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Hotfix Mod / Aranna Legacy Mod

I hope nobody has something against when i'm opening here a thread about the Hotfix Mod resp. Aranna Legacy Mod, but GPG's garage forum has widely lost its clearness and reliability due the flood of spam there.
Sad

So this thread here is rather intended to catch (rescue?) all GPG 'fugitives' than to start a new modding offensive. So many years have passed since the game was released and personal priorities have changed since then partially too - however, for the time being smaller bugs or lacks (probably) still will be fixed.

 

Mod download:

Hotfix Mod, Beta 5p (22.3MB, for DS2 base version, ReadMe)

Aranna Legacy Mod, Alpha 4a (25.5MB, for DS2 Broken World addon, ReadMe)
 

Note maybe:
- The Aranna Legacy mod is basically the same as the Hotfix mod, but the Aranna Legacy mod
  contains some additional fixes and tunings specially for the Broken World addon (v2.3/BW).
- If you don't like to read the entire ReadMe file right now, there's also a shorter overview online.

I've got exactly the same problem as jamgam. If I copy mod to Resources directory, start a new game, almost all monsters in tutorial are doubled. Where there was 5 Bracken Defenders without mod, there are now 10 of them. In the "mirror mode" part of the tutorial there are 8 forest golems instead of original 4. And even the first "mini boss" in the first cave is doubled (there are two bosses with yellow rings around them). Same with monsters in the jungle in second/third chapter (I didn't check further).

I've tried to install/remove mod a few times and every time I've got same result.

I reinstalled everything (game, 2.2 patch, widescreen mod, hotfix mod) and it now seems to be working.

Is there a way of disabling graphical effect of rending auras? My party looks like nyan cats.

There is currently a bug that hostile NPCs may respawn like monsters. So far it (only?) seems to happen with Morain (Haku quest) depending on your quest choices.

I will fix this for the next version, unfortunately there doesn't seem to be an evident context between this (fixable) lack and the phenomenon of 2x more monsters which some people seem to have.
It would be interesting if people with this problem are playing with a forced/custom sight range, much farther than normal - as if old/spawned monsters stay on the visible/loaded area and new monsters respawn additionally after some time (supposed some changes mess up with the native monster respawning or with their expiration timings).

 
 

Arthandas wrote:
Is there a way of disabling graphical effect of rending auras? My party looks like nyan cats.

You could set a custom number (seconds) for buff_effect_duration, it's for all buffs however, incl. rending auras (and weapon enchantment spells).
 

It appears the melee skill Provoke is not working with this mod. When I use it the animation occurs, but it doesn't "anger" the surrounding monsters.

Anonymous wrote:
It appears the melee skill Provoke is not working with this mod. When I use it the animation occurs, but it doesn't "anger" the surrounding monsters.

Thanks, i will recheck this. However it would help in such case to know a little more, here for example if you are playing in v2.2 or in v2.3/BW!? - One try is better than two... Wink

 
___
Edit:
I've finally found the reason for this bug, because of a wrong condition parameter the Provoke power on level 1 doesn't work, however provoking will work fine for Provoke II and Provoke III.
'Unfortunately' all my favorite melee test heroes have Provoke II or III...

My apologies, I should have noted that I am playing 2.3 with the BW expansion. I am currently playing through the original campaign.

Also, an important correction: I just noticed that Provoke does not function properly at *first level*. I boosted it to second level and it works fine. I'm wondering if the same will be true once I boost it to third level?

Thank you for continuing to support your mod after so long. That really means a lot to those of us who still play and love this game. =)

KillerGremal wrote:
There is currently a bug that hostile NPCs may respawn like monsters. So far it (only?) seems to happen with Morain (Haku quest) depending on your quest choices.

