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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.

sigofmugmort wrote:
MLA: Local vs all.

As I said, level 12 at Crypt, Now at level 21 at Crystwind.

Set on all I ran around a bit and was able to Immediately venture into the Great Northern Forest so on all the monsters are leveled based on party level.
. . .

Well, that was the old approach for 'all', and it's actually still significant for a low-levelled parties.
On longer term - for higher levelled parties - there will be a transition to the assumption that the player gains about 80% of the exp that the (new) monsters encountered can provide.

With the new high-level approach now it will have consequences running through areas without taking care of the enemies there.
In this context the player also will have a little benefit when staying in a region and starts training.

 
 

iryan wrote:
. . .
One thing I noticed in Lang with the current MLA beta5r mod is that some debugging messages are reappearing. It keeps mentioning info about environmental hazards whenever the party approaches a gas hazard.
Indeed some debug reports are left, unfortunately I can't remember the background... :o
However as checked right now, the 'Hazard/5' message should report the gross damage, so if you state something very strange please let me know.

 

Same conditions as my previous post -- BW Allsaves start, MLA set to local.
I am currently in Crystwind, I took my party through the Crystwind Mine as Nature Mages as I wanted them to be able to use Heal and Resurrect spells in the auto cast slots . I have completed the following quests.
Primary Quests -- Eldim Town Stone.
Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel, Hovart's Folly, Travel to Crystwind.
Character Stats
Mandy
Level 25 Sharpshooter
Class Stats -- Melee 2, Ranged 23, Nature Magic 11, Combat Magic 4
Tiahna
Level 25 Sharpshooter
Class Stats -- Melee 0, Ranged 23, Nature Magic 11, Combat Magic 4
Magentus
Level 25 Sharpshooter
Class Stats -- Melee 3, Ranged 23, Nature Magic 11, Combat Magic 4
Arisu
Level 25 Sorceress
Class Stats -- Melee 4, Ranged 0, Nature Magic 15, Combat Magic 22
Ivlisar
Level 25 Sorcerer
Class Stats -- Melee 7, Ranged 0, Nature Magic 14, Combat Magic 22
I have hired Stone Picker who I plan to convert to a Combat/Nature Mage.
Stonepicker
Level 24 Knight
Class Stats -- Melee 21, Ranged 0, Nature Magic 15, Combat Magic 0
I plan to go hunting around Crystwind equipping all my party to operate as Combat Mages and at the same time find the Crystwind Town Stone.

Of special note I tried the back door to Quillrabe out of Crystwind while using local mode and all of the monsters are level 36 to 38 so I think that path is effectively blocked with the MLA mod set to local it is easier with the MLA mod set to ALL and a breeze with the MLA mod disabled.
Elf

Same conditions as my previous post -- BW Allsaves start, MLA set to local.
I am currently in Crystwind Old Mines at the save point just beyond Miners Haven. I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone.
Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel, Hovart's Folly, Travel to Crystwind, Dwarven Secrets.
Character Stats
Mandy
Level 28 Sharpshooter
Class Stats -- Melee 2, Ranged 27, Nature Magic 11, Combat Magic 11
Tiahna
Level 25 Sharpshooter
Class Stats -- Melee 0, Ranged 27, Nature Magic 11, Combat Magic 11
Magentus
Level 25 Sharpshooter
Class Stats -- Melee 3, Ranged 27, Nature Magic 11, Combat Magic 11
Arisu
Level 28 Sorceress
Class Stats -- Melee 5, Ranged 0, Nature Magic 15, Combat Magic 27
Ivlisar
Level 28 Sorcerer
Class Stats -- Melee 7, Ranged 0, Nature Magic 14, Combat Magic 26
Stonepicker
Level 28 Warlock
Class Stats -- Melee 21, Ranged 0, Nature Magic 15, Combat Magic 20
Things are moving along smoothly, Party spending the night in Crystwind Drinking Ale.
I am off to bed as it is almost midnight.

