Sanctum of the Archmage: Enhanced Edition
Andarian
Member Posts: 185
I've been working in recent weeks on developing an EE compatible edition of the Sanctum of the Archmage modules, which is mostly done now. I should be able to release SotA:EE Edition v1.0 after another playtesting run, probably in a few weeks at most.
I took advantage of the opportunity to add a couple of new features that I had cut for the remake that I released in September. Aside from minor typo fixes and the like, I also did a complete re-write to both the XP and the crafting systems. Players should now be able to advance to level 11 by the end of Chapter 2, and the penalties for using companions and summons have been flattened. Players should also be able to craft many more (and better) items from both mundane and magical materials alike.
I'm not planning to do much more to revise Chapter 1 and 2 for EE, though. The reason is that I've decided that any new modding efforts on my part are probably better devoted to resuming development of Chapter 3, which I suspended several years ago to begin writing my Sanctum of the Archmage novels. I've opened up the third module again in the EE editor, cleaned it up, and finally finished the extensive scripting needed for the elaborate "flying system" that it will feature.
Finishing Sanctum 3 will likely take a while, given my other commitments (writing, work and life in general). But all of it will be done in and for EE. And I'll be looking to take advantage of every opportunity I can to include new content and features made possible by the extended edition.
I took advantage of the opportunity to add a couple of new features that I had cut for the remake that I released in September. Aside from minor typo fixes and the like, I also did a complete re-write to both the XP and the crafting systems. Players should now be able to advance to level 11 by the end of Chapter 2, and the penalties for using companions and summons have been flattened. Players should also be able to craft many more (and better) items from both mundane and magical materials alike.
I'm not planning to do much more to revise Chapter 1 and 2 for EE, though. The reason is that I've decided that any new modding efforts on my part are probably better devoted to resuming development of Chapter 3, which I suspended several years ago to begin writing my Sanctum of the Archmage novels. I've opened up the third module again in the EE editor, cleaned it up, and finally finished the extensive scripting needed for the elaborate "flying system" that it will feature.
Finishing Sanctum 3 will likely take a while, given my other commitments (writing, work and life in general). But all of it will be done in and for EE. And I'll be looking to take advantage of every opportunity I can to include new content and features made possible by the extended edition.
Post edited by Andarian on
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The Picnic
The Archmage
The Beastman King
March of the Guardians
Here's what I'm currently working on:
- Improving character models with Gunner's Body Rebuild Hak
- Improving head models with TheBarbarian's NWN Heads Hak
- Improving placeable quality with Zwerkules' Placeable Facelift Hak
- Replacing all the standard skyboxes with @Savant1974's new Artful Skies
- Re-making all of the forest areas in the early scenes of The Sight using Sixesthrice's Wild Woods tileset. (This is something I've wanted to do for a long time.)
Here's a quick sample. For those familiar with the mod, this is a WIP re-make of The Hidden Valley, just prior to meeting Len and Robin for the first time.Hm. In fact, I should do some tests of that...
RealArtful Skies:Enter night!
Take my hand!
Off to Andarian-land.
P.S. Those are Artful Skies still
The problem, of course, is that the extensive list of other skyboxes that I had Chapter 3 set up to use just don't compare anymore! I think I can replace most of them with the new skies, but there are a couple (notably the mountainscapes) that I'll need to look into getting better replacements for as well.
The load time increase was noticeable, but by no means prohibitive. My current rig has a lot of horsepower, and typically loads even large areas in Diamond and EE very fast. I can try testing it again and timing the difference, but from memory I think Real Skies added perhaps five seconds to what was probably a two or three second load time.
I'm testing the NWN:EE update now. Except for a few very minor (and already fixed) issues, it looks good to go. I'm getting ready to finish the first module and move on to Sanctum 2. I'll post updates.
The only major impediment now is the need to re-make the soundtrack to deal with the audio bug. I can't just keep waiting for it to be fixed, but I still have a lot of BMUs to re-make to work around it. Then I need to update the documentation, and after that, re-package the mods for release.