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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:

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

Insane :twisted: Dwarf


This is the same bug as reported before since Legionnaire Beuwel actually uses the same base template as the other legionnaires. What I believe happened here is that the other legionnaires regained health & so consciousness by the time you reached the Fort but the Lieutenant didn't. Upon reloading, all legionnaires were unconscious.

The bug is fixed but hasn't been made public yet as it requires re-downloading new versions of the maps. I'll wait until I get further bug reports before uploading them.

RSimpkinuk57 wrote:

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).

I must admit that I went through the map with a BW character starting at level 39 with a local game for quick testing of the quest and other additions/fixes and not balance. So I couldn't see how she fared now. I did tweak her spell arsenal and changed her base level (for disabled MLA mode) but attack only slightly. Incidentally I did try giving some fancy effects similar to the original but failed. Any ideas welcomed.

RSimpkinuk57 wrote:

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.)

These doors are super annoying, especially as I can't find out why they work like that. Everything seems correct in the templates. The ones I've fixed so far, I had to actually put a blocking object behind them that was linked to the door/gate. So if you try to move pass the door/gate you couldn't but clicking on the door/gate removes the blocking object. Looks like I'll have to do that for these two as well.

RSimpkinuk57 wrote:

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.

I did change the levels of the Fire Krug but left them inheriting from base_krug rather than weak or trivial so it looks like their base stats may be superior. When I went through, two of the Snow Krugs prevailed at the end so it may just be random.

Still they need to be defeated to be realistic. I did think about using the Snow Queen in the fight like the original encounter in DS1 but I couldn't think of a way to make her appear or disappear spectacularly enough.

RSimpkinuk57 wrote:

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.[

Yes I removed the direct connect point but forgot to redraw the radar to remove it from the mini-radar.

RSimpkinuk57 wrote:

P.S. Sorry to hear about your hard drive Iryan.

Stuff happens, it was actually an external hard drive I use for working on and it did give some warning signs before quitting but I didn't notice them as such at the time. Most of the important work was backed up elsewhere but I did lose a lot of source files and such.

Cliffs of Fire reached.

Level 43, have added Sikra

Radar map in Halls of the Skull were really out of it.

Everything else running smoothly, no longer have 2 quest arrows from not finishing Search for merik quest.

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 3

Quest Log

Primary Quests – All Completed

Secondary Quests – All Completed

Comment Log

1. Citadel of Ash fades appear to be working correctly.

2. End Game Much better. Maybe when the Obelisk is pressed the final time the party could vanish in a fog. Leaves an opening for Yesterhaven 2 Smile

3. Wish the map was a little bigger, but oh well such is Yesterhaven.

Party Members

Maeve Level 29 Sharpshooter

Fiathna Level 29 Sorceress

Tajj Level 28 Knight

Shalindra Level 28 Sharpshooter

bare_elf wrote:

2. End Game Much better. Maybe when the Obelisk is pressed the final time the party could vanish in a fog. Leaves an opening for Yesterhaven 2 Smile

3. Wish the map was a little bigger, but oh well such is Yesterhaven.


I tried to make the ending as good as I could within my technical limitations in using flick and available time. I would like to revisit the ending and also look at enabling the two in-game encounters with the Snow Queen and Fire King. The first encounter with the Snow Queen would help to avoid any fire krugs remaining after the encounter in the Halls of Winter - maybe I could set something up like I did with the Pirate Ship in the bonus level in DS2BW Adepts. If you remember the pirate ship explodes as part of the quest, maybe something similar could be implemented with snowy textures instead to simulate the Snow Queen vanishing after the fight.

Yesterhaven is like a delicious dollop of ice cream or desert, just enough to whet the appetite but leaves you wanting more.

