A single-player, action-packed adventure designed for Melee fighting characters. Fight evil foes, make new friends, battle your way through hordes of enemies and make a few things explode.
When someone challenges you with the question "You and what army?" You best reply: "THE ARMY OF ONE."
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Features:
- 16+ hours of gameplay (minimum), a lot more if you try to complete everything (Testing clocked it at over 20 hours)
- Multiple Endings (Total of 5 -- 3 bad, 2 good).
- Hordes of henchmen to choose from (more than 20 unique characters). Collect them all!
- Multiple Custom Equipment
- Standard NWN Equipment are still useful
- Secret items and a secret henchman
- A lot of easter eggs.
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Game Setup:
- Set Feedback to either "Text Only" or "Full".
- Set Single Player Item Level Restriction to 0.
- Should be played using NORMAL or Higher difficulty.
Gameplay notes:
- Though advertised as a Adventure/Action-RPG, there are still a lot of room for thinking. Most battles would not be won by barreling into hordes of enemies, but rather by strategically picking your moves to increase your chance of survival. There are also a lot of elements of problem-solving and experimentation.
- Also this game contains A LOT of secrets that you need to figure out for yourself. Clues will be left on books, conversations with towns-people and other unexpected areas. Also keep going back to already explored areas as each area has more than one use for it, their usage would depend on certain triggers to occur.
- Some secret areas are hidden in plain sight. Try to be observant and curious as entrances to hidden areas might just be hiding right in front of you.
- It is suggested you complete all the allies and all the journal-specified sub-quests.
- This game was tested using Fighter-Type characters, usage of pure magic-users might yield a different play strategy and results, though this game still allows pure Sorcerers and Wizards, it is advised not to use them as there were little testing done to how well they can do in the game.
- When your character dies, the game ends. Save often. No autosave feature on this game. (Oldschool style!)
- When the game starts, all your items will be stripped off from your body.
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[EXTENDED]
This is module is an expanded version of an existing module here called "Army of One", 8 years ago I completed a module that I submitted in the old NWN vault. Though I did complete it I found some aspects and sections of it that were lacking, but I never thought of revisiting the module afterwards. Around 4 years later I had some new ideas but was not motivated to do anything about it because I felt there was no longer anybody playing NWN to appreciate the effort. Mid-last year I received an email asking me for clarification on the module and I was surprised of the existence of Neverwintervault. NWN is active again. I took it as a sign to apply the changes I wanted to put and to really crank up the content on this module. It took me longer than I expected to complete this module, from the initial estimated three month, it balooned to ten. But nonetheless, here it is: ARMY OF ONE - EXTENDED!
Changes from the original module:
- Allies (Henchmen) were re-worked to add more character and uniqueness to each of them. I also balanced a lot of them (nerfs, buffs, modified their feats, modified their spells).
- New sidequests are added and added more main quest missions. The module now has 5 acts as opposed to the original game's 4.
- Modified some sections of the game to make them fit in the narrative of the modules (specifically some of The Battle Quests)
- New areas are added and populated the town with more people and provided them with more conversation options.
- Some of the existing monsters were re-worked to add more difficulty and enjoyment while you battle them.
- Added more items for you and your allies to use.
- Re-worked loot system to make the game more balanced and some equipment were modified to make them less OP.
- Fixed some issues I found with zones and modified areas to make them fit more with the strategy I want the players to employ and to fit the theme of zone.
- World-building - Added A LOT more world-describing items to help PCs piece together the world in which ARMY OF ONE takes place.
- Added more easter eggs of this I enjoy (Eight years had passed, so I got to see new things :D )
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Well,this mod sounds interesting.I'll give it a try as soon as i can.
Thank you very much for improving this module!
I had the first version in my "to-play" list, this improved version will surely replace it!
Critical bug: My henchman was Emelie when Caina ported me to the Killing Fields where the aberration guy joined me. When we got back to the tavern Emelie was hostile and was blasting all NPCs with AoEs until she herself got killed. Now everytime I and any henchman enter an area all NPCs become hostile to one another. Rupert got killed by the magic merchant and Old Man got killed by none other than the Stinger.
