forums | blogs | polls | tutorials | downloads | rules | help

Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

Dungeon Siege Adepts 2 for Broken World

Some of us here at Siegetheday have been working on making an anime version of Dungeon Siege 2 like Dungeon Siege Adepts. This has been made possible by the recent release of the Cat Mansion Boys mod by AlphaDD which ports the models made by Hamcat, back around 2003 for the original dungeon siege, into DS2. This completes the set since the Girls were released in 2011 by DDlullu (AlphaDD former avatar).

An Beta version has just been completed which converts all of the npcs in DS2 and Broken World into Cat Mansion people (including the half-giants and dwarves).

Landing at Greilyn Beach

Assault of Greilyn

Amren deciding whether or not to skewer our hero

Amren talking with Celia

Recruiting Deru

Shopping

Not just a partial conversion replacing all the npcs in the game with Cat Mansion models, DS2BW Adepts is also the largest compilation of mods and new art available for Dungeon Siege 2 with over 1500 new character and npc skins, armor, weapons, spells and gameplay changes from some of the best modders from DS2/DS1 (a lot of DS1 content from 3rd party modders, publically available artpacks, Yesterhaven and Return to Arhok, etc) such as Hamcat, AlphaDD (DDlullu), Phoenix (Volkan), Darkelf, KillerGremal, Theresnothinglft, Lurker, Omniscient_Colossus, Ikkyo and of course GPG themselves. Over 30 mods are incorporated into DS2BW Adepts.

You also have more freedom in playing the campaigns. You have full access to Acts 2 and 3 once you have been cured of the plague in DS2 and in Broken World you can access Part Two straight away if you wish. Note that this really needs the Level Adjustment Mod installed to be viable.

There's also a new town and associated quest needed to unlock it in DS2.

There are two versions of the Mod. A custom folder version which is 166Mb download and requires 876Mb to create the custom folder installation of DS2BW Adepts and a basic version which is a 156Mb download and requires 247Mb to install in your Dungeon Siege 2 Broken World Folder.

Both versions at this stage require the Broken World expansion for Dungeon Siege 2. They are also not very compatible with other mods.

If you choose to install the basic version you will have to manage the conflicts with other mods yourself, saved games will be mixed up with regular saves and there'll be no custom presaves to play Broken World straight away.

*Custom folder version (166Mb download, 876Mb uncompressed).
http://www.siegetheday.org/~iryan/files/DS2BW_Adepts_Beta_1i_Custom_Setup.exe

*Separate Modules.
http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Resources_Beta1x.ds2res (245MB)
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Logic_Beta_1x.ds2res (11.2Mb)

*Aranna Legacy Compatible version
http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Aranna_Legacy_Logic_Beta1.ds2res (11.2MB)
Requires DS2BW_Adepts_Resources_Beta_1h.ds2res or DS2BW_Adepts_Resources_Beta1x.ds2res
Readme http://www.siegetheday.org/~iryan/files/Adepts_AL_Beta1/DS2BW_Adepts_Legacy_Beta1.txt

Elys DS2 Broken World All*Saves is required to launch the mod.
http://web.archive.org/web/20120509150740/http://garage.gaspowered.com/?q=node/5394
or DS2 Succubus Manager (with Load Succubus Modlet turned off) http://www.siegetheday.org/?q=node/1290
Note that both installers include options for installing the Broken World All*Saves launcher

*Readme (full of useful information)
http://www.siegetheday.org/~iryan/files/Adepts_Beta1x/DS2BW_Adepts_Beta_1x.txt

The mod is ideally designed to be played with the Monster Level Adjustment Mod
http://siegetheday.org/?q=node/1330 but will function quite happily without it (though certain features will be limited).

Thanks to Techiem2 for hosting the files to spare us having to go through Mediafire.

Remember that this is a Beta and as such is mostly feature complete and stable but expect some imbalances in weapons, armor and spells. Suggestions, bug reports, fixes, new skins, etc very much welcomed.

