/* ***************************************************************************** Dungeon Siege 2: Monster/Container Level Adjustment _______________________________________________________________ Mod Title: Level Adjustment Mod Author(s): KillerGremal/F3 Mod Version Number......................: Beta 5f Release Date............................: 25-Aug-2013 Mod Size (approx.)......................: 780 kb Contact Information (email / forum...)..: KillerGremal: ......................................... http://siegetheday.org/?q=node/1330 ......................................... http://garage.gaspowered.com/?q=node/5456 Web Site (for the mod / author...)......: http://dungeonsiege2.net/ds2fun/mods/ ******************************************************************************** * Description This mod is able to adjust the stats/levels of monsters and containers towards your average party level. This mod is also able to provide a custom respawning method for maps (official method: http://garage.gaspowered.com/?q=node/3389 ). Orignially this mod was created for the Erthos Struggle map (by PacMadModder) meanwhile it can be activated for all other maps too, even on GPG maps if you really want (but there only conditionally recommanded). ******************************************************************************** * Mod FAQ For players and mappers there is probably an interesting FAQ list to answer hopefully everything you like to know: http://dungeonsiege2.net/ds2fun/mods/ds2-mod-faq-monsterlevel-adjustment.php ******************************************************************************** * Installation Instructions - Official procedure: Download and install the DS2 Toolkit, then rename this Mod file to *.ds2mod and save it in the folder: "My Documents\My Games\Dungeon Siege 2 Mod\Mods" Then run DungeonSiege2Mod.exe to play the game. If you want to continue your actual char you also have to copy its folder to "Multiplayer" or "SinglePlayer" folder (depending on what you have played) inside "My Documents\My Games\Dungeon Siege 2 Mod\Save\" folder. Then make a shortcut on DungeonSiege2Mod.exe and add 'loadanysave=true' ... Well, it couldn't be any more complicated - please see below for the easy way or check out Hanker Chief's Player's Guide to Mods on Herena Forge for help: http://herenaforge.org/tiki-index.php?page=Player%27s+Guide+to+Mods - Inofficial procedure: (recommended) Save this file ending on *.ds2res eit in the "Resources" folder inside your DS2 game folder (also if you have the addon isntalled in a different folder). Also install All*Saves ( http://garage.gaspowered.com/?q=node/1990 resp. for the addon http://garage.gaspowered.com/?q=node/5394 ) and start for future game sessions DS2 with that 'pre-launcher' (only affects DS2 v2.2/v2.3). ******************************************************************************** * Requirements / Compatibility Dungeon Siege 2 Version.........................: 2.2 / 2.3 (not compatible with v2.0/2.1) Other requirements (other mods, expansion...)...: Game-launcher called 'All*Saves' to run DS2 v2.2/v2.3 with. ................................................. Details and download: http://garage.gaspowered.com/?q=node/1990 ................................................. For the BW addon: http://garage.gaspowered.com/?q=node/5394 Recommanded Mod/Files Additions.................: Erthos Struggle Map: www.uniquetrend.com/erthos ................................................. Download mirror: http://dungeonsiege2.net/ds2fun/map/erthos.php Windows only (uses ds2dll or custom installer)..: No Compatibility...................................: This mod should incorporate with most mods and will *not* affect ................................................. the original maps of DS2 resp. Broken World addon. Known Bugs/Dangers..............................: None (i hope... like always plase make a manual savegame backup) What to improve next............................: Even if monster level chances the individual experience reward ................................................. currently won't be adjusted. :=( ******************************************************************************** * What's new Beta 5f: (25-Aug-2013) - Fix to improve level-adjustment of several act bosses. Beta 5e: (4-Aug-2013) - Lack fixed for invisible containers (as used for Ghost quest). - Minor performance tunings for revised loot-collecting routine. Beta 5d: (12-Jul-2013) - Adjustment support for traps added. - More balanced adjustment of low-levelled monsters. - Revised handling of sanctuary doors. - Exp Jewels belong now to the 'Jewelry' loot filter (see game options). Beta 5c: (12-May-2013) - Support added for combative NPCs and (initially) neutral monsters. - Support improved for weak monsters and special bosses. - The ini option 'monster_adjust_declared' (see Beta 3i) will now display more information: level changement, new defense, new damage range, and the effectivity of your powers against the monster. Beta 5b: (12-Sep-2012) - Some of the recent tunings reverted to avoid random adjustment failures. Beta 5a: (2-Sep-2012) - Bug fixed that reduced the exp reward under some circumstances. - Larger portions of this mod technically revised. Beta 5: (12-Aug-2012) - The 'mood tweak' is no longer supported to its full extent (only the basic settings are still respected), instead of it it's possible now to set up a special table to configure the behaviour of the features in this mod: http://dungeonsiege2.net/ds2fun/mods/level_adjustment_config.gas.txt Beta 4k: (27-Jul-2012) - An error fixed in a formula that caused low-levelled or trivial monsters to have too few life points while high-levelled/strong ones had too much. - Customizable parameters could make a formula relay a value that was able to inflict a division by zero. This lack is fixed too. Beta 4j: (20-Jul-2012) - Revised resistance handling: If a monster already has melee or ranged resistances they will change +/-0.4% per level raised/lowered by default, and if there are already magical resistances they will be raised/lowered by +/-0.8% per level by default. So now the monster level assigned in the monster's template has a higher significance (as reference for existing resistances), beside of this the [monster_level_adjust_stats] component has got two new properties to tune individually the marginal resistance change per level in each template. - Support for breakable/attackable objects added (non-actors). - Influence of difficulty settings on monster's defense values lowered (to have less impact on player's damage value). - 'Mood tweak' expanded by an option (party_light:vert_offset) to respawn more monsters the more party members there are. Beta 4i: (1/5-Mar-2012) - In Beta 4h any positive respawn chance was considered as 100%, this bug is fixed now (thanks to Iryan for pointing on this). Additionally conditions revised when common monsters already killed before may respawn again within the same session. Now this can happen after ~30 minutes, however with half the specified respawn chance only. - Several files optimized for SE2 (doesn't support all function classes). Beta 4h: (28-Jan-2012) - Level+stats of low-levelled or summoned monsters will be more appropriate. - The 'Map Mode Ghost' revised, one will be on the 'Tutorial Beach' and the other in a prison cell at Eirulan, both however may give you the clearance for the official DS2 map to advance to veteran or elite mode as soon as your level is high enough to play on there (about 4 levels below recommendation). Like this you can play custom maps and return later to the official map(s). This also will work for the Broken World map if the addon is installed. - Green potions have been removed since it was to painful to change the map mode with them (the Ghoat will do this now). - The auxiliary mod 'Mod-Erthos-RecipeAppendix-....' for Erthos struggle map to enable recipe support in v2.3/BW is included now in this mod (in v2.2 it will expand the lore book though, but this has no negative impact). - Support for archmage's Crystal Shield added. - Related on map-making: The 'mood tweak' has been expand in several manners, please check the example file in: world/maps/your_world/moods Concerning (quest) monsters, please remind that aspect:gold_value = -1 would disable the custom monster respawning, and inventory:gold = -1 would disable the level adjustment for monsters or containers. There are other ways do this as well, however this tweak can be realized much easier while working with the SE2 (and -1 gold shouldn't matter since gold usually drops via Pcontent). Beta 4g: (30-Apr-2010) - Work-around for an exp lack: When exp jewels were disabled (for internal exp rewarding) it could happen that some exp points remained on the dead monster. As work-around now, the eventually remaining exp will be given to the player as exp jewel even if you manually turned exp jewels off. Note maybe, this lack doesn't affect all monsters, moreover this work-around isn't needed if the Hotfix resp. Aranna Legacy mod is installed too. - Sometimes rare power potions have been placed into ambient containers, this bug is fixed now. - Minor tuning for collecting loot or exp jewels: The focused actor has no more priority, so now the party member who is closer to it will move to pick it up. You may deactivate this tuning by adding 'loot_collect_tuned=false' (without quotes) into the DungeonSiege2.ini