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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.

bare_elf wrote:

6. I found a portal on the Lang Mire side of the Sulfur Tunnels that takes you back to Dornek Firehammer. I know the reason for it being there. However maybe a sign saying where it goes might be a good idea. Otherwise you have to make the trip from Dornek's location to Meren and take the Teleporter back to Lang.
Elf

That was a bit messed up. I've now changed it so it takes you back to Dornek's Stone Quarry. It did say Portal back to Ancient Temple but that's probably wasn't informative enough.

I put it there for players who wished to explore the Sulfur Tunnels but didn't want to trek back through the tunnels and using a town portal would take you right back to Fallraen. Depending on what D.C. Connection Point you activated, you could have a long trek.

However as you have pointed out, if you found the portal from Lang, you would have an even longer trek (however taking a town portal would take you back to Lang anyhow). Now the portal will just take you to the other end of the Sulfur tunnels so you could trek back through them.

bare_elf wrote:
Okay I was able to reproduce the neutral Krugs using the All*Saves Broken World start. This time I made sure not to open the door out of the Crypts before saving.

Exploring the crypts again in the Editor, I realised what I did a couple of years ago. There's a trigger at the exit door from the crypts that deletes the generators. So if you proceed through the door, the 3 Krug will never reappear again.

However as you found out, if you kill the 3 Krugs, rescue or even don't rescue Ulora, save and quit before you exit the crypts, the 3 Krugs will reappear but be neutral. That's the problem with assuming players will do what you expect them to do.

Now I have added an additional trigger to Ulora's hiring flick, which I hope will remove the generators as well. However I have made the trigger turning the 3 Krug hostile into a repeatable trigger, so if the player reaches the room with Ulora, kill the Krug but decides not to recruit her and also decides that's a good place to save and quit the game, when they reach the room again the encounter between Ulora and the 3 Krug will repeat itself (they should turn hostile). This will continue until the player decides to either recruit Ulora or continue out of the crypts. Whew....

bare_elf wrote:
Moros wrote:

The guard captain gives you the quest "Clear Glitterdelve Pass" and his ? mark disappears, it still isn't there when you've opened the gates and spoken to him again.

When playing DS1 you had to go through Wesrin Cross and blow up the red barrel open the gate and talk to the guard captain. With the DS2/BW version you do not need to speak to the guard captain a second time. It was my understanding that once the gate was opened the quest would complete. As it is now the quest completes when you near the gate, this I believe is wrong.

Elf


The quest is indeed suppose to complete when you open the gates but I inadvertently left in an old trigger from the earlier versions which will prematurely end the quest just by getting close to the gate (again an assumption that the player will try to blow up the explosive barrel from a distance instead of getting up close and personal with it). This should now be fixed.

My belief is that once you open the gate, the quest is basically complete as you have completed what was asked of you. Your reward is just knowing you did a favour to the good citizens of Stonebridge (or more precisely checking off the quest in your journal in order to get personal satisfaction out of completing every quest available).

Delaying continuing in LoA, I ran a few parties at start of KoE with regards to starting chest and Edgar's locker.

In BW everything is fine but in DS2 is the problem. to get the chest to fail to open you must save and exit before trying to open. In Edgar's basement you must save and exit AFTER getting close enough for it to load for it to fail to open.

Using a Summon portal in the crypts I was sent back to the farm not Skartis and I had saved and exited after talking to him.

Insane Dwarf

sigofmugmort1 wrote:
Delaying continuing in LoA, I ran a few parties at start of KoE with regards to starting chest and Edgar's locker.

In BW everything is fine but in DS2 is the problem. to get the chest to fail to open you must save and exit before trying to open. In Edgar's basement you must save and exit AFTER getting close enough for it to load for it to fail to open.

Using a Summon portal in the crypts I was sent back to the farm not Skartis and I had saved and exited after talking to him.

Insane Dwarf


Perhaps the answer is as simple as the pcontent call mentioned by KillerGremal is response to my question about it.

Perhaps in DS2 the game engine gets confused because created_pcontent _on_drop was set to false. It loads the specified template when the area gets loaded into the game but if the player quits before opening the chest, it can mess up the chest? Maybe GPG became aware of this after DS2 was released and fixed it for BW but not for DS2 v2.2?

Anyhow Í hope to release a new beta soon which will have all the chests altered to true on the pcontent drop and we'll see if that fixes the problem. There'll be lots to test as everything mentioned since the release of beta33a has been looked at plus summons should now work thanks to Hardless, and there's 50 DS1 summon spells to try out, and the hack fix for the Unguis and Lectars.

