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Hotfix Mod / Aranna Legacy Mod

KillerGremal's picture

I hope nobody has something against when i'm opening here a thread about the Hotfix Mod resp. Aranna Legacy Mod, but GPG's garage forum has lost all reliability and clearness due the flood of spam there. Sad

So this is more a thread to catch 'fugitives' than to start a new modding offensive. Actually I rather would say it's over, however smaller bugs/lacks probably still will be fixed.

 


Hotfix Mod, Beta 5f (18.5MB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 3r (19.3MB, for DS2 v2.3/BW, ReadMe)


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RSimpkinuk57 wrote:
On first read I thought you were saying that if a solo character has to wait 1 minute (to choose an easy number) for a power to recharge, then a six-man party has to wait only 10 seconds, but I just don't understand how your conclusions can follow. Whereas it would make more sense if GPG had decided that the more characters, the longer each has to wait for recharge. So have I got the wrong end of the stick? How long, comparatively, does it take to recharge a Power (1) for a solo character (2) if in a six-man party one uses that Power and the rest don't use any Powers (3) if all six use the same Power in quick succession?

This is actually quite simple. The more characters you have, the slower it gets.

It's roughly six times faster to recharge a power for a single char when it's the only char in the party compared to a single char in a 6-man party.

Of course, all powers recharge simulatanously, but since monsters have roughly twice HP, you can assume your powers work at 50% of their potential compared to 1-man party. At least the damage dealing ones.

So, they take longer, and they (individually) do less. At the same time, a 6-man party deals roughly three times more "regular" damage than a single character, so the balance shifts from powerspam to right click "regular" DPM when you compare smaller parties to bigger ones.

But since powers are so decisive, you will actually kill things slower in a 6-man party than in a, say, 3-man party which I think has the best balance between powers and regular damage.

@KG

Yeah, I like the rending auras, they give that personal "twist" to the character and make it possible to develop characters even at Elite since at high levels they seem to react to points from extra skills the most. The only thing that should be "fixed" is the vanilla game ones, they are just very weak in comparison. I mean, 10000 damage wasting may seem OP, but it's fun to have such an option and not just another weak effect, those things feel "build defining" and that's good.

For example, a Dryad Sentinel at max potential gives so much DEX that it completely overshadows the "Mark of Rending" from vanilla game which gives damage. But it doesn't add "just" damage, it also adds a ton of HP (through increasing main stats) and boost to skills that use DEX or INT in the equation. The disproportion is huge! I'd simply buff the old Marks, multi classing is the way to play this game anyway.

Except numeric buffs, some of the old spells could use some interesting tweaks. For instance, "Earth Blast" enchantment for fist of stone should also come with passive boosts to Tremor (radius and damage) and should be multiplied by skills that affect the Aranna Legacy rending auras (like Wrath, Embrace). That would open up potential "builds" that nobody would ever use otherwise. More options = good!

KillerGremal's picture
GPG & elite mode

@czacki: Yes, a bigger party doesn't automatically make a player's life easier. The 6th member is relatively 'expensive' in several ways. Or to express it in a more optimisic way, the balancing between a party of 5 or 6 members is quite ok. Eye-wink

I going to check the Rending Auras, it's intended that they provide similar bonuses/benefits as the native Weapon Enchantment spells in the addon.
So perhaps there is a bug in a formula (quite extreme ones, often ~800 characters long with dozens of subterms and brackets).
In v2.2 however I can't state something really anormal/unintended, of course you can always find some space for optimizations or balance tunings.

 
@RSimpkinuk57: It's rather a low-level vs. high-level matter. Many assumptions and gameplay/design decisions GPG made may fit to the mercenary mode resp. character levels below 40, but often they are not really appropriate anymore for high-levelled characters.

The biggest party size depending issue in the game most probably is that the 6 party members still face the same monster amount as a 1-man-party does - that the monster's life points may vary by a factor of ~2 is almost ignorable then.

czacki, you've lost me

czacki wrote:
For instance, if you compare the amount of time it takes to recharge a single power for 6-man party to the same for a single character, you will notice that the powers recharge - duh - 6 times faster. However, monster HP does not increase 6 times, so in the end, you're using (in a 6-man party) your powers around three times less often (assuming you use them every time they are available - as an example, really, since nobody really does that except with lategame flurry)....

BUT

Since powers (some of them, at least) make such huge impact on clear speeds, the "killing speed" of your party actually LOWERS with more party members rather than going up.


