After departing Calimshan, you sail north to the Nelanther Isles and Tethyr, fighting pirates and monsters, as you search for a book valuable enough to gain entrance to the great library of Candlekeep, even further north.
Swordflight Chapter Three is an epic adventure, that, like previous modules in the series, features challenging tactical combat, old school dugneon crawling, extensive content and sidequests specific to class, race and alignment, numberous role-playing opportunities, and more.
The following 5 hakpaks are required to play this module:
SwordflightB.hak (found on this page)
ctp_common.hak, ctp_loadscreens.hak, ctp_dwarf_hall.hak (found on the CTP page linked to below. Note that ctp_common & ctp_loadscreens were also required for Chapter 2, so if you have been playing the series through you may already have them)
wrm_SeasonalV10.hak (found on Lord of Worms' tileset page, linked to below)
Version History (see Readme for details on changes made):
3/4/2017: v. 1.02
8/12/2017: v. 1.03
11/6/2018: v.1.04
7/4/2022: v.1.05
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As per the first two installments Chapter Three exudes dedication and mastery of the craft (of building a traditional D&D campaign).
Congrats on the release, Rogueknight 333!
For those who wonder how I can vote already.. Rogueknight 333 was kind enough to allow me to playtest a beta version of the module. The degree of polish in the beta surprised me.. I found lots of typos but only a few bugs and oversights. Nothing game-breaking. My write-up is posted here (spoiler warning).
Thank you very much for all you are doing to promote my modules, Lilura.
I was making revisions up to the last minute so it is always possible I introduced some new bugs while fixing other issues.
Hi, it just so happens I picked up Neverwinter Nights a few months back, was disappointed with the original campaigns, then I stumbled upon Lilura's blog and saw the recommendations for other modules, finished the first two chapters of Swordflight about a month ago, so the timing for the arrival of the third installment coulndn't be better for me personally! Exquisite work Rogueknight333 with the first two chapters!
Thank you, Veeteck, I am glad you are enjoying the series.
Woke up and saw on "New Modules" -- "Swordflight Chapter 3" and was overjoyed. I can't wait to continue my adventures from the second part. Thank you rogueknight333 for this series! :D
Will report back with a review once I've played it.
You are welcome. I am glad you are enjoying the series.
Wow, I'm amazed that Swordflight Chapter Three is now a thing. I'm really happy to see that even in 2016 new content is being created for NWN.
Now, I wonder if I should start a fresh new rogue all the way back from chapter 1, or just play with my old wizard... but that will have to wait until I'm done with Tales of Arterra.
Looking forward to it, will comment and rate upon finishing the module :)
I am stoked to see your update, rogueknight333! I'll play through from the start, and am looking forward to doing so! :D
Hi, I have a question regarding playing chapter 3. I found NWN on an old computer and exported my hero at the end of Chapter 2. Now I am to play Chapter 3 on other computer with this hero. On the end of CH2, the message said it saves things into Swordflight database and exports the player data. So, for the sake of continuity on starting CH3, does my new computer need only player's file or there are some other things ("Swordflight data") I should copy from my old computer?
The Swordflight database saves information about things like how much you have shifted Zarala's alignment and what henchmen you adventured with. It is possible to play later chapters without that data but it might result in an occasional missed role-playing opportunity or "continuity error." Check in the NWN/database folder on your old computer (one of many folders in your NWN installation along with the "modules," "hak" folders etc.) and if there are any files with "Swordflight" in their name in it, copy them to the NWN/database folder on your new computer.
Thanks, indeed, there were 3 swordflightB.* files in NWN/database. I copied them all and as I launched CH3, Zarala's neutral alignment (50 on good-evil axis) is already affected by my benevolent actions in module 2 (60). So it worked! Thanks for hints and looking forward to review your module here. Greetings.
Now, that is a quite unexpected yet very pleasant surprise :) Can't wait to try it through with my character from Swordflight 1+2 :)
Thanks, avatar, and to Noobzor and dacar as well. I appreciate the encouraging words.
(Coppied from Chap2) Thrilled to hear that Chapter 3 is finally out! :-)
Gonna jump in right away, thanks in advance for all your hard work!
You're welcome. Hope you enjoy it.
Hi Folks!
I'm enjoying Chapter 3 so far, but I'm finding the encounters *very* difficult. So much so, that I've had to change my Game Settings to "Easy" just to get through most of them. I used to do this as a last resort in other mods (including Swordflight Chaps 1&2) but now it's the only way I can continue. Any Ideas what I'm doing wrong? Has anyone else experienced this as well, or is it "just me"? :-)
The combat in Swordflight is supposed to be very challenging, so I suspect it is not just you (certainly it was not in the previous two chapters). Some tips to dealing with the difficulty:
1) Carry a very large supply of healing potions (primarily the custom "Cure Severe Wounds" potions & Heal potions) and do not hesitate to guzzle them without restraint as needed.
2) Use every resource. Use buffing potions, summoning items, etc. (or cast equivalent spells if you are a caster) to maximize your power in every fight. Regularly use Flame Weapon, from the Scabbard of Enhancement (and perhaps similar effects from some of the custom items) to increase the damage on your weapon.
3) Protect yourself. Maximize your armor class as much as possible (with items, spells, skills like Tumble, etc.). It helps a lot to have Zarala cast Improved Invisibility on both you and her for concealment, if you have not been doing that. Note that many monsters are prepared to hit you with special powers potentially inflicting Instant Death, Fear, Paralysis, etc. Pay attention to the special capabilities of particular monsters you are fighting and be prepared to protect yourself with potions, scrolls, etc. providing special immunities as needed. Also have plenty of items handy to remove negative status effects, like Lesser Restoration potions, Remove Blindness scrolls, etc.
4) Use the respawn system, there is a reason it is there. I am assuming players are going to get killed every now and then, and set things up so the game can continue anyway. Remember that you can rest in the respawn zone (at least if Zarala did not die first and is with you) and you are given some special buffs when you return from it. Take advantage of these features.
5) If monsters have primarily melee attacks, it is often advisable to kite them (attack them with missile weapons while keeping your distance) or lead them into traps rather than fighting with them toe to toe.
6) Be prepared to retreat around corners or into terrain chokepoints to limit the number of monsters who can attack you at any one time.
The above are just a few pointers that occur to me off the top of my head, and are by no means exhaustive. If I knew what class you were playing I could give advice specific to it, as well as advice to specific encounters if there are any in particular giving you trouble.
Neilyum, I might know the answer: I believe it may depend on your character build and playing style. The whole series sort of favours fighter-related class and assumes that in majority of cases you will be buffed as much as possible through spells and consumables (e.g. strength potions, death immunity, armor class buffers etc.). I currently play it as cleric with a few levels in rogue (to deal with traps), and fighter (for weapon specialization) and I find it challenging and balanced on default NWN medium level (rogueknight333 if you read this do you recommend switching game to Hard level in NWN menu, or your remark that the game is balanced for Hard difficulty means it is balanced in itself for Hard, with default Medium set in NWN menu). So I kick ass with darkfire-enhanced Scimitar dealing criticals every 2nd or 3rd hit thanks to keen property and improved critical, but sometimes I still die, which is... cool and demanding.
But, for example, if you play a mage, you MUST rely on powerful spells, runes of reinvigoration, support of summons, but you still might have a hard time due to rest restrictions that force you tu use expensive wands etc. As a pure fighter you are forced to spend fortune on consumables and may suffer from defficiency in armor class. In my opinion this game is most enjoyable as a hero with cleric or paladin levels. Why? So far I have survived the initial labyrinths and I noticed that even with consumables, good AC and gear from Chapter 2 you can easily die if you charge directly into crowds of enemies. However, if you play tactically: i.e. try tu use doors or narrow passages, use potions of invisibility that disorient enemies and gives time for healing, you can beat the fights easily. You should also appreciate items you found in previous modules such as Magekiller shield (casts Spell Mantle!), or the sheild of elements that allows for switching elemntal resistances.
