Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

Horzen
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Update: 22 Mar @ 6:51pm

-Fixed a bug where you could still turn in the Morlock Eye to Gertrude after having freed Joia.
-Fixed a bug where one of the militiamen at the Northern gate would loose arrows at another militiaman's target.
-Added slightly more dialogue with Heldise.
-Killing Claudis in the Undercity will now prevent him from showing up in the Underground Village.
-Moved spawn and teleport waypoints for the Pale Woman at Bascio Manor.
-Fixed an issue where dialogue with Sylvia can reference a conversation that hasn't happened yet.

Update: 19 Feb @ 1:39pm

Additions/Changes:

-Added a new area in Horzen's city centre, Svetozar's Keep, and a new quest to go along with it.
-Added spellbook and spellcasting ability for Assassin. This will replace the spell-like abilities Assassin received before.
-Condensed all ability score buff spells (Bull's Strength, Cat's Grace, etc.) into a single radial spell called Enhance Ability that all spellcasting classes have access to. Casting any of the subradial spells while scribing or crafting will still make the associated potion/scroll/wand (ex. casting Cat's Grace on a blank scroll will still make a scroll of Cat's Grace).
-War and Animal domains no longer receive Cat's Grace as domain spells; instead, they get it as part of Enhance Ability, and War Domain receives War Cry (4) and Animal Domain receives Camouflage (1).
-Elemental Shield is now a radial spell allowing casters to choose between the shield dealing fire or cold damage.
-Added a number of Rage feats that modify Barbarian Rage to give additional buffs while raging: Fearless Rage, Unyielding Rage, Invigorating Rage, Extend Rage, Focused Rage.
-Removed ability score maluses from all races.
-Half-elves now have an extra skill point on leveling up, just like Humans.
-Swapped Kuer-Wight mage's Summon Creature III for Animate Dead.
-Added message to the Aether Foundry courtyard indicating that yes, you can rest in the foundry unlike the rest of the Aether.
-Expanded Second Citizen Milo's dialogue if you should bring him to Bascio Manor.
-Applied EffectCutsceneGhost to the Great Varan to allow PCs and NPCs to move through it. This should reduce the wonkiness with its hitbox.
-All new spells are now craftable on Potions, Wands, and Scrolls.
-Craft Wand charges increased from 30 to 50.
-Multiclass limit has been increased to 8.
-Added newsreaders to Horzen's City Centre and Docks.
-Changed Beneta's portrait.
-Populated the Northern and Western gates of Horzen.
-Added yet more banter between party members.
-Added slightly more dialogue with the Pale Woman.
-Added additional sounds to most areas.
-Made Sanzagh and Adunal chattier and implemented a system to loop their taunts so they don't repeat themselves so often.
-Increased Adunal's hit points and AC to match those of the other Shadows.

Bugfixes:

-Fixed a dialogue option with Tomor not checking for Spellcraft.
-Fixed an issue where you could potentially get infinite rewards from Sulphia.
-Fixed an issue where interrupting dialogue with Sulphia would lock you out of getting any rewards from her.
-Fixed an issue where multi-summons would not be properly unsummoned following a new summon. Thanks to Peppermint for the assistance!
-Fixed an issue where Inflict Minor Wounds had the description for Flare.
-Filled out the summons for Create Greater Undead.
-Moved the Sacrifice Blade in the Underground Altar. It should now be reachable.
-Adjusted the locations of some of the weapon racks in the Tulkida caves.
-Increased the health of Saevir's first phase, upped the HP threshold for his various summons/disappearing act, made both phases immune to death magic (sorry), and set Saevir to be immortal while disappearing during the first phase. This should prevent players from accidentally killing him.
-Fixed an issue where henchmen would not level up when you do.
-Changed Orbash and Red Pact Skirmisher's alignment from CE to LN, to match the rest of the Red Pact.
-Fixed an issue where a conversation node with the Pale Woman would loop you back to a pre-Manor conversation, so she should no longer be able to teleport you twice and/or make two of herself.
-Fixed an issue where a dialogue option would not run a Bluff check correctly.
-Fixed an issue where a conversation with Sylvia would teleport your companions to the wrong location.
-Fixed an issue when talking to Lurtzog where the Lovestone conversation node could be accessed without a Lovestone.
-Fixed an issue where Polymorph Self and Shapechange had mismatched spell descriptions.

