Feel bad that I've not been active on my fellow builder's blogs recently (so much juicy stuff going on for NWN2 now! Hoping I can help play/test your work soon!) but that's due to lack of time - but the upside is that most spare time has been spent digging into the toolset. And hopefully I should be getting close - if all goes to plan, this weekend I intend to run through the main plot path - party of 4 level 7 PCs tackling in order White Plume Mountain, Return to White Plume Mountain, and the climactic Ex Keraptis Cum Amore. That's one long old school dungeon crawl right there, weighing in at a solid few hours. Focus will be to check for balance, but also to see if I can finally overcome the clingy bugs that have been plaguing me e.g. creatures that refuse to jump to a waypoint even when there's no good reason they shouldn't (will likely end up using script-hidden as a workaround). Plus there's a few old-school aspects that will need testing like magic decks of cards that completely screw up your PC (does anything cry classic D&D more than that?).
Since the last few play reports I've overhauled the balance of the entire campaign, but I think tweaking that could go on forever and I'll never please everyone, so I'll likely release soon and make any alterations on the fly. Hopefully the upcoming spate of releases will see more traffic back on the Vault and all new content can benefit from that.
So. If I'm lucky, end of the month doesn't look like too unrealistic a prospect.... eek.
Here's some screenies of the specific dungeon areas i've just finished adding scripts and dialogue to. Strange pools of bubbling alchemical mixtures - drink, swim, or avoid like the plague? Time to make those Wisdom checks....
a slightly streamlined approach
9 hours ago