chevalier
Sun, 13th Aug '06, 2:34pm
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">J.E. Sawyer, Lead Designer</font>
on the turning of the un-dead and the attacking of the powerful variety and expertise of combat (http://nwn2forums.bioware.com//forums/viewpost.html?topic=491871&post=4250972&forum=95&highlight=)
Hello. I wanted to let folks know about a few roolz changes we've implemented for the game. The first is for turn undead and the second set is for power attack, improved power attack, and combat expertise.
Turn Undead - In pretty much any D&D game I've played since Pool of Radiance, I'm afraid to turn undead because most of those jerks will just run all over the map. This dislike of fleeing undead (or any fleeing enemy, usually) continues to this day. Our QA testers weren't big fans of it either, so we chatted it up with WotC and came to the following conclusion for NWN2: turned undead will be rebuked instead of turned. In our game, this means that they will take no actions, have -2 to their AC, and lose their dexterity bonus (if any). This effect lasts for ten rounds. Special thanks to Patrick Mills for making "the magic" happen on this one.
Power Attack - Power attack and IPA swing the scales of balance wildly, especially when the frenzied berserker is in play. We've changed these penalties/bonuses to -3/+3 and -6/+6, respectively.
Combat Expertise - Same thing. It goes to -3/+3.
Special thanks to Andrew "Woo-Tang" Woo for mashing the 3 and 6 keys.
More: Before anyone asks: a "destroy" turning result will still destroy undead.
More: <hr />Of course, maybe I misunderstand -- maybe "take no actions" means they will just stand there and take damage without fighting back. If so, that's okay -- but, not as much fun or as useful as seeing them scatter, I think http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif<hr />Their actions are cleared and they just stand there.
BTW, dragon fear is still in the game, but I believe if you are "tuff enuff" (enough levels/HD), the fear aura inflicts penalties instead of making you flee.
<font size="3" face="Verdana, Arial" color="#cc6600">Jason Keeney, Programmer</font>
Doors (http://nwn2forums.bioware.com//forums/viewpost.html?topic=490434&post=4250974&forum=100&highlight=)
The way it works is that placeable buildings and appropriate interior tiles are built with empty door frames. In these door frames you can place a door.
If the door is flagged to be interactable, then they can be opened. Further, if they are flagged to be a passage to a different area, when they are opened they reveal a black "void" rather than allowing you to see through the frame.
<font size="3" face="Verdana, Arial" color="#cc6600">J.E. Sawyer, Lead Designer</font>
on the turning of the un-dead and the attacking of the powerful variety and expertise of combat (http://nwn2forums.bioware.com//forums/viewpost.html?topic=491871&post=4250972&forum=95&highlight=)
Hello. I wanted to let folks know about a few roolz changes we've implemented for the game. The first is for turn undead and the second set is for power attack, improved power attack, and combat expertise.
Turn Undead - In pretty much any D&D game I've played since Pool of Radiance, I'm afraid to turn undead because most of those jerks will just run all over the map. This dislike of fleeing undead (or any fleeing enemy, usually) continues to this day. Our QA testers weren't big fans of it either, so we chatted it up with WotC and came to the following conclusion for NWN2: turned undead will be rebuked instead of turned. In our game, this means that they will take no actions, have -2 to their AC, and lose their dexterity bonus (if any). This effect lasts for ten rounds. Special thanks to Patrick Mills for making "the magic" happen on this one.
Power Attack - Power attack and IPA swing the scales of balance wildly, especially when the frenzied berserker is in play. We've changed these penalties/bonuses to -3/+3 and -6/+6, respectively.
Combat Expertise - Same thing. It goes to -3/+3.
Special thanks to Andrew "Woo-Tang" Woo for mashing the 3 and 6 keys.
More: Before anyone asks: a "destroy" turning result will still destroy undead.
More: <hr />Of course, maybe I misunderstand -- maybe "take no actions" means they will just stand there and take damage without fighting back. If so, that's okay -- but, not as much fun or as useful as seeing them scatter, I think http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif<hr />Their actions are cleared and they just stand there.
BTW, dragon fear is still in the game, but I believe if you are "tuff enuff" (enough levels/HD), the fear aura inflicts penalties instead of making you flee.
<font size="3" face="Verdana, Arial" color="#cc6600">Jason Keeney, Programmer</font>
Doors (http://nwn2forums.bioware.com//forums/viewpost.html?topic=490434&post=4250974&forum=100&highlight=)
The way it works is that placeable buildings and appropriate interior tiles are built with empty door frames. In these door frames you can place a door.
If the door is flagged to be interactable, then they can be opened. Further, if they are flagged to be a passage to a different area, when they are opened they reveal a black "void" rather than allowing you to see through the frame.