Unofficial patch: The Hanker Chief's Patch for DS2 v2.2


Wednesday, December 7, 2005 - 17:24

I've created a small mod that aims to fix some of the problems I noted earlier in rules.skrit
http://garage.gaspowered.com/?q=node/2011

The mod is hosted at Herena Forge: Here
edit: At this time, you'll have to register at Herena Forge to download anything.

Fixed by my patch:
* Offhand weapon is now averaged into swing damage only with mainhand weapon, not with the sum of mainhand, strength, and magic bonuses.
* Custom elemental damage is now applied from all items (added custom_effect fields).
* The double application of some custom elemental damage sources during checking for target resistances was changed. The code now subtracts the resisted amount instead of adding the amount not resisted. I couldn't properly fix this because the hardcoded function this relies on is broken.
* Edit(forgot one): Fixed Ranged dodge. See Ranged Dodge Broken

Submitted by KillerGremal on Wed, 2006-01-04 07:01.
KillerGremal's picture

Well the game runs, however so many bugs around...
Moreover also in the german forums more and more voices come up that DS2 is an easy-going-game...
Personally I have lost the trust in GPG for releasing a big rebalancing and a bug-fixing patch. And if they will maybe once, i guess already have left that game...

But for the moment i still sometimes play DS2. Thus i like so have a mod fixing the most known bugs and some other little failures.

Would it be ok to use the content of your mod?
Specially i would like to add some pet-related code changes for AwardExperience$() function in rules.skrit, http://garage.gaspowered.com/?q=node/2442
Did your work-around affect that funtion too? Could you remember?

Moreover i would nice to have a mod with:
- revised pet-templates (http://garage.gaspowered.com/?q=node/2588)
- revised power descriptions (inclusive 'take aim' correction)
- revised combat constances in formulas.gas to make the game harder in order to pay attention some/many gamer wishes - harder enemies, slower exp gain. Eye-wink
- . . .
- . . .
I know there are many other things to revise and improve but this issue is just beyond my personal timeframe i guess. Sad


Submitted by The Hanker Chief on Fri, 2006-01-06 11:00.
The Hanker Chief's picture

Yes, feel free to include the changes I made in your mod.
I didn't fix take-aim, because Lady_Femme had already done it.
My code modifications were to CalculateDamage$ and GetDamageRangeHelperMain$

Cheers,

The Hanker Chief


Submitted by KillerGremal on Fri, 2006-01-06 11:52.
KillerGremal's picture

Thanks! Smiling

By the way, if you have an idea... if have tryed to increase the difficulty by increasing the resistances (among other things) of some monsters:

    [actor]
    {
        [resistances]
        {
            dmt_lightning     = ( 0.002 * #monster_level * #is_veteran ) + ( 0.003 * #monster_level * #is_elite );
            dmt_ice     = ( 0.002 * #monster_level * #is_veteran ) + ( 0.003 * #monster_level * #is_elite );
            dmt_fire     = ( 0.002 * #monster_level * #is_veteran ) + ( 0.003 * #monster_level * #is_elite );
            dmt_death     = ( 0.002 * #monster_level * #is_veteran ) + ( 0.003 * #monster_level * #is_elite );
        }
        bar_background_index = 1;
    }

Now all monsters in veteran are indicated as resistant to everything, even in cases where the resistance is below 10% per resistance type.
Have You any idea where this resistance-indication-threshold is defined ?

As point to start I have checked all files in logic.ds2res for the string 'resistant to' - without luck. It can be found indeed but now clue when a monster is considered to be resitant or not...


Submitted by KillerGremal on Fri, 2006-03-31 07:48.
KillerGremal's picture

Although many things have been fully revised (that's why it is to consider as beta), this mod still exists.
Of course i would like to see GPG doing such updates, not the gamer. And the mentality GPG is showing for their product - well, i guess i already had lost my job if i did the same during work...


However, all you gamers, if you like: Hotfix-Mod Beta 2f (562kB, Tank-Log)

Quote:
* Description
This is a user created mod with bug-fixes and game improvements.


By Hanker Chief:
- Offhand weapon is now averaged into swing damage only with mainhand weapon,
not with the sum of mainhand, strength, and magic bonuses.
- Custom elemental damage is now applied from all items (added custom_effect fields).
- The double application of some custom elemental damage sources during checking
  for target resistances was changed. The code now subtracts the resisted amount
  instead of adding the amount not resisted.
  See this thread about broken custom elemental damage for details.
  I [Hanker Chief] couldn't properly fix this because the hardcoded function this relies on is broken.


By KillerGremal:
- Game is a litte harder now, about 10%. Related on possible party sizes EXP gain is more balanced now.
- Fixes missing default bonues with pets.
- Take-Aim Ranged Power fixed (Level 1+2)
- Passive Skills may go up tp 25 by items only. Sometimes this may require a special procedure:
  Remove items giving skill point form your char, set 20 skill points, equip the items again.
- Loot drop behaviour revised (level range reduced to prevent low level stuff in veteran/elite).
- The mechanism to drop a party-specific reward is able now to distinguish
  human heros from pets and will no longer make a reward based on a pet.
- No more crafted rare items in shops, all these items are unique now to be able to drop.
  As compensation the shop vendors are offering now rare items similar to those the thief drops.
- The thief may drop now also a unique items, however the chance is small.
- Some reagents fully revised(*) (once more), language compatibility ensured too.
- Formula for enchantment prices replaced. Costs should be now generally more comprehensive!(?)
- Party members can be disbanded/eleminated! for ever (if in the inn before).
- Instead of 2 auto-cast and 4 reserve spell slots there are now 2x 3 slots.
- Reduces the 'zone of teleporter-mouse-activation' for better fighting near teleport stations.
- Fixes a possible bug with a magically locked door in Snowbrook Haven castle (act 2).
- Two minor bugs within the thief AI fixed.


Submitted by Hassat Hunter on Fri, 2006-03-31 08:43.
Hassat Hunter's picture

Excuse me if I say so, but that sounds more like a "tweaking mod" than a patch to me. As a matter of fact only 4 items on your entire list under KillerGremal can be seen as bug fixes.

Quote:
Fixes a possible bug with a magically locked door in Snowbrook Haven castle (act 2)
Being?

Quote:
Two minor bugs within the thief AI fixed
Again, being?


Submitted by KillerGremal on Fri, 2006-03-31 15:04.
KillerGremal's picture

Yes, this is more than only a bug fix mod meanwhile. I don't would say this is a mod for all gamers, but perhaps a mod for a few of them Eye-wink - what's why i have put it online. If somebody feel pretermitted then please complain at GPG.
This mod is just a custom approach to improve the game according to posted critics i often did agree with.

As mentioned above it would be the job of GPG to improve the game, not mine, i just have changed some things along my own playing to get a 'better' DS2.
GPG could enhance the game much better and much more otimized on generaly scope. - They should but they don't. Sad

If i remember well, You too were very engaged during the beta test - and look at the game now!? - Have you found any of these great inputs made by the testers during the test? - Nothing...!
They just were able to introdce a CRC check to prevent mods. They did it afterwards, with v2.2 - I mean this is something like a 180° turn and i wonder about the conceptional and strategic capacities of the responsable people there at GPG...


This as gerenal background note about that mod.

Quote:
Fixes a possible bug with a magically locked door in Snowbrook Haven castle (act 2)
As you know, Eva gives you the job to find an artefact/key in the castle, protected by 4 rost-guards. Behind these guards there is a magic door, triggered on these rost guards. This trigger may fail under some unknow circumstance and the door will never open. So the mod will check if the guard are alive or not and open the door if needed.
Evidentally this must be a very strange and rare bug (if at all) but if it happens you will be a damned soul lost in act 2 for ever.


Quote:
Two minor bugs within the thief AI fixed
Somebody at GPG just forgot to initiate a variable causing an error in the error log. About the benefit fixing this - i don't know. As said a minor bug i guess.



Of course, there is one critical 'improvement' - it's the 3rd auto-cast slot. But this was added beacause you can only define hot-keys for 4 spells and because it's very annoying to cast a spell that lies in the (generally uselss) reserve slots 7-10.
However i'm not fully happy with it, neither with that slot nor with the behaviour of auto-casting itself. So maybe this will drop once again.

