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Siege of the Heavens v1_07 Released (Epic Adventure With Scripted Boss Fights)


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#1
MagicalMaster

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The module itself can be found here.

This module is intended to be reasonably difficult and features scripted boss battles with unique powers.  These powers will kill you if you ignore them or do not react properly.  It is likely you will die a few times before learning how to survive against these abilities, but the only penalty for a respawn is the time lost. You should only play this module if you are willing to handle this type of challenge and work on improving your play.

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A combined army of devils and demons has assaulted the heavens and the celestial host has been driven back to its stronghold. Empowered by some of the mightiest archangels and the blessed Cathedral of Light, the  defenders have been able to hold their ground - but it is only a matter of time before the forces of good are overwhelmed through sheer numbers.

In desperation, the celestials have called upon legendary mortal heroes such as yourself to help turn the tide. The fate of existence itself rests on your shoulders - fail and everything will be reduced to shadow and ash.

Can you accomplish what the angels themselves could not? Can you prevail against the forces of darkness? Can you lift the siege of the heavens?

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Player Review:

"This was my favorite of the submissions, despite the fact that it does some things that in theory I strongly disapprove of. Magical Master has altered some of the normal rules, provided special equipment carefully designed with a thought to play balance, and in general crafted a version of NWN much more console-gamish (or perhaps I should say MMOish, since he mentions being a WoW player) than the standard sort of NWN game. My own approach tends to be more old-school D&Dish, where combat challenge can often be as much a matter of strategically managing resources over a series of encounters as it is about the difficulty of any single enemy, and so I would normally regard some of  the things he does, like providing basically unlimited healing and rest, as anathema.

However, I have to admit that these things actually work within the context of the very different style of gameplay he has fashioned, and he has managed to present me with something I encounter all too rarely in NWN modules: combat that has some real tactical depth and is a serious challenge. For that I am prepared to forgive him a multitude of offenses.

This module centers around 5 difficult boss-fights. Each boss has special scripted powers that the player will not survive unless he can figure out the trick to doing so. In many cases, this same power also has some associated downside for the boss that is actually the key to winning the fight if the player can figure it out. The battles thus require thought, and usually require precise play to survive even after one has figured out the trick to doing so. It was an entertaining experience for someone who likes tactical combat, and the moments when I realized how I could turn the tables in what initially appeared to be completely hopeless situations were very gratifying."

- rogueknight333

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Siege of the Heavens is a Neverwinter Nights module designed for a level 40 character. You do not need a level 40 character in your vault, however - you will be leveled up as needed if you join as a lower level character. Good or neutral alignments probably make more sense, but as long as your character doesn't desire the end of everything, any alignment should work.

Unfortunately, there is an item strip - I simply cannot balance when I do not know whether players will have +1 clubs or +20 vorpal longswords. Replacement gear is provided, however. Your character will not be naked or wearing +1 items. See the mechanical changes section in the ReadMe for more information on, well, mechanical changes (module should be playable without reading that section, it is just there if you want to perfectly fine-tune your character).

Please note that it is *STRONGLY* recommended you have a base Constitution of at least 14 (12 for an Elf or Elven subrace) *AND* get the maximum hit points on each level up.

The adventure itself is primarily action - the story is linear and there are few "roleplay" opportunities. The focus is on engaging bosses with unique scripted mechanics - you will need to figure out how to defeat each boss. This is NOT traditional "hack'n'slash" gameplay where you wade through hours of boring and identical foes with slightly more hit points and damage each time.

You may die a few (or many) times while attempting a boss, but do not worry - the boss will simply reset and you can respawn. The only penalty is a small amount of time to run back. Boss abilities have a shout, emote, and/or visual to indicate what is occurring, so pay attention to these to figure out why you died.

If you want more detailed information, a list of the bosses and their abilities is provided in the ReadMe(spoilers, obviously).

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If you want to play the module but aren't comfortable building level 40 characters, there are four premade characters provided in the download: a fighter, rogue, wizard, and cleric. These are completely optional and you are absolutely encouraged to design your own character. Playing the fighter (Dwarven Waraxe and Shield) and rogue (dual-wielding short swords) should likely be straightforward, but you will need to fill in empty spell slots gained from better gear for the wizard and cleric. If you look at the spells they have in their spellbook and quickbar by default it should hopefully be clear what additional spells you should memorize (more of the same, basically).

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Unfortunately, due to the time constraints of the Adventure Building Challenge, you only have half of the final module at the moment. Once you finish the available content, you will receive an item called Lilanthria's Hope. Hang onto this, because once the second half of the module is finished you'll be able to use Lilanthria's Hope to skip the first half of the module if you play as a character who possesses it.

Modifié par MagicalMaster, 03 novembre 2013 - 06:56 .


#2
MagicalMaster

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See original post.

Modifié par MagicalMaster, 12 mars 2013 - 06:48 .


#3
MagicalMaster

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Added a new version that ensures you have 1000 gold, includes a level 40 dwarf fighter as a bic character, and has a few minor bugfixes.

#4
MagicalMaster

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Added v1_03:

- Selenoth the Hungerer is a potentially less depressing encounter
- Adjusted tuning slightly on Selenoth the Hungerer

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Previously added a new version (v1_02).

- Some screenshots on this page
- Retuned Selenoth the Hungerer (third boss). She should be about the same difficulty for high damage characters and significantly easier for lower damage characters.
- Added boss strategies in ReadMe
- Added some missing item descriptions
- Scripted some monk bonuses (described in ReadMe)

#5
MagicalMaster

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Word of warning: was testing some stuff and discovered two things -

The current "final" boss (encounter with three enemies) is more difficult than intended for wizards/sorcerers and has a bug that can happen very rarely (bug isn't crippling, just annoying). Working on fixing some stuff for sorcerer/wizard specifically to improve that and other things along with fixing the annoying bug.

Should have v1_04 released tonight or tomorrow.

#6
MagicalMaster

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v1_04 has been released.

- Mestil's Acid Sheath now reflects damage again (and slightly more than Elemental Shield used to)
- Elemental Shield now only grants protection from boss abilities
- Some minor bug fixes and other behind the scenes work
- Simplified bardic damage reduction (see ReadMe)

#7
MagicalMaster

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v1_05 has been released.

- Captain Xer is now less shy

Apparently I introduced a bug in v1_04 while cleaning up something else that made it impossible for the fourth boss to spawn. My extreme apologies to those who tried to play through the module and couldn't complete it.

rogueknight333 kindly pointed this out earlier today and has a solution if you want to continue from where you were instead of restarting (though restarting would be easier for most):

"I was recently replaying this and ran into a bug in the latest version: when I went to the east to fight Captain Xer, he was nowhere to be found, making it impossible to proceed. It persisted after going back to an earlier save before entering the area, so it seems to be more than a one-time fluke as well. I was able to get around the problem by writing a simple script to spawn in that boss, putting it in my override folder and running it in DebugMode, but it would seem an issue that should be addressed in an update at some point.

P.S. In case anyone else has this problem and wishes to use my method of correcting it, the script I wrote was as follows:

void main()
{
CreateObject(OBJECT_TYPE_CREATURE,"sh_devilcapboss",GetLocation(GetObjectByTag("
POST_sh_devilcapboss")));
}

After running this Captain Xer appeared where he was supposed to be (obvious from a map note where that is and when this should be run), and as far as I could tell everything worked fine subsequently."

Modifié par MagicalMaster, 17 mai 2013 - 01:45 .


#8
MagicalMaster

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Argh.

Again, my extreme apologies. There IS actually a fourth and fifth boss which you should now be able to fight.

For those wondering how such a large bug occurred, I was splitting the spawning of some creatures and accidentally moved the line spawning the boss inside an if statement. And while I tested to make sure all of the trash mobs before the boss spawned correctly, I never actually checked the boss since that was working previously. Stupid of me.

#9
MagicalMaster

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Some people have mentioned having difficulty with the third boss, so I threw together showing a quick video showing how to beat it (used the "default" character) for anyone struggling:

Modifié par MagicalMaster, 19 mai 2013 - 05:21 .


