forums | blogs | polls | tutorials | downloads | rules | help

Broken World screenshots and dev interview answers

sol77's picture

Ok first of we have some new screenshots that show off some of the situations the players can end up in.



I bet those Bound Dryads are mean..

Also we have the answers to the first dev interview. Some of this we already knew, but some information is new.

Quote:
Responses by Daniel Achterman and Marcie Finnila.

[Siege-Mods.net] What will GPG do after the release of Broken world to support modding? Additionally, at the moment there are almost no mods used because of the CRC check; will GPG change anything to the CRC check in the expansion?

GPG has always been impressed by the creativity of and variety in the mods created for the DS franchise. We do what we can to support the mod community, but have limitations on the amount of time the dev team can devote; making a fun game for all our fans with great content and gameplay has to come first.

As for DS2 modding, we faced a significant challenge balancing the need to provide a fun, stable game-play experience with supporting mod-able content. Things like the CRC check have to exist to keep unauthorized save games and content from causing problems with other peoples' game-play experience. It would be great if we could just rip that out and assume that everyone who accessed our content would do so for modding purposes or standard gameplay, but this is unfortunately a case of the few ruining it for the many.

[Siege-Mods.net] A question from Sharkull: The description of the Bound Elf says that they have “fiery power“, will the enemies also have powers in Broken World?

I think you’ll be impressed by the monsters in Broken World. Combat in Broken World is much more interactive and tactical than combat in Dungeon Siege II, and monster abilities are a big part of that. You’ll encounter monsters with significant, powerful special abilities that you’ll be able to recognize and respond to.

For example, the Bound Elf has a fire spell that creates a ring of fire on the ground, and a few seconds later, blasts the hell out of anything in that circle. So when you see that fire ring, you’d better move, or you’re going to take a lot of damage. If you’re on autopilot, some of these monster abilities will wreck you, and I haven’t even started talking about the bosses yet…

[RPGDot] Have any improvements been made to the multiplayer component? Will the game still use Gamespy? Will it be easier for players to find one another and, if joining after a game's beginning, will it be easier for them to join a party?

Multiplayer is a fundamental component of the DS2 engine. We could not significantly change the functionality for Broken World without re-building DS2, so we focused on making a number of terrific upgrades to the UI, including character creation and chat functions. We are very excited to have Gamespy as an online partner again for Broken World.

Players will be able to import their DS2 MP characters into the expansion, or can make a new party and start over. DS2X data will not override DS2 saves, so you will even be able to pick up your DS2 party where it left off if you want to return to another mode of play in DS2.

[DungeonSiege2.de] How many people can play simultaneously in a Lan Game. And which Modi will be available?

Dungeon Siege II: Broken World supports the same multiplayer modes as Dungeon Siege II, so you can select how many players can join the game based on how many characters you want each player to be able to control. In LAN games, you can use any mods you like, but all players must have the exact same mods installed.

Plus, and this is for the insiders only, you can add “oldschool=true” to your command line or DungeonSiege2x.ini file. That enables “Classic” mode, which allows eight players to each play a character. It’s an unsupported mode, so you might encounter performance issues, but if you’ve got seven friends, it’s a great way to play.

[Dungeon Siege Heaven] It has been mentioned that we will start the expansion with a high-level character. Will this be our own characters from the original campaign, or pre-made characters that we can chose from, or both?

Take your pick. <marketing speak>We here at Gas Powered Games are dedicated to creating the most powerful and convenient game experience for our players.</ marketing speak>

Seriously, though, the new campaign in Broken World starts at level 39. You can import a character that has completed Dungeon Siege II and jump right in to Broken World. If you don’t have a character, or your party has been playing in Veteran and is much too powerful than level 39, you can start with one of 6 pre-generated level 39 characters that come with the game. All of your companions from Dungeon Siege II are hanging out in the first town, so you can fill out your party any way you’d like.

[Dungeon Siege Heaven] Any information you can give us on the reported features supporting multi-classing?

I’m glad you asked that. We’re stoked about the multiclass characters.

