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DS1 Legendary Mod for DS2 Beta Thread

This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

Full version Installer version
DS2 Legendary Mod v1.01 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix v1.01

Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't.

The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below.

Here's the links of all required files for the full version as separate modules;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330

Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions.

Partial Language Translations
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish https://siegetheday.org/?q=node/1330
Return to Arhok https://siegetheday.org/?q=node/1289

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions.

I have arrived in Fallraen and my party is in good health. I was worried a time or two in the Crystwin Old Mines, but we made it. All seems to be in order thus far, no problems or issues I can detect. I was just wondering if the map had been changed a bit, as it seems in a few places the path was shorter, or easier to follow? This is not a complaint it is just after 7 years of running about the Utraean Peninsula something felt different, and I just could not put my finger on it.

Elf

bare_elf wrote:
I have arrived in Fallraen and my party is in good health. I was worried a time or two in the Crystwin Old Mines, but we made it. All seems to be in order thus far, no problems or issues I can detect. I was just wondering if the map had been changed a bit, as it seems in a few places the path was shorter, or easier to follow? This is not a complaint it is just after 7 years of running about the Utraean Peninsula something felt different, and I just could not put my finger on it.

Elf

I've not made any changes to the map itself so it must be your familiarness with it. In contrast LOA will have a few changes here and there which may surprise, especially as I hope to put back in one of the cut regions (LOA actually has about 3 regions that aren't used in the game).

The monster animations has also been fixed as per the last beta so maybe that has something to do with it. Incidentally how is the monster difficulty? I'm at Glitterdelve Mines in Ehb with a level 36 party and am having a tough time. Remember I've altered back the map difficulty to 1.0 after the monster animation problem was fixed. What's your party's level?

iryan wrote:
bare_elf wrote:
I have arrived in Fallraen and my party is in good health. I was worried a time or two in the Crystwin Old Mines, but we made it. All seems to be in order thus far, no problems or issues I can detect. I was just wondering if the map had been changed a bit, as it seems in a few places the path was shorter, or easier to follow? This is not a complaint it is just after 7 years of running about the Utraean Peninsula something felt different, and I just could not put my finger on it.

Elf

I've not made any changes to the map itself so it must be your familiarness with it. In contrast LOA will have a few changes here and there which may surprise, especially as I hope to put back in one of the cut regions (LOA actually has about 3 regions that aren't used in the game).

The monster animations has also been fixed as per the last beta so maybe that has something to do with it. Incidentally how is the monster difficulty? I'm at Glitterdelve Mines in Ehb with a level 36 party and am having a tough time. Remember I've altered back the map difficulty to 1.0 after the monster animation problem was fixed. What's your party's level?

The party I am currently running is Level 100, and have had a few hard times but nothing respawning and then a ranged attach would not fix Smile

I have made it to Fallraen and all has been going fine. I left by the back gate to find the stupid wizard that ran off with the town stone. Found him and he stayed dead, which is what should happen to dumb wizards who run off without supporting troops. Now here is the oddness, even though I saved the game in Fallraen all direct connect teleports after Fallraen take me back to Crystwind instead of Fallraen. It does not matter really because clicking on the teleport icon on a restart takes me back to the last point I was at. Just wondering why I do not restart in Fallraen. Note I have not yet reached Meren.

Elf

bare_elf wrote:
I have made it to Fallraen and all has been going fine. I left by the back gate to find the stupid wizard that ran off with the town stone. Found him and he stayed dead, which is what should happen to dumb wizards who run off without supporting troops. Now here is the oddness, even though I saved the game in Fallraen all direct connect teleports after Fallraen take me back to Crystwind instead of Fallraen. It does not matter really because clicking on the teleport icon on a restart takes me back to the last point I was at. Just wondering why I do not restart in Fallraen. Note I have not yet reached Meren.

Elf

Very strange. I had no issues with Fallraen with my testing. Obviously the trigger in Fallraen that sets the starting position isn't working. I'll check it as soon as I can.

Incidentally did the nis for Lagreth work? It was one of the more difficult ones to code as it also had to cover two possible entrances to where he is.

I tried him from both doors and the nis worked great. I will check Fallraen again to just to make sure I saved there since you did not have a problem with it.

iryan wrote:
Very strange. I had no issues with Fallraen with my testing. Obviously the trigger in Fallraen that sets the starting position isn't working. I'll check it as soon as I can.

