"Pool of Radiance a neverwinter nights module based on the SSI computer game 'Pool of Radiance'. Which is based on the 1st Edition AD&D adventure module 'Ruins of Adventure'. NOTE: There are two version in the mod file one for SOU and HOTU users and one for original game owners. Both are similar with a little more content in the SOU version. The Pool of Radiance mod being created using Bioware's Aurora Toolkit for NeverWinter Nights is an adaption of 1st Edition AD&D rules to 3rd Edition AD&D rules, so certain modifications are nessesary during development. Readme Converted to PDF format by: Rob McConachie"
The modifications done to Chris Fowler's work are to support multiplayer better. Will also be doing bugfixes on request and some gameplay tuning.
Note: I have attempted to contact the original author for permission for this work but so far have not received any correspondence. If it is a problem, I will happily remove this module.
Note2: To restart the module you must delete the database files for this module in the nwn/database directory. Be careful doing so!
Features planned:
-Resting in unsettled areas with random encounters (encounters removed when area cleared). Slums done as "proof of concept".
-Possibly add in-game map of the area (from the manual).
-Add henchmen quest completion for finishing game.
-Update models to CEPv2.2/CCPv2.2 (TODO: quicklings, thri-keens. Leave a msg for others.)
-Make town more lively.
-Make henchmen more interesting.
-Add guards to areas recovered that don't have them already.
Current alpha has issues with Podol quest. The new spawns interfere. I'm doing a few runs through the quests and making sure they are completable. Up to the Zhentil quest I believe. Guard suggestion - yes I agree. I noticed the same myself - will look into putting some more guards around the place.
Posted by Jedijax at 2009-09-0822:09:01
Is this out of BETA yet?
Posted by barwid02 at 2009-09-0808:03:42
Also I noticed that after ?securing? an area, town guards appear. This only happens in the Mansions district and the slums. Should this happen in other areas too? Would be nice to see the areas become inhabited again once you?ve cleared ?em. Just a suggestion!
Posted by barwid02 at 2009-09-0803:21:35
They are mainly situated within the houses of the Cadorna Textile House area as well as the main building. Looking forward to playing this again when it's finished. Does anyone know whether any of the other Gold Box games are being made / remade?
Posted by DarthShiv at 2009-09-0620:39:15
Will look into the Gnolls issue. Am trying to finish all main quests and make sure they are all completable (still!).
Posted by barwid02 at 2009-08-2805:18:32
Pleased this module is being spruced up. One mistake I noticed in the original was the gnolls in the textile house were actually bugbears. Has this been ironed out? Thanks. PS it would be great if someone could make Pools of Darkness
Posted by DarthShiv at 2009-08-0720:58:31
"Will "CEP2.2", and "CCP" (Community Creature Project) still be used in this actual adventure module?????, please reply." v1.19 uses them. I am just playtesting all the quests atm (slow process - limited time available!)
Posted by Sarah at on08/07/09
Very nice module. Thanks guys.
Posted by attorrman at 2009-08-0712:12:05
Will "CEP2.2", and "CCP" (Community Creature Project) still be used in this actual adventure module?????, please reply. _________________________ michael sharp.
Posted by DarthShiv at 2009-08-0305:50:39
CCP = Community Creature Project. Currently I am using version 2.2 for the alpha. Henchman inventory support is something I'll look into doing at some stage. Currently, my main aims are more a multi-party friendly world, stabilise quests, update models and game balance. Henchmen will probably come after that. v1.18 doesn't really do anything over the original release other than enable multi-henchmen and multiplayer (but not multiparty). Apologies on updates over the weekend... I forgot I had a holiday planned!