Mind you, you can still play this game like a barbarian, frontally charging the crowds and spreading mayhem, but only under one condition: you need all the buffers you can get. In my case it means: auto-haste from items, Improved invisibility (cleric Trickery domain), Stoneskin (cleric Magic domain), Divine Shield and Might (cleric's/paladin's feats, +7 AC, +7 divine damage for 7 rounds with charisma 24 thanks to cloak and buffs), Divine favour (+4magic damage), Darkfire (+2d8 fire damage) and so on. And if things go really bad I cast Ultravision (so I can see in the darkness) and then Darkness, which makes enemies effectively disoriented, clueless as to where I am, and vulnerable for sneak attacks. Aha, and as a Cleric I save money as I use consumables rarely.
Hope this helps.
To RK333 and Greg: Thank you both for your quick and informative answers! :-)
I've always played a Paladin/Fighter, and I employ all the tactics/tips/tricks you describe, and yet I'm struggling all the way through this mod so far.
I've just completed the Dwarven Ruins for example, and barely survived their ghostly attacks. I've also noticed that although she plays her Bard Song often, Zarala no longer attacks with her (preferred) bow or scimitar. I've tried the usual radial commands like "Guard Me" and "Attack Nearest", but she just stands there, invisible and immune to attacks.
Another problem I'm having often, is when I do eventually die and chose to reload a previous Saved Game, I crash to the desktop. This has happened *dozens* of times, moreso in this mod then all the mods combined that I've played in all the years of playing NWN! It really feels like something is wrong, and I don't know what to do about it.
(I have a pretty current PC running Windows 10 with a decent video card and 16GB of RAM, so I very much doubt if it's a hardware problem.)
I appreciate your comments and advice, and I'm looking forward to any other thoughts and/or ideas! :-)
Well, again, the module is supposed to be hard, so if you are barely surviving, rather than not surviving, you are actually doing fairly well.
The module is playable but difficult for any reasonable type of character, but different classes will often need to employ different tactics based on their particular strengths and weaknesses. While from one point of view playing a fighter-type might be easier (good BAB, AC, HP, etc., & in general more inherent survivability, less dependent on rest than casters), from another they can be problematic since they have less versatility than most other classes and fewer alternatives to head-on charges.
Bioware's AI has long had various quirks and bugs in it, and I have been getting a lot of complaints about it, since the problems it causes are particularly noticeable in a very difficult module like this. Invisible henchmen getting hung up & doing nothing sometimes is a known issue. I included the "Bugle of Command" you can purchase (when blown has a henchman instructed to respond to it - in the tactics dialogue options - stop anything else and attack the nearest monster) as a very imperfect quick fix for this and it can often be used to break henchmen out of this. In particular, it can be important to get an improved invisible henchmen to attack at least once so monsters can actually target them (getting hit tends to break them out of doing nothing quickly, and it is often good to divide the fire coming your way).
Note also with Invisible henchmen who are casters that sometimes they also appear to be doing nothing when they are actually in the process of casting a spell (invisibility often prevents you from seeing the casting animation it seems). They do genuinely do nothing sometimes, but the problem may not be as frequent as it appears. It can be a good idea to instruct Zarala not to cast spells in combat (just cast buffs on command beforehand) - this tends to make her more active & useful in many situations (though the spells she casts can sometimes be useful too).
Given the number of complaints I have been getting about the AI I am beginning to think Bioware's may not be good enough and might have to be fixed up to some degree, but if so I suspect that would be a major endeavor on my part - not sure there is any adequate quick fix for it.
