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Hotfix Mod / Aranna Legacy Mod

KillerGremal's picture

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 lost all reliability and clearness due the flood of spam there. Sad

So this is more a thread to catch 'fugitives' than to start a new modding offensive. Actually I rather would say it's over, however smaller bugs/lacks probably still will be fixed.

 


Hotfix Mod, Beta 5f (18.5MB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 3r (19.3MB, for DS2 v2.3/BW, ReadMe)


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Good to know its on your

Good to know its on your to-do list.
I don't know if its just me or not, but I've also encountered a possible 'Party Death' bug. It doesn't happen all the time, but every so often it does. I got mobbed in the mines past Darthrul, started running with 2, party members conscious. One of them die, and even though the other, my main character, was at near full HP, she died instantly even though she was clear of the mobs.
Long story short, very rarely if 5/6 of my party dies, there's a chance the remaining member will instantly die from no cause at all.

KillerGremal's picture
Repower

CaeDares wrote:
Quote:
Noticed a weird bug... sometimes the ranged powers (Thunderous shot and ravaging strike) don't fly from the archer when used, but rather, from another party member (in my case the shield tank). Pretty awkward

Agreed. 90% of the time I use my Ravaging strike it either doesn't fire, fires from Lothar, my current 'tank', or it fires a completely different direction. It sucks when I need it most in a critical situation and it derps out on me.

There are/were actually several power execution lacks/exploits since ever in this game, and even some of GPG's work-arounds for the v2.3/addon are not completely satisfying.
With skrit I think it's quite painful to control and fix the hard-coded mouse/GUI functions, and it's even immaginable that these functions are different in v2.2 and v2.3/addon - making it even harder to find a solution.

However I'm surprised that may powers start at the wrong point. I'll put it on the to-do list, but I have no explantion for this so far.

Quote:Noticed a weird bug...

Quote:
Noticed a weird bug... sometimes the ranged powers (Thunderous shot and ravaging strike) don't fly from the archer when used, but rather, from another party member (in my case the shield tank). Pretty awkward

Agreed. 90% of the time I use my Ravaging strike it either doesn't fire, fires from Lothar, my current 'tank', or it fires a completely different direction. It sucks when I need it most in a critical situation and it derps out on me.

bare_elf's picture
it happens

CaeDares wrote:
EDIT: ignore thy neighbor and his errors, for he accidentally placed the .txt file inside the folder instead of the ds2res file. Sincere apologies.
no problem it happens to us all


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

New problem, it downloaded

EDIT: ignore thy neighbor and his errors, for he accidentally placed the .txt file inside the folder instead of the ds2res file. Sincere apologies.

bare_elf's picture
I downloaded the file

I downloaded the file from the link that KillerGremal posted in this thread and also from his site. Both are DS2RES files for me. You can post a link of what you downloaded if you wish.

Elf

Yes I just checked it out with chrome and it has no idea how to manage a dsres or ds2res file. It tends to convert any file type it does not understand to .txt


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

That actually fixed the

That actually fixed the problem immediately. I switched to Firefox and it started downloading it as .ds2res
I guess Chrome just isn't what it used to be.
Thanks for the help, both of you.

....

i think u might have an improperly configured browser that doesnt name downloaded files correctly. or it cud be a virus or anti-virus software with too high security settings messing up the file download. or it cud also be ur isp or a problematic/wrongly configured router blocking or messing up your downloads.

try renaming the .txt file u downloaded to .ds2res or .zip. u appear to have a problem with files being downloaded with the wrong filename extension.

That was obvious enough to

That was obvious enough to me, no offense, lol.
I completely avoid the README button. I click on the name of the file itself but I still get the .Txt file, it seriously stumps me. I even went to dungeonsiege2.net where the file is also hosted and it gives me the same thing.

I guess I could upload the file somewhere to show you what I am getting instead of the .ds2res file? Are offsite link allowed? It wasn't in the rules section, but I thought I'd ask anyways.

bare_elf's picture
CaeDares please read

CaeDares wrote:
Is anybody else having a problem with the Aranna Legacy Mod file being a .txt file? No matter how or where I download it, it comes out as a .txt file instead of a .zip with the .ds2res files, yet the download is the same size, and when opened it produces such a mass of mix matched letters and numbers that it takes me a good 3-5 minutes to open it.
If you click on the name of the file you will get the DS2RES file if you click on the word README you will get the readme file which is the text file explaining the mod. Elf


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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.

Txt File?

Is anybody else having a problem with the Aranna Legacy Mod file being a .txt file? No matter how or where I download it, it comes out as a .txt file instead of a .zip with the .ds2res files, yet the download is the same size, and when opened it produces such a mass of mix matched letters and numbers that it takes me a good 3-5 minutes to open it.

Thanks for the Corpseshield

Thanks for the Corpseshield fix! Smiling

The Talon issue happened for me over 4 different laptops/PCs and several versions of the mod. It's definitively there and extremely easy to reproduce. Hope you'll get some time in the future to fix it Smiling

KillerGremal's picture
Minor update

Beta 5e resp. Alpha 3q are now online as minor update.