Basically, instead of trying to make every possible multiclass combination a little better, we designed two new class concepts that combine the abilities of two classes. The Fist of Stone is a Fighter / Nature Mage, and the Blood Assassin is a Ranger / Combat Mage. Both of them have new items, spells, skills, and powers that make them more than the sum of their parts.

For example, the Fist of Stone isn’t just a Fighter that can cast healing spells (though he certainly can). He has skills that let him cause minor earthquakes with his melee attacks and strong earth powers. The new classes aren’t stronger than pure class characters, but they play differently, and give you more options for how to build your party.

One more thing – both multiclass classes have self-buff spells that automatically split their experience, so you don’t have to constantly switch between weapons and spells to level up both skills.

[Dungeon Siege Planet] How does DS2:BW expand upon the experience delivered in DS2 rather than just the world?

How’s this – I’ll start listing new Broken World features off the top of my head that expand upon the experience, and stop when I run out of space:

• Multiclass characters, each with new skills, spells, and powers
• A new playable character race (Dwarves!)
• Two new pets
• New weapons and armor for all different classes
• About a hundred new magical item modifiers, including armor that can cast spells when the wearer takes damage
• Hundreds of new set and unique items
• Reagent recipes that allow you to create unique and set items at the enchanter
• Rebalanced Veteran and Elite difficulty to make them major challenges
• Two additional autocast spellbooks slots

Broken World is packed with new stuff, even if you ignore the new act. It’s the definitive version of the game, no doubt.

[Dungeon Siege Planet] Does DS2:BW take advantage of DX9+ graphics enhancements?

DS2:BW uses a DX9 engine with shader 2.0 support. While this is the same tech as DS2, our use of shaders and their diverse application in the game content is significantly different. We have found new uses and techniques for employing shaders to create a more visually lush world without tanking performance or forcing everyone to buy new video cards.

Of course, players with uber machines are REALLY going to see a difference!

[DungeonSiege2.net] Will it give a Map for Multiplayer only?

Rather than split our attention between two different maps, we focused on making the new map as excellent as we could. I think one of the things people really liked about the Utraen Penninsula map that shipped with Dungeon Siege is how open-ended and explorable it was. You could walk anywhere, and it had a lot of nooks and crannies. The new Broken World map is closer to that feel. It has a lot of significant side areas, and there are fewer gates that block your progress, so it’s easier to just pick a direction and walk – you never know what you’ll find.

[DungeonSiege2.net] How many new Items/Setitems will be added?

Short answer: lots.

Long answer: let me open my spreadsheets.

There are 40 new unique items
There are 10 new item sets
There are 50 reagent recipe items, each of which is a unique or set item
There are 65 new rare items that you can buy from stores.
There are 225 new modifiers that can appear on magic items in the game.

As you can see, we added a ton of new items at all different character levels. If you want to find them all, I think Broken World will keep you busy.

Templarian Arch Sorcerer's picture

*sigh* more of the same.

Take a look at the first screenshot, its more of the same swarming of scores of enemys.

Still no new MP map. Sad

Sharkull's picture

The map does sound like it could be less linear than ds2_world though... but I guess we'll find out in a couple months.

Quote:
Reagent recipes that allow you to create unique and set items at the enchanter

Sounds interesting! Laughing out loud

(Did I really ask that second Siege-Mods question? :P Seems like so long ago, I really don't remember...).

About the first response, I'm a little disappointed. Is there a date on this interview (i.e. is it really old...)?

firebat's picture

Sharkull wrote:

(Did I really ask that second Siege-Mods question? :P Seems like so long ago, I really don't remember...).

Yes you did, only I don't remember where and when anymore...

sol77's picture

Sharkull wrote:
The map does sound like it could be less linear than ds2_world though... but I guess we'll find out in a couple months.

Yes it will be very interesting to see just how much closer to UP's feel the new map will be.
Sharkull wrote:

About the first response, I'm a little disappointed. Is there a date on this interview (i.e. is it really old...)?