resp. DungeonSiege2BrokenWorld.ini file. Beta 4f: (11-Dec-2009) - Collecting exp jewels by pressing the appropriate short-key (usually 'z') works now too even if your inventory is already full. If you use a loot- filter (see game options) then note that exp jewels belong to 'gold' and and not to 'jewelry' (would refer to rings, amulets and also reagents). For the case an exp jewel drops on a spot you can't walk at then hold the mouse cursor above it for 2-3 seconds while pressing the 'shift' key. - Also the level of mana-/health shrines (resp. their refilling capacity) will be adjusted now to match your average party level. Beta 4e: (11-Jul-2009) - Minor tunings, mainly for custom monster respawning feature. Beta 4d: (14-Mar-2009) - Bug fixed that sometimes made low-level health potions drop less often. - In some cases the display for monsters of their current/max life showed two different values for a fresh/unharmed monster, this is fixed now. - Slightly improved teleportation/placement for the 'Rune of Mending'. - Minor code tunings for the level-adjusting routine. Beta 4c: (3-Jan-2009) - At the Tutorial Beach (primary DS2 map) there is now a ghost who is able to advance your hero to the next gameplay mode - assumed for example you were playing until level 27 on a custom map then this ghost will upgrade your hero so he can enter veteran mode (or Broken World map if you play with the addon, depending on what dialogue option you have selected). - Talk to the 'Map Mode' Ghost. - Save your session and leave the map. - Press 'single player' button. - Select your hero again. - Select the DS2 map (or Broken World map). - Select the veteran mode (resp. highest available mode). Like this it will be possible to play the official DS2 maps as intended by GPG, and due to the automatic level boost it's not needed any longer to enforce the monster-level adjustment on these maps (better for quests). Warning: In every case please make a manual backup of your savegame first because this feature will strongly impact your hero and his stats. - Auxiliary respawning feature added for *custom* maps, however there are some more restrictions to respect: - Respawning generally will only happen at next session (reloading map). - By default the respawning feature is disabled, only on Erthos Struggle map it's enabled where 50% of the monsters will respawn next session. - The player can adjust it with an option in the DS2 *.ini file, example: monster_adjust_respawning = my_world:55,other_world:40 - Map-makers can preset respawning as enabled by the 'mood config tweak'. - Respawning only works for new heroes resp. only for map regions where your current hero never has been before. - Bug fixed that level-adjusted monsters got stronger and stronger depending on how often your party teleported to town and back to the monsters again. - Hidden 'Rune of Mending' on Erthos Struggle map is now better selectable. Beta 4b: (3-Mar-2008) - Minor tunings to ensure better compatibility with other mods. Beta 4a: (23-Feb-2008) - Experimental loot adjusting feature added for containers, with some rare exceptions chests/barrels/etc. will now generally drop items according to your average party level. - One 'Rune of Mending' (renamed, formerly known as 'Beastguard' rune) is now hidden anywhere in the town-center/shop area of Erthos Struggle map in case you can't afford buying it at the Magic Shop. - Minor mood tunings for the town-center/shop area. Beta 3i: (11-Feb-2008) - Beastguard rune revised, you may notice some differences but basically it will still work the same way as before (and hopefully a bit faster). Additionally it will follow you now through the teleporter and your stash will grab the rune if you forget to pick it up yourself at the end of a game session. - You can get now expanded monster screen names that also will display the former/original monster level, just add 'monster_adjust_declared=true' in the DS2 shortcut or the *.ini file (please see Beta 3g how to handle such options). By default it's off/false since monster screen names may become unsightly large sometimes. - Beta 3c has introduced the option 'monster_adjust_world' that will accept now 'all' too as auxiliary map name to enable this mod everywhere, however use it carefully(!) because eg. quest monsters probably won't perform as they should if their levels and stats change. - Support for mappers improved. Mappers can now define themself if this mod shell be active for their map too. This will happen with help of a *moOd* that just serves to hold configuration settings. There is an example at: http://dungeonsiege2.net/ds2fun/mods/moods_monsterlevel_adjustment.gas.txt The support doing this partially by a special template has