DS: Ice Wind (Dungeon Siege)
I bought myself DS Icy Wind, but I look at the forum about it not a word. Tell me where this thing came from. Small heroes are pumped up to a maximum of level 30. But Nitsche was so happy to chop.White Devil:
Yes, that Fargus, that Platinum, that 7 wolf - they are all essentially pirates. They just got fat and emaciated, they now have everything on stream. In the early era of piracy, 5 years ago, the translations were very decent, maybe the translators themselves played those games. Or just real players were translating. And here all the menus and inventory are simply driven through an auto-translator, without looking at the corresponding pictures - what else can explain the glaring translation errors and inconsistencies in generic endings.
I completely agree with the exceptional imbalance in many places of the game, that is, the level of the team is far from corresponding to the armor class and destructive power of some ordinary monsters. This is completely annoying, you just have to grind out the game, very often get lost and replayed, I already wrote about this. Well, what kind of x ... I, when quite ordinary monsters have to be lured out one by one from the crowd and either shoot all the time while retreating, or by luring them away so that others do not see, to pile on all in a crowd? And even leaning on such a monster in seven ways (we’re not afraid of seven of one!), The probability of soaking it is far from 100%, and if you don’t follow the battle, don’t heal and don’t switch to weapons, magic in accordance with the moment, he can easily overwhelm everyone alone. Examples of such unbalanced places and un ... monsters: big snow trolls and bandits with axes (chapter 1), crossbowmen bandits (chapter 2), great warriors and knights of the rebellious lord Glacier or whatever (chapter 3, in the Glatsern area), skeletal magicians (chapter 4, perad Fallaern). In DS and DSLOA, in almost all cases, at the "hard" level inclusive, it was possible to calmly go to gangs of monsters, even slightly outnumbering the team, and be sure that if you didn't click your beak while admiring the carnage, but lead the fellows a little, - the result is unambiguous.
It's the same with the Skelos boss, only worse. The team does not quite reach him at all. Although he is a small necromantic compared to Gom from DS and Shadowjumper from LOA and he has only 5600 lives (those had 10,000-20,000, I don’t remember exactly), the issue was resolved quickly and easily with those, usually from one call into hand-to-hand combat. Well, they killed 1-2 somewhere by the end of the fight, if you gape, that's all. Skelos, on the other hand, with one blow or blow, either immediately sends to the grave, or makes at least one character unconscious. So the battle with him is an extremely long and tedious mud..zh, with shooting, running away and storing. Go hand-to-hand - chances are 0.
The version of Ice Wind from Fargus seems to be clean, without glitches. Only in the center of Glazern did an error begin to appear and, accordingly, knock it out, but most likely this was due only to the fact that before that I had experimented with a strange book with 2-3 pink scrolls (if I opened it), trying to figure out what kind of magic it was. I had to replay this place, without experimenting - and everything went fine.
Most likely it was conceived, it is about the difficulty of passing. I read somewhere, I don’t remember where,
that you can not even follow the course of the battle in the original game, your group will win anyway. But here everything is completely different.
Two tasks - exactly given in the settlement of merchants, point in front of the ice caves.
Dialog;
I think you are right about the difficulty. The first two series of campaigns, Ds and LOA, were normal big games, so to order for the "general user and mass consumption", and now there are mods and add-ons designed for those who are "especially fanatical" of this game, and so that they have "life did not seem honey "- get cool monsters in full. Well, for pumping heroes for the network.
Thanks for the comments on the quests. I finish Skelos and if, on the occasion of victory, does not knock out the game, as happens in clumsy add-ons, I will go back to the places of "military glory" to look for aunts with missed quests. By the way, the quest "to clear the forest of robbers" was not credited to me for some reason, but after all, the robbers seemed to be resolved, and after the 1st Trade post they are not found at all. Maybe because he didn’t take the quest for the bandit Sitos, although he did it inadvertently. Or somewhere a few reptiles calmed down.
> "By the way, if you're interested, I found a couple of encrypted (secret) places."
You intrigued me very much about encrypted places. I would give a tip about what parts of the route should be looked for, and in the most general terms that this is a secret passage into a cave, or some gate, or what needs to be broken. I hope these are not just places where the road made a fork and one led to a dead end. In such cases, I always reached a dead end. Maybe the truth there was more careful on the walls of the rocks it was necessary to fumble.
