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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.

sigofmugmort wrote:
31p with MLA on is fine so far, Andemus, Bolingar and Ulfgar recruited fine. Now to catch party with MLA off up to Castle Ehb(from Stonebridge) wait...how did I get AHEAD of Bare_Elf? did I enter a different reality? :goofy: :woot: Laughing out loud

Dwarf


You got ahead of me for several reasons. The holidays more to do during them so have not had much time to play and when I was playing I was looking into reported problems and had a DS2, BW and Steam version of the Ehb map all running at the same time. Tends to slow down even a fast computer and mine is only medium fast. I will catch you at some point you know I will :P

Elf

RSimpkinuk57 wrote:
E31p#107 (2.2, Logic 31p, World 31p, Mod-DS1Content-Alpha10y, MLA removed completely) the fireball traps in the Crypts do not fire at all now.
Result from further testing: the fireball traps work whether MLA is enabled or disabled (disabled by the button on the side of the vault that is), but the MLA mod must be present.

Into Wesrin-MLA off-OUCH

Stonebridge to Wesrin went well. The Krug scouts should be level 4 I think. The Skeleton Mages and Vile Mucosa where orange at first till I leveled up then I hit the Big Arakum Spider Level 30!!! mini-boss :jawdrop: . Next up, the big room and Giant Spider

Dwarf

Iryan I like the new Shades of White Quest in Act to of Kingdom of Ehb 31p. I always thought there was a reason for that off the beaten path temple/building. Glad you put it to use.

So far up to this point in the game Eastern Swamp all has been going great with no problems. Playing both with MLA on and MLA off.

take care

Elf

Level 35 mine worms in Glitterdelve and the last few Moths after the last DC were level 32

now to clean the Elf prints off my armor :P :goofy:

Dwarf

Hello Iryan,
I have arrived at Fortress Kroth, with no problems at all. I had to release Gloern to the inn so that I could hire Boryed (sorry Sig, had to let the dwarf go as he needed two barrels of ale) and I never had a male traveler in my party before. When I got inside the fort Rhut did not want to join my group not sure if he was angry for me sending Gloern away, or was just a cranky dwarf. Iryan sometimes the elf is just slow. Like how the DC teleports now have the light off until you activate them. Makes it much easier to know if they need activation or not. Now it is off to run down and run over Sigofmugmort. Here I come Dwarf!!

Elf

sigofmugmort wrote:
Level 35 mine worms in Glitterdelve and the last few Moths after the last DC were level 32

now to clean the Elf prints off my armor :P :goofy:

Dwarf


These as many other inherit from KillerGremal's content pack. I would say more but I keep getting a page expired when trying to post a reply so I'll just say that everything mentioned in the previous posts has been noted.

... about melee monsters in the Desert Canyon in version 31n.

Giant Wasp - 720 HP in DS1, melee-weak in 31n (I believe)
Soul Stinger - 560 HP in DS1, melee-weak in 31n

Sand Ripper - 960 HP in DS1, melee-normal-rogue in 31n
Sand Basher - 1260 HP in DS1, melee-normal-rogue in 31n

This suggests the Basher be upgraded to melee-strong-rogue, counter-balanced by reducing the Soul Stinger to melee-trivial (or Killer Gremal's new base between trivial and weak). Unusual for the monster met second to be weaker than the similar one met first, but there it is. Then how about melee-normal-tank for Giant Lizards to distinguish them from upgraded Sand Bashers, because:

Droog Grunt - 1040 HP in DS1, melee-normal in 31n
Giant Lizard - 1200 HP in DS1, melee-strong-rogue in 31n
Impaler - 1340 HP in DS1, melee-strong in 31n

A similar distinction might be made at the end between Lava Imps and Lava Horrors, though in DS1 the difference is only 920 HP to 1000.

