Author Topic: "Alangara - New Dawn" - Persistent world  (Read 4991 times)

Legacy_Tarashon

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"Alangara - New Dawn" - Persistent world
« Reply #60 on: August 14, 2015, 08:24:57 pm »


               

After months of no productivity on my behalf ( i prefere to enjoy the summer outside... ) a sudden fit of energy and inspiration took hold of me. As such the intire "Ruins of Orcgate" questline is once again ingame and all alreas are completely redone except one that is heavely rewamped.


 


This has taken the areas that was build when NWN1 was new and I myself a highly inexperienced builder into a brand new level of "graphical yummi" taken full avantage of wonderfully delightfull CEP2.6  '<img'>


 


Enjoy !


 


PS.


The module is now downscaled to 10 players online simultaneously. Should for some reason a group of player choose to migrate to the server upscaling the need such will be accomodated as soon as the "need is proven".


 


/tara



               
               

               
            

Legacy_icywind1980

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« Reply #61 on: August 14, 2015, 09:23:28 pm »


               

Tara, I'm back in school again but I will have a bit of free time this Wed in the afternoon if you wanna play.



               
               

               
            

Legacy_Tarashon

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« Reply #62 on: August 14, 2015, 11:53:36 pm »


               

Howdy Icy '<img'>


 


By wed you mean wednsday i asume ?


 


I arive back in Sortland(norway)  tuesday evening so likely my wednesday is preocupied with arangeing the flat, shopping and a trip on the fjell ( mountain )  weather permitting but i will see '<img'>


 


/tara



               
               

               
            

Legacy_icywind1980

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« Reply #63 on: August 15, 2015, 03:11:16 pm »


               

Yeah I meant Wednesday '<img'> But if that's too busy perhaps Friday?



               
               

               
            

Legacy_Tarashon

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« Reply #64 on: August 15, 2015, 04:33:42 pm »


               

Friday at this time seemes like a perfectly good option '<img'>



               
               

               
            

Legacy_icywind1980

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« Reply #65 on: August 17, 2015, 08:42:20 am »


               


Friday at this time seemes like a perfectly good option '<img'>




Cool beans m8 '<img'>


               
               

               
            

Legacy_Tarashon

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« Reply #66 on: August 31, 2015, 01:40:51 pm »


               

Greetings folks '<img'>


 


New tweaks to sorcerors and wizards.


 


1.


Shield spell now actually uses SHIELD type armor and is 4+ (casterlevel/10 ) so from 4 to 8 AC boost.


 


Also it now summons a level 5 shield potion to the caster that with the alterations also in duration last for 20 hours and gives the target creature or player user +4 shield bonus. This is a makeshift workaround due to the fact that the spell is target self and this could otherwise only be altered via hacks.


 


2.


Sorcerors and Wizards now have access to different staffs that casts specific unlimited spells as to make it abit more fun/active to play those classes and generelly boost the singleplayer possibility of the module for those 2 classes '<img'>


 


3.


Evil and neutral caster have had their custom summon via the gate spell improved a bit in terms of their inade spell abilities ( fx those 2 type also have a heal spell now )


 


Good planar binding version ( custom tiger archon ) now has its weapon fixed so it has a 1d10 damage bonus type as the neutral and evil version had.


 


4.


Flame arrow and Firebrand are both somewhat improved ( again ).


 


Enjoy '<img'>


 


/tara



               
               

               
            

Legacy_Tarashon

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« Reply #67 on: September 04, 2015, 10:43:29 pm »


               

New updates to the server...


 


Severel areas hosting various shreder-type-monsters have been somewhat rebuild or completely remade from scratch. These areas are now joined via a new area after High Forest, serving as a "hub" and with direct link via teleport from the Heroes' Rest inn.


 


Also some of the monsters have been altered to create a "flow" in those areas in regards to playerlevel and a new Arcanum mage has arived with quests for the specific areas; and more to come '<img'>


 


Below is a few teasers from some of the areas in mention...


