January 2003

"Jefferson" Project Forum News
Posted Friday, January 31, 2003 - 23:39 CET by Veldrin

Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

J.E. Sawyer, Lead Designer

Fed-Ex Quests: The only Fed-Ex quests in the game so far involve getting things from dangerous locations. There's no Old Jed in Jefferson waiting for a bottle of wine.

AI: There are two main things that I intially focused on for AI and pathfinding.

* Team Behavior and Problem Solving -- The "team" unit was used in Icewind Dale usually as a method of activating a group of creatures when one member saw enemies. It was also used for locating worthy recipients of buff spells, curative magic, and general protection. I think that team behavior can go beyond this in a couple of ways.

First, I think that teams need to be able to address problems by analyzing the capabilities of the group. Take a D&D example: a locked door. The PCs close a door, then lock it. The bad folks on the other side want to get through. First, is there anyone in the party capable of casting knock? If not, is there anyone in the party capable of picking a lock? If not, the most damage-capable members of that group should attack the door and utterly annihilate it. It's a seemingly simple problem, but it requires quite a bit of up-front work to make it happen.

Teams should also (when appropriate) perform their actions under the direction of leaders. If you have ten Enclave Troopers and Frank Horrigan, Frank baby is calling the shots. If someone cripples his leg, he's probably going to command all of his cronies to pump plasma into that guy's face. If one of them dies, the team should look for another ranking leader. If none exist, they act on their own in a chaotic fashion. This could be good -- or it could be bad.

Morale also tends to fall under team behavior. While a creature with low morale should probably try to flee, there are many other types of behavior he or she can exhibit. They might start to disregard orders from their commander. They might split into another team and follow the commands of another creature. They might run across the map to an allied team and join them. They might even feign death. Whatever they do, it would probably be better than running off screaming for ten seconds and then turning around to die anyway.

* Threat Pathing -- I've discussed this before. Creatures in RPGs often decide that it's very important to run right through things like minefields, lasers, and walls of magical fire. This is dumb. We've come up with a potential way of dealing with things like this. Well, it really can work. We just don't know if it can work efficiently.

All of these things are works in progress, so don't go getting your hopes up about any of them.


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Neverwinter Nights Chat Logs at NW Vault
Posted Friday, January 31, 2003 - 14:10 CET by Mollusken

Neverwinter Vault have posted the log from the Neverwinter Nights chat event last Thursday. You can read it here.

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Last Week's Poll's Results
Posted Thursday, January 30, 2003 - 18:02 CET by Sorcerer

What we asked:

Q: The main villain from which of the games or their expansions covered on SP is your favourite?
(590 votes total)

Jon Irenicus (BG2) (236) 40%
Sarevok (BG1/ToTSC) (178) 30%
Transcendent One (PS:T) (104) 18%
Isair & Madae (IWD2) (23) 4%
Belhifet (IWD1) (15) 3%
Melissan (ToB) (14) 2%
Morag (NWN) (7) 1%
Pelendralaar (PoR: RoMD) (7) 1%
Icasaracht (HoW) (6) 1%

Quite unsurprisingly, the main bad guys from the Baldur's Gate saga are also the most popular. Jon Irenicus rules with 40% of fan votes, and Sarevok with 30%. Keep in mind, however, that BG1/2 are also the most popular games (and were played by the most people), which also contributed to the high placement of their villains.

Third favourite baddie is the Transcendent One from Planescape: Torment with 18% of votes. Certainly the most original nemesis of all listed.

The fourth favourite villains already have much fewer votes. Isair & Madae only received 4% of poll participants' votes.

Belhifet follows on the fifth place with 3% of votes. Next is Melissan with 2%.

The last place is shared by the triumvirate of easily forgotten villains Morag, Pelendralaar, and Icasaracht, each with 1% of votes.

  • Current Poll
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    Neverwinter Wednesday
    Posted Thursday, January 30, 2003 - 17:15 CET by Z-Layrex

    Ah, here we are at yet another wonderful Wednesday of delights from Bioware, let's see what we've got this week:

    Shadows of Undrentide - New Feats Profiled!

    Neverwinter Nights: Shadows of Undrentide will include over 30 new feats when it is released, and this week Bioware are profiling 3 of them. You can be sure this fistful of feats will put more punch into your attacks!

    Creature Profile: Gnolls

    The upcoming 1.28 patch will include the much anticipated Gnolls! This new creature profile provides a sneak peak at the 2 flavours of Gnolls that will be released, and provides an interesting theory regarding the Gnoll's ferocity.

    Tileset Construction Tutorial

    Bioware have updated their 3DSMax Files section with a new Neverwinter Tileset Construction Tutorial. This document covers tileset creation for the BioWare Aurora Engine, and it includes the tutorial (in Word and PDF format), several unsupported Windows utilities we use internaly when creating tilesets, and many sample files you can reference when working though the tutorial.

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    Witch's Wake Status Report
    Posted Thursday, January 30, 2003 - 16:58 CET by Z-Layrex

    There's a new update over at Bioware, on the status of Witch's Wake II, (the Neverwinter Nights module being developed by Rob Bartel, Co-Lead Designer for NWN). Here's the story:

    [Jan 29 2003] Work on WW2 is inching forward. A lot of Rob's time has been spent wrangling the various new scripting systems and hakpaks that he hopes to make use of in the upcoming module, and analysing the growing body of results from our recent WW1 Post-Release Survey. A morning was also spent co-DMing a modified version of Witch Wake I with one of the beta testers (great fun was had by all, a new route was found through the Myrkwood, and the halfling somehow managed to become half undead). Nevertheless, some plot and story work has been taking place and the groundwork is being laid for the initial sections of the module.

    Read it here.

    There is no release date for Witch's Wake II as of yet, but you can download and play the first version here.

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    Neverwinter Nights Forum News
    Posted Thursday, January 30, 2003 - 16:50 CET by Z-Layrex

    Here are today's official Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Jonathan Epp, Quality Assurance


    Unlocking Campaign Modules: Open nwnplayer.ini, and under [Game Options] change the CODEWORD= entry (or add it if it doesn't exist), to:

    CODEWORD=hacktastic

    This will unlock all the modules.


    Robin Mayne, Bioware Webmaster


    Patch 1.28:

    Quote: Will the 1.28 patch have a similar effect on modules as 1.27? In other words once you touch a module with the 1.28 toolset will the module be playable by 1.27? I assume servers will also need to be patched. As the main builder/integrator of a PW the answer to these questions is very important to me.

    Yes - Once you save a module with a 1.28 toolset, it requires that you play it on a 1.28 or higher game. This will be true anytime we add content that is accesible throught the toolset.


    Gnolls:

    Quote: Wow, good work... but does that mean only two types of gnoll? why not have a gnoll commander or slasher

    With the 2 different body styles you are not limited to making addition types of Gnoll blueprints in the toolset. You will be able to create commanders and slashers with whatever stats/abilities you want, and then select one of the 2 body styles for their appearance.


    Jay Watamaniuk, Community Manager


    Gnolls: Just checked the toolset and yes, I am a non-readin' monkey-head. It lists 24 hit points. Which was a bit of a debate but I assume what happened is that NWN have slightly more generous hit point rolls than a straight dice roll. That does not mean that it gives creatures more hit points than it should, but that it's dice rolls will be higher than what would be average. This is a guess. The Gnoll Shaman is not in the Monster Manual so we have taken a bit of liberty with the stats.

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    Shadows of Undrentide Info at RPG Vault
    Posted Thursday, January 30, 2003 - 10:35 CET by Mollusken

    RPG Vault have posted 2 brand new screenshots from the upcoming Neverwinter Nights expansion Shadows of Undrentide. They've also got some info on two new feats which will be available with this expansion: Zen Archery and Rapid Reload.

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    "Jefferson" Project Forum News
    Posted Wednesday, January 29, 2003 - 23:09 CET by Veldrin

    Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    Evil Characters: We are making great efforts to support evil characters of the cartoon variety, the serious variety, and several shades in between. We are not doing this through implied/assumed motives that the player has to make up, but through the gameplay and faction options present in the game.

    The main plot can be pursued for selfish reasons, altruistic reasons, and even cackling, hand-wringing "bitter taste of unimaginable sorrow" reasons.


    Quote: Level 5 cap.

    According to Bloodlust, not me. No offense to any parties involved, but Bloodlust has never been on the Jefferson development team.

    Quote: You don't fully "control" NPCs.

    The only things about them that you don't control are

    a) Their biases (though this can be shaped over time for certain characters).
    b) Their preferred professions (this can also be shaped over time).
    c) Their general actions when they do not trust you.

    Quote: Will NPCs be max level 5? How do they cast spells? What is stopping them from casting a fireball on that nasty Goblin in the shop WITH LOTS OF PEOPLE NEARBY? Do they level up?

    Are you asking about companion NPCs or regular-ol'-hang-around-in-the-world NPCs?

    Jefferson really is not being designed in the image of Torment. It's closer to Fallout, I think.

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    Infogrames Half-Year Financial Report
    Posted Wednesday, January 29, 2003 - 19:06 CET by Z-Layrex

    Infogrames Entertainment have released its half-year financial report. The Group expects to release its fiscal 2003 half-year results for the period ending December 31, 2002 on February 13 2003.

    Read it here.

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    Neverwinter Nights Forum News
    Posted Wednesday, January 29, 2003 - 18:55 CET by Z-Layrex

    Here are today's official Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    David Gaider, Designer


    Spellcasting Classes:

    Quote: Are there any plans to unhardcode spellcasting classes so that they use the 2da files (and thus, so spellcasting classes could be added in)?

    I've asked about this one myself and the answer, unfortunately, is no. The spellcasting classes are like that because each one has its own seperate GUI. Looking back on it now, it might have been better in the long run to have designed each class so that it "detected" available spells and had one GUI that listed the spell icons that were selectable. That's not how it was done, however (for various reasons, including the plain fact that the ability to add spellcasting classes was simply not required), and going back and re-working the entire thing now just isn't going to happen short of a sequel.


    Custom Content: It's rather unfortunate that there are simply so many ways for us to get screwed when it comes to custom content. Besides the example of the textures made above, there's also such things to consider as 'did he make this himself?' ("Hey! Didn't you know that I helped that guy make the tileset! We were a team!") or the possibility of derivative work ("I made a model that looks just like one of the ones he used in his tileset!")... the list goes on. Not being a legal expert, I have no idea if a legal contract could be made with a community member that would cover all the bases necessary, but from the descriptions I get it doesn't sound promising.

    Not impossible, however, as there are some companies out there that obviously do do stuff like this and Bioware is continuing to look at the possibility of doing something similar. I've heard of one scenario that sounds promising, personally. We'll have to wait and see if anything materializes, as utilizing what's out there and being made in a broader and more official capacity could only benefit everyone involved, no?

    Wishful thinking does not exactly equate to protection in our litigious society, however, much as we might want otherwise.


    Tom Ohle, Communications Assistant


    Portraits:

    Quote: Well, the whole style issue went along BiS, I think. Looking at the appearance of NWN (not only portraits, you mind), we can say that Bio was the serious and old school DnD part of the job, while BiS was the more artistic and cunning half.

    Actually, all of the Baldur's Gate 1 & 2 portraits were created by BioWare, not Black Isle. Neverwinter simply featured a different visual style than the BG series, as do Icewind Dale 1 & 2

    More:
    As LdyShayna said, the rights to those BG1 and 2 portraits are held by Interplay.

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    Black Isle Hiring
    Posted Wednesday, January 29, 2003 - 17:34 CET by Mollusken

    Black Isle have sent us words that they're looking for an associate producer. The position requires 4 years of experience in the gaming industry as well as 2 years of experience of production at an associate produer level. You'll find more info here.

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    "Jefferson" Project Forum News
    Posted Tuesday, January 28, 2003 - 21:19 CET by Veldrin

    Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    "Jefferson" Artists: Four IPLY or ex-IPLY people have art on there: Jason Manley, Kevin "Puddnhead" Llewellyn, Andrew Jones, and John Dickenson.

    You can see some of Vance's work on the cover of The Silver Marches and in the IWD2 male monk and ghostwise halfling portraits. Chris Appelhans did the female monk portrait for IWD2.


    Quote: I think RPG's should be about exploration of a particular role. Not following a story of people in your party. Definately not, for a BIS games. And since Josh is the man in control, I doubt something this silly will happen.

    Almost all of the CNPCs in Jefferson are drawn into the Protagonist's company because the Protagonist is dealing with a particularly important situation that affects a lot of people. While the CNPCs certainly wish (and might attempt) to address this situation on their own, the Protagonist is the only person who's "got the goods".

    Quote: Does this mean the PC is somehow special (like in BG) or is it just a case of the PC being the glue that unites disperate factions ?

    The Protagonist is special, but not inherently special, as he/she was in BG. A strange coincidence puts the Protagonist in the "game-important" position, but it's up to the player to choose how to deal with it.

    Quote: I would like to see characters getting their due XP. In IWD2 and the original BG I have often had to split my party and fight one set of monsters with one half and another set of monsters with the other half. What really gripes me about the current system is that the XP is just divided equally amongst the members of the party, rather than basing it on who did what in the battle.

    The importance of who does what, and when, is extremely subjective. Sorry, but I think it would take a silly amount of effort just to come close to getting appropriate merit-based awards.

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    Neverwinter Nights Forum News
    Posted Tuesday, January 28, 2003 - 21:05 CET by Veldrin

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Derek French, Assistant Producer

    Quote: Don Moar basically said that you will not be supporting any commerical database system at all... not even ODBC (which I find amazing considering you are writing the game in Borland C++ which has its own Open Database methodologies). The reason he stated was that using a specific database engine would require licensing etc...

    No, the game is written in MS VC++, not Borland. Only the Toolset is Borland. We are using currently testing out a commercial database package. Let me be very clear. We are NOT creating a database system from scratch. Our database system must be compiled into the game executable.

    Quote: This however seems really strange to me. If you simply include the ability to connect to "any" database system (throgh ODBC) then you are not actually using any particular system and thus have no reason to license it. So Derek... why is it you are choosing to do this "in house" rather than making it easy and allowing your customers to make the decision of what database they wish to use. If I want to use SQL Server but the guy next to me wants to use Oracle or Access... why stop us?

