Endless Nights is an open ended module with random monster generation and randomly generated quests. It features four guilds (Cleric, Mage, Thief and Fighter), one city, four villages, and multiple dungeons, nooks, and crannies for adventure.
I think you are talking about Endless Nights IV not the original.
No one should be playing the original any more -- they aren't required for the sequels as the sequels just try to do the same thing but bigger and better.
Posted by Wildghost ( ..xxx.xxx ) at 2005-02-24 07:55:00
After play this mod as a warlock begin from lv 1 i was able to get lv 10 in just 3 hours and visiting only 3 big areas(The City,Rolling Plains,Grassland) i must say i've fun plaing it but if you look for a rpg module avoid it.Except the main city the rest of the areas have been made with little details (Grassland it's nearly only grass REALLY!!!) After all it's a good module and the script works pretty well, go on Daniel keep the good work (And fill more your areas lol).
Posted by grimwulf ( ..xxx.xxx ) at 2003-06-11 16:11:00
I'll be reviewing your module within the next 2 weeks. I know it's been in the queue for a while, so I'm getting to it as soon as possible. I will likely get my weekly group to "playtest" it with me next week, then put up my review.
I started it in solo mode, but I get so bored with solo play (nothing to do with your module...I've never played any module all the way through in solo mode) and didn't get more than a half-hour into it before realizing I needed to get a group together to do this.
Posted by Daniel Nations ( ..xxx.xxx ) at 2003-03-17 14:25:00
Thank you for your comments, Rome. I classified the role-playing as light because, to me, that essentially means 'not required.'
Unfortunately, my first go-round with creating randomly generated quests in the game caused me to meet up with the barriers in the toolset and did not allow for complicated speech from the NPC's. There is just no way to programatically modify speech set inside the dialog boxes which forced me to create some speech (the guts of the quest) outside of the dialog box.
Based on your very valid comments, I have added a comment onto the module description to help clarify that this module is an attempt to create a rogue-like game feel for neverwinter nights (i.e. a game as close to rogue and moria as possible using randomly generated monsters and quests).
Thanks for taking the time to give me feedback and if you spot anything else please let me know at firstname.lastname@example.org or within these comments.
Posted by Rome ( ..xxx.xxx ) at 2003-03-12 23:03:00
I started this and found that the npcs were speaking as if
they knew I was a player who wanted to kill things for XP.
I guess that is light RP for some - but for my tastes it
was not light RP. My suggestion would be if a hack n slash
is the goal to remove the "light" description or to shift
the narratives of the NPCs so they talk to the character I
am playing rather than me as a player.
That said - given the number of areas in the mod it would
be good if more story and interesting NPCs were added. If I
am off base with the first perception please let me know
Thanks for the hard work.
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