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DS1 Legendary Mod for DS2 Beta Thread

This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

Full version Installer version
DS2 Legendary Mod v1.01 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix v1.01

Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't.

The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below.

Here's the links of all required files for the full version as separate modules;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330

Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions.

Partial Language Translations
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish https://siegetheday.org/?q=node/1330
Return to Arhok https://siegetheday.org/?q=node/1289

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions.

RSimpkinuk57 wrote:
More test results Yesterhaven Beta32j

In the Citadel, the two primary arrows (for King and Chalice) display correctly whenever party is distant enough from the quest stars (including when party is indoors going round the ground floor), but the stars themselves do not show on radar when party is indoors (either floor). They do show when party is in the inner forecourt, when party is on the outside battlements (1st floor level to a Brit, 2nd floor level by US thinking) and when party reaches the upper rooftop.


It is noticeably in a number of places with different floors or elevations in the region, that the radar has difficulties displaying the quest star or arrows. I first noticed this in the Goblin Warrens in KOE and there it necessitated putting in an extra task so that the arrow would always show.

When you examine the structure of the regions in DS2 and how the main quest tasks have been laid out, its apparent that it was all designed around this limitation. Not so with the old DS1 maps.

Especially with the Citadel in Yesterhaven, which has 3 floors. To make the arrow appear consistently there, I suspect it would need task points at each elevator - an extra two tasks to get through the Citadel. Also the 3 floors is why the fades don't work very well there - was it any better in the DS1 original?

As for the other comments, Yesterhaven has had quite a make-over with nearly everything you mentioned implemented and more. I've just started testing the current build last night but now you reminded me that the player could in fact run pass the Fire King and jump onto the elevator. So that will need to be rectified.

Hopefully it won't be long before the new build is available for testing and comments.

So, the files work; everything's looks fine. Upon my initial start-up, I found this to happen if you talk to Dhon more than once; https://www.youtube.com/watch?v=K6rV9-7h6fI

I don't quite remember if they have a second set of dialogue in the original, but I know an easy and rather simple way to fix it is make the trigger only happen once, then go to another, exact one without the Act I trigger. There's probably definitely a better way, but at least this would be slightly better.

Eksevis wrote:
So, the files work; everything's looks fine. Upon my initial start-up, I found this to happen if you talk to Dhon more than once; https://www.youtube.com/watch?v=K6rV9-7h6fI

I don't quite remember if they have a second set of dialogue in the original, but I know an easy and rather simple way to fix it is make the trigger only happen once, then go to another, exact one without the Act I trigger. There's probably definitely a better way, but at least this would be slightly better.


I'm glad everything is working well for you now, let me know if there's any glitches as you're testing the new resource files as well not just the maps.

The dialogue in LOA is yet to be revised, just like all the outstanding bugs. That is next on my list of things to do, once I finish the overhaul of Yesterhaven (which I did first as its a smaller map).

The dialogue for quest givers in the other maps has been revised to include alternate conversations or prompts, rather than repeating the important quest giving dialogue. In DS2 this is done through the npcs talk flick with an if, else if or else conditions. So a check is added to see if a conversation has already been said and if it has then an alternative conversation is spoken.

I'll add you comments to the LOA bug list of things to be fixed, revised or added. Thanks.

GPG designed map to use the same monsters as in KoE chapters 1 and 2, only rebranded. But because they wrote it as an MP map, they had to put in more monsters, especially in chapter 1, so as to give enough experience for four players' starting characters (any fewer and the monsters' exp-values get scaled down). This is why the hero in Legendary Mod Yesterhaven, even accompanied by Fiathna, will reach Act II levels ahead of the KoE farmer entering Wesrin Cross. By my benchmarks 13 instead of 9 (and that 13 from a mix of monsters in the blue and green experience zones even after Local adjustment).

