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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.

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

:silly: Insane Dwarf


The first elevator in the goblin warrens has gather point but the second one does not.
:silly: Elf

Still no progress past Quillrabe as I've been fixing stuff reported in the last week.

I've added gather points to these areas but please note that sometimes they won't work. i.e. the elevator at Meren.
The ghost shrine radar icons should be gone.
I can't see any obvious reason for the secret door in the Flooded Sanctuary not to be working. You should be able to open it from either side. It'll have to wait until I play another game and get back there to tinker with it.
I'll tinker with the quest arrows around Lang but as for them disappearing under certain conditions, I'll doubt I'll ever be able to rectify all of those.
I need to improve the hiring conversations for the new characters, this I know. Plus some of them still use voice samples from Deru.

Current Mod Revision -- 32C
Same conditions as my previous post -- BW Allsaves start, MLA set toOFF.
I am currently back in Elddim, I have completed the following quests.
Primary Quests -- Elddim Town Stone
Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel, Hovart's Folly
Character Stats
Sally
Level 23 Sharpshooter
Class Stats -- Melee 1, Ranged 23, Nature Magic 5, Combat Magic 6
Tiahna
Level 23 Sharpshooter
Class Stats -- Melee 0, Ranged 23, Nature Magic 7, Combat Magic 23
Arisu
Level 23 Sorceress
Class Stats -- Melee 0, Ranged 0, Nature Magic 6, Combat Magic 14
Ivlisar
Level 23 Sorcerer
Class Stats -- Melee 0, Ranged 0, Nature Magic 5, Combat Magic 23

Iryan I really like the work that you have done with some of the NIS sequences and senery. Running back through the map as far as I have gone I have not found any errors or problems that Sigofmugmort and I already found and that you are working on Iryan. I will now advance party 3 toward Crystwind.
Elf

bare_elf wrote:
My party of low level characters has reached Fallraen. I discovered a minor problem, nothing that causes a problem with playing the game, just a minor problem with a character's icon appearing different in the radar map and the actual seller of reagents icon. In the radar map she has the icon of an enchanter. I include a screen shot.

I am not sure why I did not notice this before, might have been that when using a level 98 test party that is equipped exactly like I want it I rarely use reagent sales people or enchanters.
Elf


Checking this npc reveals that she indeed can either enchant objects for you or sell reagents for you to use in enchanting. It just depends on whether you choose response 1. or 2. when replying to her.

If you choose option 1. to see the reagents she's selling.

If you choose option 2. to enchant something.

She obviously needs an improved icon or 2 icons above her and the radar icon also needs to be upgraded. I will look into that but she's quite a good idea and one that inherited from the original utraean peninsula map by KillerGremal. He was presumably trying to save on the amount of work involved in making a npc for every shop in town.

Here's also the debug messages that I'm getting in Lang Mire. Has anyone else encountered this?

iryan wrote:

Checking this npc reveals that she indeed can either enchant objects for you or sell reagents for you to use in enchanting. It just depends on whether you choose response 1. or 2. when replying to her.

If you choose option 1. to see the reagents she's selling.

If you choose option 2. to enchant something.

She obviously needs an improved icon or 2 icons above her and the radar icon also needs to be upgraded. I will look into that but she's quite a good idea and one that inherited from the original utraean peninsula map by KillerGremal. He was presumably trying to save on the amount of work involved in making a npc for every shop in town.

Here's also the debug messages that I'm getting in Lang Mire. Has anyone else encountered this?

That is a really good idea to have a reagemt salesperson/enchantress in the same NPC - Maybe a special Icon instead of 2? Now the sales person in the bar of Meren sells everything even though he has just the Magic seller icon, so maybe that is not necessary to have a special icon.

As for the debug messages in the Lang Mire I have seen them on various places on the map, I just assumed they where a warning to be careful and not a debug message. So I wonder if it is really necessary to remove them.

Elf

Next party started(for mainly the same reasons as Bare_Elf) have gone West, South and East to see the additions, now heading for the Crypt.

The double-duty NPC's such as at Fallrean and Crystwynd are very nice.

Dwarf

bare_elf wrote:
iryan wrote:

Checking this npc reveals that she indeed can either enchant objects for you or sell reagents for you to use in enchanting. It just depends on whether you choose response 1. or 2. when replying to her.

If you choose option 1. to see the reagents she's selling.

If you choose option 2. to enchant something.

She obviously needs an improved icon or 2 icons above her and the radar icon also needs to be upgraded. I will look into that but she's quite a good idea and one that inherited from the original utraean peninsula map by KillerGremal. He was presumably trying to save on the amount of work involved in making a npc for every shop in town.

Here's also the debug messages that I'm getting in Lang Mire. Has anyone else encountered this?

That is a really good idea to have a reagemt salesperson/enchantress in the same NPC - Maybe a special Icon instead of 2? Now the sales person in the bar of Meren sells everything even though he has just the Magic seller icon, so maybe that is not necessary to have a special icon.
. . .

