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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.

RSimpkinuk57 wrote:

Level discrepancies.

  • Extremely low level loot (e.g. equipment for levels 6 and below) from chests, crates etc all regions from Dragon Catacombs onwards (including two of the Dragon Queen's chests, the one with the Quillrabe stone being the exception).


Looking at the templates I'm actually surprised that this phenomenon hadn't manifested itself sooner. You see level 6 and below is what's defined in the base templates of all the containers in the mod as set out in KillerGremal's content pack.

So with the MLA disabled, the containers would keep their defined stats and not auto-adjust. So you would get only level 6 loot from them.

The mystery is why you only noticed it from the Dragon Catacombs onwards. It should have been obvious from at least Crystwind onwards.

Fixing the containers so they work without the MLA mod being activated is going to be tedious and painful. Even more so because the templates actually reside in KillerGremal's content pack and not DS1_Mod_Content.ds2res. I'll have to think about it.

Here's what the Ruby Gargoyle needs (I've tested it)
il_main = bw_ds1_unq_stopper;
not #bw_ds1_unq_stopper. # is of course for generating pcontent.

Iryan, I've not tried your LOA map yet so not seen what you gave Lyssa. Having found GPG's so called unique several times, it was that I was thinking of as not awe inspiring (which DS1's Heart Stopper wasn't) yet just what a ranger hero could do with for fighting through the Krug camps to Stonebridge. Now that I've seen your Heart Stopper I realise that if it is made redundant later by bows from sets, or bows with better prefix/suffix boosts (which will be good, I like both looting and shopping) then it will be just what I'll want to keep for something else: training new recruits up to Ranged 5. I always do this with everybody so they can boost their resistances later on by spending three or so skill points on Survival.

iryan wrote:
Fixing the containers so they work without the MLA mod being activated is going to be tedious and painful.
Yes, not worth the effort. MLA=local is the way to go for starter heroes, and MLA=all for imported parties. MLA=disabled is little more than a debugging option now.

The underlying game engine and save files are pretty stable but not immune to occasional storage corruption, so if bare_elf's finding ice archers not adjusted when they should have been (and stone golems before that) was an instance of something having broken MLA then better, just as a safeguard, continue with fixing the few serious level discrepancies that can spoil game play. Especially since disabling MLA and falling back on GPG's original coarse level adjustments (veteran and elite monster versions) may still be worthwhile with imported parties of just the right level.

I suppose I was always getting a trickle of low-level weapons but hadn't paid attention to what was coming from breakables, what from openables and what from monster drops. Perhaps for long stretches in Act II there aren't that many breakables, nor had the minimum from monsters opened such a gap above the maximum from breakables. What made the low-level loot obvious was expecting the Dragon Queen's three chests to substitute for her not leaving any drops behind after her own drop into the abyss.

iryan wrote:
So I basically cheated and set up the quest like the Ravaging Hiroth quest works (also problematic as the monsters appear from generators and have no scid identifiers). As you pass certain rooms you trigger the counter
I noticed that is how the Hiroth castle quest now works, and tested it. Partially. (A full test would take as many goes as there are rooms, making each in turn the last one visited.) The Hiroth quest does have a radar quest star in the middle of the entrance hallway (one room with no monsters!). Ideally with this approach there should be a radar star in every room, a star that disappears when party goes in, but without the tedium of one journal task per room. Not worth flogging the game engine though if it just isn't designed to support that.

+++EDIT+++
Good news and bad news on the flooded sanctuary.

  • The quest does have its star on Redwood Gap radar, marking the stairs into the sanctuary. (No star once one is inside and the radar has switched.)
  • Those two buttons work going anti-clockwise as well as clockwise.
  • I found just the right spot to trigger one of the two Unguis I failed to trigger before.
But
  • If party exits the sanctuary after killing the water elemental then the quest completes when they go up the stairs, even if few other rooms have been entered. (I discovered this accidentally by getting stuck in the one narrow corridor, wiped out, and moving the respawned party down the stairs, after which I had to investigate why this completed the quest.)
  • U32g#75. Incantation shrine ghost on radar. (Has this shrine just been deleted 32g?) WD_R1 -2.262/0.000/1.302 0x633F68F7
  • (Good news perhaps for players!) water slingers' ranged attacks often fall short (i.e. they think they can throw further than they really can, so fail to get close enough before stopping to throw.)

U32g#76. Scarecrow npc at Lang after reload: Filia Garonious (in hut just off main island).

Bug report "Hydrack at OF_R1 0x265EA250 not triggering properly *repositioned": no Hydrack triggering at all now.

RSimpkinuk57 wrote:
Here's what the Ruby Gargoyle needs (I've tested it)
il_main = bw_ds1_unq_stopper;
not #bw_ds1_unq_stopper. # is of course for generating pcontent.

Of course! That explains why it always worked in the test map. The actual template of the Ruby Gargoyle has the heart stopper correctly defined but in the map instance a # somehow got placed before it so it failed.

I can't recall how come the inventory block got put into the instance, whether I did it or the editor when saving the map (it tends to do things like that, including overwriting all the different weapons assigned to skeletons, krug, etc in their instancs).

So the current unreleased build will work as the inventory block is no longer present in the map instance.

RSimpkinuk57 wrote:

Iryan, I've not tried your LOA map yet so not seen what you gave Lyssa. Having found GPG's so called unique several times, it was that I was thinking of as not awe inspiring (which DS1's Heart Stopper wasn't) yet just what a ranger hero could do with for fighting through the Krug camps to Stonebridge. Now that I've seen your Heart Stopper I realise that if it is made redundant later by bows from sets, or bows with better prefix/suffix boosts (which will be good, I like both looting and shopping) then it will be just what I'll want to keep for something else: training new recruits up to Ranged 5. I always do this with everybody so they can boost their resistances later on by spending three or so skill points on Survival.

Lyssa has no bow with her but I intend for Reynard to drop a special unique version when you get the quest from him, just like in the original LOA map. Maybe it can be called Lyssa's Special Bow to differentiate it from GPG's Lyssa's Bow? Also I can probably make Reynard only give it to you if you speak to him and get the quest before you speak to Lyssa. If the player chooses not to speak to Reynard and speaks to Lyssa first, then Reynard won't give you the bow?

