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NWN MODULES

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Title  Dungeon of Death and Drek v1.2
Author  Clobber
Submitted / Updated  10-19-2006 / 12-14-2006
Category  Dungeon Adventure
Expansions  CEP-1.53 Requires Community Expansion Project
Language  English
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  01
Max # Players  03
Min # Players  01
Min Character Level  01
Gameplay Hours  15
Description
Dungeon of Death and Drek

This module requires HOTU 1.68 and CEP 1.52 (or 1.53) with the CEP 1.68_ck
update.

This module is my entry into the random dungeon genre. It is unabashedly Diablo-style hack and slash.

Latest Version is 1.2

Features:
- 15 level dungeon with end-level bosses, randomly occuring champions, and an end-game boss.
- Customizable via module switches. Most of these are accessible in-game. Starting level, starting gold, henchmen access, loot level, server mode, hardcore mode, and other switches allow you to play as you like.
- Supports SP and 2 modes of MP (group mode for small groups or server mode for use as a PW-dungeon).
- Random loot generation that scales with area level.
- Tons of custom items, including socketed items and power crystals (for socketing).
- Functional bags available (gempouch, keypouch, potion box, etc).
- XP-less leveling system ensure balance throughout the dungeon. You level up when you clear a new level. Monster CR increases by 1 each level.
- Almost all standard and CEP monsters are used. The dungeon is randomly seeded each game (or server reset) - you will never get the same game twice.
- Several henchmen available using MBHKit. You can use up to 3 at a time (depending on how you set the module switches).
- Extensive Gateway Stone teleportation system.
- Random magic item store with inventory that changes when you level up.
- Various other scripted stuff.
- PRC-friendly. That is, PRC is not required at all, but you can add PRC to it with no conflicts (assuming you also add the appropriate CEP/PRC mergehak). See PRC manual/forum for details if you don't know how to do that.

Files

NameTypeSizeDownloads
Dungeon_of_Death__Drek_version_history.docDungeon_of_Death__Drek_version_history.doc
Submitted: 10-19-2006 / Last Updated: 12-14-2006
doc5.07Kb331
--
Dungeon_of_Death_and_Drek_v1_2.zipDungeon_of_Death_and_Drek_v1_2.zip
Submitted: 10-19-2006 / Last Updated: 12-14-2006
zip1.7Mb696
--
SCORE OUT OF 10
10
6 votes
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Comments (25):

Posted by Shiro Makoto at 2009-10-11 11:17:54    Voted 10.00 on 10/11/09
For the last few sessions, I've been running this mod with a group of friends of mine. I upgraded to CEP2 and set up the PRC 3.3g and it was a blast. We've had countless hours of fun and it's easy to edit it to your own needs. The only thing I would want is tweak the difficulty a bit. Even if I lower the levels of my comrade it seems like (though I'm not sure) the encounters scale by the party's level.

Besides that, I love it, and I really hope people can find this gem of a mod. It's a shame it isn't more well known (like the RDG is)

Posted by knightsvalor at 2008-06-21 11:00:41    Voted 10.00 on 06/21/08
Awesome mod! I spent ages trying to find a random dungeon generator that was worth playing. Playing this multiplayer with a group of my friends, and having a ball with it! Great work.

Posted by Jaggus at 2008-01-06 22:09:19    
Awesome mod so far. I think I will have to start another game though.. I beat the boss on that "green" tileset with the "tall, thin" door at the end. Even though the key that the BOSS dropped opens the door, there is no passage through it - it opens to a dead end =( This character is stuck on level 3 because of it.

It's all good though because I wanted to start over with a character that's more exciting to play than a fighter anyhow :p

Posted by timmypoohead at 2007-12-05 12:18:41    Voted 10.00 on 12/05/07
Brav-Freakin_o Clobber! This is by far the best dungeon mod I've Ever Played!!! Keep up the good work!

Posted by Clobber at 2006-12-21 15:49:16    
Glad you liked it. Thank you for the vote.

Posted by VanceXT at 2006-12-21 11:40:05    Voted 10.00 on 12/21/06
Really, this is unbelievably excellent.

Posted by Clobber at 2006-12-17 14:47:48    
Sounds like the hak you need is cep1patch168_ck.

Posted by gearhead456 at 2006-12-17 09:19:34    
Well everybody smacked me around for my comment. I have all the CEP updates and this mod will not work. I have 1.52, 1.53, CEP and my game is 1.68. So tell me how to get it to work and play it. I'm not a computer wiz i can bearly put mods in my game. I was told by a frind that I would have to reload the cep and on dial up thats for ever to do. I try and rate evey mod I play all my rating start at 5 because of the hard work that go's into building it. I just dont know why this mod will not work mybe I need to reload all my NWN. I feel bad about giving this mod a one I dont know if I can revote after gitting the mod to work I'll try. So please accept my apology for my lack of understanding the way cep works.

Posted by Clobber at 2006-12-14 02:06:53    
Version 1.2 posted. This version fixes all issues I found with socketed items, after doing quite a bit of testing. Socketed item names should always appear correctly and they should stack and work exactly as Clovis describes.

Also some conversation tweaks and other minor bugfixes.

Thank you to those people who gave me good scores. It's appreciated. Don't forget to post bugs you find.

As for taking the module to lvl 40, the biggest problem is lack of monsters. I used standard and CEP monsters as they were (except for Champs and Bosses), and CR increases by 1 each dungeon level. Past level 15 or so, there are very few options for monsters. Plus CR starts to break down and becomes less and less reliable at very high levels.

Posted by Mixplikt at 2006-12-12 12:39:55    Voted 10.00 on 12/12/06
greatwork

Posted by Malak Darkhunter at 2006-12-11 19:54:39    Voted 10.00 on 12/11/06
Let's balance this out a bit, this mod deserves a chance.It really is a good hak and slash mod.There are not enough mods out there like this.Would love it if eventually it would take your character all the way to level 40.

Posted by Clobber at 2006-12-11 11:07:32    
1. CEP 1.53 and CEP 2.0 can co-exist just fine. You can have both, and CEP 1.53 is used in far more modules than CEP 2.0.

2. I started this module long before there was a CEP 2.0, and I see absolutely no reason to upgrade. The only CEP stuff my module uses is creatures and items models, and these have not changed much if at all since CEP 1.53.

3. I have asked Maximum to remove your vote, and you, from this site. Whether he will or not I don't know but you are either too immature or too stupid to be here. Voting 1 on a module you haven't played just because it doesn't have your favorite hak is immature and/or stupid, and users like you (gearhead) only hurt the purpose of this site. Have a nice day.

Posted by Malak Darkhunter at 2006-12-11 00:00:09    Voted 10.00 on 12/11/06
Just to follow up on that cause most newbies in NWN don't seem to know, just because you have cepv2 dosen't mean you have cep.In fact you only have a small part of it.It is a hak by itself...seperate from the original cep.You have to download Cep full try version 153 full..to get all the cep.You may have cepv2 but you don't have the custom content cep has to offer only what it gives in cepv2.Having just cep2 means you can only play mods requiring cepv2..wich are very few right now...Also you need all the patches including v168 which fixes the visible cloaks released in the bioware 168 patch..hope this helps those of you who do not know...

Posted by Malak Darkhunter at 2006-12-10 23:51:41    Voted 10.00 on 12/11/06
Gearhead.... I don't guess you realize but....(Their's no such thing as downgrading the Cep!!)Sheesh it's a hak,cep 153 is a patch,with custom content, having Cep 2 means nothing your missing most of the Cep content if that's all you have.If you have all versions of Cep you can play any mod That requires it! Gee voting a 1 is a bit childish don't think..especially since you don't seem to know how the cep works in mods.

Posted by Clobber at 2006-12-10 00:00:28    
Well that's why it says CEP 1.53 required...


Posted by gearhead456 at 2006-12-09 22:51:26    
your mod dose not work C.E.P. 2. I will not down grade my C.E.P. to play this mod please up grade it to C.E.P. 2.

Posted by Clobber at 2006-12-01 17:13:58    
Release version 1.0 posted. The module is in pretty good shape, and everything works as intended in my playtesting. I will continue to support the module if anyone finds bugs. Comments/suggestions/bug reports still welcome.

Posted by Clobber at 2006-11-15 14:37:51    
Updated with various bugfixes. Removed previous versions.

Posted by Clobber at 2006-11-10 00:59:43    
For some reason WinAce won't let me create a valid .rar for version 2. The zip file works fine.

Posted by Clobber at 2006-11-10 00:44:03    
Beta version 2 update posted. See description for details.

Posted by Clobber at 2006-10-25 17:37:47    
Thanks for the comments Malak. I'm not sure about adding tileset haks as I personally play the module using PRC, and just keeping CEP and PRC patched and integrated is tough enough. Not sure how adding a tileset hak would affect things. As is, most of the standard interior tilesets are represented by multiple random map choices.

I have been making more progress on development. All module switches are now accessible in-game by talking to the first NPC. Starting Gold can now be adjusted as you like, as can starting level. Content now goes to level 15, and the next version will be complete through 15 levels, including an end-game boss. There will also be more random maps. My goal is to have the next update ready within 2 weeks.

Posted by Malak Darkhunter at 2006-10-22 21:39:50    Voted 10.00 on 12/11/06
I played through 4 levels of dungeons.I encountered no bugs,the game ran real smooth,nice little hack and slash module.The repetitive scenery of the dungeons however kind of did it for me though.After level 4 I got tired of seeing the same old thing.What this module needs is different tilesets,and placeables.liked the treasure and the gem system you had in place.If this module was final I would give you a fair score,but I don't want to vote on it in it's beta form,if you update the module then I will give you a score based on that.Keep polishing!

Posted by Clobber at 2006-10-20 00:21:21    
Yeah, I always cringe when I see the orc boss instead of the goblin boss. He's earned me more than one death token. I usually use a henchie to tank him, but he can be beat solo too if you're patient. Couple tips:

Try clearing everything else before fighting him, and make sure you have throwing axes or some other ranged weapon, then kite him. He's only fiercesome in melee.

After you get a couple chests (and the vault if you can) it can be good to gateway back to the outpost and buy some better gear.

You can also put up a return portal in the room you plan to kite him, and use it for quick escape if necessary. Make sure you put up the portal ahead of time though - you can't do it during combat.




Posted by Malak Darkhunter at 2006-10-19 23:21:40    Voted 10.00 on 12/11/06
Just started playing,looks promising,I like random dungeon games,ala angband,moria etc...right away though it looked like the character could use just a bit more starting gold,and the first boss did a little too much damage,I chose the no henchaman option,but even a 48hp stating level 4,the boss creamed me his damage was a little to much,I fought the bloodguard orc.Love what your doing with this mod though will play some more.

Posted by Clobber at 2006-10-19 12:43:37    
Comments and bug reports welcome and appreciated. I will fix any bugs that are found.

Voting is enabled, but be aware this is the first public release and the module is still beta ATM.

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