Title | Shadows of Darkmoon |
Author | Commche |
Submitted / Updated | 05-12-2007 / 08-20-2020 |
Category | Action RPG Hack'n'Slash story-based Dungeon crawler |
Expansions | Requires Both Expansions (SoU & HotU) - (note: Enhanced Edition only) |
Setting | Stonewatch Keep middle earth-ish |
Gameplay Length | About 10-15 hours to finish the module straight. A more drawn out experience will provide up to 20 hours of gameplay. |
Number Players | This is a single player only module. Multiple players will most likely break the module. |
Language | English |
Level Range | 1 - 35 ( you can reach 40 if you want) |
Races | No subraces |
Tricks & Traps | Heavy (only for rogues) |
Roleplay | Light |
Hack & Slash | Heavy (Beefed up cooperative enemy AI) |
Classes | All classes welcome, though support classes may have a little trouble until they can acquire a henchman at lvl 5 *note: The Heavy Tricks & Traps rating refers to the Rogue Dungeon only. |
Scope | Medium to large |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level 40 | 35-40 (lvl 40 would be overkill, but possible because of respawning dungeons) |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | PGR |
Alignments | No special requirements |
Gameplay Hours | 15-40 |
Description | |
Welcome to my latest hack & slash adventure module: Shadows of Darkmoon. First up, I am happy to announce that this module has incorporated a number other great systems, tilesets and placeables from the NWN vault. It also uses a lot of custom music from various sources. Do you take out the healer first, or the mage or archer bursting out high damage, or do you take out the bard debuffing your group? Oops, mage down, phew, but what? The healer just resurrected her / him and the bard immediately buffed! Back to square one. Henchman! Get off their tank, that's what they want! All attack the healer! The most key feature is the fact that all of your best items will drop off enemies and especially bosses, so you'll be less focussed on shopping in town and always look to the field to get the best gear that this module has to offer. You'll never get the same item twice, so looting and identifying is always an exciting experience. The code actually takes into account your build and weapon focus, so theres a higher chance than usual that you will get that exciting drop perfect for your build and class. This procedurally generated loot system was built from the ground up (inspired by World of Warcraft and Diablo II) and is basically the basis for the whole module itself. On a side note, you can configure how often loot drops ingame, so its up to you if you want a more hardcore experience or just to enjoy a more casual romp through the various dungeons. - Low-Med Magic Procedurally Generated Loot System. Color coded based on power
|
Attachment | Size |
---|---|
![]() | 143.65 MB |
![]() | 79.43 MB |
![]() | 1.78 MB |
Crimmor |
98.9% |
The Crystalmist Campaign Chapter 2: The Lichway |
85% |
FRW Character Creator |
98.6% |
From This Comes Strength |
98.9% |
A Fairy Tale |
80% |
Lanterna |
78% |
Ravenloft: Dreamscape |
78.6% |
Nihil Trilogy: Awakening |
92.5% |
Planescape: The Shaper of Dreams |
94.3% |
Sheep and Stone |
93.3% |
sod_music is corrupt. Might want to upload it again... I ended up using this one instead: http://neverwintervault.org/rolovault/projects/nwn1/modules/5410/SOD_mus... (363)
Should be fixed now.
