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Fanglewood NWN2 Campaign


alupinu

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*UPDATE*

Hey everybody just checking in to let you know how Fanglewood is progressing.

Well we are rapping up are first round of beta testing. Need to extend a big thank you to Bealzebub and PJ156 for taking some of their valuable time to test my little campaign. Bealzebub finished last night, 7/20, and Pj156 is in the home stretch and should finish in the next day or so.

I am pleased to report that Bealzebub was very positive about his play through. Here’s what he had to say…

Bealzebub said…

Well polished, and no bugs to speak of. The story line was interesting and the conversations were witty. It really drew me in.

All the areas looked great, and there were many surprises. Imaginative use of the placeables really helped the atmosphere and made things seem new. Not just the same old tile sets used in every .mod.

 

You'll get a 10 from me.

Thanks again Bealzebub, LOL

Nice little vote of confidence there after two years of work.

 

Everything has gone surprisingly smooth. Some of the issues are combat and treasure balance as to be expected.

My animated traps were proving to be a little tough so it was decided by all involved that they needed on/off switches. Thanks to kevL I was able to install some. Makes for interesting game play now, you can get the monster to chase you threw the trap, turn the trap on and nail his ass. LOL

Of course there are the spelling and grammar issues that I’m desperately trying to weed out. MinD took a beating because of less then perfect spelling and grammar, trying to not let that happen again.

 

Yes folks I believe we are looking at a mid to late August release. Not promising anything but that is what I’m shooting for.

 

I’m almost ready to start the second phase of beta testing which means I need more beta players. If you would like to jump on the band wagon and do some beta testing for me. Please don’t be shy, just send me pm and I will make sure to put your on the list for beta testing.

 

Alu

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  • 4 weeks later...

*UPDATE*

 

Hey everybody!

 

Good news! Fanglewood may be getting released earlier than expected. Partly because I have run out of beta-players, can’t seem to find anybody else to take the time. But that’s not a big problem, my last beta players seem to be hard pressed to find anything substantial. With the exception of a few mis-uses of the word “there” or “your” everything seemed to be in good shape.

 

Still have a few loose ends to tie up, re-due my credits and clean up my files.

 

Another problem I’m facing is uploading. Fanglewood, fully compressed, is still about 345MB to large for the vault or Nexus. Hopefully I can get a hold of the administration to help me with this problem.

 

I’m thinking if everything goes right and the world leaves me alone, I should have it up and ready for play within about a week. (Fingers crossed) Hope everybody excited.

 

BTW, one last thing is anybody planning to release there mod with-in the next two weeks? If so please send me a pn and we will see if we can work something out so we’re not on top of each other.

 

Thank you!

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Another problem I'm facing is uploading. Fanglewood, fully compressed, is still about 345MB to large for the vault or Nexus. Hopefully I can get a hold of the administration to help me with this problem.

I think you may have mistaken the file size limit here, which is 5GB. But if it's bigger than that, there may be a problem, not the least of which is that I wouldn't have room to download it at this time!

 

BTW, one last thing is anybody planning to release there mod with-in the next two weeks? If so please send me a pn and we will see if we can work something out so we're not on top of each other.

Maybe, but I don't think you need to wait for me or anyone else, unless you want to spread it out for less competition for File of the Month.

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  • 2 weeks later...
  • 2 weeks later...

Ok people the game is not that tough if you don’t try to tank your way through it. Yes, some of my encounters are tank destroyers that I admit.

Try using a little common sense when dealing with some of the more difficult encounters. Here are some pointers that helped me.

 

· Scout ahead, it really helps to know what you’re getting yourself into before you commit to battle. Also gives you a heads up on what buffs to use.

· Invest in range weapons, ever party member should have some form of range weapon. Punishing your enemy while they try to close the gap is always a good way to start a battle.

· Choke points, many of my encounters where designed with choke points for the players to take advantage of. It’s always better to fight creatures one at a time then 5-6 at a time.

· Whenever possible bring the enemy to you. Not only does this break up their ranks but also gives you the choice of where and when to fight. Choke points! Hint-hint…

· Traps! Try painting down a bunch of entangle traps then arm all your party members with range weapons. Need I say more?

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*Update*

I just up-loaded v1.02 to the Nexus (given up on the Vault). Here’s a list of some of the more obvious things I fixed.

 

· Corrected grammar and spelling errors.

· Added content to and revised stores.

· Improved some of the final quest rewards.

· Added more hidden-searchable items.

· Fixed or revised npc’s and other scripts.

· Better ghost.

 

Need to thank the following people for helping on making this up-date possible.

Tchos, Arkalezth, kamal and sirchet.

 

Maybe awhile before the next update unless something that can’t be ignored is found. So if you’re waiting for the game to be updated to final version, here you go.

I am still collecting data, so if anybody finds anything that bugs-um or whatever please send me a pn and let me know. Thank you.

 

www.neverwinter.nexusmods.com/mods/201/

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