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Ancient Gifts Mod Beta 1C




Description:

Current Version: 1C

Authors: HardLess, Mantella

Contact:

Summary:

With the cataclysm that put an end to the second age, many ancient knowledges were lost. Today as the earth shakes under army's march, the foundations of the second age reemerged from there ruins.

This mod provide a new "Soul of Iron" skill table (melee/combat magic) and 32 Dungeon siege 1 spells !





Details:
  • Single Player: Y
  • Multi-Player: Y
  • Difficulty Settings: N
  • New Graphics: Y
  • New Sounds / Music: N
  • New Weapons: Y
  • New Armor: Y
  • New Spells: Y
  • New Misc. Items (Rings, Amulets...): N
  • New Character(s): N
  • Modified GUI: Y
  • Modified Experience: N
  • Modified Custom Map: N
  • Modified Skill Tabs: Y
  • New Enemy Type(s): N
  • Modified Attribute System: Y
  • Modified Loot Drops: N
  • Modified Container: N
  • Modified Spells: Y
  • Modified Items Modifiers: Y
  • Next Improvements:
  • Powers for the current Tab
  • Skill Tab
  • Armors and Weapons
  • Spells
  • Other features
  • Know Issues:
  • Fist of stone level indicator hidden
  • Skill incrementing indicator not implemented
  • Skill points bonus display not implemented























  • Installation:
    Place Ancient_Gifts_Beta_1c.ds2res into the Dungeon Siege 2 Broken World Resources folder.

    Uninstall:
    Remove Ancient_Gifts_Beta_1c.ds2res from the Dungeon Siege 2 Broken World Resources directory.


    Links:

    You can find the english readme here.
    You can find the french readme here.
    Ancient Gifts Beta 1c: Download it

    Ancient Gifts Beta 1c for Aranna Legacy: Download it.

    Ancient Gifts Beta 1c for Adepts: Work in progress.

    Special thanks to KillerGremal, DarkElf, Bare-Elf, Dulac and Iryan.



    HardLess and Mantella

    __________________________

    HardLess's picture

    Hi,

    Like I said previously I'm working on DS1 spells, and at the moment I'm trying to implement the "Transformation" spells. Because there is nothing implemented in DS2 in order to do so I'm seeking for help or suggestions.

    I've tried to create this by inspiring myself or the "summons" spells. I explain: The spell will summon a monster then add it to the Party like a member so you can control it, then removing the caster from the party and hiding him. And when the spell is finished, the caster is teleported at the position of the monster and added again in the party, the monster is removed...

    But it's not working very well, for a brief moment you have the monster and the caster as member so the problem is the limitation of slot in a party and it's not really pretty. But I can't remove the caster then summon the monster because if the caster is the only member in the party the game crash.

    So it doesn't seem to a great way to do it.

    If anyone has an idea or anything I'll be grateful,

    See you and thanks in advance,

    HardLess.

    HardLess wrote:
    Hi,

    Like I said previously I'm working on DS1 spells, and at the moment I'm trying to implement the "Transformation" spells. Because there is nothing implemented in DS2 in order to do so I'm seeking for help or suggestions.

    I've tried to create this by inspiring myself or the "summons" spells. I explain: The spell will summon a monster then add it to the Party like a member so you can control it, then removing the caster from the party and hiding him. And when the spell is finished, the caster is teleported at the position of the monster and added again in the party, the monster is removed...

    But it's not working very well, for a brief moment you have the monster and the caster as member so the problem is the limitation of slot in a party and it's not really pretty. But I can't remove the caster then summon the monster because if the caster is the only member in the party the game crash.

    So it doesn't seem to a great way to do it.

    If anyone has an idea or anything I'll be grateful,

    See you and thanks in advance,

    HardLess.


    Maybe do what Darkelf suggested in an earlier post and have a look at the Fist of Stone- Stone Power form which uses the component ds2x_power_stone_form.skrit found in contentdb\components\powers_ds2x

    You could also look at how it was done in Legends of Aranna for clues like Darkelf also suggested but it may be hard to implement as such in DS2 due to the way the code has changed.

    Personally I would look at how texture_switch_on_event works in KillerGremal's Mod-DS1Content.ds2res pack. It's found in components/generic. I believe it only switches textures on creation of an instant and not meshes or anything but maybe it might be the start of creating a transformation effect.

    There's also the rider_manager.skrit found in components\actor_specific folder of DS2 which hides submeshes on an actor's death and then spawns a new actor to give the impression that the Morden rider has jumped off his dead Kohlbeast mount.

    HardLess's picture

    The Stone Form power just switch the texture and modify the scale of the character. In LoA there were a "Transformation" class hard-coded that there isn't in DS2 unfortunately :(, so I can't use anything from this LoA component. I will look at KillerGremal's "texture_switch_on_event" but I think it's pretty much like the stone form power.

    What would be cool is something like a model switch or a template switch, in order to overwrite the caster by the monster for a moment. But I'm not sure that there is really something to do so.

    I keep looking,
    Thank to you,

    HardLess

    another idea for the transformation is the windstone fortress soldiers that get transformed by the plague, as per the video in the k caverns when the soldier comes to the party and warns them about the evil, then the evil spirits take over the body and then starts attacking the player, perhaps that code will give idea, as for the ds1 code, it should work, just gotta use the ds2 equivalent code. Also prior to the dragon fight the soldiers get changed. the key is to make the caster also the target.

    HardLess's picture

    Hi,

    The beta 1b is now released adding now 31 spells from DS1,

    Links are above,

    Have fun and remember to report any bug and comments about any effects and idea,

    Thanks.

    Hardless

    Spoil: Some little curious friends will find more than 31 spells Smile

    I might have some code that could help with the transformation spell. I originally worked on it with Sam, but Episthene tweaked it quite a bit. Originally it transformed items from the ground and spit out a new item for a pre Broken World crafting system. It was updated to delete items from the inventory and spawn them on the ground. Let me try to find it.

    Edit: Here it is, Hardless:

    http://siegetheday.org/?q=node/3014

    I think it will be helpful.

    HardLess's picture

    Hi Dulac,

    Firstly I want to thank you for sharing your work :).

    But the problem with the transformation is that I can't really create a new character (the monster) and just hide the other (the caster). I really need to transform the caster into the monster, because adding and removing the monster or the caster is really heavy and unsafe :'(. I have made some tests and it's really unstable and isn't nice-looking at all.

    So if you have an idea how to swap an actor model and animations or anything linked it would be perfect.

    HardLess.

    HardLess wrote:
    Hi Dulac,

    Firstly I want to thank you for sharing your work :).

    But the problem with the transformation is that I can't really create a new character (the monster) and just hide the other (the caster). I really need to transform the caster into the monster, because adding and removing the monster or the caster is really heavy and unsafe :'(. I have made some tests and it's really unstable and isn't nice-looking at all.

    So if you have an idea how to swap an actor model and animations or anything linked it would be perfect.

    HardLess.

    Opps, I was thinking transmute, lol. I don't have any ideas how to do this atm. Sorry about that. I just skimmed through. I think Darkelf has a good lead with the soldiers changing in Windstone.

    Hello Hardless
    I was looking around in DSLoA files for a spell and came across several transformation spells in dsx_spl_spell.gas. Such as transform into bear and scorpion and various other monsters. the spells are called spell_transform_into_** where ** is the name of the monster. When cast on the caster or another party member, that party member changes into the monster with all its powers and non of the caster's powers, weapons or spells. After a set time the monster vanishes and the character returns with all of its inventory. I think this is what you are attempting to do am I correct? Also the DS1 Doppelgangers did somewhat of the same thing they would attack a party member and then change into that party member exactly and attack the party. I would think looking at both of these things might point you in the correct direction. Then again stupid DS2 might prevent you from doing such. Wish I understood more about things beyond weapons and armor.

    Elf

    HardLess's picture

    Hi bare_elf,

    Yes you are correct it's exactly what I'm trying to do, the problem is that in DS2 there isn't the "Transformation" functions, which were hard-coded. And those hard-coded functions were really transforming the caster into something else. The difference between Doppelgangers and this transformation spell is that the doppelgangers are spawning a new entity which is a clone of the target. But the transformation spells aren't cloning the target and spawning a new entity, they are really modifying the target, like switching his model, animations, life, mana...

    I'll post a little demo of what I have done asap, this version is just doing like doppelgangers does and I'm not really happy with that.

    PS: I have find the plagued soldier, and it's seems just to be an effect (I didn't find any thing that transform it).

    Thanks to everybody,

    I hope I'll be able to do it,

    EDIT: Here is the test file, please be careful with this file it can crash your game and also remove the caster from your party for eternity ( and eternity is really long Laughing out loud ) so please make a back up of your hero before testing this.
    You need to be a Nature Mage lvl 39 in order to find it easily in the shop. You could use Korian the pre-created hero of Broken World and the transformation last 60 seconds and you can use it only one time, the second time won't work.

    EDIT2: If you have a second character in your party with Korian it will work a bit better.

    HardLess.

    Ahh, I forgot about the Doppelgangers. That's a mob I'd love to bring into DS2. Let me know if you do it Hardless. I might try to take a crack at it in the future, but my skrit skills are not good.

    HardLess's picture

    Hi guys,

    I have made a little resource in order to play Broken World without finishing Dungeon Siege 2.

    Just past it in resources of Broken World, load your party in any maps when the game is loaded your party is able to play Broken World, save and quit.
    I recommend to remove this resource when you have saved your party.

    Not really perfect but it does the job, I'll perhaps modify the way it's working later.

    Download it.(3.12 kB)

    HardLess's picture

    Hi guys,

    I'm not working on the mod at the moment, I have a summerjob so I'm pretty busy. I apologize to anyone who wanted an update for this month.

    But I can make a little list of what could be in the next update :):
    Me and Mantella are working on a overhaul of the Soul of Iron skill table. (So we need some feedback about how does the Soul of Iron feel)
    I'll add all the summons of DS1. (Big thanks to Iryan for the templates <3)
    I'll try to bug fix some things. (If you have spotted any bug or imbalance things in the mod please post them)
    Some spells from DS1 Smile
    And a range-nature skill table.

    I really need some feedback about the gameplay and the feeling of the spells and the skill table, about the effects as well. Do you like them ? Are they enough legit to the DS1 effects ?

    I'm working on several things and thinking about several things:

    Adding the specials spellbook of LOA like those which reduce the mana cost of the healing spells for example.
    Adding something ingame to modify hair, skin and try to add new stuff like tattoo or beards Smile
    Adding team position like in DS1 (in triangle in line...)
    Modify the IA (Don't really know if I would be able to :D)

    It wold be great if there was avadaible at lest some kind of graph to give info about Soul of iron passive skills because this way i don't even know what i invest skill points into. Untanking didn't tell me much. Perhaps there was something like that and I just missed it

    Hello Lukawh!

    The basic idea for this skill tab was to give player as much freedom as possible regarding how they want to build their character. in fact you can choose any combination between melee, combat magic and soul of iron. I give you a few example.

    Full tank: with the new passive skills and spells we added you can build one of the best tank in the game. First you have to choose your melee skills but i recommend two handed or shield. Then, pick the dual class spell named Templar and convert all your mana into life (the conversion ratio increases with the spell level and will allow you to cast any incantation of the game without incantation shrine). Since you have a large health pool you can pick Standard Bearer in the SoI skill tab to increase your health regeneration. Next you can pick Colossus that will give you some armor per hit. Each time you hit a target you will gain a small amount of armor that will last for a short period of time. The Provoke power becomes really effective with this passive skill since it gives +30% armor. One more thing: since you can use mana as health, building intelligence is a good choice too and allow you to use any kind of magic item that give intel or mana!
    The full tank is extremely effective and really fun to play since you can work with all the incantations from the lore book.

