Single Player
Custom Setting
Low Gold World
Low Magic World
Patch
1.23
NWN2Game
NWN2
Description
The Last of the Dana'an - v1.07
J.E. McKellar
A single-player module for new characters.
You have grown up on the frontier of the Empire, getting by with a little hunting and the few head of cattle you raise with Dei'dre Dana'an, daughter of old ranger famous for his exploits during the last Goblin War. His Dana'an Rangers have kept the peace since then, but a new time of troubles is approaching, and soon you will be called to join their ranks and fight to restore the peace that was lost.
Length: ~20 hours, level 1-10. (Level 12 or higher is possible)
Custom Setting.
Low gold, Low magic world.
Sequel: The Dana'an Unvanquished
CLASS:
Most of the combat in this module takes place on large, open exterior areas, in chaotic, fluid battles. As a result, Characters need to balance melee combat with speed, mobility, and stealth. Ranged weapons also become far more important. Rangers are ideally suited for this kind of combat, but other skilled combat types, like barbarians, monks, or rogues can also be effective. Casters are generally not supported, but Druids may do well.
FEATURES:
-NPC soldiers fight in squads, usings a variety of tactics, and will rout and flee if they are seriously wounded or if their leaders are killed.
-Many quests can be completed using speed or stealth instead of brute force, but the player is generally free to improvise and use their own techniques.
-A mixture of linear and free-form play. Set-piece battles are mixed in with sand-box elements like trading, smuggling, highway robbery, and hunting.
-Some monster populations organically grow, raising young to replace those killed.
-Terrain effects: Stealth, movement speed, and fortification bonuses.
SKILLS:
Disable Trap, Open Lock, and Search are not used. Tumble, Move Silently, Hide, Survival, and Heal can be very useful. A couple ranks in Lore will help. Cheap traps are available, so the Set Trap skill can be useful. Appraise, Diplomacy, Bluff, and Taunt have limited use in conversation.
FEATS:
Rangers should chose Goblinoids and then Half-Orcs for their favored enemy. For two-weapon fighters who wish to take weapon-focus feats, there are pairs of high-level short swords, scimitars, and kamas available.
ITEMS:
Character items will be stripped on load, but will be available in a store. Gold is stripped, but may be stolen back late in the game.
Thanks to Adonnay and Escriminator for the weapon haks, and Sunjammer for his VFX browser
GAMEPLAY NOTES:
Alignment: Few quests affect alignment, but killing civilian, good, or female creatures will result in a shift towards evil (hunt bucks, not does).
Rest and Respawn: Rest and respawn require food items (milk, meat, and Dana'an Stout/Meddygyln). These items are easily attained through hunting, gathering, or purchase. Some conversations will rest your character for free, and some items will heal or rest your character for free. Additionally, buying a drink in a tavern will rest you. On respawn, your character will receive 50% of their hit points, and will have a attack bonus penalty for 12 seconds. If you do not have a food item, you will respawn with 25% of your hitpoints and your AB penalty will last for 24 seconds.
Roleplaying: Role-playing is limited to a few uses of diplomacy and bluff checks in conversation. Conversations are designed without multiple options, for the very simple reason that forcing the player to choose between pre-scripted responses doesn't really give them the chance to role-play their
character, using their own words, it just makes conversations more laborious. Role-playing in this module is handled in how you choose your character's actions, how they fight, who they choose to kill or let run-away, or how much time they spend trying to make money. If you want to spend a few hours clicking through conversation trees, this module isn't for you.
Companions: Companions are not necessary to complete the game, but will become available as you find them or complete certain side quests. Some companions will automatically leave your party for certain quests. Combat in this module can be quite chaotic and confusing, so managing companions in addition to your PC will often be more trouble than it is worth. If you lose a companion in combat, they will automatically leave your party, but you can use the party roster screen to add them back.