It would actually be an interesting experiment to enlarge Yesterhaven somewhat with parts of other maps. There are areas in each hub where other regions could be tacked on without looking too much out of place.

bare_elf wrote:
5. Snow Queen is harder just like she should be
iryan wrote:
I must admit that I went through the map with a BW character starting at level 39 with a local game for quick testing of the quest and other additions/fixes and not balance. So I couldn't see how she fared now. I did tweak her spell arsenal and changed her base level (for disabled MLA mode) but attack only slightly.

bare_elf, how did you beat the Queen? She should be hard, but I'm finding her pretty much impossible.

I've been trying to test her again but though I have a saved game from just before her, getting back to her from the last teleport (Dante) takes time, even with the towers almost emptied of opposition (but not completely - always something has re-spawned, and sometimes it is the big gargoyle, I mean guardian).

My hero was level 15 on the very brink of 16. I reported that Fiathna rose from 15 to 16 during my fight but was wrong, it got her to the brink but she turned 16 early in Defending the Town. Queen is meant to be 17 but MLA usually adds a level or two to that giving her roughly 7000 to 7500 health. (My notes from 31p KoE, long ago now, show the level 16 Giant Spider in Wesrin Cross, faced by my larger level 16 group there, having under 4200.)

The big problem with the Queen is her so-called "Life Embrace" buff. I'm not really familiar with it but the official description on the spell ("requires nature magic level 34" - of course the Queen is unbeatable, though the story requires she be beaten, if she can cast level 34 spells) is "... allowing them to absorb health from enemies they damage". Cast by a nature 42 for example the buff claims to grant 5% health steal, which I read as meaning that a buffed attacker inflicting 100 damage should regain just 5 points of own health (I'm not sure if that should be calculated as % of raw attack value or of what is left after target's armor and resistances). Please correct me if this is a misunderstanding and the %steal is calculated off something else. Well that is not what the Queen's buff does. It gives her rapid and massive health re-generation without having to make any attacks at all. I've seen this when neither of my characters was under attack - one unconscious, having been caught trying to drink too-slow health potion, and the other run away to a safe distance. So if I knock her down a few hundred she just casts her buff and is back to full health faster than I can get my own team battle-ready again.

When she summons a gargoyle/guardian, she shows as "controlling summoned" (and thus cannot summon again) for the whole natural duration of the spell despite her summoned creature having been destroyed almost as soon as it appeared.

Either her Ha'ku-like teleport does not work or she never bothered to use it.

I don't believe she is cycling through her arsenal of attack spells, just picking one and sticking with it.

Interestingly, after beating her (as I said, I made my own mod nobbling her), if I use wait mode to split the party then as soon as the one below in haunted town steps off the ice elevator then it goes ascends automatically without the one left behind having to pull the lever, but when nobody is left above then it stays down.

iryan wrote:
These doors are super annoying, especially as I can't find out why they work like that. Everything seems correct in the templates.
Just like that stone counter used for altars etc that keeps refusing to block movement. Didn't you think once that the game must be thinking it is off the ground with room to walk underneath it?
iryan wrote:
When I went through, two of the Snow Krugs prevailed [over the Fire Krug] so it may just be random.
Since it is melee against ranged I suppose a lot depends on whether the ranged all pick the same target or not.

By the way, after tomorrow no more posts from me for over a week.

I wondered, is there any way to activate the "jewels" looting (those which provide extra experience) ?

I've always wondered bought Dragon gender in Ehb. Scorch is called He in som of the lore/convos but as you can see is listed as a Dragon Queen

Is it Scorch who's confused, Scholars, or what? :silly: :fishslap: Laughing out loud

Insane :bat: Dwarf

RSimpkinuk57 wrote:

bare_elf, how did you beat the Queen? She should be hard, but I'm finding her pretty much impossible.


The Snow Queen killed my Mage almost instantly so my primary character a ranger kept attacking from just beyond the snow queen's magic attacks. It took some time and a good deal of health potions but she was finally put down.
Elf

Gemeaux333 wrote:
I wondered, is there any way to activate the "jewels" looting (those which provide extra experience) ?

