Title | The Defence of Fort Tremagne |
Author | Guthlac |
Submitted / Updated | 07-28-2007 / 01-19-2022 |
Category | Roleplay |
Expansions | Requires Version 1.69 |
Setting | A unique world of the designer's creation. |
Language | English |
Content Rating | Mature 17+ |
Level Range | Start at level 1, end at level 12 |
Gameplay Hours | 10+ |
Races, Classes, Alignments | Any, Any, Any |
Tricks & Traps | Medium |
Roleplay | Heavy |
Hack & Slash | Challenging, tactical |
Scope | Large |
DM? | No DM Required |
Solo Play | Yes |
Multiplayer Play | One party, up to 5 players |
Player Death Rules | Players respawn with xp penalties by default. Bleeding, gravestone, and respawn-penalty options can all be customized at the start of the adventure. |
Multiplayer Features | Party summon, offline/lost item retrieval, group rest, group travel |
Other Features | Shields, some weapons, and some spells adjusted for balance and variety |
DESCRIPTION The hero or heroes must discover and confront the origin of a deadly demonic attack against the Lord of Fort Tremagne. - Fully-developed world & mythology NEW IN 2.x - New, challenging dungeons NEW IN 3.x - Finalized edits to weapon stats, shields, item enchantments, and certain spells in preparation for sequel NEW IN 4.x - Updated lore & dialogue |
Attachment | Size |
---|---|
zc1-forttremagne-4.3-2024.03.29.rar (139) | 22.61 MB |
cross-posted from oldie:
bugs etc.
- Find kala trin quest: if you find Kala before getting quest you get the wrong journal entry implying that you have talked to her mom already.
- slaves: after escape from the ship they still brag about that they want to be rescued
- some encounters are respawning
- lt bracken does not acknowledge silver necklace quest being completed
- sometimes the alignment is overdone and it is hard to tell that given option is truly evil, chaotic, lawful or good
- 2 dummy doors near manor, as well as many others in homes
- manor guard wanders off somewhere(he returns later)
- odd hench behaviour, They do not respond to commands
- Farmer gram - you can talk to him after finishing his quest and he forgets that you have done it
- don't know if bug or not, but the demon queen spawned 2 fire and 2 earth demons
- what is to do with vampire hearts?
- no clue what to do about engagement ring and mysterious "orc" ring
Replying to (hijacking) top comment to say that I made a series of major additions and revisions to this module in 2021.
In response to the plot points raised in this old post:
1. When you find a magical object with no obvious use, try putting it on the desk in the magic shop and asking Joran Kell to look at it.
2. Certain magical mysteries can only be unlocked (or start the process of unlocking) with ranks in the Spellcraft skill.
Thanks for the review.
Nevermid, figured it out. :-)
I've been wandering in and out of the caves on the hillside by the sage's tower for some time now. I've fought black bears (in and out of the caves), ogres, and dire rats. No sign of any sort of path or portal that will actually get me to the tower, though. Can someone give me a hint here?Nevermind - figured it out as well :)
I am stuck here too. Care to share your solution with me - I am getting frustrated.Many thanks
Puzzles have never been my forte, so I'm stuck here. Maybe I'll luck into the answer before I give up.
In the Higher Foothills, keep going until you get to a cave that has Portals in it. Use the south-most Portal (probably the one you came in on) to get to the Sage's tower area.
Highlight text above to see clue.
Much appreciated, Surazal! Of course it was the only one I didn't try again.
One of the best modules I've played. Great to see an adventure that awards XP for exploring, advancing the plot, and dialogue role-playing.
Voted. My review here.
A bit Overrated.
This is one of those, overmatch your level modules. Your enemies will largely be too high for your current level. Sure you get experience from exploration, but to explore you just have to kill cave full of trolls, at 3rd level, with a non magical weapon, and no potions. It gets better once you are 6th level or beyond, but there are still occasional spikes in difficulty that seem over the top, and you spend a lot of time at the lower levels, or maybe it just feels that way.