Starting at level 3 is only a small extra exp input by comparison - in KoE (DS2) I expect my farmer to be level 3 before the bear cave. The only way a level 3 start can make a big difference, I guess, is when MLA is on all so that, roughly speaking, all monsters would be raised three levels throughout. I mean 3 levels higher than what they'd be in an MLA-All play-through from level 0.

iryan wrote:
The 3 floors is why the fades don't work very well there - was it any better in the DS1 original?
Yes it was. No problem there at all.
iryan wrote:
As for the other comments, Yesterhaven has had quite a make-over with nearly everything you mentioned implemented and more. I've just started testing the current build [...] but now you reminded me that the player could in fact run pass the Fire King and jump onto the elevator. So that will need to be rectified.
bare_elf wrote:
I wish Yesterhaven did not end as it does. It could end in Yesterhaven that was not under attack and things where normal, but you would have to leave and journey back to your own time. I also wonder about the other NPCs that end up in your party.
I'd favour the party teleporting from Citadel back to hot town, for a farewell visit, then home from there by a special portal (or equivalent) provided quests are complete. For a DS2 edition, which is what I consider Legendary Mod to be, not everything GPG did need be considered sacrosanct. The corridors between elevators up from the Citadel are of no interest. It would in any case be difficult (I presume) if not impossible to prevent party from using their own town portal spell, so make a virtue of necessity. The mayor at least already has a thanks-for-doing-quest speech (I didn't test anybody else). The penitent ex-Fire-King could be there to speak his final dialog. Hero does need to leave town eventually so we can have GPG's closing poem, then the chance to collect the treasure mentioned in the poem.

Epilogue ruins (however reached) should be a "town" (reload point) so town portal cannot be used to go back to hot town again. Which means the stash chest should be there. Since there would be no inn in which to find disbanded party members, disbanding companions could be considered as restoring them to their own homes. Tell players who want to see that happen to do the work themselves. (Yes I know bare_elf's comment was about their back-stories but mine is about their futures being a loose end.)

I've rediscovered two things that happen in the original. Epilogue ruins differed from prologue ruins in one respect - there was a closed gate across the way hero came in - closed, and could not be opened. 32j retains this faithfully. (I guess this was a clumsy device by GPG to stop players from trying to leave without discovering the treasure chests (and the poem). Now there is banter saying "touch the obelisk again", could the gate be removed?) When (if) player did take hero towards gate a title came up saying "The End".

(The other titles by the way were just "Chapter 1 Ice", "Chapter 2 Death" and "Chapter 3 Fire".)

The other thing is that the ex-Snow-Queen was not there at the start of Act III. She was triggered to appear and when she did she brought a short shower of rain (complete with small clap of thunder) to relieve the town's drought.

Trivial point - in the original the smith sold only armor in Acts II and III, it was his brother the Captain who sold weapons. Now the smith sells both throughout because in Act III the Captain is reagents merchant - but the smith's convo in Act I and the captain's in Act III are still GPG's and tuned to their version.

Y32j#38. (Found this in GPG's version, not checked it in 32j) Dante in his last convo says "decendants" should be "descendants".

Yesterhaven was created not by GPG but by A T. Kniley and friends with help from Xaa and his site game editing net. Both the original map and Yesterhaven Plus. You are correct in that they used a good deal of KoE assets because when Yesterhaven first came out DS1 was the only game and LoA was just over the horizon. It would be hard to know this unless you where there back in the glory days when sites like Siege Network, Herena Forge. Where modders like Xaa, Witness, Snow Fox, and at least 100 others where still active. Someday I will gather my notes and write a history of DS modding. After I fix the 386 running Windows 98 SE as it has most of the old sites on it.

Elf

Restarted after installing updated logic file to fix Phraks and removing my mod that used Kelti's template

Utraean Peninsula SE 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

[=16] Unified Objects, Sound and Voice Files uploaded 1/23/2016

See Far Hack On

Save Location

Hiroth

Quest Log

Primary Quests – Act 1 and Act 2 completed.

