Saturday, June 13, 2009

Dungeon Siege II: Broken World Mod - GQ Gear

Download GQ Gear for Dungeon Siege II: Broken World.
ver: 2009-June-12 (Priority User +2)

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CHANGE LOG
June 12th/2009
  • Added Crossover Content (F&K society) items to Arenas (Remember: When final round clear, store changes to pet store) and BW Travelling Merchant
  • Corrected Hak'u Obsidian Sword enchantability

June 6th/2009
  • Set Corrupted Staff and Korven Skull Trophy Staff to Combat Magic Weapons.
  • Removed Vaikesh Claw left/right distinction -- WARNING - existing weapons will disappear
  • Further reduced base weapon damage on Hira Shuriken
  • Added +1 to Dual Wield skill suite for Claw weapons but increased equip requirement by melee +1 -- to represent specialized weapons that are meant for dual wielding.
    • More properly done by making it a set, but Sets use their own file and is not modular -- adding a set means any other set additions must go in the same mod.
  • Re-did BW shops
    • Now Dryad Outpost = Eirulan, BW Aman'lu = DS2 Aman'lu, Dwarf Town = Kalrathia, minus Morden, Snowbrook, and Windstone gear.
    • Travelling Salesman = Morden, Snowbrook, Windstone, and racial gear (Hak'u, Vai'kesh, etcetera) plus random.
    • Moved all BW crafted items to Travelling Salesman.

NOTES
  • GQ_Gear aims to give players a pervasive and significantly different gameplay experience where items are concerned.
    • Item availability is changed a lot
    • Crafting your own magical item is now meant to be a significant part of gameplay, and very powerful items can be crafted, if you have enough money.
      • Stores are meant for spending a lot of cash customizing an item.
      • Random treasure is therefore distinct from stores, in that they now provide ready-made but random items, and unique or set items.
    • Random items are now hard to come by as stores will only have a few. The rest are enchantable items, and the original skrit-inserted Rares.
    • Reagents are now easier to come by, and by Act III, players will reliably have access to all of them.
    • Item levels distributed differently and (hopefully) more broadly so that at all levels, you can generally have enchantables and by level 25 you can have 4x4 grid enchantables
  • SHOPS
    • General Notes
      • Store does not check for fullness when items are added or taken away. This saves processing time when the store has many items.
      • Level limits taken off: All difficulty levels use the same code for store content.
      • Templates may have items under the wrong tab headings. This was occasionally done for convenience. The game engine will sort them properly in-game.
      • Distribution of items among the four store types is meant to isolate different types of items
    • Weapon Store
      • Sells skrit-inserted Rares (unchanged from original)
      • Sells town-theme enchantable weapons
      • Sells town-theme enchantable gloves
      • Sells town-theme reagents - fixed set, always available
      • Sells Blood Assassin spells
    • Armour Store
      • Sells skrit-inserted Rares (unchanged from original)
      • Sells town-theme enchantable body armour
      • Sells Fist of Stone spells
    • Magic Stores
      • Sells skrit-inserted Rares (unchanged from original)
      • Sells enchantable miscellaneous items
      • Sells town-theme enchantable helms and boots
      • Sells town-theme enchantable mage weapons and mage armour
      • Sells spells by town theme -- Over the three towns, all spells should be covered
      • 1 Set item and 1 Unique item -- Be careful as this can ruin your game!
      • Special utility items
        • Eirulan
          • Voice of the Dead - provides a continuous Chant of the Dead effect
          • Ring of the Watcher - provides a continuous Invunerability effect - good for taking screenshots, or for soloing while leaving a party behind
    • Reagent Stores
      • Starting Town Reagent Store always sells some basic gear for skill level 0, as well as a basic set of spells
      • Completely random items with no level cap, and which can include potions and spell scrolls
      • Crafted Items (the custom-made rare items inserted into the store by skrit)
        • There is now no differentiation by game difficulty. In all levels, all crafted items are inserted into the store.
        • Placing it here increases cost as Reagent Stores have a higher cost index than other stores.
    • Town Themes
      • Eirulan
        • Wooden/foresty items
        • Ranger items
        • Nature magic, Summoning magic
        • Basic mercenary armor (salvaged from prisoners)
        • Organic reagents
        • Random reagents levels 0-20
      • Aman'lu
        • Elven weapons
        • Combat magic
        • Crafted reagents
        • Random reagents levels 41-50
      • Kalrathia
        • Heavy armor and weapons
        • Morden weapons
        • Mineral reagents
        • Random reagents levels 51-100
      • (BW) Dryad Outpost - Eirulan items except Crafted
      • (BW) Travelling Merchant
        • All crafted components
        • All racial items such as Morden, Hak'u and Vai'kesh items
        • Random items
      • (BW) Elf Town (General Merchant only) - Aman'lu items except Crafted
      • (BW) Dwarf Town - Kalrathia items except Morden and Crafted
  • NEW ITEMS
    • New "Wand" template, based on Clubs - analogous to Mage Staves versus Fighter Staves
    • New "Spear" template, based on Throwing weapons - slower, but more damage
    • Voice of the Dead - ring that gives a continuous Chant of the Dead effect
    • Invulnerability Ring - ring that gives continuous invulnerability - for playtesting and taking screenshots
    • Added to Eirulan and Dryad Outpost (BW)
  • CHANGES TO ITEMS
    • Damage Range
      • Almost all weapons had a damage range of 75% to 125% of the basic calculated amount. This has been changed:
        • 25%-175% axes, staves, bows, crossbows
        • 50%-150% daggers, swords, thrown
        • 75%-125% cesti, clubs, hammers, maces
    • Item Level
      • Weapons, Armor, and Miscellaneous Items now follow this scheme:
        • Base level is essentially arbitary. Generally starts at 3.0 and each improvement level is +2 for the original items, +1 for slight variants
          • Note that the basic level requirement is (item level - 2.0);
          • Progression:
            • Base Lx1 + 0
            • var1 Lx2 + 5
            • var2 Lx3 + 10
            • var3 Lx4 + 15
            • var4 Lx5 + 20
        • Armour of a set (helm, body armor, gloves, boots) all have the same level
        • Generally capped base level at 16 so that var4 is capped at level 100
          • This also means that generating no-enchantment items of level 17+ always returns an enchantable item (base items are not enchantable)
          • Few items start less than level 3, which has level 11 for var1, so generating no-enchantment level 11+ items will very likely get all-enchantables as well
        • Amulets, Rings, Spellbooks
          • Only the most basic item is important for item level, since for purposes of user-created items, there are no item attributes to influence in an amulet, spellbook, or ring, unlike, say, a sword, which has damage linked to item level
          • Base-level Amulets are level 5, Rings level 4
          • Base-level spellbooks are level 0, but considered 6 when calculating var1 to var4 levels
          • All amulets, rings, and spellbooks are set so that the highest var4 item is level 100+
      • This global change also fixes the Vindicator Body Armour [var3] item_level, which was set to 8.0
      • Several items had their power levels changed relative to each other (e.g. Twilight Armor made more powerful than Watcher Armor); unique items were completely left alone
      • Multiclass items (Fist of Stone, Blood Assassin) originally had pre-calculated level requirements
        • Now changed to (weapon skill x 0.6) and (magic skill x 0.4)
    • Mage Melee Weapons
      • Melee XP goes to either Nature Magic or Combat Magic, instead of Melee
      • Magic regeneration rate increased by 50% per item level for 1-handed weapons, 200% for 2-handed weapons; not considered a magical effect, but an innate power of the item
    • Multiclass weapons
      • Some weapons now are now multiclass Fist of Stone or Blood Assassin weapons.
      • The engine does not seem to allow [(A & B) OR (C & D)] equipment requirements, so a pure-class option was not possible.
    • Names -- Some items had cosmetic name changes
    • Reagents
      • The standard reagents have their values changed to align with the new reagents
      • New Reagents
        • Meant to allow building a magic item from very basic elements
        • The basic components are all 1x1 reagents.
        • Some larger reagents are available from using the standard reagents.4 should be able to approximate any one of the pcontent item modifiers
        • Where pcontent modifier abilities did not easily adapt to levelling, they were made available with 2x2 sized reagents
    • Spells
      • Transmute now always has 100% efficiency.
  • CHANGES TO pcontent.gas
    • of Granite --.bonus changed to +27/+18 because it is currently using the ofObsidian bonus
    • Mythril --.bonus changed to 15% to match description
    • Increase Healing Effectiveness
      • changed object_type to gloves, amulets, and spellbooks (was melee)
      • changed skill_types to fighter, nmage (was fighter, mage)
        • left fighter type for Fists of Stone
    • Increase Ice (spell) Damage -- changed skill_type to nmage (was mage) since Ice is a Nature Mage element
    • Increase Death, Fire, Lightning (spell) Damage -- changed skill_type to cmage (was mage) since these are Combat Mage elements
    • of the Basilisk, of the Gorgon
      • swapped item levels, mirroring it with the Freeze on Hit effects
      • Presumably Melee on Hit has lower level requirements than Ranged on Hit because of the greater risk involved in being in melee (?)
  • CHANGES TO pcontent.skrit
    • Cost of Enchanting now always uses the full number of reagents. No longer makes it cheaper to use 4 or less reagents.
    • Cost of final item no longer takes into account the number of reagents used, since this has no bearing on the utility of the crafted item.
  • NOTES
    • Using ist_mage, ist_cmage, or ist_nmage always has a chance to give spells, amulets, spellbooks, or rings

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