If you get your enjoyment from fustration, this is the one you want. You will need repeat most encounters until you get lucky or kite enemies away in a trickle and maybe rest a few times while kiting.
On top of that quests seem glitchy at best, That silver necklace quest mentioned in the first post. Well I let one of the perps off easy, and said I would go talk to a sketchy character. Did that, but the sketchy character had no dialoge options related to this. Also journal said I should report this to my superior. Went to do that, and again, no dialogue options.
The first time the town was attacked the aftermath of the battle got stuck, with a healer, endlessly healing a guy on the ground, so I had to repeat the whole thing.
Alignment shifts are nonsense. I keep getting +3 Lawful from greeting people.
"Good Day!" +3 Lawful Alignment shift??? This has happened at least 3 times now. I guess when greeting new people it's normal for non-lawful types to look for the "I want to murder you in your sleep" response???
I started a Halfling Ranger/Rogue and got murdered so often, I restarted with a high strength human Rogue/Paladin(fear&disease immune, and good available gear), and the lower levels were still very frustrating.
I wondered how I missed this one at the old Vault, I think I now get it. I played the top modules with ratings of 9 or above. Due to rating inflation, anything below 9 typically wasn't very good. I expect this was rated below 9.
Lots of good work, but it needs quest fixes, polishing, and balance tweaks, but it is old so it wont' get that.
Many thanks for sharing this very enjoyable mod.
Two of my quests did not show as completed even though they were done.
Stuck on the caves hillside for the Cure quest. Have completed all the caves and tried them in various orders and tried stepping back in, to no avail. Anybody know the trick? Surprising start to this module with the demon...Way too tough for the level that I was at!
Module strips, except for one item, which helped me a lot! Got lucky I guess.
PROBLEM: I am stuck after the initial battle for the fort!
SOLUTION:
runscript ft_cutscene
- do not cancel it; if commoners fight cutscene actors, see point 0.runscript ft_attack_end
- but only if you didn't get 750 XP after the cutscene has ended.PROBLEM: I implicated Jacho in the necklace theft (contrary to the evidence) and I cannot progress with the case!
SOLUTION:
SetVarInt ft_anna 5
on yourself.Note: I'm trying to play the module, if I find any further bugs and their workarounds, they will be added to this post.
Good story, nice environment. I don't care some gliches mentioned above.
Combat is challenging, maybe better start with level 3.
quite enjoyable and challenging for the most part, but things seemed to go off the rails a bit in the third chapter. several situations required multiple attempts to get the proper trigger to occur. nonetheless i was able to progress all the way to the goblin caverns, at which point i was forced to give up.
i could not even scratch the demon queen. i did not know what to do with the guardian spirit, as he might have had a weapon to hurt the queen. oh well, with no clues anywhere i must resign.
i wish there was more "help" in the help file, instead of just a few random clues. that would have made the mod so much more complete.
Thanks for the comment, glad you enjoyed it!
A bit buggy. I had to use the toolset to figure out what to do.
Awesome mod, a bit difficult at times.
The irritating alignment hits are moving you towards neutral, so if a good pc behaves neutral she or he will get a shift to evil to get closer to neutral.An evil pc will of course get a some good points.
When you take the melee test with Lt Bracken, leave your hench out of it.A recruit is gonna attack Bracken as well(bug) but if you just let it play out and don't partake you can keep playing on.If your compagnon or you join the fight the whole mod will turn unplayable;)
The Orc ring is actually awesome and is described a bit in the readme.I have no clue what the engagement ring does....
Went in with a level 2 ranger/rogue with some gold which seemed just right.
New Version Sept. 2021: Seems to be still NWN 1.69, which is good (at last for me :-) ).
Yes, I stuck with the Diamond editor. I've playtested some early areas in EE and they mostly seem to work.