Secondary Quests – Act 1 and Act 2 completed.

Comments, Fixes That Work, Errors, Problems

1. Other than a few minor issues already reported Map looks nice.

2. Monsters leveling correctly

3. Quests completing correctly.

4. No Hiring problems.

5. Radar from Lang to Hiroth looks clean.

6. Nothing to report that is out of place, missing or wrong from Lang to Hiroth.

Party Members

Kylee Level 45 Sharpshooter

Tiahna Level 45 Sharpshooter

Xavier Level 45 Sharpshooter

Arisu Level 45 Magus

Sheba Level 45 Magus

Briahra Level 45 Magus

Elf

Have reached the Swamp and taken out the swamp witches.

Have NOT completed search for Marik.

Subterranean River lvl 26

Travelers Camp lvl 28

Dark Forest lv; 29

Eastern Swamp lvl 30

Other then Merick's quest The Lectars still do not seem to do much if any damage

Dwarf

Utraean Peninsula SE 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

Unified Objects, Sound and Voice Files uploaded 1/23/2016

See Far Hack on

Save Location

Mesa Desert Direct Connect

Quest Log

Primary Quests – Act 1 and Act 2 completed.

Secondary Quests – Act 1 and Act 2 completed. Threat to Hiroth, Hidden Secrets

Comments, Fixes That Work, Errors, Problems

1. Both Threat to Hiroth and Hidden Secrets quests do not always tell you when a section of the quest is completed.

2. Monsters leveling correctly

3. Quests completing correctly. See note 1

4. No Hiring problems.

5. Radar in Hiroth Castle all levels working fine.

Party Members

Kylee Level 46 Sharpshooter

Tiahna Level 46 Sharpshooter

Xavier Level 46 Sharpshooter

Arisu Level 46 Magus

Sheba Level 46 Magus

Briahra Level 46 Magus

Elf

There's a brand new beta version of Yesterhaven
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Map_Yesterhaven_Beta32m.ds2res
http://www.siegetheday.org/~iryan/files/Betav32/DS1_Mod_Logic_Beta32m.ds2res

Most, if not all of the bugs, suggestions and revisions noted in recent posts on Yesterhaven have been addressed. Unfortunately there's no log of changes at the moment as I unfortunately lost my work hard drive where they were stored.

The changes are quite extensive with all of the quests overhauled, some scrapped and some new ones added. The ending has also been touched up a little and hopefully will provide a better ending even if I didn't go as far as some have suggested. Most fades have been fixed except for the red dots showing prematurely at the end of the Snow Queen chapter (I could get them to disappear but then had problems fading in the next town properly). I finally fixed the fades in the Citadel of Ash, all I can conclude is that DS2 handles fades slightly differently to DS1.

You shouldn't be able to skip the main quest-line at all as there's plenty of doors and blocks in the way which I suppose is a good thing as there's plenty of things to collect now compared t previously.

Petseller in the Travelers camps still occasionally takes the "scarecrow" stance

I finally caught a Power miss-firing, this if for all the people over the years who have mentioned this happening.

If you look at the black line I have drawn you may see a faint line going across the map. This is the travel line of a Thunderous Shot, Note the Archer is AIMING AT THE DRAKE.

Insane Dwarf

Peninsula Herald, 32k. "Earlier reports of Krugs fighting phraks were more than confirmed today when an adventurer just outside Elddim witnessed a Krug scavenger viciously and without provocation turn on and kill one of its own kind - a scout. The latter, though strong enough that it ought to have prevailed, seemed too surprised to fight back. Nor was this an isolated incident, judging by the number of dead bodies of Krug apprentices found - one of them with what must have been its murderer standing right beside it."

My hero actually completed a skill level by being credited with experience when scavengers killed something, I didn't see what but quite likely a phrak, beyond some bushes.

I could not tell if the offenders were scavengers from the actors file, from generators, or both. Latest everything - combined converted files as downloaded, KG's content Alpha11a - except logic Beta32k.

