February 2002

Neverwinter Nights Forum Update
Posted Thursday, February 28, 2002 - 20:34 CET by Tiamat

Derek French, Assistant Producer:

G-Max Support:
As much as Kane asserts that we are not supporting GMax, the actual decision on GMax support has not been made yet.
At this time, we are still investigating GMax support in Neverwinter Nights and will let you know one way or another once a decision has been made.
NWN is not feature complete at this point.

Saying that you have made no decision about GMax means that you will not implement GMax support? You can assume that. Time will tell.

Jay Watamaniuk, Community Manager:

Transitions:
From what I have gathered playing the game and messing around with the toolset, if you are walking around a city there is no load time until you exit that map/area or move to an indoor location. Moving around indoors has been both no load for the entire interior to a load for a next, big map. For example, I was walking around a city and went into a large house and went through a loading screen. While in the house I walked from room to room, with the next room appearing as I moved into them (even if I had to open a door or portcullis). At one particular door I opened and moved into I hit a loading screen- I had hit a large transition into a vast secret maze.

In this same house I opened up a door that led back outside (loading screen) at a different point- so yes, there can be different entrances for a location.

I also gathered from using the toolset that I could create several houses on one area. I slap down a single room for a peasant hut, for example, and in the same area I'm working on create a 4 room estate. Both of these have different transition points from different maps. I have seen a tower map in toolset where, from above, looked like a group of smaller and smaller squares. Each square contained a room with stairs leading up that popped you over to the next smaller square on the same board.

Remember that these are my humble observations and I could be a Monkey-Head...

Auto-Spliting Gold: The DM running the game can 'Give' what he wants to each player if he or she feels that needs to be done. I would assume that if you are adventuring with a group of folks and the fighter actually picks up the bag of loot from the dead monster it's basically up to him if he wants to give anything to anybody. The DM can agree or disagree with this, as he also has the ability to 'Take' anything he wants away from a character. So ultimately it's the DM who decides first of all who gets what, and secondly if he even wants a player in his game if that player's style of play runs counter to what the DM wants.

It then comes down to who you want to play with- if you are all against each other and the DM agrees then great. If you want to play a cooperative game and the DM agrees O.K.- it all depends.

If a group of people are playing without a DM then the only thing, I believe, that is evenly shared is XP. Gold is not automatically split between characters and items certainly are not.

David Gaider, Designer:

Limitations On Armor:
From looking at the list, the closest thing I think you could do in this respect is lay down Use Limitations with respect to Race. So if you had Large Platemail that no PC race could wear, apply the six Use Limitations to it. If it was small, say, and only Halfling and Gnome PC's could wear it, apply Use Limitations for Human, Elf, Half-Elf, Half-Orc and Dwarf... and so forth.

The NWN Ad: It's definitely a minotaur next to him, but I don't recognize the model of the big guy. Maybe it was an early giant model? hard to say. None of the giants have such light-colored skin except maybe for the hill giant... but that model is really easy to distinguish and that ain't it.
Maybe if I saw a clearer picture I could tell.

Greatswords: Well, first off, that's not a standard greatsword. You have the ability to alter the appearance of the various pieces of the greatsword... blade, hilt and grip... so it can look like whatever you wish.
Secondly, the size of the sword doesn't really translate in that screen. Put the sword in the hands of your character and see how it looks on-screen and you'll agree that it's a greatsword.

Tilesets: I'll pass along the request to the art department, but I doubt we'll see much change in the tilesets at this point. There's always going to be something that someone wants extra in every tileset... I think we'd be better served by making it as easy as possible for users to modify the tilesets to suit their own purposes.

Interiors: The Cavern Tileset has a generic 'tunnel' tile which has a set width (it's much less than a full tile, 10 meters, but wider than single-file marching).
Houses are different... most interiors have a set tile with walls and furniture grouped about. There are also 'generic' interior tiles if you wish to build your own interior rather than use the pre-set tiles... those will generally be larger than the pre-sets, tho.
There are no walls as placeable objects, for various reasons.

Wall Decorations: The current decorations on the walls do belong to the walls and are part of the tileset. I don't think there are any wall decorations amongst the placeable objects, but there's nothing to stop them from being made and placed against the wall (I think).

Placeable Objects: As far as I can tell, placeables are fully rotatable (on the vertical axis, anyway).
You'd need a different animation to have a 'knocked over' barstool, if the original placeable has it standing upright. Placeables are only rotatable on the vertical axis.

Dialogue and Objects: Any placeable object can have a dialogue file associated with it. We use this for signs... you click on them and they show a pop-up box with whatever's written on them. You could also have fully scripted dialogue with responses... and use any skill checks or stuff during the course of the dialogue that you wanted.
Dialogue doesn't HAVE to represent people talking... that's the gist of it.
For the sign, you could script starting conditions that check the Intelligence of the person reading it... maybe low Int people or Barbarians can't read? I gave an example once before of attaching a dialogue file to a table... and allowing the option of 'searching' the table and being presented with special inventory on a success. You could do very much the same thing with your painting.

Creature Factions: Each creature can only belong to one faction at a time. Each faction can be set to a relationship with every other faction (and the PC's).

Bob McCabe, Writing & Design:

The Purpose of the Boards:
For the most part, the boards are here for a few reasons:

the boards allow the community to discuss ideas with each other (generally ideas that are raised by us). That debate is then examined by us, and we determine if the inclusion (or exclusion, dependant) of those debated-ideas would serve to improve our titles and give the community more of what it wants;

the boards allow for some good ol' fashioned constructive criticism by the community of BioWare's past and current titles and policies;

the boards allow for the developers to interact with the community-at-large, which is fun for all and makes it less antiseptic;

and, of course, the boards allow for free publicity ;)

Generally, if we're going to release information, it's done through the media - whether that be print magazines, on-line websites, or whatever. Eventually, our own website will become more of a focal point for that information as well.

Point Buy System: Actually, the answer is a bit easier (and less exciting) than it (the move from 25 to 30) being an actual tweak based upon gameplay.

We started with 25 points simply because it was the default in the DMG (outside of any specific campaign settings). After a while, we decided to try something closer to what the Forgotten Realms campaign approximates. Maybe it was the powergamers in the office who wanted to try something with a bit more va-voom, so that when they made their characters they could compensate for other inadequacies (kidding).

Either way, I think a lot of the people here have started to realize that 30 points IS a lot. We might tweak the campaign slightly to bring the challenge level up to the 30-point character mark (then again, we may not actually have to) - regardless, we have to tweak the campaign a bit, anyway. We also might reduce the point buy total somewhat. In 3rd edition, there is a lot of magic that raises your attributes. Starting out with 30, and then having that in the game might lead to a type of character that we feel unbalances things.