There can be both Lyssa's special bow and the Heart Stopper as they are in two different maps. I know bare_elf will probably be pleased and Rangers don't get much in the way of special unique items anyway at the moment.

RSimpkinuk57 wrote:

iryan wrote:
So I basically cheated and set up the quest like the Ravaging Hiroth quest works (also problematic as the monsters appear from generators and have no scid identifiers). As you pass certain rooms you trigger the counter
I noticed that is how the Hiroth castle quest now works, and tested it. Partially. (A full test would take as many goes as there are rooms, making each in turn the last one visited.) The Hiroth quest does have a radar quest star in the middle of the entrance hallway (one room with no monsters!). Ideally with this approach there should be a radar star in every room, a star that disappears when party goes in, but without the tedium of one journal task per room. Not worth flogging the game engine though if it just isn't designed to support that.

That's probably a good idea to set quest points and radar stars in different maps of the dungeon, less confusing to the player. This is used by GPG in some quests in DS2 (like the water maze, etc) and I have used it for a couple of quests as well so I know how its implemented. Shouldn't be too difficult to create.

Iryan, were you typing your last post responding to mine{EDIT] while I was finishing editing my Flooded Sanctuary update onto it?

2.2, Mod Logic Beta32g, Map UP Beta32g, MLA Beta5r set to Disabled
=============================================
Party of 6, leader at level 44 Grescal, 45 fighting Maljin

Before entering the Abandoned Ruins, party explored the Endless Scorpions' - I mean Dunes' - bay all around up to the northern cliffs, finding the health shrine and treasure chest.

One more level discrepancy - mini-boss King Cobra level 18.

(My log entry U32g#77 is for the Serpent Queen attacking without hitting)

U32g#78. No “secret area found” msgs for secret areas in Abandoned Ruins dungeon (one lever for main quest area, set of four for a side treasure room).

(Radar makes presence of main hidden area obvious, but scope here for some banter - "No townstone!", "Must be here", "Must be hidden, lets look".)

U32g#79. When party returns from Grescal with last townstone, Priestess Kavaren if talked to responds as if party has yet to go fetch it (and still does so even after party has completed the anti-Maljin quest).

U32g#80. Utraean Origins lore book has “/n/n” on page 3 after mentioning Itane's Eye.

Scope for quest journal improvements. Threat to Grescal: quest-giver says the threat is from monsters in ruins to northeast: put this in the journal details. Assemble the Townstones leaves it to the player's initiative what to do next; task 1 should complete when the elevator rises and trigger a task 2 to go see what is down there. Destroy the Maljin triggers way too late, should be triggered by reading the skeleton's note (change blue ! info icon to yellow ! quest-giver icon). (No harm in retaining present trigger as a backup.)

The Hiroth townstone does not need to be picked up, but if it isn't then players wil be left with a blank spot in the quest items (page 3.2).

Townstones elevator has no gather point - players can manage perfectly well without. Gather point on elevator into Grescal's snake dungeon does work.

When last townstone has been placed (elevator rises and) all townstones disappear; but tenstone when placed does not disappear, it is there to be picked up again.

Something we may be stuck with: placing the tenstone (supposedly to end all danger from the Maljin) does not affect any Maljin that may still be alive because un-fought at the back of the upper level, nor does it prevent respawns in the rooms already traversed.

The radar in the Maljin dungeon has no floor plan for the rooms. In the elevator arrival lobby it is full of green dots - indicating what? Must be microscopic.

EDIT: no mini-boss or boss circles on Maljin Assassin or the big bad guy?

Maljin, ha! Drake hatchlings would eat them for breakfast.

I can not pass block at the upper exit of the Cliffs of Fire, I have completed all previous quests and spoken with the potion seller about the unwise alliance. However I for some reason did not receive the key/quest item to remove the block on the upper gate. Not sure what to do next. Help me Mr. Wizard (iryan) I want to go on to the Castle Ehb.

bare_elf wrote:
I can not pass block at the upper exit of the Cliffs of Fire, I have completed all previous quests and spoken with the potion seller about the unwise alliance. However I for some reason did not receive the key/quest item to remove the block on the upper gate. Not sure what to do next. Help me Mr. Wizard (iryan) I want to go on to the Castle Ehb.

That's quite a serious matter. Obviously something has gone amiss. Yet I did test this one out quite thoroughly and it did work every time but that was a quick hack starting a new game at the Cliffs of Fire.

What's suppose to happen is that when you talk to the Droog Chieftain (Nonataya) and accept the quest required to continue the main quest, the barricade disappears. At the time I couldn't find an adequate gate but I think I know of a good one now that would fit the type of structure found in the Cliffs of Fire. I'll replace the barricade with this gate, which should be much more informative as well since the gate can give you a message prompting you to see Nonataya.

I'll get started on it at once but keep in mind it mightn't work for you if you saved your game after reaching the barricade (it should but mightn't). If so restoring a backup should work.

bare_elf wrote:
I can not pass block at the upper exit of the Cliffs of Fire, I have completed all previous quests and spoken with the potion seller about the unwise alliance. However I for some reason did not receive the key/quest item to remove the block on the upper gate. Not sure what to do next. Help me Mr. Wizard (iryan) I want to go on to the Castle Ehb.

Please try these beta32h files.
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_World_Beta32h.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32h.ds2res

Readme http://www.siegetheday.org/~iryan/files/Betav32/KOE_BUG_REPORT.pdf

The barricade has been replace with a gate, which will now give you a message hinting at who to ask about opening it. I've tested it with a hack party and it works but so then did the previous attempt.

There's also a number of other fixes for KOE and the Utraean Peninsula, the UP fixes are things like monster levels, etc and not map based fixes and so not documented yet.

Well it looks as if all my saves where after talking to Nonataya, but prior to going to the gate. So Nonataya had only the vendor icon and not the quest icon. Yes I have the quest for the Seck Dungeon Siege but still can not open gate. So time to start over and test 32H

Elf

Kingdom of Ehb 32H

Monster Level Adjust Status LOCAL

Save Location
Direct Connect Teleport Path to Stonebridge

Quest Log

Primary Quests Act 1 –

Secondary Quests Act 1 – Clear Edgaar's Basement,

Comments, Fixes That Work, Errors, Problems

1. Save point message now appears near the broken bridge.

2. Heartstopper drops from the Ruby Gargoyle, It is a very useful Unique Bow that alters damage based on ranged skill.

3. Restarted because I did not have a save prior to speaking to Nonataya so could not get past upper gate at Cliffs of Fire.