Fought my way to Merin took a while because of the nasty evil giant hydra. I saved the game in Merin and then exited and restarted. I dropped right back into Merin. So the save system seems to be working fine there. Next I teleported to Fallraen and saved the game. exited and restarted but I was not in Fallraen but in Merin. So I teleported to Elddim and saved. When I restarted I was in Elddim and the same was true with Crystwind. So it appears that the trigger in Fallraen is damaged at least when playing the map using Broken World. It is not really an issue to be concerned over since the direct connect teleport will take you back to your last location outside a town without fail where ever you start at.

Elf

There's another Beta release for Kingdom of Ehb, bringing it to 8.0d
http://www.siegetheday.org/~iryan/files/DS1_Map_World_Beta_8d.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Logic_Beta_8d.ds2res
http://www.siegetheday.org/~iryan/files/DS1_Map_Pack_for_Dungeon_Siege_2_Beta8.0d.txt

The main feature is converting the save system to be the same as for the Utraean Peninsula, plus some fixes here and there as well as a few ambient critters, health and mana bushes and fixing a possible exploit for the final boss battle. Warning! Make sure your party is well equipped and beefed up as much as possible before taking him on. I gave up resurrecting one of my party (Sikra) as she was killed as soon as resurrected as it was a waste of time and effort. Fun battle though.

I'm quite happy with this release and am awaiting some feedback on how the NIS sequences go. I attempted to fix some of the more problematic ones and only after finishing the map have I learned of a way to proof some of the flicks so the player can't accidentally bypass them. This technique was used for the final boss battle to prevent players from sniping him without retaliation and I'll use it too for the Shadowjumper in LOA next.

Unless players find any major bugs in this release this'll be the last major release of Ehb. Yesterhaven is done and I just have to find and fix a reported bug in the Utraean Peninsula and 3 of the 4 maps will be done. Then it'll be on to Legends of Aranna, which has a few things to be done to it so it'll take a while. I intend implementing a DS2 teleportation system allowing the player to go back and forth between areas just like the original map and so I also plan to have the npcs having different conversations depending where the player is on certain quests just like the original map.

*Update. Utraean Peninsula updated to beta 8.0d also with fix for fallraen start problem
http://www.siegetheday.org/~iryan/files/DS1_Multiplayer_World_Beta_8d.ds2res

The triggers appear to be fixed. As saving in Fallraen will now start you in Fallraen. I just noticed that the majority of problems that I have found while testing the Utraean Peninsula map have occurred in or around Fallraen, could be all the cold weather and snow is messing with the game engine :P I will test the map to the end and then Play the updated Kingdom of Ehb.
Happy 4th of July for all you people who live in the USA
Elf

I was looking around the Mt. Utrae Foothills on the Utraean Peninsula and found this view. It is a very nice touch KillerGremal.

after being in stonebridge vacationing for about a week, my party of 4 has finally decided to move on, we have made it to the wesrin pass (sic spelling) now inside and i am noticing a lot of like skeletons and walking corpses dont drop any loot, would think they would drop at least 1 gold or some junk weapon but no, is there any way to increase the drop rate for them? they should drop something, even the spiders aren't dropping anything, guess im just upset my party is getting owned quickly and getting no loot bah lol

@bare_elf: Well, I often set a larger sight/fog range for exposed places (if I'm aware of it, like the towers in Fallraen), but maybe it's just a lucky coincidence of the existing mood values and the formula to expand the frustum/fog values a bit. Of course it's possible too that Iryan retuned the mood for that placed individually!?

KillerGremal wrote:
@bare_elf: Well, I often set a larger sight/fog range for exposed places (if I'm aware of it, like the towers in Fallraen), but maybe it's just a lucky coincidence of the existing mood values and the formula to expand the frustum/fog values a bit. Of course it's possible too that Iryan retuned the mood for that placed individually!?


Well whoever it was, you, Iryan or the designers of the game, it is the first time I have seen that view in all the years I have walked the this area. True I turned left where I normally turn right because I saw a bandit that needed killing so it may have been there all along.
Elf

- clicking on the door completes the quest, but technically it shouldnt complete till the door is opened from other side

- for some reason clicking on this torch, the torch wont lite

- Gloern in glitter mine town has a hiring icon above head but when you click on #3 choice the icon went away in this pic despite the fact i didnt hire him

bare_elf wrote:
KillerGremal wrote:
@bare_elf: Well, I often set a larger sight/fog range for exposed places (if I'm aware of it, like the towers in Fallraen), but maybe it's just a lucky coincidence of the existing mood values and the formula to expand the frustum/fog values a bit. Of course it's possible too that Iryan retuned the mood for that placed individually!?