Drevin and I where killed by a pack of level two bracken defenders even before we exited the beach in DS2. The weapons and armor provided at the start of Dungeon Siege are way to weak. It took 37 shots with the bow to kill each bracken defender. Will look into giving the main character a little better chance Smile

I have found an old weapons mod that firebat and I did years ago called CM Weapons. That includes several bows with a bit more range, there are some bows for people that have no ranged skills, for melee fighters and mages. Some custom War Fans (my favorite melee weapons) special axes and short swords. Has anyone ever played Septerra's Core. If you have you might remember the female mechanic with cyborg legs called Led. Her weapon was a wrench. When I first met Finala I said to myself she needs a wrench like Led's. I told this to Firebat and he made a wrench. There are also some strange throwing weapons like bricks, plates, flowers. I will send the art and templates to Iryan along with the actual mod to see if any might fit into the Adepts Mod. Think I might have to modify the Hero's template so I can get off the beach and not get killed by a pack of silly bracken defenders.

Elf

bare_elf wrote:
Drevin and I where killed by a pack of level two bracken defenders even before we exited the beach in DS2. The weapons and armor provided at the start of Dungeon Siege are way to weak. It took 37 shots with the bow to kill each bracken defender. Will look into giving the main character a little better chance Smile

I have found an old weapons mod that firebat and I did years ago called CM Weapons. That includes several bows with a bit more range, there are some bows for people that have no ranged skills, for melee fighters and mages. Some custom War Fans (my favorite melee weapons) special axes and short swords. Has anyone ever played Septerra's Core. If you have you might remember the female mechanic with cyborg legs called Led. Her weapon was a wrench. When I first met Finala I said to myself she needs a wrench like Led's. I told this to Firebat and he made a wrench. There are also some strange throwing weapons like bricks, plates, flowers. I will send the art and templates to Iryan along with the actual mod to see if any might fit into the Adepts Mod. Think I might have to modify the Hero's template so I can get off the beach and not get killed by a pack of silly bracken defenders.

Elf


I never had that problem when I played through from the start. It played out exactly like it should for the tutorial. There must be some other mod that's conflicting with Adepts. For instance I know Aranna Legacy causes that sort of behaviour but not to that extreme. It only became an issue for me past level 40. Let me know what other mods you are using. Thanks.

iryan wrote:
I never had that problem when I played through from the start. It played out exactly like it should for the tutorial. There must be some other mod that's conflicting with Adepts. For instance I know Aranna Legacy causes that sort of behaviour but not to that extreme. It only became an issue for me past level 40. Let me know what other mods you are using. Thanks.


I did as you suggested Iryan, and looked for mods that might have something to do with boosting the monsters to a level higher than they should be. The problem I was having was caused by a mod called DS1_Mod_Monster_Map_Support.ds2res I forgot it was installed in fact I am not even sure what it was for Smile after turning it off things appear to be normal.

Elf

I think the new UI for adepts is very nice.

Iryan, After I installed the new UI files you sent me and I started a new game I discovered Celia was dressed a bit weird.

I tried changing the textures both the zero texture an the one texture and whatever Celia puts on it is displayed wrong. Does not seem to matter if the armor is type 1 type 6 or type 7. That is as far as I went, It could also be another mob I have installed that conflicts. will let you know.

***UPDATE**** I turned off every mod that was not related to the DS1 Map Pack, Cat Mansion Characters and adepts. Celia was still wearing her armor wrong. Really does not bother me since I never liked her anyway, too bossy. Next I gave Celia the Utraean-1 Armor in the textures but that displayed wrong. so next I did this in her act 1 template es_chest = amr_bdy_ftr_mythril_unq; and I got this.


Which is totally wrong.
Could it be a mesh issue? What is different about Celia other than she is the warden that makes her different from all other dryads?