Party Members

Ha'jara Level 13 Marksman

Ulora Level 13 Wizard

Lili's Dog Level 13 Juvenile Dire Wolf

Bare Elf's Dog Level 13 Juvenile Dire Wolf

Elf

Kingdom of Ehb 32H

Monster Level Adjust Status LOCAL

Save Location
Stonebridge

[ = 15] Quest Log[/]

Primary Quests Act 1 – Seek Gyorn in Stonebridge

Secondary Quests Act 1 – Clear Edgaar's Basement, Skrubb the Beach Clean

Comments, Fixes That Work, Errors, Problems

1. Heartstopper has advanced to 40-50 with a level 14 Marksman

2. Hired Naidi and Zed without problems

Party Members

Ha'jara Level 15 Marksman

Naidi Level 14 Marksman

Ulora Level 14 Wizard

Zed Level 14 Magician

Lili's Dog Level 15 Adolessent Dire Wolf

Bare Elf's Dog Level 15 Adolessent Dire Wolf

Elf

bare_elf wrote:
Well it looks as if all my saves where after talking to Nonataya, but prior to going to the gate. So Nonataya had only the vendor icon and not the quest icon. Yes I have the quest for the Seck Dungeon Siege but still can not open gate. So time to start over and test 32H

Elf


Sorry for the inconvenience, though I'm surprised you saved that many times after speaking to Nonataya, seeing he's not far from the Gate. I assume you know how to restore backup saves?

It's one of the annoyances of the DS2 save system that it doesn't display any saves other than the current one, when in fact the last 5 saved games are stored as backup files in the Save folder. Almost as bad as the situation that can exist if the game crashes (luckily quite rare) between teleporters/direct connection points so you have to trek through 10-15 minutes of gameplay to get back to where you were.

Incidentally it's almost as bad in games that automatically save billions of save games without your permission, such as Jade Empire. There every-time you enter a new area it auto-saves to a new file so when you really need to load a previous save game, you have to troll through possibly dozens of old save games to find the one you want. Luckily it gives you the option to delete save games from the in-game menu but so option to turn auto-saves off would be even better.

iryan wrote:
bare_elf wrote:
Well it looks as if all my saves where after talking to Nonataya, but prior to going to the gate. So Nonataya had only the vendor icon and not the quest icon. Yes I have the quest for the Seck Dungeon Siege but still can not open gate. So time to start over and test 32H

Elf


Sorry for the inconvenience, though I'm surprised you saved that many times after speaking to Nonataya, seeing he's not far from the Gate. I assume you know how to restore backup saves?

It's one of the annoyances of the DS2 save system that it doesn't display any saves other than the current one, when in fact the last 5 saved games are stored as backup files in the Save folder. Almost as bad as the situation that can exist if the game crashes (luckily quite rare) between teleporters/direct connection points so you have to trek through 10-15 minutes of gameplay to get back to where you were.

Incidentally it's almost as bad in games that automatically save billions of save games without your permission, such as Jade Empire. There every-time you enter a new area it auto-saves to a new file so when you really need to load a previous save game, you have to troll through possibly dozens of old save games to find the one you want. Luckily it gives you the option to delete save games from the in-game menu but so option to turn auto-saves off would be even better.


Not really an inconvenience Iryan, The reason that all 5 backup saves where after talking to Nonataya was that I ran back out the front gate to fight a few more monsters as my dire wolves needed a meal. then I got looking around saved a few times, while looking under rocks and in bushes then I went to the gate and eeek it did not open. I tend to save a good deal anyways just in case I mess something up. Starting over no problem as I am just a few miles from Glacern.
Elf

Kingdom of Ehb 32H

Monster Level Adjust Status LOCAL

Save Location

Glacern Snow Forest Direct Connect

Quest Log

Primary Quests Act 1 – Seek Gyorn in Stonebridge

Secondary Quests Act 1 – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Axe, Clear Glitterdelve Pass, Rescue Torg

Comments, Fixes That Work, Errors, Problems

1. Elevator to Ordus' Axe functioning correctly (has gather point)

2. Elevators Wesrin Cross functioning correctly (have gather points)

3. Elevators Glitterdelve Mine functioning correctly (have gather points)

4. I am glad the dire wolves are adults and do not need to eat anymore weapons, their eating habits where cutting into my weapon budget.

Party Members

Ha'jara Level 24 Sharpshooter

Naidi Level 24 Sharpshooter

Ulora Level 24 Sorceress

Zed Level 24 Sorcerer

Lili's Dog Level 24 Mature Dire Wolf

Bare Elf's Dog Level 24 Mature Dire Wolf

Elf

bare_elf wrote:
The reason that all 5 backup saves where after talking to Nonataya was that I ran back out the front gate to fight a few more monsters as my dire wolves needed a meal.
Ah yes, the green drakes' cave and dungeon room.

DS1's system of manual saves was best, uniquely named by hero and elapsed time in-game. I emulate that by renaming and moving my save backups to a folder of my own. I name them by hero, a serial number with prefix indicating map, and a clue to the location. Still within My Documents, the whole of which (including DS2's own Save subfolders) I have covered by a daily Windows backup to a memory stick. The incremental backups are small enough that I can keep 3 months of them on the stick.

Even this leaves cracks. To test the Ruby Gargoyle quickly I started a new KoE game with my level 45 hero from the peninsula, running through to the Crypts entrance then saving at the first DC (the closest point from which to restart repeat tests if wanted). Unfortunately I'd disbanded the other five party members forgetting this triggers the bug whereby a single save takes several goes to complete, overwriting all the backups. Thus I lost the UP save I'd imported from, which was the one after I'd placed the tenstone, and had to do the Maljin dungeon again. Good job it is so short.

(I'm still in the peninsula by the way, have retested some sections, and been through the pyramid to the Eastern Island. This leaves me the Lava Caverns and the Great Northern Forest, also the Elddim-Lang road and the downriver route from Illiarth Divide to Crystwind.)

(Sig, did you go to the pyramids? There's a bone minion outside, just as there is one high up in the mesa desert.)

Every ting mostly fine thru the Crypts but I seem to run a few levels behind Bare_Elf, Like the Heart Stopper.

