A generic village on a river. Some references made to the Brell setting.
Gameplay Length
The game itself is timed for 30 minutes.
The total play time should not go over 40 minutes unless you spend an inordinate amount of time customizing and equipping your character. Pregenerated characters are included in the ZIP file so this can be avoided all together.
Number Players
The module is balanced for 1-3 players. It is compatible with any number of players.
Language
English
Level Range
Characters will be set to level 10.
Races
Any, your character will be turned into a male Orc for the module. Suitable portraits and voice sets are advised.
Tricks & Traps
Light
Roleplay
Light
Hack & Slash
Heavy
Classes
Fighters, Barbarians and Rangers strongly suggested.
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
10
Max # Players
03
Min # Players
01
Min Character Level
10
Content Rating
Teen
Alignments
Evil! EEEEEEVIIIL!
Gameplay Hours
<1
Description
Waycrest is a farming and trading village located on the busy Davrus river. Increased activity by Orcish raiders has forced the Waycrest town council to increase the size of its guard force, establish a local militia, and request the assignment of an Imperial Legion unit to a garrison nearby. Nevertheless, Waycrest is still in desperate need of capable defenders.
...Unfortunately for them, that's not you.
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In The Pillaging of Waycrest, you play an Orcish raider in a position of command in a marauding warband. You've got 30 minutes to compete for a high-score in property damage and theft: burn anything you can't carry! However, the people of Waycrest aren't going to take it lying down...
- About the Module -
This module was created for Bioware's 2007 World Designer search.
All code is original, including the AI, cutscenes, traps, etc.
Please be advised the The Pillaging of Waycrest has considerably higher system requirements than is normal for Neverwinter Nights. Having an insufficiently powerful machine will result in strange behavior from the AI as Neverwinter Nights drops executions of scripts.
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All AI and systems are original to the module. Note that in particular, all NPC behavior is fully simulated: no Humans are spawned during the course of the module, all their behavior is dynamic.
Posted by markrendl at 2008-01-15 21:31:11 Voted 9.75 on 01/15/08
This is a neat little gem of a game. First off, I always enjoy games which cast you in a no-traditional role.
Challenging AI and a variety of ways you can try to carry out the mission add to its appeal.
My only quibble is the limited variety of weapons available, which forced me to redo the first guy I made since the weapon I specialized in wasn't available, wasting the three feats I devoted to it. However, as I generally was avoiding combat, it wasn't a fatal flaw
Could you be more specific about what happens with the Shamans, please? They shouldn't work any differently than the other Orcs for joining the party, the only things different are that they heal and cast spells, they even use the same AI scripts. Is this only in multiplayer?
Thanks.
Posted by biren666 at 2007-10-06 12:00:55 Voted 9.50 on 10/06/07
This is a great mod, the like of which I have not seen before, with lots of replay value. My friends and I replayed this one over and over (10 times?) to try to 'maximize' return. It was fun every time. The only downside are the occaisonal scripting problem with the shamans. Whenever someone wants to ask one or more of them to join in the raid, it seems to cause problems.
This is easily solved by ignoring them, however. Great work!
Posted by nereng at 2007-08-02 05:10:09 Voted 9.75 on 08/02/07
Probably one of the most replayable mods evah! I think it will be one of the top contestants in the Bioware World Design Contest as well!
I just fixed a couple leftover bugs, so if you didn't just download it, you may want to DL it again, Corey. (New version was uploaded at about 2:30 am on July 21st) I only had time to complete a rudimentary spellcasting system for the NPCs' AI before the deadline, (thank goodness for the 24 hour grace period after the contest ending, eh?) and the new one is much more robust.
Thanks for your interest. For reference, my personal high score is 12,300 points. Anything above 9K and you're doing pretty good.
I wish I had more time to balance for difficulty, but getting all the scripts working (there's about 5k lines of AI alone) took more than enough time on their own. A second version of the mod will go up after the 24-hour grace period with the review spoilers stripped out. I'll also maintain and tweak that version for difficulty and to add a few features I had designed but didn't have time to implement. (Like peasant bucket brigades, a few more hidden puzzles, more content in the tomb, etc.)