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Hotfix Mod / Aranna Legacy Mod

I hope nobody has something against when i'm opening here a thread about the Hotfix Mod resp. Aranna Legacy Mod, but GPG's garage forum has widely lost its clearness and reliability due the flood of spam there.
Sad

So this thread here is rather intended to catch (rescue?) all GPG 'fugitives' than to start a new modding offensive. So many years have passed since the game was released and personal priorities have changed since then partially too - however, for the time being smaller bugs or lacks (probably) still will be fixed.

 

Mod download:

Hotfix Mod, Beta 5p (22.3MB, for DS2 base version, ReadMe)

Aranna Legacy Mod, Alpha 4a (25.5MB, for DS2 Broken World addon, ReadMe)
 

Note maybe:
- The Aranna Legacy mod is basically the same as the Hotfix mod, but the Aranna Legacy mod
  contains some additional fixes and tunings specially for the Broken World addon (v2.3/BW).
- If you don't like to read the entire ReadMe file right now, there's also a shorter overview online.

Hi KillerGremal is in the Broken world that ghost like in Eirluan prison (start location Eirluan outpost) who help me skip regular and mercenary difficulty that i can go directly to the elite?

Czacki:
"Throwers are super strong for like 60% of the game, then become surpassed by mages and pretty much NEED flurry+rapid strike to match the dps of plasma globes + dehydrate, lel. Still funny, but objectively weaker than mages."
Agree but in this case, if you want catch dps like mages use Volkan´s weapons pack (alters damage according your actual skill)
With that weapons pack and Flurry power Shock Shock Shock
I recommend try it.

The work needed for the current release was quite extensive, and the more is tuned, the more opportunities there are to refine it once again.
However I had time to retest several things, still some aspects of the Kalrathia Rebellion needs to be checked in the addon too.

 

DurenChibi wrote:
. . .
Regarding Lord Kaltharia's quest, every time I report back to him, he always says:
"You have returned."
The conversation continues normally when he told that he had Azunite Blood inside him too, and he gave his will to the hero to continue the legacy (or more like it, I didn't remember the detail of the conversation).
After the conversation ended, the orange question mark still appears on his head.
When I right clicked on him, the conversation begins again from "You have returned".
. . .
In the addon? Or in v2.2?
Further reports (whether working or not) are generally appreciated.

 

DurenChibi wrote:
. . .
Regarding casting speed, I see, I don't think I have any choice except to stare at the monitor and see if it's useful or not to invest enough points in Quickened Casting.
. . .
In Eirulan, Aman'lu and Kalrathia there are training dummies with a (revealing) clock symbol where you will get reports about your attack speed.

 

DurenChibi wrote:
Hi Killergremal,

I was wondering about those nice Harpies Summon you made.
As I know (by using those summons in game):
1. Harpy 1 uses mini Spear and shield as melee attacker
2. Harpy 2 uses mini dagger and shield as ranged attacker
3. Harpy 3 uses spear without shield as melee attacker?
4. Harpy 4, what does it use and what role is it?

Since I can't use Adepts summon anymore while playing Legendary Mod Maps, I've been trying to take a look at summons replacements, in which, Harpy fits (standard summons of DS2 don't suite my taste).

Question:
Is there any way to increase their attack speed?
Is there any way to make them use, say, using two swords or daggers so they can attack faster?
Is there any way to increase their movement speed?

Cheers.

Well, when the DPS of the original (GPG's) Summons is taken as reference (a 'concept' widely used in this mod) in order to create a custom (balanced) summoned monster, then more speed also means less damage to maintain the given DPS. :o
As player you can increase a summon's attack speed however by the 'Summon Alacrity' skill. The addon also features a corresponding magical bonus on items.

1: Melee with a lance.
2: Thrown with a Shiv as weapon.
3: Thrown with a spear (some more range, some less defense).
4: Thrown with a Shiv as weapon again*.

* not that creative, will chance perhaps once...
Sadly the Harpy model has only one single attack animation at all - so the weapon may chance, the animation/movement not.