Played from a Save, Emelie got killed after the Killing Fields area, resurrected her and had her join me then ported her to the Stormer. When I got back to the ship she got killed that time by the allies..
Difficulty was at Normal, nothing significant that I remember. My gear then was just the things that I picked up in game and Emelie was packing regular +2 items. I like the "Kalasag", that's the native term for shield where I come from. By the way, where do I find Archimede? He's the only ally that lacks in my group. If he was in the tavern then Emelie might've blasted him as well. Still doing the Fatal Four and I'm definitely liking this module..
I loved it. Obviously I'm still playing through but, hey, I got tons of characters to use. My choice was on a cleric/CoT (21/10) and so far it worked like a challenge. I was someway helped by the healing skills though you may find many healing potions around. I'm in a prison, no need to get surprised if tons of guards get summoned!
SInce everything starts from a prison all of your equipment gets stripped away (but that is consistent with the playground).
Oh, I loved the starting when you elect to play at easy difficulty :-) and even when "nobody cared"... remember to follow the "hints" given through the adventure.
Nice work!"
Thank you for your hard work
Thank you! :D
I'm happy you're happy with it.
Nice mod. I'm not finished yet. No problems with Emelie and teleporting to the killing field.
I had a problem with the brazier-puzzle. I found more than one combination to get 5 of them lit - clicking on the sixt let them all extinguish. (I had to set at_status to get around this.)
Hi, thanks for playing!
That puzzle has more than one solution and it's generated randomly for every new game (loading from a save does not change it). There is also a possibility that it could have more than one combination on a specific new game (rather low chance of happening). The walkthrough has the information regarding it (I'm not going to post it here to avoid spoilers.) ;)
I hope you're having fun playing it. :)
Please have a look on the init of the braziers. I dont think it was your intention to assign 3 and 4 twice and leave 5 and 6 alone
I'll take a look at this.
This was not the plan after-all. I'll send you a PM to ask for more details.
During my testing I have not encountered an issue (currently running the module).
** EDIT: Saw the problem, I made the correction. I will include this on the 1st Month update I will provide by middle of May **
** Thanks mmat **
** UPDATED **
Module has been updated to correct some issues with spelling, grammar and non-crucial trigger not working.
Also made corrections to the "Bronze Town Chronicle" quest, regarding the mission in the Abandoned Temple.
Thanks for playing!
going to give this a swing
TY
I just downloaded the mod to try it, will reply again with feedback. As an aside, based on your read-me file, I updated your tags a little.
Thanks
First bit of feedback: Document that the mod strips items!!
I know I've put that info somewhere when I made the module back in 2008, It's probably in the module description at the start of the game. I will re-check, for the meantime I will put that detail on the description.
Well I really liked it until I died with no auto-save option. I lost a few hours of progress and I won't start again. It was in some places fun (and others entirely frustrating) while it lasted, but ultimately I didn't enjoy the outcome.
Pros: Good scripting, walkthrough (which I took pains to avoid), interesting concept and good attention to detail.
Cons: Undocumented item strip at mod entry, tedious battles.
It's very clear that the author put a lot of effort into the mod, but I feel like I wasted my time without having an auto save option.
Up until what point did you get?
As for the auto-save option, I didn't think it was necessary since you can save your game at anypoint (even in combat), it is an interesting feature but at this point I may not want to add it since it will entail a lot of planning on my end (at what events to place the necessary save-point).
Thanks for playing the module.
Enjoying the mod so far!
I finished this module, and have liked it very much! Although I've not played it with a melee-focus character (Bard/Arcane archer), I managed to survive in most battles (and forced to use the walkthrough for some strange battles, e.g. the one in the room filled with clerics during the mission "In the belly of the beast"). Besides, playing with a bard in the final battle is very rewarding, as you can boost all the allies near you
I think that one of the most interesting points is to choose from a variety of henchmen...