    Because it must work instantly on any computer without any configuration, since the database access is through scripting in a module. It would not be a Good Thing if the average end user who just downloaded a module, finds that nothing works in the game, simply because he hasn't set up a database server on his home computer. The database access has to just work, in the game, for any module, on Mac, Linux, and Win32.


    Robin Mayne, BioWare Webmaster

    Neverwinter Nights in Windowed Mode: Add "AllowWindowedMode=1" to the "[Display Options]" section of your "nwn.ini" file (which you will find in your NWN install dir, the default is C:\NeverwinterNights\NWN). Then start the game. Hit Alt+Enter to window back and forth.

    Quote: Oh dear... well I have sussed out how to change the mode of the file... but when exporting to PLT most of these were not acceptable. I am at a loss, can these files include colour?

    I will try and clear this up for you Kai! The point of a PLT file is to create a texture that defines 'color areas' such as skin, hair, and metal so that you can use the toolset to select colors. So no, PLT files will not include color, as you will use the toolset to set the 'skin' areas to brown, the 'hair' areas to red, and the 'metal' areas to grey, for example.


    Rick Ernst, Lead Designer, Floodgate Entertainment

    Prestige Classes: The Harper Scout prestige class is a benefit available to members of the Harpers who are so inclined. There is no requirement that a Harper or ally of the Harpers take levels of this (or any other) prestige class. This is how we are treating it in SoU, in any case. For what it's worth, it will not be neccessary to join or even ally yourself with the Harpers in SoU to complete the campaign.

    ESRB Ratings: At the risk of derailing this topic entirely...First off, according to the current ESRB guidlines, Doom would never have gotten an M rating. The violence in Doom is not realistic or particularly graphic, there is no profanity, there is no nudity, there is no substance abuse.

    Secondly, removing ESRB ratings would not suddenly cause people to use 'common sense' when buying games. The reason games are rated is for parents who justifiably and correctly want some sort of idea about the games their children are playing and asking for. There are many, many video and computer games on the market today that I would not want my child playing. I'm not saying these games are bad, or should not be sold. I very much enjoy many of them myself. But not all games are appropriate for all people.

    Children should not be allowed to do, or play, anything they want. A child's parents should be the ones to make this decision. Parents, very often, are not very knowledgable about video games. They generally do not have the time (sadly) to personally test every game their children want to play. In light of this, parents want (and need) some form of guidance. Realistically, this guidance can come in one of two forms. Ratings such as those established by the ESRB, or laws that prohibit restricted games. You may not agree with which games a parent allows, or does not allow, their children to play. But I'm sure you'd rather the parents make that decision than Congress.


    Water and Trees: If you are saying you would have rather had water and thick trees as the border terrain in the forest, that's one thing. Saying it would be trivial to add those two new terrain types to the existing tileset for SoU is another matter entirely. We thought it would be better to create 3 new tile sets in order to give builders a wider range of possible environments, rather than expand existing areas. I think you'll like what we've done. The desert screens that were approved for release recently is just the beginning.

    Don Moar, Tools Programmer

    Module Help: I would start with the basic module construction tutorials you can find in the "For Builders" section. Then, if you're interested, take a look at some of the scripting tutorials. These should at least get you familiar with the process of making modules and that should put a lot of the discussions where you're seeing those file types described into context.

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    Neverwinter Nights Linux Client Update
    Posted Tuesday, January 28, 2003 - 20:42 CET by Mollusken

    The following update about the Neverwinter Nights Linux Client has been posted at the official site:

    We are now into the rather boring stretch at the end of game development. We are currently running through the loop of: find bug, fix bug, make new build, test. Rinse and repeat. Unfortunately, this is also the longest part of development and the most uncertain. It is even harder now to give you a date on the Client Beta.

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    Greyhawk: The Temple of Elemental Evil Forum News
    Posted Sunday, January 26, 2003 - 18:23 CET by Veldrin

    Here are today's official Greyhawk: The Temple of Elemental Evil forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Tim Cain, Lead Designer

    Variable spell areas: Hi everyone,

    Something came up in a design meeting about spells with varying size of effects. We want to support spells like Wall of Fire, which allow a wall to be created of variable size. Unfortunately, with the end of month milestone looming, no one has time to carefully sift through the hundreds of spells to see which ones have variable areas. So we cannot estimate the time to implement this feature.

    Want to help us?

    We need a list of every spell in 3rd edition that is castable by a character up to level 10 (i.e. all 0 through 5 spells) that have variable area of effects, usually varying by caster level. This is harder than it seems, since spells like Cone of Cold appear to have a fixed area of effect, but they really do damage up to their range, which is variable.

    If someone here has or could point me to an existing list of such spells, that would be great. I can't guarantee we can get all such spells in the game, but without a list, we can't estimate the time involved and we may have to skip such spells or make them with a fixed area of effect. And we don't want to do that.


    Manual: Me rite manual! Me rite gud. Full of stuff. Stuff you do. Happy words make it.

    Steve Moret, Lead Programmer

    Quote: How in depth is it going to be regarding 3e rules? Will it be assumed that players know at least a little about them, or will there be a ton of info?

    I think Tim will be writing our manual in the upcoming months. It is going to be a difficult write because the 3rd Ed. Players Handbook and Dungeon Master's guide combined have about 550 pages of text and are much larger in WxH than our manual can be.

    I think it will focus on what is specifically important and pertinant to the module and how our interface explains 3rd edition rules. We are also hoping to include a lot of in-depth in game help. I personally feel that if you don't care or know anything about 3rd edition you can still play the game, but if you are a D&D junkie you'll love all the attention to detail.

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    BioWare Chat at Neverwinter Vault
    Posted Sunday, January 26, 2003 - 14:10 CET by Mollusken

    Neverwinter Vault will host a chat with the BioWare Live Team Thursday this week. Here are the details:

    When: Thursday, January 30 at 7pm MST (6pm PST, 9pm EST)
    Where: The IGN Chat servers hosted by RPGVault and Neverwinter Vault
    IRC Client:
    * Server: chat1.ign.com
    * Port: 6667
    * Channel : #neverwinter

    If you don't have a program like mIRC to connect the IRC channel you can always use our web chat client and enter the channel #neverwinter.


    Questions to the Live Team can also be sent in to maximus@vaultnetwork.com.

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    6 Million Neverwinter Nights Downloads
    Posted Sunday, January 26, 2003 - 14:01 CET by Mollusken

    Neverwinter Vault reports that files from their file section (which has grown to host over 6200 different files) now has a combined download count of over 6 million.

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    Neverwinter Nights Forum News
    Posted Sunday, January 26, 2003 - 1:42 CET by Veldrin

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Derek French, Assistant Producer

    Linux: Let me be very clear here. As soon as all the issues that are critical for releasing the Linux Beta are resolved, we will be posting the files. Not one second longer. We are just not at the state right now. You want a Beta. I want you to have the Beta. We are just not there, yet.

    1.28 Patch: Unfortunately, it only rears its ugly head in a specific situation and we would have to add a huge amount of exception processing and art changes to fix this. This bug was evaluated quite extensively and due to time contraints, we won't be able to address it at this time. In that same time frame, we estimate that we can fix about 5 other gameplay affecting bugs over this rather prominent visual annoyance. Hopefully, we will have a beta 1.28 for you early next week.

    Quote: And the worst blow of all: the camera angle. I was *astounded* by Bioware's complete disregard for their *MANY* upset customers who complained about this game-design flaw. When at last a player in the community hacked the .exe to unlock the camera, Bioware's great lie ("It Cannot Be Done") was unmasked, and I lost a ton of respect for this company.

    We have NEVER said it could not be done. We are, in fact, giving you a console command in the next patch to unlock the camera slightly. What we did say about the camera angle, is that we designed the camera angle and the world that way intentionally and have not plans to change it in an official capacity.


    Henchman AI: We're definitely trying to improve the survivability of henchmen in addition to improving their interaction. For example, we're trying to get them to respond to 'go stealthy' commands, so rogues and bards can sneak around with their stealthy henchmen. We're also hoping to implement a 'Don't attack until I'm attacked' command. This way your henchman won't go tearing off at the first sight of a beastie. With any luck you'll be genuinely sad when your henchman kicks the bucket. And we're working on something for that as well...

    Al Schilling, Product Manager, MacSoft

    Mac: I really don't have anything new to post but I wanted to assure you that (between jelly doughnuts, Fooey) I am following the posts. We are still being held up by some issues with video drivers but, progress is being made. Hopefully, I'll have some more info for all next week.

    Trent Oster, Producer

    Reflections: I know, missing a detail like than in a little game like NWN, what were we thinking . Seriously the reflection system is quite complicated and we had a lot of difficulty ourselves. With the limited resources available to the Live effort, bugs like this may languish for a while. We try to fix the biggest bugs we can and with the variety of things you fellows are trying keep bringin up new issues which would never be seen in a traditional commercial game.

    Rick Ernst, Lead Designer, Floodgate Entertainment

    SoU Release: In many cases, the delay before an american-developed product's release in Eruope is due to localization. (Translation, for the most part) This not always the case, nor is it the only factor.

    Quote: With that said the people that do TV, Movie, and Video Games ratings (like ESRB) can suck my ****. Always blaming depicted violence as being the cause for social deviance. Who do you think is more likely to kill someone? A person playing video games that depict people being killed or a person that lives in an impoverished area? Personally, I think the person playing video games (enough to where it would effect their mood) would be too busy playing video games to go out and commit crimes.

    I've spoken with the fine folks at the ESRB and the last thing they would ever do is blame video games for violence. The ESRB works very hard to be an impartial ratings board so that consumers can make informed decisions about what they buy. I think they do an admirable, and underated, job very well. Keep in mind that the ESRB is pretty much the only thing preventing legislators from passing laws making certain types of video games unlawful. Do not speak ill of the ESRB. They are our industry's reaction to concerned people who do not understand video games. They are on our side. If you want to be angry at someone, be angry at the sound-bite chasing legislators who always look to popular culture as an easy scapegoat come election time.

    Quote: 14 monsters sounds good to me. I hope that's 14 monster types though, I can't imagine 1 Wyrmling being much good, you need one for every colour of dragon.

    There will be wyrmlings for each color of dragon, and then some...

    The rural winter tileset is, as its name implies a winter version of the rural set. I think Tom's description of it as a very detailed reskinning (with added details) is accurate. And as for those wyrmlings, they sure are cute. And then there was this other small dragon that had just the prettiest...Gotta go - Rick and Darcy are coming after me with Sea Bass.

    14 new monsters means just that. We aren't counting each wyrmling as a new monster, we aren't counting each formian as a new monster, we aren't counting each... Oh, wait, I can't say that yet, can I? Never mind. In any case, 14 new monster types.


    Tilesets: I suspect you may be a bit surprised to discover that each tile set is made up of around 200 to 250 tiles. Each element of terrain (such as the suggested water or tree tiles) added to a tile set requires around 30 to 40 new tiles. The more types of terrain you have in a tile set, the more tiles each individual terrain type needs to have. If you add water tiles to the forest, for example, you need water tiles that border forest floor, tiles that border cliff, tiles with roads across them, tiles that border the pit, tiles with pit on one side and cliff on the other... on and on and on.

    Creating a new tile set is a huge undertaking, and adding a new terrain type to an existing tile set is still a huge amount of work. Though system requirements are an issue, due to the additional textures that a terrain type would require, the biggest issue is simply the artist (and as ever, QA) resources needed to put one of these things together and make sure it works. Hope that puts our additional three new tilesets for SoU into perspective somewhat.

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    Jessica Urquhart Interview at The Unforgotten Realms
    Posted Saturday, January 25, 2003 - 19:47 CET by Mollusken

    Jessica Urquhart is the PR manager of Black Isle, and at The Unforgotten Realms she answers a few questions about herself.

    Besides being the “Goddess of Public Relations”, and having to put up with a pushy bastard like me, what is your role at Black Isle?

    Goddess of Public Relations, hahahah I love it!!! I’m sensing a new title and some spiffy new business cards to accompany said title in the not so distant future! My role here at Black Isle varies from day to day, however primarily I’m responsible for designing and maintaining all of Black Isle’s websites, processing PR requests as they come in and basically making sure that there is plenty of information about out there about all of our titles! As a function of this I basically get to harass the producers from day to day to make sure that all of the outstanding interviews and other miscellaneous PR requests are processed and completed on time and get back to their rightful owners. In fact, I’ve become so good at constantly bugging my co-workers with all sorts of kooky requests these past few months that they’ve installed an electrical fence around my cube curtailing my harassment activities to a limited number of hours per day!

    Are you a gamer? Meaning, do you play the games that BlackIsle produces?

    In all honesty I am not a giant CRPGer, however this will probably change as since I’ve been here at the Isle I’ve developed quite a fondness for certain Multiplayer First Person Shooters, so it is still entirely possible that I will throw down with the best of them at some point in the near future. I did get quite a kick out of our first console title Baldur’s Gate: Dark Alliance as any time that I can play a green haired chick causing chaos/wasting monsters with a massive sword I’m in!

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    Icewind Dale II Review at The Wargamer
    Posted Saturday, January 25, 2003 - 19:43 CET by Mollusken

    The Wargamer have posted a long review of Icewind Dale II, and the reviewer found it to be one of the most enjoyable games he played last year.

    Creatures of higher intelligence tend to engage the player on sight, whether in conversation or combat, and quite often one immediately after the other. Many are armed with potent magic and use it well, often making life difficult for me. I had a blast finding the right mix of spells, missile weapons and swordsmanship to defeat them, and though my wife disputes me on this point, I contend that these exercises require more than a modest exercise in intelligence on the part of the gamer in order to successfully play the game. The dialogue with NPCs and opponents is scripted, but it is well written. Players should exercise care in how they respond during these conversations, as the player's response is matched against his alignment. Characters of Good alignment should resist the temptation to select some of the wittier sarcastic remarks that can be selected. Since I only play characters of Good alignment, I can't say with certainty, but I suspect that characters of Evil alignment will find equal hazards in demonstrating too much compassion in their intercourse with the creatures of the game.

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    BioWare is Hiring
    Posted Saturday, January 25, 2003 - 17:56 CET by Mollusken

    18 different positions are free at BioWare, so take a look at their hiring pages if you're interested in a career in the gaming industry.