Using an NPC setup e.g. as in Fallraen further 'sub-shops' could be copied+mounted easily as soon you have the first one.
More limiting may be the fact that a convenient over-head icon should be created then too.
Actually I've create already a few 'dual-shop' icons, but with ~9 regular NPC tasks (plus 2-3 custom ones), and assumed 2 tasks are merged in 1 icon, it would require upto ~50 icons in theory to cover all combinations.

Now DS2 already knows some kind of double-icons (with a diagonal bar between) to show exclamation/question mark and shop purpose at the same time.
Perhaps something similar could be realized by means of the over-head icon effect, producing a double-icon look by using 2 of the existing textures - just smaller with some diagonal offset.

However for the radar map it's probably the easiest to place 2 icons (icon objects) next to each other onto the map...

 

bare_elf wrote:
. . .
As for the debug messages in the Lang Mire I have seen them on various places on the map, I just assumed they where a warning to be careful and not a debug message. So I wonder if it is really necessary to remove them.

Elf


KillerGremal wrote:
. . .
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.
The messages were intended only for debug purposes actually, i just didn't have the time to fix this. Sad
 

Current Mod Revision -- 32C
Same conditions as my previous post -- BW Allsaves start, MLA set to OFF.
I am currently Direct Connect Teleport Crystwind Old Mines, I have completed the following quests.
Primary Quests -- Elddim 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
Sally
Level 29 Sharpshooter
Class Stats -- Melee 1, Ranged 26, Nature Magic 14, Combat Magic 11
Tiahna
Level 29 Sharpshooter
Class Stats -- Melee 0, Ranged 26, Nature Magic 14, Combat Magic 10
Arisu
Level 29 Sorceress
Class Stats -- Melee 0, Ranged 0, Nature Magic 14, Combat Magic 27
Ivlisar
Level 29 Sorcerer
Class Stats -- Melee 0, Ranged 0, Nature Magic 14, Combat Magic 27
Stonepicker
Level 28 Knight
Class Stats -- Melee 23, Ranged 0, Nature Magic 17 Combat Magic 16

Party 3 moving through Crystwind Old Mines. Have not encountered any new issues.
Elf

Current Mod Revision -- 32C
Same conditions as my previous post -- BW Allsaves start, MLA set to OFF.
I have just exited the Crystwind Old Mines, I have completed the following quests.
Primary Quests -- Elddim 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
Sally
Level 30 Sharpshooter
Class Stats -- Melee 1, Ranged 28, Nature Magic 14, Combat Magic 11
Tiahna
Level 30 Sharpshooter
Class Stats -- Melee 0, Ranged 28, Nature Magic 14, Combat Magic 10
Arisu
Level 30 Sorceress
Class Stats -- Melee 0, Ranged 0, Nature Magic 14, Combat Magic 28
Ivlisar
Level 30 Sorcerer
Class Stats -- Melee 0, Ranged 0, Nature Magic 14, Combat Magic 28
Stonepicker
Level 29 Knight
Class Stats -- Melee 24, Ranged 0, Nature Magic 17 Combat Magic 16

The swinging platform located in the Crystwind Old Mines ( mines2 0.401/ 0.000/ 1.528/ 0x501279DA) is missing a gather point.
Elf

I've started playing again, am in the Utraean Peninsular (SE) and have just emerged into the daylight again with Lord Hovart's armor. Newly started hero, generally following the quest arrow killing all monsters I see and collecting treasure but not exploring exhaustively. (For example, I did go everywhere in the Ancient Crypts but I ignored a side loop in Hovart's Folly south and hadn't been to the far corner of the Marshes.) I'm trying to look for everything a tester should but sometimes get too caught up in playing the game.

Going well so far, as I expected.

I only played the map once in DS1, that was with the old Myros SP mod, but do remember it quite well. (I started LOU once but decided I wanted first to see what GPG's original was like - besides, the Myros mod made a good vehicle for learning to dabble in simple template-level modding - I swapped some of the recruitable characters for more expensive ones so my party would grow slower, like in Ehb.) In a rash clear-out I threw away my old saved games so cannot go back to compare them.

2.2, Mod Logic Beta32c, Map UP Beta32c, MLA Beta5r set to Local
(DS1_Mod_Regional_Monster_Levelling_Alpha1.ds2res not present)

U32c#01 Ancient Crypts radar - the floor plan is wrongly orientated with the top-of-screen direction to the right on the radar - most confusing, especially since the quest arrow and the red monster dots are orientated correctly (so far as I could tell).

U32c#02 No radar quest star on the Elddim Townstone's hiding place, nor one on Hovart's gavel (there's no task in the quest to collect it, which will be a problem for any player, expecting to be led by the hand as usual in DS2, who doesn't know one cannot enter the Folly without the gavel), but a spurious star in the short rough tunnel section between the main and final parts of the crypts.

U32c#03 Elddim radar has tombstone marker in wrong place (the chapel).

U32c#04 Elddim convo - child Tad (in Elias' pig pen) convo "I'm going to tall & strong like my Daddy when I grow up" - a word missing there!

U32c#05 Elddim convo - Ybeldan Macydelme (near bridge from smithy to inn) convo "Spoken to Kedaresa yet!" No, because I've failed to find any such person.

U32c#06 Elddim old woman labelled "refugee" when her convo reveals she has a name - Ma Kettle!