The Crypts Radar Map is slightly off. In the corridor with the first Skeleton Mini-boss on the Radar Map the Lever for the stairs is on the opposite side of the corridor. This id the Amount of offset in other corridors that run the same direction.

Hear is a Screenshot at the broken bridge

Dwarf

Another Blood Assassin, running a level behind the other so far. After the one side cave where you have an ambush of 2 Krug and a dog they are level 2, should be 4

The Mimic is level 34!!

Phraks in cages, except the first (first cage leel 6)all Phrak's are level 10 with Piercers level 15.

Krug facing Ulara level 2,

From Crypt to Stonebridge except for the ones in cages all Phrak's level 1, Dogs Level 2, Almost all Krug level 2

Like Skelatons hating characters who use healing magic and the Krug who guard treasure

Dwarf

Did I really see that in the mausoleum? Yes I did: as well as the mini-bosses that are always there, some (any?) of the generated undead must have a small random chance of being a mini-boss type (Azunite Hero, Shadow Lich). Such extra mini-bosses lack mini-boss circles.

That chance apart, the mausoleum has no mini-bosses in the north loop of rooms. Snake-woman ranger and mage mini-bosses are noticeable by their absence from anywhere in the map. Their one mini-boss, the melee, is well positioned in Grescal's dungeon but with the Serpent Queen there also being melee - if her attack distance can be sorted out - perhaps the Toreck mini-boss could be redeployed to one of the mausoleum rooms with the most Torecks? Balancing the Undead Azunite melee mini-boss in the south loop.

Odd design GPG gave us - just one mucosa (now a skeleton) between castle outer gates and mausoleum stairs, three routes through the mausoleum but the middle one much the shortest and easiest, then nearly everything in the mesa desert avoidable by taking to the sand before turning left for Grescal.

Speaking of non-attacking monsters, Killer Vines in the Eastern Island completely fail to register hits, despite sound effects, no matter how close to (or on top of) them characters stand. Presumably this is the same problem as with the Flooded Sanctuary Unguis which proves it can be nothing to do with seeing through water.

In the Maljin dungeon, the bad boss was big enough and did do some damage but less than the mimic. Either the times have moved on while he's been trapped or old age has dragged him down.

None of that world-turns-red nonsense GPG gave us, I see.

2.2, Mod Logic Beta32g, Map UP Beta32g, MLA Beta5r set to Disabled
(retested some areas with Mod Logic Beta32h and one with MLA=local)
=============================================
Party of 6, leader at level 40 Quillrabe, nearly 42 Hiroth, 44 Grescal, 45 against Maljin

RSimpkinuk57 wrote:
U32g#63. Bridge from where merchant (Nalin Starbringer) is, to outside dragon catacombs entrance, cannot be clicked on anywhere for movement.
My mistake, cancel report. I've (re)discovered where to click - right hand edge of a 2-person (2-meters?) wide passage.
RSimpkinuk57 wrote:
U32g#64. When Dragon Queen is killed, player sees her falling to oblivion only if a character up close is selected; if the one selected is a bowshot away then player is left with an unattackable, unaggressive “dead” dragon unsupported in mid air
I've had this twice more, this time despite selecting my melee fighter right next to the dragon on which to centre my view. Corpse Transformation spell removes the unwanted carcass, by the way; or just walk away, and on returning a while later it will be gone.
RSimpkinuk57 wrote:
Skeleton Guards [level] 11 and Bone Minions 28 summoned by mausoleum's Liches and Undead Azunite Mages respectively
32h new summons in place of skeleton guard confirmed; no change to summoned bone minions.
RSimpkinuk57 wrote:
Frost Drake (at catacombs exit) level 25 (NB OK that blue drake is 37 and red 45 when greens and hatchlings 42; however perhaps rethink what/how many monsters in last bit of cave before exit, considering confined space and, in particular, narrow approach that cannot be clicked on for movement?)
Not the problem I worried it might be. All that's happened (in the Dragon Catacombs as a whole) is that GPG's skeletons have been replaced by drake hatchlings - great idea - and three of the adult greens have been altered to red, blue (in side caves) and frost for variety. The frost drake isn't a mini-boss nor meant to be - I've found where the real mini-boss drakes are. (Another good choice, Iryan.) If anything the frost drake is easier to deal with than a green, even with MLA=local to get it up to the right level. For my party retesting with MLA=local made things easier by lowering slightly the average level of drake hatchlings and adults.

Hatchlings being faster than skeleton mercenaries has upped the challenge. From "The Mage's Guide to Adventuring":

When in danger, fear or doubt,
Run in circles, scream and shout.

Drake Hatchlings are fast, vicious with tooth and talon, and smart; they look out for each other and are quick to shift target to whoever is hurting them. An experienced party can quickly dispose of one hatchling, and your melee bodyguard might hold the attention of a second, but against any more than that it is time for evasive tactics and a running battle.

With practice it isn't that difficult to move characters round the bottleneck so as to draw hatchlings and their babysitters out of the exit cave into the main tunnel where there is room for a running battle. In three goes I've never had both adults out at once, and twice the frost drake ended up left behind on its own. Yes one adult could be shifted to the previous group of hatchlings, or the last group of hatchlings plus one adult moved outdoors to the Hiroth Ravine, but no pressing need to tamper.

Party banter before entering the catacombs warned that drakes are always serious propositions, and afterwards remarked that the hatchlings were more trouble than the adults - right both times. (Killing the Queen merely took time.) Nice change of pace after that smashing skeletons before and within the castle before the middling-tough mausoleum.

RSimpkinuk57 wrote:
. . .
Speaking of non-attacking monsters, Killer Vines in the Eastern Island completely fail to register hits, despite sound effects, no matter how close to (or on top of) them characters stand. Presumably this is the same problem as with the Flooded Sanctuary Unguis which proves it can be nothing to do with seeing through water...
This can be a respawning matter, I recently encountered it elsewhere.
However it also could be that monsters are hold in broken patroling script. Some never have been updated for DS2 (at least I did not), and perhaps they remained left on the map, still 'commanding' monsters with no goal.

 

bare_elf wrote:
. . .
2. Heartstopper drops from the Ruby Gargoyle, It is a very useful Unique Bow that alters damage based on ranged skill.
. . .

bare_elf wrote:
. . .
1. Heartstopper has advanced to 40-50 with a level 14 Marksman
. . .
Hm, is the Heartstopper a bow or a crossbow now?