Elf

At Fallren, party level at 26, Nature Mage, combat Mage, Slayer, and 2 druids. All quests working well.

In the side passage going into Cryswind one of the pair of tunnel worms was free experience as a single arrow into the red barrel killed it before it could attack.

I see the Ghost Incantation shrine are still on the Radar Map. can re-post the locations if needed (and I still wonder if the program isn't echoing the locations from the path to fallren map somehow)

Dwarf

sigofmugmort wrote:
At Fallren, party level at 26, Nature Mage, combat Mage, Slayer, and 2 druids. All quests working well.

In the side passage going into Cryswind one of the pair of tunnel worms was free experience as a single arrow into the red barrel killed it before it could attack.

I see the Ghost Incantation shrine are still on the Radar Map. can re-post the locations if needed (and I still wonder if the program isn't echoing the locations from the path to fallren map somehow)

Dwarf


It would be useful to post the locations of the ghost shrines as I'm starting a new game (in conjunction with my existing game at Lang) as I'm adding a little bit more eye-candy to the map (despite saying I don't really have time to add anything else to the maps). Nothing spectacular or game changing but something I like from the other rpgs I've been playing earlier in the year.

Same conditions as my previous post -- BW Allsaves start, MLA set to local.
I am currently in Fallraen. I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone.
Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel, Hovart's Folly, Travel to Crystwind, Dwarven Secrets, Travel to Fallraen, Fallraen Barracks.
Character Stats
Mandy
Level 32 Sharpshooter
Class Stats -- Melee 2, Ranged 30, Nature Magic 11, Combat Magic 11
Tiahna
Level 32 Sharpshooter
Class Stats -- Melee 0, Ranged 30, Nature Magic 11, Combat Magic 11
Magentus
Level 32 Sharpshooter
Class Stats -- Melee 3, Ranged 30, Nature Magic 11, Combat Magic 11
Arisu
Level 32 Sorceress
Class Stats -- Melee 5, Ranged 0, Nature Magic 15, Combat Magic 30
Ivlisar
Level 31 Sorcerer
Class Stats -- Melee 7, Ranged 0, Nature Magic 14, Combat Magic 30
Stonepicker
Level 31 Warlock
Class Stats -- Melee 21, Ranged 0, Nature Magic 15, Combat Magic 26

Did not leave a single monster alive in the Crystwind Old Mines. I find it odd that Arisu and Ivlisar who where hired at the same time and are using the same spells have not advanced equally, whereas my rangers have even though they are using different weapons. Can someone explain this. I understand Stonepicker being a bit behind in stats since he was hired quite a bit later. I do not think I will overrun you this time Sigofmugmort, as I am taking my time and learning all over again how to operate a low level party. Smile

Elf

Same conditions as my previous post -- BW Allsaves start, MLA set to local.
I am currently at Mount Utrae Forest Save Point, while in Fallraen I replaced Magentus with Xavier. I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone, Fallraen Town Stone.
Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel, Hovart's Folly, Travel to Crystwind, Dwarven Secrets, Travel to Fallraen, Fallraen Barracks.
Character Stats
Mandy
Level 34 Sharpshooter
Class Stats -- Melee 2, Ranged 33, Nature Magic 11, Combat Magic 11
Tiahna
Level 34 Sharpshooter
Class Stats -- Melee 0, Ranged 33, Nature Magic 11, Combat Magic 11
Xavier
Level 33 Assassin
Class Stats -- Melee 0, Ranged 31, Nature Magic 10, Combat Magic 21
Arisu
Level 34 Sorceress
Class Stats -- Melee 6, Ranged 0, Nature Magic 15, Combat Magic 33
Ivlisar
Level 34 Sorcerer
Class Stats -- Melee 8, Ranged 0, Nature Magic 14, Combat Magic 33
Stonepicker
Level 33 Warlock
Class Stats -- Melee 21, Ranged 0, Nature Magic 15, Combat Magic 30

I did not play very far tonight as I am very tired, more tomorrow.
Elf

Now, to continue from Fallren and do a re-post as soon as i dig up the info. Had a Marternal unit Class reunion this weekend and I am the motive power for her wheelchair which is why Bare_Elf made it through Fallren WITHOUT being hit with a barrage of snowballs :goofy: :P

:wacko: Dwarf

Is DS1_Mod_Regional_Monster_Levelling_Alpha1.dsres an essential part of the package people are testing or has it been embodied in or superseded by the latest levels of everything else?

(When it first came out I was doing my last KoE run which was without MLA, so until today I hadn't downloaded it.)

RSimpkinuk57 wrote:
Is DS1_Mod_Regional_Monster_Levelling_Alpha1.dsres an essential part of the package people are testing or has it been embodied in or superseded by the latest levels of everything else?

(When it first came out I was doing my last KoE run which was without MLA, so until today I hadn't downloaded it.)


Hi Richard
We are talking about the Monster Level Adjust Mod (MLA) it has three settings All Local and disabled. We are using one party using local (regional monster levling) and one party using All (the standard version of MLA). Use MLA beta 5r

Elf

Here are the 4 shrine locations

[IMG]http://i131.photobucket.com/albums/p316/sigofmugmort
/32shrine2_zpskls0ytcm.jpg[/IMG]

In Doerneck's quarry there is a glowing body that still shows as clickable

Dwarf

Here are the stats on my second party

Same conditions as my previous post -- BW Allsaves start, MLA set to All.
I am currently in Meren. I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone, Fallraen Town Stone.
Secondary Quests -- Farmer's Scythe, Hovart's Folly, A New Way to Travel, Orchard Celler, Travel to Crystwind, Travel to Fallraen, Dwarven Secrets, Fallraen Barracks, Travel to Merren, Dornek's Quarry
Character Stats
Abby
Level 41 Sharpshooter
Class Stats -- Melee 2, Ranged 41, Nature Magic 2, Combat Magic 4
Tiahna
Level 41 Sharpshooter
Class Stats -- Melee 0, Ranged 41, Nature Magic 2, Combat Magic 3
Xavier
Level 41 Assassin
Class Stats -- Melee 0, Ranged 29, Nature Magic 0, Combat Magic 23
Arisu
Level 41 Magus
Class Stats -- Melee 5, Ranged 0, Nature Magic 30, Combat Magic 38
Briahra
Level 40 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 29, Combat Magic 37
Ivlisar
Level 40 Sorcerer
Class Stats -- Melee 0, Ranged 0, Nature Magic 0, Combat Magic 40

I have discovered that although I could not hire Ivlisar at the start of the game I could jump back from Crystwind, Find him in the church (he no longer has the hire icon (3 crowns) but when you talk to him you get the hire conversation and you can hire him. I will have to look into this with all the NPCs that are selective hires when I start another game. I also think there may be an issue with Briahra's template. She has trouble wearing some DS1 robes and DS2 type 1 armors. They appear on her as black and yellow. These same armors will appear correct on other characters of all races and sexes. I did not as yet have time to compare her template with that of another female elf.
Elf

Same conditions as my previous post -- BW Allsaves start, MLA set to local.

I am currently in Meren, I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone, Fallraen Town Stone.
Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel, Hovart's Folly, Travel to Crystwind, Dwarven Secrets, Travel to Fallraen, Fallraen Barracks, Travel to Meren, Dornek's Quarry, Pirates of Meren.

Character Stats
Mandy
Level 39 Sharpshooter
Class Stats -- Melee 2, Ranged 38, Nature Magic 11, Combat Magic 11
Tiahna
Level 39 Sharpshooter
Class Stats -- Melee 0, Ranged 38, Nature Magic 11, Combat Magic 11
Xavier
Level 38 Assassin
Class Stats -- Melee 0, Ranged 37, Nature Magic 10, Combat Magic 21
Arisu
Level 39 Sorceress
Class Stats -- Melee 6, Ranged 0, Nature Magic 15, Combat Magic 38
Ivlisar
Level 39 Sorcerer
Class Stats -- Melee 8, Ranged 0, Nature Magic 14, Combat Magic 38
Briahra
Level 38 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 27, Combat Magic 38

Other than some armor showing up on Briahra as black and yellow stripes and working on other characters just fine, everything is going great.

