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+-----------------------------------------------------------------+
: Shadewood . 09.05.08 . Public Release by PJH :
+-----------------------------------------------------------------+

*** Updated on December 15, 2010

I hope your fingers have itched in the past few years while
Shadewood was in development and no doubt, your character from
Almraiven has been waiting to continue his or her adventure.

This module was created for a single player level Wizard or
Sorcerer of any sex that has completed the first module in the
series, Almraiven.

If you have not played Almraiven, you will not be able to play
Shadewood. Shadewood is a continuation of Almraiven and
not a stand-alone module, thus you must have completed Almraiven
to continue.

If you have completed Almraiven but reinstalled Neverwinter Nights
and did not backup your Neverwinter Nights\Database directory,
you will not be able to play Shadewood. You'll need to replay
Almraiven so the information from that module can be saved to
the database file.

The adventure takes place within the nation of Calimshan on the
south-central shore in a wood called the Forest of Mir.

Shadewood is a full wilderness adventure and is the second and
final installment of two modules.

Contact information :

E-mail : [email protected]
Forum : Fester Pot
Web : http://aurensociety.blogspot.com

Thanks to the following for offering to beta test Shadewood:

John, Courtney, Rich, Lennox, Tyler and Gangster No.1.

+-----------------------------------------------------------------+
--[0]-- T O C <---- :
+-----------------------------------------------------------------+

[00] Table of Contents
[01] Software Requirements
[02] Hardware Requirements
[03] About the Module
[04] Introduction
[05] Currency
[06] Reagents
[07] Experience
[08] Build Suggestions
[09] Exploring the Wood
[10] Conversations
[11] Companions
[12] The Database
[13] Build Notes

+-----------------------------------------------------------------+
--[1]-- SOFTWARE REQUIREMENTS <---- :
+-----------------------------------------------------------------+

Shadwood requires the following :

+ Neverwinter Nights 1.69

+ Shadows of Undrentide

+ Hordes of the Underdark

+ Almraiven Hakpak [REQUIRED] (from the first module)
- almraivenhak.rar
- Install jts.hak to your NWN\hak directory.
- http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=6761

+ Almraiven Music [RECOMMENDED] (from the first module)
- almraivenmus.rar
- Install all .bmu files to your NWN\music directory.
- http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=6761

+ Shadewood Hakpak [REQUIRED]
- shadewhak.rar
- Install jtsfom.hak to your NWN\hak directory.
- http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7052

+ Shadewood TLK [REQUIRED]
- shadewtlk.rar
- Install dla_treant.tlk to your NWN\tlk directory.
- http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7052

+ Shadewood Music [RECOMMENDED]
- shadewmus.rar
- Install all .bmu files to your NWN\music directory.
- http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7052

+-----------------------------------------------------------------+
--[2]-- HARDWARE REQUIREMENTS <---- :
+-----------------------------------------------------------------+

Do not attempt to play this module with an integrated graphic card.
This means that the graphic card you have is built into your
motherboard. Shadewood uses many placeables and an integrated
graphic card may not be able to keep up with the high demand.

1 GIG of memory is suggested.

128MB Graphic Card no older than the 2001 GeForce 4600 TI cards.

200 megs of hard drive space.

Shadewood was built with the requirements noted above. If your
system is better than that, you'll be fine.

+-----------------------------------------------------------------+
--[3]-- ABOUT THE MODULE <---- :
+-----------------------------------------------------------------+

+ Single player.

+ Wizard or Sorcerer.

+ No death respawn.

+ No familiars.

+ Light to Medium combat.

+ Estimated 10+ hours of gameplay.

+ 60+ side quests.

+ Resting available in designated locations found in and around
the wood.

+ Three henchmen available via quests completed in Almraiven.

+ Intended for characters that have completed Almraiven.

+ There are a number cutscenes during the game that you cannot
break out of.

+ Play this module alone in the dark with the lights down low for
best gaming results.

+ Breaking out of a conversation may create problems. Just go
with the options and always complete a conversation properly.