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    Last Week's Poll's Results
    Posted Friday, January 24, 2003 - 18:02 CET by Sorcerer

    What we asked:

    Q: Which weapon fighting style do you prefer your fighters in CRPGs to use?
    (437 votes total)

    Dual-wielding (2 weapons) (221) 50%
    Weapon & shield (126) 29%
    Two-handed (1 weapon) (90) 21%

    Quite surprisingly, about half of the people who voted (50%), prefer their fighters in CRPGs to dual-wield weapons. While I expected this figure to be high, I never dreamed it would amount to half of the votes...

    The weapon & shield combo is already less popular, with 29% of poll participants voting for it.

    Least popular fighting style is two-handed wielding of one powerful weapon, with 21% of votes.

  • Current Poll
  • Previous Polls

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    Shadows of Undrentide Screens at EBgames
    Posted Friday, January 24, 2003 - 16:34 CET by Mollusken

    EBgames have got 3 new screenshots from the Shadows of Undrentide expansion for Neverwinter Nights. They've also set the price to $29.99, and the release date to March 25.

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    "Jefferson" Project Forum News
    Posted Thursday, January 23, 2003 - 21:50 CET by Veldrin

    Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    Quote: ...would it be possible to have some unusual environments in which to play in Jefferson? The volcano in IWD2 was cool, but I mean thinks like a busy seaport (may not be possible in first game, but would be cool if Moonsea is available) where you actually board ships and stuff, or fighting on a snow-covered cliff where you have to worry about being too loud? Personally, too many games follow the "You are in a clearing and you are being attacked" formula for my tastes. I enjoy combat in places that are difficult at best, impossible at worst. Imagine having to ram and board several Zhent ships, fighting off hordes of pirates, attempting to get to the leader, or battling a dracolich on a windy, snowy cliff, knowing that fireball and lightning bolt could call down an avalanche! Man, that would be cool!

    If we could have made a flyable terrain type for IWD2, I wanted to have a part of the game where Oswald's flying ship was attacked by harpies and other creatures en-route to Kuldahar. Cliche, but I think it could have been fun.


    Quote: As a sidenote, this was possible to do within the Aurora engine but Bioware decided against using racial speed in NWN.

    Because people always think they want exact racial speeds until they have to actually watch their characters travel that distance. How many of you would have made dwarf fighters in full plate for IWD2 if they moved half the speed of a normal character?

    Quote: After all, racial speed is a part of the core D&D ruleset, it seams unfair to ignore it completely.

    CRPGs and PnP RPGs are two different beasts. There are a lot of parallels between them, but real-time movement isn't one of them. In PnP, when the players say, "We walk from the cave entrance to the mill and then back to town," it takes seconds for the DM to say, "Okay. You guys walk past the mill, then back to town. You don't encounter anything unusual along the way." It might take two, three, or four minutes to walk that distance in a CRPG. If you have an armored dwarf in your party, that becomes four, six, or eight minutes.

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    Neverwinter Wednesday
    Posted Thursday, January 23, 2003 - 16:22 CET by Mollusken

    There are several new Shadows of Undrentide treats this week. BioWare have made a new wallpaper and released some new screenshots, and they've also updated the FAQ and made a Shadows of Undrentide fact sheet.

    A BioWare Photoshop PLT exporter plugin can now be downloaded from the miscellaneous section at the Neverwinter Nights site. The plugin allows you to export your own PLT files, which again allows you to customize textures so that you can utilize the colour selection in the Aurora toolset. The package also includes a few pre-made templates (belt, head, arms etc.).

    If you're registered at the official Neverwinter Nights site, you can now head over to your message inbox and fill out a survey about Witch's Wake 1: Fields of Battle.

    Last week Eligio Sacateca's custom content guide was profiled by Jay Watamaniuk, and this week the author himself is profiled, and discusses the guide and custom content for Neverwinter Nights.

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    Greyhawk: The Temple of Elemental Evil Forum News
    Posted Wednesday, January 22, 2003 - 22:05 CET by Z-Layrex

    Here are today's official Greyhawk: The Temple of Elemental Evil forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Steve Moret, Lead Programmer


    Alignments:

    Quote: Can a character's alignment change during the course of the game? And if so, at the player's command or will the game keep track of this somehow?

    I'm certainly not the final say on this, but as far as I know I do not think we will be supporting any alignment shifting. Instead we try to tailor the game to the alignments you have chosen.


    Huy Nguyen, Interface and Magic System


    Composer?:

    Quote: Has troika picked a composer for the game score?

    I made a personal suggestion for kevin mathei of ja2 and wiz8 fame, but the music and sound (who or what studio does them) is under the direction of infogrames. I don't recall if a composer has been selected yet.


    Tim Cain, Lead Designer


    Will there be a pickpocket skill?: We support pick pocket. It lets you steal money or any small, unwielded item from the target, but no, you do NOT get to pick which one or even see the victim's inventory. That leads to too much abuse of the skill.

    Pick pocket is opposed by the victim's Spot skill. And yes, you get a +2 synergy bonus with Bluff.


    More:

    Quote: Can you kill the said NPC and take the loot?

    You sure can. You can kill anybody. Have fun!

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    Neverwinter Nights Forum News
    Posted Wednesday, January 22, 2003 - 18:56 CET by Z-Layrex

    Here are today's official Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Derek French, Assistant Producer


    Patch 1.28: We are working on getting an internal test build this week, so I would expect a beta of it next week. But that is all just guesswork right now.

    More:
    Sorry, we won't have anymore details until we are closer to the Beta release.


    Rick Ernst, Lead Designer (Floodgate Entertainment)


    Grenade Weapons: Grenade-like weapons will conform with all of the neccessary server and difficulty settings.

    More:
    Since grenade-like weapons (as with most other effects) are scripted as 'spells' they have only a limited selection of animations to use. Alas, the dart-throw animation is not one of them.


    Jay Watamaniuk, Community Manager


    Prestige Classes: Prestige classes are pretty much exactly like regular classes except for the fact they have limited level progression. For example a Fighter class can go all the way to level 20 while most prestige classes can only go 10 levels or even 5 levels. The bonus is the fact you are further specializing your character and have access to some very unique new abilities.

    Map Size: I agree with John D. Gordon. Create a smallish area first and make it detailed. I have played through many modules where the builder makes this massive forest/city/whatever with nothing in it. Very, very boring. A city should be teeming with life.

    Al Schilling, Product Manager (MacSoft)


    Mac: Thanks to everyone for taking the time to make your feelings, opinions, and suggestions known. I have read every post in this string and am affected by each and every one of them. A few things:

    1) I know that the website is out of date and needs to be updated. This will be taken care of soon.

    2) For those of you who are upset because you haven't heard an apology, let me just say that I am very sorry for the lack of communication and for not being able to come through on the toolset. I must make it clear that the toolset was never "guaranteed" or "promised", as many of you continue to state. We said we'd try-and we did. I've been with MacSoft for 9 years and I take a lot of pride in this label. It pains me when people have a bad impression of our group. Unfortunately, some things are out of my control. Bottom line-I'm truly sorry for the furor this has wrought. There is a reason we don't presell software. In this business things can, and do change during development.

    3) As to your suggestions for possible remedies, we're considering all. Keep in mind that there are legal considerations that we have no control over. We won't announce anything until we are absolutely certain that it will happen (I've learned something from all of this)

    4) System requirements will be posted when we are absolutely certain what they will be. We are waiting on video drivers. I would have to be absolutely insane to post requirements tagged with the disclaimer "...pending review of final code and video drivers."

    5) Please stop questioning the veracity of Mike from IMG. I barely know Mike. We are not personal friends. Anyone who has worked with Mike in a professional capacity will tell you that he is one of the most amazing human beings on the face of this planet. Those of you who would slam him without bothering to check out his credentials should really do a reality check.

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    Neverwinter Nights Forum News
    Posted Tuesday, January 21, 2003 - 23:54 CET by Veldrin

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Rob Bartel, Co Lead Designer

    Witch's Wake: Most of the skill check modifiers can be found in the WW_AbilityUse conversation file. It's a template and I copied and pasted from it on a fairly regular basis when writing the various NPCs in WW1. As for my resting code, much of it relies on the underlying HCR system, though I made my own modifications. The module has an OnPlayerRest event -- check the attached script and follow the trail from there.

    Yes, sorry that the template isn't more user-friendly. My own code certainly isn't the cleanest (my background's in creative design, not technical design, I'm afraid) and I've also cobbled in countless other end-user modifications. The end result can be quite a mish-mash. Your best bet for getting help is to ask a very specific question and myself and others will try to chime in with answers where we can.


    Opening Scene: In that opening scene, I am pushing the engine to do a lot of things that it was never really intended to do. There's a lot of combat going on as well as a lot of particles (smoke, fire, tentacles, rain). At the same time, I've also lowered the camera down to take in as much of it as possible. In the background, I'm also firing off scripting commands set a new camera position every tenth of a second. I was deliberately pushing the envelope with that opening scene and I wanted to start the module off with a NWN experience unlike any module anyone had played before. I new that it would chug on lower end systems but ultimately decided that it was a fair trade-off (especially seeing that your character is entirely safe during the cutscene and won't have to deal with lag-death). In other words, driver updates and such may not help but don't worry -- the rest of the game should be a lot more smooth for you.

    David Gaider, Designer

    Quote: I was aware of that and i apreciate that but as i said 7 months down the track and your telling me its still a few months off for something i consider should have been integral in a product that you have promoted as having the ability to be set up as a PW.

    I don't dispute the validity of the concerns brought up in this thread, and I'll leave the programming-mumbo to Don, but this particular statement I have to take issue with. We never once promoted NWN as having the ability to be set up as a PW. Every single time this was brought up prior to release, we said that NWN was not set up to work well as a PW. We said that PW functionality was not supported... but that if you wanted to use what functionality was there, you were free to do so. We also said we would try to accomodate PW builders post-release as much as we could, and we are. Personally, I'm surprised that the upcoming database functions are being added this early, if at all.

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    BioWare Community Growth
    Posted Tuesday, January 21, 2003 - 21:38 CET by Mollusken

    BioWare have sent out the following press release about their fan community growth.

    BioWare fan community an unqualified success
    Recent initiatives push BioWare community numbers to record levels.


    EDMONTON, Alberta, Canada - January 20th, 2003 - BioWare Corp. today released new growth statistics for the official BioWare Community as well as new download statistics for Witch's Wake I: The Fields of Battle.

    Since October 2001, the official BioWare Community has experienced a tremendous growth rate, recently passing through the three-quarters of a million member milestone (768,787 members currently). "We're happy that our fans find value in the close contact our community site provides. We believe we can extend the value of our game and improve our game design through the community's active involvement in our games, as will for example occur with our upcoming game, Star Wars: Knights of the Old Republic for Xbox and PC," said Dr. Greg Zeschuk, Joint CEO of BioWare Corp.

    The official BioWare Community website supports fans of BioWare's games with community forums, downloads, and technical support. For Neverwinter Nights, the BioWare Community website also offers new game modules, tutorials, as well as custom support that provide each guild with the ability to operate their own meeting space, complete with their own discussion forums, news system, calendar system, and membership management tools.

    "We're very proud of our fan community's many achievements. The fact that over 2000 community-created Neverwinter Nights modules are now available for free download is a testament to the creativity of the Neverwinter Nights mod-making community, and also indicates the degree of support that BioWare's Community/Live Team is providing to our fans - they're very important to us," said Dr. Ray Muzyka, Joint CEO of BioWare Corp. "BioWare's Community/Live team has been actively monitoring fan feedback from Neverwinter Nights and I think our fans will be pleased to see some of this feedback reflected in the two upcoming Neverwinter Nights expansion packs, the first of which is entitled Neverwinter Nights: Shadows of Undrentide," he concluded.

    Additionally, BioWare's latest Neverwinter Nights module, Witch's Wake I: Fields of Battle, recently passed the 200,000 download mark. The Witch's Wake modules are a downloadable series of BioWare developed Neverwinter Nights story modules, released as a multi-part serial adventure over several months. Additional downloadable adventure series are in the works at BioWare as well, and more details will be provided about these in the future.

    "It's gratifying to see this many downloads of the first part of Witch's Wake," said Dr. Greg Zeschuk, Joint CEO of BioWare Corp. "Our goal with the Witch's Wake module series is to continue to support Neverwinter Nights fans through the development of exciting new adventures, tutorials and tools by the BioWare Live/Community Team. We're planning to support our future games in a similar manner," he concluded.

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    Wizards of the Coast Reviews The Two Towers
    Posted Tuesday, January 21, 2003 - 21:30 CET by Mollusken

    Wizards of the Coast have posted part one of their review of the second Lord of the Rings movie. In this part, the reviewer goes through director Peter Jackson's departures from the book as well as all the characters in the movie. Here's the part about Faramir:

    But if Eomer is reduced to nonentity, then Jackson's Faramir is a disaster. Tolkien's Faramir is that rarest of men, a person who knows instinctively what he should do and does it as far as he can. He knows his country cannot win this war but is determined to make the other side pay for each foot of ground they take; he's essentially an officer defending a doomed position -- a man who will hold out to the last because of the carnage that will follow once he has fallen. Just as Gandalf the White is Saruman as he should have been, Faramir is Boromir as he was meant to be -- it was Faramir, not Boromir, who was meant to become a member of the Fellowship. All this falls by the wayside in Jackson's reading of the character; his Faramir succumbs to temptation at once, proving himself but a poor copy of his more heroic brother. The resulting mess involves rewriting Tolkien's plot to have Sam and Frodo present at the Battle of Osgiliath (the only unimpressive, disjointed battle in the movie so far, represented by a single bombardment), wherein Faramir sets them free just as arbitrarily as he had imprisoned them. To make matters worse, a more forceful actor might have brought some Hamletlike indecision and inner torment to the role, as Sean Bean did with Boromir; instead, the actor playing Faramir turns in a bland performance of a smug and self-satisfied man -- a character who utterly fails to stand out when surrounded by the excellent performances from most of the rest of the cast.

    You'll find everything here. Part two will be released next week.