I will fix this for the next version, unfortunately there doesn't seem to be an evident context between this (fixable) lack and the phenomenon of 2x more monsters which some people seem to have.
It would be interesting if people with this problem are playing with a forced/custom sight range, much farther than normal - as if old/spawned monsters stay on the visible/loaded area and new monsters respawn additionally after some time (supposed some changes mess up with the native monster respawning or with their expiration timings).

I don't know whether it helps or not but in my testing with the Kingdom of Ehb mod for DS2, I've confimed there's problems with the generic generators in AC_R3. They're set to spawn a maximum of 3 monsters but instead spawn about 9 of them, whenever the party crosses the trigger. DS2 seems to be multiplying the max-children number with the number of children to spawn number. So 3 x 3 = 9. I adjusted the number to 2 and then got 4 monsters to spawn.

This is an old DS1 generator but maybe something similiar is happening in DS2? I'm not using your mod but are using parts of the respawning and monster level adjustment components. I'm also using Elys DS2 Launcher which messes with the sight ranges, even at the minimum 50.

iryan wrote:
I'm also using Elys DS2 Launcher which messes with the sight ranges, even at the minimum 50.

Just don't enable "Override Fog and Frustum" option if it causes problem with DS1 converted maps.

As obvious as it is named, it does not only increase the sight range (by putting further away the fog), but also it increases the world frustrum.

This last frustrum point was made for two reasons at the time:
- Allow the players to see monsters far away, so they just don't appear suddenly (since normally they spawn right inside the fog when you get closer)

- Prevent some potential trigger problem with trigger object being displayed not activated.. or something like that.. (it was a long time ago ... Tongue )

So using that with DS1 converted maps will for sure spawn a lot of monsters at once since not only you may see farther, but objects are actived as far as you can see.

I wanna say thanks for this mod, I really appreciate it.
I've got some issues with it though Sad

I'm using Broken World (2.3); All*Saves for BW; and Aranna Legacy Mod Alpha 2z.

The difficulty seems to be tuned too high up to the point where it's almost impossible to play because there's so much dying. Seems to be much harder than the unmodded game I remember. I'm playing the original DS2 map, on Mercenary difficulty, and it's been very difficult up to where I'm now (just after burning the 4th Morden tower on the first quest) (Edit: So I've uninstalled the Aranna Legacy Mod and All Saves and reinstalled them both and somehow things are fixed now. Hope this somehow helps in pinpointing the problem.)

Provoke (level 1) does not cause enemies to fixate on the caster. Don't know about level 2 as I don't have that yet. (Edit: nvm, looks like you've already caught this.)

I don't know if you're still looking for feedback, but if you are, I'll do my best to provide more, just ask.

Thanks a lot! Smile

@Elys: I have some doubts that expiration times for spawned objects always will be respected correctly in DS2. When returning into a region i haven't found again spawned objects although their template settings defined them as never expiring, while in other situations immediately expiring objects still were there... Puzzled
It also may be that the native monster placement of DS2 can't remind all the monsters already spawned, so it starts respawning monsters as soon as the 'borderline of (un)loading' comes back again (when party members are wandering around).
So i suspect: more sight range, longer borderline, higher probability that monsters get respawned (because of disrespecting their expiration times or if already spawned before for that place/region). This may be a general inexactness, and eventually increasing by some changes in this mod.

@iryan: About generators, monster generators in DS2 are quire rare and the Hotfix mod doesn't modify them.
So i think it's rather a specific DS1=>DS2 related problem, since generators are a common respawning method on DS1 maps (unless monsters have been placed manually with SE1).
Nonetheless it's a bit strange. The MonsterLevelAdjustment mod only can respawn monsters placed in SE1 (non-spawned ones, those with a valid scid), and generators should keep child data of the spawned monster for always - it would be interesting if you could find out the Scid of such a over-producing generator (at least 2 types are used in ac_r3 with different manners of activation).

