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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.

bare_elf wrote:
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

Please try and see if this helps;
http://www.siegetheday.org/~iryan/files/DS1_Logic_Beta_8e.ds2res

I've revised the skellies and wraith's resistances to 10% melee and ranged resistance. For comparison I've left the krug dog skellies at the default (but they're 25% vulnerable to magic attacks already) for comparison. See what happens now. Can you see if the krug dog skellies are really extra vulnerable to magic? It'd be nice to add vulnerabilities to certain monsters to try to make nature mages and melee fighters more useful in the mod.

Possibly I've under-estimated the way resistances are calculated and maybe what's happening is that resistances are calculated first and then the monster's base defense level is calculated against the remainder. So instead of 75% getting through against the skellies and wraiths, maybe only 10-25% was getting through once all of this is calculated? Any ideas or comments? I know GPG used resistances very sparingly in DS2 and maybe this the reason.

So experiment and let me know what happens? I like the idea of monsters having resistances and vulnerabilities depending on their habitat or makeup. Maybe I played too much Final fantasy in the past?

I've played the recent days a little bit on Ehb, however only until/after the Crypt. It was really great fun and the non-interactive scenes were a pleasure (inspiration!) to watch! Laughing out loud

Nonetheless I've found one or the other thing that could be improved: Wink
- The Krugs, as main menace for Ehb, should be faster and more harmful, I think. Of course not that much, just some more damage, some faster attack speed (and some lower sensor scan period).
- Some thin snakes have 2x more life than certain Krug Scouts/Scavengers have. :o
- The moods 'map_world_path2crypts_1' and 'map_world_path2crypts_start' should have identical fog/music/rain/etc. settings, generally all moods adjacent to moods with a transition time of zero should have this.
- All objects with the [starting_group_toggle] component have to be tuned or removed (applying an empty/invalid start position Id on player's savegame will cause problems). So either all 'stash_player_start_group' should be tuned or replaced by 'chest_glb_stash'.
- Is there a (typo) error in the state resistances block for 'skrubb_farm_ds1' ?
- There is no more template 'krug_scout' (for example) after installing the required resources of Ehb. It would be good if these template names could be 'occupied' with the real DS1 monsters or if simply the empty 'monster_list_auto_generated.gas' file (apparently this hint is obsolete) could be removed again from the logic tank. Right now several monsters are missing on the DS1=>DS2 maps i have tuned so far, it also will be an additional handicap for everyone who ever intends to port his old DS1 map to DS2.

Other things swirling in my mind:
- The difficulty (=>'mood tweak') on Ehb should be some higher. If low-levelled it's rather easy. On higher levels it's more challenging, but most probably this is incidentally caused by some inappropriate settings/values in the LevelAdjustemt mod (which I'm going to fix/optimize soon). Norick's dog is nice feature but its buff is lowering the difficulty/damage once again.
- We have to rethink how to deal with melee+ranged resistances on monsters who automatically adjust their stats. Right now tbe LevelAdjustemt mod treats melee+ranged resistances like magical resistances, making high-levelled monsters immune to that type of damage (like usual in DS2).
- There may be 'broken region edges' after using the back-tracing portal at session start. I will look for a work-around.
- Health/mana fountains don't drop their potion at the right place, I have to fis this too.
- Rock/Stone beasts are no marshmallows. Evil They are damaging all nearby attacker in front of them, not just one, so try to stay behind them.
- About the Mine Worms I can't say something concrete, I've thought the ones I've made are ranged while Iryan's were melee(+ranged)!?
- I'm playing around with NIS (…you know, it may happen sometimes that I'm temporarily a bit bored to tune my other stuff). Wink

KillerGremal wrote:
I've played the recent days a little bit on Ehb, however only until/after the Crypt. It was really great fun and the non-interactive scenes were a pleasure (inspiration!) to watch! Laughing out loud

