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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.

iryan wrote:
Incidentally I wished there was a way to make secondary quests appear more prominently in the game rather than a few lines at the left bottom corner of the GUI. It can make it hard to even know you have a quest if it is suddenly sprung on you like the first scenario of the Treasure Hunter Quest where you bypass the quest giver. This is probably what happened to bare_elf.

Well actually no I talked to the quest giver. What actually occurred is that I was playing on the computer at my relatives' home that has the sound disabled so as not to scare the old folks with the sounds of the game, and I missed the chime telling me I had found the dead treasure hunters. Sometimes it is difficult to see the little things when you are playing the game and taking care of the old folks. That is why I say it is like herding cats. You tell the people let us do this and go this way and things move in every direction at once except the one your expecting movement in. Actually my life might make an interesting RPG. Nurse Elf and the Antique Humans.

Elf

Gresh went down neatly, now to find Sikra. One advantage to following a certain Elf is not getting footprints all over my armor when she runs over me :silly: :goofy:

Dwarf

I started an archer (not exclusively, he has secondary skills) and took him to Stonebridge. Killing everything I could find, he was level 5 at the new DC before the Crypts, but only just - this was with the wolves beyond and various monsters off to the side still to be fought - level 6 at the DC after the Crypts (joined by Ulora) and at Stonebridge had to clean the beach to achieve level 7.

iryan wrote:
The start has been rejigged yet again to use generators to spawn the monsters to avoid distortions to the monster levelling caused by the horseshoe shape of the starting region. One bonus is that the vegetation now seems to appear properly around Edgaar's house.

sigofmugmort wrote:

Weirdness, My Dwarf died while fighting the Phrak Ballista and upon returning found that in a couple of areas he had not yet cleared like the Skrugs near the Bear Cave and the hostiles around Edgar's house had doubled. Could NOT duplicate this (and I did try, that's why I am only at Stonebridge)

E31j#083 Two monsters behind Edgaar's house spawned in quadruplicate. One was a Krug Scout patrolling roughly to the cellar door. It looked like a single Krug until four went different ways (when I shot it/one of them, if I remember correctly). The other was the Farm Skrubb next to a crate (FH_R1 1.359/0.000/-0.667/0xB0E342EA) maybe only triplicated because I'm not sure whether it was one or two Skrubbs my man killed before I made him stop shooting, at which point there were definitely still two Skrubbs left in the one hole.

(NB Apologies for losing count and logging two #078s earlier.)

sigofmugmort wrote:

As you descend the path 3 hostiles suddenly appear on the Radar Map

I make that two Snappers and one Phrak, in (or over) the pond. That's normal. Lots of hostiles don't appear on Radar until you are close enough to eyeball them or for them to emerge from cover. They aren't even the first: Krugs in bushes were the same.
sigofmugmort wrote:
Ruby Gargoyle does not attack if you stand far enough down the hallway, killed it with Jolt and took no damage.

When my archer advanced against one of the minions, the Ruby did attack him. He retreated after a few shots, drank a potion then went back into fray, pumping arrows into the Ruby without it responding any more. This with a Scout Bow. But then in DS1 you could do the same with a 12- or 13-meter-range bow (you were almost certain to have one by then).

By the way, perhaps re-think the spell to be found in Edgaar's basement. It is Leech Life which in DS1 needs combat magic level 2, making it an option to use against the Ruby Gargoyle for example (especially at hard difficulty when other attacks do little against the thing's armor rating) whereas in DS2 Leech Life needs level 10 which the hero won't attain until after Stonebridge.

DrakeIsGod wrote:
Once I got to the crypts, I noticed that I could kill regular gargoyles and skeletons with one hit aside from the bosses. Hence, it was a bit too easy considering the difficulty of monsters on the way to the crypts.
Also, as soon as you turn the corner after killing the first Skeleton Guard Captain, the radar is really off throughout the rest of the crypt. I had a good screenshot of that but then I accidentally deleted it.

Drake, when you approach the Captain the radar is already off (i.e. its background is offset) by about the width of the corridor. Has been since you entered the Crypts.

I too think the common Skeletons are too weak. For an archer, though, the Gargoyles better not be more than one shot tougher when a whole mob fly at him. A Dryad Bow (which the archer is by no means certain to have found, he or she may enter the Crypts with only a Scout Bow) does far less damage than the proper Fire Bolt or Ice Bolt a mage will be using by then, or the fighter's automatically-improving unique Puller Staff.

Gargoyles are being generated (level 5) with 16 health (13 for Jades), resistant to melee, ranged and death magic; Skeletons with 16 health, no resistances. In DS1 by comparison the slow-moving Skeletons had more than double the Gargoyles' health.

E31j#084 reject Ulora first off (though who would want to?), then the second time you talk to her, her voice-over ("Come to rescue me again?", etc) does not match the text on screen ("Looking for someone? Or are you here to share stories of your exploits?"). The actual mechanics of hiring her second time do work.

(UPDATE)

bare_elf wrote:
After going into the basement of Fortress Kroth and finding the statue with the opening mouth. on entering the mouth there was an update to Sikra quest.
It said Look for strange forces. Cleared the entire area of all the monsters some of them strange with their purple glow. then used the statue to free Sikra. The quest completed when I spoke to her. however the Look for strange forces never got a check mark or was there a location for it to complete I guess as the only location marked was where Sikra was after opening the door.

Reloading under 31j a game saved at Kroth (under 31c), Search for Sikra's Task 1 (Look out for Strange Forces) is completed by talking to a dwarf "legionaire" (wrong spelling) on the right before the basement door (partnering Rhut who is on the left) who gives Task 2, Follow the Droog to the Hall of Skulls. The dwarf has a radar star but no orange ? icon overhead. His words don't quite match what someone else says in DS1 (see below).

Nong said nothing about Droog so I guess "Strange Forces" means Gresh (and other Seck now moved on to Castle Ehb). Now if Boryev could be restored to a place outside the fort, and to his DS1 (MP) convo, we could have a Task 1 Seek News of Sikra completed by talking to Boryev, a Task 2 from him to ask about her inside Fortress Kroth, then Task 3 from a soldier to look for her in the Hall of Skulls. Maybe even Task 3 to find the Hall entrance and (dead) soldiers, Task 4 to reach Sikra herself.

(END OF UPDATE)

For reference, in DS1 at Kroth:

1. A legionnaire outside the weapons-and-armor shop (made undertaker in 31c, thus losing his original convo) says, "If you fought your way through Gresh's army, you should be more than able to get to the Hall of Skulls from here. The Captain sent a detachment down there to look for some woman he thinks is captured, but they were supposed to be back by now."

2. Open the doors to the tunnel, and the soldier inside starts by saying (as in 31c), "This door leads to the shortest way into the desert; the Hall of Skulls is down there, so watch out. It's some kind of ancient shrine, and the Droog have been holding it for more than a week.", but in DS1 there is MORE..., a second page: "A pike man saw the Droog drag a girl in through here during the battle; we sent a regiment" [not really that many, but that is what he says] "after her, but they haven't returned. I'm sure they're all right; it's only Droog down there, after all, but they'd probably be glad of your help, all the same." (You find their corpses just inside the skull door.)

Whoever wrote Sikra's template (for DS1) put a comment in that as a prisoner she should not be armed - so no staff, and no spell book. The latter is close by, either at her feet or outside the secret door, I cannot remember which.

(Similarly Merik in DS1 has no staff when you recruit him - presumably the only staff he had with him when attacked and put in ice was the Warding Staff which the goblins got hold of.)

Richard I was given the segment of the quest while before the Fortress Basement Door that says Look for strange forces. Now going the hall of skulls and killing everything in the place except Sikra This section of the quest should complete however it does not. Upon freeing Sikra the guest does complete. Therefore I must assume that the first part of the quest should finish prior to freeing Sikra.

Elf

Kingdom of Ehb 31j -- the Gom's domain. I have reached the elevator which should take me to the Gom however walking onto the platform with my party nothing occurs I have looked about for an added lever/Key/device to activate it, but nothing. Iryan is the elevator out of order or did I miss a quest item?

Elf

Kingdom Of Ehb 31j -- Running from Broken World.
Currently Have one party waiting just past the Chamber of Stars on the XP Computer.
On the Windows 7 computer one party has made it to the Elevator to the Gom see previous post.

Both games so far have found the same errors at the same places see posts.

I have created another Character on the Win 7 computer and have started over on the Ehb map and have made it to the first save point by the broken bridge.
Have not as yet fixed the bridge or moved on to the crypts. I saw nothing strange with double or triple monsters around Edgar's Cabin. In this game however unlike the two above is running without the level adjustment mod, since I did see multiple characters on the other two games.

bare_elf wrote:
Kingdom of Ehb 31j -- the Gom's domain. I have reached the elevator which should take me to the Gom however walking onto the platform with my party nothing occurs I have looked about for an added lever/Key/device to activate it, but nothing. Iryan is the elevator out of order or did I miss a quest item?

Elf


I did tweak the elevator since I've received reports of players getting stuck on it without their full party (as it auto lowers itself). It is suppose to wait until everyone is on it before descending but obviously it is broken and needs remedial work.

RSimpkinuk57 wrote:

Now if Boryev could be restored to a place outside the fort, and to his DS1 (MP) convo, we could have a Task 1 Seek News of Sikra completed by talking to Boryev, a Task 2 from him to ask about her inside Fortress Kroth, then Task 3 from a soldier to look for her in the Hall of Skulls. Maybe even Task 3 to find the Hall entrance and (dead) soldiers, Task 4 to reach Sikra herself.

Strange that is exactly what I'm working on. Restoring Boryev's original conversation where he mentions Sikra being inside the fort but editing out the part about wanting to join your party.

Then adding extra clues in the fort as you suggest for leading the player to the Hall of Skulls.

Removing the staffs from Sikra and Merik is easy enough to do from the level equip script.

RSimpkinuk57 wrote:

sigofmugmort wrote:

As you descend the path 3 hostiles suddenly appear on the Radar Map

I make that two Snappers and one Phrak, in (or over) the pond. That's normal. Lots of hostiles don't appear on Radar until you are close enough to eyeball them or for them to emerge from cover. They aren't even the first: Krugs in bushes were the same.


That's actually a product of the monsters being generated through triggers rather than being placed on the map. This was done so their levels would better match the hero's level.

However the reports mentioning double, triple or even quadruple monsters is disturbing. There's seems to be a problem with this approach and I will have to review it. I'm not sure if the MLA allows individual monsters to be set so their level is adjusted a couple of levels above the players or not. There's a level_shift_hero property float available that mentions it can adjust the hero's level upon which the monsters are adjusted on but it also mentions that it's overridden by the map settings so I don't know if this would work.

The Ruby Gargoyle should be able to be adjusted so that it responds better. The Skeletons and Gargoyles can also easily be adjusted. It's also easy enough to add a dryad bow somewhere for the player to find. Ditto with Ulora's conversation.

However I'm not certain how to fix the radar in the crypts. Once the current map revision for KOE is done, I do plan on learning how to create the radar images. It seems straightforward enough going on the instructions on Siege University but quite a bit of work converting them as unfortunately Siege Editor generates them as RAW files. They can be used like that but would lack the borders defining where the player can walk. Phoenix was kind enough to compile all the original radar images, for which we are extremely grateful for, but unfortunately many parts of the maps have changed since then.

Iryan wrote:
. . .
However the reports mentioning double, triple or even quadruple monsters is disturbing. There's seems to be a problem with this approach and I will have to review it. I'm not sure if the MLA allows individual monsters to be set so their level is adjusted a couple of levels above the players or not.
. . .
Indeed, I became aware of it too. :o
There must be something wrong the the respawning component (it's not a stats adjustment matter). I just don't have any further information about this.

Interestingly, the only monster duplicating has happened between the first Farmhouse and Edgar's.

In Locate the Droog village the yellow quest star is at the entrance but the quest does not complete until you talk to the Elder.

Was Drevin removed or did I just not see him?

Dwarf Dwarf Dwarf

sigofmugmort wrote:
Was Drevin removed or did I just not see him?

Do you mean Ulfgrim? (The dwarf you could recruit between the Hall of Skulls and the Droog village, nearer the former than the latter, when you are going downhill into the lower canyon.) I noticed in version 31c that he had been moved, into the village I believe it was, and is not for hire since nobody will have room in their party.

sigofmugmort wrote:
Interestingly, the only monster duplicating has happened between the first Farmhouse and Edgar's.

In Locate the Droog village the yellow quest star is at the entrance but the quest does not complete until you talk to the Elder.

Was Drevin removed or did I just not see him?

Dwarf Dwarf Dwarf


As I said before all the monsters between the first farmhouse and Edgaar's house are created using generators which are triggered when you reach a certain point. The first point is the narrow path down the hill before the first abandoned house (where a couple of krug will ambush you when you approach the door of the house). Here I left a couple of monsters as regular instances, that are in plain view of the player as otherwise they would just pop out of mid air in front of the player.

The second trigger is just before Edgaar's House, again just before the narrow path.

Monsters created by triggers adjust their levels on the player's current level so they all will be yellow coded.

All the above was an attempt to avoid monsters being generated too soon so they are too low a level by the time the player reaches them (i.e. blue coded). In testing I never experienced duplication with this method but obviously there's a glitch that can occur. In conclusion the MLA isn't at fault here, I will either have to revise the monster generator triggers or scrap the system and try something else.

The Legendary Mod Drevin is actually located in the Utraean Peninsula and will be replaced by some other character when I get around to revising that map. Any suggestions for a replacement?

Update#
I tried the property float "level_shift_hero" from the MLA mod but as advertised it doesn't change a thing. I'll ask KillerGremal if there's a way of adding extra levels to monsters through instances when adjusted by the MLA. Otherwise I'll have to revert to the original system and everyone will have to put up with monsters with distorted levels at the start.

I have advanced a new party from the farm house to the Great Hall in Wesrin Cross, checking on issues I found with 31i, all of these have been corrected so far and I see no additional problems to this point.

Elf

Where oh where has my little Gom gone? :silly:

Could not get down to Gom Sad

Dwarf

sigofmugmort wrote:
Where oh where has my little Gom gone? :silly:
Could not get down to Gom Sad

Dwarf

So the Dwarf finally found the Elf. I been sitting around on the elevator platform, with all my party for days. I am glad you had the same problem Sig.
I was starting to think I would have to feed my characters more so their weight would move the elevator Smile

Elf

Watch your back Sig I have just rescued Merik and moving quickly to get a second party to the "Gomlift" I might get bored and have to fight you Insane

KOE has been updated to beta31k.
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Map_World_Beta31k.ds2res
http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31k.ds2res

The map has been worked on around Fortress Kroth and also the beginning has been revised and should work better thanks to a hint from KillerGremal.

The map has been revised up to the direct teleporter in the Desert Canyon after you recruited or just completed Sikra's quest. I think both Sikra's quest and the main quest up to here work much better. I was able to do some tinkering in the Hall of Skulls without the Editor crashing too much so now some extras to be found there.

I've also was able to replicate the issue of the main quest star or arrow not failing to appear under Skartis. I think it has something to do with going down to the hidden cellar under Edgaar's House as I also did a speed run from the start to Skartis while ignoring the hidden cellar, and this time the radar quest star was there as well as the arrow. Makes me wonder why nobody has done a speed run yet, just doing enough to get through the map, and how quick such a feat may be able to be done.

Also will be interesting to see if Edgaar's animation problem still occurs as I did some tinkering, using some of KillerGremal's hints and also something that worked for me for a similar case with a npc in Fortress Kroth. That particular case was due to an animation command yet Edgaar had no such command.

Just downloaded 31k (and KillerGremal's content 10x) but in the meantime the half-giant's party saved at Glacern (31g) has gone from Glacern (31j) to Jeriah's.

DS2 vanilla (2.2), Logic 31j, World 31j, Mod-DS1Content-Alpha10w, MLA 5L

Ice Archers aren't dangerous enough. I had Naidi (level 18) out in front alone once so as to more easily recognise the trigger points (both for flies and for the ice warrior and ice archer ambushes). Admittedly I'd found some really good body armor for her so her total armor rating was 114. One archer was ineffective against her; two against her at once showed they were doing damage but she still had over half her health left when she'd destroyed one Ice Archer, and was regenerating naturally faster than the surviving Archer was hurting her. Conclusion: it would take three Ice Archers to be a match for even one member of a 5-strong party.

In the Alpine Caverns the Ice Burrows do not vanish after they finish spawning flies (five each is the full complement); nor can they be destroyed to stop them spawning flies. I count this as an improvement. After my main test run I went through again, slowly, watching each burrow carefully to be sure it is working correctly.

(In DS1 there was one burrow that I could destroy with impunity because no flies came out. I have now discovered that its trigger area is beyond it, where one approaches the mini-boss of the ice warriors.)

In the first small section of the Alpine Caverns, up to the first Incantation Shrine and junction for the first side area, DS1 has four independent flies (there in 31j) and four burrows to spawn more (two at the foot and two beyond the top of the first ramp) but 31j has no such burrows. (Co-ordinates where I'd expect the back left one of these four: AC_R2 -0.514/0.000/0.263 0x01D12B85)

In the long next section (past the Mana Shrine and first signpost for Jeriah's) all the burrows are triggering and spawning correctly (given that the one at AC_R5 -0.442/0.000/-0.125 0x39970604 triggers late, from AC_R5 3.777/1.000/3.847 0xEB511FAD, which trigger may not extend across the full width of the cave, thus this particular ambush might sometimes be ineffective).

The last three burrows come immediately after the archway into the next section heading east: two burrows on the right and one on the left. All eventually spawn their flies but only if the party lingers a long time in the middle, because they trigger in reverse order:
#3 (second on the right, still ahead) when my party was at AC_R3 -2.699/0.000/-3.954 0xD6ACF608; #2 (on left, now behind) when they'd moved to AC_R3 2.174/0.000/-1.897 0xC90F65B0; #1 (first on right, now well behind) last - sorry, no co-ordinates unless same as #2.

About the secret side area(s) (AC_R2A): going out to the second shrine (or whatever we should call it), I see a gap on the big radar between the nearby first shrine and its approach tunnel, proving that GPG must have made a mistake on the old graph paper when designing the regions.

Spider Frostnids in the Alpine Caverns: but Stalagnid Spiders later on - inconsistent, I prefer the latter way round which would make Frostnid Spiders.

E31j#085 (inherited from DS1) Glacern's north gate can be closed after you've opened it to go through, but only one side of it closes (unlike the south gate which you cannot even attempt to close).

E31j#086 first task (find the cabin) in the Homeless Blacksmith quest does not complete where its radar star is (outside, before the basement door) but only when one descends the stairs inside.

E31j#087 secret side area(s): should the pressure plates in the shrines have blue radar dots? They do not. AC_R2A -0.025/0.150/-1.101 0x60A4b7E5 and AC_R2A 1.176/0.150/0.820 0x10425D80

E31j#088 coming up to the Mana Shrine in the Alpine Caverns there are two places where the radar blacks(mini)/blanks out: AC_R5 -2.796/0.001/-1.348 0x26984969 and AC_R5 0.850/-0.981/1.027 0x26E76B2C

E31j#089 radar (especially the big radar) as one approaches the third shrine: oh dear!

E31j#090 Ice Archers in ambush (hidden in icicles) in a pit where one turns left for a side cave (towards an ice drake) do not shoot the party that triggered them: perhaps because they do not have the range even at their closest approach (LC_R5 0.728/-1.950/-3.444 0x16FE3978) to mages (firebolt -EDIT) and archers (LC_R5 1.002/2.000/3.076 0x49BF28EE) who can hit them?

I should warn you Elf, I have an arsenal of Pies :P 3.14159627 ( :silly: :idea: for an Adepts weapon Wink )

I'll make smores

Dwarf

Just wanted to leave a note that the Level Adjustment Mod Beta 5 *m* is available now.

It doesn't seem that a lot has changed, however the timestamp lack in Beta 5 L can turn out
as quite annoying, possibly reactivating the respawning component sooner than intended.

RSimpkinuk57 wrote:

Ice Archers aren't dangerous enough. I had Naidi (level 18) out in front alone once so as to more easily recognise the trigger points (both for flies and for the ice warrior and ice archer ambushes). Admittedly I'd found some really good body armor for her so her total armor rating was 114. One archer was ineffective against her; two against her at once showed they were doing damage but she still had over half her health left when she'd destroyed one Ice Archer, and was regenerating naturally faster than the surviving Archer was hurting her. Conclusion: it would take three Ice Archers to be a match for even one member of a 5-strong party.

I'm not sure why this is occurring, ice archers inherit from base_actor_evil_ranged_normal, so should be fairly dangerous in numbers. Armor doesn't have that much of an effect with damage in DS2.

There's either something with their weapons or the component [monster_preload_ammo_tuned] which was inherited from the original version ice archers created by KillerGremal (I could revert to those ones if necessary). Will check.

RSimpkinuk57 wrote:

In the Alpine Caverns the Ice Burrows do not vanish after they finish spawning flies (five each is the full complement); nor can they be destroyed to stop them spawning flies. I count this as an improvement. After my main test run I went through again, slowly, watching each burrow carefully to be sure it is working correctly.

The ice burrows were an early innovation and I'm glad you don't mind them not being breakable (which I could probably do now). When I have time I will revise the placements and trigger settings to be more responsive.

RSimpkinuk57 wrote:

About the secret side area(s) (AC_R2A): going out to the second shrine (or whatever we should call it), I see a gap on the big radar between the nearby first shrine and its approach tunnel, proving that GPG must have made a mistake on the old graph paper when designing the regions.

There's a few areas where the radar needs fixing in the Alpine Caverns generally. To be attempted in the next major map revision after all the current tweaks have been tested.

You're right about the placement of the secret area compared to the Alpine Caverns. I had to spend a bit of time with the fades as occasionally they would fail to trigger and the secret area would be superimposed on part of the Alpine Caverns making progress impossible. Remember there was no radar in DS1 so GPG didn't have to be particular with placements of regions as long as they faded out correctly.

RSimpkinuk57 wrote:

Spider Frostnids in the Alpine Caverns: but Stalagnid Spiders later on - inconsistent, I prefer the latter way round which would make Frostnid Spiders.

Agreed and easily tweaked. This is how they work in the Utraean Peninsula.

RSimpkinuk57 wrote:

E31j#087 secret side area(s): should the pressure plates in the shrines have blue radar dots? They do not. AC_R2A -0.025/0.150/-1.101 0x60A4b7E5 and AC_R2A 1.176/0.150/0.820 0x10425D80

Probably but I have no idea currently how to implement this. Maybe KillerGremal would have an idea.

RSimpkinuk57 wrote:

E31j#090 Ice Archers in ambush (hidden in icicles) in a pit where one turns left for a side cave (towards an ice drake) do not shoot the party that triggered them: perhaps because they do not have the range even at their closest approach (LC_R5 0.728/-1.950/-3.444 0x16FE3978) to mages (firebolt -EDIT) and archers (LC_R5 1.002/2.000/3.076 0x49BF28EE) who can hit them?

I will attempt to tweak that. It's sloppy arrangement by GPG in the first place.

More on radar displacements. I discovered with additional areas to the Hidden Shrine Region and then regenerating the radar tend to cause this. That's why the infamous crypt radar misalignment occurs I suspect and now its present in the Hidden Shrine. I will attempt to fix all of these but not right now.

I had just arrived at the entrance to the Goblin Stronghold when the following updates where released: DS1_Mod_Logic_Beta31k, DS1_Map_World_Beta31k, and Mod-DS1Content-Alpha10x where released. So I updated.
Broken World -- Kingdom of Ehb 31K -- party of 5 with average level of 80.

On reaching the first direct connect teleport I saved with no problem, same is true with the second, however at the third save point the game crashed.
I have been wondering for a while if the level or size of my party could be causing an issue with the game, since it is only mercenary level. So I restarted the game and put all of my party in storage at the inn except my primary character and Naidi. Re-ran the Goblin Stronghold from end to end with no problems at all. Once on the beach with the pirates. I jumped back to the traveler camp to recruit 3 additional characters. In the inn where Gloern, Merik, Ulora, Sikra, Phaedriel, and the Half Giant from Glacern. I could not recruit Gloern, Sikra, Phaedriel, and Ulora (they where in the party when the crash occurred.) However I could recruit the half giant and Merik who where in the inn prior to the crash. So I decided to go back to a previous save, When I opened the saved game folder I discovered that there was the radar and its 5 backups, however the party file and party backup 1 where missing, there was a party backup 3, 4, 5, and one called .tmp.

What I am going to do now is start a game with a base level character and play the entire game without custom armor and weapons just to see if my theory pans out. I am sure this will take a lot longer but oh well.

Elf

I attempted to play with a new character that had not been boosted in ranged, combat magic and nature magic. However I encountered a problem. Although all of the other monsters where adjusted to my level the Phrak's of all types where at level 60. I could fight maybe 1 but more than one or one phrak and one something else I was toast. Now I do not think this was a problem with the level adjustment mod. as I got the same level Phrak's with it on or off. With MLA off all the monsters where higher than my character but I could fight them by attacking and running away, not so the Phrak's they were still level 60 or more.

I guess there is no way to test my theory since I can not get to the goblin stronghold or any other save point.

Oh well it was a good thought, I will just have to do something else. Like maybe playing the game with just two characters all the way through. then try it again with 3 and so on until I find where it crashes and then not do that again.

Elf

Beta31k Notes

Party under the Castle still cannot get down to Gom, Level is 41

FROM START, no monster multiplication yet. Like the Forest Phraks coming from boxes. Only one Skrug instead of two at crypt entrance.

The health/mana fountains at the entry finally work for me.

The DC at the crypt exit shows as a blue dot on the Radar Map

The campfire with the merchants outside Glitterdelve is a LOT bigger

Dwarf

This is truly a miner problem because it has to do with the Glitterdelve mine.
Broken World, KoE 31K.
Now I am not sure how long this problem has been there (it was there back in the late alpha and early beta versions of the map) The exit elevator from the Glitterdelve mine is one way. I would not have noticed, but I bypassed Trog took the elevator up saved at the DC outside the elevator and then decided to go back and complete saving Trog but could not go back down.

Elf

@bare_elf: It's immaginable that you can't return if you are on top and the elevator platform still/again on the bottom of the shaft (for the height of such an elevator shaft the affected moods better should have a frustum_height of ~62m - although this may cause radar matters perhaps).

However, since you are on top, where is the elevator platform? Isn't on top as well?

KillerGremal wrote:
@bare_elf: It's immaginable that you can't return if you are on top and the elevator platform still/again on the bottom of the shaft (for the height of such an elevator shaft the affected moods better should have a frustum_height of ~62m - although this may cause radar matters perhaps).

However, since you are on top, where is the elevator platform? Isn't on top as well?

The elevator platform is also on top, As I ride it down I can see things below me, but it does not complete the trip. It looks as if I am about 10 to 20 meters above the bottom. A screen shot showing what is below

Elf

I went back two saves to a point just before the Elevator down to Trog's hideout and spoke with him completed the quest and I am now looking about Glacern. I wonder if the elevator will work going down now. I should go back and look.

Elf

.. with a new party started this morning (EDIT- that means Sunday). It was an attempt at a speed run, missing out as much as I can, not stopping to look about or take notes, but I have kept some saves (mainly the towns) from which to maybe go back and repeat sections at a more considered pace.

Meanwhile:

bare_elf wrote:
This is truly a miner problem because it has to do with the Glitterdelve mine.
Broken World, KoE 31K.
Now I am not sure how long this problem has been there (it was there back in the late alpha and early beta versions of the map) The exit elevator from the Glitterdelve mine is one way.

For what it's worth, I reported a while back (31c at the latest) that Glitterdelve's exit elevator was working both ways in a restarted game. Porting forward from Stonebridge I noticed that the mine levels were showing on radar, overlaid on the highlands, but I got them to fade by riding the elevator down and up again. This was DS2.2 as all my testing is (EDIT - and with SeeFar hack off).

bare_elf wrote:
I attempted to play with a new character that had not been boosted in ranged, combat magic and nature magic. However I encountered a problem. Although all of the other monsters where adjusted to my level the Phrak's of all types where at level 60.

No such problem in my game (vanilla 2.2, Logic 31k, World 31k, Mod-DS1Content-Alpha10x, MLA 5m).

sigofmugmort wrote:
Beta31k Notes

Party under the Castle still cannot get down to Gom, Level is 41


Have you tried going forward from a previous backup when Gom's elevator was not in sight and its then definition would not have been saved?

We are splashing about in the underground river with the party that I started at 00:40 Sunday Mourning. I have not been playing the entire time as the normal Sunday tasks keep getting in the way. However we are making good time with a party of two a level 100 Grandmaster Sharpshooter and a level 100 Senior Evoker. I have not encountered any problems with having the game crash upon saving, clicking on a Direct Connect Teleporter or making a purchase from a merchant. I am starting to think that Dungeon Siege 2 / Broken World has an upper limit for character levels just like it has an upper limit for the number of inventory items a party can carry and various other upper and lower limits. I wonder if this limit would be different for mercenary, veteran and elite? Playing from broken world I have never been able to get a party beyond mercenary level on any map save the two retail games. There is no such limitation with DS2 at least when playing Sharkull's Test Map. Now that is also a difference that I would like to figure out. I played DS2 and BW through to the elite level of Broken World three years ago just to see if I could get Sharkull's test map or other third party maps that existed back then to work in veteran level after completing mercenary level. There was never a problem getting those third party maps to work in veteran's level when starting from ds2 but could never get any third party map to load veteran level after completing mercenary when playing BW.

Some day when the planets aligned so that travel to the home of the Gray's home world in Orion can be completed I will do just that. Figure out the problem not travel to Orion (unless that takes less math)

Elf

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