been canceled. - Mappers can deny the level-adjustment for their special monsters by adding [global_string] { screen_text = monster_adjust_denied; } in the template. Also setting the gobit 'monster_adjust_denied' on true is still supported. Beta 3h: (7/8-Jul-2007) - Minor tunings for stats and exp calculation for monsters with level >=100. - Component 'set_go_bit' included in this mod (however not needed by default). - Improved mapper/modder support: You can add any further game object with the template name 'obj_config_monster_adjust_ball_drop_false_XYZ' (where XYZ is the internal name of your map) to turn off dropping of exp balls by default and the common/direct exp reward system of DS2 will used then. *OBSOLETE* Beta 3g: (5-Jun-2007) - Full support added for adjusting monsters with original level 12 or lower. - Dropping of exp balls can be disabled now (currently not default) in order to apply the adjusted experience amount directly on the monsters itself, you can do this by adding 'monster_adjust_ball_drop=false' (without quotes) at the end of the command line in your DS2 shortcut or by inserting this into the DungeonSiege2(BrokenWorld).ini file. - The starting moment the monster adjustment rune tuned, it should now start even if dropped above non-planar/sloping terrain. Beta 3f: (11-May-2007) - Experience accounting revised, the experience of a jewel will automatically be shared now on all parties in the game. Be aware that these exp jewels contain undefined experience (always positive, monsters adjusted downwards won't drop exp-jewels). Thus a +3 jewel is able to instantly increase skill level 1 to skill level 3 (if unshared), so always take care that on every party member the intended weapon is selected first! Please keep in mind that these jewels are a work-around since the experience amount can't be adjusted directly on monster itself. - Experimental item added, a Beastguard Rune. It's a stone-like item to drop out of your inventory, when it's outside monsters will become level-adjusted wherever you are (regardless on the map). The rune will pursuit the char it has dropped from, however the rune won't be transported itself by teleporters so don't forget to pick it up again first or you have to buy another one in the magic shop of Erthos Struggle town center. - For map makers: The game objects 'cmd_monsterlevel_adjust_###' (###: sphere, visual, takeaway) are map-placeable variants of the Beastguard Rune, this may be interesting for side-quests where it's rather difficulat to estimate at what char level the player likes to solve them. - As map fix: Missplaced shrine effects are fitting now on the shrine buildings (side note for map-makers: shrine effects mostly need a 0,0,0,1 orientation). Beta 3e: (27-Apr-2007) - Minor tunings. Beta 3d: (20-Apr-2007) - Optimized import of a custom world list (if set), the evaluation will happen now a bit faster, also a harmles but frequent bug has been fixed. - General warning: It's not recommanded to force this mod working on GPG maps too because of the unknown consequnces for the numerous quests there. Please note also that these special green potions (see Beta 3a) won't give you access to veteran or elite mod as long as you have manually forced this mod to run on GPG maps - for security reasons this has been disabled since many players just wanna have some fun without any further gamplay impact. However if you want to use these potions to get back into a higher mode of the GPG maps then remove the GPG world names form your custom world list and consume the potions afterwards on the GPG maps. Beta 3c: (12-Apr-2007) - Instead of one map only you can add now multiple map names hehind the command line option, eg.: monster_adjust_world=own_world,any_world,test_world Each map name must be separated by a comma, mind spaces and do NOT use quotes for such a map list. Keep in mind that you also can add this option into the DungeonSiege2(BrokenWorld).ini file if the command line becomes too short. Beta 3b: (17-Dec-2007) - A command line option has been added to enable the monster adjustment just on other maps too: [path]\DungeonSiege2.exe monster_adjust_world=my_world Here "my_world" would be of the internal name of your map, best is you start DS2 by a shortcut where you simply can edit/expand the start command. Please note, this option is for *testing* only! Thus make a savegame backup if you intend to use it on maps with quest realted or hand-coded monsters, it's very probalble that up-/down-scaled monsters may cause troubles if the level adjustment will become active there too - please keep in mind this mod is only tuned to adjust rather common monsters, so use this option carefully! Beta 3a: (18-Nov-2006) - Resitances