Category Archives: 2 – The Quest

Posts related to Sanctum of the Archmage Chapter 2: The Miracle Worker, Act I – The Quest

Sanctum at the NEW Neverwinter Vault!

After our recent scare, and in the face of growing uncertainty about continued availability of IGN’s Neverwinter Nights Vault, I have gone ahead and created a new project page for the “v4” remakes of Sanctum of the Archmage – The Sight on the New Neverwinter Vault:

Sanctum of the Archmage – The Sight at the New Neverwinter Vault.

I strongly encourage everyone who wants to download, play, comment, and vote on the V4 releases of the Sanctum of the Archmage modules to do so here, or to use the project’s new page on the New Neverwinter Vault.

The old (v3.4) versions of Chapters 1 and 2 will remain available for now on their historical pages on IGN’s old Neverwinter Nights Vault.

Sanctum v4: More of The World of Glorn

Posts on the Sanctum Blog have been fairly sparse recently, though I hope to be able to start changing that again soon. The main reason for the dearth of updates is that I’ve temporarily had to set aside work on the saga (especially on Chapter 3) for a couple of other priorities. The main one was professional: my career was badly in need of a reboot, and I needed some time this year to work that out. The good news is that I have a new position now, with better prospects and in a better area. I’ll be moving over the course of the next month, and hope to be able to get back to modding again in a more serious way once that’s done.

One thing that I have been working on, though, is a final remake to the first two chapters to implement a lot of the design changes I’ve made to the series for Chapter 3. I mentioned this in a recent blog post, and the changes are actually quite major. Part of my motive in doing the update was that I wanted to get some of the good work I’ve done for the third chapter out there. Some of it is custom content related, such as integrating Project Q and CEP 3.4, using the fabulous Sanctum Flying Skyscape tileset that Estelindis built for me to remake the flying areas at the end of Sanctum 2, revamping the score with some of the new tracks from the expanded Sanctum 3 soundtrack, and so on. The technical base of haks used by the v4 update will be the same one used by Sanctum 3 when it’s released, which will make integrating the third chapter with the first two a much easier task.

Some of the changes, though, are to start removing some of the unnecessary D&D references included in the modules. I originally did a lot of that for convenience, and to help make the setting feel a little less unfamiliar to NWN players. When I first built the modules my ability to do things like create new races and appearances was limited, and using player-familiar ones from the toolset was much easier. Most of these elements really don’t fit well with the non-D&D story world of the Sanctum novels that I’m working on, though, and on which the modules are based. Some examples of this are the Drow and the Deep Gnomes, which don’t even exist in them at all.

I’m reworking a lot of that now, and including a lot more of the lore from the original world of the novels — including things like history, religion, custom races, and the like. (For a spoiler hint about what will replace the Drow, and the new face of General Y’Thra, see here and here.) I expect to have the v4 update out before the end of this year, and be back on track building Sanctum 3 for release sometime next year.

Sanctum v4 Update Coming Soon!

My schedule’s been very hectic this year, for example with work for the AME and preparing for a big job move. In keeping with a desire to keep my blog more up to date, though, I wanted to announce that I’ve started work on a major update to Sanctum 1 and 2, to add a number of features to them that I’ve been developing for Sanctum 3. I’m hoping to get that out in the fall, and it will include (among other things):

  • Updating all the modules for Project Q compatibility, and to use new content from it
  • Adding a number of new tracks from Sanctum 3’s expanded musical score
  • Rebuilding the flying areas in Sanctum 2 using Estelindis’ fabulous Sanctum Flying Skyscape Tileset
  • Updating the first two chapters to use much more of, and be much more consistent with, the original lore from the Sanctum novels (including some new custom races)
  • Creating many more custom items, and a “randomization” system for them that will mix up which items are found, when, and where

and many more things besides.

Patch Update 3.4a to Sanctum 1 & 2

I just posted an update to the “patch hak” (to level 3.4a) for Sanctum of the Archmage Chapters 1 and 2. The patch adds a couple of very minor playability features, and fixes the following bugs:

  • There was a problem in recent releases with Len and Robin frequently not engaging in combat in the North Forest in Sanctum 1. That’s now resolved, and Len is back to his old spellcasting self.
  • The Pegasi in Sanctum 2 were gaining an extra pair of wings when played with CEP 2.4 installed, due to a bug with the new models introduced in CEP 2.4. I added the correct models to the patch hak to fix that.

The updated patch hak is available on the module download pages for Sanctum 1 and Sanctum 2.

Sanctum 1-2 Version 3.4 Now Available!

After some last-minute tweaks, the Sanctum of the Archmage version 3.4 update is finally online, and the Vault pages have been updated to include the new links. The major change, as I’ve blogged about recently, was the addition of Chico400’s NWNCQ, which significantly upgrades the appearance of the Bioware default tilesets. The update also contains a number of additional features (including some new high-quality player-selectable heads, some new special abilities for Robin, and some new items), and of course a number of bugfixes.

Here are a couple of new screenshots to whet your appetite (for more, see my earlier blog post here):

The North Forest

The Ancient Ruins

The Underdark

Sanctum 1&2 v3.4 Beta (Now Final) Release

UPDATE 9/22/2010: My schedule’s gotten busy this week, so I’ll probably have to postpone updating the Vault pages until the weekend. However, v3.4 (final) is available in the meantime from the links below for anyone who’s already installed v3.3.