@Farigiss: I'm glad that all problems are gone, and thanks for your feedback offer! Smile
At the moment Provoke should be fixed and some monster/NPC related problems hopefully too - it just need some more testing. However I guess (fear?) this won't be the last version... Wink

KillerGremal wrote:

@iryan: About generators, monster generators in DS2 are quire rare and the Hotfix mod doesn't modify them.
So i think it's rather a specific DS1=>DS2 related problem, since generators are a common respawning method on DS1 maps (unless monsters have been placed manually with SE1).
Nonetheless it's a bit strange. The MonsterLevelAdjustment mod only can respawn monsters placed in SE1 (non-spawned ones, those with a valid scid), and generators should keep child data of the spawned monster for always - it would be interesting if you could find out the Scid of such a over-producing generator (at least 2 types are used in ac_r3 with different manners of activation).

The scids in AC_R3 of Map_World are 0x03A00039, 0x03A00025 and 0x03A0003E. They are all generator_generic generators set to produce a maximum of 3 monsters. DS2 seems to also ignore the spawn period, all monsters are spawned simultaneously. They are all linked to triggers.

This phenomenon also occurs in the Dark Swamps with the zombies. It's a bit weird seeing 6-9 zombies all coming out of the ground at the same time and moving almost as one towards the party.

Another weird phenomenon is the generator_ice_stalagmites set to produce Ice Flies. They work properly in respect to number and frequency of Ice Flies produce but when the last Ice Fly is produced and the ice burrow disintegrates, all the Ice Flies produced suddenly disappear. I think DS2 must link their scids to that of the generator and when the generator expires, so do the Ice Flies.

You're right that there are few generators in DS2 and most of those are special set up cases, like the jumping boggrots, moving sand generators and haku tree covers. That'll be because the map is set up to use the tuning system.

So I started up D2:BW again, found this little gem of a mod and installed it. Got to the dryads ok but as soon as a broke open a barrel across the bridge just past where you rescue the dryads, it spawned a few lvl 1 rats with a lvl 30 mixed in. Killed me instantly >.< I reloaded the game, got to the same point and it spawned a lvl 30 again but in the second barrel in the area. I started up a new game and didn't encounter any more lvl 30 rats...so far.

I have some suggestions:

Why "Defend" formation cause the party to stay distant from the leader?
When I move the leader anywhere, the party only start following when I'm distant enough.
What about make them follow the leader like with "Rampage" or "Mirror" formations?
Also what about make them surround the leader to protect him? Or make them patrol the area?

Is it possible to create a new hybrid formation, where the party move freely like "Rampage", defend themselves like "Defend" but follow your orders like "Mirror"?
And an option to allow the leader to attack on sight on "Rampage" (like party members already do)?

I think some skills should change a bit:
I'm talking about the skills to equip 2H weapons, dual wield, crossbows and throw weapons.
They gives you the ability to equip those weapons and increase the damage or "chance to do something" for them.
But they apply these bonus to level 1 too.
I think that level 1 should only give the ability to equip that weapon, while the damage/chance should only increase from level 2.

I was looking at the formula that reduce the experience for enemies stronger than you.
The formula only kick in when difference is more than 5 levels.
But the formula always return a negative value if level_diff$ < -5, so you always get the minimum experience (3%).

Finally, I have a question:
How do "GoBits.SetGobitInt", "GoBits.GetGoBitInt", etc. functions works?

Hay KillerGremal, thank you very much for the Aranna Legacy mod, I re-installed DS2BW after finding this amazing mod, all was going very well untill i got to the Act 1 Dire Wolf Secondary Quest, I met
Rokhar at the rift site and he tells me to protect him from the nawl beasts, so I splash some nawl guts
about the place, after killing all the nawl I went back to Rokhar but he continues to tell me to kill
the nawl beast? I have killed them all and he wont progress with the quest dialog, I tried most things
I could think of to trigger new dialog (saving loading/teleporting to town and back ect) has
anyone else had this problem? and maybe know a workround to progress the quest?

