Play good, play evil. Debate philosophy with dragons. Whatever you want.
Description
Which of the nine class-specific, fully explored motivations your character has for travelling to the city of Maugeter is up to you. With four unique henchmen, five detailed quests, a host of completely redesigned items and freedom of action (whether good or evil) that some have compared as second only to Planescape: Torment, this module has something for all but the most dedicated hack and slasher. This demo provides the first set of thoroughly tested quests from what may be the most ambitious single-player module currently in development. Purpose written for single player with a unique experience system, Maugeter can be played as a city to explore in incredible detail, a quest to be completed as fast as possible, a game to be beaten, a story to be told or anything in between. Play it, if the sheer hyperbole hasn't sickened you to death!
Sorry to hear you are tired of working with NWN. I would like to let you know that there will be at least one person very happy and interested to finally try your mod out. Dont feel bad about falling short of what you had intended to do.
You havent fallen short only run out of steam, and that is totally understandable. I loved your demo and want to thank you for 'sticking it out' and polishing and releasing what you do have. Thanks for the hard work.
The module is ready to be played. At the moment I'm trying to iron out the last few niggly bugs/design flaws that would render playing it a frustrating rather than impossible process. (The game-breaking bugs were the first priority.) For example, there are a couple of quests where if your henchman isn't in "follow" mode the quest will be very frustrating and so I'm working on forcing them into follow mode for the duration (and not letting the player turn it off). During testing I can just say "oh, make sure you turn follow on here" but I don't consider that acceptable in a publicly released game.
Most of my "alpha" testers (which is to say friends who play through it before I'll let it be exposed in public) have been distracted by The Burning Crusade, but it should be uploaded soon.
It's a shadow of what I had hoped, to be honest. I have locked off what class specific content exists due to it being unfinished (I would prefer that it be a "finished" module only for fighters than an "unfinished" module for everyone.) You can play it as any class, but all the grand plots and suchlike I made such a fuss of are inaccessible (although you could hack the module to get access to them).
I won't rule out adding back in and polishing off the additional content after release, but I'm really quite sick of working with Neverwinter Nights and my enthusiasm is very low. So we'll see how it goes.
I suppose I should get to work on a walkthrough.
Posted by Steve_Savicki at 2006-12-15 05:35:23 Voted 10.00 on 12/15/06
Take your time, Tim. We want a quality mod! _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Well... perfect it won't be, but I'm hoping to avoid having bosses who say "I am the boss, we must fight now!" and other such placeholder nonsense. Ahem. Quality storyteller, me.
I can't believe my eyes ! Jaxtrasi has posted. This the renewal of long-forgotten hope... Frankly, given the years of waiting before seeing a message like this, I certainly hope you'll find a couple weeks before NWN2 gets out to make it perfect, or at least close to. We need something clean...
At the moment I'm working on getting the barbarian and paladin quests in. Since they dovetail straight into the mercenary/fighter plot it shouldn't be too hard and add a lot more pizazz to the module. In its present form I think it sorely lacks any notability.
You can complete the module. The dialogue sucks, and there's an incredible lack of meaningful exposition towards the end of the module to let you know what's going on. It also doesn't care what class you are (it thinks everyone is a fighter) and the henchmen are barely functional and break some of the quests if you don't put them on follow/don't attack mode. Hmm... and one of the mandatory side quests is obviously unfinished and tells you so...
My girlfriend says, I have to get a working version of the module out before NWN 2. Likely it'll only be tailored for fighters, but it'll be something.
If it weren't for the occasional emails and posts I get demanding progress, this would have been abandoned months and months ago. Thank you very much for keeping me going!
I honestly dont think this is EVER going to come out. The last date of a post on the offical forums was Wed Jan 11, 2006. It also looks like the last time Tim/Jaxtrasi posted to his own forums was Oct 27, 2005 and the last time he posted here was to announce Alpha testing and that was in April of last year. Based on that information Im inclined to say this very promising mod is dead in the water. Too bad to. This looked to be very good.