Elf

When I was updating girl armor with Tattoos for the Utraeans I also edited some of the human skin types, dryad skin types and elf skin types to also have tattoos. I was working on B_c_gah_amr_suit_fa_a1_300_12 so had removed it from the mod on what I thought was a temporary editing project. Then version 32b came out and I created a special version of Girl Armor to more closely approximate the levels of armor used for lower level characters and forgot to finish and then reinstall the B_c_gah_amr_suit_fa_a1_300_12 so there was none in the mod and since that is the base body color/image for most of the armors it did not work. So I fixed it and things are better now.

Hope I did not make people search for a problem that never existed with the game except if you where using my mod, sorry.

Elf

Another minor update with progress completed to Quillrabe.
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Utraean_Peninsula_Beta32c.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32c.ds2res

I had to add 12 tasks to the go to Quillrabe minor quest in order for all the arrows to show properly. Especially in the Goblin Warrens, the arrows tend to disappear - I guess they couldn't handle the complexities of the structure of that region.

Level 39/41 for Meren. My party not that high even in Quillrabe. Then I haven't been doing too much clearing of areas before moving on, while I haven't been avoiding fights I've been concentrating on proceeding through the map as quickly as possible.

I checked Briahra's template and can't see anything obviously wrong with it. She uses the same model as do Arisu, Tiahna & Sheba but with subtype _12 (for the elf female of that skin texture) and all of those textures appear to be present. It would be handy if you could tell me exactly what armors are giving the yellow and black errors.

Level 34 at Meren killing anything that moves, Pirate ship makes a GREAT bonfire to roast the Hydra over

:twisted: Dwarf

Current Mod Revision -- 32C
Same conditions as my previous post -- BW Allsaves start, MLA set to local.
I am currently in Lang, I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone, Fallraen Town Stone, Meren Town Stone.
Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel, Hovart's Folly, Travel to Crystwind, Dwarven Secrets, Travel to Fallraen, Fallraen Barracks, Travel to Meren, Dornek's Quarry, Pirates of Meren, Confront Bandit Boss, Travel to Lang.
Character Stats
Mandy
Level 43 Sharpshooter
Class Stats -- Melee 2, Ranged 42, Nature Magic 14, Combat Magic 11
Tiahna
Level 43 Sharpshooter
Class Stats -- Melee 0, Ranged 42, Nature Magic 14, Combat Magic 11
Xavier
Level 43 Assassin
Class Stats -- Melee 0, Ranged 42, Nature Magic 13, Combat Magic 21
Arisu
Level 43 Magus
Class Stats -- Melee 6, Ranged 0, Nature Magic 30, Combat Magic 40
Briahra
Level 38 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 34, Combat Magic 38
Sheba
Level 42 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 32, Combat Magic 38
In the Lang Mire on my way to Lang there was no Yellow Quest Arrow on the radar map, once in Lang the Arrow Returned. While in Lang Replaced Mage Ivlisar with Mage Sheba because her Nature and Combat skills are more balanced.
Elf

Current Mod Revision -- 32C
Same conditions as my previous post -- BW Allsaves start, MLA set to All.
I am currently in Lang. I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone, Fallraen Town Stone, Meren Town Stone.
Secondary Quests -- Farmer's Scythe, Hovart's Folly, A New Way to Travel, Orchard Celler, Travel to Crystwind, Travel to Fallraen, Dwarven Secrets, Fallraen Barracks, Travel to Merren, Dornek's Quarry, Confront Bandit Boss, Travel to Lang.
Character Stats
Abby
Level 46 Sharpshooter
Class Stats -- Melee 2, Ranged 46, Nature Magic 7, Combat Magic 11
Tiahna
Level 46 Sharpshooter
Class Stats -- Melee 0, Ranged 46, Nature Magic 6, Combat Magic 12
Xavier
Level 46 Assassin
Class Stats -- Melee 0, Ranged 45, Nature Magic 6, Combat Magic 24
Arisu
Level 46 Magus
Class Stats -- Melee 6, Ranged 0, Nature Magic 38, Combat Magic 41
Briahra
Level 46 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 38, Combat Magic 40
Sheba
Level 45 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 34, Combat Magic 41

