Swordflight: Review of Chapter 3


Ok, this first lot of screencaps recap the events of the first two chapters of Swordflight for BioWare's Neverwinter Nights; the second lot sets the scene for the initial events of the current one.

Our Story so far:





Swordflight Chapter 3 Review



Pirate hunting:


 
Aboard the Sword of Valkur:


.
Above: Initial dialogue with Zarala, belowdecks.
Below: Dialogue with the Captain on the decks.


Minotaur pirate isle:


Ok, that should be enough to whet your appetite!

Size & Scope.

Swordflight Chapter Three is shorter than the second chapter but still much longer than the first. It starts off linear, then goes non-linear for its quest-dense urban hub (Zazesspur), then goes linear again for its "major racial paths" (see Reactivity section).

This installment takes you across varied environments such as pirate isles, minotaur mazes, the City of Zazesspur (and the ancient dwarven ruins buried deep beneath it), the frozen wastelands of Cania, forests, countrysides, fortresses, ancients tombs etc. So yeah, it's all there.

Zazesspur Docks

I counted approx. 50 quests, 150 areas, over 600 custom items and quite a few custom bosses, too, like the Dwarven Doomknight and the Minotaur King, pictured below.



It's Swordflight! - so, highly reactive to your character. Race, class, alignment, feats and skills are checked at regular intervals; f.e, Playing a survivalist? Expect woodcraft, tracking, and animal empathy checks. Playing a holy warrior? Expect to detect evil wherever you go, and break necromantic wards with Turn Undead.

Most notably, there are two major racial paths that begin at a certain point in the main quest: one for gnomes, halflings and dwarves; the other for humans, elves, half-elves and half-orcs. The areas, dungeons, quests and companions associated with these paths are completely different to one another.

Difficulty.

You hit epic levels in this one and start to kick some ass as a result. But the mobs are massive and their ranks are non-trivial, so they will tear you a new one if you're not buffed or being mindful. I played with a character that didn't have equipment from the first two installments; twice I got a lump in my throat because I forgot to bring consumable wards, and backtracking was out because I was deep down and stuck. So yeah, don't delve any dungeon without a solid supply.

To reiterate, it depends on your build, but as a general rule of thumb you really don't want to be exploring without potions of Death Ward, Freedom, Lesser Mind Blank, Resist Elements and Speed (Enhanced).

Also, Potion of Cure Severe Wounds is a new addition, replenishing fewer hit points than Heal but more than Cure Critical. Invigoration runes, undead wards, scrolls of Raise Dead and the Scabbard of Enhancement won't go astray, either.

A typical on-rest ambush


  • Custom Content Employment. Swordflight is known for its inclusion of custom content and this installment is no exception.
  • Custom creatures (SwordflightB.hak): Cornugon by Magma, Displacer Beast by DM_Shade, Gelugon by Jupp & h20rat, Glabrezu by Schazzwozzer, Marilith by Lord of Worms (2011 CCC), Otyugh by ShadowM, Rust Monster by Fenmarel & Brent Anderson, Undead Umber Hulk & Undead Hook Horror by Plush Hyena of Doom, Yuan-Ti Abomination by Diademus.
  • Custom Placeables (SwordflightB.hak): Pirate Flag Placeables by Dark Defiance (2010 CCC), Snow Mogul Placeables by Vibrant Penumbra (2011 CCC).
  • Custom Tilesets: Seasonal Forest from the Lord of Worms Tilesets and Dwarven Halls & CTP Loadscreens from CTP Common.

Examples of area design:




Walkthrough.

There is also a 94 page walkthrough written by the author, available as a separate download. I didn't have access to it during my playtesting, proving that it's possible to get through this Chapter without one.


As usual, most of my issues center around the Aurora Engine upon which my fave modules are built. I find the companion AI really quite annoying; and Swordflight exacerbates the issues due to its increased difficulty.

Pathing can also pose a problem in that, under a RTwP combat system, one can never be sure if, when they click a target/destination, they can actually reach it without bouncing off a placeable or other combat unit (losing costly seconds in combat).

To be fair, the latter issue is true of even Infinity Engine cRPGs, which people praise to the heavens. 

The author is aware of both of these issues; nevertheless, it was decided that Aurora was the most suitable platform on which to build his campaign - and I agree with that evaluation. The engine is mostly great.

But I've always wished Troika's Temple of Elemental Evil shipped with an Aurora-like toolset, and wasn't so bug-plagued. Then, who knows, we could have been playing the likes of Swordflight as a turn-based tactical cRPG. Imagine that? One can dream..

I was hoping for more custom content employment - especially regarding ship interiors and the marketplace tileset - but the ones that were available on the Vault did not suit the author's purposes.

More visual variation in the ranks of enemies would have been nice, too. Do all bandits have to be in uniform and in same style, same color? I just think it would be nice to mix things up a bit (this is not a criticism of their combat abilities, which are indeed varied enough).

This is not so much a criticism as it is a warning: you will need a decent PC to run this. The areas are huge and so are the mobs. Also, if you have framerate issues try turning off Shiny Water.

End of Review.

Swordflight Chapter 3 vids:

Swordflight Chapter Three combat scenario - Weapon Master vs. Priest of Malar: Big bursty damage of Scythe crits saved my ass here, against a priest who unleashes spells if you don't get in his face and smack him down first. Then he shapeshifts, but yeah, another big crit. Improved Invisibility is mandatory for concealment. This is not as EZ as it looks. Sometimes werecats train on Zarala, too. Not good. Again, I was lucky.


• Swordflight Chapter 3 combat scenario - Weapon Master vs. Bandit Commander: Had to quaff two valuable Healing potions. It's better to be safe than sorry because the bandit commander wielding a keen scimitar, making him a crit machine. He healed himself once, which is what he always does. Zarala is fighting with fists lol, but she is irrelevant in this situation, anyway. The Dire Bear is a squishy meatshield for this encounter but it's better than nothing. The archers are rated EZ but, as you can see, they are decent marksmen, and it was satisfying to chase them down at the end.


The rest of this post contains random pics from Chapter 3. They were added four years after the above review. I found them sitting in my drafts.


Most of Chapter III takes place in and around the city of Zazesspur, to the north of Calimport. Zazesspur is Chapter III's quest-dense urban hub

Bandit Fortress:


Mega monster mob:


Arcane duel: My Gnome Illusionist taking on a Gnome Lich - in his lab.


Why am I conducting an incursion into the dungeon-lab of a gnome-lich - am I crazy? Well, yes. But I needed something from that lab, namely this:


Zeko Tazoc is the boss of the race-specific quest for gnomes. The lab is built on a "steamworks" tileset that features steam effects and moving engine placeables. It's quite colorful and equally deadly.


Zeko has decked the place out with devious hazards. He doesn't just drop a ton of rocks on intruders from the ceiling like the ogres do, he wants to make us suffer and die slowly. To that end, there are corridors and chambers that will burn us and melt us...


And spheres that bombard us with magic:


Basically, Zeko wants intruders who somehow survive the ordeal to be on their last legs as they limp into his sanctum. And then, of course, he's a lich with a phylactery. In Swordflight II and III we encounter four liches all of whom have a phylactery: ZagashIlkuzeram, Illithilich (an Alhoon) and Zeko.

Custom items yielded:



A nice Illusionist-flavored staff (since gnomes are naturally gifted in the illusion school):


Familiar upgrade:


Unique enemies:



The Elemental Plane of Air plays a pivotal role in the Swordflight Series:


A talk with Hamad in Chapter I:


Now, Zarala does not actually adventure with us in Chapter II though she features prominently and is a quest-giving anchor for the Chapter along with Hamad. The revelation that Zarala is an ancestor of the great djinni, Zefad, I reserve for another post.

What is interesting is that the above dialogue with Hamad has some reactivity in Chapter II: if we tell him about what happened in the Plane of Air in Chapter I, he will look into it and offer us a quest at the beginning of Chapter II. Otherwise, we miss out.

In Chapter III there is an incursion by the forces of Azghulkar upon the Plane of Air.


The magical crystal orb is located in the south of the map:


Zarala, being a descendent of the djinni Zefad, is able to manipulate the orb instinctively. This results in what I call "an experience point bomb":


At the end of Chapter III:



Neverwinter Nights Swordflight Chapter 3 Buried Ruins 2 Thieves' Guild Mazar's Golems
Swordflight Swordflight Alignment Buried Ruins 3 Goblinoid Army Precious Metals
Rogueknight Interview Swordflight Walkthrough Buried Ruins 4 Orc Army Hammer & Anvil
Swordflight Chapter 1 Shifting Sands Inn Calimport Dragon Cult Bloody Blades
Swordflight Chapter 2 Buried Ruins 1 Zataroth Aranea Base Zagash the Terrible

31 comments:

  1. Lilura, I have to thank you for recommending Swordflight. I've not had this much fun with an RPG in more than a decade.

    I finished Chapter 2 a couple of months ago and made a save at the dock where you're given a chance to take some items out of your personal chest. I'd been collecting plot and unique items in case they have some use in Chapter 3. Do you know if there's anything specific I should bring along?

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    1. Glad you enjoyed it! Aside from your basic necessities and that orb that resurrects Zarala I can't think of anything specific to bring along. Good luck!

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  2. Did I understand correctly in the walkthrough (of ch.4) that having a companion actually earns you MORE xp points?
    I also wonder if the rewards for finishing quests not being constant in my game is by design or a bug in my game (I confess of having some modules or haks installed that I didn't know should not be there), like, I've got this globe (I think that's what it is) from a mage as a reward for bringing him 3 reagents he required. Upon using this globe (I saved before I did) I got a lot of quite different xp points, from as much as 2720XP to as little as 2612XP.

    BTW, a side note about Zarala, I've found out that forbidding her to cast spells turns her into a superior companion, she's a terrific fighting machine (when she's not trying to spam dire bears which she constantly does if she's allowed to cast spells).

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    1. Yes, you get more XP if you have henchmen with you. Whenever a henchman joins, the module will adjust the base XP reward for killing mobs to more than make up for the penalty having a henchman would normally impose. Note this applies only to henchmen - familiars, summons, etc. still penalize XP as usual (fixing this issue for them as well would have been technically much more difficult and troublesome, so I did not bother with it).

      Quest rewards and XP boosts from special sources like the orb can vary a bit for a number of reasons. Sometimes I give bigger quest rewards to lower level characters (just as with XP for kills) and sometimes there may be a slight random factor (e.g., a quest reward might on occasion be calculated by a formula like: (Base XP/Character Level) + d100, or something along those lines). You can also sometimes get small bonuses based on skills (e.g., when getting an XP boost from an arcane object like the orb, you might get a little extra if you have high Spellcraft or UMD).

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  3. Many thanks rogueknight333 for your reply, what about this ? [url=https://pixhost.to/show/372/108952469_swordflight-chapte_0000d.jpg][img]https://t31.pixhost.to/thumbs/372/108952469_swordflight-chapte_0000d.jpg[/img][/url] I noticed that whenever the PC is under the bard song effects ,when trying to disarm a trap the game seems to ignore the boost from the song but takes it into consideration when opening a lock, strange.

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    1. Does your character have any rogue levels? Note that unless you have at least one level of Rogue the game renders you unable to disable any trap whose DC is 35 or greater, even if various bonuses have given you a Disable Trap score that should be high enough (a questionable but unfortunately hard-coded feature). That could be what is going on here.

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  4. Rogueknight: I was paralyzed by a goblin assassin in the farmland cave of Chapter III (rescuing the dog). It took like 5 mins for the paralysis to wear off (maybe longer). Is this normal?

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    1. Death Attack paralysis lasts for 1 Turn/Assassin level, and many foes in Ch. 3 are rather high level, so, yes, it is quite normal to have a long wait if you are paralyzed by an Assassin and somehow manage to survive.

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    2. Thanks, Rogueknight! What do you think are the best epic feats for a Wizard to take? I'm a Gnome Rogue (3) Illusionist (17).

      The build is being charted here:

      https://lilura1.blogspot.com/2019/04/Swordflight-Series-Replay-Chapters-1-4-Part-I.html

      My intelligence score is currently 30 (with items equipped). I'm going through Chapter III at the moment, and well, it isn't easy, so I don't want to gimp myself any more than I may have already. How would you rate that build?

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    3. Rogueknight: Just got done with the race-specific quest for gnomes: tileset, boss fight, itemization, music, ambience, HAZARDS. Spot on with the gnomish deviousness and trickery. Awesome stuff!

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    4. A Wizard should mainly focus on taking Great Intelligence feats in epic levels. INT increases both the number of spells that can be cast and their power, so it does double duty. You could throw in an Epic Spell Focus: Evocation feat as well. Next in priority would probably be defensive feats like Armor Skin. Epic spells generally are not worth it (particularly with rest restrictions), as being only 1 Use/day they are not really powerful enough to justify sacrificing an epic feat, and the various "Automatic" metamagic feats usually are only relevant to specialized builds.

      Speaking of which, I am not sure why you took both Silent and Still spell? One of these can be helpful for spellbook management purposes but you hardly need both. Replacing one of them (probably Still as this is mainly only useful for Warrior/Mage combos who expect to operate in heavy armor) with Maximize spell would probably make more sense.

      Thanks for the comments on the gnome dungeon. It is actually a personal favorite of mine, but as I can hardly trust my own biased judgment, I was not sure what others would think of it (or how many even played through it at all, since I do not think gnomes are a particularly popular race).

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    5. Yeah, I should have taken Maximize Spell instead of Still. I usually do. When I'm commentating at the same time as playing, I tend to make odd mistakes. :P

      Oh, I forgot to mention the XVARTS in the gnome-specific quest. Good to see one of the funniest BG mooks appearing in Swordflight - thugged out. Got a laugh out of that one.

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  5. Thanks again rogueknight333, no my PC has (had as I already finished the game with him and started anew with a monk) no rogue levels (he was a barbarian with 4 levels each of wizard and cleric).

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    1. Please try to reply in-thread, c1a1. It's easier to follow conversations that way. :)

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  6. I apologize Lilura if I made a mistake but where should I have replied if not here?

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    1. See how I'm replying under your comment? In order to do that, you click "reply" rather than "add comment". :)

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    2. Oh, OK and sorry again for the trouble I caused.

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    3. No problem, c1a1.

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  7. Replies
    1. Some nit-picky corrections to the update:

      1) The "Steamworks" tileset used in Zeko's lab is actually not custom. It is one of the standard Bioware tilesets, but as it was added in one of the latest patches (1.68 or 1.69 - do not remember which) it has not seen a lot of use.

      2) There are actually 4 liches in Chs 2 & 3 - you left out the Alhoon (aka Illithilich or Mindflayer Lich) that can be encountered below the Ogre dungeon on the road to the Human/Elf/Half-orc dungeons. Though since that is on a different racial path than the gnome quest one will indeed only encounter 3 on any given playthrough. The Alhoon also has a phylactery, but as it is hidden behind a secret door, and it is not necessary to destroy it to complete any quest, it is quite possible some players never realized it.

      3) The upgrade to summoned elementals excerpted here is implied to occur in Ch. 3, but actually does not happen until Ch. 4. In Ch.3 relevant classes do get a similar opportunity to upgrade Familiars/Animal Companions.

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  8. Chapter 3 is a significant jump in difficulty from Chap 2. Ch 2 was challenging, but fun challenging. The only really frustrating fight in Ch 2 was with Goraz/Ulav, but that was a memorable boss fight. (Fire beetles were also maddening but I learned to run from them and just close the door. They don't drop enough or give enough XP to make it worth being a professional bug exterminator in Calimshan).

    I'm now in the city hub in Ch 3, and so far every other fight is kicking my butt. Without save scumming to get preknowledge of the fights, and then full-buffing and planning relocation spots to kite to, I'm unable to beat even fairly routine encounters. It's getting close to exceeding my frustration level.

    I'm not like a great NWN player, but I'm playing a melee build with bard/RDD/fighter, 30 STR and almost 50 AC with expertise. Should be well above average in combat power, but a single mimic will make me seriously consider running, rather than spend 5+ healing potions (losing net gold) and possibly losing net XP after the fight due to having to rez Zarala (and maybe myself).

    I wonder if there's a trick I'm missing. In Ch 2, the trick I found was Flame Weapon. It's a 400 gold scroll almost doubles your damage output at the lvls 6-12 range for long periods of time. That and use up all your Chain Lightning wands for tough fights. After I figured those 2 things out, it was smooth sailing.

    I feel I need another similar doubling in power to make Ch 3 play smoothly, but I can't figure out what that could be. Either that, or I'm just under-leveled. I'm lvl 19, choosing between fighting the orcs south of the estate or fighting in Cania. Should I be higher level by now? I had trouble in the early parts in the lich dungeon until I got the free level from the Battle in the Plane of Air. But other than that XP dump, quest + monster XP feels much slower in coming than Ch 2.

    Anyways, Ch 3 still a well done and well crafted mod and I look on in envy at all the class/race specific branches I won't get to see this run. But if this melee run is already so hard, I can't imagine playing through with a weaker combat class. Would appreciate any ideas or tips.

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  9. Combat in Ch.3 is meant to be hard, so you will have difficult moments. I have extensively tested it though and it is manageable for a wide range of character types (though of course being difficult does mean that it is more helpful than in a typical module to be power built).

    There will be cases where you have to guzzle large numbers of healing potions or otherwise expend resources that may not seem worth it in the short run. It does not help to be too stingy.

    One "trick" you should definitely be making use of if you are not is making sure you routinely have Improved Invisibility (or Displacement) cast on you. Zarala can cast this spell if you are not in a position to do so yourself. The 50% concealment makes a huge difference to the # of attacks that will be hitting you. Other buffing spells Zarala can cast might also help but that is a very important one. Retreating around corners and using terrain chokepoints to limit the number of foes that can assail you at any given time can also be helpful. Those are a few tactics that occur to me off the top of my head. There are other possible tactics of course, though many of them would be specific to particular builds or specific encounters.

    Most encounters scale to some extent so it should not matter too much what your precise level is, though naturally gaining certain key abilities could make some fights easier. Cania presents some special difficulties so you might not want to hit it too early. If necessary, you can farm the Hobgoblins, etc. in the country indefinitely.

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    1. Thanks for the response, RogueKnight! Improved invisibility works great, it really does almost double your effectiveness against monsters who can't see invisible. It's the Flame Weapon of Ch 3 :)

      The other thing I've noticed now I progressed further is that the countryside (so far) is easier than both Cania and the Mercenaries against Monster quest. Plus XP comes faster.

      For some reason, the hints in the dialogue window seem to suggest that if you leave the city, it's hard to come back making me think I should do all the city quests first. But so far I'm finding the countryside more fun (e.g. cow quest) plus I find Orcs are weaker than Hobgoblins. Even fire giants weren't as bad as I feared.

      Cania is a huge cash drain too. I went from 120k down to 20k (even after selling all the loot), from the portal fees plus the cost of replacing all my health potions & mind blanks / clarity potions. Good thing I saved up a lot of loot from Ch 2 which I'm slowly liquidating for Ch 3.

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  10. Whatever the dialogue implied, there is actually no need to complete city quests first (though of course you can). You can return to the city easily enough until the latest stages of the book-seeking quest, and will return to the city afterwards in any case, with time to complete any outstanding quests.

    Since they were designed as a farming opportunity at any stage of the game, the Hobgoblins scale rather aggressively (perhaps too much so) and thus tend to be difficult at any level. By contrast, your foray into the countryside is probably benefiting from you being a bit higher level now.

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  11. Having Korzob helps too. All the story quests seem to add a companion, while the Hobgoblin and Cania quests don't have one making them less fun (I didn't have enough spellcraft for the golem). Korzob is strong too, stronger than my main char.

    With constant improved invis spell and companion, it's smooth sailing again. Although I'm still save scumming more than in Ch 2. Just no natural break points for saving, and XP is slow making me not want to use the free (and plentiful) Plane of Air rezzes.

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  12. Curious, are you supposed to use up a ton of rezzes for yourself and Zerala? I've used up 20 rezzes for Zerala already (over 3 chapters), and 5-10 for myself (I tend to reload if I don't think it's a good roleplay death for the hero).

    Rezzes are the one item that seem really plentiful, and cheap (almost free), compared with other consumables. A die & rest is much cheaper than a rune of reinvorigoration, but doesn't feel right roleplaying-wise.

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  13. I think it is normal enough to require a good number of rezzes, though of course you can reduce them through good tactics or, if one wishes, through frequent reloading.

    The respawn system was included, and incorporated into the plot, for a reason.

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    1. I finally ran into the guy from the inn who died on the road. I liked the touch of having him chopped in half (or at least that's the way it looked on my screen). It was surprisingly a little emotional, and I even tried to rez him. No dice.

      Made me wonder if it would have been even more emotional if he had been a former companion. Maybe he could have gone with you to Cania or helped you do the Hobgoblins and then left. Later you find him dead on the road, and you take his weapon.

      I don't think I've seen an rpg where a former companion dies like that. Usually, you don't switch out so many companions anyways, but if you do, you don't find them in the side of the ditch. Anyways, just an idea for adding a little more drama into the module.

      Now that I've gotten the hang of combat in the mod, I can see the appeal of it (testing your build and tactical abilities), but I think it needs a little more payoff for the player, whether in drama or XP/item rewards. Also a little more plot guidance to give you motivation to do so many fights in a row. Companions can give both without bloating your character's power.

      I'm sure you've moved onto later chapters, but if you're ever in the mood for revisions, that would be my feedback. Anyways, still a good & tightly designed mod, living up to your reputation in the community.

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    2. Probably a good number of things that could be improved, but given there are still outstanding chapters I am indeed unlikely to attempt any really major revisions of the existing ones. Obviously, it still does no harm to critique them, and might give ideas for the later chapters.

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    3. I figured as much. Anyways, cheers for making these modules for everyone to enjoy! I look forward to playing through all of them :)

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