View Full Version : Neverwinter Nights 2 Forum News (Apr. 12, 06)


chevalier
Fri, 14th Apr '06, 3:41pm
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com). 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>

NWN2 2560 x 1600 max. settings (http://nwn2forums.bioware.com//forums/viewpost.html?topic=476333&post=4072174&forum=99&highlight=)
<hr />What about ultra wide settings, like NWN allowed for multiple moniter support, as well as strange resolution settings for widescreen laptops or lcd displays.

Particularly it would be nice to support 3072 x 768 for instance for 3 1024x768 moniters.<hr />It's pretty simple. If the video card you're trying to run resolution "x" at supports that resolution, then the game will allow you to run at that resolution.

So, if you have some card that will allow for 100000000x2000, then the game will alow that. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif

<font size="3" face="Verdana, Arial" color="#cc6600">Shane K. DeFreest, NWN2 Community Manager</font>

Devs! NWN2 Demo? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=477012&post=4072098&forum=95&highlight=)
To answer the specific question, no there will not be a demo before June. Nor do I expect that there will be a "demo" per say released at all. Very few publishers release demos for RPG's anymore. Demo's are best suited for other types of games that are more "level centric" (FPS, RTS, etc.) Dont expect one for NWN2.

Vampire as a prestige class ? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=476938&post=4072112&forum=95&highlight=)
A Vampire are "Prestige Class" out of the box wont happen. As previously stated per 3.5, the Vampire is a monster and/or a template (if you use the template system as published in the supplemental material) . The template system that Wizards introduced in the 3.5 supplemental material is great stuff, but its not well suited to be part of a core release. This is exactly the type of exciting 3.5 expanded rules that we fully expect the mod community to have great fun with.

NWN2 Release date! (http://nwn2forums.bioware.com//forums/viewpost.html?topic=477040&post=4072272&forum=95&highlight=)
While the official press release does not go out until later, I promised I'd have some big news this week that has been asked many, many times.

The official worldwide release date for NWN2 is September 2006.

There you have it!

More: "Probably polishing up the game so it is the best it can be."

Simply put, yes.

<font size="3" face="Verdana, Arial" color="#cc6600">J.E. Sawyer, NWN2 Lead Designer</font>

Bye, bye radial menu! [Episode III] (http://nwn2forums.bioware.com//forums/viewpost.html?topic=476733&post=4072592&forum=95&highlight=)
<hr />While I will withhold my final judgement until I see the final game or we get some more information to the contrary, it does indeed sound like NWN2 will be "two-hands play" only.<hr />You shouldn't need to use the keyboard for anything, but using the keyboard and mouse will be faster for some tasks.

<font size="3" face="Verdana, Arial" color="#cc6600">Nathaniel Chapman, NWN2 Q&A</font>

NWN 3 using the Unreal Engine (http://nwn2forums.bioware.com//forums/viewpost.html?topic=476832&post=4071677&forum=95&highlight=)
<hr />are there gaming companies that only make engines and not games? Or are they just the same thing?<hr />Err, if they don't make games they're usually called middleware companies rather than gaming companies. IE, the guys that make Gamebryo, Havok, Granny, etc.

NWN2 2560 x 1600 max. settings (http://nwn2forums.bioware.com//forums/viewpost.html?topic=476333&post=4071680&forum=99&highlight=)
<hr /><hr />Curious, can bloom affect only certain player characters entering?<hr />Using actual words this time: Can bloom be increased or decreased through scripts and can it applied on a player-by player basis? Such if Player A comes in, he'll experience 10 in bloom, while Player B experiences 60 bloom, blinding him.<hr />As far as I know, no. It's set on the Area Properties and can change with the time of day, but not on a per-player basis.