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    "Jefferson" Project Forum News
    Posted Monday, January 20, 2003 - 18:10 CET by Veldrin

    Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    Resting: Jefferson's current design for resting takes two forms: sleeping and residency. Sleeping is just that: you rest for eight hours and then get up. Residency allows the player to select daily activities for the individual members of the party.

    Yes, I stole this directly from Darklands.


    Quote: I'd rather have shops selling all normal equipment or miscellaneous normal equipment like Lamp Oil, Yeti Cloaks, Quiet Boots, Healer's Kits, Iron Rations and Thieves' Tools amongst others rather than a +5 Sword of DOOM that you would pay 150,000gp for, yet the guy still lives in a wooden shack in the middle of nowhere instead of a glittering castle of gold.

    I would be perfectly willing to do this in a game. I'd only agree to do it if each supporting member of this thread signed a contract where I got $20 every time a user complained about not finding the specific unique magic item for their pet weapon type and the specific unique armor for their pet armor type. I would probably be able to pay off all of my student loans in about a month.

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    Neverwinter Nights Forum News
    Posted Monday, January 20, 2003 - 17:47 CET by Veldrin

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Don Moar, Tools Programmer

    Database: WolfKC: We?re always taking the feedback from our fans and customers into consideration when we?re designing our games. If BioWare ever releases end-user tools for another project, many of the lessons we?ve learned on NWN will be incorporated into the design. Elof: Check the Live Team roadmap released last week. You?ll find that DB access functions are being added to NWN in the next couple of months. Enigmatic: You seem to think that because of my unwillingness to admit that a RDBMS is the best solution for all your data management needs that I don?t know anything about them. That is simply not the case.

    Consider that the game and toolset use the same data. If they didn?t, then it would require that the data be on the user?s system twice, once in game format and the other in toolset format. That would exceed our minimum install budget. So, if they?re using the same data, it makes sense to share as much of the I/O code between them as possible. Now, unless you?re writing your own SQL engine (!) you?re using somebody else?s and that has additional licensing issues that must be addressed. In addition, for the toolset at least, you are increasing the complexity for either the users (they must learn SQL) or the developers (they must make additional wizards, widgets, whatever). If the developers choose to make it easier for non-technical people to use, they are not working on other features. If the developers choose not to address the end-user complexity problem they are almost assuredly reducing the number of people that will be able to use the product. Also, since a SQL engine offers more things for the user to do, it would of necessity require more QA time regardless of how the developers choose to deal with the extra complexity. Together, these things may have significant cost / feature implications.

    Given that the game and toolset share the same I/O code, a SQL engine may require the game to exceed its memory budget beyond the minimum install limit since SQL engines require a lot of memory for caching and query processing. This may have a negative impact on frame rate because it?s less memory available for the graphics, AI / rules and networking systems. In fact, it may actually be slower for per-record retrieval than a flat file implementation. In a properly normalized database, you may have one table for areas and then a table for the creature instances in the area which refer to creature blueprints (in another table) which may have relationships to yet other tables for inventory, spells, feats, etc. In order to get that information out of a database, you must use a query with a multi-table join (or a pre-built view). Then once you have the data in your result set, each record must now be parsed into a corresponding game structure. The other alternative is to simply look at a header, find the offset and load the creature data into the game structure immediately.


    Quote: While massively multiplayer games like Everquest and Dark Age of Camelot probably use SQL databases to store their data, they have more control over the environment and hardware on which their game servers run. That is, the only minimum install requirements they have to worry about are for their client program.

    Your comments indicate that while you may have some (or a lot of) programming experience in your problem domain(s), you have had little exposure to the kinds of constraints and issues in your development cycles that I have had during mine. Why don?t you actually try game development some time? It?ll give you a whole new perspective on software engineering and perhaps you?ll even gain some insights into the kinds of things I?ve been trying to tell you for last little while. Of course, that?s just a suggestion; there are even some ?Game Programming for Dummies? books out there now for you to take a look at. As I have said on numerous occasions, if the next project includes end-user tools and they require a DB, then they?ll get one. If they don?t, they won?t. That?s not political, that?s not side-stepping the issue, that?s not a lack of knowledge of the benefits of databases, that?s a reality of the fact that I don?t have details on the requirements for the next project. Would I like to use a database? Sure but only if we can do it in such a way as to avoid the problems I outlined above.


    Rick Ernst, Lead Designer, Floodgate Entertainment.

    Skills: I understand the sentiment here, but I think it's very unlikely that any skills will be added to NWN that don't have a clear in-game effect. This would just be too confusing to many players. As a general rule it's a bad idea to put something in a game that has no effect. And though I understand that you want to be able to give them proper effects via scripting in your games, they wouldn't have any effect in other games or the official campaigns. I can't speak to the likelihood of getting empty skill slots that a mod builder could customize. There are a couple of skills that I'd still like to see in the game as well. Early on we wanted to add Disguise to SoU, but it turned out to be much more tricky than we'd originally thought. Of course, the more physical skills will most likely have to wait for a system revamp.

    Tumble is in. However, since the default difficulty setting in NWN does not have attacks of opportunity against PCs we've modified it a bit. This will no doubt anger some, but I think it actual works nicely. Now, as I mentioned before, there are no new animations for skills, which is a bit of a shame in tumble's case. Early on when we added Tumble to the list Bioware warned us that no additional animation would be possible for it, but we decided we'd rather have non-animating tumble than none at all. Hope you all agree.


    Animations: Yeah, I've been around a fair amount lately. Lots of work means lots of breaks to stay sane. As for new animations, one of the things we discovered when we started working on SoU was that there are already so many animations for the player characters, that adding new ones is nigh impossible. So no sneaking animations, also no new animations for feats or skills... there's just no room for 'em. What we can add easily (since they aren't associated with the PC specifically) are spell effects, in particular recombining existing effects for new spells. Plus some entirely new effects for the Bigby's Hand spells and Caltrops, for example. A lot of our restrictions in SoU stem from the fact that we didn't want folks to have to wait two years before they got a new expansion. I can't really add to what's already been said about the content of XP2. As for FloodGates involvement with NWN after SoU... We've had a great time working with Bioware so far, and we'd love to continue doing so. We'll just have to wait and see.

    We've been working hard to make the henchmen much more vocal, though I don't think we'll be including out-of-character comments like you describe. Hopefully you'll still find them likeable.


    Headgear: At this point, even if Bioware were to add headgear that didn't replace heads in time for SoU's release, we wouldn't have time to create all the art and blueprints neccessary to include it in the expansion. I haven't heard anything from Bioware on this subject, but if it happens it looks to be XP2 at the earliest.

    Stone of Recall: Though I'd prefer your posts to be a bit more civil, Haiml...The respawn button is necessary for online games, since reloading a save game is not an option. If you are playing alone and don't like respawning, I heartily recommend you pretend that button does not exist.

    We will be including methods of faster transport in SoU, though we will not be using the Stone of Recall as it appears in the original campaign. We are attempting to address the players' need for something to reduce the tedium of traversing previously explored areas, without giving the player a device that allows him to jump back and forth to town in the middle of a fight. We also won't be using the same method through the entire campaign. In some cases we'll be using teleportation portals that require a 'key' to focus in on another portal, in other cases a magic item will provide PCs with a safe haven. We're still ironing out the systems, but it seems to be shaping up nicely.

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    "Jefferson" Project Forum News
    Posted Saturday, January 18, 2003 - 17:00 CET by Veldrin

    Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    Quote: The designers' ideas on what is, say, Neutral Evil and the players' ideas might be wildly different causing a large amount of frustration trying to keep your party together.

    It's pretty rare that the CNPCs respond to "alignment"-oriented actions. They are more concerned with the types of behavior you display (e.g.: wild, vengeful, generous, etc.). Most actions defined as "friggin' psycho" will cause many CNPCs to attack the Protagonist, and most of the rest to leave the Protagonist's company.

    Quote: I like this system. It has some serious potential for comedy.

    I am hopeful that the "Bloodthirsty Idiot" epithet will make it into the game.


    Female Characters: Well, I hope that the major female characters in Jefferson live up to your expectations (even if they don't live up to Ravel). Like the male characters, they run the gamut from childish shallow dopes to mature, introspective thinkers. At least, that's how I hope they come off.

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    Neverwinter Nights Forum News
    Posted Saturday, January 18, 2003 - 16:14 CET by Veldrin

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Derek French, Assistant Producer

    Mac and Linux Questions: Quote: Is the expansion going to be compatiable with the Macintosh version?

    I am not eactly sure what this question is asking because there are actually a few questions here. Will XP1 and XP2 be coming to the Mac? That question can only be answered by MacSoft, and I expect they will have that question answered in the coming weeks. Will a Mac XP1 client be able to connect to a non-Mac XP1 server? Actually, it has nothing to do with the server. The Module controls whether the clients will require XP1 or XP2 to connect.

    Is the game data cross-platform?
    Yes.

    Quote: Will the modules developed by the expansion toolset be able to be read by the Mac and Linux version of the game?

    Yes, if you have the required expansion pack installed.

    Quote: Or will the expansion update the game so much that the NWN community will be split between expansion and non-expansion gamers?

    Modules control who can join the server. If its a module with XP1 resources, the only clients (Win/Mac/Linux) with XP1 installed can play on that module running on that server.

    Quote: To date, neither Mac users nor Linux users have been able to get a straight answer from Bio as to the compatibility of the expansion and the non-windows versions of the game.

    We have always said that the game data is cross-platform. The only requirement for a client to play on a server is for the client to have the same resources as what the module requires. If its an XP1 module, the the client, regardless of OS, will need to have XP1 installed.


    Linux Bink: Sorry for the confusion about Linux Bink. Linux Bink doesn't exist. That original update that was posted was actually the incorrect one and we changed and re-posted it after an hour. But in that time, Google had already grabbed and archived it, so there it not much we can do about that.

    Tom Ohle, Communications Assistant

    SoU Screenshots: I did unlock the camera angle to take those screenshots. And, as someone mentioned, there's a possibility that the camera will be unlocked in the future using console commands. As a quick question: What exactly did you guys like in the shots? Seems the Formians were a hit. But what else?

    I just chose to have these shots portray more of a desolate desert, and to focus on the characters and some of the tileset features. Future shots will be more dressed up.

    As with NWN before its release, everything needs to go through the Hasbro/WotC/Infogrames approvals process. I'm working on new shots as we speak, so I'd say it'll be at least a couple weeks before the next batch goes out. There should be a handful of new shots appearing today, though--still of that same scene, but from different angles with different things going on.


    Robin Mayne, BioWare Webmaster

    Feats: Just to avoid further confusion - there are more than 2 feats in Shadows of Undrendtide.

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    Neverwinter Nights Linux Client Update
    Posted Saturday, January 18, 2003 - 11:14 CET by Mollusken

    A large update and several screenshots from the Neverwinter Nights Linux client has been posted at the official Neverwinter Nights site. Here's an excerpt from the update:

    [Jan 17 2003] Lots of Linux Client bug fixing happened this week. Things are moving along smoothly and we just have a few more big things to work out before we can proceed to the next step. The significant news item this week is that we currently do not have a movie player for the Neverwinter Nights Linux Client. At this time, we do not want to delay the release of the Client for a movie player, so we will continue to look for a solution after release.

    As promised, here are the answers to a number of questions about the current and future status of the Neverwinter Nights Linux Client.

    Neverwinter Nights Linux Client Public Beta:
    There will be a Public Beta of the Neverwinter Nights Linux Client, but it will have the same restrictions as the Neverwinter Nights Linux Client Installation. You will need both the game resources and a CD-Key.

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    Witch's Wake Status Update
    Posted Saturday, January 18, 2003 - 11:09 CET by Mollusken

    Here's the latest status update on the sequel to the Neverwinter Nights module Witch's Wake: Fields of Battle.

    [Jan 17 2003] Rob is putting up the finishing touches on the Witch Wake II Template. The ability checks in conversation received the biggest makeover. If all goes well in testing, the revised system should allow for reliable per player tracking of success and failure, multiple check types per NPC, and the option to retry failed checks at a higher difficulty class. Some supporting code was also put in to allow fallen paladins to redeem themselves or fall even further towards infamy. Rob will spend the rest of the week researching hakpaks and other fan content. Work on the opening scenes of WW2: The Witch Hunters should begin on Monday.

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    EuroGamer Reader's Awards 2002
    Posted Saturday, January 18, 2003 - 11:06 CET by Mollusken

    The readers of EuroGamer have voted for the top 50 games released in Europe in 2002, and Neverwinter Nights ended up as number 20.

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    Shadows of Undrentide Screenshots at IGN
    Posted Saturday, January 18, 2003 - 11:03 CET by Mollusken

    Even more Neverwinter Nights: Shadows of Undrentide screenshots have been released, and now at IGN. They're still showing the same creatures and desert tileset, but they are slightly different from the other 10 we have seen.

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    "Jefferson" Project Forum News
    Posted Friday, January 17, 2003 - 22:41 CET by Veldrin

    Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    Quote: Will we be able to see the sky?

    Not usually. The game is an isometric RPG. We can make the sky present and visible in cutscenes, but you probably won't ever see it while you're just walking around the world.

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    More Shadows of Undrentide Screenshots
    Posted Friday, January 17, 2003 - 19:32 CET by Z-Layrex

    GameSpyDaily has posted some more screenshots from the upcoming Neverwinter Nights expansion, Shadows of Undrentide. Which also feature a new desert tileset and some new creatures.

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    Neverwinter Nights Forum News
    Posted Friday, January 17, 2003 - 17:23 CET by Z-Layrex

    Here are today's official Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Don Moar, Tools Programmer


    NWN Chinese: I just wanted to give you guys some news: Infogrames Taiwan is currently working on the making updates to the game text and by last account they should be finished soon. Once it's done, we'll get an update ready for you ASAP. Once again, thanks for your understanding while we get this fixed.

    Darcy Pajak, Assistant Producer


    SoU Plot:

    Quote: ...By the way, Darcy, any chance of us getting another teaser for the plot in this big list of announcements coming up?

    I could talk about the plot and all it's goodness, but I wouldn't be able to do it justice as Rick, Paul and Naomi can. What I will say is that you travel a lot, and see some neat stuff.


    Psionics: I can tell you that we are not putting Psionics in the game. Adding another major spell type is to difficult to do with the current engine.

