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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 realmzmaster at 2009-10-2416:37:32    
@Rabido, Why has the Finger of Heaven quest changes? In the non-updated module I was able to blast the doors of the informat cage and come back later to pick him/her up. Now the informat comes after me ven if I had no contact with the informat, which makes the other two missions more difficult because the informat will get caught in the blast and I have to run back to revive him/her. Since he/she is not a henchie I cannot tell him/her to stand ground. Thereby I am forced to save the informat last. I have to target either the base commander or the obelisk first. I thought it would make far more sense that once the informat sees the cage walls missing he/she would look for a way out and not run toward the enemy or stay in place and wait for the rescuer to come back. If I target the either of the other two targets would it not make sense for the soldiers to kill the informat. Thereby ensuring he/she cannot get back with vital intelligence. Also why when I take a potion of invisibility now it does not last as long as it is supoose to if I do not initate combat. I get hit with a dispel magic that seems to come from nowhere. I notice the same effect happens in the cave with the Adamantine Golem. Why can't the player character use ingenuity to solve a problem? As far as shealth mode this is not the melee character's forte. You are basically limiting the order in how the quest can be solved.

Posted by realmzmaster at 2009-10-2413:14:37    
@Rabido Shucks! You mean the pretend Knight of Solaris. Well I guess that is one ally I will not get, because I killed Caina but did not search the area. So that is the Killing Fields. OK! I can live with that.

Posted by Rabido_Pandarus at 2009-10-2411:47:18    
RE: Locks I already discussed this before. A bashable locked-door to a melee fighter is like any other unlocked door. They could easily bash it without so much as a forethought. That is why I wanted to have doors that are inaccessible unless you have some specific "things" with you and this is not the first time an CRPG has them, a lot of modules have these (locked chests that requires DC 50 to open). They are also "your prize" for getting certain henchmen with you. Beside those doors only contain a few bonus items and nothing that would be crucial for the game. Aside from Harla, there is one more henchman with a good score in open-locks. Also one of the doors can be opened without so much trouble, it only has a DC 10. RE: Henchmen Yes, it was designed that if you don't have a certain item (or fumble your conversation with them) that you lose them forever. Because, to make it simple, you failed the "test" or "mini-sub-quest" to get them, there should be a solid consequences for that kind of failure. Only four allies have these conditions, and they are actually just standing there waiting for you to talk to them (Harla begins dead, but a revival scroll is not that expensive.)

Posted by Rabido_Pandarus at 2009-10-2405:56:39    
@realmz Btw, it's "rabido", like rabid + an "o". :) RE: Script Error The strange error you have encountered according to what I've researched is based on scripts that a creature runs. The error signifies that there wasn't enough time given to it to complete the run of the script. The script you described are default NWN creature scripts, I'm not reallt sure why this error happens but it's kinda difficult to test it, since sometimes it happens and sometimes it don't. RE: Walkthrough Will correct the walkthrough and also add some other elements to it, will update the file soon. RE: Caina She's in Haven Inn. I don't think you could have missed her, but it is possible (I just noticed it recently) since the color I've used for her armor reflects the surroundings. I might change her appearance to make her more attention getting... the armor should have done that, but I guess she blended it because of it instead of standing out.

Posted by realmzmaster at 2009-10-2322:11:18    
@Radibo, The wlakthrough says the Chamber of Warriors is in the South-West most part of the map, but I found it in the North-West most part of the map. Also when I fought the warriors i got this strange error message: Script nw_c2_default4, OID:80001212, Tag:Warrior, Error:Too Many Instructions. The number at the end of default chnage to 5 or 6 depending on the warrior and the OID change to either 80001224 or 8000122d. Also the walkthrough mentions the Killing Fields that Caina takes the character. What Killing Fields and who is Caina? It is important because one of the allies is there.

Posted by realmzmaster at 2009-10-2311:41:37    
Radibo, Nice walkthrough.

Posted by realmzmaster at 2009-10-2311:32:58    
@Radibo, You just made my point the dragons are overpowered if you have anything less than 23 allies plus your character. What is the minimum number of allies you need to win the finale? Have you tested it and won with say 10 allies? Is that even possible? There is no fun in getting to the end of a module and you have no chance of winning with the equipment or people you have. You should have a chance to use superior tactics to win. The battlefield has no terrain. The lack of terrian gives the dragons a very big advantage. The finale simply becomes a war of attrition where the dragon have the advantage. The finale is simply a slug fest. You state that this module is for melee characters and then you put in doors that cannot be bashed and most fighters will not be able to pick. If you miss getting Harla you cannot get in certain doors. If you do not have the victim's ring you will not get Harla as an ally.You only get one shot at getting her. Also why am I damage by a meteor storm twice with no way to protect my character or my allies. On most battlefields the defenders have a chance to set up defenses. What defender is not going to make use of the city walls and it's defenses. I have played many NWN modules where this has worked effectively and the attackers still have a huge chance to win. I am not knocking it the finale. I have tried the ending before I know exactly what the dragons can do. The instructions given are to defend the wall. If you actually do not have to defend it why give those instructions? I know hidden areas are a standard in RPGs. I have been playing CRPGs since Ultima I, but clues are given that the area exists. I should not constantly have to back track over every inch of an area I just covered to access an area that is only accessible after the ending of a mission or Act. Most modules do not limit where you can go or if they do tell you to come back later and you may be able to access the area. This gives the character a clue that it may be important. The clue would narrow where I have to search. I could over hear a coversation about someone talking about a Chamber of Warriors. My journal logs the coversation. I can then decide whether or not to follow up. Also some of the people you talk to yeild no dialog. You click on the person and they turn toward you but no dialog. Not even a Hi. It feels more like a scavenger hunt without the list. Also most PnP adventures have a DM that provide the back story. It is not left to the character's imagination. You are the DM in this module you are responsible for providing the back story. Why would a city or region allow a mad wizard to lock off a part of the region. You could have said because he was allied with the Koons (which he was). The Koons annexed the area for his use and the mayor allowed it rather than risk an attack. The character could over hear this in conversation. I have no problem with clues being subtle, but not obscure. Since the allies play such a large part in the finale the character should be able to find enough allies to have a reasonable chance at winning.

