"Castles, Forests, Ruins, Caves, all the crevices of Anorland have led you here. Out of all worlds, in an ultimatum to destroy me."

Mylo Henderson, cursed with darkness all around him, hunted down throughout his journey, and a purpose even he does not fully understand.

But now his path shall take him to the very center of it all, with great powers standing against him, and aiding him in this last voyage. The end is near, but whose?

It is heavily recommended to play Acts 1 & 2 before this!

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Plans for the Future

News 1 comment

It is time to discuss stuff now that Act 3 is finally complete.

There will be some updates to Act III in the future, and its probably gonna be a pretty significant one at that, it will mainly focus on the second half of the mod, especially the fortress areas, which I feel are lacking in terms of anything interesting actually happening there, because it is quite possible that i may have ever so slightly rushed this a bit in order to get it out before Rebirth.

And, while I was on the toilet, another brilliant idea popped into my mind, the game over meme whenever you die to bosses, is after all incredibly gay, and a big reason many headaches since the dawn of time, so I might as well finally get rid of that and replace it with another mechanic. If you die to a boss, it will decrease the amount of items you will be able to get later on the mod, it wont be too severe of a penalty, otherwise you would have no oil throughout 70% of the entire mod, so it will mostly be a few items only. I was also thinking of giving Phiros a few new attacks the more bones you break off him, I wonder if thats a good idea, but ive gone too far to turn back now.


Nights of Anorland: Fullconversion

I am currently also planning to create a Fullconversion version of Nights of Anorland, combining all of the acts in one big package, a grand total of like over 70 maps in one, what are the chances of you more or less playing the entire series all over again in a significantly improved form, who knows, and even more abstract is the time when I will actually release said Fullconversion Version, depends on my motivation, but considering I cant even do a finnish translation for Blackwater's Blasphemy, its looking hopeful so far (no).

But, I mentioned 'significantly improved form', and that of course implies BIG CHUNGUS, or just simply put, big changes (not sure if writing articles at 6 AM while being tired is a good idea).

Some changes that I have planned include:

  • Entirely remade Act I for the most part, majority of the maps are gonna be redone, few maps will possibly remain the same, but with changes throughout the board anyway.
  • Act II will also get heavy improvements, less lever and valve puzzles, they were so repetitive you probably lost a few brain cells doing them.
  • Expanded lore

Thats more or less the main things that will happen in the fullconversion, bosses may get some improvements too in their attacks, Valverde was a bit rough in his attack areas, and The Guardian was... interesting...


New Custom Stories?

Surely its not gonna be Anorland Forever right? Mostly right, I do have ideas for some completely new custom stories that will be based on the modern age, during the cold war period effectively. Another big question, HPL2 or HPL3.5 because I am at this point not too sure, I intended to make it for Rebirth, but seeing how rebirth is kinda shi- *cough* a unique experience of its own, I will have to see if the modding community for rebirth will be significant in any real way, I dont necessarily want to make mods for an entirely dead fish, and if that turns out to be the case, its probably better to keep making mods for good old HPL2.

That is all for now, if you have questions, comment them below.

Looking for potential mappers

Looking for potential mappers

News 2 comments

Looking for mappers to work on some maps and possibly enhance existing maps.

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Nights of Anorland - Act 3 (Version 5)

Nights of Anorland - Act 3 (Version 5)

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The inescapable fate arrives, the end draws nearer.

Post comment Comments  (0 - 10 of 76)
frieman4993
frieman4993 - - 16 comments

Just a forewarning for anyone who wants to play through the whole Nights of Anorland series (definitely worthwhile if you enjoy TDD mods with rich lore), I wasn't able to time one of the jumps correctly in order to get the good ending. I tried using a video walkthrough but eventually gave up and just watched the good ending (I was able to get the bad ending myself). TDD isn't optimized for platforming so hopefully I save some people some frustration.