And I changed the start of Ehb so the game doesn't auto save/start near Skartis anymore. Instead there's a D.C. Connection Save just past Skartis. The necromancer near Skartis has also been removed but there's the resurrection statue at the start.

Perhaps I can move the D.C. Connection to opposite Skartis to make it a bit more obvious.

Utraean Peninsula 33A

Monster Level Adjust Beta 5S ALL Mode

Broken World AllSaves See Far Hack set to off
I did not convert this computer to the version 1 of AllSaves

Save Location

Redwood Gap DC

Quest Log

Primary Quests – Elddim Town Stone, Crystwind Town Stone, Fallraen Town Stone, Meren Town Stone, Lang Stone.

Secondary Quests – A Farmer's Scythe, A New Way to Travel, Orchard Cellar, Hovart's Folly, Travel to Crystwind, Dwarven Secrets, Fallraen Barracks, Travel to Fallraen, Dornek's Quarry, Pirates of Meren, Travel to Meren, Confront Bandit Boss, Travel to Lang, Goblin's Secret Plans.

Comment Log

1. Quests Completing correctly.
2. Monsters are leveling correctly. Remaining yellow, and between 32 and 35.
3. Radar looks good so far.
4. Quest arrows to this point working correctly.
5. No problems hiring people.
6. Elevator Outer Goblin Warrens has no gather points, must load in mirror mode.
7. Mimics are now working correctly, forgot to note that earlier.

Party Members

Dryad 33A Level 33 Sharpshooter

Tiahna Level 33 Sharpshooter

Xavier Level 33 Sharpshooter

Arisu Level 33 Magus

Sheba Level 32 Magus

Briahra Level 33 Magus

Elf

Kingdom of Ehb 33A

Broken World AllSaves Version 1.0

Monster Level Adjust Status All

Save Location

Alpine Cavern's Entrance DC

Quest Log

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

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Homeless Blacksmith, Find Ordus' Axe, A Sister's Message.

Comments, Fixes That Work, Errors, Problems

1. Monsters are leveling correctly.

2. The radar from Crypts of the Sacred Blood to Alpine Cavern looks good.

3. Quests completing correctly.

4. No Hiring problems

5. Guard Tower Elevators in Glacern working correctly.

6. Still wish the Gates of Glacern could be closed after passing through them.

7. Sanctuary Door (combat magic) at location ID_R2. -0.312/-1.500/1.587/0X04EEAA79 can be walked through while closed.

Party Members

Elf 33A Level 19 Marksman
Naidi Level 18 Marksman
Ulora Level 18 Wizard
Zed Level 18 Scholar
Elf

Kingdom of Ehb 33A

Monster Level Adjust Beta 5S LOCAL Mode

Dungeon Siege 2

Dungeon Siege AllSaves See Far Hack set to off

Save Location

Alpine Cavern's Entrance

Quest Log

Primary Quests – Seek Gyorn in Stonebridge, Journey to Overseer

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Clear Glitterdelve Pass, Rescue Torg, Find Ordus' Axe, Homeless Blacksmith

Comment Log

1. Quests Completing correctly.

2. Monsters are leveling as expected.

3. Radar looks good so far.

4. Quest arrows to this point seem to be working correctly.

5. No problems hiring people.

6. If I save at a save point, and exit the game when I restart I find I am at the Starting Farm House. The portal takes me back to where I should be however I would think since I saved while in Stonebridge I should restart there. If I save at Stonebridge and then restart I restart in Stonebridge not the farmhouse. I do not believe this happens when I am playing using Broken World.

7. Sanctuary Door at SD_R1. -1979/ 0.000/ 1.145/ 0X36BA7194 can be passed through without opening. This seems to occur more often on Combat Magic Sanctuary doors. Than Nature Magic, Ranged or Melee doors.

8. Forgot to find Ordus' Axe, so ran back to the guard tower on the other side of the gate to Glitterdelve pass. Then continued on to Alpine Cavern's Entrance. So now the DS2 and BW parties are at the same point.

Party Members

Lili Level 18 Marksman

Naidi Level 17 Marksman

Ulora Level 17 Wizard

Zed Level 17 Wizard

Elf

I started a new game in Legends of Aranna. I have not encountered any problems yet.

Legends of Aranna 33A

Broken World AllSaves Version 1.0

Monster Level Adjust Status LOCAL

Save Location

Halls of the Lost

Quest Log

Primary Quests – The First Trial, The Lost Queen

Secondary Quests – The Trapper, Family Bow

Comments, Fixes That Work, Errors, Problems

1. Monsters are leveling correctly.

2. The radar looks good.

3. Quests completing correctly.

4. No Hiring problems

Party Members

Zhenya Level 9 Archer
Lyssa Level 8 Archer
Jondar Level 9 Hedge Wizard
Elf

Naidi text, "I would have felt more comfortable If we had bought along the dwarf"

We've reached Glacern :dance1: ,no other problems to report.

