Defender of the Crown 1.16 readme.txt

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I recommend using a level 7-9 character, preferably from the first act, but I have put
in a levelup script that will bring you up to level 8 if you start a fresh character.
Anyway, feel free to post any pointers or critiques on the forum so I can fix em. 

Be sure to have the latest version of the hakpack (Uploaded at the same time as this mod).
Oh, and you'll need the art hakpack as well. And the custom music hakpack (just unpack the
contents into the music directory to get them working). Anyway, go play :)

IMPORTANT! If you played the non-CEP version of act 1, then have downloaded this module,
you will also need to get my hakpack again, as the CEP version has several key updates.
Failure to do so will result in headless people and missing models!

WARNING: Do not attempt to integrate the PRC hakpack unless you know what you're doing - you'll most 
likely break the mod by just plugging it in.

Files needed to play:
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1. Aielund Hakpack.
2. Both expansions (SoU & HotU).
3. The Community Expansion Pack.
4. The Enhanced Magic System Hakpack.
5. The Painting hakpack.

This module also uses a custom music selection to download. Without it, 
certain areas will be music-free. Otherwise, enjoy!

If you have any problems with setting up hakpacks, you can go to the 
following site to find out just what you need :
http://www.lds.liquidannihilation.com/savant/

Some important notes to remember with this new version;
Druids can no longer cast spells in medium or heavy armour!


If you DON'T want to use the EMS spell changes, there should be a 'fake' EMS hakpack in the
latest version that will allow you to play without the changes.

This version requires the Aielund Hakpack v1.15 or better.

v1.16
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* Added support for the new cloaks in v1.68 of NWN.
* Fixed Criosa's hair being the wrong colour.
* Added ceilings to building interiors.
* Fixed a problem with Augustus Johnson becoming immortal after you fight him.

v1.15
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* Fixed a huge number of spelling and grammatical errors.

v1.14
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* Added Shayan's subrace system (see attached txt file for info).
* Fixed the final cutscene that was broken with the last patch.
* Fixed the Bishop so that you can still get the paladin/cleric quest off him
  even after you've first spoken with him.
* A few minor tweaks here and there.

v1.13
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* The module now loads up act 3 properly at the end.
* The pirate captain now actually puts up a fight (he was stuck in parry mode).
* Updated the henchman AI scripts thanks to Tony K.
* Updated the appearance of the Armour of the Gladiator.
* A few other little updates and fixes.

v1.12
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* Changed the name of the mod to 'saga' instead of trilogy, as there
  are now four parts.
* Changed all bow models to use the new CEP bow models.

v1.11
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* Fixed a script bug that prevented Criosa or Ronan following you from the ship
  in MP games.
* FIxed a possible faction problem with Senator Johnson in the castle.
* Fixed a few little problems with Justin.
* Added a cutscene at the end of the module.

v1.10
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* Lightbringer is now +3, and not a true holy avenger, though it has similar powers.
* Fixed the duergar armour that was reading as AC 0.
* Fixed some henchman scripts that were not implemented properly.
* Fixed several spelling errors.
* Desmond now grants 16 SR instead of 14.
* The Elite druidic armour is improved.
* Increased the hitpoints of corpse objects so they don't explode so readily, destroying equipment they may be carrying.
* Fixed the castle interior transition so that both your henchmen will follow.
* Inn doors that you must pay to use work better now.
* Several improvements here and there.
* Added the Enhanced Magic System by arQon, which completely rebalances many, many spells. See the EMS readme for details.

v1.09a
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* Fixed a problem with Sir Godfrey. Wasn't critical but it needed fixing.
* Added the ability to advance the clock by 8 hours at inn rooms.

