Moonshae Isles Releases

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bartleby
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Moonshae Isles Releases

Post by bartleby »

We have been hard at work trying to whip the isles into shape. This thread will contain information about updates and new content.

Ettercap - v1.5
November 2022

A very long-awaited release which included update to the new v8 ALFA: Sea of Swords haks:
  • Visual overhaul, aka 'Neverwinter Nights: Remastered' - A large number of base game textures have been replaced or remastered to bring NWN closer to modern day graphical standards. This focused in particular on the 'ALFA Exterior' tilset and the 'Mines and Caverns' tileset, but many other tilesets and placeables received overhauls either created in-house or pulled from Vault members' work generously shared.
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  • Tangled in Darkness: a Druids' Tale - The druids of Corwell Grove have been keeping back the bat menace for some time. Now they have enlisted Earthmother's aid directly in their attempts to cage and contain the evil that dwells below the mountains. Using the Goddess's blessings, the druids have harnessed the power of nature. The huge, living vines tended by the druids smother the entrances of the defiled caverns, preventing evil from escaping... but the corruption grows ever stronger. Who will aid the guardians of nature in tending their garden, and holding back the darkness?
    This is a complete revamp of our new-character experience: the defiled caverns aka the bat caves have been remodelled to make it possible for a sensible, tactically-minded player to make some kind of experience and monetary gain even when going in solo. Vine 'gates' now cover the entrances to the main part of the cavern, which characters can use to stem the tide of enemies and shoot them from a place of safety. The new design of the area is intended to encourage tactical thinking and a focus on survival approaches over blindly charging in and watching the dice roll, much as WD's rat hills have done for generations of new ALFA players.
    This is more than just a new layout of the entrance hall however. The caverns are now multiple areas and players will experience a new, challenging and constantly-varying quest to help the Corwell Grove druids maintain their powerful plants' in their battle to cage the beasts that lie within the caves.
  • They only come at night... - Cantrev Dynatt is under siege. Luckily, the local Militia are on hand to man the town's wooden palisade day and night. As darkness stirs in the heart of the the Llyrath, their situation becomes ever more desperate. The call has gone out: anyone who can wield a weapon is welcome to join the defence, in this desperate struggle to make it through another night..
    Cantrev Dynatt is now a fully-fledged town complete with a scripted night raid/assault static. Dialogue and NPCs are also almost ready for introducing the Dynatt Militia as a new join-able faction for combat-oriented classes.
  • Explore the isles, and [COMING SOON!] travel to Daggerford
    Ship travel to the other isles as per the legacy Moonshaes mod, has been restored, and the ship to Daggerford is now set up with cross-server travel soon to be restored to ALFA at last!
  • First faction quests
    The druids of Corwell grove may accept approaches for joining now by rangers and druids who wish to serve the Earthmother and who can prove their worth...
  • Last but not least - many bugfixes, including removal of duplicate area transition waypoints which should cut down on random portalling.

    and, finally...
  • What lies beneath - A whole new set of hostile areas for players to discover, enter, and explore... at their own peril. Find out more in-game!



    Drider - v1.4
    October 2021

    This was a very significant release, encompassing months of updates. The server has expanded to about twice its previous size, entirely new systems have been built to populate that huge area with fun and challenging static content, and ever more additional flavour dialogue and quest pointers have been put in to help guide players towards activities.

