Drakensang Ergo's Fixpack [MOD]

Ergonpandilus

The Preacher
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March 9, 2009
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Description

This mod will fix some errors in localization and gameplay. And it will also fix
those aspects of the game I didn't find quite balanced.

Main Features:
+ Localization fixes (translation)
+ Special abilities fixed (according to desc.) and xp costs adjusted to follow the prices.
+ New equipments
+ Alterations to existing items (to add more variation)
+ Faster but harder treat wounds and -poisons
+ Little bit harder gameplay
+ Better dodge and crossbow bolts
+ Special Dark -beer restores decent amount of ED now (5 -> 15).
+ Specialized mages
+ Much darker dungeons
+ Tougher fights
+ Faster gameplay (faster running speed for everyone!)
+ Better summoned minions
…And lot of other things, see the changelog.


Installation
Just execute "Install.bat" anywhere and start new game.

If install_ergo's_fixpack.bat cannot locate your game folder try replacing these lines:
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:
Code:
SET dsroot=c:\my_example_directory\drakensang\export
SET version=1.03

Uninstallation
Execute "Uninstall.bat"

drakensang2010112317581.jpg

Witch Hat and Witch Robe.

drakensang2010112600423.jpg

All the new items.

Changelog
v1.80 Final
- New icons for my items by Zalpha
- Added The Witch Hat (*5)
- Fixed some issues with install.bat
- Changed hit zones to follow P&P rules (*11)

v1.75
- Few more localization fixes
- Lowered starting weapon talent values
- Tuned character advantages
* Thief "Perception Bonus" (overlapping with Danger Sense) changed to Streetwise bonus
* Added "Two-handed Swords Bonus" to Soldier, was having no bonus
* Added "Vitality Penalty" to Alchemist
* Added "Perception Penalty" and "Dwarfnose Penalty" to Mercenary
* Added "Artisan Talents Penalty" to Warrior
* And fixed character descriptions to follow the advantages
- Increased Battlemage talent value in Staves by +2
- Fixed some modding script bugs

v1.74
- Updated the installer batch for both languages
- Added option to installer for setting path for Drakensang folder manually

v1.73
- Removed Higher maximum values for attributes (buggy)
- Fixed Light of Praios -scimitar having wrong animation for REAL
- Minor localization fixes

v1.72 (hotfix)
- Fixed Light of Praios -scimitar having wrong animation
- Removed extra lines from localization changes.
- Added french translation (by Numberouane)

v1.70
- Higher maximum values for attributes, including PCs (+1)
- Heavy Iryan Leather Greaves matching to Iryan Armor (by Damar Stiehl)
- Fixed loot table (by Qendivardo) from german patch.
- Summons balanced! (*10)
- Added new game icon for shortcut
- Script cleaning and minor bug fixes

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

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

v1.4
- Lot of localization fixes related to special ability descriptions
- Major changes to special abilities' XP costs *7)
- Offensive- and Defensive Combat abilities bonuses lowered (+1,+2 and +4).
- Master Parry texts fixed and ED cost reduced to 10 (from 15)
- Master Throw will have proper learn price, different requirements and will also cause a wound
- Power Throw will now stun and ignore armor. *8) Was just weaker version of Master Throw.
- Miscellaneous small fixes related to Special abilities
- Changed monsters' Sweep Attacks to be dodged only (no parry)
- Added PA(and DV) penalty to some monster special attacks
- Removed XP gain penalty, due the new balance changes and feedback from users

v1.31 (hotfix)
- Fixed items not showing in stores
- Removed test script

v1.3
- XP gain fine tune to -20%
- Special Dark -beer now restores 15 ED instead of 5.
- Klarum Purum and Balm of Healing -spells have casting time according to P&P rules
- Changed party member attributes to -1 to follow better P&P archetypes
- Leather Arm Greaves #1 has now new graphics and 0.2 encumbrance
- Leather Arm Greaves #2 has new name "Elven Arm Greaves" with a bit higher price
- Added LOT(!) of new items *5). All with unique icons (and some even with unused model)
- All types of bolts have been improved *6)

v1.2
- More localization fixes
- Changed all healing and pick locks talent items *3)
- Total XP gain lowered even more to -25%
- All party members will have 2 points lower attributes
- Changed new visuals, +1 to HP and new description to Cultist's Dagger
- Added a new dagger to shop in Ferdok *4)