#10
MagicalMaster

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Current planned patch notes for v1_06, updated 9/04 ...

- Frenzy damage from Selenoth the Hungerer reduced (IMPLEMENTED)
- Stone of Binding will allow you to teleport back to the area you used it from instead of simply the area where you died last (IMPLEMENTED)
- Merchant quirk or two will be fixed (he'll buy and sell for 1g instead of selling for 1g and buying for thousands) (IMPLEMENTED)
- Dying on a boss fight will result in a message being sent to the player about the boss's current health (IMPLEMENTED)
- Defeating a boss will result in a message being sent to the player about the fight length (IMPLEMENTED)
- Teleport animation time reduced (IMPLEMENTED)
- Journal entries for more guidance (IMPLEMENTED)
- Some typos fixed (IMPLEMENTED)
- Improve Lilanthria's dialogue at "break-point" (IMPLEMENTED)
- More dramatic boss deaths (IMPLEMENTED)
- Lilanthria won't give surplus plot items (IMPLEMENTED)
- Add autosave at entrance to areas (IMPLEMENTED)
- Some behind the scenes work in making some things smoother (IMPLEMENTED)

Very open to feedback/criticism and other suggestions.

Modifié par MagicalMaster, 10 septembre 2013 - 08:44 .


#11
MagicalMaster

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So I noticed I had a mini rush of downloads yesterday - if you haven't played the module yet, I'd suggest waiting another day or two so 1_06 is out (see above post for progress on that patch).

That said, if you're super eager most of it is polishing and adding a few little extras - the core experience is unchanged (though you may have difficulty on Selenoth). Just a public service announcement.

Modifié par MagicalMaster, 05 septembre 2013 - 09:04 .


#12
MagicalMaster

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Final bug testing in general and tuning passes on Selenoth in particular - hoping to release 1_v06 tomorrow.

#13
MagicalMaster

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The good news is that the v1_06 is done - improved the responsiveness of some scripts and added new features mentioned in the patch notes.

The bad news is that the Vault won't seem to let me actually update it. I'll update this accordingly when the new version us actually on the Vault.

#14
MagicalMaster

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v1_06 has been released! Patch notes...

- Frenzy damage from Selenoth the Hungerer reduced
- Stone of Binding will allow you to teleport back to the area you used it from instead of simply the area where you died last
- Merchant will always buy and sell for 1g
- Dying on a boss fight will result in a message being sent to the player about the boss's current health
- Defeating a boss will result in a message being sent to the player about the fight length
- Teleport animation time reduced
- Journal entries added
- Some typos fixed
- Improve Lilanthria's dialogue at "break-point"
- More dramatic boss deaths
- Lilanthria won't give surplus plot items
- Add autosave at entrance to areas
- Some behind the scenes work in making some things smoother

Modifié par MagicalMaster, 12 septembre 2013 - 04:00 .


#15
MagicalMaster

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Double post.

Modifié par MagicalMaster, 12 septembre 2013 - 04:02 .


#16
MagicalMaster

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v1_07 has been released.  Patch notes:

- Greater Sanctuary has been disabled (scripts are in place to avoid exploitative behavior but they sometimes confused people trying to use the spell legitimately)

- Dragon Shape has been disabled and other shapes vastly improved (size issues, among other things)
  • 1 AB/Str/Dex/Con per 3 Druid/Shifter levels past 4 (so +1 at 7, +2 at 10, +3 at 13, etc)
  • 1 Natural Armor AC per 4 Druid/Shifter levels
  • 1 damage per Shifter level.  Pure Shifters (only Druid/Shifter and no more than 10 Druid levels) gain an additional 2 AB/6 Damage
  • These benefits are reduced by 50% for builds with levels other than Druid/Shifter
  • All Druid/Shifter forums now merge all items to every form and all forms receive Weapon Finesse
  • Druids no longer lose any Wisdom spell slots from shifting -- bonus spell slots are still lost
- Animal Companions have been tremendously buffed
  • The Healing Flask now also heals the Animal Companion when used
  • Animal Companions take 5% damage from boss abilities
  • Animal Companions all receive Weapon Finesse
  • Haste/Mind Spell Immunity/Freedom
  • 1 Armor/Deflection/Dodge/Natural Armor AC per 5 Druid/Ranger levels
  • 1 AB/Damage per 4 Druid/Ranger levels
  • 2 bonus to all abilities plus a further 1 bonus per 4 Druid/Ranger levels
  • Players have greatly improved control over their Animal Companion using Player Tool 1 and can direct them to specific locations or to attack specific enemies
- A few minor improvements across the board in various places

In addition, there are now three additional premade characters in the download for people to use as they desire (meaning there is now a fighter, rogue, wizard, and cleric available).

Modifié par MagicalMaster, 03 novembre 2013 - 07:03 .


#17
Aelis Eine

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I played through the Southern section but don't feel like finishing the rest, so here's my review of the first part.

First off, this is a great effort at creating an Action module. It's clear that you have a good grasp of the meta to present a challenge to a wide variety of characters. Some things I noted are minimal use of spells that are easily handled by Evasion or RDD Fire Immunity that will make certain fights easy for some characters but possibly very difficult for others. Also, enemy ABs and ACs are tweaked to be manageable by a majority of builds while still presenting a challenge.

Second, the scripting is impressive. Without haks, you managed to create a variety of unique attacks for each enemy type, and they're considerably more complex than the average NWN attack, with multiple phases like telegraphing and post-attack exhaustion.

It's also clear that this module is an attempt to adapt a part of the experience from a certain MMO into NWN, namely with enemies that have fancy telegraphed gimmicks and bosses with elaborate titles prefixed or suffixed to their names.

That said, this ended up not being my kind of mod for a few reasons.

For one, there was very little tension throughout. I went through every fight without ever feeling like I had a risk of dying, except on Doggie, where I was half expecting the game to hang up, delay my potion use and kill me. In short, you have to mess up really really badly to die. Part of it was the unlimited healing, which is by design to cater to the lowest common denominator. However, part of it is also that there was very little to convey the feeling of "this mob needs to go down NOW!", especially when fighting the trash.

Quite understandable though, considering that this mod needs to cater to a majority of builds, some of which may, in fact, feel the need to burst down certain enemies when clearing trash.

Another gripe I have is the use of unavoidable damage. Doggies' Flame Barrage, for example, needs to be facetanked with no way of interrupting, defending or even running from it - I even tried running across the woods and it ignored line of sight. The first hit of Selenoth's acid spit is also unavoidable. Sure, there's unlimited healing, but it just feels like a very brute force approach, so I can't say I'm a big fan of that.

A third issue is that there's very little use of terrain, obstacles etc. For an organized army from hell, their troops seem pretty haphazardly scattered around in groups of three.

There were also some minor issues - I think boss attacks really need some kind of non text-based telegraphing. A few times I missed the message, like the last phase of Selenoth where I had no idea it had entered a frenzy and I was wondering why I was taking damage out of nowhere. I think my IGMS flooded out the text box when that happened. I got through by mashing heals, but it would have been nice to get more feedback that the boss is mad - maybe make it glow red in frenzy and do a Howl VFX on every pulse? The Blink Strikers would also not blink and stay at their spot when I IGMSed them during the telegraph, although that's a very minor issue.

In all though, this isn't a module for me but I can certainly see that it's well-made, and a good showcase of what can be done without haks, and an interesting way of bringing the mainstream MMO experience to NWN.

Modifié par Aelis Eine, 24 décembre 2013 - 04:50 .


#18
MagicalMaster

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First of all, do you mind if I ask what you were playing, character wise?

I think a lot of this can boil down to three things.

1, learning curve.

2, single player module with no substantial changes

3, your skill

To expand slightly on those...

The module is set up to have a learning curve -- meaning fights get more complex and difficult as you go on.  Most players in NWN are not used to the idea of game mechanics and thus the first fights must be simpler to ease them into it.  Most players are not used to needing to move out of things quickly and react to what enemies are doing -- fights on PWs or in campaigns usually boil down to standing there auto attacking a mob until it dies and sometimes hitting a healing potion, for example.