Elf

Hi Iryan,
It appears that Warden Celia appears in two gas files and that she is listed several times in the second file. In the first file npc_dd_based.gas her skins where not changed to match those in the second file npc_dd_ds2x.gas I changed all to be the same and the result is this. Just as you suggested it would be.

Elf

After fixing Celia, I decided to create a new character and start Dungeon Siege 2 again. As you know I normally play as a cat mansion female elf or a cat mansion dryad. However this time I thought I might pick something else. The Character Creation Screen gave me some odd results. The Female Cat Mansion Elf was first up so I clicked on race and got a standard farmgirl but the race name was CatElf so I clicked on gender and got a cat mansion boy but he was wearing black and yellow stripes again. So I clicked on race and got the farmboy pretending to be a cat mansion male elf. This happened to with humans and dryads. here are a few screen shots to show what I mean. Oh and by the way I tried to change the cat mansion boys black and yellow skin by changing the texture 1 to several different armor types which I knew to be there since I made them but nothing changed after retanking.

Not sure if the problem is do to changes I made to the mod or if it has always been there Iryan. I did turn off all mods not necessary for running Adepts.

bare_elf wrote:
After fixing Celia, I decided to create a new character and start Dungeon Siege 2 again. As you know I normally play as a cat mansion female elf or a cat mansion dryad. However this time I thought I might pick something else. The Character Creation Screen gave me some odd results. The Female Cat Mansion Elf was first up so I clicked on race and got a standard farmgirl but the race name was CatElf so I clicked on gender and got a cat mansion boy but he was wearing black and yellow stripes again. So I clicked on race and got the farmboy pretending to be a cat mansion male elf. This happened to with humans and dryads. here are a few screen shots to show what I mean. Oh and by the way I tried to change the cat mansion boys black and yellow skin by changing the texture 1 to several different armor types which I knew to be there since I made them but nothing changed after retanking.

Not sure if the problem is do to changes I made to the mod or if it has always been there Iryan. I did turn off all mods not necessary for running Adepts.


Hmmm. That looks like a problem with the base cat mansion templates. I actually didn't change those at all, just all the npc dependant templates. I'll resend the latest alpha just in case but check for the presence of files like catelf_heroes.gas, catdryad_heroes.gas, etc in the actor good folder. With the hero humans, half-giants and dwarves I just disabled their is_hero = true; line in the common block of heroes.gas and heroes_dsx.gas.

iryan wrote:
Hmmm. That looks like a problem with the base cat mansion templates. I actually didn't change those at all, just all the npc dependant templates. I'll resend the latest alpha just in case but check for the presence of files like catelf_heroes.gas, catdryad_heroes.gas, etc in the actor good folder. With the hero humans, half-giants and dwarves I just disabled their is_hero = true; line in the common block of heroes.gas and heroes_dsx.gas.

The problem I had with the extra characters coming up in the character creation screen did not go away when I installed alpha 1b so I removed the following mods and that cleared up the problem with the extra characters that where based on the farm boy and farm girl.
DS2BW_DS1_Character_Pack_Alpha_1c.ds2res
DS1_Mod_Cat_Mansion_Characters_Beta_04a.ds2res
DS1_Mod_BW_Playable_Utraeans.ds2res
BW_Catmansion_Banter_Icon_v2.ds2res
Cat_Mansion_Summons.ds2res
Catmansion_Cutie_DS2_v2.3.ds2res
DS1_Cat_Mansion_Weapons.ds2res
DS1_Mod_Cat_Mansion_Characters_Beta_04a.ds2res

Think it may have been the character pack mod but since the other items are not really necessary I took them all out at the same time.
The other problem where the male cat mansion characters look like this



As you can see the start up screen shows black and yellow. When I loaded a test map he was dressed in orange and black. Thinking the issue with the armor might be the armor type I put him in a robe, that worked so I put the armor that he was given at the start of the game and that worked correctly the second time. His base texture was still black and yellow but the armor worked, note it did not matter the armor type or skin color.
What now?

Here is a list of the currently active mods in the DS2 resources folder

cat_core.ds2res
cat_patch1.ds2res
cat_textures.ds2res
DeadSpell.ds2res
DS1_Content_Beta_9a.ds2res
DS1_Content_Beta_9a.ds2res
DS1_Logic_Beta_9c.ds2res
DS1_Loridan.ds2res
DS1_Map_World_Beta_9c.ds2res
DS1_Mod_LOA_Teleporters_Unlocked.ds2res
DS1_Multiplayer_World_Beta_9a.ds2res
DS1_Realms_of_Kings.ds2res
DS1_Yesterhaven_Beta_9a.ds2res
elevator_test.ds2res
Expansion_DS1.ds2res
ExpVoices_DS1.ds2res
Logic.ds2res
Mod-DS1Content-Alpha10i.ds2res
Mod-DS1Map-Utrea-Alpha10.ds2res
Mod-TerrainNodesDS1LoA-Beta3.ds2res
Movies1.ds2res
Movies2.ds2res
MyTestWorld.ds2res
Objects.ds2res
Objects_DS1.ds2res
Sound1.ds2res
Sound2.ds2res
Sound_DS1.ds2res
Terrain.ds2res
Voices.ds2res
Voices_DS1.ds2res

active mods in the Broken World Resources Folder

Broken World Shop Mod.ds2res
cat_boy.ds2res
cat_bw_core5.ds2res
DS2BW_Adepts_Alpha_1b.ds2res
and the files normally found in the broken world resource folder.

Elf

bare_elf wrote:

The problem I had with the extra characters coming up in the character creation screen did not go away when I installed alpha 1b so I removed the following mods and that cleared up the problem with the extra characters that where based on the farm boy and farm girl.
Think it may have been the character pack mod but since the other items are not really necessary I took them all out at the same time.

Elf

Looking at that list I think the culprit is most likely Catmansion_Cutie_DS2_v2.3.ds2res. However most of the contents of those mods are already in Adepts so they aren't really needed.

bare_elf wrote:

The other problem where the male cat mansion characters look like this

As you can see the start up screen shows black and yellow. When I loaded a test map he was dressed in orange and black. Thinking the issue with the armor might be the armor type I put him in a robe, that worked so I put the armor that he was given at the start of the game and that worked correctly the second time. His base texture was still black and yellow but the armor worked, note it did not matter the armor type or skin color.
What now?

Elf

The problem is the game can't find the second texture for the base clothing. In the character selection menu the game ignores the armor and only displays textures 0 and 1, that is the face/skin tone and base clothing. The mercenary armor is only generated once the character actually enters the game world.

Texture 0 is the face and skin tone, obviously that appears to be working. Now for texture 1 for the base clothing there's two variations for catboy and elfboy. Catboy uses 1 = b_c_gah_amr_suit_ma_a1_012_01; while elfboy uses 1 = b_c_gah_amr_suit_cb_a1_011_01. Now both textures exist in the game and for me they work without a problem yet for you they don't. Bizarre.

I can't see anything in the list of mods you have that would account for this. All I can suggest to try is to copy the catboy_hero and elfboy_hero files from the cat boy mod into Adepts and pack it with a very high priority of over 90000. If that doesn't work maybe try a different texture for the clothing. I notice that b_c_gah_amr_suit_cb_a1_011_01 is a lot larger than the other type1 textures ( 342kb compared to 86kb) but then that's the same with the DS2 equivalent.

I'm just grasping at straws here, you'll have to try some trial and error to find out why it's not working for you. Let me know what happens.

Not exactly sure why it works but it appears to I will play through DS2 and see if I find any issues.
It has to do with tank priority I think. Check your email.
Elf

The highest setting you can use for RTC is 32767. Anything above that is not recognized by the game engine.