If you think now releasing chars would be a cheat: It already can be done without mod!
As you know maybe, just fill the 1st page in the inn with pets, then you can definitely release every humaniod char stored on the second page!
So this indeed turns an existing bug into a feature. And as mentioned, this can be dangerous anyhow.

Personally i considerd the crafed items in the shops - all close to unique quality - was in my eyes one of the biggest in-game cheat by default. Above act2/mercenary you mostly have enough money to simply buy them. Now you have to do something for it - or trust in your luck. Eye-wink


Submitted by Hassat Hunter on Sat, 2006-04-01 00:24.
Hassat Hunter's picture
KillerGremal wrote:
If i remember well, You too were very engaged during the beta test - and look at the game now!? - Have you found any of these great inputs made by the testers during the test? - Nothing...!
They just were able to introdce a CRC check to prevent mods. They did it afterwards, with v2.2

You remember correct. I also remember the whole auto-defense/attack stuff re-added in just because of some of the complains...

Quote:
I mean this is something like a 180° turn and i wonder about the conceptional and strategic capacities of the responsable people there at GPG...
I will wait to answer this untill the X-Pack is released...


Submitted by KillerGremal on Mon, 2006-04-24 09:01.
KillerGremal's picture


Hotfix-Mod, Beta 2h (603kB, ReadMe)

Chris Taylor's foolish Slave wrote:

Beta 2h:

- The game won't start intra-party ('banter') conversations during a battle,
also the launching of conversations related to party members has been revised.
Nethertheless this is no 100% guarantee that conversations won't happen at
an unpleasent moment (eg. if a monster teleports himself next to your party).
Please note, it remains in your responsability to clear the area around potential
quest givers (the actors with exclamation or question marks above their heads).

- Finala conversation triggers in South Greilyn revised. The secret door no longer
will open if you are on the surface, it will open now correctly when you are
downstairs. For the case you are walking above the cave an informal conversation
has been added as hint that 'there is something going on' in this area.



Beta 2g:

- Reagent 'Patterned Shell' has revised values once again to be more attractive.
Note, the values of this reagent will change/increase in veteran or elite mode.
(Please see below why this reagent has an 'experiemental status' in this mod.)


Submitted by KillerGremal on Sun, 2006-06-25 20:56.
KillerGremal's picture


Hotfix-Mod, Beta 2 r (829kB, ReadMe)



Changes:

==> Checks at game start (if the related quests are active) a riskful trigger in the azunite chamber (could fail in v2.1 if you had saved before Eva opened the door and unfortunatly that trigger remains inactive after patching the game to v2.2).

==> Enhanced difficulty for veteran and elite games now correctly applied also in SP.

==> Usual aiming errors for ranged attacks introduced. Experimental Status.
It looks just more realistic if there is a certain probability that e.g. a sick monster misses an target. Generally that probability resp. the amount of deviation is linked on ranged or monster level - the higher, the better they aim. Thus a level-0-archer is a really bad archer (but he will make fast progresses).
Additionally for your own ranged chars skill points on 'far shot' or 'quick draw' will increase the chance to hit - but don't panic, there is no real need to push these skills because of that feature now, in many cases you will hit anyway.

==> Quest-reward improved/patched once more specially for veteran and elite mode. The chance to encounter low-level uniques and set items in veteran/elite mode is now very low (expect of important set/quest items).
Also the rewards for Luun and Letiso were related on their item level (is always zero here) instead of their monster level. Also these and some further rewards no longer will drop for veteran/elte the same as in mercenary.

==> The 'Dwarven Mythril Ring of Sight' has become enchantable now. As soon as Valeria has treated the ring with her magic it will be a legendary item! However, it has some enhanced requirments, also the enchanting costs will be quite expensive.

==> Viperclaw quest can be repeated (specially in singleplayer). Just go to Eumenidie with all three reagents and she will give you another Viperclaw.

==> Some reagents revised once more. Bug solved at 'Phoenix Feather'. For veterean and elite mode also 'Lumilla's Salve' have now slightly higher values.

==> There is now a reagent that allows you to talk to ghosts. This is a little rare skull hidden at certain places in the desert of act 3.
Note, if you remove this mod there will NOT be the usual risks for your savegames but the reagent gets useless then and its bonus on enchanted items will disappear.

==> Damage reduction for attacking monsters removed (i guess most don't even know that such a thing exists!?). This will keep monsters with 4 or more levels below your char(s) a bit more interesting/challenging. The default penalty by the game engine was unreasonably high: -25% if >4, -50% if >6 levels difference. It seems that this - combinded with the fact that your party mostly is 'over-leveled' (in default DS2) - was one of the reasons why many players got the impression veteran and elite mod would be so easy.
Well generally you will still notice a little reduction if a char of your party is attacking a much higher monster, but in that case reduction is much lower than before, moreover it will be calculated dynamically (not 'stair-wise') to keep the influence smooth and fluid.

==> According its item stats and to the total number of unique items for combat and nature mages the cestus 'Endless Memory' can be used now also by nature mages.

==> Aiming error feature disabled when using powers. Also Level-0-NPCs (there are some without any level) shoot appropriately again.

==> Rewards revised once more. In that context you may discover that some crafted shop items (they are unique since Beta 2f) have now a slighly lower level than before (at least in elite), so that the highest items can generally be dropped by the highest monsters or chest you ever will encounter.

==> Delayed rigor mortis! ;=) Normally you can't pick up the weapon used by a monster itself. However now 3 monsters can loose their weapons when dying. It will be a Morden Sword, a Vai'kesh Bow amd Taclak Javelins.
These weapons probaply won't work as you would expect it, however they are intended as discreet game expansion, so please don't expect exessive weapon stats.

==> Some (further) quest items now have now appropriate stats for veteran and elite mode, totally:
- Hero's Amulet & Ring
- Hak'u Ceremonial Blade
- Heirloom Sword
- Arinth's Staff
- Mace of Agarrus
- Virtuous Rebellion
- Nexus Soul Staff
Of course all related quest/chest have been updated too, however some quest amulets/rings like 'Hunter's Mark' actually have no corresponding version in veteran/elite mode but there is a good chance that you get a rare/unique/set amulet/ring instead.
Note, if you remove this mod the higher version of these items probably will become invalid anyhow, but the usual risk with with mods providing items won't exist.

==> Amren's bow 'Virtuous Rebellion' displays now correctly a/its effect! - ... it had/has one by default: ds2-item-bow-amren.jpg

==> Another 'Necromantic Skull' reagent is hidden in the desert of act 3, if you find a new chest never seen before (also added) you are very close. ;=)
Actually there are 5 of these skulls out there, 2 of them are quite easy to find during gameplay, the others are a bit more tricky to discover.

==> The Golden Chalice (form Act 3 desert) has now a meaning resp. higher usability.

==> Little secret added at the Greilyn 'tutorial' beach - just for fun. ;=)

==> Morden swords (player version introduced since Beta 2 o) and some shields are featuring shader effects now, quite experimental however.

==> 'Banter-Paranoia-Button' added.



Remarks:

==> DS2 and custom items: Even if you have items fetured by this mod in your inventory you generally can remove the hotfix mod whenever you like,
the game won't (it normally would in such situations), these new items are build not to cause trouble ;=) however they may become useless without the mod.

==> Mod co-operation: The Hotfix Mod covers meanwhile over 150 files, some were added, some fully replace original DS2 files.
There is generally no critical danger, but the Hotfix Mod possibly won't work correctly if there are other mods modifying the same things or containing copies of default DS2 files too.
So if you have other mods (expect of inventory or ring-removal mod) just take a look at the top of the page about known mod incompatibilities.

==> If a (partial) set has a yellow bonus providing damage increasments then these values won't be added to the existing damage in the char table, however these yellow bonuses have full effect during fights.
This is a old know bug in DS2. Although there are some advices to solve it, nothing really helps to update the values in the GUI in such a case. :=(

==> There is now a button in the room behind Telinu (the smith) of Eirulan for those who suffer paranoia that they could miss a word then party members are talking to each other.
The default mode provided by this mod is to wait until no enemies are nearby before start talking, and indeed this works quite fine for about 90% (well, in some rare cases monsters may suddenly approach or teleport next to you).
But if this doesn't seem to be not enough for you then push the putton until the message 'Chat window: Repeat dialoge' will appear in order to repeat the conversation over and over again when walking along resp. crossing the realted map location.
Note, pushing this button won't bring back conversations anyhow, so you using it would be most effective on virgin maps/areas.




