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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:
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 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.

Or "Heald Family Farm". The last legionnaire archer on the way out to Ma Kettle's says, "Don't tell Jornus, but I'm afraid he'll never see his scythe nor brother again. [The two dwarves] said Forben Heald's home was in shambles and there was nary a sign of him nor his family."

Ma Kettle's house is worth singling out as the quest objective; after that it is enough to know that the next DCs are along the Iliarth Valley, before the Crypts (Iliarth Divide) and the three in the Marshes: cemetery, Horty Olof's house and Hovart's Folly south entrance. Maybe they don't need individual names at all seeing that only the last one activated can be used.

Making some headway in spite of recently acquiring Dragon Age Origins deluxe.
witch is distracting me

Level 54 1/2 engaging level 57 Ha'ku EXCEPT for the LEVEL ZERO Signaler Shock (you know, the guy with the drum)

Dwarf

RSimpkinuk57 wrote:
bare_elf wrote:
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 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.

Or "Heald Family Farm". The last legionnaire archer on the way out to Ma Kettle's says, "Don't tell Jornus, but I'm afraid he'll never see his scythe nor brother again. [The two dwarves] said Forben Heald's home was in shambles and there was nary a sign of him nor his family."

Ma Kettle's house is worth singling out as the quest objective; after that it is enough to know that the next DCs are along the Iliarth Valley, before the Crypts (Iliarth Divide) and the three in the Marshes: cemetery, Horty Olof's house and Hovart's Folly south entrance. Maybe they don't need individual names at all seeing that only the last one activated can be used.


It's quite easy to assign names to the D.C. locations and I have started doing so. If no specific name is assigned then the D.C. will automatically name itself based on the region it is located in. That's why you get duplicates.

Incidentally one mod I would like to make for this map is to convert all the D.C.'s into DS2 teleporters, so players could freely go anywhere in the map like in DS2. I prefer that system but most players don't think it fits into KOE or the Utraean Peninsula. A mini mod would give everyone flexibility to use either system.

In regards to the "in-game" tutorial for using the D.C. system, I'm aware it's lacking but I intend to also have a PDF "manual" of sorts distributed with the mod to explain some of these aspects of it that are different to DS2. Of course few players actually bother to read manuals or faqs so........

RSimpkinuk57 wrote:
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 the moment KOE doesn't support the local regional levelling because primarily it was very linear and I didn't see the point at the time. So even if you set the MLA mod to "local" it will act as for the "full" setting.

However one of the benefits of the "local" setting is that you can get a range of levels for the monsters which presumably makes it more interesting to players? I enjoy it but maybe others don't?

It also can markedly effect the difficulty of playing the map depending on how thorough the player is in cleaning out each region. Recent reports on playing the Utraean Peninsula SE map seems to suggest that players can reach level 53 by Hiroth if they clear everything out but level 40 or so if they only follow the main quest-line.

I can quite easily produce a Beta32 version of KOE with local regional levelling enabled if anyone is interested in playtesting it. And I'll even attempt to add a portal rather than the slightly unreliable elevator for the final encounter with Gom.

iryan wrote:

It's quite easy to assign names to the D.C. locations and I have started doing so. If no specific name is assigned then the D.C. will automatically name itself based on the region it is located in. That's why you get duplicates.

Incidentally one mod I would like to make for this map is to convert all the D.C.'s into DS2 teleporters, so players could freely go anywhere in the map like in DS2. I prefer that system but most players don't think it fits into KOE or the Utraean Peninsula. A mini mod would give everyone flexibility to use either system.

In regards to the "in-game" tutorial for using the D.C. system, I'm aware it's lacking but I intend to also have a PDF "manual" of sorts distributed with the mod to explain some of these aspects of it that are different to DS2. Of course few players actually bother to read manuals or faqs so........

It would be nice to have a different name for each Direct Connect teleport.

It would also be great to have a mini mod that would allow you to use the DS2 Teleport System for the Utraean Peninsula SE map, however I still think it would be out of place for KoE since it is so linear.

I think a PDF Manual would be great as well. I was thinking we could also do a walk through for each of the maps once they reach their final revision. Along the lines of the original DS1 walk throughs for the maps.

Elf

iryan wrote:

At the moment KOE doesn't support the local regional levelling because primarily it was very linear and I didn't see the point at the time. So even if you set the MLA mod to "local" it will act as for the "full" setting.

However one of the benefits of the "local" setting is that you can get a range of levels for the monsters which presumably makes it more interesting to players? I enjoy it but maybe others don't?

