Sanctum of the Archmage is a story concept that is being developed in multiple forms. Originally conceived as the setting for a role-playing game campaign, it is now being written as a series of novels. Part of the story told in the novels is also being developed in the form of a set of Computer-Based Role-Playing Game (CRPG) modules implemented using the Neverwinter Nights toolset.
This is the download and information page for the Sanctum of the Archmage game modules for Neverwinter Nights. Information about the Sanctum of the Archmage novels can be found at the author's website, or on his Amazon author page.
Three years ago, the throne of Carlissa was usurped and the kingdom overrun by the Warlord Zomoran, also known as the Black Magus. The story told by travelers and refugees has all been the same: that the Warlord somehow managed to summon an army of demons willing to serve him, and launched a surprise attack on the Carlissan capitol city of Lannamon. King Danor and the entire royal family were brutally slaughtered, and Zomoran took the throne for himself.
The Warlord is a merciless ruler who regularly sends his demons to crush any sign of rebellion. Hidden in the deep woods in the southern part of the kingdom, your small community of foresters has so far been spared the ravages of the demon horde. All of that, however, is now about to change...
You begin the game as a young forest dweller with an unusual gift, living in a land that has been overrun by demons. When the monsters finally come to your home in the forest, you must try to learn how to use this strange ability of yours or die -- an ability which may turn out to be the only hope of salvation for the kingdom and its people.
Romance: The Sight and The Quest contain three nascent romance prospects, one male (Chapters 1-2), one female (Chapter 2), and one that the player can choose to be either male or female (Chapters 1-2). The romances progess slowly in the first chapter, and will develop further in the second and following chapters. The player can turn each of the romance plots on or off at his discretion.
"Sanctum of the Archmage" consists of two modules: The Sight (Chapter 1) and The Quest (Chapter 2). It is designed for single player only, starting a new, first level character, which should advance to level 9-10 by the end of Chapter 2. An earlier version of Chapter 2 (The Quest) was released as a separate module under the title "The Miracle Worker, Act I."
Both modules were inducted into the NWVault's "Hall of Fame." The Quest (as The Miracle Worker: Act I) won the NWVault's Bronze Award for 2007 Module of the Year (MOTY), and the AME's Golden Dragon Award (GDA) for Best Roleplaying Module of 2007. Andarian was a GDA finalist for Debut Author of 2006 for his work on "The Sight," and the v3.4 version of both modules earned him the GDA for NWN Veteran Author of 2010.
Chapters 3-5 of the series were also planned for development in the Aurora engine used by Neverwinter Nights, as separate acts under the title "The Miracle Worker." Continuation of work on Chapter 3 has tentatively been resumed for eventual release for the upcoming Neverwinter Nights:EE Edition.
The Sanctum - The Blog of the Sanctum of the Archmage Writing Projects
See the following links for the release announcement and download instructions.
Release History
Awards
Attachment | Size |
---|---|
Module Specific Haks for Sanctum of the Archmage v5.0 (3691) | 52.17 MB |
3rd-party haks for Sanctum of the Archmage v5.0 (3575) | 286.62 MB |
Sound and Music Files for Sanctum of the Archmage v5.0 (3306) | 125.78 MB |
Sanctum v5.0 Download Links File (1.69 and EE Compatible Versions). Add 1076 for Correct Download Count (Updated July 13, 2019). (4350) | 542.06 KB |
Hello all
I starting to play it and until now it is very good and interesting. However i think that i have find a bug:
*********************************** Spoiler warning **********************************************
I try to fix the master control unit in master control room. I start the maintenance, take the rod, and unlock the unlock the left door for the access panel (to change the damaged crystalls with new). Howver for some reason, i haven't the key for the right one and if Robin unlock it (he can, even if he can't unlock the left one), i can't take the damaged crystalls and i am stuck. The key that should be in the Lower Ruins Exit i have already found. What i do wrong? Is it the reason because after entering for first time in the Master Control room (but before starting to fix the controls) i leave to create the beastmen females?