Not sure why you would be having so many problems with crashing & reloading. I have not noticed any such issue playing my modules myself, so it may well be a problem with your NWN installation generally. NWN can be finicky about working with modern operating systems so having a good computer does not guarantee it will run problem free, it actually sometimes runs more smoothly on older machines/operating systems. Perhaps, like the henchman AI, you are simply noticing a problem more here because you have to reload more frequently than is usually the case. You might want to try letting yourself get frequently killed and then reload in some other module to test if the problem is indeed specific to Swordflight or not. In either case, unfortunately, addressing that issue might require someone with more technical expertise than myself.
Now that I am playing Chapter 3, I have also encountered the problem where the game crashes on Reloading a saved game after I have been killed or want to replay from a previous Save. The problem occurs on 90% of the reloads.
Now back to trying to kill the Doom Knight - have not managed to come up with any plan that doesn't get me and party killed :( There must be something I have not thought of - but I cannot think of it.
Not sure what to tell you about the crashing, as I have still not been able to reliably replicate that issue. Recently doing some testing of Swordflight 3 on a different machine from what I normally play on I did encounter some crashing when I reloaded many times in a short space of time, but not otherwise. If the frequency of reloads is indeed relevant, relying more on the Respawn system and less on reloads in difficult fights might help, if you were not already doing so. Other players have suggested disabling shiny water and going back to the main menu before reloading a game as possible fixes/mitigations of this issue.
The Doom Knight is indeed a very difficult foe to defeat, potentially the hardest in the entire module, though that is somewhat dependent on your character's class and capabilities. Using "Undead Wards" to protect the party from negative energy damage can help a lot, if you have not been doing that. If you want more specific advice I might need to know more about your character build.
Many thanks for responding.
I have Shiny Water disabled. It seems that some areas are OK to reload and most are not. Going back to the main menu did not work for me. Reload frequency did not seem to be the issue - Load game play and then reload and it would crash - even if I had not been killed. To be fair, I have experienced this issue on 1 or 2 other Mods.
I did come up with some tactics to defeat the Doom Knight that worked for me - won't say anything unless someone asks :)
I have a similar spec machine and had crash problems in The Prophet Chapter 1. Something that worked for me was to load up other apps (such as Outlook, Word, Excel, Browser) until 30% of memory was being used, before starting NWN. I have no idea why this resolved the issue (which was in a particular area of The Prophet), but it might be worth trying to see if it works for you.
Neilyum my point is that with Fighter/Paladin build it may be still much worse to proceed than for a Cleric (with Trickery & Magic Domains)/Fighter, as the Paladin - although posessing Divine Might/Shield, cannot resort to very powerful Clric spells described above, like improved invisibility, stoneskin, divine favour, but most of all darkness --- if you cast darkness, while being able to see through it, you receive a tremendous advantage. Don't underestimate it.
As to AI I had a problem as well, invisible Zarala in many cases ramains idle, so in principle I do not rely on her as to tactics, frequently telling her just to "stand her ground". This problem did not happen that frequently in previous chapters (probably because she did not cast invisibility so often). If you are up for a tough fight, casting stoneskin on her as a means of protection & spells she can cast herself through conversatin, forcing her to use a bow, and preventing her from casting any spells in combat would certainly make her more useful.
To Neilyum
You could talk to Zarala, change her tactic and don't use any spells. She will be much more aggressive. Don't forget to ask her to buff self with long lasting spells before combats though.
The ghosts in Dwarven Ruin do not have True Seeing. You could simply cast invisible and pickup the bones (Ask Zarala to do it it you can't).
I was playing as a gnome illusionist and invisibility really works wonder. I could skip 90% of combat encounters (10% being dragons and helm horrors) and kill the area boss with a nearly full spellbook. I seldom use potions since I can cast mind blank myself. Now I have 300k gp and 6 pages of potions/scrolls/wands/healer kits/runes of invigoration in my inventory at the end of chapter 3.
I also have the problem of crashing. I'm pretty sure there is something wrong with the module. I dont have any solution except save often.
Thanks for providing this advice, sehnsucht. There are many ways to make fights easier with intelligent tactics, as you demonstrate.