 


 


[/URL]">http://2.jpg


 


[/URL]">http://4.jpg


 


[/URL]">http://1.jpg


 


[/URL]">http://3.jpg


 


Enjoy !


 


/tara



               
               

               
            

Legacy_Tarashon

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« Reply #68 on: September 07, 2015, 01:41:14 pm »


               

Alangara update version 46.


 


Arcanum Inquisitor Filisia has apeared in the Dusk Valley. She is offering new quests and in return promising mighty Forge Tokens, for the magical customgear forge in Arons Wonders.


 


Fogmoor crypt have been uppped abit level and hardiness of residents and Tobxel Aranqia have apeared to lead the residents.


 


 


Meeting Filisia in Dusk Valley.


 


[/URL]">http://Filisia.jpg


 


 


Fighting through the Fogmoor.


 


[/URL]">http://Fogmoor.jpg


 


Crypt Wraith at the entrance to the Fogmoor Crypt.


 


[/URL]">http://Crypt.jpg


 


Entering Roaring Dragon inn in Castle Balder to hire mercenary golem for backup before entering the Fogmoor Crypt.


 


[/URL]">http://roaringdragon.jpg


 


Enjoy !


 


/tara



               
               

               
            

Legacy_Tarashon

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« Reply #69 on: September 10, 2015, 09:48:11 pm »


               

Howdy all '<img'>

 

A mixture og creative energy and enough freetime makes the work on Alangara blossom these days. Castle Balder library have had some modernisations and while at it 2 new quest NPC have arived, offering a brand new knowledge quiz to see what you learn in the museum and a search for magical flowers for a hidden love...

Fabled Frontier have h​ad a massive overhaul and is now divided into 3 different areas, namely Frontier Harbor, Frontier Forest and Shei'Dun Path. The rebuilds have added lots of new fun and atmosphere, as partly shown below...


​Poor Leonel needing a majestic flower, inside Castle Balder museum.

 

[/URL]">http://4a.jpg">[/URL]

 

Museum exibition of Ruins of Orcgate.

 

[/URL]">http://5a.jpg

 

Battling Ravager Bettles in Shei'Dun Path, trying to find the "majestic flower".

 

[/URL]">http://8a.jpg

 

Portal and portal spirit in Frontier harbor on the continent of Wild Isles.

 

[/URL]">http://11a.jpg

 

Returning to Frontier Harbor from Shei'Dun Path.

 

[/URL]">http://10a.jpg

 

Minor Forestgiant hunting in Frontier Forest.

 

[/URL]">http://13a.jpg

 

Come join and explore the world for yourself '<img'>

 

/tara


               
               

               
            

Legacy_blueblip

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« Reply #70 on: September 20, 2015, 09:33:54 am »


               

Hey guys! Just wanted to pop in and heartily recommend this PW.


 


Couple of weeks ago, I got into the mood for some good ol' NWN, and started looking around at some of the existing PWs, and found this very thread. Gave it a read, liked what I was reading, decided to give it a shot.


 


I've been playing on it for 2 weeks now, and I have to say it has been a VERY fun experience! I have to give credit to the guys who've developed this PW. They've really put good, solid effort into making areas interesting and enjoyable. They've made very good use of CEP to make the setting more interesting than your standard NWN module. Some of the strong points are (keep in mind I have two chars right now, one at level 12 and one at level 17):


 


1. Very nice "introduction" system. The entry level quests and items are spelled out very clearly. Like literally, they give a recommended list of quests to do (and the quest givers also handy level recommendations for each quest so as you don't get your self killed). Also, one thing I really appreciate is the fact that you breeze past the really early levels (until level 5) within an hour or two. It might sound like a bit of cheese, but getting past the really early (and weak) levels helped with the next point I like.


