Fixing issues was not the only thing I did this week, however. I can add that I also finished a rather difficult conversation and improved my own encounter system by making better use of the ScriptHidden function.
I also played about fifteen minutes on one of the new areas, testing the creature AI and my combat system that can be switched between real-time and an auto-pause system at the push of a button. It was great fun having the game auto-pause on enemy sighted, switch weapons while paused and target a new enemy prior to un-pausing. After six seconds the game auto-paused again (as my option had requested) and allowed me to re-examine the combat situation to see what I would do next. The settings I was using reminded me of a style something akin to Dragon Age and/or Baldur's Gate. Not surprisingly I suppose, as these two games (along with NWN) have influenced my own preferences in style of combat play. Of course, the campaign also caters for those that prefer to stick to an all real-time experience, which is the default play style anyway.
I have also started to place more of the unusual treasures around the module now. I don't mean what I call the "main treasures", but what are more like "unusual/interest items" treasures. They generally aim to improve either character or equipment. Here is an example of a page of a book of one such unusual find that the PCs may be blessed enough to stumble across.
|Books will contain information that will help the PCs in some way.|