Note maybe, the Harpy summon is made for mages with Nature and Combat magic on equal/similar levels (and as high as possible), then the Harpy summon will perform above average. With a big difference between Nature and Combat magic however it will turn out as a waste of mana.
There is no way on player-side however to increase the moving speed, reaction time or how fast/attentive they perform their guarding job.

 

Artie wrote:
On the version Alpha3s of Aranna Legacy many monsters on my PC are colored in permanent colours, like red, blue, green, and doesn't have any textures. On the previous version Alpha3q everithing was fine.

Edit: Just figured out that this issue may, or may not happen when starting new game, like random.

Hm, must be a rare bug !(?)
Must look funny however...

 

Legosp wrote:
Hi KillerGremal is in the Broken world that ghost like in Eirluan prison (start location Eirluan outpost) who help me skip regular and mercenary difficulty that i can go directly to the elite?
. . .
One ghost is on the Greilyn Tutorial Beach, the other inside an Eirulan Prison cell (both actually provided by the Level Adjustment mod).
Your hero's level however should fit more or less the level requirements.

KillerGremal wrote:

 
DurenChibi wrote:
. . .
Regarding Lord Kaltharia's quest, every time I report back to him, he always says:
"You have returned."
The conversation continues normally when he told that he had Azunite Blood inside him too, and he gave his will to the hero to continue the legacy (or more like it, I didn't remember the detail of the conversation).
After the conversation ended, the orange question mark still appears on his head.
When I right clicked on him, the conversation begins again from "You have returned".
. . .
In the addon? Or in v2.2?
Further reports (whether working or not) are generally appreciated.

This happened in DS2BW when I used Aranna Legacy 3s with Elys' DS2BW All Saves v.2.

 

KillerGremal wrote:

DurenChibi wrote:
. . .
Regarding casting speed, I see, I don't think I have any choice except to stare at the monitor and see if it's useful or not to invest enough points in Quickened Casting.
. . .
In Eirulan, Aman'lu and Kalrathia there are training dummies with a (revealing) clock symbol where you will get reports about your attack speed.

Thank you very much for the information, although lately I've been using game_speed = 200, so I don't think I'll notice how fast or slow the attack speed is Smile

 

KillerGremal wrote:

DurenChibi wrote:
Hi Killergremal,

I was wondering about those nice Harpies Summon you made.
As I know (by using those summons in game):
1. Harpy 1 uses mini Spear and shield as melee attacker
2. Harpy 2 uses mini dagger and shield as ranged attacker
3. Harpy 3 uses spear without shield as melee attacker?
4. Harpy 4, what does it use and what role is it?

Since I can't use Adepts summon anymore while playing Legendary Mod Maps, I've been trying to take a look at summons replacements, in which, Harpy fits (standard summons of DS2 don't suite my taste).

Question:
Is there any way to increase their attack speed?
Is there any way to make them use, say, using two swords or daggers so they can attack faster?
Is there any way to increase their movement speed?

Cheers.

Well, when the DPS of the original (GPG's) Summons is taken as reference (a 'concept' widely used in this mod) in order to create a custom (balanced) summoned monster, then more speed also means less damage to maintain the given DPS. :o
As player you can increase a summon's attack speed however by the 'Summon Alacrity' skill. The addon also features a corresponding magical bonus on items.

1: Melee with a lance.
2: Thrown with a Shiv as weapon.
3: Thrown with a spear (some more range, some less defense).
4: Thrown with a Shiv as weapon again*.

* not that creative, will chance perhaps once...
Sadly the Harpy model has only one single attack animation at all - so the weapon may chance, the animation/movement not.

Note maybe, the Harpy summon is made for mages with Nature and Combat magic on equal/similar levels (and as high as possible), then the Harpy summon will perform above average. With a big difference between Nature and Combat magic however it will turn out as a waste of mana.
There is no way on player-side however to increase the moving speed, reaction time or how fast/attentive they perform their guarding job.

