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Revised Module: Small Village Woes (1.24)


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#1
BortSonofBort

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I'm very excited to announce that Small Village Woes (v1.30) is
Now available for download.

 

A special thanks to MagicalMaster, Berliad, this forum community, and everyone behind NeverwinterVault.org for helping in this latest update.

 

Thanks for playing. I happily welcome all feedback.

 

Very best,

Bort

 

[Author Note: This original thread starting post was edited to now display the download link.]


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#2
MagicalMaster

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1, yes, and I know at least 2-3 friends who would be interested in playing it multiplayer off-hand.

 

2, given that it's apparently without any custom content, it likely won't be affected too much.  I don't even really remember what changed from 1.30 to 1.69, though.  You probably won't have any of the new weapons like Dwarven Waraxes in the shops but that's likely an easy fix or you can just warn players.

 

3, no, I seriously doubt it.  Even if it's truly amazing, that's quite a bit of work for one 4-6 hour module -- especially since people would have to find the actual patch for 1.30.  Hell, I'm not sure "reverse" patching even works -- many people have the 1.69 version from GoG.  So no "clean" install to even work from.  I strongly suspect it'll be "It works in 1.69 or bust."


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#3
ruadhri10

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1. Absolutely, especially after reading the review. Thank you very much for creating and sharing this module!

2. What MagicalMaster said.

3. What MagicalMaster said. I'm one of those players who first got into NWN via GOG. My CD was patched to 1.69 already, AFAIK...


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#4
werelynx

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1. I would love to play your revised edition.

2., 3. I expect more problems when a player with 1.69 plays your 1.30 module than if you were to update your NWN. I recommend to "build" your module. Still probably some scripting will be outdated etc. (no matter whether you build with 1.69 or not). I myself would not downgrade to 1.30 tough and as MM said it might not be possible.

 

Haks are fun, come on! If you are not sure what to add than add some compilation hak like CEP or Project Q.

 

Good luck!


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#5
Rolo Kipp

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<grabbing the rocking chair...>

 

Wb =)

 

What they said on all counts. 

And, seriously, just give it a try.

 

Luckily for me, these fine folks don't expect old-timers to leap tall buildings, or even to our feet, actually.

So dust off them chisels and whatnots and craft a little craft.

 

Worst case:  You shake your head in disgust and walk away :-(

Best case: A lot of new people enjoy a piece of art you poured yourself into for year.

 

I think the ROI is worth the risk, don't you? ;-)

 

<...next door>


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#6
BortSonofBort

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1, yes, and I know at least 2-3 friends who would be interested in playing it multiplayer off-hand.

 

If it's an organized game, perhaps you'll allow me to shadow your play session. That would be a hoot.

 

2, given that it's apparently without any custom content, it likely won't be affected too much.  I don't even really remember what changed from 1.30 to 1.69, though.  You probably won't have any of the new weapons like Dwarven Waraxes in the shops but that's likely an easy fix or you can just warn players.

 

2. This is my hope. If Bioware rewrote, edited, or deleted previous functions, then I might be in trouble.

And you're correct, I do not have any weapon in the game past version 1.30. When I released my last edit, the merchant functionality in NWN was terrible. Truly. You could not custom set price limits on items, you could not examine them for playability, or see how they would look in-game, it was extremely disorganized visually, et al. I spent a few weeks writing a custom merchant dialogue system that allowed players to not only see complete text descriptions of the items they were buying, but also see the in-game model of the weapon itself prior to purchasing it (with some special scripting). This system allowed users to buy items at customized prices outside of what the game engine declared. It also allowed me to code special privileges to certain classes, such as Clerics and Priests getting a special discount from the local church merchant. A rogue's penchant for thievery (with the steal skill developed) also affords him a higher chance to steal items from merchants. Players are also able to sell in-module items back to the store at prices that I determined, and were not able to sell out-of-module items to the store for ludicrous amounts. In 2003, again, the merchant system was a total mess.

 

3, no, I seriously doubt it.  Even if it's truly amazing, that's quite a bit of work for one 4-6 hour module -- especially since people would have to find the actual patch for 1.30.  Hell, I'm not sure "reverse" patching even works -- many people have the 1.69 version from GoG.  So no "clean" install to even work from.  I strongly suspect it'll be "It works in 1.69 or bust."

