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NWN MODULES

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Title  Siege of Angband
Author  Marek LeFey
Submitted / Updated  08-16-2004 / 03-02-2008
Category  Dungeon Adventure
Expansions  Works on all versions
Setting  a very loose Silmarillion setting
Gameplay Length  30+ depending on play style
Number Players  Depending on the server hardware a much greater number of players can be involved.
Language  English
Level Range  A training facility can be found in town.
Races  All races are welcome, we don't discriminate.
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Classes  All classes are supported.
Scope  Large
DMNeeded  Occasional DM Needed
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  40
Max # Players  12
Min # Players  01
Min Character Level  01
Content Rating  Extreme
Alignments  Your alignment can change if your not careful and it WILL effect gameplay. It can be 'fixed' however,,,for a price.
Gameplay Hours  30
Description
Let me start by saying this mod is loaded with traps/situation that may frustrate some folks. However, there are no unavoidable traps. This mod is very hard. It was purposely made this way to accomodate my guild members. Read the book in the chest near the mod entry point.
This module is a very loose adaptation of the old classic Angband. It plays well as a persistent world multiplayer mod as long as the server is running 24/7. There aren't 100+ dungeon levels like the original. However, the levels get progressively harder as the player ventures downward. Don't try stair diving or you will wind up in over head. In all, it will keep most folks busy for many, many hours. PvP is on full, so like in the original Angband anyone you meet down below is fair game. The town and its buildings are no PvP areas. I have recreated many of the 'artifacts' found in the original Angband, enjoy. -M Le F

Files

NameTypeSizeDownloads
Siege_of_Angband_v1.01.rarSiege_of_Angband_v1.01.rar
Submitted: 08-16-2004 / Last Updated: 03-02-2008
rar2.7Mb2762
I have 'fixed' a few things in this update that, well frankly, needed fixing. Apart from the fixes, this mod is loaded with traps/situation that may frustrate some folks. However, there are no unavoidable traps. There is no deadend without a 'back door'. You cannot bully your way through this mod. This mod is very hard. It was purposely made this way to accomodate my guild members. Read the book in the chest near the mod entry point.
This module is a very loose adaptation of the old classic Angband. It plays well as a persistent world multiplayer mod as long as the server is running 24/7. There aren't 100+ dungeon levels like the original. However, the levels get progressively harder as the player ventures downward. Don't try stair diving or you will wind up in over head. In all, it will keep most folks busy for many, many hours. PvP is on full, so like in the original Angband anyone you meet down below is fair game. The town and its buildings are no PvP areas. I have recreated many of the 'artifacts' found in the original Angband, enjoy. -M Le F
SCORE OUT OF 10
8.02
16 votes
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Comments (69):

  1  2  3 Next>

Posted by Marek_LeFey at 2010-05-24 11:47:58    Voted 10.00
Hi Harry,
Sorry to hear about the henchman troubles. The untouchable gaseous entities are non-corporeal undead, like vampires. They travel around looking for an appropriate vessel to manifest their bodies, ie the 'right' kind of coffin.

The horrendous autospawning is not a glitch, its an obstacle. If you destroy the autospawner, which could be any of the many interactable objects in the area, you will have a short period of time to proceed in your journey. The respawner will respawn in a minute or so.
Respawning treasure, some of the autospawners gate in creatures that drop treasure. As you have seen, as you kill 10, 20 or 30 of these creatures the treasure piles up. The treasure stays there for a long time, making it impossible to rummage through it all looking for that 'rare' relic that may have dropped. This is not a glitch. It is a purposely placed pain in the arse.

Here's the reasoning. Morgoth doesn't want you to conquer his stronghold and defeat him. I took a long time thinking about this. A creature like Morgoth would use any advantage he could to protect himself and his plans, including plain old frustration, or common greed (wading through hundreds of treasure drops and then finding yourself in the middle of a torrential respawn fury).

Folks, let me say this again. This is not a romp in the park. Its an excercise in determination and the ability to move through and past frustrating situations. Every obstacle in this mod, no matter what kind it is, has a work through or a work 'around'.

What is the goal? The goal is to kill Morgoth. Don't let yourself be distracted by frustrations. That's just why Morgoth designed it that way.

If your henchman gets 'enthralled in a no-win fight' against an incorporeal being, know that Morgoth made it that way. It may be several levels down before you find a way to use a henchman again. Also, don't forget that you can run this module online and work with others as a group. That is how I, Marek LeFey, designed it to be played.

Outside of the innocuous error messages spawned at the start up of the module, the module ran flawlessly in the hands of many players. The error messages are from the monster/treasure spawining code used in the module. If you don't want to see them, give the module a good 5 minute loading period. That should take care of it.