At this point, it's kind of hard to say for certain where the final number will lay. But more than anything, right now, we're playing with the numbers, basically, because we can. So if this is a subtle way of determining at what stage of the game we're at now, you did a good job We're close to questions like this being very important - in fact, in many places we're starting to explore these territories... but we're not quite there at the moment.

Nathan Frederick, Quality Assurance:

Game Testing:
Common misconception, that a game doesnt start testing until its complete. We started testing months ago.

It makes more sense to start testing the components that are ready, when they are ready, and then keep an eye on them, than to leave everything to the end. It also allows you to catch problems in the systems that are ready, when those systems are not being interferred with by other systems. It's much easier to track a problem in system A, which uses system B, and system C, when you know B and C both work.
Or in other words:
Are we testing? - Yes.
Is there still stuff being implemented? - Yes.

Combat Animations: I can try to clarify the answer, but I don't really follow your question. I'll give it a shot though.
If you are unarmed, and are parrying, you get out of the way. If you are using weapons, its a combination of blocks, and dodges.
Your attack animations are different, per the weapons used, as well.

Don Moar, Lead Programmer, Tools:

Model Height:
Yes, the model for a human male is roughly 2 meters tall.

Items and Scripting: Items (including weapons) do not have script hooks. That is, it is not possible to assign a script to an item.
An item can be assigned an ActivateItem property, which a player may use to trigger the module's OnActivateItem event. This event would then run a script written to take whatever special action you desire.

The NWN Screenshot: 1. That region is a 2x2 tile group. 2. The chickens were placed separately.


TotL Download Record
Posted Thursday, February 28, 2002 - 17:41 CET by Mollusken

Trials of the Luremaster, the free, downloadable expansion pack for Icewind Dale: Heart of Winter, has been downloaded over 70,000 times from FilePlanet. Anything free for computer games is always popular :-).


NWN Interview at NW Vault
Posted Thursday, February 28, 2002 - 13:09 CET by Mollusken

JB at Neverwinter Vault has set up an interview with BioWare's joint CEO Greg Zeschuk. The interview is of course about Neverwinter Nights.

How is the progress going on the DM client and how close are you to revealing information about it?

Progress with the DM client is going very well - thus far we've released limited information on it (some of the basic features), but we are making plans to release more information prior to release of Neverwinter Nights. We've been testing the DM client and making adjustments based on the feedback we've received.

What is your favorite in-game moment while play-testing Neverwinter Nights? (For example, could you share a humorous anecdote or describe a particularly cool encounter/effect?)

I spent an evening a couple weeks ago getting screenshots with the most amazing and outrageous spell effects I could find - I'm happy to say we were very successful - they are some really cool effects in the game. I'm telling the complete truth when I say there are just too many to list!


NW Vault holds the rest of the interview.


Icewind Dale II Interview at HomeLan
Posted Thursday, February 28, 2002 - 5:34 CET by Mollusken

Doug Avery from Black Isle answers some more questions about Icewind Dale II over at HomeLan.

HomeLAN - Can you describe some of the new races and classes that will be introduced in Icewind Dale II?

Doug Avery - We are including the half-orc as a new, playable race and nine sub-races in the game. This provides the player with a much deeper level of customization for their characters. You can now play as an Aasimar, a mixture of a human and a celestial being or you can choose to play a dark elf, otherwise known as the Drow, one of the infamous elven inhabitants of the Underdark. These new races have advantages and disadvantages that help to balance them out against the base races provided in the game.

HomeLAN - Will a demo be released prior to the game reaches stores and if so what will be contained in the demo?

Doug Avery - There are no current plans for a demo, but this is subject to change. IF one were to be done, my guess is that it would include the first areas of the game so that people could get their feet wet with the new changes we’ve made.


You can read the whole interview at HomeLan.


Not exactly downtime...
Posted Wednesday, February 27, 2002 - 17:10 CET by Sorcerer

But most people probably weren't able to load the front page here beyond the black screen. I had to remove a bunch of stuff from it before I found the dead script that was preventing the rest of the page to load.

Anyway, it's fixed now. For the time being, I removed the script that shows how many people are online on the front page. I'll put it back if they can get it fixed.


New Icewind Dale II Visuals
Posted Wednesday, February 27, 2002 - 4:58 CET by Mollusken

A bunch of new visuals have been spotted at the official Icewind Dale II site. They have released some new character portraits, 4 new screenshots and a few wallpapers to cover your desktop with.

Icewind Dale II associate producer, Doug Avery, has also posted a small development update in the news section of the Icewind Dale II site:

Hello all. Here's a quick update on what we're doing around here. At the end of last week we selected our ads so you should be seeing those in your favorite gaming pubs soon. I have been harassing my Q.A. team to take hordes of screenshots so you should be seeing a lot more of them around too (check out 4 new screens here). All of the producers and some of the designers are answering questions from the various journalists out there. Darren is helping out with the programming too. I have been busy with marketing and PR and working with Q.A. Kevin is keeping busy with the buglist and trying to make everyone's job a little easier. This is all in addition to combing the message boards every day looking for suggestions and putting out any fires as they come up. The new interface is coming along very nicely and Brian Menze is redoing all of our spell icons to match up with the changes being made. The area designers are almost finished with the final areas in the game and most are concentrating on bug fixing and polishing up anything that needs it. Justin Sweet is working on our new portraits (you can see one of them on the website under Visuals\Portraits). Everyone else is really pushing to get the game finished to make our deadline. It looks like we're finally approaching the home stretch. Unfortunately that also means "crunch time" is just around the corner. Time for the caffeine I.V. Talk to you all soon.


Neverwinter Nights Forum Update
Posted Tuesday, February 26, 2002 - 21:09 CET by Arwen

Jay Watamaniuk, Community Manager:

Dead Magic areas: As it stands, no, the reason being is that dead magic areas severely curtail the ability of spell casters to actually play the game. When you have only 1 character and that character is a Mage, then dead magic zones are not fun just confusing, annoying and very likely certain death. It is also a large scale technical system that would involve programmer and design work to implement.

Large or huge sized weapons: When a weapon is placed in a creatures hands we size it automatically according to the creature size. If you wanted to make a giant weapon that did more damage you would just put a racial restriction of giant on it and the PC could sell it for gold but not use it.

Bob McCabe, Writing & Design:

Sleeping in the game: 1) Everyone rests independently. Just because you're resting doesn't mean your friend is, too (this makes for a better system in multiplayer).

2) Spells and special abilities do not regenerate over time. The only way to rememorize your spells or regain your abilities is by resting. We may or may not choose to implement a slow regeneration of hit points. This decision will be made as part of our testing and balancing phase.

3) Resting is instantaneous. Resting is something you'll be doing a lot so we don't want it interrupting or slowing down the more enjoyable aspects of your game.

4) Once you have rested, a certain amount of time must pass before you can rest again. The length of this "day" will be determined through testing.

5) After performing a hostile action, you will not be able to rest until a certain 'cool-down' time has passed. This is to keep spellcasters from using two day's worth of spells in a single battle. Again, the length of this 'cool-down' period will be determined through testing.

Resting hasn't gone through formal testing yet so I can't be too specific about it other than saying the basic idea is when you rest your character does an animation of sitting down on the ground and is unavailable for other actions for a short period of time. The exact time spent "resting" is up to balance testing, but it will be quite short.

Stanley Woo, Quality Assurance Ninja:

Name of the game: "...Neverwinter relies on the supernatural warmth that flows out of the Neverwinter River as it bubbles up through the fire elementals' home beneath Mount Hotenow. If the fire elementals all leave, the river will freeze over, and winter will finally come to Neverwinter."

DS and NWN Compatibility: Oh sure, and while you're at it, you can transfer any monsters form the old "Gold Box" games into NWN. And download skins for your monsters and characters, just like The Sims. And insert any other content, like roller coasters, a lightsaber, and a sniper rifle. heck, why stop there? Why not just turn it around and make THe Sims a D&D game?

Okay, the above was a little extreme. The simple answer is that they're made by two different developers, and we're pretty secretive when it comes to code. We got secret stuff, and they got secret stuff, and never the two shall meet.

Hope that helps.

3rd Edition D&D rules: The best part about 3E for me was the streamlining of combat. No more having to look through charts and tables to calculate THAC0, armor class no longer uses a -10 to +10 system. Now, high rolls are always good. Also, having a character's AC be the target number to-hit is great. This made armor simpler (giving you bonuses to AC instead of setting it at a certain number).

I enjoy the new critical hit rule, where a natural critical roll is considered a threat. A second roll is made. If that second roll would normally hit, then a critical is scored. Different weapons have different critical threat ranges, certain feats will increase threat ranges, and the critical multipliers aren't all x2.

Saving throws are also changed. No more looking up PPDM, RSW, Dragon Breath, Spell, PetPoly scores. Now, there are only three types of saves: Reflex (saves theat require dodging or otherwise evading), Will (magic and other Willpower-based saves), and Fortitude (endurance-based saves).

One thing I didn't like was that magic items lost their mystique, their rarity. now, magic items are treated just like any other piece of special equipment. In my PnP games, magic items are still a rarity, and magic is still a fantastic ability that most people are scared of.

Anyway, that's my two coppers.

David Gaider, Designer:

Shield Guardians: Yes, Shield Guardians are in... and they look very cool, too.

Doppelgangers: No dopplegangers, but yes... you can easily script switching one NPC with another. It's very simple to destroy one NPC and spawn in another at the same point, if you like.

Monster interaction: This is all covered in the faction system.

Say I've got my map all prepared, right. I click the 'Creatures' button and plunk down a group of orcs and a group of giants. The default 'hostile' faction that monsters are given means they are hostile to the PC's and friendly to each other.

I go to the Faction Editor and click on 'Add Faction'. It allows me to name the new faction (I'll call it 'Giants') and to have the option based on a currently-existing faction (I'll base it off 'Hostile'). I'll also make a faction called 'Orcs' the same way.

In the Faction Editor, when I select the 'Giants' faction, it displays a bar graph that shows the relation of the 'Giants' to PC's and the other factions. As easy as pie, I click on the bar over the 'Orcs' faction and drag it down to the hostile level. Now the giants in the game, once set to the 'Giants' faction, will attack both orcs and PC's on sight. This has taken about 5 seconds to do.

I edit the 'Orcs' faction in a similar manner, make sure all the creatures are set to their appropriate faction, give them patrol scripts through the wilderness... and now, when played, the party may very well come upon orcs and giants fighting in the wilderness. If I liked, I could script it so that, say, killing an orc would increase the PC relation to the 'Giants' and decrease their relation to the 'Orcs' (I could even add in the script that a member of said faction must witness the killing to register the faction change). If a faction got raised to the neutral level, you could even engage a member of that faction (which was once an enemy) in dialogue.

The factions are constant throughout the module. If you want the orcs outside the dungeon to react differently from the orcs in the dungeon, you'd have to give them a seperate faction.

Changing creature colors via toolset: Currently, only the PC races can have their colors changed via the toolset. The other creatures would need another skin applied to them.

Halfling feet: The 3rd edition description of halflings (PHB and Monster Manual both) doesn't say anything at all about hairy feet or not wearing shoes. In fact, the pictures of halflings actually show them wearing boots.

Even in the Forgotten Realms sourcebook, it says nothing about halflings having hairy feet. To boot, there are three pictures of the halfling races: Lightfoot, Strongheart and Ghostwise. The Lightfoot and Strongheart both are wearing boots and the Ghostwise, while barefoot, doesn't have any discernible foot hair showing.

Obviously, this isn't intended as a halfling feature anymore in 3rd edition.

You can assume that this is still the case, if you wish. You can make your halflings barefoot in NWN without a problem. There will be no visible hair on the models of the feet, however, unless you go in and change the model (which you are free to do).

Melee and throwing weapons: No, you cannot combine melee weapons and missile/thrown weapons. Two-weapon fighting is for melee weapons only.

Derek French, Assistant Producer:

96MB ram: The only change from the previous requirements is a change from 64 to 96 Meg of RAM. All the other requirements are still the same.
We have no information for any server requirements at this time.

Don Moar, Lead Tools Programmer:

Monster interaction: I remember the designers telling me of one of their early experiments with the system.

Basically, they set up two encounters, 1 for halflings and the other for goblins. They put a spawn point for each encounter in the radius of the other so that when one triggers, it would trigger the other. The halflings were part of one faction and the goblins another - they hated each other, of course - but while the goblins hated PCs, the halflings were supposed to like PCs. The idea was to have some reinforcements show up to help the players.

When the player entered the goblin encounter, the goblins started to spawn which caused halflings to spawn. Unfortunately things weren't quite set up properly: the halflings started to fight the player, too. Only once the player died did the halflings and goblins start to fight each other. The halflings won the battle but then, even more surprisingly, they turned on each other until there was only one halfling left standing.

Sophia Smith, Programmer:

Monster interaction: You can create factions for NPC/monsters, and set how they all feel about each other.


Icewind Dale II Q&A
Posted Tuesday, February 26, 2002 - 15:37 CET by Mollusken

Voodoo Extreme has posted a small interview with Black Isle's Doug Avery. The questions and answers are related to the gameplay side of Icewind Dale.