Well whoever it was, you, Iryan or the designers of the game, it is the first time I have seen that view in all the years I have walked the this area. True I turned left where I normally turn right because I saw a bandit that needed killing so it may have been there all along.
Elf

Firstly the designers of the game are responsible for that scene but probably in the original DS1 it wouldn't look that spectacular because of the restrictive viewing angles and fog values used by the game's designers because graphic hardware wasn't as advanced when the game was originally launched.

But Elys' All*Saves probably allows the scene to look that cool because it firstly allows greater viewing angles and secondly and probably most importantly, reduces the fog values and increases the viewing range depending on the values you set at the launcher. I have mine set at the minimum of 50 as I find any higher than that and you start to see the edges of the regions that haven't been filled in by GPG since they never expected that you would be able to see that far in the game. That of course assumes you have the setting enabled in Elys' launcher.

And I believe KillerGremal also adjusted the frustrum radius in the original mood gas that I used to mod Kingdom of Ehb, which also allows more of the terrain to be rendered by the game. Otherwise greater viewing ranges wouldn't be as effective.

Darkelf wrote:
- clicking on the door completes the quest, but technically it shouldnt complete till the door is opened from other side

- for some reason clicking on this torch, the torch wont lite

- Gloern in glitter mine town has a hiring icon above head but when you click on #3 choice the icon went away in this pic despite the fact i didnt hire him

You're right about that. I've actually forgotten about that bug. What's suppose to occur is that a trigger on the other side of the door is suppose to complete the quest and not opening the door itself. This is how GPG originally did the quest as well. I tried that and it didn't work for me though the trigger is still there so I directly connected the door itself. I did this all in the alpha version of the map so it's been around for a while now and so I forgot about it. Congratulations for finding it!

Thinking about it with what I know now I should be able to get the quest working properly in some future update.

I confess that I don't go around checking every touch in the dungeon but I'll check it and try to fix it in the next update to the map.

I actually implement the hiring icons for the recruitable characters through emitter_indicators linked to triggers rather than through the character's talk flicks due to the fact that I couldn't get it to work when I tried that method. So whatever you do with the character the icon will disappear. This was done in the first alpha as well so it's been a long time since then. I've learned a tremendous amount about how flick works since then so I may be able to get it to work in the next update as well.

Thanks again for the feedback, it does help in knowing what needs to be fixed and what doesn't.

Darkelf wrote:
after being in stonebridge vacationing for about a week, my party of 4 has finally decided to move on, we have made it to the wesrin pass (sic spelling) now inside and i am noticing a lot of like skeletons and walking corpses dont drop any loot, would think they would drop at least 1 gold or some junk weapon but no, is there any way to increase the drop rate for them? they should drop something, even the spiders aren't dropping anything, guess im just upset my party is getting owned quickly and getting no loot bah lol

There shouldn't be any reason for not getting drops off any of those monsters. The skeletons inherit from base_actor_evil_melee_normal_rogue or base_actor_evil_ranged_normal_rogue which uses the common_normal_monster_macro for pcontent drops. I've never noticed not getting any drops from them. I wonder if anyone else is having a similar problem or you're just having a bad run?

Incidentally are you finding the difficulty rate a bit high? What's the level of your party? I'm still trying to find the best balance in difficulty level. We adjusted the animation rate which was causing some difficulty issues but it appears that the balance is still not quite right.

iryan wrote:
[

Incidentally are you finding the difficulty rate a bit high? What's the level of your party? I'm still trying to find the best balance in difficulty level. We adjusted the animation rate which was causing some difficulty issues but it appears that the balance is still not quite right.

Iryan I noticed that you where asking about the monster level difficulty on the Kingdom of Ehb map. Just wanted to let you know the monsters on the Utraean Peninsula appear to be about equal to my level 100 party. I can beat most monsters with the whole crew being ranged or as combat mages using level 4 spells. However I can not beat the strong ones or large packs fighting melee (even with my most powerful weapons like the war fans called "Undertaker's Friend" or the short swords called "Eva's Claws". Pointless to try Nature mages since all they do is toss flowers and dance a lot. Smile so it is six of one half a dozen of the other so to speak. It is possible with the monsters that are melee resistant that the resistance is a bit to high.
I have made it to Lang by the way without noting any bugs. By the way what is that evil beast lurking in the cave on Mount Utrae. The name was really long and it was butt ugly. Had to run away quickly before it ate my party. chomp chomp. But I killed it with a bit of trickery and stealth.