Update: 29 Sep, 2024 @ 12:45pm

General/Mixed Changes:

-Added a new quest that can be found in the eastern half of Tafeld Forest.
-There is now another way to complete Fire on the Border if you should work for the Order of the Stag...
-Lodgemaster Giotte in Horzen's Hunting Lodge now offers a new bounty.
-You can now blackmail Vasco to acquire Lurtzog if you have his book of arrangements.
-Added more WouldBeBard models for Halberds, Greataxes, Daggers, and Scimitars.
-Added a new rogue companion, Beneta, who can be found at Horzen's northern gate.
-Added some banter between party members.
-Added new dialogue options with NPCs if some companions are in the party.
-You can now hire a coach for your manor to quickly bring you from Bascio manor to Horzen City Centre for 500 gold. This should cut down on time spent running through area transitions.
-If you manage to avoid talking to Claudis if he should find you underground after siding with the King, then he will be flagged as having been fooled.
-King Kirill and friends will no longer pursue you out of the Temple of the Steel King, should you choose to fight them.
-Added cleanup script to the Underground village if you should kill King Kirill or finish his task.
-Saevir will no longer chase you out of Mount Tamor's caldera.
-If you challenge Starkad to a duel at your manor and then die or flee, he will attack Tafeld.
-Starkad and friends will now run, not walk, to Saevir if you choose join him (or don't). This should cut down on time spent babysitting.
-Added dialogue with Starkad if you've encountered or killed Saevir before he doubles back to the entrance.
-Tomor will no longer chase you out of his lair if you antagonized him.
-Added more items to Sigrun, Alram, Tharkun, and Nieles's shops. The Sorcerer's Outfit and Feday's Outfit are now available at Nieles's shop right off the bat.
-Adjusted the stats on the Feday's Outfit. They now only offer +1 AC to compensate for their increased availability. Magister Lurtzog's shop offers a +2 version of the same outfit.

Area Changes:

-Reshuffled the positions of some NPCs in the Temple of the Steel King, to prevent dialogue/quest breakage.
-Made some slight changes to Mount Tamor Caldera and added some loot.
-Placed some additional Berserkers at Tafeld's main gate.
-Added some loot to the Wyrm Pit beneath Theli's Hold.
-Removed unused bedrooms from the Hiring Hall. There is still one functional one.
Class Changes:
-Shifters now gain additional spells/caster level in their Divine every two levels.
-Shifter now requires 8 ranks of Concentration instead of the Alertness feat.
-Most Greater Wild Shape forms count as +2 weapons for the purpose of overcoming damage reduction, with some going as high as +3.
-Modified the following Greater Wild Shape forms (all other stats as vanilla unless otherwise noted):
-All Wyrmlings: 16 Str, 16 Con, 18 Dex
-Manticore: CEP model, 20 Str, 16 Con, 20 Dex
-Drow --> Faerie Raeder: 18 Str, 20 Dex, armed w/ Faerie Foil (+3 keen rapier, on hit Daze DC 18)
-Basilisk: new model, 16 Str, +1 Claws, new Bite weapon
-Drider --> Umbaranean: new model, 16 Str, 16 Dex, 16 Con, 22 SR
-Medusa: 20 Str, 20 Dex
-Gargoyle: new model, 25% Bludgeoning/Piercing/Slashing immunity
-Minotaur --> Beastman: 20 Str, 16 Con, 18 Dex, armed w/ Beastman Falx (+1 greatsword)
-Mindflayer --> Greyfolk: 20 Dex
-Dire Tiger --> Stone Lion: 28 Str, 16 Con, 18 Dex, armor/items merge
-Lizardfolk: 15% Bludgeoning/Piercing/Slashing immunity, Ambidexterity/Two-Weapon Fighting, new weapon (diremace)
-Kobold: New weapon model
-Modified Druid Elemental Shape forms:
-Fire Elemental: 20 Str, 26 Con, 20 Dex, +2 1d8 fire damage
-Water Elemental: 26 Str, 20 Con, 22 Dex, +2 1d8 cold damage
-Earth Elemental: +2 1d8 acid damage
-Air Elemental: 20 Str, 20 Dex, 20 Con, +2 1d8 electrical damage
-At level 20, these increase to:
-Fire Elemental: 24 Str, 30 Con, 20 Dex, +3 2d6 fire damage
-Water Elemental: 30 Str, 24 Con, 22 Dex, +3 2d6 cold damage
-Earth Elemental: +3 2d6 acid damage
-Air Elemental: 24 Str, 20 Dex, 20 Con, +3 2d6 electrical damage
-Elemental Shape now merges items as well as armor.
-Replaced the Killing Shadow summon for Pale Master with a new Warrior Spirit, which is incorporeal like the Killing Shadow but does not suffer the crippling defect of being level 4 (and non-undead, to boot).

