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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.

I have a high level party ready and waiting for something to test. My primary character is Megan she is Human and a level 73 Crusader. Then there is Shalindra from Yesterhaven who is Elf and a level 72 Master Assassin. Followed by Tiahna from Utraean Peninsula SE who is Dryad and a level 72 Master Sharpshooter. The last member currently is Karma from Training of the Hero she is Human and a level 72 Master Assassin. We are currently playing "Training of the Hero" by Psychogun2003 and converted for DS2 play by iryan. Things seem to be working fine with MLA set to All as all monsters seem to be leveling with us.

Elf

Bare_Elf, I found some radar map glitches there and in Loradin I could not talk to the merchants or innkeeper.

Dwarf

sigofmugmort wrote:
Bare_Elf, I found some radar map glitches there and in Loradin I could not talk to the merchants or innkeeper.

Dwarf


Remember Sigofmugmort, Training of the Hero, and Loradin are alpha maps and neither iryan or I have worked on them in quite a while, me because I do not know how to fix the problems in Loradin and iryan because he has been busy finishing Yesterhaven, Utraean Peninsula SE, LoA and such. Sigofmugmort in your version of Loradin are the inn keeper and the reagent seller children? Their parents are away at the wedding in the second town so they where left to run things. I was able to talk to all the merchants in the first town. So it is possible that we have different versions. If the inn keeper and reagent seller are not kids let me know and I will send you a link via PM to my version of the map. The version I am using is DS1_Map_Loridan_Alpha3a the "a" is for a minor change I made to the map so that there was not a problem with a character in the Adepts town of Yadehtegeis. The inn keeper's daughter in Loridan had a problem with the girl outside KathyCF's Coffee and magic shop in Yadehtegeis. Same template names but entirely different characters.

Elf

I had this idea of a small map (One Town) That contained all the hireable characters from DS2 and the DS2 versions of Utraean Peninsula SE, Legends of Aranna, Kingdom of Ehb, Yesterhaven, Realm of Kings, Search for the Past, Training of the Hero and Loridan. The map would also have an innkeeper, Armor and Weapons Salesperson, A magic shop, Reagent Vendor/Enchanter and the ever important Yellow stash trunk. That way you could build a party of any six characters you wanted save the group and then play any of the listed maps or any DS2/Broken World Map for that matter. That way Sigofmugmort could have a party of all dwarves, I could have a party of All female rangers. Someone who wished to play a map with six mages could do so without having to retrain the rangers and fighters found in a map. That way you could put together a custom party to play a map just to see what occurs.

I would like to know what you all think of this idea. Now please be honest with your answers because if no one likes the idea it would be a pointless endeavor, taking up time that could be used on other projects such as eating and sleeping.

Elf

2.2, All*Saves v2 (seefar off), Mod Logic Beta32m, Yesterhaven Beta32m, MLA Beta5r Local. Contents Alpha11a and SE_Beta32k. Monster-adjust-declared on.

Party of 3 (no pet): hero combat/melee, Fiathna nature/ranged, Tajj melee/nature - everybody concentrating on their primary skill except both hero and Tajj up to 5 in ranged so as to qualify for Survival at which they are level 1. Hero's levels (my 32j results in brackets)

  • 16 (13) Defend the Town
  • 18 (15) entering Valley of the Dead
  • 19 (16) entering Broken Catacombs
  • 20 (17) just after entering Halls of the Dead
  • 21 (19) versus Lich King

[Y32m#24.] Previously reported scarecrows-on-reload now fixed, but there is another I missed: Undertaker's Assistant ghost (reagents merchant).

I can confirm dwarf's report about the unreachable crates and elf's about PORTAL_07A. The latter when first reached on foot generates an anonymous "teleport activated" message.

Start of Act III: trigger closing tomb exit now tested - it works.