As far as the crashing goes, I still do not know what is causing this, but if it is only or primarily happening in Ch. 3 then it may well be some sort of issue with some of the custom content I was using for that chapter specifically. If it is happening in other chapters as well then it is most likely an issue with playing NWN generally on the most up-to-date computers, since Chs 1 & 2 were played for many years without any such issue being reported. Whatever the case only certain players seem to be affected by it. To narrow down possible causes it might be helpful if those experiencing such crashes were to report:
1) the operating system and graphics card they are using, and perhaps other system specs
2) what overrides, patch haks, or other non-standard modifications to NWN they have made
3) whether they experience this mainly in Ch. 3, or in all modules in the series
4) whether they have ever noticed anything similar playing other modules, especially large ones with lots of hakpaks
If the above information were available, we might be able to find something people experiencing this issue have in common.
To Rogueknight333
Thank you for your great module and quick reply.
Here are the answer to your questions
1) The operation system is Windows 10, 64-bit version, Graphic card is Nvidia geforce GTX 980.
2) I have only installed CEP2.62, and other required projects for Aielund Saga and Swordflight Series.
3, 4) Only in Chapter 3. I didn't experience this in other modules, including Chapter 1 and 2 of Swordflight saga.
To Rogueknight333
Thank you for your great module and quick reply.
Here are the answer to your questions
1) The operation system is Windows 10, 64-bit version, Graphic card is Nvidia geforce GTX 980.
2) I have only installed CEP2.62, and other required projects for Aielund Saga and Swordflight Series.
3, 4) Only in Chapter 3. I didn't experience this in other modules, including Chapter 1 and 2 of Swordflight saga.
To RougeKnight333, Surazal, and Greg, thank you once again for your timely and thoughtful suggestions! :-)
I will try different tactics and commands, and hopefully things will improve. Also, I had already purchased the Bugle but totally forgot about it, so I will definitely give that a try! Right now I'm investigating problems at the Thoryl Estate, so wish me luck! :-)
Remember that to have Zarala (or any other henchman for that matter) actually respond to the bugle, you first need to talk to her and instruct her to respond to bugle calls in the dialgoue option to discuss tactics. Even the bugle does not seem to work 100% of the time but it can improve things.
I am no expert when it comes to crashing problems and such, but you are more likely to have problems when loading large areas made with custom tilesets. Naturally having other applications running in the background also increases the probability of trouble.
Looking around I came across this: https://neverwintervault.org/project/nwn1/other/my-henchman-stops-fighting-bugfix. I have not had time to try it out to any significant degree myself, but it just might be a quick fix for at least some of the henchman issues. AFAIK the custom feat.2da it uses should not conflict with anything being used in Swordflight (I cannot speak for other modules). Players who are having trouble with the henchmen might want to try it out and see if it improves things. If so, let me know, and I may incorporate this fix in later chapters.
The goblinoids plaguing the Thorl estate can be quite dangerous if a lot of them concentrate their fire on you at once. It can help to distract their attention with summons, approach under cover of stealth/invisibility, and take out some of the highest DPS types quickly. While as a general rule having Zarala avoid casting spells can be a good idea, in these particular fights some of her Confusion spells and such can actually be quite handy (assuming you do not let her confuse you too!).
@Neilyum
I can only second Greg's recommendation: try a cleric, if you find combat too difficult. Having played a druid through chapter one, and tried a cleric in chapter three I can say divine spellcasters have it easy. (I actually gave up on my cleric, because it was a bit too easy.)
This is because the clerical buffs protect from almost everything that can be thrown your way (I recommend using the extend spell feat), while the enemy AI is about as bad as the henchman AI at dispelling nad therefore fails to remove them. You've got word of faith (no save against it) and hammer of the gods against enemy groups - again, the AI is not good enough to deal with it, even if they have a spellcaster among them, and harm/heal against powerful foes (which is why I'd recommend also the spell penetration feats).
