Winds of Change is a story set in the Warhammer world. For most of the first module you will be a neutral character, but in the possible later modules your true path will be revealed.
You travel through the darker side of the Empire in this first module. Friendly faces are far and few and you have a feeling that someone or something is pulling your strings, making you walk a path you rather wouldn't be walking.
It's a dark, grim world and you aren't there to make it any brighter.
Game Play
There aren't too many battles, but the ones that you do run into are planned to be challenging and some might even be hard depending what race/class combination you play. Most of the experience you get comes from advancing the story and getting those secret dialogue options plus certain other things...so the battles are there to simply entertain you, although I am sure most of them will be rewarding in more ways than one.
I wanted to make a module I would personally enjoy playing and I am pleased with the results. I had fun both creating and playtesting this module, despite my lack of experience with the toolset.
Update!
Fixed few typos and made the Count's Wine Cellar battle slightly easier and rebalanced the battle with Hasuth somewhat as well.
Legacy
On the old IGN Vault, this was a Hall of Fame winner with a score of 8.44 based on 40 votes. he final version was downloaded 3,166 times.
Attachment | Size |
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winds_of_change.7z (485) | 16.54 MB |
A brilliant mod that is an excellent opening act for what was certain to be a great campaign... the battles are definitely tough and the description says nothing about the level range... well I would put it at around 6 for a fighter type and much higher for a caster... my character was both fighter and sorcerer and she was easily defeated most of the time, the lack of magic weapons and large quantities of buffing potions made it all even more difficult. But it can be done if carefully planned (and if you start over with a higher level character as I did... my first attempt was with a level 3 rogue/fighter and he was completely outmatched).
But the well written story and the engaging narrative made the difference between a mod that was too hard to bother and one that is too good not to finish...
Unfortunately it is a short trip... now all we can do is hope that there is still a chance we will eventually have another chapter, this tale truly deserves to be played to the very end.
Totally agree about the last statement!
A module in the WARHAMMER setting is not to common with NWN2. While I know the rough basics of the setting I couldn't be bothered to much about it. But with the announcement of Total War:Warhammer I somehow got interested.
It's set in a world dark and sinister, in certain ways similar to D&D's Ravenloft. While the creator added some books and minor pieces of lore here and there I greatly would have appreciated custom loadscreenhints to increase my knowledge about this world. There are not too much areas and while the outdoor areas look decent, Merxheim and the interiors could have profiteered from some more details. Even though a neutral character is suggested, I started off with a paladin with the intention to let him go blackguard. And indeed, at the very moment it was needed, the author provided me with the necessary alignment-shift.
As I was stuck at one point (spoke with the wrong guard to get into the Duke's manison) I consulted the wayback machine to check if somebody posted the solution at the old vault. While I figured out myself after some while, I've to support the remarks there about combat being too tough. What's really pityful about this module next to having no sidequests and thus being completly linear is that the sequel was pretty much done (at least that was the impression I got from the creator's comments at the old vault) but not released.
Not actually a plot as there is nothing to 'solve'. The player doesn't actually have to figure anything out, just goes from one quest giver to the next, follows instructions, goes to the next, etc. The back story is entirely done in cutscenes. The companion dialog is limited to interactions with other NPCs for the most part.
Fairly useless companion, a rogue in a mod with no locks or traps and no pockets to pick.
The level progression made no sense, basically everything you do gets you a level making it feel rather perfunctory.
And the fights were very unbalanced.
Just started this mod and without giving spoilers, could anyone tell me if the various(2 so far) Symbol of XXXXXX are used for anything?
I think they're either becoming important in the next module (which we'll likely never see) or simply stuff to sell. Although i don't think i ever found a merchant, so that's just a guess.
Well i'll be. I suppose i understimated this module, but all in all is pretty well made. Sure, your character is nothing that a poor pawn and he does not know a damn thing for the 90% of the time, but you have some choices here and there, although hearing these "divinities" mocking and at the same time encouraging you all the time could be a little frustrating. But i suppose that was the intention. The areas are mostly pretty good, and for being not that expert with the toolset as the author states, i'd say even scripting and converstion seem working without any problem.
Two things that could be considered pretty much downsides: first, there are merchants in the city, but none buys or sells anything (!) second, almost nothing gets written in the journal, so you have to figure out everything by yourself. So you have to pay attention to what npcs tell you and remember what were you supposed to do.
I would give 7.30 to this module. Shame it has never been completed. The story wasn't bad, at least from what i get out of it.