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    Shadows of Undrentide Screenshots
    Posted Friday, January 17, 2003 - 15:58 CET by Mollusken

    Infogrames have released five screenshots from the upcoming Neverwinter Nights expansion Shadows of Undrentide. The screenshots, which feature a new desert tileset and some new creatures, can be found at Gamespot.

    Act II from Diablo II?

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    Last Week's Poll's Results
    Posted Friday, January 17, 2003 - 12:55 CET by Sorcerer

    What we asked:

    Q: Are you going to buy Shadows of Undrentide, the upcoming Neverwinter Nights expansion?
    (288 votes total)

    Yes, definitely (133) 46%
    Maybe, not sure yet (106) 37%
    No, never (49) 17%

    Judging by the results of this poll, the interest in the Shadows of Undrentide (someone must have a thing for shadows in the naming dept. at BioWare) expansion for Neverwinter Nights is quite strong, with 46% of poll participants voting that they will buy the first expansion no matter what.

    However, the number of the undecided is quite high as well, with 37% of those who voted unsure whether they'll buy it or not. This crowd will most likely decide on the basis of reviews and so on.

    17% of those who voted are not going to buy the SoU expansion under any circumstances.

  • Current Poll
  • Previous Polls

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    "Jefferson" Project Forum News
    Posted Thursday, January 16, 2003 - 23:37 CET by Veldrin

    Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    Engine: Jefferson's engine uses 3D environments and 3D character models.

    Quote: Maybe I've been playing too many console games recently (namely Timesplitters 2), but I was just thinking that unlockable gear is pretty cool. I was thinking maybe you could fit some unlockable classes/races or whatever into a future RPG.

    There is a weapon in Jefferson with variable properties, but it's not quite as you describe.

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    Neverwinter Nights Awards
    Posted Thursday, January 16, 2003 - 23:00 CET by Z-Layrex

    Bioware's Neverwinter Nights has clinched yet another two awards. The "Revolutionary PC Game of the Year" as well as "PC RPG Of the Year" from Game Revolution. Here's an excerpt:

    After years of anticipation, Neverwinter Nights finally arrived in 2002 and took PC role-playing to revolutionary new heights. With a fantastic engine, brilliant multiplayer and perhaps the most extendability of any game ever released, this more than lived up to its hype. Besides, you can download and play through Vault of the Drow. Beat that.

    Congratulations and many pats on the back to all of the Bioware team.

    You can also check out the other 52 awards Neverwinter Nights has recieved here.

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    Greyhawk Interview at HLF
    Posted Thursday, January 16, 2003 - 18:21 CET by Mollusken

    HomeLan Fed have asked Tim Cain from Troika Games a few questions about Greyhawk: The Temple of Elemtental Evil.

    What are some of the difficulties in adapting this module to make it a fun and deep PC title?

    At its heart, ToEE seems to be a standard dungeon crawl. But when you read it carefully, you realize that many of the NPC's have substantial histories, with explanations on why they came to the area and what they do there. Our job was to convert these hundreds of NPC stories into rich dialogs and quests, while keeping a strong storyline to carry the player character's through the main plot. In many ways, using 3E rules helped a lot, since we used the skills and feats as a guideline for converting the module. For example, we have the skill Sense MOtive, so we had to identify every NPC who would try to lie to the player and write their dialogs with checks against that skill, including determining the results of you exposing their lies. These myriad skill, feat and class ability checks make for very deep game play.

    What can you tell us about the graphics engine that the game will use?

    We are using our new graphics engine, with beautiful 3D characters set against wonderfully detailed pre-rendered backgrounds. 3D characters let us have a large number of animations to support different character actions while at the same time let us have a large number of armor and equipment variations. Likewise, the pre-rendered backgrounds let us capture all of the the detail of the original module locations. The combination of these techniques works perfectly for D&D 3E and ToEE.


    There's more to read here.

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    Neverwinter Wednesday
    Posted Thursday, January 16, 2003 - 18:01 CET by Z-Layrex

    This week in Bioware's Wednesday of delights:

    Do you have questions about the upcoming Shadows of Undrentide expansion for Neverwinter Nights? Well Bioware have the answers. They have just released this Frequently Asked Questions document, which addresses many of the questions posted to them and will be updated on a regular basis as more information becomes available.

    There's also a new Live Team Neverwinter Nights road map, which outlines what the BioWare Live Team is planning for Neverwinter Nights. From new creatures and features to upcoming modules, this ever-changing road map will be updated frequently to reflect their plans for the future.

    Finally, Eligio Sacateca has compiled an amazing resource for Builders in the form of his Custom Content Guide, now at version 1.1. Building upon various resources from the community, the guide is easy to understand and full of helpful notes and tips covering the basics for creating custom Spells, Voicesets, Weapons, Portraits, Items, Armor, Music, Load Screens, Creatures, Movies, Tilesets and more!

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    Neverwinter Nights Forum News
    Posted Thursday, January 16, 2003 - 17:39 CET by Z-Layrex

    Here are today's official Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Derek French, Assistant Producer


    Addition To Road Map: Camera-loosening won't be an official change, and will most likely only be available through a console command. There won't be any GUI or art changes done to support this. This is primarily to reduce the amount of I-forgot-to-undo the-Camera-Hack-and-now-I-can't-patch issues.

    More:
    PhotoShop PLT exporter next week.


    Release Dates: Release order does not equal difficulty, nor does it equal importance. And don't assume that there is just one programmer doing all of these things. The Road Map lists the currently expected release order for the features listed, based on their current state as of this morning.

    Jay Watamaniuk, Community Manager


    Monks: It's been stated but I made the mistake of thinking Str was super-important for a Monk and it really isn't. It's very nice to have of course but not as important as Dex and Wis. Lots of Monks I have seen played don't wear armor so the free Armor Class bonus from high Wis is an ace way to build that up. Since they have a lot of Rogue skills the Dex thing really helps. Plus most people want to take Weapons Fin with unarmed and the higher the Dex the better the to hit bonus. Monks rock.

    Portriats: I have actually gone out and grabbed portrait packs from various places at sites like NW Vault and so on to add to my current portraits. Plus I have added my own cut from art I have found on the net using the portraits tutorial on this web site. I love having a huge amount of portraits as the ones in the box can get overviewed and old after several months.

    Patch 1.28: Derek was mentioning today that he is getting most of stuff he wanted to go into the patch up and running. This is very nice as it indicates that no extreme wierdness was encountered that would set things back 100 years in it's release. Should be soon...

    SoU: Keep in mind folks that I have read reviews of SoU's game play on different sites as well. This is a bit of shock since it is not released, finished or even working properly yet. All prices, reviews and release dates mentioned by retailers or other folks are pure speculation unless otherwise stated as fact here. In other words, we do not have a clue what the price will be. Remember Floodgate, with help from BioWare, is creating SoU and it is the area of the publisher to market, distribute and ultimately sell the product. There is a huge difference between developer and publisher.

    Rob Bartel, Co Lead Designer


    Subraces In Witch Wake: To those of you experiencing subraces mid-game, I apologize. There were some troubles in the subrace code for WW1 so, at the last minute I made the decision to remove it. Unfortunately, I didn't manage to catch all of the code so there are times when it still crops up. If I re-integrate subraces into WW, it will be a collection of custom subraces designed specifically for the series (ie: not the standard Faerun races currently cropping up). Some of the beta testers are currently working to integrate them into WW1 for those who wish to replay the module with the appropriate subrace.

    In the meantime, I've been busy rewriting a lot of the template scripts in preparation for WW2 (just finishing up the ability checks in conversation -- if all goes as planned, you'll be able to retry failed checks but the DC will increase with each failure). There's a Witch Wake survey buried beneath the red tape somewhere, too, and hopefully it will emerge fairly soon. It has some good questions on it and I'm looking forward to getting feedback from everyone.


    WW Template: Sorry, the frozen player syndrome is a product of some sloppy code on my end that I never did clean up in the template. I was doing some preliminary cutscene stuff in the OnClientEnter event that I should have been doing in the AreaOnEnter event instead. As such, when I grabbed all of the latest WW1 resources and reintroduced them into the Template, that one came along for the ride. If you look in the hc_inc_on_enter.nss script, you'll see some SetCommandable() functions. SetCommandable(FALSE) freezes you and SetCommandable(TRUE) frees you again. Fiddle around a bit in there and you should be able to get it working.

    Darcy Pajak, Assistant Producer


    Use Magic Device: First let me say there are some great ideas in this thread, some of them we haven't thought of. We'll be sure to consider them when looking at UMD. Second, our goal is always to keep the fans happy and satisfied while playing NWN. The feedback these forums provide actually goes a long way in guideing our design decisions. Finally, we have not looked at spicifics regardign UMD yet, as we are focused on SoU, and XP2 (name comming soon). So I'm going to lock this thread. Thanks for the feedback everyone, especially SirFrancis, Torias, Carl, and Vanor. You guys rock!

    Riding Animals: Adding riding animals is just about the hardest thing we can do for NWN. We have no plans to do this for SoU, or the second expansion pack.

    X-Pack Question: The expansion pack will come out when it's done. (current plan is early spring). And it will cost what the publisher and the vendors feel it's worth.

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    Greyhawk: The Temple of Elemental Evil Forum News
    Posted Wednesday, January 15, 2003 - 23:01 CET by Z-Layrex

    Here are today's official Greyhawk: The Temple of Elemental Evil forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Huy Nguyen, Interface and Magic System


    Conversation:

    Quote: Will we be able to tag a diplomat character as the default talker for speech events, or will the first person in the group (i.e. that dumb half-orc with about as much charisma as a rock) be chosen as the group's linguistic leader?

    The group may be separated on different sections of the map - you could hide your diplomat wizard in one corner, and then fight your half-orc to the other side and then somehow initiate a conversation with your diplomat.


    Sorcerer Vs Mage: If you're concentrating on combat, then a sorcerer is probably your likely choice. the ability to cast 5 or so fireballs at will is kinda nice.

    However, as people have mentioned, the sorcerer isn't very versatile in the less common situations...

    At 6th level, a sorcerer knows 1 3rd level spell (no more, no less). however, he/she can cast that one spell 3 times (+bonus spells via CHA modifier).

    An extreme example is, if the only spell the sorcerer knows is lightning bolt, then facing off against a group of Shambling Mounds is certain death. or even if the sorcerer knows fireball, the Shamblers have Fire Resistance 30.

    So its pro's and con's; in the more common case, yes, the 3 fireballs are going to be more useful against your typical enemies then a wizard who has instead prepared, say, 1 dispel magic, 1 vampiric touch, and 1 sleet storm.

    In addition, at 10th level, a sorcerer knows one 5th level spell, and can cast it 3+ times. a wizard at 10th level, can cast (conceivably) any 5th level spell twice per day.


    Will there be highlighted ranges for Area of Effect spells?: In short, yes. You'll toast your own PC's only if you want to.

    Steve Moret, Lead Programmer


    Like BG or IWD?:

    Quote: Forgive an ignorant fool.... but........
    Will TToEE be like BG where you create 1 PC and recruit NPCs into your party?????
    or
    Wil it be more like IWD where you create your entire party???????
    Also will you have total control over your party????
    Thank you for your time.

    > there's two NPCs that can join you
    > throughout the whole game? or will there
    > be a lot, but you can only have two of them?

    I'm not sure on the NPC follower limit. It is either going to be 2 or 3. This is the most you can have at one time. However there are at least 8, probably more like 16-20 NPC followers you will be able to pick up for portions of the game. You may have to make decisions on who you are bringing with you, and they may require a share of the treasure.

    > can you dump characters you make?

    It is currently planned for you to remove any PC character from your party, and for you to be able to (at the INN) add any new 1st level characters to your party.

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    "Jefferson" Project Forum News
    Posted Wednesday, January 15, 2003 - 22:35 CET by Veldrin

    Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    Quote: 1. Will you be able to create your own items, ala BGII or Jagged Alliance2?

    You will be able to create items and improve items.

    2. With the 3D model avatars, just for fun -- any possibility for user created skins, like freedom force?

    It's possible, but probably difficult unless a fan has DeepPaint 3D.

    3. Adventure log: will the somewhat problematic IWD2 implementation of the log be improved upon?

    Yep

    4. Will the game be available "full sized", so that we can have a full sized manual? Any possibility for a collector's edition?

    That's not really up to us, so I don't know.

    Quote: Does DeepPaint 3d generate it's own UV coordinates or something zany like that, that would prevent a user from simply opening the file in any normal' ol' image editor?

    The texture maps wind up looking very Picasso-ish. It would be possible to open the textures in any image editing program, but it would involve a lot of guesswork and frustration.

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    Neverwinter Nights Forum News
    Posted Wednesday, January 15, 2003 - 17:45 CET by Z-Layrex

    Here are today's official Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    David Gaider, Designer


    Weapon Limit:

    Quote: Hey David, do you happen to have the contact information for the programmers so you can find out 1) why YOU didn't know about this, and 2) why it seems to be multiplied by 10?

    There's no reason I should know about it, personally. I'm just a designer, not a programmer. I can talk to some of the programmers about the x10 thing... but there's no guarantee that even the person who worked on that specific piece remembers why he did it that way. There may have been a good reason at the time, but keep in mind NWN was a massive undertaking for the programmers over 5 years. He may not be willing to go digging through all his notes for it. Naturally, I could be wrong and the programmers might know all about this fix.


    2DA Documentation:

    Quote: yeah.. I'd kick my own grandmother in the butt for documentation like that for the 2da files

    As I understand it, the tileset documentation is nearly complete. We do *have* our original .2da documentation... but that's so out of date it makes me giggle.

    More:

    Quote: David, even releasing the horrifically out of date documentation for the .2das to us MIGHT give us a roadmap to follow to figure stuff out...

    No, it wouldn't. Trust me on that. The people who were responsible for the various .2da's would have to go back and update their sections, else it would (without a doubt) only cause more confusion than it cleared.


    Al Schilling, Product Manager (MacSoft)


    Mac News: Of course, we realize that the lack of the toolset is disappointing to Mac users. We are considering ways in which we can make this up to you. We've had no shortage of suggestions. They include offering the PC toolset with the Mac version, offering a CD full of mods, etc. Of course, much of what we can/can't do is controlled by varying licensing interests. But keep the suggestions coming. All will be considered.