All 4 characters are level 19, Suki and Ulora entered those mines at level 14 and Gyorn and Naidi at level 13, all monsters levels are yellow as expected.
A note to myself, "those krug killer dogs could do with beefing up another 100 points". :thumbup1:

iryan wrote:
Anyhow Í hope to release a new beta soon which will have all the chests altered to true on the pcontent drop and we'll see if that fixes the problem.
That was the first thing I tried changing on the ice dungeon chest (for Fortress Kroth lorebook). I've just been testing both the farm chest (worn dagger) and Edgaar's locker again, using my hero Deadeye (level 45) from pre-33a.

The farm chest (pcontent drop defaults) cannot be opened after saving. Deadeye can open Edgaar's locker (create_pcontent_on_drop = false) if last save was back at the farm; but if he goes to fetch Ulora then comes back to Edgaar with her then she cannot open the locker and after she has failed neither can he (I haven't seen what would happen if he tries first while she watches).

Changing both chest and locker to explicit create_pcontent_on_drop = true makes no difference. Renaming the Content file (to QDS1_Mod_Content_Beta33a), tried separately, also made no difference - except to Ulora's coat - despite my belief that it has fixed the ice dungeon chest for me.

bare_elf wrote:

6. If I save at a save point, and exit the game when I restart I find I am at the Starting Farm House. The portal takes me back to where I should be however I would think since I saved while in Stonebridge I should restart there. If I save at Stonebridge and then restart I restart in Stonebridge not the farmhouse. I do not believe this happens when I am playing using Broken World.

Elf


Starting at the Farm House should only happen until you reach Stonebridge, then once you save at Stonebridge and reload your save, you should start at Stonebridge. Isn't this what happening? You do say this in your 3rd paragraph but then contradict this with the first paragraph.

I've already mentioned I modified the start of Ehb, so until you reach Stonebridge - the first true town, you restart at the Farmhouse. The farmer who was a necromancer is no longer at the bridge but there is the resurrection statue at the Farmhouse. This is meant more for high level parties than beginning parties.

So the first section of Ehb is more in tune with the DS1 original. You do have a chance to buy supplies from Skartis, which didn't occur in the original.

I have moved the position of the D.C. Connecting Point at the Bridge to opposite Skartis, just in case the player saves after reaching Skartis and quits the game (obviously expecting to start at the bridge if they were playing earlier betas).

If you reach Stonebridge, save there and quit but restart at the Farmhouse, then yes that is a major bug and I will fix it.

iryan wrote:
bare_elf wrote:

6. If I save at a save point, and exit the game when I restart I find I am at the Starting Farm House. The portal takes me back to where I should be however I would think since I saved while in Stonebridge I should restart there. If I save at Stonebridge and then restart I restart in Stonebridge not the farmhouse. I do not believe this happens when I am playing using Broken World.

Elf


Starting at the Farm House should only happen until you reach Stonebridge, then once you save at Stonebridge and reload your save, you should start at Stonebridge. Isn't this what happening? You do say this in your 3rd paragraph but then contradict this with the first paragraph.

I've already mentioned I modified the start of Ehb, so until you reach Stonebridge - the first true town, you restart at the Farmhouse. The farmer who was a necromancer is no longer at the bridge but there is the resurrection statue at the Farmhouse. This is meant more for high level parties than beginning parties.

So the first section of Ehb is more in tune with the DS1 original. You do have a chance to buy supplies from Skartis, which didn't occur in the original.

I have moved the position of the D.C. Connecting Point at the Bridge to opposite Skartis, just in case the player saves after reaching Skartis and quits the game (obviously expecting to start at the bridge if they were playing earlier betas).

If you reach Stonebridge, save there and quit but restart at the Farmhouse, then yes that is a major bug and I will fix it.


Sorry iryan it was late at night and I have about 5 active parties on 3 different maps 2 parties playing from DS2 and 3 playing from Broken World. So that last comment even confused me when I re-read it. I checked again. I made it to Stonebridge but exited the game prior to a saving in Stonebridge. When I restarted the game of course I was at the farm house because when I used the postal I popped up at the DC prior to Stonebridge. Again sorry for the my confused sleepy mind.
Elf

Has anyone a copy of the DS2 Map Menu Fix which I posted about 18 months or so ago? I have lost the original when I had backup problems earlier this year.