Elf

bare_elf wrote:
iryan wrote:
[

Incidentally are you finding the difficulty rate a bit high? What's the level of your party? I'm still trying to find the best balance in difficulty level. We adjusted the animation rate which was causing some difficulty issues but it appears that the balance is still not quite right.

Iryan I noticed that you where asking about the monster level difficulty on the Kingdom of Ehb map. Just wanted to let you know the monsters on the Utraean Peninsula appear to be about equal to my level 100 party. I can beat most monsters with the whole crew being ranged or as combat mages using level 4 spells. However I can not beat the strong ones or large packs fighting melee (even with my most powerful weapons like the war fans called "Undertaker's Friend" or the short swords called "Eva's Claws". Pointless to try Nature mages since all they do is toss flowers and dance a lot. Smile so it is six of one half a dozen of the other so to speak. It is possible with the monsters that are melee resistant that the resistance is a bit to high.
I have made it to Lang by the way without noting any bugs. By the way what is that evil beast lurking in the cave on Mount Utrae. The name was really long and it was butt ugly. Had to run away quickly before it ate my party. chomp chomp. But I killed it with a bit of trickery and stealth.

Elf

I,ll revise the resistances a bit then. My idea was to try to make melee, ranged, nature & combat characters all useful in different parts of the game so to promote the use of a balanced party. For instance it is expected that nature mages would be best against desert dwelling monsters and least effective against snow living beasts while combat mages would be the reverse. It appears that I failed somewhat in this regard. Probably after I finish LOA I,ll look at this. If anyone has any suggestions or would like to help with this, let me know.

As for the chomping monster, I,m glad you didn't,t recognise him. Killergremal actually coded him and he,s based off a quest monster in the first act of DS2.

Well I have been through the Goblin Warrens now a total of six times have killed every goblin at least twice and have opened every trunk, barrel, and storage thingy. However I have found no secret plans. I guess they are so secret that even the goblins have no idea what they are so the people of Lang have nothing to worry about. All the other quests are completing as expected (except for Orchard House which I noted before). Either the quest is not working or I have gone blind and missed a goblin.

Elf

bare_elf wrote:
Well I have been through the Goblin Warrens now a total of six times have killed every goblin at least twice and have opened every trunk, barrel, and storage thingy. However I have found no secret plans. I guess they are so secret that even the goblins have no idea what they are so the people of Lang have nothing to worry about. All the other quests are completing as expected (except for Orchard House which I noted before). Either the quest is not working or I have gone blind and missed a goblin.

Elf

The plans are in this chest not far from the displacer pad as you can see in this pic taken in the Editor. Opening the chest should get you the plans as a journal book entry and the quest being completed. If it's not working then it's a bug. I checked the templates and everything seems in order. Maybe I'll have to do it a different way?

iryan wrote:

The plans are in this chest not far from the displacer pad as you can see in this pic taken in the Editor. Opening the chest should get you the plans as a journal book entry and the quest being completed. If it's not working then it's a bug. I checked the templates and everything seems in order. Maybe I'll have to do it a different way?

Not in that trunk, but in a trunk down the hill from the Displacer pad. Is the location randomized?

Elf

bare_elf wrote:
[
Not in that trunk, but in a trunk down the hill from the Displacer pad. Is the location randomized?

Elf


No it's the right one. The view looks different in Siege Editor. It's the trunk with the big orange arrow pointing to it not the little green arrow, which in Siege Editor indicates which way the chest will open.

Glad you found it but strange you missed that chest the first time. It's right next to a heated battle with the Blaster mini boss and others so many that's why you missed it.

ok did some of glitter mines today trying to get to glacern, and got a bit full inventory, so teleportal to stonebridge, go talk to innkeep and buy a 5th slot, so i retrieved 5th character and the game put character behind counter, so i send character back to inn and another character, retrieve both characters and they are both behind counter, hehe if i send the rest of party i am afraid they will be all behind counter and wont be able to continue mines. Sad

Darkelf wrote:
ok did some of glitter mines today trying to get to glacern, and got a bit full inventory, so teleportal to stonebridge, go talk to innkeep and buy a 5th slot, so i retrieved 5th character and the game put character behind counter, so i send character back to inn and another character, retrieve both characters and they are both behind counter, hehe if i send the rest of party i am afraid they will be all behind counter and wont be able to continue mines. Sad

What a weird bug! I don't know exactly how the game determines where to put the new character when you rehire them at the inn. I'll look into it asap.