VE: Can we expect to see any old friends from the first game?

Doug Avery: Of course you'll be meeting up with some of your friends from IWD. Oswald Fiddlebender will be making an appearance and also playing an important role in Icewind Dale II as well as a cast of other characters. Some of them have aged or may be related to NPCs in the original game. This is not to say that there aren't any new characters to meet and interact with. There are plenty of new faces in Icewind Dale II.

VE: You mention in the Icewind Dale II FAQ that the game is larger than the original. Give us an idea of how large it is and how long of a journey players are going to have to face (how many hours of gameplay roughly)?

Doug Avery: Icewind Dale II has more area maps than the original. This makes for a bigger game overall. The story is also more engaging than in IWD and many quests and puzzles will be encountered along the way. The average player should find a very satisfying adventure. Someone that just bulls through it and doesn't complete any side quests or just kills everything probably won't take as much time to finish it.


Read the whole interview here.


NWN Fighter Analysis
Posted Tuesday, February 26, 2002 - 5:10 CET by Mollusken

Another class analasys has been posted at Neverwinter Vault, and this time Shaderaven studies the fighter.

One might think that the Barbarian and Fighter analysis' would be much the same, and, well, they would be right in the broadest sense of the classes. The Fighter, like the Barbarian, is a solid up-front, take it on the chin type who can combine high armor class (defense) and high hit points with melee skills to create the prototype tank - one that takes a lot of abuse while dishing out big hits. However, on closer inspection, what you see in the Fighter is that while they can perform this role nearly as well as Barbarian, they have many more options and roles they can concentrate on. The Fighter can be a swashbuckler, archer, knight, ruffian, soldier, adventuring craftsman, horseman, gladiator, and so much more. So, the person who sees a Fighter on a character sheet or player roster (in game) and assumes that they are dealing with another greatsword wielding oaf in plate male could be right, but as often as not, they will find a much different personality than the expected.

Head over to NW Vault for the rest.


Icewind Dale II Forum Update
Posted Sunday, February 24, 2002 - 14:32 CET by Tiamat

J.E. Sawyer, Lead Designer

Rulebooks:
The problem with fascist regard for rulebooks is that it often ignores the merit of individual items inside. Take Shout and Great Shout. Those are two of the most flaccid, worthless spells as they are written. In HoW, we improved Shout and Great Shout because, frankly, 4th and 8th level spells shouldn't suck. I don't know anyone who would have used Shout and Great Shout as written. With changes, they're pretty decent spells.

Stoneskin and Damage Reduction: Stoneskin, as written in 2nd Ed., is incredibly easy to abuse. People still use it in IWD2, even with "only" 10/+2 damage reduction. I asked for 10/+5, but was told that, for some strange reason, this was extremely difficult to do. If it winds up being less useful than other 4th level spells, maybe it will be changed. Right now, people still use it. A lot.

You do not understand how damage reduction works. 10/+5 means that the first 10 points of physical damage is ignored unless the target has a +5 weapon or equivalent (super monk fists). In your example, the target hit for 22 points of damage would take 12 (the amount over 10) and his protection would go down to 140 points. If he were then hit by an arrow for 3 points, he would take no damage and his protection would go down to 137 points.

If you insist that we get rules "right" (assuming that means "by the book"), please make sure you understand how they function.

Stoneskin is still very useful for a mage, assuming that you're using it from a defensive position.

More on Stoneskin: Stoneskin as written in 2nd Ed. is useful for a mage who tends to stay out of harm's way. The mage needs that protection in case a stray enemy comes his or her way. For the mage, it is a life-preserver. It gets abused quite easily when a hasted fighter/mage with 80 hit points runs into the midst of enemies. When that happens, it is being used defensively/offensively to ignore the first x attacks on the character while they brazenly deal out gobs of damage. The spell still works quite well for mages, but not so well for people who run a fighter/mage up to twelve barbarians.

The mage's protection spells in IWD2 are much harder to abuse than they were in IWD. This spell, in particular, is nowhere near as valuable. It's valuable if you're a mage in the back of the party, but it's less than awesome if you're a fighter/mage in the thick of battle.

Stoneskin and Spell Disruption: Spellcasters now make checks to overcome spell disruption. It works pretty well. You don't need to worry as much about your mage losing a spell for taking a bump on the head.

Mage HP Constitution Bonuses: A 10th level mage with an 18 Con can have 80 hit points, max. A 20th level mage with an 18 Con can have 160 hit points, max. We're using 3E rules for applying Con bonuses and HD above "name".

A mage with HP like that could be killed by a boss! Why is your mage in melee with a boss character?

Abi-Dalzim's hurts party members: It has to be like that. It's easily the most powerful offensive spell in IWD:HoW. Making it "foes only" makes it sickening. You start out doing 16d8 damage with it. That's 16-132 points of damage. Yikes.

A misplaced Abi-Dalzim's could kill your characters!: Much like a misplaced fireball at low levels.

Is it possible to "see" an outline of the area effect when you are targeting? I would like to do this, but I don't know if it's possible.

Archer Kit Balancing: Disagreement doesn't irk me. Failure to do basic arithmetic irks me. Failure to make appropriate comparisons irks me.

People believed that the blade's offensive spin and defensive spin were poopy. I changed them because I eventually saw their point of view; they were losing powers and getting replacement abilities that weren't worth the loss.

I have yet to see any sort of compelling argument that leads me to believe that this kit suffers from a similar malady. I have seen many arguments that a) tell me yes, the ranger should have some of his ranger abilities and the capability to achieve missile grandmastery and b) tell me that a character called an archer should be the best possible archer in the game.

Since a number of people seem intent on comparing the ranger kit to a fighter instead of ranger -- or ignoring the ranger's benefits because they don't like them -- or ignoring the fact that they can play a grandmaster bow fighter -- or ignoring the fact that kits like the assassin don't meet their standard for naming -- it seems logical that an archer kit for rangers can't be made to player satisfaction without shafting anyone who would want to play a missile grandmaster fighter.

Tantrum? I'm just walking down the logical, but hardly sensible, road that several people are laying out before me.

The Votary: Because the votary is evil more holy than thou "other" paladins, he/she gains bonus spells.

Thoughts on Kits: I personally believe that it is better to implement 18 kits well than 24 or 36 kits "okay".

Will there be battle stances? Yes.

Can evil rangers pick their own race as racial enemy? Theoretically yes, but practically, no. I'm certain that there are far more monstrous opponents in the games than humans, elves, gnomes, dwarves, and halflings.

Magical Armor: There are very few suits of magical plate mail, and they do not start appearing until late in the game. I don't even think you find magical chain until about the halfway point. That said, many suits of armor do possess useful magical abilities other than +'s to AC.

