The most important change I've made is that all conversations, save for a few cutscenes, are in SoZ style "Party Chat" format. I tweaked a few lines of dialogue, added some new party member responses here and there. These conversations are by no means as advanced as the ones in Edinmoor. But I built The Halls of Hamhock long before an expansion like Storm of Zehir was even conceivable, meaning the focus was on a "Main" PC centric dialogue system, even though I didn't like it. However, I did have for the most part multiple PC responses already, and have gone back and flagged those as appropriate, i.e, lawful, chaotic, stat attribute and skill ranks, etc. Also aded extra lines for dwarf party members where it fit in, given the nature of this adventure.
The other thing that has vexed me over the past two years is that one of the first missions upon entering the Mountain, requires the player to click on certain locked doors that then fire journal updates, which advances the quest. This has been set up to fire on the door's "fail to open" event, and it works exactly as it should. Except for Rogues, who will naturally try to pick the lock. Even though the DC check is impossible, and thus they fail to open the doors, the journal entry does not fire. Good thing this is a party-based adventure, and any other character will be able to trigger the conversations as intended.
What I did for this update, was make very clear mention of these specific doors in the conversation with the quest-giver. There is even an in-game reason, that the masterwork dwarven locks are of such sublime craftsmanship, Rogues shouldn't even bother. I hope this addresses any confusion of the players about what they are expected to do. It may not be the most elegant solution, but this is a limitation of the toolset, and everything does work as intended.
The purpose of this update was to make the module more playable for people who tried it early on, and did not finish out of frustration. And for new players who click on the link below, I had wanted something more presentable, something more in line with the next module I made.
http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&id=291
Harumph!

Now I can get back to work on The Sons of Edinmoor
Modifié par Dorateen, 12 février 2011 - 11:21 .





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