re-spawn - including the mini-boss lunger! That's DS2 for you.
Non-triggering Unguis confirmed fixed. Curse attack hack for Unguis not tested (because I forgot to turn off Spirit Embrace protection for the test). However from lectars I can confirm my report on the ancient troll, that they stop cursing and become ineffective when party members melee attack them.Besides of this, if I release a new version of a mod affecting DS1=>DS2 maps I usually inform iryan about it, in worst case this mod site would list the latest releases too.
Concerning the maximum level, if the 'local' mode is set it only means that a table with level presets for that region will be respected.
So monster levels can be higher than the average party level if the defined range of levels in the table is higher than the average party level (specially in combination enforced minimum).
Assumed now, such a level table is not avaiable, the 'all' mode is used even in 'local' mode (as 'level-bound' DS2 is).
Although there is an initial levelling advantage of 0.5 levels, with the current mod release however it seems to be quite difficult to keep this advantage - unless you go to places you already were just for 'levelling'.
That said I did test out the Flooded Sanctuary and it worked for me with the final revision uploaded in beta32i. I did forget to mark all the monsters as non respawnable so I need to add that to the list of things to do.
I probably need to revise the quest associated with the Flooded Sanctuary. I find that the accumulator_trigger doesn't work very well in DS2, often forgetting to update itself - probably something in the way world events are handled in DS2 compared to DS1. Anyhow it's over my head. Trying to track how many monsters there are in the Flooded Sanctuary is ridiculous anyhow - that's why I limited it to several in certain areas.
What I would like to do is have the Sanctuary Keeper give you an item that when placed on a pedestal would kill all the monsters left alive in the Sanctuary and thus completing the quest. Any other ideas on how to make this quest work better is welcomed.
I didn't test the Pit of Despair at all after getting lost in the first maze. I did always hate that area in DS1. I suspect there may be an incorrect setting on the doors, I will check again.
Utraean Peninsula 32I
Broken World AllSaves
Monster Level Adjust Status LOCAL
Save Location
Mesa Desert Direct Connect
Quest Log
Primary Quests Act 1 – Completed
Secondary Quests Act 1 – Completed
Primary Quests Act 2 – Completed
Secondary Quests Act 2 – Completed
Primary Quests Act 3 –
Secondary Quests Act 3 – Threat to Hiroth,
Comments, Fixes That Work, Errors, Problems
1. Monsters leveling Correctly.
2. Quests Working Correctly.
3. Radar all floors of Hiroth Castle working correctly.
Party Members
Ibon (Archer) Level 47 Sharpshooter
Tiahna Level 47 Sharpshooter
Xavier Level 47 Sharpshooter
Arisu Level 47 Magus
Briahra Level 47 Magus
Sheba Level 47 Magus
Hopefully all of the above will be fixed with the next version.
I'll add tags to the bows, I forgot a few of the DS1 converted items. The Fire King Hammer shouldn't be dropping at all as they are marked pcontent_drop = false. However I've totally rewritten all of the unique templates so hopefully that won't happen in the next version. If it does I'll get very mad and scrap the whole concept - I'm wasting far too much time on them as it is.
UPDATE
I found quite a few armors missing tags, which I have added but all the bows seem to have tags. Could you please elaborate on what you mean "without a tag".
@Iryan, the label tags which usually show on the ground next to the dropped item are not showing up as in, if I kill 3 Krug and have a scout bow and the fire kings hammer drop there will only be a label tag saying "Scout Bow" but the icons of both items will show
Utraean Peninsula 32I
Broken World AllSaves
Monster Level Adjust Status LOCAL
Save Location
Grescal
Quest Log
Primary Quests Act 1 – Completed
Secondary Quests Act 1 – Completed
Primary Quests Act 2 – Completed
Secondary Quests Act 2 – Completed
Primary Quests Act 3 – Grescal Town Stone,
Secondary Quests Act 3 – Threat to Hiroth, Travel to Grescal, Threat to Grescal
Comments, Fixes That Work, Errors, Problems
1. Monsters leveling Correctly.
2. Quests Working Correctly.
3. Radar and Elevator in Abandoned Ruins working correctly.
4. Like some of the new quest givers and new quests. There are new quests right?
5. Should there really be quest arrows in the endless desert? It is a place to get lost in if you are not careful. One can run in circles on the DS1 Map for years until one figures out the desert is circular.
