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DS1 Legendary Mod for DS2 Beta Thread

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 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix 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;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

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

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
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

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

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

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.

From the Ancient Crypt to the entrance of Hovarth's Folly. Only the Gargoyle mini-boss was yellow, everything else blue or green. I think a 2 level general increase on most creatures between the 2 DC should even things out and a 4 level on the Bone Minion :twisted: . At the entrance to the cryps I sent my second party down into the Illarth river valley and are half-way to Crystwind with a mix of yellow and blue encounters for the most part. Had reached level 10 by the Crypts.

Note 1: The hiring icons have a gray question mark as well as the regular Icon.

Note 2: The Archer at the tradepost between the Crypt and Hovarth's folly had the marker and no-one there :? . will try to remember to post a screenshot.

Note 3: I believe I had a power drop small enough to be missed by my UPC that was the problem as it was the 3 game I was moving around when the flux happened.

Dwarf

sigofmugmort wrote:
From the Ancient Crypt to the entrance of Hovarth's Folly. Only the Gargoyle mini-boss was yellow, everything else blue or green. I think a 2 level general increase on most creatures between the 2 DC should even things out and a 4 level on the Bone Minion :twisted: . At the entrance to the cryps I sent my second party down into the Illarth river valley and are half-way to Crystwind with a mix of yellow and blue encounters for the most part. Had reached level 10 by the Crypts.

Note 1: The hiring icons have a gray question mark as well as the regular Icon.

Note 2: The Archer at the tradepost between the Crypt and Hovarth's folly had the marker and no-one there :? . will try to remember to post a screenshot.

Note 3: I believe I had a power drop small enough to be missed by my UPC that was the problem as it was the 3 game I was moving around when the flux happened.

Dwarf


Yes I've noticed that as well. It's even harder in the UP as the player could wander off the tangent to other places before continuing the main quests which will distort the levels even more. A price to pay for an open map.

Note 1: I've mentioned before about the hiring icons. They've been changed yet again and I hope are clearer.

Note 2: That was an oversight. The archer has been moved to Elddim as well as a new hireable added so there's one of each class to hire in Elddim but they all are conditional on your starting hero's class you select in the menu. Though there's a way to get around that.

iryan wrote:
sigofmugmort wrote:
From the Ancient Crypt to the entrance of Hovarth's Folly. Only the Gargoyle mini-boss was yellow, everything else blue or green. I think a 2 level general increase on most creatures between the 2 DC should even things out and a 4 level on the Bone Minion :twisted: . At the entrance to the cryps I sent my second party down into the Illarth river valley and are half-way to Crystwind with a mix of yellow and blue encounters for the most part. Had reached level 10 by the Crypts.

Note 1: The hiring icons have a gray question mark as well as the regular Icon.

Note 2: The Archer at the tradepost between the Crypt and Hovarth's folly had the marker and no-one there :? . will try to remember to post a screenshot.

Note 3: I believe I had a power drop small enough to be missed by my UPC that was the problem as it was the 3 game I was moving around when the flux happened.

Dwarf


Yes I've noticed that as well. It's even harder in the UP as the player could wander off the tangent to other places before continuing the main quests which will distort the levels even more. A price to pay for an open map.

. . .

A higher 'adduct' setting can possibly lower this price!?

...or at least exchange the currency you pay with. Wink
 

The Archer is in Eldim? Have to look around again :?

the spider ambush in this area is not happening for some reason.

and I think this is the computer giving me the finger....AGAIN Insane

With the regional loader the levels around Eldim are fine . the first forest 4-6, second forest maybe 8-10, path2crypt 10-12, crypt 11-13 or 12-14, the river valley at least 18-20

Dwarf

sigofmugmort wrote:
The Archer is in Eldim? Have to look around again :?

the spider ambush in this area is not happening for some reason.

and I think this is the computer giving me the finger....AGAIN Insane

With the regional loader the levels around Eldim are fine . the first forest 4-6, second forest maybe 8-10, path2crypt 10-12, crypt 11-13 or 12-14, the river valley at least 18-20

Dwarf


Yes in 31n the archer that was at Horty's Cabin has been relocated. This was so to give the player a choice of all 4 possible classes for the first batch of hireables. You can actually see her in the opening NIS at a place where most players never had a need to visit before. And you've seen the new hireable, located in a much more obvious spot?

