In general:
This is a Single Player Arena.
There are 36 Champions ready to be selected and fight near and aganist your character.
You can add up to 4 characters to the pantheon list, for a total of 40 selectable characters.
You can play at any level, Champions adjust their level as the player character.
There are 5 different battleground, chosen at random when the fight starts. Maybe they become more with future updates.
Sean Maxhell Arena Rules:
You can find any options of the arena in the control pannel in front of you when the module starts.
No magic items: yes, only common no abilities items. This arena is based on the characters build, so they can count only on their abilites and talents. These Champions have the best build you can imagine. But you will note that without magic item, they are balanced more on HP and DR, than AC and AB.
5v5: You chose 4 champions from pantheon, then the arena chose 5 opponents. After the battle is over, whether you win or lose, you will be returned to the main room.
If you win, you will receive gold and experience points based on your result.
With the gold earned you can buy the basic items to equip your character.
You can start the arena only if you are alone. So unsummon any familiar or animal companion, to get the option of starting the arena.
Sean Maxhell Arena V2 features: In my second version of this module, I add a 5v5 draft arena. How does it work? Opponent choose first, then you choose, and repeat this until teams are done.
Sean Maxhell Arena V3 features:
-Simple arena 5v5.
-Draft arena 5v5.
-Draft arena 3v3.
-Duel.
-Spectator mode: where you can choose the challengers in the arena, and watch them slaughter each other from above.
Sean Maxhell Arena V4 features:
-Horde Defense! On the astral plane, a fifteen wave army of Githyanki wants to pass through a portal to invade the material worlds! Guard the portal, hire champions, and stop the Githyanki from carrying out their plans! You will make it? At first try? I do not think so.
How module works:
Champions are stored in an external database file. If you corrupt or delete that file you lose the champions. That database is universal, so affect any game made with the Arena module.
From the game you can modify the database with options in the Arena Control Pannel, adding or removing champions.
Installation:
Put the Sean Maxhell Arena.mod file in the modules folder and the other files in the Database folder. This folder should be in your documents game relative folder, If you don't have this folder, well... Just create it under the main folder of NWN2.
Know Bugs:
I fixed most of the delevelling bug like Dragon Disciple, and Great Abilityes Talent.
But, when a caster character lose level in a caster prestige class, he unmemorize some spells in the spellbook, so he remain without spells. There's no way via script to memorize in the book the spells.
So, let me know if module works, and if it is a cool or a stupid idea.
Link to the forum thread: https://forum.neverwintervault.org/t/sean-maxhell-arena-advertising/2660
LEAVE COMMENTS!
Attachment | Size |
---|---|
SMh Arena V4: Latest Version, just download this. (25-aug-2021) (146) | 26.97 MB |
SMh Arena V3 (12-aug-2021) (0) | 21.78 MB |
smharenav2.zip (232) | 22.12 MB |
If you could please include the mod file in a zipped format, most browsers don't know what to do with ,mod so they try to open the file in the browser, just displaying text.
Ok, I've done. Sorry.
Hi Sean!
Are you saying the player will be stripped of any + gear when entering the module? Is it returned somehow before the character is exported?
Sorry, no.
Your gear is lost. So, make a copy of him... I don't know...
Pretty neat module. I liked it. A couple of suggestions.
1) Adding in a menu for leveling up a fresh character would be nice. I used gm commands just fine but it would be a nice touch.
2) I don't have a database directory so the first time I loaded the game, it naturally had no npcs. I made my own directory in /nwn2 and placed the files there which fixed the problem.
My wishlist for this module:
1) Some pre-configred teams to go against.
2) A ladder where you fight preconfigured teams that are prescripted to specific arenas. You have to work your way up and if you die you start all over.
3) A way to pit preconfigured teams against each other and watch from the sidelines
4) A way to do a whole league of pre-configured teams that compete in 1v1 and progress to finals.
Fun little mod. Thanks for building it.
I really like your comment and your wishlist.
I don't know when I will have time to work with the toolset, but probably I'll take count of this wishlist.
Those are good ideas, and I have to figure out how to realize them.
