Five weeks earlier you and your companions awoke in a small damp cave. Not knowing who you were or where you came from and clad in strange armor. Surrounded by strange people with foreign ways. The the next month was a blur of attacks and flight into the wilderness. South always heading south into the mountains. You have arrived at a small trading post at the base of the eastern mountains. Cold, exhausted and starving with the winter snows coming you take a risk and enter the trading post for supplies.
*SPOILERS* GOOD: Nice use of tilesets and CEP stuff. The mountains didn't look like the Underdark tileset at all. Interesting story, though I am so very very tired of Drow... BAD: Some placeables are placed in locations where they are either hard or impossible to reach, like the gold sarcophagus in the gnoll caves. Don't overcrowd the areas. I had the feeling that this mod was a bit low on loot, being more about survival. The first part was just that, and I liked it. However, when you get to the keep, the half-fiends start dropping some insane loot like an Offhand Axe (enhancement bonus +3, two-weapon fighting feat and more). That's a bit extreme considering I haven't even seen a +1 sword yet. Your first two henchmen use Dorna and Xanos' dialogue from SoU. Kind of ruins the mood. The rogue even has the same voiceset as Xanos. Dialogue seems a bit stiff and very rushed towards the end of the mod. I suggest you keep the number of hencmen down to two. First of all, it's annoying that they bump each other out of the party when they're raised. Secondly, NWN wasn't made for large NPC parties. The AI is too stupid to handle more than a few characters at the same time, and they'll just end up getting in each others' way, especially in small areas. I often had to drag them out of the way by constantly ordering them around so the rogue could pick a lock, because they kept blocking his path. That being said, I really liked the first part of the mod. It was moody and I could almost feel the cold creeping up on me.
Posted by Blakavare at 2004-06-1208:03:00
Final versian. Thanks to everyone for the feedback. Enjoy the module. Blakavare
Posted by Blakavare at 2004-06-0912:08:00
Fixed third henchman not adding bug Added healing potions to Guster's store inventory Fixed Vil's dialog Reworked some placeables in the Black Ox to match before and after the blizzard. Last test before I finalize it Thanks for the feedback and help with this module. Hope you enjoy. Blakavare
Posted by Blakavare at 2004-06-0819:33:00
I "think" I tracked the bug down and have fixed it.
Posted by Alcarin at 2004-06-0814:46:00
I did sell most of my loot to Guster, but he doesn't have any healing potions, either. :) Instead of giving them to the storage master of the caravan, you could just make sure Guster has them. That would make more sense, there. I'll try running through this again when you get this finalized. :)
Posted by Blakavare at 2004-06-0810:14:00
Thanks for the feedback Alcarin. I'm sorry about Eowung, I know what a annoyance that is. I found that taking them out to the southern mountains leaving one and getting the third out there you can add all three again. Just a temp workaround till I get the bug locked down. I had been selling the barrow's loot to Guster the Innkeeper, but I can open the Deepwell trading post or have the orc storage master store have more gold. I will load more potions and healing kits in the storage master's inventory. I can also load more into the caravan chest. I had been thinking it isn't logical for the caravan to have much after being raided; but when logic and gameplay collide, gameplay should win. Thanks again for the feedback, its much appreciated. Blakavare
Posted by Alcarin at 2004-06-0808:13:00
I found another area where a henchman won't rejoin the party without bumping someone and that's in the gnoll caves. Eowung died and I couldn't get her to rejoin without bumping one of the other two and after that point, I couldn't have three henchmen again. But, other than that, it seems to be a good story. Would have loved to sell off some of the loot from the barrows and buy some more healing potions before heading off into the mountains, though. :) I don't remember if the orc stores master sells potions or not, but it might be a good idea to have him do so.
Posted by Blakavare at 2004-06-0619:10:00
Accidently broke the Green Mountain quest. It's fixed now.
Posted by Blakavare at 2004-06-0613:31:00
Edited henchmen interaction conv Added a few descriptions that I missed Fixed Targ reward so he won't keep giving it to you Fixed placeables in Ancient Barrows Second Level Tweeked lighting in Ancient Barrows Second Level Replaced animal den back chamber to different spawn (It was bit to strong before) Played through with a bard, who did very well. Cleric is still the strongest class. Two areas where the third henchman would not add without bumping one of the other two is Ancient Barrows second level and animal den. Animal den was easy I took them outside and they added again. Still hunting this bug down. Inconsistant bug sometimes they add sometimes they dont. Not sure why it happens in these areas. I suggest you save often in these areas while you have all three with you. Thank you for playing and hope you enjoy the module.