Yes I have verified with my second party that there is no yellow quest arrow in the Lang Mire. As soon as you pass the guard and the Save point at the start of the Mire the arrow dies, then reappears the minute you enter Lang.
Elf

bare_elf wrote:

Yes I have verified with my second party that there is no yellow quest arrow in the Lang Mire. As soon as you pass the guard and the Save point at the start of the Mire the arrow dies, then reappears the minute you enter Lang.
Elf


I must have missed that one. I did believe that's because there's no task and radar icon associated with the DS_2 region (there's no DS_1 region - DS being short for Dark Swamp) but checking the region revealed that's there is one there near the Swamp Tracker which is at the very start of the region. You have verified that it works as intended.

So the answer is simply that the region is so large that the game can't track it properly so it disappears. Or probably can't find the radar icon to link the arrow to so the game assumes there's no arrow and doesn't display it until it can find the icon.

So another task will have to be added to link the arrows together (the same problem I struck in the Goblin Warrens).

Now in Lang at level 39

No Phraks or Rats have spawned from barrels.

The convo to get Sinaht to join refers to him as Drevin

Maybe make finding the Dark Swamp a quest point before entering Lang

Sulfur tunnels or Goblin lair next? that's the question Dwarf

or maybe clear the Illyarth valley first

Insane Dwarf

The quest arrow goes out while in the Goblin Warrens, South End of Bridge at location GI_A2_R2. 1.117/6.000/-1.276/0x72f31c4d. It happens just as the leading party member moves off the bridge on to solid ground. The Quest Arrow returns at the stairs located at GI_A_R2. 1.027/6.000/0.525/0xf7aa98c5. As a secondary note the Travel to Quillrabe quest. Step 1 never gets checked off. The remaining up to redwood gap have checked. Party at the exit of the Goblin Warrens talking to guard in Redwood Gap.

Elf

Jumping back to the Redwood Gap Forest Direct Connect teleporter at OF_R1. 1.600/ 0.000 /-1.133 /0x32e03670 after restart the quest arrow is gone again and it has not returned and I am at the Direct Connect Teleporter at the first outpost of Iliarth canyon.

Elf

Current Mod Revision -- 32C
Same conditions as my previous post -- BW Allsaves start, MLA set to local.
I am currently at Iliarth Canyon Legion Outpost, I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone, Fallraen Town Stone, Meren Town Stone.
Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel, Hovart's Folly, Travel to Crystwind, Dwarven Secrets, Travel to Fallraen, Fallraen Barracks, Travel to Meren, Dornek's Quarry, Pirates of Meren, Confront Bandit Boss, Travel to Lang, Goblin's Secret Plans, Pit of Despair, Flooded Sanctuary.
Character Stats
Mandy
Level 49 Sharpshooter
Class Stats -- Melee 2, Ranged 48, Nature Magic 14, Combat Magic 12
Tiahna
Level 49 Sharpshooter
Class Stats -- Melee 0, Ranged 48, Nature Magic 14, Combat Magic 11
Xavier
Level 48 Assassin
Class Stats -- Melee 0, Ranged 48, Nature Magic 13, Combat Magic 21
Arisu
Level 49 Magus
Class Stats -- Melee 6, Ranged 0, Nature Magic 42, Combat Magic 42
Briahra
Level 48 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 43, Combat Magic 39
Sheba
Level 48 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 43, Combat Magic 40
As noted in my previous post I am at the Direct Connect Teleport of Iliarth Canyon at the Old Outpost. It is getting late so I am going to hold here for the night. Still no return of the Quest Arrow.
Elf

Goblins,Pit and such

Another shrine only on Radar Map where you fight the big mech suit.