Elys uses this with Succubus to ensure the features of the mod cannot be over-ridden.

yeah what PhoeniX said!

most of my mods used same 32767

Thank you for answering the question I had. Figured thare had to be an upper limit.

Elf

PhoeniX wrote:
The highest setting you can use for RTC is 32767. Anything above that is not recognized by the game engine.

Elys uses this with Succubus to ensure the features of the mod cannot be over-ridden.

Thanks for clearing up the confusion a little with the priority, never have been able to find reference to the maximum value allowed. Killergremal did suggest that it was 65535 due to the header using two bytes to store the values and anything over that leads to a mixed result.

Still Succubus can be overridden as you did it with your BW More Hair Succubus v2 mod (though that was made for an earlier version of the succubus mod so mightn't work with the latest version). I did think I was able to do the same thing with the latest version of the Succubus mod for my DS1 character pack so it would integrate with the Succubus mod. Though now I'm not so sure as the version I tested was the source version and may have been tanked at a lower priority (it was tanked with a priority level of some sort as it took a few tries to find a value high enough to override it).

I tested DS2BW Adepts again using 32767 and it worked without issue so I suggest that bare_elf try that value. Maybe with mods tanked with that priority level the latest timestamp wins?

The priority level you can assign to a tank can't be as simple as it seems since there's some obvious inconsistencies.

It has found that the Cat Boys and Girls Mods have a priority level of 32767.

It has been suggested that the game engine will ignore any values higher than that. After some early conflicts I got into the habit of tanking DS2 Adepts at around 90000 to 99999 and it worked. If the game engine ignores higher than 32767 then these values must have been truncated to that value otherwise it wouldn't have worked? (I know 6 figure values definitely don't work as I tried them and ended up with conflicts again).

So there's two assumptions that can be made.
1. In certain scenarios the DS2 game engine will truncate improper tank priority values to the highest value of 32767?
2. If two mods with the same priority level are loaded, the more recent mod (with the latest timestamp) will override the earlier mod?

My experiences have certainly supported these two assumptions. Oh by the way maybe it's useful to list what version I'm using. Tankcreator dated 14/09/2002 with version 0.3 RTC.

Iryan asked me if I had a copy of Countersiege Source Author: Iarus
File Size: 46.03 MB (48,265,953 bytes) I do not. All the links for it appear to be dead and Iarus has not posted anything since Siege Network was active.
So if someone has the file can you upload it or if you know where Iarus is can you tell him he is needed?

Tanks again people
Elf

I know at one point it was uploaded to MediaFire, but it is no longer there.

I must have accidentally deleted it. And I cannot find it on any of my discs. Sad

Hi Iryan,

It took a bit of time to get out of Eirulan because I wanted to check all the characters and run the side quests but now we are on the road to the exile camp. The only issue I could find was that the starting armor and weapons were no match for the monsters, with the level adjustment for the monsters turned on. We either need to make better weapons and armor or tone down the monsters a bit. Part of it is not the monsters but the power of the DS1 weapons against DS2 monsters. The same is true with the DS1 armor defense in a DS2 world. I adjusted some of the armor and weapons just a bit and things are pretty much equal between monsters and my party as it is a toss up as who will win any fight if the mob of monsters is larger my party of 3.

Elf

bare_elf wrote:
Hi Iryan,

It took a bit of time to get out of Eirulan because I wanted to check all the characters and run the side quests but now we are on the road to the exile camp. The only issue I could find was that the starting armor and weapons were no match for the monsters, with the level adjustment for the monsters turned on. We either need to make better weapons and armor or tone down the monsters a bit. Part of it is not the monsters but the power of the DS1 weapons against DS2 monsters. The same is true with the DS1 armor defense in a DS2 world. I adjusted some of the armor and weapons just a bit and things are pretty much equal between monsters and my party as it is a toss up as who will win any fight if the mob of monsters is larger my party of 3.