On first read I thought you were saying that if a solo character has to wait 1 minute (to choose an easy number) for a power to recharge, then a six-man party has to wait only 10 seconds, but I just don't understand how your conclusions can follow. Whereas it would make more sense if GPG had decided that the more characters, the longer each has to wait for recharge. So have I got the wrong end of the stick? How long, comparatively, does it take to recharge a Power (1) for a solo character (2) if in a six-man party one uses that Power and the rest don't use any Powers (3) if all six use the same Power in quick succession?


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regards, Richard

Yep, and there is more than

Yep, and there is more than meets the eye when it comes to number of players and difficulty.

For instance, if you compare the amount of time it takes to recharge a single power for 6-man party to the same for a single character, you will notice that the powers recharge - duh - 6 times faster. However, monster HP does not increase 6 times, so in the end, you're using (in a 6-man party) your powers around three times less often (assuming you use them every time they are available - as an example, really, since nobody really does that except with lategame flurry).

On the other hand, bigger parties do inflict a lot more "rightclick" damage because the HP grows slower than damage output.

So, the bigger your party is, the more it is linked to "regular" attacks, and less to frequent use of powers.

BUT

Since powers (some of them, at least) make such huge impact on clear speeds, the "killing speed" of your party actually LOWERS with more party members rather than going up.

Which is kinda hilarious for unexperienced DS2 players. They usually expect 6-man party to be a total stomp, and reality is quite different.

My optimal party is 2-3 members, not more, because more usually means less speed and less fun. Also, the "back row" (positions for 5th and 6th party member) are a burden, it's really really hard to avoid strong AoE attacks (such as the Aman'lu Arena AoE blasts in the expansion, or Dark Wizards' AoE attacks for vanilla) and you'll naturally see characters actually dying way more often, meaning frustration.

But I kinda like it, honestly, that pretty much every party size is playable in this game. I personally don't like big parties because it turns the whole thing into a crazy lightshow, with millions of numbers and spells flying around, quite confusing and annoying.

By the way, Rending auras and their speed of scaling is insane. I literally put 10 points into all correspoding skills (such as: Embrace, wrath, Soul of Protection, Improved Weapon Enchancements, etc.) and use amulet of kings and similar items to boost my skill levels when casting the rending spell. The effect is hilarious:

- Wasting instantly kills everything below 10000 HP. At the point of the game, regular mobs have up to 12000HP and big ones, like Varth Barbarians, have like 20-25k. Pretty funny to oneshot Kurgans with a simple blow. And it also gives a nice +59% health steal!
- Dragoon (if I used it) would give me 111% dodge chance. Too bad you can no longer have "100% dodge" Sticking out tongue
- Magician gives me +180% Magical damage. Holy F! Mages hit like a truck end game.
- Sharpshooter is +80% Crit chance and the far shot allows a thrower to hit stuff 40 meters away. That's almost the "fog range" of an unmodded game!

don't get me wrong, I love that those effects go up high because they are fun and unique. Especially wasting makes melee character in the lategame more useful than just being a War Cry casting bot with no purpose at all. If KG nerfed Wasting, I'd literally use another Mage instead of a Melee figher and skill him those useless Smite skills to cast War Cry instead.

(if you wonder why War cry is so good: regular mobs have 2000 armor on elite. After a warcry, you can notice how much more damage you do to them - it's like twice-thrice more).

But it does seems weird how lame ranged characters become later on in the game. Their rending auras have significant flaws (such as lower attack speed) that doesn't quite allow them to match mages. Throwers doing flurryspam are great, but they need constant Flurry activation which is annoying. Also, ranged characters don't benefit from chant of stone like mages do, so they are the least armored class. I try to offset that by using rending aura sentinel (the one that gives me dex and int - with all bonuses on level 82 it's around +250 dex +180 int, which is a massive damage and health boost).

Either way, some tuning of those effects could be probably a good idea, even though I'm opposed to nerfing them (i'd rather bring stuff like the original "rending auras" like mark of harvest up to par and scaling).

KillerGremal's picture
No rechecks

RSimpkinuk57 wrote:
czacki wrote:
4. There is a certain issue with melee characters that - rather than attacking - prefer to move several steps against the enemy to attack it from different angle. Why? Could you write a workaround that would make a character that has already engaged in melee combat to STAY IN POSITION unless ordered otherwise (or unless the target moved out of range)? The characters lose a LOT of damage when they simply whack once, run few steps to the side, attack again, reposition... and melee is already the weakest class for damage dealing in this game, it needs some attention.
What I see is that melee characters do not move to attack monsters. Guess that would have been too difficult for GPG. What they do is move to attack the spot where monster was. OK if monster is stationary shooter (ranged or mage) but if melee character attacks a moving melee monster, they charge straight past each other. . . .
The AI is not very good handling a melee interceptions, ignoring time aspects or later changes often. Also if an path-finding based command is issued, it usually won't be rechecked later (let's say after 10 seconds). In the original game this allows the player to direct melee monsters at almost any place if you have some feeling for the attack behaviour (or know the code) - it's rather funny than a real exploit, usually players want the monster to come back to give them loot and exp... Eye-wink

