No restrictions on alignment but the plot and NPC interactions favour non-evil.
Gameplay Hours
10
Description
This is Part Two of a two-module adventure.
The Amergilus Legacy continues the adventure started in the earlier module Murder in Mireford. Although this module is probably best played as part of a continuous adventure with Murder in Mireford, it is also possible to play The Amergilus Legacy alone.
The module can be entered from a completed game of Murder in Mireford (version 1.3c or later) (must use the .rar version of The Amergilus Legacy). It is also possible to use a premade character, from an earlier version of Murder in Mireford or elsewhere, or even a newly created character (who will be automatically leveled up to level 8); for both of these options the mini-module Road to Tharfield will also be required. Please read the attached module notes for details.
Version v1.1 (07 June 2010) corrects issues raised here by a number of players.
Version v1.11 (16 July 2010) corrects an NPC conversation which wasn't offering a quest option if the PC didn't ask about the quest on the first encounter.
Version v1.12 (18 August 2010) adjusts the scripting associated with an NPC conversation (djinni) so that players cannot bypass a challenge by walking away during the converstion.
Version v1.13 (17 April 2012) adjusts the scripting associated with the fire elemental's conversation so that it will start again from the beginning if interupted.
Because of the underscores that were inserted into the module name on uploading, this version will not link with Murder in Mireford or The Road to Tharfield (but is fine as a stand alone module). If you wish to enter The Amergilus Legacy directly from the earlier module, then you should use the module version from the compressed (.rar) file.
Steve -- Thanks for the vote and comments. * Not too sure what the problems are with the horses, but in any case nothing much I can do about it (it's down to Bioware's programing). * Again not too sure what the problem is with the helmet - assign it to a slot on the quickbar and then it's just one click to equip or unequip. I'm not aware that any other players have had a problem with this. * I've fixed the potential issue with the fire elemental's conversation, so that it will now start again from the begining if interupted (but I am a bit puzzled as to why there was a fight in the middle of his conversation). As always, player's comments are very useful to have. -- Bardil
Posted by Steve_Savicki at on04/16/12
Okay, I played the series backwards. I started the Road to Tharfeld module first LOL! _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by Steve_Savicki at on04/16/12
.25: horses- NPC wouldn't get on due to having a "tail" -.25: horses- too depressing to see them die when you fought their riders. -1.00: helmet scripting- had to remove and put it on every time to use an obelisk... pain in the butt- made the game last longer than normal. -1.00: fatal error: if the fire elemental fights in the middle of dialogue, the dialogue for him to restart in order to recreate the gate is not available again. A module with solid storyline, but needs polish. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by Bardil at 2012-04-1208:30:08
Muric -- Again, many thanks for coming back to vote and comment. -- Bardil
Posted by Muric at on04/10/12
like murder in mireford, I played pretty much bug free the whole way through. did encounter an annoyance in the elemental plane of air though. for whatever reason after roman died, and I raised him, he didn't rejoin the party as expected, nor give the dialog option for it(it showed some dialog I'm not quite remembering the exact content of, aside from that it was rather confusing to me). It was fixed by opening the dm chooser, killing him again, and then re-raising him. I suppose my main complaint was the weapon selection(more so in mireford then this mod, definitely need better monk gloves) seemed rather limited, and that the Amergilus Legacy seemed so much shorter then Murder in Mireford. I couldn't help thinking it could maybe use another side quest or two. the discovery regarding the amulet was rather interesting, assuming the demon's theory was at all accurate(it was a demon after all). where exactly to place a side quest I think might be a little more tricky. Perhaps simply expanding on the elemental planes by an area or two would due(despite the fights along the way they really still felt more like a short jog from point a to point b. Again, though, it is a pretty solid module. there was at least one fight that certainly seemed near impossible(the last fight on the trip back to Tharfield stands out). kinda made me wish I was playing a paladin or cleric(which I might next time). I think I ended up dm killing it; something I think I only ended up doing twice in the whole series, out of frustration of dying again after respawning, before I got more then a step away. In short, some fights could stand to be a little harder, some could be a just a tad easier, but this likely is due to my choices in character development, as I noted on Murder in Mireford. in any event, I'll be looking forward to either a third installment in the series here(should you decide to do one), or whatever it is you've got cooking on your NWN2 project(despite how much I dislike the game-play on nwn2). _________________________ jml's list of community addons/overrides, etc. Link
Posted by KICK at on11/09/11
okay, I got through the 2.5 version from beginning to end with a Paladin. Everything worked as it should with no faction issues and all the quests I did seemed to operate normally. After thinking about it this module has an "epic" feel but doesn't have enough "story" to give the player a sense of "epic accomplishments". The Courtyard of Solitude is great and the story there is very solid. As the player rolls through the scenario there needs to be a sense of building tension as each "boss" is overcome. This could be accomplished by adding more conversation options or by journal entries. Perhaps a "freed prisoner" in the vicinity of the Underdark could relate what he's heard to the character to give more emphasis to the plotline. The sense of progression is mostly uneven from boss to boss. There's so much here to like that I hate to even nitpick at all but a few additions will really kick this module into high gear. The Bordello of Blood and the Courtyard of Solitude are stand outs. Gloomtyme could use some more conversations and activites that further the plotline (from odd angles, just hints of what's to come). All in all it's a really fun module and I recommend it completely and without reservation _________________________ A special note for Moderators: Please do not just go to the link and delete or lock the thread right away. Several times on the boards perfectly legitimate topics have been deleted or locked. Evaluate the post first, but please delete the post containing the links once you have taken care of the situation so other moderators will know you've taken care of the situation. Once you have dealt with a post on this thread, make sure you come back here and delete the message. Or, when you deal with something on your server board that you think may have gotten a response here, COME CHECK!!! Checking this thread should be a daily thing, so old offenses should not be present for more than a couple days! Do not edit this thread at all. Only Admins and Managers may make changes to this thread. Please do not PM Mithan for issues that should be handled by Moderators, that is why this post is here. Thanks.
Posted by Bardil at 2011-09-1502:18:21
Hi Blatob -- Thanks again for the comments and vote here and for Murder in Mireford. -- Bardil
Posted by Blatob at on09/14/11
As i said concerning "Murder in Mireford" too many too powerful items. Granted, there are some tough fights in this module. Side quests are not as developed as it was the case with the previous module. Still, this is enjoyable and fun mod.
Posted by Neilium at on07/28/12
Hi Bardil! You're welcome, it's a great feeling to 'give back'... glad I could help! I just finished playing and enjoyed it even more this time around! Beautiful cut-scenes, felt well-polished and 'just-right' all around. I hope you have another sequel to the sequel planned, or perhaps a brand new adventure? Either way, looking forward to your next mod and thanks for the fun! :)
Posted by Bardil at 2011-07-1208:34:25
Hi Neilium, Many thanks for spotting this. I re-loaded "The Amergilus Legacy.mod" onto the vault, but it appears as "The_Amergilus_Legacy.mod"!! As you point out, that modified module name isn't recognised by Murder in Mireford. I'll put a note on the file so that folks know which one to use. Bardil