Dragon Age: Origins

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ROSE OF ETERNITY - FAMILY & COUNTRY

Dragon Age Origins: 1.02

Saturday - August 30th, 2014

================

A. Designer's Note
B. Introduction
C. Features
D. Installation Instructions
E. Brief Introduction Of Story
F. General Tips
G. Known Issues
H. Reporting Bugs
I. FAQ
J. Revision Notes
K. Credits

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A. DESIGNER'S NOTE

The creation of the world of "Rose of Eternity" started back in April of 1999. Back then, I was a naive, fresh faced 19 year old with a dream. I didn't know how I was going to get there, or if I ever would, but the dream was to create my very own RPG. I would eventually discover the Neverwinter Nights Aurora Toolset 5 years later, and begin to transform my dream into a reality. 10 years later, after the production of many RPG's (both my own, as well as contract work), I am ready to release the latest game in the "Rose of Eternity" series, "Family & Country".

If you are new to the series and haven't played my previous games, "The Coming" or "Cry The Beloved", there are some things to keep in mind:

- as stated above, this game world is my own. Yes, I'm using the Dragon Age engine, but that's where the similarities end. From the various custom systems, to the re-workings of the core combat system, players should go into this game looking at it from the perspective that they're playing a fully fledged new RPG.

- because of the nature of the story I want to tell, as well as due to limited resources, this game uses a predefined character. Story reasons aside, as the sole designer of this project, I like to inject as much creativity into the game as possible, and that really comes across in the various custom combat systems, such as "Last Resorts", "Unison Abilities", "Bonds of Battle", etc. It's much easier for me to do this with a predefined character, since I only have to worry about that character. If I started introducing other character classes, as a designer, it would become a nightmare to try to keep up the same quality with all the different classes. Also, combat balance would become that much harder. It's for these reasons that 10 years ago, I decided I would scale things back and focus on one predefined character per game, so I could deliver the highest quality experience possible, instead of spreading myself too thin.

If you heed my word on these 2 key items, it should help you enjoy the game more, instead of trying to fit it into some sort of predefined "Dragon Age" experience constraint.

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B. INTRODUCTION

This story takes place 20 years after the events of my last two NWN games, "Rose of Eternity - The Coming" and "Rose of Eternity - Cry The Beloved". Accolades include:

* 54,000+ cumulative downloads
* Featured in PC Gamer as a must play module of 2006
* 2006 Independent Games Festival award for best NWN module
* NWVault 2005 Module of the Year Silver Award
* NWVault Hall of Fame
* Rose of Eternity - The Coming is the 51st highest rated NWN module of all time
* Rose of Eternity - Cry The Beloved is the 2nd highest rated NWN module of all time

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C. FEATURES

* 7-8 hours of gameplay

* Cast of 25 fully voiced characters

* 47 pieces of custom music

* 28 custom abilities

* 10 custom items

* 5 custom skills

* Last Resorts, which are abilities that can be activated when the health of a creature drops below a specific %

* Unison Abilities, which allow you to perform combination abilities with other members in your party

* Bonds of Battle, a system where the longer 2 party members fight alongside each other, the greater the bond grows, which unlocks special abilities between the 2

* Bonus XP, a system which rewards playing who do that little extra "something" in combat

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D. INSTALLATION INSTRUCTIONS

http://wiki.tesnexus.com/index.php/Installing_Dragon_Age_mods

***IMPORTANT***

1) The downloaded file is a .rar, but contained in it is the .dazip file, that needs to be used to extract all the files.

2) As this is a standalone game having nothing to do with the world of Dragon Age, as well as the fact that substantial changes have been made to the core ruleset, all other mods should be deactivated/saved/backed up.

3) This game installs the following 2 files to "My Documents/BioWare/Dragon Age/packages/core/override/rose_of_eternity_family_and_country":

- ability_core.nss
- ability_core.ncs

And the following 13 folders to "My Documents/BioWare/Dragon Age/packages/core/data":

- 1007_d
- 1007_n
- 1013
- 2000
- 2002
- 2003
- 3000
- 3001
- 4001
- 4002
- 6000
- 8000
- test_e2

Along with making sure all other mods are deactivated/saved/backed up, you should make sure that none of these above files conflict with anything else on your system.

4) Due to how the game was originally created, the folder under Addins will be named, "Sandbox". I am currently looking into ways to change this internal name to something more fitting. However, you will still see "Rose of Eternity - Family & Country" in the normal Dragon Age menus.

***IMPORTANT***

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E. BRIEF INTRODUCTION OF STORY

Since the beginning of time, the Rose Of Eternity has been in the mystical Garden Of Roses, tended to by the Keeper Of The Rose. It is said that the Keeper Of The Rose has the most beautiful singing voice, rivaled by none. However, she does not sing for joy, but rather out of pain, for she is a prisoner in these gardens, forbidden to ever leave. Humanity is to blame for her misfortune, for as long as there is war and strife, she will be doomed to stay in the Garden Of Roses, and sing.

As she grows older, as petals fall off of the Rose Of Eternity, she continues to sing, in the hopes that mankind will change, but they do not. As she begins to become an old woman, people pure of heart are born into the world. These people have the opportunity to change things, but alas, they make the wrong decisions, and the Keeper Of The Rose is left to her prison. And her singing.

As the age ends, she is born anew into the world again, hoping that mankind will change their ways. She has been going through this cycle for 4000 years. Will she ever be freed from her prison? In this life cycle, 6 unknowing people will have the opportunity to make her wish come true...

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F. GENERAL TIPS

Custom Music

- due to the implementation of custom music in this game, it's played through sound objects, and not normal music objects. Add in the fact that there are some DAO specific music tracks that play that cannot be disabled (i.e. level up music), I recommend disabling music in the sound options.

Talking To Party Members

- you can stop and talk to party members at any time, and as the adventure continues, they will have more to say. So don't forget to talk to them!

Party Member Tactics/Behaviors

- all party members start with custom tactics/behaviors. These have been optimized around their custom talents/spells.

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G. KNOWN ISSUES

- There will be a point where you meet someone, and their head may or may not appear. If this happens, save the game, reload, and all should be well. I am currently looking into the reason(s) as to why this is happening.

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H. REPORTING ISSUES/FEEDBACK

- for defects/enhancements, please use the dedicated threads on the download page
- for feedback, normal posts in the comment section is fine
- if you need to reach out to me personally, my email address is [email protected]. Just make sure to include "Rose of Eternity" in the subject line so it gets filtered to the correct directory.

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I. FAQ

- WHAT HAPPENED TO "ROSE OF ETERNITY - THE LAST PETAL"?

I should probably start off with what happened when I finished development of "Rose of Eternity - Cry The Beloved". Literally right after I released it in late 2006, pre-production on Ossian Studios' Neverwinter Nights 2 Adventure Pack, "Mysteries of Westgate" began. I had not used the NWN2 toolset up to that point, so I spent that time learning the ins and outs of it. After that, the first 9 months of 2007 were spent developing MOW.

As September of 2007 was rolling around, I realized that I had spent the last 3 1/2 years of my life building moduless non-stop. I went from 15 months of development for "Rose of Eternity - The Coming" (starting in April of 2004), to 15 months of development for "Rose of Eternity - Cry The Beloved" (starting in July of 2005), to 9 months of development for "Mysteries of Westgate" with little to no break. And I was working full time.

So, while I had intentions on starting development of "Rose of Eternity - The Last Petal", I was just too damn exhausted to do it. But believe me, I wanted to. Everytime I see the ending credits to "Cry The Beloved", and see the part where it says "The Last Petal - Coming Soon", I wince in pain... On the flip side, my fiance (now wife) was very happy during this lull in development :)

- WHY IS THIS NEXT GAME TAKING PLACE 20 YEARS LATER?

I just want to make a quick point on the timeline of things. Ever since I began writing this story, there was always going to be events that take place 20 years down the line. In fact, originally, the entire first game was to encompass all the events prior to the jump in the timeline. Obviously, I decided to break that game into smaller pieces (i.e. The Coming, Cry The Beloved, etc.).

Anyway, once I started to evaluate making "The Last Petal" with a new toolset, it just didn't make sense, because of some of the following things:

1) Can't import character/variables from NWN -> DA
2) Custom content from NWN isn't available in DA as of yet
3) I wouldn't expect anyone new to the series to go back to NWN1 and play the old modules to get caught up in the story
4) Re-doing "The Coming" and "Cry The Beloved" with DA isn't too appealing, because of the custom content issue

There are many other smaller, technical reasons. As much as it pains me, I just can't do it. And I'm not going back to NWN at this point. It's been too long, and I really LOVE what can be done with the DA toolset.

Now, even though this game is taking place 20 years later, everything will be at once recognizable to anyone who has played the earlier games. It is the same story arch, you will see/interact/party with many of the same characters, and it will still have the same "Rose of Eternity" style to it, with regards to all the custom systems. Anyone new to the series will not be totally lost as to what is going on. People who aren't new to the series will pick up on all the little things I am sprinkling in for nostalgia sake. Making sure to have something for these players is definitely a top priority.

In fact though, the only real difference will be the perspective from which you experience the game.

As for the events of "The Last Petal", the story of this game will handle them appropriately.

- WHY DID IT TAKE 4+ YEARS TO DEVELOP THIS GAME, WHEN YOUR LAST 2 GAMES TOOK 15 MONTHS EACH?

I'll likely cover this in great detail in an upcoming post-mortem, but I'd break it down like so:

1) When NWN2 came out, leader of the famed NWN group, DLA, Steelwind made a bold prediction (paraphrased): "Gone are the days of the single modder project". This was 2006. 8 years later, he was more or less correct. Obviously, a lot of projects ended up getting created for NWN2, but no where near the number as NWN. This dipped even lower with the transition from NWN2 -> DA.

What it all comes down to is the simple fact that things that took a miniscule amount of time to do in NWN take much longer in Dragon Age. From my perspective, the biggest of these is the level design. In NWN, both interior/exterior levels used a themed, tile based system. Wanted to make a forest? Look for the forest theme, and boom, half the work is done. From there, all you had to do was use the prefabs available to that particular theme (trees, hills, streams, etc.), place them how you wanted to, and you were done. I can fondly remember designing a full level in a day. This included adding many custom props and such from the Community Expansion Pack (CEP).

Now let's look at level design for DA, more specifically, exteriors. Gone are the tiles. In its place is a terrain painting system, where you have much more flexibility on how to make your level. However, with that flexibility comes tedius, painstaking work. A level that would maybe take a day to make turns into a 30 day project in itself.

The final nail in the coffin is that I'm not a level designer. More specifically, that's not where my talents lie.

2) When I started work on "The Coming", I was 23 years old. Sure, I had a girlfriend of 5 years at that point, but I still lived at home, and hadn't even graduated college yet. My responsibilities, were, to say the least, lacking. This was the perfect breeding ground for a young kid to try to make his dreams come true. When that game was released in July of 2005, I was about 9 months into my career as a software engineer, but that was really the only thing that had changed. Plus, with all of the feedback I received from "The Coming", I didn't give it a 2nd thought when I started work on "Cry The Beloved" a mere days after "The Coming" was released. I'm still only 24 at this point... I would eventually finish "Cry The Beloved" in October of 2006, at the age of 26. I was burnt out. I really cannot put into words what that entire experience did to me. Sure, I created what I still think was my magnus opus, but it came at the expense of my health, my relationships, and my sanity.

So now let's look at development for "Family & Country". I'm now 29, about to start a new job (only the 2nd of my career), and I'm to be married in a few months. But in my head, I'm thinking, "It's been so many years since I've done this, I HAVE to do it. I owe the fans that much! How hard could this be? I've been there, done that". And then reality starts to sit in. I don't want to spend all of my time doing game development. I've gotten used to live on the outside, and it's pretty nice. I'm now a gym rat, and that take precedence over many things. I love to go on hikes and rock climb. I've been catching up on a lot of video games I haven't played in years, and damn, it's fun.

The most important bit is that I don't want to get burnt out again. I don't want to relive that terrible, emotional part of my life again...

...So I don't push so hard at first. It's not a big deal if the game slips to 2011, right? Oh, it's 2012 now? Oh well, it is what it is. But now, I'm starting into a vicious cycle. If I don't push so hard on the game, I won't get as stressed. But I'm getting stressed that the game isn't out. So I push harder. Then I get stressed.

Then, Ossian Studios pops up out of the blue requesting help on an iOS game. Sure, why not, I could use the experience learning the Unity engine. It's a lot to take on, but screw it, it will reward me in the long run. So now "Rose of Eternity" is coming 3rd in my life.

Now I'm starting to get stressed from work. The pay is excellent, the best I've ever been paid (and much more than I ever thought I would make). But you know the saying, more money, more problems? Work obviously comes first, then the iOS game comes next, because I've signed a contract and all that. Understandable...

I could go on and on, but the fact of the matter is, there has always been something that takes me away from the game, versus 2004-2006, where God himself couldn't rip me from my laptop. I don't know... I guess shit's easier when you're young, haven't been there before, and you don't have much stuff going on in life?

*Shrug*

I think the biggest take away from this should be that I'm one person doing a lot of the heavy lifting in between, well, life. Don't cry for me, because life could be much worse, even still, it is what it is. There's no other way to put it. Game development without a dedicated team is a long and arduous process.

However, I told myself that I would never start a project and not finish, so, here we are, 4+ years later.

3) VO VO VO VO VO VO VO VO VO VO

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J. REVISION NOTES

**** Version - 1.0 (08/30/2014) ****

- Defects

Issue 312: Prologue - 1001 - No Music Playing
Issue 314: Epilogue - Ending Credits Didn't Play

**** Version - BETA 1.11 (08/28/2014) ****

- Enhancements

Issue 176: Act III - Bannerman Castle Inside - Make Final Fight Tougher
Issue 246: Soundsets - Elric - Implement
Issue 247: Soundsets - Johnum - Add Additional Actions
Issue 248: Soundsets - Ranon - Implement
Issue 249: Dialog - VO - 1000_aftermath.dlg
Issue 250: Epilogue - Integrate Ending Credits Bik Movie
Issue 251: Act I - Ceremony Room - Add Narrator Dialog To Errani Enchantment Scene
Issue 256: Epilogue - Master Ashan's Chambers - Improve Cutscene
Issue 258: Special Abilities - Contemplate - Balancing
Issue 272: Custom Systems - Idle Dialog - Raise Interval
Issue 281: Bonds of Battle - Surging Ravage - Upgrade Abilities
Issue 297: Conversations - 3003_tonen.dlg - Add VO/FaceFX/Gestures
Issue 298: Act I - Dialog - 1008_tonen.dlg - Add VO
Issue 301: Unison Abilities - Imbued Emanation - Implement
Issue 302: Unison Abilities - Fragmentize - Implement
Issue 303: Unison Abilities - Trinity Blast - Implement
Issue 305: Codex - Vale - Need Quote At Top
Issue 306: Act II - 2000 - Add Shinkara Worgs With Other Wolf
Issue 307: Enemies - Shinkara Soulless - Maybe Bump Up To Boss Status
Issue 308: Items - Stamina Potions - Should Give Twice As Much Stamina
Issue 309: Bonds of Battle - Surging Ravage - Lower Power For Each Tier A Bit
Issue 310: Enemies - Kayror - Is He Supposed To Have A Last Resort
Issue 311: Last Resorts - Consolidate - Make Instant

- Defects

Issue 166: Act II - Bannerman Castle - Party Members Are Warped To Weird Area When Fighting On Steps
Issue 233: Unison Abilities - Sym Link - Not Coming Off Dead Party Members
Issue 244: Conversations - johnum.dlg - Add VO/Face FX For Elric Line
Issue 245: Conversations - 3005_elric.dlg - Add VO/Face FX
Issue 252: Act I - Haradur Ralevan - Typo
Issue 253: Special Abilities - Death Chain - Typo
Issue 254: Last Resorts - Consolidate - Typo
Issue 255: Epilogue - Auroran Tavern - VO/Subtitle Mismatch
Issue 257: Act II - Heart of the Boundary - Taken Still Alive When Soulless Killed
Issue 259: Act I - Palace of Justice - DOL Guard - Typo
Issue 260: Act I - Palace of Justice - Johnum - Typo
Issue 261: Prologue - Daventry Hills - Johnum - Typo
Issue 262: Codex - Death System - Rewrite Description
Issue 263: Act I - Royal Bedroom - Shaleen Missing VO
Issue 264: Act I - Post Invasion - Rayben - Typo
Issue 265: Act I - Post Invasion - Errani - Typo
Issue 266: Act I - MOJ Tribunal - Johnum - Typo
Issue 267: Act I - Post Invasion - Arik - Typo
Issue 268: Act I - Post Invasion - Shaleen - Typo
Issue 269: Act II - Shinkara Forest Camp - Johnum - Typo
Issue 270: Act II - Boundary - Johnum - Typo
Issue 271: Act II - Heart of the Boundary - Castias - Typo
Issue 273: Act II - Bannerman Castle - Elric Enchanting Sword - Typo
Issue 274: Act III - Bannerman Castle Inside - Rayben - Typo
Issue 275: Act III - Bannerman Castle Inside - Tonen - Typo
Issue 276: Act III - Bannerman Castle Inside - Tonen Post-Fight Journal - Typo
Issue 277: Act III - Bannerman Castle Inside - After Johnum Fight - Elric - Typo
Issue 278: Epilogue - Bannerman Castle - Rayben - Typo
Issue 279: Epilogue - Auroran Tavern - Arik - Typo
Issue 280: Epilogue - Palace of Justice - Elric's Letter - Typo
Issue 282: Bonds of Battle - Magical Reciliency - Upgrade Abilities
Issue 283: Dialog - VO - 1000_johnum_joins.dlg
Issue 284: Dialog - VO - 2000_intro.dlg
Issue 285: Dialog - VO - 2003_elric_joins.dlg
Issue 286: Dialog - VO - cut_1006_enchantment.dlg
Issue 287: Dialog - VO - 3002_intro.dlg
Issue 288: Ranon - AI - Sometimes Ranon stops fighting if i start playing with Johnum
Issue 289: Dialog - VO - serena.dlg
Issue 290: Level Design - 2000 - Trees Look Funky
Issue 291: Codex - Davengard - Paramount of Lesaria - Typo
Issue 292: Codex - The Dematolian Oracles - 5 - Typo
Issue 293: Codex - The Dematolian Oracles - 3 - Typo
Issue 294: Codex - Treaty of Aurora - Last sentence - Typo
Issue 295: Act I - Dialog - 1008_claudian.dlg - Typo
Issue 296: Act I - Palace of Justice Approach - One Of Johnum's Lines No Voiced
Issue 299: Dialog - VO - illiana.dlg
Issue 300: Dialog - VO - 4002_narrator.dlg
Issue 304: Last Resorts - Last Rites - Countdown Not Showing

**** Version - BETA 1.1 (04/20/2014) ****

- Enhancements

Issue 6: Make hole in 1010 look better
Issue 7: Maybe use different model for ceiling so you can see through
Issue 68: Dungeon building back door missing/unlocked
Issue 140: Act I - MOJ Dungeon - Remove Heavy Armor From Halenesens
Issue 145: Custom Skills - Re-Instate Improved Combat Training
Issue 155: Custom Skills - Figure Out What To Do With LR Cooldown Skills
Issue 157: Prologue - Tower of Justice - Gospel of the Convict scene ends abruptly
Issue 163: Need proper tooltip descripts for all potions (speed, health, etc.).
Issue 172: Bonds of Battle - Increase Tiers
Issue 174: Act II - Bannerman Castle Outskirts - Stop BG Music Before Boss Fight
Issue 175: Act III - Bannerman Castle Inside - Add Door At Top Of Steps
Issue 176: Act III - Bannerman Castle Inside - Make Final Fight Tougher
Issue 178: Act II & Act III - Keeper of the Rose - Don't Zoom Camera So Far Out During Intro/Outro Scenes
Issue 179: Epilogue - Auroran Tavern - Drunk Guy On Chair Doesn't Look Right
Issue 180: Unison Abilities - Trinity Shatter - Add More VFX
Issue 184: Act I - Interrogation - Halenesen quest log should mention Aribine
Issue 190: Custom Abilities - Contemplate - Make Charging Time Shorter
Issue 192: Organize Codex Entries
Issue 193: Last Resorts - Stramadonian Inferno - Should Take Longer To Cast
Issue 194: Act III - Bannerman Castle Inside - Alter Tonen's Dialog & Consequences
Issue 195: Act II - Shinkara Soulless - Lower difficulty
Issue 196: Act II - Bannerman Castle - Make Halenesen Fight More Manageable
Issue 197: Add Soundsets - Johnum
Issue 201: Add Character Files To All Human Creatures
Issue 203: Last Resorts - Consolodate - Need Description
Issue 205: Last Resorts - Final Testament - Get Custom Icon
Issue 206: Act I - Worries of a Father - Have Tonen Give You Ministry Of Justice Ring If You Save Samard
Issue 207: Last Resorts - Consolodate - Get Custom Icon
Issue 208: Unison Abilities - Sym Link - Description Needed
Issue 209: Act III - Bannerman Castle Inside - Journal Entry After Arrest Attempt
Issue 211: Level Design - Pathfinding - 2000
Issue 212: Level Design - Pathfinding - 2002
Issue 215: Act I - Errani's Room - Fountain Is Missing Flowers
Issue 221: Custom Abilities - Deal With How Johnum Gets "Death Chain" and "Propulsion"
Issue 225: Level Design - 2000 - Add Wind
Issue 232: Last Resorts - Flurry Attack - Cannot See How Long It Will Last
Issue 236: Epilogue - The Hunt - Slow Down Slaps
Issue 238: Last Resorts - Last Rites - Change Death Effect To High Damage
Issue 243: Special Abilities - Valiant Emanation - Make Heal/Damage More Powerful

- Defects

Issue 62: Ranon never gets out of ghost mode
Issue 80: Worg codex comes up as ghoul
Issue 124: Last Resorts - Ranon Did Not Receive Antithesis Or Final Testament
Issue 127: Act I - Palace of Justice (Outside) - Constrain walkable area at palace bridge
Issue 135: Prologue - There is a concluded Act 1 quest in the prologue.
Issue 136: Prologue - First Quest Talks About Killing Guard Before You Encounter Him
Issue 138: Tonics Need Descriptions
Issue 139: Prologue - Daventry Hills - Typo In Farm Name
Issue 141: Act I - Ceremony Room - Remove Ailith Conversation In Ceremony Room
Issue 142: Act I - Ceremony Room - You Can Get Stuck In Here During Palace Invasion
Issue 144: Act I - Main Floor - Castle Main Gate Can Be Opened After Attack On Palace
Issue 147: Act II - Elric's Tactics Can Be Accessed Before Shinkara Soulless Boss
Issue 148: Act II - Taken Soldiers Don't Follow Player If They Fight Outside Of Center Of Fort Illnitis
Issue 152: Prologue - Johnum Speak Trigger Didn't Fire
Issue 154: Act I - Johnum's Old Sword Model Shows Up After Getting New Sword
Issue 164: Last Resorts - Flurry Attack - Needs To Override Fleetness Tonic Effects
Issue 166: Act II - Bannerman Castle - Party Members Are Warped To Weird Area When Fighting On Steps
Issue 167: Act III - Bannerman Castle Inside - Should not be able to go back into 3003 after KOTR dream
Issue 168: Act III - Keeper of the Rose - Some Dialogue Inconsistencies
Issue 169: Act I - Post Invasion - Johnum Dialog Inconsistency
Issue 170: Act I - Ceremony Attack - Number Of Soldiers Does Not Fit With Circumstances
Issue 188: Johnum sneers his face off after killing Samard
Issue 189: Act II Lucian ambient line left over from Act I
Issue 191: Act II - Shinkara Forest - Health Poultice weirdness
Issue 198: Last Resorts - You're Able to Use Them At Any Time
Issue 202: Act II - Ministry Tribunal - Johnum Missing VO In 1016_johnum.dlg
Issue 213: Level Design - Pathfinding - 2003
Issue 214: Level Design - Pathfinding - 3000
Issue 216: Bonds of Battle - BOB Points Are Not Showing Up Under Abilities
Issue 218: Prologue - Dematolian House - Crate Is Floating In Corner
Issue 219: Combat - Weirdness With Damage Vs. Healing
Issue 220: Bonds of Battle - Elric - Need To Show Talent Tree When Elric Joins
Issue 222: Level Design - Pathfinding - 1013
Issue 223: Act I - Palace of Justice - Remove Dialog From Unvoiced Characters
Issue 224: Act I - Ministry Tribunal - Inconsistent Dialog About Samard?
Issue 226: Dialog - Typo - Vale Talking About Succession
Issue 227: Act I - Ministry Tribunal - Intro Cutscene Has Floating Weapons
Issue 228: Act I - Palace of Justice - Need To Remove Dead Bodies After Attack
Issue 229: Special Ability - Contemplate - Bonus Appears To Extend Longer Than Normal
Issue 230: Act II - Bannerman Castle - Outskirts - Heavy Tonic Issue
Issue 231: Bonds of Battle - Magical Resiliency Pops Up In Chargen
Issue 235: Enemies - Knights of Dundalas - Not Using Last Rites
Issue 237: Special Abilities - Make Sure To Use All Hacked ID's In AI 2DA's
Issue 240: Last Resorts - Final Testament - Change 2DA To Show That You Need Level 5 For It
Issue 242: Epilogue - Auroran Tavern - Games Does Not Jump To Next Epilogue

- Invalid

Issue 134: Prologue - Johnum Joins Party Cutscene - No Narration Text Shown
Issue 143: Act I - Derelic Codex Can Be Accessed Twice
Issue 153: Prologue - Make Clearer That Ranon Questions Johnum About Evidence
Issue 160: Johnum doll has silver hair
Issue 187: Act I - Ministry Dungeion - Taiel's loot needs description
Issue 199: Part II Halenesen forced rest leaves Ranon low on stamina
Issue 204: Act III - Bannerman Castle Inside - Final Journal Entry

- Duplicates

Issue 161: Journal quest at Dem. Village jumps the gun
Issue 185: Ailith BW-invasion convo broken
Issue 210: Act II - Shinkara Forest - Add Terrain Collision

- Won't Fix

Issue 12: Show names of new areas and give XP
Issue 21: Act I - Johnum's Room - Have Johnum Already Bending Down When You Enter Room
Issue 31: Act I - Ceremony Room - Use MOJ Soldiers In Barracks In Ceremony Cutscene?
Issue 108: Unison Ability codex has extra whitespace at top of entry
Issue 123: Act I - Palace of Justice - Skip making player run through castle just to sleep between interrogation and ceremony
Issue 128: Conversation progression method is inconsistent
Issue 137: Prologue - Daventry Hills - Door That Leads To Nowhere
Issue 146: Getting Grey Warden Achivement When Reaching BOB 2 With Johnum
Issue 149: Make Last Resorts Non-Usable Outside Of Combat
Issue 151: Prologue - Keeper of the Rose Intro Cutscene - Beginning narration too quick
Issue 156: Act II - Shinkara Forest - Bridge/Terrain Issues
Issue 158: Subtitles do not display under 1280 x 600 screen resolution
Issue 165: Custom Abilities - Cascade - Cooldown Wasn't Reset When Resting Party
Issue 177: Act III - Bannerman Castle Inside - Have Ranon Kneel During Final Conversation
Issue 183: Exterior Level Mini Maps Are Dark
Issue 186: Act I - Ministry Dungeion - Taiel corpse is pile of bones

**** Version - ALPHA 4.1 (12/18/2013) ****

- First release!

================

K. CREDITS

CREATIVE DESIGNER

Leonard Bedner

ORIGINAL STORY

Leonard Bedner
Brian Rhodes

WRITING

Alexander Baxter
Leonard Bedner
John Erath III
Kelvin Lu
Jason Melancon

LEAD EDITOR

Jason Melancon

TECHNICAL DESIGNER

Leonard Bedner

CINEMATIC DESIGNER

Leonard Bedner

LEAD ARTIST

Oli Ferrando

2D ARTIST

Zoltan Pracner

3D ARTIST

David Timmons

ACTORS

Edward Ashley
Alexander Baxter
Leonard Bedner
Marisa Bedner
Ollie Broadway
Chris Erath
John Erath III
John Erath
Katherin Erath
Lucy Glitter
Elise Harris
Marissa Lenti
Andy Mack
Adi Neufeld
RP Singh
Olivia Steele

QUALITY ASSURANCE

Leonard Bedner
Thalles d'Enrico Castro e Guimar�es
John Erath III
Alan Gou
Timothy Hunt
Jason Melancon
Jenna Melancon
Mohid Waseem

SPECIAL THANKS

Adinos
Bioware
Marisa Bedner
Craig Graff
Mikemike37
Sarah
Sunjammer
TimelordDC
Mohid Waseem
Craig Welburn