 

I've never download a hak pack for obvious reasons. The most popular ones today did not exist in 2003. The hak packs that did exist then were limited and unnecessary, in my opinion. Clearly, much has changed since then. I kind of feel a little bit like Rip Van Winkle. You're 100% correct. I can imagine most players today are using the retail 1.69 version. I had to specially buy a 1.10 version off of Amazon for $5.99, and then patch the game to 1.30 to even begin working on it.

In case anyone wants to know, you can download many different archived updates here, which is where I found mine: http://www.gamefront...erwinter_Nights



#7
BortSonofBort

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1. Absolutely, especially after reading the review. Thank you very much for creating and sharing this module!

 
My absolute pleasure. It's been a fun walk down memory lane.



#8
BortSonofBort

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1. I would love to play your revised edition.

 

Great!

 

2., 3. I expect more problems when a player with 1.69 plays your 1.30 module than if you were to update your NWN. I recommend to "build" your module. Still probably some scripting will be outdated etc. (no matter whether you build with 1.69 or not). I myself would not downgrade to 1.30 tough and as MM said it might not be possible.

 

I know for a fact that the game is unplayable currently by NWN 1.69 users. I'm terrified to see how broken the game will be upon saving it at 1.69. Clearly, I'm going to give it a shot, though.

 

Haks are fun, come on! If you are not sure what to add than add some compilation hak like CEP or Project Q.

 

I'm sure they're great fun. (Horses would be fun, although terribly unnecessary in Small Village Woes.) But it's not about 'fun' in why I don't add them. It's about world balance. And I don't have time to test out that balance, or code their benefits into the module. :)



#9
BortSonofBort

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<grabbing the rocking chair...>

 

Wb =)

 

What they said on all counts. 

And, seriously, just give it a try.

 

Luckily for me, these fine folks don't expect old-timers to leap tall buildings, or even to our feet, actually.

So dust off them chisels and whatnots and craft a little craft.

 

Worst case:  You shake your head in disgust and walk away :-(

Best case: A lot of new people enjoy a piece of art you poured yourself into for year.

 

I think the ROI is worth the risk, don't you? ;-)

 

<...next door>

 

You are certainly correct.

 

I was a mere 22 when I spent a year creating this module. At 34 now, I don't feel too old to polish it up some. Like a fine set of silver.

Again, let me stress, your above points are entirely correct. The ROI is well worth the attempt.



#10
Rolo Kipp

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<digging...>

 

Thanks for the Gamefront link :-)

The new Vault has been missing the linux server 1.30. Got it! =)

 

<...the old stuff>


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#11
Shadooow

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Great!

 

 

I know for a fact that the game is unplayable currently by NWN 1.69 users. I'm terrified to see how broken the game will be upon saving it at 1.69. Clearly, I'm going to give it a shot, though.

Dont worry, we can help you with all issues you will find. Im thinking about writing a tutorial of how to update a module, but first I want to see what problems arise for you with your module. You can try to PM me directly if you notice anything, I am here pretty often lately so you might get a very quick response from me.


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#12
BortSonofBort

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Thanks for the Gamefront link :-)

The new Vault has been missing the linux server 1.30. Got it! =)

 

You're very welcome.



#13
BortSonofBort

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Dont worry, we can help you with all issues you will find. Im thinking about writing a tutorial of how to update a module, but first I want to see what problems arise for you with your module. You can try to PM me directly if you notice anything, I am here pretty often lately so you might get a very quick response from me.

 

Now that's a generous offer! I will certainly keep that in mind, Shadooow. I'm nearly done with my edits on the new Small Village Woes 1.24 version. Many thanks.



#14
BortSonofBort

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Hi All,

Update:

I'm about 90% done with this 1.24 edit. Lots of dialogue has been trimmed and syntax cleaned up. There's no stone I've left unturned. I've incorporated some new light touches to class-specific items found in acquired treasure from chests and loot bags. Nothing has really been re-written as much as polished. Of course, I've nerfed the respawn rates of encounters considerably.