No experience for fighting the Doppelgangers in the Pit

Level 45 at entrance to Fury lair

Have to retrieve some screenshots from the Sanctuary. There is still the two room where approaching from one side the walls are smooth but when you then enter a room that abuts it a button appears in both rooms that show as usable but do not work.

There was one spot with several Lungers/slingers on some stairs, they launched a devastating attack on the NON-Dwarves but as long as I stayed in the water they ignored me and Stonepicker while my Dwarf clobbered them. Stepping up the stairs out of the water did trigger them.

:twisted: Dwarf

you know, the Lungers REALLY have problems with 2 Earthquake Auras overlapping :twisted:

sigofmugmort wrote:
Goblins,Pit and such

No experience for fighting the Doppelgangers in the Pit

Have to retrieve some screenshots from the Sanctuary. There is still the two room where approaching from one side the walls are smooth but when you then enter a room that abuts it a button appears in both rooms that show as usable but do not work.

There was one spot with several Lungers/slingers on some stairs, they launched a devastating attack on the NON-Dwarves but as long as I stayed in the water they ignored me and Stonepicker while my Dwarf clobbered them. Stepping up the stairs out of the water did trigger them.


The reason you currently get no experience for the Doppelgangers in the Pit is because they inherit from the base templates used for the evil heroes in the bonus dungeon in DS2. That should be easily fixed.

Will check again the Flooded Sanctuary. I must admit that I rather skipped most of the Flooded Sanctuary and only checked the quest boss. The quest also could probably use some tweaking, there's no radar icon for instance and the quest says to clear the sanctuary of all monsters yet you only need to kill the one boss.

So the sight_origin_height tweak is also required for dwarf heroes. I will make it so. Thanks for the reports.

iryan wrote:

The reason you currently get no experience for the Doppelgangers in the Pit is because they inherit from the base templates used for the evil heroes in the bonus dungeon in DS2. That should be easily fixed.

Will check again the Flooded Sanctuary. I must admit that I rather skipped most of the Flooded Sanctuary and only checked the quest boss. The quest also could probably use some tweaking, there's no radar icon for instance and the quest says to clear the sanctuary of all monsters yet you only need to kill the one boss.

So the sight_origin_height tweak is also required for dwarf heroes. I will make it so. Thanks for the reports.


I did the same as you did Iryan with the Pit Quest and the Flooded Sanctuary. As soon as the quest was completed I moved on. When I bring my second party out of Lang on the way to Quillrabe I will check both in detail. Yes the dwarves do need the height tweak so as to not be unattackable when in water Smile

Now to get party 1 to Quillrabe

Elf

Current Mod Revision -- 32C
Same conditions as my previous post -- BW Allsaves start, MLA set to local.
I am currently Quillrabe, I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone, Fallraen Town Stone, Meren Town Stone.
Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel, Hovart's Folly, Travel to Crystwind, Dwarven Secrets, Travel to Fallraen, Fallraen Barracks, Travel to Meren, Dornek's Quarry, Pirates of Meren, Confront Bandit Boss, Travel to Lang, Goblin's Secret Plans, Pit of Despair, Flooded Sanctuary, Travel to Quillrabe.
Character Stats
Mandy
Level 49 Sharpshooter
Class Stats -- Melee 2, Ranged 49, Nature Magic 14, Combat Magic 12
Tiahna
Level 49 Sharpshooter
Class Stats -- Melee 0, Ranged 49, Nature Magic 14, Combat Magic 11
Xavier
Level 49 Assassin
Class Stats -- Melee 0, Ranged 49, Nature Magic 13, Combat Magic 21
Arisu
Level 49 Magus
Class Stats -- Melee 6, Ranged 0, Nature Magic 42, Combat Magic 43
Briahra
Level 49 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 43, Combat Magic 41
Sheba
Level 49 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 43, Combat Magic 42
Holding at Quillrabe, to advance second Party from Lang
Elf