Nonetheless I've found one or the other thing that could be improved: Wink
- The Krugs, as main menace for Ehb, should be faster and more harmful, I think. Of course not that much, just some more damage, some faster attack speed (and some lower sensor scan period).
- Some thin snakes have 2x more life than certain Krug Scouts/Scavengers have. :o
- The moods 'map_world_path2crypts_1' and 'map_world_path2crypts_start' should have identical fog/music/rain/etc. settings, generally all moods adjacent to moods with a transition time of zero should have this.
- All objects with the [starting_group_toggle] component have to be tuned or removed (applying an empty/invalid start position Id on player's savegame will cause problems). So either all 'stash_player_start_group' should be tuned or replaced by 'chest_glb_stash'.
- Is there a (typo) error in the state resistances block for 'skrubb_farm_ds1' ?
- There is no more template 'krug_scout' (for example) after installing the required resources of Ehb. It would be good if these template names could be 'occupied' with the real DS1 monsters or if simply the empty 'monster_list_auto_generated.gas' file (apparently this hint is obsolete) could be removed again from the logic tank. Right now several monsters are missing on the DS1=>DS2 maps i have tuned so far, it also will be an additional handicap for everyone who ever intends to port his old DS1 map to DS2.

Other things swirling in my mind:
- The difficulty (=>'mood tweak') on Ehb should be some higher. If low-levelled it's rather easy. On higher levels it's more challenging, but most probably this is incidentally caused by some inappropriate settings/values in the LevelAdjustemt mod (which I'm going to fix/optimize soon). Norick's dog is nice feature but its buff is lowering the difficulty/damage once again.
- We have to rethink how to deal with melee+ranged resistances on monsters who automatically adjust their stats. Right now tbe LevelAdjustemt mod treats melee+ranged resistances like magical resistances, making high-levelled monsters immune to that type of damage (like usual in DS2).
- There may be 'broken region edges' after using the back-tracing portal at session start. I will look for a work-around.
- Health/mana fountains don't drop their potion at the right place, I have to fis this too.
- Rock/Stone beasts are no marshmallows. Evil They are damaging all nearby attacker in front of them, not just one, so try to stay behind them.
- About the Mine Worms I can't say something concrete, I've thought the ones I've made are ranged while Iryan's were melee(+ranged)!?
- I'm playing around with NIS (…you know, it may happen sometimes that I'm temporarily a bit bored to tune my other stuff). Wink

Glad you're enjoying it. I'm glad we were able to get these maps to a playable and fun state in DS2!

There of course is still a lot of little things to do, especially with balancing and minor fixes.

I kept the Krug as they were in the original DS1, i.e. pathetically weak at the start. After the crypts they get a bit tougher. Remember in the original DS1 map you started on your own until you recruited Ulora in the crypts. In the earlier builds it was extremely tough work for a single character to get that far on their own, thus Norrick's dog to try to help a bit. Maybe this all could be refined somewhat. I'm open to suggestions.

I'll put the other suggestions on the to-do list to be included in the next update after LOA is released.

I'll remove the monster_list_auto_generated.gas file as suggested and can make the plain templates available again but then you'll also need to adjust the content mod otherwise only DS2 monsters will appear. Having a higher priority mod won't always overwrite everything in the monster_list_auto_generated.gas file which is one reason I ended having custom templates for each map (that and so that the bestiary would update properly which may not be important to map developers).

After you finish adjusting the resistances in the LevelAdjstment mod i'll certainly revert the difficulty level again. Incidentally I ran a couple of tests and found players have to be very careful of what enhancements they have on their weapons as this has a very big effect on the amount of damage they can inflict. For instance I noticed in a run through of the new regions I've restored in LOA, that my melee character was only inflicting 1-3 damage to one of the new monsters while my combat mage was inflicting 200-250 damage at level 39. Checking it I found my melee character was equipted with a sledge that has a death magic enhancement to it and the new monster has resistances to both melee and death damage. Replacing the weapon with one that had no such enhancements meant he was able to inflict 50-160 damage now.

