15 � 20 heures pour compl�ter l'intrigue principale et encore une dizaine d'heures d'exploration!
Number Players
Sugg�r�: Pas de henchmen en multi-joueur
Language
French
Level Range
1-20 recommend�
Races
Toutes
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Medium
Classes
Toutes
Scope
Epic
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
20
Max # Players
04
Min # Players
01
Min Character Level
03
Content Rating
Everyone
Alignments
tous mais pr�f�rablement - Bon
Gameplay Hours
18
Description
L'histoire de ces terres n'est pas si lointaine... En effet, voil� � peine 200 ans que les gens ont commenc� � s'installer sur ce nouveau continent. Ils y ont construit une ville, des maisons et tous vivaient de ce que la terre leur apportait...Mais peu � peu, on a d�couvert que nous n'�tions pas les premiers arriv�s ici et il semble que, bien avant nous, il y a eu autre chose... On retrouve des vestiges, des ruines.. Vous avez grandit dans la magnifique ville portuaire de Tolisse. Vous y avez �t� �lev� par vos parents qui ont d�cid� de vous envoyer faire un apprentissage plus pouss� de la vie. Vous avez donc quitt� Tolisse. Puis, sous les enseignements de votre tuteur, vous avez appris les rudiments de base de votre profession... Vous �tes revenu sur ce continent et vous �tes en route pour Tolisse. **VERSION 1.65**
Salut Kirua Écris-moi sur whitemage_@hotmail.com, je vais te répondre là ce sera plus facile! _________________________ - Où se cache le mal dans mon royaume? - Toujours où tu t'en attends le moins...
Posted by kirua13 at on02/06/10
Erf mon < spoil > n'a pas marché. Damn.. Désolé. Pire, j'ai double post, la honte...
Posted by kirua13 at on02/06/10
Bonjour. En parlant au démon final dans le temple de l'ombre, je décide de le rejoindre, il me demande d'utiliser mon "crâne des ténèbres" pour ouvrir le coffre derrière lui, qu'est ce ? Je n'arrive pas à ouvrir le coffre... Et je ne veux pas finir le module en bon ! Que faire ? J'ai bien la version proposée sur le vault. Très bon module sinon mis à part ce petit soucis, j'ai sans faire exprès lu des spoils dans les commentaires en cherchant une réponse à ma question, et j'ai chopé des trucs que je n'avais pas fait ! Par contre, j'ai vu quelqu'un dire qu'il "tomber dans un trou", je pense que je vais fouiner un peu...
Posted by kirua13 at on02/06/10
Bonjour. En parlant au démon final dans le temple de l'ombre, je décide de le rejoindre, il me demande d'utiliser mon "crâne des ténèbres" pour ouvrir le coffre derrière lui, qu'est ce ? Je n'arrive pas à ouvrir le coffre... Et je ne veux pas finir le module en bon ! Que faire ? J'ai bien la version proposée sur le vault. Très bon module sinon mis à part ce petit soucis, j'ai sans faire exprès lu des spoils dans les commentaires en cherchant une réponse à ma question, et j'ai chopé des trucs que je n'avais pas fait ! Par contre, j'ai vu quelqu'un dire qu'il "tomber dans un trou", je pense que je vais fouiner un peu...
Posted by byrrh at on01/02/10
absolument génial !
Posted by jlb73 at on10/14/07
Excellent !! Juste un bug mais Whitemage est toujours disponible après toutes ces années pour nous aider ! Un travail de très grande qualité !