Elf


There shouldn't be any differences between the DS1 gear and the DS2 minus the fact there's no uniques versions of them yet. You really shouldn't have any problems until you get to the temple at the end of that section of map - the three mini-bosses and their cohorts are a really nasty battle.

I have adjusted the bonuses the monster level adjust mod gives to the monsters as they level up so that it shouldn't be an issue.

iryan wrote:
. . .
I have adjusted the bonuses the monster level adjust mod gives to the monsters as they level up so that it shouldn't be an issue.

You are posting this as if you would know about a balaning bug...!? Puzzled

 
Indeed there are some minor changes in the LevelAdjustment mod concerning the formulas used (in both directions), however these little variations hardly can explain the complaints here. As long as you play in mercenary mode I would not talk about bonuses for monsters at all.

However with a concrete hint I had a good starting point to update the LevelAdjustment mod generally. Unfortunately 'too difficult' doesn't give a good reference where the broken code row should be...
Of course it also could be that additional tunings are necessary to respect the GPG maps some better - maps the LevelAdjustment mod originally wasn't made for.

KillerGremal wrote:
iryan wrote:
. . .
I have adjusted the bonuses the monster level adjust mod gives to the monsters as they level up so that it shouldn't be an issue.

You are posting this as if you would know about a balaning bug...!? Puzzled

 
Indeed there are some minor changes in the LevelAdjustment mod concerning the formulas used (in both directions), however these little variations hardly can explain the complaints here. As long as you play in mercenary mode I would not talk about bonuses for monsters at all.

However with a concrete hint I had a good starting point to update the LevelAdjustment mod generally. Unfortunately 'too difficult' doesn't give a good reference where the broken code row should be...
Of course it also could be that additional tunings are necessary to respect the GPG maps some better - maps the LevelAdjustment mod originally wasn't made for.


Unfortunately difficulty is a subjective viewpoint which differs from person to person. I think the mod is working or should be working as expected but bare_elf is finding things are harder than normal in the DS2 map.

I know that the monster_level_adjust_mod wasn't originally made for the DS2 maps but I believe its so much better playing them with it activated, apart from the minor problems I reported to you and now this imbalance problem.

So I'll remove the monster_level_adjust code from the mod and leave it as an optional extra that the mod will (or should) support. That'll make life easier for everyone.

Hey you guys: I apologize for being away for a bit. I have a pretty good variety of face skins, but they are all for the female model, as I haven't begun with the male yet.

iryan wrote:
KillerGremal wrote:
iryan wrote:
. . .
I have adjusted the bonuses the monster level adjust mod gives to the monsters as they level up so that it shouldn't be an issue.

You are posting this as if you would know about a balaning bug...!? Puzzled

 
Indeed there are some minor changes in the LevelAdjustment mod concerning the formulas used (in both directions), however these little variations hardly can explain the complaints here. As long as you play in mercenary mode I would not talk about bonuses for monsters at all.

However with a concrete hint I had a good starting point to update the LevelAdjustment mod generally. Unfortunately 'too difficult' doesn't give a good reference where the broken code row should be...
Of course it also could be that additional tunings are necessary to respect the GPG maps some better - maps the LevelAdjustment mod originally wasn't made for.


Unfortunately difficulty is a subjective viewpoint which differs from person to person. I think the mod is working or should be working as expected but bare_elf is finding things are harder than normal in the DS2 map.

. . .

Of course the difficulty perception is subjective, but it's not the goal of the LevelAdjustment mod to cover the whole range of this perception.
Options like monster_adjust_difficulty for players or the configuration table for modders/mappers just exist by courtesy for the personal adaption - with possible impacts already quite far away from the trend the game formulas are giving.

