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NWN MODULES

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Title  Army of One
Author  Rohml (aka Rabid_Panda)
Submitted / Updated  10-09-2009 / 11-06-2009
Category  Final Version
Expansions  HOTU-1.68
Setting  Material Plane, but not in a continent you are familiar with.
Gameplay Length  10 hours for a standard game end-to-end, but will require more if you want complete all the allies and equipment.

Also for a complete game experience, it is advised you try to complete all the allies.
Number Players  1
Language  English
Level Range  20-25
Races  Any Race
Tricks & Traps  Medium
Roleplay  Light
Hack & Slash  Heavy
Classes  Any class that can fight Melee is recommended.

Sorcerer and mage classes might find some elements of the game quite different since this was designed primarily for melee fighting characters.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  25
Max # Players  01
Min # Players  01
Min Character Level  20
Content Rating  Teen
Alignments  All alignments, but missions are centered around Good or Neutral.
Gameplay Hours  14
Description
An action-packed adventure designed for Melee fighting characters. Fight evil foes, make new friends, battle your way through hordes of enemies and make a few things explode.

When someone challenges you with the question "You and what army?" You best reply: "THE ARMY OF ONE."

Features:
- 10 hours of gameplay, more if you try to complete everything.
- Multiple Endings (Total of 5 -- 3 bad, 2 good).
- Hordes of Henchmen to choose from (more than 20 unique characters). Collect them all!
- Multiple Custom Equipment
- Standard NWN Equipment are still useful
- Secret items and a secret henchman
- A lot of easter eggs.

===============================
Game Setup:
- Set Feedback to either "Text Only" or "Full".
- Set Single Player Item Level Restriction to 0.
- Should be played using NORMAL or Higher difficulty.

Gameplay notes:
- Though advertised as a Adventure/Action-RPG, there are still a lot of room for thinking. Most battles would not be won by barreling into hordes of enemies, but rather by strategically picking your moves to increase your chance of survival. There are also a lot of elements of problem-solving and experimentation.

- Also this game contains A LOT of secrets that you need to figure out for yourself. Clues will be left on books, conversations with towns-people and other unexpected areas. Also keep going back to already explored areas as each area has more than one use for it, their usage would depend on certain triggers to occur.

- Some secret areas are hidden in plain sight. Try to be observant and curious as entrances to hidden areas might just be hiding right in front of you.

- It is suggested you complete all the allies and all the journal-specified sub-quests.

- This game was tested using Fighter-Type characters, usage of pure magic-users might yield a different play strategy and results, though this game still allows pure Sorcerers and Wizards, it is advised not to use them as there were little testing done to how well they can do in the game.

===============================
(Might contain some spoilers)
File Version Log:
- 11/06/2009: (Medium update) Fixed some conversations. Recalibrated some items and henchable NPCs. Made correction with some of the mini-map labelling. Corrected some incorrectly named placables. Made some fixes on "Gossiping" with bar-patron NPCs.
- 10/31/2009 (b): Corrected issue with annoying booming effect.
- 10/31/2009: Another Huge Update:
Left a lot of clues for players. Changed one of the triggers of one of the events (though left enough clues for players to follow). Corrected some grammatical errors. Added more placables to add more flavour to the game. Added some early game items for players to use. Added more lootable chests. Changed appearance of some of the armors. Change visual effects on some of the items. Added a few enemies on some of the areas. Added some non-henchable NPCs for additional conversation. Added additional feature that will prevent PCs from leaving Bronze Town permanently without getting enough NPCs (16 henchmen or more to allow you to play the final two quests.)
- 10/20/2009: Huge update.
Recalibrated some NPCs to make them more effective. Increase number of soldiers in Koon Fortress. Added some additional sound effects. Corrected some conversations. Added more clues. Increased Spell Resistance of some special characters. Made some updates on DEATHTRAP areas. Added more lootable chests and added additional hostile creatures in Karsan Caves.
- 10/17/2009: Recalibrated NPCs and their abilities. Added some new items and lootables. Corrected some conversation bugs. Also extended part of Mission 1 of ACT II. Added some new scripts to enforce some of the rules (Deathtrap is now a true deathtrap :D )
- 10/15/2009: Fixed some conversations for when PC is Female. Also changed a few details for equipment for when PC is female. (Minor Update)
- 10/12/2009: Fixed some minor bugs and changed Final Scenario Mission.
- 10/09/2009: Initial launch.