I am running standard 2.3BW with only the Aranna Legacy mod Alpha 2z installed, using the 'All*Saves BW' launching tool with the see far mod turned off.

Thank you for any help that may be given.
BeamZappa.

Running the newest version of Aranna Legacy (Mod-BrokenWorld-ArannaLegacy-Alpha3a) and have been getting some problems with monster levels not adjusting properly.

Two Royal Turkey's side by side. One adjusted, the other not.

Is there any chance of getting a fix for the monster repaswn it seems that if i canont make it to a teleporter before i have to log for the night/session when i save game if i have to later come back thru that same room/region that all the monsters i had just cleared are totaly respawned. example in zaramoths horns clearing to the mid level teleporter i am having monsters respawn as fast as i am clearing them if say i run into the area to grab a group of mobs to bring back to finght in a controlled manner then go back in to get the next group the group i have just killed will have respawned by time i go back for that next group. any help with this would be greatly appreciated.

@ Ravenslair: If you are possibly playing with a large sight range then try to lower/reset it again, maybe it will help.
Also take a look at the save_town_portal option, this feature is not uncritical (don't forget to make some extra backups!) but maybe you will like it nonetheless.

 

@Cain3k + @PhoeniX: Thanks for your feedbacks. A little piece of the LevelAdjustment mod exists also in the Aranna Legacy mod. I will recheck the timings, maybe it doesn't wait enough sometimes (basically you have to wait for the native party-size-life-scaling of DS2 before it's possible to adjust level and stats).

 

@Beamzappa: As work-around install (temporarily) the War Hound pet mod and revisit the quest location with your 'broken' savegame. If you have some luck it gives you another Nawl Beast to kill (I don't really remember the modified quest). Otherwise you sadly have use an older savegame - supposed you have.
Actually the problem with 'dying monsters that should process quest steps in the moment/frame they die' is not completely new. Several people had problems with such quests (e.g. Windstone fortress, Kalrathia rebellion). It's quite time-critical by design, but i wouldn't exclude that using many/large mods could increase this problem possibly.
However for the eventually game-stopping situations this mod gives you some surplus monsters (after reloading, if quest/counter was started but not completed) however it was too painful to do this for the side-quests too.

 

 

Marco wrote:
I have some suggestions:

Why "Defend" formation cause the party to stay distant from the leader?
When I move the leader anywhere, the party only start following when I'm distant enough.
What about make them follow the leader like with "Rampage" or "Mirror" formations?
Also what about make them surround the leader to protect him? Or make them patrol the area?

Is it possible to create a new hybrid formation, where the party move freely like "Rampage", defend themselves like "Defend" but follow your orders like "Mirror"?
And an option to allow the leader to attack on sight on "Rampage" (like party members already do)?
. . .

Indeed, the defend mod not has the significance it probably should have...
Unfortunately i rarely got in touch with formations or deeper features of the defend/guard job, However i will keep this in mind, maybe it's possible to make it some more offensive.

 

Marco wrote:
. . .

I think some skills should change a bit:
I'm talking about the skills to equip 2H weapons, dual wield, crossbows and throw weapons.
They gives you the ability to equip those weapons and increase the damage or "chance to do something" for them.
But they apply these bonus to level 1 too.
I think that level 1 should only give the ability to equip that weapon, while the damage/chance should only increase from level 2.
. . .

This is a good/logical idea, but practically it would make the beginning
harder for these weapons types - while bows, magical spells and many custom weapons (they depend on other stats) wouldn't suffer this new handicap. With everything not changed, this could be considered as unfairness!?
So it would be another re-balancing matter i rather like to avoid.

 

Marco wrote:
. . .

I was looking at the formula that reduce the experience for enemies stronger than you.
The formula only kick in when difference is more than 5 levels.
But the formula always return a negative value if level_diff$ < -5, so you always get the minimum experience (3%).
. . .