I've also taken the opportunity to add some new simple scripts here and there. Added greater precision to sound objects usage, visual effects, and made some redundant placeable objects static to streamline the user experience.

This is definitely the best version of Small Village Woes that has ever existed. I haven't tried saving it to NWN 1.69 yet. I'm waiting to finish the update before I do. While this isn't your traditional D&D experience per every minute detail, I do think most users will enjoy themselves. We'll soon see.


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#15
BortSonofBort

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Hi All,

 

Update:

 

Still plugging away. I'm on vacation for the next five days starting tomorrow. I was really hoping to have this done prior to leaving, but that's not going to happen. The good news is, this is because I've taken some time to add some more flair to the module. The bad news is, it's not done yet. Considering it's been over ten years since my last update, an added week or so shouldn't hurt anybody.

 

I'm very excited to get new feedback for the module. I spent so much time on it way-back-when, and don't feel like I experienced enough of the insights of the players. There is a lot of customization of the module, in all facets, which means something is bound to not appeal to just about everyone.

 

- The Merchant Dialogue System (which does have its pros over the in-game mechanism--or did in 2003)

- The perspective of the player's response in dialogue

- The tongue-in-cheek narrative

 

You name it, and there's something that's bound to not appeal. My intention was to create an entry level module that was as deep a level 1 experience as any available. As detailed and robust as you could find for the starting player, and resembled a setting/environment apropos of a level 1 - 4 adventurer.

More soon! But until then, I'll be having a torrid affair with my long-lost friend, Mimosa.



#16
cds13

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Sure,  will play your module. I assume you will warn us here once it is complete.

 

Thank you for your efforts


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#17
BortSonofBort

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Greetings All,

 

I'm very close to the edits being completed. I have about two areas to still do a full review of. Afterward, I'll need to do another play through and take notes on the little hiccups or corrections that need adjusting. I've even added some new content to the game, which has been a nice bonus.

 

Things have been getting busy outside of these edits, however. Not sure when the final polish will be done within the next week or two. RIght now, it's in that timeframe.

 

Here are some tone-setting screenshots. Forgive the graphics of the screen captures, I'm testing the game on my inferior MAC version of NWN. I still think you'll get the idea, though.

Happy Memorial Day weekend!

 

Screenshot #1

10313233_10152052464742553_3091970225887

 

Screenshot #2

10361584_10152052464842553_1632331032849

 

Screenshot #3

10376411_10152052464797553_6736644925358

 

Screenshot #4

10368395_10152052464887553_9263651899988

 

Screenshot #5

10390438_10152052464927553_5203979642868


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#18
BortSonofBort

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Great news, everyone: I'm just about done with the work that's going into this updated release of Small Village Woes. All that's left is to play through the game one final time to make sure I didn't miss any glaring omissions, and then I'm going to release it to the public, which I'm very excited about.

 

A question I have for the community here, is if there is a Website that hosts NWN modules (and that is not the vault) that I should consider submitting Small Village Woes to once it's finally released?

 

Thanks for your patience, all. I should be releasing the game in just a few days. Very exciting!



#19
MagicalMaster

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Old vault and new vault.


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#20
BortSonofBort

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Furthering the excitement, you should all know that I downloaded the Gog.com version of NWN, and have discovered that there are only a few breaks in the Small Village Woes module. Mostly camera-related. Which means that the public release of version 1.24 (which has turned into a pretty significant update) is going to be much sooner than anyone could have anticipated, including myself. I cannot wait to share this with you all.


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#21
BortSonofBort

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Hello All,

 

I couldn't be any more thrilled to release the first download link for Small Village Woes (version 1.24) BETA!

 

I've tested this GOG.com 1.69 compatible version of the module 98% through. My expectation is that there will be a minor bug or two left to find. I could think of no better place to submit this 1.24 BETA update of the Small Village Woes for testing than this forum's community, who has a trained eye for precision and detail. And particularly before I release it on the old and new NWN vaults.

 

My only request is that you keep in mind that this module hasn't been coded to take full advantage of all character class abilities. Its current build is, more or less, a linear entry-level experience. My advice is to create a new character and enjoy yourself!
 