It also can markedly effect the difficulty of playing the map depending on how thorough the player is in cleaning out each region. Recent reports on playing the Utraean Peninsula SE map seems to suggest that players can reach level 53 by Hiroth if they clear everything out but level 40 or so if they only follow the main quest-line.

I can quite easily produce a Beta32 version of KOE with local regional levelling enabled if anyone is interested in playtesting it. And I'll even attempt to add a portal rather than the slightly unreliable elevator for the final encounter with Gom.

I think I like the local setting for MLA better than either all or off. It would be fun to look at KoE with the local setting enabled. I would for sure play/test it. Although the elevator for the final battle with the GOM is slightly unreliable putting a save point just prior to the elevator would also work. That way if something went wrong after you saved at the save point you could just exit without saving and jump back to the elevator when you restarted.

Elf

bare_elf wrote:

I think I like the local setting for MLA better than either all or off. It would be fun to look at KoE with the local setting enabled. I would for sure play/test it.
Elf


I discovered that I actually released a min-mod testing this sometime last year. Someone mentioned it in the thread just recently and I found it after looking through my files. So I'm using that as a basis for the local settings.

RSimpkinuk57 reported that in a previous game of his he reached level 28 at the Traveller's camp, which is higher than what's currently in the mini-mod. So I'll have to guesstimate until I get more information.

bare_elf wrote:

Although the elevator for the final battle with the GOM is slightly unreliable putting a save point just prior to the elevator would also work. That way if something went wrong after you saved at the save point you could just exit without saving and jump back to the elevator when you restarted.
Elf

There's actually such a point not far from the elevator, you just have to kill maybe less than half a dozen Seck upon respawning from the D.C. once reloading a game - assuming you saved just at the top of the elevator.

I think a portal opening up at the very top once you reach Gom at the bottom, would work well.

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

In Crystwind

Primary Quests -- Eldim Town Stone, Crystwind Town Stone,

Secondary Quests -- Farmers Scythe, Orchard Celler, New Way to Travel, Hovart's Folly, Travel to Crystwind

Oddities, Problems, Things that might need fixing and comments.

Actual path and radar map for Crystwind Mines seems to be correct.

It seems that secondary quests do not show on radar, not really a problem if you look about each town.

Character Stats -
Aleka
Level 21 Sharpshooter
Class Stats -- Melee 0, Ranged 20, Nature Magic 5, Combat Magic 3
Tiahna
Level 21 Sharpshooter
Class Stats -- Melee 0, Ranged 20, Nature Magic 5, Combat Magic 3
Magentus
Level 21 Sharpshooter
Class Stats -- Melee 3, Ranged 20, Nature Magic 4, Combat Magic 3
Arisu
Level 21 Sorceress
Class Stats -- Melee 2, Ranged 0, Nature Magic 4, Combat Magic 21
Ivlisar
Level 21 Sorcerer
Class Stats -- Melee 0, Ranged 0, Nature Magic 2, Combat Magic 21
Stonepicker
Level 20 Druid
Class Stats -- Melee 16, Ranged 0, Nature Magic 12, Combat Magic 6

It seems that the first 5 members of my party gained 7 levels between the exit of the Acient Crypts and the completion of the Crystwind Townstone quest. I would have expected a gain of three to four levels, but there where lots of things that needed killing between Horty Olof's Home and the enterance to Hovart's Folly. Then lots of things in the Mines that required removal. Stonepicker leveled up nicely after killing the bad things near Crystwind while looking for the stone.
Elf

iryan wrote:
I think a portal opening up at the very top once you reach Gom at the bottom, would work well.

After thinking about it I concur with your assessment.

I like the Portal Idea as well as a Local for KOE. Iryan's regional level mod works well at start I've used it some, maybe I can find my notes on levels for some of the maps.

I'm like Bare_Elf, put a mod up and I'll happily test it :mrgreen:

Dwarf

RSimpkinuk57 wrote:
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.

RSimpkinuk57 wrote:
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.

Cross off U32c#13 and U32d#18. The health shrines are working. Outside the mine, I missed seeing the thin red lines come on underneath the snow.

2.2, Mod Logic Beta32d, Map UP Beta32d, MLA Beta5r set to Disabled
============================================
I have started a new party with which to explore further off-track.

32c, three conditional hires offered to join my human male ranger, but the elf female ranger was not interested. 32d, all four offered to join human female melee. SUGGESTION - make it intuitively obvious to players: always three who will and the one matching the hero's primary skill who won't.

This time I went and got the scythe before heading for Ma Kettle's instead of after completing Hovart's Folly. On my way back with the scythe I cleared out the slightly higher ground north of the path (northwest of Elddim's mill).