For your first point, if you ask to add your character to the pantheon list, it say that only a lvl 30 can be added, and ask you if you want the necessary XP.
After the first battle, you can ask the panel to show you your stats to see a memory of your games.
Great module! So good that I can’t tear myself away and play it a lot, and I specially registered to write a review in order to thank the creator! There is also a great desire to add the ability to arrange fights 1n1 2n2 and 3n3. Maybe someone could suggest how to do it by yourself using a toolset.
I'm glad to hear it.
Making these changes would take me some time, I should review the way I set up the team building scripts.
I don't remember what led me to exclude options other than 5v5, perhaps the boredom of having few characters on the field.
1v1 I think it doesn't make sense to exist, this game in general gives its best in a group.
Furthermore, I think that if I had to get my hands on the toolset again, I would dedicate myself to carrying out another project that I had already started.
But what's the point? There is no reason to export a character played in this arena: the character does not get any special equipment that deserves to be saved.
If a player thinks that their character can compete in the arena, then they use a copy of that character, but at the end of that, they will receive nothing but experience points.
This arena has several modes, some of which can only be used at level 30.
Once you stop playing, the only thing that will export will be a leveled character.
If you are really interested in keeping these experience points on your character, you might as well download a module made specifically for leveling.
Not sure how to explain it to you but it seems a lot of people don't play the game the same way you do.
Sure, but if I don't understand all the points, I always have the feeling that I am doing something wrong.
Fair enough. Some people, myself included, play a style sometimes referred to as the Hero's Path. Starting with a new PC, play it through a series of adventures, and try to survive in different environments built around different problems and enemies. Some of the elements in my data table came from other players looking for specific types on content to play.
https://neverwintervault.org/article/reference/heros-path-module-list-nwn2
My point about the etherchest is addressed to players who want to use an existing mid-level PC, get the xp from the arena, and re-equip it with the same gear for the next adventure. I know you don't like powerful gear but a huge amount of fantasy literature is constructed around the quest to obtain some special magical item, often a weapon, needed to accomplish some great task.
Many players also don't like using the toolset or the console to just give the PC XP or gold. The enjoyment comes from building a new hero from level one and seeing how it goes.
Hope that info is useful.
Your explanation was very helpful.
A very different way of playing from mine, which is also reflected in my way of creating my adventures or modules.
In fact, precisely because I find it difficult to complete this hero path, between multiple modules, I tend to ensure that all my adventures lead a character to develop from level 1 to level 30.
That's why I didn't understand the usefulness of keeping a character's equipment that should be created on its own, for an arena that begins and ends there.
I find it really difficult to have one character, or characters, at different levels, to play different adventures that require a given level. I don't even know how to organize it.
What I usually have is my character at the first level, and every module I play I start with that, hoping that if the campaign is for a higher level, they will be given the necessary xp to start at the appropriate level.
So how do you do it? That is, if you were to play "SeanMaxhell Soulpath" you would start it with a new first level character, or you would use a higher level character, with special equipment, which would unbalance all the game mechanics I tested on characters created specifically for the adventure?
In any case, the strip gear that I run in my modules serves to ensure that the player does not "ruin" the gameplay, with equipment or level not adequate for the adventure.
I didn't think it could cause trouble for anyone.
As I said, I do the exact opposite: I have a character at the first level, always ready to start an adventure from scratch.
Regarding this arena, I didn't think anyone would start it at a certain level, without getting to level 30, as it is at level 30 that things get interesting. Using a Hero Path character in this arena, just to do some xp, I felt was a bit like ruining it.
This arena doesn't deserve a Hero Path character.
Yeah, that explains why I have my table sorted by Recommended Starting Level, then by expected End Level. There is a yes/no field for equipment stripping. This allows players to focus on the levels and conditions they find interesting.
Personally, I enjoy exploration, problem solving, and tactics in an open environment. I like the middle levels where the characters do not have god-like powers and many different skills can be applied to solve problems. I like tactical battles in a open area where different companions each contribute to an effective team. Basically Combinded Arms warfare it you play modern games.
Have a good weekend.
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone