NEVERWINTER NIGHTS Module 'Halls of Beyondearth'

Updates and fixes
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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...

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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!

    Source: geocities.com/nwn_mods