HOTFIX v107.1
-Fixed a potential bug with Exodus quest
FIXES and ADDITIONS in v1.07
-Buildings now burn properly in Exodus quest
-Fixed bug with Bloody Marsh Conversations
-Fixed potenial bug with extra Mosby in Exodus quest
-Sapper's kegs now default to Bash
-Imported some improvements to Tactical AI from The Danaan Unvanquished
-Fixed potential graphical issue with MacBoru's Barn
-Terrain textures changed
-Fortification terrain changed to used concealment effect
FIXES and ADDITIONS in v1.06
-Area lighting adjusted, night and twilight now not so dark
-Interior areas now brighter at night
-Module hour length increased from 1 to 2
-Various bug fixes
-Autosaves added before major battles
-Goblins now carry stone axes
-Xiphon and Gladius short swords added
-Music issues with Shiloh Creek fixed
-Minor fixes to various conversations
-Cache blueprints added to most areas
-Killing Goblin Wenches now only gives you a 1 point hit to alignment
FIXES and ADDITIONS in v1.05
-New rest and respawn system added
-Bartender and other minor conversation options added to support rest system
-Check added to prevent possible bug with Akabah quest (Johnston)
-Wang Beihu's alignment set to Lawful Neutral (Allows progression as monk)
-Prices for Musgrove Trading Post and Capt Butler fixed
-Madb Morrigu encounter added
-Port Royal Customs House stocked with guards and lootable chests
-Debug messages removed from World quest
-Issue with ogres not respawning for Nymph quest resolved
-Debug message removed from guard triggers
-Check added to prevent possible bug with Exodus quest (McLaws)
-Goblins corpses in the Wadi Al Khanal no longer selectable
-Wild Boar corpses no longer selectable
-Dana'an Tomahawk rebalanced to be cheaper
-Minor fixes to various conversations
-Goblin Lords now have a higher CR and give more XP
@Runestaff: For the sprites/pixies, you're supposed to chase after them. If you're close enough when they disappear, they'll spawn a special item. You can cheat by taking a short cut to their final stopping points, marked by a mess of fireflies.
Posted by Runestaff at 2013-02-18 20:02:18 Voted 9.75 on 02/18/13
Having seen version 1.07 posted, I decided this was a good chance to give this module another play through. I know you're in the process of rebuilding it, but I figured I'd mention several issues I came across.
1. Although I don't recall this being an issue in either 1.05 or 1.06, this time around the Mistempered quest failed to start. By the time Dangao mentioned talking to Wang Beihu, I was already far enough along in the plot that the Imperials were hostile. Upon entering the tavern in Port Royal, the message window reported that the two grenadiers and Wang were missing (although Wang was standing there as usual) and the quest cutscene did not trigger. Wang did not have any dialog if spoken to manually.
2. The Fireflies quest was completable but had some minor aesthetic issues if started after making the Imperials hostile. First, the two grenadiers in the Port Royal Tavern will attack the PC while in the midst of dialog with Captain Reynolds, terminating the conversation. The quest can still be completing after dispatching them and speaking to the captain again. After assisting him with the destruction of his ship, Captain Reynolds run off and gets immediately ganked by the nearest hostile forces. Of course, being somewhat plot critical he appears again later in the module none the worse for wear without even a humorous dialog option, a la Nat Bumppo.
3. Baron Schurzkarl spawns in hostile during his dialog. If the PC has a ranged weapon equipped and/or has a party member, the baron will be under attack during the entire cutscene. By the time the duel starts, he was already down to "Almost Dead" (and I was pausing at each dialog node once I realized this was happening), and was easily cut down before he even got into melee range. I think you will want to make him neutral until the duel and/or battle begins.
4. The quest A Line in the Sand seems to have some scripting issues if the PC leaves the Wadi al Khanal early, before the goblins have reached the mission. Doing this, dozens of goblins start spawning behind the mission even though the "Goblins have reached the mission" message hasn't even triggered. When this message is received, it's necessary to go back to the Wadi, then return to the Mission before the actual attack cutscene triggers. I'm not totally sure about this, but this action seems to result in even more goblins spawning to attack the mission, which appears to be independent of the number of goblins killed in the Wadi.
5. The "wandering pixies/sylphs" that appear in various locations (e.g., East Slope, Shenandoah Woods, etc.) don't seem to do anything. From poking around in the toolset, it appears you're supposed to be able to get magical weapons from them, presumably by following them around, but this has never worked for me (or in any previous version of the module, so it's possible I'm doing something incorrectly).
Posted by OfficerDon at 2013-02-03 12:27:40 Voted 8.50
Oops, turns out there was a good reason for keeping Bulter alive, just wait for the hotfix to post and then use "plot_exodus_cr_mildeath" to fix things.
@OfficerDon: Sorry bout that, that's one of the main reasons I'm rebuilding the whole thing more or less from scratch, to catch all the sloppy scripting. Use ga_setimmortal(butler, 0) to fix it.
I'll try to throw up a hotfix later today.
Posted by OfficerDon at 2013-02-02 22:03:38 Voted 8.50
I've got a bug in the exodus quest. The fight at the crossroads won't end. There's only myself and the quatermater left (who's immortal and won't die) so the quest isn't advancing. :( _________________________ The Knight Capatin's Rogue: Book 1
A Male Knight Captain/Neeshka Romance/Adventure A NWN2 OC Fiction
@OfficerDon: From Shiloh Creek, follow the stream into the mountains, and you'll run into a nymph that will give you the quest.
Posted by OfficerDon at 2013-02-01 18:41:34 Voted 8.50
J E speaking of quests I seem to recall one about the ogres in the mountains. Never manged to do that I don't think. _________________________ The Knight Capatin's Rogue: Book 1
A Male Knight Captain/Neeshka Romance/Adventure A NWN2 OC Fiction
@OfficerDon: Wang Xiyi gives you that first quest, and Marlowe in the Sword shop gives you the second.
Posted by OfficerDon at 2013-01-29 21:45:55 Voted 8.50
Thanks J E, I understand how that quest works now :)
Also on the subject of quests I think that sonehow I've missed at least two. One if I recall correctly involved setting ablaze the ship moored in Port Royal and the other
involved the man named Harken and his key :)
Its been ages since I've played this so I'm a bit rusty and I want a char to take into unvanquished (which I've tried to play several times) _________________________ The Knight Capatin's Rogue: Book 1
A Male Knight Captain/Neeshka Romance/Adventure A NWN2 OC Fiction
@Officer Don: You should be able to sell him the crafting materials through his store (and buy jewelry in return, to sell in Port Royal).
Posted by OfficerDon at 2013-01-28 23:04:58 Voted 8.50
J E, I think I have a bug. I'm doing Ebrius' quest (the spirit of capatailsim?) where you hsve to bring him crafting materials. However I have some in my invintory but he's not reognising the fact. And according to his dialogue in the toolset he should! _________________________ The Knight Capatin's Rogue: Book 1
A Male Knight Captain/Neeshka Romance/Adventure A NWN2 OC Fiction
So far so good. I am not sure what to do next. I just finished the battle at the mission. But now I can't seem to figure out where to go/what to do next. I've talked to everyone that I can think of so far. Any suggestions?
Can anyone explain the Morrigu to me? It keeps disarming me and I keep losing experience, but not dying, battle goes on forever... How do I beat this thing?
@Hesmah: "rs plot_world_impdeath" might fix it.
I assume this is for the initial fight in the Crossroads. If everything works right, your journal should be telling you to retreat back to New Market. If it's not working, use "rs ga_global_int(Killed_Imperial_CRWorld, =30)".
If that doesn't work, or you're stuck at another point in the quest, just let me know.
Heya. So far liking this mod a lot, but I'm afraid I just got stuck.
So a bit of spoilerish:
The quest The World Turned Upside Down refuses to update, even though all the imperials are dead in crossroads. I've not used any bugfixes before, and it's all been smooth until now. (Noticed that in an earleir post about the same quest)
@6man: Yes, the goblins are supposed to keep spawning in the wadi, until they reach the mission. In Tunnel Rat, there's a conversation that fires right as you enter that room. You should be able to just talk to Tecumseh to get things going if that fails.
I have two issues:
1) In a line of sand goblins keep spawning non-stop in Wadi al Khanal... is that supposed to happen?
2) In tunnel rat: Tecumseh spawns but nothing else triggers and I end up trapped in the room.
Posted by GCoyote at 2012-08-14 12:29:08 Voted 10.00
My third time through and this is the first I've met Shiloh. _________________________ Too much ammo is a self correcting problem.
@kluang: You have finished the Mistempered quest, the earlier order to go talk to Wang Beihu was just to get the Mistempered quest started. Thanks for the vote.
Posted by kluang at 2012-07-14 20:03:25 Voted 10.00 on 07/14/12
the journal says "you have successfully diffused a confrontation between Wang Beihu and two imperial grenadiers in our lady of the oak inn,"
giving it a ten because I'm enjoying it and will play the sequel soon
@kluang: Where exactly are you with the Mistempered quest (i.e. what does your journal say). Companions aren't really important to the module, they're just there to help players on a few specific quests.
Posted by kluang at 2012-07-14 11:10:11 Voted 10.00 on 07/14/12
I did several quest and then enter and reenter the tavern several times and then the mistempered quest fired up. I dunno what the criteria for it to fired up. So how do I get other companions beside capt reynolds? I finish once without comp, wanna try with comps this time
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