Have to say that little tavern on Swordflight 1 kicks the shit out of Torment NumaNuma in reactivity and replayability, game designers and writers nowdays are brain damaged morons.
What did you think of the Buried Ruins dungeon crawl, or have you not reached it yet? Chapter Two's non-linear questing in Calimport is the highlight of the series, for me; it's staggering in its breadth and depth. I really hope Rogueknight tries his hand at a Durlag's Tower-style megadungeon in future installments, too. He's capable of pulling it off.
Last time I left my save was right on the entrance of the ruins after the spider cave. Really like his questing stuff, had a blast on the tavern but then dungeon crawling started... on sewers, bandit caves and undead caves.
I see the author really, really tried but we are still talking on NWN 1 combat and low level single character DnD is annoying, being one shot when an ork manages to score a critical hit when you have 10 health induces saving scumming as it is easier to reload than just jump through the roops of his ressurection system. If you are lucky, you will win a fight without scratch, however, if you are unlucky, you can be easily one or two shot on the very same fight. To be fair, this isn't a problem of the mod and more of a problem of how NWN 1 works, those random wild results aren't this much of a problem when you have six characters.
He should have given a little more XP or allowed more opportunities to get XP without combat, only going on serious fighting when you were at least level three, where this randomness is alot less of an issue.
The dungeons on Swordflight 1 so far are very basic on a visual level too, only using basic assets, you get kinda annoyed navigating an spider cave and because all the rooms and walls are the same, you kinda get underwhelmed, but again, this is a mod and I can't apply the same demands I would apply on something that had a team behind and not one guy wasting time making mods for free.
I really liked that he tried adding variety on the fights, many enemies use really nasty tricks, you will face fights where the enemy will hit you with disarm (I don't remember ever getting disarmed on both the OC and the NWN expansions), spiders will ambush you from the ceiling after you hit an slow trap potentially buttfucking your mage, enemy mages will use summons, cast sleep then this summon will one hit you on the ground and on some trickier fights you will have to use all your resources.
Had a pretty nice fight at the end of the spider cave, where a sword spider and a giant spider hit me at the same time and their poison applied a big strength debuff making my paladin a shitlord , it was too much damage for my AC and health to take, so I used a summon creature II wand to summon a boar to tank a little for me. I bought it just for an occasion like this, it was fun. I have to comment on the itemization on this game, it is pretty well designed. You will be given enough to keep going without having mountains of cash.
To be honest, I would enjoy all this creativity and challenge on combat with six characters instead of just one.
Commenting too on how the dungeons were designed, man, the unique content, after the tavern is mostly focused on a druid that can talk with animals, the other classes get little unique content (to be fair, there is still the undead ruins to explore), some like the ranger or a druid with his bear companion have an easy time while others like the rogue have a really hard time especially as the end of the mod is with undead, the bane of rogues.
I'm playing with a paladin, the nice side of it is that the game enforces roleplay with you losing lawful and good status with bullshit like stealing from people the bad side is that it is basically watch a dude repeat his basic attack over and over then click on the potion button sometimes, again a problem of NWN 1 not the mod. I will keep playing and play Swordflight 2, are those undead ruins a big dungeon? Am I going to lose something if I go straight to Swordflight 2?