Yes the mine worms are melee with a very long range! This was because the ranged attack wasn't working with them, or the Googores. There's a few monsters that don't work as expected because of similar issues.

iryan wrote:
Please try and see if this helps;
http://www.siegetheday.org/~iryan/files/DS1_Logic_Beta_8e.ds2res

I've revised the skellies and wraith's resistances to 10% melee and ranged resistance. For comparison I've left the krug dog skellies at the default (but they're 25% vulnerable to magic attacks already) for comparison. See what happens now. Can you see if the krug dog skellies are really extra vulnerable to magic? It'd be nice to add vulnerabilities to certain monsters to try to make nature mages and melee fighters more useful in the mod.

Possibly I've under-estimated the way resistances are calculated and maybe what's happening is that resistances are calculated first and then the monster's base defense level is calculated against the remainder. So instead of 75% getting through against the skellies and wraiths, maybe only 10-25% was getting through once all of this is calculated? Any ideas or comments? I know GPG used resistances very sparingly in DS2 and maybe this the reason.

So experiment and let me know what happens? I like the idea of monsters having resistances and vulnerabilities depending on their habitat or makeup. Maybe I played too much Final fantasy in the past?

Installed the update and went back to the fury den via the back door near Crystwind. It should be noted that my party is made up of 6 level 100 grand masters that have at least level 90 in each category, ranged, melee, combat magic and nature magic. They are all carrying level 4 combat and nature attack spells. The ranged and melee weapons are of my own design and very powerful. Each has their entire inventory filled with the extra large mana potions. except for the four slots used by the melee weapons. With the armor and jewelery they have at least 50% protection from ranged, fire, ice, lightening and death magic attacks. However they will be killed in any configuration even all as combat or nature mages if they meet more than one skeleton at a time. Anyone of these characters can run the entire DS2 or Broken World map without help or can walk through a regiment of Morden or Krug blind folded and come out alive. So something for sure is wrong with the skellies and wraiths when the party is above level 50. I can say this because I just took a level 45 party through the fury den with the update installed and they did reasonable got about 3/4 of the way through before biting the dust.

The Krug Dog Skeletons are a little easier to kill by magic than the standard Krug Dog, but not by very much. Takes about three hits of lightening spell to take out a standard Krug Dog and two will kill a Skeleton Krug Dog.

I have played Final Fantasy to and will agree that monsters having resistances and vulnerabilities depending on their habitat or makeup is a good thing. But maybe way DS2 applies these resistances and vulnerabilities is based on some strange mathematical formula that only string theory will solve.

I agree with KillerGremal about the Krug however
- The Krugs, as main menace for Ehb, should be faster and more harmful, I think. Of course not that much, just some more damage, some faster attack speed (and some lower sensor scan period).

Elf

The girls decided to do a little shopping in Quillrabe as girls will do after fighting silly monsters all day.





iryan wrote:
. . .
I'll remove the monster_list_auto_generated.gas file as suggested and can make the plain templates available again but then you'll also need to adjust the content mod otherwise only DS2 monsters will appear. Having a higher priority mod won't always overwrite everything in the monster_list_auto_generated.gas file which is one reason I ended having custom templates for each map (that and so that the bestiary would update properly which may not be important to map developers).
. . .
File names and folder structure have probably changed too often, but at least the hirarchy level/depth of the folders there the gas files for the monsters are should match, otherwise it gets a bit chaotic what finally is active in-game.
There are some pending changes anyway for the Content mod, and I'm also going to move my auxiliary monster list into '/templates/actors/evil/utrea/' (so on the same level/depth as your files), and then you could adopt the original DS1 template names again if you like.

I know this is some big project to bring DS and DSLOA to DS2, but why don't you, instead of an old map, remaster it? It may be unbelieveably difficult for such a small group to remaster and entire landscape, but it could be fun... eh?

Raymus wrote:
I know this is some big project to bring DS and DSLOA to DS2, but why don't you, instead of an old map, remaster it? It may be unbelieveably difficult for such a small group to remaster and entire landscape, but it could be fun... eh?