I really hope the Broken World addon won't need all these tunings...


Submitted by sol77 on Fri, 2006-06-30 11:35.
sol77's picture

Cool KillerGremal. I will take it for a spin soon.

------------------------
SiegeTheDay - A community for modding Dungeon Siege


Submitted by KillerGremal on Mon, 2006-07-10 11:58.
KillerGremal's picture

A last (i hope at least) upgrade:

Hotfix-Mod, Beta 2 s (1020kB, ReadMe)


Changes:

==> The damage of flame throwing monsters will destroy barrels now too.

==> Evil monsters summoned in incantation shrines (Requo Malum Ix) won't have any longer a friendly status description, also they won't drop spellbooks now when dying/expiring.

==> Buttons, lever etc. won't show up in the radar map to keep hidden things hidden.

==> Vai'kesh Bows and Taclak Javelins got a got a little functional upgrade, also there is a small chance to find these weapons in act 3 too, of course that time they won't drop from monsters.

==> A party member related secret added in the riddle statue dungeon at the Azunite Desert of act 1 to provide a low-level variant of the Vai'kesh Bow.

==> The little quest/secret about the 'speaking' skeleton in the Azunite Desert has been upgraded: effect added, reward imporved (and more health/mana bushes set).

==> The Golden Chalice and the Ankh Cross ;=) (supposed you find these items) can be used now as reagent helping you to prevent...

==> A little party order menu re-activated (it already existed since DS2 beta): Just hold down the mouse button and drag on the party command icon you want.
However in many cases a good key configuration is more recommandable, so if you like to trun off this up-popping menu there is another 'game option button' on the eastern wall in the room behind the smith at Eirulan.

==> Difficulty settings revised again to reduce the impression that the first few levels resp. act 1 would be the most difficult period of the hole game.

==> The regenerative speed of potions has been reduced a little bit. Indeed i was looking for a way to bring back the behaviour as in DS1 where drinking potions had a much higher strategic aspect (and also was a bit more realistic than a invisible and delayless potion injection like being a Borg out of Star Trek).


Submitted by KillerGremal on Mon, 2006-09-04 09:24.
KillerGremal's picture

Please note, the Hotfix Mod is not compatible with Broken World.
So if you have it in the resources folder of your original DS2 game installation, remove/rename/deactivate this mod (because it will influence BW like other original DS2 resources do).


Maybe there will be once a mod maintaining specially for BW all the additional secrets and items as you probably know them from the Hotfix mod, but for the moment we have to see first what way the addon goes.


Submitted by KillerGremal on Fri, 2006-09-15 03:16.
KillerGremal's picture


Hotfix-Mod, Beta 2 v (1109kB, for DS2 v2.2, ReadMe)


Recent Changes:

==> Player summons have no different size according the level (I-IV) of the spell.

==> There was an little error at the 'speaking' skeleton secret, this has been fixed.

==> For the Azunite Statue at Windstone Fortress a 'security check' has been added to ensure to be able to preceed to the act 1 boss, in some rare/strange cases the statue wasn't usable although all enemies were gone. If that happens, check all the nearby rooms twice ;=), if there are no more enemies, save the session and come back - as long the statue isn't usable there will be one further enemy.

==> All gold related aspects revised for weapons introduced by previous Hotfix mods.

==> Another spear type added to provide a more gapless availability of these weapons. Its name is 'Harpy Spear' and harpies are generally the monsters where you can go and 'ask' ;=) for such a weapon. However occasionally they also can be found at some other places.

==> Dire Wolf texture has become a little darker/bluer to be able to distinguish the non-adult pet a bit better from similar looking kurgan monsters.

==> Transmuting Vaikesh bows, javlins or spears no longer will give only 1 gold.

==> Vai'kesh bows have no a better (internal) item levels. This may cause that stats and requirements of Vai'kesh bows from former Hotfix-Mod versions may change. I'm sorry for inconvenience, probably you have to go and 'ask' the corresponding onwers for a new one. Also keep in mind that there is more than once chance to get a Viperclaw reagent (as you can obtain in Multiplayer).

==> Another Onyx fragment and a protective Ankh reagent have been hidden in act 2.

==> Experiemental: Dexterity gives now a *litte* bonus for movement speed, however only notable for ranged chars due to their high dex value. This is intended as tiny 'retro bonus' feature in style of DS1 where dex had a bigger importance. Actually the speed bonus is quite restrictive because the party AI not has been upddated yet to handle party members with different movement speeds.

==> Party size limitation related on merc/vet/elite game mode removed. Mercenary mode often is considered as most difficult, so why not 6 chars if the players like!? This also will help to import more party members into the Broken World addon, there is high risk that char stored in the inn may get invalid during import.



Note, also the newest version of the Hotfix Mod is incompatible with the Broken World addon (and due to the way the DS2BW reads game resources, it never will). So please rename/remove/deactivate the Hotfix Mod before playing the addon!
There is no addon compatible SiegeEditor to debug mods for Broken World, that's why there is generally no sequal for this mod. Sad


 


However, if you are using any items form the Hotfix Mod there is an auxillary mod called Aranna Legacy (886kB, for DS2 v2.3/BW, ReadMe) just to bequeath these items to Broken World.
But remember, due to the lack of debugging tools you have to consider this mod as untested, nethertheless i have tried to reach the same quality level as for the Hotfix Mod of course.

Currently 'Aranna Legacy' is intended to do:
==> This mod won't fix any (serious) bugs!
==> It will carry on some gameplay features, map secrets and items form the Hotfix Mod.
==> Incantation shrines have now a lectern nearby, sometimes unequipped, sometiume containin a very powerful chant version.
==> Party banter conversations for Broken World got a security check too to avoid start talking if enemies are around.
==> A 'option button' has been added (hidden in a stump, please see following image) to last party banters a bit longer.
==> Conversation with Kerth about the PSP has slightly been changed, it still has full content but the hint about the PSP is less obstrusive.
==> The Thief will drop items you normally need a PSP code for, however there are only a couple of these items, so this will happen very rarely, but if, you would get a green drop message.
==> Little easteregg: dexterous packmules will make you happier. Eye-wink

You easily will recoginze the working of 'Aranna Legacy', it will slightly upgrade the start location (related on ZoomFar Mod, to get a better start view), also there is this stump next to your stash as mentioned above.


Submitted by KillerGremal on Sun, 2006-09-17 10:05.
KillerGremal's picture


Hotfix-Mod, Beta 2 w (1109kB, for DS2 v2.2, ReadMe)


Changes:

==> An inadequate optimization for Beta 2v has partially caused the experience calculation to fail.
I'm sorry for inconvenience, this is solved now.

==> The life of monsters will slightly scales up more depending on party size.



________________________
...i mod it my way.


Submitted by KillerGremal on Wed, 2006-10-04 05:46.
KillerGremal's picture

An Elf Mage with useless 'Critical Strike' ?
A Half-Giant Fighter with wasted 'Devastation' ?
An Dryad ranged hero with lapsed 'Natural Bond' ?


So here is probably the answer for this common matter: Hotfix-Mod, Beta 2 x (1193kB, for DS2 v2.2, ReadMe)


Changes:

==> Near the backyard of the Inn at Eirulan there is now a powerful skill resetting NPC that is able to release all skill points from any skill of your choice so you can invest them anywhere else.*

==> If one party member casts a buff spell then the buff durations will also be refreshed for any other party members that already have this buff. (However, this alone won't turn auto-casting now into an always smart acting feature.)

==> When enchanting mage weapons with intelligence reagents, the correct effect will be displayed now (until now it was the same as for dexterity).



*: Please note, this feature is completely based non-official functions. Unfortunately it was not possible to copy some code form the addon - because there aren't any (the skill reset there seems to be fully hard-coded), thus please make a backup copy of your savegame before using this feature!
Also take care to check manually your (active) powers depending on the skill reset, currently the power icons in the char panel on the left side of the screen will remain (hints/advices to solve this are welcome).