SUGGESTION - give this quest the same intended level (3) as the Orchard Cellar quest; New Way to Travel stay the same also or raise to 4.

I also cleared the large loop north of Ma Kettle's and the area north of the Ancient Crypts entrance.

SUGGESTION - wreck the first bridge at Iliarth Divide (the one the soldier who gives directions is guarding) so that players have to go on to the second. That way, besides seeing the sights they will have to pass the Krug Shaman mini-boss.

With all this I was two levels higher at the Crpyts entrance than with my MLA-local run (11 instead of 9), but even with clearing out the whole of the so-called Marshes, my gain was wiped out there: the same level (13) at Hovart's Folly south entrance both games. This must be because so many of the unadjusted Krug in the Marshes are low level.

Level 14 Hyenas, though a slight shock to a party used to happily running amok, are within fair limits; level 10 Black Scorpions fine. Level 17 Krug Chuckers, though, make a peculiar combination with Level 6 Grunts and Shamans. Krug Commander at level 20 is too much for the party to get full credit for the kill.

U32d#22 In the off-main-track Krug camp between the Iliarth Divide canyon bridges and the climb to the Great Northern Forest, one of the Krug Scouts is different from all the rest: level 17. PATH2CRYPTS 0.839/0.000/-3.596 0x0D610764

U32d#23 open the Ancient Crypts lower level at the "wrong" end first (ABC_R1 3.155/-0.000/-5.641 0x86504DA0) and you do not get "secret area found" there. Open it at the "right" end and you do.

U32d#24 no "secret area found" for opening the Ancient Crypts secret-within-the-secret (no, I do not mean the room that is open because there are coins on the pressure plate). ABC_R1 -1.411/-1.500/-0.321 0xA6B488A3

RSimpkinuk57 wrote:

2.2, Mod Logic Beta32d, Map UP Beta32d, MLA Beta5r set to Disabled
============================================
I have started a new party with which to explore further off-track.

32c, three conditional hires offered to join my human male ranger, but the elf female ranger was not interested. 32d, all four offered to join human female melee. SUGGESTION - make it intuitively obvious to players: always three who will and the one matching the hero's primary skill who won't.

This time I went and got the scythe before heading for Ma Kettle's instead of after completing Hovart's Folly. On my way back with the scythe I cleared out the slightly higher ground north of the path (northwest of Elddim's mill).

SUGGESTION - give this quest the same intended level (3) as the Orchard Cellar quest; New Way to Travel stay the same also or raise to 4.

I also cleared the large loop north of Ma Kettle's and the area north of the Ancient Crypts entrance.

SUGGESTION - wreck the first bridge at Iliarth Divide (the one the soldier who gives directions is guarding) so that players have to go on to the second. That way, besides seeing the sights they will have to pass the Krug Shaman mini-boss.

With all this I was two levels higher at the Crpyts entrance than with my MLA-local run (11 instead of 9), but even with clearing out the whole of the so-called Marshes, my gain was wiped out there: the same level (13) at Hovart's Folly south entrance both games. This must be because so many of the unadjusted Krug in the Marshes are low level.

Level 14 Hyenas, though a slight shock to a party used to happily running amok, are within fair limits; level 10 Black Scorpions fine. Level 17 Krug Chuckers, though, make a peculiar combination with Level 6 Grunts and Shamans. Krug Commander at level 20 is too much for the party to get full credit for the kill.

U32d#22 In the off-main-track Krug camp between the Iliarth Divide canyon bridges and the climb to the Great Northern Forest, one of the Krug Scouts is different from all the rest: level 17. PATH2CRYPTS 0.839/0.000/-3.596 0x0D610764

U32d#23 open the Ancient Crypts lower level at the "wrong" end first (ABC_R1 3.155/-0.000/-5.641 0x86504DA0) and you do not get "secret area found" there. Open it at the "right" end and you do.

U32d#24 no "secret area found" for opening the Ancient Crypts secret-within-the-secret (no, I do not mean the room that is open because there are coins on the pressure plate). ABC_R1 -1.411/-1.500/-0.321 0xA6B488A3


Thanks for testing the mod with the MLA mod set to disabled. This will be the mode which will take the most testing after all.

There will currently be discrepancies as you noted. For monsters like the Krug Shaman there will need to be several templates for them for each area so their level can be adjusted. This also gives an opportunity to a) rename them and b) give them slightly different skins.

I also like your suggestions and will try to implement them. I'm also inclined to simply allow all hireables to be hired on the maps or alternatively remove the current indicator icons so its not apparent to new players that they are hireable until spoken to. After all that was how it was done in DS1. Comments welcomed.