RSimpkinuk57 wrote:
When [the Snow Queen] summons a gargoyle/guardian, she shows as "controlling summoned" (and thus cannot summon again) for the whole natural duration of the spell despite her summoned creature having been destroyed almost as soon as it appeared.
Same problem with Lich King now he is summoning a skeleton. The skeleton itself is not distinguished in its label-stats box as a summoned creature and watching closely the spell mechanics are wrong. What should happen is that a ball of energy should take a few seconds to form just above the ground, then implode and vanish leaving in its place the summoned creature which then drops to the ground. What actually happens is that the skeleton appears, feet on the ground, as soon as the spell starts being cast, and has already moved from the spot before the energy ball is fully formed and before the "controlling summoned" legend appears and count-down starts in the summoner's stats.
iryan wrote:
RSimpkinuk57 wrote:
From unique_items_BETA32K list I see that Magical Plate is meant to be a one-of-3-possibilities unique to be found in Hiroth Castle, nowhere else. So should be defined with is_pcontent_allowed=false? Well in Yesterhaven Act I (2.2, Mod Logic Beta32m) before my week away, I found Magical Plate (at different levels) several times in shops and drops with both normal and rare modifiers e.g. "Pale Magical Plate of the Weasel (Rare Magical Plate) Armor: 38 Requires Combat Magic 9" with 8 enchantments. (Eight enchantments!)

That's because the base armor templates are still in the game and haven't been disabled yet.

I'm debating whether to just disabled the common templates and have just one unique available for each playthrough or to rename the unique versions slightly to something like Olvis's Magical Plate for some of the more obscure (or made up) characters in Dungeon Siege History.

My opinion: since the original was a DS1 "unique", that is for yellow-grade pcontent, requiring Strength 62 which certainly means top-level veteran, maybe in practice even elite characters only then the converted armor if not confined to the one place ("Olvis's Magical Plate" if you like) should be a high-level purple-grade allowed to drop randomly with the inherent {+8 Intelligence, +20 Mana, +5% Mana Regeneration, 8% of Physical Damage Reflected to Enemy} as its only enchantments.

With Beta 5r of the Level Adjustment mod the game may take some longer to start/load - perhaps up to 10s on older PCs.
It was caused by some optional code usually unused, and so I remved it again.

Where are also slightly better chances now to overtake the levelling speed of monsters (in 'All' mode), but besides of this not much has changed.

The link about should still work.

In a massive coincidence there's a release of a new beta of the Legends of Aranna map just after a new update for the Level Adjustment Mod by KillerGremal.
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Legends_of_Aranna_Beta32p.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32p.ds2res

List of Changes and Additions
http://www.siegetheday.org/~iryan/files/Betav32/LOA_Changes_Beta32p.pdf

Beta5s of the Level Adjustment Mod mentioned in the previous post
http://ds2.bplaced.net/getfile.php?redict=108&type=.ds2res

There's a lot of new additions and improvements as well as the general bug fixes and revisions in this new version of Legends of Aranna.

For starters the quests have been totally upgraded as there's now a lot of extra tasks added for each main quest. The conversation logic for each quest giver is now better and they should note what stage of the quest you are at so no constant repeating of the quest dialog. In addition a lot of the original dialog and voice samples have been restored so the main quest should be better explained within the map.

I believe all of the items noted in the changes log have now be fixed, revised or implemented. But undoubtedly there's things I have missed, especially as I blitzed through the map during testing with a premade character to ease of testing. So balance is untested but the map is setup to reach level 38 by the end with a local setting party.

With this release the mod is getting very close to a public release. I plan to fix (or try to fix) whatever issues at still outstanding with the other maps as well as those reported for this map and the next release will include these fixes as well as a reorganization of the module files so a full re-download will be required for all the files and I hope to include an installer for testing as well.

Thank you all very much for your assistance, without it the mod would never have gotten this far or become this polished.

Hot on the heels of the new version of Legends of Aranna comes an updated version of Kingdom of Ehb.
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_World_Beta32q.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32q.ds2res

List of Changes
http://www.siegetheday.org/~iryan/files/Betav32/KOE_Changes_Beta32q.pdf

If I knew I could get this one out as quickly as I did, I would have waited for the previous post and release but generally things don't go according to plan with me.

The Legionnaires should no longer be sleeping on the job (this was actually fixed quite a while ago but is a map based fixed so had to wait for a new version of the map to be released); you have to at least talk to Merik now, even if you don't want to recruit him, in order to proceed past the Alpine Caverns; the radar in the Crypts of the Sacred Blood is now working properly; as well as several other minor fixes.

So this can be considered a release candidate of the map for public release.

Interesting coincidence I just finally got thru Dragon Ager: Origins with a female rogue (3 guesses as to the race :woot: and the first 2 don't count).