That's a nice catch! Smile
It seems a minus sign is missing in the innermost bracket... Sad
I will fix this for Beta3q/Alpha3b, however i'm not sure when this will be. It would/should be an exception that party members get attacked by monsters with a significantly higher level, so i think the impact of this bug isn't too grave.

 

Marco wrote:
. . .

Finally, I have a question:
How do "GoBits.SetGobitInt", "GoBits.GetGoBitInt", etc. functions works?

The whole GoBits class contains several functions to store data on objects, and SetGobitInt() is used to store integer numbers. There are different variants/overloads of SetGobitInt(), so depending on the number and type of arguments this function will store data in (slightly) different manners.
So it's a bit tricky to explain, but the first variable is usually the Gobit name you like to assign a number, actually the gobit name also may be some kind of path (separated by colons), in some cases however this 'path' also may split on the 1st and 2nd argument (as if you had a gobit category plus gobit name). Perhaps the easiest would be to look for an existing examples and to compare them.
 

I've only 3 questions left:

1) How do I declare a new GoBit value?
2) Does the value carry on when changing world or difficult?
3) Could you show a little example to make (example) a counter?

Thanks for your attention

Marco wrote:
I've only 3 questions left:

1) How do I declare a new GoBit value?
2) Does the value carry on when changing world or difficult?
3) Could you show a little example to make (example) a counter?

Thanks for your attention


1) There's no need to declare it. If not exsting, it will be created the first the set-command is used.

2) Gobits (and Journal) entries are omni-present, but you could control/restrict it via variable/counter name.

3) Example:

string counter_name$;
// StringTool.Assignf( counter_name$, "%s:%s:cq:my_1st_task:counter", WorldMap.MapName, WorldMap.MpWorldName );
StringTool.Assignf( counter_name$, "%s:cq:my_1st_task:counter", WorldMap.MapName );  // WITHOUT DIFFICULTY

int val_gb$ = Gobits.GetGobitInt( hero_goid$, key$, 0 );
Gobits.RSSetGobitInt( hero$, counter_name$, val_gb$+1, GOBIT_PERSIST_WITH_CHARACTER );		// hero$ AS GOID 

int val_lj$ = LocalJournal.GetInt( counter_name$, 0 );
LocalJournal.RSSetInt( counter_name$, val_lj$+1, hero$.Go.Player.MachineId );
This would increment two counters, once via gobits (more 'personal'), once via LocalJournal (more party related).
There are no real restrictions for the counter name or for composing it, it could be a simple string/term too. However, assumed it's a map specific counter, it makes some sences composing it and to add the map name as part of the counter name, because gobits and journal entries are always available on any map.
Of course it's also possible to use the template name of a party member as part of the counter name, like this also a journal entry/counter could be personal/char-specific.
More (counter) examples you will find in k_inc_quest_management.skrit, and many of these functions exist in Flick too (see flick_functions.gas).

Ok, thanks for your help!

A bug report:
Like Cain3k, I'm at the beginning, just outside the Eirulan town (in the Haku cave), and a level 30 rat was waiting for me inside a barrel!

I'm surprised that you're still working on this. Laughing out loud

Well, I have some kind of annoying... bug? with the hotfix mod.
When I equip a thrown weapon and start to attack something, I can see a second weapon floating between the feet of the character. It doesn't vanish when I stop the attack or walk around. It does vanish however when I re-equip the weapon. And it really looks very strange...
Is this some known bug? Any ideas how to fix that? :o

Apart from that, everything worked fine for me so far - and DS2 is still fun playing. Really cool mod!

For what its worth, I've have similar bugs show up in a mod I've been working on for years.

I've had the character apparently hold two weapons in the same hand, and they've also been visible in the two slots on the paperdoll. The extra weapon wasn't one deliberately equipped, and intended to be in the other hand, as my mod uses the shield/offhand slot for a backpack.