I want to use it to test a problem with the Steam version of DS2 and also link it on the thread for DS2 users.

I discovered that if you use the default Steam DS2 exe, none of the maps appear on the map menu (except for Return to Arhok strangely enough). Yet using the AllSaves DS2 Steam Launcher, they all appear in the Steam version. Though all previous save games don't appear.

The reason I conclude is that the Steam DS2 exe blocks mods from being used with it. The special AllSaves DS2 Steam Launcher I distribute with the mod, uses a custom DS2 exe to disable the CRC check but it also seems to remove the blocking of mods as well.

So to use the Legendary Mod with the Steam version of DS2, the user must play the mod using the included AllSaves DS2 Steam version launcher which can be installed at the end of the setup process for the mod.

Unfortunately the launcher is incompatible with previous saved games so they'll disappear from the load game menu.

This is the responsibility of both GPG and possibly Square-Enix for programming DS2 in the first place to be hostile to mods.

bare_elf wrote:

Sorry iryan it was late at night and I have about 5 active parties on 3 different maps 2 parties playing from DS2 and 3 playing from Broken World. So that last comment even confused me when I re-read it. I checked again. I made it to Stonebridge but exited the game prior to a saving in Stonebridge. When I restarted the game of course I was at the farm house because when I used the postal I popped up at the DC prior to Stonebridge. Again sorry for the my confused sleepy mind.
Elf

No apologies necessary. I was very confident that there wasn't an issue with saving in Stonebridge and I, more than most, am quite familiar with having a confused sleepy mind.

iryan wrote:
Has anyone a copy of the DS2 Map Menu Fix which I posted about 18 months or so ago? I have lost the original when I had backup problems earlier this year.

I want to use it to test a problem with the Steam version of DS2 and also link it on the thread for DS2 users.


Iryan check your mail box I will upload it in about 5 Minutes.

Elf

Kingdom of Ehb 33A

Monster Level Adjust Beta 5S LOCAL Mode

Dungeon Siege 2

Dungeon Siege AllSaves See Far Hack set to off

Save Location

Eastern Swamp DC

Quest Log

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

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Clear Glitterdelve Pass, Rescue Torg, Find Ordus' Axe, Homeless Blacksmith, Mysterious Relic, Confront Bandit Boss, Shades of White.

Comment Log

1. Quests Completing correctly.

2. Monsters are leveling as expected.

3. Quest arrows to this point seem to be working correctly.

4. No problems hiring people.

5. Small area near Eastern Swamp DC the radar is black, DF_R1. -0.776/0.000/-2.080/0XDA32E025

Party Members

Lili Level 24 Sharpshooter

Naidi Level 24 Sharpshooter

Phaedriel Level 23 Sharpshooter

Ulora Level 24 Sorceress

Zed Level 24 Sorcerer

Elf

Well we got through that subterranean river with great difficulty, that place is infested with those Lunger monsters, they're the only creatures that have floored my whole party, not once but 3 times :jawdrop:.
I think they might need looking at or I've got the wrong party for it, I currently have 3 Melee fighters, 1 Archer and 1 Combat mage.

Traveller Camp, slight error with Kroduk's text,
"Maybe, Suki, but we are kindred spirits, never settling down in one place yet always welcoming however may be down in their luck." The last part of the text doesn't make much sense to me.

Sent Kroduk to the inn and hired Phaedriel, 2 Melee, 2 Archers and a Combat mage, at last some extra long range fire power :dance1:.

@bare_elf, those bows look awesome, you wouldn't mind sharing your weapons would you, and any extra armour that you have as well if you don't mind Wink :mrgreen: ?

EDIT, Group Photo at the Eastern Swamp, from left to right.
Character Level.
Gyorn and Suki 26.
Ulora 26
Naidi 26 and Phaedriel 25, how can Phaedriel be a character level 25 if she's only a 23 ranger?.

I've fixed the problem with the worn dagger chest in the cottage, Edgaar's locker, etc. Since they worked up to 32s the cause had to be something that has changed in 33a, so nothing to do with use points or create_pcontent_on_drop. By repeated little tests on the farm I zeroed in on the answer which is to reinstate ehb_quest_containers from Logic_Beta32s into Logic_Beta33a (by extract and re-tank). This fixed the symptom of the sparkle not going out as well as that of the containers not opening and not dropping their contents. I've played through past Edgaar's testing this.

The upstairs bookcase in the big farmhouse still sparkles when the lorebook about the crypts is claimed but of course this is in a different gas file that I haven't bothered to roll back (ctn_container_bookcase). Similar files for the other maps had better be looked at too.