Spell Changes:
-Polymorph Self and Shapechange forms now merge armor and items.
-Modified the following forms for Polymorph Self:
-Giant Spider: New model, 20 Str, 12 Con, 18 Dex
-Troll: New model, 24 Str, 24 Con, 14 Dex
-Umber Hulk --> Ettercap: 24 Str, 20 Con, 16 Dex, new bite weapon, Web bolt spell-like ability
-Zombie: +5 natural AC, Undead immunities
-Modified the following forms for Shapechange:
-Red Dragon --> Ruby Dragon: 36 Str, 22 Con, 30 Dex, Dragon Breath (fire), 10% physical damage immunity, 5% all other damage immunity
-Fire Giant --> Jotun: New weapon, weapon properties merge, 30 Str, 22 Con, 30 Dex
-Balor --> Demon Prince: New weapon, weapon properties merge, DR +3/30, 25% elemental damage immunity, 50% divine/magical damage vulnerability, poison immunity, +5 regen, spell resistance 32
-Death Slaad --> Steel Seraph: New weapon, weapon properties merge, 5% elemental damage immunity, 25% divine damage immunity, 5% magical/negative damage vulnerability, freedom of movement, construct immunities
-Tenser's Transformation will now merge armor, item, and weapon properties.
-Tenser's Transformation now adds +6 AC (up from +4) and gives a +3 Greatsword with 1d6 fire damage.
-Filled out the remaining non-epic summons (Summon Creature VIII/IX, Gate).
-Howls will no longer affect neutral targets. No more aggroing friendlies with the Red Bride!
-Druids now receive Finger of Death at the same level as Wizards and Sorcerers.
-Druids now have access to Restoration and Greater Restoration at the same level as Clerics.
-Inflict Minor Wounds now inflicts 4 points of damage instead of 1 (and heals undead for the same).
-Resistance now lasts for 2 + (Caster Level/4) turns.
-Virtue now gives 2 x (Caster Level/4) temporary hit points.

-Lots of bugfixes too large to list here; see Horzen Patchnotes.txt

NOTICE: This module incorporates a new .hak file, HorzenReforge.hak, that is essentially the same as cep2_add_reforge.hak except with a bug fixed that affected halberds. Otherwise, they are essentially the same .hak, and incorporate Project Reforged by The Amethyst Dragon into the module.