    The following are the most major and most recent additions:
    • Dynamic monsters patrolling system: a new system that allows us to populate areas with enemies (currently, bandits or troglodytes) which will follow dynamically-generated patrol routes around the area. This is a big advance that will allow us to much more quickly populate the huge world we are building with enemies which will act in a varied and tactically challenging manner for players to combat!
    • 24 new outdoor areas added, massively increasing the amount of Gwynneth now available for you to explore in-game.
    • Troglodytes! The southern slopes of the Dafyd Heights are not just immensely fertile hunting grounds, heavily populated with deer and other collectibles... they are also haunted by a scaly menace. This is a new, large-scale arena of static content that provides interesting challenges, especially given the varied landscape you will encounter. Seek out the Horstall woodcutters' camp, deep in the forest, to find out how to aid them in combatting the evil reptilian tide (and how to collect the reward for doing so)!
    • Journal entries: a journal entries system has been added, with many journal entries available to trigger for the main starter quests. If you've played for some time already you may notice them trigger as you log in, if you've already been out there gathering information from Eamon and other NPCs who can point the way to the fun (and danger).
    • AI overhaul: Jasperre's broken AI is now non-broken! Our version of the original AI system is fully functional, smart, and quite deadly.
    • With the addition of the patrols system, the ability to dynamically populate multiple bandit camps in an area, and the new AI (as well as various secret new in-game locations... :twisted: ), our bandits are now feature-complete. But don't worry, when (if?) players ever overcome the bandit hordes, there are plenty of other nasty surprises that await in the corners of our fair Isles...
    • A huge amount more dialogue has been added to NPCs around the place, in particular prominent NPCs such as Eamon. This is all with the aim of filling in the surroundings of Gwynneth, and laying out more breadcrumbs for players to follow when seeking out adventure.
    • Horses were a big addition during this release - but there have been even more recent upgrades to the system, including smooth-lookin' mount/dismount animations courtesy of animations wizard, Zetamog, proper scaling of ponies to fit smaller races, and other improvements such as dropping of the contents of your horse's saddlebag inventory if your horse dies or is sold.
    The following are also major additions that form part of this release but which have already been live in the mod for some time now:
    • Corwell to Kingsbay Wagon Escort Static now runs both ways.
    • The server's first fast travel link, between Corwell and Kingsbay, is active.
    • Addition of a huge new dungeon, the Xvart caverns, with accompanying loot note.
    • Numerous shops added and/or their interiors revamped, in Corwell and Kingsbay in particular.
    • Significant rebalancing of dungeons including Pontswain Crypt and (after some deadly first trips) the Xvart caverns. Sparkly loot awaits the intrepid.
    • Almost all inns now offer permanent rooms for rent with permastorage.
    • A great many bugfixes in all sorts of areas.
    • Horses added, with saddlebags system and dynamic inventory loading to simulate the use of an actual, you know, horse.
    • A ton of other stuff that slips my mind right now.
    Huge thanks to all who contributed, especially Zetamog, Electryc, and Senor T.


    Chimera - v1.3

    Lots of new updates:
    • Corwell to Kingsbay Wagon Escort Static is live. That Xvart Corn has to go some where!
    • Bandit Treasure Maps. Why try to stumble across buried treasure by accident when you can use a map? Check those bandit tents carefully!
    • Korat's Silk Merchant will now buy spider silk glands! Courtesy of El Grillo and Zeta.
    • Pontswain Crypt Improvements and balance. El Grillo's been hard at work so visit Pontswain's number one adventurer tourist destination today!
    • A complete rebuild of The Den courtesy of Senor T. Now with 100% more shady atmosphere.
    • Kingsbay has even more flavor thanks to militia and more updates from El Grillo!
    • Bandit AI has been improved to fix some indecision that could arise.
    • New Inn AI scripts should hopefully add ambiance for PC planning their next escapade.
    • Fish near any source of water! Because you know its where they live.
    • Customized XP scripts are in because shanking that bandit taught you more about yourself than you thought it would.
    • New Location scripts. No more having to RP being shanghaied to explain why you're suddenly at the start ship again. MS should now remember right where you were and drop you right back there each time now.
    Bugbear - v1.2

    Lots of new updates:
    • Kingsbay lots of additions and new shops El Grillo has been hard at work bringing the place to life!
    • O'Malley additions and updated hunting statics curtesy of Zeta!
    • Herbs are in make sure to get your two points of lore worth you wont regret it!
    • Buried treasure/bandit caches are in! If you can find them :)
    • Bandits ambushes are back on the road! Watch your step if your traveling with laden pockets!
    • New minor quests to get you aquainted with the island courtesy of El Grillo!
    • Lore triggers added to all the cantrevs for those with an eye for history
    • Rebalancing of loot note bosses #1 and #2 feedback makes the world go round!
    Aboleth - v1.1

    Lots of new updates:
    • Bat caves are in! Get yourself a dozen wings!
    • Sleeping changes are in! No more of this sleeping sitting down crap, and a better room will make a difference.
    • New towns! Senor T and Zeta have been hard at work getting the cantrevs just right!
    • New villager system! Because some times you need to visit the market or fetch a pail of water.
    • Fish monger is in! Turn those fish in for xp and coin ... or try your luck frying them up never know what the bottom feeders may have eaten.
    • Spider webs are in (spider cave still wip but should be in soon.) Remember to *use* a torch its dark down there.
    • Moonwell Druids updated! The high druid wont be so quick to leave any more.
    • Caer Korat populated!
    First Release - v1.0

