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Monday, 2 March 2026

Episode 105: The Secret of the Kiri-Dor Crystals!

For the last month or so I have been continuing to work on the third stage of my second module, Predestinated days. I have to admit that after a month's hiatus, restarting was harder than I thought it would be. However, it turned out the problem was as much to do with my own dissatisfaction of the current design of the area I had returned to working on more than anything else. Once I decided a redesign was in order, things started to fall into place. Read on to hear more about this and other news...

Area Redesign 

So, as my introduction points out, I found myself returning to building an area that is to be played in stage three of the module. However, I was struggling to find satisfaction in what I was continuing to add to its design. Put bluntly, I was finding the area to be somewhat plain and lacking character. In all fairness, this was the first time I had returned to working on this particular area in years, and I have had a lot of experience of working on other areas since then. Initially, when I came back to continue working with this area, I found myself struggling to be happy with the additions I was making and could not see why. I liked the ideas I was adding to the area, but something still felt wrong about it. It was only after I made the decision to remove and/or redesign some of the rooms within the area and change the way some of its transitions worked that "unlocked" the stagnation of design for me.

Now, alongside the new gaming mechanic system I mention next, I am having a much more enjoyable time putting the area together, which I hope will translate to an equally enjoyable experience for the player. Hopefully, by next month, I will have some new screenshots of this stage three area and/or maybe other areas to show you. In the meantime, here is a little "secret" for you...

A Secret Revealed

As this month's title alludes to, I want to "reveal a secret" with respect to a new gameplay mechanic that I have designed to work in this third stage of the module. It is to do with a citadel called Kiri-Dor, (a main bastion the heroes find themselves exploring on the isle of Tarn-Kiri), and some crystals that can be found here.

I had this new gameplay mechanic idea (and started work on it) years ago, but have only now just returned to finalise it. It involves some careful handling as it enables a whole new layer of gaming choices for the player, allowing them to choose how they would like to develop new abilities, and enable them to move forward in their quest. I will provide a couple of screenshots of the new mechanic, which I hope will help present the idea more clearly. This could be considered a minor spoiler, I guess, but I have done my best not to give-away too many details, but, hopefully, just enough to whet the appetite...

The Secret of the Crystals 

The new gaming mechanic relies upon the PCs learning of unique powers locked away in some special crystals that can be acquired within the areas of Kiri-Dor. Once acquired, the PC can activate them to unlock the potential of the powers that they can bestow upon the heroes. The heroes first have to unlock the BASIC path, which when completed, unlocks the ADVANCED path. Both paths require working with crystals of four different colours: white, green, blue and red:-

Heroes Begin To Unlock The Secret of The Crystals!

Eventually, as the heroes continue to make progress in their acquisition and study of the crystals, they can unlock the ADVANCED powers, which will, hopefully, aid them in overcoming the problems they currently face while within Kiri-Dor:- 

Heroes Have Managed To Reach Advanced Crystal Usage!

As you can see from the edited screenshots above, once the player has unlocked the ADVANCED stage, their choice of abilities opens before them in a tree-like structure. They can choose to concentrate on one particular colour branch of crystal study, or maybe spread their knowledge, bearing in mind how the adventure opens up before them.

As I say, I hope it will add an exciting new level of gameplay for the player, but I still need to address balancing and practicality of the system before I can be happy it is a working gaming option. So far, I have made reasonable progress developing the system, but it will still require some alpha testing before I know for sure.

I like to believe that The Scroll is probably one of the most heavily modded modules in NWN2, with extra care and attention given to a whole host of new XML GUIs and gameplay mechanics that serves to keep it a new and fresh experience for anyone wanting to play a NWN2 module, while staying within the gaming experience they know and love.

Latest Campaign

Meanwhile,  I also released v1.41 today, which addresses some minor issues, but I still believe is worth updating if you are on anything older. It improves maintaining variables on split stacks, fixes a minor Vigour glitch, and a Mapping fix among other things.

Thursday, 1 January 2026

Episode 104: The Path Less Travelled

First, a heads up: There will not be a February blog post, as I am taking a month's hiatus. However, before I take the break, I am leaving you with the very latest v1.40 module and campaign files ready to use, after my wife did another test run of the first module using the latest build. A couple of minor issues came to light, but the updated Examine and Hardness systems, which I have now finished, are working well. Read on for more information...

Unconventional?

Regular readers (or players of my campaign) will note that my approach to design for both mechanics and quests does not sit within "normal" expectations for NWN. Instead, I believe my own design sits more closely to the table-top D&D game experience. Or, if we were to place the range of NWN modules available on its own spectrum, The Scroll Campaign (a.k.a. The Althéa Campaign), would probably be considered an extreme "conservative" style, or one that I would suggest plays more akin to a "Traditional" D&D table-top game. Your choice of how you play the module can alter this experience, but the underlying design principal is based upon trying to replicate the table-top experience, whether you choose to play the campaign solo or with a friend or two.

Whether this approach wins the approval of the majority of NWN players or not, I cannot say. However, for those players who like to dive deeply into a traditional style D&D game, with unique lore, quests and gameplay, alongside convenient traditional gameplay mechanics, then I hope the campaign will hit a sweet spot for them. Imagine a table-top session, and then translate that experience to a computer environment, along with all those elements that come with the former: combats, puzzles, crafting, varying NPC conversations and scenarios... and even creating bonds with fellow players as you travel your chosen path within Althéa!