KillerGremal wrote:
[2014-12-18] It may easily happen that the monster you will get in DS2 doesn't really match the monster/difficulty type it had in DS1. I don't think there is a table which DS1 monsters are harder and which ones weaker, although such a table or any corresponding rule to estimate it would help a lot.
Nearest thing I know is the lists of monsters' health in Tom Church's DS1 KoE walkthrough. Still easy enough to find on e.g. gamefaqs or IGN. Though even after mentally separating out melee, ranged and magic monsters, HP is only a starting point because a low-HP monster might have disproportionately high attack and/or defense, or vice versa.

2.2, Logic 31p, World 31p, Mod-DS1Content-Alpha10y(*), MLA removed completely

I've gone from start to Stonebridge again with a dryad nature mage. Rusk and Zed are present and correct when not interested in being recruited just as when they are interested. (I didn't really expect anything else, just being thorough.)

I deliberately reproduced my earlier mistake of no Content pack (because readme file instead) but though this did lose the enchanter and the woman who wants a message taken to her sister it still didn't remove Rusk or Zed. So that problem remains a mystery, like my once-only invisible skeleton captain (not to mention the world coming to an abrupt void).

There is a level 15 rat in a cage at Futak's camp at the beach before Stonebridge (called "giant rat" though nothing like the size of those in Glitterdelve mine) just as there are caged level 15 phrak piercers in Krug camps before and after the Crypts. My hero could handle all these (even without Ulora's help for the first phrak). But I have taken the law into my own hands and tanked up my own edited version of Killer Gremal's Content Pack changing three templates to make rats and phraks from urns (in the Crypts), crates and barrels into level 6 monsters instead of 25 and 40 respectively.

Skartis' initial icon could do with being changed from orange to yellow ? (strictly speaking) now that the quests have been tidied up so that the one he updates is primary.

My hero can run straight through the first war pedestal in the Crypts (CR_R1 -1.010/-0.100/-1.137/ 0x9B8D0317) but has to go round the next one.

E31p#108 save a game with Drevin's Hammer (always found in the Crypts' third secret side area) in inventory, and if I restart from that save the hammer has gone missing. In at least one instance I've seen extra potions in inventory instead. (This could have been happening for a long time, I just never noticed before.)

E31p#109 one of the skrubbs on Stonebridge's beach triggers unreliably (the northernmost, BT_R1 1.206/0.000/1.899/ 0x83F53135). Twice (only) out of many goes at skrubbing the beach (over several versions; this is is not a new problem) this skrubb has failed to appear making it impossible to complete the side quest. One possibility is that it happens if a character rushes over the trigger point too quickly, e.g. on the way to attack its neighbour skrubb.

P.S. with Krassandra asking elsewhere about how to turn off respawning, KoE 31p is not respawning monsters at all (when MLA mod is completely removed). From a restart at Stonebridge I've been back to the last DC then ran forward again: no monsters, though some of the broken barrels and crates had been replaced.

P.P.S. I've proven (to my own satisfaction) with the monsters outside the Crypts exit that once one has been defined as e.g. level 6 melee trivial, its actual life value is set then according to party size. Going from a 1-member to a 2-member party adds about 25% to monster health points.

31p Items, Sanctuary's in Glitterdelve need leveled up to at least 10. I have never failed the Beach clearing quest but have noted befor in other areas if you move through the trigger area of an ambush faster then the trigger delay it can fail

I've found a barrel of Mead works better then 2 barrels of ale :goofy: :woot:
In one party I now only need 1 more Dwarf to have a party of 6 :woot: Dwarf

Insane Dwarf

Now come on Sigofmugmort a party of six dwarves now really, there would be nothing to drink left in any of the inns anywhere in Ehb for anyone else and no gold to pay for it anyway Insane Elf

Iryan I like the new quest to find the survivors in the castle. I found all of them the one down the hole was a bit tricky. Now although the quest is finished the second step search the Dungeons does not get checked off. But once again a nice touch. I will be off to kill commander gom tomorrow night. As I must get some sleep prior to another round of cat farming tomorrow.