Any other actual 'bugs' you might come across are probably due to incompatibilities in the hak paks used at the time I created this and what you currently are running on your machine.

Enjoy,,,,,,!

Posted by hfrank at 2010-05-24 10:37:29    
I'm not sure the autospawn-gone-wild is a glitch, but I'm pretty sure that my inability to maintain the henchman status of my henchman on Level 5 of Angband is in fact an error of some sort. The dialog is the same as if he were rejoining the PC. That wouldn't be a problem except that the henchman invariably gets into combat with the untouchable gasseous form creatures and remains inaccessible (to busy to talk), so the PC can't even go through the dialog that allows him to "rejoin" the PC.

Anyone else had this problem? Marek, are you there?

Posted by hfrank at 2010-05-19 16:47:29    
Definitely a glitch. Even treasure respawns--as do the headstones and sandstone urns that seem to be the endless source of goblins and kobolds.


Posted by hfrank at 2010-05-19 16:47:22    
Definitely a glitch. Even treasure respawns--as do the headstones and sandstone urns that seem to be the endless source of goblins and kobolds.


Posted by hfrank at 2010-05-19 12:29:48    
Perhaps the respawning is a glitch, rather than a game design feature. Even named quest opponents respawn. My character has killed the goblin, Beezer (the chore for the Sheriff) at least twice.

Posted by hfrank at 2010-05-19 12:29:39    
Perhaps the respawning is a glitch, rather than a game design feature. Even named quest opponents respawn. My character has killed the goblin, Beezer (the chore for the Sheriff) at least twice.

Posted by hfrank at 2010-05-19 12:11:32    
Mark, I finally got it to play without locking up--just about the same time that Dragon Age arrived in the mail. Long hiatus. Now that I'm playing I really REALLY want to know if there's any way to disable the apparently infinite respawn feature. These hordes of little 1/2 HD critters is nothing but a distracting and obstructing nuisance that gets in the way of completing even the most trivial of side quests. An incredible annoyance. Just to see how it plays out, I tried playing with an Epic Level character. The goblins and kobolds never hit him, but they respawned for more than half an hour. Not an adventure. Just a roadblock to play.

Posted by Marek_LeFey at 2010-02-10 13:21:14    Voted 10.00
In response to hfrank and the list of error messages. Those are inherent in the version of the autospawner I used. They apparently are the result of too much loading as you are trying to play. They don't effect gameplay, monster or treasure spawning. You can eliminate these pesky messages by allowing to module about 5 min. to fully load before logging on. It works for me. BTW, I have a large rework of the module that I am planning to upload this year. Apparantly the Orcs and 'other' things have been trying to tunnel their way out of the besieged Fortress of Angband for hundreds of years. Their underground mazeways are extensive,,,,bands of highly skilled Uruk marauders are beginning to show up everywhere. Hmmm, someone needs to tell the Elven siege forces camped at Angband's above-ground entrance in the frozen wastes of the Northlands.

Posted by hfrank at 2009-12-12 11:00:45    
Here is a list of the error messages that appear immediately above the TALK field when (and if) the module opens up. FYI, this happens whether I open v1 or v1.01:

Driving Camera Activated
Player has joined as a player
Script re_treasure1, OID:80001a89, Tag: NW_DROWCLER010, ERROR: TOO MANY INSTRUCTIONS
Script re_pwrespawnehrb, OID: 80000b31, Tag:re_abcdeghinput0I1, ERROR: TOO MANY INSTRUCTIONS
Script re_treasure1, OID:80001a9a, Tag: NW_FIREHUGE, ERROR: TOO MANY INSTRUCTIONS
Script re_pwrespawnnehrb, OID: 80000bb4, tag:re_eput0t1, ERROR: TOO MANY INSTRUCTIONS
[Server] You are now in a NO PVP Area
Script re_pwrespawnerhb, OID: 800008d0, Tag:re_x14t0t1, ERROR: TOO MANY INSTRUCTIONS
Script re_treasure1, OID: 80001ada, Tag: NW_GHAST, ERROR: TOO MANY INSTRUCTIONS
Script re_pwrespawnerhb, OID: 80000a81, Tag: re_put0t1, ERROR: TOO MANY INSTRUCTIONS
Script re_pwrespawnerhb, OID: 80000b31, Tag: re_abcdeghinput0t1, ERROR: TOO MANY INSTRUCTIONS
Script re_treasure1, OID:80001af7, Tag: X0_FORM_TASKMAST, ERROR: TOO MANY INSTRUCTIONS
Script re_pwrespawnerhb, OID: 80000bb4, Tag: re_eput0t1, ERROR: TOO MANY INSTRUCTIONS
Script re_pwrespawnerhb, OID: 800008d0, Tag: re_x14t0t1, ERROR: TOO MANY INSTRUCTIONS
Script re_pwrespawnerhb, OID: 80000b31, Tag: re_abcdeghinput0t1, ERROR: TOO MANY INSTRUCTIONS
Script re_pwrespawnerhb, OID: 80000b31, Tag: re_abcdeghinput0t1, ERROR: TOO MANY INSTRUCTIONS


Posted by hfrank at 2009-12-12 09:18:38    
Module may be seriously corrupted. I have downloaded the .mod file twice, and problems persist:

1. Most of the time it freezes in the loading area, Windows XP is forced to close the NWN program, and my desktop is over-brightened and washed out.

