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Monday, 1 September 2025

Episode 100: The Last Stage Is Underway!

For the 100th episode, I am pleased to report that the planned Stage 2 of the second module is now fully complete, and I am now turning to finishing the third and final stage of this second module. It has been a long and hard process, due to various reasons, but also fun to bring this module to life. Read on for further news.

The End In Sight?

With the second stage completed, it means I can focus on the remaining third stage, which already has much of its content done. This means that the completion of the entire second module may well be close at hand. However, I choose to not be too hasty in fully announcing this, as I have experienced times when I have thought to be closer to completing an area than I actually was. So, with that in mind, let me suggest to you where I think I am at.

Now, rather than give away any specifics, I will talk in percentages to give an indication of where I am at (with the current areas involved) without giving away too many spoilers. Therefore, if we consider the second module as a whole 100%, the three stages divide out in roughly the following percentages:

  • STAGE ONE (BORAN REGION): 47% OF THE MODULE (COMPLETED!)
  • STAGE TWO (SOUTHSTRONG REGION): 32% OF THE MODULE (COMPLETED!)
  • STAGE THREE (TARN-KIRI REGION): 21% OF THE MODULE (50% COMPLETE!)

In total, this module is now around 90% complete!

As I started work on this module back in May 2019 (Episode 1), that means it has taken me just over six years 3 months (75 Months) to reach this point. If I can continue at a similar pace, and I assume the remaining content is proportional, that means I might be able to fully complete by 75 x 10%, or seven and a half months! I need to add some time for holiday breaks and time when I don't have access to the computer, and so eight and a half months brings us to around the middle of May 2026.

However, until I start to work out what is actually left to do for the third stage, this estimate is a rough calculation. As I have said previously, I would like to get the module finished by the end of the year, but it all depends how my health and current real life events unfold. I like to think that the second module completion is in sight now, but recognise how this can change at any time.

Alpha Testing

On the back of the estimated finish date, I can add that alpha testers are continuing to test the new content, and my wife is also testing module one again for any last minute alterations required for v1.36, which is due as the next update. So far, all updates required to v1.36 are minor ones, and mostly cosmetic in nature, except for one that determines XP awarded for unlocking a door, and a very minor (likely unnoticeable) logical flow fix. Suffice to say, I am waiting for her to complete her latest run though of the first module before releasing v1.36, especially as v1.35 is the most stable to date.

As soon as any of the alpha testers reach and give feedback on the latest finishing touches of the second stage, I will let you know. It's now built, and testers are now heading there! 

The Althéa Campaign

For those that have not experienced my D&D campaign, The Scroll, or like to keep up with the latest information, I recently produced another quick video demonstrating the latest rendition of the campaign's unique Turn-Based Combat System. There is a link to the video below.

 

Note, if preferred, The Scroll Campaign can be played with the original default setup, using "pause at any time" (rather than the auto-pause system), while still gaining the benefits of the AI improvements I have made to the combat system for PC control. That is, AI can still be switched on or off (puppet mode) on any individual PC rather than on or off for the whole party, and orders can be given to follow, attack or stand ground irrespective of the current AI setting, as a party or individually.

This basically means, the combat system works more intuitively for those that like to manage tactical combat, especially when using "puppet mode". So when orders are given, the PC continues to carry out those orders until a new order is given, or until the player switches them back to AI, where the PC then chooses its own tactics. This is an improvement on the official system that can sometimes keep asking for orders, when and where it may appear an unnecessary step for the player to have to make.

An easier and more intuitive combat system is not the only improvement that has been made to the NWN2 game mechanics. Indeed, there have been a number of improvements that make the whole gaming experience feel fresh from the start. Couple that with a new and engaging story set within its own world, and you effectively have a completely new game to play that has been primarily designed with D&D pen and paper (PnP) players from the start. This is also why the campaign can be played both solo or with a friend or two (up to four players) co-op.

To help explain the co-op side some more, players that play together also control their own companions independently from the group leader. So, for example, if three players wanted to play together, they could each also control one other companion each (as the maximum party PC size is six), which only reacts to their control and not to any other player, unless the option to do so is unlocked from the campaign's unique Main Menu. It's akin to sitting at a table of a PnP game where each player controls two PCs each. Every player controls their own group of PCs! There is still one party, but The Althéa Campaign has updated the game mechanics so that it plays like a PnP experience. This, as far as I am aware, is the only campaign that does this.

Furthermore, where possible, I have improved and made easier every interactable GUI and gaming mechanic, making it more accessible and informative to the player wherever possible. Be it an improved inventory interface that allows descriptive comparisons at an improved store interface, or make clearer the crafting system available and fixing the economy related to it, all improvements made have been done so to help maximise the players ability to play the way they want to. Even the way the story is designed is done in such a way to play on each PCs abilities and skill strengths or weaknesses.

This is the core design ethos behind The Althéa Campaign, and I have only touched the surface of what you can expect. The first module, The First Day, allows the player to become familiar with many of these differences from the start of the campaign; and the second module, Predestinated Days, takes that system a stage further with other improved mechanics and gameplay that will allow another fresh gaming experience as the player forges their own path. I can assure you that your decisions will make a difference on how the story path unfolds and I hope you will have fun on your journey!

Finally, I need to say that I also hope to have a third and final module called, The Last Day, in which I bring the campaign to its conclusion. This has already been started, but I have not looked at it in years as I have focussed on the second module.

Latest Campaign

As I touch upon above, the latest v1.36 is ready in the sidelines to replace v1.35 as soon as my testers have finished their current testing. It addresses mostly cosmetic issues, but will also have any other fixes required that are reported between now and its release, based upon when my wife finishes a replay of the first module.

I leave you with a screenshot from one of my alpha testers from the second module:- 

Preparing For The Path Ahead!

 

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