First Ascent of "Closer" IC, AZ

Thursday, February 26, 2009

Lanterna Updated

I made an update to "Lanterna". First of all, I combined all of the files into one download to hopefully attract more players. Someone (I think EC) mentioned that too many files to download can be a turn off. I also finally figured out how to fix the annoying "PC dying and will not get up until leaving the area" bug. This also makes the ending more robust (just incase your PC dies near the end). I added a couple of other "fail safes" to the ending to make it more reliable. The download is 80+ MB, but is actually much less than it would have been if I left the .TRN files in the mods. Removing the .TRN (the game uses the .trx and the toolset uses the .trn) files reduces the file size almost in half.

If you haven't had a chance to try "Lanterna", now is your chance...back to Kuldahar for me...

Monday, February 16, 2009

Updated Icewind Dale

I have added the rest of the prologue. IWD NWN2 now includes Kuldahar Pass and everything before entering Kuldahar. I still need to figure out how to implement the SoZ death system. I also have not added the Easthaven villagers convos as of yet. I should have it up on The Vault later today after one more test run. Here are a few screenshots...





Saturday, February 7, 2009

Icewind Dale for NWN2 (Prologue Complete)

I've been working hard the past few weeks, after finishing "Lanterna", on another project. Icewind Dale for NWN2 is now well under way. I finished most of the prologue (minus kuldahar pass - should be done next week or so). There are a few items I still need to add such as VOs, loadscreens, the Easthaven townpeople (the no name ones), the SoZ death system (still haven't figured this one out), etc.

The first part is on the vault (pending approval)

http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&id=346

I hope everyone enjoys a little trip down memory lane...

Here are a few screenshots...




Monday, January 19, 2009

Lanterna is Completed

The final chapter of Lanterna is now complete. I have uploaded the entire campaign to The Vault (Pending Approval). I went back and made a few minor changes to the previous chapters and added more companion conversations (you have to speak with them - select "talk to") at different stages of the story. It has been a 2 year project and hopefully you enjoy it as much as I have. The ending was a lot of fun to do. I have been continuously testing as I build and I made two run throughs with the completed version. Hopefully there are not too many bugs, we'll see...

Wednesday, December 24, 2008

Party Creation Feature Added to "Lanterna"

I just added the SoZ party creation feature so now you can create your own party or a combination of your own created companions and companions from the campaign. I suggest using the campaign companions for your first play through. That way you get all of the additional story elements and companion interations. Merry Christmas everyone! Back to work on Chapter 3, the final chapter of "Lanterna".

Friday, December 19, 2008

Lanterna Chapter 2 Released

I finished Chapter 2 and it is now available on The Vault. Chapter 2 adds another 4-6 hours to the campaign and will advance you to around 8th level with a full party (level 13-14 if soloing I believe - haven't completed a solo run). The story continues to unfold the fate of your father's caravan and the evil forces emerging in Lanterna. Enjoy...

Lantern on The Vault

Friday, December 12, 2008

Lanterna Chapter 2 Beta Ready

I finished chapter 2 of Lanterna. I made a quick test with the party I had from chapter 1 (Miki, Balen, and Ian). Everything seems to be working properly. I ended at level 8 and it should add another 4-6 hours for most players (depends on your play style). I'll probably continue to test and tweak for the next week and release on Saturday, December 20. Here is a screenie that I captured during a test run...
SoZ's new AI has made thing more interesting. One problem is that all enemies seem to come charging from eveywhere indoors once one enemy is killed (the shouting area seems to have expanded). Oh well, I guess it makes sense for the most part, but changes my original intentions for some of the encounters. Back to testing...