Worst case scenario I'll have to look at removing part of the counter so a trapped character can get free. Luckily that sort of setup is relatively rare in the maps. Good luck (or bad) in finding it! I've checked most of the inns but obviously missed that one.

I'll try to get a patch done tonight for you to try but there's a simple solution to get out such a mess. Just save your game, even if everyone's behind the counter, quit and then reload and the game will start everyone at the designated start points for Stonebridge.

yeah i quit game earlier, so hoping the new spawn points will fix it, will know more after i sleep, hopefully glacern will be nicer inn lol

Darkelf wrote:
yeah i quit game earlier, so hoping the new spawn points will fix it, will know more after i sleep, hopefully glacern will be nicer inn lol

I've uploaded a small fix for you to try
http://www.siegetheday.org/~iryan/files/DS1_Patch_Beta_8e.ds2res

It appears that characters are spawned near the innkeepers' position so in DS2 GPG positioned all their innkeepers away from the situation you found at Stonebridge. I can't modify the counter since its inbuilt into the node so instead I just moved the innkeeper to the otherside of the counter.

Glacern is fine since the counter has a gap you can (or should be able to) walk through. The other 3 towns have their innkeeper in the open so it won't be an issue. I suspect KillerGremal ran into this bug which is why he positioned the innkeeper outside the counter (which is very similar to Stonebridge). If you find the patch works I'll duplicate his setup where he has a barkeeper behind the counter instead of the innkeeper.

iryan wrote:
I've uploaded a small fix for you to try
http://www.siegetheday.org/~iryan/files/DS1_Patch_Beta_8e.ds2res

It appears that characters are spawned near the innkeepers' position so in DS2 GPG positioned all their innkeepers away from the situation you found at Stonebridge. I can't modify the counter since its inbuilt into the node so instead I just moved the innkeeper to the otherside of the counter.

Glacern is fine since the counter has a gap you can (or should be able to) walk through. The other 3 towns have their innkeeper in the open so it won't be an issue. I suspect KillerGremal ran into this bug which is why he positioned the innkeeper outside the counter (which is very similar to Stonebridge). If you find the patch works I'll duplicate his setup where he has a barkeeper behind the counter instead of the innkeeper.

i installed this fix but it seem the innkeeper is still behind counter and the mercs will still go behind, however as said, quitting the game, allows the characters to continue the game, i made it to glacern today, so not really worried about the weird stonebridge inn bug now. i am level 22 i think now, i think i died like 3 times going from deep in mines to glacern today, pretty sad my party of 5 is still weak, i find the rock beats and mine worms are really overpowered not sure why though, then i got to snow area and found klaws, furoks and snow wolves were dying quickly, weird. anyways here a pic of current party -

Darkelf wrote:

i installed this fix but it seem the innkeeper is still behind counter and the mercs will still go behind, however as said, quitting the game, allows the characters to continue the game, i made it to glacern today, so not really worried about the weird stonebridge inn bug now. i am level 22 i think now, i think i died like 3 times going from deep in mines to glacern today, pretty sad my party of 5 is still weak, i find the rock beats and mine worms are really overpowered not sure why though, then i got to snow area and found klaws, furoks and snow wolves were dying quickly, weird. anyways here a pic of current party -

I'll look at the innkeeper issue in a later fix then. As for the Rock Beasts and Mine Worms they're meant to be very powerful as they're relatively rare. Rock Beasts have resistances to melee and ranged as you'd expect from something made from rock. However everything is relative and I'm still looking at the ideal balance so they'll be adjusted in some future patch as well as many others as mentioned earlier. Keep letting me know of such imbalances in the monsters so I can work on a better balance.

There is no way to get my party through to the other side, because once again the Skeleton Archers, melee fighters and wizards are totally resistant to ranged and melee attach and there is no way to carry enough mana potions for my combat wizards their spells go inactive because of no mana after the second group of skeletons. I can kill the other things in the Den even the furies of all shapes and sizes with relative ease by comparison. When I shoot an arrow at a skeleton it does not reach the skeleton but impacts the ground just ahead of him (I assume it is a him but hard to tell with no fat, muscle or skin Smile ) In any case they appear to be once again balanced by casino odds. Where the house wins 90% of the time. Even turning off the Ethros monster balance did not help much this time. So it looks like I will take the back road to Quill town So it is back to Lang, a jump to Crystwind and off by the back trail.

Elf

otherwise everything seems fine on the trails of the Utraean Peninsula

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