Strange I was just through that area with the spider ambush at the weekend and it triggered for me and I've not tinkered with that area since 31n.

I thought I'd finally solved that glitch near the entrance to Hovart's Folly. It's not your computer, it's a problem with the fades that appears randomly around that area (It didn't appear for me at all during my current playthrough). At that point there's 4 regions that join together in a relatively small area. It used to cause the infamous "Phantom Walls" phenomenon but that doesn't seem to happen anymore.

One question about this glitch. What setting are you using for the seefar hack in AllSaves? In my game I used the lowest setting of 50. High Settings could possibly cause this glitch. If you are using a high setting and it occurs consistently for you, try a lower setting or turn the seefar hack off and see what happens.

I've been playing around with the adduct setting at 0.4 and the level range set 6 levels from highest to lowest. I got to Crystwind at level 13 but didn't do any sightseeing. The levels are set at 13-19 for the Mines before Crystwind and the highest level I seen there was a few 17's with the rest between 13-16. 16 & 17's were orange. I suspect you'd have to be a least level 15 to start seeing level 19 monsters.

So the adduct level does give a lot of flexibility depending on what it's set at. Too high a level means there won't be much variation between monster levels.

While others are rampaging through the Peninsular, I've a way to go yet to see all Ehb's latest quests.

2.2, Logic 31p, World 31p, Mod-DS1Content-Alpha10y(*), MLA removed completely

sigofmugmort wrote:
Level 35 mine worms in Glitterdelve and the last few Moths after the last DC were level 32
Moths along the main route are Iryan's ds1_moth specialising ds1_moth_stats, normal, level 17. Moths in a hole - not Torg's, the one before, DM_R11 -2.366/0.000/0.889 0xF8112DDB - are Killer Gremal's moth_ds1 specialising moth_ds1_stats, trivial (but with customised very low life), level 32.

Similarly level 35 mine worms are Killer Gremal's mine_worm_ds1 as opposed to Iryan's ds1_mine_worm now set for level 17. Having changed the former for myself (thanks for the warning Sig), I'm pretty certain the first mine worm met is one of KG's but didn't look closely at the rest to see which type of mine worm each is.

Just out of Glitterdelve, I'm meeting level 19 snow wolves except that a bush at approx. PATH2NT -0.489/0.000/-0.527/ 0xEBE5F295 spawns a level 30 snow wolf. I haven't identified the chain of templates.

Do I now go on to see what level of Klaws spawn from ambushes, or re-run Glitterdelve to check the mine worms properly?

iryan wrote:
RSimpkinuk57 wrote:

PS about the old problem of skeletons on top of the wall in Wesrin Cross - I've had a walking corpse go up there. It started in the same side room as the Ancient Corpse mini-boss, but when my party made a fighting retreat the minion got bored with following along behind, wandered off, and must have gone up the same web ladder that the yellow spiders come down. Then there is that room inside the maze of tunnels where you trigger an ambush by yellow spiders - the ??? treasure thief showed up there, fled up the web (SD_R1 0.127/-2.000/-0.659/ 0x9EF4E908), and left two rare items atop the wall. Is this just something we'll have to live with?

I've only seen this occur once myself and I believe the webs are marked passable to monsters but not playable characters.

Still the skeletons start off locked in the room don't they? So maybe its the MLA mod adding extra monsters placing them where it thinks is a possible spawning spot?

Not sure how to prevent this from occurring.

Nothing is being placed in a "wrong" spot. In one case the ??? thief spawned on the ground next to some loot. When the party started shooting it, it fled up a wall passable to monsters. In the other case a room contained undead corpses, all starting where they should, but once they started reacting to my party by coming out into the corridor one eventually moved up a wall passable to monsters.

I don't suppose GPG were thoughtful enough to provide a way to mark those webs as one-way only? +++UPDATE+++ surely far too much work to be worth it, but could the yellow spiders you first see running along the top be made not monsters but neutrals that vanish at the top of an impassable web that then spawns real monster yellow spiders at the bottom?

sigofmugmort wrote:
The Archer is in Eldim? Have to look around again :?