2. On the rare occasions that it DOES load, I get a huge dump of error messages right above the dialog box concerning excessive instructions.

3. If the program does not bomb out at that point, it freezes when the PC gets a few yards beyond the gate.

Posted by Curie at 2008-01-28 07:44:49    Voted 10.00 on 01/28/08
Morgoth made his dungeon hard, very hard, but you would too if you were a fallen angel from the beginning of time hell bent on revenge.
I can't believe a lvl 5 fighter couldn't make it through, geez, give me a break. The fact that you expect to make it anywhere in ANGBAND at low levels is funny to me. You should stick to the schoolyard rookie. Low level chars are weak but high level chars are really powerful, just how I like it. It's all about the challenge and this mod has plenty of it. Kudos! See you at level 40!

Posted by PaulBlay at 2007-04-26 07:58:09    
So what makes it "extreme" ?

Posted by SilverStar333 at 2007-03-20 09:46:30    Voted 7.00 on 03/20/07
Basically a good mod, but I HATE unkillable characters, and there are at least 3 such characters in the town. if you fix that, I will update my vote.
_________________________
Never pass up a good opportunity!

Posted by utilizera ( 193.93.xxx.xxx ) at 2006-07-01 06:15:01    
HI! I love this place!

Posted by Captain Tripps ( 128.206.xxx.xxx ) at 2006-05-02 15:12:56    
Not bad. I liked being able to take a dump in the stew pot at the cave entrance. LOL The action is very hot and heavy, reminding me of Gauntlet type games. There is no mercy for mistakes,,,,as it should be. HAR

Posted by Marek LeFey ( 64.251.xxx.xxx ) at 2005-10-26 20:50:28    
After much grief trying to edit quests after adding significant numbers of maps and other quests, I gave up and went to token driven quests. I know it blows not having quest log updates but tokens worked no matter how much I added onto the module or changed existing features.

Posted by Marek LeFey ( 64.251.xxx.xxx ) at 2005-10-26 20:49:58    
After much grief trying to edit quests after adding significant numbers of maps and other quests, I gave up and went to token driven quests. I know it blows not having quest log updates but tokens worked no matter how much I added onto the module or changed existing features.

Posted by MattV ( 70.109.xxx.xxx ) at 2005-10-03 19:14:56    
The only suggestion I might make concerning this Mod. is the lack of recording of the little side-quests. NPC "X" tellse you he wants you to kill something somewhere, but no journal entry is made. When you suffer from CRS* as badly as I do, those journal enties are a necessity.

* Can't Remember Squat

Posted by Heliostica at 2005-09-10 11:12:12    Voted 5.00 on 09/10/05
There are some things about this module that stop it from being great. First I think that if you knew your path a little better it would make things 100% better. I think that its a common mistake for a module author to assume that a player will make the same choices he would, and without a DM to nudge you in the right direction, the module needs some hints, or safety checks to keep people from giving up on what could be a fun module too soon.

Second, some of the things about this module probably make the author sit around his lunch table and high school, and give his friends high 5's about people dying from this and that, or the NPC who does this or that. It just reeks of immaturity.

Adding a journal, and putting in some checks to keep the players sorta where they ought to be, could turn this into a high 9 module, but right now its just an environment, not a adventure module.

Posted by redheart at 2005-09-08 00:03:55    Voted 3.00 on 09/07/05
I have to agree with the other negative comments. I don't mind difficult modules, but dirty tricks are just that: dirty tricks. Proper game design doesn't leave the player banging their head on the desk.

First the good: respawn/gravestone gimmick is kind of interesting. Also, I always like a module that attempts to give me a decent introduction, and it's certainly nice to have a lot of backstory (even if it's borrowed from other literature, that's okay).

Party of three. First annoyance is that even though the module description claims the module supports L1 characters, in reality it wants you to start at L3. What about those of us who actually like playing through those first two levels? If you'd set the description correctly, we'd have realized this module wasn't for us.

Second, it's not like it really should have been that hard to allow the module to support characters starting at L1 anyway. Sheesh.