Posted by Rabido_Pandarus at 2009-10-2300:05:31    
Searching around areas for hidden things is a standard game-feature of any game and I feel it shouldn't be described in-game. All RPGs have them. RE: Henchmen As described in the read-me file, this module is all about henchmen collecting and therefore this becomes your most important mission. I purposely created the FINALE to be very difficult to complete if you don't have as much allies with you. RE: Finale Dragons They have to be that powerful since they are the final bosses. According to this module they are a big enough threat that it requires a full army to defend against them. Anything less would make them wimpy and would give PCs less of a challenge and would be very anti-climactic. Also I don't believe that if you add all the allies plus you that you'd come short. No. I tried that scenario numerous times and I actually felt the dragons are at a disadvantage against 23 (+1) people whacking at them, there is a sort of challenge (which there should be, this is the FINALE) but if you equip them well, there will be no problems. I tried it at NORMAL, HARDCORE and VERY DIFFICULT and I still finish it the same way. You should try it before you knock it. RE: Mad Wizard and the key He's probably a Mage of Garoo, or follows the Mage's of Garoo teachings or probably built the gate so he can keep the treasures to himself or probably swiped the key from someone else. I purposely did not explain this to the PC for him to create his own conclusions on how did he get that key.. Also, sometimes you don't get to know certain things because you've eliminated the only person who knows that information. This is true for other reasons as well (for ALL RPGs GAMES), some elements of plot and how it actually happened will be omitted from the player if it does not progress the story at all. But if you don't know what the key is for, the journal next to it would give you some latent clues on what's it for. (The Wizard makes regular trips to Magi Graves in the swamps, how can he get in if it's lock... a there's a rusted key beside the journal.) RE: Outcast City That area is accessible from the very beginning of the game, though you can only get to it after ACT I (I can't say anything more as it might spoil it). The trigger in OC (which appears in the middle of ACT II) was designed to appear later because the allies and equipment you can get from that trigger would be too overly powerful against your current enemies and it would imbalance the game. Then again, the only thing you need from that area is the jar that you need to buy. The focus of that whole quest is the Swamps and how to access it. It is suggested to return to already explored areas to check for something new, if you talk to some of the townspeople somebody would tell you something like that. Aside from that I believe I've left a lot of latent clues on how to solve the other things. RE: Non-Stormable areas Some of the areas that you can't storm out of are designed with the following things in mind: 1.) You have to complete the mission first, before you can leave. 2.) The areas in which you can't storm out has some sort of magical properties (or possible natural properties -- such as being under a deep cave or in a magical sanctuary or being in a completely different dimension) to it that it prevents the energies used by the Stormer Device from activating (think of it as cellphone signals.) Some areas like Katha's house is magical enchanted so you can't leave. RE: Forger A PC should be able to figure out this by himself because of some latent clues in game itself (and by using his own experience). Regardless, that quest is not required at all if you think about it, it's a alternate ending that will pretty much just end the game quickly. This is a special bonus and not required to complete the game. RE: Xp through enemy hordes I honestly don't know how to increase XP received through killing creatures and I often just adjust the CR rating to fit it realisticly among the other hostile creatures. I don't have any reason to change anything for at as well since I depend on the standard NWN features to handle XP drop from creatures. Once again, the henchmen were not designed to level-up in the game and the only way of improving them is to equip them well.

Posted by realmzmaster at 2009-10-2222:15:21    
@Radibo, The Dragons in the finale are overpowered. Each dragon in the first wave has over 2000+ Hp and have damage reduction. That is over 10,000 Hp. If you add up the allies and your character you are going to fall short of that number. Also given the fact your allies may not heal themselves makes for a very long ending. Especially when you are hit by a meteor storm at the beginning. Some of your allies will lose one-third to one-half of their hp if you get them all. The second wave has over 3000+ Hp along with the big boss at 5000 plus heal. Winning may be doable but it is also extemely tedious. The only thing that makes it bearable is that you can save during combat and do something else to get your frustration level down. Also the experience awarded is unkind. I get the same experience for taking out a elite guard as I do a wolf or giant spider? Your character and allies should be able to improve. If you had told me I was only going to get experience for completing quests it would be fine. I could live with that. I found the module to be enjoyable until I got to the Finale and discovered that my chances of success was based on the number of allies found. Certain side quests make no sense. What clue is there to know that you need to have a mary herb and the precious papers to get the forger to make a copy? There has to be clues given to alert the character. I like the module, but certain parts do not hold together well.

Posted by realmzmaster at 2009-10-2221:44:55    
@Radibo, I agree that the Fatal Four quest is more realistic that way,(I see that you have been inspired by a comic book theme), but taking away the ability to storm out of certain areas without a reason is not. I understand not storming out after being hijacked after the null generator quest, but certain areas you do not allow storming out with no rhyme or reason. Also certain areas (like OutCast city) only appear after certain missions are completed. Why? Thereby you miss allies, because there is no clue given that Outcast city is available or that maybe you should re-search all the areas. Why is the gate to the swamps locked and the mad wizard has the only key? Also certain allies you cannot get depending on your decisions. This makes the ending just about unwinnable, because every ally counts.

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