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.
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 Trinity, the NWN2 adventure : Download now.
Posted by zokushi at on10/17/07
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"
Posted by Link6746 at 2007-09-1913:10:23
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.) __________________________________________________
Posted by MokahTGS at 2007-09-1911:52:24
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. Are there random traps as well? _________________________ Mokah - The Grumpy Strumpet || Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||
Posted by Khadmus at on09/18/07
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 "RR" 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 at on09/13/07
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 on07/08/07
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 on07/09/07
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 on07/08/07
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 on07/08/07
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