 

iryan wrote:
. . .
I know that the monster_level_adjust_mod wasn't originally made for the DS2 maps but I believe its so much better playing them with it activated, apart from the minor problems I reported to you and now this imbalance problem.
. . .
Discussions about a 'perfect difficulty' hardly will find an end. I only can recheck the implementation of this formulas as soon as possible.
So far I'm aware of a little lack how trivial/weak monsters become adjusted. They get a bit too string indeed, but even like that they are still notable weaker than normal monsters.

 

iryan wrote:
. . .
So I'll remove the monster_level_adjust code from the mod and leave it as an optional extra that the mod will (or should) support. That'll make life easier for everyone.
Hm, sounds almost like you are going to integrate a caponized version of the LevelAdjustment mod into your own mod!? :jawdrop:
Reading this is much more concerning than convincing in any kind...
Actually I thought/hoped you could manage it in another way, for example with an own configuration table for ds2_world/ds2x_world or simply with recommendation to players how set the difficulty themselves.
 

KillerGremal wrote:
Hm, sounds almost like you are going to integrate a caponized version of the LevelAdjustment mod into your own mod!? :jawdrop:
As you can imagine, I can't appreciate that. And even if optional there may be new mod conflicts.
Actually I thought/hoped you could manage it in another way, for example with an own configuration table for ds2_world/ds2x_world or simply with recommendation to players how set the difficulty themselves.
 

Sorry for the confusion but all I'm proposing is to include the two files enabling the monster_level_adjust mod in DS2 and Broken World. If players want to use it they'll need to download your mod - that way they'll always have the most up to date version.

But unless the monster_level_adjust_mod has full support for the GPG maps there'll be niggling issues floating around here and there. I also think it would be too complicated for most players to adjust the difficulty themselves unless there was some simple ingame mechanism for doing so or better an ui option.

With the private alpha a bit stabilized I've began testing of my own.

The first thing is that Vix is alive and catmansioned

I've been playing with both the latest version of the monster_level_adjust mod and the BW-auto_engage mod. Gameplay appears to me to be reasonably balanced. Unless the monsters outnumber my party 3:1 they will prevail every time and if they do it's just a matter of using some basic strategy such as divide and conquer or hit and run.

Soon I hope I can release a public alpha to try to get some more feedback, suggestions and comments.

One thing I've been looking at resurrecting from the original DS1 Adepts was offensive summons. Here I call them Evocations to differentiate them from standard summons.

The spells are called grimoires to further differentiate them standard DS2 spells and they can be placed into one of a character's autocast slots and will only be autocasted near an enemy within range.

They're deliberately designed to last only a short while (currently 20 seconds) and take a lot less mana than regular summons to cast. Think of them as something more akin to Final Fantasy VIII's guardian forces than regular DS2 summons.

Just an idea to add some variety and tactics to the summoning skillset. To take focus off the summoner and their party, etc. Though probably best used in moderation as it would be chaotic with more than 1 evocation being present at any one time. Also these evocations don't like fast moving or teleporting enemies like the haku, they tend to get stuck up moving in one spot.

I installed the latest Adepts a few hours ago and Vix did appear to be in the game and Cat Mansion but I did notice a few little things that I thought I should point out.
I know the first is very minor and it also lets me know when I am playing a new version. Poor Solider Jordhan wearing armor that ends in _02 instead of _01

So after picking up Vix from the Inn where I had stored him we went to the store to get him some new armor. When I took of his helm his head shrunk!

So I quickly put a helm on his head and his head grew back to a normal size.

I also noticed that the type 6 suit I picked for him looked odd and then I realized that the skin Vix is using contains the leather patch that screws up the look of the type 6
armor for both the girls and the boys. I was sure I had edited all of the images before I sent them to you iryan I guess I missed a few (well more than a few after looking at
the art files.

I am going to start a game from the very begaining to make sure nothing gets missed.

