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OTS Neverwinter Nights Server Update
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OTS Neverwinter Nights Server Update
This is to let our members and visitors know that we will be testing a custom module in our OTS NWN Server tonight.
What's the module? It's a D&D remake/revival of the original Diablo classic. But instead of being a carbon copy clone of the original game, this is more of a "fleshing out" of the story as well as the reinclusion of some of the quests removed from the retail version of Diablo that was released in 1996 (hey, that's eight years ago, wtf).
Yeah sure, some people will moan and groan saying "why not create a module with an original adventure?" Unfortunately, this is my first module, and what more to motivate me into learning than creating a "reimagining" of an old favorite?
Anyway, the module that will be up tonight will be an early alpha version ... it means that the maps are done, the encounters and monsters are mostly done, but the quests are not yet finished. Actually, there won't be any quests at all in this alpha version.
So this will be mostly a hack-and-slash dungeon romp until you get bored or something. But this is so that you can send feedback on possible problems, bugs and glitches, as well as any suggestions and recommendations for the module. So be gentle when you ream me, please
Those interested in being our guinea pigs can check it out tonight (approx 8PM or 9PM Pacific) when they log onto Multiplayer, and check out the Action category. Our server will be named OTS NWN Server with the module being "The Diablo Campaign" ... no NWN expansions required to play.
See you there, later 
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cool! are you going to be on there though?
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Yeah, I am ... logging on as DM if a lot of players are gonna be on, just to observe ... I may have made the hell levels too difficult (Slayer with CR 17 did a one-spell kill - implosion, I think - on my level 20 barbarian with full resists while I was testing the creature, and the slayer is just the lowest form of balrog in the game), so good luck getting past the cavern levels...
Might be 9PM, though ... still coming up with alternatives to the poison spitters and the storms 
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edit: I can't read.
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Last edited by uh...ok; 01-26-2004 at 08:26 PM..
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Oops, one more hour ... have to drive someone 
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Post when you do get it up.
Edit: Damn 3 hours difference, it's too late - I'm going to bed. 
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Last edited by uh...ok; 01-26-2004 at 10:50 PM..
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ooo it was tonight? damn i thoguht it was tomorrow... DAMN i mised it 
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Sorry for flaking on this one yesterday, people ... seems I had more stuff to take care of than I thought
Anyway, the module is up  You can access it in Multiplayer by going to the Action category and look for OTS NWN Server.
Some important things about the alpha testing:
1.) The module uses the server vault (characters saved on the server), so that the module can be tested properly without some level 20+ character wreaking havoc at the Cathedral levels.
2.) Gold is a possible issue with this alpha module (haven't tweaked the chests yet to put out some more cash), so my trusty little pet werewolf in the town entrance will be happy to give you 500 GPs to start if you say please
3.) There are three henchmen in the tavern, but they are all fixed at level 5. They probably won't level up as you do since I haven't created the templates for each of their level-ups... right now you can hire any of them for free but in the final module, they will require a contract that you'll buy in the tavern.
(to properly test the play balancing, try not to hire henchmen from the get go, hehe)
4.) Make sure to buy a book of town portal from Adria (under Miscellaneous) so you don't have to backtrack.
5.) Make sure to examine the banner in the town entrance before you go to Tristram (coz you won't be able to get back!), as well as talk to my pet werewolf for some important info
6.) I made the module accessible to the public, so there may be times when someone you don't know from these forums will log on... the more guinea pigs, the better!
7.) You will level up pretty fast in this module. Before you say it'll make the game too easy, wait till you get to the catacomb and cave levels... and the hell levels are ... well ... hell...
8.) Level 16 is closed off coz I haven't enabled the quests yet (you will notice other areas are closed, like the forest areas, chamber of bone, halls of the blind, leoric's tomb, etc)... don't worry, you'll get your chance to fight the big D soon.
9.) The module restarts itself whenever there are no players present. This is why I opened up the shortcuts to the cats, caves and hell so that you won't have to go through the whole thing again when you're level is already high enough.
10.) If you encounter any problems or glitches, please reply to this topic and let me know, so I can update the module.
That's it... have fun, and stay tuned for more updates 
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By
SKYHN
on
01-27-2004, 05:22 AM
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Hmm...maybe I should get this game...
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Update: So far, the one player I saw log in while playing it (not an OTS member, I think) had only one comment: "why the hell is everything so hard???"
Yeah, I think it's a bit hard, even at the first level of the cathedral (the scavengers/rats there are pretty nasty, not to mention the fallen one shamans), so I may put up a v0.1.1 tonight with creatures tweaked to "very easy" mode (as opposed to just the "easy" mode they have on right now...
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i have never used the aurora tool set before so you meant the difficulty level is preset? you won't have to script all the immunities, hit points and such?
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Laggy, can't you allow localvault with level restrictions?
Like say, use localvault to log onto server, then the character gets converted into servervault for sole access of that person (which I assume is what happens in regular servervault anyway), and then level restrictions get lifted? Or something... I guess that seems sort of complicated, but it'd still be nice to use my own character. 
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Well, the creatures properties and statistics are already preset, hehe ... spent a good part of last week creating custom creatures with varying challenge ratings... but when I use triggered encounters (as opposed to placed monsters), there is an option to set a difficulty rating ... this setting adjusts the base challenge rating (CR) and lowers or increases it according to the option selected...
Say, a CR 2 Dark One (which is essentially a customized Gobline Elite) gets included in a triggered encounter with a difficulty setting of Very Easy, it will (I think) adjust the CR to 1 or something, and when the difficulty setting is set to Very Hard or Impossible, it bumps up the CR to 4 or 5, I think.
Almost all the triggered encounters I have on the module are set to Easy.
But I may have overestimated the survival capabilities of low level characters. I now have a level 6 Barbarian on the module who has a troublesome time trying to hit Carvers and Dark Ones. Granted he levels up fast, but I don't know if he will survive an encounter with a couple of the Flesh Clan (customized Minotaurs with a challenge rating of 4 or 5, I think) on Level 4 of the Cathedral, much less a whole gamut of Flesh Clan and Stone Clan, as well as 3 species of skeletons, in the Catacombs.
I can almost imagine how it would feel to encounter the Night Clan, Overlords (customized Slaadii) and Magma Demons (customized Earth Elementals) in the cave levels. And don't get me started with the Hell level - customized Doom Knights and Liches there... ugh...
I'll have to manually change the difficulty settings of the encounters tonight and reupload an updated version of the module... let's see if that one is easier - although for this module, fighting in the dungeons with either a henchman or a fellow player is recommended. I don't think a solo player can finish it, unless he's got access to the unique weapons and armor I created, which aren't available yet in this module...
Anyway, let's find out tonight 
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Quote:
Originally posted by uh...ok
Laggy, can't you allow localvault with level restrictions?
Like say, use localvault to log onto server, then the character gets converted into servervault for sole access of that person (which I assume is what happens in regular servervault anyway), and then level restrictions get lifted? Or something... I guess that seems sort of complicated, but it'd still be nice to use my own character.
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Hmmm, lemme think on that  The whole purpose of using servervault is so that I can gauge how a low level character can survive in the module ...
Even though I can allow localvault, I would still have to consider if I should lift level restrictions. It's an all or none proposition (or at least, I dunno a way around it yet). Even if a character gets through from localvault without lvl restrictions, once I enable servervault, I dunno if that character will be recognized anymore since there is no copy of it on the server.
And if I just drop servervault, the module will just end up as a skirmish area for high level chars. Not that it won't be fun to try out how our fave chars can survive, hehehe ... maybe I'll allow localvault w/out lvl restrictions (but WITH item restrictions to prevent someone from bringing in a freaky +7 great sword with on-hit vorpal/wounding/level 15 destruction/etc. and armor with complete immunity and saving throws for EVERYTHING, hehe).
Maybe I'll make it a weekly event or something... see if your fave char survives Hell  Lemme consider that...
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