A humorous mix of story, tactical combat and puzzles. 90 minutes of gameplay, with replay value.
Level 6-8 Single Player only (will auto level you if you are lower).
Introduction �This is a tale of missing Brothers, and disappearing towns. Of a quest for Perfection, or perhaps just gold. Maidens in Towers, Giants up Beanstalks and Sleeping Beauties. �
It�s all just a fairy tale, isn�t it?
Features:
Varied challenging combat � Many fights with custom scripts.
A scoring system that lets you know how well you have done.
A set of devious puzzles to solve and collect the Puzzlers reward.
Play any race, class or gender you want.
Balanced for full tactical party combat.
Use of non combat skills/stats.
Many custom items and weapons with full descriptions.
Many Hidden Easter eggs in reference to Planescape and Fairy Tales.
An entry for the April 2007 Brothers Grimm contest.
The Cry Wolf leader board can be found at Link The leader board was active until the end of may 2007. Thanks to all those that posted and voted!
YOU NEED TO DOWNLOAD BOTH FILES.
Follow the instructions within readme.txt for install.
Version 1.04:
- Tweaked a few convos to change emphasis.
- More in-game puzzle hints.
- Genie shop weapons balanced.
- Fixed bugs causing multi-conversations.
- Fixed some bugs in maze.
- Fixed a couple of spelling errors.
- Large Slaad balanced to be easier.
- Creatures slightly easier.
- Black Knight now harder.
- End combat now slightly harder.
Enjoyed this mod more than I thought I would from the opening few minutes. I really think the mod gets a lot stronger after the opening few areas (cough OC) and I thought the final area was great. Thanks Lorft! Played through without cheating (save/loading) with a final score of 0% (in reality about -122% due to excessive dying! :) ) SPOILERS Character: 6th level rogue Pros: ?Storyteller? setup and dialogue Funny dialogue, esp. Rumpel and Rapunzel Puzzles in the last area Good use of scaling for the creatures and placeables Scoring/respawn system Cons: Combat really tough for my 6th level rogue Technical hitches Lack of polish (particularly doors that open to nowhere) Typos First few areas too combat-heavy for my taste Me and this mod didn?t get off to a great start. Whilst the initial conversation was quite amusing I noticed 2 (presumably unintentional) typos in the first sign. Dwarfy boy and Wilheim joined up and I set off a few steps. Then checked my equipment and thought I?d see if this merchant had anything for sale. I must have triggered the Slaadi. Anyway, whilst shopping I suddenly have this bald elf I?ve not seen before run up and start thanking me for something I didn?t do. Real life intervened at this point and, several days later, I decided to pick up from an older savegame. This time I managed to trigger the Wilheim cutscene twice such that there were 2 Wilheims. A bit atmosphere breaking (OK he is meant to have a brother but?). Anyway, ignored the 2nd Wilheim and bought (far too few) healing potions. I then headed down, only to have my entire party slaughtered by the Slaadi. Ahah, so this is a combat mod then. Respawned at this point. I really like the respawn system ? this is the only mod I?ve ever used respawn since I normally regard it as world-breaking [and cheating] ? people coming back from the dead for no reason. I didn?t really like the opening area. I think this is mainly NWN2?s fault since I got fed up with the camera on the winding path and valley area. Anyway, post the Slaadi I took on the larger one (and got killed a few times). The portal triggered correctly. Expectations were a bit low at this point and I didn?t appreciate the village area much. I did like the choice of draining monsters but the village area was very foggy and dark which detracted from the experience in my opinion. I also didn?t like doors which I could open but didn?t have transitions. After being killed by all and sundry (particularly the werewolf) I finally made it to the final area. The cutscenes in the last area were uniformly good. I liked the setup in the Evil Stepmother?s house. Snow White was a good opponent (who killed me twice). I really liked the maze. When I first got teleported in I thought it might be a traditional maze with the camera fixed to FPS style, but this was not the case. The signs were funny and essential as markers of route. Rumpel?s dialogue was really good. The giant was imposing, particularly the camera angle on the cutscene. Nice big placeables too. In general I thought the area was beautifully designed. The Rampunzel setup was also great. Impressive visual effects and I loved the beard link. The dwarf was also the last person for me to find ? I thought I?d ?done? the maze area and didn?t realise I needed to go back to the platform. Not thinking, hey? The final battle was challenging but not so bad (managed to break up the monsters a bit). Only died twice. I echo Berliad?s comments on the beauty theme not being developed earlier but in such a short module I think it?s only a small thing. In general, I felt my 6th level rogue was way outgunned and I wasn?t prepared for such a combat-heavy mod. I?d say Tricks Medium / Roleplay (Very) Light / HackSlash (Very) Heavy is a better summary than the one you supply. Overall, I?d class this mod as hack and slash for the most part with puzzles as a secondary feature for most areas. I may take an 8th level Fighter back through the mod and see if I can do better and maybe find more than 2 piece of the puzzle! Anyway, an enjoyable 2 hours in the end, keep up the mod making! Typos (ones I particularly remember): ?The Saaldi are drawn to areas? in story_main.DLG Two typos in the first sign in Volnburg gone (somone and writtin) _________________________ NWN2: Big Font/High Res GUI // Extra Spell Swapping // NWN1: Colourised Scrolls // Both: Reviews and more
Posted by Lorft at 2007-07-2209:25:46
Thanks for the comments guys. That darn maze, I knew all that scripting would cause issues.