Some thought before you play:

 

- Certain character classes will be promoted at the onset of the module.

- Exploration is highly encouraged.

- The module is 25 megs in size primarily because of the amount of custom character instances in the game.

- The module uses only default Neverwinter Nights visual and sound files. No community-made expansion packs are required.

- The module can be difficult. Play strategically. Keep an eye on your health and use your buffs.

 

Regarding feedback:

 

- I wholeheartedly welcome all feedback! But please note that while Small Village Woes could certainly be further expanded upon, as I had designed it originally to scale outward in 2003, my main desire for feedback in this BETA review is to squash bugs in the current build. I welcome all of your thoughts about the experience as thorough or as glib as they may be. Please feel free to add your feedback to this thread.

 

Thank you and I hope you enjoy yourselves!

 

Download Link: http://devons.5gbfre...eWoesBETA1B.zip

 

Sincerely,

Bort Son of Bort



#22
BortSonofBort

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Whoops!

 

Greetings All,

 

Last night I put up a download link for Small Village Woes 1.24 BETA (A) in the above thread response. I incorrectly put that download up with two placeable objects called "Experience" at the beginning of the module and toward the end, which were used specifically for testing purposes. If you downloaded that version of the module, please do not use those experience placeable objects.

 

I have uploaded a new version of the module - BETA B - here: http://devons.5gbfre...eWoesBETA1B.zip

 

I have replaced the original download link in the release post above, as well as listing a new one here. Please use the above version, as it no longer contains the testing "Experience" placeable objects.

 

Thank you!



#23
MagicalMaster

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I did a playthrough as a sorcerer.  Enjoyable in general, sent you a PM with some feedback.


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#24
BortSonofBort

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Hi All,

 

MagicalMaster PM'd me hands-down some of the best technical feedback I've ever received for this module. I plan to implement much of it. If you're currently playing through the game and being thoughtful enough to write down some feedback, please note I will be putting up MagicalMaster's response with my replies later today. His notes might tackle issues that you too have experienced.

Thanks, everyone! So much. More very soon.



#25
BortSonofBort

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[WARNING: SPOILERS BELOW]

 

Hi All,

 

Below is fantastic feedback from MagicalMaster ("MM" for the sake of brevity in the response). It includes spoilers, so only read if you don't care about spoilers, or are close to completion.

 

MM - Got a 200 point shift towards Good at the beginning?

 

Bort - This is because of how the game handles the various factions. Certain scripted moments, and certain behavior overall required this alignment adjustment in 2003. I'm not sure if it is required now, and something I could look into in a future update. Alignment isn't utilized much in the current build of Small Village Woes (SVW), so it's something that hasn't taken priority.

 

MM - Killed wolves at the start -- intentional? Guards also didn't fight back against the wolves -- intentional?

 

Bort - Wolves attacking is intentional, yes. Guards not fighting back might be because of how they're 'stationed.' I'll check on this.

MM - Whole town is dark. Some of the buildings are insanely dark. Like extremely difficult to see dark that involves spamming the tab key. So dark it's not enjoyable.

 

Bort - Honestly, I love how dark it is. Now, that being said, I also understand where items, doors, and points of focus are placed in the module better than anyone. I'm a firm believer that there's a middle ground in every solid note, and this is definitely something to consider. I already have some ideas of where I can place 'anchoring' points of light in the darkest areas in the game, which might actually make the darkest points more spooky because of it. Definitely noted, however. Thanks!

MM - Don't call something a bag of holding if it isn't actually a bag of holding.

 

Bort - Noted. I actually intended to raise the price of these 'bags that hold more stuff' ( ;) ), so this is a great reminder.

MM - After buying a non-bag of holding bag of holding Billy asked if I wanted more *scrolls*

 

Bort - Whoops! I must have missed that one in my notes, as I had originally jotted that down. The sound effect that also happens when you buy that bag from Billy, if I remember correctly, is a 'paper' sound. I'll look at this.

 

MM - Apparently I cannot adjust companion armor? I have a fighter wearing Leather armor and a cleric wearing clothing.