That's a good idea but would take a long time to finish, depending on course on the scope of work undertaken. For DSLOA I've now restored 2 regions that were cut from the game and that took me about 15 hours to do and that was with just some node work to complete the hughcave region, stitching to join them together and, since neither region had any objects at all, add scenery, emitters and monsters to the regions. All of that for perhaps 20 minutes of playing time in the game.

There's a steep learning curve in using Siege Editor for mapping, that's why there's so few maps available for DS2. That said, I've learnt a lot in the last 6 months especially about using the Editor. There's quite a few areas in the maps that could be remastered a bit to improve their aesthetics. Especially as they weren't designed to be viewed with modded camera angles and larger frustrums so there's quite a few places where you can see the edges of the world, which is quite ugly. This is true even with the offical DS2 and BW campaigns and was a deliberate design decision by GPG to have restricted camera angles so to avoid having the engine render any more of the terrain than was necessary to make the game more playable on lower spec computers.

Whether I or anyone else ever gets to do any of this touching up of the maps is unknown. There's still a lot of little niggles to clear up first.

I mean, Of course it would be time consuming, but think about how much effort a huge group of people put in to making those games in the first place, all of you have the advantage of already having the technology. Think of Halo. Halo: Combat evolved was made roughly 11 years ago. And only a year ago they remastered it to a beautiful creation that shows the wonders of modern Gaming. And TONS of people bought that, including myself, having even owning the first one! Point is, A remastered free version could be enough to get the original dungeon siege games the recognition they deserve. Plus, it could get all the 'Dungeon siege III' Gamers to see how the game is actually supposed to be, and not some crappy-ass wannabe of a Dungeon Siege game.
Basically A remastered version could help the title greatly.
Hope I didnt sound too emotional there.

Looking for the Quillrabe town stone. We are outside the Drakes Nest

The fight goes well after the Fury Den, all the quests appear to be working and all of the bad guys are still hard but not impossible. Even the ones that are range and melee resistant.

Elf

I'm sure there will be Pack mules, but will there be Traggs? I know the idea has been thought of, but I haven't seen anything in the forum about them yet.

http://www.siegetheday.org/?q=node/1513 - you mean something like this?
http://www.siegetheday.org/?q=node/1515

Raymus wrote:
I'm sure there will be Pack mules, but will there be Traggs? I know the idea has been thought of, but I haven't seen anything in the forum about them yet.

Perhaps I should have looked more carefully.

Raymus wrote:
I'm sure there will be Pack mules, but will there be Traggs? I know the idea has been thought of, but I haven't seen anything in the forum about them yet.

They are also found in Legends of Aranna at Illicor. I'm working on the next Beta right now and while they were in the previous beta, that one may be a somewhat buggy as I've since changed the resource system around since it was released.

Raymus wrote:
I mean, Of course it would be time consuming, but think about how much effort a huge group of people put in to making those games in the first place, all of you have the advantage of already having the technology. Think of Halo. Halo: Combat evolved was made roughly 11 years ago. And only a year ago they remastered it to a beautiful creation that shows the wonders of modern Gaming. And TONS of people bought that, including myself, having even owning the first one! Point is, A remastered free version could be enough to get the original dungeon siege games the recognition they deserve. Plus, it could get all the 'Dungeon siege III' Gamers to see how the game is actually supposed to be, and not some crappy-ass wannabe of a Dungeon Siege game.
Basically A remastered version could help the title greatly.
Hope I didnt sound too emotional there.

That idea would be wonderful but pretty much impossible for modders to create. Halo: Combat Evolved is made with a new engine called Saber3d which allows all the new features you're talking about.

The engine used in DS2 is an enhanced and optimised version of the original game engine used in the first Dungeon Siege, that's why we can port the old maps, monsters and objects over to DS2. As such I doubt there's much more than could be done with it. The engine used in Dungeon Siege III is a brand new engine using a different resource system to DS2 and as such it would be impossible to use it to render DS2 resources, especially considering there's absolutely no modding support for it whatesoever.

