'Alcheringa' means 'dreamtime', the age of dreams (look it up if you are interested in what language :). This module is built around the concept of entering the dreams of other people, as well as your own. One of the goals behind it was to make the gameplay have narrative meaning and story be interactive and told through the gameplay; dreams, with their literal use of metaphors, seemed to be a very appropriate theme for that.
Gameplay-wise, I'd say it's closest to a 'sandbox' adventure game, although it also has enough resource management, exploration, and fighting if you choose to fight (which you *can* do in most cases). For the most part, the puzzles are not hardcoded but rather built around using NWN/DnD core mechanics to achieve a specific goal (so in many cases there are several possible solutions, likely even some I haven't thought of). According to the feedback I got so far, some puzzles are fairly hard, but there's a built-in multi-tier hint system. First, mild hints are dropped in the journal, then you can ask your dream emissary for more direct ones.
The module is designed for a fresh level 1 character, although if you import a high-level one you might still enjoy some puzzles and hack your way through the ones you don't like (as I mentioned, in most cases direct unabashed violence *is* an option). In fact, you can even *finish* the module while staying at level 1. As an another 'in fact', your main ('awake') character will stay at level 1 anyway, only your dream avatar and dream companions can level up. Since many puzzles involve casting spells, a caster type is recommended, but both arcane and divine casters are available as companions, so it's not a necessity.
The setting of the module is something I would call 'postfantasy', meaning it's how a generic (FR-based in this case) fantasy world could look like if it undergoes a modern-style globalization (this affects only the social part; there's no science or steam-punk involved). It's kind of effete, deconstructive, and secretly envious to its brutally straightforward heroic past.
I'd describe this status of this module as 'release candidate'. I'm deeply thankful to Silversong and Buckwheezer who helped me test it and squash many bugs, though given its open-ended structure and lots of custom scripting, some might still be there (should they surface though, I'll do what I can to provide quick workarounds that don't require starting a new game).
Gameplay notes:
- sometimes the game requires you to say something outside the conversation mode. Use NWN talk interface for that: press Enter, type the text, Enter again to say it (you can switch between shout/talk/whisper if you like - gameplay-wise it shouldn't matter);
- don't hesitate to use z-highlighting of interactive objects. There are some non-plot-critical objects that don't highlight and you'll have to mouseover them; this is not because I really wanted to introduce pixel-hunting (to earn the right to be called a 'proper' adventure game), but simply because I found no good way of making highlighting work for them:(
- while it's not required, sometimes it's a valid gameplay option to attack neutral NPCs (from the right-click menu). In order to be able to do that, you must start the game on D&D hardcore rules (or higher);
- if you mostly play in 'strategy' camera mode, note that sometimes I flip camera modes from script when PC changes (unfortunately, I haven't found any other way to move the camera to a new location). The mode does return to whatever it was, but in strategy mode it resets the 'free-moving' checkbox in the options, you'll have to set it again manually if you prefer having it on. Sorry about that;
- you might want to clear your override folder;
- pay attention to the messages in the game console (it's where the combat rolls are printed). All really important stuff is duplicated in the journal, but it can still be helpful at times;
- it might be a good idea to have several saves.. just in case
I must say I worked on this mod for a *very* long time - somewhere close to 4 years (with some interruptions), so a lot of thought was put into the design, even though it might not be always apparent :). It's rather funny how its release coincided with 'Inception' (although personally I don't think it's just 'funny' - it's at least an act of synchronicity). I was actually very impressed with the movie, but I think it's sufficiently different from my mod to completely wipe the floor with it. I'd like to think of this mod as Inception with a more Jungian approach to the subject (dreams) and a more David Lynch-wannabe plot.
The combined hak for the module. Apart from my module-specific stuff, it contains the following contributions baked in: Aleanne's clothing pak 3 and 4; Male version of it by Chimneyfish (only one model from it though); Zylch's nudes (yes, the module does have some nudity); Miss O's elf heads; Equippable wings by D15C0RD; Hair extensions by Barrel of Monkeys; Big Tower by Botumys; Skull head by paladin3333; Custom NPCs by Ayrik. I apologize to the authors of these excellent pieces for not providing direct links to their haks, but I just felt it was more convenient for the users (and, admittedly, for myself) this way External Website Beyond Our Control
last update 19 Oct 2010; override with fixes (they are duplicated in the .mod with a slight delay, but if you only update the mod you'd need to start a new game): Second priest dream shouldn't start unless you've found your soul; The final church sequence with the priest fixed; Death ring identified initially; Journal entry on the soul quest; MAJOR: awake gold being lost upon exiting dreams; Closed exploits with multiple XP drains from the orb, selling non-existent flyweed to Antagrion; disabled map exit from the hermit's dream; The-source-of-light is no longer reusable; Added/improved some hints; locked/static-ized some dead-end doors; Added a short convo with the stoned elf expert in the mining village; The bartender will acknowledge you wearing the exotic suit; Locked some more doors; Hide awake Az once the quest is done; MAJOR: fixed roster corruption during in the mirror dream; Made sure all lingering effects are removed when companions respawn; Fixed item prices in the monastery; Golden orb doesn't disappear if used while awake; Added an alternative solution to the 2nd priest's dream; Tried to draw attention to the old tree External Website Beyond Our Control
the ultimate in-your-face spoiler for the mod. Only use it if you got stuck and neither the journal nor the emissary is helpful enough, or you've completed the mod and want to see if you've missed anything (of course, you can also read it if you don't really intend to play it and just want to check what's inside)
> I updated the effects thing btw I think I should probably download that update - Aethernon(spelling?) is now so small you can almost trip over him.
Posted by Adoniram at 2010-10-1510:41:29
I updated the effects thing btw
Posted by PaulBlay at on10/16/10
> they are actually supposed to go to the same slots > the originals were deleted from, since they are > added with a delay Yes, that bit worked (except when the disappeared entirely). > Btw, buying *all* of them is not as profitable as one might think:) I noticed. I won't ask for a hint / spoiler, but I've not been having much luck yet.
Posted by PaulBlay at on10/16/10
> I'll try again and see if it is a consistent bug. I tried again - the bug didn't repeat. It must have been a weird one-off glitch. :-/
Posted by Adoniram at 2010-10-1510:26:52
Actually, I just checked, respawn only forces rest, but doesn't explicitly remove all effects, so I'll add that (although I have a nagging feeling I made it this way for a reason). I did try buying all items and it worked fine (also, they are actually supposed to go to the same slots the originals were deleted from, since they are added with a delay), but since it uses a delay to add them, I imagine there can be non-deterministic issue here. *sigh*. Btw, buying *all* of them is not as profitable as one might think:)
Posted by PaulBlay at on10/16/10
> Does it come back to its normal size after a > respawn? It's difficult to tell - because I was too busy fighting for my life. :-P > respawn clears all effects. Well, maybe. But odd sizes when he's summoned into Dream Reaver fights seem to be quite often. He sometimes turns up giant sized too. I think scale changes from booster spells may be lingering when the dream avatar is killed off and everybody gets de-rostered suddenly. > They are replaced with 'updated' versions once you > close the window, but it has to first delete the > originals, so you'll probably get a lot of free > slots. Check the other inventory tabs. I did, and they weren't there. The bug didn't repeat when I bought up only _half_ the monk's gems. I'll try again and see if it is a consistent bug.
Posted by PaulBlay at on10/16/10
Ouch! I bought up every single gem the monks had ... and they all disappeared from my inventory!
Posted by PaulBlay at on10/16/10
Hmm, ... my soul has shrunk to 2/3rds normal size. :-/ Either that's some metaphorical comment about the way my character is playing or it's a rather odd glitch.
Posted by Adoniram at 2010-10-1304:31:40
..I think I was able to get rid of the camera flipping
Posted by Adoniram at 2010-10-1216:50:57
ok, I think I was able to fix it by fiddling with the roster update order (an unfortunate side effect is that I had to flip camera modes when going through the mirror). Generally, the problem seems to be triggered by saving when a new roster member is added but not yet re-spawned, so I advice not to save immediately after Aerthon or Az were recruited.
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