    Lots of new updates:
    • Working dockable ships! Once they are in port come aboard!
    • Xvart Farm Raids are up and running! How much corn can you save? The farmers will remember.
    • Bandit Camps are in! Bring a lot of friends with sharp eyes and sharper blades!
    • Fishing is in! And the mongers can smell how good of an angler you are!
    • Massive land creation push so many new areas!
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Knighted
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Posts: 75
Joined: Sat Jun 17, 2006 5:55 pm
Location: England

Re: Moonshae Isles Releases

Post by Knighted »

Drider - v1.4

October 2021

This was a very significant release, encompassing months of updates. The server has expanded to about twice its previous size, entirely new systems have been built to populate that huge area with fun and challenging static content, and ever more additional flavour dialogue and quest pointers have been put in to help guide players towards activities.

The following are the most major and most recent additions:
  • Dynamic monsters patrolling system: a new system that allows us to populate areas with enemies (currently, bandits or troglodytes) which will follow dynamically-generated patrol routes around the area. This is a big advance that will allow us to much more quickly populate the huge world we are building with enemies which will act in a varied and tactically challenging manner for players to combat!
  • 24 new outdoor areas added, massively increasing the amount of Gwynneth now available for you to explore in-game.
  • Troglodytes! The southern slopes of the Dafyd Heights are not just immensely fertile hunting grounds, heavily populated with deer and other collectibles... they are also haunted by a scaly menace. This is a new, large-scale arena of static content that provides interesting challenges, especially given the varied landscape you will encounter. Seek out the Horstall woodcutters' camp, deep in the forest, to find out how to aid them in combatting the evil reptilian tide (and how to collect the reward for doing so)!
  • Journal entries: a journal entries system has been added, with many journal entries available to trigger for the main starter quests. If you've played for some time already you may notice them trigger as you log in, if you've already been out there gathering information from Eamon and other NPCs who can point the way to the fun (and danger).
  • AI overhaul: Jasperre's broken AI is now non-broken! Our version of the original AI system is fully functional, smart, and quite deadly.
  • With the addition of the patrols system, the ability to dynamically populate multiple bandit camps in an area, and the new AI (as well as various secret new in-game locations... :twisted: ), our bandits are now feature-complete. But don't worry, when (if?) players ever overcome the bandit hordes, there are plenty of other nasty surprises that await in the corners of our fair Isles...
  • A huge amount more dialogue has been added to NPCs around the place, in particular prominent NPCs such as Eamon. This is all with the aim of filling in the surroundings of Gwynneth, and laying out more breadcrumbs for players to follow when seeking out adventure.
  • Horses were a big addition during this release - but there have been even more recent upgrades to the system, including smooth-lookin' mount/dismount animations courtesy of animations wizard, Zetamog, proper scaling of ponies to fit smaller races, and other improvements such as dropping of the contents of your horse's saddlebag inventory if your horse dies or is sold.
The following are also major additions that form part of this release but which have already been live in the mod for some time now:
  • Corwell to Kingsbay Wagon Escort Static now runs both ways.
  • The server's first fast travel link, between Corwell and Kingsbay, is active.
  • Addition of a huge new dungeon, the Xvart caverns, with accompanying loot note.
  • Numerous shops added and/or their interiors revamped, in Corwell and Kingsbay in particular.
  • Significant rebalancing of dungeons including Pontswain Crypt and (after some deadly first trips) the Xvart caverns. Sparkly loot awaits the intrepid.
  • Almost all inns now offer permanent rooms for rent with permastorage.
  • A great many bugfixes in all sorts of areas.
  • Horses added, with saddlebags system and dynamic inventory loading to simulate the use of an actual, you know, horse.
  • A ton of other stuff that slips my mind right now.
Huge thanks to all who contributed, especially Zetamog, Electryc, and Senor T.
UKTZ DM and builder on the ALFA: Sea of Swords server The Moonshae Isles. Builder on Daggerford server. Contact me on Discord for any DM-related queries.
Find out more about the NWN1 revival (in NWN: Enhanced Edition) at www.alfanwn1.org

Discord u/n is El Grillo. GSID is Elyas T'almera.
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