The Trend Continues

This may surprise some, but when I first started writing the campaign using the NWN toolset, I had not planned to release it to the general public. This was because the campaign I was writing with the toolset was already a few years underway from a pen and paper (PnP) table-top campaign. Initially, I did not see any way to introduce years of material to new players when I was trying to continue the existing story for my PnP players. However, because I wanted to bring the campaign to new players, I found a way, by taking the first unconventional step to introduce a "background selection" that allowed new players to start the campaign afresh as if having never experienced the campaign before. As you can imagine, this introduced a lot of additional work, as I had to cater for both items and knowledge that the entering payer had of the campaign world, and how their experience differed from someone who had never experienced the campaign before.

This difference of gameplay experience only finally becomes resolved within the second module, which is now nearing completion itself. What I am trying to say is, while it has taken me a long time to ensure a new audience is accommodated for, this first single unconventional approach I took, while prolonging the build, has, I hope, been worth the effort to bring the campaign to more players. Effectively, by the time both old and new players have played the second module, both groups will now be in the same position of background knowledge serving them to complete the campaign within the third module.

The choice of campaign background was, however, just the first of many design decisions I would end up making to help bring the table-top experience to the player. My main focus from the start was then also to support PnP home-brew rules that were familiar to my own group of players, but also incorporate them in such a way that I hoped would not alienate new players not familiar with them. So, over the years that followed, new systems were added and altered until a balance between the more traditional and modern could be accommodated, including: a proper time system with attrition, fog of war, crafting, and various death systems alongside the Life Essence system, to name just a few.

To say this was a big undertaking would be an understatement, but ignorance of this fact at the time helped me to bring you the campaign that you have available to play today. The second module is now only a few months off completion (I believe) with only the third stage (of three) to complete. However, even with this last stage, I am "bucking the trend" in an attempt to bring the player new experiences when playing this D&D adventure. Like all new ideas and additions, however, they take time to implement, but I hope the time spent will be worth it, especially if the player does have a new enjoyable gaming experience.

Stage Three Development!

I have spent the last month going through more optimisation of the new areas of stage three, improving lighting, atmosphere, and general interaction, including the walk path. I have also been going through NPC interaction and conversations, improving lip-synch and animations where required. It was during these general improvements when I decided to also improve the Examine and Hardness interactions of which I speak above, as the new areas required it. I have also gone through the various NPC interactions to remind myself of the course of actions available to the player and been updating/correcting those that need it.

My tester, Dustin Offal (who has my greatest respect and thanks for all his work and feedback over the last couple of years or so), has also finished another play test of the second module (stages one and two), coming in at around 70 hours of gameplay. (This suggests completion of all three stages of the second module will take around 100 hours to complete, subject to gaming style.)  Also, from his feedback, I spent some time focussing on ensuring plot items could be dropped by the PCs when they were no longer required. I began work on this last month, but managed to finish it for both modules in the latest release.

The third stage of the second module is now in a good position for me to continue with it come February.

Latest Campaign & Module

This new year brings both new v1.40 campaign files and new module files. Alongside some minor quest and animation fixes, I also took the plunge to deal with two areas of the campaign files where the code was over 15 years old and required updating to work more smoothly. This new code has also been tested with the first module again to ensure it works as expected. The two areas that have been updated were the Examine GUI code and the Hardness of objects with respect to bashing them.

Prior this latest v1.40, the Examine GUI employed a "mask" to ensure unused official code (OC) was not displayed when not required. However, this mask had a tendency to go out of synch (especially when related to creatures) and could sometimes cover text when not required to do so. It was frustrating me and so I got rid of the official XML entry altogether and updated module creatures with any examine text they required. I suspect many players do not use the Examine GUI anyway, (although I have made it a more useful tool now), and so only those who do use this GUI frequently are likely to notice the changes. The Examine GUI is now "clipped" to show only the information my campaign requires, so that erroneous OC information (faction or incorrect challenge rating) is no longer displayed at all. NB: If you are playing with an older module prior the one released 1st January, this new year, then some creatures will fail to have any description at all if examined.

The latest v1.40 campaign also updates some of my own very old code that handled the broken official hardness code. My old code was convoluted and much was not required. In the worse case, it could misreport when an object was fully bashed and not "clear" the way head. (Another bash would fix this, but it could look "odd" if not done so.) The new replacement code is much more streamlined and works well. NB: If you are updating an existing game (as opposed to starting afresh), then any areas already previously entered having any objects that could still be bashed, will have their hardness changed and will break on the first bash. (A minimal consequence for these levels only for a game that was patched as opposed to a new game where all work as expected.)

Lastly, there were a few very rare bugs that I squashed for this release, related to additional PC creations and/or a player not using the "Companion Protector" feat. They are so rare, I will just point to a description on the download page for more information.

There was one other final "game crash" bug, which is only likely to occur at higher levels, and so was discovered while testing the second module: If a summoned creature was killed (or dispelled) within 1.2 seconds of being summoned, it could crash the game. I believe this bug has also been squashed now.

Next Blog Coming In March!

As I said at the start of this month's blog. There will be no February blog, as I take a month's hiatus. The module and campaign files are in a place to continue with them in February, at the end of which, I will write the March blog to bring you up to date.

In the meantime, I leave you with a few screenshots I took as I was testing some points of the second module:

Discovery of A Secret Chamber!
 
Something Approaches from Behind!

Surprised By Skeletons!