I recently found 'Lunar Grace' again, one of the best unique low-level bows (requires Ranged level 15 or 16) that gives perhaps about 15-25 damage...

 

iryan wrote:
RSimpkinuk57 wrote:

Level discrepancies.

  • Extremely low level loot (e.g. equipment for levels 6 and below) from chests, crates etc all regions from Dragon Catacombs onwards (including two of the Dragon Queen's chests, the one with the Quillrabe stone being the exception).


Looking at the templates I'm actually surprised that this phenomenon hadn't manifested itself sooner. You see level 6 and below is what's defined in the base templates of all the containers in the mod as set out in KillerGremal's content pack.

. . .

Fixing the containers so they work without the MLA mod being activated is going to be tedious and painful. Even more so because the templates actually reside in KillerGremal's content pack and not DS1_Mod_Content.ds2res. I'll have to think about it.

The priority (type) of my content mod is lower than the RTC default, so you could readd the corresponding auto-generated file (that's where the Utrae containers are) in your logic/content mod.
Nonetheless, there are almost 400 containers in Utrae alone, and i don't think/remeber there is an evident indication of the level GPG designed them for (expect of the loot drop itself perhaps).

I will rethink about it, but this can be painful for sure. Honestly I didn't want to spend too much time on this single aspect myself, so may work was limited on (approxinately) mapping the look and on adding a [gui] block (whatever its level was).

KillerGremal wrote:
Hm, is the Heartstopper a bow or a crossbow now?

Yes the Heart Stopper is a bow just like in DS1 even has the same icon.

KillerGremal wrote:
I recently found 'Lunar Grace' again, one of the best unique low-level bows (requires Ranged level 15 or 16) that gives perhaps about 15-25 damage...

You found 'Lunar Grace' again that is great sounds like a very useful tool for lower level characters.

Elf

RSimpkinuk57 wrote:
Did I really see that in the mausoleum? Yes I did: as well as the mini-bosses that are always there, some (any?) of the generated undead must have a small random chance of being a mini-boss type (Azunite Hero, Shadow Lich). Such extra mini-bosses lack mini-boss circles.

That suggests a couple of KillerGremal's original templates are still in use as that's a feature he added to most of them - a small random chance of being generated as a mini-boss.

Personally I didn't like the feature as it can result in nasty fights when you are attacking a regular mini-boss and suddenly 1 or 2 other min-bosses appear (even from behind you) and wiping your party out.

So that's one reason I generally use separate templates from the ones supplied in KillerGremal's content pack, for the monsters.

Could be very useful for certain dungeons however and I haven't yet taken advantage of the feature which allows a mapper to assign alternative monsters to an instance.

RSimpkinuk57 wrote:

In the Maljin dungeon, the bad boss was big enough and did do some damage but less than the mimic. Either the times have moved on while he's been trapped or old age has dragged him down.

None of that world-turns-red nonsense GPG gave us, I see.


I did try to make the Maljin dungeon boss encounter more interesting than the one GPG gave us. And storylines in RPG games are often quite nonsensical but even by those standards the use of Maljin as secret biological weapons made by the Utraeans is extremely weak (remember the Utraeans made the Hassat and Zaurask and the Maljins were the last in the evolution line so should have been vastly superior). However the storyline for Kingdom of Ehb was deemed worthy enough of being made into a film, with even a sequel, so go figure why GPG couldn't do better for the Utraean Peninsula.

Yet I wanted to keep at least some semblance to the original map so kept the Maljin (with a little twist) unlike in LOU where I ditched them for Utraeans.

Any ideas on how to improve the Maljin Dungeon would be welcomed.

RSimpkinuk57 wrote:

Drake Hatchlings are fast, vicious with tooth and talon, and smart; they look out for each other and are quick to shift target to whoever is hurting them. An experienced party can quickly dispose of one hatchling, and your melee bodyguard might hold the attention of a second, but against any more than that it is time for evasive tactics and a running battle.

With practice it isn't that difficult to move characters round the bottleneck so as to draw hatchlings and their babysitters out of the exit cave into the main tunnel where there is room for a running battle. In three goes I've never had both adults out at once, and twice the frost drake ended up left behind on its own. Yes one adult could be shifted to the previous group of hatchlings, or the last group of hatchlings plus one adult moved outdoors to the Hiroth Ravine, but no pressing need to tamper.

Party banter before entering the catacombs warned that drakes are always serious propositions, and afterwards remarked that the hatchlings were more trouble than the adults - right both times. (Killing the Queen merely took time.) Nice change of pace after that smashing skeletons before and within the castle before the middling-tough mausoleum.


I have reduced the number of hatchlings by about 30% as you suggested in an earlier report but you won't see that until the next version of the Utraean Peninsula is released. Hopefully it will keep the best aspects of the encounters without becoming tedious as it may be now.

I wanted to spruce up the Dragon Catacombs so that's why I introduced the hatchlings, as I thought they were an obvious choice seeing there were so many eggs lying around. The inference is of course that the hatchlings come from the eggs, turn into drakes as they get older and eventually drakes mature into fully fledged dragons if they survive long enough.

KillerGremal wrote:
RSimpkinuk57 wrote:
. . .
Speaking of non-attacking monsters, Killer Vines in the Eastern Island completely fail to register hits, despite sound effects, no matter how close to (or on top of) them characters stand. Presumably this is the same problem as with the Flooded Sanctuary Unguis which proves it can be nothing to do with seeing through water...
This can be a respawning matter, I recently encountered it elsewhere.
However it also could be that monsters are hold in broken patroling script. Some never have been updated for DS2 (at least I did not), and perhaps they remained left on the map, still 'commanding' monsters with no goal.

Killer Vines are just reskinned Unguis so that's why the problem occur with them.

The problem seems to be inherent in certain monster's models. I fixed the Serpent Queen and Goblin Robo Suit yesterday as they were problems in the template (I gave the Serpent Queen a secondary magic attack which she can't do and so became stuck on trying to perform it and the Goblin Robo Suit lacked an attack block for the base template the attack parts inherit from).