Giant Killer: A practical cap of +15 or +20 may be placed on the giant-killer's bonuses. The base ranger stops getting additional racial enemies at 20th level or so... I think.

The Kensai's AC Bonuses: Not scrapped, but I forgot to put a practical cap on that: +6 at 15th level.

Can rangers be of any alignment? Yes. Malarite rangers on the way.

The Archer: What would you guys think of renaming this kit as "hunter"? Or should I just start naming all of the kits "alt. ranger 1", "alt. ranger 2", etc.?

Ranger Spell Progression: Do you understand how ranger spell progression works? You start getting spells at 6th level. That means that at 6th level, you can cast entangle on creatures, lock them in place, and rain down death on them with mastery in bows. At 15th level, the ranger has 1st, 2nd, 3rd, and 4th level druid spells. You can cast static charge, for crying out loud.

Is the kensai more powerful than other fighters? The kensai can be more powerful. And full of arrows.

More On The Archer: You argument contains an ill comparison and it fails to answer what I believed were two very straightforward questions.
1) Would you ever play a ranger?
2) If so, would you play an archer kit instead of a ranger?
When you complain about hated enemies, tracking, and druid spells being unimportant, you're complaining about the ranger.

Archer and Armor: The kit listed may wear any armor a ranger can wear, which includes full plate mail.

A fighter with Grand Mastery in bows should be more powerful than the Archer: OH, MESSIAH! ART THOU AN ANGEL DESCENDING FROM HEAVEN?! WHAT SORCERY HATH THOU WROUGHT THAT ALLOWS THEE TO UNDERSTAND WITH SUCH CLARITY?

The Archer should be the best archer in the game: Should I remove the assassin kit as well, since mages and fighters can kill more effectively?

Sick of the Archer: You guys are well on your way to convincing me that the archer kit should be removed from the game.

You are not going to have your cake and eat the fighter's, too. People asked forever and ever and ever and ever that rangers be able to have extra kick with missile weapons. The archer kit allows you to do that. You are not, not, not, not, not, not going to get an archer ranger that outclasses the fighter in weapon combat.

Here's a question: would you ever include a ranger in your party? If so, would you consider the archer to be a viable alternative to the base ranger? That is really the answer I am looking for. Does the archer seem balanced compared to the base ranger?

True Class is Better: Why, because they can't use two-handed swords and polearms that negate one of the ranger's ostensible benefits? Because they can't use armor that also negates one of the ranger's benefits?
I think I'm having one of those Karzak "huh?" moments.

Haste: Haste now grants an additional attack per round, instead of DOUBLING your attacks per round.

Is the kensai worthless? If you hate having +4 to hit and damage with all weapons by 12th level... then, yes.

Overpowered Spells: Stoneskin and haste, at 4th and 3rd levels, were the deals of the century in 2nd Ed. Those spells were so easily abused, particularly by fighter/mages.

Landsknecht Changes: I made some changes to the landsknecht on the first page of the thread. Notably:

* Removed 3rd level AC bonus.
* Added "Long Reach" at 3rd level, which increases the effective reach of melee weapons by 1. To be honest, I don't even know if this could be done, but man, it would be cool.
* Switched around critical attack and knockdown. Reduced knockdown's duration to one round and limited it to living creatures.
* Added a 1 point movement penalty.

Modified again, adding the following disadvantages:

* Cannot start play with weapon specialization.
* Cannot gain grandmastery in a weapon.

Removed disadvantage:

* Gains proficiencies at a decreased rate.

This keeps the landsknecht +1 to hit, +2 to damage behind a standard fighter starting out. At 3rd level, he's +2 to hit, +1 to damage behind a standard fighter. At 6th level, he's not getting the bonuses to critical that the fighter gains. When he gets Knockdown, it sort of evens out with grandmastery. I think this makes the kit pretty well balanced.

Landsknechts and Weapons: It is not inconsistent at all. Landsknechts used (and use) long offensive weapons that require two hands. I don't think I've even seen an illustration of one with a shield. They're always carrying pikes, zweihanders, crossbows, and primitive firearms.

Landsknecht Disadvantages: How about a penalty to Reflex saves and a lack of specialization at first level?

The easiest way to adjust fighter kits is to a) remove grandmastery capability b) slow their proficiency acquisition and c) disallow specialization at first level.

The movement penalty all the time would have been easy (and slight), but people think it's too severe. It's difficult to balance fighter kits because they don't have that much stuff to begin with. Often, removing access to weapons or armor doesn't accomplish a lot.

More on the Landsknecht: I just edited the kit description.

* 6th Level: Hold Ground: When activated, this ability slows the landsknecht to quarter movement. For the next five rounds, the landsknecht gains a +2 generic AC bonus and 2 points of damage reduction. This power is usable 3/day.

Removed: 1 point movement penalty.

This is more in the spirit of the slow-moving defensive fighter and it's not as powerful as a +2 to criticals.

The Avenger and Shapeshifting: That's the point. Many people don't think shapeshifting is cool. They never use the abilities, so they're like wasted powers. The avenger lacks shapeshifting, and gains two free uses of good druid spells at each of the levels where they would have received shapeshifting powers.

Priests of Tempus: Priests of Tempus may be of any alignment. Though 2nd Ed. Battleguards must be CE, CN, or CG, 3E FRCS opens the priesthood up to any alignment.

Playing Evil: Evil characters are selfish. If he's a greedy bastard, your character may have answered the mercenary call for phat loot. If your character is a bloodthirsty maniac, it's easy to get away with murder when he's knee-deep in goblins.

Archer Bonuses: It is not going to happen. If you want to play the most powerful offensive missile weapon character in the game, make a fighter and give the character grandmastery in bows or crossbows.

Wood elf fighter + bow grandmastery = excellent character.

Wood elf ranger (archer) + bow mastery = excellent character.

Here is what an archer has with mastery:

+3 to hit and damage

Here is what a fighter has with grandmastery:

+3 to hit and damage
Increased chance to critically hit
Chance to stun on a successful attack

The archer will hit exactly as often as the fighter. Please do some calculations on the effectiveness of these characters before you write them off. Not only does the archer have exactly the same chance to hit as the fighter, he or she has druid spells and stealth.

So the Archer is not the ultimate marksman? You got me; just as the assassin is, in fact, not hired to kill each individual goblin on the battlefield, does not smoke hashish, and is outclassed in killing efficiency by a fireball, the archer is not a better bowman than a fighter with grandmastery.

Rapid Shot: I'm not sure if it can be done, so I didn't post it here.
Also, let's not try to bring "realism" into the discussion as a heavyweight force of reason. If you want "realism", we'll give you friendly fire rules. Unless you're Draconis, you probably don't want that.