Posted by Whitemage at 06:42:42 Voted10.00
Hi Baixiwei, Thank you very much for your comments! You've taken care to desribe all of which annoyed you or seemed weird ans that takes time. Unfortunately, I've designed code for most of the parts you mentioned that were "buggy" when I originally created the module. But for reasons I don't understand, each time Bioware had supplied a "patch", some of my code went buggy. It's the case for the Multiple Oeil Noir, (which is supposed to be taken from you before you find it again on Malhory). Also for the multiples Lumières de Retour... The spawns of the bandits and the orcs are normally "infinite" with a long timer between intervals but after the death of their leader, they're supposed to be limited to 2 times each then destroy themselves. If not, that again is a "bioware code" problem. It's the same problem for some objets or creatures! I've set every creature default sound to something close to waht they are, but sometimes along the way, I get players saying that they sounded funny. I check and they're right! I must say it's quite annoying for me as well to constantly recheck if my scripts and others things are still working as intended! For the conversations of which you must answer correctly, there's two places where I use this "method". The first one is in the Foret d'Irendille with the floating head, and the second is to enter the tower of the mage Terrax. I understand you're annoyed but here's a little explanation. You had guessed right when you say that some book or other part of the game supply you with information. But that's true only for the "floating head" quest. If you go to the Régions Inexplorées you will find a related part of this ritual and it gives you an edge when conversing with the head. For Terax's tower, the door is a magic door who gives information to Terrax on the subject you come to see him about. I know it's still annoying. :-) In the isle of Xarga, there's a trigger that when you enter the room and have in your possession an Oeil Noir, darkness areas appear and shadows as well. I supposed that if you've had multiple copies of this stone, it must have gotten buggy. First the areas of darkness are very cpu consuming. So multiples of that must have bugged your game for that part. Undead looking creatures responding not like undead? I must say I'm suprised. This is new. ALL the shadows, spirits, ghosts and skeletons, Malhory lich included have the undead descriptor as race. You're suppposed to harm them with positive energy just like you've guessed. It's supposed to be that way to help you deal with these monsters in a "creative" way. Sorry for the bug. :-( And a storm of Vengeance damaging yourself? wow. The Avatar of Shadow must have gotten in power in the past years! I don't know what caused this strange behavior but I assure you that was not intended! For the whole module, It's still strange. Some people report me that they experimented faction problems at some point in the game, others portals came suddenly non functional but were working before... I hate bioware updates because these bugs always occured after an update... And for this module, I must say honestly that I don't make updates very much. I'm in Neverwinter Nights 2 these times and I tought that "Les Mages de Brumes" was now obsolete. Anyway, thanks a lot for you review (and your vote). I hope that you had fun nevertheless of the few bugs you've experimented... (Sorry if I made some errors in my post, I'm french canadian) _________________________ - Où se cache le mal dans mon royaume? - Toujours où tu t'en attends le moins...
Posted by baixiwei1975 at on08/25/07
Thank you very much for a quite good module. I'm sorry that my written French is not good enough to write my comments in French. Although the plot is pretty much stock fantasy, the dialogues are well done, and I very much appreciated the size and detail of the world - although there was a fairly linear plot behind everything, there were enough side quests and directly or indirectly related things going on as to avoid the feeling of being railroaded. Only two things I didn't really like, design-wise. First, a lot of the dialogues required the character to choose from several sort of philosophically different options, with the penalty of being teleported elsewhere or annoyed in some other way for answering incorrectly. While I don't mind this kind of setup intrinsically, the supposedly "correct" answers didn't actually seem more correct than the others, even after seeing the interlocutors' explanations; and I feel there should have been some way to obtain clues in the plot (for example, by reading books or talking to other characters beforehand) so that a careful player could avoid just having to guess. Just a personal preference. Secondly, I like to see the world change as a result of my character's actions - specifically, it would have been nice if, after slaying the various bad-guy leaders, their subordinates stopped respawning. It kind of detracts from your sense of achievement after killing, let's say, the Orc leader, to find that the orcs are still running rampant everywhere just as before. Again, a personal preference and a very minor point. I met a few very minor problems which detracted a bit from the experience, although nothing game-stopping. I just mention these in case they might be useful for the builder to improve the module. ***** SPOILERS ***** Multiple Oeil Noir - I got one in the basement of my family's home, and another off the body of Malhory when he was sacrificed. I may have missed it, but I didn't see any explanation in the dialogue or journal why there should be two of these. Multiple Lumiere de Retour - I found two just lying on the ground in the unexplored areas, and got another from Cassandra, for a total of three. Again, as far as I could tell from the text, there should only be one. One or two custom creatures seemed to be using the "Aasimar, Male" voice set, which I think is the default - the only one I remember are the Ame en Peine in the forest. This voice set seemed a little strange for those creatures? After fighting and killing Terrax, I talked to the council and the dialogue referred repeatedly to a mysterious person who was giving Terrax orders, as well as a person named Kelligan. I don't think I actually learned either of these things from Terrax. It seemed as if there was a dialogue that should have happened but didn't, or a book I was supposed to pick up but didn't. When being tested on the Isle of Xarga, in the last test (fighting the previous Champion), the game got very buggy after I went into one of the rooms with the sarcophagi. My character's walking was stuttering after leaving the room - I often was unable to walk in a certain direction even though there was no barrier - and after several seconds, I would always be teleported back into that same sarcophagus room. I had to restore to an earlier save to get out of this. A lot of the creatures which looked and acted like undead, were not actually undead with respect to cleric powers. For example, I cast a "heal" spell on the skeleton form of Malhory - if he were undead this should have acted like a "harm" spell, but in fact it just healed him. Spells like sunbeam also seemed to affect many of the "shadow" enemies just like normal monsters rather than undead. Of course, this isn't a actually bug, if you decided that these creatures were not in fact undead ... just the appearance (especially for skeleton-type things) seemed a bit misleading. In the final fight with the Avatar of Shadow, I cast a storm of vengeance which, after a few rounds, started to damage me instead of the enemy. Unless the Avatar has some power to reverse the effects of spells, this seemed pretty weird.
