NEVERWINTER NIGHTS Module 'Halls of Beyondearth' Updates and fixes ----------------- 27 Feb 2004: - Spelling mistakes in the conversation wiith Lorin - A door in Misty Armoury is detected as bbeing trapped but trap is not activated (trap removed) - In the house containing a zombie corpse there was a door which could be destroyed but there was no exit (made it undestructible) - Temple entrance faced the wrong directioon (rotated) - Added the 'portal-lesson' in the converssation with the healer in the temple - Replaced free XP with free gold when givven the Amulet quest - Raised floor in Dark Area made reachablee by a ramp... - The door in a tower in Everlast City wass trapped. Made it detectable but cannot be disarmed - Merchenaries conversatons - Updated conversation with wizard in cityy. - Merchanaries conversations 28 Feb 2004: - Fixed Nord's conversation (when the sworrd was returned the quest could not be terminated) - Renamed 'The Liquid of Death' to a more approprate liquid (since the potion does not kill but cures!) - In Dark Part there was a doorway that haad no door and lead to nowhere... fixed it - Again in Dark Part, there was a church llike door that could be destroyed... fixed it to be indestructible - From dark Part to Forlorn area the transsition was a little shacky (from a breach in a house one ends up in a forest) Fixed it by adding 2 new areas and made the transition more 'believable' - Arranged the City Gates in the Dark areaa bottom part.... now they look much better! - A group of undead spawning in the Forlorrn Area was too difficult so I decreased the selection of monsters from the group to make it more balanced - Fixed small bug when retrieving the Potiion of Black Liquid for Butta and giving it to him the item still remains in the inventory 3 Mar 2004: - Fixed Crypt Door in Forlorn Area (now itt removes the key when opened) - In House of the Dead there was no waypoiint to upper level. Fixed. - In House of the Dead the encounters in tthe middle of the central room were too hard... made them more 'humane' ;) - In House of the Dead Basement fixed openning of door automatically when sorceror is killed. - Conversation fixed with the cleric insidde the temple. 4 Mar 2004: - Removed a lich which was impossible to kkill from Forlorn Area and placed 2 zombie warriors instead... 5 Mar 2004: - Changed Hyndporl conversation to allow pplayers with any alignment to gain access to the tower but introduced a new character, the treasure chamer spirit and gives key depending on alignment of player and opened certain chests - increased some spiders in Hold of the Unndead 7 Mar 2004: - the cellar key to the cellar where Shareei's mother is kept was not working due to some tag variation... fixed and tested. - Hyndporl spawned with the old conversatiion file. Fixed it to spawn with the new conversation file - Changed the prostitutes conversations too basic ones cos the conversation files were bugged. I will test them out when I have a little free time - Butta referred to the location of the soorceror as to be in the centre of the city... fixed - fixed conversation of the housewife. Iff she turned hostile then all the city turned hostile! - Removed zombie corpse in a House in Cityy of Everlast and made 2 bandits... makes more sense and sometimes zombie corpse spawns into a zombie lord which is very hard to kill at level 1 8 Mar 2004: - replaced an average electrical trap withh a minor tangle trap in the dark area. It was being too fatal :P - changed the part of the conversation witth Dili the healer regarding the portals... - when the cleric gives the quest in the ttemple he used to give XP too... now replaced with gold - decreased AC of the vampires in the Darkk part Area... they were impossible to kill (almost) 13 Mar 2004: - replaced all traps with minor version off the same trap (e.g. from average spike trap changed to minor spike trap) - some encounters were still too difficultt so I decreased the spawned creatures - disabled all henchmen. They didn't workk well so I disabled hiring them... I will test them thoroughly soon maybe I will enable them again! 14 Mar 2004: - in Dark Part a church door could be openned but leading to nowhere... fixed (locked) - created a copy of the vampire warrior annd skeleton chieftain and decreased their abilities. They were too hard! 16 Mar 2004: - Fixed transition between Dark Part and FForlorn Area - Added an area in Caverns beneath the Towwer (a shack) which contains a vampire berserker with a key to unlock the door to a lever and added a trigger to open the second door. This was done because the door couldn't be smashed down! 30 Mar 2004: - Dark Area: fixed 2 archers who were "flyying" - Dark Area: cage walls could be passed thhrough so placed some boxes 3 Aug 2004: - The Vampires in Dark Area guarding the eentrance to Temple of Blood were replaced by Vampire Guards (they were too hard for such a low level player) - In Caverns below the Tower there was a ddoor missing. Fixed. - In the same area, there was a deadly traap when arriving at the door of the Shadow of the Warrior...Decreased the strength of the trap - Changed all encounters in the Tower fromm the hard default vampires to my custom vampires (basically decreased HP and AC) 5 Aug 2004: - Decreased the level of the Skeleton Chieeftain because it was being too hard (at level 6 i couldn't beat it) - The brides on floors 2 and 3 didn't spawwn when the player touched the sarcophagus... fixed 6 Aug 2004: - removed the lever from the upper floor oof house of the dead because sometimes it didn't open the door to the basement. There's a key instead that will open the door (with some zombies guarding it LOL) - Dili (the healer in the temple) can now start a merchant selling potions etc... ----------------------------------------------------------------------------------------------------------------------------- To note: The module can be started by a new character or by low level character (till 4 or 5 is ok, more will be too easy) Chieftain in the catacombs is a little tricky and hard to kill, but then a king's armour stolen by the undead is not going to be a walk in the park! ;) Most of all - enjoy the module!