Posted by DeusExMachina at on07/30/07
I liked it. The fairy tales' citations were very nice. I didn't like the rest sistem, and I found fight a tad too tough.
Posted by mitchellmckain at on07/22/07
This was cool. I kept getting caught by an obnoxious bug which puts you into an endless loop in the start of the cutscene to Rapunzels tower. Also it was strange the way Rumplestilskin immediate says you solved the labyrinth. The final battle was challenging. I will have to go back and try to figure out the puzzle sometime. Artistic Appearance 8.0 Attention to detail 8.0 Interesting story 9.0 Challenging 8.0 Innovative features 10.0 Replayable 8.0 ------------------ Average score 8.7 _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by BlueEyesAustin at on07/15/07
Overview An interesting module that makes nice use of some clever game mechanics. Even given the fairly limited scope of the project (the first section is essentially a linear track of combat encounters, while the second is a bit less restrictive) the author has included a lot of thoughtful touches such as custom items, a puzzle to solve, and a combat system that requires a bit of thought. The fights are fairly touch...my poorly equipped 1 Fighter/7 Bard had a touch time with a couple of them, while the final fight required three attempts to finally complete. Ideas for Improvement **SPOILERS** The puzzle hints are vauge. Perhaps a little poem/rhyme in the initial chest could give folks a sense of what to be looking for while playing the game. All the doors would open, but of course they don't lead anywhere. This is a bit of a pain. The two sets of items that need to be combined (Puzzle pieces and boots) are confusing, and it's not entirely clear how to get them to work together. I liked the combats with the regen for the MOB coming from its victim. Took me a couple of times to figure out what was happening, but the mechanic was clever. Didn't much like the resting system/XP bonus system. I am a big fan of limiting resting in some sense, but this my least favorite system I have encountered.
Posted by ctfclem at on06/25/07
It was a really interesting Mod to play... puzzles were a bit vague at times but has great merit...
Posted by Lorft at 2007-06-2504:24:11
Thanks for the comments. I agree, puzzle elements are hard to fit into a game without seeming out of place. The hints are there though, if somewhat cryptic.
Posted by Aredhel371 at on06/25/07
Although I found some rather good ideas in this mod (which I completed with 96%/puzzle solved), I didn't like certain aspects - encountering the hardest battle just in the beginnung (green slaad) - getting no clues for the puzzle within the game (had to read the hints! Why should one guees what those "usable" 3 rocks are good for? Why should one look for a hidden shovel??) - rather poor area design around the castle (which seemingly is conceeded by the author) etc To put it short - "deserves a look" anyway.. ;-) _________________________ Aka Gront0307 - because of a second adress..;-)
Posted by Lorft at 2007-06-2311:43:32
Thanks for the comments snagglypete, glad that you got the puzzle bit sorted out eventually. My next module is Planescape based and will be a bit longer (about 3-4 hours-ish) but still casual play friendly :) Lorft
Posted by snagglypete at 11:02:14 Voted8.75
Sorry, one last thing: I scored 97 and completed the puzzle.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone