Endless Depths continues the Endless Nights series in NWN2. It is a rogue-like in the truest sense. The bulk of the module is made up of a random dungeon that is generated from scratch. Endless Depths features random monsters, random camps within the dungeon, dynamic magic items, and a companion system that allows players to register their own characters as companions.
Posted by Rondo_GE at 2009-07-29 19:49:08 Voted 9.75 on 07/29/09
I diecided to up my origina score made years ago for I miss havlen and his style of mod making.
Posted by khazar_khum at 2009-05-22 05:45:55 Voted 9.50 on 05/22/09
I love this module! It's great for when you just need to blow off some steam and KILL SOMETHING! I've spent hours experimenting with different classes and races to figure out what they can do and how to play them. Saving my character at each level means I can always find an appropriate version for any new modules I download.
It also makes a great source of scripts and blueprints for making new modules.
I hope that somebody updates this after the next expansion, to add epic level creatures (mostly trained civilized or semicivilized monsters), boss areas, a marker system (if possible) and (as in most rogulikes) a system that takes either 1 ration per character per day, or 1 to 20 percent hitpoints kept down and unhealable. also an option for casters to sacrifice a spell slot to create food.
furthermore, I would like for the monsters to be spawned in logical arrangments (by using a random choice of encounter rather than random creature spawns) and perhaps a system that includes portals in every 4 dungeon levels to the surface, similar to dungeondoom.
The 1.10 compatibility issues (not to mention lack of content for epic levels) make it impossible to even play this game (or, if it works, to carry on the games for very long)
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Megadeth has a very intelligent way of talking about governments and religions: Either they bullshit you or try to kill you for not being one of them. I wholeheartedly agree.
(Note: Just because Mustaine is christian doesn't mean he believes EVERYTHING the bible tells him.)
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Posted by Ionopachys at 2008-08-10 04:42:56 Voted 5.00 on 08/10/08
I have to say this is a disappointment. Endless Nights had lots of quests and stories, and those were some of my favorite mods. So far Endless Depths seems to be nothing but an endless dungeon. There doesn't seem to be any point to it besides killing, leveling, and collecting and selling loot. The scripting is neat, especially the companion system. It reminds me of using the SP-MP save game trick with Baldur's Gate to import my less annoying Imoen replacement. It would be great if more modules used this system. But after the novelty, there just isn't any incentive to actually keep dungeon crawling. If you added more stories and quests, as in Endless Nights, this could be a great mod.
Posted by TimHobbit at 2008-07-17 06:31:23 Voted 8.00 on 07/17/08
This is the module I think I play the most.
If the NPC problem of them not following the leader was fixed, it would get a 10!!
companion behavior is buggy. I cant get any of my companions to follow anybody.
Posted by smorpheus at 2008-05-01 15:13:32 Voted 4.75 on 05/01/08
This is a pretty amazing scripting feat, but not so amazing gameplay feat. A lot more work needs to go into more densely populating the dungeon floors, and making the randomly generated dungeons just a lot more fun to go through. Right now, it's a chore, and not much fun at all. _________________________ Smorpheus' Toolset Visual Index Link
Posted by Carlo at 2008-04-20 09:26:00 Voted 7.00 on 04/20/08
Great concept, although the execution leaves something to be desired in-game. Most serious problem is the major graphics lag that occurs with the larger-sized levels, which I assume is due to the huge number of placeable objects required. The medium-sized levels were much better in that respect and therefore much more enjoyable.
Played it multiplayer at Neverwinter Connections with a party of four, the balance seemed about right for that. Pure hack n' slash, of course. Nicely designed, in that it's suitable for a party of any level and there are appropriate merchants, healers, etc. available (via scroll of recall).
Thanks for your work on this, especially on the multiplayer side.
Posted by jonnytheshirt at 2008-03-31 06:12:36 Voted 7.75 on 03/31/08
Treasure was a bit out of balance and sometimes graphics bugs caused terrible lag, and those crazy doors - but we RP'ed it as part of the maze. However not alot of Multiplayer Mods about so thanks for this man. Its a pretty different idea too and the group enjoyed it, tho we may never find the orb as there are simply no taverns down there!
I don't know if this is right or wrong but I took down 4 characters, 4 seperate times and registered them each as companions.
My main character was a wd elf rgr, with clr, wiz and rg, the traditional party.
Then I went into party roster and accepted party.
That concept is groundbreaking. Using characters that you have played in other mods and startting from scratch, brilliant.
You already have a certain affinity towards them so hit hurts more when one is killed. First ruddy combat and rg is crit hit. No saves before.
But neg sides, the maze gosh I hate that and the doors. With rgr survival skill (a must in a party, was going to level him up as ftr thereafter), you know there are some nme behind door but sometimes you have to step through to cast spell. Cast spell, attcak of opportunity (hardcore) not good.
The gamestopper for me is when we (except rg, have to but raise dead) were to level up my rgr chose ftr, while wiz and clr only option was "SPIRIT SHAMAN!" why? So end of game.
The only suggestion is take a look at Night Howls in Nestlehaven documentatoin, description. The author inc some hak? that would have that effect when using aoe spells.
Second suggestion if the character with spells is a companion go into behaviour and disable spells completely, which means that you will have complete control of his/her spells and when to cast.
3 Obvious one do not use AOE spells. I play hardcore and have seen the effects, ie being killed by a companion, having another companion being killed by a companion. So I removed AOE spells that affect friends and foe and replaced with spells that either buff party or affect NME
If it is a wizard see if you can find/buy scrolls and "scribe scroll", this will hopefully give your wiz more options in spellbook.
When you talk to the guy at the begining and do the "settings", after you make a choice the next thing that always pops-up is choices where you can pick 3, 6, 9, 20(default)... or something like that... what does that mean?
Also, I was tring to play this game multi-playing with my son's and we saved the game and tried to go back into it... even as the host it told me to pick my character, then when I did it told the the character was already in the game and the game crashed-out. I had other problems starting a new new with an exported character were I would have wierd equipment, that I did not have when I exported them. Anyone else having problems with loading saved games or loading exported characters?
Otherwise the mod looks great, perfect for multi-playing when you want "less talk, more fight"!
thanks
Posted by zantyr at 2008-01-20 11:07:06 Voted 9.75 on 12/31/07
I have one issue with this mod that I hope someone can help me with. In combat my party keeps killing ourselves with AOE spells, I have it set to normal difficulty and when entering a new level I get the server message about no PVP, and yet all AOE spells do affect the party and then animal companions attack each other and so forth, none of which is very helpful in a tough fight. Anyone have a clue how to fix this? I've contacted the author who says it's not a feature of the module itself. TIA.
Posted by zantyr at 2008-01-08 09:22:40 Voted 9.75 on 12/31/07
Thanks for the heads up mosep, works great!
Posted by zantyr at 2007-12-31 11:37:29 Voted 9.75 on 12/31/07
Newest patch fixes the companion issue, however, companions can only level up as spirit shaman regardless of original class. I would love to see this fixed as I think the concept is as cool as the lower planes.
I'll add a ditto to what "thebeav" said. I've been trying just to make a NON-random dungeon to level all the way to 30 and it's a PAIN. LOOOOOONG and tedious. And all because Havlen and Endless Nights have disappeared :*(
man I saw this was updated and got all excited :-( But not updated. I can't get companions to work in MOTB, you should get a donate site up man I am sure I for one would donate for you to keep working on this ;-)
Posted by VonMetal at 2007-11-01 22:43:52 Voted 10.00 on 11/01/07
lets see hmmm theres no story so im giving it a 3.50 , oh wait it clearly says no story...my bad
well dude you have to do better on everything ,But I don't know how to do that , and heck I don't know how to do what you did... if I did then maybe I'd just go make my own mod.
So I guess i got to vote on whats infront of me I,ve enjoyed it all week my friends are going to play it all weekend on lan with me - AND it does all you said it would So I guess I'll just have to give it a 10.
Good job bud don't sweat the small people.
Posted by conan 2005 at 2007-11-01 10:00:04 Voted 7.00 on 11/01/07
Fun, hack-n-slash module. I like being able to use your own henchmen and role-play the story as you go.
