ALFA Campaign Folder

Development of standard ALFA palettes (ABR)

Moderators: ALFA Administrators, Staff - Technical

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FoamBats4All
Githyanki
Posts: 1289
Joined: Sat Feb 04, 2012 6:00 pm

ALFA Campaign Folder

Post by FoamBats4All »

You can download the campaign folder for building/hosting from:
DM FTP/NWN2/Campaign/ALFA-Campaign.zip

Installation:
  • Navigate to <Neverwinter Nights 2 'My Documents' Folder>/Campaigns
  • Copy your download there.
  • Extract the zip file there, overwriting any files if present.
Note:
Logging into any ALFA server will delete your campaign folder resources. You may want to keep the zip file there, and reextract the files every time you want to build with it.

Live Repository / Alternative Download:
You may also download the repository from the ALFA Campaign GitHub project. This is not in the right format, however, and will take some technical know-how (or copy/pasting) to put into a single folder. If you have a command prompt with the right variables set (such as the Visual Studio command prompt) you can run 'bld' in that folder and it will get all the files neatly formatted/compiled into a 'release' folder. Do not do this unless you know what you're doing.

Keeping up with Development:
You can monitor progress on the campaign folder by following its GitHub Commit Tracker. You can also view look for related content at the technical update summary thread.

Contributing:
PM a maintainer of the campaign folder if you are interested in submitting creatures, items, placeables, or any other toolset content to the project. All work is appreciated and helps ALFA provide a consistent, standardized, less-buggy experience.

You can also discuss a contribution/change in the following topics:
FoamBats4All
Githyanki
Posts: 1289
Joined: Sat Feb 04, 2012 6:00 pm

Re: ALFA Campaign Folder

Post by FoamBats4All »

2013-09-07 Campaign Project Update:

The following changes have been made to monsters in this project. All changes reflect SRD or their respective source.

The following creatures have had their hit points and skills corrected:
Bodak, Ghast, Ghoul, Shadow, Skeleton, Tyrantfog (Zombie), Wight

Additionally, the following changes were made to individual creatures:

Baneguard:
- Note: Put in Blink, somehow figure out how to limit Magic Missile to once every 3 rounds.

Bodak:
- Now has 100% electrical immunity, instead of 105%.
- Given feats: Alertness, Dodge, Improved Initiative, Weapon Focus (Creature)
- Note: Needs properly scripted custom death gaze.

Curst:
- Removed from Campaign Folder project.

Ghoul:
- No longer has power attack.

Lich:
- The level 15 wizard lich has been ruled out of standard mob content.

Shadow:
- Corrected AC from 12 to 13.
- Intelligence score fixed from 20 (sheesh!) to 6.
- Shadows are no longer overly good at concentrating, diplomacy, healing, parrying, or a variety of other things.
- Creature hide now contains the correct skill bonuses (+2 spot/listen, +4 search) instead of +50 move silently (that is handled by the AI).

Skeleton, Human Warrior:
- Now has improved initiative.

Vampires:
- Removed various special BG vampire bosses from the project.

Zombie:
- Given mindless ACR AI.

Zombie, Tyrantfog:
- Fixed HP.
- Fixed skills.
- Adjusted from 3 HD to 4 HD.
- Adjusted from chaotic evil to neutral evil.
- Given the toughness feat.
shad0wfax
DM Admin
Posts: 679
Joined: Sun Mar 11, 2012 4:57 am

Re: ALFA Campaign Folder

Post by shad0wfax »

I have brought abr_it_amm_arrow_sa and abr_it_amm_bolt_sa (stacks of 20 silver arrows and bolts) into standards compliance and placed the .UTI files in the campaign folder.
I also added a silver short sword and a silver longsword to the campaign folder. (I didn't change resref names)

I have added the "usable on others" flag to many of alfa's potions for HDMs to incorporate into their respective modules. (abr_it_mpotion_*)

Check github.
shad0wfax
DM Admin
Posts: 679
Joined: Sun Mar 11, 2012 4:57 am

Re: ALFA Campaign Folder

Post by shad0wfax »

Gnolls updated: stripped ACR behavior type AI, due to bugs revealed in testing.
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