forums | blogs | polls | tutorials | downloads | rules | help

DS1 Legendary Mod for DS2 Beta Thread

This thread is devoted to comments, bug reports and fixes and discussion about the Beta version of the DS1 Map Pack for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

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.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; http://siegetheday.org/?q=node/1330 Current version is Beta 30 and is fully feature complete, stable and fun to play. You will need a 550 Mb download as well as 1Gb of free HD space to install the mod.

DS1 Legendary Mod Installer version
http://www.moddb.com/downloads/dungeon-siege-2-legendary-mod-beta-30 (555 Mb)
Alternative download link
http://www.techiem2.net/~iryan/files/Betav30/DS1_Legendary_Mod_Betav30_Installer.zip

Current Readme for the Mod
http://www.techiem2.net/~iryan/files/Betav31/DS1_Legendary_Mod_for_Dungeon_Siege_2_Beta31.txt
Current Readme for the Mod in French Thank You Gemeaux333
http://www.techiem2.net/~bare_elf/files/DS1_Legendary_Mod_pour_Dungeon_Siege_2_Beta31_français.txt
Installer Notes: You need at least the original Dungeon Siege for the installer to work. In this case it'll install Kingdom of Ehb, Utraean Peninsula and Yesterhaven maps as well as converting the required resources required to play these maps in DS2. If you have Legends of Aranna installed the Mod installer will also install Legends of Aranna together with converting the required resources from LOA. As a bonus Return to Arhok and the third party map Diabloish will be available to play as well.

Included in the installer zip is pre-install fixes for owners of the Steam version of Dungeon Siege 1 and 2. These fixes will need to be applied before installation of the DS1 Legendary Mod or installation will fail.

Owners of the Steam version of DS2 will also need to use this modified launcher otherwise there will be issues with playing the mod, especially if updates are used. Please note that this is due to the crippled version of DS2 distributed by Steam and not due to this mod, indeed all mods will be affected by this. The SteamDS2AllSaves launcher will fix this issue for all mods and as a bonus will/should restore multiplayer options for Steam DS2.
http://www.techiem2.net/~iryan/files/SteamDS2AllSaves.zip (8.5 Mb)

Alternatively all the mod's components can be downloaded as separate modules.
If you choose to do this you'll need to convert some of the original Dungeon Siege resources to DS2 format otherwise the mod won't work. This won't be necessary if you have already converted the original files for any of the beta versions of the mod. 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.

*Here's the links of all required files for the current version 30 Beta;
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_Legends_of_Aranna_Beta31.ds2res (37 Mb)
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_World_Beta31p.ds2res (46.1 Mb)
http://www.techiem2.net/~iryan/files/Betav31/DS1_Map_Utraean_Peninsula_Beta31.ds2res (72.8 Mb)
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Map_Yesterhaven_Beta30a.ds2res (20.9 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Content_Beta30.ds2res (226 Mb)
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Mod_Exp_Content_Beta30b.ds2res (57.9 Mb)
http://www.techiem2.net/~iryan/files/Betav31/DS1_Mod_Logic_Beta31q.ds2res (20.9 Mb)
http://www.techiem2.net/~iryan/files/Betav30/DS1_Mod_Terrain_Beta30.ds2res (123 Mb)
DS1 Content Pack Alpha 10z: http://ds2.bplaced.net/getfile.php?redict=174&type=.ds2res (17.9 Mb)
http://www.techiem2.net/~iryan/files/Betav30/Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e: http://ds2.bplaced.net/getfile.php?redict=190&type=.ds2res (15.5 Mb)
Level Adjustment Mod, Beta 5r: http://ds2.bplaced.net/getfile.php?redict=108&type=.ds2res (0.8 Mb)

Fix for Bamboo Texture Display Problem caused by DS1_Mod_Exp_Content_Beta30.ds2res. Not required if DS1_Mod_Exp_Content_Beta30b.ds2res is installed but saves a large re-download just for 1 texture fix in DS2
http://www.techiem2.net/~iryan/files/Betav30a/DS1_Patch_Bamboo.ds2res