The same reset (re-equip the correct weapon) works for me too. It's probably an engine bug, rather than a mod bug, introduced with the dual-wield capability.

Cayce wrote:
I'm surprised that you're still working on this. Laughing out loud

Well, I have some kind of annoying... bug? with the hotfix mod.
When I equip a thrown weapon and start to attack something, I can see a second weapon floating between the feet of the character. It doesn't vanish when I stop the attack or walk around. It does vanish however when I re-equip the weapon. And it really looks very strange...
Is this some known bug? Any ideas how to fix that? :o

Apart from that, everything worked fine for me so far - and DS2 is still fun playing. Really cool mod!


This problem is not really new, and it's well probable that the engine plays here a joke on us, revealing a weapon although it shouldn't yet or although equip data (bone/hand postion) are not correct for any reason.
Particularly thrown weapons are vulnerable thrown weapons work almost like bows, so the thrown 'weapon' in the right hand is only the ammunition fired by the real thrown weapon that is invisible in the left hand.
So this (in)visibility handing of the weapon (or its visual effect) doesn't work sometimes as it should. There may be a native trend in DS2 revealing this weapon (as equipping does) while features like auto-casting are designed to temporarily hide+reveal weapons.

If you have a clear pattern to reproduce this bug (equipping weapon, switching actor, changing party orders to xyz while auto-casting, etc), I will look at it of course.

Edit: Actually it was very easy do reproduce, however it doesn't happen directly after equipping the weapon, it 'only' happens when you start an attack (even before approaching - which is rather suspicious). Possibly it's the consequence of a work-around for/against not revealed weapons after cancelled auto-casting actions. So i hope this could be fixed or at least reverted. Thanks however for the feedback! Smile

There's a new version of the Hotfix mod resp. the Aranna Legacy mod (see on top), fixing most of the matters recently mentioned here.

Updates/Fixes:

  • Error fixed in formula responsible for exp gain from (significantly) under-levelled monsters (thanks to Marco).
  • Problem solved with monsters who adjust their levels/stats automatically.
  • Thrown weapons will be correctly displayed again while walking or attacking (spears not affected).
  • Enhanced emergency teleportation from Tutorial Beach to Eirulan. With a large party however it may be that you have to reload the map/session due to placement problems (temporarily releasing the misplaced members to the Inn works too).
  • Minor template errors fixed.
  • Marginally lower chances for barrels to drop gold, reagents or rats.

@ KillerGremal
Did a small update for your Mod-Pet-WarHound-Canyon-Alpha9a mod.

Sent the link via pm if you want to include the radar in your mod. Smile

@PhoeniX: That's cool, thanks! It bothered me always a bit that you had to walk beyond the map/radar, so I really like to add this to Alpha 9b next! Laughing out loud

1) Potions could be tweaked a little:
Actually there are only 5 class (small, medium...), and each one restore more health at a faster rate than previous one.
What if there are more kind of potion?
(Example: one restore 2000 HP but it's very slow. Another one only restore 300 HP but it's very fast...)
This could also make you choice the right potion at the right moment:
A very big but slow potions it's like a temporary regeneration boost, useful against a boss. A small but fast potions is an emergency cure if heavy wounded...

2) Another idea is "Not all potions dropped by enemies are 100% filled"...

3) Give "Ignite Blood" skill a dynamic damage and duration, based on character level.

4) More a question: When dual welding, sometimes, swithing the 2 weapons change the damage. Why?
I have 2 weapons. Both "Enchantable Good Dryad Sword" (Base damage 10/18) but with different enchantment:
The first one has "+30% damage" "+ 10/15 death damage", "+9/11 fire damage. Total damage = 33/49.
The second one has 6x "+8% physical damage". Total damage = 16/26.
By equipping the first as main weapon and the second in the left hand, the total melee damage is 89/144
By equipping the second as main weapon and the first in the left hand, the total melee damage is 108/170
Maybe there's something wrong in the damage formula?