However the Unguis, Ancient Troll and Lectar seem to have issues with melee attacks. I have somewhat fixed the problem with a hack that gives them the ability to harm you through a curse attack (based on infect) that is extremely strong but short range (so they have to approach you like melee characters would), last for a second and has no visible signs except you can see the curse icon on a character's portrait momentarily. It's the best I can do for the moment.

2.2, Mod Logic Beta32h, Map UP Beta32g, MLA Beta5r set to Disabled
=============================================
Level 45 party

RSimpkinuk57 wrote:
U32g#74. Grescal ... Potion merchant same name (Azunite Priestess Challe) as Hiroth's – in DS1 was Sorceress Vielle Brathem.
Not fixed: Logic 32h wrong character has been renamed - townstone priestess (was Kylira) instead of potion merchant.

Level discrepancies (low side): Shades around pyramid level 15; wildlife on island from 5 (skrubbs and anglers) to 34 (lizards). (Only vegetable-heads and boss on island are OK for level.) Battle Wraiths in Lava Caverns 38 (not so bad) - are Battle Wraiths in KoE castle dungeon still same template as the ones in temple ruins Fury tunnel? If not, use the higher level template here too.

U32g#81. Elevator between Eastern Island tower and Lava Caverns misbehaving. First I discovered that a party that had come through the caverns from the other elevator (Pyramid of the Dead) could not bring down this elevator (the button could be pressed but no platform came down).

I reloaded outside the pyramids, and this time went through to the island, to try the elevator starting from the top. Seriously weird results. Looked normal going down. In wait mode at the bottom, party member #1 stepped onto platform and was in a limbo - everything outside the elevator vanished (except for other characters' green circlets). After riding up and down a few times (selecting another character at the bottom to press the button) I set off through the caverns with an apparently normal party; however whenever I switched selection to character #2, #4 or #6 then characters, scenery, everything vanished except the circlets. This phenomenon rectified itself when party rode up the other elevator to the pyramid.

U32g#82. DC in caverns by elevator from island names itself as "Lost Pyramid".

U32g#83. Caverns' other elevator, the one that does come from pyramid, works correctly; however, if party which came down that elevator returns to it after re-entering caverns by reload and portal to the DC at the other end, elevator platform and "shaft" area above it are not displayed (left as blank black volume).

U32g#84. Entering either pyramid completes the Lost Pyramids quest, but only one of them has quest star (the one with the long tunnel, as the quest-giver dreamed).

U32g#85. In the Endless Dunes, walk close along north side of Pyramid of the Dead (the south-eastern one, entered from the south, with elevator to caverns) and tops of walls of dungeon room are visible sticking up from ground. Another time when outside pyramid (slightly further away?) radar showed two blue dots "in the sand" for elevator lever and something else in this room and red dots which I guess are monsters in the caverns.

U32g#86. Some of the drakes outside pyramids are mini-boss types, but none have mini-boss circles.

U32g#87. Boss on Eastern Island "Overmage" (as he displays) or "Overlord" (as in mini-NIS banner)?

The damage he does is quite underwhelming - more so than the boss in the Maljin dungeon.

No lore book to find anywhere on the island explaining him and the vegetable-heads - one would be nice.

NB did I see two of the same mini-boss on Eastern Island in different places? (unusual, but no law against it)

U32g#88. Party banter in Lava Caverns, second phase: if the fall from this arch doesn't kill you, landing in the lava will; but convo triggers when party is down at lowest level on narrow causeway just a foot above lava. HADES -2.933/0.543/0.133 0xC3DEBA01

After being a fuss-pot about two drakes and some hatchlings at the Dragon Catacombs exit before Hiroth, the joke's on me: five drakes in one place (red, black, black, molten and molten steel), some lava horrors and mages about too, and you had to add a mimic! Come on! Suggest it go in another corner nearby where there is a chest, and only one red drake: HADES -2.023/-11.999/-5.905 0x496075C5.

By the way, first attempt at those five drakes, after luring one out I had to retreat from the rest all the way to where I'd previously destroyed the Magma Beast big boss - and it had respawned. (Even if not pursued by drakes this is a "room" through which party has to retrace its steps after clearing out the areas beyond.) At which point I quit in disgust.

iryan wrote:
I did try to make the Maljin dungeon boss encounter more interesting than the one GPG gave us. And storylines in RPG games are often quite nonsensical but even by those standards the use of Maljin as secret biological weapons made by the Utraeans is extremely weak (remember the Utraeans made the Hassat and Zaurask and the Maljins were the last in the evolution line so should have been vastly superior). However the storyline for Kingdom of Ehb was deemed worthy enough of being made into a film, with even a sequel, so go figure why GPG couldn't do better for the Utraean Peninsula.

Yet I wanted to keep at least some semblance to the original map so kept the Maljin (with a little twist) unlike in LOU where I ditched them for Utraeans.

Any ideas on how to improve the Maljin Dungeon would be welcomed.

You are correct the Maljin should be much harder to defeat than either the Hassat or Zaurask since they where the last of the Utraean weapons. They as we all know they are not. They could be improved if they were for example healed by nature magic attacks. Boosting their ranged and melee attack protection, maybe by like 5 to 10 percent. Then again this might work in a chest on the way to the dungeon there could be a weapon that must be used for killing Maljin along the lines of the Haku dagger that Taar's friend talks about in DS2, I would suggest more than 1 since there are many Maljin. That would make fighting Maljin a bit more interesting if you did not open the chest to get the special weapon you could never win the final battle.

The Maljin dungeon is to linear maybe some side passages, secret rooms and hard to find levers, etc. and hiding the Ten Stone in one of them finding it in the main room with the mini boss is just to easy.

Elf

Kingdom of Ehb 32H

Monster Level Adjust Status LOCAL

Save Location

Subterranean River Enterance Direct Connect

Quest Log

Primary Quests Act 1 – Seek Gyorn in Stonebridge, Journey to Overseer, The search for Merik,

Secondary Quests Act 1 – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Axe, Clear Glitterdelve Pass, Rescue Torg, Sister's Message, Book Return, Homeless Blacksmith.

Comments, Fixes That Work, Errors, Problems

1. All quests appear to be working correctly

2. Radar Images appear fine to me.

3. All Monsters appear to be leveling correctly.

4. Dumped Zed for Lorun.

5. I might keep the Dire Wolves for the whole game.

Party Members

Ha'jara Level 31 Sharpshooter

Naidi Level 31 Sharpshooter

Ulora Level 30 Magus

Lorun Level 24 Magus

Lili's Dog Level 31 Mature Dire Wolf

Bare Elf's Dog Level 31 Mature Dire Wolf

Elf

I've taken my UP party to KoE again.