There hasn't changed a lot, a better body detection for the AI and a good chance for the Chain Lightning power to stun enemies. There rest has rather been revised for technical reasons.

 
Unfortuately I could not recheck yet the Talon issue. There are natively flaws and differences between v2.2 and v2.3/addon, but it's too time-consuming right now to replay and to completely examine this quest in both game versions.
Although I hadn't any problems with this quest myself so far, it's well possible that my generic test-savegames are not sufficiently reliable concerning all the quest related events and triggers.

Noticed a weird bug...

Noticed a weird bug... sometimes the ranged powers (Thunderous shot and ravaging strike) don't fly from the archer when used, but rather, from another party member (in my case the shield tank). Pretty awkward.

well, I tried dropping them

well, I tried dropping them on the circle and attacking... nothing happened. I also attacked with the items simply put in the backpack. also nothing happened.

Maybe I'm doing something wrong?

And also, I have to confirm that Talon bug disables the ballista in this version and you have to save the game and restart to make ballista clickable. Happened to me three times already.

KillerGremal's picture
Sweat+Items for Exp

@czacki: The training dummies don't give exp for free, so did you sacrifice an item first?

They didn't for me... I left

They didn't for me... I left a "retarded" Sartan (two levels lower than the rest of the party) attack dummies with corresponding weapons/spells and lots of loot in his backpack for like 5 mins. Nothing happened... nothing at all Sad

Also, corpse shield autocasting is terribly bugged.. works ONLY if you leave the mouse alone after you kill an enemy, but only if you do it exactly that way! It doesn't work with force autocast and by standing next to corpses. It only works after an enemy dies and if you don't issue any command after his death! weird.

Training dummies work for

Training dummies work for me, just have yo hit them 10-15 times

I think the powers are

I think the powers are mostly OK. The problem with "plain damage powers" is that they actually need to do a lot of damage to compete with the more potent crowd-control powers, and the particular two (flame nexus/chain lightning) really offer subpar damage with no stun.

KillerGremal's picture
To do

czacki wrote:
Oh yeah, and training dummies stopped working Sad
Strange, not clear what happened to them, but I'll put it on the to-do list.

...and with some concerns I'm reading that powers are only attractive to use it they are bugged in order to compete with other powers, so perhaps all powers need to be rebalanced in both directions. But so far this has no priority.

Oh yeah, and training

Oh yeah, and training dummies stopped working Sad

Sounds good:) Meanwhile,

Sounds good:) Meanwhile, I've been thinking about some powers:

Chain lightning - this power gets pretty much the short stick of powers. The damage is low, it doesn't hit many targets and the short cooldown does not compensate for its lack of utility (no stun, etc). IMHO, it was actually somewhat balanced when it got bugged in one version and got casted twice (it was half a year ago or so). I'd actually reconsider making it working that way - compared to regular "damage" powers like Waves of Force it's strictly inferior. If necessary, it can get a somewhat longer cooldown if straight-out doublecast proves too strong.

Flame nexus - I recall this power being perfectly fine... when it used to ignite targets with high probability in vanilla game and old versions of this mod. However, in the current one, it seems to follow the probability given in the skill's description, ie. 20% chance. This in return makes for a rather pitiful power that doesn't stun and deals less damage than average thunderous shot/ravaging strike in addition to that. My suggestion is to make it ignite all targets it hits (100% chance) - that makes up for its lack of power and makes an amazing single player spell because burnt targets refill the power bar while taking damage. This will make up for somewhat inferior damage of the power and lack of crowd control. It also makes ignite skill (which is kinda useless atm) somewhat more relevant.

I'd also love to see Elemental Rage buffed (it really sucks after GPG nerfed it in Broken World). compared to really strong powers we have now, it no longer stands out.

It would be awesome if attack-based powers (Elemental Rage, Thunderous shots and Flurry, particularly) worked with modifiers, i.e. rapid attack, berserk - and could trigger it on their own... Out of those, Flurry doesn't really need much buffs (it's strong) but elemental rage and thunderous shots kinda suck... I really recommend to make them work with rapid A/berserk Smiling Would make a fun and strong synergy with gear.

I also noticed the workaround for crafted items (lower quality if made without recipe) works awkwardly ie. I got a Archmage's amulet from my mate (I don't have the recipe) and when I start the game it gets the "lower quality" but as soon as I pick it up and put it back in place it becomes regular power item..

Finally, Talon is still active from the start & durvlas get catapulted. Kinda sucks, because it can easilly bug the game, ending with ballista not being possible to use (fortunately saving & starting again fixes that...)

EDIT: stupid me, I just noticed flurry works well with rapid atack! Sticking out tongue thunderous shot however does not, and it's kinda poor, too..

KillerGremal's picture
To be tuned

@czacki: Thanks, I will recheck the power and spell soon.

Minor bug: Corpse shield

Minor bug: Corpse shield does not auto-cast when you have the party member that has it in spellbook selected. It does work on auto cast if you have someone else selected other than the mage that has corpse shield in the spellbook.

