Ancordia is a persistent world, but one that I want to share fully with everyone. As such, it's "open-sourced" in that I put the module itself for download and not only its resources needed to connect. While I do intend to host the module (and in fact, I already do!), it's been designed with single-player and LAN parties in mind, too.
The module is "roguelike-like", because it's inspired heavily by roguelikes and their randomized gameplay. It's an action PW with little roleplaying and with gameplay based on random quests each PC can receive in taverns (a single tavern at the moment). These quests range from rescues, to assassinations, to thefts, to interrogations, to escorts... and many more!
Majority of the world consists of randomly selected areas that players traverse. Each area corresponds to a single mile travelled and the more miles one travels, the more they need to travel in the opposite direction to return to their starting point. It's in this wilderness (as random areas are called) that each quest takes place.
Not only players' journeys are randomized, however. The global event system aims to create a dynamic breathing world, in which events like festivals, jousting tournaments, monster invasions and even town economy changes can take place randomly.
The module utilizes a difficulty system in addition to Neverwinter Nights' native one. This allows players to adjust difficulty of various gameplay aspects individually: one can, for example, make regular enemies weaker, but at the same time make NPC adventurers more powerful. Of course this applies only to single-player and LAN gameplay, since the difficulty of my server is set and can't be changed by players.
Finally, I made effort to balance the module as much as possible in every way. This includes some class/spell/feat changes, but also module design choices. Think roleplaying skills like Persuade, Intimidate and Bluff are useless in an action PW? Think again!
You can find out more about the module and its public server on the website: http://ancordia.esy.es . The site is available in Polish and in English and so is the module itself. Version 1.10 features random dungeons, weapon runes, unique items and many other additions and changes in comparison to earlier releases. The full changelog is available in the readme file attached in the download.
Features that will come in later versions:
-9 regions
-a city that one player can become a ruler of
-an arena offering PvE wave survival gameplay and PvP fights under specific rules
The module requires CEP 2.61 in all cases, in addition to Ancordia's specific hak paks and a custom tlk file.
Community Patch 1.71 and Neverwinter Nights Client Extender (NWNCX) is highly recommended for all players as well.
NWNX is NOT necessary for offline gameplay, but is highly recommended for any multiplayer. Refer to the "related projects" section and the readme file included in the download to find out more.
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Giving it a try this weekend :)
Happy to hear it! :) There's still no proper tutorial (a guide NPC will be included in the next version, though!), but all information required to begin can be found in the journal for now. Hope you like it!
Just downloading now, will give it a try :)
Hope you like it. :)
I am unable to extract the v1.10 archive (English) - I get "unexpected end of data"
You fixed it - no problems extracting now.
Many thanks for your prompt attention - very much appreciated.
Excellent question.
I think that uploading the module at least played some part in keeping my server empty. I've had at least several mails from people organizing sessions with their friends - maybe if they couldn't do so on LAN, they'd opt to play on the server. In this way, I guess you could say it's my fault.
But it was my concious decision. From the very beginning, I wanted to make the module playable in singleplayer or on local multiplayer. I'd go as far as to say that I thought it more important for the module to function this way than for it to work out as a PW.
PWs come and go, even the most popular ones will end some time in the future. Many PW admins don't upload module files once their world is done for, so that content is lost forever. And even if the module is uploaded, most of the time it simply isn't suited for offline gameplay.
Ancordia is still more fun to play with others (most games are), but no content is missing for players who want or are forced to play alone. I've even included henchmen for people who would rather play in a party (for example, because they want to play a healer), but for one reason or another can't play multiplayer.
I'm going to relaunch the server when I consider the module complete and give it one more try. :) If it's still empty by that time, I'll most likely drop the PW idea altogether, but the module will still be there for singleplayer and multiplayer alike. And that's exactly what I wanted.
Correct! I decided to let players decide whether they want to use it or not, instead of pushing it down their throats. :)
This is contrary to tilesets reskins, which are required (and included in one of the module's hak paks) by the module in order to avoid some incompatibilities in multiplayer.
Is there a single download for English players; thanks?
Not exactly, but almost! Download "Ancordia v1.10 in English" and "Patch 1.11" and (if you already have CEP 2.61) you're all set. :)
Just make sure to copy files from the 1.10 archive before the patch and that's it.
I'm in the 1st area, but don't see a map pin for the sewers. How do I access them?
Okay, how do I get to the main quest then; this place is so big!
If the henchman explains quests, Crugeon didn't tell me what it was.
Did you go to Greentree's tavern looking for a quest? You need to exit Greentree (the exit is to the north), then head east to the town of Alverton. Random quests can be received in Alverton - in Greentree you can only hire henchmen and it looks like that's what you did. :) The NPC guide, Raphael, explains how to receive quests.
Okay, but after I receive Crugeon, he gives me no info. Where am I supposed to go next?
I got a fighter named Crugeon, but how do I know where to go next?
AH, I see... Okay, I'll wait until there's a main quest... how long will that be?
Difficult to say at the moment. The module is a sandbox first and foremost, so the main quest is not the highest on my priority list. I can give you a shout once it's present if you'd like. ;)
This is impressive! I love the idea of an almost S.T.A.L.K.E.R.-esque sandbox approach to NWN. Very eager to try this out over the weekend.
Hope you like it! :) Be sure to let me know if you have any thoughts or concerns.
Thanks for your comment!
I may or may not have already fixed this when working on Ancordia v2.0.
It's going to be a pretty big update, with many additions, improvements and changes. It'll also require Neverwinter Nights: Enhanced Edition.
Until then, hope you're enjoying 1.11 and sorry for not replying earlier.
Thanks for the reply,
I'm still interested in running Ancordia on the weekend for me (DM) and five players, but with the error popping up once sometimes twice per session. I had to make other plans :(
I love the idea of a sandbox multiplayer module like this. Has anyone tried this in NWN Enhanced Edition?
Question: what exactly do you miss out on if you don't have NWNCX?
I'm very interested in playing this solo as a kind of open-world/roguelike experience, but I play on NWNEE Android, and NWNCX is Windows only.