v1.09
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* Starting a new character in this module now provides 75k gold.
* Fixed some issues with the henchmen; handling traps and using combat spells.
* Fixed a bug with the henchmen whereby firing one of them would cause all of 
  them to assume you had hired them before (affects first convo).
* Reduced the amount of fog generators in the mod, to improve performance.
* Maggie is now a cleric, instead of a druid. Now she's actually able to heal the 
  party, and her combat abilities are somewhat improved too.
* Valennia's standard armour provides better protection.
* Henchmen will now refuse to join your party if you already have 2 of them.
* The party is now rewarded for dismissing the Guardian.
* Phase spiders are not quite as tough now
* Samuel no longer spawns multiple times.
* Stones of Recall now have a relocateable recall point, set through conversation.
* The Hood of Clarity now gives +2 INT instead of +2 to saving throws.
* There are more high-level, wizard-oriented items to be bought at the tower site 
  in Amalis.
* Sparky's appearance is a little more unique, hopefully she won't be ignored so easily.
* Auberon can now recharge selected (worthwhile) magic items for a fee.
* Shadow druids are a little tougher, but fewer of them spawn in.
* The Heartseeker bow now gives True Strike 5/day instead of Seeker arrow.
* There are now many more arrows and bolts available throughout the mod.
* Duergar Berserkers are far less insanely overpowered than before.
* The Duergar Captain drops all his loot now instead of disappearing when 
   his body disappears.
* Abyssal spectres no longer respawn indefinetly, but are tougher.
* The party now gains XP after completing 'Dancing for the Devil' in an evil fashion.
* The 'Tree of Life' quest has been improved.
* Shadow Reapers no longer summon any help in battle.
* Resting in the Dwarven Mines is now allowed.
* The battle against the Lich is a little easier.
* The Orc captain is less dangerous.
* Fixed the final dialog so that all the henchmen can say their lines at some point.
* The speed increase gained while wearing Boots of Travelling can no longer
  be dispelled. Resting no longer removes this speed increase either; the only
  way the speed increase is lost is if you take the boots off (as it should be).
* Improved the Armour of the Gladiator (The only hasted item in the mod ;-) ).
* The rusted Iron golem is less dangerous.
* Potions of Cure Critical Wounds can now be bought in 10-packs.
* The Stormblade is now +2.
* Removed the old 'henchman healing kits' that no longer worked.
* After the final dialog, players are now able to roam around the city freely.
* Several other minor fixes and treasure drops.

v1.08
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* Fixed a bug when talking to King Sulinus that prevented the mod from 
   continuing under certain circumstances.
* Added potions of Protection from evil to various places.
* Added more traps to the Fairloch Tanner and Kingswood stores.
* Throwing axes now do 2d6 damage, as I thought they were far too weak 
   for their cost/weight.
* Fire damage on the pirate ship is now variable.
* Added a placeholder module for act 3.
* Gelatinous cubes now have immunity to mind spells, sneak attack, 
  and knockdown.
* Fixed a bug with the henchmen that prevented them from ever telling you
   their whole story.
* Fixed the teamster between Fairloch and Amalis; he no longer transports
   the entire party at once.
* Adjusted the appearance of the devil. 
* Fixed a large number of scripts that, when fired in a multiplayer game,
  would only work if all the players were in the same area.
* Lots of little tweaks here and there (yes, I forgot).

v1.07a
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* Monster and NPC Corpses can no longer be raised. Only players and henchmen 
  should be raiseable now.
* The guards in Amalis now talk like they know they're in Amalis.
* Fixed a bug with the senate quest whereby you could get extra XP by talking 
  through the dialog again and again.
* Ronan can now tell you where to find other henchmen in the city.
* Many tiny improvements and refinements.

v1.07
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* Module now requires the CEP.
* Ronan now takes a ranger level, to give him more combat options.
* Healing kits can now be bought in batches of 10.
* Shadow druids are now tougher, but spawn in less numbers.
* Items given for Alain's reward are now identified.
* The ethereal effect can no longer be dispelled.
* +3 Scimitars and rapiers can now be purchased.
* Many other minor improvements.

v1.06
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* Fixed a bug with the bard quest that caused the playwright to turn hostile.
* Added more cure critical wounds potions to stores.
* Ronan is now tougher, less prone to dying quickly, and focuses on shortsword.
* Added a potion store to the Dwarven city.
* Reduced the power of some creatures that were doing too much damage.
* The knight-captain now disappears after speaking with him, making return trips
  less annoying.
* The Monks no longer clutter the area with their bodies. This increases performance
  on low-end systems.
* Increased the number of dialog options.
* Added the Henchman and monster AI system by Pausanius.
* Samuel no longer spawns in twice.
* The Admiralty building is now accessable.
* Sparky no longer attacks you near the end of the plot.
* The Bartlett mansion now has only one doorway. More important than it sounds.
* Numerous small corrections and fixes here and there.
* Fixed a bug that prevented the secret door in Johnson's basement from appearing.
* Trimmed 70 house interiors unnecessary to the ...
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