Think Ill try LoA with something s little different, maybe a Giant(courtesy of DE's Mod) Combat Mage.

Dwarf

I must be on one of my thick days, I've started a new game and I'm in the Crypt of Sacred Blood, I've found a secret room in there that has a chest with a few goodies in it and in another room there's a book called the History of the Azunites, can anyone give me a clue on how to get the book please as I've looked all over the place and can find no lever or anything to get to it.

I played this game many years ago and had a whale of a time with it, so I ordered the game +LOA as well just to play it all over again, this game is the bees knees and playing it on the DS2 engine has made it even better.
My thanks to everyone who's contributed to it.

I love the unique items with adaptative stats, but they are exclusive to each campaigns and lost at the end (can't be re-used, it would be great if they could work like the dynasty weapons of Heroes of Might and Magic 6 (once you've looted them, they can be used any time by any hero) ^^

They're unique to each campaign? But... But I started a new character with the sole purpose of smacking Valdis up with the Staff of Stars. xD
This should change.

Legends of Aranna 32P

Monster Level Adjust Beta 5S All Mode

DS1_Mod_Logic_Beta32Q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Caves of the Lost first teleporter

Quest Log

Primary Quests – The First Trial

Secondary Quests – The Trapper, Family Bow

Comment Log

1. Quests Completing correctly.
2. Monsters leveling correctly.
3. Opening NIS Looks 100% Better.
4. No issues with hiring.
5. Radar looks good so far.

Party Members

Megan Level 78 Arch Templar

Shalindra (from Yesterhaven) Level 78 Senior Evoker

Tiahna (from Utraean Peninsula SE) Level 77 Master Sharpshooter

Karma (from Training of the Hero) Level 78 Master Assassin

Lyssa (from Legends of Aranna) Level 77 Master Sharpshooter

Moros wrote:
I must be on one of my thick days, I've started a new game and I'm in the Crypt of Sacred Blood, I've found a secret room in there that has a chest with a few goodies in it and in another room there's a book called the History of the Azunites, can anyone give me a clue on how to get the book please as I've looked all over the place and can find no lever or anything to get to it.

I played this game many years ago and had a whale of a time with it, so I ordered the game +LOA as well just to play it all over again, this game is the bees knees and playing it on the DS2 engine has made it even better.
My thanks to everyone who's contributed to it.


I'm glad you're enjoying the mod, a lot of people have contributed to it in various ways.

The book is still there and occupies the previous location where the healthy boots were found in the original map. And that's at the end of the second hidden area which is found just pass the first secret area (near the skeleton boss).

Gemeaux333 wrote:
I love the unique items with adaptative stats, but they are exclusive to each campaigns and lost at the end (can't be re-used, it would be great if they could work like the dynasty weapons of Heroes of Might and Magic 6 (once you've looted them, they can be used any time by any hero) ^^

Raymus wrote:
They're unique to each campaign? But... But I started a new character with the sole purpose of smacking Valdis up with the Staff of Stars. xD
This should change.

I assume Gemeaux333 means the one party, as once obtained you could use the items on any map as long as it was with that particular party.

In any regards you should be aware that the unique items' properties have changed as there was overwhelming opposition to them levelling with the hero's level. Instead they are now spawned at your hero's level and remain there like any other loot in DS2. So you can still obtain the Staff of Stars at the end of Legends of Aranna and use it in a DS2 campaign but the chances are it may become depreciated as DS2 is a slightly higher level than LOA so you may very well find a better staff by the time you reach Valdis. Or you may not, luck of the draw.

It would be an interesting challenge to see if a stash could be coded to allow items to be shared across a number of different heroes. There would be some nifty uses for such a stash - it would help with some of those annoying collecting type quests like Lelani's Sorrow and Taar's Investigation. Not to mention collecting the parts for some of those hard to complete sets. Maybe some sets would actually get completed instead of always missing several items.

Incidentally I could always make a min-mod re-enabling the old levelling properties for the unique items if there was demand for such a mod.

So I've reached the city of Illicor in Legends of Aranna, however upon talking to Quayhdar the only option to reply is "End Conversation", which does not advance the quest.
Is this a new problem, or a problem on my end from updating straight to v32p from v30?

I'm going to try murderslaughterkilldeadifying all the Zaurask plaguing the city, see if that forces it to advance. Whether it does or not, I'll update.