 

Bort - This is part of an issue that I think may have also affected other elements of the custom henchmen script used. More on this below...

 

MM - I'm running around just looting everything, especially Gungafruits for healing power. Intended?

 

Bort - Yeah. I'm an oldish school video game RPGer. I've played videogames since the Intellivision, as many of us have, but one of my favorite games was from the 16-bit Genesis days. Shining Force is a favorite of mine. I say all of this to mention that certain elements of 'looting' not being challenged by the in-game world is something I'm willing to accept right now. Even in 2002 when NWN game came out, I remember module makers creating elaborate 'Jail' systems and whatnot. They were interesting systems, but something I was never interested to put into SVW. Maybe some day. As it is, looting is encouraged in this world, for sure.

MM - Specifically told Lynn to ONLY use her ranged weapon but she keeps switching to her dagger in melee. Which is a bad idea for her at the moment.

 

Bort - Curious. I have not experienced this. I'll have to examine that.

MM - At this point, at least, Lynn seems remarkably weaker than the fighter henchman (fighting zombies beneath Fred's house). Yes, her turn undead is nice, but she doesn't use it wisely and it runs out quickly at which point she's insiting on meleeing with a 1d4 damage dagger at 2 AB.

 

Bort - She is indeed weaker. Where Lynn can help heal you, use her turn undead spell, and use various ranged weapons, she faces the problem of being fragile. Drumble is the tank. The purpose for these contrasting opening-level henchmen is to support balancing off the character you decide to create on entry of the module. I tried to use their opening narrative when you meet either henchmen at the beginning as an opportunity to clue the player into how they would best assist a specific PC type.

MM - I also am out of bullets for my sling. Are we supposed to wander out into the forest PRIOR to fighting the zombies? That seemed like a stupid idea but I'm thinking it's necessary at this point.

 

Bort - [SPOILER] It's definitely possible, although feigned as being 'dangerous' by the in-game characters to wander into the woods. The woods, in reality, aren't very dangerous. There are dangerous places within the woods, certainly, (Lenny's Lodge, Spider Cave) but the woods themselves are relatively open for navigating for the specific purpose of purchasing weapons, if need be. This all being said, the sling and bullets for the sling could be more available in the Small Village, I definitely agree. Will look at this further.

MM - So I wander into the forest and VERY carefully force Lynn to follow me until we're surrounded by undead, perfect for a Turn Undead. Then she refuses to cast it. We just rested and she's only used it once so I *know* she still has it.

 

Bort - Again, I've never experienced her not using her turn undead if rested. I'll have to look into this.

MM - Can we please get rid of Lynn's Called Shot? She constantly uses it and just keeps missing due to the -4 AB.

 

Bort - Ha! I meant to take that out. Another note of my own that I didn't follow. Cripes that must be annoying. Her having called shot was an accident to begin with when I started to update SVW a couple of months ago. She did not have that ability in the original release in 2003. Definitely will remove it.

MM - Also, how does Lynn only have 5 Concentration at level 3? Should be 6 from skill plus one from constitution = 7.

 

Bort - Definitely will fix this.

MM - Now she's stuck "partcasting." Starts casting a spell and then stops, no interruption or failure, just stops. She's been doing this for several rounds and thus is now near death and probably about to die. She's not doing ANYTHING useful.

 

Bort - You clearly had a very curious time with Lynn. I've played this game a lot. I mean, a LOT. And I've not experienced what you've just went through. Now, that being said, I think in the 1.69 update of the NWN game engine, something happened to the custom henchmen script (which I did not code myself). I feel like there are elements of response in the script that are now lagging or broken. They don't necessarily break the game, but they do make the henchmen less functional overall. Unfortunately, I don't have the coding knowledge to fix this custom henchmen scripting, again, which I did not create. I'll have to consider how this gets worked out in a future update.

MM - Managed to break her out of her rut by telling her to follow...but despite being told to follow she keeps trying to stop and heal herself. Kept spamming the button, then she healed herself, then finally cast Turn Undead and killed 4 zombies following us.

 

Bort - Again, very curious.

 

MM - Selling one item in inventory (Men's clothing) sold three of them at once. Wasn't a problem this time but I could see it being a problem.