The monster AI in this mod however is some smarter, but still far away from being clever - it's easier to show a 2 year old child how/where to directly/detour-lessly intercept a toy-train on circular path than to teach something similar to a monster in DS2. Shocked

 

RSimpkinuk57 wrote:
. . .
Or straight THROUGH each other?
. . .
Physical collisions for actors are not enabled/supported, it must be a key rule that things that move don't simultaniously block paths - similar to (larger) town gates, usually path-blocking but trespassable while opening.
Actually I did once some tests with path-blocking actors (natively, or blocker-spawning), but it 'feels broken' because of strange path-finding problems or simply because the player can't move his party members anymore as he thinks he should be able to be (there should be at least a message like 'Deru cannnot move because there are too many people standing around' or so).

 

RSimpkinuk57 wrote:
. . .
Then (I've seen it often enough in DS1, and guess DS2 is the same), on any sort of a slope melee opponents shift so they are fighting exactly across the slope, with neither the least bit up- or down-slope of the other.
An intercepting melee monster initially knows quite exaclty where the opponent is moving to (there is a special function to tell/'betray' this, works even in/through houses/walls).
Key question is what happens during the time that is needed to go there. There are not many conditions that will reject an approach/attack command after being issued once.

 

 

boromonokli wrote:
. . .
Well, check out once the ReadMe file of the mod to say what has been changed so far.

 

boromonokli wrote:
. . .
Now I'm wondering: does this finally change in veteran/elite? I'm buffing the vault of eternity out of my curses and embraces, so I expect to be able to handle most resistances/immunities, but I'm curious on how bad the situation really is there. (I think it was veteran/azunite desert that the first "healed by X" mobs showed up, but it was ~10 years ago)
With 4 mages, extremer probably.
If you can't bypass a specific immunity, you will get a problem of course. But if each of your mages knows to handle an alternate/secodary magic type (and when you are willed to reconfigure your short keys here and then) you probably will get the impression that the gameplay becomes easier. Even with a secondary magic type you will still do enough damage (or even too much damage to feel balanced) to profit from life/mana steel or to recharge your powers.

 

boromonokli wrote:
. . .
And one summon per character is enough. really. . .
Well, assumed once you would stick with 1 party member only for the whole gameplay, would it be attractive to you to play a summoner with 1 summoned monster only?
Some other people generally consider summons as useless resp. and as a waste of (casting) time and mana.

Most probably there is a (big) grain of truth in both perspectives.
The mod tries to make summoning more interesting and versatile, allowing you multiple summons if you are willed to invested the required amount of skill points.
The carefull summoner may have an advantage because of this, the careless one may not be prepared or being rushed by angry monsters who hate too many of these summoned creatures...

However it's interesting to see that the addon features some new summoning related bonuses.
In this context, a remaining balancing problem in the (unmodded) game is that the amount of monsters (nor their behaviour) does respect or scale up with the number of party members (incl. summons or any allied/nearby NPCs).
With 6 party members for example a monster may have ~2x more life points than it had when facing a 1-man-party, but it remain 1 monster who finally can be happy to get the chance to attack/hit once or twice.
 

Hi czacki (says a newbie). Observation

czacki wrote:
4. There is a certain issue with melee characters that - rather than attacking - prefer to move several steps against the enemy to attack it from different angle. Why? Could you write a workaround that would make a character that has already engaged in melee combat to STAY IN POSITION unless ordered otherwise (or unless the target moved out of range)? The characters lose a LOT of damage when they simply whack once, run few steps to the side, attack again, reposition... and melee is already the weakest class for damage dealing in this game, it needs some attention.
What I see is that melee characters do not move to attack monsters. Guess that would have been too difficult for GPG. What they do is move to attack the spot where monster was. OK if monster is stationary shooter (ranged or mage) but if melee character attacks a moving melee monster, they charge straight past each other. Or straight THROUGH each other?

Then (I've seen it often enough in DS1, and guess DS2 is the same), on any sort of a slope melee opponents shift so they are fighting exactly across the slope, with neither the least bit up- or down-slope of the other.


