Just dropping in to say I adored this! It was a perfect palate cleanser after Veilguard and had all that Dragon Age feel that I was missing. There's an incredible amount packed in here: I was blown away by how much was in such a short little mod. No bugs, solid writing, excellent level design. The tension between Bowen and the rest of the party is palpable and really helps to sell the situation. Thank you so much for all your hard work.
What a great adventure! Thanks so much for making this. Everything worked perfectly, and that alone is a difficult accomplishment. On top of that however, is the first rate design of the adventure, and excellent writing in the dialogue and personality of the characters. Readers, if you haven't tried this adventure yet, give yourself the pleasure of doing so. Again, thanks for such an awesome gift to the community.
I had an opportunity to write congratulations on release as the first person when you released the mod, now I have to congratulate you again after I've just finished it. Amazing, your mod puts to shame all the official DLCs, I'm actually surprised I didn't have to pay for it, because it would certainly deserve it.
It's so well made I really counted on the adventure being continued further. One thing that I thought about is to give a bit more experience to gain, I waited patiently when I could upgrade my Arcane Mage with the second talent from the tree (unlocked at 12th level) and unfortunately I had to fight through without that useful buff to Combat Magic. It's a small thing, because you added nice equipment to find for AW, but a bit more xp so that we could have the 12th level in the later stage of the mod, would not hurt
I like that your mod rewards being inquisitive and exploring every corner of the locations, the things one can find are well explained and lore-friendly, I really enjoyed the "riddles" one has to go through in order to find something special, so the journey wasn't about waving a staff/sword around only, discovering the hidden lore or ancient history was very interesting.
You also put effort into the visuals of the new armours and weapons and it shows, the Scrying Stone staff is such an eye-candy.
An endorsement is a very little price for this quality, you really created something unique for DA Origins loyal fans who never forget about the original game and for anyone who'd play your mod, I can only hope it's not your last word, I'm sure you could create another adventure as good as this one, if that time it were focused more on a warrior/rogue main character, it'd be excellent.
Thank you very much for the mod, it really means a lot for a DA:Origins loyalist
Thank you for such a lovely comment! It's really nice to hear people enjoy it so much, since I did put a ton of work into it, haha. (As for the experience thing -- I'm not sure how much more xp I can pack into it, *but* for a future update I can probably at least drop another tome or an item to grant some xp to get that other Arcane Warrior ability -- it definitely didn't occur to me at all, so that's a good tip, thank you!)
Also glad you enjoy the Scrying Stone, I had a lot of fun making it and was like, "Is this too much? This is so obnoxious. I'm going to take this stuff off." And then I thought, "Nah, I love it, I'm keeping it." (With apologies to anyone out there who does hate it, haha.)
@anshela, the staff is definitely not obnoxious, on the contrary, it's as lovely and beautiful as I'm sure you are If only the staves in the vanilla game had looked like this, I'd never pick up a sword again. So I'm very glad you decided to keep it
I understand and I think it's a good idea to add the xp points this way, I remember thinking "c'mon, a thousand points more and I'll be able not to miss attacks so often at last ".
One more thing I forgot, are you planning to add some use for skills like Coercion? At the start I made sure to have one point in it, then added the second one before realising no conversation uses them, so I could've used the skill points on the magic-related passive skills you added.
I should probably make a note somewhere about Coercion not really being useful! There is actually one place to use it, but it's a pretty niche spot and I think most people are not likely to take that path, haha.
Oh really? I must've not taken that path as well, because I didn't see it, even though I was very...thorough like Gregoir says after handing him the keys to the safe Tower in the main campaign
I don't mind the general lack of Coercion use, because I'd gladly use the skill points on something else if possible, but yes, if someone wanted to be persuasive in advance, buying one or two points of Coercion at the start- the points were better used elsewhere, as for now. One Manual of Focus found somewhere could also help with that- yes, one, because I think it should be used wisely and only on one's main character if needed, leaving the companions' default specialisations as you assigned them.
And one more thing:
Spoiler:
Show
As Nolan said about the Deep Roads: "I wish we'd meet dwarves". I wished that too, meeting a group of dwarven fighters in the either empty or full of Darkspawn ancient halls could be amusing- "What in the Stone are you doing here?"- says a dwarf. Among lines such as "We're runaways from the Circle", I'd say "I could ask you the same"- the Mage. The encounter would be short, our group goes our way, the dwarves theirs, but it'd add to our stroll through the endless dwarven corridors. A suggestion if you felt like adding some scene to the mod at some point in the future
I rarely comment on mods, I definitely should tho as there are some real gems out there. This is one of them. So thank you a lot for this fun experience as I love circle origin content, especially if it's so well done. Hope you actually make the new specializations also available for the warden as I had ton of fun playing with these and would just love it, if I could use them a bit more.