That said, my custom WalkWayPoints coding for the Tremagne townies seems to break in EE for some reason: they get to the end of their path and then fail to loop. :( At least the day/night stuff still seems to work.
Weird things happen:
After travelling (i.e. from town to the southern road or from Crossroad to Old road) then sound setting of the game (options/sound) are set to zero; all 3 (music, speech and effects). As long as the dialogue is open, everything is fine, after jumping to the next area, sond is gone. Using the same transition withhout the travelling scripting does not reproduce the phenomen. It must be something within the travel scripting. (Solution: it's the autosave, whick collides somehow with something here)
The dialog with the maid is broken. Asking for Lara she says something like "she's indisposed", answer "I've a letter from Junior". <break>
She should say that "Lara is in her room in the first floor", but this line does not appear. The same effect would appear, if the line is expected to be spoken by a third person, which is not present or too far away. (Solution: The mentioned line of the maid appears twice in the dialogue. One of it has a conditional check (which is probably not intended) but no alternative line to take if the check fails)
The worst of this gliches is, I don't see by now, why they appear ... :-)I put a 0.3 second delay on the travel script which seems to have solved the issue. My guess is that the conversation interface wasn't cooperating with the area transition for some reason.
This fix will be included in today's update.
Edit: forgot about checking the maid's script. I'll see if I can fix that today also.
No problem, I love tracking down weird bugs. It gives me more experience in scripting and mod-building. I've another one: The merchant of the market-place did not reappear after the battle. I dont't get rid of the voucher :-).
That one is intermittent, along with the one where the townies randomly walk to the bottom left corner of the map before going back to their proper locations. Both of those bugs are tied to my custom WalkWayPoints. I suspect that my code asks too much of the engine and/or is just inefficient, so the engine just gives up sometimes.
I've since learned to code for efficiency and redundancy. My older code asked too much and assumed that the engine would always work.
I fear the only real solution is a complete redesign of that code. :(
Don't worry, a few days later he was back again ...
Another thing: The lock of pogo's cell can be picked (after diving once through the water). Is this intentional? So the player can go without closing the elemental portal and killing the chief.
Honestly I don't remember that decision, but one of my design principles was to allow goals to be achieved by stealth as an alternative to combat, so I like it.
Edit: being able to ignore Pogo's request to close the portal was *definitely* a design decision. In my mind it's one of the RP possibilities.
Welcome back, Guthlac! Great to see you still updating this. It's been over a decade that I played it; will have to give it another go this winter.
Hello, sorry but I don't understand: is this module supposed to work in Enhanced Edition?
Thanks
Yes! I'm sticking with the old editor to keep it compatible with 1.69, but I've been playtesting it with a friend on EE and it works just fine.
Edit to add: single player is solid, but multiplayer is still very beta! My friend and I have done one multiplayer run through to completion, but some of the bugs we found along the way were game breaking. :( I've addressed them all in my current release, but we've yet to start our second runthrough to see if (a) my fixes are as solid as I think, and (b) there are other bugs that we just missed.
Interesting looking mod. I wonder if there is any of the below stuff (or plans to add anything from it in the future) in the mod.
Any companions with interesting personalities, backstories and personal quests?
Optional romances, flings or flirting that affects how NPCs react to the PC?
Different reactions based on high Charisma, Wisdom or Intellect which also open new conversation options?
Any evil or very evil ways to do quests?
Multiple endings based on actions taken during the mod?
Hi Artham, good questions.
1. There are two possible companions, of which you have to pick one. I may allow both in a future revision but it will require additional coding that I haven't yet seen my way to tackling. They each come with a back story and bonus interactions.
2. There is no romance quest line. There are a few flirty dialogue options but they tend to be classified as "chaotic", which for the purpose of this module I have interpreted to mean "fun-loving". There is one fling available but it's only discoverable through some "evil" dialogue options.
