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Aielund Saga Enhanced Edition

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  • DwayneDwayne Member Posts: 102
    I am surprised that they have not responded to you about updating your modules. There have been several updated modules along with a new one added. The Aielund Saga is one of the best series of modules ever made.
  • Savant1974Savant1974 Member Posts: 310
    Thank you! Yeah I don't know why Niv never responded, but I sent the updated file along so presumably they have it? Beats me.
  • DwayneDwayne Member Posts: 102
    I just checked and your latest update has not been made available.
  • Savant1974Savant1974 Member Posts: 310
    Yeah I haven't heard back from Niv, but the update was sent to him so the ball is in their court. *shrug*
  • stever471stever471 Member Posts: 1
    Yo Savant amazing mod I've been really enjoying it but i had a question. Is it possible for you to tell me where the romance triggers are located for criosa? I missed them in my initial run of act 3 and decided to replay act 3 with the same character in order to get them.
  • NymMoondownNymMoondown Member Posts: 219
    Hi, I'm stuck in chapter 4 act 3.
    After retrieving the documents from Tesune King Chamber I gave them to Terinus.
    After we teleported back to his tower Terinus asks me for the documents, but neither I or Criosa has them.
    My only save crashes on download (idk why)
    Could I have the code of each one (they should be 3)?
    So I can spawn them
  • Savant1974Savant1974 Member Posts: 310
    stever471 wrote: »
    Yo Savant amazing mod I've been really enjoying it but i had a question. Is it possible for you to tell me where the romance triggers are located for criosa? I missed them in my initial run of act 3 and decided to replay act 3 with the same character in order to get them.

    Hi, sorry I missed this. I recall the romance triggers are 1) On the eastern mountain slope near the Silent River, 2) just south of Culdeny, near the little bridge at the north end of the map, 3) entering Cairnwood forest, and I think the 4th one is just south of Fort Highmarch. I hope this helps :)
  • Savant1974Savant1974 Member Posts: 310
    Hi, I'm stuck in chapter 4 act 3.
    After retrieving the documents from Tesune King Chamber I gave them to Terinus.
    After we teleported back to his tower Terinus asks me for the documents, but neither I or Criosa has them.
    My only save crashes on download (idk why)
    Could I have the code of each one (they should be 3)?
    So I can spawn them

    The documents you're looking for were in the safe, "birthrecord" is the resref (Birthrecord is the tag if that helps).
    I don't recall if there were three documents, I only found the one that Terinus wants to destroy. It's been a minute :smiley:
  • NymMoondownNymMoondown Member Posts: 219
    edited November 2023
    Yes the ones in the safe. Using birthrecord I could spawn 1 of the 3 documents, but Terinus' dialogue hasn't changed.
    I think I need the other documents as well
  • Savant1974Savant1974 Member Posts: 310
    Ah, found them! You'll also need;
    TOME
    StolenSaqarinDocuments
    Spawn those in and you should be good to go.
  • NymMoondownNymMoondown Member Posts: 219
    Thx!
    Another question: I'm currently playing a full bard character, and I have just had access to 6th level spells.
    I chose Greater Bull's Strenght, but when cast the effect is always a +4 increment to Strenght. Exactly the same as the "normal" 2 level version. I have already a +5 bonus from items, and the cap (settings) is +12 as standard.
    Ah, I'm playing on android.
  • Savant1974Savant1974 Member Posts: 310
    Since the mods are using a modified version of the spell system, presumably that is one of the modified spells, but I can't recall exactly. Maybe it lasts longer than usual?
  • NymMoondownNymMoondown Member Posts: 219
    Idk at high level the second level version already lasts a lot (duration is hrs/level) but target is personal and not touch.
    Ok, so I think I'm going to switch it back and take something different as level 6 spell XD
  • BalkothBalkoth Member Posts: 161
    I think the Greater ability buffs were made AoE spells, according to the EMS changelog I have.

    The second level duration is also turns per level rather than hours per level, but always gives +4.
  • Savant1974Savant1974 Member Posts: 310
    edited November 2023
    Thanks Balkoth!
  • BalkothBalkoth Member Posts: 161
    Np. You're a champ, Savant!
  • Savant1974Savant1974 Member Posts: 310
    B)
  • NymMoondownNymMoondown Member Posts: 219
    Hi, here I'm again. XD
    Playing (on android) a druid monk shifter now, I see Wis mod is no more added to AC when shifted, is that expected?
    I still get monk extra attacks (when the shape doesn't use weapons).
  • Savant1974Savant1974 Member Posts: 310
    That might be part of the hakpak's modification to spells and classes. I've lost track of little changes like that long ago :wink:
  • BalkothBalkoth Member Posts: 161
    That sounds like an EMS (Enhanced Magic System) change, yeah. The author was trying to prevent cheese like that.
  • Savant1974Savant1974 Member Posts: 310
    Right, thanks mate :)
  • NymMoondownNymMoondown Member Posts: 219
    Thx to both!
  • alisthawkealisthawke Member Posts: 1
    edited March 28
    Finally decided to play for myself (boy am i late), I've watched some of it on yt years ago, enjoying it so far, even though there are still some bugs here and there (1) in the first act the mayor teleported with me upstairs of the inn after the attack, and he needs to be with the Commander for the dialogue to proceed as he addresses him 2) the mage didn't appear before the big battle at the end of the act 3 with the king so I had the same problem, teleported him to us using the cheats lol!)