Party Members
Ibon (Archer) Level 48 Sharpshooter
Tiahna Level 48 Sharpshooter
Xavier Level 48 Sharpshooter
Arisu Level 48 Magus
Briahra Level 48 Magus
Sheba Level 48 Magus
Yes there are just to promote some things - like exploring the upper floor of the Castle and searching out the Lava Caverns.
Incidentally have you a chance to check out the alternative quest giver for the Great Explorer Quest? I tried to set it up so you could activate it very early, even if you can't possible complete it until much later, by talking to the guard outside of the alternative entrance to Hovart's Folly. In that case the alternative npc in Hiroth shouldn't have a quest icon, will say something different and not offer you the quest (or shouldn't).
If you ignore that exit from Hovart's Folly and talk to the npc in Hiroth to activate the quest, he should have a quest icon and should offer you the quest in which case the alternative guest giver near Hovart's Folly will say something different, not have a quest icon and not offer you the quest.
I set it up that way for advanced parties playing with the "ALL" setting of the MLA can explore the Great Northern Forest whenever they wish.
The quest arrow was meant simply for getting to Grescal as part of the main quest. To find the secret optional areas, you still need to either explore the Endless Dunes or the Great Northern Forest.
It's actually easier in this version finding the pyramids in the Endless Desert as there's some nasty monsters found near them. So if you suddenly discover one of these monsters, you'll know you're close. Previously you could pass quite close to the pyramids and still miss them.
I haven't posted on here in a while but is Gom's Demon form still glitchy
Actually the Gom and his domain have been improved greatly. Version 32i seems to have fixed most of the problems if not all of them. What version of the legendary mod are you running? The current files are as follows:
DS1_Map_Legends_of_Aranna_Beta31
DS1_Map_Utraean_Peninsula_Beta32i_fix
DS1_Map_World_Beta32h
DS1_Mod_Content_Beta30
DS1_Mod_Exp_Content_Beta30b
DS1_Mod_Logic_Beta32i
DS1_Mod_Terrain_Beta30
Mod-DS1Content-Alpha10z
Mod-Erthos-MonsterLevelAdjust-Beta5r
Links can be found for each in the legendary mod thread, but you have to look. I will ask iryan to post links to the most current files in one post.
@ Iryan
I have noticed that the Mimics are not working. At first I thought I had found trunks that would not open, However I knew for sure there was a mimic in the room that you open with the 10 stone. Think there must be something wrong with the template since you changed it, as the mimic worked in Kingdom of Ehb 32h.
There is also something odd happening in the Lava Caverns. One character (primary) walks off the elevator and the scene turns black and the only thing visible is the green rings around the characters. Other party members see the Lava Caverns as gray with green rings. My second party member was able to see the lava caverns just fine. I figured that I should get out of the caverns while I could (not wishing to get stuck) so the party got back on the elevator and this happened and there was no button to send the elevator back up or at least I could not see it or reach it.
What is the Name of the quest between The Great Explorer and Threat to Grescal? I missed it somewhere?
Is that the elevator from the island? That's the same problem I found in 32g. Try the second pyramid's elevator.
As to mimics, it's been a long time since I've had to try opening one, they disclose themselves first. This is still the case in 32i: in the goblin warrens for one example, the flooded sanctuary and the fury den. It could be they were aggro'ed by collateral damage from the shockwave when my ranger shot monsters next to them.
Why do I keep mentioning minor quirks (in this case to explain why just one of the mimics, in the lava caverns, is a nuisance in that particular spot) when trying to tweak them away risks making things worse?
I've been caught up in other things these last few days and have advanced my party only to Quillrabe.
Yes Richard that is the elevator from Eastern Island - I normally use that route to find the pyramids as it is easier than wondering about the Endless Desert. I tracked down the Pyramids from the endless desert and the lava caverns seem to be fine so far.
I have completed all the quests except for this one which I seem to have missed. Search as I might I can not find it.
The only two problems that I have found is that:
1. The Mimics do not work for me even when I walk up to them and hit them really hard. Seems they work for Richard I wonder if it is the difference between him playing From DS2 and Me playing from Broken World? I checked the 1st Mimic on the other side of the broken bridge Kingdom of Ehb Map and it worked.
2. The problem with the lava caverns when entered from Eastern Island End as they appear to be just fine when entered from the Pyramids, I was able to follow them all the way and exit onto Eastern Island.
It will take me a while to go through these latest reports as I'll be away for a couple of days most likely.
However for the mimics, I have altered again the way they work in the mod (which is different to how they work in DS2) and currently they seem to work also like in DS2. Except I discovered they can be destroyed accidentally by collateral damage. This I have theoretically fixed but are yet to test it out.
In DS2 Mimics are reasonably complicated to set up. You have to place a dummy chest that looks like a mimic and then place the mimic. Two change_property gizmos control the mimic and it's dummy. Initially the mimic is invisible, indestructible and set not to attack. When you try to "use" the dummy, it sends world messages to the change_proprty gizmos. One gizmo turns the dummy chest invisible while the other gizmo makes the mimic visible, destructible and set to attack you.
The above is also why occasionally players have reported seeing two mimics in the secret area on the path to the crypts in Kingdom of Ehb. I have also seen that in test maps - no doubt a product of the MLA mod, except it shouldn't work in my test map. Another mystery.
What I attempted to do is to produce a mimic from a generator. That's why the mimics were attacking too soon, even though I set their trigger range to about 1 or 2, they could pop out un-expectantly, especially in those areas where there were other monsters. This is what's happening in beta32i.
In the current unreleased version, their generators have a trigger range of 0. While occasionally they will attack you without being "used", a party member has to be almost standing on top of them. "Using" them activates them quite fine. It was while testing this behaviour I discovered that the generator can be destroyed by collateral damage if there's another monster next to the generator. Strangely this was the first time I ever seen this from numerous playthroughs and it has never been reported. I tried to solve this exploit by giving the generator an enormous amount of health. So theoretically you can still destroy them before they produce a mimic, it has to be done by collateral damage as you can't directly target a generator. Though maybe someone may find a way around it - I wouldn't be surprised.
It's a new quest and called "Hidden Secrets". A npc in the Inn at Hiroth should give it to you. I tested it several times and it worked for me so let me know if it doesn't for you. It's designed to encourage players to fully explore the upper floor of the Castle as you have to go that way to reach the Hidden Secret, even though it's actually located on the ground floor.
Alternate method for obtaining the Great Explorer Quest from the guard outside Hiroth's folly in the Great Northern Forest works correctly
I didn't know the word for it was "generator" but it is something I reported in KoE back at 31m so roughly a year ago: "E31m#101 Attack one of the large crates containing a concealed bot (example: GI_R5 0.811/0.000/-0.521/ 0x1850516F – I'm sure I remembered this being just such an ambush), either deliberately or as collateral damage, and the bot inside is obliterated, I guess without awarding you any experience." (quote from my cut-and-paste quick reference log).
I saw the same again a few days ago in the goblin warrens in UP, shortly before the robo-suit. Three medium-large crates one of which vanished when my archer shot a goblin (grunt or guard?) in front of it. The other two crates burst when they chose releasing a gobbot (shocker? igniter?) from one I seem to remember and a killbot/hunter type from the last. The damage that destroyed the generator had to be from a shockwave (level 2, 12% of projectile damage over 2 meters radius at range 9 meters plus, and my archer also had 12% chance of his projectile penetrating beyond victim).