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

Optional Party Voice Pack for the Legendary Mod - requires the mod below as well;
http://www.techiem2.net/~iryan/files/VoiceSets_Beta3/DS1_Legendary_Mod_VoiceSet_Beta_3.ds2res (62 Mb)
Readme: http://www.techiem2.net/~iryan/files/VoiceSets_Beta3/DS1_Legendary_Mod_VoiceSet_Beta_3.txt
Optional Voice Pack for Heroes and DS2/Broken World party members;
http://www.techiem2.net/~iryan/files/Betav28/DS2_Mod_VoiceSet_Beta_4.ds2res (41 Mb)
Readme: http://www.techiem2.net/~iryan/files/VoiceSets_Beta3/DS2_Mod_VoiceSet_Beta_3.txt

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish http://siegetheday.org/?q=node/1330
Return to Arhok http://siegetheday.org/?q=node/1289

To play these maps you also have to convert already installed DS1 files for DS2, namely Objects.dsres, Sound.dsres and Voices.dsres. It's not that difficult, but it's an essential step because the mods above will refer on these resources. Instructions here; http://siegetheday.org/?q=node/1525#comment-13640
Please note that it is important that the Objects ds2res be named Objects_DS1.ds2res or something similar to avoid a bug with button levers

Additionally to play Legends of Aranna you need to convert expansion.dsmap and ExpVoices.dsres using the exact same method (It's no longer required to tank or untank resource files).

It's recommended to use the auxiallary tool to convert the resources rather than a Hex Editor as that seems to cause issues. The auxiallary tool is also easier to use.

Some useful minimods that may be of interest playing these maps.
http://www.techiem2.net/~iryan/files/DS1_Mod_BW_Playable_Utraeans.ds2res
Unlocks Playable Utraean Race in Broken World (not compatible with vanilla DS2. Place into Broken World's resource folder)
http://www.techiem2.net/~iryan/files/DS1_Mod_Cat_Mansion_Characters_Beta_3d.ds2res
Converts female recruitable characters into Cat Mansion Models (not compatible with vanilla DS2. Place into Broken World's resource folder. Also requires the Cat Mansion Mod.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Work In Progress builds. Please note that these may invalidate save games or require you to start again on the map.
They are mostly for beta testers and as such all reported fixes may not be actually working but should be fully playable and have features not present in the current stable release. Also please remember to remove older files of the same name (ignoring the beta suffix) when trying these files out.

http://www.techiem2.net/~iryan/files/Betav32/DS1_Map_Utraean_Peninsula_Beta32k.ds2res (73 Mb)
http://www.techiem2.net/~iryan/files/Betav32/DS1_Map_World_Beta32k.ds2res (46 Mb)
http://www.techiem2.net/~iryan/files/Betav32/DS1_Map_Legends_of_Aranna_Beta32j.ds2res (37 Mb)
http://www.techiem2.net/~iryan/files/Betav32/DS1_Map_Yesterhaven_Beta32m.ds2res (21 Mb)
http://www.techiem2.net/~iryan/files/Betav32/DS1_Mod_Logic_Beta32m.ds2res (23 Mb)

Already converted combined DS1 Content Pack, Sound & Voices for those who are having difficulties converting the files from Dungeon Siege 1. Includes LOA assets. Does not include KIllerGremal's content file.
http://www.techiem2.net/~iryan/files/Betav32/DS1_Mod_Content_SE_Beta32k.ds2res (348 Mb)
http://www.techiem2.net/~iryan/files/Betav32/DS1_Mod_Sounds_SE_Beta32k.ds2res (156 Mb)
http://www.techiem2.net/~iryan/files/Betav32/DS1_Mod_Voices_SE_Beta32k.ds2res (228 Mb)

List of Changes
http://www.techiem2.net/~iryan/files/Betav32/KOE_BUG_REPORT_BETA32k.pdf
http://www.techiem2.net/~iryan/files/Betav32/UTRAEAN_PENINSULA_BUG_REPORT_BETA32k.pdf

Partial Language Translations
French http://www.techiem2.net/~iryan/files/Language_Packs/DS1_Language_Pack_French_Alpha1.ds2res (133 Mb)

__________________________

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
I think it'd be cool if you

I think it'd be cool if you added a teleporter home after defeating Gom (to where the bridge can be fixed in the farmlands leading to the path with the crushed goblin.) It could be kind of how Aranna was after defeating Shadowjumper. If this was implemented, it might look more normal to add some sort of central teleporter pads to Stonebridge and likewise towns too :3

I am of course talking about the Ehb map lol

bare_elf's picture
I had a bad idea

bare_elf wrote:
I was looking around on some old CDs and DVDs and found a character that I used ages ago to test some of the alpha maps. I think I will use her to run through Yesterhaven with the MLA mod disabled. Then Yesterhaven with MLA set to ALL and Local (I made a copy of the original character save so that I can start at the same level in each run through). Megan is a Level 61 Crusader. I will let you know what happens playing the map with a higher level character.