+-----------------------------------------------------------------+
--[4]-- I N T R O D U C T I O N <---- :
+-----------------------------------------------------------------+

"The creak of branches catch your ear as you come to the boundary
of the wood. Known to many as the Forest of Mir, the wood has
grown out of control over the past few months.

The trail left behind in Almraiven has brought you here; a foul
wood that has been attacking those along the Western Passage, or
so the locals of Almraiven have said. Branches reaching a little
too far, roots curling upward to entangle the passer-by and
wandering spirits have been on the tongues of many.

It is here your investigation continues. What started as a simple
investigation will end with the Auren Society of Weavers closing
the pages of old and opening up a new chapter in the arts of the
arcane.

Bring your skills Weaver, for you will need them all."


+-----------------------------------------------------------------+
--[5]-- C U R R E N C Y <---- :
+-----------------------------------------------------------------+

The currency in Shadewood are small colored gems of various sizes
known as Dinars. Their size, color and shape reflect a specific
value. Due to the nature of the wood and what has become of it,
Dinars will be of little use to you. Bring them along just incase,
for you never know.


+-----------------------------------------------------------------+
--[6]-- R E A G E N T S <---- :
+-----------------------------------------------------------------+

Reagents are very important in Shadewood as they are required to
mix and brew potions that will assist you during the adventure.
Some spells will also require reagents so the weave can be
complete and the energy of that weave released. Failure to have
a reagent for a particular spell will mean the spell simply will
not be cast.


+-----------------------------------------------------------------+
--[7]-- E X P E R I E N C E <---- :
+-----------------------------------------------------------------+

You will receive experience during your adventure. Particular
points of interest that will earn you experience :

Combat
Avoiding Combat
Using a Skill
Brewing a Potion
Learning Something New
Receiving a Side Quest
Advancing the Investigation
Completing a Task
Solving a Puzzle
Surviving a Dangerous Task
Saving Someone
Reading a Book/Studying
Creating a Weave
Gaining Knowledge

Do take the time to explore the wilderness. By doing so, you will
find side quests that can help you gain more experience.


+-----------------------------------------------------------------+
--[8]-- B U I L D S U G G E S T I O N S <---- :
+-----------------------------------------------------------------+

Shadewood can offer many experience advancements and quickly too
depending on how many side quests one decides to explore.

I highly suggest to go the route of a Pale Master if and when you
reach enough experience for fourth level. This particular prestige
class can offer a closer representation of what the Auren Society
becomes in the Land of the Dead.

This is purely a role-playing suggestion but can also advance the
story if the Auren Society of Weavers happen to be explored in
Neverwinter Nights 2.

Being a Pale Master will also offer options that lean more toward
the dead and since the Auren pull their power from the Land of the
Dead, it's a perfect fit. Shadewood is also a lot darker than what
one would have experienced in Almraiven, thus a Pale Master makes
a good choice.

Of course, you may continue to go up in levels as a pure Wizard or
Sorcerer if you so desire.


+-----------------------------------------------------------------+
--[9]-- E X P L O R I N G T H E W O O D <---- :
+-----------------------------------------------------------------+

Shadewood is all about exploring. A wilderness is nothing like what
you would have experienced in Almraiven and due to this, you won't
come across helpful people to guide you or point you in the right
direction.

Resting is limited and this is made very clear once you leave the
protection of particular locations that are otherwise safe havens.

Exploring will not only help you come across side quests but will
also assist you in finding reagents required for spell casting as
well as potion brewing.

Since this module is a focus on a wilderness adventure, finding a
laboratory will be difficult. Of course, once one finds such a
laboratory, the pieces will begin to fall into place.

I must stress, if you want to concentrate on the main plot, what
you'll need to do can all be found within the Forest of Mir.
Leaving the wood while you're exploring will take you elsewhere
and events in which you find yourself in may not follow the
main plot nor will those you happen to come across care, although
some may.