Oh well, I used Rending Aura Magician (more Magic Damage is always welcomed for me), so both Nature and Combat Class were quite high for my Mages party.
I was wondering if those Harpies used two daggers/swords, so they could attack faster, but eh... I guessed it didn't work that way. I think I'll just play with Summoned Alacrity Smile
As for about the Harpy's movement speed, I was thinking that it would be better for them so they may engage the enemies faster and the enemies may target them first since they're the closest.
But again, with 28 Summon Might, these Harpies are... more than enough to be meat shield and attackers Smile

Thank you for this mod KillerGremal! I found a few glitches I'm not sure you may know about. I'm using this mod with The Legendary Mod, nothing else. Every now and then when I activate my power nothing happens. Also for some reason my inventory glitched up to a point where nothing could be clicked on or moved or anything so I had to reload my save for it to work again. Another thing I found is that Transmute doesn't seem to work right anymore, the item I transmute will disappear instead of turning into anything.

I'm actually not certain if it's from your mod or from The Legendary Mod, but I was assuming it was because your mod affects a lot of technical stuff.

I found these glitches/bugs in the KoE map and I'm using BW/Aranna Legacy.

I forgot to mention that some interactive objects will show up in the radar map as green instead of blue for some reason, and some don't show up at all.

Hi QueenEmi, thanks for your feedback. Smile

QueenEmi wrote:
. . .
Every now and then when I activate my power nothing happens. . . .
I'm aware of this phenomenom, it seems to happen sometimes when you press a power key 2x in a very short time, perhaps even within one and the same frame.
Of course I will keep this in mind, usually however tuning the handling of user inputs is quite tricky/affordable.

 

QueenEmi wrote:
. . .
Also for some reason my inventory glitched up to a point where nothing could be clicked on or moved or anything so I had to reload my save for it to work again. . . .
Locked inventories is an old annoyance. No way found however to reproduce it as rare the situations are where/when it happens - making it always impossible to examine it in order to find a work-around.

 

QueenEmi wrote:
. . .
Another thing I found is that Transmute doesn't seem to work right anymore, the item I transmute will disappear instead of turning into anything.

I'm actually not certain if it's from your mod or from The Legendary Mod, but I was assuming it was because your mod affects a lot of technical stuff.
. . .

Strange, it seems to work well also with Legendary mod, and the corresponding transmutation recipes do as well.
Do you have any other mods installed, or do you have set/disabled any display filters in the game options (not to show some type of items)?

 

QueenEmi wrote:
. . .
I forgot to mention that some interactive objects will show up in the radar map as green instead of blue for some reason, and some don't show up at all.
With this mod only items show up on the radar map among the non-living objects.
Interactive things like signs or (big) levers do not, small levers however depending on your magic-find rate (and your hero level) using green dots then to mark places that can be interesting to meet.

Umm, is there anyway to turn Retaliation off? It's the only thing that destroys my gameplay, because my tank keeps dying all the time Sad
I noticed that retaliation only occurs when any character from your party is at melee range of mobs during the fight, hope that helps to fix it.
@edit
Retalation is bearable, but this bug isn't :
http://imgur.com/8C90Ju2
Sartan HP is blank, if I will use him for a while from this moment, then he will die and his whole portrait will turn RED, in that state he is not able to be ressurected nor healed, I need to die with my whole party to get it going, and it happens pretty often (it is happening to every member of my party, not only Sartan)

Razarah wrote:
Umm, is there anyway to turn Retaliation off? It's the only thing that destroys my gameplay, because my tank keeps dying all the time Sad
I noticed that retaliation only occurs when any character from your party is at melee range of mobs during the fight, hope that helps to fix it.
@edit
Retalation is bearable, but this bug isn't :
http://imgur.com/8C90Ju2
Sartan HP is blank, if I will use him for a while from this moment, then he will die and his whole portrait will turn RED, in that state he is not able to be ressurected nor healed, I need to die with my whole party to get it going, and it happens pretty often (it is happening to every member of my party, not only Sartan)
Obvisously I missed the 'Easter leisure time window'... Sad
...however I really hope I will find this weekend enough time for a new release.

Concerning Sartan however, I have no idea what could cause this - never seen so far.
- Did you try to release him to the Inn temporarily (instead of party suicide)?
- What does the initial test summary say? Is everything ok?

It is not happening on Sartan only, it happens mostly to Sartan and Lothar and rarely to my hero and Taar (something about melee range fighting again I suppose)
Here is the screenshot you asked for :
http://imgur.com/jq2lB4N
0 hp, still rolling :(|]

Razarah wrote:
. . .
Here is the screenshot you asked for :
http://imgur.com/jq2lB4N
0 hp, still rolling :(|]
Well, thanks, however I was actually looking for the result/summary of the mod-self-test at the start of the session.

Have you other mods installed too (causing conflicts torpedoing basic game functions)?
And what happens if you undress Lothar? Still zero life?

 
Really strange is, that a hero's life is not changed/recalculated in this mod...

Ah, sorry, stupid me.
It is always 104/104 excellent, the only mod I am using with Aranna Legacy is Amulet of the Dead mod, so I doubt it is the one causing the bug.
I tried undressing Sartan, his HP remains the same after unequipping everything.
@edit
I thought that maybe getting him deadlike via resetting a talent will fix his s... up, but look what happened :
http://imgur.com/kBnMziL
Same thing happened when I run into mobs with just Sartan when rest of the party were chilling in town, got one shotted of course.
And now I can't get him up (the only way to fix it is to make whole party die) Laughing out loud

Same happen to me today. It seems "extra-ordinary stress" feature make this possible.
My character drop "dead" after switching from magick spell to melee weapon during pause.
This actions led to health penalty most of the time, but last time amount of current hp wasnt enough and character
literally killed himself.

When I spam RMB on any enemy to attack it instead of just holding the button, Chat window sais that Lothar loses his HP because of high attack speed(or something like that). After few such messages Lothar kills himself))

Artie wrote:
When I spam RMB on any enemy to attack it instead of just holding the button, Chat window sais that Lothar loses his HP because of high attack speed(or something like that). After few such messages Lothar kills himself))
Hm, I often play/test with activated auto-attack (=> game options) so I may have totally overseen this issue.
However I'm quite confident that I will find the time this weekend to fix this matter.

Things i noticed that cause hp loss:
1) Swithcing targets during attack animation
2) Swithcing from magic to weapon while in cast animation
3) ingame option "auto character defence" forces unit to cancel attacks when crowded ( same as 1) )
4) Hotkey Regroup (R) allow cancel AA earlier but if you try to attack in that "window" you recieve damage
Slow weapon cause more self damage 3 hit ko mostly.

And new Gravity Stone damage is overpowered! Kills bosses in 3-5 casts. In act1 boss fight GS kills crystal behind snake even snake is still alive and game runs cinematic when soldiers come to congratulate you.

Addition. new bug - inflicting petrify status make charater stop attacking even during rapid attack (tested on preloaded Osric)
And it is itentionally that character stop attacking for a second after a yellow flash before rushing rapid attacks?

KillerGremal wrote:
Strange, it seems to work well also with Legendary mod, and the corresponding transmutation recipes do as well.
Do you have any other mods installed, or do you have set/disabled any display filters in the game options (not to show some type of items)?

I don't have any other mods installed. Just Aranna Legacy and The Legendary Mod along with the 3rd Party Maps I found somewhere on this site. The only settings I've added to the config are as follows:

buff_limit = 3
buff_effect_duration = -1
brilliant_regeneration = 2
run_speed_by_dex = -1
run_speed_cargo_bonus = -1
quiver_mode = 1
autocast_slots = 4,4
pet_dire_wolf_black = true
pet_mythrilhorn_golden = true
potion_drink_mode = 6

These wouldn't affect the Transmute spell or hiding items would they?

Thanks again for responding and I'm sorry it took me so long to do the same. I found the password that this site generated for my account when it was made and put it in a .txt file so I won't have to dig for it again Smile

Greetings Guys,

I'm playing with the Aranna legacy mod Alpha 3s (good work by the way, thanks a lot) and I've got the same problem with all my melee figthers. They get hit by about hundrets of hitpoints because of too fast attack Speed.

They also get so much damage that they should die I guess, but instead they pass out with the red cover over the char-picture moving up in space. There ist no healing spell that can get them healed or no ressurection spell or abillity that can help me out Sad
The only Thing is to quit the game and reload a former savegame.