 


2. There's a lot to explore. The areas have been designed beautifully, and I'm not just saying that for the sake of saying it. When these guys say this module is best enjoyed in over-the-shoulder camera, they mean it. Many times on other PWs, it was easy to look at a series of areas and think, "Oh! The past 3 areas look all the same." This module definitely doesn't give you that at all. You feel like going out and exploring the world.


 


3. An interesting approach to making all classes and builds viable. In many other PWs, I found out that at higher levels, you REALLY needed to be able to cast magic to do anything, while toons that couldn't generally become entirely dependent on caster classes to survive any even regular mobs. It naturally encouraged people to make hybrid builds/power gaming. For some people (eg. me), I'm not all that keen on power gaming, and sometimes just want to have fun with a single class build, for example.


 


What I really like is that they've introduced some custom items that really help class balancing. For example, they have these rods that cast ghostly visage at 15th level (unlike the vanilla rod of the ghost), that are affordable fairly early on. For melee chars without any magic of their own, it makes a great long duration buff they can use themselves early on, and allow for solo exploration (and of course a great buff for regular uses as well). They've also made some tweaks and changes to various classes to make them more viable at higher levels on their own (eg. barbarians get passive stat boosts at fixed levels, bards' bard song is tweaked to give more boosts and have access to have unique special arrows, etc). Many spells have also been tweaked to make them more useful and/or powerful (eg. everyone's fav Magic Missile scale up with each level to make it more powerful though I'm sure where it caps, but it does give the spell a lot more punch and therefore value at least when you're in your teens).


 


4. Good balance between solo and party play. So far, I've had more success than failure in exploring the areas I've seen on my own. But no matter what, all these areas have some kind of encounter that will demand party play (usually boss types). Essentially, you have access to some decent loot that allow your toon to remain viable, but if you want the really good stuff, you will have to go in a group which encourages party play (or you could just revisit them at much higher levels on your own, but odds are the loot you'll get will be under powered to your current level). Sure, this is standard to most modules, but I like the implementation of it here.


 


5. The in-game economy looks robust...so far. Granted, I will only get a real sense and feel for it at higher levels, but up till level 17, it's been all right so far. One thing many people might find off-putting is that "good" loot is often not sellable, which makes you wonder about the value of going for them. In a way, I think it's an attempt to keep the economy a little more stable and prices for goods more accessible. The plus side is that you can make gold at a decent clip without having to sell high end gear (mobs of your level auto-give around 30-50 gold per kill in addition to various random drops and "bounty" items that sell for a sizeable amount, and at level 17, I'm spawning around 8 odd creatures per mob in many areas). Also, the quests give a decent amount of gold as rewards (usually around 5k+), which means doing the many quests that are there are definitely worth your time. For example, there are standard bounty quests in each area where you have to get 20 of a specific item and turn them in. So on top of the 5k you'll get as the quest reward, you will also manage to get an additional money from trying to farm said item from each kill (the value varies depending on what your killing of course). You can make money quickly enough, and you'll need to money for many of the useful items available. At my current level, I'm making around 20-50k from such runs. One thing to note: these bounty quests are a one time deal and so once you turn in the bounty, you can't get the reward and XP again (though the items needed for the bounty can still be sold to vendors, sometimes for a decent price).


 


6. VERY well developed lore! I won't say more to not spoil thing for anyone '<img'>


 


So overall, you won't be hampered by not being able to sell big loot. The only issue I have here is that there doesn't seem to be any consistency in what is sellable and what isn't. So far that hasn't been an issue, but let's see what happens as I reach higher levels.