She is located in a place that very few people go directly to, but pass to the left and right of. Farmers would go there to get something done. If it had been Rome then sailors would have been in charge of making it dance in the wind. On the other side of the big building to the left of the orchard house. To the right of the pet seller that can not chop food for the animals. I still think putting corn in the location of the old tennis court was rude. I am going to the inn for a drink looking over my shoulder I can almost see the archer. So yes there are 4 hirable characters in Elddim and not all are in the middle :P

Elf

Tiahna with Tamari's coversation upon leaving Eldim towards the crypts. A

A four character party is staying in the yellow (so far), the 3 person party is actually running 2 levels higher on average...so far

The black areas ouside the exit to Hovarth's only occure every 4 or 5 trips through.

Seefar hack is off as usual for me, that's how I localizes the elevator glitch at the end of Act I in Yesterhaven Bare_Elf was having a while ago

as far as the Regional loader goes :thumbup: :thumbup1: :mrgreen: the variable levels make it nicly different for each party

Dwarf

2.2, still Logic 31p, World 31p, but now Mod-DS1Content-Alpha10z; no MLA

Approaching Glacern, level 20 party faced more level 30 snow wolves (and, from behind, two klaws only level 15). I reset the wolves by editing ...\nt_r1\objects\actor.gas changing all "wolf_white" to "wolf_white_ds1", also ...\path2nt\objects\generator.gas for the one earlier example. Similarly ...\nt_r1\objects\generator.gas has child_template_name = "klaw" where path2nt's has "klaw_ds1".

Both wolf templates from Logic 31p, "wolf_white_ds1" from ...\evil\ds1_locale\ds1_monster_wolf_x.gas but "wolf_white" from ...\evil\d\wolves.gas

Similarly the level 15 "klaw" from ...\evil\d\klaw.gas but level 19 "klaw_ds1" from ...\evil\ds1_locale\ds1_monster_klaw.gas

More on mine worms: I make it that generator files in regions DM_R2, DM_R8 and DM_R11 all invoke the mine_worm_ds1 from the Content Pack, as does DM_R11's actor file; only DM_R8's actor file instances Logic 31p's ds1_mine_worm. DM_R2 has no mine worm in actor file, only the generator's one. This is from looking at the files, not from actual testing.

DM_R11 I now make to have five moths, all of them moth_ds1 (level 32) from the Content Pack.

With the snow wolves reset, my hero just made level 21 before entering Glacern; this is close to the previous run (with larger party) where hero was level 20 at Glacern, 21 in the homeless blacksmith's dungeon.

Found another Tamari convo. Level 17 at Cryswind and is the Mallet
(pictured)

part of Legends or More_hair_v4 as the icon is smaller then the space it takes?

Dwarf

sigofmugmort wrote:
Found another Tamari convo. Level 17 at Cryswind and is the Mallet
(pictured)

part of Legends or More_hair_v4 as the icon is smaller then the space it takes?

Dwarf


I'll replace all instances of referring to Tamari, who is now Tiahna (as Tamari is a DS2 npc).

The hammer is part of the Legendary Mod and I've updated the icon space. Thanks.

RSimpkinuk57 wrote:

Both wolf templates from Logic 31p, "wolf_white_ds1" from ...\evil\ds1_locale\ds1_monster_wolf_x.gas but "wolf_white" from ...\evil\d\wolves.gas

Those templates use to inherit from KillerGremal's content pack but when I introduced legacy support in the mod for third party maps, I used all the old DS1 templates for monsters (including the 2W_ & 3W_ ones) as leaf templates inheriting from the base templates found in DS1_Mod_Logic.ds2res.

Would have been a lot cleaner and logical to do the same for all instances in the DS1 Maps but I never got around to it as it's a lot of tedious work renaming all the instances in the map.

Shows how far behind I am.

iryan wrote:
Those templates use to inherit from KillerGremal's content pack but when I introduced legacy support in the mod for third party maps, I used all the old DS1 templates for monsters (including the 2W_ & 3W_ ones) as leaf templates inheriting from the base templates found in DS1_Mod_Logic.ds2res.

Would have been a lot cleaner and logical to do the same for all instances in the DS1 Maps but I never got around to it as it's a lot of tedious work renaming all the instances in the map.