Quillrabe fixes
Monster levels. "Some level 16 Skath Disciples before Sar Vinien" confirmed fixed but I now see that Skath Disciples are summoners and the Ironhorns they summon are level 16 pre-MLA.
Iliarth Canyons - I see the problem now with MLA for region GRS_DRY_HARD_R1. Local setting has to be 36+ for the Skaths and Harpies when party emerges from Fury Den on way to Quillrabe, but also applies to Krug etc from the new gate back to the Crystwind grasslands, and from the elevator on the upriver side to the boundary with the Illiarth Falls section on the river route to/from Elddim.
Could this region's MLA-local table entry be tweaked for a minimum level same as Crystwind grasslands but otherwise equivalent to MLA-All for parties above minimum? Coupled with a minimum level test (lower-mid 30s) on opening the new gate? When they go into the grasslands to win the Crystwind townstone players could then continue killing Kruggies and collecting loot as far southwards to the canyon rim as they want (even over the first rock bridge, the one not leading to an elevator). That is what I did with my MLA-off group.
Would this partial solution (should it be possible) spoil too much the MLA-All-lets-you-go-anywhere ideal?
I referred the other day to my test showing how MLA-Local raises monster levels somewhat above its baseline for higher-level parties revisiting the regions around Elddim, though much less than MLA-All would. Well in the Crystwind grasslands and mines my level 38 group finds MLA-Local choosing adjusted monster levels no different from what a level 18 group would see.
Lore maps. I've found one of the two (non-)maps I was missing (my report 16, 32g). This leaves only the Crystwind town one that I cannot find. Looking again for the latter is one of the reasons why I teleported my group back there. I've not tried yet with a first-time 32i party.
Lore books. From tank viewer I see that the blank spaces (report 16 again) are for History of Ehb, Zaurasks in the Peninsula, The Dwarves' Dark Secret, Troggeus Evoluteus, Drocs in the Peninsula, Hassats in the Peninsula and Last of the Utraeans. Most if not all of them obviously written for LOU and not applicable to this version. Dwarves' Dark Secret is an obvious candidate to be overwritten by the Battle for the Portal instead of the latter being stuck out pages later.
All quests now completed. It was my fault entirely for not finding the "Hidden Secrets" quest, because when I went into the Hiroth Inn I totally missed the person sitting at the table near the front door. When I explored the castle the first time I saw the secret room and the monsters in it, but could not find the way there, I am happy I did not as the quest most likely would not have completed. In any case I think it is a good quest to get people to explore the castle, find all the trunks with very useful loot. Think I will run the map again with a new party with MLA Set to ALL, to see if I can find any other hidden secrets.
Utraean Peninsula 32I
Broken World AllSaves
Monster Level Adjust Status ALL
Save Location
Crystwind Old Mine Direct Connect
Quest Log
Primary Quests Act 1 – Elddim Townstone, Crystwind Townstone,
Secondary Quests Act 1 – A Farmer's Scythe, Hovart's Folly, A New Way to Travel, Orchard Cellar, Travel to Crystwind,
Comments, Fixes That Work, Errors, Problems
1. Monsters leveling correctly but appear less powerful than when playing with MLA in local mode.
2. Quests Working Correctly.
3. Radar and Elevators in Crystwind mines all working correctly.
Party Members
Isla Level 29 Sharpshooter
Tiahna Level 29 Sharpshooter
Arisu Level 29 Sorceress
Ivlisar Level 29 Sorcerer
Lili's Dog Level 29 Knight
Bare_Elf's Dog Level 29 Knight
Utraean Peninsula 32I
Broken World AllSaves
Monster Level Adjust Status ALL
Save Location
Mt. Utrae Forest Direct Connect
Quest Log
Primary Quests Act 1 – Elddim Townstone, Crystwind Townstone, Fallraen Townstone
Secondary Quests Act 1 – A Farmer's Scythe, Hovart's Folly, A New Way to Travel, Orchard Cellar, Travel to Crystwind, Travel to Fallraen, Dwarven Secrets, Fallraen Barracks