 

Bort - This is purposeful. At the time, creating a text-based merchant system made for a lot of in-game purchasing customization that simply wasn't possible with the default NWN merchant system back in the day. Admittedly, there's good and bad to be had from what I've done with SVW. One of the elements I tried to spend some time on was in how quickly certain transaction could be made. (You'll notice buying health potions and scrolls allows for the player to simply purchase another right away if they'd care to.) Selling your "Men's Clothing" sells all items at once, because it truly is the baseline of protection for armor in the game. At no point, I figured, is a player going to want to keep extra articles of clothing around. If you're wearing this kind of article of clothing, the system won't sell the item that the player is wearing, only the extras he/she is carrying. Again, good with the bad...

MM - Saying you want to sell Willy's kits results in an UNRECOGNIZED TOKEN bit.

 

Bort - Aha! Definitely will fix.

MM - Trying to sell undead stuff to Willy makes him say you should talk to him, but you cannot since he's "making" the armor.

 

Bort - Mmmhmm. I should just have the armor/weapon conversation deal with telling you what you need to do, you're entirely right. Willy is stuck in an action when he's blacksmithing, and you just have to wait for him to stop being 'busy.' He eventually will talk to you, but I can definitely see how this could be confusing. Will attend to this.

 

MM - Why is a Katana 100g while a Bastard Sword is 125g? Exact same stats/feats/etc, just different look.

 

Bort - Error on my part. Will fix.

 

MM - No Dwarven Waraxe or whip available

 

Bort - These weapons were not available in NWN back when I originally released this module. In a future update, they could be added.

MM - FYI -- Tower Shields weigh 45 pounds now, not 19.4

 

Bort - Another change it would seem over the years! :)

MM - You're charging 20g for 25 bolts? Seriously? That's 1g a shot.

 

Bort - Definitely lop-sided. Will change.

 

MM - Equipped Lynn with a Katana + Tower Shield, though she had to actually enter combat before she would equip the Tower Shield. Stripped her of her other items.

 

Bort - Another curious lag of the henchmen system it would seem.

 

MM - Lynn has a Katana/Shield and has been told to use her NON-ranged weapons...and she's running AWAY from the bear. Which is what she did for her RANGED behavior but makes zero sense with melee weapons.

 

Bort - Curious...

MM - Her called shot is driving me bonkers. Seriously.

 

Bort - I can imagine! :)

MM - Upon speaking to the witch of the woods, she wants to eat the undead parts apparently, but saying you want information first just ends the conversation suddenly. If that's intended it doesn't seem that way.

 

Bort - Definitely will fix.

MM - After you confirm being a sorcerer she agrees to reduce her "bargening" by 50%. When looking at, say, the scroll of Magical Missile...she has two versions and doesn't tell you what the actual caster level on each one is. Presumably they're different ones? Upon testing, turns out they are identical -- one of them simply costs half as much due to "affiliation." Why show the other one at all, then, at that point? Makes people think they're two different items.

 

Bort - This is a bug in the "character class discount" that she gives. You shouldn't be able to see the larger price point. Will fix.

MM - Along these lines, 24g for a guaranteed 35 damage > 20 for 25 shots with a heavy crossbow. 7 of those would have to hit just to roughly break even and that's much less likely with low AB. If you'd prefer sorcerers/wizards don't use ranged weapons and instead only use magic missile scrolls that's fine, but that's what this promotes.

 

Bort - Definitely. Will fix.

MM - Also, 12g for a 5d6 AoE Fireball seems awfully good.

 

Bort - Definitely. Will fix.

MM - She doesn't tell you what she'll pay for the undead parts.

 

Bort - Good point! Will fix.

MM - Apparently you're just supposed to take the stuff in the two chests next to the witch?

 

Bort - Ha! I'll have the Witch say something to 'allow' the player to take her stuff.

MM - It won't let me sell the longsword, greataxe, or women's clothing (leather armor) to Willy. I could sell men's clothing, the helmet, shield, and armor. Ideally I'd have Lynn EQUIP the armor (ANY ARMOR) but that doesn't seem possible.