************************************************************* End of Spoiler ****************************************************************
Lord Frederick: (**SPOILER WARNING**)
Fortunately you haven't done anything wrong, because you don't need to replace the damaged crystals in the crawlway on the right side of the room -- only on the left. The dialog that occurs when you try to activate the manual control interface should have explained that you only need to replace the damaged crystals in the left side "Maintenance Crawlway," and Robin should have suggested scavenging additional crystals from the one on the right. The one on the right is labeled "Service Crawlway" to distringuish it from the "Maintenance Crawlway" on the left that you actually need to load with a full set of undamaged crystals. That's why you can't take damaged crystals from the right-side "service" crawlway, but you can scavenge undamaged crystals from it -- while the reverse is true for the left-side "maintenance" crawlway (you can remove damaged crystals from it, but can't remove the one remaining undamaged crystal).
So there's no bug. If you've replaced all the damaged crystals in the left-side "maintenance" crawlway with undamaged ones of the same colors (one of each), then you should be able to go back out and successfully activate the "manual control interface" and start the Master Control Repair operation.
(**END SPOILER WARNING**)
P.S. to Lord Frederick: I hope that clarifies what you need to do with regard to repairing the maintenance system. Feel free to follow up with any additional questions you may have.
Just an added note for future reference: Apparently the new Vault software won't allow deleting a comment or editing it's subject line, which it automatically generates from the first few words of the post.
Hello all
This is wonderfull. In the old Vault i give it 9.50 and it is one of the best modules i have ever play. The story is wonderfull, It has wonderfull characters with interesting pasts and one of the best area design i have ever see in a module.
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And the whole old base thing and how it is implement with the story ....... Excelent
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The only thing that i don't like is that i can't (at least i haven't found a way) change the class of the main companion (i would like him to have more rogue levels than bards or even make him/her fighter) because i am a mage and i don't have a real tank companion to help me.
The module is a must have and i can't wait for the next chapter.
Hi mate,, Hope all is well,, Been chomping at teh Bit waiting for Mission To Rythe
First off: this mod is AWESOME. I love the writing, the gorgeous visuals, the characters, the story... everything about it just makes me want to continue the journey it sets out. I just love the premise, too, about the Ancients: their society and the schism between opposing philosophies.
*** Spoilers I guess ***
I encountered a bug in Len's lab: when trying to access the bookcase with Len's 4 volumes of notes, the trap triggered and my PC was unable to unlock it. Setting off the trap did not get rid of it, and the DC on the trap was 99, preventing me from getting the volumes I needed. I checked the Toolset and it looks like unlocking the bookcase with the Sanctum key is supposed to trigger the script "sa_disarm_trap" and disarm the trap on the bookcase, but even though I possessed the key, the trap would not disarm when I clicked on the bookcase.
I was able to solve the problem for my play-through by enabling cheats and using the console command "dm_runscript sa_disarm_trap" to force the script to run, thereby disabling the trap and allowing my PC to unlock the bookcase. I don't know if anyone else had this problem, though - it's possible I neglected to install everything properly, or something in my override folder interfered... considering that I installed a whole bundle of mods, each with their own haks and other required files, the latter is very possible. Or it may be just because I'm playing on Windows 8, which is a bit buggy with NWN, I've noticed. But I wonder if changing when/how the script runs would be able to fix this issue?
NybCR: Thank you very much for playing, and for your very kind comments about the module's writing, story, and visuals! I especially appreciate your comments about the philosophic schism in the ancient society. That's actually at the heart of the saga's theme, and what the full story will (in due course!) be about. I'm also sorry that I didn't respond to your post sooner -- the New Vault's comment notification system still seems to be a WIP, and I didn't see it until just now.
Regarding the lock and the trap on Len's bookcase: there's actually no bug there at all. When you examined it, you should have seen the description: "Your talent, however, tells you that you will be able to unlock it safely, and retrieve what is in it with no difficulty." The problem (and this is an error that several other players have also made and have commented on) is that you didn't actually unlock it before trying to open it. To do that, you simply need to right click on the bookcase and select "unlock" from the radial menu. That will unlock the bookcase and disarm the trap.
Let me go into this just a little bit, since the (important) distinction between the "unlock" and "open" actions in NWN may not be as well understood in the player community as I had thought when implementing this. Clicking on a container is an attempt, not to unlock it, but to open it. If it happens to take a key that you're carrying, then the engine will also try to unlock it in the process. However, neither of these will work if the container is trapped, because the open action will also trigger the trap. As long as there is a trap active on the container, it will block both the open and the (use a key to) unlock actions that would otherwise normally result from clicking on it.