U32c#07 Two farm houses between Elddim and the crypts entrance are both "Old Ma Kettle's House" and both the DCs identify themselves as such when activated.

(By the way, I like the cart's cargo - nice touch.)

U32c#08 DC in the ancient crypt's cemetery (crypt exit) identifies itself when activated as at Horty Olof's. Two DCs on, at the entrance to Hovart's Folly south, I didn't notice what the DC activated msg said but this morning when I restarted my game and used that portal I was told (by msg and by screen overlay banner) that I'd got to Horty Olof's. When I moved towards the Folly entrance up came the Hovart Marshes banner.

==========
P.S. a few Hazard msgs in the Crypts (though nothing there looked to be hazardous).
==========
PPS. comment - I've made it to Crystwind at a lower level than either elf or dwarf have reported - level 17 with a party that was two strong up to the Iliarth Divide, three strong through crypts (entered at level 9), marshes and the Folly, and four strong through the short section of mine. My levels along the way closely match what I expect the monsters encountered would be without MLA (going by my records from my last test run in Ehb).

Current Mod Revision -- 32C
Same conditions as my previous post -- BW Allsaves start, MLA set to OFF.
We are in Meren, I have completed the following quests.
Primary Quests -- Elddim 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, Dornek's Quarry, Travel to Meren, Pirates of Meren.

Character Stats
Sally
Level 39 Sharpshooter
Class Stats -- Melee 1, Ranged 39, Nature Magic 14, Combat Magic 11
Tiahna
Level 39 Sharpshooter
Class Stats -- Melee 0, Ranged 39, Nature Magic 14, Combat Magic 11
Xavier
Level 39 Assassen
Class Stats -- Melee 0, Ranged 37, Nature Magic 0, Combat Magic 22
Arisu
Level 39 Sorceress
Class Stats -- Melee 0, Ranged 0, Nature Magic 14, Combat Magic 39
Ivlisar
Level 39 Sorcerer
Class Stats -- Melee 0, Ranged 0, Nature Magic 14, Combat Magic 39
Briahra
Level 38 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 28 Combat Magic 35

My party has not discovered any new problems. Briahra (the local hero) Says the best ale on the peninsula can be found in the Meren Inn and the fishing now that the pirates are gone should be very good. The members of my party Xavier being the loudest, have asked me if they can spend a few days fishing before we move on. I told them yes and if you need me you can find me under one of the tables in the Meren Inn as I will be Aleing LOL. Now guys remember no bow fishing or magic fishing ha ha.
Elf

The first pass through the map is done and its playable right through to the end.
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Utraean_Peninsula_Beta32d.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32d.ds2res

Now to start back at the beginning again and polish it a bit more and see if I can fix the outstanding bugs, omissions and quirks. Then onto LOA and Yesterhaven before going back to KOE for one last time.

RSimpkinuk57 wrote:
I've started playing again, am in the Utraean Peninsular (SE) and have just emerged into the daylight again with Lord Hovart's armor. Newly started hero, generally following the quest arrow killing all monsters I see and collecting treasure but not exploring exhaustively. (For example, I did go everywhere in the Ancient Crypts but I ignored a side loop in Hovart's Folly south and hadn't been to the far corner of the Marshes.) I'm trying to look for everything a tester should but sometimes get too caught up in playing the game.

Going well so far, as I expected.

I only played the map once in DS1, that was with the old Myros SP mod, but do remember it quite well. (I started LOU once but decided I wanted first to see what GPG's original was like - besides, the Myros mod made a good vehicle for learning to dabble in simple template-level modding - I swapped some of the recruitable characters for more expensive ones so my party would grow slower, like in Ehb.) In a rash clear-out I threw away my old saved games so cannot go back to compare them.

2.2, Mod Logic Beta32c, Map UP Beta32c, MLA Beta5r set to Local
(DS1_Mod_Regional_Monster_Levelling_Alpha1.ds2res not present)

U32c#01 Ancient Crypts radar - the floor plan is wrongly orientated with the top-of-screen direction to the right on the radar - most confusing, especially since the quest arrow and the red monster dots are orientated correctly (so far as I could tell).


This is the same bug as occurs in the Ancient Crypts in Ehb. Too much editing of the region causes the radar to go kaput and it's extremely difficult to me to fix (incidentally Phoenix did all the original radars for all the maps and he did a fantastic job). I will have another go and see if I can fix the problem. I do know how to make radars images for outdoor areas but haven't tried making the cool lines demarking the rooms, etc.

RSimpkinuk57 wrote:

U32c#02 No radar quest star on the Elddim Townstone's hiding place, nor one on Hovart's gavel (there's no task in the quest to collect it, which will be a problem for any player, expecting to be led by the hand as usual in DS2, who doesn't know one cannot enter the Folly without the gavel), but a spurious star in the short rough tunnel section between the main and final parts of the crypts.

U32c#03 Elddim radar has tombstone marker in wrong place (the chapel).

U32c#04 Elddim convo - child Tad (in Elias' pig pen) convo "I'm going to tall & strong like my Daddy when I grow up" - a word missing there!

U32c#05 Elddim convo - Ybeldan Macydelme (near bridge from smithy to inn) convo "Spoken to Kedaresa yet!" No, because I've failed to find any such person.

U32c#06 Elddim old woman labelled "refugee" when her convo reveals she has a name - Ma Kettle!

U32c#07 Two farm houses between Elddim and the crypts entrance are both "Old Ma Kettle's House" and both the DCs identify themselves as such when activated.

(By the way, I like the cart's cargo - nice touch.)


All should be easy to fix.

RSimpkinuk57 wrote:

U32c#08 DC in the ancient crypt's cemetery (crypt exit) identifies itself when activated as at Horty Olof's. Two DCs on, at the entrance to Hovart's Folly south, I didn't notice what the DC activated msg said but this morning when I restarted my game and used that portal I was told (by msg and by screen overlay banner) that I'd got to Horty Olof's. When I moved towards the Folly entrance up came the Hovart Marshes banner.

The Direct Connection Teleporters get the name they display by either text you provide to the D.C. point or lacking that, the location name used by the region. I will check this out and fix it.

RSimpkinuk57 wrote:

==========
P.S. a few Hazard msgs in the Crypts (though nothing there looked to be hazardous).
==========

This is the debug message that I mentioned a few days ago and KillerGremal just acknowledged as something inadvertently left in the current version of the MLA mod. I think it can wait until KillerGremal has need of uploading a new version of the MLA mod to fix whatever other things may be in need of fixing.

Downloaded 32D and will move parties 1 and 2 from Quillrabe to the end. I will leave party 3 fishing and drinking in Meren. Then I will start two parties in Elddim one with MLA set to local and one with MLA set to all.

Elf

New party is a party of 1 (Mainly) Nature/Combat mage

One funny item: on the road to the Crypt I was carefully approaching a Royal turkey(dinner time :twisted: ) when a Skrug popped up and started attacking me whereupon the Turkey went after the Skrug Laughing out loud . I'm guessing I hit the Skrug's engagement zone before the Turkey's and it thought the Skrug was dinner.

In the Ancient Crypt I was using an AOE attack and noticed that there was more then the 2 Gargoyles showing damage apparently the Vampire Bats can be damaged BEFORE they come up through the floor in the 2 locations that happens.

BTW: Has anyone seen the movie "In the name of the King, A Dungeon Siege Tale?

:twisted: :silly: Dwarf

I probably should have re-reported the 2 DC's and names at the Kettle's house since it was so long ago :blush:

Shadow Watcher's picture

I have been playing Utraen Peninsula SE revision 32B. I have not had time to upgrade yet as my Internet connection is being very slow. My Internet Service Provider is working on the issue, it appears to be an issue for my whole town. But I do have a question for anyone who can help. I completed the Pit of Despair Quest and the Flooded Sanctuary. When I checked the quest log there is a quest between Pit of Despair and Flooded Sanctuary. There does not appear to be a quest of any type in the small area between the Pit of Despair and the Flooded Sanctuary. What is the name of the quest and where do I find it?

Iryan is it possible to make a list of the quest names for act 1, act 2, and act 3. So that slow players like myself can have some idea of what the quest is about and where we might possibly find it (general area not specific location).

I read Sigofmugmorts post about the Flooded Sanctuary -- I found the doors that are one way and should be two way and I also agree with him that the quest is to easy. I will upgrade to the current level just as soon as my Internet connection tells me that it does not require a hour to get the two files, I would guess it should be under 5 minutes.

Current Mod Revision -- 32D
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, Quillrabe 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,Slay Dragon Queen, Assassinate Droog Rebel Leader, Droog Peace Treaty, Travel to Hiroth.
Character Stats
Mandy
Level 51 Master Sharpshooter
Class Stats -- Melee 2, Ranged 51, Nature Magic 14, Combat Magic 12
Tiahna
Level 51 Master Sharpshooter
Class Stats -- Melee 0, Ranged 51, Nature Magic 14, Combat Magic 11
Xavier
Level 51 Master Sharpshooter
Class Stats -- Melee 0, Ranged 50, Nature Magic 13, Combat Magic 21
Arisu
Level 51 Magus
Class Stats -- Melee 6, Ranged 0, Nature Magic 44, Combat Magic 45
Briahra
Level 50 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 44, Combat Magic 43
Sheba
Level 50 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 44, Combat Magic 44

Party One in Hiroth I see no issues between Quillrabe and Hiroth.
Elf

Current Mod Revision -- 32D
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, Quillrabe 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,Slay Dragon Queen, Assassinate Droog Rebel Leader, Droog Peace Treaty, Travel to Hiroth.
Character Stats
Abby
Level 55 Master Sharpshooter
Class Stats -- Melee 2, Ranged 55, Nature Magic 7, Combat Magic 11
Tiahna
Level 55 Master Sharpshooter
Class Stats -- Melee 0, Ranged 55, Nature Magic 6, Combat Magic 12
Xavier
Level 54 Master Sharpshooter
Class Stats -- Melee 0, Ranged 55, Nature Magic 6, Combat Magic 24
Arisu
Level 55 Grand Sorceress
Class Stats -- Melee 10, Ranged 0, Nature Magic 43, Combat Magic 52
Briahra
Level 55 Grand Sorceress
Class Stats -- Melee 7, Ranged 0, Nature Magic 43, Combat Magic 52
Sheba
Level 55 Grand Sorceress
Class Stats -- Melee 7, Ranged 0, Nature Magic 41, Combat Magic 53

I did not see anything strange, out of place or not working from Quillrabe to Hiroth. The Queen Dragon was hard to kill which is the way it should be after all she is the queen.