For the case you are playing Broken World meanwhile, don't hang your head!
Indeed this alternative skill resetting feature was inspired by the addon to improve the normal possibilities and to get even rid of a native skill point.
So you will find this NPC mentioned above in act 1 at the Eirulan Inn too if using the...

Aranna Legacy, Alpha 1d (1022kB, for DS2 v2.3/BW, ReadMe)


Additionally Vireni - the default skill resetting NPC - flow back in game timeline to have her in act 1 too.
You would find her at the Dryad camp in the Western Greilyn Jungle.


Submitted by KillerGremal on Thu, 2006-10-12 12:12.
KillerGremal's picture


Hotfix-Mod, Beta 2z (1229kB, for DS2 v2.2, ReadMe)

This is a technical revision of Beta 2x and 2y adjusting a couple of features introduced by this mod itself.


Nethertheless there is now also a little work-around for the counter failure at the Kalrathia rebellion (if that rare bug happens at all).
So if you were not able anyhow to complete the rebellion task at first try you will get another 10 Morden occupiers in the next game session to chase away.

However this is only an rough work-around, if you make use of it then it may happen that there will remain some loose Mordens anywhere in town even after completing the task - please treat them with courtesy and show them the exit. Eye-wink



Quote:
. . .


Additionally Vireni - the default skill resetting NPC - flow back in game timeline to have her in act 1 too.
You would find her at the Dryad camp in the Western Greilyn Jungle. <== link updated Eye-wink


Submitted by KillerGremal on Sat, 2006-10-28 22:08.
KillerGremal's picture


Hotfix Mod, Beta 3a (1309kB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 1m (1292kB, for DS2 v2.3/BW, ReadMe)


Updates:

  • Outside of Eirulan there is now an opportunity to buy packmules immediately after entering the north-western Greilyn jungle area (close to the shrine).
  • When getting a char back from the inn the level difference is now 15 levels to get the automatic char upgrade.
  • Experimental for DS2 v2.3/BW only: Assumed fist of stone fighters will get an appropriate dual class upgrade (until now they only got melee skills), it is supposed to be a fist of stone fighter if nature magic is at least 2/3 of melee skill level. The experience added will be splited then to increace the nature magic level too almost as dual buff spells would do it. Of course this feature affects (assumed) blood assassines in equal measures.



  • ________________________
    ...i mod it my way.


Submitted by KillerGremal on Sun, 2006-12-10 11:55.
KillerGremal's picture


Hotfix Mod, Beta 3 b (1344kB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 1 o (1322kB, for DS2 v2.3/Addon, ReadMe)


Update:
Weapon/spell enchantment spell added for mages to share all magical experience equally on nature and combat magic regardless of the type of spell acting with.
Image: Spell applied on Char


This new spell has multiple bonuses (only a huge intelligence bonus wouln't be so clever due to the int-limit of many spells), also the bonus values don't really depend on intelligence (as displayed by default) they rather depend on comparing nature and combat magic levels - because of the multi-classed kind of this spell buff a low difference between the two magic types will perform better values.

As example this spell affecting a level ~31 dual-mage with nature and combat magic both at level 25 (in original DS2).
Image: Spell stats

As with other enchament spells one goal of this spell is to compensate the chronic weakness of multi-classung resp. the fact that such a dual-mage is not able to use the newest armor or spells as a single-classed mage could.
So the destiny of this spell is to support multi-class mages only, thus if both magic types are 1:1 the spell value will reach the optimum for the current sum of magic levels, but if the difference is increasing the bonus values will fall rapidly.

Related on the bonus type all skills improving buff effect or improving weapon enchatment spells (at least in v2.3) will take some influence, however only with half effect.
Please note too, in original DS2 the bonues values are generally higher because here this spell will occupy one of the two buff slots. In v2.3/BW the spell will appear like a common enchanment spell working as 3rd buff spell.


Submitted by KillerGremal on Thu, 2007-01-04 13:34.
KillerGremal's picture


Hotfix Mod, Beta 3 c (1619kB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 1 p (1657kB, for DS2 v2.3/BW, ReadMe)


Updates (affecting both mods):

  • Morden Shield and Zombie Legion Sword added as custom items. Only monsters already equipped with these items may drop them.
  • Most equipment pieces of Snowbrook Haven soldiers added (of archer and sword fighter). They may drop in act 2+3 and also can be found in shops at the same time.
  • 'Skill Point of Omniscience' (rather experimental): From char level 7-70 every 7th level all chars that are be intensively multi-classed may get one additional skill point at level up, like this mulit-classing should be a bit more attractive even with no class at maximum. So supposed your char is well multi-classed he will get this special skill point if...
    - if second-highest class is at least 70% of the best class the char has,
    - if the average of 2nd and 3rd highest class is at least 65% of the best class,
    - if the average of all three weaker classes is at least 60% of the best class.
    To provide some more fexibility it's also possible to reach these requirements with a delay of one char level resp. until the next char-level-up event.

Submitted by RedBirdofChaos on Thu, 2007-01-04 14:53.

Thank you KillerGremal for all that you have done. I hope others appreciate the hard work you have put into this mod. I know I do.

Me and my brother enjoy your mod very much. It is nice to see it keep improving and improving.

Submitted by KillerGremal on Tue, 2007-01-16 18:37.
KillerGremal's picture

I'm sorry to carry here no good news... Sad
A few feedbacks have arrived me that evidentally all newer Hotfix and Aranna Legacy Mod versions may cause game crashes or broken items, sometimes at least.

I'm sorry for inconvenience, till now i only have only found a skrit error when monsters are equipped with spears/javelins if the ammo is not reloaded in a certain time - but without any notable consequences for gaming.
Actually i was not able to re-produce a game crash, but indeed i wouldn't exclude it after i have readt now with what kind of mods people are combing eg. the Aranna Legacy Mod... Shocked


From my point of view i would like to remind that there is no good way to debug the code of the Aranna Legacy Mod (that's why it is called 'alpha' Eye-wink), so every row of skrit i have tested 'only' (as if it wouldn't be a decadent expense of time...) in v2.2 resp. in v2.3/Mod to hopefully run as smooth in v2.3/BW too.

From player's perspective using mods it would be a good idea not to use every mod that you find on the web specially if you are not sure if the mod ever got a check/update for the addon.
If you do netherthelss, please keep the fingers of the the Hotfix and Aranna Legacy mod - it will save unpleasant game experiences for you, and for me i didn't need to kill the remaining night hours to ensure compatibility towards any other doubtable mods. Sad

So for the moment ensure that you have really made a backup of your savegame, meanwhile i will see what i can do... Puzzled


Submitted by RedBirdofChaos on Thu, 2007-01-25 08:19.

KillerGremmal I have figured out a way for your mod to run by itself without any other mods running but it takes a little work on the part of the person that installs the mod.

they must first make a copy of their DungeonSiege2BrokenWorld.ini and rename it Aranna.ini. then they add the lines:
firstline=
res_paths = "C:\Program Files\2K Games\Dungeon Siege 2 Broken World\resources";"C:\Program Files\Microsoft Games\Dungeon Siege 2\Resources";"C:\Program Files\2K Games\Dungeon Siege 2 Broken World\Aranna"
second line =
save_path = "C:\Documents and Settings\Owner\My Documents\My Games\Dungeon Siege 2 Broken World\Aranna"

next they must add this line to the target line of the broken world or bwallsaves shortcut:
configfile=Aranna

next they add a folder named Aranna to:
C:\Program Files\2K Games\Dungeon Siege 2 Broken World\
and one to:
C:\Documents and Settings\Owner\My Documents\My Games\Dungeon Siege 2 Broken World\

now they copy your mod into the Aranna folder in:
C:\Program Files\2K Games\Dungeon Siege 2 Broken World\Aranna\

Now they are running Aranna alone without any other mods or maps and don't have to worry about save file conflicts. This should reduce the number of freeze reports you get. If anyone takes the time to do it. I no I have Smiling

Submitted by KillerGremal on Thu, 2007-01-25 13:00.
KillerGremal's picture

Thanks for this hint, actually i have forgotten that there are many useful and ini tweaks for DS. - Indeed is not so convenient than just placing a file into the right folder, but when having serious troubles i'm sure this will help! Smiling


Besisdes, it's not forbidden to combine the Hotfix Mod with other mods. Eye-wink
However the Hotfix Mod consists of a network of serval hundred files, sometimes even upgraded by the improvements from v2.3/BW - that's why it may become critical using other mods containing the same files in an older/untuned version. And this is specially a problem for the Aranna Legacy mod - there are many mods on the web that never were updated for v2.3/BW, i have seen cases there old errors from v2.0-v2.2 get re-introduced in v2.3/BW by obsolete mods... Sad Puzzled
Evident that under these circumstances bigger mods may behave problematic - so in this case it really may be better to run them separate.

