Endless Nights III is designed to create a rogue-like atmosphere within the scope of Neverwinter Nights. While impossible to truely create random dungeons, the module uses the theme of rogue-likes in its creation of randomly-spawned dungeons, randomly spawned adventure zones and random quests. Endless Nights III features a dynamic questing engine which creates random quests based on character level. The engine also includes a random monster system, random (dynamically created) magical items, and a whole host of other dynamic features. Note: The readme file included gives a more thorough explanation of the module and its different features. It is a good idea to at least browse the readme.
Very good concept and well-thought-out, though there are some difficulty issues at first and some minor misspellings here and there. Perfect for a mindless hack and slash adventure where nothing is ever the same twice and you can continually progress from level 1 all the way to level 40!
Posted by WodahsEht at on06/22/06
Well I lost all my lives but I decided to keep playing. It's actually quite fun once you can get your hands on some decent magical weaponry (just +1 makes a biiiig difference.) I noticed that there are random shopkeepers that pop up now and then, but so far I haven't been able to find a magical bow (which sucks for my archer... heh.) Is there any way to randomly equip shopkeepers and furthermore continually change their supply of random equipment? Think Diablo shopkeeps... WodahsEht
Posted by Daniel at 2004-09-1221:13:00
You can usually pull camps at 2-4 at a time. Also, different monsters are on different factions. For example, the undead will attack just about anything. So if you are having trouble with a big camp of orcs and some undead are nearby you can run a few of the orcs into the undead and let them fight it out.
Posted by WodahsEht at on06/22/06
Well, perhaps I was too hard on the module, but said druid ran across tons of skellys which all had class levels (which is not a bad thing in and of itself.) One of the problems is that all of the warriors/priests had full plate which made them really hard to hit, and there were a ton of them. I eventually won after several deaths by drawing them out as smaller groups, but not without severe difficulty. Essentially one of those fighter skeletons could probably easily go toe to toe with me and I had to face no less than a dozen alltogether. I was using a club to prevent them from absorbing damage, and I was buffing myself, making it a little less frustrating, but it was nasty. Then, after I finally finished that quest, the next quest was something similar with a bunch of humans that were even more powerful. Facing 15 opponents that are literally a level or two higher than you (at least it seems this way) doesn't sound like it could ever end with success, so I gave up in frustration. I found a couple of very weak magical items during random encounters, which didn't really provide much aide in the encounters. Perhaps I was just unlucky. Thing is, I played until I was level 5, which is around the turning point in character effectiveness, but I still found myself in seemingly impossible situations. I might have been able to handle certain situations better is a fighter, but where's the fun in that? WodahsEht
Posted by Daniel at 2004-09-1023:20:00
I don't know what's up with henchmen. I used the same scripts as in XP3 and tested out the original scripts for them and with both the henchmen would stop doing anything for a while then suddenly start up again. The only issues I've seen with PrC is that some of the beginning events give the character a skin with special abilities. This gets whiped on subsequent loads because the PrC doesn't check for an existing skin on the character. There are only a few starting events that do that, though, and for the most part seems to work fine with the PrC. As for difficulty level, yeah, its probably a bit more difficult than standard modules. It's meant to be difficult. That's what the top 20 is all for, seeing how far your character can get before they lose their last life. Once you get up in levels and start getting some of the magic items it balances out. The fact that magic items are competely random makes it interesting. Just when you think its difficult you get a +8 sword at lvl 1 and zoom through the levels (at the price of the module noticing you never dying and eventually catching up to bite your butt).
Posted by WodahsEht at on06/22/06
Whoops, forgot to log in for the post below. WodahsEht
Posted by Anonymous at 2004-09-1000:39:00
I was intrigued by the concept of this module, but it really seems unbalanced in practice. If you try to solo this module you will die a LOT. I was a druid with several pets (one summoned dire boar, one bear, one "empathied" cougar, and a warrior human named Tim,) and I would constantly run into enemies that could mop the floor with me on easy, even after buffing myself. Yeah, I know there's some strategy involved but it's hard to win against "Challenging" opponents that outnumber you so drastically. Maybe I'm just not good at the game, but I really think this module needs to be rebalanced (at least for soloers). WodahsEht
Posted by Daniel at 2004-08-2615:15:00
Haha, the funny part is that I play with a friend on multiplayer and we always start with level ones and go from there. When one dies and goes to the abyss the other can start the game with their character, but the person who died has to make a new character. Ultimately we usually max out in the teens. Last night my cleric/blackguard was the first of our characters to break into the 20's and I got a 'maximum level' at level 20. I thought the same thing... wtf is this bug? Had to play around until I found the maximum level. So I wouldn't feel stupid, it is a little hidden and not communicated very much. Mine was probably still ongoing from the default from when 20 was the max.
Posted by Chairbreaker at 2004-08-2610:34:00
Sorry, I just noticed that "maxlevel" on my server was set to 10. That would explain it. Here's me feeling really stupid now.