5) At last, about the auto-attack option in the settings:
If enabled we don't need to hold the attack button on the enemy, but it also stop auto-casting for the leader. Could it be fixed?

Marco wrote:
1) Potions could be tweaked a little:
Actually there are only 5 class (small, medium...), and each one restore more health at a faster rate than previous one.
What if there are more kind of potion?
(Example: one restore 2000 HP but it's very slow. Another one only restore 300 HP but it's very fast...)
This could also make you choice the right potion at the right moment:
A very big but slow potions it's like a temporary regeneration boost, useful against a boss. A small but fast potions is an emergency cure if heavy wounded...

2) Another idea is "Not all potions dropped by enemies are 100% filled"...

3) Give "Ignite Blood" skill a dynamic damage and duration, based on character level.

4) More a question: When dual welding, sometimes, swithing the 2 weapons change the damage. Why?
I have 2 weapons. Both "Enchantable Good Dryad Sword" (Base damage 10/18) but with different enchantment:
The first one has "+30% damage" "+ 10/15 death damage", "+9/11 fire damage. Total damage = 33/49.
The second one has 6x "+8% physical damage". Total damage = 16/26.
By equipping the first as main weapon and the second in the left hand, the total melee damage is 89/144
By equipping the second as main weapon and the first in the left hand, the total melee damage is 108/170
Maybe there's something wrong in the damage formula?

5) At last, about the auto-attack option in the settings:
If enabled we don't need to hold the attack button on the enemy, but it also stop auto-casting for the leader. Could it be fixed?


1) That's an interesting suggestion, but shouldn't this be content of a separate mod? There shouldn't be a problem to add potions with a proportional bonus or with an absolute bonus depending on the item level.
However without any GUI changes the player always had to open the inventory to consume the desired potion type. Also pressing 'h' (potion button) possibly would start auto-consuming your most valuable potion in uncritical situations, so this should be tuned/blocked anyhow too.

2) Hm, perhaps this could be possible. Rather improbable that monster always have originally bottled potions. Wink
However I wouldn't go too far, I guess nobody wants 10 half-full potions obstructing his inventory, and manually decanting them would stop being fun soon.

3) Already now the bleeding amount/damage depends on dexterity, which indirectly depends on the character level (natively grown and via stronger items).
I'm not sure how far the bleeding damage (as skill bonus value) can depend on the damage of the weapon you have currently equipped (could be interesting though when considering e.g. thrown knives vs. spears).
However bleeding chance+duration are widely fixed currently, maybe this could be something to be more variable.

4) Actually I have no explanation for the different damage numbers, however I'm aware of this problem in v2.3/BW but I wasn't able to reproduce it in v2.2 - although both game versions use the same code/rules for dual-wield calculations! Puzzled
Form this point of view/transparency the addon seems to need an irrational and imprecise work-around which I hesitate to add - moreover because there are some other (minor) problems with dual-wielding too. Indeed (another) revision would be required here, one that even goes down to the bones of your hero.

5) Hm, this could be tricky. Besides of some technical concerns, assumed auto-casting has the same/higher priority than the current attack loop, there could be situation where your hero (almost) stops fighting (curse spell and continuously approaching enemies, or heal spell and permanently blessed party members).
If the auto-attack feature is off, you can prevent such situations by clicking fast enough on the enemy (or holding cursor down) but as soon as auto-attack is on, there is currently nothing to prevent an unleashed auto-casting feature from casting all the time. However I will rethink how far the auto-cast AI can be tuned or if a configurable option could be added.

At Eirulan I can't find anywhere the innkeeper Leni. It disappeared!
I'm just before encountering Vix, but I can't reorganize my party without the innkeeper!
Is this a know DS2 bug? or do Aranna Legacy cause (and could fix) it?

About "Ignite blood", it's not bleeding damage. It cause fire damage when using "Ravaging Strike" power

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