Tiahna is a level 46 character with level 45 ranged skill. She carries an Adventurer's Long Backed Bow (Rare Long Bow) Fast Attack, Damage 57 to 96, Range 14 meters (in her hands: 11 meters basic), requires Ranged 43, benefits include +1 to Ranged Skills. Helped by three Nexus rings (extra weapon damage) and dexterity boosted to 185 her stats with it are min damage 121, max damage 204.

Heart Stopper in her hands is Faster Attack, Damage 125 to 155, Range 15 meters (12 meters basic, despite being a shorter weapon), +70 dexterity for stats of min 219 max 299.

Dexterity bonus from Heart Stopper is equal to intelligence. Briahra is a level 46 character with skills of combat magic 43, nature 30, melee 25 and ranged 5. Equipping Heart Stopper would give her damage stats of 49 to 76 (better than slow 40 to 67 with a staff chosen for its +20% combat magic damage and +17 intelligence) but more importantly up her health from 630 (610 without the staff) to 938.

For balance and for similarity to the original I suggest Heart Stopper should be something like damage min 1, max 1.1 both times ranged skill (or min 1 x skill, max 1 x skill and a bonus of +10% max damage), bonuses +5 damage (not times skill) and +1 to Critical Shot, range 10 meters, no skill required. Though the damage seems less than from the weapon in DS1, remember that shots there did not gain from character's dexterity as they do in DS2.

Tiahna wears a Persistent Heavy Fiber Suit (Armor:160) by the way, not the Woodland Leather (Armor:110 at her ranged prowess). My skill 44 melee fighter hero has collected four progressive armors (with different side benefits) currently rated:
134 Altan's Leather
136 Olaf's Studded Leather
137 Lord Hovart's Blood Armor
140 Serpentine Scale
none of which match Vigilant Copper Plate of Force at 197 (requires melee 41).

Also progressive, the Sightless Helm comes out as armor:105, which happens to be the same as from Unremitting Carnage Helm (of Vigor) another piece of melee 41 gear. (Sinaht has that).

Which means that all those progressive armors are well worth finding but not automatic choices to keep using for ever.

U32g#89. (Forgot this because it is inherited from GPG.) In the Eastern Island cave, where Loolah's elevator-cum-displacer arrives is a blank black patch. Otherwise it works fine.

RSimpkinuk57 wrote:
did I see two of the same mini-boss on Eastern Island in different places?
Yes, one General at the west end (near health shrine) and one at far end of north beach. One of the former's companions - I think it was the necromancer - summoned a bone minion which, like those summoned in the mausoleum, was only level 28.

RSimpkinuk57 wrote:
you had to add a mimic!
Checking out the mimic near Skartis in KoE has reminded me: that one (and originals in Valdis campaign, am I right?) are inert until somebody goes up to them, but the ones in the Utraean Peninsula map are different - they attack as soon as a character comes within their spell range. Which is often where party is in the middle of a big battle with duergars, undead in the mausoleum, or those drakes. The co-ordinates I quoted are not where that mimic is but the place where I'd rather it were.

Much of the trouble with those drakes is that they are at the end of the worst narrow causeway for moving on - few nodes along the whole length where a character or party can be directed to. The island at the end of a short side branch is invaluable as a place to order a retreat to.

The worst groups of monsters in the Lava Caverns are all on one multi-branched side stem at the east end of the lowest level, where path from west (pyramid elevator) turns left for side stem or right for uphill (island elevator); a DC would be more welcome here than at the foot of the pyramid elevator.

iryan wrote:
Killer Vines are just reskinned Unguis so that's why the problem occur with them.
But the Killer Vines should be easier to investigate because we know depth-of-water isn't involved. I've watched them again and they definitely re-orientate as party members move so do see what should be their target. Still, you've the hack now.
iryan wrote:
I wanted to spruce up the Dragon Catacombs so that's why I introduced the hatchlings, as I thought they were an obvious choice seeing there were so many eggs lying around. The inference is of course that the hatchlings come from the eggs, turn into drakes as they get older and eventually drakes mature into fully fledged dragons if they survive long enough.
Great idea as I wrote before, they belong as the skeleton mercenaries never did. I did get the inference immediately - that's why I called the drakes "babysitters".
iryan wrote:
remember the Utraeans made the Hassat and Zaurask and the Maljins were the last in the evolution line so should have been vastly superior
But in the meta-evolution line, our timescale, weren't the Maljin first? GPG did them for the original game, may not have even realised Utraeans had ever lived anywhere other than the peninsula let alone that any were still in the world, then Mad Doc picked that ball up and ran with it for the expansion.

Maybe after the Utraeans messed up with the most suitable species to manipulate, they had to advance their techniques to work from what was left, running faster just to stay in the same place, and so made only bigger mistakes.

Kingdom of Ehb 32H

Monster Level Adjust Status LOCAL

Save Location
Traveler Camp

Quest Log

Primary Quests Act 1 – Completed

Secondary Quests Act 1 – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Axe, Clear
Glitterdelve Pass, Rescue Torg, Sister's Message, Book Return, Homeless Blacksmith.

Primary Quests Act 2 –

Secondary Quests Act 2 – Mysterious Relic,

Comments, Fixes That Work, Errors, Problems

1. All quests appear to be working correctly

2. All Monsters appear to be leveling correctly.

3. I will keep the Dire Wolves for the whole game.

4. Rebecca's Bow Still beats Heart Stopper, however Rebecca's Bow does not increase in power as ranged skill increases. I will have to fix that by looking at the Heart Stopper Template.

Party Members

Ha'jara Level 34 Sharpshooter

Naidi Level 34 Sharpshooter

Ulora Level 34 Magus

Lorun Level 34 Magus

Lili's Dog Level 34 Dire Wolf

Bare Elf's Dog Level 34 Dire Wolf

Elf

RSimpkinuk57 wrote:

For balance and for similarity to the original I suggest Heart Stopper should be something like damage min 1, max 1.1 both times ranged skill (or min 1 x skill, max 1 x skill and a bonus of +10% max damage), bonuses +5 damage (not times skill) and +1 to Critical Shot, range 10 meters, no skill required. Though the damage seems less than from the weapon in DS1, remember that shots there did not gain from character's dexterity as they do in DS2.