Goals of the Archer Kit: Before the trumpets sound and the crusading army mounts up, let me tell you exactly what the goals of this kit will be:

* Better with missile weapons than a standard ranger.

Let me tell you what it will not be:

* Better with missile weapons than a grandmaster fighter.

Fighters in IWD were awfully powerful compared to many of the classes. Until HoW, they were significantly more powerful than paladins and rangers as well. In IWD2, fighters have been pulled back considerably. Not only have the ranger and paladin been beefed up, but the base classes now can get similar bonuses from strength and con -- oh, and extra attacks as they increase in level.

To maintain the fighter's role in an IWD2 party, the fighter must be allowed to keep a hold on those things that are sacred to fighters: specialization at first level, mastery, high mastery, and grandmastery at 3rd, 6th, and 9th levels. That is how fighters keep their edge in a sea of characters with special abilities, spellcasting, and other assorted benefits.

Will the dialogue options be more varied based on kit choice? Yes.

It does allow designers to give custom dialogue options when appropriate. The more "appropriate" a character is for the campaign, the more opportunity we have to let them pipe up in their own individual way.

The Ravager: I think that the ravager emphasizes cruelty and maiming in combat. His/her powers don't just "cause more damage", they cause persistent, annoying wounds, blind, and hamstring targets.

For those among you who are complaining that the ravager seems excessively powerful, you have seen the addition of the halved curing effects, yes? Imagine your "awesome" ravager with 150 hit points getting a heal spell that gives back 70. Better yet, imagine your ravager at 1st level drinking a potion of healing that only gives back 4 hit points.

Kit Creation: Kits were created, then areas were designed. Kits are now being revised in light of close-to-final area design and QA feedback. The three specialty priest kits may very well possess turn undead but lack some other powers by the time the game reaches consumers.

In case any of you are wondering how we have time to revise/replace kits, it's because two months ago, we allocated time for ripping out or restructuring subraces and kits that QA or fans might just not like. I know, I know, forethought is not something we are known for, but we might have actually scheduled something well for once.

Two-Weapon Style: I believe that thieves, bards, monks, fighters, paladins, rangers, and barbarians can all gain max ranks in two-weapon fighting. Rangers start with a free rank in it.

Will the cavalier kit receive it's natural resistance to fire and acid? No.

Can Drow be good or neutral alingment? Yes.

What are the new forms for the shapeshifter kit? The new forms for the shapeshifter kit are arctic boar, black panther, and (my favorite) shambling mound.

Resistances Have Been Redone: Brush up on your AD&D canon; resistances were never done AD&D 2nd Ed. "propa" in the IE anyway. Sometimes AD&D 2nd Ed. spells granted % resistances, sometimes they granted point resistances. These things don't mix too well. Stacking percentile resistances also resulted in really goofy situations:

Low-level mage casts a 10 point burning hands at your character with 90% Fire Resistance. You take 1 point of damage.

High-level mage casts a 200 point meteor swarm at your character with 90% Fire Resistance. You take 20 points of damage.

It makes most forms of elemental attack completely useless if a player stops to think about stacking resistance effects. Using a point threshhold, the baby attacks get ignored completely, but meteor swarms and other devastating attacks still do a lot of damage, as they should, IMO.

Stats have been rearranged to remove the dead zone: Why is removing the dead zone bad?

Racial Modifiers: The modifier affects the starting value and the cap.

Fighters vs Rangers: Fighters are fighters, rangers are rangers. Fighters get to be good at fighting, period. If rangers are better than fighters at fighting, AND get spells, AND get hated enemies, AND get stealth -- why play a fighter? Some things need to be left for the fighters. Mastery, high mastery, and grandmastery. Only the addition of special kit powers to a fighter should take those options away. In the long run, an archer's bonuses to hit and damage with missile weapons outshines the raw damage potential of mastery, but the fighter always has the option of taking mastery in any given weapon -- or not.

Weapon Speed: Weapon speed really is only important when you have one or two attacks. Once you start stacking on more, in the IE, it just forces the attacks to come as fast as necessary in order to get the proper number in one round. For example, a two-handed sword getting five attacks a round will start and finish its attacks at the same rate as a dagger with five attacks a round. Because the animation can only play so fast, it needs to cut out that "lag time" at the beginning of the round to accommodate all of the animations in 6-7 seconds.

Two-Handed Weapon Damage: The spear's damage has already been increased to 1d8. The halberd stays at 1d10, and the two-handed sword moves to 2d6. Spears can be used by most classes now; their bonus lies mostly in ease of use. Halberds, spears, and two-handed swords will all have 2 attack range and they will all gain an increase in bonus strength damage.

Character with an 18 Strength wielding a halberd:

1d10 + 6 = 7-16 = 11.5 average damage

Character with an 18 Strength wielding a longsword:

1d8 + 4 = 5-12 = 8.5 average damage

Of course, a dual-wielding character can offset this with a longsword in the off-hand:

1d8 + 2 = 3-10 = 6.5 average damage

...but that's a lot of proficiency slots in two weapon fighting to offset attack penalties. In the long run, the halberdier will win out.

3 * 11.5 = 35 average damage per round

3 * 8.5 = 26 + 6.5 = 32.5 average damage per round

Of course, there are other things to consider, like weapon bonuses, specialization, and so on, but the halberdier does pretty well.

An Archer is not a Fighter: It's a ranger kit. Ranger, not fighter. If you would like to play a character who will be the best archer, stats-wise, make a fighter. If you would like a ranger who is the best archer, stat-wise, use the archer kit.

Stop and think about this for a moment:

Fighter:
d10 hit points
Any Armor
Any Weapon
Ability to gain mastery, high mastery, grand mastery in weapons.

That is what a fighter has going for him.

Ranger:
d10 hit points
Any Armor
Any Weapon
Ability to specialize in weapons.
Stealth
Druid spells at high level
Hated enemy at 1st level, another every 4 levels, grants +4 to hit and damage against creatures of a given race.
Free bonus prof. in two-weapon fighting.
Tracking

If a ranger could get grandmastery in bows, there would be absolutely no point to playing a fighter if you had the intention to make the character a ranged combatant. No metal armor and prof. only in melee weapons? Who cares? With grandmastery, most opponents would be dead by the time they got around your front line to engage the character.

Two-Handed Weapons: We are going to do the following:

* Increase two-handed sword damage to 2d6.
* Increase two-handed strength bonus damage to 1.5.
* Decrease off-hand strength bonus damage to .5 (already done, actually).

WORD. TO. YOUR. MOMS.

The point of the archer: A ranger with increased ability in missile weapons.

The Future of BIS: We do not plan to make any more IE games.