 

Bort - Did you try selling the weapons at the weapon rack? Or did you try selling the weapons at the armor rack? Regarding Lynn not equipping better armor. I've have to look into that.

MM - All right, church won't take the zombie stuff, time to visit gravedigger again. Nope, back to witch to sell the zombie stuff.

 

Bort - The Witch is the only person who will purchase undead parts. She should buy them without issue to the player. I've never had an issue selling the undead parts to the Witch. Curious.

MM - Also, Appraise seems to have no affect on anything -- intended? Might be worth mentioning that.

 

Bort - I don't believe 'appraise' was a feature in NWN original release.

MM - Lots of typos on scroll list, by the way -- no such thing as "Vampiretic Touch" for example, it's "Vampiric Touch." Typos in other parts of the conversation, not sure how worried you are about those.

 

Bort - I hate typos, so keep'em coming. Thanks!

MM - Scroll of Utter Death gives Circle of Death when it should give Finger of Death.

 

Bort - Interesting. Thanks!

MM - The zombies continually respawning in the forest gets annoying -- and it's also a massive source of XP which you probably don't want.

 

Bort - I actually did intend to have the Forest Zombies respawn more often than any other area for the sake of players having a place to grind out to higher levels in case they're lagging behind. That being said, I can elongate the encounter refresh rate for sure. I hadn't experienced someone running back and forth as much as you have yet. Thanks!

MM - Ah-ha! If I tell her to switch to her (non-existent) ranged weapons and THEN tell her to charge in with melee weapons, she doesn't try to run away.

 

Bort - Will try to make this more practical in the conversation options with the henchmen.

MM - So, uh, if I tell Lynn to give me her equipment to adjust (which consists of a katana and tower shield) she does NOT give me back the tower shield. Which is problematic since I'm trying to replace her current tower shield with a tower shield +1 and carrying both at once will encumber her.

 

Bort - Curious. Will look into this.

MM - Though that "solution" worked, Lynn also keeps telling me she's switching to her imaginary ranged weapon and then back to melee despite never actually switching.
 

Bort - Curious once more.

 

MM - It really may worth giving the zombies Improved Unarmed Strike so melee characters don't keep getting free attacks.

 

Bort - Great idea.

MM - Zombie kids/wife don't have "standard" undead immunities if you care.

 

Bort - Definitely do. Thanks!

MM - Fighting my way back out of the crypt and hit level 4, though cleric didn't level up -- does she not keep up with you?

 

Bort - To my knowledge, henchmen do not level up.

MM - Buying potions of Medium health from the witch claims you're ACTUALLY buying potions of Light health.

 

Bort - Will fix.

Mm - Er...what the hell? Scroll of "Utter Death" killed Lynn even though Circle of Death ONLY hits enemies. What's going on?

 

Bort - That's a fine question. Will look into this.

MM - The spider cave is nonsense. The apparently infinite zombies were bad enough, but spiders too? In addition, after Lynn died to the Utter Death spell she immediately resurrected OUT of my party and I couldn't get her to run AWAY from the endless spiders. I did find the ring, though. How am I supposed to identify it, though?

 

Bort - [SPOILER] You identify the ring by using the feat "Identify," or by giving it to Lynn. The Ring of Light is more or less an Easter Egg. There are actually two instances of it in the game. The other instance is in the village, which you find out about if you create a Ranger class and 'talk' to the various farm animals in the game, or if you examine the farm animals (as any class) and read their descriptions to tie it all together. It's a more difficult Easter Egg to find than the Spider Cave, but more accessible early on if you're very observant. The Spider Cave is most certainly nonsense. ;) Most players, I had experienced, don't put up with it long enough to find the ring. I admit, it's completely nonsensical, but you are rewarded for exploration in the end. No where does the module suggest going into the Webbed Cave is a good idea, or relevant to story progression. I wanted to reward players for sticking it through, as it's something many players won't do. The Lynn aspect of the above note is again, very curious.

MM - Willy claims the ring is a Ring of Light...somehow he knows that, but it's still not identified. The witch doesn't say anything about it. Neither of them will buy the Spider Scales either -- not a reagent for the witch?