Posted by baixiwei1975 at on08/25/07
Thank you very much for a quite good module. I'm sorry that my written French is not good enough to write my comments in French. Although the plot is pretty much stock fantasy, the dialogues are well done, and I very much appreciated the size and detail of the world - although there was a fairly linear plot behind everything, there were enough side quests and directly or indirectly related things going on as to avoid the feeling of being railroaded. Only two things I didn't really like, design-wise. First, a lot of the dialogues required the character to choose from several sort of philosophically different options, with the penalty of being teleported elsewhere or annoyed in some other way for answering incorrectly. While I don't mind this kind of setup intrinsically, the supposedly "correct" answers didn't actually seem more correct than the others, even after seeing the interlocutors' explanations; and I feel there should have been some way to obtain clues in the plot (for example, by reading books or talking to other characters beforehand) so that a careful player could avoid just having to guess. Just a personal preference. Secondly, I like to see the world change as a result of my character's actions - specifically, it would have been nice if, after slaying the various bad-guy leaders, their subordinates stopped respawning. It kind of detracts from your sense of achievement after killing, let's say, the Orc leader, to find that the orcs are still running rampant everywhere just as before. Again, a personal preference and a very minor point. I met a few very minor problems which detracted a bit from the experience, although nothing game-stopping. I just mention these in case they might be useful for the builder to improve the module. ***** SPOILERS ***** Multiple Oeil Noir - I got one in the basement of my family's home, and another off the body of Malhory when he was sacrificed. I may have missed it, but I didn't see any explanation in the dialogue or journal why there should be two of these. Multiple Lumiere de Retour - I found two just lying on the ground in the unexplored areas, and got another from Cassandra, for a total of three. Again, as far as I could tell from the text, there should only be one. One or two custom creatures seemed to be using the "Aasimar, Male" voice set, which I think is the default - the only one I remember are the Ame en Peine in the forest. This voice set seemed a little strange for those creatures? After fighting and killing Terrax, I talked to the council and the dialogue referred repeatedly to a mysterious person who was giving Terrax orders, as well as a person named Kelligan. I don't think I actually learned either of these things from Terrax. It seemed as if there was a dialogue that should have happened but didn't, or a book I was supposed to pick up but didn't. When being tested on the Isle of Xarga, in the last test (fighting the previous Champion), the game got very buggy after I went into one of the rooms with the sarcophagi. My character's walking was stuttering after leaving the room - I often was unable to walk in a certain direction even though there was no barrier - and after several seconds, I would always be teleported back into that same sarcophagus room. I had to restore to an earlier save to get out of this. A lot of the creatures which looked and acted like undead, were not actually undead with respect to cleric powers. For example, I cast a "heal" spell on the skeleton form of Malhory - if he were undead this should have acted like a "harm" spell, but in fact it just healed him. Spells like sunbeam also seemed to affect many of the "shadow" enemies just like normal monsters rather than undead. Of course, this isn't a actually bug, if you decided that these creatures were not in fact undead ... just the appearance (especially for skeleton-type things) seemed a bit misleading. In the final fight with the Avatar of Shadow, I cast a storm of vengeance which, after a few rounds, started to damage me instead of the enemy. Unless the Avatar has some power to reverse the effects of spells, this seemed pretty weird.
Posted by Whitemage at 16:19:25 Voted10.00
C'est peut-être une option "Post to Internet"? Si votre version logicielle est française, je ne pourrai pas t'aider plus... Ma version est anglaise. Mais je sais que c'est faisable, j'ai déjà fait des jeux en-ligne et le nom du serveur apparaissait. Évidemmen, l'idéal c'est de donner ton adresse IP à ceux que tu veux qui viennent jouer. Sinon, tu peux essayer de chercher dans le site de Bioware ou sur les forums d'aide. De toute façon, je ne crois pas que cela t'empêche de jouer. Bonne chance dans ta recherche. PS: Si quelqu'un sur cette discussion a la solution, ne vous gênez pas pour écrire. Merci! _________________________ - Où se cache le mal dans mon royaume? - Toujours où tu t'en attends le moins...