We still have the legally-settled option of making more AD&D or D&D games using the "Baldur's Gate" and "Icewind Dale" franchise names.

Can Archers reach grandmastery in ranged weapons? No.

Can Archers then critically hit and stun opponents at range? No.

Will the 3E multiple attack rules apply to ranged weapons? Yes.

Does the Archer's hated enemy ranger bonus stack with his ranged attacks? Yes.

Will any of the weapon styles have any effect on ranged attacks? No.

Puzzles: There are many puzzles in IWD2. Often, if frustration becomes a concern, players have a "kill everyone, let the gods sort them out" option which is often more difficult, but valid.

"Welcome to the monastery. To pass through, you must overcome our trials."

"Nooooo problem-o!"

***
SIX DAYS LATER
***

"To hell with this shifting sand puzzle! DIE, BALD ONE!"

The Riddlemaster: Are you suggesting that the riddlemaster should keep the abilities listed and get all of the normal songs?

Tiefling Avatar: The avatar will be the Human one, with perhaps some skin and hair colour changes.

Multi-Class Characters and XP Penalties: Well, it certainly wouldn't be ten total levels, but perhaps we could make an allowance so multi-classed characters dropped the penalty one level earlier for each of their additional classes. That way, a deep gnome fighter/thief (for instance) would lose the XP penalty at 9/9. A dark elf f/m/t would lose the penalty at 8/8/8. That should keep them roughly even... I think.

Blade Barrier-like ability for Ravagers: I would go for Blades of Chaos, perhaps, since Bane is LE and ravagers cannot be lawful.

Random Traps: That's an excellent idea, but it would be hard to implement at this point in development.

This would actually involve placing multiple triggers and launch points for each trap. If a level had twelve traps, it would require thirty-six triggers and launch points, and a mechanism in code for linking a "set" of trap triggers, activating only one trigger per set, and then disabling the whole set once a trap had been deactivated.

EDIT: Overall point: it is a programming and design issue, not just a design issue. I actually thought about it about a year ago for another project. PERHAPS THAT MYSTERIOUS PROJECT WILL HAVE SOMETHING SIMILAR.

Weapons: I didn't make all of the weapons in IWD, so that Two-Handed Sword of Hammering Sparking +4 shouldn't go on my record, for good or ill.

Storyline: I hate to point out what I believe should be public record, but a lot of people complained about BG2's storyline because it was so forceful in its presentation. Did you not complain? Very well -- you obviously enjoy and appreciate a storyline that is more tightly controlled and well-defined. Not all games need to be made in that manner.

In Icewind Dale 2, you create six characters who can be every color in nature, from shining paladins to cold-blooded assassins. If you were playing a party consisting of a dreadmaster of Bane, an assassin, a ravager, and a chaotic evil stalker, would you like to be told, "You are going to Targos to take care of your dear old mother and her pet cats" or "You are going to Targos to fight for truth, justice, and the Faerunian way"? Why? The characters you have made obviously don't fit into either of those approaches. The most practical way to handle the wide variety of characters that people can make is to start with the motivational premise pre-defined: you did come to Targos because of the conflict. Why? That's up for you to decide. Maybe you are a cold-blooded mercenary. Maybe you're a bloodthirsty ravager. Maybe you're a goblin-hunting ranger out for a little sport. If you don't like that approach to presenting the story, that's perfectly fine. This may not be the game for you.

"Landsknecht": It's a German word, meaning "servant of the land". English is Germanic language, so hey... free dummy.

BTW, there were actually laws passed that allowed landsknechts to dress like that in spite of imperial decrees that demanded that forces in service of the emperor wear uniforms.

Longer-Reaching Weapons: Have you ever been jammed behind a bunch of characters, or blocked from reaching some big bad guy behind a row of fodder yahoos? Having a longer reach allows you to attack from a greater distance. Characters with spears in IWD can already attack from behind another character. Increasing it by another rank would allow them to attack past two standard characters. Currently, there's a magical spear in the game with a reach of 3. It is quite useful.

Dragoons and Landsknechts: This is a dragoon. This is a Landsknecht.

Targos: The first town, Targos, is bigger than Easthaven (three maps with interiors on each map), but smaller than, say, Baldur's Gate or Athkatla.


Sorcerer's Place Needs Your Screenshots!
Posted Saturday, February 23, 2002 - 17:14 CET by Sorcerer

You heard me. There's a catch however - we *really* don't need any more Throne of Bhaal screenshots since people have been sending me only that for practically the last 6 months, and I ran out of screenshots from all other games.

Currently the most desired screenshots are from the original Baldur's Gate (and Tales of the Sword Coast), Icewind Dale (and Heart of Winter & Trials of the Luremaster), Pool of Radiance: RoMD (as if) and most of all - Planescape: Torment. I'd really love to put some screenshots from this one up since spell effects in it are amazing and the graphics cool all around, but no one is sending me any...

More info about how to take and submit screenshots can be found here. Note that I've changed some of the things in this guide so that the whole process of taking & sending me screenshots is much more simple now.


Last Week's Poll Results
Posted Saturday, February 23, 2002 - 17:05 CET by Sorcerer

What we asked:

Q: Which of the subraces that will be in IWD2 do you want to play the most?
(562 votes total)

Dark elf (drow) (247) 44%
Aasimar (97) 17%
Tiefling (88) 16%
Wood elf (57) 10%
Gold dwarf (22) 4%
Deep gnome (svirfneblin) (20) 4%
Ghostwise halfling (14) 2%
Lightfoot halfling (10) 2%
Gray dwarf (duergar) (7) 1%

I'd love to say that I did not see this one coming but... Nah, we all knew that people have wanted to play dark elves since the original BG1 was released, and now they will be finally given a chance in Icewind Dale II.

Almost half of all the people who voted (44%) want to play a drow more than anything.

Aasimar are next on the popularity list, but quite far behind the drow. 17% of people who voted want to play an Aasimar most of all the new subraces.

As usual, the other half of the people will take Tieflings over Aasimar any day. 16% of all voters decided that the more chaotic side is what they want.

Wood elves are the fourth most popular subrace with 10% of people wanting to play them most. After these, a steep decline in the popularity of the other subraces becomes noticeable.

For example, only 4% of people want to play Gold dwarves the most, and another 4% the svirfneblin (Deep gnomes).

Both of the halfling subraces didn't do much better either, since only 2% of poll participants are especially excited over the Ghostwise halflings and another 2% over the Lightfoot halfling.

At the rock bottom (heh), we have the duergar, which are obviously the least popular of all subraces (a whole 1% of people voted for them), which amazes me to no end. I would think that people would be at least as excited about them as about the drow, considering that the advantages of this subrace in IWD2 are pretty cool, if nothing else. So I have to wonder whether this unpopularity is due to most participants not knowing what a duergar is, or not seeing the advantages the subrace gets in IWD2. Of course it could also be that I'm the only one who thinks gray dwarves would be cool to play. *grin*

Check our IWD2 subsection for more info on all of these subraces.

