icywind1980 wrote...
I changed my username and was able to log in. For the record, I own - as in purchased - three separate copies of Neverwinter Nights over the past 10 years. I've been playing on a few different computers, since my first one died and then my laptop died. I'm at the moment playing on a borrowed computer with one of the CD keys I was smart enough to have emailed myself, as apparently the one I originally played with is lost to the mists. I find it a little offensive that you would suggest otherwise.
Aenea uses a scripted security system (thanks, FunkySwerve!) that records your username & CD key into ther server's database, then blocks access if someone tries to log in with that same username and a non-matching CD key.
I did not know you had previously logged into Aenea. I didn't recognize your username here, so I thought you might be one of the many newer players that did not know that the gog.com downloads all use the same CD key by default (unless you request a unique on form them after purchase).
That being said, the mod seemed alright. My first thought was oh my goodness, am I ever going to get in the mod to actually play it? There were choices after choices to be made. Choose this, do that. Finally I got in the mod and found heaps of unusually colored buttons and item, and so much CEP everywhere. That's neither a bad thing or a good thing, but it was just very abundant. It seemed a little daunting to be honest. I do like what you did with the feats/subclasses. It was kind of interesting to see all the new feats I could choose from.
Yes, Aenea does include a lot of options for new characters right off the bat. Before entering the gamework proper, PCs pick language(s) known, a patron deity (the choice made during pre-login character creation isn't used in Aenea), subrace (again, things typed in during pre-login creation don't count), and possibly changes to character appearance. After that, an initial level-up to 2nd or 3rd level gives you the extra feats.
Aenea uses colorized spell and feat icons. And yes, since Aenea uses the CEP, there is CEP content spread around. You'll also find a bunch of other non-default NWN stuff around too. Don't be daunted by new content, it's what helps keep this 10 year old game alive.
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There were a few quests to do but they all seemed rather cumbersome and lengthy to get to. I stumbled upon a cave of goblins following some tracks and found that they all dropped gear but none magical. And they respawned too. Frustrating when you think you can just run out, but have to fight the same mobs again, after some devourer ate all of your food. So much for the realism you were trying to build when you need apparent 'tools' to harvest blackberries (what, my hands aren't good enough? I grew up on a farm and they sure were good enough back then) but have amazing reproducing goblins. Also, if you're not a rogue (or a class that takes rogue skills) you'll have difficulty with all the traps as well. (This is a nwn general gripe, not just your server) I never found it quite right that as a ranger, I can see the trap and I can even set one, but I can't disable it. What did I ditch class that day?
The initial quests are designed to lead new characters out away from the starting village, and most are not designed to be completed in a short session.
Aenea uses a spawn system that refills areas after they have been empty for some time. The goblin caves consist of two areas, so if a PC is out of the upper, less populated for more than a certain amount of time, it will repopulate so that anyone else entering the area later will find goblins there.
Devourer beetles appear sporatically. They are very inconvient when they eat your food.
The harvesting tool is a universal tool that works on all food sources. It's not required (there are places to purchase food items), but is used to run 1/2 of the optional farming tradeskill (the other 1/2 is an enchanted shovel for planting food items that can grow into new food-producing plants).
Goblins are fond of traps. If detected, most of them can be avoided (or even possibly jumped over with the "jump widget" .every PC gets when they enter Aenea).
Rangers, I think, may be good at spotting and setting snares, but they probably don't have the same training for safely disarming traps (just my opinion for why rangers don't get all of the rogue skills as class skills).
Modifié par The Amethyst Dragon, 18 septembre 2012 - 09:31 .