The Foundry allows players to create their own adventures within Neverwinter and provide these adventures for other players to experience. It consists of an editor that allows a player to create a story, make custom maps, and even full campaigns that are then accessible to other players from within the game.
- 1 Frequently asked questions
- 1.1 What is the Foundry?
- 1.2 Where can I find these quests?
- 1.3 How do I make my own quests?
- 1.4 What rewards can I expect for creating quests?
- 1.5 What about exploits?
- 1.6 What does "Eligible for Rewards" mean?
- 1.7 How do I Create 'Or' Scenarios in My Quest?
- 1.8 Why can't I delete this encounter or actor?
- 2 Known Foundry Bugs
Frequently asked questions[edit | edit source]
What is the Foundry?[edit | edit source]
The Foundry is a content-creation system available to players to create their own quests and make them available for other players to play. Unlike many modding tools or scenario editors that are bundled with other games, the Foundry created quests are fully integrated into the game. Given enough created quests, it is possible to level up a character entirely through community created quests.
Where can I find these quests?[edit | edit source]
How do I make my own quests?[edit | edit source]
- Note: Beginning Neverwinter players must reach level 15 on their first player-character before Foundry access is unlocked. This helps ensure you are familiar with game-play mechanics and paradigms, which will be helpful in your learning-curve with the Foundry toolset.
What rewards can I expect for creating quests?[edit | edit source]
There is an extensive achievements system in-place for the Foundry. This is composed of [Foundry - Community] achievements (earned by playing other author's Foundry quests and campaigns), [Foundry - Authoring] Achievements (earned by creating and having your content played by others), and all are summed up in Dungeon Master (DM) Ranks. Each DM Rank the author achieves will reward them with at least a new Title. Later ranks reward exclusive capes, Companions, and even Mounts.
What about exploits?[edit | edit source]
It is unfortunate that there always will be game players who will attempt to use tools such as the Foundry to create exploits. To help prevent this kind of misuse of the tools provided there are some limitations to how the Foundry works. Examples of limitations for Foundry Authors include, but are not limited to: Only one respawn campfire in any single map, positioned as desired. Random treasure chests and skill based resource nodes are not available. Only one end-of-quest "Super Chest" reward is automatically placed into the last map of a quest, positioned as desired. Rewards and loot-drops are decided-on or generated by the game engine, not the author.
Furthermore, before a Foundry Quest appears in the general catalogue listing, becoming widely available, it must meet minimum criteria, such as average length of play-time and a minimum number of star-ratings. Until these criteria are met, only those players who opt-into being a Foundry Reviewer will see the quest listed in any catalogue directory.
What does "Eligible for Rewards" mean?[edit | edit source]
- Note: Eligibility has no meaning, "Daily Foundry Quests" for astral diamonds was removed in September 2015.
The reference to "Eligible for Rewards" is in reference to the Cryptic "Daily Foundry" quest. The Daily Foundry quest is a Cryptic Non-Player Character (NPC) Quest that can be accepted by players once every 20 hours. This particular quest asks the player to play three Foundry Quests of his or her choosing. Upon completing this daily quest, the NPC Contact will proffer an additional, larger reward to the player*. However, a Foundry Quest must be eligible for this NPC's rewards. This is a system implemented to help prevent exploitation of the Foundry toolset. Therefore, when perusing the Foundry Catalogue for quests to play under this "Cryptic NPC-offered quest" - only those quests listed as "Eligible for Rewards" will apply and count as one of the three quests required to receive the NPC Contact's "bonus reward".
To become eligible for Cryptic NPC "Daily Foundry Quest" rewards, a player-authored Foundry Quest must meet a few minimum standards, including an average play-time of 15 minutes, based on real play-times tracked by the system. It also must have a minimum of 20 playthroughs, regardless of whether or not reviews or star ratings have been left by the players.
Regardless if a Foundry Quest is "Eligible for Rewards" all Foundry Quests will continue to offer in-quest loot-drops and a quest reward (a.k.a. "Super Chest") during game play. Therefore, the label of eligibility displayed on a Foundry quest only applies to the NPC-offered "play three Foundry Quests" feature, and does not apply to in-quest loot drops and end-quest chest reward.
* The additional, larger reward is proffered to the player in addition to any rewards earned within each individual Foundry Quest played.
How do I Create 'Or' Scenarios in My Quest?[edit | edit source]
Technically speaking, you cannot. You can, however, force the player to make micro-decisions along the way. For example, you can make 2 paths to the next objective, and make the player choose his or her path. The only real problem is that both paths must lead back to the main objective.
A more specific example: You can have two tunnels, say North and East. The player must choose. She decides to go down the East tunnel. You can make it so that a Place Marker set into the start of the East path a short way triggers a wall or locked door to appear in the entrance to the North tunnel when "This Component Reached" setting the component to be the Place Marker. The same setup can be used to cut off the East tunnel once the North is taken if it is the first traversed. Now your player is committed to taking one path to the next quest goal. Be sure to set the markers with radii that can't be missed on the chosen paths and can't be hit from outside the appearing walls/doors nor along the alternate path or both paths can get cut off. Both paths must ultimately open up to the next quest goal (or an item for it must drop somewhere in both paths). One path will be "wasted" for that run, but that's okay. It's the only way to make 'or' logic at this time. Trying to use dialog to create this scenario with two NPCs is broken unless set up similarly. If one NPC guards the East tunnel and another the North and you set the blockades to appear when dialog is reached, then the only way to avoid players talking to both NPCs and cutting off both paths is to set the NPC posts for each tunnel past the point where the wall/locked door would appear in same tunnel. This can be done for story or flavor, but using place markers achieves the same effect and saves on NPC count.
Another option would be to have two closed paths with one NPC standing before and between them. Dialog is required. One speech option removes one door. A diametrically opposed speech option removes the other. Each door is set to disappear only if the proper speech option is reached for that door. If the player uses the DONE button to reach both speech options, then locked doors appear in both paths and a third unlocked door set to appear in this case as well forces the indecisive player's path (the path behind this door can be set up independently noting the aforementioned limitations...or so as to link up with just one side or the other at the quest author's discretion).
If you want players to be able to choose the next objective they must complete in a quest from say A, B, and C...then place the objectives beside one another on the Story tab and the player can do A or B or C next.
Why can't I delete this encounter or actor?[edit | edit source]
The common error in this scenario is that you are in the Details overlay, rather than the Layout overlay. At the top left of your map, you can change back to Layout and remove encounters. You cannot remove individual actors out of encounters at all. You remove the entire encounter, or none of it.