In general, people, I want to raise a "philosophical" topic on the forum, or just put comments on an enthusiastic article about DS posted on this site (see Articles), about how DS is a role-playing game and what awaits it. In fact - it is very, very truncated in the "role" sense. Don't get it wrong, I really liked the game. I just want to note that according to the main indicator of RPG games, which is that the character (or team) grows and develops along the way, and the player purposefully manages the development process to the best of his mind and imagination, DS, DSLOA, DS Ice wind are cut to a minimum. (3 characteristics + 4 skills, - cannot be compared with classic games of this genre, for example - the latest M&M, Morrow wind, Icewindale, Gothic, etc.) - it is possible only through the pumping of skills, and quite blindly, not seeing what, where and how much is going. I also did not notice a significant influence on the experience when solving quests). In general, the "role" of the game is not at all in the fact that the characters can be dressed and undressed like a Barbie doll. I got the impression that many players think exactly that way, and not only in relation to DS.
Another, albeit already a secondary indicator of RPG, is the complexity and ramification of the scenario, great freedom of choice of decisions and strategies. If not for some logically connected scenario, supported by dialogues for persuasiveness, DS would have been just an arcade by this indicator. All quests, including side-quests, are solved during the passage of a single track or no more than 200 meters from the main road. In this sense, multiplayer in DS, where you need to collect key stones, is a much more "role-playing" game than the main campaign. Well, in this DS is incomparable even with slightly outdated three-dimensional RPG games, at least M & M-6 (a classic role-playing game, in general, of average difficulty level). There, too, I had to cut myself at every step. BUT if you play honestly and nobly, i.e. without a walkthough, there is also a lot of wiggling,
In general, I think that DS is an intermediate stage in the development of role-playing games with such a very, in my opinion, a successful interface. A very correct step away from the isometric type Baldur Gate and Diabolo.
It is hoped that in DS-2 this will shift towards a truly role-playing game. There may already be some shifts, but I haven't seen DS Elemental).
Imagine if the DS interface were to be attached to an interesting and tricky scenario, where the heroes would still need many different abilities, and not only in a generalized form - hit-shoot-sorcery, and the player at least somehow controlled the experience. It would be an amazing RPG toy. (Yes, the only drawback of the camera, in my opinion, is that it is impossible to look even a little upwards or just far along the horizon).
yes, not counting the difficulty, this is on purpose, but I was completely overwhelmed when all the skeletons extinguish me and nothing, and the magician removes 200 helov, or when I wet the knight G for two hours in parts
The first secret place that I found was near the settlement of merchants (a cave with a large spider), the second - in the ice caves, if you go towards the exit - a small opening will be on the right hand (where I cannot say exactly), the third - after the ice caves, when you have already left them, passing the first natural bridge, you turn right and walk all the way, the fourth - almost near the camp (where Raimol is), before the last bridge to this camp, turn left and walk along the edge of the
rocks - there will be yeti , fifth - in the caves where the Trog live, where I will not say specifically - but exactly on the left if you follow to the city of Glasen.
White devil,
This "difficulty" drove me to madness. Then I really got used to working with such monsters: volley - run - volley - run - turn in an arc, etc. Lord in Glazern in this manner, no longer stopping and not storing up quickly enough nagged. With his knights in such a manner it was too lazy to muddle around, lured him out one by one and "into his axes, guys." You can have two warriors at once, but the result is how lucky. And with Skelos - it's a wildly tedious business, he is lazy, chases the team occasionally and not for long, prefers to conjure skeletons. 2-3 volleys, rollback, knocked out skeletons, stock and a new one. Lesson for 2 hours.
By the way, the ending disappointed me, neither a decent cartoon nor the gate in Falaern opened. I didn’t pretend to be greeted with bread and salt :-))) (Somewhere on the forum I saw that they were supposedly opening, or is it bullshit?) I also didn’t truncate the role of Lord Howarth, such a big ghoul with an ax, his dressing gown is beautiful; he is so quiet, does not offend anyone. There was no quest for him. Maybe he shouldn't have gotten wet?
Dialog,
Thanks for the tricky add-on link, I'll take a look.
As for the secret places, it seems that almost everything that you listed, I found, could it be in the Trog cave. I’ll check it as I’m cleaning and dashing around. There are even more of them, for example, almost opposite the last (3rd) trading post there is a dungeon-cemetery, the entrance from the clearing to which you can get through a narrow crack in the rock, on the left along the way to Fallaern; there are no paths to the rock, through the forest, no x .. can not be seen, you can only find on the map.
And further. I made the quest "for the lost sister", but I am toiling with the magic book. If she was supposed to be personally with some Trog or in a chest that I had already opened, then I probably screwed it up (there is no quest - the book did not appear), since I cleared the caves, it seems. I’ll try to guess where it could be, according to the logic of things - on an island in a trog cave, where there are ruins, a couple of chests and a road sign nearby in the water. If you have not guessed correctly, give a hint in which area or who to look for.
The strange pink magic book selected in Glazern is clearly not the right one. What kind of garbage is this, an author's joke, a bug, an unfinished quest, a key to some chiken level?