Third, we ran into TWO NPCs in town that basically insta-kill. In addition to the Maggott, there's a guy inside the tavern that apparently requires the correct response, else he runs you through. No warning whatsoever. As far as walking away from Maggott, there's really not time. Any melee class character will have one-shotted him before the player even figures out what's going on.

Fourth, huge spawns? Give me a break. If the first level of the dungeon is intended to be impossible for the minimum level characters (L3, that is), then don't let them in until they can handle it. Kobolds aren't supposed to be hard. A herd of a dozen or two of them, all with ranged attacks, is insane. You can't kill them fast enough to avoid getting nibbled to death. There simply aren't enough rounds.

Fifth, well...about now I really ought to be drinking from one, rather than writing about one.

Bottom line: if a module is going to require the player to walk a very narrow line, it needs to provide unmistakable guidance regarding where that line lies. There is no enjoyment to be had from stumbling around getting killed over and over, just because the module is keeping the rules secret. And no, a warning at the beginning to "be careful" is not sufficient.

p.s. To the person asking about the "missing custom talk table", it's because you don't have the CEP installed (or possibly the module requires a newer version of the CEP than you have).

Posted by redheart at 2005-09-07 23:59:47    Voted 3.00 on 09/07/05
I have to agree with the other negative comments. I don't mind difficult modules, but dirty tricks are just that: dirty tricks. Proper game design doesn't leave the player banging their head on the desk.

First the good: respawn/gravestone gimmick is kind of interesting. Also, I always like a module that attempts to give me a decent introduction, and it's certainly nice to have a lot of backstory (even if it's borrowed from other literature, that's okay).

Party of three. First annoyance is that even though the module description claims the module supports L1 characters, in reality it wants you to start at L3. What about those of us who actually like playing through those first two levels? If you'd set the description correctly, we'd have realized this module wasn't for us.

Second, it's not like it really should have been that hard to allow the module to support characters starting at L1 anyway. Sheesh.

Third, we ran into TWO NPCs in town that basically insta-kill. In addition to the Maggott, there's a guy inside the tavern that apparently requires the correct response, else he runs you through. No warning whatsoever. As far as walking away from Maggott, there's really not time. Any melee class character will have one-shotted him before the player even figures out what's going on.

Fourth, huge spawns? Give me a break. If the first level of the dungeon is intended to be impossible for the minimum level characters (L3, that is), then don't let them in until they can handle it. Kobolds aren't supposed to be hard. A herd of a dozen or two of them, all with ranged attacks, is insane. You can't kill them fast enough to avoid getting nibbled to death. There simply aren't enough rounds.

Fifth, well...about now I really ought to be drinking from one, rather than writing about one.

Bottom line: if a module is going to require the player to walk a very narrow line, it needs to provide unmistakable guidance regarding where that line lies. There is no enjoyment to be had from stumbling around getting killed over and over, just because the module is keeping the rules secret. And no, a warning at the beginning to "be careful" is not sufficient.

Posted by Kamy at 2005-09-03 08:25:40    
oh, I just looked at the date of the last post, that was a month ago :( has a fix been figured out yet?

Posted by Kamy at 2005-09-03 08:24:07    
hmm... I'm getting the same "missing custom talk table" error

Posted by CJN at 2005-08-22 07:29:30    Voted 5.00 on 08/22/05
Bably balanced. Sucks compared to the original Angband and compared to NWN OC.

Posted by pingwin ( 195.29.xxx.xxx ) at 2005-08-04 08:21:40    
downloaded it again. same problem.
either the file itself got corrupted while sitting on the server, or my game just has a problem with your module.

Posted by Marek LeFey ( 128.206.xxx.xxx ) at 2005-08-03 15:35:58    
I'll download it from here and see if its become corrupted or something. Thousands have played this mod this is the first I've heard of this. I'll let you know what I find. In the meantime try downloading it again.

Posted by pingwin ( 195.29.xxx.xxx ) at 2005-08-03 12:11:05    
"could not load module
missing required custom talk table"

that's what i get when opening this module. the game starts loading it, and after 2-3 seconds this pops up.

i don't think it's my game, since all other modules work just fine.

Posted by Marek LeFey ( 128.206.xxx.xxx ) at 2005-08-03 10:08:03    
Not sure what you mean by custom talk table? Forgive me, it's been over since Ive worked on this.

Posted by Marek LeFey ( 128.206.xxx.xxx ) at 2005-08-03 10:07:19    
Not sure what you mean by custom talk table? Forgive me, it's been over since Ive worked on this.

Posted by pingwin ( 83.131.xxx.xxx ) at 2005-07-30 03:14:22    
umm.. could not load custom talk table?

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