View Full Version : Neverwinter Nights 2 Forum News (Aug. 27, 06)


chevalier
Mon, 28th Aug '06, 9:36am
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>

Will there be an option on one handed weapons(Katana) to swing them with 2 hands. (http://nwn2forums.bioware.com//forums/viewpost.html?topic=494317&post=4284327&forum=95&highlight=)
<hr />Do all the weapons thus held gain the 1.5 bonus to damage, or is this merely for cosmetic show?<hr />Yes. You will gain the 1.5 Str bonus to damage and you will animate wielding the weapon with two hands.

<hr />I have to ask this, because it annoys me so in NWN1 - and now I hear that you have chosen to do the same in NWN2 - why are you not allowed to equip a weapon you're not proficient with? http://forums.bioware.com/_commonext/images/smiles/icon_frown.gif <hr />Because implementing the non-proficiency rules was not made a priority, unfortunately.

DM Client date release & known information (http://nwn2forums.bioware.com//forums/viewpost.html?topic=494248&post=4284554&forum=95&highlight=)
We still do plan to release a DM client. Two programmers are scheduled to work on it after release candidates are handled. That doesn't mean that it's definitely going to get done or that it's definitely going to be at X level of quality by Y date, but it certainly is not cut.

Ferg tends to be very conservative with what he promises about features, so it often comes across as grim news.

<font size="3" face="Verdana, Arial" color="#cc6600">Anthony Davis, Programmer</font>

Anyone have any PAX feedback? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=494404&post=4284362&forum=95&highlight=)
I did not get to goto PAX because I am/was busy raising and grooming NWN2 for release upon the unsuspecting masses.

However, I *HEAR* that the game went over VERY well. I was just curious if anyone here had some pics, videos, or info.

More:<hr />Is it just me, or is there some weird role reversal going on here? http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif<hr />LOL, I *KNOW* how good the game is. I would (for once) like to see some actual feedback that is reflecting what is close to the actual state of the game.

The funny thing is, that since the build went to PAX, we have had even MORE good changes land. Still, the build at PAX is pretty darn new. I'm sure on Monday we will get the full scoop here at work, however it is only Saturday and I want more info.

More:<hr /><hr />I did not get to goto PAX because I am/was busy raising and grooming NWN2 for release upon the unsuspecting masses.

However, I *HEAR* that the game went over VERY well. I was just curious if anyone here had some pics, videos, or info.<hr />http://forums.bioware.com/_commonext/images/smiles/icon_look.gif

Riiight...

Well. Didn't you have some guys over there? http://forums.bioware.com/_commonext/images/smiles/icon_look.gif<hr />Ryan, Annie and Shane are all there.

More:<hr />Hehe, yeah, this has the feel of someone wanting to get feedback on his labours of late. And that he's feeling pretty good about what that feedback might be.

Someone that was there help the guy out -- he's jonesing. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif<hr />Awwww, you killed my buzz. http://forums.bioware.com/_commonext/images/smiles/icon_cry.gif

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

Games Convention: presentation of NWN 2 (http://nwn2forums.bioware.com//forums/viewpost.html?topic=494343&post=4284496&forum=95&highlight=)
Many of the issues in that video (for instance, the dipping down of the camera to go through doors) have been fixed. Additionally, we have four camera modes, and a lot of the aspects of the camera (for instance, the speed with which it lags behind the character) are configurable in the options menu. So, chances are, you'll find something you like.

I will say that the camera not rotating when the player is stopped is a concious decision we made - we originally had it rotating when the player was standing still, but in combat it would make you really, really queasy. The current camera modes are the result of months of tweaking, and I feel confident that everyone should be able to find a setting they enjoy available among all the various options.