However, I didn't find Archimede. Where is he? I have found his diary, but not him.
Moreover, I'm not sure that this is a bug, but in the mission "The Oblivion" when I find the delivery packet in the "Fed-Hex" center and after inspecting it, the door of the room remains closed and it cannot be opened. I had to use the Stormer device and return to the center to request information to the "colleague". This would not be a critical bug, although it's boring to have to return to the center with your own feet.
If it can help you, I have found some typos in the module (I have sent you a PM).
Archimede is in the Bronze Town Clinic, he's standing there near the front-desk.
As for the Fed-Hex exit, it's a transition trigger (blue line) near the bottom of the door... normally i just run through it. I'll put something to make it more obvious. Thanks for the vote and comment. :)
Are any of the companions romanceable?
Unfortunately none. One has some hints, but it's just fluff text and won't lead to anything.
I tried to give each character some sort of personality, but I made sure that none of them are truly beyond the others.
This is a great romp! Enjoyed the tactical missions after leaving town the most! Love the high number of henchmens but found the need to strip the equipment off one to give the other happening bit too often. Gets bit tedious. Otherwise solid action module!
Instructions read:
"Game Setup:
- Set Feedback to either "Text Only" or "Full".
- Set Single Player Item Level Restriction to 0."
How does one go about doing these two tasks before playing the module?
In nwnplayer.ini, ensure you have
Single Player ItemLevelRestrictions=0
which is the default.
Start the game. From the Option menu, select Game Options and then Feedback Options.
Thank you for putting together a mostly interestng module. I came across it when someone mentioned being stuck at the temple / brazier puzzle on another forum.
** SPOILERS AHEAD **
I'm now also stuck there. - seems to be a bug. I can get four braziers lit using probably a half dozen combinations, but attempting to litght either of the last two braziers extingquishes them.
I would suggest using a set combination so that people who find these kinds of puzzles tedious (like me and the person who asked the question for a workaround) can look up the combo in the walk-through and be done with it. An alternative is to reduce the number of braziers to four, to make it less tedious to guess.
I'd also suggest the quest-giver be one of the temple clerics instead of Rupert. Makes more sence for a priest to sense evil but not have time to investigate due to temple duties, than for a wizard (and presumably magic users have high INT - should be easy for wizards to solve puzzles).
One oddity - there are no missile weapons (bow, crossbow, or sling - or even darts and throwing axes) to be found at any of the shops so far,. There is only a short bow, found in the prison IIRC, and you cant buy any arrows until the Stormer shop is unlocked.
edit: I'd also recommend the Mayor's quest be broken up into 7 individual quests, given in your recommended order by difficulty. As it is, the journal entry ends up being a lits of 7 tasks and it is normal to do a list in order. If it is too difficult to make 7 indivdual tasks in sequence, maybe you could just change the order instea, so the current quest #5 becomes the new #2 task (per your recommended order).
Thanks, Werelynx, but I gave up on the brazier puzzle. I'm usually playing maybe 30~45 minutes at a time during lunch hour, don't have time to play at night. So, I don't have any time or interest in a brute-force resolution of a random puzzle. Part of the problem is that you are not told right away that the order is incorrect, so you can light them in many different orders up to 4 or so before the 3rd, 4th, 5th brazier puts them all out again.
I may revisit one day and use a console command or something to open the door, but for how have shelved it
Thank you for playing the module, there is an attached Walkthrough document for this module that would explain how to solve the puzzle, it's basically a pattern building puzzle, each brazier is given a random number (which is not shown to the player), the player clicks the brazier in order to get the pattern and once all braziers are lit, the door should open.
Example (give a brazier a code from A-F)
If say that four brazers that light up are clicked in this pattern, A - B - D - F and you clicked E.... the patten should have E clicked before F, D, B or A... which means through trial and error you need to build that pattern.