RSimpkinuk57 wrote:
Peninsula Herald, 32k. "Earlier reports of Krugs fighting phraks were more than confirmed today when an adventurer just outside Elddim witnessed a Krug scavenger viciously and without provocation turn on and kill one of its own kind - a scout. The latter, though strong enough that it ought to have prevailed, seemed too surprised to fight back. Nor was this an isolated incident, judging by the number of dead bodies of Krug apprentices found - one of them with what must have been its murderer standing right beside it."

My hero actually completed a skill level by being credited with experience when scavengers killed something, I didn't see what but quite likely a phrak, beyond some bushes.

I could not tell if the offenders were scavengers from the actors file, from generators, or both. Latest everything - combined converted files as downloaded, KG's content Alpha11a - except logic Beta32k.


I'm not certain what exactly is causing that nor have I witnessed it myself but I do know that code exists in KillerGremal's Mod-DS1Content pack for actors to be generated as evil, neutral or good, though as far as I'm aware it only is used for the caged phrak in KillerGremal's Utraean Peninsula (was disabled for the Legendary Mod's Utraean Peninsula SE as it confuses players - I was getting bug reports about it).

That said, if the behaviour could be harnessed properly it could make for more interesting gameplay. I still have fond recollections from playing the original DOOM, where you could get the monsters to infight if they were hit by friendly fire. It was massive fun running around to get them to do that, especially the Caecodemons as their fireballs were relatively slow and easy to manipulate other monsters to get hit by them.

Imagine if you could do the same for some of the monsters in DS2, especially Bears and similar wild critters - why do they only attack you on sight & not the Krug and other intruders into their territory?

Maybe we should look into it?

sigofmugmort wrote:

I finally caught a Power miss-firing, this if for all the people over the years who have mentioned this happening.

If you look at the black line I have drawn you may see a faint line going across the map. This is the travel line of a Thunderous Shot, Note the Archer is AIMING AT THE DRAKE.

Insane Dwarf

I have seen that behaviour before in normal attacks using the Auto-Engage Mod with magic wielding characters- it seems to only effect the character under your control and they actually aim at the last place their previous attack was aimed at. Such behaviour occasionally appears when you were attacking something like barrels when a monster suddenly appears in the opposite direction. You would click on the monster but the character instead fires once at the position where the barrel was before correctly attacking the monster.

I know the Auto-Engage Mod is an artificial situation but perhaps there's a fault in the aiming code for ranged magic attacks under certain circumstances which is exacerbated by that particular mod.

I have the new files downloaded however I will wait to install them until I finish the 32K test runs of the Utraean Peninsula and Kingdom of Ehb.
Elf

iryan wrote:
Unfortunately there's no log of changes at the moment as I unfortunately lost my work hard drive where they were stored.

Iryan, I know an out of work group of PIXIES that like to help people find lost items and they only ask a bowl of cream to drink and a clean hearth to dance on as a reward.

(yes I really do know what you mean you have a dead hard drive but do not tell anyone I know the truth Smile )

Elf

Kingdom of Ehb 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Artic Caverns Direct Connect

Quest Log

Primary Quests – Seek Gyorn in Stonebridge, Journey to the Overseer,

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

Comments, Fixes That Work, Errors, Problems

1.Radar looks good

2.Monsters leveling correctly

3.Quests completing correctly.

4.No Hiring problems

5.So Far everything looks very clean.

6.Weird Legionary – Not one of the ones with sleeping sickness. This one at the back gate of Glacrean, he is standing at the gate, then runs a few steps done the trail following a female archer, falls over backwards, after a few seconds stands back up and runs a little more. Now what is funny is the perfectly operational female archer runs back to the fall over guy and stands there till he gets up and then runs off. Has this game been named?

Party Members

Addicyn Level 23 Sharpshooter

Naidi Level 23 Sharpshooter

Ulora Level 23 Sorceress

Zed Level 23 Sorcerer

Lorun Level 22 Sorcerer

Dog Level 23 Knight

Elf

Reached the Goblin Lair entrance now at level 34

The Trech that was not attacking previously made the mistake of swatting my Dwarf on the head and hurt itself :silly:

As to the 2 Legionnaires on patrol who fall down a lot I think someone may have greased the bottom of their shoes :silly:

Dwarf

Kingdom of Ehb 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Traveler Camp

Quest Log

Primary Quests – Seek Gyorn in Stonebridge, Journey to the Overseer, Search for Merik.

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Axe, A Sister's Message, Clear Glitterdelve Pass, Rescue Torg, Book Return, Homeless Blacksmith, Mysterious Relic. Dog has stated that the Mysterious Relic quest is spelled wrong it should be Mysterious Relick. Must be a wolf joke

Comments, Fixes That Work, Errors, Problems

1.Radar looks good – Except at Jerek's Trading Post there are two potion seller icons over his house. Not sure if I spelled his name correctly but the trading post between the Glacial Caverns and the Underground River.

2.Monsters leveling correctly

3.Quests completing correctly.

4.No Hiring problems

5.So Far everything looks very clean.

6.Had Merik in party until reaching traveler camp traded him in for Phaedriel now my party is three rangers and three combat/nature mages

Party Members

Addicyn Level 27 Sharpshooter

Naidi Level 27 Sharpshooter

Phaedriel Level 26 Sharpshooter

Ulora Level 27 Sorceress

Zed Level 27 Sorcerer

Lorun Level 26 Sorcerer

Elf

Utraean Peninsula SE 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

Unified Objects, Sound and Voice Files uploaded 1/23/2016

See Far Hack On

Save Location

Elddim (Town Of)

Quest Log

Primary Quests – All Primary Quests Completed

Secondary Quests – Remaining Quests The Great Explorer, The Lost Pyramids, Island in the Desert, The Lava Caverns

Comments, Fixes That Work, Errors, Problems

1. No major problems detected other than the passed out legionaries.

2. Monsters leveling correctly

3. Quests completing correctly.

4. No Hiring problems.

5. Radar up to this point working correctly.

Party Members

Kylee Level 48 Sharpshooter

Tiahna Level 48 Sharpshooter

Xavier Level 48 Sharpshooter

Arisu Level 48 Magus

Sheba Level 48 Magus

Briahra Level 48 Magus

Elf

Reached entrance to the Fury Lair

Considered booby-trapping Goblin Entrance or exit with bucket of blueberry sherbet to dump on any passing Elves :twisted: :silly:

Legionnaire ant Exit was in scarecrow position, was sitting down after save/exit/return (must have been tired)

Goblin lair level 34, 1st DC 35, 2nd DC 36, 3rd DC 37, Bonepickers 38, drowned Dungeon 39( no quest arrows in the Dungeon)

still have Naidi, Zed, Ulara, and Georn for second Dwarven Fist of Stone.

Insane Dwarf

sigofmugmort wrote:

Considered booby-trapping Goblin Entrance or exit with bucket of blueberry sherbet to dump on any passing Elves :twisted: :silly:


Sounds like a very good idea, a blueberry sherbet booby-trap. As this elf likes both blueberries and sherbet.
Insane Elf

One LARGE bucket of blueberry sherbet backed up with a spring-trap firings a batch of Blueberry sorbet :twisted: :woot: :yahoo: Dwarf

Kingdom of Ehb 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

See Far Hack On

Save Location

Goblin Stronghold Direct Connect

Quest Log

Primary Quests – Seek Gyorn in Stonebridge, Journey to the Overseer, Search for Merik.

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Axe, A Sister's Message, Clear Glitterdelve Pass, Rescue Torg, Book Return, Homeless Blacksmith, Mysterious Relic. Dog has stated that the Mysterious Relic, Confront the Bandit Boss, Shades of White, Purify the Temple.