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regards, Richard

KillerGremal's picture
Feeback thoughts

@czacki: Thanks for your extended feedback. Smiling

>> 1.)
(Broken) party members may be one reason for *.tmp save-files, but there may be other reasons too. Sad
Since addon release (mainly due to several v2.2=>addon char export matters) the 'Release to Wilderness' button works for non-pets as well. Additionally the Necromancer (at Eirulan) can release party member direct out of your party.

>> 2.)
As far as I remember there shouldn't be any problems anymore!(?), and whether you play it in one session or across multiple sessions shouldn't matter. Puzzled
Should you have enforced a larger sight/fog range, try to avoid to it - the Snowbrook Castle is a more vulnerable place for this type of hack.

>> 3.)
I'm sure, 'Gravity Stone' is the power you like most... !? Eye-wink
However it's funny that you mention 'Thounderous Shot' and 'Waves of Forces' - these powers actually cause ~1/3 less damage in the addon as they did without it. Time perhaps to take an average...

>> 4.)
Your sadly right on this observation. Key problem here is that the attack/hit command includes approaching (you can't split it into two tasks), and that with ai always tries to find 'ideal' attack distance.
I already tried out some things, but it's quite tricky to calcualte and overwrite this distance - if the path-finding doesn't like it the situation becomes even worse...

>> 5.)
Never seen a red quest cross there, but I can recheck my savegames.

>> 6.)
The existing monster placement is not that flexible (not without reworking it basically).

>> 7.)
Cinbri city... perhaps really a bit desperate...

>> 8.)
That's a relative matter, it also could be 'fixed' be reducing the exp from monsters by 20-30% - however quite unpopular probably.
However it's too painful to change levels for each monster in the addon (and as consequence, for veteran/elite mode too on the original map), but the Level Adjustment mod can help perhaps.

>> 9.) / 10.)
Sorry, had to revisit them/it first to say more about it

 

We have no other threads I

We have no other threads I guess Smiling

If you expect things on veteran / elite to get tougher... well, not really. Except for some minor aspects (like mostly unavoidable powers) veteran is much easier than mercenary. Elite is still kinda easy. Mercenary is the hardest one (duh).

Let's put it this way: I clocked my party's time of killing Mimic on Veteran difficulty and it was 4-5 seconds, not more. (the one at the morden city). So... yeah, the game gets progressively easier. Act bosses absolutely can't handle stacking war cry, decay armor and rune of sacrifice + rapid attack flurry to the face. It melts them in seconds.

Then again, not many people power game like I do. I always try to make the strongest, most broken party ever and in DS2 Legacy of Aranna I did create what I consider "perfect" party.

Actually

I was continuing (since yesterday succeeding in installing on the laptop, w/o the hotfix) my full mage party play. Now I can say that Talon was a piece of cake. Ballista activated, my girls positively went through everything, moving around to dodge melee enemies and the fireballs was a piece of cake (none of the "my front/mid/backline decided to move through a wall of dragon fire crap"), Talon in the reliquary was a matter of patience, Durvlas couldn't make me dehydrated thanks to spirit embrace, and steal magic+spirit embrace enhanced resists is already close to 70% damage reduction from every other magic user.

Oh yeah: with 4 summons up (2 nature 2 combat), steal magic, and spirit embrace, the Mimic I met couldn't even scratch me.

Now I'm wondering: does this finally change in veteran/elite? I'm buffing the vault of eternity out of my curses and embraces, so I expect to be able to handle most resistances/immunities, but I'm curious on how bad the situation really is there. (I think it was veteran/azunite desert that the first "healed by X" mobs showed up, but it was ~10 years ago)

A note on magic: Though chain lighting may be crap, and Arcing may do more damage than ignite, Ignite can be triggered by any (i think) fireshot of the firespray, ember of the embers you fire, and may ignite multiple enemies, and note that these spells are quick to cast...

And one summon per character is enough. really. Having 4 of them on my mage party is overpowered as is, I don't need more buffs. (opinion may change during veteran difficulty)

The boss spawning rotations, (a.k.a. rebuild tuning paths on each new game) I'd love to see.

edit: is this the right thread for that?


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krug, bridge, fire, wagon. you can figure out the rest

Long time no see:)As I am

Long time no see:)

As I am doing _yet another_ DS2 playthrough, I spotted several bugs and issues throughout the game.

1. The ".tmp" bug which corrupts the save is related indeed to the corruption of NPCs in the tavern, HOWEVER in rare cases it may occur without any NPCs in tavern at all (it's hard for me to track any reasons for this). In order to fix this, I take the NPC, finish the NPC-related quest, then start a new game with NPC in the tavern (moved there in the game lobby) and release it ASAP. I do it that way because I found the chance for the NPC getting corrupted upon transfer to tavern is directly related to game runtime. For a game that has run for like an hour or so, the chance is very high, but right after game starts, it nearly never happens. (this suggests memory leaks).