Current Mod Revision -- 32C
Same conditions as my previous post -- BW Allsaves start, MLA set to All.
I am currently in Quillrabe. I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone, Fallraen Town Stone, Meren Town Stone, Lang Town Stone.
Secondary Quests -- Farmer's Scythe, Hovart's Folly, A New Way to Travel, Orchard Celler, Travel to Crystwind, Travel to Fallraen, Dwarven Secrets, Fallraen Barracks, Travel to Merren, Dornek's Quarry, Confront Bandit Boss, Travel to Lang,Confront Bandit Boss, Travel to Quillrabe, Goblin's Secret Plans, Pit of Despair, Flooded Sanctuary.
Character Stats
Abby
Level 54 Grand Sharpshooter
Class Stats -- Melee 2, Ranged 54, Nature Magic 7, Combat Magic 11
Tiahna
Level 54 Grand Sharpshooter
Class Stats -- Melee 0, Ranged 54, Nature Magic 6, Combat Magic 12
Xavier
Level 54 Grand Sharpshooter
Class Stats -- Melee 0, Ranged 53, Nature Magic 6, Combat Magic 24
Arisu
Level 54 Grand Sorceress
Class Stats -- Melee 10, Ranged 0, Nature Magic 38, Combat Magic 52
Briahra
Level 53 Grand Sorceress
Class Stats -- Melee 7, Ranged 0, Nature Magic 38, Combat Magic 51
Sheba
Level 53 Grand Sorceress
Class Stats -- Melee 7, Ranged 0, Nature Magic 34, Combat Magic 52

From Lang to Quillrabe the main yellow quest arrow remained on the radar map. There where only four differences between what I did with party 1 and party 2. This time I never went back, I never used the town portal to return to town for supplies, I never exited the game and therefore never had to use the Direct Connect Teleport System. Doing one of these things caused the quest arrow to vanish. Sigofmugmort was quite correct about the wall/doors in the flooded sanctuary and the monsters in the Pit. I am wondering if I restart now if the quest arrow will remain? On restarting the Quest Arrow remains

Elf

Current Mod Revision -- 32C
Same conditions as my previous post -- BW Allsaves start, MLA set to OFF.

I am currently At the Acient Crypts, I have completed the following quests.
Primary Quests --
Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel,

Character Stats
Sally
Level 15 Marksman
Class Stats -- Melee 1, Ranged 15, Nature Magic 4, Combat Magic 3
Tiahna
Level 15 Marksman
Class Stats -- Melee 0, Ranged 15, Nature Magic 4, Combat Magic 0
Arisu
Level 15 Wizard
Class Stats -- Melee 0, Ranged 0, Nature Magic 6, Combat Magic 14
Ivlisar
Level 15 Wizard
Class Stats -- Melee 0, Ranged 0, Nature Magic 4, Combat Magic 15

Since I have my first and second parties both resting in Quillrabe. I decided to start a 3rd. party for several reasons:
To see the new eye candy that iryan created prior to Meren.
To see the difference in character development with MLA off.
To hire characters that I have not hired in the past.
Because I can.
To give Iryan to work on things beyond Quillrabe.

Elf

At Quillrabe, still no gather points on the 3 Elevators from Crystwind, the one twords Eldim and the first 2 twords Quillrabe.

At the Sanctuary

Matbe I should get a bucket of cold well-water and stand on a tower and wait for a certain ELF to pass under :twisted: :P

:silly: Insane Dwarf

sigofmugmort wrote:
At Quillrabe, still no gather points on the 3 Elevators from Crystwind, the one towards Elddim and the first 2 towards Quillrabe.

Matbe I should get a bucket of cold well-water and stand on a tower and wait for a certain ELF to pass under :twisted: :P

:silly: Insane Dwarf


The first elevator in the goblin warrens has gather point but the second one does not. Yes please Sigofmugmort a bucket of water would be great, after killing all those Krug I need a shower.
:silly: Elf

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