In this context, actually there is no urgent need to separate the savegames too (they don't get infected Eye-wink).
The Hotfix or the Aranna Legacy mod are not able to cause any savegame issues themself (at least never heard about).
However regardless if you are using mods or not, generally mod conflicts may crash DS2 and due to the crash then savegames may become broken - so backup them manually if you don't trust the automatic *.bak versions.


In order to defuse a bit the incompatibility between different mods i hope it will be possible to add in the next Hotfix and Aranna Legacy mod versions a little check of the essential content - like this the player gets informed in advance and can decide himself if/how to play on.


Submitted by RedBirdofChaos on Thu, 2007-01-25 13:59.

I know. I think myself, that it is one of the other mods causing the crashes. The savefiles path is to prevent the other mods save file from crashing the game. When it looks at a save file from the other mods and doesn't see the resources for them that could potentially crash the game.

And this would still allow them to run your mod with the other mods, but they would have the option of running purely on your mod and having a lot less likely hood of crashes.

Submitted by KillerGremal on Mon, 2007-02-05 00:45.
KillerGremal's picture


Hotfix Mod, Beta 3 d (2473kB, for DS2 v2.2 only, ReadMe)


Updates:

  • A little check added to test some customized content or essential mod components. This check will appear right after entering the map, if there is no report at all or if you are informed about too many risks then better recheck your mod configuration (maybe there are any updates!?) or otherwise uninstall this mod here - it's not recommanded (you may loose customized items like spears) but if you really need you can do it (with this mod it's very improbable that the game will crash at next start).
  • Spell 'Corpse Transmutation' fixed, the corpse won't disappear (resp. become unselectable) as long as the spell hasn't applied its effect on the casting mage.
  • In the Azunite Desert of act 1 you will find now a new shop providing about 50-100 items for enchanting. (image).
  • Harpy as summon spell added for mages good in both magic classes (image, for details please see the ReadMe file).



The Aranna Legacy mod won't be updated for the moment.
Well generally it should be possible to update the Aranna Legacy mod the same way, however it has to be confirmed first that the current tunings are running smooth (and supposed that not then it will much easier to debug it than a specific v2.3/BW mod).


Submitted by KillerGremal on Fri, 2007-02-09 07:56.
KillerGremal's picture

Hotfix Mod, Beta 3 e (2375kB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 1 r (2429kB, for DS2 v2.3/BW, ReadMe)


The Aranna Legacy Mod got now the same upgrades like previous Hotfix Mod version Beta 3d, additionally there is a fix for missing the 'Glorydeep Vol. 47' lore book (if found there never was an entry in the journal).
The new Hotfix Mod version itself is just a revision of the previous version, generally in sense of a file calibration, this will help testing/debugging new versions of these mods - supposed there will be.


Submitted by KillerGremal on Fri, 2007-02-23 03:13.
KillerGremal's picture

Hotfix Mod, Beta 3 f (2396kB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 1 s (2444kB, for DS2 v2.3/BW, ReadMe)


Updates:

  • Difficutly settings generally revised, also it's now possible to set a custom game difficulty by adding difficulty=### in the start command line of the short-cut you start DS2 with, alternativly you also can write it in the 'DungeonSiege2(BrokenWorld).ini' file (look in your savegame folder) or add it in own *.ini as file as RedBirdofChaos has explained above.
    Where will be an ingame report if the game successfully was able to detect your setting, acceptable values for ### are 50-500 while 100 is the default, so difficutly=75 will make the game easier while a value of 300 will make the game harder and the monsters will become more dangerous. However before you make up your mind how difficult DS2 is, please recall what value you eventually have set here. Eye-wink
  • Damage over time it will give now experience over the full duration (and not only the first partial damage resp. blood drop) if this damage is caused by a weapon (for spells it already worked ok).
  • Fix for possibly broken Hak'u daggers, due to its revison (merc/vet/elite game mode have now all their onw dagger version) some older Hak'u daggers eventually may become useless because of negative damage. Shocked - Supposed now you have such a dagger then drop it out of your inventroy and it will be repaired automatically.
  • Arinth quest reward has been fixed to drop more appropriate veteran/elite loot.



  • ________________________
    ...i mod it my way.


Submitted by Lupo on Sat, 2007-02-24 05:09.

Awesome KillerGremal Smiling
Thanks for your hard work and keep up the spirit..

Submitted by KillerGremal on Mon, 2007-04-02 12:50.
KillerGremal's picture

Hotfix Mod, Beta 3 g (2434kB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 1 t (2487B, for DS2 v2.3/BW, ReadMe)


Updates:

  • In order to behave more realistic in battles combat mages in your party will stop auto-casting curses if they only have a third or less of their maximum health left, it can be assumed mages learn/know the provoking effect of their curses.
  • The party AI no longer will make members auto-cast 'Blind' and 'Punishing Fire' curse on magic monsters and 'Steal Magic' on melee monsters. For these curses it's evident if they are intended for monsters with physical or magical damage, however indirectly these area-affecting spells may still hit accidentally 'wrong' monsters nethertheless.
  • Minor bug solved on 'Punishing Fire' spell, it's effect on ranged damage didn't really match the description.
  • Training areas added in Snowbrook Haven castle and at Aman'lu (Broken World only) to level-up retarded party members more quickly by sacrificing items.
  • Hotfix mod specific bug fixed when trying to reach the limit of 25 skill points by items at skill 'Fortitude', the bonus dropped from +49% life with 24 skill points to +0% with 25 skill points - of course it should be +50%.


Submitted by KillerGremal on Sun, 2007-04-15 11:56.
KillerGremal's picture

Hotfix Mod, Beta 3 h (2454kB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 1 u (2614kB, for DS2 v2.3/BW, ReadMe)


Updates:

  • Fixes for NPCs wearing equipment that has become enchantable in version Alpha 1p. In that context also Snowbrook Castle soldiers have been tuned to be more steady in veteran and elite mode.
  • As work-around for the disabled game speed keys now the speed of the game can be changed for single player mode by two auxilary possibilities:
    a) by using the game speed levers (resp. velves, added by this mod version) that can be found next to the prison of Eirulan.
    b) by adding eg. 'game_speed=90' (without quotes) in the command line of your DS2 shortcut or by adding it in the DungeonSiege2BrokenWorld.ini file.
    Default is 100, minimum is 10 (slow), maximum is 300 (fast), step-width is +/-10. All speed changes will be re-applied whenever you load a new map, however maunally added/edited changes by possibility b) are dominant.
  • For Aranna Legacy Mod only: Azunai's Shield (quest reward) has been upgraded to be more story-like: Melee attackers may randomly loose now their weapons when hitting the shield, this will notably reduce the damage they will cause.

Submitted by KillerGremal on Sat, 2007-05-12 10:19.
KillerGremal's picture

Hotfix Mod, Beta 3 j (2560kB, for DS2 v2.2 only, ReadMe)

Aranna Legacy Mod, Alpha 1 v (2717kB, for DS2 v2.3/BW, ReadMe)


These are generally revised versions, as special features the spells 'Ripple' and 'Plasma Globes' can be casted on ground now too (this was a wish even during DS2 beta test and evidentally still is), also up to four summons per mage are possible, experimentally.

For further details and restriction of use please see the respective readme file.


________________________
...i mod it my way.


Submitted by Darkelf on Thu, 2007-05-31 12:15.
Darkelf's picture

started playing ArannaLegacy-Alpha1w, i like it so far, anyways i starting fighting haku in beginning of act 1, and the haku hunter (ranged with javelins) are showing up weird, heres a screenshot of the haku hunter problem im having

http//img45.imageshack.us/img45/9484/arannalegacy480vj4.jpg

also i am having some character freeze up (not moving) after opening certain chests hidden in the jungle,  but thats only time it freezes other wise.

anyways, i hope these are just isolated and not bugs.

keep up the good modding work


Submitted by KillerGremal on Fri, 2007-06-01 05:15.
KillerGremal's picture

Thanks for the feedback.

First, have you probably other mods in use too!? - I guess so... (Eye-wink).
So when you enter the map, how far goes the initial test?
For the Aranna Legacy mod it should reach 54/54, if there is no test at all then better deinstall the mod due to serious conflicts.

Darkelf wrote:

started playing ArannaLegacy-Alpha1w, i like it so far, anyways i starting fighting haku in beginning of act 1, and the haku hunter (ranged with javelins) are showing up weird, heres a screenshot of the haku hunter problem im having

http://img45.imageshack.us/img45/9484/arannalegacy480vj4.jpg

also i am having some character freeze up (not moving) after opening certain chests hidden in the jungle,  but thats only time it freezes other wise.

anyways, i hope these are just isolated and not bugs.

keep up the good modding work

When watching the image the missing Haku weapons (resp. unassigned weapon models) may happen by a mod incompatibilities. Some of the monster weapons like spears have become player weapons by the mod, if any other mod does the this too anyhow then weapons may disappear or won't show up.
In the Aranna Legacy mod some of the affected monsters (like the Hak'u) have got an new inheritance of their original weapon, unfortunalty the inital test doesn't check them - that would last too long and they have not priority for the player's save game.
(The deeper reason of this issue is that GPG has noticed too late that DS2 will crash if you remove game objects with template names the game doesn't know by default Sad, in that context please remember that the Aranna Legacy mod is nothing else than a Hotfix Mod ported to v2.3/BW so the player can go on using the custom weapons they have found in v2.2.)



More grave is the freezing bug, often accompanied by an incomplete loaded map (missing nodes). The reason for this are other mods causing conflicts by replacing skrit or gas files too. If such a thing happens you should not save the game and remove the mod.

I'm sorry that the Aranna Legacy mod with its 500 files is not able to cooperate better with over mods. Please be aware that this mod isn't called 'Alpha' for fun, also keep in mind that there is no toolkit for v2.3/BW - so in cases of mod conflicts there is no way for a technical debugging. Sad


________________________
...i mod it my way.


Submitted by Correon on Fri, 2007-07-20 13:48.

Hi I am playing the aranna legacy mod version 1X

I love the work on it.
I have a question though.
The vault of thereyne has several light puzzles but whit the legacy patch two buttons in the green puzzle do not react?

Is this a bug?

Submitted by KillerGremal on Fri, 2007-07-20 22:03.
KillerGremal's picture

Strange, the Aranna Legacy mod doesn't really affect that area, also the obejcts existing in that area are not treated in any way (as first sight).
There should only be a better drop/reward for veteran and elite game mode but this change won't have such any impact on the button objects or the logic behind them.

Well, amazingly there was already a similar 'button bug' and at the end it was a mod compatibility iussue as it seems.

Thus please pay attention that the counter (right when entering the map) will reach the maximum (55/55) !?
Also ensure that the Hotfix mod is not installed at same time too - be aware when starting v2.3/BW the game will also read-in resources (incl. mods) from the original v2.2 installation even if those files are located in a totally different folder/path (because by default v2.3/BW is checking the Windows registry to find them).


I will try to trace this bug, but it may take some time - it's a rather tricky quest and wider spread influences are hard to find.
Generally please keep in mind this is a quite fragile mod, originally made for v2.2 (there you have a compatibe toolkit for) and then ported into v2.3/BW. Thus i really hope there are no serious bugs but due to its size and content i actually can't exclude that possiblity - that's why this mod is still 'alpha' and probably ever will be.

However thanks for your feedback. Smiling


Submitted by Correon on Fri, 2007-07-20 23:32.

thanks for the quick reply

the counter does say 55/55

and i removed all mods out of my files from ds2

It's that i don't want to lose some of the mod items by having to switch back to modless just for one agallan relic

Submitted by KillerGremal on Sat, 2007-12-29 09:25.
KillerGremal's picture


...continued here/below.


Submitted by hankjmatt on Thu, 2009-05-14 17:22.

Well...I've been reading up on the DS series while I am waiting for my copy of DSII Deluxe to arrive, and I must say, I am amazed that people are still making mods for this tower defense game, and it is with great anticipation that I look forward to trying this mod.

Submitted by KillerGremal on Sat, 2007-12-29 09:28.
KillerGremal's picture

Hotfix Mod, Beta 3 m (3701kB, for DS2 v2.2 only, ReadMe)

Updates/Changes:

  • More versatility with melee weapons: Daggers are now faster with lowered damage,
    hammers and maces are a bit slower now but with more damage. Also all two-handed
    melee weapons are some slower now - particularly after obtaining skill points on
    'Alacrity' the fight animation looked extremely hetic. Please note, whenwever a
    weapon became slower its damage raised appropriately, actually it's even a bit
    over-compensated as usual in DS2 when speed is balanced/substituted with damage.
  • The *stats*display* for Dual Wield damage has been fixed, now the listed stats
    should match better the sum of weapon damage, strength influcence and magical
    bonuses (expect of some value-rounding matters). However the effective damage
    you do in battles is still the same as in original DS2. So this change is more
    cosmetic and shell make it easier for you to find the best weapon combination.
  • Some small reagent related changes to make the enchanting of low-leveled items
    more afforable.
  • It may happen that you still have anywhere a 'Dwarven Mythril Ring of Sight'
    that isn't enchantable (legendary enchantable since Beta 2L), in such a case
    just drop it out of your inventory and it should become enchantable.
  • Processing of Absorption skill revised, now the calculations are more adequate
    according to the description of the skill.
  • More combat challenge: The extra difficulty for vet/elite mode raised from 20%
    to 25%, also defense bonuses are a bit lower now according to GPG's balanacing
    changes done for v2.3/BW (but compared to it this here is very soft approach).
  • If an attack has been blocked now no more bleeding or hemorrhage can happen,
    also there won't be arrows sticking in the body if blocking was successful.
  • The automatic level boost for under-leveled chars when comming out of the inn
    has been revised. Now all chars more than 5 levels below your main hero will
    be upgraded according to the level they had when you disbanded them.
    The multi-class support has been expanded for all possible combinations of
    dual-classed chars - the secondary skill will be raised too if it was at least
    70% of the primary class.
  • Chars coming from the inn now always will have full life and mana, also a litte
    workaround has been added for the inn at Aman'lu (act 2) to prevent that there
    the camera may drop in vertical stance if rejoined chars instantly get focused.
  • Dynamic movement speed: If your char's inventory is empty he will move/run now
    slightly faster and if it's full the char will move some slower.
  • Multiple summon feature has been revised. Instead of 7 you will require now 8
    skill points on Summon Might per every further summon. Aether Blast power will
    cause now a more balanaced damage if there are more than one summoned monsters.
    Also enemies may randomly become angry at the mage owning multiple summons.
  • Another Rending Aura added called 'Arrow Bane'. This single-char buff spell is
    devoted to the gameplay-historical kind of Dryads. It will split all incoming
    exp on ranged or nature magic (if the attack belonged to one of these classes).
    The resulting lack of specialization will be compensated by the spell feature
    allowing you to launch more then one arrow at once depending on the skill points
    on 'Quick Draw' - two are required for one more arrow or 5 per additional thrown
    projectile (although this feature isn't really intended for thrown weapons).
    Drawing so many arrows will natively cause some handicaps like a partial damage
    loss for all arrows, about -20% damage with an ordinary dual-classed archer.
    However also the position in the arrow fan has some influence, usually arrows
    in the center cause more damage than arrows that are on a outer position in
    the arrow fan. If you like, check this out at Youtube: spell & attack
  • Ironwood bows and Daziel's Bow got new inventory icons. The rather big model
    of Stalker bows is used now for Elven Longbows and vice-versa. It will comply
    comply much better with their bow names and proprieties like this.
  • Expanded Auto-cast AI: If using a single-char buff spell (like Rending Aura
    spells to split exp) then put this spell in the first auto-cast slot of your
    spellbook to give it a higher priority. Buff spell auto-casting will perform
    then more logical when other mages in your party try to cast general buffs.
  • If you leave now the game with an open town portal then the portal still will
    be open at the next game session. This feature is currently only available in
    singleplayer, also it's recommanded to take some care that the portal doesn't
    lead back eg. on/near a elevator - in cases like this it's always a bit tricky
    to find the right 'light switch' at the end of the teleportation tunnel. ;=)
  • When a new actor joins the party or when getting a member back form the Inn:
    All actors above char level 5 will be considered for an automatic multi-class
    level-up if the level of the 2nd best class is at least 70% of the best class.
    Also the threshold for this level-up is now 5 instead of 20 levels (mainly not
    to be affected by the defaut exp stepping in DS2) and the difference between
    hero and member to add will be reduced approximately to its square root value
    or to 5 levels on maximum - like this it should be no problem to close soon
    the little remaining level gap if really needed, also there are training areas
    where you easily get exp while fighting in exchange for obsolete items.
  • Anywhere around Aman'lu you may find now an additional NPC called 'Drovan'.
    It's said there must be any kinship with Drevin, that's probalby why he will
    like to join your party to get revenge on Valdis...
  • Experimentally a Scrub Boar added (as stand-alone mod it would cause serious
    mod conflicts, that's why it's included here). The Scrub Boar is a short-ranged
    pet intended to support low-leveled chars/parties. This pet won't need a lot of
    worthful (ranged) food but better feed it defensive - although its spit attack
    may become quite acid the pet won't be very resistant to physical attacks.

    SCRUB BOAR: (Ranged Pet)

    GROWTH:
    Baby: (hardly feedable for people unfamiliar with Scrub Boars)
    - Attack: Gastric Acid (native) (=>1)
    Piglet: (ignores food form chars below level 1)
    - Minimum bonus: +10% Chance to Dodge Attacks
    Juvenile: (ignores food form chars below level 3)
    - Minimum bonus: +20% Magic Damage Resistance
    Adolescent: (ignores food form chars below level 5)
    - Power: Dragon Inspiration (=>2)
    - Minimum bonus: +30% Power Recharge Rate (=>2)
    Young Adult: (ignores food form chars below level 7)
    - Minimum bonus: +40% Gold Dropped
    Mature Boar:
    - Minimum bonus: +50% Health Regeneration Rate
    - Aura: 'More Tasty Potions' (=>3)

    AQUISITION:
    Seller: Guard near Mana/Health Bushes outside Eirulan (north gate)
    Price: 275 Gold
    Special: Often you will get a Scrub Boar already at piglet age

    REMARKS:
    (1): Short-ranged spit attack with the body's own digestion juice, it's quick-acting and notably harmful but also some slower than pet attacks usually.
    (2): Power borrowed from Lap Dragon pet. Please note this is generally a very slowly recharging power specially for a Scrub Boar (the Lag Dragon spell has a much higher recharge quality). So the minimum bonus refers to this.
    (3): Scrub Boar's emanation will help you to find bigger potions. The potion size will be even bigger if additionally the pet's power is active:

       +=======================================================+
       |    BEFORE,   ||      AFTER, IMPROVED DROP BY PET      |
       | ORIG. POTION |+-------------------+-------------------+
       |     DROP     ||   W/ EMANATION    |  W/ EMA.+POWER    |
       +=======================================================+
       |   1 SMALL    ||      1 MEDIUM     |     1 LARGE       |
       +--------------++-------------------+-------------------+
       |   1 MEDIUM   ||      1 LARGE      |     1 SUPER       |
       +--------------++-------------------+-------------------+
       |   1 LARGE    ||      1 SUPER      |  66% TO BE COLOS  |
       |              ||         -         |    OR 1 SUPER     |
       +--------------++-------------------+-------------------+
       |   1 SUPER    ||  66% TO BE COLOS  |     1 COLOS       |
       |              ||    OR 1 SUPER     | +33% 1 MORE COLOS |
       +--------------++-------------------+-------------------+
       |   1 COLOS    ||      1 COLOS      |     2 COLOS       |
       |              || +66% 1 MORE COLOS | +33% 1 MORE COLOS |
       +=======================================================+
    




    ________________________
    ...totally modded.


  • Submitted by KillerGremal on Sat, 2008-01-05 21:18.
    KillerGremal's picture

    Hotfix Mod, Beta 3 n (3690kB, for DS2 v2.2 only, ReadMe)

    Aranna Legacy Mod, Alpha 1 y (3849kB, for DS2 v2.3/BW, ReadMe)


    Hotfix Mod Beta 3n is mainly a revised version of Beta 3m - several code parts have been improved plus a general work-around for DS2 to fix most char-animation matters when holding/re-equipping of weapon or shield during/after auto-casting.

    Aranna Legacy Mod Alpha 1y generally includes the features from Hotfix Mod Beta 3 m/n so this is the first version of this mod now that in particular provides multi-shots/-arrows in v2.3/BW too and that will reopen a recently unused town-portal teleporter when entering a new game.
    Please keep in mind this mod is still alpha so ensure you have made manual backups of your savegames. As far as tested i haven't discovered apparent bugs but as long as there is no toolkit for v2.3/BW there is no way for a technical debugging.... Sad


    Submitted by KillerGremal on Sat, 2008-01-26 13:06.
    KillerGremal's picture

    Hotfix Mod, Beta 3 o (3999kB, for DS2 v2.2 only, ReadMe)

    Aranna Legacy Mod, Alpha 1 z (4124kB, for DS2 v2.3/BW, ReadMe)


    Generally some minor things revised, also a few spells added to split exp on two classes (3 spells for ranged/nature, 1 for melee/combat).
    In particular concerning the Aranna Legacy mod (auto)casting summon spells should work fine again.


    Submitted by Darkelf on Tue, 2008-02-19 15:00.
    Darkelf's picture

    Just like a fine wine, this mod gets better with age! I like the 2 new characters (the pig and Drovan) my only problem i ran into with this one is that it seems when my party was fighting a Mimic in ds2 act 2 Vaikesh sanctuary, the whole party died (yeah i admit i die sometimes Sticking out tongue) with exception to Drovan, who for some reason keeps all his health, i suspect he is kinda immortal and immune to dying unlike his brother Drevin who died. hehe i cant wait to get into broken world and see if Drovan can outlast the Surgeons muhahaha Long live Drovan!


    Submitted by KillerGremal on Thu, 2008-02-21 07:56.
    KillerGremal's picture

    Nice you have found Drovan! Smiling
    Well generally he should perform the same way as the other party members too - so i will check if he has probably reclaimed anyhow invincibility from his former NPC state.

    By the way...
    - It seems there is anything wrong with some types of powers when unselected party members want to cast them.
    - The expanded range notification for the Sharpshooter spell displays sometimes an incorrect range.
    Also for these things i hope to find appropriate workarounds soon.


    Submitted by KillerGremal on Sun, 2008-03-16 21:19.
    KillerGremal's picture

    Hotfix Mod, Beta 3p (4123kB, for DS2 v2.2 only, ReadMe)

    Aranna Legacy Mod, Alpha 2a (4251kB, for DS2 v2.3/Addon, ReadMe)


    Updates:

  • Bug fixed in basic DS2 code where requesting life-steal bonuses from traps or self-destroying loot-generators was able to freeze the game.
  • Work-around added for more reliably working power launching with non-selected party members in rampage mode/formation (mainly solving a matter crept in with a previous mod version).
  • Ensured that the orange/green circle for boss/special monsters always will have a diameter that matches with the monster's body size.
  • The spell of the Ice Elemental pet revised, the pet's attack may really freeze enemies now as the original spell description is telling us.
  • Two new sword types added, Hero Broad Swords and Raider Swords, both one-handed and enchantable.
  • Long-range notification corrected for Sharpshooter weapon enchantment spell.
  • Drovan hired as party member partially behaved neutral and was invincible (as if in former NPC state), this is fixed now.
  • Minor revisions for some monsters. The visually swordless Zombie Kluun mage no longer will have an extra chance to drop a Zombie-sword, the club of Uhn mages was indeed a torch that finally burns now, the texture of Rawk monsters has been restored (former mod versions possibly caused some kind of quicksiver-look).
  • On top of some towers the sight range will be increased while riding upstairs with the elevator (when riding downstairs again the sight range will be reset not to cause/maintain a strong memory/CPU load when fighting with monsters).
  • Hotfix Mod only: Missing conversation in Finala's side-quest added (adopted from the official v2.3/BW).
  • Aranna Legacy only: Specially featured two-handed Morden sword added, to get it you would need to encash an ancient stone tablet in the crossover/PSP shop on the Broken World map.