 


There are a lot more good points I can talk about, but these are the main ones that have stood out for me and have allowed me to enjoy my time here. Of course, to be fair, there are some cons to the pros, but I would like to state that, overall, the pros have significantly out-weighed the cons and should not deter you from trying out this module. So here are the two main issues have with Alangara so far:


 


1. The forge system. Alangara has a crafting system of sorts of overcome the need to constantly farm for uber gear. They have done this through the use of the forge system. At level 10, you can get access to a magical forge run by a dwarf (naturally) and hilariously assisted by a chart topping pop duo called hotNcold (comprised of a red and white dragon - I'm not making this up and for some reason I found it hilarious!). This forge can be used to upgrade your gear, from improving weapon/armor enchantment levels to adding ability boosts, DR, SR, etc. It operates on needing items called forge tokens (which are used to purchase these upgrades). Depending on the power/level of the enchantment you want to add to an item and the number of existing enchantments on said item, the cost increases (ie. you will need less/more tokens). The system itself is simple enough, but one thing still needs work: pricing. I was able to give a plain, unenchanted shield a +5 shield bonus bonus for just two forge this morning (which seems hilariously cheap), but I need FAR more to add a +5 enchantment to my current weapon due to the number of existing enchantments on it. As such, I'm having a hard time figuring out what exactly it would cost me to add stuff to an item. Add to this it never tells you how much you need when you don't have enough tokens (it will only tell you if you have enough tokens already), and that leaves me a bit confused about how to go about saving up and planning my upgrades.


 


2. Some parts are still rough around the edges. This isn't actually a complaint, since they're constantly working on the module and tweaking and retweaking literally on a daily basis. It's just a warning to some people who might be put off initially. The main culprit here would be the language, as there are a lot of grammar/spelling mistakes. But again, let's be fair: the builder's native language isn't English, and it isn't fair to expect him to be able to use the language as a native speaker would. However, he is working on improving it, and he has said there will be improvements to the text stuff ASAP.


 


There are a LOT of things about this module I can't comment on currently because I haven't gotten to a point where I can experience them. eg. Apparently, there's a leveling system past 40 for another 40 levels, but I have no idea what it entails), and I haven't even touched the guild system. So sadly, I cannot say much about them.


 


But otherwise, I heartily, heartily recommend Alangara - New Dawn to anyone who is still interested in playing NWN online. Do give it a try. The creators clearly have put a lot of heart and soul into making this world, and it really shows. So do give it a try!



               
               

               
            

Legacy_icywind1980

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« Reply #71 on: September 20, 2015, 11:20:10 am »


               

Awesome review! What timezone are you in, and when do you play? I will try to find you for adventuring!



               
               

               
            

Legacy_Li'l Rose

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« Reply #72 on: September 20, 2015, 12:25:51 pm »


               I played there for a few weeks, and I would agree with most of blueblip's review. The lore is great, and the quests were a lot of fun. There were plenty of places to explore, and the scenery was beautiful. There was even some puzzle solving, which I enjoy.

However while I played there, I was the only player on the server, which made me feel lonely at times. I did meet the dm once, and she/he was very friendly and helpful. The server would be more fun with more players around, since the higher level quests were designed for parties.

While I was there, the forge system was still a work in progress, and there would be changes. Since it was summer coming, there were no immediate plans for this, so I decided I would try again later. However things may have changed by now.

Overall, I did have a fun time there, and there were plenty of things to do, even can start your own farm and garden. I spent a lot of time playing with the many appearance options from cep 2.6, and just wandering around the areas. If you are one who enjoys a little roleplay and a little adventuring, then you will enjoy the server.
               
               

               
            

Legacy_blueblip

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« Reply #73 on: September 20, 2015, 04:44:47 pm »


               

Thanks for the feedback guys!


@icywind: Errr...you might find adjusting to my time zone a wee bit tougher than normal, since I live in India! However, I am playing most evenings my time these days (god, I'm slipping back into that dreaded NWN addiciton!). Mark me down as playing any time after 7pm Indian Standard Time (which would make it morning anywhere in the US). However, there is always Saturday nights (Saturday morning your time) as the wife and I are usually to tired to go out then, and I'm on till VERY late. Sundays work too, but again your morning is my evening/night, and I might be out. Still, I've done this with other people before for other PWs/games, so we can work something out easily enough.


