Henchmen available, but only if less than 4 players (otherwise, it might impact game balance)
Language
English
Level Range
Designed for four 1st level characters.
Races
Any
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Medium
Classes
Mixed party recommended
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Multiplayer
Max Character Level
02
Max # Players
05
Min # Players
02
Min Character Level
01
Content Rating
Teen
Alignments
Any
Description
This is the multiplayer version of 'Into The Toadshade'. Please see the single player module for complete description. ***This module is BETA-status only*** I have revised numerous dialogues and scripts to allow for multiplay. However, due to work and family priorities, I haven't had time playtest this with my friends. I have received feedback from the Vault community that expressed an interest in releasing this module as a multiplayer. Therefore, I kindly ask fellow Vault-heads to assist me in playtesting the module. Please report any bugs to me and I will promptly follow-up with fixes as needed.
I already votes a long time ago on the single player version. I recently got a new machine for a srever and am just abot to delve into teh MP version with a friend. Definately make more!
- Qlippoth
Posted by Trokonen at 2006-07-09 15:46:34 Voted 9.50 on 07/09/06
I left comments before but wasn't logged in properly. Excellent visuals and the battles vs the goblinkind tribe was heart-racing. Awesome job.
Posted by Trokonen ( 24.83.xxx.xxx ) at 2006-06-11 14:54:08
It's Dave, forgot to login to vote. Again, great adventure. Do more. 9.5
Posted by Dave ( 24.83.xxx.xxx ) at 2006-06-11 14:41:10
The main quest of this module was superb. The Cold Bones tribe was very cool, I like the mix of goblinoids and the awesome custom gear. The battles were intense. My heart was pounding when bugbears and hobgoblin taskmasters with whips cracking set upon us. Great classic D&D. You really should leave lootable corpses, if only for the visual aspect.
The dwarven (Ranjhammer I think) smithy in Frogwash had the coolest custom gear I've seen yet, what a fantastic selection of shields especially; it really gets you into the game.
There were some scripting issues after the main quest however. Couldn't get into the guild even after they said I could enter. And the NPC's went screwy, wouldn't rest after going to the badlands so I didn't finish that quest; looked pretty cool though.
You should polish this mod because it was one of the best I've played. Great realism and tension/suspense. I give it a 9.5 on the strength of the main quest. NPC's were great too.
With respect to issue #2, I had to remove a few triggers, OnPerception scripts, and OnUserDefined scripts. I believe I have removed them all. Unfortunately, whereas NPC�s used to run up and start conversations with the PC (in the single player game), in the multiple player game, the PC�s are just going to have to �ask around� a little more.
I appreciate the heads up. I am going to change the Frog Hopper area transition(s) - I think the best way to address this is to remove the conversation/jump script and replace with a simple area transition. I have a pretty good idea on how to do it. I will also go through the OnPerception scripts of all my NPCs (which ranks right up there with doing laundry on my "fun to do" list) to avoid the conversation issues you addressed.
Thanks for helping out...I will repost the module with changes ASAP.
I DMed this multiplayer and ran into a few issues.
I didn�t take note every time this happened but it was pretty common. Many NPC�s would start a conversation On perception. As a result the NPC would see the first person and start talking to them then would see the second person and stop talking to the first and begin talking to the second. If there was only two people this would only be a minor annoyance but with 5 it was really hard to talk to people. Clank was a prime example of scripts being broken due to this. The NPC�s need to be On perception of the party leader only.
We also ran into the Frog Hopper Bug. I thought that if I gave everybody a pass they would be able to use the boat but that didn�t work. You will need to change the script so it moves all the party members to the new location. That bug would have been a show stopper if there was no DM.
We didn�t finish the module so that�s all the bugs I have to report.
So far, other than the issue reported by Turold below, I haven't heard of any issues with the Beta. And thus far, nobody has reported a show-stopping glitch on the multiplayer version. Unless I get additional feedback, I am going to change this to "final" in the next few days. If anyone has any feedback, it was be terrific to hear from you before I go "final" with this module. Thanks!
Thanks for pointing out the issue with the Frog Hopper. Can you tell me whether or not the other players are able to eventually "jump" to the next area (following the party leader)?
When you speak to Llevvren (Captain of the Frog Hopper), he will take you to your requested destination either being paying a fee, or by being in possession of a Pass (provided by Gredius Mhaqs at the Frogwash Trading Company).
Here is the script that checks for the pass:
#include "nw_i0_tool"
int StartingConditional()
{
// Make sure the PC speaker has these items in their inventory
if(!HasItem(GetPCSpeaker(), "SHIPPASS"))
return FALSE;
return TRUE;
}
After that script is checked, there is a second script that fires the "jumps" to and from Frogwash Keep:
As you can see, the script is tagged to the player that is speaking to Captain Llevvren. Therefore, any subsequent player should also be able to go through the same dialogue and thereafter "jump" to follow the party leader.
If the other players have a pass, or pay the required fee, they should also be allowed to travel to and from the Keep.
Please let me know if that is not the case. Thanks and good luck!
A couple of us are working thru the mod in MP. For the most part everthing seems to work 'ok. Would like to report a problem with the "Frog Hopper" transport system. It works fine when returning to the keep, but in when leaving the Keep, the leader plus any associates he has are transported but not the other players. This has happened on every attempt to leave even after being transported back sucessfully.
Hey Firehawk,
Thanks for the kind comments. Just keep in mind it is a BETA....this module was originally a single-player game, and has been adapted for multiplayer use. However, I am going to have to rely on the Vault folks to help work out any kinks. The single-player version was bug-free; I hope I can say the same about the multiplayer version.
-Mersozz.
Hey just skimmed through it in the module editor - I was surprised at the amount of detail put into it. I hope to get a chance to play it sometime - it looks great.-Firehawk
Note from the module creator: I am very eager to get feedback relating to any bugs...I will make sure to address any issues that come up. I would like to move this from BETA to Final as soon as possible, and am very grateful to those who expressed an interest in helping to playtest it for me.
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