    Offensive Tank: One of my favorite build is this guy. I start with the same passive skills (two handed weapon, Standard bearer) but instead of Colossus i pick Sacrifice. This passive skill allow your character to sacrifice some health point and convert it into melee damage! The more your health you've got the more damage you deal but take care because every hit will consume some health.

    Assassin: you can build a character that deal extreme amount of damage but very squishy. Pick dual wield and the Shadow spell. The vengeance ability will give you more sustain (when hit the shadow have a chance to one-shot any monster and recover his health). Increase your attack speed and move speed with Wraith passive to engage and disengage much faster. Then you can pick Hemorrhage to have a chance to bleed.
    However i recommend to work with the two passive skills Destiny and Sealed Fate. When your reach this level you can had magic damage to melee weapon by using the combat magic skill tab. Pick the magic you want (death, fire or lighting). Adding magic damage to melee weapon will give you tremendous amount of damage. When you reach Sealed fate your character can for example arc with lighting magic just by using his sword and believe me this is really fun to play.

    This are just a few examples and i'am sure people will find other viable combinations. Since Ancient Gift is fully compatible with Aranna Legacy you can also use the Spells added by KillerGremal and try new variations.

    Have fun!

    Mantella

    Now that encouraged my curiosity even more Smile I am especialy internsted in the arcing lightning.

    But what I wanted to say was that theqe is not any description when I open the Soul of Iron skill table. Thus I have no idea which picture represents which skill.

    Btw orbs are wonderful, espesialy the energy orb.
    Regarding other spells, Healing wind restores health to all party members,but also hurts all NPC's I hired, Lothar for 0 points per second and Vix for 1 point/sec. I will upload screenshot once I get my hands on computer.

    HardLess's picture

    This is the description you should see in-game, that really weird that it doesn't show up.

    Are you using another mod ?

    This could be a compatibility issue.

    About the healing wind I'll take a look at this it's true that I never hire any body in the game to try this out :).

    Thank you Lukawh for you feedback and I'm glad you like the energy orb :),

    HardLess

    Well, that is good news to me. I will try to find out which one causes that. I have my suspicion, but don't want to accuse innocent mod without proof.

    It seemed to me like amount of damage caused by healing wind escalated with number of party members - 1st one received no damage, second character 0 points of damage and the 3rd 1 point.

    I also just remembered that orbs are allowed to be put into autocast slot, but my they did not cast it. I always have to recast it manualy. But again - I just love them Smile

    Lukawh wrote:

    It seemed to me like amount of damage caused by healing wind escalated with number of party members - 1st one received no damage, second character 0 points of damage and the 3rd 1 point.

    I also just remembered that orbs are allowed to be put into autocast slot, but my they did not cast it. I always have to recast it manualy. But again - I just love them Smile

    weird that a healing wind would cause damage unless the spell has curse enchantments similar to what a blood assassin would do, sometimes healing takes so much from the mind that it causes the castor pain?

    autocast only works if 1 the player has enough mana and 2 if the spell is done casting and has waited enough time to recast. there could be a delay in the spell itself who knows.

    I have found the description problem - seems like Ancients Gifts are incompatible with Succubus modlet. It must not be checked if I wish to see the description of Soul of Iron passive skills. It would be great if it was possible to make them compatible.

    Lukawh wrote:
    I am especialy internsted in the arcing lightning.

    Adding fire damage and ignite to melee weapon is pretty badass too Laughing out loud

    Yes Ancient Gift is not compatible atm with Elys mod. Hardless told me yesterday that he is considering making a compatible version and that it won't be too long and difficult. I hope he can get it work soon.

