View Full Version : Neverwinter Nights 2 Forum News (Feb. 19, 05)


chevalier
Sun, 20th Feb '05, 2:16pm
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com) from Obsidian Forums (http://forums.obsidianent.com/index.php?showforum=21). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

<font size="3" face="Verdana, Arial" color="#cc6600">Brian D. Lawson, Programmer</font>

Ex-Troika employees? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=412865&post=3419550&forum=95&highlight=)
<hr />Theres more then one from the now defunct Troika working at Obsidian.. See here: Click Here (http://www.nwn2news.net/modules/wfsection/article.php?articleid=45)<hr />Actually Rhomal, those are the Bios for the "entire" comapany. In fact, a fair number of those people are not working on NWN2.

Will NWN 2 be backwards compatable with NWN mods? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=406883&post=3419845&forum=100&highlight=)
Who said anything about lack of variety? While I haven't read this entire thread through from start to end, as far as I know there should be no implications of lack of variety. I'm sorry, but the inability to "convert" NWN1 mods/tilesets to NWN2 tilesets doesn't translate into "lack of variety". If you've listened to what we've said about the tool set etc, then I would think one would deduce that a lot more freedom and "variety" is to be had. While yes, people will have to build "new" modules and tilesets, that is the point of a "new" game...isn't it? http://forums.bioware.com/_commonext/images/smiles/icon_confused.gif

First-Person, Foliage and SpeedTreeRT (http://nwn2forums.bioware.com//forums/viewpost.html?topic=408389&post=3420065&forum=99&highlight=)
It's a surprise. And oh by the way...danglymesh got torched a few "months" ago. http://forums.bioware.com/_commonext/images/smiles/icon_cool.gif http://forums.bioware.com/_commonext/images/smiles/icon_lol.gif

<font size="3" face="Verdana, Arial" color="#cc6600">Ferret Baudoin, Lead Designer</font>

Pen/Paper vs Neverwinter Nights (http://nwn2forums.bioware.com//forums/viewpost.html?topic=412607&post=3420038&forum=95&highlight=)
I know how it is with gaming groups getting scattered to the four winds. I suppose I've been fortunate that I've always been able to find cool people to game with. And Mich'aal, I'm not French - I have some Cajun French ancestory. But I'm an American mutt. And as far as the rest of your post... *shudder*

<font size="3" face="Verdana, Arial" color="#cc6600">Frank Kowalkowski, Lead Programmer</font>

First-Person, Foliage and SpeedTreeRT (http://nwn2forums.bioware.com//forums/viewpost.html?topic=408389&post=3419981&forum=99&highlight=)
We have big, bushy trees that sway in real-time according to the wind (not a canned animation). We will not add a FP only cam. There will be foliage.

<font size="3" face="Verdana, Arial" color="#cc6600">Tony Evans, Designer</font>

...Eberron... (http://nwn2forums.bioware.com//forums/viewpost.html?topic=412221&post=3419576&forum=95&highlight=)
<hr />It's FR. It's too much for them to include. What they could do is make it easier to implement everything from it, though. I wouldn't hold your breath for them actually putting it in, though.<hr />We are spending our resources wisely to create a marvelous campaign set in the Forgotten Realms. Eberron will not be a part of the campaign we devise, but I wholeheartedly encourage fans of Eberron to make their own modules. If you think there is anything that can be added to the toolset to help modders make an Eberron module, please post your ideas and requests on the NWN2 Toolset and Custom Content Forum.

Rumour (http://nwn2forums.bioware.com//forums/viewpost.html?topic=412991&post=3419582&forum=95&highlight=)
The rumor is absolutely false. NWN2 will be based on the 3.5 rules.