Elf

Shadow Watcher wrote:
But I do have a question for anyone who can help. I completed the Pit of Despair Quest and the Flooded Sanctuary. When I checked the quest log there is a quest between Pit of Despair and Flooded Sanctuary. There does not appear to be a quest of any type in the small area between the Pit of Despair and the Flooded Sanctuary. What is the name of the quest and where do I find it?

That quest is called "Conquer the Pit of Despair" and it is given to you by the Skeleton npc in the Pit just below the elevator. It takes you through the entire Pit of Despair, which in the original DS1 version of the map was completely devoid of monsters, was incredible dark and frustrating to explore with only a couple of chests to open and an unique helm. There's a special version of the helm available in the SE version (you have to defeat a dangerous boss in order to obtain it).

Shadow Watcher wrote:

Iryan is it possible to make a list of the quest names for act 1, act 2, and act 3. So that slow players like myself can have some idea of what the quest is about and where we might possibly find it (general area not specific location).

I assume you mean the secondary quests as the main quests should be self explanatory.

ACT I: A farmer's scythe, Hovart's Folly, A New Way to Travel, Orchard Cellar, Travel to Crystwind, Travel to Fallraen, Dwarven Secrets, Fallraen Barracks, Travel to Meren

ACT II: Dornek's Quarry, Pirates of Meren, Travel to Lang, Confront the Bandit Boss, Travel to Quillrabe, Goblin's Secret Plans, Pit of Despair, Conquer the Pit of Despair, Flooded Sanctuary, Slay the Dragon Queen, Assassinate the Droog Rebel Leader, Travel to Hiroth, Droog Peace Treaty

ACT III: Travel to Grescal, Threat to Hiroth, The Great Explorer, Threat to Grescal, The Lost Pyramids, Island in the Desert, The Trial of Gallus

The travel to quests are used to link the main quest together, they really are secondary quests but treated as part of the main quest. The quests in the Last Act are mostly there to encourage exploration of the bonus areas of the map such as the Lost Pyramids, Eastern Island, the Great Northern Forest and the infamous Trial of Gallus.

Shadow Watcher wrote:

I read Sigofmugmorts post about the Flooded Sanctuary -- I found the doors that are one way and should be two way and I also agree with him that the quest is to easy. I will upgrade to the current level just as soon as my Internet connection tells me that it does not require a hour to get the two files, I would guess it should be under 5 minutes.

I'm sorry I didn't put the approximate sizes of the files, they are about 90Mb together. It's a little too messy putting out patch files for beta testing and easier just to distribute the two files instead. For fast internet, 90Mb is very small nowadays but I do understand that if you don't have fast internet or are experiencing problems, even 90Mb can take a while to download.

I agree the Flood Sanctuary Quest could be improved. I will look into it.

iryan wrote:
Now to start back at the beginning again and polish it a bit more and see if I can fix the outstanding bugs, omissions and quirks.

Should I keep reporting bugs, omissions and quirks now, in the unpolished version, or concentrate on how the MLA is working? Especially since I'm talking to everybody in towns but not exploring everywhere outside them and not necessarily noticing everything in the places I do go (having enough fun keeping my people alive while killing those monsters).

========

iryan wrote:
Too much editing of the region causes the radar to go kaput and it's extremely difficult to me to fix (incidentally Phoenix did all the original radars for all the maps and he did a fantastic job). I will have another go and see if I can fix the problem. I do know how to make radars images for outdoor areas but haven't tried making the cool lines demarking the rooms, etc.

You mean GPG never released a tool to generate the radar floor plan automatically? Crikey!

Is there no way to simply rotate the floor plan you already have?
========
I've downloaded 32d but had gone through from Crystwind to Fallraen yesterday:
2.2, Mod Logic Beta32c, Map UP Beta32c, MLA Beta5r set to Local

level 17 at Crystwind with party of 4
+++ (and enough money for 5th slot but chose not to recruit) +++
+++ (went into all side rooms, caves etc from Miners' Haven onwards) +++
+++ (including the whole of the big Ice Rift cave) +++
+++ (but one small corner of ledge in the forest excepted) +++
level 20 at old mines DC after clearing Miners' Haven
level 21 at mine exit DC "Jessa Alberd's Cabin"
level 23 at Fallraen

(For comparison, in my last KoEhb benchmark, no MLA, level 21 at Glacern)

In earlier stages I'd often been fighting orange-level monsters (which I didn't find too difficult, and they still give max experience). This time, particularly in the second half of the mines and in the Fallraen Forest, I was often fighting blue-level ones, which still give max exp, and I didn't find them too easy. Two blue Rock Beasts and their yellow-level miniboss made a satisfying finale to the mine. Only just before Fallraen did I spot something (I think a Krug) that had come out green.