My suggestion is to allow direct release (like with pets) as an option in addition to "send to tavern" when you dismiss an NPC - this would simply get rid of the need to start a new game.

2. Talon bug is still out there. (The dragon is active without the "ballista" part starting). IDK - it's ALWAYS there for me. It requires me to start a new game because the ballista is inactive by default. When starting anew after the Talon part activates, the ballista gets re-activated.

perhaps a work-around would be to activate the ballista no matter whether the quest is active or not, allowing you to rotate and shoot it even without the quest active.
Not game breaking, but annoying as hell.

3. Some powers still need some love. I really like your change to Chain Lightning, it finally is worth memorizing - but there are many powers that could also use tweaks. For example, Waves of Force - the power is more or less a joke - very short range, very narrow effect, and quite low damage. A ranged character can do more damage with a thunderous/ravaging shot that ALSO stuns AND has infinite range AND has a wider effect. Waves of Force needs either a BIG damage buff (2-3 times) or some effect - perhaps applying some sort of debuff? maybe -physical damage resistance?. Getting the AoE wider would also be a thing.

Thunderus shots and Elemental Rage REALLY need attention too because they suck. The problem here is that they REPLACE the physical damage with their respective damage and that SUCKS because later in the game, critical hits and rapid attacks can do more damage by themselves than those two powers, so you actually HURT yourself by activating them... I'd change it so that the extra damage is ADDED to physical damage rather than REPLACING it. Flurry doesn't need this buff, it's one of the strongest powers in the game anyway.

4. There is a certain issue with melee characters that - rather than attacking - prefer to move several steps against the enemy to attack it from different angle. Why? Could you write a workaround that would make a character that has already engaged in melee combat to STAY IN POSITION unless ordered otherwise (or unless the target moved out of range)? The characters lose a LOT of damage when they simply whack once, run few steps to the side, attack again, reposition... and melee is already the weakest class for damage dealing in this game, it needs some attention.

5. The part of the quest with Skath and cpt. Suzor or whatever her name is is ALWAYS marked by a red cross and assumed "completed by another player" for me in every of my playthroughs. Seems a bug to me.

6. Is there a way to rotate the boss spawning (ie. every game the monsters get re-rolled, so you can meet a vulk boss in the jungle, but a rhino boss on a different game in the same place?) Right now they are fixed - you'll always meet the same boss there (and same monsters in general).

7. The Cinbri city is... depressing. There aren't many fights there. A lot of the time you're strolling through empty streets. Kinda anti-climatic for the final game location... Zaramoth's horns was PACKED with monsters and it made the place exciting. This feels so empty...

My suggestion: add a LOT more monsters there. And I mean a LOT. +50-100% more bosses, +100-200% regular monsters. If it raises the difficulty, that's GOOD. Because the place is just so damn easy compared to Zaramoth's horns... also, less empty rooms, fill those with monsters please. it's the final location of the game. It SHOULD be hard and challenging.. it's not.

8. The expansion monsters are too low level. I never EVER finished DS2 vanilla on Mercenary without level 42 characters at least (and that's without any repetition of game areas - just a plain "do everything" walkthorugh). The monsters are IIRC quite a few levels lower, making the blasted valley/blighted hills area silly (too easy, not much exp). I recommend giving those monsters at least 3 levels more!

9. BOUND TERRAKS ARRRRGH! Idk what the devs where thinking. They are bugged beyond oblivion - first, they are impervious to damage even WITHOUT their shield activated when they reach 10% (or so) HP. Next, activating their shield sometimes takes 10 seconds or more - with them still being invulnerable during that period. Finally, their shield sometimes gets visual bugs and shows the "purple orb" animation somewhere else than ON the monster ie. right next to it. The damage reflection works randomly - sometimes it reflect damage done by drown, sometimes it doesn't.

Solution: remove that stupid shield. No really, it's just a pain in the @ss. If you intend to keep it, at least make those things killable BEFORE they activate the shield. As if, if the monster couldn't activate the shield, it should be killable (stun, or just damage high enough to kill it right away) instead of running around immortal with 10% hp with you waiting 15 seconds for the damn thing to activate and pass so you can FINALLY kill the Terrak. Also, certain things (like "wasting" rending aura) should ignore the effect and slay them anyway. Kinda like Axe in Dota ignores invulnerability with his "Culling blade" ultimate that slays the target under certain amount of HP no matter what.