 

Bort - Ah, the Spider Scales. I had meant to remove them from this update. Thanks. Also, Willy knows all. I'll look into re-framing the context of his knowledge though to purchase the ring.

MM - Apparently AFTER buying an item an option for the Ring of Light comes up...but again, *you* ask about the ring of light even though it's not IDed.

 

Bort - Hmmm, selling the ring should be an option right away. I'll look into this.

MM - "We have wonderful scrolls at your disposEl!" should be disposAl

 

Bort - Thanks!

MM - Ground out level 5 in the spider cave so I could get some Lore and the spell Identify to ID the ring.

 

Bort - Good thinking! Level 5, wow. Usually, only by the very end of the module do most people reach level 5. But again, I wanted to give players the option of areas to grind if they wanted to raise their character's level. I'm all about giving players options when it comes to leveling.

MM - When attacking the encampment, I picked off the archers to the side and the bridge guard at the gate from a distance. Then, as I ran closer, apparently the DEAD guard closed the gate and yelled for the DEAD archers to fire.

 

Bort - Great find. Thanks. Will fix. (Also, good strategy!)

MM - During the fight with the half orc king Lynn started talking about how "Oh I'm sorry sir, but I'm with this other fellow!" for some reason. And the king didn't fight us, he simply kept trying to sit back down on his throne continuously.

 

Bort - Very strange on the Lynn part. That would mean somehow another character was trying to engage her. Must be something having to do with the King trying to repeat his behavior of sitting down. Likely something to do with his OnSpawn script. Thanks! Will look into this.

MM - The module guide claims Billy or Bailey will say where the Priest went but neither did.

 

Bort - Thanks. I need to remove that from the module guide.

MM - Am I supposed to ditch Lynn for this new elf or something as a "henchperson?"

 

Bort - The choice is yours!

MM - Lynn died again and instantly came back to life again.

 

Bort - So very strange. I've never seen a 'henchperson' do that before. I'm beginning to think that an earlier issue compounded other behavioral problems with the henchmen scripts.

MM - After Lynn died, speaking to her gives the intro dialogue each time -- can't talk to her about anything else.

 

Bort - Now this IS something I had experienced, but very infrequently, and is one of the bugs that I'm not entirely sure how to correct, frankly. It happens only after a 'henchperson' dies multiple times.

MM - Got a stack overflow error on the priest's transform at the end

 

Bort - Hmmm. Thanks! Probably too many effects firing at once during his transformation.

MM - Mobs have way too much HP in general for a caster -- I brought 50 Call Lightning Scrolls and about 30-40 Magic Missile scrolls to the village after killing the king and still ran out during the Black Demon pair. I could have afforded more, technically speaking, but I had no idea I'd conceivably need that many. Mainly a problem during the endless Zombies in Fred's Manor, the Half Orc Camp, and back in the Crypt with the Demons.

 

Bort - Nice observation. Something I'll have to work on balancing out.

MM - Overall it was fun though I suspect it would have been far more enjoyable as a melee character using the fighter henchmen as a companion. Atmosphere was amazing at times though sometimes so dark it was annoying to figure out where you were going.

 

Bort - Thanks! I think the module has aged pretty well over 10+ years. Although, there definitely seems to be a few bugs, particularly with the henchmen scripts, that were created over various NWN updates. That seems to be the area with the most need. The henchmen scripts definitely seems to degrade if the henchmen dies multiple times. I've noticed right-clicking and using the default henchmen behavior calls seem to clear out the degenerative custom scripts. I'm not sure how much I'm going to be able to correct this specific issue.

 

Torch usage is certainly a native element of the game, and highly encouraged when a dark area calls for it. I would suggest that using a spell-casting PC with a melee henchmen would be your best bet for variety. Or the other way around. Balance is definitely key in this module and, I believe, where a player will get the most 'fun' out of it.

 

Again, THANK YOU so much, MagicalMaster for your feedback. If you happen to consider anything else, or would even like to followup on some of my replies to your feedback, please feel free to send it my way. I could only be so lucky to get this kind of feedback on a regular basis in an effort to improve the module. It, clearly, won't ever be perfect, but I can always keep making it better.

Sincerely,

Bort


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