Edit: Don't I feel ridiculous. That's HOW the quest was supposed to work, where he asks you to kill them, and you do so (without having the quest log updated until AFTER you kill them)
Huehue, Pardon me. xD

2.2, All*Saves v2 (seefar off), Mod Logic Beta32m, Yesterhaven Beta32m, MLA Beta5r Local. Contents Alpha11a and SE_Beta32k. Monster-adjust-declared on.

(Having got so far I wanted to finish before upgrading MLA to 5s.)

Hero combat mage (melee now very much secondary) wearing Lich King's robe and wielding Ice Queen's staff; plus Fiathna (nature/ranged), Tajj (melee/nature, the latter mainly for auto-healing) and Shalindra (ranger, making virtually no use of her secondary combat magic) for a party of 4 (no pet). Hero's levels (my 32j results in brackets)

  • 21 (19) start of Act
  • 23 (21) starting up mountain
  • 24 (21-almost-22) entered cave
  • 26 (23-almost-24) reached citadel

Great work on the citadel fades, no problems seeing inside now. Quests work well including the ending. Thank you for the stash chest at the end (even though it has shifted slightly from where it is in town, to a new spot next to the former well). It is nice to think hero has lost no goodies left behind. When hero touches obelisk for the last time, thus completing the secondary quests for Fiathna, Tajj and Chalindra, it would be nice if any of them never recruited were revealed, supposedly returned magically to current day. I didn't test for that, has anyone?

Fire King's summon-spell works normally. So I believe - I was concentrating on hero's mana bar so why has Tajj suddenly gone down? - oh, there's a Krug, the King must have summoned it - I didn't watch the spell working to see if everything happened in the right order but after the Krug was killed the King summoned twice more during the battle.

His hammer did not appear as a dropped treasure when he was beaten. I don't mind, just sayin'.

iryan wrote:
I had to actually put a blocking object behind them that was linked to the door/gate. So if you try to move pass the door/gate you couldn't but clicking on the door/gate removes the blocking object. Looks like I'll have to do that for these two as well.
The (new?) blocking object on cemetery-town gate (town side) is a serious problem, because there is no way to remove it - this makes visiting the undertaker impossible in Act III (should party ever need his professional services). Note that I beat the Lich at the end of Act II, collected the quest from the tomb, walked up to the surface (cemetery) and started towards the gate but when I heard the tomb doors close behind party that was when I saved and exited, without having opened the gate from cemetery into town. I may or may not have talked to the undertaker (I'd already tested his convo in 32j). On starting again, reload put party near the obelisk so on the town side of the gate which I'd never opened. Whatever it was like in the DS1 original, I see no point to ever having that gate shut.

The gate on the fire canyon side of town (the side that should be south) is awkward, absurd even - it starts open but with blocking object (on the town-ward side) making Shalindra unreachable beyond. After getting quest and key from mayor, player can and has to shut the gate then open it to proceed. (If I remember correctly, having key lets player click the gate so removing the block but since gate started open, clicking has closed it.)

Trivia

After Fire King is beaten, Dante signs off both primary and secondary quests without player having to collect the Chalice from the Fire King's work bench. (Elevator out of citadel does not work until player speaks to Dante, but I didn't test what would happen if I speak to him before finishing off the FK.) Pedantically, Dante-on-rooftop's ? icon should now start grey, turning to yellow when Chalice is collected.

[Y32j#26 from 2016-01-23.] Radar compass still inconsistent. Standing by obelisk facing cemetery, town layout is always the same - direction player first arrived from is behind, road to snow queen's mountain to left and canyon to fire king's mountain to right. However cemetery direction is east in prologue, Act I and Act II (making left and right respectively north for winter and south for summer, how appropriate), south in Act III and now north in epilogue ruins.

[Y32j#27.] Connection between regions (the desert flats now "Underforge Steppes" and the climb up the mountain now "Mount Underforge") is still broken on radar, with consequence that one of the two primary quest arrows, the one for the Chalice quest from the Lich tomb, appears for first time only when player crosses the boundary. (The other quest, to confront the fire king, avoids the problem by having a task-complete star right on the boundary. That is fine, and the previous task (going through the Blasted Canyon) works technically, but I'd have found it more satisfying if it were a longer journey from the town's elevator before the hand-over point between those two tasks - second bridge, the one where player chooses between short route turning right over bridge or the U-shape long way round, would be lovely.)

