View Full Version : Neverwinter Nights 2 Forum News (Feb. 23, 07)


chevalier
Thu, 1st Mar '07, 1:04pm
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">Rob McGinnis</font>

Personal Attacks (http://nwn2forums.bioware.com/forums/viewpost.html?topic=549286&post=4833546&forum=109&highlight=)
<hr />hmm if software engineering followed the same lines as civil engineering then i dont think we would have any complaints about software. At least no near as many. In Civil Engineering quality and fit for purpose is of paramount importance. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif<hr />Yep, but think of the bureaucracies that have been built up around Civil Engineering. Think of all the delays involved in the approval process, etc.

(Prestige) Class Focus Discussions (http://nwn2forums.bioware.com/forums/viewpost.html?topic=550108&post=4833548&forum=109&highlight=)
Nope. I just wouldn't have as much time to check it out http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif

But if you want a discussion to vent about a class... feel free.

[Poll] Parry: fix or remove? (http://nwn2forums.bioware.com/forums/viewpost.html?topic=550317&post=4833982&forum=109&highlight=)
For the purpose of this poll, do not take into account the adding of different skills/abilities - As if no replacement will be put in.

Base your choice solely on whether the skill should be removed or fixed.

1.05 status? (http://nwn2forums.bioware.com/forums/viewpost.html?topic=550131&post=4833609&forum=109&highlight=)
I don't know what the plan is for Vista yet, but I am sure we will wait until the sound and video drivers have been stabilized.

More: <hr />I just play single player, just a few mods to make the game look better...so, maybe that is why I donīt have a clue about 2/3 of the stuff mentioned in this thread...

There are a billon issues with feats, skills, spells, rules...why donīt they focus on that more basic bugs?

Maybe Iīm missing something, but why focusing on some obscure (at least for me, I admit it) scripting issue? When there is so much space to improve with the core rules and dynamics of the game...

Well, at least someone is telling us something...and maybe someone can explain to me why all that toolset/scripting/programming stuff seem to come first for 1.05<hr />WASD Turn rate changes, Group Select and, to an extent, the chat window no longer clearing on transition all directly affect and change the SP gaming experience.

Perhaps I am not understanding your issue. What do you consider to be a fix for the single player?

More: <hr />Yes, as I said, thereīs about 1/3 of the things mentioned Iīm actually aware what they are.

The point is, that I was reading the posts trying to understand the rest, and, for the most part, it felt like ppl talking about a totaly unrelated issue.

There are some threads, some sticky ones even, where ppl talk about how some core rules just donīt work properly, rendering feats/skill/classes/spells to be somewhat buged, or unbalanced, or not stacking properly, etc.

Maybe Iīm enjoying just too little of the game, but, well, thatīs what I wanted anyway, a solid single player experience. So, at least for me, those fixes appear more urgent than other stuff.

If you ask me to name some, I admit Iīm not an expert on 3.5 D&D rules or the adaptation for NWN2, but the forum is full of issues.
And other than that, Iīm not having problems running the game from a technical point of view.<hr />Great, all fair feedback.

Those fixes are coming but, until recently, the reports of them were scattered and inconsistent. So, we have taken the once-stickied threads and are combing through them internally. We have to verify the issues and figure out is it really a bug or intended behavior - or is it really happening as reported or is something else going on - or is it really happening at all.

Many of the bugs we have received are reported because the feat or spell does not work the way an individual wants them to work - not because they don't work as the manual, NWN1 or the D&D book has them written. That slows us down quite a bit as we have to dig through all the books to see if something has changed, etc.

More: <hr /><hr />Not to be greedy, but I'm still interested in spell progression fixes for prestige classes, if you please. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif

What I'm talking about specifically is fixing Pale Master spell progression, RDD spell progression, and also, giving spell lists to prestige classes that deserve them (Assassin? please?).<hr />
And let's not forget a Blackguard spell list also.

Kinda hard to spread fear and terror when all you have are Inflict Wound spells. Once per day. Barely.

Terrifying, I know.<hr />You're lucky. I wanted them to put in Inflict Oatmeal instead. http://forums.bioware.com/_commonext/images/smiles/icon_evillol.gif

More: Ok... So I may have the NWNX version wrong... I guess it's supposed to be 4... I really don't know... I just like elipses...

Class spell books- Not at work atm. Will try to have an answer for you here tomorrow - if I don't get washed away in the rain.

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

1.05 status? (http://nwn2forums.bioware.com/forums/viewpost.html?topic=550131&post=4834204&forum=109&highlight=)
<hr />I'm just puzzeled how this stuff actually got taken out of the final product. I can't even imagine your own programmers prefered creating items and creatures the way you have it implemented.<hr />I'm not sure how this rumor was started, but we had no wizards for item creation or creatures during development. True, that certainly would have made our pipeline easier, but we didn't remove any wizards.

<font size="3" face="Verdana, Arial" color="#cc6600">Charles Mead, NWN2 Lead Scripter</font>

SetIsTemporaryEnemy() bugged? (http://nwn2forums.bioware.com/forums/viewpost.html?topic=550063&post=4833882&forum=114&highlight=)
You might check that "UsesPersonalReputations" is set to true (in the campaign editor). SetIsTemporaryEnemy() relies on Personal Rep.

Some questions if you'll endulge me. (http://nwn2forums.bioware.com/forums/viewpost.html?topic=549639&post=4834464&forum=113&highlight=)
The defualt spawn script automatically spawns a little treaure.
Setting the variable "X2_L_NOTREASURE" on the module to true will prevent this.

Alchemist Workbench??? (http://nwn2forums.bioware.com/forums/viewpost.html?topic=549598&post=4834506&forum=113&highlight=)
Since you asked...

There was a time when we didn't have the ability to "use" items. That script was a workaround - instead of using an item, you cast a light spell I believe, for the sake of testing it.
The script was eventually deleted, but appears the reference to it persisted. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif