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Hello, fellow GOGers and NWN players!
I'd like to present you the first fully playable version of the Neverwinter Nights project I've been working on for quite some time now and invite you to download it and play - either on my newly created server, which would make me very happy, on locally!

Ancordia is a persistent world, but one that I want to share fully with everyone. As such, it's "open-sourced" in that I put the module itself for download and not only its resources needed to connect. While I do host the module on a server, it's been designed with single-player and LAN parties in mind, too.

The module is "roguelike-like", because it's inspired heavily by roguelikes and their randomized gameplay. It's an action PW with little roleplaying and with gameplay based on random quests each player character can receive in taverns (a single tavern at the moment). These quests range from rescues, to assassinations, to thefts, to interrogations, to escorts... and many more!

Majority of the world consists of randomly selected areas that players traverse. Each area corresponds to a single mile travelled and the more miles one travels, the more they need to travel in the opposite direction to return to their starting point. It's in this wilderness (as random areas are called) that each quest takes place.

Not only players' journeys are randomized, however. The global event system aims to create a dynamic breathing world, in which events like festivals, jousting tournaments, monster invasions and even town economy changes can take place randomly.

The module utilizes a difficulty system in addition to Neverwinter Nights' native one. This allows players to adjust difficulty of various gameplay aspects individually: one can, for example, make regular enemies weaker, but at the same time make NPC adventurers more powerful. Of course this applies only to single-player and LAN gameplay, since the difficulty of my server is set and can't be changed by players.

Finally, I made effort to balance the module as much as possible in every way. This includes some class/spell/feat changes, but also module design choices. Think roleplaying skills like Persuade, Intimidate and Bluff are useless in an action persistent world? Think again!

You can find out more about the module on its website: http://ancordia.esy.es . The site is available in Polish and in English and so is the module itself.
The module and its files can be downloaded either from the website (self-extracting archives), or from Neverwinter Vault (7zip archives), with Polish and English versions available. Here's the link to the Vault entry:
http://neverwintervault.org/project/nwn1/module/ancordia-pl-eng

I've added a few screenshots here, but you can find more on the Neverwinter Vault and on the module's website.

Keep in mind this is the first release (although I've already released three patches), so many more features will come later.
Major ones planned are:
-9 regions
-a city that one player can become a ruler of
-random dungeons encounterable during travels in the wilderness (DONE!)
-an arena offering PvE wave survival gameplay and PvP fights under specific rules
Attachments:
2.jpg (361 Kb)
6.jpg (499 Kb)
invasion.jpg (364 Kb)
Post edited October 11, 2016 by Taro94
Added the 1.04 update of the module on the Vault - mostly consisting of bugfixes. The changelog can be found in the readme included in the download.

Edit: Quickly followed by a 1.04b update :P The original 1.04 had a nasty bug that disallowed anyone to travel in the wilderness, so I had to fix it. Sorry.
Post edited May 12, 2016 by Taro94
The server was offline for almost a week, but now it's back on! Sorry for the downtime.

In other news, added a 1.05 patch to the module's Vault entry, bugfixes once again.
Also, launched a forum for the module and the server:
http://ancordia.forumpl.net/

Please share any ideas or critique there. :)
Added the 1.06 update to the module's Vault entry!

I hoped the next update would be the one with new features and not just bugfixes, but it will be easier to release a bugfix patch first. And this one has the highest number of bugfixes so far!

Note that you can read the newest version of the readme without downloading any files here:
http://ancordia.forumpl.net/t1-current-version-s-readme

Also note that you don't need to download this update if you wish to play on the public server. Direct connect to
ancordia.us.to
and roll a character!
Post edited June 04, 2016 by Taro94
I like the sound of this, but so far I haven't found any quests and just wind up wandering aimlessly in the wilderness until killed by rats or goblins. I talked to tavernkeepers in the starting town and in another village a couple of areas to the northeast, neither of whom had any work--the one in the village had an option to ask about jobs, but didn't know of any.

Am I missing something? I've been playing solo, offline, using the english version with the 1.06 patch and a first-level character. Thanks for any help.
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mgoedde: I like the sound of this, but so far I haven't found any quests and just wind up wandering aimlessly in the wilderness until killed by rats or goblins. I talked to tavernkeepers in the starting town and in another village a couple of areas to the northeast, neither of whom had any work--the one in the village had an option to ask about jobs, but didn't know of any.

Am I missing something? I've been playing solo, offline, using the english version with the 1.06 patch and a first-level character. Thanks for any help.
Thanks for your input! :)
Quests can only be received in Alverton as of now (more towns will be implemented along with more regions).

The starting area of Greentree is supposed to be "static", which means it's meant mainly for player-housing and some features like changing module settings or level respec. The prices in shops are static and no events can affect this town.

The town of Alverton is dynamic (and so will be all others). You can get quests here, events such as invasions can affect the town, prices and quest rewards may vary based on the town's economy, etc.

It IS possible for you not to find any quest in Alverton, though. Whether a quest is available or not is a bit random - at first, when your character enters the game for the first time, there is no quest available to you. Similarly, if you refuse or accept a quest, you can't take a new quest right away, because there won't be any. A quest has roughly a 80% chance of generating every 5 minutes of your character's gameplay. So, if you accept all quests you get, you'll most likely have a new one available waiting for you by the time you finish your current one. And if you refuse a quest, you should typically have a new one within 5 minutes, but it's all a bit random. You might get one after 10 minutes, or even after 15 minutes or longer, though that's a very unlikely event.

Also keep in mind that the innkeeper will say there is no quest for you even if there is one available already as long as you don't finish your current quest (which means you can have only one quest at a time). You can always check your journal to see if you have any quest at hand and/or what the quest is and where you can find the taskgiver NPC. You said you haven't yet had a single quest, though, so I don't think that's the case for you.

I've had no problems receiving quests myself, and neither had a few others. While I don't dismiss the possibility of there being some kind of a bug, I think you simply got unlucky. :(

I hope you get your first quest soon enough and have fun playing. :) Keep in mind not all quests are doable by every type of character - if your task is to steal something without being noticed, the task requires the pickpocket skills, for example. Don't hesitate to decline offers of quests you know you won't be able to complete - it's better to wait 5 minutes for a new quest, than spend half an hour trying to accomplish something that is impossible. ;)

By the way, a guide NPC will be included in the next update, because I'm aware the module and its mechanics might confuse and discourage some players if they are not explained properly.

Good luck. :)
Post edited June 15, 2016 by Taro94
Thanks for the clarification. Trying again later was all it took to get a quest. I have not played much but was impressed with the design of the outdoor areas--they look quite nice and varied.

I wonder whether the availability of quests might be worth re-examining in a future version. The 5-minute wait for new quests can make for slow going when it takes a couple of tries to be offered something that suits your character.

Anyway, thanks again for your help, and for producing something new for the game.
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mgoedde: Thanks for the clarification. Trying again later was all it took to get a quest. I have not played much but was impressed with the design of the outdoor areas--they look quite nice and varied.

I wonder whether the availability of quests might be worth re-examining in a future version. The 5-minute wait for new quests can make for slow going when it takes a couple of tries to be offered something that suits your character.

Anyway, thanks again for your help, and for producing something new for the game.
I'm open for suggestions! The thing is, people can decline quests, and if there was no delay in obtaining a new one, they could "grind" quest offers until a very good one pops out. This way the player needs to put a little thought into whether to accept a quest or not. Still, if you have an idea on how to tackle this, I'm all ears. :)
Hello, everyone!
Ancordia has just received its first major update.

New features:
-randomly generated dungeons, complete with monsters, traps and bosses (for characters above level 4),
-new equipment unique either visually or functionally,
-NPC guide explaining everything new players need to know,
-weapon runes for temporary and permanent damage bonuses or adding cool visual effects to your weapons
-trap shop for rogues, where they can buy traps cheaply
-much more; the detailed changelog can be found in the readme.
It also includes some class rebalancing (for the last time, I hope) and bug fixes.

As before, the module is available in Polish and in English and playable either solo or with friends.

Hope you enjoy!