Further, the only difference between the two versions, and thus the cause of the trouble, looks to be the addition of maintain_state = true; to all the [efct_emitter] blocks.

Other matters

Moros wrote:
"Maybe, Suki, but we are kindred spirits, never settling down in one place yet always welcoming however may be down in their luck." The last part of the text doesn't make much sense to me.
"whoever may be down in their luck" would make sense.
Moros wrote:
the Heart Stopper bow doesn't have the dexterity bonus anymore, is that a new feature or is that something else that's gone a bit wonky.
Yes it does. My ranger hero (who'd started from level Innocent got the "requires Ranged 4" version which grants +4 to Dexterity. Deadeye, level 45, got a version which gives something like +42 to Dexterity.

Level 44 Ulora - her armor, spellbook and the spells within get set suitably high level, but she retains a non-adjusted level 0 druid staff and three starter spells in inventory outside the book (lesser firebolt, multispray and icebolt).

Changes to start - in 33a (files as per my KoE 33a Act I (1) report) I noticed that reloading a game saved at the ruined bridge returns the player to the farm, where the statue acts as necromancer, but thereafter until Stonebridge both town portal spell and reloads from saved games still returned me to the ruined bridge where there is a shop - Skartis - which is what I wanted, but no necromancer.

Level 3 farmer? - Quickstep my hero left Stonebridge with two companions (Ulora and Naidi) equipped as I wanted them, with 4th party slot already paid for (ready for Gloern) and with 1615 gold to spare, so the extra nearly-600 given when starting a hero at level 3 (as in Utraean Peninsula and in Yesterhaven) might be welcome but won't make too much difference. Especially since the only chance to spend money earlier is with Skartis who doesn't sell weapons or armor.

AllSaves launcher for Steam - since BW save files are incompatible with vanilla DS2, I presume AllSaves DS2 launcher must ignore them (whereas BW launcher should recognise and offer to convert DS2 parties). So could old Steam save files (non-BW) contain as identifier not just CRC, but version number 2.3 too, confusing the AllSaves Steam launcher?

RSimpkinuk57 wrote:

Further, the only difference between the two versions, and thus the cause of the trouble, looks to be the addition of maintain_state = true; to all the [efct_emitter] blocks.


That's correct as that was my first attempt to remove the sparkles that return once you reload a saved game. It wasn't sufficiently tested by myself.

Now I've added a trigger to all special chests and bookcases so they deactivate themselves only used by the player. So I hope this bug has been squashed now.

RSimpkinuk57 wrote:

Level 44 Ulora - her armor, spellbook and the spells within get set suitably high level, but she retains a non-adjusted level 0 druid staff and three starter spells in inventory outside the book (lesser firebolt, firespray and icebolt).

That's a legacy of early alpha builds and is common to all magic using recruitable characters. I have now removed those spells from the characters as the hiring flick now automatically provides them with spells and potions appropriate to their level.

RSimpkinuk57 wrote:

Changes to start - in 33a (files as per my KoE 33a Act I (1) report) I noticed that reloading a game saved at the ruined bridge returns the player to the farm, where the statue acts as necromancer, but thereafter until Stonebridge both town portal spell and reloads from saved games still returned me to the ruined bridge where there is a shop - Skartis - which is what I wanted, but no necromancer.

I missed a trigger on the other side of the bridge which activated the old save position. Should be fixed now.

Moros wrote:
Well we got through that subterranean river with great difficulty, that place is infested with those Lunger monsters, they're the only creatures that have floored my whole party, not once but 3 times :jawdrop:.
I think they might need looking at or I've got the wrong party for it, I currently have 3 Melee fighters, 1 Archer and 1 Combat mage.

Lungers have always been very nasty even in DS1. They have a very fast attack animation.

I have reduced their overall stats a bit by making them inherit from evil_actor_minor rather than evil_actor_normal.

Additionally I have reduced their attack speed by 25% and given them an additional weakness to death magic. They already had a weakness to melee (not ranged as they are small and quick so making them hard to hit with ranged) but their high attack speed still gave them an advantage.

Now I hope they are balanced better.

Moros wrote:

Naidi 26 and Phaedriel 25, how can Phaedriel be a character level 25 if she's only a 23 ranger?.

Phaedriel is dual class (Blood Assassin if you're using Broken World). Many of the later characters are dual class like this to give players a chance to use the new classes from Broken World as well as greater flexibility in not necessarily being locked into a single class.

