RPG Search

 
 
 
 
 

Question two thigns  
  #16 (permalink)  
Old 04-09-2009, 11:44 PM
Member
 
Join Date: Apr 2009
Posts: 1
If I wanted to add the tweaks that increase the difficulty to the game, can I do that with my current game (I'm already about 15 hours deep) or do I have to start over from the beginning? That's all I'd really want to use this mod for.

Also, I downloaded the game on Steam. Will this patch work with my Steam version?
Reply With Quote
 
  #17 (permalink)  
Old 04-10-2009, 07:51 AM
Ergopad's Avatar
Exalted Member
 
Join Date: Sep 2006
Location: Finland
Posts: 122
Works with every version.

Most of the changes require new game, or you to update the savegame.dsa, which isn't that easy. But some static things will start to work immediately, like harder resisting.
Reply With Quote
 
  #18 (permalink)  
Old 04-11-2009, 01:28 PM
Member
 
Join Date: Apr 2009
Posts: 1
Doesnt seem to work with Steam. I get a message saying it cant find the directory.

What must I change in the Installer when the directory is:

C:\Programs\Steam\Steamapps\Common\Drakensang\Expo rt\DB ?

I have tried putting all the files in the directory but it still doesnt work.
Reply With Quote
 
  #19 (permalink)  
Old 04-11-2009, 04:15 PM
Ergopad's Avatar
Exalted Member
 
Join Date: Sep 2006
Location: Finland
Posts: 122
Ah, some other people are having the same problem. I will include this in the readme.txt in next release.

Replace these lines from install_ergo's_fixpack.bat -file:
Code:
if not exist %pfad%\static.db4 FOR /F "tokens=2* " %%A IN ('REG QUERY "HKCU\Software\DTP\Drakensang" /v target_folder') DO SET dsroot=%%B\export

FOR /F "tokens=2* " %%A IN ('REG QUERY "HKCU\Software\DTP\Drakensang" /v version') DO SET version=%%B
With these lines:
Code:
SET dsroot=c:\my_example_directory\drakensang\export

SET version=1.03
And use your real game directory instead.
Reply With Quote
Ergo's FixPack v1.5  
  #20 (permalink)  
Old 04-12-2009, 11:39 AM
Ergopad's Avatar
Exalted Member
 
Join Date: Sep 2006
Location: Finland
Posts: 122
v1.5
- Much darker dungeons
- Advantages and disadvantages of fullmages totally changed *9)
- Same for party member mages too (Jost and Gwendala)
- Lower starting values for magic talents. Still same as before if specialized.
- Bandage and Golmoon Tea are now 2.5x more expensive.
- Weapon balsam charges increased to 50
- Whetstone DP increased to +2
- Minor bugfixing and sql script cleaning

Darker dungeons image comparison: http://bayimg.com/image/caoaeaabp.jpg

Download: RapidShare Webhosting + Webspace

PS. This is going to be last release for a while, because I just feel so depleted. Though I might make hotfix if there's some critical issues.

Last edited by Ergopad; 04-15-2009 at 10:39 AM.
Reply With Quote
 
  #21 (permalink)  
Old 04-13-2009, 11:07 AM
Member
 
Join Date: Aug 2006
Posts: 6
Way to go on all the work.
I'm a little bit confused by all the changes. You should also make a General change log that shows the final changes. It is because the xp penalty kept changing and then canceled or how pick locks works for example.

Regarding specialized mages, I think the +-2 to skills makes it easier. Because it would be easier to spend points to get back the -2 then to get a +2. Although it is only a little difference probably.

I agree like the others, there shouldn't be an xp penalty.
Reply With Quote
 
  #22 (permalink)  
Old 04-13-2009, 11:29 AM
Ergopad's Avatar
Exalted Member
 
Join Date: Sep 2006
Location: Finland
Posts: 122
Yes, the XP penalty is gone now.

The specialist mage bonus/penalty doesn't just apply on starting value, but also to the MAX value. So if you have Healing Magic Bonus, then you are able to get all healing spells higher than any other archetype.
Reply With Quote
 
  #23 (permalink)  
Old 04-13-2009, 02:50 PM
Member
 
Join Date: Aug 2006
Posts: 6
Oh cool.

Also:
Pick Locks:
+1 Hairpin
+2 Locksmiths Knife
+3 Lock Pick (was +5)
+4 Master Key (was +9)

I think Lockpick should be a little bit better then a knife. maybe make those +4 and +6.
Reply With Quote
 
  #24 (permalink)  
Old 04-13-2009, 03:06 PM
Ergopad's Avatar
Exalted Member
 
Join Date: Sep 2006
Location: Finland
Posts: 122
Well, I wanted the talent bonus items to have a moderate bonus. +1 basically means +5% chance of success in many cases, thus so every point matters.

I really hate the idea of having that locksmith's knife, because you can get it at early game and after that you won't be needing hairpins (or lockpicks) anymore.

How about this?
+1 Locksmith's knife
+2 Hairpin
+4 lockpick
+5 master key
Reply With Quote
 
  #25 (permalink)  
Old 04-14-2009, 06:34 AM
Member
 
Join Date: Aug 2006
Posts: 6
Sounds good.

If you could put a chance on the knife for it to break it would be nice.
Reply With Quote
Post Ergo's Fixpack v1.62  
  #26 (permalink)  
Old 04-18-2009, 06:15 AM
Ergopad's Avatar
Exalted Member
 
Join Date: Sep 2006
Location: Finland
Posts: 122
This version will fix some possible bugs and make fights more tougher, but more rewarding (+15% exp). Also increased running speed of every creature in the game, thus increasing the gameplay speed.

Changelog:
v1.62 (hotfix)
- Fix: Some static monsters/npcs got easier instead of getting tougher.
- Faster +25% running speed for everyone (including npcs and monsters)

v1.6
- Miscellaneous bug fixes
- Pick Lock items talent bonuses changed *3)
- Monsters: +25% vitality (ex. 400 -> 500)
- NPCs: +25% to attack value (AT)
- NPCS: +20% to parry and dodge values (PA/DV)
- NPCS: +10% to magic resistance (MR)
- Level cap increased to 25
- More experience points, +15%
- Witch trees will have additional parry per round

*3) Pick Locks:
+1 Locksmiths Knife (was +2)
+2 Hairpin (was +1)
+4 Master Key (was +9)
+5 Lock Pick (no change)

Download: Ergo's Fixpack v1.62

Last edited by Ergopad; 04-19-2009 at 05:40 AM.
Reply With Quote
 
  #27 (permalink)  
Old 04-18-2009, 07:47 AM
GawainBS's Avatar
Exalted Member
 
Join Date: Oct 2006
Location: Glabbeek, Belgium.
Posts: 2,536
Would it be possible to do the bugfixes seperately from any actual gamerules alterations? Personally, I think these are widely different things and people who are just looking for a less buggy game shouldn't be forced with your rulechanges.

P.S.: I'm not saying the changes are bad, just that they are different from actual fixes.
Reply With Quote
 
  #28 (permalink)  
Old 04-18-2009, 03:55 PM
Ergopad's Avatar
Exalted Member
 
Join Date: Sep 2006
Location: Finland
Posts: 122
Most of the actual "fixes" are about localization. Rest of fixes are not just simple fixes, like with the special abilities. So it's a bit hard to isolate the actual fixes, but I try to come up with some small package with only the fixes at some point...

Any other comments? Ideas?!

PS. Also summons are now more powerful.
Reply With Quote
Smile  
  #29 (permalink)  
Old 04-19-2009, 12:56 AM
Member
 
Join Date: Apr 2009
Location: 0x08D016FF
Posts: 1
Many people would like to have pc's running speed increased. They are just too slow by default.
Reply With Quote
 
  #30 (permalink)  
Old 04-19-2009, 04:51 AM
Ergopad's Avatar
Exalted Member
 
Join Date: Sep 2006
Location: Finland
Posts: 122
Yeah, I've been thinking about increasing the running speed, but NPCs use the same running speed so I guess I need to increase those too and monster's running speed also.

EDIT: Done, now EVERYONE have +25% running speed, increasing the whole gameplay speed.

And also little bugfix related to static npcs (summons etc).

Last edited by Ergopad; 04-19-2009 at 05:38 AM.
Reply With Quote
Reply

Tags
modification

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

Forum Jump