Update: 31 Mar, 2024 @ 11:48am

General/Mixed Changes:

-Revamped the last leg of The Descent, including more enemies and more dialogue with Qurtz.
-Added new quest in Horzen's docks.
-Added a new bard companion, Gorkil.
-Comprehensively reworked a large number of encounters across the module. Enemies should now spawn ahead of you instead of on top of you.
-The Nightcap patches in Close-Eye Cavern will no longer affect someone who is already under their effects, reducing the chances of getting stunlocked there.
-Redrew the area transitions from the City Centre to the Docks, and vice versa. They should now be more visible.
-De-greened the fog for Horzen's Northern Gate.
-Fixed an issue where some of Umberto's men would get caught on doors and doodads when ordered to advance or leave the fort. This was done by smashing the north and south walls to tiny bits.
-Giving 100 gold to Fiona Farnese after dealing with Black Stefan, and letting Boldush leave with his gear, will now award Good alignment points. Conversely, extorting Fiona will now award Evil points.

Feat Changes:

-Added a new feat, Armored Caster, available to all Arcane spellcasters. This feat cancels out the Arcane Spell Failure from using medium armor. Requires Medium Armor proficiency to use.
-Divine Might and Divine Shield are now instant feats, and no longer require an action to use.
-Weapon-specific feats for Spears, Maces, Longswords, and Greatswords will now affect Short Spears, Heavy Maces, Mercurial Longswords, and Mercurial Greatswords, respectively (ex. Weapon Focus: Spear will now affect Short Spears as well).
-Weapon Focus: Spear will now affect Lances.
-Fixed a possible issue left over from 1.69 with the Horse Menu causing companions to periodically stop what they're doing in combat every round or so. I can't recall seeing this in the module proper, but I have seen it in HotU, so I am fixing it preemptively.
-Improved the Death Domain summons and made them distinct from the Shadow Conjuration summons.
-War Domain now grants Martial weapon proficiency in addition to its other benefits.

Item Changes:

-Changed the item properties of Waerloga armor to account for the Armored Caster feat. They now give Spell Focus for every school of magic. (Waerloga shield will still reduce Arcane Spell Failure.)
-Field Chanter Garb is now light armor, and adds bonus spell slots to Bard.
-Incorporated WouldBeBard models for some weapons and shields, especially Vaering ones.
-Added new items to Tharkun, Fortas, Geirolf, Alram, and Lurtzog's stores, including Short Spears and Heavy Maces. Although Short Spears were present in the module, they were not widespread because they did not benefit from Weapon Focus: Spear and related feats (they do now).

NPC Changes:

-You can now send henchmen to the Hiring Hall or to Bascio Manor (if you own it) when releasing them from your party.
-Henchmen will no longer try to unlock or bash a door down by default if you fail to open it. You can change this by talking to them ("I want to discuss your tactics." --> "I'd like to change how you deal with locked doors and chests.")
-Qurtz will no longer chase you out of the barrows in The Descent.
-Tomor can now cast a lengthened version of Displacement on you if you recruit him for Bascio manor.
-Vana can now cast a modified version of Death Armor on you if you recruit her for Bascio manor.
-Buffed Order of the Stag troops slightly by giving them the Southron weapons that they really should have.
-Due to the addition of Armored Caster, Sir Fulk no longer has an extra suit of Waerloga armor.

Spellbook Changes:

-Wizards and Sorcerers now receive Animate Dead, Create Undead, and Create Greater Undead at the same spell levels that Clerics do.
-Druids, Paladins, and Rangers now receive Cure Moderate/Serious/Critical Wounds at the same spell levels that Clerics do.
-Druids now receive Dispel Magic, Harm, Heal, Mass Heal, and Healing Circle at the same spell levels that Clerics do.
-Druids now receive True Seeing, Ice Storm, and Wall of Fire at the same spell level that Wizards and Sorcerers do.
-Paladins now receive Remove Fear as a level 1 spell.
-Rangers now receive Energy Buffer as a level 4 spell.

Class Changes:

-Pale Master's Undead Graft now has a DC of 14 + PM level (up from 14 + 1/2 PM level).
-Pale Master's Deathless Touch now has a DC of 21 plus one per two PM levels past 10 (up from 17).
-Monk now receives Ki Strike three levels earlier (7, 10, 13; down from 10, 13, 16).

