These are the allegations against "A Corpse, A Vote", outlined in a 3-count indictment filed in the almighty builder's Superior Court on August 8, 2007. The jury reached their verdict on August 8, 2007:
COUNT ONE - Guilty
Conspiracy to commit the crime of Toolset abuse by doing stuff it isn't intended to.
Accuses "A Corpse, A Vote" of unlawfully controlling, withholding, isolating, concealing, enticing and threatening" the Toolset and its Plugins.
Crimes took place between February 3, 2008 and August 8, 2007.
Crime took place in the builder's top secret laboratory, Austria.
COUNT TWO - Guilty
Lewd act upon a builder, a felony.
Says "A Corpse, A Vote willfully,
unlawfully and lewdly" committed a "lewd
and lascivious act upon and with the body" of his accuser, with the intent of "arousing, appealing to and ratifying the lust, passions and sexual desires" of himself and the builder.
Crimes took place between February 3, 2008 and August 8, 2007.
Crime took place in the builder's top secret laboratory, Austria.
COUNT THREE - Guilty
Administering an intoxicating agent to assist in commission of a felony, a felony itself.
Says "A Corpse, A Vote" gave the accuser
sleepless nights, with the intent to "enable and assist" in a felony, builder molestation.
Crimes took place between February 3, 2008 and August 8, 2007.
Crime took place in the builder's top secret laboratory, Austria.
Possible punishment in case of conviction:
At least one year on NWVault for conspiracy to commit false imprisonment.
The defendant would be required to register as a sex offender.
AND ALL THAT BECAUSE IT'S RELEASE DAY AGAIN! YEAH!
SO MY DEAR PLAYERS - DOWNLOAD AND PLAY THE SECOND MODULE OF THE ASYLUM-TRILOGY: "A CORPSE, A VOTE"!
IT'S ABOUT INNOCENCE. AND GUILT. OR PROBABLY NOT. BUT WHO KNOWS EXCEPT FOR ME, THE ALMIGHTY BUILDER?
Updates Asylum to the most recent game version (v1.04) - just replace your asylum02update.hak with the file in the rar-file
History:
v1.04
- fixed a bug regarding action overflow with the drone of many colors
v1.03
- fixed a very strange bug: in cases where the queen doesn't spawn it gets created with the help of a blueprint
v1.02
- hotfix for v1.01: the heartbeat-event of love was firing even when the player wasn't in the fading love-area any longer...
v1.01
- the a fading love-episode has been experiencing problems with characters regenerating life points so that the on-player-dying-script isn't firing
Posted by verduran at 2010-05-19 19:00:24 Voted 8.25 on 05/19/10
definitely improved from the first one, too bad it seems there won't be a last part
Posted by TheOnlyKarras at 2009-08-08 03:56:16 Voted 6.50 on 08/08/09
I must not get why people like it. Was sorta interesting but never grabbed me in a big wow way. Still good work tho. Somewhere between good and very good.
Hi, I don't know if I've hit a rare bug or if I'm just being very dense as I've seen nobody else with this problem in the comments section. I just finished Asylum 1 and started on number 2. At the beginning I have my wings taken off me and then I wake up again back at the hive. After a brief conversation with Keys I head up to talk to the queen (cue cut scene). After exhausting all the dialogue options though there doesn't appear anything I can do.
I can't go to any of the other areas without wings, Keys keeps telling me we have to talk to the Queen and even when I tried to get myself killed (attacked hunter - 'only the dead need wings') I was unable to.
Any help would be appreciated.
Posted by PoisonTheMonkey at 2008-10-31 02:07:30 Voted 7.75 on 10/31/08
While I found this a very creative and well-made module, I also found it confusing, somewhat boring, and difficult to play. After a while I just gave up. However, the module-maker deserves a lot of credit for doing something very original. I just didn't get it. _________________________ Obsidian Shore, a HoF 9.8 heavy roleplaying PW. Dark and gritty fairytale world with the opportunity to do and change the world as you wish. Link
Greycliff, a brand new NWN1 heavy roleplaying PW. A broken kingdom is all that remains from a bloody civil war. Link
Posted by Berra at 2008-10-04 18:13:43 Voted 10.00
design, story and conversations for "a vote, a wake" are around 70-80 % done, but i currently had no time to start actually building it for several reasons: i did take a timeout and did play a few games i had no time to play while building the asylum-modules (jade empire and currently mass effect and bioshock). after that i was working on a different, big project i finished yesterday. and now i'm back. back in the nwn 2-scene and working for the rogue dao studios on parts of purgatorio. i'm pretty excited about that since i think that i can learn a lot of new things there. once i'm finished with my tasks there (i'm again trying on building something new which won't fit in the asylum-series at all...) i'll start working on "a vote, a wake". since the last part will be shorter than this one i assume that development time will last around 3-4 months. then there'll be release and rock'n'roll. ;)
Posted by LadySunami at 2008-07-13 22:04:25 Voted 10.00 on 07/13/08
YOU MUST CONTINUE!!!
Please say that you are working on the next installment. I will be most distraught if you are not.
Posted by Luinel at 2008-07-11 03:10:51 Voted 10.00 on 07/11/08
My favorite module so far. Despite all the custom stuff was completely bug-less with patch 1.6
The second installment improves on the quality of the first one in every area IMHO - Asylum 1 can be a tad garish in places, a bit shrill and also the adventure elements are a little more pronounced. Some areas are just incredibly beautiful, some cut-scenes are little masterpieces. It is longer. And the story developed in an interesting, unexpected direction.
I have to say that returning to the regular NwN2 assets after Asylum is a bit of a downer. Particularly the music. I wish more people would pick different music for their modules - surely there is enough suitable stuff around to chose from.
So, what's the deal with the grand finale, maestro?
Posted by polyp at 2008-07-10 15:13:55 Voted 7.75 on 07/10/08
New Items acquired during auction (when you control new NPCs) are unidentified and immediately are unequipped by the character.
Game Breaker - Got killed in Love, but I get "Respawn" and I'm not teleported out, as what is supposed to happen. When I click Respawn, I stand up, and then am immediately killed by the heartbeat effect. _________________________ Smorpheus' Toolset Visual Index Link
Posted by Winwood at 2008-04-17 08:45:35 Voted 7.25 on 04/17/08
Weird.
Posted by Nathelis at 2008-04-08 09:12:05 Voted 10.00 on 04/08/08
outstanding!
Posted by Iannis at 2008-04-05 02:36:48 Voted 10.00 on 04/05/08
Asylum is showing what a module is truly capable of with the NWN2 toolset methinks. Heck, I didn't even give Dark Waters 2 a 10 (which was a huge notch above the usual mods and official products) but Asylum is even beats that out in my mind and is a Must Play.
Posted by ActorOfVeil at 2008-03-18 14:26:27 Voted 8.00 on 03/18/08
This is even more engaging than the first part. There's more story, more lenght and even puzzles that require thinking. Although A Corpse, A Vote brought more questions instead of answering old questions of A Bet, A Corpse. I'm really waiting for the grande finale where hopefully everything becomes clear.
And just for the curiosity, have you studied psychology in school? _________________________ A good module author is PAG: Patient, Ambitious and Gutsy.
Posted by Estelindis at 2008-03-14 12:36:00 Voted 10.00 on 03/14/08
Like the first episode of this trilogy, I consider this module series to be "genuinely groundbreaking," and therefore deserving of a ten. You've left me deeply preoccupied with what will happen next (which, to me, is the sign of a great module-writer). I really enjoyed this. I can't help but wonder who Madeleine really is... _________________________ KotOR Heads FR Deity and Faction Cloaks Fall-from-Grace Soundset
Posted by Agnok at 2008-03-09 17:11:25 Voted 7.00 on 03/09/08
Played part 1 and part 2 back to back and I honestly enjoyed A Corpse, A Bet much more. Could have been the strange new designs you came up with, which certainly does shine in A Corpse, A Vote. Still worth checking out and playing for any NWN2 player.
Posted by PotiusMori at 2008-03-07 21:56:43 Voted 10.00 on 03/07/08
Wow, this was even better than the first!
The focus on puzzles rather than combat was a nice change, and even if the story was linear, it was engrossing enough that I couldn't stop.
A work of art
Posted by Anon21 at 2008-03-02 00:39:18 Voted 10.00 on 03/02/08
Finished the mod, and once again it was amazing and creative. All minor flaws are overshadowed by its strengths. My only complaint is that now, regular modules will mostly be boring and uninteresting in comparison.