Tremor's AOE is too low, and

Tremor's AOE is too low, and it's a 30% chance.

At best you'll get 600-700 damage, and that requires some really weird build (like 4x ring enchanted with spectral dust, an amulet and spellbook in the same matter, just to make tremor's damage relevant).

30% chance for 600 damage = around 200 aoe damage per hit, that cannot crit.

At the same time, your guys are critting for thousands.

Tremor is badly thought, GPG really misplaced that skill.
First, intelligence and melee just doesn't work together ... To get high INT to get tremor's damage worthwile, you need to give up on lots of strength and skills in the first place (= weak melee guy)
Second, the monsters rarely group in a way to make those kind of skills useful (and when you do, you use AOE powers)
Third, for something that requires an exotic build, it has minimal impact.

Several ways to make tremor matter:

1. Buff it a lot
2. Rework it, so it takes mostly strength in consideration (more than it already does if it has been reworked already)
3. buff the AoE so it can hit stuff easier
4. Make "earth blast" enchantment affect tremor in a way, for example add a passive +50% tremor AOE buff to it

Right now I consider it one of the most useless skills, one that requires a full build around it to work and even then it works poorly.

Marco's picture
Think about this:If you are

Think about this:
If you are surrounded by enemies, Tremor damages them all.
A low damage applied to many enemies is a big damage.
So, IMOH, Tremor is not so weak and it's perfect the way it is.


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WHAT IS DONE, IS DONE

KillerGremal's picture
Revision probable

czacki wrote:
. . . 1. The Taclaks that are supposed to jump out of the holes in the ground don't do it, they remain stuck in those holes. Annoying because if they drop something, it's also impossible to pick down there.
2. There's still "invis Hak'u" in Haku ritial camp, one that can be heard but can't be seen or targeted.
3. Some jumping monsters (for instance Bogroots in Kithraya Caves) get confused when you step back after they jumped, they suddenly start flying backwards, then forwards again, than backwards again... looks hilarious, but is pretty weird and (obviously) bugged.
4. There's some weird notion with some melee characters - in the middle of the fight, they suddenly stop attacking to run around the monster and attack him from a different position. Pretty pointless and pretty annoying when you're playing solo or in a small party (can't they just stand in place and attack unless ordered differently?)

I also believe Tremor is still kinda useless... still needs buffs badly!

. . .

Thanks for the feedback.

1.) I've heard about this. I think monsters with a jump range of zero should be able to jump, something that the revised code doesn't support anymore.

2.) This must be a map problem. A quest depending monster that doesn't reveal correctly (or a sound emitter that doesn't turn off). I had to check this.

3.) Hm, could be in context 1.) and conflicting AI routines.

4.) This may be annoying indeed. It's a matter that already exists in the unmodded game. I wouldn't exclude though that retuned parameters or code parts may increase this matter.
Key problem is that (re)approching and hitting is one game command without much tolerance/variance concerning the ideal approach distance, and it's not really transparent which parameters have an influence here.

...and Tremor already got a remarkable boost. The radius could be retuned possibly.

Hey guys Reinstalled DS2 on

Hey guys Smiling Reinstalled DS2 on my new PC and I _finally_ can say it's playable. Still need to restart the PC to re-adjust the frame rate every 2 hours cause memory leak gets it worse and worse every hour you play. I start with 180 frames, end up with 40 or so after 2-3 hours.

Oh well, at least it works well. And the game is still one of the most fun ARPGs out there. Esp. with this mod Smiling)

some minor bugs for you, KG, if you still come here:

1. The Taclaks that are supposed to jump out of the holes in the ground don't do it, they remain stuck in those holes. Annoying because if they drop something, it's also impossible to pick down there.
2. There's still "invis Hak'u" in Haku ritial camp, one that can be heard but can't be seen or targeted.
3. Some jumping monsters (for instance Bogroots in Kithraya Caves) get confused when you step back after they jumped, they suddenly start flying backwards, then forwards again, than backwards again... looks hilarious, but is pretty weird and (obviously) bugged.
4. There's some weird notion with some melee characters - in the middle of the fight, they suddenly stop attacking to run around the monster and attack him from a different position. Pretty pointless and pretty annoying when you're playing solo or in a small party (can't they just stand in place and attack unless ordered differently?)

I also believe Tremor is still kinda useless... still needs buffs badly!

Otherwise, I'm really impressed you managed to fix almost everything I pointed out as broken/imbalanced, KG... The game is much, much less "cheesy" now and playing with a friend (single char each) is pretty fun right now.
Great job:)

KillerGremal's picture
In the Fog

Prettay Kittay wrote:
The issue with rampage not working only occurs on the people joining the lan server not the one hosting and the ability to heal other players characters is not doable with auto casting heals, but you can heal manually.
Thanks for the report, unfortunately it's a more complex matter to debug. Sad
Partially I've already examined the code in question whether where could be some kind of a multiplier/client lack but I couldn't find something strange so far... Puzzled

Rampage Mode

The issue with rampage not working only occurs on the people joining the lan server not the one hosting and the ability to heal other players characters is not doable with auto casting heals, but you can heal manually.