You can also keep your henchman alive far easier if you memorize a second set of buffs for them. Especially important in case of Zarala, because she is made to hang back and use her bow and cast spells, but she doesn't do that. Often enough I've got her charging into the fray (and she doesn't even equip the shield she comes with) for no reason whatsoever. (and hey, at least clerics also get the resurrection spells)
The only pure melee character that I suspect would have it as easy would be a dwarven monk.
edit: As for the loading problem, I had it too, until I changed these options in the nwnmain.exe (right click > properties): set the compatibility to windows XP SP2, disable visual designs and disable desktop composition. (though the last two were because I had problems with movies not being played)
@RogueKnight
I'd appreciate it if something could be done about Zarala, because you are required to keep her alive, but the only reliable way I've found to achieve that is to leave her out of battles altogether. I recall Aielund had very good options for less robust henchmen, e.g. you could tell your archer to try to keep their distance from the enemies, which they then did. Something like that would be very useful here, because melee opponents are too strong for her, even if she is buffed.
Thanks for your sharing. I found out that setting the compatibility to windows XP SP2 works in my computer.
To RK333 and Chimaera, sorry for not replying sooner!
I got hit with 2 bugs simultaneously...I was personally out of it for a few days (better now, thanks) and then My PC got hammered after a corrupted Windows "Anniversary" Update! I had to reload/reinstall *eveything*, including Win10 itself and NWN. Thank the Gods for backups! :-)
Anywayyy, thanks again for the tips, tricks, and suggestions!
Another excellent module from Rogueknight. It has its flaws, but even with those flaws it's better than many other modules that I think deserve a 10 so downvoting it hardly seems fair.
Thanks for voting, Balkoth.
Has anyone an idea on how to stop Zarala from casting spells completely? Even if the two conversation options are chosen (don't dispel, don't cast unless told so), she still does the following:
- cast healing spells when wounded. This is what gets her killed so often, because she does this instead of using healing potions, even though her spells are too weak to heal her properly.
- dispels my PC's area of effect spells. This seems to happen if she finds herself in the range of the aoe, which happens often due to her randomly switching from bow to melee, which practically means she wastes my PC's spell slots. :-/
edit: Would it be possible to make her a custom item that gives her 100% casting failure? Or an item that drains all of her castings (as if she exhausted them)?
Those are among the many annoying quirks of the AI.
It would certainly be possible to impose 100% casting failure, though that would be less than ideal since I suspect she would still attempt to cast spells, even more uselessly. I suspect your 2nd suggestion, draining all her castings would be possible too but I have not yet had the opportunity to actually test a script to do that. Something for me to think about, though that could also interfere with her casting spells on command.
The 100% spell failure would cause problems on its own, I agree, but her dispeling attempts are a bigger one, because she often succeeds at them. Perhaps the draining of spells would work better, as the PC could tell her to buff and then remove all of her remaining castings afterwards. Right now this can be done only via dialogue, telling her to cast until she runs of of spells, but as you need to repeat it until she's done, it gets annoying quick.
I have finished this wonderful module and have no doubts it is already going epic, thus really shining and challenging best epic, multi-module stories such as Aielud saga. From the story itself to great new tilesets (e.g. cool city docks, realistic wilderness, dwarven ruins) this module offers another installement of engaging, dynamic story and EXTREMELY challenging fights (I'll repeat my recommendation: you should wield shield & have some cleric and rogue levels for stat boost, trap handling, divine shield/power and added armor class, otherwise you will have to play this module like a guerilla squad: attacking, retreating, healing and then luring baddies out... tedious). Overall, I grant 9.5. i.e. 9/10 with lean towards ten (though I mark it as ten to make the module more visible on the vault). For the story, the climate, the replayability (different subquests for evil/good and even for different races!). Even the thing I was complaining about in Ch2, namely necessity of tedious backtracking, is limited here and not problematic as area design in CH3 is improved (no bloated areas) and you have boots of speed. Cannot wait for the next installment, rogueknight. I am really glad I reinstalled NWN when your module was aired.
Minor things that were lacking (the one point lacking to 10/10): - no custom music, whereas music can transform your gameplay if your are an emotional type (to be precise, there is one new musical piece repeated on and on an on), - personal depth and characters of the people you interact with could be improved in ADWR-esque manner (well, I know this might not be the focus of this module, but IMHO the module would benefit from this; if you do not like/want to make it as complex as in ADWR, consider how interaction with henchmen (Pirotase) became a pivot line that made you enchanted with Twilight& Midnight paladin modules; is Zarala such a flat personality that she thinks of songs all the time? cannot she become melancholic over loss of her father? be drained by the constant chase, or in Ch4 captured by the drows who want to break her morally etc.).
Some glitches (spoilers follow):
- during final escape from the dragon it happend to me a few times that either the dragon follows you to the cave or that Zarala does not follow (in both cases this breaks the plot).
- it is said that a type of special weapon you are to receive by the end of the module is determined when you first meet a certain person in the tavern. It is supposed to be the type you have greatest specialization with. But this algorithm does not work: in Ch 2 I got focus in heavy flail, an subsequently, in same chapter, focus, then imroved crit, specialization and in Ch3 epic focus in scimitar; however, the weapon I got was heavy flail, which effectively meant I had to sell it as my character was better off with Savage Scimitar from Ch2.
- behaviour of henchmen was problematic as already discussed here, but I understand it is the problem of the game NWN game itself, not the module (btw. I somehow could not locate "the buggle of command", where was it?).
Thanks for the vote and comments, Greg.
I would have liked to have included a bit more henchman banter and other dialogue than I did and you are right that this is a bit lacking considering the importance of certain henchmen and particularly Zarala to the story. Unfortunately too many other things took priority and there are only so many hours in a day...
Definitely sounds like something buggy was happening for you during the final escape sequence, will have to look into that. Do you remember anything distinctive about the circumtances when those events (Dragon appearing or Zarala not appearing in the cave) occured?
Typically, to give a weapon tailored to a character's feats, I go through a list of every weapon and check if one has a Weapon Focus or Improved Critical Feat for it, since those are prerequisites for any other weapon-specific feat. If you have taken weapon-specific feats for multiple weapons (rarely an optimal build strategy, btw, quite apart from this specific issue), unfortunately, it is hard for computer code to figure out your priorities and you will get the first weapon on the list (usually the one with higher base damage), which may not necessarily be the one you would most prefer.
Assuming you do not have a Bugle of Command acquired in Ch.2, one can be purchased from Ochiram's store on the Sword of Valkur, as well as from the Halfling merchant in Zazesspur who sells musical instruments of all sorts (found in a building a bit northwest of the center of the Market area).
Yes, the weapon focus in heavy flail was a bit of the waste of feat in my case, but I took it as i found a very good flail helpful at some point in Ch2. Btw. the glitch I refer to could by amended if your algorithm would not take a chronologically first focus, but rather the most advanced weapon-feat (i.e. checking first epic focus, then weapon specialization, and finally focus/improved crit. Greetings and see you in Chapter 4 :)
It could in theory, but that would make the relevant script many times longer than it is, longer still if I tried to compare different combinations of various feats in an attempt to figure out a player's priorities and after all that there would still be some possibility of error for a weird enough build (e.g., if a Fighter has Focus, Specialization, and Improved Crit for Weapon A & Focus & Epic Focus for Weapon B, that means...I am not exactly sure what), with benefits only in rather rare cases. See above about there only being so many hours in a day.
rated 10/10
Again, an improvement on part two; the "modular" approach (if it can be called that) works far better with the old-style dungeon crawling, in my opinion.
There is one issue remaining - and that is Zarala's AI. This is especially problematic in this chapter, because you have no choice but take her along. And while it could be said that it somewhat fits her character, the reality is that her antics in combat get annoying very quick. It was (barely) tolerable at lower levels, but as an epic bard, her spells start packing a punch, including her dispels, which she can't be dissuaded from casting.
(And I have to second greg, she needs to get more involved in the plot and her conversations with the PC should be expanded, if only to provoke some emotional response from the player beyond annoyance.)
Thanks for the vote, chimaera.
Zarala is indeed supposed to be somewhat annoying and tactically stupid, though I realize the astounding stupidity of Bioware's AI can overdo that aspect of the character. I do not recall in my own testing that she used Dispels all that frequently though naturally it was troublesome when she did.
I agree this module could have used a bit more plot-related dialogue than it has. I was perhaps a bit too old school in the this module in my approach to the main plot (most old school modules tended to adopt a minimalist approach to the main story, leaving much to the player's imagination), which was neglected to some extent for pure dungeon crawling - mainly due to lack of time, I will try to improve some of this in future chapters.
I wouldn't say she cast dispels that often - it happened when she found herself in the aoe (cast by my wizard) and was negatively affected by it. The reason it is a bit more of a problem than in e.g. bioware campains, is because Swordflight has much tougher combat and a limited resting system.
As for the story, I'd say the main plot is fine as it is; my suggestion was solely about giving the player more opportunities to interact with Zarala. I think leaving that to the player's imagination doesn't work (or at least it didn't for me) - because Zarala is your creation. It is therefore difficult to imagine what she would think or say in any given situation. More dialogues would give the player the opportunity to know her better.
As usual, one of the very best modules out there. The Swordflight series is truly awesome.
However, I've knocked this part down a couple of points.
The first is simply because I don't quite like it as much as the 2nd installment, thus I would have given it a 9. In fact Swordflight 2 is probably my most preferred module ever, and unlikely to give a 10 to any other module in future.
However, every fight is starting to become very tedious, since they are all equivalent of Boss fights, and therefore grindingly repetitive. It also means there is nothing really special about Boss fights, therefore lacking a climatic wow factor. That drops the module another point imho.
So far, a 9, a 10 and a 8, for parts 1, 2 and 3. Keep up the good work.
Edit : It appears I missed a large chunk of the module, several chunks actually, and thus revised my score to 10.
Thanks for the vote and comments, Nick. I can hardly complain if your main criticism of the module is "not as good as Swordflight 2," and I am inclined to agree myself that it does not quite measure up to that standard.
Hi, I have a problem:
"you should have Quord with you when talking to this person" - Norab
Quord is dead(died in one of the first battles with "no body" as always in this module). What now? I really hope not to restart entire Maze episode.
Spawning quord001 not helps much cuz you need to have him in "henchmen" state according to script conditions.
In the first place, whenever a henchman dies, he should, and in my playtesting and that of others does, leave a body that can be raised by casting a Raise Dead or Resurrction spell on it. If this is routinely not happening, you have some other bug going on, and one that is likely to cause you future problems, since you are often required to have particular henchmen present to participate in conversations. Are you sure Quord did not just die someplace where his body was hard to see, such as in the lava in the Abyss? If in fact his body, or that of other henchmen, is disappearing and denying you the opportunity to raise it, you might want to check if your override contains anything potentially causing such an issue.
In any case, there is a Debugging procedure that should return him:
1) Enter Debug Mode by hitting the tilda key ("~") and then typing DebugMode 1 (after hitting the ~ key you will see your Debug commands being typed in the upper left corner of the screen) and hitting Enter.
2) Type the following:
dm_runscript s_test011
and hit Enter.
3) This will cause Quord to appear nearby, though not as a henchman (It is better to spawn him through the above script, not directly from Debug Commands). Next type the following Debug Command:
dm_spawnitem a_testobject001
4) This will cause an item called a "Testing Orb" to appear on the ground wherever your cursor was located. Pick up the orb, and talk to Quord with this item in your inventory. This will cause a conversational option to come up in which Quord offers to join as a Henchman. Select the option agreeing to this, and he will join.
5) When done, discard the "Testing Orb," as having it with you could cause various issues later on. Finally, leave DebugMode by typing DebugMode 0, and hitting Enter. You should now be able to proceed with Quord in the party, without issues.
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