Thanks Werelynx, much appreciated. I will upload the final final version of this mod (in a month or two) with complete story and char support up to lvl 35-40 depending on grind factor. It will feature a bunch of new areas and resettable dungeons in both the early, mid and late stages of the game, the rogue dungeon revised and a lot more procedural generation of mobs, bosses, chests and traps. Boss fights will be more elaborate and a new travel system will unlock as the story progresses making travel much more convenient, allowing you to focus more on the task at hand and less on travel. Im super excited to finally complete this project. If only just for myself to play, I would be thrilled if previous SOD fans discover the final installment (which to be clear is the original mod reworked and expanded) You can probably start from close to where you left off if you use an SOD char - no guarantees though. A fresh lvl 1 start is ideal imo)
Updated! All of the new content is there in the new mod file. As you may notice, that file went from about 4 meg to over 30, so that is testament to how much new content I have added. Hack files and music hasn't changed. Sadly its not yet complete. About 99%. But you can enjoy lots of new content and systems as outlined above. The fnal dungeon and story is 10% complete. I've been too busy to finish off the remaining content, but I definitely will do so by the end of 2018. Sorry its taken so long. Please enjoy a fairly lengthy continuation of the story from the arcanum that should see you above level 30. Enjoy the new desert area and multiple new dungeons with the rogue dungeon updated to be completable for a reasonable rogue. Custom potions can now be used by henchmen and the AI for henchmen and enemys has been tweaked. I'm almost there, but rather than make you wait for the finished product, here's more of SOD to keep you going until I get around to it. Everything from the new areas is procedurally generated from chests, keys, mobs and bosses - enjoy. There's a particularly enjoyable elaborate boss fight in the dungeon that gets you through to the final area. Quintessential hack and slash continues with a better loot system, one set of custom hand made - and rather annoying - mobs that work together and the rest are generated with my new system. (I may release the random generated mobs and bosses system if I get around to packaging it - its one of my best works that took a painstaking amount of time to perfect, but amazingly works!). Merry xmas! Wait no more for the (almost) finally complete adventure that is... Shadows of Darkmoon!
Starting the module I encountered what is probably a bug: you start in some place called "Blood Lab," die a couple seconds later (at least with a Lvl 1 character) and then respawn in the temple. Maybe that is how the revised module is supposed to work (you can enter the starting city from the temple after respawning so AFAIK this is not game-breaking) but it seems likely you made the all too common error of moving the module start point for testing purposes and forgetting to move it back.You also might want to put the module into a zip folder or other compressed format, as it will make it easier to download (if in a zip you can download just by clicking on the file, with a ".mod" file one needs to right click and select "Save as," otherwise one's computer will try to play what it thinks is a movie).
sorry. Maybe I uploaded the wrong file. Trying to recify that now. Hope this fixes it. There's lots of wonderful adventures to be had in this update. Sorry to disappoint! Hope this fixes it!
Hello Commche,
I just downloaded the module to try it so no rating yet, but I did hit a bug right off. It could be a subtlety of being on Ubuntu Linux I suppose. Anyway, the module would not load due to missing hak files, and the log shows:
I've been trying to complete This module and it's been really good - but up to a point. I tried to contact the module's creator (Commche) directly for help but unfortunately he has not replied to my messages. I really want to finish this module so I'm hoping someone who has completed it can help.
Here is problem situation. After leaving the desert and reaching the gates of Sandwatch my character encounters a group of the enemy who attack and there is a fight. After the fight, my character talks to Seriena Firesong who basically says: Good to see you. Did you have any trouble, etc. She then says there is someone who wants to meet me and joins up. We enter the city and approach a raised platform. Then things get strange (or buggy) because on the platform are 3 characters - one called King Jonah Firesong, the mysterious old man from the bloodmagic quest and another Seriena Firesong! When my character talks to either the king or the old man they both respond the same way - basically 'We meet again' and the conversation ends. Both Serienas say the same thing about someone wanting to meet my character and if I continue with the one already on the platform, she will join me so that I have 2 that both keep saying the same thing with no way to continue the dialog.
If after the attack at the gate, my character enters the city alone and approaches the platform, the 3 characters are still present however talking to both the king and the old man starts a dialog from the bloodmagic quest about destroying the evil gate with the mirror and the dialog ends. The platform Seriena does nothing different.
I even went all the way back to the bloodmagic quest and started over, thinking that might trigger the correct situations but to no avail.
So essentially my game ends there with no way to continue.
If anyone who played the module and encountered this roadblock has a fix, I'd really like to know it. Also if anyone has any suggestions for a fix, I'd like to know them as well!
Thanks in advance...
seekwhence
Great to see one of my favorite modules from back in the day to be updated, i'll be sure to try it out, thanks commche.
I will gather all the bugs i see in this post :
-Rune pillar in the old tomb level 1 doesn't work when coming back from town
-Cleric follower Aylia at high level uses gate without protection from evil, summoning hostile balors
I could not download the module attachment... Help!
Right-click on the .mod link, Save As.
FP!
This module is a masterpiece! Until you reach the break-point that seekwhence details, that is. Such a shame it cannot be completed. For now, rating this module would either not reflect the professional polish or the crushing disappointment when it breaks.
It if is of any help, the older version of the module is still available in the archive here:- https://neverwintervault.org/rolovault/projects/nwn1/modules/5410/ I don't know if this version is free of the mentioned bugs but it has the correct starting location (City Gates) and includes the documentation as well.
There's something wrong with animal companions/familiars in this module. They always run away from fights, no matter the difficulty, probably a horrific side effect of the new creature AI.
As others have said, this version has a misplaced starting point. It puts you in a dungeon where you instantly die, instead of the city gates where you receive your first journal entry.
From what I've played so far with a Sorcerer, not exactly a positive first impression. Bugged familiar was a huge bummer, that's like half a spellcaster's power early on! City design felt too 'video gamey', in the sense that it was placed so much emphasis on quality of life and accessbility that it dosen't even feel like an actual city. Hell, the henchmen are all standing in the middle of the city next to a well, what gives? Oh and it wasn't long still I met an NPC directly telling me I needed to be level 3 to accept his quest.
That being said, there's a lot of custom features in this module. I have not tested out much, but I'll continue if I do get around to playing this again.
(EDIT : made an updated comment and note after forgetting I had already commented and noted this)
Updated version. Still not finished, but lots of extra polish and a aesthetic changes. Also, I fixed the 'broken' start. Now if you die at the start.... ;)
I'll change from .rar to .zip in a bit. Just built a new PC, so getting everything in order now.
Just got the dreaded "Need to Update Neverwinter Nights" message. I have seen this before and it was a problem, as I recall...Pretty sure I am up to date with NWN, not that this mod from 2007 would know any different!
Going by the Last Modified date above (2020-07-14 13:50) I would guess that this is now an EE module.
TR
Yes, it is. Its now updated for EE, sadly not backward compatible. Not my choice. But the mod is better than ever. About 50 hours of additional concerted polish, but the final dungeon is still under construction. I don't want it to fizzle and seem rushed like so many. I want the final dungeon to both challenge a max level char and blow you away with everything I've learned about the Aurora from day 1. It will come, but I'm not getting paid for this, it a labor of love, so it will come when it comes. But it WILL come.
Nails, don't rate the way to getting this to work, that's on you. Rate the game itself. The sweat and tears that go into these mods - for your FREE enjoyment. Try to consider that. But meh, every provider of content or servies ends up dealing with this. I used to get riled by such things. Hehe, all good. It is what it is. This project has been super slow, because I burn out after huge binges of creating and coding. But at the end of the day, I made this for me, not you. So if you love it, awesome, if not, okay - move on. This mod missed the NWN mod train even way before it started, but it is and always will remain a true gem of this phenominal community and toolset. And I will make sure that I finish this mod with finesse and passion! and it will be a memorable finale to a mod that rewrote the whole game from the ground up!
@Nails is still on 1.69. I respect his honest opinions on all the modules he plays. We are very lucky to have someone who consistently gives feedback on every module that he does play. Actually in this instance you are the one at fault. You need to update the information at the top of this page to let people know that this module is now EE only. Thank you.
TR (moderator)
Ahh okay. I didn't realize. Apologies to Nails! Thanks for the heads up, TR. I'll update that information immediately.
You are right of course, Commche. I should not have given it a low rating just because I could not get it to run on my machine! I revised and gave it 7 stars as that seemed to be about what I could see from other reviewers. Sometimes frustration sets in and low ratings follow. I am heartened by the way you interact on this post string, very nice to have the author giving feedback and fixing problems. Doesn't happen too often in my experience, but of course many modules are 15+ years old also! Thanks for telling me like it is. And for making a fine module.