I'd guess from what I saw that the MLA local setting for the Fallraen Forest is the same as the one for the Crystwind Old Mine, with only the Fallraen Barracks slightly higher.

Going everywhere in the forest was an accident. After the mine, the quest arrow led me by the short cut to Jessa Alberd's but after her I followed the obvious path beyond her, the one maybe I was supposed to have come on the long way round, and so did find the ziggurat after all.

U32c#09 dwarf soldier outside Hovart's Folly north says he's there checking the displacer but there is no displacer any more. (He also says he lost his helmet when he has one right there on his head! - GPG's quirk, I remember that)

SUGGESTION - anyone unfamiliar with the map will think a DC is due here. So have the soldier say how close this is to town.

U32c#10 Colart Kargurninus (next to Orla Riverstarn the revealer/enchanter) convo, "Sorry I can't now" - can't do what?

U32c#11 dead dwarf's body just inside Haven sparkling effect (nearest word I can think of for the effect) does not turn off when the body is clicked (completing the Dwarven Secrets quest).

U32c#12 radar ghosts

sigofmugmort wrote:
Here are the 4 shrine locations
but I could only see three pictures, number 2 URL didn't work (on my browser) due to a space having crept into the middle of the file name; this one is by the blocked duergar portal between north and south havens, here is sig's screenshot reposted:

U32c#13 outside the mine exit the radar shows a health shrine. Being at full health I couldn't prove the stone circle there doesn't work, but it didn't light up when I stepped on it and it certainly shows no label when pointed at.

U32c#14 in the Fallraen Barracks are two Incantation Shrines but only the first (going clockwise) worked for me. ID_R2 -2.374/1.000/0.962/0xBED016DC for the non-working one.

The Fallraen Barracks quest (given me by a soldier labelled "human female" not "legionnaire") confused me because it completed not when I'd killed the last monster but only when I gave up looking for another and went back out.

Just after leaving town the quest arrow points South while the path goes North for quite a ways.

Could not break

Several powers do not work against the Dragon Queen such as Earthquake and Circle of Frost

Considered just Re-posting but decided new party, new pic

The Phantom Counter

Party now at Level 51, found 2 Lorebooks I have not seen before Smile

All Act I and Act II Quests completed

Bone Minions are now Healed by Lightning/death magic Makes BASHING more fun

}:) :twisted: Dwarf

Shadow Watcher's picture

I back tracked my party to the Pit of Despair and went into the pit. The labyrinth of the pit is just as annoying as in the original map and Legends of Utrae. Took longer to complete the "conquer the pit of Dispair" quest than it did to travel from Lang to Quillrabe! Lots of fun getting lost and returning to the same place over and over again. Oh by the way I was able to finally download the files for 32D - My Internet Service Provider fixed the issue with their local server and I was able to get the files in about a minute. Again Iryan thank you for bringing this nasty quest back.

Current Mod Revision -- 32D
Same conditions as my previous post -- BW Allsaves start, MLA set to local.
I am currently in Hiroth, I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone, Fallraen Town Stone, Meren Town Stone, Quillrabe Town Stone, Grescal 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, Conquer the Pit of Despair, Flooded Sanctuary, Travel to Quillrabe,Slay Dragon Queen, Assassinate Droog Rebel Leader, Droog Peace Treaty, Travel to Hiroth, Threat to Hiroth, Travel to Grescal, Threat to Grescal.
Character Stats
Mandy
Level 53 Master Sharpshooter
Class Stats -- Melee 2, Ranged 53, Nature Magic 14, Combat Magic 12
Tiahna
Level 53 Master Sharpshooter
Class Stats -- Melee 0, Ranged 53, Nature Magic 14, Combat Magic 11
Xavier
Level 53 Master Sharpshooter
Class Stats -- Melee 0, Ranged 52, Nature Magic 13, Combat Magic 21
Arisu
Level 53 Magus
Class Stats -- Melee 6, Ranged 0, Nature Magic 47, Combat Magic 45
Briahra
Level 53 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 44, Combat Magic 43
Sheba
Level 53 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 48, Combat Magic 44

I did the same thing that Shadow Watcher did and Played the Conquer the Pit of Despair Quest. I agree totally with Shadow Watcher it is very difficult and takes quite some time, but enjoyable when you find the end. Secondary Quests in Grescal do not show on radar (not sure if any secondary quests do anywhere on the map, but is noticeable for some reason in Grescal. See characters Tess Kerram and Wylie Talbot. Threat to Hiroth quest way to easy. Enter castle turn right and right again and done. What about hiding a key to the door before the Mausoleum stair case some where deep in the Hiroth Castle? So it actually requires you to remove most of Skellies from the castle. The guards thanking you after killing less than five monsters makes it seem as if the 10 Legion is made up of sissies. Remember the Tenth conquered the entire peninsula and held it for more than 300 years! Now a jump back to Elddim and off to the Great Northern forest to complete the Great Explorer, Island in the Desert and Lost Pyramids quests. Yes there is a back door in the Great Northern Forest to find both the Lost Pyramids and the island in the desert.
Elf

sigofmugmort wrote:
Just after leaving town the quest arrow points South while the path goes North for quite a ways.
}:) :twisted: Dwarf

It is a problem with many parts of the map, it's due to the convoluted nature of some regions. The arrow points "as the crow flies" but the path is often a lot different. The Goblin Warrens was very much like that.

The only way to "fix" it is to add more tasks and thus quest points for the arrow to lock onto. This can be problematic when adding quest tasks just for the sake of getting the arrow to function properly. The DS2 map was cleverly planned out in this regards. Can be done though.

bare_elf wrote:

Secondary Quests in Grescal do not show on radar (not sure if any secondary quests do anywhere on the map, but is noticeable for some reason in Grescal.

I wasn't aware of any quest giver showing up on radar unless they were part of a quest themselves.

RSimpkinuk57 wrote:

In earlier stages I'd often been fighting orange-level monsters (which I didn't find too difficult, and they still give max experience). This time, particularly in the second half of the mines and in the Fallraen Forest, I was often fighting blue-level ones, which still give max exp, and I didn't find them too easy. Two blue Rock Beasts and their yellow-level miniboss made a satisfying finale to the mine. Only just before Fallraen did I spot something (I think a Krug) that had come out green.

I'd guess from what I saw that the MLA local setting for the Fallraen Forest is the same as the one for the Crystwind Old Mine, with only the Fallraen Barracks slightly higher.


I'm just wondering if it's a quirk of the MLA mod giving you full experience for killing orange and blue monsters. It may explain how bare_elf achieved such a high level of 53 and still hasn't completed everything in the map (incidentally my party was level 40 when finishing the main quest but I didn't do any exploring apart from the Sulfur Tunnels and just killed everything in my way through the main quest. Nearly everything was orange and red by then.). The map is suppose to top out at level 48 for the Trial of Gallus and 46 for the end of the main quest. So that would suggest that full experience is being rewarded for all monsters if bare_elf is level 53 at Hiroth, she would be getting mostly green monsters by then.

Incidentally it's very easy to tweak the MLA local settings for the map yourself. It's located in the world/maps/utraean_peninsula/info/level_adjustment_regional.gas file. The region names are a little crytic if you're not familiar with them but things like mine_town refers to Crystwind, snow_town to Fallraen, etc. You could expand the level range for instance so you would be fighting even green and red monsters through the map no matter your level.

RSimpkinuk57 wrote:

You mean GPG never released a tool to generate the radar floor plan automatically? Crikey!

Is there no way to simply rotate the floor plan you already have?


Yes there is a way to generate radars quite easily but they are fairly basic and show all the terrain in the map rather than a nicely edited highlighted path of only what you can pass through. If you played any of the 4 third party maps (Realms of Kings, Loridan, Search for the Past or Training the Hero) you'll know what I mean.

I'm going to have a go at editing a freshly generated radar of the crypts and see how I go.

iryan wrote:
I'm just wondering if it's a quirk of the MLA mod giving you full experience for killing orange and blue monsters.

I've not measured it for myself, it is what I've read, for example in the DUNGEON SIEGE II FAQ/WALKTHROUGH (2005) by Barry Scott "PapaGamer" Will. Full experience from monsters up to four levels different, 20% off for each further level. So for example a level 20 character should get full exp from monsters levels 16 to 24 inclusive, and 60% of the points from a level 14 monster. Minimum 5% however big the difference.

Now level 54, All Main Quests finished just have the Pyramids,Oasis, And Great Northern forest.

Trial of Gallus, all cliff elevators need gather points as does the one in the dessert between the Dragons lair exit and Grescal

Threat to Hiroth suggestion, Quest objectives of Enter Castle, Clear Castle, Enter Catacombs, Kill Necromancer.

Greatest Explorer quest needs to be gained MUCH earlier. In Lang, you get a warning that not is all it seems. At this point you should get the Quest since as it is the information you get at the end is pointless.

Dwarf Dwarf Dwarf

Now I have to go find the Bone Minion I missed :twisted:

Current Mod Revision -- 32D
Same conditions as my previous post -- BW Allsaves start, MLA set to All/Local depending on the party in operation.
I am currently in Elddim, I have completed the following quests.
Primary Quests -- Eldim Town Stone, Crystwind Town Stone, Fallraen Town Stone, Meren Town Stone, Quillrabe Town Stone, Grescal Town Stone, Assemble the Town Stones, Destroy the Maljin.
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, Conquer the Pit of Despair, Flooded Sanctuary, Travel to Quillrabe,Slay Dragon Queen, Assassinate Droog Rebel Leader, Droog Peace Treaty, Travel to Hiroth, Threat to Hiroth, Travel to Grescal, Threat to Grescal, Great Explorer, Lost Pyramids, Island in the Desert.

Both Parties have completed the entire catalog of both Primary and Secondary Quests. The parties both had an average Skill level of 55. So it makes little difference at least to the way I play if the MLA mod is set to All or Local. Of note I only see RED monsters on the radar I have never encountered monsters of other colors, again is it the way I play the game? I always hunt every monster whether it is required or not, going back over some areas just to make sure I found add the side paths where bad thing could be lurking.

I found no issues with Act Three of the game.

I am going to start a new party, setting MLA to Local, and run the map again to see if I can discover why my party's skill level tends to be higher than most.