That's part of the reason why the "unlock" option is available on the radial menu. It's not just for rogues; it's there for all players to attempt a safe "unlock only" action on a locked object. Clicking always tries to open the item, which may not be what you actually want if you're trying to avoid triggering a trap. Using "unlock" from the radial menu bypasses the trap because you're not actually trying to open the container, just unlock it. "Radial unlock" will also tell you, in the message window, whether the lock requires a specific key -- and if you're a rogue, the lock DC and your skill level in trying to open it. For these reasons, using it is part of my standard "repertoire" of NWN gameplay options.
There's also a common NWN "gameplay pattern" that may be getting in the way here: the idea that "I can get past any trap by triggering it and taking the damage." (As you put it: "...the trap triggered and my PC was unable to unlock it. Setting off the trap did not get rid of it...") This only works for one-shot traps, since they are disarmed after being triggered. You can click a second time and then the key will work, since the trap is no longer there to block it. But it won't work on a persistent trap. Most modules don't seem to use persistent traps, though, so some players may not realize this simply due to lack of experience with them. I think that's unfortunate, because they do have good uses. In this case, for example, the trap was set by the Archmage to persistently protect the contents from unauthorized access, so a "one-shot" trap wouldn't make sense there.
In any event, it seems pretty clear to me based on feedback from you and others that the next update should include some additional features to make sure that players who aren't used to using the radial menu don't get stuck on this. I may add some popup text to more strongly hint to the player to try to unlock the bookcase without opening it, or perhaps try to get around the NWN engine's restrictions by coding the unlock into the trap trigger script.
Thanks again for your feedback!
Andarian
Thanks for a great mod. I enjoyed playing my character who was a wizard. I really enjoy mods where I can be a wizard. The story , the plot and characters are amazing.
For those interested, Dawn of Chaos: Prologue to the Sanctum of the Archmage Saga is now available as an Amazon Kindle book.
For information about Dawn of Chaos and the upcoming Sanctum of the Archmage novels, please see the following links to my blog:
Dawn of Chaos
Sanctum of the Archmage: The Novels
EDIT: Note that the third edition of this has been renamed "Prologue to Chaos."
An update for those interested in the status of the Sanctum of the Archmage novels:
Sanctum Summer Novel Update
Also: It's come to my attention, with the IGN NWN Vault offline and with the movement and restructuring of some of the new Neverwinter Vault entries, that some of the download links in the Sanctum v4.1 installation pdf here are now broken. I will be posting an update to the download links pdf soon, and will post here when it is available.
UPDATE: The new file with the updated links is now online. (Unfortunately the download count got reset from 263 to zero in the process.)
I absolutely loved your module. There are very few mods that do such a good job of combining superb roleplaying opportunities, deep and relatable companions, puzzles, and combat as well as this one. The inclusion of science fiction elements was really unexpected, and yet fit beautifully with the setting and story. I really enjoyed getting to know each of the principle NPC's, as each had some surprising depth to them. I also loved how you used objects, books, etc, to tell the story, and not just dialog.
Combat seemed about right for my wizard/rogue, though some of the battles skewed to the difficult side of things. Starting him as a rogue fit perfectly with the story, and I alternated between wizard and rogue levels from that point on. I had to reload a number of times during a few key setpiece battles.
Nevertheless, I think the only time I had to go to the spoilers document was versus a certain giant monster, and that was mostly just to verify that I was, in fact, supposed to be able to kill it. Several of the puzzles also required some help from the spoiler document in my case, but it was so well organized that I could often solve the problem from the preliminary "hint" section before being completely spoiled. Some of the ones that I did solve on my own, such as what to do with the owlbear eggs, were extremely gratifying.
There's a lot of custom content here, including custom scripted items, crafting systems, and the death system. I liked all of it a lot. I did run into one issue where I think the death system didn't always interact well with characters that had a regeneration item. I'd given Orion one such item, and I think he might have resurrected with the regen before I used the bandage on him. The result was a standing Orion that could move around, but wouldn't respond to requests to talk to him. I reloaded from a saved game and repeated the battle to make sure he was ok.
Nevertheless, the module seemed extremely well polished, with great writing, action, and adventure throughout. I do hope that you are able to release the second chapter again this fall. I did also download your book on amazon when you had a sale, and I'm looking forward to reading it as soon as I finish my current book.