Although the main plot is linear in nature, you will be free to
explore the entire region as you wish, as fast or as slow as you
wish. Some side quests will require that you complete another
side quest before you're able to continue. This is also the case
with the main plot.

I've taken many of the comments from Almraiven and made Shadewood
much more open ended. Due to this, the module might become vast
for some, as well as confusing. If you find yourself lost, return
to the wood and start chipping away at the journals you've received
for that particular area. This will allow you to focus on the main
plot and also give you some general direction. The journal is your
friend and is used as often as it can, even for some basic quests.

Explore everything. I can't stress that enough and take your time
doing it too.


+-----------------------------------------------------------------+
--[10]-- C O N V E R S A T I O N S <---- :
+-----------------------------------------------------------------+

Kind of conversations :
-----------------------

Descriptive -

These will pop-up to give you more detail of the area you have
entered or a description for something that is only a few feet
away.

Companion -

As you venture forward in your investigation, find quests and new
places to explore, your companion will converse with you. Always
complete these conversations properly.

Non-Player Characters -

These are your typical conversations that will allow you to dig
for information and learn a little bit more about your
surroundings.

Conversation options :
-----------------------

These will vary depending on the situation and those you are
speaking with.

Skills -

Skill checks are offered and made against your character based on
the choices you make or questions you ask. Skill use are Bluff,
Intimidate, Lore and Persuade. Even if you have 0 in the three
cross-class skills, there's still a chance to gain information by
other methods.

Offering Dinars -

When a skill check fails or there is no other option remaining,
offering a certain amount of dinars can change the course of the
conversation. The higher amount you offer, the better.

Weaving Spells -

Spells in conversations continue in Shadewood and have been
expanded in an attempt to offer more conversation variety as well
as make use of spells that don't make the popularity list. The
following spells are used in conversations:

Harmful: Acid Splash, Electric Jolt, Ray of Frost
PASS : NPCs will fear the power you're able to wield
FAIL : Dinars or skill check or attack or nothing

Horror : Fear, Scare
PASS : NPCs will see things and quickly spill the beans
FAIL : Dinars or skill check or attack or nothing

Rigid : Ghoul Touch, Hold Person
PASS : NPCs will only be able to move their eyes and lips
FAIL : Dinars or skill check or attack or nothing

Friend : Charm Person, Tasha's Hideous Laughter
PASS : NPCs treat you like a close and trusted friend
FAIL : Dinars or skill check or attack or nothing


+-----------------------------------------------------------------+
--[11]-- C O M P A N I O N S <---- :
+-----------------------------------------------------------------+

Shadewood can be a lonely place, so having a companion from
Almraiven will certainly spruce things up.


Annex [Druid Female (Grower)]

Annex is a result from completing the Darwien's Disappearance
quest in Almraiven. You saved Darwien but also had to kill Falis
for not saving his sister Wundra.

Annex is a good companion to have in Shadewood because it takes
place in the wilderness. She's also a Druid that comes with an
animal companion named Patterfoot and is the most difficult of
the three companions to attain.


Falis Goodmane [Fighter Male, (Dancer)]

Falis is a result from completing Wundra's Wonder quest in Almraiven.
You helped find his sister and saved her from the Werefolk who had
her locked up in the sewers.

Falis specializes in the quarterstaff and is very quick on his feet
but does not have any experience in adventure travel. He also has
a problem with bugs and his long golden locks always come first.


Shayla Shay [Sorcerer Female, (Guardian)]

Shayla is a result from completing the Something in the Works
quest in Almraiven. You helped find her sister and save her
from the slave traders who had her locked up and ready to be
shipped out.

Shayla also experienced fighting Blackend Souls and knows
first hand what the Darkness did in the depths below Almraiven.
Her knowledge of this will continue in Shadewood as the two
of you move to unlock the mystery.

Shayla comes with an intelligent staff named Nala that she is
bound to by magical means.


+-----------------------------------------------------------------+
--[12]-- T H E D A T A B A S E <---- :
+-----------------------------------------------------------------+

Shadewood will use a campaign database in your NWN\Database
directory that was created during your adventure in Almraiven.

These files should not be tampered with or deleted and if they
have, you will be unable to play Shadewood.

When you've completed the module, your character will be exported
and particular events you encountered during the adventure will
be stored. If it's possible to pass this information to
Neverwinter Nights 2, other modules surrounding the Auren Society
of Weavers may surface in the future.


+-----------------------------------------------------------------+
--[13]-- B U I L D N O T E S <---- :
+-----------------------------------------------------------------+

++ SPOILERS BELOW ++

! = Fixed.
+ = Added.
x = Removed.
* = Completed.
# = Latest NWN Patch.
@ = Unavailable.
? = Bad bug / no fix yet.

v0.xpb - Private Beta Testing (v1.68) [July to September]
v0.xpr - Public Release (v1.68) [September 1, 2008]

[ MAJOR MODULE UPDATES ]

Last known major update : December 15, 2010 ::: DL# : 4598

* Shadewood Hakpak updated!

* Patched module to 1.69.
! does not include changes to ambientmusic.2da

*** REPORTED BUT CANNOT DUPLICATE ***

? Issue reported with casting spells in conversation. Once a
certain spell was cast, could not cast the same spell in
another conversation until player rested.
[reported by jimgrim]
* Cannot duplicate in test environment *

? Issue reported with Tyner & Kat jumping to location of player
if they reload a game while still in the Spider Lair.
[reported by Runestaff]
* Cannot duplicate in test environment *


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

[ MINOR MODULE UPDATES]

Last known update : December 15, 2010 ::: DL# : 4598

! Fixed the trigger around placeable crystals
to make sure SpeakString fires only when
entered by the player.

! Fixed a bug that caused Lost Soul not to spawn if player
returned Astrid first and followed it with Olav. Worked
fine if player returned Olav first and then Astrid.

- Removed Robe of Velsharoon from the Temple and placed it
in a more suitable area.

+ Added miscsmall/thin for spell components to stack
within player's inventory. This should lower the amount of
space and reagent bags required for lugging around so many
reagents to cast spells and brew potions. Items now stack
to 10 before creating another inventory icon.
[requested by a number of players over the years]

+ Added changing Auren Society Robe description when player levels
up letting player know what powers the runes are giving when the
robe is worn. Robe also changes description when the robe is
removed and the runes no longer are active.
[requested by CheeseshireCat]

+ Added changing Auren Society Staff or Bracers description when
player equips Quarterstaff/Bracers, letting the player know what
powers the runes are giving when used. Description
also changes when the Quarterstaff/Bracers is removed and the
runes no longer are active.
* Bracers are offered to Gnome/Hafling characters ONLY!
[requested by CheeseshireCat]

+ Added automatic auto load of Fate of the Auren at the end of
Shadewood. Fate of the Auren will start only if player has
downloaded it and included it in their \modules directory.



May 15, 2009 ::: DL# : 2390

! Fixed an issue with companions and summons not reappearing
after cutscene invisibility was applied when bones were
given to Laboratory Assistant.
[reported by jml]

! Fixed a bug on Shayla Shay if player calms her down before
attacking Colir Loomstalk that would not update journal
completion of incident.
[reported by laisee]

! Fixed an issue with campfire variable so it is set when
the fire is started and not when the player enters the
rest trigger. Player may rest anywhere in the area as long
as the campfire burns.
[reported by Andarian]

! Fixed an issue with Patterfoot not getting healed when
party rested. Forced heal on animal companion if Annex
happened to call for him.
[reported by jml]

! Fixed an incorrect description on Rotting Bones.
[reported by jml]

! Fixed an incorrect description on Wooden Pan Pipes.
[reported by chrisboote]

+ Added Patterfoot to conversation option to Annex, so when
Annex is asked not to attack until player does or to attack
right when she spots an enemy, Patterfoot does the same.
[suggested by jml]