I've got MotB installed and I'm unable to have access to companions I've registered. I load up the game with a brand new char, register it, exit, load the mod again with another new char, bring up the player roster in the first area, and the previous char I registered does not show up. Could MotB have broken that feature? _________________________ E.C.Patterson Gaming Parents Studios
Posted by zokushi at 2007-10-17 20:37:58 Voted 9.75 on 10/17/07
I hope someone picks this up and updates it for MoTB : ) My character is so awesome now I need something to play her on : D _________________________ "Save Early, Save Often"
I've run into an issue. There is no creature content for levels above
10-15. This is big for me because in an endless module, content is supposed to extend to the level cap.
As it is, we need more content for high levels. my ideas? take intelligent creatures meant for previous levels, add PC levels, and set up the script to plunk those down when a high enough level character comes in. as it is, my level twenty is seeing tons of effortless stirges.
My only real other beefs are below:
1: that we don't have pre-made town levels that show up once in a while, with thier own recall scrolls and a two way portal to the first town level (which appears in there after the other side is used to get to the first town level). Town levels are one of the few things in nethack that are missing in this glorious release.
2: A party roster widget should be added to the player's inventory, and removed when the player's character is exported. this should allow for characters to be added to the roster, and then make a classic party easier.
3: No boss monster levels- in my oppinion, this would be perfect with the above additions, plus a five or ten percent chance on transition to be at a boss monster level. the boss monster would be at least two CR above PC level, though this would depend on how far into the dungeon the PC is. for instance, ten floors into the dungeon, with a level 20 character, you'd have about a 15% chance for the next boss floor to be a terrasque... which will go back to life and burrow into the ground after it's HP is reduced to zero. after each terrasque battle, that percentage chance would increase due to the nature of the beast... _________________________ __________________________________________________
Megadeth has a very intelligent way of talking about governments and religions: Either they bullshit you or try to kill you for not being one of them. I wholeheartedly agree.
(Note: Just because Mustaine is christian doesn't mean he believes EVERYTHING the bible tells him.)
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I'm curious if you can turn off the death system in this mod so that you can absorb this into another module. I'd like to use this system as a dungeon in a current module but don't want to use several systems. Mainly I'm interested in the randomness.
Posted by Khadmus at 2007-09-18 15:35:51 Voted 9.00 on 09/18/07
1) This has a decent shop and full crafting stations. That alone is enough for me to consider it.
2) The dungeon system is innovative. It works well as a "R&R" module, a break from actual thinking and a time to hack and slash.
3) My vote was divided between 10 (I believe that this is groundbreaking) and 7.75 (not quite "recommended to ANYONE", but certainly excellent). The average is 8.875, which rounds to 8.75 or 9. I chose 9 because I figure that the rating could use a small (.25) boost. _________________________ Wonder when 4e NWN3 will come out.
Posted by Li'l Scorpy at 2007-09-13 23:08:12 Voted 9.75 on 09/13/07
This is a wonderful mod, and I've already played it more than the single player campaign. Only real complaint I have is the occasional 'unwinnable' floor, but even those are to be expected when you're using a dungeon hack. Kudos on making the 'reset newest floor' thing, too.
Posted by darthrenegade247 at 2007-07-10 23:43:01 Voted 8.50 on 07/08/07
I have to correct myself. It does strip your character of his gear if you start the mod with no experience. And no experience is the only way to register a companion. I went ahead and started the mod with a character with no experience and still enjoyed it. You can go into the mod with an experienced character but your companions will gain less experience and level up slower.
Posted by LastWordz at 2007-07-09 19:20:35 Voted 7.50 on 07/09/07
This mod has alot of fun elements going for it. A small group of players will find this to be a fun multiplayer mod. Quite a few innovative elements that I've not seen elsewhere. Good work.
Posted by darthrenegade247 at 2007-07-08 21:10:25 Voted 8.50 on 07/08/07
I just figured out how to register 3 characters of my own making and turn them into henchman. I hope more mods can do this in the future. & I just played this in multiplayer with my son & its even better. So, I'm raising my vote again to 8.50
Posted by darthrenegade247 at 2007-07-08 17:20:36 Voted 8.50 on 07/08/07
I raising my vote to an 8.00 because this mod doesn't strip my character of his gear or lower his level. Which is what i hate about many mods. So thats a good reason for me to raise the score.
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