Comments, Fixes That Work, Errors, Problems

1. Radar looks good.

2. Monsters leveling correctly

3. Quests completing correctly.

4. No Hiring problems

5. So Far everything looks very clean.

6. May not require a blueberry trap, the poison gas almost destroyed my party on the journey through the Eastern Swamp. Have you changed the way poison gas works. As in the past poison gas never had much effect on my party on any map. However this time the poison gas had a serious killing affect on my party. I was confused because my party was having problems fighting the monsters and staying away from the poison gas. Had to keep them in a very tight mirror mode formation to keep them out of the poison gas but that really limited my attacks on monsters.

7. Traveler Pet Seller is playing scarecrow, no matter how often you visit him or how often you save and restart after talking to him

Party Members

Addicyn Level 30 Sharpshooter

Naidi Level 30 Sharpshooter

Phaedriel Level 29 Sharpshooter

Ulora Level 30 Sorceress

Zed Level 30 Sorcerer

Lorun Level 29 Sorcerer

Elf

bare_elf wrote:

6. May not require a blueberry trap, the poison gas almost destroyed my party on the journey through the Eastern Swamp. Have you changed the way poison gas works. As in the past poison gas never had much effect on my party on any map. However this time the poison gas had a serious killing affect on my party. I was confused because my party was having problems fighting the monsters and staying away from the poison gas. Had to keep them in a very tight mirror mode formation to keep them out of the poison gas but that really limited my attacks on monsters.

7. Traveler Pet Seller is playing scarecrow, no matter how often you visit him or how often you save and restart after talking to him


I haven't changed anything about the way poison gas works but the MLA effects environmental hazards the same way as it does other level based actors and objects in the game. Perhaps the recent Mod-DS1Content changes this slightly?

I will revise the amount and placements of the traps.

Utraean Peninsula SE 32K

Broken World AllSaves

Monster Level Adjust Status LOCAL

Unified Objects, Sound and Voice Files uploaded 1/23/2016

See Far Hack On - Set at 50

Save Location

Elddim (Town Of)

Quest Log

Primary Quests – All Primary Quests Completed

Secondary Quests – All Secondary Quests Completed

Comments, Fixes That Work, Errors, Problems

1. Monsters leveling correctly

2. Quests completing correctly.

3. Half Giant Guard at Hovart's Folly North has no conversation.

4. Radar problem at Hovart's Folly North. A Direct Connect Icon shows on radar but does not exist on Map. This Direct Connect is not really needed as there is one just down the hill.

Party Members

Kylee Level 49 Sharpshooter

Tiahna Level 49 Sharpshooter

Xavier Level 49 Sharpshooter

Arisu Level 49 Magus

Sheba Level 49 Magus

Briahra Level 49 Magus

Elf

I will start the testing of Yesterhaven, I was going to say tomorrow but I just noticed that it is 1 AM so later tonight.
Sleepy Elf

2.2, All*Saves v2 (seefar off), Mod Logic Beta32m, Yesterhaven Beta32m, MLA Beta5r Local
Contents Alpha11a and SE_Beta32k. Monster-adjust-declared on. (Converted DS1 files removed but I did forget for a while to remove DS1_Mod_Content_Beta30 and _Exp_Content_Beta30b so for most of my way through the Act had these and the new combined content pack active. Shouldn't matter except not a full test that the new pack does have everything.)

A lot of good work been done. Quests working well. MLA Local levels match party well. I've been playing straight (speaking to quest givers when I meet them, for example) rather than trying to catch the map out. With 2 in party (hero combat/melee and Fiathna nature/ranged), no pet this time, achieved levels (previous 32j result in brackets)

  • 3 (3) entered town
  • 7 (6) rescued guard captain
  • 9 (9) entered Halls of Winter (ice caves)
  • 13 (11) reached Dante
  • 15 (13) confronted Snow Queen
Hero made 16 immediately on meeting the Queen so must have been at 15.99, Fiathna had also reached 16 by end of fight.