+ Added more hit points to Patterfoot, the animal companion
to Annex - default Level 4 Animal.
[suggested by jml]



April 16, 2009 ::: DL# : 2191

! Fixed a variable typo for Mountain Pass Melody.
[reported by Libita]

! Fixed an issue that would not spawn in NPCs on OnEnter of
places in Myth Unnohyr if player had party members or
summoned creatures.
[reported most recently by Blaumax]
http://nwn.bioware.com/forums/viewtopic.html?topic=674749&forum=47

! Fixed an issue with companions and summons appearing during
cutscenes.
[reported most recently by Blaumax and Also Copy]
http://nwn.bioware.com/forums/viewtopic.html?topic=674749&forum=47

! Hopefully fixed Zoetia's coffin and Gaseous Form issue once
and for all.
[last fix not working reported by Blaumax]

! Fixed a few bad conversation tokens on Shayla Shay.
[reported by Calgach]

! Fixed a few issues on Domon Bin's conversation file.
[reported by Also Copy]

! Fixed an issue with Tyner's conversation that showed Shayla's
portrait instead.
[reported by Also Copy]

! Fixed a bug with Festering Bones not returning to inventory
of player if used in the Tomb or Mausoleum within the Deadwood.
[reported by Also Copy]



October 16, 2008 ::: DL# : 0958

! Fixed a conversation script issues on rm_npc2 and rm_npc3 for
casting Charm Person Spells.
[reported by Chaos_Himself]

! Fixed a digging bug in Underground Ruins that would only appear
if player dug all graves near scarecrow above, then resumed
digging below. Shovel would vanish once variable reached a
certain number. Variable had to be changed to proper one.
[reported by Grimpelune]

! Finally fixed Zoetia's Gaseous Form from not getting destroyed.
[reported by Grimpelune]

! Fixed journal entry error on Knowledge : Attack on Volothamp.
[reported by Grimpelune]

! Fixed two rest zones that were still small. One in Volothamp
and the other in Spider Swamp.
[reported by Grimpelune]

! Fixed an issue with Myth Unnohyr well that would issue the
player multiple ropes if a certain sequence was followed.
[reported by Grimpelune]

! Fixed an issue with Springskin that caused conversation
to end if he was too far away from Mosswood.
[reported by Krum]

! Fixed a description on A Weavers Guide to Knowledge book found
in Myth Unnohyr.
[reported by Isanna]

! Fixed an issue with Lost Soul not handing out proper conversation,
a bug that seems to not want to go away...
Conversation is now FORCED on player after Weave Sniffers are
killed.
[reported by Isanna]

! Fixed immunities on companions in cutscenes that have spells
cast in them. A report of a companion getting killed by a hostile
spell ruined the cutscene.
[reported by Iyokus]

! Fixed an issue with Spotted Horn Owl spawning in twice while
in the Ancient Temple.
[reported by Iyokus and Isanna]



October 4, 2008 ::: DL# : 0711

! Fixed an issue with multiple companions not getting uncutscene
invisibile when returning bones to Laboratory Assistant.
[reported by Spurious Identity]

! Fixed a few conversations that had double "" in them.
[reported by Spurious Identity]

! Fixed variable check on player if they snuck into Colir's
Chamber while invisible. If player did not sneak well enough,
variable count would get to a certain point that caused Colir's
men to attack player at a later point in the game, even though
player was not really detected in Colir's Chamber.
[reported by Spurious Identity]

! Fixed Zoetia's Gaseous Form from not getting destroyed
properly ... again!
[reported by Pepa]

! Fixed a cutscene camera issue with Colir Loomstalk on
returning the Sextant of Maraba Slingtoss.
[reported by kizmis]

! Fixed an issue in Myth Unnohyr home not spawning in
NPCs if player had a large number of companions in the
party. Work around was to dismiss party and enter home
alone.
[reported by pepa]

! Fixed bad color token on Shayla Shay.
[reported by Starwars]