Elf

bare_elf wrote:
I installed the latest Adepts a few hours ago and Vix did appear to be in the game and Cat Mansion but I did notice a few little things that I thought I should point out.
I know the first is very minor and it also lets me know when I am playing a new version. Poor Solider Jordhan wearing armor that ends in _02 instead of _01

So after picking up Vix from the Inn where I had stored him we went to the store to get him some new armor. When I took of his helm his head shrunk!

So I quickly put a helm on his head and his head grew back to a normal size.

I also noticed that the type 6 suit I picked for him looked odd and then I realized that the skin Vix is using contains the leather patch that screws up the look of the type 6
armor for both the girls and the boys. I was sure I had edited all of the images before I sent them to you iryan I guess I missed a few (well more than a few after looking at
the art files.

I am going to start a game from the very begaining to make sure nothing gets missed.

Elf

Thanks for the report.

Concerning Vix, if you had him stored in an inn then quite possibly he would still be messed up. Values stored in saved games include such things as current armor, items, etc but also details stored in the characters' base template. Most times DS2 will update these template values directly from the template when the saved game is loaded - thus with games saved with DS2 characters they'll generally morph into cat mansion characters without issue. The characters in my previous post where actually from a pre-cat mansion save. They magically convert to cat mansion characters when Adepts was loaded (except for the main character who kept her details minus the portrait which reverted to a base one).

However sometimes DS2 will load a character's template details from the saved game instead. In my saved game example Amren was completely messed up as he was designated cat mansion by his new template but was also designated as still using the original model mesh details from the body block in his original template. So he couldn't wear any armor at all and if you took his helmet off his head shrunk because the scale multiplier in his aspect block is 0.68. The same scenario as your first experience with Vix.

So it would appear that the Vix saved in the inn is still messed up in your current saved game. Unfortunately you're right that in order to check that he now works correctly, you'll need to start a new game and recruit him again. Sadly such is the life of an alpha tester. Have you tried checking him in the humans' test map I sent you? Any problems with him should surface there - would potentially save you a lot of time.

Keep a list of things that you notice and send them to me in a pm or if its something that may need confirmation from others like with Vix, post it here. Thanks.

Acting on a suggestion from bare_elf I looked at what's required to get Cat mansion presaved characters into the game.

It turned out to be quite simple.
Plus I was able to verify that Vix, Amren and the rest of the Recruitable characters appear in Broken World if they haven't been recruited in DS2 and that all the npc skins work.
Unfortunately at this stage you can't talk to them so can't recruit them. So some bug quashing is needed.

Apologies if this has all been figured out before and documented (but I haven't been able to find any references nor has bare_elf).

This is suppose to be Rena Lanford from Star Ocean 2, one of my most favourite games.
http://www.siegetheday.org/~iryan/files/Rena.zip

The method used was to start a new Adepts character at level 40 and save her. Then using good old tankviewer, extract member_0.ds2 and party.ds2 from the saved dsparty file in the Save Singleplayer Character folder. Then use these files to overwrite the files extracted from one of the presaved characters, located in the presaves folder of the base Dungeon Siege Broken World installation folder.
Then I used a Hex Editor to change the name in the party_info.ds2 file to correspond to the Adepts' character name. There may well be a simpler method to achieve all of this but still it only took me 10 minutes or less.

The saved cat mansion character should work with just the cat mansion mods installed without the Adepts alpha as it doesn't contain any extra items from Adepts. Just unzip it into the Broken World presaves folder. However it would be a little nerfed at the moment since it contains just basic level 1 gear.

If there's interest in this little feature I or others could fix it and expand it further. Characters I would like to have presaves of in Adepts would be Isaac, Gareth, Mia and Jenna from Golden Sun (and they're adepts as well) as well as Claude and Rena from Star Ocean 2, though the list could be endless.

the world of aranna has changed and a hero from the past re-appears.....

made it through the tutorial with dreven no deaths. only issued I have had so far is the movie that plays with celia and amren talk scenes and celia moving around during the movie when she should be talking it was weird but oh well.

Pages