Can you believe it's still a demo after 27 months ? :)
Cheers. _________________________ The hottest new modules you can't miss - player suggested
Contributor to Overlooked Module Reports
An interview with me about NWN mods
Posted by Mirgalen ( 221.124.xxx.xxx ) at 2005-04-15 18:25:00
I played this excellent demo over a yera ago.
I just played it again but because I was not cautious enough I lost it.
Finally, finally the last quest is taking shape. What used to be the final quest is now the penultimate quest, because the module needs a more coherent ending. This means that rather than reaching level 6 at the very end of the module, you'll get about halfway to level 7 (not that it really makes any difference).
I'm looking at replacing Persuade with Diplomacy, Bluff and Intimidate (without requiring HOTU) at the moment. The changes I've already made to the skills and feats systems are enough to break your character sufficiently that you won't be able to use them outside of Maugeter anyway.
Extra feats: Canny Defence (Int bonus to defence when single wielding and wearing light armour), Insightful Strike (Int bonus to attack when single wielding and wearing light armour), Two-Weapon Defence (+1 AC...) and Improved Two-Weapon Defence (+2 AC).
It feels weird that only I and the few people who have tested unfinished versions know what the module is actually like. I'm really quite paranoid about disappointing people.---
I never met people so dogmatic as those who maintain that all opinion is subjective.
Posted by NancyJo at 2005-04-11 15:07:34 Voted 8.75 on 04/11/05
really cool start, but i'd love to see the final product!
Not just *some* of your hopes? Well, I hope you won't be disappointed.
I might try to start the alpha testing again soon, but the end of the module is incredibly scruffy and even after it's fit for alpha testing it still needs an awful lot of polish (the henchmen hardly have anything to say, for example).---
I never met people so dogmatic as those who maintain that all opinion is subjective.
Posted by nir200 ( 217.132.xxx.xxx ) at 2005-03-21 05:52:00
Good news indeed!
By the way, if you haven't heard already, EE3 probably isn't going to get finished, so I got all my hopes depended on this module...no pressure...
Had a productive time this week. I've integrated the new version of the Pausanius AI (now the "Tony K AI") and there are only a few teething problems to work out. The henchmen finally level up to level 5 and I'm halfway through completely rewriting the Tari cult quest, which never worked the way I wanted it to and which I've been meaning to do for about four years.
Having decided to cut back on things like the Wizard's School and the clerics, I feel like the end is finally in sight.---
I never met people so dogmatic as those who maintain that all opinion is subjective.
Posted by Nir200 ( 212.235.xxx.xxx ) at 2005-03-06 09:38:00
How is the module going? I played the demo a few times, and loved it very much, so I am eagerly waiting for the full version. Thinking about it, Maugeter and ee3 are the only things that stop me from deleting NWN form my pc...
No to both. I don't need anything that either provides and I'm not really interested in adding to the requirements necessary to play.
Is there anything specific you were referring to?---
I never met people so dogmatic as those who maintain that all opinion is subjective.
Posted by Steve_Savicki at 2005-02-24 06:29:00 Voted 10.00 on 12/15/06
Hi Jaxtrasi,
Thanks for responding.
With so much time gone by since its Oct. 2002 original release date, I was wondering, are you going to add HoU and CEP features to it? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Still working at it. Still. Added the NWAlleys pack this week. First and Second Districts look much better now.---
I never met people so dogmatic as those who maintain that all opinion is subjective.
Posted by Steve_Savicki at 2005-02-22 12:01:00 Voted 10.00 on 12/15/06
Hi,
So will there be a full version out or is this the final one? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Dwayne at 2005-02-18 13:58:00 Voted 9.50
I hope you decide to not do that. The different reasons for being in the city is a big attraction for this module. I liked the reason my Barbarian was there. It made sense why a Barbarian would go to the city.
Unless I somehow miraculously come into a lot of spare time, I won't be implementing multiple henchmen at the same time - it would require too much alteration of the current content and too much additional content. Things are going slowly enough as it is...
I'm strongly considering revising the introduction so that all characters set out to join the Mercenaries' Guild and things like the Wizard's School and so on become optional extras that the player can participate in. This would very much change the tone of the module, and disappoint a few people I'm sure, but it may be the only way to get things finished.---
I never met people so dogmatic as those who maintain that all opinion is subjective.