Thank you very much! I do hope to release those specs before too long, I just ended up a little burned out after getting this released and wanted it done -- but it *is* planned!
Thank you for this mod, it was a really fun module to play through and I appreciated that we could finally find out what happened to the other circle mage if you didn't pick them. I could also tell there was a lot of thought and love that went into it and it really showed in all of the puzzles and mysteries you could find along the way. I loved the scrying stone part, that was a really cool idea.
are the specializations unlockable for the mage warden? and is it safe to install mid-playthrough? I only recently got to ostagar, so im pretty early in the game
The specializations are currently not available in the main campaign. I intend to make them separate eventually, but I haven't yet, sorry!
The mod can be installed at any point, but because it is a standalone campaign, it's something you play separately from the Warden. You won't encounter it otherwise during your playthrough.
Amazing! I enjoyed this new quest. My computer is old, I can't play Veilguard for now, but I wanted something new and familiar at the same time. Followers are not empty, especially 'squib'. I also like skills from your mode. Are they your original or it's from some other mod? I want to install them for my main game too.
The skills are from my mod. I *am* planning on releasing the skills and specs as standalone eventually, but for now they only work in this campaign. Hopefully soon though!
This looks extremely cool, I'm excited to dive in! Before I start creating a character - since this takes place inside the Circle, is there appropriate equipment for playing Arcane Warrior or would I be better off with a different specialization?
I'd definitely suggest starting with something else. I did add in some leather equipment later (and a couple of swords) but you won't find that right away. (There *is* a way to add Arcane Warrior within the module later, but... come to think of it, I should probably add some starting equipment for people who want it from the get go. I'll put that in my notes for a future update!)
You mean commanderstrawberry's replacers? Those should show up just fine. You'll just have additional robes also using those models (within the mod only). It shouldn't overwrite anything in the main campaign.
93 comments
It's so well made I really counted on the adventure being continued further. One thing that I thought about is to give a bit more experience to gain, I waited patiently when I could upgrade my Arcane Mage with the second talent from the tree (unlocked at 12th level) and unfortunately I had to fight through without that useful buff to Combat Magic. It's a small thing, because you added nice equipment to find for AW, but a bit more xp so that we could have the 12th level in the later stage of the mod, would not hurt
I like that your mod rewards being inquisitive and exploring every corner of the locations, the things one can find are well explained and lore-friendly, I really enjoyed the "riddles" one has to go through in order to find something special, so the journey wasn't about waving a staff/sword around only, discovering the hidden lore or ancient history was very interesting.
You also put effort into the visuals of the new armours and weapons and it shows, the Scrying Stone staff is such an eye-candy.
An endorsement is a very little price for this quality, you really created something unique for DA Origins loyal fans who never forget about the original game and for anyone who'd play your mod, I can only hope it's not your last word, I'm sure you could create another adventure as good as this one, if that time it were focused more on a warrior/rogue main character, it'd be excellent.
Thank you very much for the mod, it really means a lot for a DA:Origins loyalist
Also glad you enjoy the Scrying Stone, I had a lot of fun making it and was like, "Is this too much? This is so obnoxious. I'm going to take this stuff off." And then I thought, "Nah, I love it, I'm keeping it." (With apologies to anyone out there who does hate it, haha.)
Anyway, thank you again!
I understand and I think it's a good idea to add the xp points this way, I remember thinking "c'mon, a thousand points more and I'll be able not to miss attacks so often at last ".
One more thing I forgot, are you planning to add some use for skills like Coercion? At the start I made sure to have one point in it, then added the second one before realising no conversation uses them, so I could've used the skill points on the magic-related passive skills you added.
I don't mind the general lack of Coercion use, because I'd gladly use the skill points on something else if possible, but yes, if someone wanted to be persuasive in advance, buying one or two points of Coercion at the start- the points were better used elsewhere, as for now. One Manual of Focus found somewhere could also help with that- yes, one, because I think it should be used wisely and only on one's main character if needed, leaving the companions' default specialisations as you assigned them.
And one more thing:
I'm rambling, but I loved it, basically.
The mod can be installed at any point, but because it is a standalone campaign, it's something you play separately from the Warden. You won't encounter it otherwise during your playthrough.
Followers are not empty, especially 'squib'.
I also like skills from your mode. Are they your original or it's from some other mod? I want to install them for my main game too.
The skills are from my mod. I *am* planning on releasing the skills and specs as standalone eventually, but for now they only work in this campaign. Hopefully soon though!
Edit: Thank you!