v1.1
- Fixed Hair Pin text from previous version
- Fixed crash related to regeneration bonus
- Changed the crafted iron shield according to non-crafted iron shield
- More localization fixes
- Total Xp gain lowered by -15%, thus making the game much harder(!) in every aspect
- Decreased the vitality and the astral energy regeneration during combat even more
- Added +3 DV to every player character to boost up the dodge
- Added small +DV bonus to few existing items
- Added Pendant of Phex (*2) in loot during the main quest
- Chance to find Bandages or Golmoon Teas from loot decreased to 20% of what it was
- Healing Salve bonus to Treat Wounds set +2 (was +4)
- All main quest weapons are now wieldable by all party members too

v1.0
- Most shields receive additional -1 AT, thus making the game a bit harder
- Total conversion with shields, all 12 are now different (*1)
- Vitality and astral energy regenerate 50% slower
- As slow regeneration in combat as monsters have
- Archetype +/-regen factor changed to only affect when in combat
- Bandage bonus to Treat Wounds set 0 (was +1)
- Whirlweed bonus to Treat Poisons set to 0 (was +1)
- Golmoon Leaf bonus to Treat Wounds set to 0 (was +1)
- Golmoon Tea bonus to Treat Poisons set to +1 (was +3)
- Hair Pin bonus to Pick Locks set to 0 (without pin, penalty is -10)
- Wounds are harder to resist, the penalty increased from -10 to -12 (-10% to chance).
- Skinning and herb gather is now MUCH faster, 1 round instead of 4
- All main quest armor pieces are wearable by all party members
- Small localization fixes (ex. 1W+4 -> 1D+4)


*1) List of the shields:
- Buckler, -1/+1 (0/+1)
- Spiked Shield, 0/1 (-1/+1), material changed from wood to metal
- Simple Wooden Shield, 0/+1 (-1/+3), former Wooden Shield #3 (square shaped version)
- Large Wooden Shield, -1/+2 (-1/+3), former Wooden Shield #1 (the one you start with if Warrior)
- Reinforced Wooden Shield, -3/+3 (-1/+3), former Wooden Shield #2 (the one with iron cross)
- Thorwalian Shield, -3/+4 (-2/+4)
- Great Leather Shield, -2/+4 (-1/+3), former Leather Shield
- Mactaleänatan Shield, -1/+4 (-2/+5), former Spiked Shield #2 (from Rhulana's quest)
- Iron Shield, -3/+5 (-2/+5)
- Kurkuman Amazon Shield -2/+5 (no change)
- Shield of Fendral -2/+5 (no change)
- Kite Shield -3/+6 (-2/+5), former Longshield

Note! Some of the prices and weights has been also changed

*2) Pendant of Phex:
This pendant contains a magnificent gleaming heart-shaped ruby hanging on a
gold chain. This artifact was brought to existence by an archwizard Ergonpandilus
who was, unlike many wizards, a follower of the god Phex. As he cast the spell
to enchant the artifact, the spell grew too strong to be handled by a mere mortal,
thus taking his life. It is rumoured, that the ruby stone still holds the soul of
its creator within, thus this pendant is also known as Heart of Ergonpandilus. The
wearer of the pendant will feel his reflexes quickened, when someone threatens his
life, like someone would guide the wearers moves.
Effect: +2 DV

*3) Talent bonuses from items:
Treat Poisons:
+1 Golmoon Leaf
+2 Belmart Leaf (was +3)
+2 Golmoon Tea (was +3)
+3 Blood leech in a jar (was +4)
+4 Olginroot (was +5)

Treat Wounds:
+1 Bandages
+2 Whirlweed (was +1)
+3 Salve of healing (was +4)

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

*4) Dagger of the Night: 1D+3 (1/0)
Tulamidian dagger made by the people from deserts far away. During the daylight, the
weapon looks like any other weapon, but under a moonlight it reveals itself by emiting
silvery light indicating its great power within. The exceptional sharp curved blade
can pierce many armors like the butter.
Effect: +1 DP

*5) New Items
All of these things can be found from shops in Praios' Square.

Gloves of Fencing Mastery:
- Parry bonus +2
- Unique model (was unused)

Master's Small Sword:
- Average rapier with +2 DP

Light of Praios:
- Scimitar with 50% chance of knockdown

Bleeder:
- Dagger with 25% chance of wounds

Staff of the Druids:
- Mage staff with +2 Domination magic talents and +5 astral energy bonuses

Death Lance:
- Good spear with +3 DP

The Witch Robe:
- Black robe with +2 Nature talents and +1 Charisma bonuses

Shadow Armor:
- Dark leather armor with +2 Sneak and +1 Pick Pockets bonuses

*6) Improved Crossbow Bolts
(Normal) Bolts: +1 DP
Hunting Bolts: 5% chance of wounding
War Bolts: +2 DP

*7) Special Ability costs
- Cheap Abilities:
* = 100
** = 150
*** = 200
- Expensive abilities:
# = 150
## = 200
### = 300
- Old values in parenthesis.
- Changed based on ability value and learn price (money).

Melee Abilities:
* off1 / def1 (100)
** off1 / def1 (200)
*** off1 / def1 (300)
# might blow (200)
## Knockdown (100)
## roundhouse (100)
### Strike of Wrath (200)
# master parry (200)
## wall of blades (100)
### windmill (200)
# feint (100)
## lunge (100)
## stormblade (100)
## rush (100)
### mortal blow (200)

Ranged Abilities:
* aimed throw (150)
** rain of iron (200)
** power throw (200)
*** master throw (200)
# aimed shot (150)
## master crossbowman (200)
## rain of arrows (200)
## marksman (300)
### master marksman (300)

Passive Abilities:
- no change

*8) New Power Throw
The attacker aims very carefully and makes a strong and deadly throw that ignores
opponent's armor and will cause the stun, if the opponent fails the constitution
test to withstand the blow.

Effect: Test CO/2 or stunned for 2 CR, ignore AR
ED Cost: 21 EP
Requires: Base RC 8, SA Aimed Throw

- It's only special ability in the game, that causes stun besides monster attacks.

*9) Specialist Mages
Battlemage
+2 to Battle magic
-2 to Healing magic

Elementalist
+2 to Summoning magic
-2 to Attribute magic

Healing Mage
+2 to Healing magic
-2 to Domination magic

Metamage
+2 to Summoning magic
-2 to Battle magic

Spellweaver
+2 to Attribute magic
-2 to Battle magic

Ranger
+2 to Domination magic
-2 to Summoning magic

*10) Balanced Summons
Shadow
- Added high dodge value
- Vitality increased significantly

Skeletarius (mage only)
- Vitality balanced (max still same)
- Magic Resistance increased a bit
- Armor values increased significantly

Fire Elemental
- Added small armor values (was 0)

Djinn
- Vitality increased significantly
- Parry values increased by 2
- Attack values increased by 1
- Magic resistance increased a bit

*11) P&P Hit Zones
Head: 10% (20%)
Left arm: 15% (10%)
Right arm: 15% (10%)
Left leg: 15% (10%)
Right leg: 15% (10%)
Chest: 20% (-)
Belly: 10% (20%)
Old values are in the brackets. Basically limbs are now more vulnerable, but head and belly are not getting hits so easily.

Download: https://www44.zippyshare.com/v/UMMIqoHz/file.html or http://games.softpedia.com/get/Patch/Drakensang-Unofficial-Fix-Pack.shtml
 
Last edited:
Joined
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And in fact what mean all (*x) I suppose they refer to notes but there's none. Also is there a site for this mod or is it just a freeware virus?
 
Joined
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Messages
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No site, so it must be a virus then :p I usually dwell in Drakensang's official modding forum.

I copied that changelog from my readme.txt. There is actually huge list of *) references in there. Download and read more.

For fullmages' advantages and disadvantages, here's list:

Battlemage
+2 to Battle magic
-2 to Healing magic

Elementalist
+2 to Summoning magic
-2 to Attribute magic

Healing Mage
+2 to Healing magic
-2 to Domination magic

Metamage
+2 to Summoning magic
-2 to Battle magic

Spellweaver
+2 to Attribute magic
-2 to Battle magic

Ranger
+2 to Domination magic
-2 to Summoning magic
 
Joined
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And in fact what mean all (*x) I suppose they refer to notes but there's none. Also is there a site for this mod or is it just a freeware virus?
Are you always this hostile to everything made by fans?
For Christs sake give this man some credit and stop being always so negative.
 
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Dear Green Place
To continue the postings on gamebanshee forums, what would you need to get the package compatible with the german (or french, or polish) version? Most obvious, a german version doesn't need the localisation fixes. But the rest could also be interesting for the rest of the world.
 
Joined
Oct 18, 2006
Messages
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If I may ask...

Why is this called "fixpack"?