Tiahna wears a Persistent Heavy Fiber Suit (Armor:160) by the way, not the Woodland Leather (Armor:110 at her ranged prowess). My skill 44 melee fighter hero has collected four progressive armors (with different side benefits) currently rated:
134 Altan's Leather
136 Olaf's Studded Leather
137 Lord Hovart's Blood Armor
140 Serpentine Scale
none of which match Vigilant Copper Plate of Force at 197 (requires melee 41).

Also progressive, the Sightless Helm comes out as armor:105, which happens to be the same as from Unremitting Carnage Helm (of Vigor) another piece of melee 41 gear. (Sinaht has that).

Which means that all those progressive armors are well worth finding but not automatic choices to keep using for ever.


Thanks for the feedback about the unique weapons and armor. As you may have guessed, balancing them can be very tricky. I want them to be worthwhile to find but not god items, which many third party items tend to be. Otherwise where's the fun in continuing to look for better items.

So it seems the armors are nicely balanced, being worthwhile to find but not automatic choices to keep using for ever is good.

I will try balancing the bow as suggested and see how that works. It is a very early unique item so shouldn't be too powerful at all.

iryan wrote:
RSimpkinuk57 wrote:

For balance and for similarity to the original I suggest Heart Stopper should be something like damage min 1, max 1.1 both times ranged skill (or min 1 x skill, max 1 x skill and a bonus of +10% max damage), bonuses +5 damage (not times skill) and +1 to Critical Shot, range 10 meters, no skill required. Though the damage seems less than from the weapon in DS1, remember that shots there did not gain from character's dexterity as they do in DS2.

Tiahna wears a Persistent Heavy Fiber Suit (Armor:160) by the way, not the Woodland Leather (Armor:110 at her ranged prowess). My skill 44 melee fighter hero has collected four progressive armors (with different side benefits) currently rated:
134 Altan's Leather
136 Olaf's Studded Leather
137 Lord Hovart's Blood Armor
140 Serpentine Scale
none of which match Vigilant Copper Plate of Force at 197 (requires melee 41).

Also progressive, the Sightless Helm comes out as armor:105, which happens to be the same as from Unremitting Carnage Helm (of Vigor) another piece of melee 41 gear. (Sinaht has that).

Which means that all those progressive armors are well worth finding but not automatic choices to keep using for ever.


Thanks for the feedback about the unique weapons and armor. As you may have guessed, balancing them can be very tricky. I want them to be worthwhile to find but not god items, which many third party items tend to be. Otherwise where's the fun in continuing to look for better items.

So it seems the armors are nicely balanced, being worthwhile to find but not automatic choices to keep using for ever is good.

I will try balancing the bow as suggested and see how that works. It is a very early unique item so shouldn't be too powerful at all.

Hm, nicely balance...!? :o

First an old concern - do these body armors have melee/ranged/magic requirements meanwhile?
I hope so, because I've seen (once) some without, and requirement-less items always look a bit broken or cheated (remind maybe, there are cheat mods exactly doing this :sad:).

Looking now at these armor stats above however, I fear these stats are still very/too high, specially for Broken World - post/tell me once a few rare or unique items that can compete with them!?

There is also the basic question how far such 'progressive' items really fit into Dungeon Siege... Puzzled
Aren't they - specially with such high items stats - a too strong contrast to the approach of periodically replacing all your equipment pieces?
But assumed that's no real issue, there generally should be a good chance to a find 'normal'/level-fixed item that can compete with them - however according to my own (recent) experiences and after reading these posts here I'm not sure if this is really the case... :o

I had to consider this as sad flaw, and that would be real pity, becaise it wouldn't to all your great work on the DS1=>DS2 content you have contributed so far! Smile

KillerGremal wrote:

First an old concern - do these body armors have melee/ranged/magic requirements meanwhile?
I hope so, because I've seen (once) some without, and requirement-less items always look a bit broken or cheated (remind maybe, there are cheat mods exactly doing this :sad:).

Looking now at these armor stats above however, I fear these stats are still very/too high, specially for Broken World - post/tell me once a few rare or unique items that can compete with them!?

There is also the basic question how far such 'progressive' items really fit into Dungeon Siege... Puzzled
Aren't they - specially with such high items stats - a too strong contrast to the approach of periodically replacing all your equipment pieces?
But assumed that's no real issue, there generally should be a good chance to a find 'normal'/level-fixed item that can compete with them - however according to my own (recent) experiences and after reading these posts here I'm not sure if this is really the case... :o

I had to consider this as sad flaw, and that would be real pity, becaise it wouldn't to all your great work on the DS1=>DS2 content you have contributed so far! Smile


Certainly I don't what these unique items to be too powerful, making searching for other items pointless. I already stated that I believe.

I haven't received much feedback on the unique items so I don't know how they fare against DS2/BW items but I do aim for the regular converted weapons and armor to be fractionally superior to them, maybe about 10%.

We also can ask how do worthless so called unique items that appear as commonly as regular items, fit into the DS world. Many of the low level DS2/BW unique items appear countless times, even when they're hopelessly outdated, the same for the sets. I know the set items need to keep appearing for a while to enhance the chance to actually complete a set but in all the time I've played DS2, I never completed any of the sets except for the very first placed one. And it becomes obvious to me that by the time you could complete some of the sets, they would be inferior to regular & rare items anyhow.

So perhaps both approaches are flawed? I'm certainly willing to cut the unique items if there's enough demand for it from the players and testers. I'm also willing to continue to try to balance them so they're actually useful without overpowering the regular & rare items. They also could be kept but given set values that don't level so they would be very powerful for a short period of time.

Incidentally I prefer DS1 approach to unique items that would generally be unique but unfortunately they removed that from the pcontent system and replaced it with fixed stat unique items.

Comments welcomed please.

32h KOE, set on local have reached the Swamp at level 31 everything working so far. Just have to Dodge those pesky Elves :goofy: :P

A party with the MLA off is now at Wesrin but only level 7, the Krug Dogs are all level 2.

In Wesrin the first (ranged) Sanctuary door should be level 7, the second(conbat mage) should be level 9.

Insane Dwarf

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