    (upd: edited the last part of the message bc I figured things out;))
    Post edited by alisthawke on
  • ArdmorArdmor Member Posts: 15
    Savant1974 wrote: »
    Good day. Tell me, where can I read about the changes that you have added to your module?

  • Savant1974Savant1974 Member Posts: 310
    Ardmor wrote: »
    Savant1974 wrote: »
    Good day. Tell me, where can I read about the changes that you have added to your module?

    Good question! No idea, I've asked Niv for guidance on this. For now, I can just tell you I blocked the use of the Stone of Recall around Trinity, since it's possible to skip important sections of the plot which breaks the mod. Edge case, but an important fix.
  • BalkothBalkoth Member Posts: 161
    Ardmor wrote: »
    Savant1974 wrote: »
    Good day. Tell me, where can I read about the changes that you have added to your module?

    Do you mean spell changes, resting changes, combat design changes, or something else?
  • ArdmorArdmor Member Posts: 15
    Balkoth wrote: »
    Ardmor wrote: »
    Savant1974 wrote: »
    Do you mean spell changes, resting changes, combat design changes, or something else?

    Yes, I would like to know about spells, combat design changes
  • BalkothBalkoth Member Posts: 161
    Ardmor wrote: »
    Yes, I would like to know about spells, combat design changes

    Aielund uses something called the Enhanced Magic System (EMS) which overhauls a lot of magic. In general magic is more powerful, but some specific tactics like spamming IGMS or damage shields is nerfed. Spellcasters can also get the ability to automatically Empower spells at level 25, Maximize at 27, and Empower AND Maximize at level 33, which helps them keep scaling into the epic levels. Heal and Harm are both changed to more 3.5 versions with 10 HP per level either way. Mass Heal is much better. For more details you can look at the EMS Change Log (should be a text file or something).

    I don't agree with all of the changes the EMS author made (not Savant) and I think the way that author implemented other changes was exceedingly poor, but overall I do think it's an improvement.

    In terms of combat design, you can expect it to be significantly harder than the official campaigns, but not so hard you find yourself constantly grinding your teeth (see the Swordflight series if you're into super duper difficult combat). Resting is more restricted, 8 minutes between rests minimum and can't rest in some dangerous areas.

    Enemy balance is generally much better, especially at higher levels. A lot of modules tend to just wind up saying "I'm going to give everything 30 damage resistance to everything and crit immunity to make the enemies tough" which is horrid design. Aielund avoids that sort of nonsense and balances AB/AC very well on top of that (no "In order to make this boss tough they'll have 100 AB and 100 AC type of thing).

    You can expect to find up to +7 items at the highest levels with about +4 around level 20ish.

    Aielund is also explicitly designed for a larger party and has a lot of companion interaction so it's very much worth bringing people along. It technically is soloable if you really know what you're doing, but in that case it'll also obviously be much more difficult.
  • ithildurnewithildurnew Member Posts: 277
    edited September 16
    While I understand the intent behind EMS, it's execution and thought process/justification for various changes are too random and based on highly subjective personal preference by the author (literally 'I don't like how bioware did this, they are stupid so I will change it and make it the way I like it' is the sort of rationale posted all over the readme file) or outright mistaken interpretations of NWN's ruleset (for one, NWN was based on 3.0e edition; many of EMS's changes that say 'this is what the Players Handbook says' is actually based on 3.5e versions of the spells). People who use it should be aware of this.

    I personally find it's approach extremely distasteful in tone and execution, plus the fact it's highly unpredictable due to extremely sloppy documentation that has not been updated (and is flat out inaccurate with regards to many spells). The last thing I'm looking for as a fan of spellcasters in this game is unpredictability/not knowing exactly what various spells do. For these reasons I never use the hak in my playthroughs, substituting an empty version of the file instead, and occasionally using 2 or 3 individual spell changes.
  • BalkothBalkoth Member Posts: 161
    outright mistaken interpretations of NWN's ruleset (for one, NWN was based on 3.0e edition; many of EMS's changes that say 'this is what the Players Handbook says' is actually based on 3.5e versions of the spells). People who use it should be aware of this.

    The documentation could certainly be better but I'll put up with less than stellar documentation in exchange for a non-busted Heal and Harm, for example. Yes, he changed those per 3.5. Yes, it was a good change. No, the 3.0 versions were not reasonable at all.
    For these reasons I never use the hak in my playthroughs, substituting an empty version of the file instead, and occasionally using 2 or 3 individual spell changes.

    I for one was glad to move away from the maximized IGMS plus Time Stop meta or the absurd damage shield meta. I was glad to have a lot of other spells improved. I was glad to have better scaling in epic caster levels with auto Empower and auto Maximize spells.

    Ironically one of my biggest complaints is his change to Stoneskin making it provide immunity to critical hits. Not only is that not necessary or particularly balanced, but it also fails to account for the fact people with +5 weapons literally can't remove the Stoneskin due to bypassing the damage reduction and thus being unable to remove the crit immunity.

    But overall I think the system is significantly better than the default.
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