Reached the Beach cliff DC MLA Local, 2 blood assassins plus nature mage all lvl 10

did 3 runs thru to the Lost Queen, party level 8 each time

Lost Queen Level 6,6,5 2 Aimed shots from first party exploded her with first.
Ice Bolt, Fire Bolt and Arrows killed her in 3 seconds
with her doing little damage in second
Third party I set Lyssa and Jondar to non-combat and a Dual-wield
human took her down in half a minute by himself.

Since its been a while hears a Resource check

Sigofmugmort
Insane Dwarf

Azunite Scholar text, "The temple guardian was too powerful for me but as I fled I lock the door behind me." shouldn't it be locked?

Ulora text 1, "Phew, this smells worst than even the krug". wouldn't it sound better if it was "Phew, this smells even worse than the krug do"?
Ulora text 2, "Yes you're right, I just hope that I can stop from throwing up" it would sound better if it was "I just hope that I can can stop myself from throwing up"?

Thoughts on the game so far.
Up to exiting the Glitterdelve Mines this game was very enjoyable, but on the road to Glacern it seems to have taken a turn for the worse, a lot of the monsters I've come across have been over powered and my weak kneed bunch of muppets can't blinking handle them.

I'm about coming to the end of my tether with this current game, the armour and weapons I get from the blacksmiths are no match for these blinking monsters, 3 times I've gone into the Eastern Swamp and have had most of my party killed or knocked unconscious within minutes by these over powered creatures. :censored:

I've been working my way from the Azunite Scholar going South and then coming back North to clear the whole lot of the scum, Meh!, I usually reach the cemetery coming back North with the normal game but with this mod I haven't even gotten near it yet.
I'm blinking fed up of having to use power after blooming power to try and get through a battle without my party dying and its starting to get old really fast.
I need some extra firepower and armour, if any ones got any please let me know. :thumbup:

Current Party.
2 Melee
2 Archers
1 Combat Mage
Monsters are level 27 and yellow

Kingdom of Ehb 33A

Broken World AllSaves Version 1.0

Monster Level Adjust Status All

Save Location

Eastern Swamp DC

Quest Log

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

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Homeless Blacksmith, Find Ordus' Axe, A Sister's Message, Mysterious Relic, Confront Bandit Boss, Shades of White.

Comments, Fixes That Work, Errors, Problems

1. Monsters are leveling correctly.

2. The radar good except for the small area near eastern swamp direct connect, as noted in my DS2 KoE report.

3. Quests completing correctly.

4. No Hiring problems

5. Lungers of all types are difficult especially when in mobs, I know they are week to melee, however I find them easier to beat with a combination of ranged and combat magic. Please do not change them.

6. All the things I reported as problems in my DS2 KoE report where present when playing from Broken World.

Party Members

Elf 33A Level 25 Sharpshooter
Naidi Level 25 Sharpshooter
Phaedriel Level 24 Sharpshooter
Ulora Level 25 Sorceress
Zed Level 25 Sorcerer
Elf

Moros wrote:
Azunite Scholar text, "The temple guardian was too powerful for me but as I fled I lock the door behind me." shouldn't it be locked?

Ulora text 1, "Phew, this smells worst than even the krug". wouldn't it sound better if it was "Phew, this smells even worse than the krug do"?
Ulora text 2, "Yes you're right, I just hope that I can stop from throwing up" it would sound better if it was "I just hope that I can can stop myself from throwing up"?

Thoughts on the game so far.
Up to exiting the Glitterdelve Mines this game was very enjoyable, but on the road to Glacern it seems to have taken a turn for the worse, a lot of the monsters I've come across have been over powered and my weak kneed bunch of muppets can't blinking handle them.

I'm about coming to the end of my tether with this current game, the armour and weapons I get from the blacksmiths are no match for these blinking monsters, 3 times I've gone into the Eastern Swamp and have had most of my party killed or knocked unconscious within minutes by these over powered creatures. :censored:

I've been working my way from the Azunite Scholar going South and then coming back North to clear the whole lot of the scum, Meh!, I usually reach the cemetery coming back North with the normal game but with this mod I haven't even gotten near it yet.
I'm blinking fed up of having to use power after blooming power to try and get through a battle without my party dying and its starting to get old really fast.
I need some extra firepower and armour, if any ones got any please let me know. :thumbup:

Current Party.
2 Melee
2 Archers
1 Combat Mage
Monsters are level 27 and yellow


I agree with you on the conversation changes. As for the problems you are having with a good number of the monsters such as lungers of all types. I find that I have an easier time when my party consists of several dual or triple skilled party members. I also rarely operate with single class melee characters, I know that a good number of monsters are weak to melee, but when the melee fighters run in to do battle, the rangers and mages tend to try and save them.
Here are some ideas of how to configure a party, all of my rangers also have combat magic and nature magic skills the important nature magic spell is heal placed in an auto cast slot in the spell book. All of my mages are dual class Combat and Nature. Higher level in combat than nature. However they all have the spell heal in an auto cast slot even when operating in full Combat Magic mode.
Current Party
3 Sharpshooters
2 Combat/Nature Mages.

If you are playing from Broken World I would recommend this spell mod. https://www.siegetheday.org/files/BW_Spells_Reload.zip as it have some very powerful combat and nature magic attack spells, even when your mages are not as yet very powerful. Combat mages have Hell Bolt, Blackened Soul and Massive Firebolt. Nature mages get Laser Beam. The problem I find in ranged weapons is not really their attack power but their limited range. I guess I could create a small mod with one or two bows of better range, and some other weapons with a little more power if you really wanted them. However you could also download some of Volkan/PhoeniX's Armor mods and Several of Dark Elf's Weapon mods. As they are also very effective.

I would also recommend operating in rampage mode when attacked by a mob. I rarely if ever use mirror mode because whatever your primary character is fighting so is everyone else.

Elf

KoE Temple Eastern Swamp DS_R1. 5.302/0.500/-5.812/0X1C2FAFCE
Interesting door issue. Since I have two parties in Ehb, one operating from DS2 and one operating from Broken World. I discovered this when my broken world party made it to the temple to purify it. I was being overrun by undead things so closed the temple doors. The undead just walked in. So after purifying the temple my party walked out without opening the doors and walked back in without opening the doors. It is a bit tricky since the walls and doors are so tall, but it can be done. I verified this with my DS2 party, since they where just kicking back at the Eastern Swamp D.C. waiting their turn to get their shoes muddy.

Elf

I will write a full report once both parties are at the Pirate Cove DC.

I've uploaded a new beta for everyone to try. All recent comments, except for the door at the Ancient Temple in the Eastern Swamps of Ehb, have been addressed. This release should be completely compatible with save games.

http://www.siegetheday.org/~iryan/files/Betav33/DS1_Mod_Logic_Beta33b.ds2res
http://www.siegetheday.org/~iryan/files/Betav33/DS1_Map_World_Beta33b.ds2res
http://www.siegetheday.org/~iryan/files/Betav33/DS1_Map_Yesterhaven_Beta33b.ds2res

Apart from the posted comments, the DS1 summon spells have been restored thanks to Hardless. There's 50 monsters to summon for you to experiment with.

For Moros, I've tweaked the monsters in Eastern Swamp a bit, adding weaknesses to lightning and fire but not much else. Part of the experience of playing the game is finding the monster's weaknesses and exploiting them. In the Eastern Swamp, the swamp trolls should be the most dangerous as they are tough and quick, a dangerous combination. However they now have two weaknesses for you to exploit. The zombies, tretch, lurkers, hydracks, etc., while dangerous in their own right are either immobile or very slow. Manglers and swamp stingers are relatively fragile.

Playing a tactical game should help you overcome these monsters. Rushing headlong into their midst isn't a good idea however.

I'll download these today sometime, thank you iryan. :thumbup1:

Meh! I had a bit of a meltdown last night, 5 swamp trolls, 4 swamp slingers, 6 swamp stingers and 2 witches with their summons went through my lot like an hot knife through butter, I must remember to stop charging in like a bull in a china shop. :roll:
Success. :bat:
The cemetery and the island have been cleansed of the SCUM,:sigh:, I gave them all the heal spell in autocast mode and that helped quite a bit, they were still being laid out right left and centre by the way but we managed to survive it.
@bare_elf, that was a really good tip about the heal spell, I've got Suki using spirit embrace and Gyorn using wrath of the bear at the moment but why I haven't thought of using heal before now is a mystery. As for your fine offers of weapons, armour and spells I'll decline that for now but thank you anyway. :thumbup1:

Modding this game, I thought this mod had your characters auto drinking potions but I've not seen them do it as yet, does anyone know which file I have to modify to activate this feature as I've forgotten. Sad

Quest went well except for one Item

Note: 4 characters attacking but only the Melee doing damage to the gate.

Here is a shot of the phantom crystals that seem to be just window dressing as well as odd rocks in the caves that block movement but not arrows

Dwarf

I wanted to check the changes on the 33B update so I started a new Ehb Party to check things out between the Farm House and the Goblin Stronghold. Then I will continue on with my 33A party and follow on with this party if I encounter a problem just to verify it is not caused by a party started in an older version of the map.