– Andarian


Here’s a pre-release beta for version 3.4 of Sanctum chapters 1 and 2, for anyone who’d like to try it out. It only contains the updated parts and assumes you already have all the components needed to play version 3.3. Once I have feedback from a couple of test players that it all seems to be OK, I’ll upload the new version to the module page.

Sanctum v3.4 Beta Final Release

You’ll also need the following NWNCQ haks from here:

NWNCQ Hak
NWNCQ Patch Hak


And the updated “Patch Hak” from here: 

Sanctum v3.4 “Patch Hak”

The update affects both chapters, although it has more of an effect on chapter 1 because it uses more of the baseline NWN tiles that NWNCQ revamps.
There are a few bugfixes and a couple of new features to look for, including a new entry on Robin’s “special ability” list that may come in handy. There are also about a dozen new hi-res player heads now available, chosen from Salt’s Female Head and Estelindis’ KOTOR Head packs.Also, make sure to check out the “cape-making” and cloak-to-armor conversion ability of the Cloak of Flying if you haven’t already. It’s been in there since v3.2, but I found and fixed a serious bug with it that made the cape feature disappear once you’d converted it

.

I hope you enjoy the update — let me know what you think! – Andarian

Add the Rayche Quest to the End of Sanctum 2?

I posted this to the Sanctum 2 module page, and thought I’d post it on my blog as well.

Here’s a question for players. I’ve seen a number of criticisms and downvotes on Sanctum 2 recently for its short length and ending in the middle of a quest. I was planning to release Sanctum 3 as a new module with a new architecture using project Q, but setting all of that up is understandably taking some time. I could get the “Mission to Rayche” quest out much more quickly if I added it to the end of Sanctum 2, where most of the necessary infrastrucure is already in place. I did the same thing for the Wind-Walking / Flying scenes, since the first version of the module actually ended with leaving the peak to start on the mission to Rayche. (I thought that players would appreciate the added content, and that the price of having to stop in mid-quest to continue my graduate work would be worth it.)

Adding the rest of the Mission to Rayche at the end of Sanctum 2 would make the module longer, and allow me to once again end it at the end of a quest. This could help address the criticisms and downvotes of those who are objecting to the module’s current length and ending, and to get some sequel content out faster. I could probably even rig up the necessary scripts to allow players with a savegame at the end of Sanctum 2 v3.2 to jump right to the continuing point in the new module, so re-playing the whole thing might not even be necessary.

The price, though, is that the quality of the Rayche quest wouldn’t be as good, partly because it would be missing some of the new features and the new Q-based infrastructure. Those seem to be particularly well suited to the Mission to Rayche quest, which is one reason why I’ve resisted adding the quest to the end of Sanctum 2 in the past.

So what do players think? Should I continue with my current plans (which would probably get Sanctum 3 out in Spring ’10), or add the Rayche quest to the end of Sanctum 2?

Sanctum Version 3.2 Released!

The v3.2 update to Sanctum of the Archmage Chapters 1 – 2 has finally been released!

I heard from NinjaWeaselMan today and got his OK to host the Romantic Animations Suite on my website, so I decided not to delay releasing the Sanctum v3.2 update after all. I just finished updating the module pages and I think I’ve got everything set up OK, but if anyone has any problems downloading, installing or running it, please let me know. 🙂

Sanctum v3.2 Update Delayed

Since it’s now been nearly two weeks since I announced that I was about to release the Sanctum of the Archmage v3.2 update, I feel that I owe the community an explanation regarding why it has been delayed.

Since the Sanctum update uses NinjaWeasel’s Romantic Animations Suite (which I have been helping him to beta test), I have been waiting for him to make that publicly available before releasing it. I last heard from him on August 15th, in an email which said that he was submitting the RAS and that it would be available in a couple of days once it cleared the Vault. That should have been around August 18th or so. It was on the basis of that information that I posted my announcement that the long-delayed Sanctum update would be uploaded shortly, and prepared it for release.

The RAS hasn’t become available as I expected, either on NinjaWeasel’s website or on the Vault. I’ve emailed him several times over the last two weeks to inquire about the matter, but with no response. I’ve also tried to reach him through others in the community who know him, but no one seems to have seen him around recently. I hope nothing’s happened to him.

My only choices right now are to cancel my plans to release the Sanctum update until further notice, to release a version that doesn’t include the RAS, or to temporarily host the RAS hak on my own website. I’m not comfortable acting on that last choice without his stated permission, though, since I know that he wants to control the distribution of his work.

As I said in a previous post, I have a lot of RL related issues to take care of in the immediate future. So since I no longer have time to properly support a module release right now anyway, I’ve decided to postpone the Sanctum update until I do. I’m not sure exactly when that will be, but it will likely be in late September. Hopefully by then the unexpected confusion about the release of the RAS will be resolved, the Sanctum update can finally be posted, and I can get started in earnest on the next chapter. 🙂

Sanctum of the Archmage v3.2 to be Released Shortly

Just a quick note to say that the v3.2 update to Sanctum of the Archmage Chapters 1-2 should be ready to upload shortly, and hopefully by this weekend. I’ve finally had the time to finish the remaining work I needed to, which included updating the documentation and credits and helping to prepare and package some of the new custom content. I just finished my final playtest of Sanctum 1, and expect to be done with Sanctum 2 by tomorrow. 🙂