  • ________________________
    ...totally modded.


    Submitted by KillerGremal on Sat, 2008-04-05 11:07.
    KillerGremal's picture

    Hotfix Mod, Beta 3q (4128kB, for DS2 v2.2 only, ReadMe)

    Aranna Legacy Mod, Alpha 2b (4258kB, for DS2 v2.3/Addon, ReadMe)



    Updates for both mods:

    • Monsters in elite mode are a bit easier to defeat again (compared to previous difficulty tunings by this mod for veteran/elite mode).
    • To deactivate the little panel with the four party formation buttons you may add 'party_order_panel=false' (without quotes) at the end of the command line of your DS2 shortcut or by adding it in the DungeonSiege2(BrokenWorld).ini file, the related auxiliary 'option button' at Eirulan has been removed.
    • Minor fighting speed issue solved for monsters and NPCs wielding two weapons.
    • Minor tunings for some crafted/unique items (former shop items).


    Updates for Aranna Legacy mod only:

    • The bonus "+XY% Summoned Creature Attack Speed" fixed, it was considered 100x too small (internally it's no percentage, it has to be treated as ratio).
    • A mod error in weapon enchantment code caused effect times to increase over and over again finally breaking through the numerical limit of DS2. It seems this error indirectly affected other gameplay failures too, however it's fixed now.
      In this context please note that if the 'Petrifying Weapon' enchantment spell is used then skill points on 'Soul of Protection' may totally increase the petrification duration from 2 seconds (default) up to 4 seconds.
    • Routine mana costs for Mana Shot and Mana Strike (weapon enchantment spells) can be reduced now with skill points on 'Natural Bond'.



    Submitted by Vector_Matt on Fri, 2008-05-02 15:56.

    I've been reading up on the DS series while I am waiting for my copy of DSII Deluxe to arrive, and I must say, I am amazed that people are still making mods for this game, and it is with great anticipation that I look forward to trying this mod.

    Submitted by KillerGremal on Sat, 2008-05-03 03:31.
    KillerGremal's picture


    I hope you will have fun using one of these two mods, however better don't expect too much.
    DS2 also has its shady sides and mods not always are able to enlighten them.


    ________________________
    ...totally modded.


    Submitted by KillerGremal on Sat, 2008-05-10 00:03.
    KillerGremal's picture

    Hotfix Mod, Beta 3r (4503kB, for DS2 v2.2 only, ReadMe)

    Aranna Legacy Mod, Alpha 2c (4554kB, for DS2 v2.3/Addon, ReadMe)


    Updates:

  • A bug in the last mod version partially made pets suffer too much magical damage in veteran and elite mode, this is fixed now.
  • When receiving party commands while casting a summon it could happen that the weapon didn't reequip correctly. A workaround has been added to avoid this.
  • The game difficulty at session/map start only was detected correctly if the MonsterLevel Adjustement mod was installed too. This matter is fixed now.
  • Since also higher variants of the Windstone Armor are available (by Beta 3o) some Windstone soldiers were standing around only in their sockets, now the Windstone boots fit them again.
  • Multi shot feature revised: The number of extra arrows/projectiles no longer depends on 'Quick Draw' skill, so for the 'Arrow Bane' buff/enchantment spell the skill points on 'Enveloping Embrace' and 'Feral Wrath' are deciding now. You will get one additional projectile per two skill points (in this context remember that the arrows/projectiles that are more outside are causing less damage than the ones that are more in the center, so having eg. 20 arrows may be fun but probably is not the best way to invest so many skill points).
    This change was necessary to accord with the other ranged/nature based spells that recently have been added, also there are now less balancing conflicts and no more proprietary rules when using this feature with thrown weapons. So you probably have to change the skill point allocation. The cheapest way to do this is to visit Erasira, she will reset a skill for 500 gold.
  • On the char skill tabs: When holding the cursor above a skill then the display will change to 'native skill points' plus 'skill points by items' instead of displaying only the final amount of skill points for that skill. It's possible that feature sadly won't work if other GUI related mods are installed too.
  • Further NPC to hire: Kiernan (the lonesome archer at Snowbrook castle) will offer to join your party as ranged and nature magic dual-classed char after you have solved the related task of Lelani's Sorrow quest.
  • The main hero of your party is now allowed to use the training area at the Snowbrook castle as well, however the sacrificed items will turn into exp with lower efficency as it happens for the other party members.
  • A teleport connection between Windstone fortress and Snowbrook castle will be established soon after you have reached the castle the first time. This will provide a faster way to reach Kiernan or the party member training area in the Snowbrook castle center.
  • When you leave a game session with an opened town portal it will now reopen in multiplayer mode too if you are the hoster of the game.
  • If desired you may configure DS2 to treat the reserve slots of the spellbook as additional autocast slots (so functionally you have 6 autocast slots then), just add 'autocast_slots=6' (without quotes) at the end of the command line of your DS2 shortcut or by adding it in the DungeonSiege2(BrokenWorld).ini file. Please remember that each addition spell in the autocast slots also will cause a higher CPU load, so better use this option carefully.
  • For a more challenging game it's possible now to obtain only the half amount of skill points resp. 1 skill point each second/even char level. For this add 'half_as_skilled=true' (without quotes) at the end of the command line of your DS2 shortcut or by adding it in the DungeonSiege2(BrokenWorld).ini file.
  • Experimentally it's possible to rename party members with a special option for the DungeonSiege2(BrokenWorld).ini file, for example:
       rename_party_member = Donkey: Pacco, Drovan@Kohnan: Billy Idol
    The row above would rename any char/pet called 'Donkey' into 'Pacco' for all your parties ever loaded, also it would rename the member 'Drovan' into 'Billy Idol' but only for the party with the main hero called 'Kohnan'. Be aware that quests or party conversations still will react on the char respectively on its old name, thus renaming eg. Deru into Taar won't work to see/do Taar's conversations/quests.
    Although not recommended it also would be possible to rename the main hero but then you have to rename yourself (eg. in Windows Explorer) the samegame folder and all the savegame files within - otherwise your main hero only is labeled with the new name but your party is still conducted with the original name. Please always backup your savegame first before using this renaming feature!

  • Submitted by Darkelf on Thu, 2008-05-22 08:00.
    Darkelf's picture

    Aranna Legacy Mod, Alpha 2c - im having issues with Summons not casting and doing infinite loop of trying to cast, also it has been say cannot make 2nd summon. removing aranna legacy the summons work as usual.


    Submitted by KillerGremal on Thu, 2008-05-22 11:38.
    KillerGremal's picture
    Darkelf wrote:
    . . .
    removing aranna legacy the summons work as usual.
    That really would mean a bug if this is the only mod you are using, is it? (...i hardly can imagine this Eye-wink)
    However if not what happens if you remove all the other mods temporarly but maintain the Aranna Legacy mod?
    Does summoning work then?
    But take care, when doing this test better don't remove mods providing party members (expect these mods are tuned to be always-removable) and don't save the party with the incomplete/unusual amount of mods.



    As tested summoning a single summon or multiple summons should work ok in current version of the Hotfix and Aranna Legacy mod.
    Indeed there was once a similar bug in one of the previous releases but has been fixed meanwhile (moreover that bug only partially had to do with summoning, it was rather auto-casting related when trying to cast summons although one of the premises were not given).

    Most AI significant in Hotfix and Aranna Legacy mod is that summoning won't happen (= no action of the mage, just standing still) in areas considered to be friendly places (as long as there are no intruders). Also cursing will perform a bit smarter, eg. Blind curse never will be casted due to a mage-monster and Steal Magic never will be used on a melee monster.
    So if these 'rules' are violated then it seems that the AI routine in the mod has a strange lack or that any other mod has replaced it.

    Assumed this doesn't help to enlighten the matter then please post more details, caster's magical level, summon spell, summoning related skill points, map location where summoning failed and maybe a list of other mods installed.


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