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

In Fallraen

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, Fallraen Barracks, Travel to Fallraen,

Oddities, Problems, Things that might need fixing and comments.
In Fallraen the Dwarf Billib Borus exists in two places; the second floor of the Fallraen Inn -- snow_town. 2.972/ -1.400/ -1.767/ 0x8a2b94b4 and Marli Meswar's House -- snow_town. -0.961/ -3.500/ -0.930/ 0x8c5d049b and has the same conversation in both places.

Character Stats -
Aleka
Level 26 Sharpshooter
Class Stats -- Melee 0, Ranged 25, Nature Magic 9, Combat Magic 8
Tiahna
Level 26 Sharpshooter
Class Stats -- Melee 0, Ranged 25, Nature Magic 9, Combat Magic 8
Xavier
Level 25 Sharpshooter
Class Stats -- Melee 0, Ranged 22, Nature Magic 0, Combat Magic 16
Arisu
Level 26 Sorceress
Class Stats -- Melee 2, Ranged 0, Nature Magic 14, Combat Magic 24
Ivlisar
Level 26 Sorcerer
Class Stats -- Melee 0, Ranged 0, Nature Magic 13, Combat Magic 24
Stonepicker
Level 25 Sage
Class Stats -- Melee 16, Ranged 0, Nature Magic 17, Combat Magic 17

Party averaged a 5 level gain between Crystwind and Fallraen. This could be do to either fewer monsters killed or the fact that I was building up my Ranger's Magic Skills. Swapped Magentus for Xavier (made ranger for a real ranger) on arriving in Fallraen.
Elf

2.2, Mod Logic Beta32d, Map UP Beta32d, MLA Beta5r set to Disabled
=============================================
Level 13 entering Hovart's Folly south
Level 16 leaving Hovart's Folly north
Level 17 entering the Crystwind north mine and level 18 into town

Unlike my MLA-local group, this one explored the whole Glade, including the triple towers, and the main mine level's side passages (but not the upper galleries linking north and east mines).

UP32d#25 first long side (sort of) room in Folly south has a wall grill at far corner generating a way-too-powerful level 37 Vile Mucosa or level 40 melee Mucosa. SD_R1 -0.385/0.000/-0.461 0xCB495FEB

UP32d#26 next multi-room group, in a middle side room is a level 37 melee Mucosa. SD_R1 1.794/0.000/-0.811 0x2d7CDCB7

UP32d#27 (utterly trivial) that first long side room has a web that can be attacked and destroyed (achieving nothing); however in the previous room (main path) is a web that shows as attackable when pointed at but it cannot be attacked. SD_R1 1.780/0.000/0.966 0x49F9C250

Before facing Lord Hovart himself the group went down the side corridor to meet the woman admiring the tapestry (she who isn't a merchant - that's fine - and who has lost her name, not so fine). They then - still before Hovart - went out the exit into the Great Northern Forest, meeting a friendly NPC and obliterating some easy-victim skellies. In going round this hilltop they acquired the Great Explorer quest.

(Not wanting the quest's radar arrow yet, I reloaded from my last save.)

RSimpkinuk57 wrote:

Level 17 Krug Chuckers, though, make a peculiar combination with Level 6 Grunts and Shamans.

That was in the Marshes. Level 17 Shield Bearers, Killer Dogs and Chuckers in combination are great for Glade and mine. Having low-level Shamans, Grunts etc with them as well is refreshing, brown snakes likewise at 8, though maybe the bears should be tougher than 7.
RSimpkinuk57 wrote:

Krug Commander at level 20 is too much for the party to get full credit for the kill.

Hovart is level 20 but by then my party had closed the gap just enough. Hovart is followed in the same room by the "Ancient Corpse" zombie mini-boss - bad placing (even if inherited from GPG). Adjusted by MLA, two similar bosses in quick succession seems excessive. Unadjusted the mini-boss, a mere level 12, seems silly after Hovart. So for two birds with one stone, how about walking corpses instead of Krug for that bit of the Marshes?

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

In Meren

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, Fallraen Barracks, Travel to Fallraen, Dornek's Quarry, Pirates of Meren, Travel to Meren

Oddities, Problems, Things that might need fixing and comments.

- It appears that all Mana and Health Shrines between Fallraen and Meren work, I have had to use them a lot, my mages are a little weak in the armor department.

- There were a few monsters in Dornek's Quarry that seemed to be a bit stronger than they should be about 10 to 15 levels above my party's level. Sorry I did not write down the names of said monsters, but I was just a tad busy staying alive drinking health and mana potions to write anything down.