I also avoided making major changes -- again, so it was something that someone could jump into without needing to learn a new ruleset.  This means I have to balance for a Sorcerer's defenses as well as a Dwarven Defender's.  I have to take into account a Scythe wielding WM's offense as well as a Dex Monk's.  And I can't assume a reasonably balanced party because...it's single player.  Which severely limits my options in many ways.

I'd also guess you're a very skilled player who is used to demanding environments and actual game mechanics.  I remember showing some friends the third boss (giant spider) who weren't very used to NWN and mainly played FPSes.  They kept dying to the first web attack since the idea of "Get out of the bad stuff on the ground" was not second nature to them like it is to us.  In general, I doubt you'd find anything in Siege of the Heavens truly difficult (at least until the second half which I'm working on, though the last two bosses in the first half -- fourth and fifth -- are trickier than the first three) -- but if I made the first few bosses difficult to you, people not as experienced, knowledgable, and skilled as you would be hitting a massive brick wall.  And I've actually had to help a lot of people get past the first few bosses -- the third boss in particular was a roadblock for a lot of people (which is why I nerfed it a bit -- was too difficult for its place in the module).

Aelis Eine wrote...

In short, you have to mess up really really badly to die. Part of it was the unlimited healing, which is by design to cater to the lowest common denominator. However, part of it is also that there was very little to convey the feeling of "this mob needs to go down NOW!", especially when fighting the trash.

I think this involves all three things I mentioned, but in particular #2.  I can't require a mob die really, really fast when the PC could be a Scythe WM or Dex Monk.  One has five times the offense of the other (not an exaggeration).

Aelis Eine wrote...

Another gripe I have is the use of unavoidable damage. Doggies' Flame Barrage, for example, needs to be facetanked with no way of interrupting, defending or even running from it - I even tried running across the woods and it ignored line of sight. The first hit of Selenoth's acid spit is also unavoidable. Sure, there's unlimited healing, but it just feels like a very brute force approach, so I can't say I'm a big fan of that.

It was absolutely brute force -- trying to teach basic mechanics to people who are used to simply autoattacking.  Running away from stuff or line of sighting stuff or dealing with more complex stuff comes later (ironically the fourth and fifth bosses feature those respectively) and it'll ramp up even more in the second half.  People have to have the chance to learn how to walk before they can run.

Aelis Eine wrote...

A third issue is that there's very little use of terrain, obstacles etc. For an organized army from hell, their troops seem pretty haphazardly scattered around in groups of three.

True, true.  Tends to happen a lot in games.  I figured it was relatively handwaved by the major attack waves in the center area and the idea that you just defeated their main organized force -- meaning what was left were some scattered forces in the region.  But this is certainly something I'd be glad to hear ideas on how to improve.

Aelis Eine wrote...

There were also some minor issues - I think boss attacks really need some kind of non text-based telegraphing. A few times I missed the message, like the last phase of Selenoth where I had no idea it had entered a frenzy and I was wondering why I was taking damage out of nowhere. I think my IGMS flooded out the text box when that happened. I got through by mashing heals, but it would have been nice to get more feedback that the boss is mad - maybe make it glow red in frenzy and do a Howl VFX on every pulse?

I (foolishly) assumed people would do the text/combat log split so that couldn't happen.  Any particular problems besides Selenoth?  I will also say technically Selenoth DOES do a visual pulse every time she deals damage but it might not be obvious enough.  Glow red would definitely be fine, I'll look into the Howl VFXes (currently using a Pulse VFX).

Aelis Eine wrote...

The Blink Strikers would also not blink and stay at their spot when I IGMSed them during the telegraph, although that's a very minor issue.

That's mainly to the game engine screaming in protest at Blink Strike, I think.  Maybe I could fix some of the bugginess now but it works in most cases and when it fails it fails in favor of the player as far as I can tell.  I'd have to take a look at the code but that alone took up like 25% of the time spent coding all of the boss/trash abilities.

Aelis Eine wrote...

In all though, this isn't a module for me but I can certainly see that it's well-made, and a good showcase of what can be done without haks, and an interesting way of bringing the mainstream MMO experience to NWN.

Much appreciated -- sent you an email as well which you might find interesting.