Absolutely love this, even though it's unfinished and I have encountered a couple of bugs here and there. I am particularly impressed with the design of the areas - they look gorgeous! I'm rebuilding a PW I ran a few years ago, and seeing this work has made me pause to rethink and redesign a lot of the areas I already have.
Huge kudos to you Commche, I'm loving it!
I'd be interetested in seeing your PW. Playing in it too! Thanks for your comments.
I'd be honoured :) It's quite a way off completion though I fear - real life with job and kids keeps intervening...
So I'm back and trying hard to finally complete this adventure! The last dungeon turned into three, the first two of which will be necessary to even enter the final dungeon whithout instantly dying to a toxic atmosphere. Let the story explain when you get there! The two before the final will be minimal puzzles, and pretty striaght forward with a twist or two, but the final dungeon will be a true puzzle and then a final boss fight that really questions your build. Without a very good build, it may not be possible - hint - use the most powerful craftable potions at your disposal and that may make the difference. You may even have to go back and invest in alchemy and gathering if your build doesn't quite make the cut! Either way, I'm hoping to finish the whole mod by the end of 2020. ASAP really. Its about time! Lots of tweaks and polish has happened since the last upload, so when I finally upload the final, let's hope its perfect in so many ways! Stay tuned!
Problem here.
SPOILER
Elven Ranger near the bandit cave doesn't want to take Battle Plans from me after killing Alpha Satyr (second stage of the quest) The only dialogue option i have is "Nothing yet".
Can anyone help?
UPD Nevermind, i just needed to talk with Elf another time BEFORE getting Plans
Hmmm... My 30+ lvl character hits with like +200 fire damage (even naked). Is that the way it supposed to be or something went wrong?
I can't wait to play the completed version of this. I'll be watching for this!
Many thanks for sharing this great hack 'n slash mod, which is very well done. I am looking forward to it being 100% complete :)
Is there really no way to get the old, non EE version ? I loved this mod when I played it last year, but I changed PC and I don't have it anymore (and I don't plan to buy EE)
It is an incredible mod, I miss it. :)
EDIT : nevermind, got EE on sale today.
Awesome! Hopefully you enjoy the new content!
My husband would have liked to play it with me, is multiplayer really broken or playable ? Sorry if it's in the comments already, that's a whole lotta english for me to translate :p
Also, your choices of music are the best :)
Awsome mod, thank you. I assume that the uncompleted part includes the Sandwatch Infirmary? That area doesn't seem to exist.
Glad to see you are still working on this, the best action RPG-style module i have played in NWN.
Looking forward to playing again on the final version!
I can't think of any other mod that gives you so much gold and so little need for it : 0.
look forward to it being finished in due course.
Just played this wonderful mod for a second time and wondered if you have any plans to complete it - would love to finish the story.
It has been months since I last checked this, but I will continue to check in hopes of seeing that wished for update to the description...
*note:
This is not a final version (99% complete)FINAL VERSION (100% complete)
Please?
wow looks like its been stuck at 99% complete for about a year now.
Having fun so far, really enjoying the "smart" enemies especially when they resurrect each other. Has been flawless up until now.
Came across a game-stopping bug - finished the Royal Armory quest, get assigned the Royal Infirmary quest. Go to the signpost which I had seen before, and there is no door or transition to the infirmary. The Armory had not door but did have a transition block in front. The Infirmary has nothing, moved my cursor all over, used Tab, etc., and there is no way in.
Got into the DM client, went to Chooser - and there are no areas listed as Infirmry, Royal Infirmiray or under Sandwatch. I jumped around to a few areas just to see but there is no Infirmary.
Once again checking on the possibility of this true gem of a module getting finished. I'm not giving up hope.
Just finished playing through this wonderful mod again and really enjoyed it.
I notice that when you report the rogue quest as completed to the Shady Figure, his store is no longer available. This is an issue because he was the only offering reasonable prices for the expensive loot. Hope you are able to remedy this when you next have time to work on this masterpiece.