Yes there is by providing a min-mod to overwrite the base settings in the map. I'll make one up and post it later. The Legendary Mod is designed to be mod-able so that gameplay can be changed to the user's preference, so this is a good start to that.

I personally don't like the jewels but that's just because they weren't present in DS1 or DS2 but some action rpg games use them

sigofmugmort wrote:
I've always wondered bought Dragon gender in Ehb. Scorch is called He in som of the lore/convos but as you can see is listed as a Dragon Queen

Is it Scorch who's confused, Scholars, or what? :silly: :fishslap: Laughing out loud

Insane :bat: Dwarf


You are quite right, the Dragon Queen is the version used in the Utraean Peninsula as she has eggs and hatchlings there. Scorch should be probably be a male since its already referred to such in the lore. I will change that.

So its not Scorch who is confused, or Scholars but the what....in this case me :fishslap:

bare_elf wrote:
The Snow Queen killed my Mage almost instantly so my primary character a ranger kept attacking from just beyond the snow queen's magic attacks. It took some time and a good deal of health potions but she was finally put down.
Change a few details and that is the story of how my pair beat the big gargoyle after it got onto the escape-back-down elevator with them (combat mage out for the count, Fiathna using bow for hit-and-run and needing health potion only when I mistimed a run). Against the Queen it was her health-regaining buff that prevented me from putting her down the same way.

Last time out I'd a ranger hero so this time was trying a combat hero (since there will be none to recruit). Fiathna I'm playing as nature/ranged because that is what Dryads do. Her ranged has got ahead of her nature but now we've finished with the ice-resistant Act I monsters I want her to concentrate on nature in Act II ready to freeze the ice-weak fire creatures in Act III. Hence I've spent most of her skill points on nature: no Far Shot and without that and with the bows I'd found she could not outrange the Queen.

Iryan's problem is to make her beatable - even if it does take lots of health potion - by any primary: melee, ranged or mage; plus dryad. Bearing in mind that this early in hero's career hero may have found nothing (except the 4% amulet) and done nothing to resist ice. (Fiathna I'd got to 27%).

+++ UPDATE +++ iryan and I were posting simultaneously.

iryan wrote:
It sounds like that the Life Embrace buff is the main problem. I'll replace it with something else less powerful.
She should not have anything at all (my opinion). Or if she does have something less powerful in the health-gaining line then way less max health. Lots of health yes, or recovers health yes, either makes for a challenge, but both those no. My two characters against her were 265 and 215 respectively making her thirty times "bigger" than their average. Though perhaps some fine tuning of the Local table could trim her a bit too. I haven't checked the setting for the towers but in the ice cave monsters started at all orange zone and by the end had just started getting down to yellow so that part could certainly be made one level lower.

Health just a few times bigger than characters' (and attack to match) but with evasion (teleport), (re-)gaining health somehow, and several-at-a-time summoned gargoyles (I think I saw 3 in the original when I tried it recently using an elite-level hero in a starter-level game) as distraction and screen would distinguish her from the usual type of boss.

This is only a guess, but maybe Ha'ku mages teleport away when they think they are in trouble - have taken a hard hit (lot of health lost in one go) - when with the Queen it is more like death-by-a-thousand-cuts.

+++ Further thought +++
I'd find the map easier if the recruits were to show up in the order dryad in Act I but as ranger (secondary nature?), half-giant unchanged in Act II and the elf Act III but as mage: combat or dual combat/nature. (Or melee last but that would mess up all the work done on their quests.)
+++end

bare_elf wrote:
RSimpkinuk57 wrote:

bare_elf, how did you beat the Queen? She should be hard, but I'm finding her pretty much impossible.


The Snow Queen killed my Mage almost instantly so my primary character a ranger kept attacking from just beyond the snow queen's magic attacks. It took some time and a good deal of health potions but she was finally put down.
Elf

It sounds like that the Life Embrace buff is the main problem. I'll replace it with something else less powerful. She did have the ability to heal herself originally in the mod but that was just as unbalanced as her health could be restored near to full just near death.