Elf


Well that was really a bad idea, first 99% of the items in her inventory have either been renamed, removed or changed in some fashion. Second with MLA set to disabled she just over powered everything, so playing was no challenge at all. The last one totally baffles me The problem with the elevator back to the Yesterhaven from the Ice Queen where it stopped half way down that happened many revisions ago happened to her. I therefore started a new character and visited the Ice Queen and the elevator worked(the see far hack in both cases was on and set to 50). I will try the same character again with MLA set to all just to see what occurs.

Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Yes, overlooked

sigofmugmort wrote:
A LONG time ago I noted this spot and there was some concern over the light/dark deliniation

not a concern or missed in the info-overload Wacko

Insane Dwarf war cry


Yes that was missed in the info overload. I did notice it during my playthrough and took a screenshot but I was too preoccupied in testing the other changes I made in the map that I overlooked it. It's where too regions join together and I believe the fix is to make the lighting values the same fro both regions.

bare_elf's picture
An old character out of retirement.

I was looking around on some old CDs and DVDs and found a character that I used ages ago to test some of the alpha maps. I think I will use her to run through Yesterhaven with the MLA mod disabled. Then Yesterhaven with MLA set to ALL and Local (I made a copy of the original character save so that I can start at the same level in each run through).
Megan is a Level 61 Crusader. I will let you know what happens playing the map with a higher level character.

Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Yesterhaven Act I

A LONG time ago I noted this spot and there was some concern over the light/dark deliniation

not a concern or missed in the info-overload Wacko

Diplomatic Talks with the Snow Queen got quit vigorous I've got a bat...

Between Fluffy's Howl and Staggering Blow things came to a satisfying conclusion Twisted evil

Insane Dwarf war cry

Castle Ehb

I've reached the undertunnels and completed the Chamber of Stars now at level 46

I note that in the Castle the party with ranged attacks(bow or spell) can successfully attack monsters on the floor above.

Dwarf war cry

I said that because it

I said that because it worked divinely with the Dungeon Siege 2 and Broken World campaign, the amount of experience earned this way was really significant (10-20 additional levels)

KillerGremal's picture
Believe

iryan wrote:
Gemeaux333 wrote:
I wondered, is there any way to activate the "jewels" looting (those which provide extra experience) ?
Yes there is by providing a min-mod to overwrite the base settings in the map. I'll make one up and post it later. The Legendary Mod is designed to be mod-able so that gameplay can be changed to the user's preference, so this is a good start to that.

I personally don't like the jewels but that's just because they weren't present in DS1 or DS2 but some action rpg games use them

@iryan: I understand this actually.
Exp jewels are still enabled because they were the only way to adjust exp at the beginning of this mod, and they are still available because some players thought - after I disabled the exp jewels temporarily (because of an alternate/normal way) - this would be now a mod release without exp rewards anymore...

 

@Gemeaux333: There is also the monster_adjust_ball_drop option, player's wish should count here. But even if enabled, there won't be any extra experience (or it's bugged), only the way will change how the experience arrives at your party.

Snow Queen again

bare_elf wrote:
The Snow Queen killed my Mage almost instantly so my primary character a ranger kept attacking from just beyond the snow queen's magic attacks. It took some time and a good deal of health potions but she was finally put down.
Change a few details and that is the story of how my pair beat the big gargoyle after it got onto the escape-back-down elevator with them (combat mage out for the count, Fiathna using bow for hit-and-run and needing health potion only when I mistimed a run). Against the Queen it was her health-regaining buff that prevented me from putting her down the same way.

Last time out I'd a ranger hero so this time was trying a combat hero (since there will be none to recruit). Fiathna I'm playing as nature/ranged because that is what Dryads do. Her ranged has got ahead of her nature but now we've finished with the ice-resistant Act I monsters I want her to concentrate on nature in Act II ready to freeze the ice-weak fire creatures in Act III. Hence I've spent most of her skill points on nature: no Far Shot and without that and with the bows I'd found she could not outrange the Queen.