Queen, now that she is at the right level, was too much for my twosome; I got past her by making myself a mini-mod. I'll elaborate after bare_elf has had a go (take along your good custom bows but try at first without using them).

Town north gate and ice cave's new door can both be walked through while closed as if they weren't there (Krug came out of the cave and finding one inside to click on got one of my party members in blind.) So too, still, can gate from cemetery to forest at start of Act II. (Town's west gate in that Act now fixed.)

Back at the start of Act I, on first arrival in town the ground is covered in snow and radar background matches. Return later, whether by restart or by portal for some shopping, and the ground is still white but the radar background has turned green.

I watched the Fire King's Krugs win the fight in the ice cave (I believe my characters gained experience just by watching), this time with several of them left at the end, strictly neutral towards me.

Other maps

bare_elf wrote:
4. Radar problem at Hovart's Folly North. A Direct Connect Icon shows on radar but does not exist on Map. This Direct Connect is not really needed as there is one just down the hill.
That DC is newly removed (see bug report) because I had reported the Folly stairs not faded out if the DC was used.
bare_elf wrote:
the poison gas almost destroyed my party on the journey through the Eastern Swamp [KoE]
In Lang Mire not so many levels ago, so far as I remember, neither my MLA-disabled nor my MLA-local group had anybody insta-KO'd by gas trap, but at least one group noticed that gas emanations hurt and had better be moved away from quickly. In my opinion that is as it should be. Perhaps little warnings in both maps e.g. in banter? For KoE, something might have been done after my long ago (31m) report of finding the swamp troll mini-boss and all its gang dead from gas before I got there. My character placing potion to record the co-ordinates had keeled over while stopping to do so. That could have been a spot where two gas emissions overlapped, and the "something" done about it may have been the removal of some hazards rather than downgrading them.

P.S. Sorry to hear about your hard drive Iryan. Bare_elf, poor pixies, no wonder they are out of work, asking for clean hearths to dance on in these days of central heating.

When first approached the arms seller had no icon and as you can see lists him as unconscious at full health

The second shot is after saving/exiting/returning

now level 41

Insane :twisted: Dwarf

Yesterhaven 32M

Monster Level Adjust Beta 5R Local Mode

Mod-DS1-Content-Alpha11A

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set at 50

Save Location

Start of Act 2

Quest Log

Primary Quests – Mysterious Ruins, Salvation and Damnation, Confront the Snow Queen, Defend the Town.

Secondary Quests – None completed yet.

Comment Log

1. I like the new Start without Dante
2. Fiathna's Back Story is Great
3. The new blocks at town gate and Halls of winter perfect
4. New Placement of Teleporters so far is better than before
5. Snow Queen is harder just like she should be
6. New town folk conversations very good

Party Members

Maeve Level 21 Sharpshooter

Fiathna Level 21 Sorceress

Yesterhaven 32M

Monster Level Adjust Beta 5R Local Mode

Mod-DS1-Content-Alpha11A

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set at 50

Save Location

Start of Act 3

Quest Log

Primary Quests – Mysterious Ruins, Salvation and Damnation, Confront the Snow Queen, Defend the Town, Rescue Maid Gwendolyn, Confront Under Boss.

Secondary Quests – Gwendolyn's Necklace

Comment Log

1. I like the new Gwendolyn's Necklace quest and the back story provided by Undertaker
2. Tajj and Shalindra's Back Story are good.
3. The new blocks and keys for act 2 work fine
4. Radar for act 1 and 2 look as they should
5. Lich King not to difficult
6. Redric's story about the Fire King and Chalice interesting and actually useful.

Party Members

Maeve Level 27 Sharpshooter

Fiathna Level 27 Sorceress

Tajj Level 26 Knight

Shalindra Level 26 Sharpshooter

Pages