[Y32m#28.] Hot town obelisk still shows convo symbol when pointed at (which neither the obelisk in snow town nor the obelisk in haunted town do now) - when clicked, up comes an empty convo box that can be made to show the Town of Yesterhaven legend but in any case closes properly and does not mess up the next convo with anybody else.

Y32m#39. Go into Gwendolyn's house in hot town, and there is a sparkling book atop shelf next to chimney (as there used to be in snow town).

Y32m#40. Now the regions have been renamed, the teleport up the mountain besides Dante needs renaming to match - it is still called Underforge Steppes.

Y32m#41. Mountainside Dante's ? icon should be orange not yellow because his quest is now a secondary one.

Y32m#42. (Did I miss this before?) Banter crossing last bridge to citadel forecourt, second phase, "Yes your right" should be "Yes you're right".

P.S. to Act I - Bestiary

RSimpkinuk57 wrote:
Y32j#17a. I reported Bestiary as fully populated but it is over-populated - Ice Phrak Terror is there twice. Picture looks different but only because the repeat entry starts zoomed in more? (I reckon the two types of mob Phrak are cold climate re-jigs of the melee and ranged Phraks respectively from KoE farmlands so presumably there is just the one mini-boss, re-jig of the ranged Ballista.)
- I was wrong, mini-boss is in Bestiary twice because it is in the map twice (once in Wintershroud foothills and once in ice cave). I've just discovered how DETAILS tab can be clicked inside Bestiary for text write-up, "strategies" (hates) and resistances/weaknesses. The write-ups for the two (identically named) phrak mini-bosses suggest one might be melee not ranged but I still doubt this is true in practice.

As for my other points about the Bestiary (as it was in 32j), the missing stats have been fixed but the boss guardian (gargoyle) still needs a bigger portrait to match the monster's in-game size.

Write-ups within Bestiary for Snow Queen, Lich King and Fire King all include "/n/n" meant I presume to force new paragraphs. Fire King's entry continues, "Why has he interferred into the affairs of mortals and cause an imbalance between the spirit realms?" - should be "interfered" (single r) and "caused" with a d.

Bestiary write-ups describe Snow Queen and Fire King as guardian spirits - which I agree with - but goes on to call her "A mystical being that transcends reality". My take on the story - solidly based I believe on what the Fire King says when beaten, but still a matter of interpretation, is this: Long ago, two ordinary mortals - a human woman and a dwarf, both lower mages maybe though that is just a guess - were transformed into Snow Queen and Fire King, to enjoy - or suffer, this is what powers the story - what would have been eternal life, forever bound to mountains overlooking the valley of their master's tomb from which they were forever barred. Forever bound too, supposedly, to watch over, nurture and protect the only people allowed to tend the tomb, descendants down the generations of the master's trusted humble domestic servants. By defeating SQ and FK, the hero severs them from the elemental forces they steered, so reverting them to the mortals they had been.

Yes, the possibility to share/stock objects for several heroes is a good idea for all these reasons, for that I guess the mod file would need to be modified/modifiable every time an object is added to it, just like the Guild Bank in WoW !

Completing sets is in the spirit... besides, I have personally always been frustrated (in every hack and slash and action RPGs since diablo 2) by the fact that set's objects don't evolve and became by the way obsolete, and that you would like to keep them for their bonuses and skins !

Giant combat mage set on Local.

Got 2 Arhok leather

Love the new NiS

Fiest queast talk to the Mayor did not check off, reast of primary went fine but had 2 quest arrows

Missed the 2 mini-bosses, The Snow boar matriarch and the Spider.

Went up the tower with Johndar and could not get him down as the lever vanished when you made him the active character.

Area around teleporter no longer blacked out when you come back to Arhok

The Giant Spider and Lost Queen where Easy kills.


Insane Dwarf

sigofmugmort wrote:
Went up the tower with Johndar and could not get him down as the lever vanished when you made him the active character.
I reported a similar problem in KoE with the Glacern towers long ago - especially the one where the archer at the top has one of the books for the books quest. From my archive log: "E31i#080 the elevator on the south watch tower stops working if one steps off to talk to the archer, and often stops even if one stays on while talking (if it does carry one straight back down again as in the original then the convo continues anyway). 'Stops working' includes the handle at the top vanishing, and the elevator not responding when one steps onto it. A character at the bottom can work the handle there to bring down the one at the top.