Halo: Combat Evolved was a special title which is why it got support from Microsoft to get a 3rd party developer to remaster it and that's also to support their own console system. I believe there's absolutely no hope in any of the earlier dungeon siege titles getting similar support from Square-Enix, especially as remastering rpgs would be immensely more complicated than a 3rd person shooter.

After entering the drake's nest attacking the Drake using melee weapons, because ranged was more or less useless. It took about ten minutes to kill the drake running in attacking until my party was close to dead and then running away to heal and running back to attack, we finally won. On the other hand we were surprised by a pack of baby dragons and yikes they where nasty little beasts. Had to run away from them re-equip with ranged weapons and very carefully pick them off. I like the balance on the dragons. Very hard but not impossible. Now we are taking a nap in Hiroth before taking on the skellies around the castle.
Hope they are not as nasty as the ones in the Fury's Den.

iryan wrote:
Raymus wrote:
I mean, Of course it would be time consuming, but think about how much effort a huge group of people put in to making those games in the first place, all of you have the advantage of already having the technology. Think of Halo. Halo: Combat evolved was made roughly 11 years ago. And only a year ago they remastered it to a beautiful creation that shows the wonders of modern Gaming. And TONS of people bought that, including myself, having even owning the first one! Point is, A remastered free version could be enough to get the original dungeon siege games the recognition they deserve. Plus, it could get all the 'Dungeon siege III' Gamers to see how the game is actually supposed to be, and not some crappy-ass wannabe of a Dungeon Siege game.
Basically A remastered version could help the title greatly.
Hope I didnt sound too emotional there.

That idea would be wonderful but pretty much impossible for modders to create. Halo: Combat Evolved is made with a new engine called Saber3d which allows all the new features you're talking about.

The engine used in DS2 is an enhanced and optimised version of the original game engine used in the first Dungeon Siege, that's why we can port the old maps, monsters and objects over to DS2. As such I doubt there's much more than could be done with it. The engine used in Dungeon Siege III is a brand new engine using a different resource system to DS2 and as such it would be impossible to use it to render DS2 resources, especially considering there's absolutely no modding support for it whatesoever.

Halo: Combat Evolved was a special title which is why it got support from Microsoft to get a 3rd party developer to remaster it and that's also to support their own console system. I believe there's absolutely no hope in any of the earlier dungeon siege titles getting similar support from Square-Enix, especially as remastering rpgs would be immensely more complicated than a 3rd person shooter.

I may not have ANY prior experience in any type of modding, but wether the map is turned compatible with dungeon siege 2... Doesnt mean it really uses the same textures, right? I mean, for example, the Zaurask and Hassat forests are still kinda bland and dark would'nt you think? So just take some ground from the Greilyn forests, copy it, and paint the Hassat & Zaurask swamps/forests with it. It may not be as simple as I think, but it SOUNDS possible.
Or maybe I should learn how all this works.

Raymus wrote:

Or maybe I should learn how all this works.

good idea!

It appears that skeletons with legs and feet are much easier to kill than skeletons without a lower body.
They both have resistances to ranged, melee and death magic attacks. However the ones in the Fury's Den (without lower bodies) are almost kill proof whereas the ones around and in Castle Hiroth (with legs and feet) can be killed by ranged, melee attacks and death magic. Oh they are much easier to kill with a good non-death magic spell, but they can be killed by any type of weapon. I can only figure that the skeletons are already pissed off about being only bones then you remove their lower bodies they are so angry they refuse to die a second time. Smile

Elf

Killer ants in the utraean peninsula do they live on other maps also? They should be in every desert and maybe in the kitchens of all the castles Smile

Elf

according to compass there is side track here, however it seems pathing is blocked. this path is connected in these 2 locations but cant see to go that way. here is 3 screenshots of map compass showing a path, but it blocked -


- here we have a boss ice warrior, later on further there is boss ice mage, the boss ice archer is called master, should the ice warrior and ice mage bosses also have a master name, just to make em special?
found ice drake in small side area, killed it, got no drop was disappointed, oh well
thats enuff buggin for now, still mighty fun map, i am enjoying it.

