Well, that didn’t take long! Shortly after eur0pa’s python script was shared, two people (Veret and Facetank) made a site where you can submit your save file and get all sorts of hidden statistics graphed for you:
(PC save files only, currently)
It’s even building up and averaging the stats to produce some neat information like this:
edit: I originally mentioned something about template data that was in there, but it’s long gone. All the stats you see now are from legitimate submissions, so you can ignore what I previously said about temporary false averages. Still, I encourage anyone with the PC version to submit their save and help build up their data-set.
Demon’s Souls: Maiden in Black’s Unused Dialog
- Ancient Old One! My dearest! I have brought a new Demon to thee. This is what thou wanted, is it not? Yes, yes, good boy. Now be still. Now, now, dearest Old One…
- Old One, all the Demons are destroyed. But do not despair; they are of use to thee no longer. Together, we shall slumber soundly. This is the way things must be.
This would also be a pretty congruent theme with unused Dark Souls content. Oscar of Astora had unused dialog from the end-game, where he would have sided against you (based on whichever Primordial Serpent you partnered with). This makes it strongly appear that both Demon’s Souls and Dark Souls removed an end-game event that would have briefly reflected on your character’s “path”.
- I thank thee, slayer of Demons. My thanks to thee; we sleep at last. Thou may’st depart. Be gone to your world.
- Thou art the new one, art thou not?
- Thou art bound now to the Nexus.
The Maiden in Black’s complete dialog (both used and unused content) can be found on youtube here.
Like a lot of Dark Souls mechanics, Sin is something that is not explained clearly to the player. Perhaps the most confusing aspect is that there are actually two completely different kinds of sin, with different causes, effects, and means for removal.
To distinguish the different kinds, the community has been using the names of “PvE Sin” and “PvP Sin”. Hopefully this helps clear up some of the common misconceptions and confusion:
There isn’t any new information here (I did a lot of sin testing a while back), but I figured that finally adding it to my blog might help get the info to a newer audience. :)
As it turns out, Dark Souls has some hidden code for logging the player’s death count. eur0pa, the creator of PvP Watchdog, found it and has provided this resource:
“It’s python, just put the script along with your savegame and it’ll tell you the deathcount”. Here’s an example he provided:
The fact that this code exists isn’t too much of a surprise. Demon’s Souls had implemented a death counter, though it was somewhat obscured through only being accessible in The Pantheon. The Pantheon’s logged stats also included “Phantoms Saved”, “Black Phantoms Slain”, “Total Souls Acquired”, and “Trophies”.
In Dark Souls, the equivalent to “Phantoms Saved” is implemented in-game already as “Multiplayer Victories”, which refers to the amount of times a person helped defeat a boss in co-op. Though this stat is only viewable when a host uses the Black Separation Crystal on a co-op summon, so there’s no way to check it by yourself.
It’s uncertain if a PvP kill count and other pantheon equivalents are hiding in the data too, though it seems unlikely (according to eur0pa, after some poking around). Though there might be something like a “phantoms encountered” stat. It’s something he’s still experimenting with…
Dark Souls Science: Different Ninja Flip Recovery Speeds
Just like fast roll, there are different subdivisions of rolls speeds for ninja flip. The lower your equip burden, the less recovery frames there are for the roll. Here are the four classes:
- 0% Equip Burden = Fastest
- >0% - 8.3% = 2nd Fastest
- >8.3% - 16.6% = 3rd Fastest
- >16.6% - 25% = Slowest Ninja Flip
Special thanks to Snoopy for making this video, and knutaf for making me aware of it.
Something I’ve always been interested in is getting a closer look at the distant scenery in Dark Souls. The are some places you can’t normally get to, and for others where you can, the game sometimes handles the terrain oddly through decreased Level of Detail. I’m not sure if this is the kind of thing that interests anyone else, but getting a closer look at this is like peeking behind the curtain of Dark Souls for me.
Without a gaming PC (yet, unfortunately), I don’t have a way of looking at this first hand. In the past I got some nice demonstrations in a stream from HellkiteDrake, but recently I’ve been wanting to see some more. Thankfully, TensaStrider was kind enough to provide more documentation and analysis here. Here are some of my favorites:
The Upper Level of the Demon Ruins
“Various structures in the higher levels of Demons Ruins embedded into the walls. There are only 2 models of these structures and they just seem to be copy pasted around the area. They look very similar to the area leading down to the bonfire before Demon Firesage, where all the Capra Demons are.
Interestingly some of the walls have quite high res textures for where they are, and each door actually leads to a square room…”
The “Other Burg” (as seen from the Firelink Graveyard)
“Here you can see whole new areas of the city from beyond Firelink Shrine, looking over from the Graveyard… In the middle of the Burg, you can see the layout is actually quite intricate and detailed, though the textures aren’t great.”
Even More Burgs
“The further you go out, the less buildings there are.”
From behind (entrance to Anor Londo in far distance):
More buildings around Anor Londo:
The Duke’s Archives, as rendered from the Hellkite Drake bridge:
Anor Londo from the Darkroot Garden:
Undead Burg and beyond from Anor Londo:
Firelink Shrine from Blighttown:
Again, huge thanks to TensaStrider for providing this, the entire contents of this post are his work. Check the photo album for more pictures and information.
Demon’s Souls: The Crestfallen Warrior’s Unused Dialog
- Go on, run off and find the bloodscript. Get that corpse of yours back before it rots. If you die once more, you lose everything… Including all the precious souls you’ve obtained…
- Well, so you’ve died completely this time?