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    Just RPG's 2002 Best RPG Awards
    Posted Wednesday, January 15, 2003 - 16:18 CET by Mollusken

    Neverwinter Nights goes all the way to the top as the best role playing game of the year at Just RPG. Icewind Dale II made it to a fourth place together with Arx Fatalis, and here are the words from those who chose Neverwinter Nights to be the winner:

    Ray Ivey: “Of course it didn't live up the hype. Give it a break, the only game that actually exceeded its hype in 2002 was Metroid Prime. However, Neverwinter Nights is a beautiful, if flawed, game. Many players found the henchman system irritating, but the freedom of the well-implemented 3rd Edition rules easily made up for this problem. Add to that the three other elements of the game: The Aurora Toolset for creating custom adventures, the revolutionary Dungeon Master client, and the multiplayer option, and you've got a truly epic package.”

    Eric Arevalo: “Neverwinter Nights is the best RPG I have ever played whether on PC or console. This game takes over your life with masterful music by Jeremy Soule, enchanting story and stunning art by the talented team at BiowWare. The enthralling and immersive singleplayer campaign as well as the use of the included Aurora toolset for fans to make their own adventures makes Neverwinter Nights the best RPG released in 2002 or any other year. BiowWare is to be complimented for giving me the most memorable RPG experience of my life!”

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    "Jefferson" Project Forum News
    Posted Tuesday, January 14, 2003 - 23:20 CET by Veldrin

    Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    NPC Influence: It's just number tracking, addition and subtraction, triggering dialogue responses and opening character development paths. The most difficult part isn't mechanics, it's creating the content.

    The Protagonist will be able to dramatically change the personalities of some of the more unstable CNPCs.


    Quote: Will the player have direct control over the levling of NPCs?

    Direct control, but limited by what the CNPC accepts learning. Similar to biases, CNPCs have professions they want to pursue, professions they do not want to pursue, and professions they can be persuaded to pursue.


    Quote: All this interaction might get annoying and frustrating in a long game. I say *might* as I'm not really sure about how much this 'interaction' will be a feature of this game and how often such interactions will take place.

    You can always tell people to shut up. Also, dialogue doesn't pause the game.

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    Neverwinter Nights Forum News
    Posted Tuesday, January 14, 2003 - 23:03 CET by Veldrin

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Al Schilling, Product Manager

    Mac Update: I just returned from the MacWorld expo where we had a great time showing off NWN Mac! First, thanks to the folks at Bioware, and especially Jay Watamaniuk, who made the trip to SF to meet with the Mac faithful. Jay did an outstanding job and it was an absolute pleasure to have him present at the booth. On the good news side, NWN looks great on the Mac. A few bugs left to squash but the game is quite stable and nearly complete. Just to clear up any confusion about the capabilities of the Mac version; all PC created mods should work with the Mac version and the DM client IS included with the Mac version. All of the parts of the game that Bioware is responsible for are looking great.

    Of course the bad news was our announcement that the Aurora Toolset won't make it to Mac. This is obviously very disappointing to Mac users. I can only say that we at MacSoft gave it our best shot. When the estimate for the port came in at double our budget, we still opted to go for it. Unfortunately, after the developer had spent several weeks on the code, they informed me that things were much more complex than they had initially thought and that the estimate would double again. They also warned me that this was an optimistic estimate and that it could be much longer. This should not be considered as a criticism of the developer. I think that people generally have a hard time accepting that toolsets take many years to create and are often more complex than the game engine itself. This makes porting them to another platform extremely difficult. Although I really can't say that porting anything is "impossible", it certainly can be "infeasible".

    I'd like to thank those of you that have written in regard to your feelings about the toolset. I'll be monitoring this thread closely for the next few days and would be happy to respond to any well-reasoned opinions or questions.

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    Greyhawk Interview at RPG Codex
    Posted Tuesday, January 14, 2003 - 17:52 CET by Mollusken

    Tim Cain from Troika answers more questions about Greyhawk: The Temple of Elemtental Evil. Here's a few of them:

    You've said you felt nostalgic over the Greyhawk setting. Is this the only reason you picked it over, less conventional D&D settings like Dark Sun or Planescape?

    When the opportunity to do D&D 3E came up, I sat down with my entire collection (100+) of modules and tried to decide which one I wanted to do. The module had to be one I enjoyed playing (of course), but it also had to be big enough to feel "epic". Many of the modules that fit the bill were Greyhawk modules, which I had grown up playing with AD&D. The Temple of Elemental Evil became the obvious choice when I noticed the level range began at level 1, while my next favorite, Against the Giants, started much higher. ToEE is a big, fun adventure, more complex than the standard dungeon fare of the time.

    Currently, NPC's are AI controlled in combat. There are pros and cons to both methods, if you change it so that the player controls them, what steps will be taken to keep the player from "breaking" the NPCs' personality because they have direct control? Do you think this issue is easier or harder than a decent combat AI?

    First, we are only debating letting the player control their NPC followers during combat, so there isn't much of an issue with the NPC "breaking personality". If you force a good NPC to help kill a good creature, he will still leave the group after combat, so it's not a good idea if you are planning any long-term strategy with your NPC followers. No, the biggest problem is how to let the player control the NPC without revealing too much about the NPC's character information. For example, if a multi-classed rogue-fighter joins the group as just a fighter (perhaps planning to rob the party later), how do we prevent the player from seeing the NPC's rogue abilities during combat? It's easy to hide this information if the player doesn't control them, but difficult if we let the player control them and thus select their actions each turn.


    Read the whole interview at RPG Codex.

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    RPGVault Awards 2002
    Posted Tuesday, January 14, 2003 - 17:38 CET by Mollusken

    RPGVault have awarded the best RPGs and online worlds of 2002, and Neverwinter Nights made it to the top in a few categories. You'll find the awards here.

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    Neverwinter Nights Forum News
    Posted Tuesday, January 14, 2003 - 1:13 CET by Veldrin

    David Gaider, Designer

    Weapon Limit: I'm not certain that we're even aware of this. It's possible that Trent was referring to something else (or thought he was), but maybe not. That's the trouble when you have such a huge program made by so many people... no one person knows the entire thing (and same may even have forgotten what they did do). If you guys are able to use this without trouble, please let us know... I'll definitely pass this on. If no weird bugs crop up, perhaps we could use it ourselves.

    Don Moar, Tools Programmer

    Inaccessible Objects: Inaccessible objects are game objects that cannot be reached by creatures at runtime. When you use the Build | Verify Area command, you will get a list of objects that do not rest on "walkable" parts of a tile. This is okay for objects that don't move, although you will see a warning. For creatures however, this is very bad and you will not be able to save your module. Now, the window that appears when the Toolset encounters this problem contains a list of object types. Expand each list to see all the objects that the Toolset figures are poorly placed. Then, double click on the entry to go to that object.

    Camera Controls: The Arrow keys have no impact on the camera used in the Toolset. With NumLock on, you can use the keys on the number pad.

    8 / 2: Pan Up / Down
    4 / 6: Pan Left / Right
    1 / 3: Tilt Up / Down
    7 / 9: Rotate Left / Right

    5: Reorients the camera into a top-down view

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    "Jefferson" Project Forum News
    Posted Monday, January 13, 2003 - 22:53 CET by Veldrin

    J.E. Sawyer, Lead Designer

    CNPC Information: A few words on CNPCs in Jefferson:

    CNPCs who are willing to join the Protagonist are also initially willing to let the Protagonist (the player) command them (just like BG-style NPCs). CNPCs have particular "behaviors" that they like or dislike. Behaviors like:

    * Wild
    * Hateful
    * Idealistic
    * Sentimental
    * Unprofessional
    * Loyal

    When they see the Protagonist taking actions that support these behavior types, their bias scales towards the Protagonist move up or down. Typically, they will clearly let the Protagonist know they are unhappy with the things he or she is doing. At a certain low cutoff point (modified by the Protagonist's charisma, among other things), the CNPCs stop trusting the Protagonist, and will act as a follower, rather than a controlled character. If the bias scale gets low enough, they may choose to leave or (in very severe cases) attack the Protagonist. The CNPCs can never be used as "the speaker" for the party, but they may interject with their opinions or insights from time to time.

    You may be wondering why you would ever bother increasing the speech skills of the CNPCs, or taking good "speaker characters" at all. CNPCs also have bias scales and breakpoints towards each other. If/when the CNPCs reach breakpoints and start arguing with each other, they may need to use their own charisma and speech skills to avoid conflict with the other party members. Of course the Protagonist quite often has the ability to calm down the CNPCs through the use of his or her own speech skills.

    So, in summary, a low charisma, low speech-skill Protagonist will typically only be able to take CNPCs that do not have inherent conflicts with each other or the Protagonist's behavior. A high charisma, high speech-skill Protagonist will very often be able to keep a diverse group of CNPCs together in spite of their conflicts and his or her own questionable behavior.

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    Icewind Dale II Review at RPGRadar
    Posted Monday, January 13, 2003 - 12:27 CET by Mollusken

    RPGRadar have reviewed Icewind Dale II, giving it a score of 9.1 out of 10.

    Now onto what Icewind Dale II is all about, hack-and-slash action! The game itself is basically based around pure combat, with the exception of a few diplomatic situations where you can wiggle your way out of a struggle through use of words. But who would want to do that, and miss an opportunity to kick some Ice Troll ass? The game revolves around one epic battle after another. You get done battling it away with a massive patrol of orcs for 15 minutes, only to be attacked a few seconds down the road by another patrol, twice as large! Although combat can soon turn repetitive after playing for hours on end, I was never left unsatisfied after annihilating a pack of Yeti. Icewind Dale II is a combat lovers dream.

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    Site News - New Additions
    Posted Monday, January 13, 2003 - 0:25 CET by Sorcerer

    Subsection Updates -> Articles

    Inon Zur interview added to the listing of articles.

    Subsection Updates -> Fantasy Books

    Forgotten Realms Books subsection: Daughter of the Drow & Tangled Webs updated.

    Dragonlance Books subsection: Kendermore updated, Dark Thane added.

    J. R. R. Tolkien Books subsection: Extended Version FoTR DVD added.

    Robert Jordan Books subsection: 3 boxed sets added.

    Miscellaneous Books subsection: Treachery's Wake added.

    Subsection Updates - Games -> Baldur's Gate 2

    Walkthroughs & Guides subsection: Badur's Gate II & ToB walkthrough updated.

    Editors, Hacks & Custom Characters subsection: 2 mods added, 1 soundset added (correction from last update, Aran soundset is now here, as it should be).

    Subsection Updates - Games -> Icewind Dale 2

    Walkthroughs & Guides subsection: IWD2 FAQ & Walkthrough updated.

    Editors, Hacks & Custom Characters subsection: Cleric Domains mod added, 3 soundsets added, 1 portrait pack added.

    Tips, Tricks & Hints subsection: Quick guide on enabling monk kick-attacks for humans added.

    Maps subsection: All major game area maps added.

    Subsection Updates - Games -> Neverwinter Nights

    Walkthroughs & Guides subsection: Expansion details page updated, Reference Guide updated.

    Editors, Hacks & Tweaks subsection: 1 hack added, 6 portrait packs added.

    Toolset & Related subsection:

    Subsection #1: 6 tutorials added.

    Subsection #2: 4 tilesets added.

    Subsection #3: 16 scripts added/updated.

    Subsection #4: 18 items/item packs added/updated.

    Subsection #5: 22 creatures/creature packs added/updated.

    Subsection #6: 5 placeables/placeables packs added.

    Subsection #7: 3 various new additions.

  • Direct Links

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    Unofficial Greyhawk FAQ at TGC
    Posted Sunday, January 12, 2003 - 18:58 CET by Mollusken

    The Greyhawk Chronicles have posted a FAQ for the recently announced Greyhawk: The Temple of Elemental Evil. A few of the game developers at Troika answers the questions. Here's a couple of the questions:

    What races are implemented?
    ”Races? All of the ones in the PH [Players Handbook] (including half-orc). Sub races are on our cool stuff list, but look easy to add.” – Cooter

    Are prestige classes implemented?
    ”Prestige classes? On the cool stuff list. I really want them, but our time is limited. If we can get some in, we will.” – Cooter

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    Neverwinter Nights Linux Client Update
    Posted Sunday, January 12, 2003 - 18:41 CET by Mollusken

    The current status of the Neverwinter Nights Linux client has been updated:

    [Jan 10 2003] We have finished integrating the Linux version of the Miles Sound System into the Neverwinter Nights Linux client. There have been a number of questions regarding the Neverwinter Nights Linux client including such topics as installation, expansion packs, betas, and release date. We will be spending all of next week (January 13 - January 17) working on answers to all of these questions for the January 17 update. Stay tuned.

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    Neverwinter Nights Forum News
    Posted Sunday, January 12, 2003 - 16:38 CET by Veldrin

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    David Gaider, Designer

    Talking While Sitting: I believe the problem with the characters standing up to talk is two-fold:

    1) Sitting is a "constant" animation... it must be continually played for a model to remain seated. In the standard OnConversation script, a ClearAllActions() call is made on the seated character, causing him to stop playing the animation and therefore he stands up.

    2) Even if the ClearAllActions() is removed, there is a standard "talking" animation which involves the model bobbing his head and the like. This is done while standing and will pre-empt the seated animation.

    So what needs to be done:

    - take the ClearAllActions() call out of that character's OnConversation script.
    - make sure all his conversation nodes have "No Animation" selected.

    I believe when both of these are done, you should be alright. If I'm missing something (and that may be the case), you may want to look around here some more or check out the Witch's Wake scripts. Rob got the "No Animation" setting added so that NPC's could be talked to while seated or lying down and supposedly it works just fine this way now.


    Custom Content: Well, I don't think it'd be all that much trouble to release the max files. I mean... I've seen a few directories around with the max files in them. It's not exactly as if it'd be a hardship for anyone to put it together. The only thing that might prevent it is if there are some proprietary or legal issues involved (no idea, there). But the original reason the topic of the max files came up was regarding the making of model variations, not "what can Bioware do for you?". Details on what the Live Team has planned on a larger scale is coming out shortly, anyway. Love the Cave Goblins, by the way. Make a female version, a chieftain and a shaman and I'll stop using the bohemian-hat wearing yellow ones we did.

    I guess what I'm just suggesting is that while wholly new models are very interesting and certainly needed, if there wasn't a demand for these variations as well. I guess when I look at how I would implement, say, the kobold tribe from the Sunken Citadel or the goblin caves from Keep on the Borderlands in my mind I find it more necessary aesthetically to have a wide variety in the creatures (especially since there is so many of them) then worry about the fact that I don't have any hobgoblins for *their* cave. After all... the flipside of the coin when you say "I can't pretend a goblin is a purple worm" is that I, as the module maker, can choose not to put a purple worm anywhere if I know I don't have a model for it. I can't, however, choose to make a tribe full of goblins look different from one another if I only have the one model for it. Hope that makes sense.


    Trent Oster, Producer

    Problems With Demo: The demo has a resource issue where the textures were not stored in the correct manner. The game instead loads in the full size texture and then manually downsamples on the fly, causing a "laggy feel". With the full game this doesn't happen as the texture packs sort out texture size issues.

    Don Moar, Tools Programmer

    Mac Toolset: As you can probably tell by the BioTag next to my name, I am the lead tools programmer at BioWare. My primary responsibility over the last 3 years has been, along with a team of 1 - 4 other programmers, the development of the NWN toolset. My job included the selection of Borland C++ Builder as the primary development environment back in 1998 / 1999.

    Before we started development, I looked at several cross platform development tools in an effort to find one that met the following requirements:

    1. C++. This was necessary for performance as well as the fact that the toolset was going to rely heavily on existing game systems, such as the graphics engine.

    2. Rapid GUI development (similar to Visual BASIC for Windows).

    The toolset had to be able to support content creation 2 years before the game actually shipped. That's not to say the toolset was complete at that point because it had to go through numerous GUI and functional changes as game systems came online, changed or were removed. Like it or not, using the default Win32 API (or even MFC) would not have been sufficient to meet our deadlines. This means that cross platform development environments that _only_ give access to the basic platform API would have offered no significant advantage over developing in the target platform natively.

    I looked at CodeWarrior, but at the time it didn't support requirement 2. I looked at various Java and BASIC solutions all of which failed requirement 1.

    Now, unlike Microsoft, Borland was at least offering a Linux version of its C++ Builder product that was scheduled to come out well before our ship date. Given that C++ Builder met both requirements and was going to support 2 out of 3 target platforms, I thought it was our best bet.

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    "Jefferson" Project Forum News
    Posted Saturday, January 11, 2003 - 19:17 CET by Veldrin

    Here are today's "Jefferson" project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    Quote: How will you handle the NPC innitiating conversation with your party member who's nearer to her than the PC?

    They won't. But, if your CNPCs go near people who are hostile (not enemies, just hostile), they will float something similar to, "Get the hell out of here immediately or I will crush your skull." Failure to do so will result in attack mania. If your Protagonist walks up, they will initiate conversation and say "Get the hell out of here immediately or I will crush your skull.", then allow the Protagonist to respond.

    Quote: Why have formations?

    1) Not all areas are large enough to conveniently place enemy creatures outside of visual range.

    2) In some areas, it actually does make sense that enemy creatures would be placed right near the entrance.

    3) Players love to drag monsters all over levels in their efforts to escape. Upon re-entry, those monsters may still be right where they left them.

    Quote: I play these games mainly for the exploration and fantasy aspects.

    I design games mainly to prevent people from complaining excessively. It doesn't matter whether a game is combat-heavy or combat-light. If there is combat and there's something annoying about it, you can be sure that people will complain about it.

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    RPGDot Awards 2002
    Posted Saturday, January 11, 2003 - 16:30 CET by Mollusken

    The visitors of RPGDot have voted for the best RPG games of 2002, and Neverwinter Nights had a few good ranks. Neverwinter Nights was runner up at best RPG, runner up at best sound, runner up at best graphics and second runner up at best atmosphere. Icewind Dale II didn't get any top three places, but Planescape: Torment II was voted up to second runner up in the "Dream game" category. You'll find all the awards here.

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    Icewind Dale II Review at CanadianGamers
    Posted Saturday, January 11, 2003 - 16:22 CET by Mollusken

    CanadianGamers have reviewed Icewind Dale II, and their score is 82 out of 100. Here's an excerpt:

    For RPG fans who don't get their fill by completing a game once, there will not be any trouble finding reasons to play Icewind Dale II again. The amount of races, sub-races, classes, dual class possibilities, feat combinations and items will not be experienced on one run through, there is just too much to try out. The Heart of Fury mode adds a layer for the more experienced players to enjoy and master. There are even many ways that players try to play Infinity Engine games; whether it be creating a fully-customized themed party to tackle the monsters, or try to beat the game with a solo character, the possibilities are endless for those who wish them to be.

    The rest of the review can be read here.

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    EuroGamer Awards 2002
    Posted Saturday, January 11, 2003 - 16:15 CET by Mollusken

    EuroGamer have ranked the top 50 games of 2002 in Europe, and Neverwinter Nights ended up as number 41. The links to the lists are below.

    50-31
    30-11
    Top 10

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    BioWare at the Snowflake Gala 2002
    Posted Saturday, January 11, 2003 - 16:11 CET by Mollusken

    BioWare attended last year's Snowflake Gala as one of the sponsors, and the gala raised raised $275,000 to help sick and injured children. BioWare's Tom Ohle has written an article from the event, and you can see it here.

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    Last Week's Poll's Results
    Posted Friday, January 10, 2003 - 18:09 CET by Sorcerer

    What we asked:

    Q: How do you feel about the next D&D computer game (Greyhawk: The Temple of Elemental Evil) being placed in the Greyhawk setting?
    (366 votes total)

    I don't know much about the setting but I'm willing to learn playing this game (273) 75%
    Great, I know the setting and want to play a CRPG set in it (65) 18%
    I don't know much about the setting and I'm not willing to learn playing this game either (16) 4%
    I know the setting but don't like it and don't want to play a CRPG set in it either (12) 3%

    Judging by the poll results, three quarters of poll participants (75%) are not very familiar with the setting, but would welcome the chance to learn more about it by playing Greyhawk: The Temple of Elemental Evil.

    18% of those who voted, however, know the setting well and want to play a game set in it.

    4% of people who voted don't know much about the setting and aren't thrilled about playing a game set in Greyhawk either.

    Lastly, 3% know the setting and don't like it, and don't want to play a CRPG set in it either.

  • Current Poll
  • Previous Polls

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    Neverwinter Nights Expansion Interview at HLF
    Posted Friday, January 10, 2003 - 16:28 CET by Mollusken

    HomeLan Fed has had the opportunity to ask the developers of Neverwinter Nights: Shadows of Undrentide a few questions. BioWare's joing CEOs Greg Zeschuk and Ray Muzyka, and Floodgate's creative director Paul Neurath and lead designer Rick Ernst answer the questions.

    How did BioWare decide to approach the creation of the first expansion pack for Neverwinter Nights?

    In partnership with our publisher Infogrames/Atari, we’ve always planned to continue the Neverwinter franchise, and we’ve been talking internally at BioWare about doing multiple expansions for Neverwinter for some time. We realized quite quickly that we only have so much bandwidth – it would be quite difficult for us to work by ourselves on multiple expansion packs at the same time. However, by partnering with talented external studios, we can increase the number of projects that are in development, and that’s the approach we’ve taken with the first expansion to Neverwinter Nights – Shadows of Undrentide.

    What new creatures and characters are you planning on creating for the game?

    We’ll be adding some new desert monsters to plague travelers in the Anauroch. Players will also meet the Bedine, nomadic tribes that wander the desert, and some great new monsters that take advantage of the addition of petrification to Neverwinter Nights – the cockatrice, gorgon and medusa. Of course we’ll also be adding a new selection of potential henchmen to assist our hero. We’re working hard to make these characters even more engaging than in the original campaign. Not all the henchmen will be available from the beginning, for example, some are tied to locations later in the game, and will be able to help players more with advice about their particular location.


    Read everything here.

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    The Witch's Wake 1 Review at RPG Codex
    Posted Friday, January 10, 2003 - 16:18 CET by Mollusken

    RPG Codex have reviewed The Witch's Wake 1: Fields of Battle, and here's a few words from the review:

    One change which has sparked a great deal of heated debate is that relating to the experience system. There is no experience awarded for combat in the world of Witch’s Wake, it is instead awarded for exploration and plot advancement. The creators of the module are keen to point out that this module is not a hack and slash race to the finishing line, but a story driven role-playing adventure and the experience system reflects this. As far as I am concerned, this is still a fairly flawed approach. It would be preferable to see a quest related experience system, allowing the player to role-play their character as they wish, rather than according to the ideal of the designer. Of course, the story in "The Fields of Battle” is advanced principally through dialogue and NPC interaction, and the altered experience system has no doubt been applied to complement this. To me, as a player, this approach felt slightly awkward.

    Read everything here.

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    Greyhawk Interview at The Greyhawk Chronicles
    Posted Thursday, January 9, 2003 - 21:10 CET by Mollusken

    With the official announcement of the game yesterday, the first interview comes today at The Greyhawk Chronicles. Tim Cain from Troika answers the questions.

    During the development of "Arcanum" Troika managed to build a very
    strong fan community and allowed the fans to take part in making the
    game. Is this kind of fan involvement planned for future games? For example will there be a "Greyhawk Inn" forum or some kind of "Writing Contest" for fans to participate in?


    Yes. The Greyhawk Inn is already up, and we are debating what kind of contest we want to have for this game.

    "Neverwinter Nights" and "Pool of Radiance 2" used the D&D 3rd Edition rules before. Do you think of those games as of competition or do you use them as inspiration?

    I have played them both, and they are both very different games. Greyhawk will be very different from them as well. I guess we are all in friendly competition.


    Read the whole interview here.

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    Greyhawk Official Announcement
    Posted Thursday, January 9, 2003 - 16:38 CET by Mollusken

    Yesterday Atari announced the development of Greyhawk: The Temple of Elemental Evil, a new D&D game which will be developed by Troika. Here's the press release:

    LOS ANGELES--(BUSINESS WIRE)--Jan. 8, 2003--Following in the footsteps of its best-selling, award-winning "Neverwinter Nights"(TM), Atari today announced that the World of Greyhawk, one of the most popular Dungeons & Dragons® campaign settings of all time, published by Wizards of the Coast, will make its first interactive appearance with the upcoming release of "Greyhawk: The Temple of Elemental Evil." Developed by Troika, creators of the critically acclaimed "Arcanum," "Greyhawk: The Temple of Elemental Evil" will feature an exciting party-based single player campaign, an engaging storyline based on the classic D&D® adventure of the same name as well as a faithful translation of the latest 3rd Edition rules.

    "The World of Greyhawk has been a staple of the Dungeons & Dragons universe for more than 20 years and we are extremely pleased to be the first to bring this exciting world to life with one of the most popular and exciting D&D modules ever made -- `The Temple of Elemental Evil,'" said Jean-Philippe Agati, senior vice president and general manager of Infogrames' Los Angeles studio. "`Greyhawk: The Temple of Elemental Evil' will return players to D&D's roots with the genre-defining adventure that started it all while taking full advantage of the popular 3rd Edition rule set, party-based adventuring and tactical turn-based combat."

    The World of Greyhawk and its inaugural adventure "The Temple of Elemental Evil" was first introduced with the release of the Advanced Dungeons & Dragons® rule set in 1985. Developed by Gary Gygax, Greyhawk became the first complete D&D campaign setting detailing an entire world of adventure including detailed accounts of continents, countries, cultures, folklore, personages and much more. Greyhawk lore and arcana have since pervaded nearly every aspect of today's dynamic D&D universe from spells to monsters to famous characters, providing players with a more rich and robust playing environment.

    Scheduled for release in the second half of 2003, "Greyhawk: The Temple of Elemental Evil" finds adventurers in a fight for their lives as a simple rescue mission uncovers a much more sinister plot with far-reaching implications. As the story unfolds, adventurers will travel the world of Oerth, discover the besieged village of Hommlet, survive the filthy shire of Nulb and ultimately penetrate the ruins of the Temple of Elemental Evil, a beacon of darkness and despair in a world without hope.

    "Greyhawk: The Temple of Elemental Evil" will feature all of the game play aspects from the 3rd Edition D&D rule set including an entire host of feats and skills. The product's traditional turn-based combat engine will allow more effective coordination of the large party configurations possible within the game. In addition, adventurers can expect an entire host of classic D&D creatures straight from the pages of the Monster Manual, including lizard men, hill giants and a slew of demons.

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    The Witch's Wake Status Update
    Posted Thursday, January 9, 2003 - 16:19 CET by Mollusken

    Here's the first status update on the Witch's Wake project in 2003.

    Christmas is over and it's back to work. Rob's been compiling a post-release survey that will start making the rounds over the next little while. Not only will it allow you to give us some feedback on Witch Wake 1 but the survey results will also influence the design of upcoming modules in the series. Rob is also starting to update the template module in preparation for Witch Wake 2: The Witch Hunters, streamlining it and making it easier to work with. Last but not least, he's on the hunt for new fan-created content to make WW2 even better. Happy New Year!

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    Neverwinter Nights Forum News
    Posted Thursday, January 9, 2003 - 0:33 CET by Veldrin

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Darcy Pajak, Assistant Producer

    Shadows of Undrentide: We are planning to release an FAQ very shortly for Shadows of Undrentide. We are also going to be releasing more information after we get the approval nod, and we are 100% sure the feature will be in the game.

    Use Magic Device: Here is an update if anyone is interested. No final decision has been made about the final design of UMD, but we are thinging of a huge overhaul which would mean it would be added after the main work of SoU, and XP2 are done.

    Derek French, Assistant Producer

    Toolset on Mac: Inside Mac Games has reported from MacSoft's Al Schilling that there will be no Mac version of the Neverwinter Nights Toolset. This has no effect on the development progress of the Neverwinter Nights game. BioWare is responsible for developing the Neverwinter Nights Client and Server. MacSoft is responsible for arranging release of the Neverwinter Nights Toolset. As such, it would be inappropriate for us to comment on MacSoft's business. You will need to contact Al Schilling at MacSoft for comment.

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    Black Isle Studios Looking For Artists
    Posted Thursday, January 9, 2003 - 0:23 CET by Veldrin

    Black Isle Studios is looking for talented artists, particularly with some experience in creating models and texture maps. The following is required:

  • "Experience with 3ds Max, LightWave 3D, Maya, or equivalent 3D package.
  • Experience using Adobe Photoshop.
  • Minimum 2-3 years of experience in the computer gaming, film or television industry.
  • Can create original textures from scratch.
  • Can work and play well in a team environment.
  • Able to work long hours when needed."

    Check out the whole article here.

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    Neverwinter Wednesday
    Posted Wednesday, January 8, 2003 - 21:30 CET by Mollusken

    The first of this week's treats was the Neverwinter Nights Mac video interview which I posted earlier today.

    The second treat is a guild profile made by community manager Jay Watamaniuk. Knightsbridge PW is one of the top 6 most active guild, and they have over 120 members.

    The third and last treat is an update on the Witch's Wake Dungeon Master's Guide. It now includes details on the NPCs encountered in Witch's Wake 1: Field of Battle.

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    Neverwinter Nights Mac Interview
    Posted Wednesday, January 8, 2003 - 21:02 CET by Mollusken

    Neverwinter Nights community member Gentry was at the recent MacWorld 2003, and while he was there he managed to ask BioWare's Jay Watamaniuk and MacSoft's Al Schilling a few questions about the Macintosh release of Neverwinter Nights. The interview is available in video format here.

    There's also more news about the Mac release at Inside Mac Games, who also have spoken with Al Schilling from MacSoft. He says the Macintosh version of Neverwinter Nights will be released in the first quarter of 2003, but there will be no toolset for Macintosh users.

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    Inon Zur Interview at Sorcerer's Place
    Posted Tuesday, January 7, 2003 - 22:21 CET by Sorcerer

    Recently we've had the opportunity to interview the composer Inon Zur (whose music can be heard in Throne of Bhaal and Icewind Dale II, among others), and produced a 24-question interview that should prove to be an interesting read. Here's a teaser:

    SP: What sort of equipment do you use to compose your music?

    Inon Zur: I’m using a midi system, combining samplers and synthesizers, all controlled by a sequencing software on a Mac. My system is in fact a complete orchestra simulator that allows me to compose freely for orchestra and sounds as close as it could get to the real thing. The main sampler I’m using is the PC based GIGASTUDIO, which is an extremely powerful sampler. Throughout the years I have built my own sound library and I continue to add newer and better sounds all the time.


    Read the whole thing here.

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    Black Isle Infobit
    Posted Tuesday, January 7, 2003 - 15:59 CET by Mollusken

    Black Isle president Feargus Urquhart has written a post at the Interplay forums, where he talks about the future of Black Isle. Here's the whole post:

    I've gone through most of this post, and I'm not really sure where to start commenting. The rise and fall of Interplay (and therefore BIS) has been a very long ride. I'm not saying it is over though, and I hope we can rise again.

    What I can do is talk about my plans for BIS. I want to finish Jefferson in such a way that everyone on the team is happy with it. I put the producer on Icewind Dale 2 (IWD2) in a tough decision and an even harder position on the project he is currently working on because I took very few resources from Jefferson to help him out. At one point he was down to two programmers on IWD2, while there were nine working on Jefferson. This was not meant to have IWD2 be a sub-standard project, but to give the team the shot to make Jefferson a truly next generation game.

    I also want to get Fallout 3 going. Another reason for our focus on Jefferson. We need internal technology to make our games and we've had to put as much focus into that as possible.

    Next I want to move the type of games that we make forward. The type of games that we have been making is getting stale. I just finished Age of Mythology and it was a great game. But, I really feel like I've played that same game ten times before. This is where I am torn somewhat though- I appreciated the solid mission design from mission 1 to mission 32 (I think that was the last one), but I was playing a game that I am completely familiar with. Build peons, gather resources, build an army, and invade the bad guys base. For our games, I think people have started feeling the same way particularly because of our probably over-use of the Infinity Engine. I think solid story and quest design can keep them interesting, but not enough without some other changes. Changes that are consistent with the types of games we make - not some other genre. But that is the Catch 22 - if they are consistent with our older games, will they just feel like our older games.

    I and the rest of Black Isle have a lot of things in our way to make those things happen. As usual the financial state of Interplay has put a lot of restrictions on us even though we are only somewhat responsible for the state that the company is in. Examples of these things include:

    1) We have only lately been able to start upgrading people from computers that were bought two years ago. And I think Dave Maldonado is still on a P3-500 which hasn't impacted him much yet - but many others in Black Isle were impacted by upgrades taking nine months to a year longer than they should have. The upgrades have not been completed and this is the stumbling block.

    2) Marketing and PR being handled by our distributor instead of in-house has added a middle man which we are still trying to deal with. Many of the snafus like poor advertising and in store promotions on IWD2 were because of this coordination. I am not blaming IPLY or Vivendi in this - but more the coordination between them. This has to be fixed for us to become successful.

    3) The last is that people need to be able to come into Black Isle every morning and not have to worry about their next pay check or that if what they are going to do that day is going to be compromised by IPLY. In a new age way, the people in Black Isle also have to believe that there is a future and they the problems they are going to have to deal with on a daily basis are those having to do with the games they are making and not the soul draining crap that has been going on with IPLY the last 18 months.

    As of writing this, I don't have any solutions for any of those things. I'm working on them, but unless they get resolved doing what I think is best for the division and the games is going to be hard. I know that doesn't answer all the IPLY solvency and wacky Titus questions, but they are the things I have been thinking about lately.

    -Feargus

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    Interplay Game Manuals For Free
    Posted Monday, January 6, 2003 - 14:29 CET by Mollusken

    Interplay has made available the manuals of both older and newer games they have released. They are available in PDF format and many of them are in several languages. You can get them here.

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    Interplay For Sale
    Posted Saturday, January 4, 2003 - 19:06 CET by Veldrin

    According to Gamespot, Titus is attempting to sell Interplay. Here's what they said:

    "Financially troubled publisher Titus has revealed plans to sell Interplay, which it took over in August 2001. Interplay's Shiny studio was sold to Infogrames early last year for $47 million, a figure largely based on the fact that Shiny is developing Enter the Matrix. While Interplay doesn't have many current hit franchises to lean on besides Baldur's Gate, Titus doesn't plan to let Interplay go in a fire sale. In the French business newspaper Les Echos, Titus CEO Hervé Caen recently said, "Our priority is to sell Interplay for a good return."

    Check out the whole thing here.

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    "Jefferson" Project Forum News
    Posted Friday, January 3, 2003 - 18:47 CET by Veldrin

    Here are today's Jefferson project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    Modding Jefferson: The art pipeline is complicated. Pieces of static geometry go through three file formats (two proprietary) a number of times before they actually come together with light maps in the engine. It can be... frustrating... at times, but the visual effect is impressive.

    Quote: Alright if you can't show a screen shot of the game is there a game with a similar graphic layout to jefferson we can compare it to .... that's been released?

    Not that I can think of.

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    Neverwinter Nights Forum News
    Posted Friday, January 3, 2003 - 0:52 CET by Veldrin

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Robin Mayne, BioWare Webmaster

    Deity List: Hey all - just wanted to let you know that I too had this same idea the other day, and I have chatted with Derek about the idea of a 'builder-controlled' drop-down for Sub-race and Diety during character creation. We will continue to examine the feasibility of adding this type of functionality in the future, but as it stands, I believe the hurdle that prevents this type of functionality is that the module is not yet loaded on the client's system when they are creating a new character. Therefore the current system does not allow for the module to provide info on character options as the player is not yet connected to the game.

    I think the problem is when you start the game and create your character, you are not in fact connected to the server yet, so you can't transfer the "core code which holds such information in a 'character creation packet'". I imagine that it would be a serious effort to change the way game connection works, so I am not sure its feasible at this point - but we will look into it!

    I think the 'ideal' functionality that is being discussed in this thread would be a system that allows module builders to control Dieties/Sub-races using the toolset that automatically populates diety/subrace options for players when they play. Anything that requires players to do something outside of the game is no better than the current system of having players view a readme or web site with the list of supported Deities/Races. It can never be 'easy enough' when you want to design a system for everyone to use.

    The "SetDeity()" is probably the most feasible, and does give the module builder the needed control. Adding this function is being looked into, hopefully it will be available in a future patch, but I don't think it will be in 1.28.


    Derek French, Assistant Producer

    Deity List: Since this thread has been resurrected, let me confirm Robin's statement. Yes, in the pure "what-server-am-I-on" sense you are connected, but no module data of any type has been sent down to your client at this point. This happens after character creation.

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    Last Week's Poll's Results
    Posted Thursday, January 2, 2003 - 14:51 CET by Sorcerer

    What we asked:

    Q: Do you have a Christmas tree put up at home this year?
    (288 votes total)

    Yes, an artificial one (116) 40%
    Yes, a real one (112) 39%
    No, no tree (60) 21%

    This poll was more for fun than any other purpose, but the results are pretty interesting. Of those who voted, 40% have an artificial Christmas tree at home, and only a few people less (39%) have the real deal. It's quite surprising that the ratio between the two is practically 50/50.

    21% of poll participants have no Christmas tree put up at all.

  • Current Poll
  • Previous Polls

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    "Jefferson" Project Forum News
    Posted Wednesday, January 1, 2003 - 20:04 CET by Veldrin

    Here are today's Jefferson project forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    J.E. Sawyer, Lead Designer

    Quote: I am interested to hear how an inventory system with unlimited slots is right.
    How right is it that a strong fighter character can carry a weapons and armor shop on his back? Seems rather wrong to me...

    It's good when the alternative is that a character can carry virtually nothing "realistically". I'd like the realism advocates to think long and hard about what even a high strength character could "realistically" carry in a fantasy setting. Has anyone here ever taken an appropriately weighted long sword or mace, strapped it to their waist, and tried to run with it? Those among you who have might say, "OH HO, I WOULD SIMPLY PUT IT ON MINE BACK." Of course, this makes such weapons more difficult to draw, especially if your backpack is there.

    Let's talk about backpacks. What about books? We can't forget the wizard's spellbook or the cleric's prayer book. Go get a nice, fat book. I suggest Gray's Anatomy or a big fat old bible. Make sure it's hardcover. Put that at the bottom of your backpack. Now, take six or seven Gerber baby food jars. Fill them up with differently colored liquids (your "potions"). Place them at the bottom of your backpack -- on top of the book(s). We must account for rations, too. Get a few dozen Power Bars or similar items and stack them in there. And if your wizard needs scrolls, they'll have to go in here as well. But wait -- you're one of those clever wizards who uses the car-CD-case container for their scrolls. So strap that sucker across your chest and fill it up with single sheets of looseleaf paper. Fill the rest of the pack up with soap, pots, pans, tinder, lantern oil, 50' of rope, etc. Slap a big fat blanket at the top of the backpack.

    Now, let's say you have a light weapon on each hip, a buckler, a suit of leather armor, and that backpack. I am sorry to inform you, gentle players, but you are 1) not going to run as fast as you were before, even if you were very strong 2) not going to carry anything else that is larger than a small loaf of bread without moving even more slowly 3) going to lose your scrolls and/or potions on a good hit or knockdown, respectively. If you want to protect them better, you'd have to move the scrolls to your backpack and wrap the potions in cloth to protect them. Of course, then it would "realistically" take you about three rounds to get a potion or a scroll out.

    Very few people want "true" realism. Many people want a fair measure of realism.

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    Neverwinter Nights Forum News
    Posted Wednesday, January 1, 2003 - 19:44 CET by Veldrin

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Don Moar, Tools Programmer

    Tokens: I tried both a simple, 1 NPC conversation with the PC using the token and the Jinn premade PC and the correct gender pronoun, her, was used. I then tried a more complex 2 NPC conversation using the same token and PC and the correct gender pronoun was also used. Can you provide any more details about how your conversation is structured?

    BTW: Tokens such as , , , always refer to the PC. Other tokens may refer to things such as the time of day.


    Editing Saved Games: You cannot edit saved game files using the toolset. While this is a feature I would love to add, there are a _lot_ of technical issues that would have to be resolved. For example, the saved game includes information about the current state of the virtual machine that is running all the scripts. What happens if a creature that is in the middle of executing a script is deleted? What if that creature was in combat with another creature or a PC? What if instead of running some script, that creature had, in its inventory, the sword the PCs are to return to the plot giver? What if you delete an area containing one or more PCs? We could avoid those problems by removing the ability to delete certain (or even all) placed objects and areas from a saved game, but that requires a huge interface change. Now, there are work-arounds currently available that generally ignore these issues and require the module designer to be aware of the potential problems. I would, personally, prefer to offer a more complete solution. That being said, if the module is not in the middle of being played (ie the actual saved game is not important for its own sake), there are a couple of ways to handle changes to a module:

    1. Move the module's start location to a more appropriate point. If you don't want to plow through the entire module, simply reposition the module's start location temporarily and start the module with a sufficiently powerful PC.

    2. Use a test area. If you're testing the effect of a change to the module's OnAcquireItem script, place the item in a test area and move the module's start location there. Do not add any area transitions to the test area.

    3. Use a test module. Sometimes the things you wish to test are more complex than can be reasonably verified using a single test area. In those cases, create a stripped down test module that does nothing except test that feature.

    BTW: I am currently unaware of any game that allows the players to actually edit their saved games. If anyone can provide an example, I'd love to take a look at it.


    Spell Wizard: Adding new spells involves either:

    1. Replacing an existing spell by changing it's script.
    or
    2. Changing at least 1 .2da file as well as the corresponding in-game GUIs.

    This means that, unfortunately, a new spell wizard is unlikely.

    A spell is replaced by replacing the script that the spell uses with a custom script you write with its own unique behaviour. The script would reside in the current module (or you could place it in a .hak file) and be used whenever that spell is activated by either a player or NPC. Obviously, the original spell is no longer available in that module. If, for example, you replaced the Magic Missile spell script with a script that gave the target 100 gp, then whenever the player cast Magic Missile (it would still be called Magic Missile), the target would gain 100 gp instead of being hit by the standard Magic Missile effect.

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