Fixpack in other games was usually a collection of 3rd party fixes for bugs. And only that. Nothing more and nothing less.
But here I see some questionable stuff included that changes the game design itself. I mean... Weapon balm set to 50 charges... Excuse me? That fixes... What exactly?
As for darker dungeons was that really necessary? Many players use GammaAdjuster (google for it) because of the odd behavior of some other games (example: Book of Echalon I) so what could we possibly gain from this?

Sorry friend, but I won't install this one. The game has its flaws, and I admire you for correcting some of those. But installing the whole mod would mean getting some additional stuff that I don't see as a bug. And I'm unsure if the game designers wanted those to be included.

Don't get me wrong. The whole thing is definetly a nice job, however I simply don't like mods that add stuff.
 
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I do appreciate the work done. Maybe you could make it two parts. The fixes in one and the improvements in another one. The fixes could be applied by everybody while the improvements would be more optional. Many people like to play the game the first time as it was intended (I played Oblivion my first time without any mods). I would certainly use "Ergo's Fixpack" for my second run.
 
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Well the pack "fixes" issues that bothered me and the other people. Maybe on next release, I will add options when installing the package...
 
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Will this be usable for english version of game and will it mess up a game already in progress? sorry if this info is somewhere and I missed it.
 
Joined
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This is actully ONLY for english version and it won't mess your game, though you won't get all the changes unless you start a fresh game.
 
Joined
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I've been playing it for a bit now and I like the darker dungeons. It actually gives me a reason to cast my light spell.

As for the other fixes, they're working great and do make the game more interesting. My Battlemage just had to deal with a penalty with his social, not that big a deal, but with his healing spells nerfed instead of social it makes it more sensible.

Great job Ergo and have a nice break. Can't wait to see what you come up with next.
 
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Are you always this hostile to everything made by fans?
For Christs sake give this man some credit and stop being always so negative.
Lol stop being ridiculous, Ergonpandilus clearly understood the little joke, if you don't then you are a blatant idiot or just hate me, well ok fine it's not really important. :)
 
Joined
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Well the pack "fixes" issues that bothered me and the other people. Maybe on next release, I will add options when installing the package...

Well, in my opinion, the word "fixpack" should be still exclusive to REAL, official patches, not fan-made ones.

Next, anyone who makes a mod calls it a "fixpack", too ... Dark times ...
 
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Shut the fuck up. The thread clearly says MOD and even morons like you should understand that. If it would be official, wouldn't it be called PATCH?!!
 
Joined
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Shut the fuck up. The thread clearly says MOD and even morons like you should understand that. If it would be official, wouldn't it be called PATCH?!!
No reason to take your horse, really. And AF isn't that wrong, fixpack is often used for official stuff, they mean often a collection of patch, a known example of this are the windows one. But you are right in the context of this thread and its title it's clear that this isn't an official fixpack.
 
Joined
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Shut the fuck up. The thread clearly says MOD and even morons like you should understand that. If it would be official, wouldn't it be called PATCH?!!
Please stop insulting other members.
 
Joined
Aug 30, 2006
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IBM developed their FIXPACKS for OS/2. That was looooong before MIcrosoft would do a similar thing for their "Windows" opoerating systems, and they called them "Service Packs" instead, thus obscuring that these packs were meant to be fixing things instead of being a mere "service" to people. MS marketing speak.
 
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And because all this positive and constructive feedback, the link to the mod is removed.
 
Joined
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Dude Ergo, you were really cool guy helping me out even when you didn't need to. But you have to realize that profane attacks on this site are not allowed. Well thought out attacks including profanity yes, as long as it highly justified and not overused. Saying Fuck you to some ...NO....saying Bullshit to an idea...yes....See the difference. There is a little leaway if the person being attacked is a troll and will not listen at all to many posts or give any kind of contructive feedback. I'm not a mod, but this is the general feeling I get overhere. Everyone is human and some of us have a breaking point, but dude you didn't even come close to it. You just lashed out.

Alrik is a good guy and to go off on him like that was a bit extreme. He was just giving his point of view afterall.

You even removed the link on the DTP site? Why? I don't think many of us even go there. I hadn't noticed anyone else over there yet, maybe they just lurk, but anyways your taking it away from DTP too? Man you must be a little tired or something and one last thing dude, don't be like that guy who takes his ball and goes home if something doesn't go his way. My 1st graders do that. I think you're a bit more emotionally stable than a first grader.

Well whatever. I still have it and I'll rapidshare it in the morning. For anyone still interested in a great mod.
 
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