Character Stats -
Aleka
Level 33 Sharpshooter
Class Stats -- Melee 0, Ranged 32, Nature Magic 12, Combat Magic 11
Tiahna
Level 33 Sharpshooter
Class Stats -- Melee 0, Ranged 32, Nature Magic 9, Combat Magic 11
Xavier
Level 33 Sharpshooter
Class Stats -- Melee 0, Ranged 31, Nature Magic 5, Combat Magic 17
Arisu
Level 33 Magus
Class Stats -- Melee 2, Ranged 0, Nature Magic 23, Combat Magic 29
Ivlisar
Level 33 Magus
Class Stats -- Melee 2, Ranged 0, Nature Magic 23, Combat Magic 29
Briahra
Level 32 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 22, Combat Magic 28

Party averaged a 7 level gain between Fallraen and Meren. This appears to be what my parties average between towns.

Elf

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

In Meren

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, Fallraen Barracks, Travel to Fallraen, Dornek's Quarry, Pirates of Meren, Travel to Meren, Confront Bandit Boss, Travel to Lang,

Oddities, Problems, Things that might need fixing and comments.
The trip from Meren to Lang was uneventful.

Character Stats -
Aleka
Level 36 Sharpshooter
Class Stats -- Melee 0, Ranged 35, Nature Magic 12, Combat Magic 11
Tiahna
Level 36 Sharpshooter
Class Stats -- Melee 0, Ranged 35, Nature Magic 9, Combat Magic 11
Xavier
Level 36 Sharpshooter
Class Stats -- Melee 0, Ranged 35, Nature Magic 5, Combat Magic 17
Arisu
Level 36 Magus
Class Stats -- Melee 2, Ranged 0, Nature Magic 29, Combat Magic 31
Sheba
Level 35 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 25, Combat Magic 32
Briahra
Level 35 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 26, Combat Magic 31

Party gained 3 Levels between Meren and Lang. Released Ivlisar and hired Sheba, gaining three levels in Nature Magic.
Elf

It took a little longer than I anticipated but here's some minor revisions to Kingdom of Ehb enabling local regional levelling lists which go up to level 46 at the end.
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_World_Beta32e.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32e.ds2res

The Beta32e only keeps the map in sequence with the upgraded Mod_Logic_Beta32e, it doesn't mean you missed Beta32a,b,c or d of the map.

The final elevator with Gom has also been revised. The elevator only works once now but a portal opens up as it descends so games saved at the bottom can be continued or stragglers can catch up. A vulnerability I discovered with Gom's second form (True Gom) should also now be fixed. Previously if you were unlucky enough to save the game once his second form appeared and then quit and reloaded the saved game, his second form would disappear making finishing the map impossible.

There's still some minor work to do on the map, including fixing the dodgy radar in the crypts and hall of skulls if possible and those will be done as I find time. Now back to the Utraean Peninsula.

Progress(sort of)

Hit level12 at Crypt, Vampire bats damaged or killed Before they appeared

Level 14 on exit, level 16 at Hovarth's, Level 19 upon leaving when had a Crash to desktop

will take a cross-map party into the Great Northern Forest to see if the Ha'ku signaler is level zero with MLA on off as well as on All.

Dwarf

Iryan, thanks for continuing work on this!

Unfortunately, I had saved after the elevator hit bottom, before your version "E" fix, so it doesn't appear to solve my issue. I would hate to start over, but it's my own darn fault. BTW, I did try your new version and as I suspected, no help to get back to bottom and face GOM. I think your fix will be a boon for those who have not hit the elevator switch yet.

David

2.2, Mod Logic Beta32d, Map UP Beta32d, MLA Beta5r set to Disabled
=============================================
Level 18 at Crystwind town, 21 exiting the mine, 24 into Fallraen

Monster levels matched well (except at the end of the Ice Rift, see below). I smartened up my tactics for getting across the swinging platform to reach the mine exit. In the snow forest wolves, Krug etc were level 19 but the boars 25 - that's good, neatly bracketing the party level.

U32d#28. Is there a "map" of Crystwind (picture of the townstone) like those for Elddim, Fallraen and Meren? I cannot find it. I have been everywhere around the town now, including along the upper gallery linking the north and old mines; also I cleared the whole of the Grasslands all the way to the canyon.

U32d#29. Convo with Orla Riverstarn the discoverer/enchanter, the hero's negative option 2 is "I'm right on the way to Quillrabe". Or Fallraen.

U32d#30. Will there be more tasks for the Dwarven Secrets quest? The place where one picks up the Origins of the Dwarves lorebook has a quest-updating icon above it but the icon was grey because in the previous room I'd completed task and quest.

