Join the Facebook community:
Link
TH Website:
Link
First realeased: 02-24-2007
Version 1.24:
Welcome again, hardcore CRPG fans!
Yet another two years of development, yet another epic game from me, to you: Tortured Hearts 2.
I hope you'll enjoy this creation of mine as much as I enjoyed making it.
Some important facts you should know before playing:
-Although this is a release version, you may still find some glitches. I hope you won't: if you do find anything to be fixed, please feel free to contact me.
-No multiplayer, sorry...
-Heavily open-ended gameplay (fundamental in my book)
-No massive hardcore ruleset this time (only HCR XP system: the higher your level, the less XP you get)
-NPCs will talk to you any time (they don't sleep at night)
-No gold encumbrance, food required, or time restrictions on rest, some areas must use inns,
-CEP 1.52 & a few custom tilesets
-You play the descendant of the TH1 hero. Starting as a humble craftsman, your first task is to become an adventurer.
-Very huge world (270+ areas) with one big city/sewers system, 5 other inland settlements, some islands, and the usual dungeons, forests etc.
-About 270 NPCs, all of them with individual portraits, most of them custom-made.
-207 plot items + plenty of custom weapons and armor
-Self-made custom loadscreens
-98 custom music files
-60+ self-made item graphics
-30+ shopping places
-Wandering monsters
-96 smaller or bigger quests
-Tradeskill system: Gold Panning, Mining, Alchemy, Herbalist, Blacksmith, Fletcher, Woodworker, Skinning
-11+1 henchmen with plenty of interactivity & background.
-Henchman command tokens for better handling
-Henchman/Protagonist relation system + One of them may fall in love with you
-You can have a house, a ship, and your own upgradeable inn
-Any alignment, race and class can play the game (naturally)
-100-150+ hours estimated playing time (if you tend to read and solve everything)
-Cinematic intro and good/evil outcomes
-Conversation word count: 415,000 versus 177,000 for TH1
-Many conversations were written by my American co-author, Jim Grimsley, who is a novelist with several published books to his credit.
-Some of the weird characters' convo was written by my Hungarian co-author, András Gáspár, another novelist friend and colleague of mine. (He has had many scifi and fantasy books published here in Hungary)
-Text was proofread by a kind and helpful American player of mine, DrHoo. (Thanks for plenty of items and excellent testing aid, too.)
** IF YOU FIND ANY PROBLEMS, PLEASE EMAIL ME! **
My e-mail is in the ReadMe.
Have Fun!
Attachment | Size |
---|---|
![]() | 327.8 MB |
![]() | 116.5 KB |
I can't get rid of the "little pain in the neck"! I have CEP 1.5 and 1.52 and followed the instructions included in the download. Is there a problem running this mod in 1.69?
CEP 1.x is generally not compatible with 1.69 game version, but unless you get crashed on store/container opening (not all, just the ones with grenades) then you might want to install http://neverwintervault.org/project/nwn1/hakpak/cep1-complete which fixes such problems.
In case you are missing any other haks then please contact the author ;)
Drasticaly much better than the 1st one.
I
the two options to get around w/o having to walk over some areas countless times!
Additional tips, 2nd one is crtical to continue the main story.
This is info on the puzzle w/ the kids, i had to used debug mode to increase my Charisma & pick pocket the wick from the little kid after getting the candle Mold, wax & goblet.
10 - best overall module I have played(played 3 times, 2 from the old vault).
Can say many good things about this one, but the most exciting and major pros - "Baldur's Gate like" party style with NPC banters and relationships.
And yes, quality of writing is very very good.
I love the mechanics and the overall story, but I can't get through this, it is too much like the Enigma series in that it takes one missed response to completely screw up everything. Too many of the quests just break if you guess wrong on how to respond. There is also no clue as to what the proper response might be. To me, this is just frustrating. Even if you've saved before the conversation, it's still a pain to reload from the save time and time again until you get that one line right.
This is a beautifully made module that has interesting and varied dialog. The added mechanics are fun and interesting, the only thing that would have made it even better would have been horses. But to me, the frustration of having to keep backing things up and trying to discover where you've screwed up the quest is just a game stopper. I mean it is fun running around and exploring Raven Fall and its environs, but that's not all the mod should be. If you don't mind poor conversation choices which ruin even important quests in a game, then this is for you. Me, I play to relax and enojy a nice romp as a fighter or mage who goes around and saves the day. I'll probably keep trying since I'm stubborn that way, but like Enigma, I'll probably never get all the way through to the end.
If it's like the Enigma Island series, it probably doesn't matter overmuch if you choose the "wrong" response. You might miss a side quest or a romance, but still succeed in the main story. It's hard to write an RPG which has real choices without some minor rewards and penalties along the way.
Anybody knows or remembers what you need to have in your off hand in order to pass the "Section of the Wall" in the eastern part of the sewers so you can access the rogues guild?
This mod is very difficult to rate.
On one hand, world desing is probably the best of all NWN mods I have played, there are a lot of cool features, writing is good, open world exploration is excellent.
On the other hand, story telling and quest construction is beyond horrible. Talking with a potential quest giver can easily end up in combat or being pemanently locked out of cenversation, but there is only one - very obscure - combination of responses that leads to obtaining and finishing quest. There is no update if you fail the quest, it will remain in the journal indefinitely.
So, in practice, every dialog means mechanically choosing every possible conversation option and reloading if one ends up in a bad outcome. Which is impossible to predict beforehand. In few hours of playing I actually had a temptation to roll out a chaotic evil character and slaughter everyone except shopkeepers. Which would probably break the game, but if not, than I'm afraind might be the only way to play :)
Also, hints are useless and either wrong ot missing vital information. For example, it says that a certain blacksmith "... can teach you Blacksmith craft for a fee and some respect". Well, I've tried every nice response and there is no option to learn anything from him. Other example is visiting a certain trials cave. I got a quest to rescue someone there, but upon finding said person, there is no dialog or any other option to update the quest. Tried few random things then gave up. The worst part is, practically every friggin quest I've seen so far in this mod is built like that. So, play only if you really want to be frustrated, otherwise, stay away.
I can't really give any rating here. It's like 10/10 for world itself, and 1/10 for quests and storytelling.