10. I appreciate that the devs tried to make the Aman'lu arena in the expansion harder, but giving the magic mobs (dryads and bound elves) an attack with 10 meters of AoE is just ... too much. It's hard to escape from that even if you're alone. In party? your back row will never make it. The damage is so big that on Veteran/Elite it actually instantly KILLS you (not makes you unconscious - just downright kills you instantly). Which is stupidly frustrating. You can't even silence/steal magic them properly because they are too far apart from each other.

Solution: cut the damage of that attack at least by half.

Cheers!

KillerGremal's picture
Tests

Marco wrote:
I found a bug: In the quest "A family heirloom (part 2)", where you need to locate the demon, a bug prevent the demon from being released. This is what I've done:

1) I started the "A family heirloom (part 1)" quest and obtained the heirloom, but I forgot to complete the quest
2) Later in the game, I found the demon entrance, and I found nothing but a door I can't open (a Vai'kesh magic or something prevent me from opening that door) and an empty cristal inside the prison.
3) I completed the "A family heirloom (part 1)" quest and gave the sword to Thestrin.
4) I talked to Athelas in Aman'lu and started the "A family heirloom (part 2)" quest.

Nothing happens when I enter the demon sanctuary. I can enter, exit, walk around, save, exit and reload... nothing, the cutscene where Thestrin release the demon doesn't trigger, the prison door is still locked, there's no demon inside the crystal, and I can't complete the quest, despite the radar show a quest marker on the crystal.

I tried restoring a save from before finding the sanctuary, and I started the second part of the quest (so the order changed to 1,3,4,2) but still I get the same bug.

EDIT: Another test: I decided to keep the sword and release the demon myself, but still that door is locked with a vai'kesh glyph and I can't open it. (And still, the crystal is empty, with no demon inside)

As far as tested with DS2Mod (it simply takes too long to replay this 1:1 without any 'help') there is a discrepancy already at point 2 - with me there is a demon inside the crystal.
And as soon as Athelas gives the 2nd part of the quest (part 1 must be completed in act 1 first), it seems the quest then works as it should, independing whether I keep the sword or not.
It may be however that this is an addon related matter, but I couldn't test this there yet.

 

DrakeIsGod wrote:
. . .

In these locations, the creatures don't jump down to ambush you for some reason. It's only affected by Aranna Legacy, I think it might be the same for the Hotfix mod but I'm not sure.

As soon as the movie sequence starts after you finish up the tutorial on the beach, the game crashes and I have to pull up the task manager to close it down. This only happens when the recipe_transfer and save_town_portal is set to true in the configuration file. Just thought I'd let you know about that.

I wasn't able to reproduce this, neither in v2.2 nor with the addon/v2.3... Puzzled
 

DrakeIsGod's picture
Hotfix/AL Monsters Not Jumping

DrakeIsGod wrote:
KillerGremal wrote:
That's very useful to know, thanks. The special transition between the regions may trigger the related features, although not intended in that moment.

But why some monsters jump, and some don't, is unknown to me. It's probably addon-related!? I hardly can remember any monster intended to jump that doesn't do in v2.2.

I finally reported a useful bug lol. I thought perhaps it may be add-on related as well. I'll test it in vanilla DS2 with the Hotfix mod and see if it's normalized any
Unfortunately, it isn't addon related. I tried the Hotfix mod in vanilla DS2 and the same problems occurred. It also occurred in Adepts. Could it perhaps have something to do with tank priority?


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Haven't tested the custom folder version

rancesama wrote:
The only item that conflicts on the patching is Dwarven Mithril ring of sight. I only have Legacy + Adepts installed now, here is a picture of the resources folder, maybe you could have a better insight of the problem with it. For some reason I can't upload the image, it just sends me to a white screen, so here is a link for IMGUR of the image http://i.imgur.com/DuPBYuv.png
When I tested I simply had the 3 mods in the DS2 resources folder and ran it from Broken World through the Broken World version of AllSaves. I didn't try it from the custom folder.

So therefore I believe the problem stems from having Mod-BrokenWorld-ArannaLegacy-Alpha3r.ds2res in the custom folder and not the DS2 resources folder (you should never have mods in the Broken World resources folder). Try that and see if it works. If not try moving 3 all mods to the DS2 resources folder.

In any case the problem has nothing to do with Aranna Legacy so please report any further issues in the Adepts thread http://siegetheday.org/?q=node/2538 . Thank you and have a Merry XMas.