U32d#31. Ice Rift side cave has red-level monsters at far end: one Ice Beast at 30 which the party did kill, two level 31 Ice Mages (when the Frost Mage is level 25, about right) and level 40 ice warriors summoned by the mages, which the party could only run away from.

RSimpkinuk57 wrote:
U32c#14 in the Fallraen Barracks are two Incantation Shrines but only the first (going clockwise) worked for me.

This time I went anti-clockwise and both Incantation Shrines worked.

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32e), MLA Beta 5R set to local mode
Quest Log
Primary Quests -- Seek Gyorn in Stonebridge
Secondary Quests -- Clear Edgaar's Basement, Skrubb the beach clean, Find Ordus' Axe,
Problems, Errors and Comments
Iryan when I reached Stonebridge I discovered I could not hire anyone but Gyorn! The ranger Naidi and the Mage Zed. I think because my Primary Character was at the time a Ranger/Nature Mage cross. So I ran about all the way to Wesrin Cross using her as a combat mage. Once her combat magic level was higher than her ranger level and nature magic level I was able to hire Naidi and Zed. However I could not hire Rusk. I think it is either because my primary character is Female or Dryad. Could you possibly make a mini mod that disables the selective hiring?

I did not make note of the radar image in the crypts since you already made note of that.

Character Stats
Bedah
Level 14 Wizard
Class Stats --Melee 0, Ranged 10, Nature Magic 3, Combat Magic 11.
Naidi
Level 13 Marksman
Class Stats -- Melee 0, Ranged 13, Nature Magic 0, Combat Magic 0.
Ulora
Level 14 Wizard
Class Stats -- Melee 0, Ranged 0, Nature Magic 3, Combat Magic 13.
Zed
Level 13 Shaman
Class Stats -- Melee 1, Ranged 0, Nature Magic 10, Combat Magic 10.

SgtRedRock wrote:
Iryan, thanks for continuing work on this!

Unfortunately, I had saved after the elevator hit bottom, before your version "E" fix, so it doesn't appear to solve my issue. I would hate to start over, but it's my own darn fault. BTW, I did try your new version and as I suspected, no help to get back to bottom and face GOM. I think your fix will be a boon for those who have not hit the elevator switch yet.

David


Yes the current fix wouldn't help as it changes some existing triggers and as they would have been activated in your saved game, the revision won't work.

But there's still hope if you can revert to a previous saved game. By default DS2 keeps 5 backups of older saves and each is incrementally updated as you save your game. If you can load a saved game prior to reaching the elevator, you should still be able to complete the map. This technique would have worked even without the fix.

The DS2 and Broken World save games are located in Documents\My Games\Dungeon Siege 2 (or Dungeon Siege 2 Broken World)\Save\SinglePlayer\"Your character name"

Your current game will be "your character name".ds2party and "your character name".ds2radar. The backups are named in order from .ds2bak1 to .ds2bak5. Delete the ds2party and ds2radar files and copy and rename one of the backups to the same format. I.e. "your character name".ds2party.ds2bak1 to simply "your character name".ds2party. When you load your game again you will continue from the previous save.

It would be great if you had a save from even before the last D.C. point before the elevator. That would ensure the fixed files are loaded from the map but even if you had a saved game before going down the elevator, that will still work.

Party has returned to the Ice Rift and finished off those pesky mages. Note there are at least two of those Ice Beasts at level 30. As it happened the party lured the Frost Mage out first - she is the only one whose spells can freeze characters in place, I believe - and she never Summoned so I don't know what level of creature would appear if she did. The way to deal with the level 40s Summoned by the Ice Mages is, of course, to run around avoiding the Summoned while looking for clear shots at the Summoners (won't work if an archer gets Summoned instead of a warrior, though I cannot confirm a Summoned archer would be the same level).

U32d#32. (One of GPG's slip-ups) NPC (legionnaire archer) outside Crystwind mine exit means to direct travellers by the longer scenic route via the ziggurat, the same way that the signposts point, but calls it the easterly route when it is a westward detour. Misleading for any player who reacts to the remark by checking the radar compass!

U32d#33. Amidst the rocks east of the elevator shed - the foot of the rockslide that hasn't completely blocked the short cut to Jessa Alberd - are two treasure chests that can be opened e.g. by Ripple spell but cannot be reached to pick up any goodies.

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32e), MLA Beta 5R set to local mode
Quest Log
Primary Quests -- Seek Gyorn in Stonebridge, Journey to the Overseeer

Secondary Quests -- Clear Edgaar's Basement, Skrubb the beach clean, Find Ordus' Axe, Clear Glitterdelve Pass, Rescue Trog, A Sister's Message, Book Return.

