Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Categories

New Premium Module: Tyrants of the Moonsea! Read More
Attention, new and old users! Please read the new rules of conduct for the forums, and we hope you enjoy your stay!

Aielund Saga Enhanced Edition

191011121315»

Comments

  • ZaxaresZaxares Member Posts: 765
    It's usually because under the default magic system, if the choice is between a Maximised Firebrand spell vs a Horrid Wilting spell, and considering that, by that stage, you're likely to be facing foes who have various elemental resistances/immunities, Horrid Wilting is still the superior choice in the majority of situations. So, I still wound up mostly just using HWs, Fingers of Death, Wail of the Banshee etc.

    There are monsters with Magical damage resistance in the Aielund Saga though! :P I was miffed during Nature Abhors a Vacuum when I got up to the final battle against a certain mercenary captain and my ILMS just did 0 damage to him thanks to his cheater shield. XD

    Under normal circumstances, companions usually get nudged out of the way when a PC tries to walk through them, yeah. I'm not sure why, but in this cutscene my familiar would "teleport" in front of me in little jumps and eventually wound up standing in the spot where I was supposed to stand, thereby blocking the cutscene from progressing. It's easily bypassed by just dismissing the familiar before talking to Terinus to start the cutscene (and you'd probably want to do that anyway so you can get back all of the equipment you equipped your familiar with prior to starting the next module), but yeah, it can be an unpleasant surprise if you weren't expecting it.

    Oh! And one more question about EMS I had. What about Extend Spell? Is that also automatically applied to cast spells past a certain level? And what about Silent/Still/Quicken Spell, considering that these ones actually have appropriate feats to have them automatically applied?

  • BalkothBalkoth Member Posts: 147
    Zaxares wrote: »
    It's usually because under the default magic system, if the choice is between a Maximised Firebrand spell vs a Horrid Wilting spell, and considering that, by that stage, you're likely to be facing foes who have various elemental resistances/immunities, Horrid Wilting is still the superior choice in the majority of situations. So, I still wound up mostly just using HWs, Fingers of Death, Wail of the Banshee etc.

    Eh. Constructs. Undead. Anything with good Fort and bad Reflex.
    Zaxares wrote: »
    Oh! And one more question about EMS I had. What about Extend Spell? Is that also automatically applied to cast spells past a certain level? And what about Silent/Still/Quicken Spell, considering that these ones actually have appropriate feats to have them automatically applied?

    Extend yes, either 21 or 23. I don't know about Silent/Still/Quicken offhand.

  • ZaxaresZaxares Member Posts: 765
    Balkoth wrote: »
    Eh. Constructs. Undead. Anything with good Fort and bad Reflex.

    All true, but in those situations I usually let my Fighters or Clerics do the heavy lifting. ;) I still support with Fireballs, Firebrands, Chain Lightning etc., but I just use the regular level spells rather than my higher level slots. Then again, my playstyle is such that I usually pack along a wide variety of both elemental and magical spells, along with the odd CC or insta-death spell. (For instance, my 3rd level spells is usually like 3 Fireballs, 3 Scintilating Spheres and 3 MestiI's Acid Breaths.) I like being prepared for just about any combat situation my Mage might find himself in. :)

  • Absolutely one of the best series of modules on NWN. If you're looking for recommendations I can't praise it highly enough. It's up there with Swordflight and the Prophet series.

  • ZaxaresZaxares Member Posts: 765
    Ran into a strange bug today! After taking the portal to the Saqaarin Citadel, my Pixie familiar mysteriously changed into a Dryad. She still operated perfectly fine (was able to fight, open locks etc.), it's just that she had an entirely different model. This bug persisted even through saving and loading the game, although dismissing and resummoning the familiar turned her back into her usual shape. Was kinda hilarious actually; my little pixie grew up! XD

  • ZaxaresZaxares Member Posts: 765
    Well, my adventures in Aielund have concluded. As bob above says, this was one of the best NWN series I've ever had the privilege of playing. :D It definitely deserves to be in the Top 3 owing to its creativity, memorable companions, polish, and a fantastic story! I heartily recommend it to anybody who's finished the OC campaigns and Premium Modules and is looking for further adventures. Following are a few of my final thoughts in spoilers for the benefit of any latecomers to this thread who may not have experienced this gem for themselves yet.
    1. I was a tad disappointed that Criosa couldn't accompany me as a henchman for the final module, although her absence was perfectly logical. After everything we've been through together, I just felt a bit sad that she couldn't be part of the journey all the way to its end.

    2. Thanks to Lilura's walkthrough, I know that the Saqaarin used to be illithids in an earlier build. While I'm sure that Savant had his reasons for turning them (along with the Dracari) into another race, I think the story might have been better served by keeping them as mind flayers. The revelation of Terinus being a githzerai, and the "Mindless Slaves" aboard the Saqaarin citadel lose some of their impact by the Saqaarin becoming an otherwise unknown race. There's not enough time to really build up the kind of heavy backstory that the illithids come with for the Saqaarin, which runs the risk of them turning into a "Hey, here's a Surprise Bad Baddie behind the Big Bad!" plot device without sufficient build-up.

    3. One niggling question I have after everything is said and done. What exactly about the Ironlord armor caused Alaric and Seamus to go off the deep end? Was it some sort of curse on the armor? (Meaning that Terinus gifted the armor to Seamus knowing full well he would also slide into evil and depravity.) Or, as I originally presumed based on the Saqaarin being illithids, the Saqaarin were able to mentally influence whoever was wearing the armor and slowly corrupt them?

    4. Terinus' final sacrifice feels a teeeeeny bit contrived. XD I could think of several solutions to ensure that no Technicians could get into the room to stop the self-destruct. Firstly, any Rogue character (or a Mage with the Pixie familiar) could simply lock, jam and trap the door to stop anybody from getting in. Trust me, if an epic-level Rogue doesn't want you to get through a door, NOBODY'S getting through that door. XD

    "What if somebody teleports in?" OK, then Terinus, you stay at the console until there's only 18 seconds (3 rounds) to go, Terinus, then teleport back to the exit chamber.

    "But what if I get overwhelmed?" Then... *proceeds to summon a Red Dragon, a Balor and a Death Slaad* "Assist Terinus and stop all enemies from using this console at all costs, my minions!" I also leave my Pixie familiar behind with instructions to support the summoned monsters (with the amount of superpowered gear she was wearing, she was easily the equal of Robert or Nellise in a fight!). Even if she dies in the fight, I can re-summon her again! :P (Some of the familiars' dialogue suggests that this is a commonplace tactic!)

  • TrixterTrixter Member Posts: 205
    edited December 2019
    True, but still would have been better if, like John McA, https://neverwintervault.org/project/nwn1/module/sands-fate-3-pyramid-ancients , Savant created one more module to take the PC up to final level 40 for official retirement.

    I say this because I thought part 5 was better than 6.

    5 had interaction with all the story characters; 6 was just a ton of dimensions.

    It would be nice if in a part 7, the characters back on planet Earth, or wherever, had final interactions (still upset no interaction from the female Barbarian from part 2 was in any of the parts 4 to 6, if I remember right. I mean, it tells her tale at the end of 6, but no interaction otherwise.)

  • LordofBonesLordofBones Member Posts: 16
    Was Nellise's location changed in Act 3? She's not in the church when you enter the town after Stoneguard. I'm playing a LE wizard, if that has anything to do with it.

  • Savant1974Savant1974 Member Posts: 236
    Yes I moved Nellise to start in the Fairloch cathedral :)

  • BalkothBalkoth Member Posts: 147
    Trixter wrote: »
    It would be nice if in a part 7, the characters back on planet Earth, or wherever, had final interactions (still upset no interaction from the female Barbarian from part 2 was in any of the parts 4 to 6, if I remember right. I mean, it tells her tale at the end of 6, but no interaction otherwise.)

    You can meet and talk with her in Act 4 Part 2 (aka part 5 by your counting) at the Barbarian camp.

  • LordofBonesLordofBones Member Posts: 16
    So, there's another issue; was the maximum amount of party members downgraded back to 3 in Act 4? I can only take Croise and Nel; Robert just says I have a full party after Bracksford.

  • ZaxaresZaxares Member Posts: 765
    Try talking to him again. After the Battle of Bracksford, Robert initially wouldn't join my party, but talking to him a second time brought up the usual "Would you like me to join up again?" conversation which worked. It's probably the result of an older conversation party limit check that was missed when the modules got overhauled.

  • LordofBonesLordofBones Member Posts: 16
    Thanks, that worked.

    Yet another bug; late game robes have the sequencer power, except that Aielund uses EMS, which disables sequencers. Orville's robe comes to mind; it's an entirely wasted property.

    Another minor gripe is that mage robes all look the same. Only Terinus's robe and the Robe of the Dragon look different, which is odd considering that Aielund uses the CEP. I had to use customize character override to switch the robes' looks. A lot of mage gear seems to be geared towards sorcerers too, compared to wizards.

  • ZaxaresZaxares Member Posts: 765
    Ahhh, so that's why the Sequencer effect didn't work in Aielund! I'd never played around with the Sequencer ability very much in other campaigns, but due to Aielund's lengthy epic level campaign, I figured I'd give it a try, but it didn't seem to work. I thought maybe something was broken with the item and left it, then forgot about it. Anyone know why sequencers are disabled in EMS? Is there any way to turn them back on?

  • LordofBonesLordofBones Member Posts: 16
    IRC, EMS also disables the immunity to spells property, so Terinus's belt doesn't work.

    There's quite the issue with itemization as you progress through the later act. I haven't seen anything good for a wizard thus far; Marcus's robes and the banshee robes enhance sorcerer spells, and you're generally reduced to lugging around the staff of the archmagi or orville's staff (Why is Auberon, the primer evil wizard in the setting, carrying a Staff of Thunder and Lightning instead of something more powerful or macabre, especially at the level you fight him?). Aielund could really do with a script that lets staff caster level scale with their wielder's as per PnP, or as per the PRC pack. I don't have the same issue with Bob or Nel; in Bob's case there are just too many good weapons for him.

    There aren't very many unique 2-handers either.

  • ZaxaresZaxares Member Posts: 765
    Yes, I did notice that as a wizard too. There are quite a few extra goodies for Wizards in the early Aielund modules, although in the later modules Sorcerers get quite a lot of lovely items, but there are no equivalent boosters for Wizards. I don't really remember many interesting two-handed weapons either, although I wasn't really looking out for them since I think Dante and Valennia are the only henchmen that wield two-handed weapons, and they're only present for the first two modules.

Sign In or Register to comment.