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Guest
Guest - - 691,570 comments

The scale of the mod is impressive and I'm enjoying it a lot so far, but I do have a few gripes;

- Platforming shouldn't be such a major focus in a game like Amnesia, although I can forgive the platforming in the white void dimension somewhat due to having access to a (temporary) super jump.
- The boss fights are neat in concept but an absolute chore to actually do (the Guardian was the worst offender so far), and the fact that you can get gibbed so easily and then have to sit through the end cutscene and THEN reload the game after each death just makes the experience worse.
- Seeing the Penumbra spiders in the mines (which is where I'm currently at) made me cringe because they're just a huge annoyance in general; I think you should be able to at least throw things at them and kill them though, but making them a constant and invincible Laudanum-sapping threat almost makes me not want to go through the mines and progress through the game??? They were killable in Penumbra, they should be killable here.

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Lester79 Creator
Lester79 - - 207 comments

fair points, good to know that you are enjoying the mod despite the mentioned grievances, the dimension tower map is the most platforming heavy map in Act III, and while there are a couple more platforming sections later on, they shouldnt be that difficult compared to the dimension.

The criticism on the bosses is something thats been there ever since Act II released, they're quite difficult going in blind. And you say that the guardian was the worst offender so far, so i hope your mental state will remain intact when dealing with the last 2 bosses of Act III.

The dying and having to reload is also a lot of wasted time spent getting back to the boss fights, tbh the only reason why i even made it like that is since Valverde in Act II was a character npc that dissappeared after death and i was too much of a muppet to figure out a way to preserve him so i chose the "easy" way to get around this issue by forcing an end screen on you, and despite EVERY other boss not being a character entity, i just decided to make this how every boss worked in general. so if Valverde wasnt a thing you could actually be able to just respawn in boss fights.

The spiders are a bit eh, you should be able to avoid them well enough to not have to waste several laudanum bottles, at least from what ive seen from playthroughs on youtube, but anything can happen i suppose.
im not sure about the spiders being able to die, this stuff would be hardcoded into amnesia which i cannot change, they do have a health value, though whether they are coded to be able to die is something i would need to experiment with properly.

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Guest
Guest - - 691,570 comments

I've managed to get past the guardian, although it felt more like trial-and-error sort of situation than learning any meaningful patterns to its attacks; i think the hitboxes on the explosions were too large, which made it easy to get insta-killed if two of them hit you at once during the last parts of the fight.

I see.. I know very little about the engine so I don't really know its limitations all that well ^^;

The spiders were less of an issue than i really thought; my main concern was that I'd have to hide from a monster while also having to contend with spiders potentially getting at me while i was hiding, but I found that wasn't really the case, thankfully.

The boss battles remain the biggest issue to me; currently I'm on the ball of light boss w/ the eight pillars, and would be grateful if you had any advice on surviving it.

Other than that, though, I really do like the mod, and would love to see what new stories you come up with in the future, if any!

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Guest
Guest - - 691,570 comments

Addendum: the lantern seems to render the spiders completely docile, which is nice but i think you should still be able to smash them

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artistpowermakeup
artistpowermakeup - - 20 comments

When I leave the Castle, the game crashes.

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MattBaller
MattBaller - - 6 comments

I really enjoy the final part I was patiently waiting for, appreciate your work and everything man. I got to the Cliff Courtyard today and there's a little problem that I'm just letting you know (It's nothin that a player shouldn't handle i'm just letting you know) that on the Cliff Courtyard my fps went down reaaally bad. I had 60 fps almost everywhere but in this location it went down on 15 fps and I know it's not a big deal but I'm just letting you know if you don't know about it so you can fix it somehow. It's not a problem in my computer though, it's a good computer. Thx again for an amazing custom story ! Be well :)

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Gadavre
Gadavre - - 131 comments

Lester79

It's a good idea to combine 3 mods into one. And it is possible to make another mod for these three mods, so that monsters appear randomly on the maps? but not near the player? That would be cool. No one did that for this game.

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SwankestCZ
SwankestCZ - - 1,136 comments

Very good mod. I gave 8/10. My full walkthrough (english version):

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CustomStoryGatherers
CustomStoryGatherers - - 90 comments

Hey Lester, in the second version, you state: A missing hunter enemy in 14_Anor_Station now actually spawns. Did I pass this already?

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Lester79 Creator
Lester79 - - 207 comments

yes the station was the level with the tank, there was supposed to be a hunter earlier on in the level but the script to spawn it didnt work apparently

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