Posted by Anon21 at 2008-03-01 20:38:22 Voted 10.00 on 03/02/08
Found out what I was doing wrong, ignore my previous post.
Posted by Anon21 at 2008-03-01 20:34:13 Voted 10.00 on 03/02/08
It's great so far, but I seem to be having a problem with London showing up. His one liner floating text appears, but I can't see him. My guess is that I'm doing something wrong, or one of my mods is interfering with that particular NPC somehow.
What the hell is it with you people and NWN 1? It was great for it`s time. You want complexity, play tabletop D&D. CRPG's require a little more than imagination to make, it`s harder to be original. Much harder. _________________________ Needles in the eyes!
Posted by Countless at 2008-02-19 01:19:46 Voted 9.50 on 02/19/08
This gets a high vote for the same reasons as the first. Sadly, while this installment is arguably of higher technical quality, IMO the "go to three places, get three things" structure is a little too reminiscent of the formulaic NWN1 campaign and detracts slightly from the overall quality. Sorry :(
Posted by Carlo at 2008-02-18 17:42:54 Voted 9.25 on 02/18/08
Goes even more in-depth into the surrealist/dreamscape/insanity setting than the first installment did. Plays more with universal concepts and ideas as well. Some interesting twists, particularly at the end. The few technical issues (already posted about) don't mar the overall experience much. Very much look forward to seeing the end of this tragedy (tragicomedy?) trilogy.
Posted by macabroid at 2008-02-17 09:09:49 Voted 9.50 on 02/17/08
Great module! It's very hard to compare it with the traditional NWN-ish staff, or even with surreal quests like Dark Seed and Sanitarium. It's more like Salvador Dali pictures came alive and adapted to a computer-gaming world. And the way you use the toolset... uh, it's completely unconventional in a good way, you are like Paganini or Liszt � using your artistic instrument in a way nobody has ever done before. And you use it not just to show your player some tricks you've invented � you actually involve all these tricks into your world, to great artistic effect.
The only problem I see here is that this is a NWN2 module, and therefore your potential auditory here is very small � many fans of classic RPG don't like surreal extravaganzas and many fans of surreal extravaganzas don't even know that this mod exists. Maybe it'd be a good idea to create a special site dedicated to Asylum and other unconventional mods in existence � I'm pretty sure that if you search a little, you could find your brothers-in-arms, working on similar projects for HalfLife\Doom\Unreal\whatever else. I believe that the mere existence of this site would do a great job in explaining to a whole gaming community that modding � it's about creativity, not about cloning the same schemes over and over again.
More specific notes: somehow, I completely disliked the traits area. The whole symbolism here � it's completely rational and visually bland, all traits looked the same, and the whole quest was a bit samey.
And yes, I do agree with Ruaha's comment about the similarities between this module and Ayreon's rock-opera "The Human Equation". And of course it's ultra-essential stuff to listen � Arjen Lucassen is a genius.
By the way, the use of Russian religious music was great. I'm from Russia, so I can understand words, but I never felt that it's use was blasphemous or out-of-context, like those terribly out-of-placish russian chorals on Haggard's "Awakening the Centuries" album. And � well, you're from Austria, right? So you could use some religious works by your great composers like Mozart or Haydn or Beethoven, but you chose Russian religious music instead, and I fill this was a right decision � just wanted to thank you for your trust to its spiritual contents.
Also, I've noticed a few small and completely unessential mistakes:
1.In a Madeleine's Skin description: "you cary it with you" instead of "you carRy it with you"
2.Inverse logics with SpeakStrings in Artists's Quarter: Vanilla says "Who loves us more � Amber" BEFORE you completed the quest, and after � she starts to say the same thing about Jade! Later, after you've completed all the three parts of the quests, she switches again to Amber, but if one starts with the Artists's Quarter's quest, he'll unavoidably notice this inverse logics.
3.It's possible to ask Jekyll about "Omero&Juliet" before he actually mentions the play in the dialog.
And � one small question: why that dragon-wizard continues to throw fireballs even if the curse is removed? Maybe it's some surreal trick, but I've completely missed the point... Maybe it'd be great to stress it somehow, just to show that no actual magics has happened and both of you � hero and the wizard � are completely mad...
Anyway, good luck with the third part, and � thanks for the trip!
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