September 13, 2008 ::: DL# : 0278

+ Added trigger comments around Quartz Crystals to help player find
said items better.
[reported and suggested by Hellix and YourMedicationTastesKindOfFunny]

+ Added script to second floor of the Grinning Skull so Tyner, Kat
and Ataila are destroyed and then respawned if player enters again.
This is to stop Tyner or Kat jumping to player in other areas after
the Tyner and Kat quest is complete.
[reported by Runestaff and Hellix]

- Removed pixel hunting in Mudberry Mansion for plot advancing
items. More than one player has commented on them, so they now
reside in normal containers.
[reported by KooKoo, vile_fairy and Hellix]

! Fixed an issue where companion would repeat conversation option
when player created Animated Skeletons to join the party.
[reported by vile_fairy]

! Fixed Camping Kit to be returned to inventory of player rather
than campfire itself, so player is not forced to wait until
the fire goes out to move on.
[reported and suggested by Hellix]

! Fix dog in Bog's Wart to be able to walk through. Report by player
had dog spawn by door, thus player could not exit and had to
reload to fix problem.
[reported by Hellix]

! Revised floating tree in Volothamp.
[reported by Hellix]

! Fixed an issue with Unlocking Bolts purchased in Almraiven not
working on locked doors and containers in Shadewood.
* Only works on containers that do not require a KEY or are
special doors that a player cannot get beyond until certain
plot conditions are met.
[reported by vile_fairy]

! Investigated and fixed issue with a trap in Mudberry Mansion.
[reported by vile_fairy]

! Fixed spelling issue with "existance" vs. "existence".

! Fixed area transition in Underground Ruins when attempting
to enter Cave System again when received Tracker potion but
have yet to brew it.
[reported by Tear32]



September 11, 2008 ::: DL# : 0220

+ Added True Neutral restriction on Burnt Cloak found within the
Ancient Temple. Said alignments could not wear the cloak when
in fact, they should have been able to.
[reported by vile_fairy]

+ Added ability to cast Flare on Firepit. Firepit must have a
wooden log in it to ignite. No Camping Kit required ...
in case player misplaces it and needs to rest.
[reported & suggested by Hellix]

+ Added change to Blank Canvas in Mudberry Mansion once it has
been written on.
[reported & suggested by YourMedicationTastesKindOfFunny]

+ Added a direct tip about Creepy Clown quest, so players do not
overlook what needs to be done.
[reported & suggested by shuurai and YourMedicationTastesKindOfFunny]

+ Added companion conversation quips in a few more places within
Mudberry Mansion regarding Creepy Clown quest.
[reported & suggested by YourMedicationTastesKindOfFunny]

! Fixed spelling and grammar issues module wide.
[reported by YourMedicationTastesKindOfFunny]

! Fixed an issue with the Creepy Clown in Mudberry Mansion from
not setting a variable, keeping player from ever being able to
get into the Wine Cellar.
[reported by shuurai]

! Fixed and issue with Keth Balderk handing out a journal
entry that Bakadah asked player to do. Player could receive
journal even if player had yet to speak with Bakadah.
[reported by YourMedicationTastesKindOfFunny]

! Fixed entry description to Underground Home in the Deadwood.
Wrong flavor text would be displayed if player had completed
Black Pond quest BUT had yet to read Strange Sayings book in
library.
[reported by YourMedicationTastesKindOfFunny]



September 7, 2008 ::: DL# : 0132

+ Added text to alert player when Zoetia's coffin is destroyed.

+ Added effect to Zoetia's Gaseous Form on its death
and award player * bonus experience *.
[reported by shuurai]

+ Added new conversation option to Shayla Shay's personal
side-quest to give player option of stopping the influence
her staff has over her before she runs off to kill
Colir Loomstalk.
[reported & suggested by Netriak]

! Fixed grammar issue with "boarding" vs. "bording".



Week of June 30 to July 6 ::: v0.1pb

! Fixed spelling and grammar module wide.
! Fixed a journal entry bug on Colir.
+ Added another level to Ghaul to make battle harder.
+ Added magical bolts to associates fighting with with Ghaul.
+ Added acid immunity 100% to Swamp Ooze.
* v0.2pb released.

Week of July 7 to July 13 ::: v0.2pb

# v1.69 Released - not updating.
! Fixed spelling and grammar module wide.
! Fixed Lost Soul spawning issue.
! Fixed Wandering Spirit in the Deadwood.
! Fixed a few conversation loops/bugs.
! Fixed a cutscene bug before final battle where companions
and summons would not be CutSceneInvisible.
! Fixed a misplaced placeable.
! Fixed a conversation End Dialog bug on Kit.
! Fixed Lost Soul ... again.
+ Added safety code to keep certain creatures from following
player through area transitions in Myth Unnohyr.
+ Added Black Pond questions to Andur.
+ Added a conversation check to companions.
+ Added a few DoSinglePlayerAutoSave() options to areas.
+ Added Disease Control and Neutralize Poison potions to
Mudberry Mansion.
x Removed DEBUG code on Shayla Shay.
* v0.3pb released.

Week of July 14 to July 20 ::: v0.3pb

+ Tweaked final battle scene participants and difficulty.
+ Added a treat on death of Animated Bones in Tomb.
+ Added a few final conversation options to Annex, Falis
and Shayla Shay.
+ Added Substance Lifter quest to Volothamp.
* v0.4pb released.

Week of July 21 to July 27 ::: v0.4pb

@ ON VACATION!

Week of July 28 to August 17 ::: v0.4pb

@ Build machine crash; New machine built.

Week of August 18 to August 24 ::: v0.5pb + v0.6pb

+ Added an extra journal entry for Spirit of Volothamp quest.
+ Added more storage to Laboratory.
+ Added more Bull's Fur to module.
+ Added a few more Pieces of Bark.
+ Added a few more Wooden Logs.
? Reported bug with Musicbox in Mudberry Mansion. [? v0.7pb]
? Reported leveling bug with Falis Goodmane. [! v0.7pb]
? Reported bug with Hagra's quest. [! v0.7pb]
* v0.5pb released.
! Fixed spelling and grammar module wide.
! Fixed door in Forgotten Cave: [Tomb]
! Fixed door in Mudberry Mansion: [Upper Hall]
! Fixed bad Journal Entries.
! Fixed issue with Strange Gears.
! Fixed issue with Kit and Andur conversation.
! Fixed issue with Kat and Tyler quest.
! Fixed Substance Lifter Potion quest.
! Fixed issue with pots in Black Pond quest.
! Fixed crash in Myth Unnohyr transition.
! Fixed cloning issue in Myth Unnohyr areas.
* v0.6pb released.

Week of August 25 to August 31 ::: v0.7pb + v0.8pb + v0.9pb

! Fixed variable bug on Hagra's quest.
? Reviewed reported bug with Musicbox in Mudberry Mansion and
cannot duplicate bug. (saved game from tester worked fine)
! Fixed reported leveling bug with Falis Goodmane, as well as
Annex and Shayla Shay.
* v0.8pb released.
! Fixed a Journal Entry bug with A Black Substance quest.
+ Added Leather Bound Book and Opened Envelope check to start
of module in case player did not bring them from Almraiven.
+ Added final exporting scripts and database save scripts.
* v0.9pb released.
! Fixed an issue in Master Suite with final cutscene.
! Fixed Spare Room door from being able to be picked.
! Fixed a conversation loop bug on Mosswood.
! Fixed cloning issue in Myth Unnohyr ... again.
! Fixed a bad variable check on Kit and Andur Dune.
! Fixed two bad conversation tokens.
! Fixed issue with Spirit of Annex and Spirit of Falis Goodmane.
! Fixed issue with Kit and Andur conversation ... again.
! Fixed camera issue when entering Master Suite for first time.

Week of September 1 to September 7 ::: v1.0pr

*** SHADEWOOD PUBLIC RELEASE ***
*** 09.05.08 ***