Iryan's problem is to make her beatable - even if it does take lots of health potion - by any primary: melee, ranged or mage; plus dryad. Bearing in mind that this early in hero's career hero may have found nothing (except the 4% amulet) and done nothing to resist ice. (Fiathna I'd got to 27%).

+++ UPDATE +++ iryan and I were posting simultaneously.

iryan wrote:
It sounds like that the Life Embrace buff is the main problem. I'll replace it with something else less powerful.
She should not have anything at all (my opinion). Or if she does have something less powerful in the health-gaining line then way less max health. Lots of health yes, or recovers health yes, either makes for a challenge, but both those no. My two characters against her were 265 and 215 respectively making her thirty times "bigger" than their average. Though perhaps some fine tuning of the Local table could trim her a bit too. I haven't checked the setting for the towers but in the ice cave monsters started at all orange zone and by the end had just started getting down to yellow so that part could certainly be made one level lower.

Health just a few times bigger than characters' (and attack to match) but with evasion (teleport), (re-)gaining health somehow, and several-at-a-time summoned gargoyles (I think I saw 3 in the original when I tried it recently using an elite-level hero in a starter-level game) as distraction and screen would distinguish her from the usual type of boss.

This is only a guess, but maybe Ha'ku mages teleport away when they think they are in trouble - have taken a hard hit (lot of health lost in one go) - when with the Queen it is more like death-by-a-thousand-cuts.

+++ Further thought +++
I'd find the map easier if the recruits were to show up in the order dryad in Act I but as ranger (secondary nature?), half-giant unchanged in Act II and the elf Act III but as mage: combat or dual combat/nature. (Or melee last but that would mess up all the work done on their quests.)
+++end


__________________________

regards, Richard

Will revise the Snow Queen

bare_elf wrote:
RSimpkinuk57 wrote:
bare_elf, how did you beat the Queen? She should be hard, but I'm finding her pretty much impossible.

The Snow Queen killed my Mage almost instantly so my primary character a ranger kept attacking from just beyond the snow queen's magic attacks. It took some time and a good deal of health potions but she was finally put down. Elf
It sounds like that the Life Embrace buff is the main problem. I'll replace it with something else less powerful. She did have the ability to heal herself originally in the mod but that was just as unbalanced as her health could be restored near to full just near death.

The teleport spell works in the Frost Queen in the Utraean Peninsula so I don't know why it doesn't here. Also I don't know why the quirk is happening to her summons, its just a standard summon spell.

I'll revise her and test her out thoroughly in a test map.

That's an interesting hint about the elevator, I wonder if I can replicate that naturally with a party. I did use fades to remove the elevator eventually in haunted Yesterhaven.

Scorch the Dragon Queen?

sigofmugmort wrote:
I've always wondered bought Dragon gender in Ehb. Scorch is called He in som of the lore/convos but as you can see is listed as a Dragon Queen

Is it Scorch who's confused, Scholars, or what? Silly Slapped with a trout Laughing out loud

Insane I've got a bat... Dwarf war cry


You are quite right, the Dragon Queen is the version used in the Utraean Peninsula as she has eggs and hatchlings there. Scorch should be probably be a male since its already referred to such in the lore. I will change that.

So its not Scorch who is confused, or Scholars but the what....in this case me Slapped with a trout

Yes there is

Gemeaux333 wrote:
I wondered, is there any way to activate the "jewels" looting (those which provide extra experience) ?
Yes there is by providing a min-mod to overwrite the base settings in the map. I'll make one up and post it later. The Legendary Mod is designed to be mod-able so that gameplay can be changed to the user's preference, so this is a good start to that.

I personally don't like the jewels but that's just because they weren't present in DS1 or DS2 but some action rpg games use them

bare_elf's picture
Snow Queen

RSimpkinuk57 wrote:
bare_elf, how did you beat the Queen? She should be hard, but I'm finding her pretty much impossible.

The Snow Queen killed my Mage almost instantly so my primary character a ranger kept attacking from just beyond the snow queen's magic attacks. It took some time and a good deal of health potions but she was finally put down. Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Scorch gendermorphic?

I've always wondered bought Dragon gender in Ehb. Scorch is called He in som of the lore/convos but as you can see is listed as a Dragon Queen

Is it Scorch who's confused, Scholars, or what? Silly Slapped with a trout Laughing out loud

Insane I've got a bat... Dwarf war cry

I wondered, is there any way

I wondered, is there any way to activate the "jewels" looting (those which provide extra experience) ?