Going further down this tangent, there is an unused menu-screen-header icon that suspiciously looks like a… bloodscript?
- The flame-tending maiden has not come down from the upper level. Go ahead, seek her; you monsters deserve each other. I could not care any less.
- Hmph. Not enjoying the conversation? Monster! Do you think that you are somehow special!?
- Hm? What is it? I’m not going anywhere. Question me as you please.
- I wonder how many others are in this Nexus? They are no different than I. They traversed the foggy fissure with determination, but realised their powerlessness, and became prisoners of the Nexus.
It’s always possible to make mistakes when sifting through tons of content. If any of these actually are somewhere in-game, please let me know.
You can find the Crestfallen Warrior’s complete dialog samples (both used and unused content) on youtube here.
Demon’s Souls: Yurt’s Unused Dialog
Normally when you have the option to free Yurt, he says “If so, then help me escape this place”, referring to the cage you find him in. But in this alternate line of dialog, he asks to be freed from a dungeon instead.
In an episode of the Bonfireside Chat podcast, some confusion was expressed over how it’s funny that you free Yurt from an unlocked cage. I agree that there isn’t a lot of logic to that, and this bit of extra dialog might indicate that the devs were still figuring out where he’d be rescued from, relatively late into development. I’d wager that in the end, he was arbitrarily placed in 3-2 to match the creepy atmosphere, without much logic or lore crafted to explain it.
HellkiteDrake has uploaded a complete video of his dialog on youtube, which can be found here.
The empty chest found in the Firelink Shrine is known as a repository for “lost essential items”. The basic idea is that if the player somehow loses an item that’s needed for progression, it’ll wind up in this chest. However, in true Dark Souls fashion, the specifics are a bit weird and it doesn’t always work as people might expect it to.
There are some non-essential items that it replaces, as well as some essential items that it fails to replace. Here’s everything known to be able to appear in it (and how it can be lost):
- Covenant of Artorias ring (drop)
- Orange Charred Ring (drop)
- Cat Covenant Ring (drop or feed to Frampt)
- Darkmoon Blade Covenant Ring (drop or feed to Frampt)
- Dragon Head Stone (drop)
- Dragon Body Stone (drop)
- Dragon Eye (bug or result of tampering)
- Blue Eye Orb (bug or result of tampering)
Some other essential items, like the Lordvessel (only possible to “drop” through tampering), have been tested and don’t work. This is by no means a failure of the chest’s design, given that if it’s normally impossible for an item to be lost then there’s no reason it needs to be programmed to appear in it. But I think it provides some insight on what the chest does. It’s not simply replacing lost key items, instead, it replaces just a couple specific ones and some random covenant items.
The biggest missed opportunity with this was a bug on PC that caused Ingward to not always drop the Key to the Seal after being killed. It wouldn’t wind up here, but that’s actually not much of a surprise given how the rest of the items appear. It seems that for all other working items, you need to have:
- Owned it and dropped it
- Owned it and fed it to Frampt
- Tampered with save file data
Looking through more of the environment textures, I recognized this image as being one of the unused weapons:
It has the name of “Throwing Axe”, and is found amongst the environment textures that include the weapons found in Blacksmith Ed’s room. Sure enough, it’s there in-game:
It has an equipment icon, indicating that it was probably intended to be usable by the player character at some point. The other unused weapons aren’t found in this room, and haven’t been located in-game yet (if they do exist anywhere).
This is something I was wondering about for a while, but didn’t get around to checking until recently. The amount of damage an NPC takes before they get angry is a percentage of their health. The moment you remove more than 10%, they start fighting back. Here are some examples (from regular NG):
- Crestfallen Warrior - Aggro at 80 HP lost (793 HP)
- Petrus of Thorolund - Aggro at 60 HP lost (594 HP)
- Andre of Astora - Aggro at 107 HP lost (1065 HP)
- Domhnall of Zena - Aggro at 77 HP lost (767 HP)
I didn’t get around to testing it, but I heard someone say that they aggro’d Siegmeyer by rolling into him once with the Armor of Thorns equipped, in the Izalith pit. I’m guessing that’s because he already lost health there, in which case, you might not have to deal the full 10% yourself if they’ve already taken damage. You might have to be extra careful in those situations, but otherwise, feel free to punch Andre 50 times without repercussion.
Using Kayin’s Dark Souls Map Explorer , I took some screenshots showing this invisible walkway in the Crystal Cave. It’s particularly devious because the rest of walkways are simple straight lines, while this one has both turns and a dead-end:
(aerial view - crystal lizard area in bottom right, slab area in upper left)
(looking down at the return trip from above the slab area)
The dead end is put to use, though, as one of the Evil Vagrant spawn locations:
(screenshot by JubeeGankin)
This is a new anti-cheating tool for PC that allows you to disconnect on and locally ban certain cheaters. It can detect:
- Fake soul level
- Fake stats
- Fake HP
- Various hacked items (un-upgradable upgraded items, un-available spells, dev-only items, etc)
- It also blocks curse, egg-head, and other dangerous effects during invasions
There’s a whole host of things that this tool can’t currently detect- namely any cheat that doesn’t send data about the cheat to the other player. So it has its limitations, but it appears to be a very useful tool that will still help in a lot of situations. Check the page for more information, and be sure to report on any bugs you find to infausto if you use it.
TheDarkLantern sent me another album that’s great as potential wallpaper material. It’s all of the background images from the ending credits (of the good ending), in their original 1280x720 resolution.