PS It would be nice to raise the topic of all sorts of absurdities in the game, errors, incomprehensible places and phenomena, oddities on the verge of bugs. This is not so much in DS, but it has a place to be.
The complexity is of course at a height - but there is a plus to this (interest appears). Geyser Knights (men
with axes) in general ..................
Oddly enough, I did not come across a pink book with incomprehensible magic.
After the island you mentioned, when you enter the water again, there will be a left turn - there is just a magic book (quest).
Oddly enough, I did not come across a pink book with incomprehensible magic.
After the island you mentioned, when you enter the water again, there will be a left turn - there is just a magic book (quest).
Dialog,
Check out the Knights of the Geyser. By that time, it became more interesting to play, or maybe I was already used to the snow.
Thanks, I'll look for a quest book, although I've already walked around the island 3 times. It's dark and scary there :-)
Not the book itself from Glazern is pink. The book looks very ordinary, for 15 gold in any shop. It falls out of some Geysern magician (most likely) or a knight, in the hustle and bustle I did not pay attention. If you just open it, then on the right, in place of the pictures of the scrolls, there are 2 some pale pink pictures with whitish signs, barely discernible. And on slots, where the name of magic is usually written, it is empty, but if you move the mouse over a dummy, a window appears with information like "magic, cost 0", without destructive power and other comments. And in parallel at the same moment at the bottom of the screen in English there is a line of 3 or 4 words ("magic" are different), such as special - demon - magic. I don’t remember exactly what exactly. But if you load the book to one of the Persians, then in the windows of active magic for both, black and yellow stripes stand obliquely. I did not try to conjure it, only I took out the scrolls from it and put it back in. And soon after this (maybe a coincidence), I got an error on any attempt to move or turn the camera. Here is such a funny little book.
I can't find on the forum again a topic where someone was weaving something about the entrance to Phalaern.
So I won't take such a book, although I haven't found it. By the way, there is some kind of dungeon after Glasern, located on the left. The hike is a secret place.
It is difficult to say where the name is, the landmarks - there is such an island, there seems to be a sign on it, and if you go in the direction of Glasern, then the entrance to the secret place will be on your left.
Dialog,
found a quest magic book; indeed, the crack in the cave is completely invisible there. And I "cleaned up" the whole map. Truncated!
About the stupid pink scrolling magic book from Glazern. Kicking the game has nothing to do with it. But I did not install anything new. So now I'm just tormented by curiosity, what is it all the same - a bug of the game, our translation through the ass (Fargus), some too tricky joke or a key, such as Eye of Fury. Something infrequently books with magic from monsters flew in other DS-ah. I don’t remember where this happened. If you are more precise about the book, then there are 3 magic, and in the first slot one scroll lies on the other (a clear sign of a bug?), You can remove one from the other and put it into any free one, but you can't put it back on top of the 1st slot. The scroll removed by the cursor from the slot loses its pink color and becomes a yellowish mini-page of the old manuscript (this is probably not without reason, there must be some idea behind it). Charged by the character, in windows 3 and 4 all magic is represented by alternating oblique black and yellow stripes (symbolizing the prohibition to conjure them?). If you try to conjure, nothing happens. All three magic are simply called Combat magic, they are all different, and here are the messages about them:
Window - Combat magic, Damage 95-99, range 12, Mana cost 0
The line at the bottom of the screen - spell ice mag balls (and this despite the fact that the Russian version and all other magic are here in Russian)
Combat magic, Single cast, Damage 1 to 1, Mana cost 0
line at the bottom - spell the healing phone hands monster
Combat magic, the Range 10, the Duration 600, Mana cost 0
line at the bottom - spell summon special monster
I suppose, that began to play, I do "blunted", but can not remember anywhere magics with these properties , and I can’t think of something to use the book for. Maybe the "aces" DS know what kind of x ... wine?
Dialog:
On the Dark-fox? Already saw. The promises of a branching plot, a multitude of quests, and greater granularity of characters and skills are encouraging. To the structure of heroes according to the D&D system in any truncated version, they are certainly far and unaffordable. And DS is not a game of that accent, after all, the main thing here is an impressive wheelhouse, so you need to understand the structure of the heroes in a couple of minutes. And for half a day to learn and think what's what in the case of a dozen or more skills for players - lovers of intense action - in scrap. Only with your questions something on that forum stubbornly "hush up" - when they do it and how it will be distributed.
It is a pity that they did not go beyond the "humanoid" races ... It would be fun to play as a troll, even a forest one, even a marsh one, or a minotaur. I liked them. In companies - in my opinion, the most convenient monster co-ordinated for melee - the troll and Klaw, they were not noticed in cowardice, the teams work faster and more active. Not like a boorish who just gives a shit.
The stupid book in Ice Wind is most likely a "half-finished quest" that happens in almost every big RPG. And to hell with her.