Snow Queen

bare_elf wrote:
5. Snow Queen is harder just like she should be
iryan wrote:
I must admit that I went through the map with a BW character starting at level 39 with a local game for quick testing of the quest and other additions/fixes and not balance. So I couldn't see how she fared now. I did tweak her spell arsenal and changed her base level (for disabled MLA mode) but attack only slightly.
bare_elf, how did you beat the Queen? She should be hard, but I'm finding her pretty much impossible.

I've been trying to test her again but though I have a saved game from just before her, getting back to her from the last teleport (Dante) takes time, even with the towers almost emptied of opposition (but not completely - always something has re-spawned, and sometimes it is the big gargoyle, I mean guardian).

My hero was level 15 on the very brink of 16. I reported that Fiathna rose from 15 to 16 during my fight but was wrong, it got her to the brink but she turned 16 early in Defending the Town. Queen is meant to be 17 but MLA usually adds a level or two to that giving her roughly 7000 to 7500 health. (My notes from 31p KoE, long ago now, show the level 16 Giant Spider in Wesrin Cross, faced by my larger level 16 group there, having under 4200.)

The big problem with the Queen is her so-called "Life Embrace" buff. I'm not really familiar with it but the official description on the spell ("requires nature magic level 34" - of course the Queen is unbeatable, though the story requires she be beaten, if she can cast level 34 spells) is "... allowing them to absorb health from enemies they damage". Cast by a nature 42 for example the buff claims to grant 5% health steal, which I read as meaning that a buffed attacker inflicting 100 damage should regain just 5 points of own health (I'm not sure if that should be calculated as % of raw attack value or of what is left after target's armor and resistances). Please correct me if this is a misunderstanding and the %steal is calculated off something else. Well that is not what the Queen's buff does. It gives her rapid and massive health re-generation without having to make any attacks at all. I've seen this when neither of my characters was under attack - one unconscious, having been caught trying to drink too-slow health potion, and the other run away to a safe distance. So if I knock her down a few hundred she just casts her buff and is back to full health faster than I can get my own team battle-ready again.

When she summons a gargoyle/guardian, she shows as "controlling summoned" (and thus cannot summon again) for the whole natural duration of the spell despite her summoned creature having been destroyed almost as soon as it appeared.

Either her Ha'ku-like teleport does not work or she never bothered to use it.

I don't believe she is cycling through her arsenal of attack spells, just picking one and sticking with it.

Interestingly, after beating her (as I said, I made my own mod nobbling her), if I use wait mode to split the party then as soon as the one below in haunted town steps off the ice elevator then it goes ascends automatically without the one left behind having to pull the lever, but when nobody is left above then it stays down.

iryan wrote:
These doors are super annoying, especially as I can't find out why they work like that. Everything seems correct in the templates.
Just like that stone counter used for altars etc that keeps refusing to block movement. Didn't you think once that the game must be thinking it is off the ground with room to walk underneath it?
iryan wrote:
When I went through, two of the Snow Krugs prevailed [over the Fire Krug] so it may just be random.
Since it is melee against ranged I suppose a lot depends on whether the ranged all pick the same target or not.

By the way, after tomorrow no more posts from me for over a week.


__________________________

regards, Richard

Technical Limitations

bare_elf wrote:

2. End Game Much better. Maybe when the Obelisk is pressed the final time the party could vanish in a fog. Leaves an opening for Yesterhaven 2 Smiling

3. Wish the map was a little bigger, but oh well such is Yesterhaven.


I tried to make the ending as good as I could within my technical limitations in using flick and available time. I would like to revisit the ending and also look at enabling the two in-game encounters with the Snow Queen and Fire King. The first encounter with the Snow Queen would help to avoid any fire krugs remaining after the encounter in the Halls of Winter - maybe I could set something up like I did with the Pirate Ship in the bonus level in DS2BW Adepts. If you remember the pirate ship explodes as part of the quest, maybe something similar could be implemented with snowy textures instead to simulate the Snow Queen vanishing after the fight.

Yesterhaven is like a delicious dollop of ice cream or desert, just enough to whet the appetite but leaves you wanting more.