Problems, Errors and Comments
On reaching Glacern I was hoping to hire Lorun as I need another Mage. I figured that if my ranged level was twice that of my magic skills I would be able to. Alass no such luck. I could Hire Kroduk and turn him in to a mage but that would take to long. Please make a mini mod to disable selective hiring, it is somewhat of a problem when one is trying to build a party of a certain configuration to be able to defeat the GOM at the end of the game.

I did not encounter any problem with the primary or secondary quests.

Some monsters in the glitterdelve mine where double the level of my parties average, not a real problem except when they showed up in large packs. I have become quite good at switching party from rampage mode to mirror mode and running away fast.

Glacern's Gates open just fine, however you can not close the front gate and only the one side of the back gate closes. It would be nice if you could fix them as I do not want the town over run by monsters because I forgot to close the gate!

Character Stats
Bedah
Level 23 Sharpshooter
Class Stats --Melee 0, Ranged 22, Nature Magic 3, Combat Magic 11.
Naidi
Level 23 Sharpshooter
Class Stats -- Melee 0, Ranged 13, Nature Magic 0, Combat Magic 0.
Gloern (converting to ranger)
Level 23 Knight
Class Stats -- Melee 20, Ranged 8, Nature Magic 10, Combat Magic 8
Ulora
Level 23 Sorceress
Class Stats -- Melee 0, Ranged 0, Nature Magic 10, Combat Magic 22.
Zed
Level 23 Sorcerer
Class Stats -- Melee 1, Ranged 0, Nature Magic 13, Combat Magic 21.

bare_elf wrote:

Problems, Errors and Comments
On reaching Glacern I was hoping to hire Lorun as I need another Mage. I figured that if my ranged level was twice that of my magic skills I would be able to. Alass no such luck. I could Hire Kroduk and turn him in to a mage but that would take to long. Please make a mini mod to disable selective hiring, it is somewhat of a problem when one is trying to build a party of a certain configuration to be able to defeat the GOM at the end of the game.


I intend to disable the selective hiring of characters with the next revision (of both UP & KOE). There's still the option to permanently disband any hireable from the Inn thanks to the Disband Mod by FreakCandy which is included. Meant for rehiring characters again from the DS2 campaign but I think it works well with the Legendary Mod due to the insane number of characters you can recruit.

It would be nice if there was some way to further differentiate between the hireable characters such as if they each had a special skill or even a special race skill (plus maybe a vulnerability to compensate). I know heroes get a minor bonus for certain races but it's hardly earthshattering.

There is a problem with "Nimble Foot Unique Carved Boots" that I picked up somewhere in the glacial caverns, if you try to sell them, equip them, drop them on the ground. The game locks up and the only way out is to bring up the task manager and do an end task.

I do not believe this problem is new, and jumping to another map the same problems occur. Now I did find a workaround that got the boots out of my inventory. I went to an armor seller, and used the "Sell all items in inventory" button. This dumped my inventory including the boots, without the game crashing. Searching through the inventory of the vendor I could find all the items that I sold and get them back except for the "Nimble Foot Unique Carved Boots" I looked at every boot in the vendor's inventory and the boots where not there! Another thing is the mage that picked them up had a high enough level to equip them. The boots require level 9 nature magic and my sorceress was level 15. Now I have not had any issue with other carved boots be they for melee, ranger or mage.

Tonight I will run the glacial caverns again and not pick up any boots Smile then see what occurs after hiring the silly mage stuck in the ice after misplacing the warding staff. I know the whole game is based on his error, maybe that is why I never really liked him and thought it was his fault that the game would crash.

Elf

Here are the unreachable crates RSinikuk57 reported

In the Crystwynd Mines the ghost shrines are now gone from the Radar Map.

I accidentally clicked past the red barrel and was surprised when the party ran THROUGH the wall :jawdrop: , I went back out, hit re-group and when the 2 Horrids walked through the wall hit the red barrel

am at the mine exit at level 25

Dwarf

@Bare_Elf: That problem has occurred in the Peninsula, If I remember right it is from an item somehow being listed on the treasure drop tables while no longer being defined or has been re-named.

Broken World 2.3 Start, Kingdom of Ehb (DS1_Map_World_Beta32e), MLA Beta 5R set to local mode
Traveler Camp
Quest Log
Primary Quests -- Seek Gyorn in Stonebridge, Journey to the Overseeer, The Search for Merik

Secondary Quests -- Clear Edgaar's Basement, Skrubb the beach clean, Find Ordus' Axe, Clear Glitterdelve Pass, Rescue Trog, A Sister's Message, Book Return, Mysterious Relic.

Problems, Errors and Comments

On reaching the Traveler's Camp since I could not hire Phaedirel I will be forced to keep Merik Insane

I did not encounter any problem with the primary or secondary quests.

Character Stats
Bedah
Level 33 Sharpshooter
Class Stats --Melee 0, Ranged 32, Nature Magic 3, Combat Magic 11.
Naidi
Level 33 Sharpshooter
Class Stats -- Melee 0, Ranged 33, Nature Magic 0, Combat Magic 3.
Dog
Level 33 Knight
Class Stats -- Melee 33, Ranged 0, Nature Magic 0, Combat Magic 0
Ulora
Level 33 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 24, Combat Magic 28.
Zed
Level 33 Magus
Class Stats -- Melee 1, Ranged 0, Nature Magic 24, Combat Magic 29.
Merik
Level 32 Magus
Class Stats -- Melee 0, Ranged 0, Nature Magic 24, Combat Magic 28.

Elf

bare_elf wrote:
There is a problem with "Nimble Foot Unique Carved Boots" that I picked up somewhere in the glacial caverns, if you try to sell them, equip them, drop them on the ground. The game locks up and the only way out is to bring up the task manager and do an end task.

I do not believe this problem is new, and jumping to another map the same problems occur. Now I did find a workaround that got the boots out of my inventory. I went to an armor seller, and used the "Sell all items in inventory" button. This dumped my inventory including the boots, without the game crashing. Searching through the inventory of the vendor I could find all the items that I sold and get them back except for the "Nimble Foot Unique Carved Boots" I looked at every boot in the vendor's inventory and the boots where not there! Another thing is the mage that picked them up had a high enough level to equip them. The boots require level 9 nature magic and my sorceress was level 15. Now I have not had any issue with other carved boots be they for melee, ranger or mage.

Tonight I will run the glacial caverns again and not pick up any boots Smile then see what occurs after hiring the silly mage stuck in the ice after misplacing the warding staff. I know the whole game is based on his error, maybe that is why I never really liked him and thought it was his fault that the game would crash.

Elf


The Nimblefoot Carved Boots is a DS2 item, the Legendary Mod doesn't add any boots at all. Looking at the template from DS2 there's nothing really unique about the boots apart from their stats and texture. Type04 is a relatively common boot used for such boots as the Obsidian Boots, Plate Greaves, etc.

You don't have any obscure mods lurking around your resources folder? Nimblefoot Carved Boots should only be equitable by Rangers not Mages as it requires level 9 ranged not level 9 nature magic.

iryan wrote:

The Nimblefoot Carved Boots is a DS2 item, the Legendary Mod doesn't add any boots at all. Looking at the template from DS2 there's nothing really unique about the boots apart from their stats and texture. Type04 is a relatively common boot used for such boots as the Obsidian Boots, Plate Greaves, etc.

You don't have any obscure mods lurking around your resources folder? Nimblefoot Carved Boots should only be equitable by Rangers not Mages as it requires level 9 ranged not level 9 nature magic.


Iryan I was aware that the boots where a DS2 Boot and that the legendary mod does not add boots of any kind so I searched my armor mods and found this:
[t:template,n:amr_bot_nmg_carved_unq]
{
  doc = "unique_carved_boots";
  specializes = base_boots_nmage;

  [common]
  {
    screen_name = "Nimblefoot";
    base_screen_name = "Carved Boots";
    rarity = unique;
    allow_modifiers = false;
  }
  [defend]
  {
    armor_style = 008;
    armor_type = type04;
  }
  [gui]
  {
    equip_requirements = nature magic:#item_level-2.0;
    inventory_icon = b_gui_ig_i_amr_boot_type04_008;
    inventory_height = 2;
    inventory_width = 1;
  }
  [magic]
  {
    [enchantments]
    {
      [*]
      {
        alteration      = alter_dexterity;
        value        = 5;
        description      = "+ Dexterity";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration      = alter_armor;
        value        = 3;
        description      = "+ Armor";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration      = alter_lightning_resistance;
        value        = 0.12;
        description      = "+12% Lightning Resistance";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
      [*]
      {
        alteration      = alter_chance_to_dodge_hit_nature magic;
        value        = 0.10;
        description      = "+10% Chance to Dodge nature magic Attacks";
        duration      = #infinite;
        is_permanent    = true;
        is_single_instance  = false;
      }
    }
  }
  [pcontent]
  {
    [base]
    {
      item_level = 11;
    }
  }
}

I could not find any issues with this template, so it should work. However I removed the boots from my armor mod just in case there was an issue. If anyone can see a problem with the template please let me know.

Thanks
Elf

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