Patch problem

The only item that conflicts on the patching is Dwarven Mithril ring of sight. I only have Legacy + Adepts installed now, here is a picture of the resources folder, maybe you could have a better insight of the problem with it. For some reason I can't upload the image, it just sends me to a white screen, so here is a link for IMGUR of the image http://i.imgur.com/DuPBYuv.png

Cant talk to traders

I have Amulet of the Dead, Petshop and Supershop, just deleted them to try it out

Seems to be fine

rancesama wrote:
I'm at the first Dryad town in Dungeon Siege 2, have both the base game and the expansion installed perfectly, but as I said, I can't trade with any NPC at all, I can only talk with the innkeeper, the enchanter, but not the potion, weapon and armor and reagent sellers. It was right from the beginning, since this is the first time playing this game, I thought it was normal, but I burned the 4 towers and I just began the curse quest, still can't talk to them to sell/buy, they move at my position as if they were about to speak to me, but nothing happens
I just tested with Adepts Aranna Legacy Beta1 and the current version of this mod and had no trouble with trading with all the npcs. Patch verification was 100%.

Note that I used no other mods, even the Legendary Mod was disabled for the purpose of testing the compatibility of these two mods working together. Other than the DS2 files, the only files in my DS2 resources folder were:
Mod-BrokenWorld-ArannaLegacy-Alpha3r,ds2res
DS2BW_Adepts_Aranna_Legacy_Beta1.ds2res
DS2BW_Adepts_Resources_Beta_1h.ds2res

Let us know if you have any other mods installed as the problem will most likely be one of those. The procedure for testing incompatibilities between mods is to start with one or two and just add one at a time until the mod causing the issue is identified.

Cant talk to traders

I'm at the first Dryad town in Dungeon Siege 2, have both the base game and the expansion installed perfectly, but as I said, I can't trade with any NPC at all, I can only talk with the innkeeper, the enchanter, but not the potion, weapon and armor and reagent sellers. It was right from the beginning, since this is the first time playing this game, I thought it was normal, but I burned the 4 towers and I just began the curse quest, still can't talk to them to sell/buy, they move at my position as if they were about to speak to me, but nothing happens

Limited Time for Testing

rancesama wrote:
Hello, I'm using Aranna Legacy and Adepts with compatibility patches and all, but I cannot speak at all with any trader making me a packmule all time since I can't sell nor buy new stuff
Thank you for your bug report. It's difficult to know where to put this as the problem could be with this mod or Adepts on the map you're playing on. Could you please provide more information on what map, trader, etc.

Cant talk to traders

Hello, I'm using Aranna Legacy and Adepts with compatibility patches and all, but I cannot speak at all with any trader making me a packmule all time since I can't sell nor buy new stuff

DrakeIsGod's picture
Hotfix/AL Reply

KillerGremal wrote:
That's very useful to know, thanks. The special transition between the regions may trigger the related features, although not intended in that moment.

But why some monsters jump, and some don't, is unknown to me. It's probably addon-related!? I hardly can remember any monster intended to jump that doesn't do in v2.2.

I finally reported a useful bug lol. I thought perhaps it may be add-on related as well. I'll test it in vanilla DS2 with the Hotfix mod and see if it's normalized any

EDIT: I'm getting a 404 Error for some reason when trying to download the Hotfix mod.


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KillerGremal's picture
Doesn't jump ahead

DrakeIsGod wrote:
. . .

In these locations, the creatures don't jump down to ambush you for some reason. It's only affected by Aranna Legacy, I think it might be the same for the Hotfix mod but I'm not sure.

As soon as the movie sequence starts after you finish up the tutorial on the beach, the game crashes and I have to pull up the task manager to close it down. This only happens when the recipe_transfer and save_town_portal is set to true in the configuration file. Just thought I'd let you know about that.

That's very useful to know, thanks.
The special transition between the regions may trigger the related features, although not intended in that moment.

But why some monsters jump, and some don't, is unknown to me. It's probably addon-related!? I hardly can remember any monster intended to jump that doesn't do in v2.2.

DrakeIsGod's picture
Hotfix/Aranna Legacy bugs

I've got a few bugs to report for the regular DS2 map





In these locations, the creatures don't jump down to ambush you for some reason. It's only affected by Aranna Legacy, I think it might be the same for the Hotfix mod but I'm not sure.

As soon as the movie sequence starts after you finish up the tutorial on the beach, the game crashes and I have to pull up the task manager to close it down. This only happens when the recipe_transfer and save_town_portal is set to true in the configuration file. Just thought I'd let you know about that.


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KillerGremal's picture
Heirloom

Thanks for all your comments and inputs about the Family Heirloom quest.