"The north watch tower has a similar but not identical problem. If one steps off to talk to the legionnaire there (the one who tells you to go away, now a dwarf) then the elevator handle at the top vanishes, but the elevator does still work (descends automatically when one steps back onto it)."

I don't know if this was ever fixed.

I have noticed this in the past, but never thought much of it because I never had more than two rangers in my party. This time with a high level 5 ranger party it is obvious. It happens in rampage mode only. First the rangers engage the killer vine regardless if there are other attacking monsters (they ignore these) even after the vine has been killed the rangers keep shooting at the hole in the ground that the killer vine came out of. They will not stop attacking the spot even if they are killed by other monsters. They are very single minded and will not even save themselves from being killed, unless the party is put into mirror mode. I am not sure how many revisions this problem goes back but it is not new and it happens on any map that has a killer vine, Not just LoA. It also does not matter if MLA is on or disabled. This also will occur from time to time with mages but always with rangers. Is it possible that the Killer Vines never expend all of their health? Or is it that ranged characters Rangers and Mages are just stupid?

Elf

Found the problem with the quest and missing mini-bosses so just the tower problem and that the Giant Spider and Lost Queen where easy kills with ranged attacks. In fact, The Giant Spider exploded from 2 aimed shots :jawdrop:

Am now at the Coastal Bluffs Teleporter.

Must recruit Najj for his quest and Lyssa to finish the bow quest.

Making Najj a combat mage with Lyssa a Blood Assassin, Johndar as Nature Mage
and Artimisia, my Utrean Blood Assassin.

Dwarf

Legends of Aranna 32P

Monster Level Adjust Beta 5S All Mode

DS1_Mod_Logic_Beta32Q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

City of Illicor

Quest Log

Primary Quests – The First Trial, The Lost Queen, In Pursuit of the Staff, Island of Utraeans

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City

Comment Log

1. Quests Completing correctly.
2. Monsters leveling correctly.
3. Killer Vines and Rangers as noted in previous post rangers continue to attack even after vines are dead, and ignore other things attacking them.
4. No issues with hiring.
5. Radar looks good so far.

Party Members

Megan Level 80 Arch Templar

Shalindra (from Yesterhaven) Level 80 Senior Evoker

Tiahna (from Utraean Peninsula SE) Level 80 Master Sharpshooter

Karma (from Training of the Hero) Level 80 Master Assassin

Lyssa (from Legends of Aranna) Level 79 Master Sharpshooter

MLA on Local, Party level 14 now 5 strong. Some of the convo's are a little funny as Artimisia is an Utrean :woot:

At Lost Valley now as many monsters are level 18

Like the restored NIS of the Shadowjumper ans Nossiron, as well as making completing the merchants quest necessary for him to become active.

Suggest adding a second line in the Quest for the Merchant telling you to return to him.

Dwarf

He has been re-drawn as a typical Simpsons yellow-skin with a black head-band and a little black tuft of beard on his chin, but the artist gave him neither mouth nor eyes. Skin tone on forearms, hands and feet matches. Not the KoE 32q map's fault, but the combined Content_SE's (32k) because I can get him back the way he was by removing it and re-instating DS1_Mod_Content_Beta30 plus my converted Objects_DS1.

(No such problem with Edgaar nor with Farmer McDougall the undertaker at the ruined bridge.)

Legends of Aranna 32P

Monster Level Adjust Beta 5S All Mode

DS1_Mod_Logic_Beta32Q

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Dig Site

Quest Log

Primary Quests – The First Trial, The Lost Queen, In Pursuit of the Staff, Island of Utraeans

Secondary Quests – The Trapper, Family Bow, Recover Ilorn's Amulet, Wizard City, Shadow Portal

Comment Log

1. Quests Completing correctly.
2. Monsters leveling correctly.
3. No issues with hiring.
4. Radar looks good so far.
5. Shadow Portal really hard to kill without standing inside it. Very nice it can be done but need lots of health and mana potions.