Berliad, thank you for the kind words and excellent review! Coming from you, it's high praise indeed. And it's especially gratifying to have it complimented for all the things that I strove hard to accomplish with it. :)
Regarding combat: I'd be interested in feedback on the difficulty level you played on. I don't know if you saw it, but in addition to the dialog at the beginning, the Adventurer's Guide has a "Use Unique" power that lets you adjust it throughout the game. It has limits, but it should allow players to tweak the overall difficulty level to suit them as they progress. It's definitely true, though, that some of the encounters are significantly harder than others, and that part of the challenge of the mod is to try to be prepared for that. I did design it with the intent that players might need to make use of a "strategic withdrawl" tactic at times, for which the Horn of Rallying can be very helpful.
Regarding the death system issue you mentioned: it sounds like an intermittent engine bug that I've seen and had reports of from time to time. It's usually fixable by clearing state on the companion (e.g. by issuing stand your ground and then follow commands, or at worst saving and re-loading the game). I'm pretty sure it's unrelated to giving them a regeneration item. The mod makes use of a (heavily customized) version of the "Module Builder's Henchman Kit," which implements the basic death system using a local variable on the fallen companion's dead body to track negative HPs. There's a heartbeat script that decrements the variable ("bleeding to death") and increments it ("recovery," as does the Companion Healing Kit). If the variable gets to 1 or above, it resurrects them. The body is without effects while in that fallen state, though, including those from worn items (such as regeneration).
Thanks again for your very kind review, and for your interest in the novels as well. The current book on Amazon ("Dawn of Chaos") is just a 30 page prologue. The first full length novel is about halfway done now; it tells the story of the Fall of Lannamon, which Robin, Orion and Diana describe briefly in the modules. I'm hoping to finish that book and the remake of the second mod and release them at the same time, hopefully sometime early next year (*fingers crossed*).
I played on normal difficulty. Might be cheesy, but I have more fun without friendly fire. I wish I could have normal difficulty, but with enemy critical hits! Anyway, I think I did miss that adjustment on the adventurer's guide...or if I saw it early on, I forgot about it. Like I said, I was pretty happy with the difficulty level. I think the [giant monster] fight was suitably hard. It was big and inflicted lots of status effects, but really didn't hit that hard, and could be out maneuvered. It fell to a stream of arrows from across the pit. The only battle I really struggled with was the last big one, and there I needed to mostly just not rush in and instead make them come to me. Basic tactics sometimes allude me...
Sounds great on module 2! I understand that a third mod is more of a distant prospect, but I am at least excited to get another chapter in the series. Good luck also with the writing! I've been following Alazander's writing career as well, though I'm embarrassed to say that I *still* have not bought his first book even as his second approaches. But it's exciting to see some of my favorite module authors (of which now you are definitely one!) moving into books! Hopefully I'll get his read before the end of the year. Your prologue is easy to add to my queue, of course, since it's short! I really enjoyed all the lore in this world you've created, so I'm eager to read.
An update for those interested in the status of the Sanctum of the Archmage novels:
October Kindle Promotion
"From October 1st thru the 3rd, the Prologue to the Sanctum of the Archmage Saga can be purchased from Amazon Kindle for the very reasonable price of $0.00."
Here are some updates on the Sanctum of the Archmage Saga.
From the Sanctum Blog: Work on the Game Modules is Suspended Indefinitely
Since there’s not a great deal of work left to do on the Sanctum 2 v4.2 remake, I do expect to be able to release it early next year. That will probably be just after I publish the first of the Sanctum novels, The End of the Beginning ...
[The modules] remain in my mind as projects that I want to find time to get back to, when and if I can. At this point in my life, however, I simply have no choice but to put other priorities ahead of them. And at the present time, those have to be the demands of my career ... and publishing Sanctum of the Archmage as a series of novels.
From the Sanctum 1 Module page on the Neverwinter Vault:
The first full length novel ... tells the story of the Fall of Lannamon, which Robin, Orion and Diana describe briefly in the modules. I'm hoping to finish that book and the remake of the second NWN mod and release them at the same time, hopefully sometime early next year (*fingers crossed*).
From The Sanctum Blog: November 2014 Update:
I just finished your module and as it seems, right in time since a part two is to be expected (hopefully soon)
it was quite plenty to install, but worth it every single hak - i was really impressed about the graphics what are possible with this "old" game and one more time it is my favourite one
i played easy and also very easy through the options, and for me it was really tough and almost at the limit where i give up playing (p.s. the module title made me play as a true wizard who is well known to be difficult anyway)
the part where you have to watch both of your companion's lifes was very challenging, since you had to both fight the enemy mob and heal the companions what fell down in a row - there was not much space for tactic but a question of luck and smart and often saving
as mentioned above, impressing graphics, and besides that professional (plus tasteful) design, all of it: levels, quests, progress.
This is a ten from me, i can't wait for the next part, and i appreciate that you keep this game alive. Thanks a lot !
I have downloaded the files and haks but says I am missing the custom talk file. I dont see the custom talk file in the haks i have downloaded. Does anyone know what the custom talk file is? Also it say i dont have the haks sanctumv4q and sanctum_qcep_top. Where can i find these haks?
Tarnraven,
There's a tlk folder in Sanctum1v41q.7z (the first download in the "download links" list). The custom tlk file is in there.
Make sure to install all the components there (haks, module, tlk, and music). You'll need them all to play the module properly.
Andarian
Andarian,
I got Sanctum1hak_v4q.7z and the only haks listed is Forestwater, mountain.hak, Fullforestad,starship_pla,[DT]starship no talk file when I open it.
tarnraven
Tarnraven,
A tlk file isn't a hak, though. Sanctum1hak_v4q.7z only contains 3rd party (not module specific) hak files. The tlk file is in Sanctum1v41q.7z, which is the same file that contains the module, music, module specific (not 3rd party) haks, and the tlk file. It's the first entry in the download list specified in the pdf file that's linked from the module page, not the first download on the module page itself. (My apologies -- my last post was probably a bit ambiguous on that.)
When you unzip Sanctum1v41q.7z, look for a tlk folder, which contains a file named sanctumq.tlk. It's definitely there. :)
Andarian
For those interested in my novel writing, I'm pleased to announce that I've just released a new, re-titled third edition of my Introduction to the Sanctum of the Archmage Saga, Prologue to Chaos. It features a new title, a new (and I think, great-looking) cover, and a full stylistic re-edit. There's more on my blog, including some information on the progress of the first full-length novel -- for which I'll be using the introduction's previous name -- Dawn of Chaos.
Prologue to Chaos Available The Sanctum Blog
Andarian
This was one of those campaigns I had always heard great things about, but had never gotten around to playing. I regret wasting all that time.
The story alone could have carried this module. It is wonderfully rich, the world around you feeling developed and real despite being a different universe from your typical campaign. Clearly the author put a lot of love into the writing and for me that is the real star of this show. This module has convinced me to buy their book. 'nough said, but I'll say more anyways. I fell in love with the lore in this series, but you only get tastes of it throughout the game. It's the kind of story that makes you wish you had a compendium to curl up with so you can learn all the things. The characters had such an interesting level of depth, functioning beyond just meat shields or tacked on romantic interests. There is a cleric who bases his life around the pursuit of knowledge and philosophy rather than accepting only the teachings of his religion. HOW AWESOME IS THAT? ( My kingdom for more devout characters who aren't inherently evil or wholly obsessed with being... well, holy. )
However, I'm only too happy to say the plot isn't the only thing going for this project. I regularly play through oodles of campaigns, but this one was markedly better in level design. The enviroments are interesting and extensive without feeling endless. There are clues as to where you need to go and when, but you always feel more like you're exploring rather than following a map. (It's worth mentioning, however, that I hated myself much less after I started taking advantage of the journal notes to write down what was in each part of the ruins cause otherwise I was running around in circles like a tool. A lot.) The usage of totally new tilesets and objects also made things just that much more interesting. How your character reacts to and describes their own enviroment was very believable given the circumstances.
The scripting in this game is solid as well. I didn't run into any bugs that aren't a "feature" of the engine by default. (e.g. Henchman getting stuck on things, or trapping me in a small space cause I forget to make them wait outside.)
_____________________________________________________________
PROTIP SPOILER: ( Make your henchman wait outside the vents. Trust me. )
_____________________________________________________________
Even so, the mod does give you tools to combat anything funky like that; a real kindness in multi-henchman campaigns.
I would also say I highly approve of the dialogue choice system put in place. While some people may view it as nannying, having your dialogue choices marked with intention at pivotal points is incredibly useful and saved me a lot of reloading because I picked something ambiguous. ( e.g. Vengeful dialogue options are marked as such, while Forgiving/Peaceful replies are also marked. You'd think this would be unnecessary if the writing is so good, but it's refreshing when you don't have to take a wild guess when you already know exactly what path you want your character to follow. )
Clearly I could go on and on and on about how good this project is, but I'll cut myself short and just say if you're on the fence about playing this, bite the bullet, download everything and thank me later because it's worth it.
To the author: Thank you so much for giving this to us and thank you for even keeping a hand on this project to begin with. Many authors have disappeared and it's just sad when we can't even thank the people responsible for the fun anymore. I look forward to reading your book and seeing what else you create in the future.
Her-Sourness,
Thank you very much for your kind words about my module! And please accept my apology for not responding sooner. Feedback like this is the best reward that an author could ask for, I'm very grateful that you took the time to write it. I really appreciate your comments about liking the writing, story and lore of the series, as well as the more technical "gaming" elements (such as the level design and use of "RP tagging").
Sanctum of the Archmage is something that I've been working on (primarily in my head) for a long time, and I hope you'll be encouraged to know that I'm now determined to "get it out there," at the very least in prose form. The first book (Dawn of Chaos) is about 80% complete, and should be available early next year. In the coming years I intend to provide a full series of novels, and likely that "compendium as well" (some of which is also actually already written), to curl up with to "learn all those things" that you mentioned. :)
I'm also still working on remaking the sequel module to The Sight. Originally titled "The Miracle Worker: Act I," it will be re-released (along with v4.2 of The Sight) as The Quest. That work is already more than half complete, but I've had to set it aside until after I publish my first novel. I'm hoping to get that ready for beta testing early next year as well.
Thanks again!
Andarian
Glad you're planning to release the final chapter :) Can't wait to play ;)
Hi hi!
Had loved the previous version(s) of the module(s), but I was unable to download the new files. :(
Dacar - Which file(s) did you have trouble with? I just checked, and all the download links are live for me.
Make sure you're using the new PDF with the "broken links fixed!" You can find that here (3). Some of the links in the old one (I've just put a warning note on it in the downloads section not to use it) are indeed broken, but if you use the new PDF you won't need them. (The old one's only still there because I don't know how to delete it without losing the download count.)
In the new PDF, use the "download link" links to get right to the files you'll need. For CTP, you'll only need the CTP Common and CTP Loadscreens links. Aside from that, download the "Third Party Haks" file in the links section (or click here).
With that, you should be all set. If you have any other problems then let me know and I'll look into it.:)
All: As a result of reports I've gotten about difficulty in downloading the files I've gone ahead and restructured the downloads a bit. The changes are reflected in the new "download links" pdf at the top of the downloads list. What I did was to break the module specific haks and music into separate and smaller download files on the Neverwinter Vault. The old/obsolete files have been marked accordingly.
Again, as a reminder: although you'll see several files on the downloads list on this page, technically the only one you need is the first one (the download links pdf with the annotation *USE THIS*). All the download links you need will be in that file, including for the hak and music files listed on this page. You can download those files either from the page or from the pdf, but if you do both then you'll end up downloading the same files twice.
Just finished playing-it's so polished and familiar and new at the same time! Really looking forward to playing the next chapter!
Thanks, dacar! I'm really glad you enjoyed it. :)
great module, really enjoyed it.
i tried to download the sequel, the link is broken. does anybody have a copy of it ? i.e., 'sanctum of the archmage ii -- the miracle worker' ? none of the links on the '*use-this*' pdf mention it, and the neverwintervault entry for it goes to 404.
thanks !
xorbaxian: Thanks for your feedback and vote! I'm glad you liked it.
The sequel module is not currently available. I am planning to release a remake of it later this year, though, after publishing my first novel in the series (Dawn of Chaos). The sequel remake is more than half done, but unfortunately I had to put finishing it on hold for the last couple of years to focus on my writing. So save your ending savegame from The Sight and hang on for a few months, and you should be able to continue the saga soon!
Andarian
arghhh...! thou art vile, sirrah ! ;p
in all seriousness now, actually, to be totally honest, i reeeeeally don't want to wait.. MONTHS ! O_O it doesn't matter to me whether i play the new-and-improved version, i'd be quite happy to play the non-upgraded standard version that apparently used to be available for d/l. i have a poor tolerance for cliff-hangers as it is and this one is a doozy... please please please put it back so that people who play your module can finish the story, then replace it w/your upgraded version once you've finished.
xorbaxian: Thanks! I think that's the first time I've had the opportunity to take being called 'vile' as a compliment. ;)
Re-releasing the old version of the module is problematic for a couple of reasons. One is that the remake of the first module (which you played) is technically incompatible with the old version of the sequel. Also, part of my reason for doing the remakes was to re-write them to better match the story content of the novels, and those are the only versions that I really want to make available now. On the other hand I don't want to disappoint players who may have been waiting for the sequel remake (and for a long time, now), even if I haven't seen much interest in the mods for a while.
