Dungeon Siege 1

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foerstj

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foerstj

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14 comments

  1. easecon
    easecon
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    Would be nice if this could address the big experience bug of Dungeon Siege 1. Most summons give only an very small fraction of experience back to the player. I didn't extensively test it myself but i've read that only some ranged summons of combat mages are working properly. All meele summons and i think all nature summons give like a fifth of exp or so. I know this isn't what this mod is focusing on though, so just a little side note. Great idea anyways, summons are fun.
    1. foerstj
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      This is the first time I hear of that - I'd need some more solid data, preferably analyzed bug cause, to try and fix such a thing, should it exist.
  2. Nekuro505
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    Yay Crystals :D
  3. Nekuro505
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    You should really put some of the spells into combat magic, like the skeletons and elementals, because it makes no sense for them to be in nature magic, besides the fact that now there are too many summon spells in nature magic.
    1. foerstj
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      All spells are Nature Magic because they deserve more love!

      Seriously, just let them have it. Nature Mages need to be able to earn XP on the side while they're busy healing. Combat Mages should simply do combat spells. If they want to play with other creatures they can use transform spells.
      And it seems to me that Nature Mages often get the worse summons - clumsy slow melee creatures that die all the time because they have to fight at the front, while Combat Mages' summons are ranged and stay comfortably out of harm's way. I want to give the new options to Nature Magic.
    2. Nekuro505
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      I get you, after all for my playthrough of the Kingdom of Ehb, my main character was a nature mage and I could have used this mod back then.

      First, being able to summon the undead and constructs (Skeletons and gargoyle) does not make sense because it's not NATURE magic that's Combat, magic, that breaks the lore and gameplay that we know.
      Besides, you contradict yourself, you talk about the clumsy and slow summons for nature mages, yet you give skeletons (which fit that description) and stationary summons (which don't get me wrong, I like them), also 3 of these summons are melee, only one of them is ranged.

      All I ask is that you, please, give those 4 summons to the combat mages, and maybe also add that Firebolt like the spell of the Hassat to the nature mages (something like moonbolt maybe?) (and also more wolf summons, please)

      Lastly, i find your scrolls addon absolutely genius.
    3. Nekuro505
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      Also, my first Ballista Phrak time ran out and feel so sad :(
    4. foerstj
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      There is no real logic to what NM/CM can summon.
      CM can summon Gargoyle, NM can summon Frost Golem.
      NM can summon Chomper, CM can summon Fleshrender.
      CM can summon Fire Elemental, NM can summon Zepheryl.
      NM can summon Spiked Dweller, CM can summon Hell Boar.
      CM can summon Black Drake, NM can summon Green Drake.
      They created two classes of magic, and then they made them more and more similar. There are even NM<->CM conversion spells.
      IMHO the difference between NM and CM should be more than just the color of the spells - it should actually result in different playstyles. But that's maybe a different topic.

      I made a lot of small melee summons, true, but those are really just summon ideas I found cute rather than useful. I'll add more summons over time, and more useful ones, esp. ranged summons.
      I'm glad you like the miniboss scrolls! Do check out the "scrolls-in-shops" minimod to make them more accessible ingame. And there'll be plenty more wolf summons, I want to make gray wolf, white wolf, black zombie wolf miniboss, and the Varg from LoA!

      The Hassat mage attack spell is a good idea, tho definitely for a different mod - making enemy spells accessible for the player. I'll put it on my long idea list lol.
    5. Nekuro505
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      I already have the scrolls mod, I like the variety it adds, I hope you add more scrolls to it in the future.

      Well the thing is that both mage classes have "main themes" in both the spells they use to attack and their summons.

      For the Combat Mages, most of their combat spells are of fire, acid and GODDAM BOMBS (I LOVE THIS GAME), and for their summons most of them are undead or "aberrations".

      The Nature Mages, have their combat spells either revolve around ice/snow (pels ad the ise wariors of te cabe wer melriK is), thunder and "light", as for their summons are almost all of them are something that is alive, with the exception of some elementals like the Zepheryl, but it attacks with thunder, which matches with the NM overall "theme".

      As for the Gargoyle, i'll accept that constructs or elementals are a thing of both mage "schools", BUT the skeletons represent the antithesis of the NM overall "theme", which is Nature, also the NM does not have any spell to summon undead both in the base and the expansion.

      Lastly if the problem is that you don't want to bug peoples saves, you could just make it that the og skeletons spells stop dropping, but not removing it.

      (Also is the Pentachoron Garden map shorter than Yesterhaven, or longer than it? I am searching for short duration maps to record and play)
    6. foerstj
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      I'll think about it. This differentiation by loosely defined themes is bugging me, actually I also want to make a mod that re-assigns all the CM/NM spells to differentiate the playstyle instead of the color. But that doesn't necessary have to be the job of this mod as well. Hmm I guess the Skeleton Captain would introduce the first CM scroll to the game...

      Ice​ Warrior & Ice Archer will be in the next version.

      (Pentachoron Garden goes up to Glacern / Fallraen level.)

      (Also do you have Discord? You can find me on the Kingdom of Ehb Discord for chatting.)
    7. Nekuro505
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      i am already in the Kingdom of Ehb discord, in there i am Nekuro25, i do belive we have talked once or twice
  4. Nekuro505
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    Nice mod, but I feel that the gargoyle should be a combat magic summon just like its ranged counterpart, also the yellow spiders should be at a level 1 spell and the small phrak should be like level 2 or so.
  5. estaf97
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    Really nice, i love the summons, thanks! 
  6. MaruYatum
    MaruYatum
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    Thanks for the mod. I really needed Phrak. (seriously)