Kingdom of Ehb 33B

Monster Level Adjust Beta 5S ALL Mode

Dungeon Siege 2

Dungeon Siege AllSaves See Far Hack set to off

Save Location

Stonebridge

Quest Log

Primary Quests – Seek Gyorn in Stonebridge,

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean,

Comment Log

1. Quests Completing correctly.

2. Monsters are leveling as expected.

3. Quest arrows to this point seem to be working correctly.

4. No problems hiring people.

5. Sparkles go out on trunks, chests and books once important item has been recovered.

6. Broken Bridge – radar is black when crossing bridge to secret area.

7. Broken Bridge – Direct connect teleporter has been moved however radar still shows it in old location. This caused me to miss it the first time.

8. Ulora has the spell summon Jade Gargoyle in an auto cast slot and it is a very nice ranged backup for her.

Party Members

Bare_Elf Level 7 Archer

Naidi Level 6 Archer

Ulora Level 6 Hedge Wizard

Zed Level 5 Theurgist

Elf

Kingdom of Ehb 33B

Monster Level Adjust Beta 5S ALL Mode

Dungeon Siege 2

Dungeon Siege AllSaves See Far Hack set to off

Save Location

Glitterdelve Direct Connect

Quest Log

Primary Quests – Seek Gyorn in Stonebridge,

Secondary Quests – Clear Edgaar's Basement, Skrubb the Beach Clean, Find Ordus' Axe, Clear Glitterdelve Pass,

Comment Log

1. Quests Completing correctly. Clear Glitterdelve Pass completes correctly only after gate is opened.

2. Monsters are leveling as expected.

3. No problems hiring people.

4. Quest Arrow vanishes on entering Wesrin Cross Great Hall and does not reappear until you arrive in Glitterdelve Guard Tower. There is also no star on the door to giant spider.

5. Monsters can walk through closed grill on small room near the start of the Wesrin Cross Great Hall.

6. Zed has the spell Summon Skeleton in an auto cast slot and it is working very nicely.

7. When I restarted in Glitterdelve Gloern was missing, I had not hired him but got the quest from him. I expected him to be standing by the buildings of Glitterdelve under the 3 crown hireable character icon. The icon was there but he was missing no where to be found!

8. Mine Worm in Glitterdelve Mine location DN_R2. 2.44/0.000/0.537/0X2A242B35 pops up out of the ground, you can attack it and it will attack you until its life goes down by about 30% then it can not be attacked and it stops attacking you. I saw this once before with same mine worm, but can not remember if it was in version 33A or 32S.

9. Quest Arrow in Glitterdelve Mine 180 degrees out of phase with actual quest direction.

Party Members

Bare_Elf Level 13 Marksman

Naidi Level 13 Marksman

Ulora Level 13 Wizard

Zed Level 12 Wizard

Elf

A new beginning with 2 mods activated.
Cinbri Assassin mod
Enhanced multiclass mod
Latest 33b beta's
Monster Level Adjust Beta 5s all mode.
Broken World
Dungeon Siege BWAllSaves v1
These are the previous mistakes I've spotted so far.
The quest item "worn dagger", the book on the left side says useful which is correct, but on the right side it still says usefull.
These 3 krug were spotted just before Edgaars house, they're just going round and round in a circle, they can still be attacked though.

Ordus Jarrell in Stonebridge, he has no icon above his head but still gives you his quest to get the axe, completed it and it updates correctly. :thumbup:
A few more mistakes.
Glitterdelve Mines, Torg's lucky amulet,


Glacern.
Legionnaire Guard who mentions the secret cellar, she has "suppose" in her text when it should be "supposed".

Ava Riverstarn.
"Twas kind during these attacks" " it would be better if it was, "Twas kind of you during these attacks"
My band of cut throats all using fire weapons or fire spells, all of them are level 20.

No other mistakes to report, although at times it can get too hectic to notice any. :thumbup:

Klaandak died in the cave WITHOUT me attacking him. another Krug kept hitting him and I just stood back and watched Insane :jawdrop:

Dwarf

Reached the Travelers Camp with all quests successful, traded Najj for Meaghan so now 3 archers and one nature mage

Doing the Destroy the Shadow Gate quest leaves the party at level 16 with most of the Monsters in the jungle and in the ruins 2 or more levels lower (of course a level 12 gulick can still shred a level 16 rather well) near the Camp is when monstere are back even with the party.

Seams the most Trees in the Jungle do not block ranged attacks or movement either, like the glowing crystals in various caves

Dwarf

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