And yesterday I had another bug. At the end of act 2, Snowbrookheaven, I should meet the commander at the top of a wall and she tells me to kill the brall throwing with Stones. So I move one, taking the stairs up and at the top there is no brall but 2 NPC-Snowbrookheaven-figthers that have killed the brall already. Now the game got stucked. I can't finish the quest but the commander moved already on to the next quest, figthing the morden coming through the door.

Has somebody any Idea?

Merowinger wrote:
. . .
And yesterday I had another bug. At the end of act 2, Snowbrookheaven, I should meet the commander at the top of a wall and she tells me to kill the brall throwing with Stones. So I move one, taking the stairs up and at the top there is no brall but 2 NPC-Snowbrookheaven-figthers that have killed the brall already. Now the game got stucked. I can't finish the quest but the commander moved already on to the next quest, figthing the morden coming through the door.

Has somebody any Idea?

Nice catch! - I must rethink about a general fix/work-around here...

However don't panic, I will send you a PM with further instructions with a good chance to rescue your savegame, but it will take some time to check the some map data in detail.

Hello,Is the fix regarding the HP loss of melee fighters done?or we still lose helth?thanks a lot,great mod btw!.

So how is the Mod fix for melee hp loss going?:)

madfish wrote:
So how is the Mod fix for melee hp loss going?:)
There is a minor update ready (links in the top post).
The mod version changed from Beta 5g to 5h resp. from Alpha 3s to 3t.

Sadly I could not reproduce so far all matters recently discussed here, so some things may not be tuned as the possibly should be - in particular for the addon (modding-wise, the lack addon-compatible toolkit is really indefensible). But we will see...

However thanks to all for your feedbacks! Cool

Thanks a lot for your work and time,hope it's working,i cant really test if right now but i hope someone else will get to it:) And give feedback ofcourse:)

KillerGremal wrote:
There is a minor update ready (links in the top post).
The mod version changed from Beta 5g to 5h resp. from Alpha 3s to 3t.

Sadly I could not reproduce so far all matters recently discussed here, so some things may not be tuned as the possibly should be - in particular for the addon (modding-wise, the lack addon-compatible toolkit is really indefensible). But we will see...

However thanks to all for your feedbacks! Cool


Thank you KillerGremal! Smile I love love LOVE updates to this mod

Thanks for the great Mod. but I have a little problem. Seems like Provoke is not working properly regardless of it's skill level.
When I use the skill, the animation occurs. but it doesn't taunt monsters.

I'm playing BW/2.3 and no other Mod installed.

+1
Im having this exact same problem

Can't clear ACT3 Chapter5 'The Mines of Kalderak, Part II'.

After killing the Dark Wizards, I returned to town and told Lord Kalrathia. but the quest doesn't complete. so I tried to restart game with ArenaLegacy's not installed, the quest completed normally.

Sorry for my bad English, and really thanks for your effort!!

Some set item's set bonuses are missing, just like "Set Bonuses (1/1 Items Equipped) - NONE".

The lists what I've checked are bloodsoaked, beastmaster, relentless, glitterdelve... etc.

There is an update ready (Beta 5i and Alpha 3u, links on top)
fixing problems with quests, taunt power and set definitions.

KillerGremal wrote:
There is an update ready (Beta 5i and Alpha 3u, links on top)
fixing problems with quests, taunt power and set definitions.

The main quest in act 3 still bug.
After kill the Dark Wizards and return to Kalrathia with the Aegis of life the quest dont complete when i talk with the Lord.

@edit without the mod the games crash when i try to talk with the lord kalrathia.

Orphion wrote:
KillerGremal wrote:
There is an update ready (Beta 5i and Alpha 3u, links on top)
fixing problems with quests, taunt power and set definitions.

The main quest in act 3 still bug.
After kill the Dark Wizards and return to Kalrathia with the Aegis of life the quest dont complete when i talk with the Lord.

@edit without the mod the games crash when i try to talk with the lord kalrathia.

Honestly I would not exclude that a 'quest entry point' remained uncovered by the quest revision (as extended this quest is), but technically there is no indication for this.

Indeed removing a mod can have consequences, usually in the game menu already or when the map is loaded.
But a delayed crash by a quest conversation I never have experienced so far... Puzzled

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