Files

NameTypeSizeDownloads
ArmyOfOne_11062009.zipArmyOfOne_11062009.zip
Submitted: 10-09-2009 / Last Updated: 11-06-2009
zip2.4Mb715
Contains the module file, a readme file and a map of the exterior areas of the game (Not included are the secret areas and the insides of houses/ caves/ buildings etc.)

Please see File Version Log for information on changes.
ArmyOfOne_Walkthrough.zipArmyOfOne_Walkthrough.zip
Submitted: 10-09-2009 / Last Updated: 10-31-2009
zip531.18Kb352
Official Walkthrough of the game: Army of One

Use this only as a last resort since it contains some spoilers.
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Comments (30):

1 2 3

Posted by Rabido_Pandarus at 2009-10-3107:17:32    
I wish this forum had an EDIT POST section. :P ==== RE: Bug with booming during game. (this should not be confused with the Aura of Dispelling effect). I'll be uploading a fix for this module in an hour or so (just need to do some testing), though this issue does infact happen ONLY when you get stunned by the SONIC TRAP effect at the beginning, best solution for this is re-start the game and hoping not to be stunned (which shouldn't happen as I set the trap to LOWEST.)

Posted by Rabido_Pandarus at 2009-10-3106:51:49    
@soulg77 (Contain some spoilers) I re-checked this bug and I think it happens whenever the Minor Sonic Trap you've triggered (The trigger that will remove all your items) stuns you (this shouldn't since I've made it the lowest). During the game itself, there will be pulses of sonic-waves on your head that doesn't have any effect at all though saving-and-reloading your game will effectively remove it. I think it's a bug with the combination of the Cutscene and the trap, it's already active from the first time I've uploaded the module. I'll fix this soon, but not now since it has little impact on the game itself (minor graphic bug).

Posted by Rabido_Pandarus at 2009-10-3106:36:36    
@soulg77 You were referring to that annoying boom that happens AFTER the initial loading, right? I saw it too, I'm checking why this thing happens... sorry about that.

Posted by Rabido_Pandarus at 2009-10-3106:06:19    
Just a reminder: - The walkthrough is also updated to reflect the changes that was done to the module, so if you're playing the most current version (10/31/2009), the currently uploaded version of the walkthrough is the correct one (you may need to re-download the walkthrough if you will play the latest version of the game). - The updates done to the module won't really affect the story but only adds a lot more details and adds more features to help the PC get a better game-experience (not XP) from playing the game. - Don't forget to vote! (So I would know if I should make another module)

Posted by Rabido_Pandarus at 2009-10-3105:38:25    
@soulg77 That effect is intentional, It's like an opening bell ring for the module. I like it.

Posted by soulg77 at 2009-10-3017:09:09    
Just thought you should know that at the beginning of the module, there was some weird effect that kept firing, it looked like the sound burst spell effect. Didn't seem to have any effect but it was rather annoying.