You got most of KoE's instances needed for happy MLA-less play. I'm discovering the few remaining as I go along. Once I know ac_r3 for example has instances of ice_warrior_ds1, that's the tedious bit done, changing them all to ds1_ice_warrior is an easy replace-all Notepad text edit of the untanked file.

I can give running reports if wanted, or save them all up for when I get to the end.

One other thing I did in the Dark Forest for my own satisfaction: upped the goracks to melee_strong_tank to better reproduce the challenge they posed in the original. As Mod_Logic_31q stands the only difference between goracks and hell boars (also melee_normal) is that the latter are weak-to-melee. Trusting in the Content Pack's fix to melee_strong_tank to give goracks more health but less attack than the melee_strong_rogue forest klaws.

The boars might be changed too, reducing them to melee_weak (or KG's new melee_minor half way between weak and normal, have I got that right?) to provide a bit of relief, but I didn't go that far.

RSimpkinuk57 wrote:
You got most of KoE's instances needed for happy MLA-less play. I'm discovering the few remaining as I go along. Once I know ac_r3 for example has instances of ice_warrior_ds1, that's the tedious bit done, changing them all to ds1_ice_warrior is an easy replace-all Notepad text edit of the untanked file.

I can give running reports if wanted, or save them all up for when I get to the end.

One other thing I did in the Dark Forest for my own satisfaction: upped the goracks to melee_strong_tank to better reproduce the challenge they posed in the original. As Mod_Logic_31q stands the only difference between goracks and hell boars (also melee_normal) is that the latter are weak-to-melee. Trusting in the Content Pack's fix to melee_strong_tank to give goracks more health but less attack than the melee_strong_rogue forest klaws.

The boars might be changed too, reducing them to melee_weak (or KG's new melee_minor half way between weak and normal, have I got that right?) to provide a bit of relief, but I didn't go that far.


It's fine saving them all up until the end as there's less chance I'll get distracted by something else when updating the files. Also changing the base inheritances is fine as well and I'll go along with whatever setting you think is fine. Making the Hell Boars weaker would probably be good for variety, especially as they're found in packs and like ambushing the player from cover. It's also easy enough to add 1 or 2 more hell boars to each pack as well to balance them against their increased frailty.

My experiment with playing around with the adduct setting in the regional monster level mod didn't go so well. I still think it has promise but only with the adduct setting disabled. In the meantime I've restarted testing the Utraean Peninsula with no MLA mod at all, just to see how it balances. Immediately I had to disable the rats appearing from barrels as my party of two were wiped out by level 25 rats in the cellar at Elddim (after balancing the spiders to appear there at level 5 instead of 12). Should be interesting to see how it goes.

iryan wrote:

It's fine saving them all up until the end as there's less chance I'll get distracted by something else when updating the files. Also changing the base inheritances is fine as well and I'll go along with whatever setting you think is fine. Making the Hell Boars weaker would probably be good for variety, especially as they're found in packs and like ambushing the player from cover. It's also easy enough to add 1 or 2 more hell boars to each pack as well to balance them against their increased frailty.

My experiment with playing around with the adduct setting in the regional monster level mod didn't go so well. I still think it has promise but only with the adduct setting disabled. In the meantime I've restarted testing the Utraean Peninsula with no MLA mod at all, just to see how it balances. Immediately I had to disable the rats appearing from barrels as my party of two were wiped out by level 25 rats in the cellar at Elddim (after balancing the spiders to appear there at level 5 instead of 12). Should be interesting to see how it goes.

Hi iryan and Richard.
Personally I like the Hell Boars just as they are, as they go down very easy to ranged or combat magic attack. However just as a challenge you could increase pack size. There is something I have noticed on all the DS1 and DS2 maps the smaller the monster the bigger their bite. Giant Rats are no problem but the tiny ones that jump out of barrels are nasty. Not sure if it is because they are hard to see, move very quickly or have a very nasty bite. I think it is all of that. I know that my rangers will attack most things that come within their sight range when in rampage mode. (more easily when playing Adepts than standard) however it seems they actually have to be bitten by the barrel hiding rats. so it might be the size that prevents them from being seen. Maybe I should make sure they have all had their eyes checked and are wearing the proper shooting glasses.