Based on the posts I already have a vague idea what the reason could be. Nonetheless it's a tricky quest (2 actually) and should not be underestimated.
Nonetheless I hope I will be able to find a fix for the next release.

Marco's picture
Well, I always do the

Well, I always do the procedure I described and I always use the same mods, but this is the first time I get this problem, so something changed in either Legacy or Legends.

As I said, I even tried to complete the first quest and start the second one BEFORE reaching the demon crypt.

Anyway, if this bug is caused by a complex and bugged flick, maybe Hotfix/Legacy could revise it a bit?


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WHAT IS DONE, IS DONE

Family Heirloom Quest Bug

sigofmugmort wrote:
I am having the SAME problem but am using Legends not Hotfix/Legacy Dwarf war cry
This bug has been reported before without Legends and Hotfix/Legacy mod. The flick coding is quite complex for this quest and I believe it may not handle skipping parts of the alternative method for completing the quest very well, i.e. keeping the sword or giving the sword back but not talking to Athelas before finding the prison.

Keeping the sword seems to cause problems even in unmodded DS2 but I've never had the proper method fail for me yet, though admittedly I haven't tried it with the latest version of Legends or Hotfix/Legacy mods. All I can recommend is not to use any of those mods when playing that part of DS2 until it's been tested properly with those particular mods.

I am having the SAME problem

I am having the SAME problem but am using Legends not Hotfix/Legacy

Dwarf war cry

Marco's picture
I found a bug:In the quest

I found a bug:
In the quest "A family heirloom (part 2)", where you need to locate the demon, a bug prevent the demon from being released. This is what I've done:

1) I started the "A family heirloom (part 1)" quest and obtained the heirloom, but I forgot to complete the quest
2) Later in the game, I found the demon entrance, and I found nothing but a door I can't open (a Vai'kesh magic or something prevent me from opening that door) and an empty cristal inside the prison.
3) I completed the "A family heirloom (part 1)" quest and gave the sword to Thestrin.
4) I talked to Athelas in Aman'lu and started the "A family heirloom (part 2)" quest.

Nothing happens when I enter the demon sanctuary. I can enter, exit, walk around, save, exit and reload... nothing, the cutscene where Thestrin release the demon doesn't trigger, the prison door is still locked, there's no demon inside the crystal, and I can't complete the quest, despite the radar show a quest marker on the crystal.

I tried restoring a save from before finding the sanctuary, and I started the second part of the quest (so the order changed to 1,3,4,2) but still I get the same bug.

EDIT: Another test: I decided to keep the sword and release the demon myself, but still that door is locked with a vai'kesh glyph and I can't open it. (And still, the crystal is empty, with no demon inside)


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WHAT IS DONE, IS DONE

Marco's picture
Good

So this is an intended addition... I find it's great! Have you placed more temporary allies?

Also: why the blood assassin skill "Hemorrhage" require "Living Death"? They are on 2 different branches of the skill tree.
Same with fists of stone skill "Groundshaker" which require "Soul of Protection" which is on a different branch.

Finally: I saw a BW mod which add a skill tree to support to the dual class Fighter + Combat mage. What about including that mod and adding a skill tree to support the remaining dual class Ranged + Nature mage?


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WHAT IS DONE, IS DONE

KillerGremal's picture
Can't see them dying

Marco wrote:
. . . After the dialog with Celia I go to haku cave, and I realize a friend is helping me. It's Jera! I saw the Morden killing her, and now she's alive and she's following Lothar with the "a friend (Lothar)" buff! What's going on?!? . . .
Well, not everything that is knocked down is killed - and even it so, dead actors can be resurrected sometimes.
So it's always a good idea to have a healing spell and a resurrection scroll with you. Also Warden Celia would
appreciate it, if she not had to regret the death of her Dryad sister.

 

Marco wrote:
. . .
EDIT: I noticed her buff was expiring, as opposite to the Rune of Might ally, and after quitting and reloading she's gone.
She only will assist you some time by intention, actually her job is it to guard the Dryad outpost.
Perhaps you can meet her there once again. Eye-wink
 

Marco's picture
Unexpected friend

Ok, I have Aranna Legacy and all files from the DS1 Legendary mod (which I'll play later). I just started a new game in the original DS2 map, and I just saved the Dryads.

After the dialog with Celia I go to haku cave, and I realize a friend is helping me. It's Jera! I saw the Morden killing her, and now she's alive and she's following Lothar with the "a friend (Lothar)" buff! What's going on?!?

EDIT: I noticed her buff was expiring, as opposite to the Rune of Might ally, and after quitting and reloading she's gone.


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WHAT IS DONE, IS DONE