Elf

RSimpkinuk57 wrote:

Two blue Rock Beasts and their yellow-level miniboss made a satisfying finale to the mine. Only just before Fallraen did I spot something (I think a Krug) that had come out green.

bare_elf wrote:
Of note I only see RED monsters on the radar I have never encountered monsters of other colors, again is it the way I play the game?

I'm talking about the color the monster's name and level are written in when I point at one to read its description (name, stats, resistances). On radar it is red dots for all.
bare_elf wrote:
I always hunt every monster whether it is required or not, going back over some areas just to make sure I found add the side paths where bad thing could be lurking.

That is how I play DS1. Here, I'm trying to avoid the gratuitous exp from having to kill the same monsters twice (as when half those at a side turning have respawned already by the time I come back out).

Apropos that, @Iryan, the "official" instructions for the New Way to Travel quest (open the connection then exit, restart and use the new portal from Elddim to Ma Kettle's) land the party in a frantic few moments (*@#!heap of an ambush) with respawned Krug and wildlife coming at them from all directions. Not a player-friendly mini-tutorial.

2.2, Mod Logic Beta32d, Map UP Beta32d, MLA Beta5r set to Local
(32d replaced 32c at Fallraen)

Party now of 5 has gone from level 23 at Fallraen to level 29 at Meren; this is less than 1-and-a-half ahead of my "almost 28" KoE benchmark for the Travellers' Camp:
- Ancient Temple side areas on the upper level ignored;
- Dorneck's stone quarry visited by the direct path but side loops, quarry rim circuit and Sulphur tunnel ignored (thank you for the return portal, by the way);
- kept to the main path in the Crystal Caverns. (The party even spared some of the Lurkers they passed.)

At Fallraen I spotted three pairs of identically-named NPCs, in two cases with the same convo.

If the party returns with the news that they have found priest Lagreth dead, apprentice Flessan asks did they resurrect the poor man? In DS1 I think one could do so (but haven't confirmed this) using the C-key+mouse method of casting a spell anywhere, not available in DS2. Not that he did anything memorable when resurrected.

U32c#15 in the Fallraen Magicatorium is a table with books which sparkle to show something is worth picking up (a lore book perhaps) but there is nothing to pick up. It is on the opposite side of the door to the stash vault.

U32c#16 lorebook page 2.5 "Fallraen" mentions the Ancient Temple as the way to Meren "a seaside town on the West Coast". East coast, surely.

U32c#17 at Fallraen's forge, merchant Smithy Liorne's convo includes "/n/n".

U32d#18 Meren has another of those dubious health shrines on radar (on dead-end ledge above town). On the other hand the mana shrines I found along my way do work, so maybe the health one would if any of my people needed it.

U32d#19 Meren undertaker shares somebody else's name and convo so won't offer to do his job.

U32d#20 Why is the Bandit Boss quest shown as intended for a level (25) one lower than the pirates who come first?

U32d#21 P.S. Handbook! (beyond Lesson 11)

The color of the monsters is in their name when it appears at the top of the screen. I never in the past paid much attention to the name appearing at the top of the screen. I was to busy killing them to pay attention to what they where. I looked this time and saw red, yellow, green and blue. I never really liked the screen that pops up giving the monster name and what they are protected against and what kills them. I would remove the clutter in the qui if I could and this is clutter. Since my rangers weapons deal ice, fire, lightning and death damages along with high regular damage and my combat mages carry a full array of spells that deal the same types of damage always carry at least on nasty spell in the auto cast an auto cast slot. My nature mages carry a full array of healing spells in the auto cast slots. Therefore the color of the monster was never important to me.

Elf

Current Mod Revision -- 32D
Broken World 2.3 Broken World Allsaves Start, MLA 5R set to local

At the save point at the exit to the Acient Crypts

Primary Quests -- Eldim Town Stone,

Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel,

Oddities, Problems, Things that might need fixing.

Actual path through acient crypts is offset to right on the radar map
Room that contains the Gavel of Convening not marked. It should be, because it is required to advance some quests.
Name of the save point between Old Ma Kettle's House and the save point at the acient crypts should be renamed if possible. I know that Richard and Sigofmugmort have noted this. but I would like to suggest a name "Kettle Family Farm".
I would not rename the save point at the exit of the Acient Crypts called "Horty Olof's house since it is actaully close to his home as the crow flies. I quess you could move it to his house to satisfy the purists.

Character Stats -
Aleka
Level 14 Marksman
Class Stats -- Melee 0, Ranged 13, Nature Magic 1, Combat Magic 3
Tiahna
Level 14 Marksman
Class Stats -- Melee 0, Ranged 13, Nature Magic 2, Combat Magic 3
Magentus
Level 14 Marksman
Class Stats -- Melee 3, Ranged 13, Nature Magic 2, Combat Magic 3
Arisu
Level 14 Wizard
Class Stats -- Melee 2, Ranged 0, Nature Magic 4, Combat Magic 13
Ivlisar
Level 14 Wizard
Class Stats -- Melee 0, Ranged 0, Nature Magic 2, Combat Magic 14

I think the character stats are more in line with normal, as I have not gone off trail, and walked past things that I would normally kill.
Elf

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