Party Members

Megan Level 82 Arch Templar

Shalindra (from Yesterhaven) Level 82 Senior Evoker

Tiahna (from Utraean Peninsula SE) Level 81 Master Sharpshooter

Karma (from Training of the Hero) Level 82 Master Assassin

Lyssa (from Legends of Aranna) Level 81 Master Sharpshooter

The Utraean Peninsula has been updated to Beta32r;
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Utraean_Peninsula_Beta32r.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32r.ds2res

List of Changes
http://www.siegetheday.org/~iryan/files/Betav32/UT_Changes_Beta32r.pdf

This is mostly a technical update fixing the last (hopefully) of the bugs in the map.

Legionnaires sleeping on the job in the Utraean Peninsula is no longer allowed.

The Radar Blackout in Hiroth near the Utraean Priest House has been fixed - The node had to be manually updated as the generate radar command didn't work on it. This bug has been present ever since KillerGremal's first alpha version of the map.

I couldn't see what the problem was with the Threat to Hiroth Quest and Hidden Secrets Quest - they both gave visual and audio clues when updated but there's now another message telling the player that the door to the Mausoleum is unlocked. Perhaps its the loud music in the castle that makes hearing the quest updates hard to hear?

For bare_elf, there's no skulls and artefacts finding their way into your inventory. Instead its journal based, which way make it a little confusing if you don't look at the descriptions of the skull and artefacts, they clearly tell you how many need to be collected. I would have loved to used quest counters like what's done in Kalrathia during the rebellion but I can't figure out how the messages get sent to the quest counter flick.

I couldn't replicate the stranded in the void bug when splitting up the party while using the elevator from Eastern Island to the Lava Caverns. However there was a bug with the elevator which caused it to drag down the mood from the Island, which could have been the culprit. Anyhow it should work better except for a minor glitch when you step on the elevator itself in the Lava Caverns - it initially thinks you are on Eastern Island and that shows in the radar. Once started it works perfectly.

A few other fixes as mentioned in the log of changes

Has anybody noticed this glitch on the DS2 map selection menu after updating to Beta5s of the MLA Mod?

Looking at the files it appears the main.gas for the map has been included and I believe its this which is making the map appear as a choice. Of course it will crash should you attempt to select it.

RSimpkinuk57 wrote:
He has been re-drawn as a typical Simpsons yellow-skin with a black head-band and a little black tuft of beard on his chin, but the artist gave him neither mouth nor eyes. Skin tone on forearms, hands and feet matches. Not the KoE 32q map's fault, but the combined Content_SE's (32k) because I can get him back the way he was by removing it and re-instating DS1_Mod_Content_Beta30 plus my converted Objects_DS1.

(No such problem with Edgaar nor with Farmer McDougall the undertaker at the ruined bridge.)


Yes you are quite correct (as usual). I actually caught this and fixed it quite a while ago but perhaps when I had to restore a backup copy when my working hard disk failed, the backup was just before the fix.

It's a very simple fix as the skin should end with 26 but instead ends with 026. It will be included free of charge in the next update of DS1_Mod_Logic.ds2res

sigofmugmort wrote:
MLA on Local, Party level 14 now 5 strong. Some of the convo's are a little funny as Artimisia is an Utrean :woot:

At Lost Valley now as many monsters are level 18

Like the restored NIS of the Shadowjumper ans Nossiron, as well as making completing the merchants quest necessary for him to become active.

Suggest adding a second line in the Quest for the Merchant telling you to return to him.

Dwarf


Sorry I can't find Artimisia anywhere.

EDIT# WOOPS, Artimisia is your hero. Yes it would probably be funny, especially as she starts in Arhok.

What would be great in a DS2 map is an origin start for each race, like with Dragon Age Origins. That's way an Utraean could probably start off in the wilderness near Arhok, on some obscure trek for redemption, when she/he encountered Jondar and was filled in about the staff being stolen. Then Arhok could be opened up and the quest resumed from there.

FINISHED EDIT#

Ilorn (the merchant I assume you are referring to) does say "Promise to retrieve this item for me and I will gladly trade my goods with you, outlander". I did consider adding another task requiring you to return to him to finish the quest but it would require a tiny bit of backtracking. However if there's enough demand for it I can easily add it to the quest.

The local regional levels were calculated based on what bare_elf has reported. How thorough have you been in clearing out the local denizens? Balancing is a work in progress, especially the deactivated mode.

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