There may be something I can do to release an "intermediate" version of the remake sooner. I'll take a look at my options and re-post again after I do. And thanks for your enthusiasm, and for the nudge! :)
Andarian
YAY!!!
[i would do a happy dance, but my feet are too big to fit into this space...]
thanks for reprioritising this, and for all your great work.
A follow-up from my recent exchange with xorbaxian:
Work on Sanctum 2 Resumed
"I’m pleased to announce that after a three year break to focus on my career and on writing my novels, I am returning to work on completing the remake of my NWN adventure module, Sanctum of the Archmage 2: The Quest."
After a couple of weeks of fairly intensive work, I've (tentatively) completed work on the remake of Sanctum of the Archmage 2, now titled The Quest. After a play-test this week to make sure there are no major bugs, I'm going to prepare the module for beta-test and subsequent release. Anyone interested in participating in the beta test, please feel free to comment here, or to PM me on my NeverwinterVault account.
For those who've been following the progress of my fiction writing, I'm currently editing and working on production of the now completed and first full-length novel in the series, Sanctum of the Archmage: Dawn of Chaos. If all goes according to plan it should be available on Kindle toward the end of the summer, probably in September.
And thanks in advance for your continued interest in the series!
Andarian
Hey, I've really enjoyed playing through "The Sight" and im not sure if you still are in need of someone to beta test but I would be happy to help if you need. I am so thrilled that the work on the modules is going to be continued.
Karsten, thanks -- I do! I'm still slogging through a test to get the module ready to release for the beta, but it shouldn't be more than another week or two. I'll add you to the list of folks to contact when it's ready. :)
I'm pleased to announce that I have completed work on the remake of my NWN adventure module, Sanctum of the Archmage 2: The Quest. I will be preparing and uploading a beta test package shortly, and contacting everyone who expressed interest in participating. I expect I should have it ready to go by this weekend. If all goes according to plan it should be ready for a general release sometime next month.
The update will include version 4.2 of both Sanctum of the Archmage Chapter 1: The Sight, and Chapter 2: The Quest. When they are released they will both be included on the project page for "The Sight," which will be updated to reflect that it now includes both modules. The updates to Chapter 1 are mostly in the form of gameplay improvements.
The changes to Chapter 2, however, are much greater, and similar in scope to the version 4 remake to The Sight. They feature new and re-built areas, new and expanded quests, new custom content, and lore changes to bring the story more in line with the novels. They also include a significant revamping of custom content to use the same integrated CEP and Project Q architecture as in v4 of the first module.
Thanks to everyone for their patience. I hope you enjoy it!
- Andarian
The version 4.2 remake of the Sanctum of the Archmage modules is now complete and out for beta test. If all goes according to plan I should be able to post it for general release sometime next month.
If anyone who hasn't already contacted me is interested in participating in the beta, feel free to PM me to let me know.
Any news?
Hi, is there any news about Sanctum of the Archmage 2: The Quest ?
Irx, Ormans, thanks for asking. Work has been very busy for me until just this last week, so completing the release has been on hold. I'm getting back to it now.
All that still needs to be done is to fix the handful of bugs my beta testers reported, and then do a final playtest. It should be out before the end of February.
I must say this mod is looking amazing, but how many gameplay hours is it?
fallander69: That will depend on your playstyle, but I'd put it at about ten hours.
I'm having trouble downloading the main file of the mod from the link in the pdf. Had to use the pdf marked as obsolete for the download to start, and now it keeps interrupting.
It should still complete eventually, but I just thought you should know.
Don't use the links in the obsolete pdf. They won't work. You'll likely just keep getting interrupted downloads. That's why I made the new one -- to get around that problem.
What errors are you seeing with the links in the new pdf? Is it not finding the file, or is it interrupting as well? It shouldn't, so if there's a problem with that then it's something I'll need to look into fixing.
The Sanctum1v41q.7z download will look like it's starting, but then stays at 0 indefinitely. Other links are fine.
The old link did actually work for me, I just had to restart the download about a hundred times. :)
I'm glad it finally worked out. I'll see what I can do to figure out what the problem is.
Heya, any ETA on Sanctum of the Archmage 2: The Quest ?
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