Posted by Gamin at 2009-10-2811:31:15    
Rabido, Thanks for the explanation. You might want to consider adding that little tip to the description of the module on this site and in the load screen when the game is started. It would have eased some of the battles for my character. Thanks, Gamin Granny

Posted by Rabido_Pandarus at 2009-10-2805:47:59    
@Gaming Granny: Oh, forgot to specify that the Item Restrictions should be turned off, this game has some really uberred-up items (my NWN installer already has this off ^^:). To set the Item Restrictions off you need to open your "nwnPlayer.ini" file and change the value written for "Single Player ItemLevelRestrictions" from 1 to 0. It should look like this: Single Player ItemLevelRestrictions=0 This change is retro-active and should affect your current game as well (No need to re-do the game -- though it's always fun to do so). Also, thanks for the playing the game using a Female Character, I would appreciate if you can post some comments about it while playing as a female PC, since I made some differences on this game in some sections specifically for women. ============ @Realmz: RE: Finger of Heaven I didn't make any changes to this mission. RE: Dispeling Action Some enemies have this... "Aura of Dispelling" on them, which depends on your distance to them would cause any "buffing" effects on you to be dispelled. The reason I added this was due to a comment made by another player stating once he gets a certain spell active on him that he's basically unstoppable. This created a few problems with the challenge as it removes the immediate threat that some characters have against the PC (specifically the big guys on the Battle Quests section). I first thought to just check first for the character level of the player if he has any Sorcerer or Wizard class on him/her, but after weighing it down, those characters (Wizards/Sorcerers) already have a huge disadvantage on this game (since they have low HP and could not wear the higher-level armors that could otherwise protect them) that if I specifically targeted this effect to affect only those classes it would seem unfair for them. In fact, that spell alone is the only thing that protects them from being mangled easily, but them having use that spell unbalances the game in their favor so much. But then again, those characters who can cast this spell SHOULD be able to cast them and SHOULD have that affect. But I feel it's effect really makes light of how difficult some enemies really are (like that Adamantine Golem). This presented a few problems for me. I decided to make this an "indiscriminate effect" for all character classes for now, I wanted to check first for the character level of the PC (If he has X levels on Wizard or Sorcerer, but I can't decide on what X should be.) I also want to factor in Multi-classing characters, who might have X levels on Fighter and Y levels on Wizard, so for now it's a "global" effect. Also, only a few enemies have that "Aura of Dispelling", specifically big guys who are more often than not alone or those special characters (magic-wielding characters). Also it only affects you and not your allies or summons. I might change this in the future, but I will have to increase the number of enemies who has this aura (and possibly have "Placables" have this instead for more awesome effect), but it will entail a whole lot of testing.

Posted by Gamin at 2009-10-2612:21:20    
Rabido, I am puzzled about the mechanics of this module. First let me congratulate you on an innovative story and a well cordinated plot line, with intriguing quests and a world that has varied terrains and multiple areas. I have played this module up to the quest you titled "In the belly of the beast". By the time I reached that point I had accumulated most of the custom designed equipment intended for one or another of the henchmen. But...most of the henchmen could not equip the items as they were not of a high enough level to do so. That seems odd to me, as your walkthrough indicated the equipment was targeted especially for them. SPOILERS************************* Another point about leveling comes with the axe given by the gold dragon summoned by the dragon scales on the shrine on Tarton Summit. This axe was described as the ultimate weapon, but it carried a level restriction of level 46. As the level cap for PCs is 40, this means the axe is virtually unusable by the hero in this story. Who is intended to use this axe? END SPOILERS******** I was really puzzled by these two equipment elements. So much so, that I scrapped my game and started over thinking that perhaps there was a glitch in that game somewhere. I had used a premade character on the first go-through, and I thought perhaps that has caused some problem with the level restrictions. Therefore, on the second loading I started with a new character and leveled her up to level 20+, but the same conditions were there. How do I equip my allies with that wonderful armor and weapons when their levels will not permit? I have very much enjoyed playing this module, but I must admit to a large degree of frustration in terms of the epuipment! I hope to be able to continue with this second try, but from everyone's description of the finale I need that special equipment. Thanks, Gamin Granny

Posted by realmzmaster at 2009-10-2416:55:51    
@Rabido, Unless you consider the rogue class to be melee fighters then I can see the use of Shealth Mode, but for the other classes I do not think so. But you are the designer and it is your sand box, I simply have my opinons. To everyone else, YMMV.

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