Try:
E, A, B, D, F
A, E, B, D, F
A, B, E, D, F
A , B, D, E, F
And the same goes for the last brazer.
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Also, there is a lore-wise reason why this task is on Rupert, the Magic-Man's list and it would be apparent once you completed the quest. *Nothing that would ruin the narrative of the story*
Some QA:
- in jail guards should leave armour they are wearing
- Oldman Jonston is missing from the walkthrough
- some NPCs have missing portraits
- death system is utterly annoying. I understand perma death(though don't like), but the ending cutscene is alwaysdragging on and on.
- Sago doesn't buy stolen goods
- Stormer shop buys stolen goods..
- Sago should point to who pawns goods if h is not willing
- At path to Karsan mountains some winter wolves spawn behind PC or on another level (up or down)
- Elite guard and gutsy fights with Koon Goons
- crossbow making is not mentioned in Faug section of walkthrough
- there are no good dwarven axes in the game :(
- Solaris knights at port jalaskar don't react to platinum cup
- In Glens wise shaman lives ti the right of the path, not left as Fangwolf says
- self item strip is really annoying, even more so than automated one
- Adviser Chang has no head
TYPOS:
"peacful" - Yanos Aerthen
"did you liked" - bad ending (lich)
"Jarkaskar" - Vurbag Gelxsen
"Jakaskas" & "Managment" - sign at port Jalaskar. Would be funny if every NPC would refer to different name of the port :p
"macarbe" - Hanged Dwarf Skeleton (@port jalaskar administrative building)
"deligating" - Rupert (the magicman)
"threated"(-ened) - The Rushivs (book)
"exttra" & "leniet" - Detective Mickey
"Hencemen" - Sharwyn's contract
"your here" - Spectre (Graves of Magi)
"surmiss" - Crazed Man Journal
"chistle" - Journal (Mor'dacio)
"Enhcanters" - Aiurgis
"smitty" - Faug Tengord
"maybe" (should be "may be") - Nanelis as well as Cultist Survivor Letter
"Adviser Chang" - NPC name and conversation
Thanks! This is very helpful. The hardest part of testing this module is the grammar since I've plugged so many text in this module and the screen is so small, I'm bound to make mistakes like this.
hi! quick question. is this module true to d&d lore or is the setting one of your own creation? thanks, looks great! - fluent
A lot of homebrew, since I wasn't really fluent with the full D&D lore. I did keep some of the items intact but overall, as stated in the walkthrough, it might as well be a different world. Thank you for playing.
This was a great module the first time around and equally so in the remake. Unfortunately I got further in the first effort than the improved(?) second version as I am now stuck in the Abandoned Temple with the infernal brazier puzzle! Apparently I got past this the first time but not now! Have spent an inordinate amount of time working this puzzle, getting 5 braziers lit right off the bat, then having the sixth extinguish them all! Very frustrating to have something like this stop forward progress as I have done all six of the mayor's requests so far. I think there should be some work around or perhaps allow for six of the seven tasks to complete his quest. This one was a bit too much anyway, with the Koons, and the Mine and the Nobleman being some tough episodes.
Hate to be a moaner but I am stuck and frustrated. I wish that you had made this a non-game stopper of a puzzle!
The puzzle is the six brazers are assigned a random number, you have to click on them in order (without knowing the number -- I know it's harsh). The trick is to click on one brazer and then click the next, if it lights up, take note that the first one you clicked should be clicked before the next one. When you click a third one and it lights up, take note of that order. If it shuts down, note that the one you just clicked should be clicked before the first or second one, so go back to the first and click that one and then click the last one.
Example would be:
Six brazers are identified by the letter A-F.
Step 1: Click A
Step 2: Click B (if all brazers go out, B should be clicked before A, if it doesn't note A should be clicked before B).
Step 3: Click another one (say F) (If all brazers go out, F should be clicked before B or A, so you test it out. If it does not, the pattern so far is A-B-F)
Step 4: Click another one (say D) (if all brazers go out, D shoud be clicked before F, B or A, test it out, then re-build the pattern)
Do so until you've completed the pattern. It is randomized, so you may need to do like 6+ attempts before getting that pattern.