The teleport spell works in the Frost Queen in the Utraean Peninsula so I don't know why it doesn't here. Also I don't know why the quirk is happening to her summons, its just a standard summon spell.

I'll revise her and test her out thoroughly in a test map.

That's an interesting hint about the elevator, I wonder if I can replicate that naturally with a party. I did use fades to remove the elevator eventually in haunted Yesterhaven.

iryan wrote:
Gemeaux333 wrote:
I wondered, is there any way to activate the "jewels" looting (those which provide extra experience) ?

Yes there is by providing a min-mod to overwrite the base settings in the map. I'll make one up and post it later. The Legendary Mod is designed to be mod-able so that gameplay can be changed to the user's preference, so this is a good start to that.

I personally don't like the jewels but that's just because they weren't present in DS1 or DS2 but some action rpg games use them

@iryan: I understand this actually.
Exp jewels are still enabled because they were the only way to adjust exp at the beginning of this mod, and they are still available because some players thought - after I disabled the exp jewels temporarily (because of an alternate/normal way) - this would be now a mod release without exp rewards anymore...

 

@Gemeaux333: There is also the monster_adjust_ball_drop option, player's wish should count here. But even if enabled, there won't be any extra experience (or it's bugged), only the way will change how the experience arrives at your party.

I said that because it worked divinely with the Dungeon Siege 2 and Broken World campaign, the amount of experience earned this way was really significant (10-20 additional levels)

I've reached the undertunnels and completed the Chamber of Stars now at level 46

I note that in the Castle the party with ranged attacks(bow or spell) can successfully attack monsters on the floor above.

Dwarf

A LONG time ago I noted this spot and there was some concern over the light/dark deliniation

not a concern or missed in the info-overload :wacko:

Diplomatic Talks with the Snow Queen got quit vigorous :bat:

Between Fluffy's Howl and Staggering Blow things came to a satisfying conclusion :twisted:

Insane Dwarf

I was looking around on some old CDs and DVDs and found a character that I used ages ago to test some of the alpha maps. I think I will use her to run through Yesterhaven with the MLA mod disabled. Then Yesterhaven with MLA set to ALL and Local (I made a copy of the original character save so that I can start at the same level in each run through).
Megan is a Level 61 Crusader. I will let you know what happens playing the map with a higher level character.

Elf

sigofmugmort wrote:
A LONG time ago I noted this spot and there was some concern over the light/dark deliniation

not a concern or missed in the info-overload :wacko:

Insane Dwarf


Yes that was missed in the info overload. I did notice it during my playthrough and took a screenshot but I was too preoccupied in testing the other changes I made in the map that I overlooked it. It's where too regions join together and I believe the fix is to make the lighting values the same fro both regions.

bare_elf wrote:
I was looking around on some old CDs and DVDs and found a character that I used ages ago to test some of the alpha maps. I think I will use her to run through Yesterhaven with the MLA mod disabled. Then Yesterhaven with MLA set to ALL and Local (I made a copy of the original character save so that I can start at the same level in each run through).
Megan is a Level 61 Crusader. I will let you know what happens playing the map with a higher level character.

Elf


Well that was really a bad idea, first 99% of the items in her inventory have either been renamed, removed or changed in some fashion. Second with MLA set to disabled she just over powered everything, so playing was no challenge at all. The last one totally baffles me The problem with the elevator back to the Yesterhaven from the Ice Queen where it stopped half way down that happened many revisions ago happened to her. I therefore started a new character and visited the Ice Queen and the elevator worked(the see far hack in both cases was on and set to 50). I will try the same character again with MLA set to all just to see what occurs.

Elf

I think it'd be cool if you added a teleporter home after defeating Gom (to where the bridge can be fixed in the farmlands leading to the path with the crushed goblin.) It could be kind of how Aranna was after defeating Shadowjumper. If this was implemented, it might look more normal to add some sort of central teleporter pads to Stonebridge and likewise towns too :3

I am of course talking about the Ehb map lol

Pardon me but: AAAAAGH!!! I thought we had found all of these.

With Sword, break did not
With Bow, Break did not
With Spell, Break did not
Fluffy's Howl Break it took.

Party had mixed feelings. Quests are nice but Spider guts and webs are a pain to get out of Hair and Fur.

Fluffy did Not like the walking corpses (foul taste yuck) but did like the Skeleton's (BONZE Smile ) especially the one that tried to move away from him. (More BONZE, Catch BONZE Smile Smile )

Insane Dwarf

Yesterhaven 32M

Monster Level Adjust Beta 5R All Mode

Mod-DS1-Content-Alpha11A

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Yesterhaven Start of Act 2

Quest Log

Primary Quests – Act 1 Completed, Defend the Town

Secondary Quests –

Comment Log

1. Quest Completing correctly.
2. Monsters leveling correctly.
3. No issues so far.

Party Members

Megan Level 66 Crusader

Fiathna Level 66 Grand Magus

Tajj Level 65 Grand Preserver

A one handed weapon that requires Overbear. :?

Dwarf

Frey completed at lvl 26, only item is the one others mentioned before abought the Fire King using the flat of his hammer.

Started Act I with Skandar from KoE, level 48 preserver, sent fiantha back to the inn to stay warm as the Krug kept beating up on her

Note that the Krug at this level are Healed by ice.

Dwarf

Just a quick comment as it is getting late. The Teleport Station located in the Halls of the Dead @ LL_06_UC. -0696/ 0.000/ 1.038/ 0XF1CDD3B2 shows in the teleport table as Portal_07A. I did not notice this on the last run through as I blew by this station to snuff out the Undead Master.

Elf

Well, Skandar took the Teleporter back to the Halls of winter enrtance to continue. Saw a Krug and of course immediately chased and Killed it then looked up and saw

had run thru the door :jawdrop: The quest did update properly.

Insane Dwarf

Yesterhaven 32M

Monster Level Adjust Beta 5R All Mode

Mod-DS1-Content-Alpha11A

Unified Objects, Sound and Voice

Broken World AllSaves See Far Hack set to off

Save Location

Yesterhaven Start of Act 3

Quest Log

Primary Quests – Act 1 and Act 2 Completed

Secondary Quests – Gwendolyn's Necklace

Comment Log

1. Quests Completing correctly.

2. Monsters leveling correctly.

Party Members

Megan Level 70 Crusader

Fiathna Level 70 Grand Magus

Tajj Level 69 Grand Preserver

Shalindra Level 69 Master Assassin

All the quests are complete and the game is over. All worked very well except for the minor oddities that Sigofmugmort and I made note of.

Elf

From unique_items_BETA32K list I see that Magical Plate is meant to be a one-of-3-possibilities unique to be found in Hiroth Castle, nowhere else. So should be defined with is_pcontent_allowed=false? Well in Yesterhaven Act I (2.2, Mod Logic Beta32m) before my week away, I found Magical Plate (at different levels) several times in shops and drops with both normal and rare modifiers e.g. "Pale Magical Plate of the Weasel (Rare Magical Plate) Armor: 38 Requires Combat Magic 9" with 8 enchantments. (Eight enchantments!)

RSimpkinuk57 wrote:
From unique_items_BETA32K list I see that Magical Plate is meant to be a one-of-3-possibilities unique to be found in Hiroth Castle, nowhere else. So should be defined with is_pcontent_allowed=false? Well in Yesterhaven Act I (2.2, Mod Logic Beta32m) before my week away, I found Magical Plate (at different levels) several times in shops and drops with both normal and rare modifiers e.g. "Pale Magical Plate of the Weasel (Rare Magical Plate) Armor: 38 Requires Combat Magic 9" with 8 enchantments. (Eight enchantments!)

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

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

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