Neverwinter Nights 2
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The Last of the Dana'an - v1.07
J.E. McKellar

A single-player module for new characters.
You have grown up on the frontier of the Empire, getting by with a little hunting and the few head of cattle you raise with Dei'dre Dana'an, daughter of old ranger famous for his exploits during the last Goblin War. His Dana'an Rangers have kept the peace since then, but a new time of troubles is approaching, and soon you will be called to join their ranks and fight to restore the peace that was lost.

Length: ~20 hours, level 1-10. (Level 12 or higher is possible)
Custom Setting.
Low gold, Low magic world.

CLASS:
Most of the combat in this module takes place on large, open exterior areas, in chaotic, fluid battles. As a result, Characters need to balance melee combat with speed, mobility, and stealth. Ranged weapons also become far more important. Rangers are ideally suited for this kind of combat, but other skilled combat types, like barbarians, monks, or rogues can also be effective. Casters are generally not supported, but Druids may do well.

FEATURES:
-NPC soldiers fight in squads, usings a variety of tactics, and will rout and flee if they are seriously wounded or if their leaders are killed.
-Many quests can be completed using speed or stealth instead of brute force, but the player is generally free to improvise and use their own techniques.
-A mixture of linear and free-form play. Set-piece battles are mixed in with sand-box elements like trading, smuggling, highway robbery, and hunting.
-Some monster populations organically grow, raising young to replace those killed.
-Terrain effects: Stealth, movement speed, and fortification bonuses.

SKILLS:
Disable Trap, Open Lock, and Search are not used. Tumble, Move Silently, Hide, Survival, and Heal can be very useful. A couple ranks in Lore will help. Cheap traps are available, so the Set Trap skill can be useful. Appraise, Diplomacy, Bluff, and Taunt have limited use in conversation.

FEATS:
Rangers should chose Goblinoids and then Half-Orcs for their favored enemy. For two-weapon fighters who wish to take weapon-focus feats, there are pairs of high-level short swords, scimitars, and kamas available.

ITEMS:
Character items will be stripped on load, but will be available in a store. Gold is stripped, but may be stolen back late in the game.

Thanks to Adonnay and Escrimator for the weapon haks, and Sunjammer for his VFX browser

GAMEPLAY NOTES:
Alignment: Few quests affect alignment, but killing civilian, good, or female creatures will result in a shift towards evil (hunt bucks, not does). Generally, conversations are written for a Chaotic-Good character, but are generally ambiguous.

Rest and Respawn: Rest and respawn require food items (milk, meat, and Dana'an Stout/Meddygyln). These items are easily attained through hunting, gathering, or purchase. Some conversations will rest your character for free, and some items will heal or rest your character for free. Additionally, buying a drink in a tavern will rest you. On respawn, your character will receive 50% of their hit points, and will have a attack bonus penalty for 12 seconds. If you do not have a food item, you will respawn with 25% of your hitpoints and your AB penalty will last for 24 seconds.

Roleplaying: Role-playing is limited to a few uses of diplomacy and bluff checks in conversation. Conversations are designed without multiple options, for the very simple reason that forcing the player to choose between pre-scripted responses doesn't really give them the chance to role-play their character, using their own words, it just makes conversations more laborious. Role-playing in this module is handled in how you choose your character's actions, how they fight, who they choose to kill or let run-away, or how much time they spend trying to make money. If you want to spend a few hours clicking through conversation trees, this module isn't for you.

Companions: Companions are not necessary to complete the game, but will become available as you find them or complete certain side quests. Some companions will automatically leave your party for certain quests. Combat in this module can be quite chaotic and confusing, so managing companions in addition to your PC will often be more trouble than it is worth. If you lose a companion in combat, they will automatically leave your party, but you can use the party roster screen to add them back.

Stealth: NWN2 handles stealth using a series of skill checks. While your PC is near an enemy creature, the game performs two skill checks every six seconds (one round), a listen check and a spot check. The listen check is matched against your move silently skill (if you are moving), and the spot check is against your hide skill. For example, if you are sneaking past a creature with a listen skill of 4 and a spot skill of 4, and you have a MS skill of 14 and a hide skill of 14, the skill check would be 4 + d20 ?> 14 for both listen and spot. So, 50% of the time you should be able to sneak past. This check is repeated every round, so the longer you stay near the enemy creature, or the more enemy creatures that are nearby, the more likely it is that you will be detected. Stealth thus is a matter of speed and numbers as well, not just skill ranks.

Speed: Especially early in the game, many enemies are too powerful for you to fight directly. Often, the best course of action is to use speed to break through enemy lines or retreat from unwinnable fights.

Lighting: Outdoor areas are dark at night, especially after dusk and before dawn, and underground areas are always dark. Since torches and other light sources reduce your ability to hide, low-light or dark-vision is the best way to see in dark areas. If the game is still uncomfortably dark for you, you can use the gamma setting in your video options to brighten the game.

FIXES and ADDITIONS in v1.07
-Buildings now burn properly in Exodus quest
-Fixed bug with Bloody Marsh Conversations
-Fixed potenial bug with extra Mosby in Exodus quest
-Sapper's kegs now default to Bash
-Imported some improvements to Tactical AI from The Danaan Unvanquished
-Fixed potential graphical issue with MacBoru's Barn
-Terrain textures changed
-Fortification terrain changed to used concealment effect

FIXES and ADDITIONS in v1.06
-Area lighting adjusted, night and twilight now not so dark
-Interior areas now brighter at night
-Module hour length increased from 1 to 2
-Various bug fixes
-Autosaves added before major battles
-Goblins now carry stone axes
-Xiphon and Gladius short swords added
-Music issues with Shiloh Creek fixed
-Minor fixes to various conversations
-Cache blueprints added to most areas
-Killing Goblin Wenches now only gives you a 1 point hit to alignment


FIXES and ADDITIONS in v1.05
-New rest and respawn system added
-Bartender and other minor conversation options added to support rest system
-Check added to prevent possible bug with Akabah quest (Johnston)
-Wang Beihu's alignment set to Lawful Neutral (Allows progression as monk)
-Prices for Musgrove Trading Post and Capt Butler fixed
-Madb Morrigu encounter added
-Port Royal Customs House stocked with guards and lootable chests
-Debug messages removed from World quest
-Issue with ogres not respawning for Nymph quest resolved
-Debug message removed from guard triggers
-Check added to prevent possible bug with Exodus quest (McLaws)
-Goblins corpses in the Wadi Al Khanal no longer selectable
-Wild Boar corpses no longer selectable
-Dana'an Tomahawk rebalanced to be cheaper
-Minor fixes to various conversations
-Goblin Lords now have a higher CR and give more XP

FIXES in v1.04
-implemented masoon's fix for the Bookshop crash bug
-added script check to resolve issue with two Mosbys in Exodus quest
-added redundancy to insure Schurzkarl's presence in Tide quest
-Shipwreck corpses no longer lootable
-Nymph conversation modified to mention respawned ogres
-issue with Cockfight factions resolved

FIXES and ADDITIONS in v1.03
-Corpses no longer highlight, decay more quickly
-Minor lighting changes (less clouds)
-Unused doors in Port Royal now static
-Minor NPC conversations added
-Menx set to plot

FIXES and ADDITIONS in v1.02
-Magician's Workbench added
-Issues with 'Bridge' quest resolved
-Harker's Kukri no longer disappears from player's inventory
-Marsh terrain movement reduced to -25%
-Buggy Area Transitions fixed
-Goblins in first stage of 'A Line in the Sand' now infinite
-Fix to 'Day of Days' to prevent battle running too long
-Kora Bumppo now properly appears during 'The Fire and the Fury'
-XP Bonus now given for escorting retreating militia in 'A Line in the Sand' quest.
-Additional conversations for Dei'dre/Kora and Dangao
-Neko'inu spawn now despawn after several minutes
-'The Caverns' area added
-'Shiloh's Sash' now only heals instead of a ForceRest
-Beregan's death now end 'The Good, the Bad, and the Ugly' quest
-New items added as loot and in stores
-[Travel] conversation options added to jump player between areas

FIXES and ADDITIONS in v1.01
-crafting fixed
-Lighting and shadow issues fixed
-Alignment shifts added to "The Good, the Bad, and the Ugly" quest
-Gem merchant added
-Rogue quest added: "Crooked Blade"
-Monk quest added: "The Way of the Doc"
-Druid quest added: "The Staff of Neko'inu"
-Nat Bumppo now available earlier as a companion
-New secret area transitions
-3 mini-quests added (Sylphs)
-Trap shop added in Ogeechee Swamp
-Gold now taken from PC at start
-"Day of Days" quest streamlined
-Debug messages removed
-Issues with "Exodus" quest resolved
-Issues with "The World Turned Upside-Down" quest resolved
-Issues with "Blood-Dimmed Tide" quest resolved
-Issues with "The Fire and the Fury" quest resolved
-Issue with Dei'dre not jumping to Ogeechee Swamp resolved
-Torch added at start for PC's without low-light or darkvision.