    The energy Orb was a spell in DS1 but is a power in DS2, that's why we replaced the DS2 effect with a remake of DS1 effect that looks much better imo. What do you think about this choice?

    Mantella

    I am currently level 8 so so far I can only dream about magical damage. Smile It all works great and I enjoy the game. Only possible little issue I noticed was the accuracy spell. I don't know whether it is intentional or not, but it has no equip requirements, but its price seems to be intended as for higher level spell.

    Also, autocasting orbs would be fine, because while using Templar's Devotion I have to manualy use the orb before charecter uses Devotion because afterwards she has no mana.

    IMO replacing the Energy Orb was logical step since having two Energy Orbs might be little odd. In the future perhaps the power could be renamed and given some new effect and Energy Orb would become a spell again. But that's just an idea, it's great the way it is. And I absolutely agree, the effect is way better than in DS1.

    HardLess's picture

    Lukawh wrote:

    I am currently level 8 so so far I can only dream about magical damage. Smiling It all works great and I enjoy the game. Only possible little issue I noticed was the accuracy spell. I don't know whether it is intentional or not, but it has no equip requirements, but its price seems to be intended as for higher level spell.

    Yes, my bad I forgot to put the accuracy spell requirement level to the original one, I'll modify this.

    Lukawh wrote:

    Also, autocasting orbs would be fine, because while using Templar's Devotion I have to manualy use the orb before charecter uses Devotion because afterwards she has no mana.

    I will try to look at this and the healing wind issue as soon as possible :).

    HardLess.

    So I have been playing for some time using Aranna Legacy and Ancient Gifts version that is compatible with that and I have few findings.

    Since I am keen on orbs, I'll start with them. They work great and it's just cool that passive skills like Grim Necromancy and Searing Flames affect them. But after some time, I stopped using them because of the annoying noises they make. Every second of fight the same sound repeats as they shoot every second and after few hours, it just drives me mad. I know that they use original sounds, but perhaps they could be made a little quieter (Hopefuly I spelled it correctly Laughing out loud ) or they could be given some other, barely noticable sound. Also, the Orb of lightning has despite my level always the same minimal damage (4) and the max one also seems somewhat lesser than those of Fire and Acid orbs.

    Items with modifiers that alter Soul of Iron passive skills don't seem to apply bonuses to characters that don't meet the requirements for them. For example, Amren (LVL 39 Ranged) gets no magical resistance from ring that increases Impenetrable mind passive skill, but Thuaa (LVL 39 Soul of Iron) gets it correctly.

    I also believe that there is a slight misspelling in Wraith passive skill. In the description there is written Wairth. Nothing really important Laughing out loud

    Regarding the Standard Bearer skill, I think that 5% Health Regen is too little for 1 Skill point. If I was to spend my skill point on Health Regen, it would have to be at least 15 or 20. It's true that player might boost it to extreme heights, but if the bonus scaling was something like this 20%,18%,16%,14%,.... then it would seem more reasonable to me. Just my personal opinion though. Smile

    So far all I can complain about Smile I just got to level 39 and finished off the Dark Wizards with 2 Iron Souls (my character with dual-wielding and Drovan with shield), an archer (Amren, who hopes to combine ranged with nature magic once something like that is possible) and combat mage Finala. I played through the original campaign more than 10 times, but I never had that powerful party. Guess which two characters ensure that Wink

    HardLess's picture

    Hi Lukawh,

    As always I thanks you a lot for your feedbacks.

    Lukawh wrote:

    Since I am keen on orbs, I'll start with them. They work great and it's just cool that passive skills like Grim Necromancy and Searing Flames affect them. But after some time, I stopped using them because of the annoying noises they make. Every second of fight the same sound repeats as they shoot every second and after few hours, it just drives me mad. I know that they use original sounds, but perhaps they could be made a little quieter (Hopefuly I spelled it correctly) or they could be given some other, barely noticable sound. Also, the Orb of lightning has despite my level always the same minimal damage (4) and the max one also seems somewhat lesser than those of Fire and Acid orbs.