Me as well. I was really hoping they would remove the CRC check, but still I can understand why they keep it. About the date, I can ask but I don't think it is older than a few weeks tops.

Sharkull wrote:
About the first response, I'm a little disappointed. Is there a date on this interview (i.e. is it really old...)?

I got the responses a few-at-a-time from about a week and a half ago.

EvolveTom's picture

Anonymous wrote:
I got the responses a few-at-a-time from about a week and a half ago.

(Sorry, forgot to log in Smile )

sol77's picture

Hey, welcome to the site Tom. Glad to see the canadians are slowly taking over. Laughing out loud

Sharkull's picture

Welcome Tom. What is this "Canadia" you speak of...? :P Cool

EvolveTom's picture

Sharkull wrote:
Welcome Tom. What is this "Canadia" you speak of...? :P Cool

Some may know it as "USA North"... Cool

Sharkull's picture

"USA"? Where's that eh?

[/off topic]

[on topic]

Quote:
Rebalanced Veteran and Elite difficulty to make them major challenges

I hope this applies to the existing DS2 map... Smile

Templarian Arch Sorcerer wrote:
*sigh* more of the same.

Take a look at the first screenshot, its more of the same swarming of scores of enemys.

Still no new MP map. Sad

Pfft, hack n slash games better have swarms of monsters! Looks great to me.

Templarian Arch Sorcerer's picture

Wyvante wrote:
Templarian Arch Sorcerer wrote:
*sigh* more of the same.

Take a look at the first screenshot, its more of the same swarming of scores of enemys.

Still no new MP map. Sad

Pfft, hack n slash games better have swarms of monsters! Looks great to me.

DS2 has too much swarming. Its enough to kill my entire party of mages and dragons. :P

sol77's picture

But TAS, without the swarms of monsters powers wouldn't be as much fun to unleash. Beer

Sharkull's picture

Templarian Arch Sorcerer wrote:
DS2 has too much swarming. Its enough to kill my entire party of mages and dragons. :P

Sounds like you need some new combat tactics... Wink Without the swarms the game would be far too easy.

You can always mod that out too.

Templarian Arch Sorcerer's picture

Does anyone else think that Ds2 should be like Neverwinter nights in the sense that you can build every aspect of your charactor? :roll: (and less swarms, tougher mobs)

One thing I noticed from all the screenies is the amount of irrelevant light show they keep tossing in. Every weapon glows, every spell blinks flashes and sparkles. And every character has to have rings of at least two colours around their feet, or outlining their body. Some of it makes sense, but a lot is just effects "because we can".

It can make it hard to see what you're fighting when the screen is full of simultaneous effects from a full party and a swarm of enemies, even when they're just swinging melee weapons and shooting arrows.

I didn't like DS1's idea of a shaft of light spotlighting the boss monsters, and DS2 went one worse with the stupid flame rings ( and no "-rings" command to add insult to injury!).

The effects like burning torches, flowing water etc. add to the realism of the scenery; I expect a lightning spell to use lightning etc. but not all effects add to the game. Most of the ones they've used recently take something away.

Sharkull's picture

Agreed. It seems like there is more and more "let's show 'em what pretty effects we can make" cluttering up the screen. I guess they are proud of their particle effects engine and want to distract from their dated 3d models... Stare I do find it visually easier to play the game with the enemy / boss highlighting, but I also wonder how much more immersive the game could be without all the ambient (non-spell related) flashing lights.

Quote:
Does anyone else think that Ds2 should be like Neverwinter nights in the sense that you can build every aspect of your charactor?

Not me. If I want to play NWN I can... DS/DS2 character development through actual use of a class' abilities (melee, ranged, NM, CM) is preferrable IMO.

There was a mod for ds2 that toned down the effects. This would be very easy to do if people find it a problem.

Templarian Arch Sorcerer's picture

Too much SFX is not good for older PC. Sad

Yeah it is, I am hoping they put more on the gpu with shaders mixed in with spell effects. DS does have a powerful particle system Wink . In ds2 it's even more flexible but a lot more work.