@Lil' Rose: I've had the benefit of playing regularly with the DM, so the loneliness hasn't been an issue for me. I think I'm the only player on the server currently apart from him, but I'm surprisingly okay with. I'm enjoying the setting for now, and tarashon generally comes on anyway to join in. We've had a blast so far, though we do run for our lives at least twice every session. Its fun to see a DM run like a little girl, muahaha!


 


EDIT: @icywind/Lil' Rose: The way I see it, if you guys are in the US, the time difference becomes a bit difficult to manage, especially since most NWN players today are all working class mooks like me. However, if we can work out something for the weekend, we can make it a regular thing. Of course, it's not practical to expect this to work out every week, but even one or two weeks a month as a start is a step in the right direction. Including tarashon, we have a potential party of four, which can be a lot of fun.


 


I mean, there's no pressure to get this to work NOW NOW NOW, after all. We can hash things out right here. The very fact you two replied promptly to my post shows a latent hunger for Alangara!



               
               

               
            

Legacy_Tarashon

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« Reply #74 on: September 20, 2015, 04:51:22 pm »


               

Greetings all and thanks for these nice reviews and comments '<img'>


 


As to comment on the “main antagonist , the magical forge at Aron’s Wonders , we are still unable to fix it since Seeker , our scripter, cant access NWN at this time. However the module was played and enjoyed for years with its current forge so it is at least not game ruining although I am personally looking forward to see it solved…


As you rightly mention Li’l Rose, we did indeed take a break over the summer but that break is over and the module is being played and updated massively these days by “yours truly”. So if you want to come in again for some company and fun you are most welcome. We are playing almost every evening Central European Time.


 


********​


​


Generel news:


 


One of the major changes we have done since last update is a additional tweak to the rangers and druids. Since Alangara hold no ( mainly ) permanent haste items we have decided for reasons both balance and roleplay, that druids and rangers should be able to cast haste. After all who travels more than those ???


Game technically it has been done so that the level 1 druid/ranger spell “camouflage” is now in effect masshaste. This also means that druids effectively can haste their intire party from level one '<img'>


 


Summon monster 1 to 8 have been upgraded overall and the summon 9 have been upgraded for a specific ranger summon “animental stonebear”. Also these spells works so that rangers casting summon 1 effectively gets the direwolf summon 4 the direspider and summon 3 the direbear. Summon 4, last rangers get, is level based so a level 10 ranger gets the diretiger and then upgrades every two level up til level 18 where they get their ranger only summon.


Another issue is that many of the other rangerspells were kinda obsolete or useless in our setting. So here comes a list of the spellnames – new RP names – and effects. Most also effects the druids….


* Camuflage = “strider” ; masshaste.


 


* Magic Fang = "Ghostly Companion" ; ghostly visage on the companion.


 


* One with the Land = "Spirit Walker" ; Ghosly visage on self.


 


* Blade thirst = "Nature’s Wrath" ; ACID damage 2d12 ( EDITED DUE TO CHANGE )


 


* Mass Camuflage = "Boon of Fire" ; Flameshield on target creature​


 


In conjunction with our custom companions and availability of levelbased custom arrows that besides having improved damage also either attempts to slow or petrify target(s) the rangers are now truly a force to reckon with and an fun and interesting class to play.


Both druids and rangers also benefits from our companion playertool making it possible to control them extremely easy. Simply point N click and they move to spot or attack target.


 


This may sound overkill but playtesting shows that it has good class ballance on the server and is just the newest initiative to make this old game more enjoyable, and the server more playable even if playing alone or just a few.


 


Hope to see you all in "Alangara - New Dawn"


 


PS.


 


We here at "Alangara - new dawn" strongly object to any foul rumors, hear-say or other gossib, concerning yours truly running like a little girl !


 


/tarashon​


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