Dialogue Changes:

-You can now use Perform to join in the Red Bride's singing after having previously made a Lore check, if you have Perform. Previously, this option was only available after initiating dialogue.
-Fixed a bug where the Intimidate check against Vana would not run correctly.
-Added some new dialogue for Arelsis if you have his blade.
-Expanded Tomor's dialogue after he appears in Bascio Manor, if you should help him complete the ritual.
-Expanded the Company of the Boar's dialogue after they arrive in Bascio Manor, if you hire them and send them there.

Update: 11 Jan, 2024 @ 1:40pm

-Redid some of Magister Nieles's dialogue and gave him a quest to offer.
-Slightly redid Horzen's Western gate for better continuity with Tafeld Approach.
-The Nervous Man will now react if you attack him before you follow him into the alley.
-Added quest entry for Godless if you destroyed Tafeld and then told Starkad about it.
-Buffed the remaining Familiars:
-Faerie Dragon
-Panther --> Kolb's Panther
-Bat --> Black Shuck
-Raven --> Wraith Falcon
-Pixie
-Modified Animal Companions in the same manner as Familiars. Some are facelifted, all are buffed:
-Panther --> Cheetah
-Dire Wolf --> Zygas's Wolf
-Hawk --> Northern Brown Kestrel
-Dire Rat --> Great Varan
-Giant Spider --> Female Ettercap-Follower
-Wolf
-Badger
-Bear --> Crownwood Brown Bear
-Boar
-Increased the AC and Con/Wis of Night Terrors so that they are slightly less of a speed bump, and changed their alignment to Neutral Evil.
-Increased the HP of all Fallash enemies (not summons).
-Weapon Focus and Improved Critical now accounts for the expanded Monk & Half-Orc proficiencies.
-New Spells:
-Pridoni's Freezing Lightning (Wizard/Sorcerer 4): 1d6 electrical and cold damage per caster level, Fort save or be slowed for 1d3 rounds.
-Bertolt's Monstrous Scream (Bard 2, Wizard/Sorcerer 2): 1d6 sonic damage per 2 caster levels, 2 dexterity damage.
-Removed the Son of Sanzagh's familiar, since a bug was causing it to be able to summon more than one.
-Fixed a bug where Improved Ferocity would only give +3 Str and Dex where it was supposed to give +6.

Update: 4 Oct, 2023 @ 2:02pm

-Added a new quest in Republic Forest South.
-Added Rods to magic stores that modify the behavior of certain spells.
-The non-Fear effects of Scare should no longer affect you if you are immune to Fear.
-Modified Contagion slightly to make it more clear if a target is immune.
-Spell changes:
-Flare now inflicts an AB penalty equal to your caster level divided by 5, plus 1 (ex. a level 7 caster will inflict a -2 AB penalty).
-Fixed a bug in which Claudis would keep giving you quest rewards for killing Kirill after you got them the first time.
-Fixed a bug in which you could teleport out of the Hall of the Avatar.
-Henchmen will now identify items with their Lore + 10 if you ask them to do so.
-Added yet more map notes.
-Quartz Dragons should now have creature weapons and the properties they're supposed to have. They also received a slight buff to their natural AC.
-Modified many familiars. Some involve a facelift, eg. turning one creature into another, but many of them have been buffed in some way. Modified familiars include:
-Hellhound --> Mechanical Spider
-Imp --> Necromite
-Fire Mephit --> Magma Liminaut
-Ice Mephit --> Ice Liminaut
-Eyeball
-Pseudodragon --> Sapphire Wyrmling
-All undead are 100% immune to negative energy damage (mainly applicable to item properties - spells that inflict negative energy damage will heal them already).
-The Pale Woman, the Shadow of Kuer, the Red Bride, Sir Audovald, and Qurtz are now immune to Control Undead. Sorry.
-Fixed soundset.2da so that the new EE voice sets now properly have their own .tlk entries.
-Fixed an issue where, under certain conditions, you could have two or more separate instances of the Red Bride running around.
-Removed Craft Armor, Craft Trap, Craft Weapon, and Ride from the list of skills available at level up. These were deprecated anyway.