monsters may have will now scale up too with the monster level. - Balls won't give exp to inconscious party members due to the undefined state. also the reported quality rating has been scaled down to show approximately the levels a ball would if a char hadn't any melee/ranged/magic levels yet. - In some rare cases it's possible find green potions, use them in the default GPG DS2 maps to enable the next higher map mode - however that will only work if you have reached an appropriately sufficent char level in the erthos map, if your char level is too low the potions only will... Beta 2: (12-Nov-2006) - Exp Reward Balls introduced: Monsters always have given (and sitll will) the same experience even after upgrading the monster level upgrade, the missing experience will be dropped now as items resp. balls to pick up. Balls only will drop if the original monster has been *increased* - otherwise they would contain negative exp, unfortunately the idea of leveling downwards hasn't been evaluated or tested so far. ;=) Beta 1: (14-Oct-2006) - Please see description above. Alpha: - Adaptions of the Shard Soul level upgrade feature out of Kohl Beast pet mod to use for all monsters in Erthos Struggle map. ******************************************************************************** * Mod Details Single Player only mod..........................: No Multi-Player only mod...........................: No New / Modified Difficulty Settings..............: Yes (optional configuration for players + mappers) New / Modified Graphics.........................: No New / Modified Sounds / Music...................: No New / Modified Weapons..........................: No New / Modified Armor............................: No New / Modified Spells...........................: No New / Modified Misc. Items (Rings, Amulets...)..: Yes (1 special potion, 1 level-adjusting rune) New / Modified Character(s) / Pets..............: No New / Modified Enemy Type(s)....................: Yes (adjusted stats on custom maps, if not re-configured) Modified Experience / Attribute System..........: Yes (exp jewels for alternative exp rewarding, optional) Modified Loot Drops.............................: Yes (depending on adjusted monster/container levels) Modified GUI....................................: No Modified / Custom Map...........................: No Modified Other..................................: Yes (2 area triggers to adjust nearby monsters) Modding Tools Used..............................: DS2TK v1.1 ******************************************************************************** * Credits Some content provided by........................: - Modding advice received from....................: - Volkan/PhoeniX for inputs how to reach levels >100. Other Credits...................................: - PacMadModder for Erthos Struggle map. ................................................. - Thanks to Sharkull for this ReadMe template. ******************************************************************************** * Distribution This mod may be freely distributed, as long as this readme file and all related content is included. ******************************************************************************** * Permissions (pertains to non-profit usage only) _____ Permission is given to re-use this mod's content without restrictions. (Open source) _____ Permission is given to re-use this mod's content, as long as credit is given to the original content author(s). (Open source) _Yes_ Contact the author(s) for permission before re-using any content included in this mod. (Open source) _____ A separate licence is included with this mod, and all permissions are described there in detail. _____ No permission to re-use this mod's content is given by the author(s). (Not open source) ******************************************************************************** * Copyright All title and intellectual property rights to the content of this mod are the property of the respective content owner and may be protected by applicable copyright or other intellectual property laws and treaties. © 2002-2005 Gas Powered Games Corp. All rights reserved. Gas Powered Games, the GPG logo, and Dungeon Siege are the exclusive trademarks of Gas Powered Games Corp. ******************************************************************************** * Disclaimer The author(s) of this mod accepts no responsibility for damage to data, or physical damage to hardware, caused by the appropriate or inappropriate use of this mod. Use this mod at your own risk. ******************************************************************************** * Tanking Log ***************************************************************************** */