Attachment | Size |
---|---|
HAK for AML0 (and 1) v.101 and forward. I Promise I won't change the HAK anymore! (562) | 151.29 MB |
A mercenarys luck 0 : Prologue v105 (140) | 2.83 MB |
EE2 - Excrucio Eternum (Full Version) |
98.8% |
Madness and Magic |
92.7% |
Gladiatrix |
88.5% |
Snow Hunt |
91.2% |
Lords of Darkness 1 - The Fugitive (V3.0) |
84.7% |
Shadewood |
96.7% |
Resurrection Gone Wrong |
91.1% |
The Accursed Tower |
87.1% |
The Aielund Saga Act IV - The Fall of Aielund (Part Three) |
94.8% |
Cormyrean Nights |
86.7% |
I1 - Dwellers of the Forbidden City |
87.5% |
The Aielund Saga Act II - Defender of the Crown |
94.6% |
Black Thorn |
86.7% |
HeavensGate 2: Islands of the Undead Legion |
92.5% |
The HeX Coda 01 (Canceled Premium Module) |
92.7% |
Currently the mod crashes when entering the manor, seems to be an error with a tile in RLcore Gothic interior.
Version 091 fixes the crash and provides a workaround by disabled one of the stairs until a solution can be found.
v 0.93 : Henchman works now. Balance changes. Many fixes. Small changes in Hak AML0, so it's necessary to redownload it.
V. 1.00 Release! Bugs (hopefully) squashed. Story and balance changes etc.
paphjort,
Looks like an interesting piece - I'm gonna give it a run soon!
Thanks for contributing to the community!
This is short, but very well-crafted. It's got cutscenes, detailed areas, a proper bossfight, a puzzle, and even some special abilities (take the Axe! And see Player Tool 2, when it's time for that).
As noted in the description, it's light on roleplay; while the NPC dialogues are pretty good, they're sparse. I'd recommend playing this with a small party of people who're capable of writing their own banter. Short enough to get through it in a single evening, while being very atmospheric and giving some very nice "backdrops" for roleplaying. I could see a multitude of short modules like this one working extremely well for people gaming together after work.
Lovely work, all in all. One of these days, I've got to sit down and play AML1.
Typo note:
- The "piedestal"s are still piedestals and, despite this, have no pie on them whatsoever! I'm pretty sure it's spelled "pedestal" in English. Dangit, now I want pie.
Improvement suggestion:
I think this or modules like this would benefit from "examine" placeables, self-conversations, or floor triggers that send little bits of narration to the players - even just generic ambient stuff like creaking floorboards or smells or sounds or gusts of wind. A hidden cave or treasure to find in the forest might also be nice; when you've got a fantastic deep dark forest to explore, there may as well be a reward for exploration.
Bug found:
I returned the manor after completing the main quest. When I tried to leave, it ported me back to the inn, but I got stuck in blackscreened cutscene mode. I think it's because the trigger there had already run.
@TheBarbarian : Thanks for playing it and for your comments with suggestions. All Noted.
I really like pie too, but I acknowledge that it can be seen as false advertising and it will be changed ;-)
About your "Player tool 2" comment: I think you have the old hak, from before v 0.93? The feat should now have a proper name ("Issue command" or something similar), but I see I forgot to change the icon, so it still looks like Player Tool 2. Doh! I'll update the hak, but it's minor thing, so no reason to re-download I think.
So this mod can't be played with 1.69?
No, sorry. I've switched to NWN:EE.
Maybe you can open in NWN-eplorer and change the req. version to 1.69 (I don't know if that will work though)
Come to think of it, I'll see if I can do it and then upload a version for 1.69 if possible. Will be a week though, before I can do it.
.
Simpy beautiful. One of the most atmospheric modules I have played so far on NWN1. The plot is simple, but very compelling. Some nice but simple puzzles (which to be honest is good enough for me - as I am not a real puzzler). Cool custom scripts. A couple of nice twists.
The final battle(s) were really tough on a L3 Rogue/Fighter and without my trusted Wand of Missiles and a bunch of potions I would not have survived. That being said, I was solo’ing – there is a henchman available. The most I ever enjoyed a module where I didn’t even level up.
Thank you for your words! While I make mods primarily because I enjoy it, getting feedback, both praise and constructive criticism, certainly helps the motivation! Yes, you're normally supposed to use the henchman when playing it single-player, so I'm impressed you completed it solo! :-) Pap
Very nice even though it is short!
Played this prologue module today, it was pretty good! The tilesets, especially the forest, were very nice, so were the city ones at the beginning.
Reading the backstory I was expecting more of a low-fantasy type of adventure, no complaints though!
I read what I can beforehand to decide what kind of Favored Enemy my Ranger should start off with.
*** Spoilers ***
Near the end, I left the Mansion and went back to the Inn for more healing kits, but someone I had already slayed was there...
Thank you for your feedback, always appreciated!
About returning to the Inn: Oops. I guess I didn't expect someone to return at that point near the end, or it could simply be a bug. It shouldn't have any consequences though, but I'll still look into it :-)
Cheers,
Pap
I didn't try to interact with him, just did my business for the Healing kits and left ;)
I didn't realize I was so close to the end, I would have been ok without coming back.
Wonderful!
a little thing: if you get scared of the basement door in the manor and close it you can't open it again;)
The dialogues are a bit odd if you're playing single-player and don't drag along the henchmen as you're stuck saying we as if you're part of a group. While it can be played single-player, it does feel like it developed with a multiplayer group in mind.
I finallly got around to actually playing this. The module really should be played multiplayer. You're giving multiplayer stuff that you have to keep, it checks for extra party members, and you talk like you're in a party even if you're not. You can technically leave the henchmen behind, but things are going to be really weird in terms of dialogue. I found him to be kinda weak just for the fact that he died during the first combat we encountered (and fortunately self-resurrected.)
You're going to have a similar issue in A Mercenary's Luck 1 in that after you do get the module to start, the NPC announces that he's going to hire the group lead by your character's name - which is really strange and ackward dialogue if you are a group of just one because you didn't bring the henchmen with you.
These modules are not bad. I just wouldn't go in solo as they feel like they were written with multiplayer in mind with single-player feeling like it was shoehorned in.
Hi Sachie
thank you for the review! You're absolutely right, the modules were originally designed for multiplayer :-)
I haven't recieved comments about this before and I guess I was expecting players to always bring the henchman (whom I think is useful, even if first fight is difficult :-))
I can see that it can seem weird with some conversations, especially first cutscene in AML 1, and It shouldn't be too much work to make it react to singleplayer in conversations. The mod already adjusts puzzles, as some puzzles require teamwork in multiplayer.
It's on the list for next update :-)
cheers, Pap
Hi paphjort! Thank you for replying back! Please let me know when you have the next update, and I'll give it another go.