![]() ![]() ![]() I think stuff like that should have been adapted to the more recent game you're playing.īesides, another player here stated that it's unfinished too, so. Play directly with Dark Souls and be done with it at that point.? Same principle here.Īnother thing for example, i suppose that having people walking through the streets or something like that was maybe asking too much for old game's graphics, but not with more recent games, and here, you go around, and aside bandits, THERE'S NOBODY AROUND. Like people who wants to port Dark Souls almost entirely into Skyrim or some such. Your efforts to recover the Tear inadvertently draw you and your group into a violent, three-sided. You either like the game you're playing and you want to make a remake of that old game for this one, and in that case i suppose it could do, or it's better at that point play directly with the original game. A band of ruthless pirates - in the employ of Sidi, a shadowy, half-mad sorcerer - attempt to seize the Tear from the Ishapian treasure ship but in the process, they sink the ship accidentally, sending the Tear to the bottom of the Bitter Sea. It's always silly trying to port an entire game into another even with gameplay and some such. I suppose helps a lot get in the right atmosphere.īut in my opinion the nice things end there. The nice things: Areas are surely well made, AND the fog of war here works perfectly (i'm amazed, i thought it was buggy for principle)Īnd there's a lot of stuff ported from that game, like cutscenes and musics. For a 'stoned' fella like myself, if after two minutes from the beginning you already forgot the city where you have to go, well, you're screwed. Meaning that you have to use the character that has been given to you, you have to play the way the author set (trying to adapt nwn2 mechanics to that game) and you have to read AND MEMORIZE every important dialog, since it seems only useless stuff gets written in the journal. This module is an attempt to port a game of '90 into nwn2. Patch for Fog of War UI (instructions included, HAK editor required) Here is the archived copy of the file download table: Name On the old IGN Vault, this module received a perfect score of 10 out of 10, based on 7 votes. You will still need the patch if you downloaded before 3/17/11 3/18/11 - The BaK files should now be updated with the fog of war fix.HAK editor required, I prefer Ewald's 2da/tlk/gff/erf Editor 3/17/11 - Thanks to Lance Botelle for supplying a patch to update the fog-of-war files.Dave Cromwell's Treasure Island Scaling. ![]() Everfire Forge - Legend Hero Weapons for Nwn2.LB Map Functions - Fog of War! (Lance Botelle).I highly recommend using TonyK's AI mod, which enhances the combat and group control significantly.Īmong many others, I am indebted to Merle's Wordlock/Riddle creator for the Moredhel chests, Edward Beck for the HCR2 subsystems for rations, torches, and resting, and of course the Betrayal at Krondor Help Web () for its invaluable resources. Please read the instructions carefully when installing. Your comments and suggestions, however, are welcome. This is a beta version of the first of nine chapters, so please no voting as this is still a work in progress. The first chapter is a bit slow-moving, but I assure you the game quickly picks up the pace as the chapters progress. This is by no means a hack-and-slash episode: careful attention to the storyline and character development is crucial for your enjoyment of this game. I'm trying to match the original game mechanics as well as I can while still 'reinterpreting' the game with the NWN2 engine: Weapons and armor are damaged in combat and must be repaired rations are required for survival, etc. Suffice to say that no-one can claim to be an old-time RPGer if they have never set foot in Krondor :)įor good measure, here's Matt Barton's interview with Neil Hallford.An up-and-coming remake of the 1993 Dynamix game Betrayal at Krondor, based on Raymond Feist's 'Riftwar Saga' novels. Sierra made the game freeware in 1997 to promote their own sequel Betrayal at Antara (which, without either Hallford's or Feist's input, is a pale shadow of its predecessor). Feist (who only lended his fantasy world of Midkemia and gave support to Neil Hallford - the factual author of the game's narrative), memorable characters, a cool spellcasting interface, and an abundance of optional sub-quests and riddle chests. Flat "paper-doll" digitized graphics is just about the only criticism you can level at this classic, which features an excellent plot NOT written by best-selling fantasy author Raymond E. One of the best RPGs ever made, Betrayal at Krondor is a classic example of games that get rave reviews yet do poorly in stores (at least until it was re-released on CD-ROM). ![]()
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