Elf

Regional Loader and a Quest flaw.

I like the loader so far the levels need tweaked for the peninsula I've looked at it untanked but Notebook won't co-operate in letting me open it in a readable format or make changes Insane :silly: .

I stopped in the crypt with a second party just far enough to get the Eldim stone then went back to Eldim, through the grove to Hovarth's Folly, finished the quest by killing him WITHOUT GETTING The Gavel Of Convening.

To bad there is no reason to take the river valley from the Cryp to Crystwind :lightning: :idea: What if you had a body like the one in the Skath cave that when you click on it it says something like "Curse those Legionnaires. We had successfully raided a lab and had a magical set but they caught up to us. Everyone else is dead so I hid the Item in the river valley and will return to retrieve them with a new team from...rest of note illegible.

Use one or the two stronger fixed location sets and place them in the valley. I suggest The Ghostly Visions set or maybe even Soraniths set with the amulet held by the Bone Minion.

Opinions everyone?

Dwarf

sigofmugmort wrote:
I like the loader so far the levels need tweaked for the peninsula I've looked at it untanked but Notebook won't co-operate in letting me open it in a readable format or make changes.
OK you've Extracted from tank viewer to a tree of folders containing .Gas files. In Windows Explorer, Right click one of them. Is here an Open with... option where you can select Notepad? Alternately, have you tried selecting Properties where the General tab should have a Change button for Open with...?

After that you just have to get Tank Creator 2 working despite your anti-virus, as has been discussed recently.

RSimpkinuk57 wrote:
sigofmugmort wrote:
I like the loader so far the levels need tweaked for the peninsula I've looked at it untanked but Notebook won't co-operate in letting me open it in a readable format or make changes.
OK you've Extracted from tank viewer to a tree of folders containing .Gas files. In Windows Explorer, Right click one of them. Is here an Open with... option where you can select Notepad? Alternately, have you tried selecting Properties where the General tab should have a Change button for Open with...?

After that you just have to get Tank Creator 2 working despite your anti-virus, as has been discussed recently.


You might also use SkritPad to look at the gas files once you have untanked something with Tank Viewer. I like using skrit pad since it allows you to look at more than just gas files and it has more options than notepad or wordpad for editing things related to ds1 or ds2. Now to redo things so they are playable in the game you need to use tank creator 2 for ds2 or tank creator for ds1 things. Tank Creator 2 does work, if you disable your anti virus for the time you need to recreate the file.

Elf

sigofmugmort wrote:
Regional Loader and a Quest flaw.

I like the loader so far the levels need tweaked for the peninsula I've looked at it untanked but Notebook won't co-operate in letting me open it in a readable format or make changes Insane :silly: .

I stopped in the crypt with a second party just far enough to get the Eldim stone then went back to Eldim, through the grove to Hovarth's Folly, finished the quest by killing him WITHOUT GETTING The Gavel Of Convening.

To bad there is no reason to take the river valley from the Cryp to Crystwind :lightning: :idea: What if you had a body like the one in the Skath cave that when you click on it it says something like "Curse those Legionnaires. We had successfully raided a lab and had a magical set but they caught up to us. Everyone else is dead so I hid the Item in the river valley and will return to retrieve them with a new team from...rest of note illegible.

Use one or the two stronger fixed location sets and place them in the valley. I suggest The Ghostly Visions set or maybe even Soraniths set with the amulet held by the Bone Minion.

Opinions everyone?

Dwarf


Glad you like the loader. I never had problems opening gas files with Notepad. Any text editor will do but steer clear of anything more advanced as formatting will destroy the file. Just click on the gas file and when the computer asks which program you want to use to open it, select Notepad (or similar) and click yes when it asks if you want to use the program to open gas files in the future.

I tried the peninsula without the MLA mod and unless you stick to set paths between areas, the monster levels will be depreciated too quickly and it gets too boring killing the weaker "blue" monsters. Entertaining yes but challenging no. So I'll probably incorporated the regional settings into the map with a small mod available to overwrite them if the player wishes to play the MLA mod without any regional levelling.