Darkelf wrote:
according to compass there is side track here, however it seems pathing is blocked. this path is connected in these 2 locations but cant see to go that way. here is 3 screenshots of map compass showing a path, but it blocked -
- here we have a boss ice warrior, later on further there is boss ice mage, the boss ice archer is called master, should the ice warrior and ice mage bosses also have a master name, just to make em special?
found ice drake in small side area, killed it, got no drop was disappointed, oh well
thats enuff buggin for now, still mighty fun map, i am enjoying it.

Glad you're enjoying the map.

You're quite right, those paths should lead to a small region outside the Alpine Caverns. There's three paths and they lead to pressure pads that extend a bridge to a small temple like structure that has a couple of chests for rewards.

Unfortunately each beta build resulted in the region becoming more unplayable with nodes located at all sorts of weird angles. So in desperation I sealed off the region. If there's anyone who may know how to fix this region I'd love to put it back in. Once I finish LOA I'll try fixing it anyway since I now know more about how the Editor works so I may be able to fix it myself.

The minibosses all have the names GPG originally gave them, I haven't changed anything but if everyone think they should have different names now I can easily do that, since we're playing in DS2 now not the original game. Incidentally if you think there should be more minibosses, I can do that as well or use KillerGremal's generator_utrea to randomly generate minibosses (though that means some game sessions you may get 3-4 spawns of a boss and other game sessions none at all).

And also the drakes should probably have a guaranteed drops of some sort since they're harder than the regular monsters.

Idea.. I know you're all trying to remaster this map the way it was intended to be, but why not add your own marks on the game to show the work you really put in, insted of just having a sealed up path, add, like, and impenetrable unopenable gate with a book next to it. Have some Lore from your own imagination, because anyone who has played the map in the first game knows whats back there. At least, Until it can be fixed. Because it would look better to see a gate there instead of a bunch of Ice walls because then the path being back there wouldn't confuse so many people. And the book to make up some reason on why it's really sealed off. For example, have only one creepy line in the book saying "It's here."

All I'm saying is if there is a problem, make the best out of it!

(If you can add a wall of Ice there you would be able to add a wall with a skin to look like a gate.... right?)

-Ray, The Brainstormer!

There is really no reason to put in a gate or to create a lore book explaining the problem. There is a difference in the radar and the actual path. When I discovered this a while back I said to myself that region was a pain anyway and the prize for solving the puzzle was not that great. However I guess you could put in a road sign at each of the three turns off the main trail to this region that said something like. "Road Closed by Ice Warrior Maintenance Department" or "This area needs repair please apply at iryan and iryan construction" You could also have a sign that said "Help with repairs" followed by a link to this forum. Use all three signs if you like.

Elf

It would be quite useful if people would drop a health/mana potion with Ctrl+Alt before making a screen-shot...

 

iryan wrote:
. . .
Incidentally if you think there should be more minibosses, I can do that as well or use KillerGremal's generator_utrea to randomly generate minibosses (though that means some game sessions you may get 3-4 spawns of a boss and other game sessions none at all).
. . .
Meanwhile all generator objects using the [generator_advanced_a2] component are basically able to spawn a boss at random, supposed for example there is a 'camel' monster and a 'camel_boss' monster too ('camel_boss_01' and 'camel_boss_ds2x' will be checked as well).
For this you can either specify a chance 0-1 in aspect:lru_bonus_percent or set up the 'alternate_...' properties.

By the way, the tweak with aspect:lru_bonus_percent is more steadfast in SE2 if the original [generator_advanced_a2] should become active again for any reason. Also for life-related things aspect:lru_bonus_percent is treated in DS2 as ratio 0-1, and so the chance here is a ratio too (despite of the 'percent' part. Whether 0-1 or 0-100 that's generally quite chaotic in DS2).

All is working well on the Utraean Peninsula. Nasty giant snake in the crypt protecting the Grescal Town Stone, very nice artwork and snaky movements. Now do I walk around the endless desert until I get to the pyramids or do I find the pyramids by going to the back door and find the pyramids from the island in the desert? I guess I will think about that

I wonder if there is someone out there with a beach that has no sand because I found piles of it that the towns people will pay me to remove Smile

Elf

bare_elf wrote:
All is working well on the Utraean Peninsula. Nasty giant snake in the crypt protecting the Grescal Town Stone, very nice artwork and snaky movements. Now do I walk around the endless desert until I get to the pyramids or do I find the pyramids by going to the back door and find the pyramids from the island in the desert? I guess I will think about that

I wonder if there is someone out there with a beach that has no sand because I found piles of it that the towns people will pay me to remove Smile

Elf

Without trying to influence your game, going the back way probably would be easiest and you could snag a stone on your way.

I've often wondered what's the best way of making the most of the endless dunes, so much space with nothing in it. Any ideas?

Raymus wrote:
Idea.. I know you're all trying to remaster this map the way it was intended to be, but why not add your own marks on the game to show the work you really put in, insted of just having a sealed up path, add, like, and impenetrable unopenable gate with a book next to it. Have some Lore from your own imagination, because anyone who has played the map in the first game knows whats back there. At least, Until it can be fixed. Because it would look better to see a gate there instead of a bunch of Ice walls because then the path being back there wouldn't confuse so many people. And the book to make up some reason on why it's really sealed off. For example, have only one creepy line in the book saying "It's here."

All I'm saying is if there is a problem, make the best out of it!

(If you can add a wall of Ice there you would be able to add a wall with a skin to look like a gate.... right?)

-Ray, The Brainstormer!

Nice ideas. When I sealed off the region, I didn't know much about using the editor but now I know the basics about using it properly so I should be able to do something there.

As for adding my own marks, I've done so in Legends of Aranna which I hope to release in about a week. There I've enabled two entire regions that were made by Mad Doc Software but for some reason left out of the game. Neither region had any objects or monsters and one of them I had to finish off the node work and then stitch them together. Since I didn't know what Mad Doc Software were planning for them, I've made my own interpretation of what they could have been. I'm reasonably pleased with the result and hope players will enjoy them.

With the other maps there's things like all the DS2 enhancements (journal, nis sequences, radar, etc), extra npcs in many of the towns, new monsters and ambient critters, new quests, monsters that level up with the party, etc, so they already have both KillerGremal's and my own marks versus the original versions. Especially I hope the creators of the new monsters and ambient critters enjoy seeing their creations in the maps!

About the only thing that's not improved is the main NIS sequences compared to the original maps. It's certainly possible to recreate them in DS2 with flick but I'm not very good with that and it would take more work than I can commit to it. But then I've added a lot more NIS sequences and boss intros that weren't in the original maps so that's a sort of trade off.

Keep letting me know of your ideas and suggestions, I appreciate it. Thanks.

Your house in Arhok needs a kitten.
That is all.


- omg, not the azunite scholar again, this cant be good roflmao


- made it through the mysterious quest, now that was a challenge, diffinately need at least party of 4 to complete, thankfully there is levers on the other side of the wall hehe


- made it to the traveller's camp, seems this quest is a bit bugged not sure, also i have 36,000+ gold went to innkeeper in tent to recruit 6th, but for some reason it keep saying i dont have enuff gold, last time i checked 36,000 > 35000 so not sure what up with that.

another bug i am having hard time with is, take this scenario, u cast town portal, and party dies, gutsy player i am i go through town portal naked, end up in wrong place, it happens a lot, dont seem to matter what town. also would like a start point activator thingy portal thingy in travelers camp, right now it going back to previous area that is very dangerous, the game starts in travellers town fine, but town portals are dangerous. my vote now is for something other than the town portal thing in towns, its kind of confusing now to tell which portal leads where.

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