It would actually be an interesting experiment to enlarge Yesterhaven somewhat with parts of other maps. There are areas in each hub where other regions could be tacked on without looking too much out of place.

bare_elf's picture
Yesterhaven 32M Notes 3

Yesterhaven 32M

Monster Level Adjust Beta 5R Local Mode

Mod-DS1-Content-Alpha11A

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set at 50

Save Location

Start of Act 3

Quest Log

Primary Quests – All Completed

Secondary Quests – All Completed

Comment Log

1. Citadel of Ash fades appear to be working correctly.

2. End Game Much better. Maybe when the Obelisk is pressed the final time the party could vanish in a fog. Leaves an opening for Yesterhaven 2 Smiling

3. Wish the map was a little bigger, but oh well such is Yesterhaven.

Party Members

Maeve Level 29 Sharpshooter

Fiathna Level 29 Sorceress

Tajj Level 28 Knight

Shalindra Level 28 Sharpshooter


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Cliffs of Fire reached.

Cliffs of Fire reached.

Level 43, have added Sikra

Radar map in Halls of the Skull were really out of it.

Everything else running smoothly, no longer have 2 quest arrows from not finishing Search for merik quest.

Dwarf war cry

Re: Miscellaneous comments

sigofmugmort wrote:

When first approached the arms seller had no icon and as you can see lists him as unconscious at full health

The second shot is after saving/exiting/returning

Insane Twisted evil Dwarf war cry


This is the same bug as reported before since Legionnaire Beuwel actually uses the same base template as the other legionnaires. What I believe happened here is that the other legionnaires regained health & so consciousness by the time you reached the Fort but the Lieutenant didn't. Upon reloading, all legionnaires were unconscious.

The bug is fixed but hasn't been made public yet as it requires re-downloading new versions of the maps. I'll wait until I get further bug reports before uploading them.

RSimpkinuk57 wrote:
Queen, now that she is at the right level, was too much for my twosome; I got past her by making myself a mini-mod. I'll elaborate after bare_elf has had a go (take along your good custom bows but try at first without using them).
I must admit that I went through the map with a BW character starting at level 39 with a local game for quick testing of the quest and other additions/fixes and not balance. So I couldn't see how she fared now. I did tweak her spell arsenal and changed her base level (for disabled MLA mode) but attack only slightly. Incidentally I did try giving some fancy effects similar to the original but failed. Any ideas welcomed.

RSimpkinuk57 wrote:
Town north gate and ice cave's new door can both be walked through while closed as if they weren't there (Krug came out of the cave and finding one inside to click on got one of my party members in blind.) So too, still, can gate from cemetery to forest at start of Act II. (Town's west gate in that Act now fixed.)
These doors are super annoying, especially as I can't find out why they work like that. Everything seems correct in the templates. The ones I've fixed so far, I had to actually put a blocking object behind them that was linked to the door/gate. So if you try to move pass the door/gate you couldn't but clicking on the door/gate removes the blocking object. Looks like I'll have to do that for these two as well.

RSimpkinuk57 wrote:
I watched the Fire King's Krugs win the fight in the ice cave (I believe my characters gained experience just by watching), this time with several of them left at the end, strictly neutral towards me.
I did change the levels of the Fire Krug but left them inheriting from base_krug rather than weak or trivial so it looks like their base stats may be superior. When I went through, two of the Snow Krugs prevailed at the end so it may just be random.

Still they need to be defeated to be realistic. I did think about using the Snow Queen in the fight like the original encounter in DS1 but I couldn't think of a way to make her appear or disappear spectacularly enough.

RSimpkinuk57 wrote:
Other maps
bare_elf wrote:
4. Radar problem at Hovart's Folly North. A Direct Connect Icon shows on radar but does not exist on Map. This Direct Connect is not really needed as there is one just down the hill.
That DC is newly removed (see bug report) because I had reported the Folly stairs not faded out if the DC was used.[
Yes I removed the direct connect point but forgot to redraw the radar to remove it from the mini-radar.

RSimpkinuk57 wrote:
P.S. Sorry to hear about your hard drive Iryan.
Stuff happens, it was actually an external hard drive I use for working on and it did give some warning signs before quitting but I didn't notice them as such at the time. Most of the important work was backed up elsewhere but I did lose a lot of source files and such.

bare_elf's picture
Yesterhaven 32M Notes 2

Yesterhaven 32M

Monster Level Adjust Beta 5R Local Mode

Mod-DS1-Content-Alpha11A

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set at 50

Save Location

Start of Act 3

Quest Log

Primary Quests – Mysterious Ruins, Salvation and Damnation, Confront the Snow Queen, Defend the Town, Rescue Maid Gwendolyn, Confront Under Boss.