I have come up with a controversial way to perhaps encouraged players to use the River Valley route to Crystwind and also prevent the exploit of getting Lord Hovart without the gavel of convening. There are now doors on Hovart Folly! The gavel of convening is required to open the South entrance door and Lord Hovart must be dead before the North door can be opened.

I realise this makes the map a little less linear but since I've added more quest tasks linking the main quests with directional arrows, having the player get to Hovart's Folly or Crystwind before they're meant too, messes up the quest line (you can't get to Crystwind by the mines route either until a certain part of the quest). The River Valley is still available for players who really want to do that, if they're happy fighting monsters a couple of levels higher than them.

Having another quest leading to the River Valley from Crystwind might be worthwhile but the reward would need to be hidden in case the player took the Crypts route.

Why do the Petsellers in Stonebridge and Glacern have a double entry for the Dark Niad? And why is everyone happy my 4 Dwarves and a Packram are continuing on(something a bought finally having something other then water to drink)? :silly:

Dwarf

sigofmugmort wrote:
Why do the Petsellers in Stonebridge and Glacern have a double entry for the Dark Niad?
. . .
Orignally (months+years ago!?) there were no characters to hire on Utrae and Ehb. As partial work-around I've added a Naiad variant with lower feeding requirements, so the player was able to hire/aquire already at the beginning of the game at least someone/something to come with him (rather for entourage reasons, not that a hungry pet would make the gameplay easier).

Technically it's simply the 'bestiary' template of the pet, and Stonebridge and or Glacern are appropriate places to use it, because there the normal Najad most probably would reject food from a beginning/low-levelled hero.
Since both varaints will have the same stats when mature (or very similar stats, a v2.2+v2.3 mix was used I think) there is no real reason to have both Naiads in the pet list of the shop keeper (...unless perhaps it's special mod support tweak for a pet mod not installed yet).

 
 

iryan wrote:
. . .
My experiment with playing around with the adduct setting in the regional monster level mod didn't go so well. I still think it has promise but only with the adduct setting disabled.
. . .
The 'adduct' parameter just specifies a ratio how far to reduce the difference between hero level and regionally choosen monster level (according to the table you set up). That's the only purpose it has.

Not sure if ever mentioned, instead of 0.2 for example you also could set -0.1 once. It's a tweak to calculate a root value (so not really treated as negtive ratio) in order to reduce smaller differences much less, but higher difference much more.
If this will make you happy I don't know. A lot still depends on an appropprite level table for each region. But specially on Utrae this is quite difficulty to define, you never know where the player wants to go first.

 
 

RSimpkinuk57 wrote:
. . .
Trusting in the Content Pack's fix to melee_strong_tank to give goracks more health but less attack than the melee_strong_rogue forest klaws.
. . .
This fix was added in order to respect GPG's comments, implying that - compared to a normal monster - a rogue has more damage and less life, while a tank was intended to have more life but less damage. Unfortunately the stats didn't reflect this scheme everywhere (resp. only for magic using monsters).

 

RSimpkinuk57 wrote:
. . .
The boars might be changed too, reducing them to melee_weak (or KG's new melee_minor half way between weak and normal, have I got that right?) to provide a bit of relief, but I didn't go that far.
Right, 'minor' has 20-25% higher stats 'weak', while 'normal' has 20-25% higher stats than 'minor'.
But there is no real urge to use these base templates, it just may speed up the monster/template creation a bit. Finally refining stats monster-individually is recommended anyway.
 

sigofmugmort wrote:
Why do the Petsellers in Stonebridge and Glacern have a double entry for the Dark Niad? And why is everyone happy my 4 Dwarves and a Packram are continuing on(something a bought finally having something other then water to drink)? :silly:

Dwarf


As KillerGremal commented, that was an oversight from the original map which this mod evolved from. Nobody has ever noticed that before, including me.

Regardless it is now fixed plus pet sellers have now been added to Crystwind, Land and Grescal, where there were none before.

In addition I've added support for Dark Elf's Custom Pets Reloaded mod so if that mod is present, the pet sellers will/should offer you those pets for hire.

iryan wrote:

In addition I've added support for Dark Elf's Custom Pets Reloaded mod so if that mod is present, the pet sellers will/should offer you those pets for hire.

thanks, there will be another pet mod soon Tongue so keep those pet sellers handy. I need to download the latest logic 20mb file (which will probably take 4 hours or more on this slow dialup lol) to see the current pet selection, as to update my pet sellers, there are some ds1 pets I would like to make too but would require your template names, as it would be redundant for me to put all the anims, textures in a mod with 100s of different names, making the mod size huge, when your mod can be a requirement instead.