Elf

I will not be able to continue with my testing of KoE as that is on my computer at home. My night replacement could not come tonight so I will be watching relatives all night. So after a 48 hour shift of wakefulness if I can muster the energy I will continue tomorrow night.

Elf

Glacial Caverns and Act I log

The mist seems to vaporize the legs of the Ice Archers and Ice Warriors Laughing out loud

This is my secondary quest log for Act I, If there are any new quests they seem to be refusing to appear for me Insane
\
And whats wrong with 6 Dwarves? I've had 6 Humans, 6 Dryads, and 6 Elves in parties :mrgreen: :goofy:

Dwarf

Finished KoE 31P everything worked quite nicely. Iryan I really like the levers to work the elevator to the Gom. When I fist walked onto it my party did not follow and I thought oh crap then saw the lever and quickly pulled it. Once we all on the elevator we quickly mashed Commender Gom. Like the new quests, new characters and all the other nice things you added Iryan.

Elf

KillerGremal's new version of the MLA mod added a feature which can limit the allowable range within which a monster can spawn in regions of a map where its implemented. See this post for more details on this feature. http://siegetheday.org/?q=node/1330#comment-44500

Based on this, here's a rough alpha of a mod which implements regional monster levelling in Legends of Aranna, Kingdom of Ehb, Utraean Peninsula and Yesterhaven, for intrepid testers to try out.
http://www.siegetheday.org/~iryan/files/DS1_Mod_Regional_Monster_Levelling_Alpha1.ds2res

Players like RSimpkinuk57 should be very excited about this mod as basically it restores much of the original map's design features (together with their limitations as well it must be said). For instance now the Utraean Peninsula/Apocalypse plays much like Legends of Utrea in that while you have a lot of freedom to go where you want, the barriers to do so isn't so much the linear design of the map but the difficulty of the monsters you face in the higher levels of the map. The map encourages you to progress in a certain way but doesn't try to stop you exploring other avenues or test yourself against impossible odds.

You will quickly discover that while you are free to attempt to enter the Great Northern Forest, attempting such a feat is essentially a death warrant as the high level monsters inhabiting the forest will quickly obliterate a low level hero/party. Similarly trying to enter the Dark Swamp will also result in a quick demise as will trying to reach Quillrabe from Crystwind.

The other maps are more linear so this phenomenon isn't so apparent but if you try to storm through a map, eventually you will start finding progress tougher and tougher as monsters start hitting orange and then red.

But this is a rough first attempt with very little testing so far so if anyone would like to try it and give feedback to KillerGremal and myself, it would be most appreciated. I may have missed a region somewhere or misspelled its name.

A couple of notes what to expect.
- Requires a new character as playing a map with an established party will be a waste of time as the monsters will be very low levels comparatively.
- Continuing a saved game with the mod can be feasible if the party's level is approximately what you'd expect with normal progress.
- The start of KOE remains the old system due to the quirky nature of that region. Feel free to edit that and try with the regional monster levelling enabled.
- The start of the Utraean Peninsula also remains the old system due to the openness of the map around Elddim. Outside of Elddim the regional levelling starts to operate.
- The adduct level is about 0.6 near the beginning of each map but quickly becomes zero, which means the player's level has no influence of the levels of the monsters in the region.

Feel free to edit the levels of the monsters for each region as they have been done only from memory or in the case of KOE, with RSimpkinuk57's suggestions.

Now all that would be needed to make the regional levelling even more exciting, would be if there was a way to turn it on or off ingame (automatically or manually) so that putting in or moving a separate mod to enable/disable it wouldn't be necessary.

Since something corrupted most of my existing saved games( :? :censored: Sad )I'll give it a shot with GiantGnome8bw, Cat Mansion mod, Playable Utrean, More_haie_bw_v4, and ancients

Note: With a Cat Mansion character some armor like Altens, Arhok, Flywing are black an yellow

Insane Dwarf

sigofmugmort wrote:
Since something corrupted most of my existing saved games( :? :censored: Sad )I'll give it a shot with GiantGnome8bw, Cat Mansion mod, Playable Utrean, More_haie_bw_v4, and ancients

Note: With a Cat Mansion character some armor like Altens, Arhok, Flywing are black an yellow

Insane Dwarf


Sorry to hear that. I've never experienced that myself but I have heard of others mentioning it from time to time. I have had individual saves (parties) get corrupted from some obscure change in a Legendary Mod but the others' been unaffected.

It's just a reminder to always manually back up important saves that a player has invested a lot into and doesn't want to lose.

With the reference to Cat Mansion mod are you referring to the original mod or Adepts?

The recent update to the monster level adjustment mod http://siegetheday.org/?q=node/1330#comment-44500 added some nifty features but also introduced a bug into DS1_Mod_Logic_Beta31p.ds2res where it will be impossible to hire some characters (Arisu, Naidi, Zed, etc) with the conditional hiring system.

So this update will fix that. http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31q.ds2res

With bare_elf reporting the Gom is again dead, I've added Beta31p of Kingdom of Ehb to the main download link. The Utraean Peninsula will be the next map actively worked upon.

I've added a note and link to an experimental launcher for Steam owners of DS2 so that they not only can play this mod but all mods for DS2 and as an added bonus, multiplayer as well (over LAN of course since Gamespy is defunct).
http://www.siegetheday.org/~iryan/files/SteamDS2AllSaves.zip

This is a modified version of DS2AllSaves by gracious permission from Elys and has had limited testing by bare_elf and myself. I will attempt to post a link at the Steam forums for additional feedback as I've received none here.

If it is proven to work reliably for all Steam owners of DS2, then it can uploaded to the download section here and I'll post it at Moddb and maybe in Steamworks.

iryan wrote:
The recent update to the monster level adjustment mod http://siegetheday.org/?q=node/1330#comment-44500 added some nifty features but also introduced a bug into DS1_Mod_Logic_Beta31p.ds2res where it will be impossible to hire some characters (Arisu, Naidi, Zed, etc) with the conditional hiring system.

So this update will fix that. http://www.siegetheday.org/~iryan/files/Betav31/DS1_Mod_Logic_Beta31q.ds2res

With bare_elf reporting the Gom is again dead, I've added Beta31p of Kingdom of Ehb to the main download link. The Utraean Peninsula will be the next map actively worked upon.

It seems you accidentally used the flick function 'WhenActorTpyeIs' which is actually not supported currently/anymore.
It's an old ballast, and basically no problem to readd it, but better use WhenActorTypeIs. Keep using it with 3 parameters on maximum only for the time being (until the next content pack, then there will be the mentioned 'enforce hero switch' that may be useful for hiring cases).

Duplicated RSimkin's missing character Glitch.

First an informational update. Usual Mods are Cool_Dryads.ds2res, Bw_Human_Female.ds2res, GiantGnome8bw.ds2res. Additional are Bw_More_Hair_v4, The Catmansion and Catmansion boys, Catmansion characters and Playable Utreans as well as Ancients. 2 parties without Ancients and Catmansion

@Iryan the fix you sent for the compatability problem between Utreans and GiantGnome is working fine, no black and yellow heads Laughing out loud

added the MLA update and the Regional Monster leveling mod.

With a Catmansion character I noticed the Black and yellow Altan's leather was now black and white checkered :mrgreen: . The leveling in all three parties so far are nice. In Ehb, mostly yellow but the occasional orange to keep you on your toes. In Stonbridge Naidi would not acknowledge Sad me so I went to the bar for a glass of cheer and notices a floating character Icon with nobody there, ran upstairs and found the same :?

A party without Ancients and Catmansion found both present.

In Eldim my Utrean found that the character next to the Utrean Priestess and the spellcaster in the inn would not talk so while perusing the perimeter otown got a Little to close to the Great Northern Forest-level4 found a few level42 spearchuckers with predictable results :rip:

Insane Dwarf

sigofmugmort wrote:
Duplicated RSimkin's missing character Glitch.

First an informational update. Usual Mods are Cool_Dryads.ds2res, Bw_Human_Female.ds2res, GiantGnome8bw.ds2res. Additional are Bw_More_Hair_v4, The Catmansion and Catmansion boys, Catmansion characters and Playable Utreans as well as Ancients. 2 parties without Ancients and Catmansion

@Iryan the fix you sent for the compatability problem between Utreans and GiantGnome is working fine, no black and yellow heads Laughing out loud

added the MLA update and the Regional Monster leveling mod.

With a Catmansion character I noticed the Black and yellow Altan's leather was now black and white checkered :mrgreen: . The leveling in all three parties so far are nice. In Ehb, mostly yellow but the occasional orange to keep you on your toes. In Stonbridge Naidi would not acknowledge Sad me so I went to the bar for a glass of cheer and notices a floating character Icon with nobody there, ran upstairs and found the same :?

A party without Ancients and Catmansion found both present.

In Eldim my Utrean found that the character next to the Utrean Priestess and the spellcaster in the inn would not talk so while perusing the perimeter otown got a Little to close to the Great Northern Forest-level4 found a few level42 spearchuckers with predictable results :rip:

Insane Dwarf


I could understand why the characters are not there for sure if you where playing with Cat Mansion Adepts, because the new characters have not been added to that and would be missing. You need to remember that Adepts has a higher priority than the legendary mod. Now I have not used he Cat mansion and Cat mansion boys, Cat mansion characters and Playable Utreans since the release of BW Adepts, however if I recall correctly the cat mansion mods you listed also have a higher priority than the legendary mod, if not then the cat mansion characters would not appear you would get regular characters. So any additional characters, reassigned characters, new characters, quests, and other things that where made after the last release of BW Adepts and I think the Cat Mansion Characters would not appear until they where added to the both BW Adepts and Cat Mansion Characters. I know this to be true for BW Adepts but for Cat Mansion Characters you would have to verify that with iryan.

Elf

bare_elf wrote:
sigofmugmort wrote:
Duplicated RSimkin's missing character Glitch.

First an informational update. Usual Mods are Cool_Dryads.ds2res, Bw_Human_Female.ds2res, GiantGnome8bw.ds2res. Additional are Bw_More_Hair_v4, The Catmansion and Catmansion boys, Catmansion characters and Playable Utreans as well as Ancients. 2 parties without Ancients and Catmansion

@Iryan the fix you sent for the compatability problem between Utreans and GiantGnome is working fine, no black and yellow heads Laughing out loud

added the MLA update and the Regional Monster leveling mod.

With a Catmansion character I noticed the Black and yellow Altan's leather was now black and white checkered :mrgreen: . The leveling in all three parties so far are nice. In Ehb, mostly yellow but the occasional orange to keep you on your toes. In Stonbridge Naidi would not acknowledge Sad me so I went to the bar for a glass of cheer and notices a floating character Icon with nobody there, ran upstairs and found the same :?

A party without Ancients and Catmansion found both present.

In Eldim my Utrean found that the character next to the Utrean Priestess and the spellcaster in the inn would not talk so while perusing the perimeter otown got a Little to close to the Great Northern Forest-level4 found a few level42 spearchuckers with predictable results :rip:

Insane Dwarf


I could understand why the characters are not there for sure if you where playing with Cat Mansion Adepts, because the new characters have not been added to that and would be missing. You need to remember that Adepts has a higher priority than the legendary mod. Now I have not used he Cat mansion and Cat mansion boys, Cat mansion characters and Playable Utreans since the release of BW Adepts, however if I recall correctly the cat mansion mods you listed also have a higher priority than the legendary mod, if not then the cat mansion characters would not appear you would get regular characters. So any additional characters, reassigned characters, new characters, quests, and other things that where made after the last release of BW Adepts and I think the Cat Mansion Characters would not appear until they where added to the both BW Adepts and Cat Mansion Characters. I know this to be true for BW Adepts but for Cat Mansion Characters you would have to verify that with iryan.

Elf


The problem will be Cat Mansion Characters as that has a very old (2012) hireable template gas for all 4 Legendary Maps including Kingdom of Ehb and the Utraean Peninsula. Remove that mod and Rusk and Zed will be there but as regular races, as will all the other hireables.

This doesn't explain RSimpkinuk57's experience but I think his last post mentioned that it only happened once to him. So maybe there was a version mismatch going on somewhere or something like that.

With the Cat Mansion Characters Mod, I can't say whether that will ever be updated since most of its functionality is taken over by the AL compatible version of Adepts, which will be updated. The only question is whether players would only want Cat Mansion playable heroes plus hireables characters with all other npcs remaining regular races. Adepts will mess with that while Cat Mansion Girls and Boys would need a fix to add the missing textures to armors such as Altan's leather, etc.

Hi! You may remember me having trouble with Rusk and Zed being absent.
Well I reinstalled Legendary Mod with instaler this time, and then I updated files that were outdated and result was outstanding - they both appeared as they should! So I may have messed something with manual conversion or something similar.

Anyway, I love that Rusk inhereted his look from DS1. Not like he was way adorable or I liked guys, but it brings that precious feeling of nostalgy.
Eventualy, perhaps Zed and others could be made that way, too?

As for Naidi, her face is pale white while her body is as dark as Finala's.

Also, although Zed caused no trouble at all, Rusk wasn't as helpful. After hiring him, his banter icon didn't disappear. What's worse, he didn't equip new stuff as all the other hireables do, so I gave him my things, including Altan's Leather. all of sudden, he equip some new stuff, after which things I previously gave him dissappeared.

The regional loading is so far so good. Reached the second DC at the Kettel's House most monsters have been blue lately so I quickly put them out of there misery :twisted: Laughing out loud

The recruitable icons have a question mark with the talk icon witch turns into a normal recruitable icon after talking to them.

Is there a reason why you have command lines scrolling in the lower left-hand corner of the screen? It gets to be a distracting blur when you have 4 or more characters in a large battle.

:woot: Dwarf

2.2, Logic 31p, World 31p, Mod-DS1Content-Alpha10y(*), MLA removed completely

I've been busy playing a different "game", book-a-ski-holiday-online, but after finishing that have got through Wesrin (31p) at last. (Booking the hol was easy, it was choosing it that took the time)

sigofmugmort wrote:
Duplicated RSimkin's missing character Glitch.
I think you mean Lukawh's. Which seems to have been resolved.
sigofmugmort wrote:
something corrupted most of my existing saved games( :? :censored: Sad )
Sounds serious. Worse than my one-off corruption of a game in progress. Any idea what happened?
RSimpkinuk57 wrote:
E31p#108 save a game with Drevin's Hammer (always found in the Crypts' third secret side area) in inventory, and if I restart from that save the hammer has gone missing. In at least one instance I've seen extra potions in inventory instead.

Could be one problem, could be two. I've thought in the past after reloading a saved game, "Did I really have that potion?" but couldn't bring myself to believe save-reload was playing up and never had hard evidence. Now I do.

I came into Stonebridge with hero in slot 1, Ulora slot 2. Items in Ulora's inventory included Drevin's Hammer and eight assorted potions. After saving, exiting and restarting she had no Hammer but 13 potions. Once ready to leave town I saved again with Gyorn slot 1 (1 potion), Ulora 2 (4 potions), dryad hero 3 (4 potions) (all potions were regular size). Restarting from that saved game, Gyorn had gained four small red and one regular red bottles. Would this have happened if I hadn't had Drevin's Hammer confusing the inventory earlier? There is no telling. On the one hand I've gained no more buckshee potions since; on the other hand if the one problem had led to the other then how come new potions the second time went to a different character in a different slot?

RSimpkinuk57 wrote:
Going from a 1-member to a 2-member party adds about 25% to monster health points.
... but going from 2-member to 3-member has made no difference.
RSimpkinuk57 wrote:
I have taken the law into my own hands and tanked up my own edited version of Killer Gremal's Content Pack changing three templates to make rats and phraks from urns (in the Crypts), crates and barrels into level 6 monsters instead of 25 and 40 respectively.
On second thoughts maybe the Phraks could go up a level or two without causing too much grief on the way to Stonebridge, since there can only be one in a crate.
sigofmugmort wrote:
Into Wesrin-MLA off-OUCH ... I hit the Big Arakum Spider Level 30!!! mini-boss :jawdrop: . Next up, the big room and Giant Spider
In my variant Content Pack, for my new benchmark run, that mini-boss is now level 13. The beefed-up (if that is the right word for an invertebrate) Giant Spider big boss was a worthy opponent that I enjoyed managing to beat.

Iryan, my previous (31n) benchmark run I took a party of 4 from Stonebridge and was level 15 against the GS. 31p, with only 3 (hero, Ulora, Gyorn) I am a whole level higher, 16 against the GS.

sigofmugmort wrote:
The Krug scouts should be level 4 I think.
The first few in the farmlands are level 2, the later ones there and on the way to the Crypts level 4; but then from the ones menacing Ulora onwards it is back to level 2.
sigofmugmort wrote:
31p Items, Sanctuary's in Glitterdelve need leveled up to at least 10.
The two in Wesrin (ranger and combat mage) have only level 3 doors, so could also be set higher, but not so much - 6, say (or 5, that being the step change for second tier of Skills). The ranger Sanctuary is only just inside Wesrin Cross; my hero was level 9 there. Character level 9 that is; my dryad was in process of turning from primarily a nature mage with secondary archery into an archer-cum-healer and had just made 6 in ranged. (At the combat magic Sanctuary, Ulora was character level 11 with skill level 10. Characters gain levels quickly going through Wesrin Cross).

I cannot remember how far into Glitterdelve before the next Sanctuary (Miners' Haven?) but I'll be going in with everybody level 12 in their primary discipline; level 12 is of course also step change for third tier of Skills.

E31p#110 Iryan, did you try to stop the party from shooting spells through the ceiling of the watch-tower exiting Wesrin by making some of the Krugs on top neutral until triggered hostile when the party goes upstairs? I rode up the elevator, met the two dogs on the ground floor, then lots of Krugs came down the stairs to attack my party. Party ran outside to gain space (attracting another Krug or two there). After the fight was over saw I'd killed a variety from shield bearers to scouts, including two throwers; but hadn't killed two more throwers that were white-coded with no life, and not attackable. They must have followed the rest down just to watch the fun. I let them wander off back where they'd come from; when I did go up the tower they (I'm guessing the same ones) and a raider still up there were then hostile.

PS about the old problem of skeletons on top of the wall in Wesrin Cross - I've had a walking corpse go up there. It started in the same side room as the Ancient Corpse mini-boss, but when my party made a fighting retreat the minion got bored with following along behind, wandered off, and must have gone up the same web ladder that the yellow spiders come down. Then there is that room inside the maze of tunnels where you trigger an ambush by yellow spiders - the ??? treasure thief showed up there, fled up the web (SD_R1 0.127/-2.000/-0.659/ 0x9EF4E908), and left two rare items atop the wall. Is this just something we'll have to live with?

I posted my comments about the Cat Mansion Characters Mod here http://www.siegetheday.org/?q=node/2538#comment-44530

Elf

sigofmugmort wrote:
The regional loading is so far so good. Reached the second DC at the Kettel's House most monsters have been blue lately so I quickly put them out of there misery :twisted: Laughing out loud

The recruitable icons have a question mark with the talk icon witch turns into a normal recruitable icon after talking to them.

Is there a reason why you have command lines scrolling in the lower left-hand corner of the screen? It gets to be a distracting blur when you have 4 or more characters in a large battle.

:woot: Dwarf


If you download the newly updated MLA mod, those debug lines should be gone. http://siegetheday.org/?q=node/1330#comment-44528

Remember you now have the power to adjust the regional levels yourself. Simply untank the mod, make the changes (there are only 4 files in it, one for each map) and retank to see the effect. If most monsters are blue, it suggests the levels should be 1 or even 2 levels higher. If you get a balance that you think is right, I'll update the mod accordingly. I'm currently playing the Utraean Peninsula and am finding a similar story.

The recruitable icons for the conditionally hireable characters have been changed and have changed since then as well. I want it to indicate that this character MAY POSSIBLY be interested in offering their services to you if you meet their expectations.

RSimpkinuk57 wrote:
2.2, Logic 31p, World 31p, Mod-DS1Content-Alpha10y(*), MLA removed completely

E31p#108 save a game with Drevin's Hammer (always found in the Crypts' third secret side area) in inventory, and if I restart from that save the hammer has gone missing. In at least one instance I've seen extra potions in inventory instead.


Possibly a quirk with the Hammer. Maybe could be replaced with something else interesting (was just a placebo before).

Incidentally in my current game I had some quirkiness going on. I tried transferring a town portal spell from one character to another and it disappeared completely. I looked in all inventories and on the ground, no luck. I then saved my game and on starting again a few hours later, I resolved to go shopping to get one when LO and Behold, there was the missing town portal spell in the inventory of the character I originally tried transferring it to.

RSimpkinuk57 wrote:
I have taken the law into my own hands and tanked up my own edited version of Killer Gremal's Content Pack changing three templates to make rats and phraks from urns (in the Crypts), crates and barrels into level 6 monsters instead of 25 and 40 respectively.

No problem in experimenting and changing things to suit and if you manage to get a better balance, I'd certainly be happy to update the main logic files accordingly.

However if the new regional levelling mod is used then those monsters will inherit the levels defined in the region. It would be a lot simpler for me especially to not have to worry about tweaking every monster, sanctuary door, etc to balance not using the MLA mod.

Still if you want to edit the files so they are balanced for playing without the MLA mod enabled or present, you are free to do so and I'll include them in the main mod if you provide them later on after testing, with due credit.

RSimpkinuk57 wrote:

E31p#110 Iryan, did you try to stop the party from shooting spells through the ceiling of the watch-tower exiting Wesrin by making some of the Krugs on top neutral until triggered hostile when the party goes upstairs? I rode up the elevator, met the two dogs on the ground floor, then lots of Krugs came down the stairs to attack my party. Party ran outside to gain space (attracting another Krug or two there). After the fight was over saw I'd killed a variety from shield bearers to scouts, including two throwers; but hadn't killed two more throwers that were white-coded with no life, and not attackable. They must have followed the rest down just to watch the fun. I let them wander off back where they'd come from; when I did go up the tower they (I'm guessing the same ones) and a raider still up there were then hostile.

Yes I did and obviously that's the monster coach system in operation where similar monsters join together to make a mob.

RSimpkinuk57 wrote:

PS about the old problem of skeletons on top of the wall in Wesrin Cross - I've had a walking corpse go up there. It started in the same side room as the Ancient Corpse mini-boss, but when my party made a fighting retreat the minion got bored with following along behind, wandered off, and must have gone up the same web ladder that the yellow spiders come down. Then there is that room inside the maze of tunnels where you trigger an ambush by yellow spiders - the ??? treasure thief showed up there, fled up the web (SD_R1 0.127/-2.000/-0.659/ 0x9EF4E908), and left two rare items atop the wall. Is this just something we'll have to live with?

I've only seen this occur once myself and I believe the webs are marked passable to monsters but not playable characters.

Still the skeletons start off locked in the room don't they? So maybe its the MLA mod adding extra monsters placing them where it thinks is a possible spawning spot?

Not sure how to prevent this from occurring.

Any of these green exclamation marks placed yet?

Could make for some interesting gameplay if you need a certain party member for certain quests. Like Ordus with Gyorn lol. It's just an idea. Understandable if it can't work at this moment, you may want to use custom quests for that.

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