Comments, Fixes That Work, Errors, Problems
1. Monsters leveling correctly but appear less powerful than when playing with MLA in local mode.
2. Quests Working Correctly.
3. Radar in underground areas from Crystwind to Fallraen working correctly.
4. An interesting effect when there is a melee pet like a dire wolf or Norick's dog in your party. Any crate, barrel, or trunk they pass automatically opens, a very useful ability.
Party Members
Isla Level 36 Sharpshooter
Tiahna Level 36 Sharpshooter
Arisu Level 36 Magus
Ivlisar Level 36 Magus
Lili's Dog Level 36 Knight
Bare_Elf's Dog Level 36 Knight
I will investigate the goblin crates, it sounds like the same problem as with the mimic generators and possibly increasing their health value and corresponding exploding value (only effects the generator) will solve the issue.
That's a very good solution for this vexing problem, especially now there's a gate to prevent early access through the valley to Quillrabe.
What you're seeing around Elddim and what you're seeing near Crystwind is the difference the adduct value makes. Around Elddim it is set to 0.4, while at Crystwind it's 0.0. Adjusting the level should adjust the levels of the monsters based on your party's level.
I deliberately kept it at zero for most regions as I wanted very defined level differences between areas. Otherwise for example, the hero may be able to enter the Great Northern Forest at a much lower level than expected. I want that region to be only entered near the end of the game. The same for the Dark Swamp around Lang.
Obviously it could be relaxed for areas around Crystwind, probably the alternative route to Crystwind from The Ancient Crypts and many other areas. However I discovered the tradeoff with the adduct value is that it negates the random level difference of monsters within a region.
I will look at this and try some tweaks and if you and others could suggest areas that could do with such tweaking, that would help a lot.
I've added all the other items to the bug list.
I've added links to the latest work in progress builds as suggested to me by bare_elf so that beta testers and others who wish to try the latest builds of the mod can easily find them as the posts announcing them can quickly become submerged in subsequent posts (2636 replies as of now).
Indeed, as has been mentioned by many others, one of the greatest lacks of the site is an useful search function.
With this a monster with level 10 would get level 40 on minimum, it's not allowed to get lower:
Just to remind, with this a monster with level 10 would get a level between 31 and 37:
Refering to the example above, rather '45-55' than '49-51' when an average level of 40 is intended.
I never noticed this before, or maybe I did and forgot to write it down. Anyway after completing the Dornek's Quarry Quest I decided to explore the Sulfur Tunnels (back door to Lang) I could not enter them, just a black hole. So I activated the Direct Connect and used the portal to jump back to Dornek outside the temple exit, then saved. When I restarted I jumped back to Dornek's Quarry I was able to enter the Sulfur Tunnels and travel to Lang.
Utraean Peninsula 32I
Broken World AllSaves
Monster Level Adjust Status ALL
Save Location
Meren
Quest Log
Primary Quests Act 1 – Completed
Secondary Quests Act 1 – Completed
Primary Quests Act 2 –
Secondary Quests Act 2 – Pirates of Meren, Dornek's Quarry, Travel to Lang,
Comments, Fixes That Work, Errors, Problems
1. Monsters leveling correctly but appear less powerful than when playing with MLA in local mode.
2. Quests Working Correctly.
3. Radar in Sulfur Tunnels working correctly.
4. Previous post about Dornek's Quarry entrance to Sulfur Tunnels.
5. Hired Briahra while in Lang and sent the dogs to the inn for a rest.
Party Members
Isla Level 43 Sharpshooter
Tiahna Level 43 Sharpshooter
Arisu Level 43 Magus
Sheba Level 42 Magus
Briahra Level 42 Magus
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