MiuMelody's picture

It's nice to see you people still playing this amazing game ^^ Are these playable maps?

MiuMelody wrote:
It's nice to see you people still playing this amazing game ^^ Are these playable maps?

Yes these are playable maps. For them to work however you need to have both ds1 and ds2 installed (also Legends of Aranna and Broken World if you have them.) then download the installer listed install the mod then get the updates. The directions are located in the readme file. Read it and go for it.
If you have any questions please post a comment in the forum here. or PM iryan or myself.

Elf

Darkelf wrote:
iryan wrote:

In addition I've added support for Dark Elf's Custom Pets Reloaded mod so if that mod is present, the pet sellers will/should offer you those pets for hire.

thanks, there will be another pet mod soon Tongue so keep those pet sellers handy. I need to download the latest logic 20mb file (which will probably take 4 hours or more on this slow dialup lol) to see the current pet selection, as to update my pet sellers, there are some ds1 pets I would like to make too but would require your template names, as it would be redundant for me to put all the anims, textures in a mod with 100s of different names, making the mod size huge, when your mod can be a requirement instead.


That's excellent news. It's easy to maintain compatibility, I just need to list the pet's template name in the pet seller's block. If the template is present, the pet will be available for sale but if it's not, then only the default DS2/Broken World monsters will be available.

I apologise for the ever increasing size of the DS1_Mod_Logic.ds2res but I don't want players to continually have to download the very large DS1_Mod_Content.ds2res until it's either a major or final release. I can however make a download for you that include only the base gas files.

I'm not sure if you're interested but in the main DS2BW Adepts version I made special summons which I called evocations. They were meant to be more like the summons in some earlier final fantasy games in that they only last a short time but can be summoned like an attack spell and since they don't guard the player and materialize near the monsters attacking the player, they don't have to be mobile either. So monsters like the mine worms, googores, unguis and tretches can be made into summons - though none of them are used in Adepts (but monsters like the ganth, ralatar, fire king, brall, hydra, naja, shamble, drakes and rock beasts are ). I can make these templates available as a separate download to save size (otherwise the Adepts logic file is about 12Mb).

The only drawback is the summons templates aren't particular balanced and some monsters don't work very well at the moment, for example the Vulk. He takes nearly as long to wake up and start attacking monsters as the spell lasts.

Update#
Here's a 735kb zip that contains only the templates used in the contentdb folder of the DS1_Mod_Logic.ds2res to save space. It's only 735kb in size. It also includes the before mentioned DS2BW Adepts evocation templates. http://www.siegetheday.org/~iryan/files/ds1_templates.zip

MiuMelody's picture

I wish more players would still play :c

iryan wrote:

The only drawback is the summons templates aren't particular balanced and some monsters don't work very well at the moment, for example the Vulk. He takes nearly as long to wake up and start attacking monsters as the spell lasts.
Update#
Here's a 735kb zip that contains only the templates used in the contentdb folder of the DS1_Mod_Logic.ds2res to save space. It's only 735kb in size. It also includes the before mentioned DS2BW Adepts evocation templates. http://www.siegetheday.org/~iryan/files/ds1_templates.zip

Thanks, I will try to fix the Vulk problem, may be as simple as removing the wake anim as Vulk have a tendency to fall asleep lol they even do that as monsters in the unmodded game.

MiuMelody wrote:
I wish more players would still play :c

we still play just not multi-player, but with these new maps, the game should be even more enjoyable, and multiplayer would be fun, if u can find players.

MiuMelody's picture

I meant if this would be a much larger community.Like 1.000 people...A friend of mine will join this site but we're still a few people.
But even so you guys are more fun and this number of users is enough Smile

The DC in the Dark Forest, DF_Bandits, 0.955/0.000/-09001/ ox9f4ea70d still does not show on the radar Map, just the Incantation Shrine it is next to.

Dwarf

and I've received the first new quest for the Dwarven Brigade Dwarf

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