3. Some dialogue options are only available to high INT/WIS/CHA characters, and one quest line has different outcomes depending on your Persuade skill. There aren't as many possibilities as I would like, and I haven't put in nearly enough Bluffing options to make the investment worth it, but the complexity quickly turns fractal with that stuff. :(
4. I have assumed that evil characters would be willing to engage in the main plot if they were paid, so the main plot remains unchanged regardless of alignment. I was able to design a bit more variety into the side quests: some of them are on the good side, some are on the evil side, and some of them have more than one possible outcome.
5. The main plot is in the linear form of a Prologue followed by three Chapters. However within that structure there are at least 5 different ways to complete the Prologue, and Chapters 1 and 2 involve unstructured journeys that can include optional dungeons and side quests like in Baldur's Gate. Additionally, these chapters can have quite different flavours if you have ranks in Animal Empathy or burglary-related skills. Also the choice of companion definitely affects the flavour of the playthrough. The final chapter is essentially a railroad toward the Big Bad, but hopefully a fun one.
In the walkthrough file under the gods, Kroll “the implacable” (Southrons), is under two deity headings.
Thanks! Kroll should be an alias for the NE deity, not the LE deity. The walkthrough will be corrected in the next update.
I need to try the new version when I get some time.
Played it two years ago but stopped somewhere in the second half.
Thanks for updating and keeping it diamond.
Thanks for the note - it's been a fun project, and having an audience makes it all worth it.
Just a note of encouragement on the update and to keep up the MP testing!
Thanks. Haven't had much chance to test in the last few weeks, but I did implement a lost-item-retrieval pool which seems to work, at least in solo play. Prepping for a sequel at the moment.
Any recent word on the multiplayer testing? If you post up the results and are confident it's playable all the way through at this point, I'll add this to the official Neverwinter Connections MP module list. Thanks for continuing development on that, it's good for the community!
This has now been added to the Neverwinter Connections community multiplayer module list: https://neverwinterconnections.org/pages/multiplayer_mods
What might be helpful for players is some additional info in the included documentation and/or the module page that is important for the MP experience, for example how the death system works, if there are any particular suggestions for classes or level ranges, etc.
Thanks for your continuing development!
Thanks, Carlo. I'm just putting the finishing touches on version 3.0 which, among other things, has completely revamped the quests and Journal entries for a multiplayer environment. :)
I'll check, but the module info should say that it's for Level 1 characters of any class.
Death is managed by a soul crystal system which is based on "bindstone" code that I got off the vault back in the day. The system is player-customizeable and is covered in detail on the "Welcome" map where players first enter the module. I'll see if I can put together something succint on the info page.
Great to hear! The additional info will also help people when they're trying to figure out what they need to first enter the module as a party. Looks like they can just create new level 1 PCs and not worry about anything.
on page 30 of the walkthrough under the Ciff Edge entry it says the small potted plant is a shrine to the goddess Selena (CG) but in my playthrough the Flowering Bush is dedicated to the god Celeste ;)
Great catch, thanks! It was still CG, but the deity name was set incorrectly - apparently I got my own pantheon confused. :-P
In the Slaver Ship cargo hold, the Caged Dire Wolf says "Greynose sees Smells-Like-Silvermane" and the reply options & Journal log also points to the Caged Dire Wolf as being named Greynose when I believe it should be Silvermane? Wasn't Greynose the original female alpha early on?
EDIT, so I took her on as a party member and she's indeed named Greynose, ok :)
Yes, I was quite pleased with my coding to have the Caged Dire Wolf's name actually change to Greynose as part of the conversation. :)
I ran into an issue and I have no previous Saved Game.
Near the end, under the Goblin Crypts I meet an army of Bone Golems outside a Temple.
There is one Bone Golem that appears to be "in/between" the door. I see it moving but cannot attack it and it is not attacking me. It will not allow me to open the Temple door/Enter the Temple at this point, I gather all Golems need to be dispatched first.
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