Secondary Quests – Gwendolyn's Necklace

Comment Log

1. I like the new Gwendolyn's Necklace quest and the back story provided by Undertaker
2. Tajj and Shalindra's Back Story are good.
3. The new blocks and keys for act 2 work fine
4. Radar for act 1 and 2 look as they should
5. Lich King not to difficult
6. Redric's story about the Fire King and Chalice interesting and actually useful.

Party Members

Maeve Level 27 Sharpshooter

Fiathna Level 27 Sorceress

Tajj Level 26 Knight

Shalindra Level 26 Sharpshooter


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

bare_elf's picture
Yesterhaven 32M Notes 1

Yesterhaven 32M

Monster Level Adjust Beta 5R Local Mode

Mod-DS1-Content-Alpha11A

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set at 50

Save Location

Start of Act 2

Quest Log

Primary Quests – Mysterious Ruins, Salvation and Damnation, Confront the Snow Queen, Defend the Town.

Secondary Quests – None completed yet.

Comment Log

1. I like the new Start without Dante
2. Fiathna's Back Story is Great
3. The new blocks at town gate and Halls of winter perfect
4. New Placement of Teleporters so far is better than before
5. Snow Queen is harder just like she should be
6. New town folk conversations very good

Party Members

Maeve Level 21 Sharpshooter

Fiathna Level 21 Sorceress


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Problem at Fortress Kroth

When first approached the arms seller had no icon and as you can see lists him as unconscious at full health

The second shot is after saving/exiting/returning

now level 41

Insane Twisted evil Dwarf war cry

Yesterhaven 32m Act I

2.2, All*Saves v2 (seefar off), Mod Logic Beta32m, Yesterhaven Beta32m, MLA Beta5r Local
Contents Alpha11a and SE_Beta32k. Monster-adjust-declared on. (Converted DS1 files removed but I did forget for a while to remove DS1_Mod_Content_Beta30 and _Exp_Content_Beta30b so for most of my way through the Act had these and the new combined content pack active. Shouldn't matter except not a full test that the new pack does have everything.)

A lot of good work been done. Quests working well. MLA Local levels match party well. I've been playing straight (speaking to quest givers when I meet them, for example) rather than trying to catch the map out. With 2 in party (hero combat/melee and Fiathna nature/ranged), no pet this time, achieved levels (previous 32j result in brackets)

  • 3 (3) entered town
  • 7 (6) rescued guard captain
  • 9 (9) entered Halls of Winter (ice caves)
  • 13 (11) reached Dante
  • 15 (13) confronted Snow Queen
Hero made 16 immediately on meeting the Queen so must have been at 15.99, Fiathna had also reached 16 by end of fight.

Queen, now that she is at the right level, was too much for my twosome; I got past her by making myself a mini-mod. I'll elaborate after bare_elf has had a go (take along your good custom bows but try at first without using them).

Town north gate and ice cave's new door can both be walked through while closed as if they weren't there (Krug came out of the cave and finding one inside to click on got one of my party members in blind.) So too, still, can gate from cemetery to forest at start of Act II. (Town's west gate in that Act now fixed.)

Back at the start of Act I, on first arrival in town the ground is covered in snow and radar background matches. Return later, whether by restart or by portal for some shopping, and the ground is still white but the radar background has turned green.

I watched the Fire King's Krugs win the fight in the ice cave (I believe my characters gained experience just by watching), this time with several of them left at the end, strictly neutral towards me.

Other maps

bare_elf wrote:
4. Radar problem at Hovart's Folly North. A Direct Connect Icon shows on radar but does not exist on Map. This Direct Connect is not really needed as there is one just down the hill.
That DC is newly removed (see bug report) because I had reported the Folly stairs not faded out if the DC was used.
bare_elf wrote:
the poison gas almost destroyed my party on the journey through the Eastern Swamp [KoE]
In Lang Mire not so many levels ago, so far as I remember, neither my MLA-disabled nor my MLA-local group had anybody insta-KO'd by gas trap, but at least one group noticed that gas emanations hurt and had better be moved away from quickly. In my opinion that is as it should be. Perhaps little warnings in both maps e.g. in banter? For KoE, something might have been done after my long ago (31m) report of finding the swamp troll mini-boss and all its gang dead from gas before I got there. My character placing potion to record the co-ordinates had keeled over while stopping to do so. That could have been a spot where two gas emissions overlapped, and the "something" done about it may have been the removal of some hazards rather than downgrading them.

P.S. Sorry to hear about your hard drive Iryan. Bare_elf, poor pixies, no wonder they are out of work, asking for clean hearths to dance on in these days of central heating.


__________________________

regards, Richard

bare_elf's picture
On to Yesterhaven 32M

I will start the testing of Yesterhaven, I was going to say tomorrow but I just noticed that it is 1 AM so later tonight.
Sleepy Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

bare_elf's picture
Utraean Peninsula SE 32K Notes 14

Utraean Peninsula SE 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

Unified Objects, Sound and Voice Files uploaded 1/23/2016

See Far Hack On - Set at 50

Save Location

Elddim (Town Of)

Quest Log

Primary Quests – All Primary Quests Completed

Secondary Quests – All Secondary Quests Completed

Comments, Fixes That Work, Errors, Problems

1. Monsters leveling correctly

2. Quests completing correctly.

3. Half Giant Guard at Hovart's Folly North has no conversation.

4. Radar problem at Hovart's Folly North. A Direct Connect Icon shows on radar but does not exist on Map. This Direct Connect is not really needed as there is one just down the hill.

Party Members

Kylee Level 49 Sharpshooter

Tiahna Level 49 Sharpshooter

Xavier Level 49 Sharpshooter

Arisu Level 49 Magus

Sheba Level 49 Magus

Briahra Level 49 Magus

Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

No

bare_elf wrote:

6. May not require a blueberry trap, the poison gas almost destroyed my party on the journey through the Eastern Swamp. Have you changed the way poison gas works. As in the past poison gas never had much effect on my party on any map. However this time the poison gas had a serious killing affect on my party. I was confused because my party was having problems fighting the monsters and staying away from the poison gas. Had to keep them in a very tight mirror mode formation to keep them out of the poison gas but that really limited my attacks on monsters.

7. Traveler Pet Seller is playing scarecrow, no matter how often you visit him or how often you save and restart after talking to him

I haven't changed anything about the way poison gas works but the MLA effects environmental hazards the same way as it does other level based actors and objects in the game. Perhaps the recent Mod-DS1Content changes this slightly?

I will revise the amount and placements of the traps.

bare_elf's picture
Kingdom of Ehb 32K Notes 6

Kingdom of Ehb 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Goblin Stronghold Direct Connect

Quest Log

Primary Quests – Seek Gyorn in Stonebridge, Journey to the Overseer, Search for Merik.

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Axe, A Sister's Message, Clear Glitterdelve Pass, Rescue Torg, Book Return, Homeless Blacksmith, Mysterious Relic. Dog has stated that the Mysterious Relic, Confront the Bandit Boss, Shades of White, Purify the Temple.

Comments, Fixes That Work, Errors, Problems

1. Radar looks good.

2. Monsters leveling correctly

3. Quests completing correctly.

4. No Hiring problems

5. So Far everything looks very clean.

6. May not require a blueberry trap, the poison gas almost destroyed my party on the journey through the Eastern Swamp. Have you changed the way poison gas works. As in the past poison gas never had much effect on my party on any map. However this time the poison gas had a serious killing affect on my party. I was confused because my party was having problems fighting the monsters and staying away from the poison gas. Had to keep them in a very tight mirror mode formation to keep them out of the poison gas but that really limited my attacks on monsters.

7. Traveler Pet Seller is playing scarecrow, no matter how often you visit him or how often you save and restart after talking to him

Party Members

Addicyn Level 30 Sharpshooter

Naidi Level 30 Sharpshooter

Phaedriel Level 29 Sharpshooter

Ulora Level 30 Sorceress

Zed Level 30 Sorcerer

Lorun Level 29 Sorcerer

Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

One LARGE bucket of

One LARGE bucket of blueberry sherbet backed up with a spring-trap firings a batch of Blueberry sorbet Twisted evil Woot! Yahoo!!! Dwarf war cry

bare_elf's picture
blueberries!

sigofmugmort wrote:

Considered booby-trapping Goblin Entrance or exit with bucket of blueberry sherbet to dump on any passing Elves Twisted evil Silly

Sounds like a very good idea, a blueberry sherbet booby-trap. As this elf likes both blueberries and sherbet. Insane Elf


__________________________

**************************************************************************************************
There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.