Nearly there...
One thing that stood out during my non-combat run throughs over the last couple of weeks was that the ending felt a little rushed. So I spent last week adding in a whole new level, which provides for a better game flow.
Now I've got used to the toolset again (after quite a bit of time out!), I was really pleased with how quickly it all came together. Its the most complicated level so far, at least technically, with hidden props providing traps, pressure plates, and even a gas filled room that the player needs to find a way to clear. This all came together over the course of just a week, although I was fairly solid working on it over the weekend to be fair.
The good news is that the module is now content complete, except for the final dialogue and one absolute-pain-in-the-ass convo on the very first level. After that, it will need a spot of combat testing (I started this with v21 and its looking pretty good, but a few small things to iron out with creature specific magics etc) and its good to go. Another couple of weeks I reckon.
... after which, I'm going to put my feet up for a bit and play Hearkenwold (and maybe the new deus ex whilst I'm at it...!)
