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Along the way, I take some of the feedback to heart and I have added map pins and journal entries and an assortment of other tweaks, bug fixes, and enhancements. Just been a long road off and on, being the sole developer on this project in my spare time (which isn't easy to come by with 3 kids and a full time job).
I'll keep plugging away at it as I can.
- could use some more map pins as transitions are not clearly indicated
- some areas are empty, devoid of life etc.
- some placeable-type builidng's doors are not reachable
- Mulligan, Will (balcksmith in Great Fork) and other NPCs are missing portraits
- Heldafer north gates lead to south of heldafer
- apparently camping in a cave is disorderly conduct (Nertohrt Forest Cave)
- Blaecarus Tavern patrons respond as if we were in Neverwinter
- You cannot buy 2nd rope and you use the rope up in the mountains with no way to retrieve. Then you can get stuck in some pits.
TYPOS:
"recieve" - story book
"nex" - all henchmen
Important note for players without DM is that only the 2 main quests are actually scripted. You can also visit some small dungeons, but most of the map is populated with non-responsive NPCs, no mobs, inconsistent loot. In other words the DM is required.
Also the first quest - one you take at level 1 - is to slay the Dragon! Unless your build can somehow deal a lot of damage it is impossible. You will be given a lot of overpowered eq, but being 2-3 hits from death with dragon hitting consistently.. you should get a few levels outside the starting town before finishing that quest.
The module is beautiful, but sometimes clunky with execution.
Some QA:
- Many NPCs are mute
- pests in Matilda's tower do not give XP at all (rats and fire beetles)
- strange javelin that seems to be important in defeating the 2nd quests goblin boss cannot be used by non-martial classes like rogue