    I'll reduce the sound the orbs make and will look arroud the Orb of Lightning as well.

    Lukawh wrote:

    Items with modifiers that alter Soul of Iron passive skills don't seem to apply bonuses to characters that don't meet the requirements for them. For example, Amren (LVL 39 Ranged) gets no magical resistance from ring that increases Impenetrable mind passive skill, but Thuaa (LVL 39 Soul of Iron) gets it correctly.

    This is pretty strange but I assume that you are right :).

    Lukawh wrote:

    I also believe that there is a slight misspelling in Wraith passive skill. In the description there is written Wairth. Nothing really important

    Ooops, yes you are right :).

    Lukawh wrote:

    Regarding the Standard Bearer skill, I think that 5% Health Regen is too little for 1 Skill point. If I was to spend my skill point on Health Regen, it would have to be at least 15 or 20. It's true that player might boost it to extreme heights, but if the bonus scaling was something like this 20%,18%,16%,14%,.... then it would seem more reasonable to me. Just my personal opinion though.

    Me and Mantella are working on an overhaul of the skill table but it will be a feature in a future update so I'll modify this asap.

    I'm glad you like the Ancient Gifts, I'm really busy at the moment (IRL), so I don't have much time to carry on my mod, but I'll :).

    This is a beta and we tried to balance the Soul of Iron but he seems a bit powerful at the moment :D.

    Thanks again,

    HardLess.

    You're more than welcome.

    Next thing I found is that orbs shoot at Power Pedestals even when it's already deactivated. Again, this is just a petty detail Smile

    Also, the Orb of healing costs about 3000-4000 coins and shows up in store when a reach lvl cca 40, while it only requires lvl 10 Nature magic. I assume Stone fists must be quite happy about that Smile

    I am also curious: few posts ago, Mantella posted a pic of fire damage caused by Iron soul character. How do i make that effect look like circle? Because mine only looks like a little burst. Is that about the number of skill points I invest in Searing flames passive skill?

    With regards,
    Lukawh

    HardLess's picture

    About the Power Pedestals, I have seen that and I'll try to fix it :).

    When I test a spell I create it to be use by a character level 40, I must have forgotten to modify the spell and make it for level 10 :), my bad.

    I'll post a Beta 1C with all the bugs you have spotted fixed in a few days :).

    See you,
    Thanks again,
    HardLess.

    Hello,
    To make the fire ring work you need only 1 point in Sealed Fate (soul of iron skill tab, second hexagon shaped point in the middle) that requires around lvl 36 in magic and 38 in melee. Then put some points in the Ignite skill in the combat magic skill tab. Same procedure if you want arcing if you deal lighning magic or life steal if you deal death magic.
    Thanks for feedback by the way. Hardless is back in modding and we are bug tracking this week.
    Thanks again mate !

    IceLancer's picture

    Interesting passives.
    Anyway i wanted to have some fun with it,and then i realized that i can't reallocate /reset skills Smile
    So i did something about it
    Here is reset skill script integrated with Aranna Legacy Mod for BW
    It will add button on bottom bar (near minimap) that can reset all skills including DS2/BW/ and your skill table
    If you use this modified table then remove the originl Aranna Legacy3r mod as they will conflict.

    Do note,that Aranna Legacy mod will conflict with Ely's Succubuss Mod. I do not recommend using both of them in same time.
    This is not for DS2 only for DS2BW

    https://mega.co.nz/#!9xwwGYwQ!_xcqNRxKQXeYg89W_ne6r47-VDoerAvhptAilNs16mE

    Have fun.And thanks

    @IceLancer: Not to become (too) off-topic, but that's exactly something Erasira and their skill resetting colleagues were waiting for... :o

    Should you miss these NPCs on custom maps I'm quite optimistic that they will be there soon. Basically however they are availabe even for v2.2 meanwhile, and some maps actually have them already.

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