The prison break was cool, but once outside I found it really made for a male character and I always play my female fighter /barbarian in this kind of module, so it did break it for me and I stopped. It should mention somewhere that it is written with male character in mind.
Thank you for playing the module.
Trying my best to avoid spoilers:
Pro: This is a great module for those who like henchmen. Plenty to choose from, and once you recruit them you can send them all to wait in one place for easy switching and equipping. Most of the classes are represented, with the exception of bard and monk.
Con: For about half the module, you're stuck with only one henchmen. You unlock the ability to have a small team with you later on, but it's a little frustrating building up all these friends and only one can hang with you at a time. Also, some of the more "exotic" henchmen don't really feel too different from the normal races; other than them not being able to use weapons or armor. I would have liked to see them have more special abilities.
Pro: The module is fairly well balanced for a high level melee class, which is what I played as. Started at level 7, because I thought the module would auto level me a bit if I was too low. That didn't happen, so I gave myself 8 more levels and that seemed just right for a challenge.
Con: Get ready to fight in doorways a lot, as some places are just swarming with enemies that will murder you in seconds if surrounded. Also, it would seem you are expected to gulp down healing potions like water bottles for some bosses (both optional and storyline), as they're the tankiest things ever and some of them just heal back to full themselves SEVERAL TIMES.
Pro: Lots of custom magic items and scripts, and some of them are things I haven't seen done before. (One of the henchmen makes his own custom crossbow bolts after every fight, neat!)
Con: Speaking of custom scripts, that damn torch puzzle was nasty. If you don't know there's a certain way the puzzle works (and there's no clues in game), you're going to be very unhappy. The best advice I can give is that just because you've lit several torches in a row, that doesn't automatically mean you've found the correct order for those torches; one or two may need to be added in that order still.
Pro: There's a neat mission near the end of the game where you have to use an item at certain points on a map to complete it. Pretty unique.
Con: The places where you should use that item aren't marked, and you can easily fail the mission if you're too close or too far from where you should be. Trial and error seems to be the only way to figure out if you're targeting correctly. Mashed that reload button here.
Pro: There are several places to enchant/upgrade items in the module, and most of the time you're given hints that a mundane or enchanted item may be more than it seems.
Con: Good luck using one of the enchanting places without consulting the walkthrough. It uses a certain item as "fuel" (sometimes) and the merchant that sells that item only shows up after a certain story point, and in a place that is part of a quest but hidden, and only if you solved the quest in the good way.
Pro: Several quests require some thinking and paying attention to complete. You won't have your hand held on the finer details by the journal most of the time. I personally prefer this, even if I get stuck sometimes.
Con: Despite what I said above, it's very important that the module establish what you can expect as far as mechanics. There are a few "disguises" in the game that allow you to wear the armor or outfit of a certain faction or profession, but only once is it actually used. The rest of the time it's just worldbuilding. So if you got the impression that disguises don't matter (because they don't) and get stuck on a quest because they do just this once, it's frustrating.
All in all, this is a good module. I enjoyed myself. There are a few obtuse parts, and the boss fights can be very drawn out and boring at times, but for the most part I was glad to spend time in it. If you ignore the author's reccomendation of a melee PC, there are points where resting is restricted, so PCs that rely on magic may struggle hard for that reason.
*SPOILERS*
Bug: I had a repeatable glitch where after the party is captured by Durban, the three henchmen do not get moved to the holding cells. I opened them and they were empty. I activated debug mode and looked in the chooser, finding the henchmen still back in the palace where we were captured. I had to manually jump them into their cells where the trigger stripped them and enabled the rescue conversations as normal. If anyone else is having this problem, this is what worked for me; just be sure to jump the henchmen into the correct three cells (the fourth cell is supposed to be empty as it has no trigger) and jump them onto the grate in the middle of the cell where the trigger is.