"Follow the story of the heroes of the Heart and play through the many obstacles and kill the foes they face. Explore various unique locations, ranging form dwarven mines to elven forests. Earn the trust of the Houses and find out who's behind the recent attacks.
But in the end, will you be able to save the Heart and the hearts of you and your companions?"
This is my first module ever, yay!
Been working on it quite a while now, and I'm pretty relieved to get it off my shoulders, heh, one-man-projects take long to finish. I'm anxious getting to my next projects. I feel like I tried too much and too many things in this mod, maybe that's why it has its shortcomings. All in all, the module is more of a test to see what I can do and what I can't do...
Anyways, I suggest you play as either human/elf/dwarf since the lore wouldn't make much sense else - don't know if it makes either ways. Use a character form level 5 to 7, according to your class, play style and skill.
The campaign has a lot of conversation and the beginning might feel a bit 'slow' but try to hang in there, after the start it will get a lot faster and interesting. And talk to people! Most NPCs have unique lines or two - mostly only the guards share conversations. But in the end, do only the things you enjoy doing!
As this is my first campaign ever (and I'm the only beta-tester) and English isn't my first language, I'm sure some of you will spot bugs/typos in the game. If you encounter something big, look at the readme-file first, I might already know the bug. But feel free to let me know of the bugs and typos so I can fix them - comment here or send me e-mail.
v1.2 - Added Eguintir Eligard's ga-script to two conversations - which hopefully revive the companions every time before the conversation begins. Big thanks to him.
- Made the door to upper levels in N'ir mines base floor indestructible.
- Permanently fixed the investigator conversations! They won't break anymore by NPCs exiting the area, I promise.
- Adjusted the difficulty of Restless Spirits and Vampire.
- Added a conversation file to the demon in case the conversation breaks in House of Water. I have no idea why it should break though.
- Created a Badger NPC to Four Houses - he's in the garden. There are four quests I've seen people having trouble with, talk to him if the quests aren't advancing and he will advance them to you and tell you what to do. - Possibly tweaked something else too, but cannot remember it all now, hehe.
v1.15 - Added a key to the crypts door - it's in the chest now.
- Added resurrection effects to some scripts so that companion deaths shouldn't prevent conversations from firing.
- Flagged the modules to require NX1 and NX2.
- Refixed the investigator conversations.
Update 1.1! Here are the fixes:
- I've tried to adjust the bosses' difficulty to harder.
- Added a ClearAllActions to the pilgrim so that the conversation should fire properly.
- The final conversation fires only once.
- The conversation in the ruins won't interrut anymore, thus the monsters will always be hostile now.
- Remade the broken potion of Ultimatum.
- The quest with the wolves should be working properly now.
- Fixed some reported typos here and there.
Mazena, Thanks. It's obvious that you did a lot of great work here.; Cool city, forest, dungeon, and even underwater environments. The Graphics were wonderful, no PC problems, and everything made sense. I didn't have a problem with the linear story as it wasn't so linear at rimes. And, many of the battles were intense, to say the least. I almost didn't play this due to VPJ's/Phantom Joker review. Now I look back and wonder if we even played the same Module. And, I ask VPJ, why lead with the negatives when there are so many positives here. And, where are his/her Modules? Yes, I see he/she has made lot's of content and reviews, but no stabs at making a Module. Again, another example of the Community not ENCOURAGING but DISCOURAGING Module Authors from making new Modules. Do we want NWN2 to die? This is worthy of all of the Community's game play. Put it on your list. There's a lot of good fun here; and you can take the characters and do whatever you want with them (assuming you balance the Module); I did it all on hard and loved it. Thanks, Mazena. Keep going and don't be discouraged! _________________________ "You take a look around and you see that the law is there only to protect power. You'll see plenty of law but what you won't see is any justice."
Posted by Spidercat at on12/11/09
This is such a nice refreshing surprise! Areas are lovely and Disney-like music provides for a very cool atmosphere. I played a monk and was happy to see those are not forgotten in the market. It's a bit tough to equip a LG character correctly when you begin with no money and don't want to loot every chest you can get your hands on though. Also, I wasn't able to complete the wolven quest. Thank you and congratulations for your first module. Looking forward to whatever you're offering next =)
Posted by Darklighter at 2009-11-2821:57:45
Where do I go to kill the baddies for the "Toublesome Wolves" quest?... I've scoured the Endian Fields and Misty Shores (that being "east" of the wolves) and found nothing. _________________________ ~Darklighter~
Posted by Blatob at on10/27/09
First impressions were good. Open areas that you may roam more or less freely with chalenging, yet not too hard fights. crime investigation in the inn was interesting and nicely done. Later, however, things started to look ridicules. Major fights, like iron golem, vampire and final fight are just too tough for 6 or 8th level character. Especialy the iron golem - I had to get back to city to buy adamantine weapon, get back, and when the fight actualy began, they were just trying to hit each other. After some time, my PC finaly managed to kill iron golem. During that time , I left the computer, made some coffe, went through the test that my pupils did earlier today, graded them (20 of them), and came just in time to see the golem hitting the floor. No offense, but I don't play this game just to watch two guys trying to hit each other for three quorters of hour. Mazena, I know that this is your first module, but, please, try to make some improvements. If you have shields merchant, that give him some shields to sell. Also, there are no arrows or bolts to be bought in the town.
Posted by Mazena at 2009-08-1006:04:26
Raskae, I must say I am completely clueless, but I hope someone might be able to assist you (: I'm pretty bad at scripting and all, I always just cross my fingers and close my eyes when I test my scripts. _________________________ Link Crystals of The Lost Developement Blog
Posted by Raskae at on01/28/10
I've run into a game breaker bug, but no one else seems to have this problem... I've run out of ideas to troubleshoot. When I return to Endia after destroying the necromancer, I immediately get booted back out to the fields as soon as the module and area have finished loading. That is, the module loads, then the area loads, and as soon as the area is loaded, the game starts unpacking the outdoors module and puts me back out. At that point, if I try to re-enter Endia again, the game crashes while loading the module. Any suggestions to fix would be much appreciated.
Posted by Miggo61 at 2009-08-0318:28:10
Yep got SoZ and the latest patch installed. Cant see her using the toolset either, strange.
Posted by Mazena at 2009-08-0301:02:47
Miggo61, I just want to make sure, you have the Storm of Zehir expansion installed, right? (: And have at least the same patch that with this mod was created? Can't really think of anything else that could behave oddly. Also try loading up the module in the toolset, and open up the lower mines and look if you can see her in the room? That's a really odd bug you have there, sir! (: _________________________ Link Crystals of The Lost Developement Blog
Posted by Miggo61 at 2009-08-0101:55:48
Seems like a pretty good module so far however have run into a bit of a gamestopper.. *Spoiler* For some reason the necromancer in the lower mines wont spawn for me. I did get a cutscene in the mines above but couldnt see him then either (not sure if your supposed to tho). Any ideas? Good module so far and I'd rather not give it up just yet.
Posted by buckwheezer at on07/17/09
I really enjoyed this module. It was well done and it was an interesting story. Puzzels were a wie bit much but having a walkthrough ment they were not a distraction.
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