Update: 3 Aug, 2023 @ 12:28pm

-Added new quest and new areas to Republic Forest.
Spell changes:
-Changed Isaac's Lesser and Greater Missile Storms into radial spells. You can now choose between their default behavior, a wider spread, or a singular target.
-Blade Thirst now gives +3 vampiric regeneration instead of a +3 enhancement bonus and can be cast on any melee weapon, not just a slashing weapon.
-Camouflage and Mass Camouflage now give 10% concealment in addition to +10 Hide.
-One With the Land now provides +2 Dodge AC and +1 to all saving throws in addition to its listed effects.
-Added some more dialogue with Starkad and Fiora.
-Hide and Move Silently are now class skills for Druid.
-Ranger now receives their Animal Companion at level 4 rather than level 6.
-Druids and Rangers now have access to a new Level 2 spell, Nature's Shield, which works exactly like Barkskin with the exception that it adds Shield AC instead of Natural AC.
Ranger spellbook changes:
-Sleep moved to L1 spell (from L2)
-Aid moved to L2 spell (from L3)
-Magic Weapon added as L1 spell
-Barkskin, Bull's Strength, Web added as L2 spells
-Greater Magic Weapon added as L3 spell
Druid spellbook changes:
-Magic Weapon added as L1 spell
-Cat's Grace, Eagle's Splendor, Endurance, Flame Weapon, Fox's Cunning, Owl's Wisdom, Web added as L2 spells
-Greater Magic Weapon, Gust of Wind added as L3 spells
Druid Wildshape changes:
-You will now retain item properties from accessories (belt, boots, cloak, both rings, amulet, helmet) while in wild shape.
-Damage from natural weapons increased to 1d8 (from 1d4); increased to 2d6 (from 1d8) at level 12
-Wild Shape natural weapons now count as magic weapons against damage reduction - +1 at L5, +2 at L12
-Wolf shape now gets a Fear howl (DC 10 + 1/2 hit dice)
-Panther shape now gets Sneak Attack (+2d6), Weapon Finesse, +5 Hide/Move Silently; increased to +4d6, +10 Hide/MS at L12
-New Wildshape stats are as follows:
Str Con Dex Nat AC Temp HP
Bear 28 20 14 4 20
Panther 18 16 24 6 10
Wolf 16 18 16 6 20
Boar 14 24 16 6 30
Badger 12 18 22 8 20
-At level 12, these increase to:
Str Con Dex Nat AC Temp HP
Bear 32 20 14 6 40
Panther 26 18 28 8 30
Wolf 26 18 16 8 30
Boar 28 24 16 10 20
Badger 14 20 26 10 20
-Added the Western Composite Bow to Fortas's store.
-Fixed an issue with Karsi's dialogue where the option to sail to Horzen would mysteriously disappear.
-Fixed an issue where you could not report to the First Citizen about Qurtz after killing Heldise.
-Added text for Half-Orc proficiencies in the race description that really should've been there.
-Fixed the Kuer-Wight scimitar so that its crossguard is no longer blue.
-Elven female citizens should no longer have male voicesets.
-The fireballs at Mount Tamor will no longer be stupidly powerful and instead will only inflict 3d6 damage (Reflex save for half).
-Modified class descriptions for Wizards and Sorcerers.
-Moved the Hiring Hall down a bit.

Update: 24 May, 2023 @ 2:57pm

Horzen v105 (5/24/23):

-Ensmallened the Battlefield and redid the encounters there. This should make it easier to find things and less of a pain in the butt to navigate overall.
-Added a check to see if you've finished all four main quest components when you exit the Citizen's Office. If you've done everything he mentions and the main quest doesn't update, leave and reenter the Citizen's Office.
-Updated spells.2da to include the new AoE indicators.

Update: 10 Apr, 2023 @ 11:58am

Added tags.

Update: 10 Apr, 2023 @ 11:46am

Added folders and thumbnail.