  • Current Poll
  • Previous Polls


    Neverwinter Nights Magazine Ad
    Posted Saturday, February 23, 2002 - 14:13 CET by Mollusken

    A two page ad for Neverwinter Nights has appeared in the gaming magazine Computer Games World. You can view a scan of the ad here.

    In the Games section of Sorcerer's Place you can preorder Neverwinter Nights.


    Icewind Dale II Tentative Kits List
    Posted Saturday, February 23, 2002 - 11:07 CET by Tiamat

    Posted by J.E. Sawyer in the Icewind Dale II Kit Discussion board.

    Fighter Kits

    LANDSKNECHT:
    Typically a heavily armored front-line fighter, the landsknecht breaks apart enemy formations and creates an offensive menace that is hard to overcome. The landsknecht focuses most of his or her expertise on brute force weapons and heavy armor.

    Advantages:
    * Landsknechts automatically start with a point in the two-handed weapon fighting style.
    * 3rd Level: Long Reach: When using melee weapons, the landsknecht's effective reach is increased by one. E.g.: a longsword's reach goes from 1 to 2, a spear's goes from 2 to 3.
    * 6th Level: Hold Ground: When activated, this ability slows the landsknecht to quarter movement. For the next five rounds, the landsknecht gains a +2 generic AC bonus and 2 points of damage reduction. This power is usable 3/day.
    * 9th Level: Knockdown: When a landsknecht critically hits an opponent, the target must make a Fortitude saving throw (15 DC) or be knocked unconscious for 1 round. Only living creatures can be affected by such an attack.

    Disadvantages:
    * The landsknecht cannot start gameplay with weapon specialization.
    * The landsknecht cannot gain proficiency in bows, slings or darts. They require too much finesse for front-line fighter.
    * The landsknecht cannot use shields, and cannot specialize in the weapon and shield fighting style.
    * The landsknecht may never achieve grandmastery in a weapon.

    COULD REPLACE FIGHTER: MERCENARY

    RAVAGER: Living a life of violence, the ravager is a warrior who revels in slaughter, leaving maimed and terrified opponents in his or her wake. Unlike the barbarian, who enters a berserk state to down foes with powerful blows, the ravager inflicts awful, painful wounds on an opponent with malicious glee.

    Advantages:
    * 3rd Level: Vile Wounds: When a ravager critically hits an opponent, the target must make a Fortitude save (15 DC) or suffer a bleeding wound that causes 1 point of damage per round for 10 rounds.
    * 6th Level: Cruelest Cuts: After activating this ability, which lasts for 3 rounds, all of the ravager's blows have an equal chance blinding the target or reducing his or her movement by 2 points unless a Fortitude save (20 DC) is made. It can be used 3/day.
    * 9th Level: Chaotic Maelstrom: Once per day, the ravager has the ability to invoke a circle of quasi-magical blades similar in effect to the blade barrier spell. The ravager's chaotic maelstrom causes less damage (3d6 slashing), but the ravager is immune to the blades' effects and can move through them without fear of personal harm.

    Disadvantages:
    * Ravagers gain one proficiency every four levels, instead of every three.
    * Ravagers lack the focus to gain grandmastery in any weapon.
    * Ravagers only gain half the benefits from any healing effect (e.g., a healing spell normally gives back 8 hit points; the ravager only gains 4).

    Restrictions:
    * Ravagers cannot be lawful or good.

    COULD REPLACE FIGHTER: WIZARD SLAYER OR FIGHTER: MERCENARY

    WEAPONS MASTER: a warrior that has been specially trained to be one with his or her weapon, weapons masters are often held in high regard: in Kara-Tur they are known as kensai - 'sword saints' - and are similarly revered among the moon elves of Evereska. They are deadly and fast and are trained to fight without encumbrance, some considering armor the crutch of the martially unskilled.

    Advantages:
    * Bonus +1 attack bonus and Damage /3 levels.
    * +2 armor bonus.
    * -1 bonus to Speed Factor for every 4 levels.
    * May use 'Focus' ability one time per day for every 4 levels: this ability lasts 10 seconds and makes all attacks do maximum damage.

    Disadvantages:
    * May not use missile weapons.
    * May not wear armor.

    WHAT I WOULD LIKE IT TO BE:

    Advantage:
    * Bonus +1 attack bonus and damage /3 levels. All weapons that they wield are considered +1 magical weapons for every three levels they have. Maximum +5.
    * +1 generic armor bonus, +1 every three levels.
    * -1 bonus to Speed Factor for every 4 levels.
    * May use 'Focus' ability one time per day for every 4 levels: this ability lasts 10 seconds and makes all attacks do maximum damage.

    Disadvantages:
    * May not use missile weapons.
    * May not use armor.
    * May not use shields.
    * May not specialize in weapon and shield style.
    * May not use magical weapons.

    WIZARD SLAYER: This warrior has been specially trained by his sect to excel in hunting and attacking spellcasters of all kinds.

    Advantages:
    * Each hit on opponent spellcaster increases the chance of spell disruption by 5%.
    * Gains 1% magic resistance each level.
    * +4 attack bonus and Damage vs. Wizards and Sorcerers.

    Disadvantages:
    * May not use any magic items except for weapons and armor.

    Ranger Kits

    ARCHER:
    The archer is the epitome of skill with the bow. He or she is the ultimate marksman, able to make almost any shot, no matter how difficult. To achieve their level of skill, archers sacrifice attention to melee weapons and racial enemies.

    Advantages:
    * Archers may achieve Mastery in missile weapons.
    * Every 4 levels he or she gains the ability to make a called shot once per day. When he or she activates this ability, any shot made within the next 10 seconds is augmented in the following manner (according to the level of the archer):
    4th level: -1 to attack bonus of target.
    8th level: -1 to Saving Throw vs. Magic of target.
    12th level: -1 to Strength of target.
    16th level: +2 bonus to Damage.
    These effects are cumulative.

    Disadvantages:
    * An archer may only become proficient in Melee weapons; he or she may never specialize.
    * Archers may not select hated enemies.

    GIANT KILLER: The classic heroes of countless tales throughout the Realms, giant killers are rangers who devote their efforts towards the protection of civilized lands from evil giants and their kin.

    Advantages:
    * +1 attack bonus per level vs. Giants, Ogres, and Trolls.
    * +1 to Damage per level vs. Giants, Ogres, and Trolls.

    Disadvantages:
    * Giant killers may not select a racial enemy.
    * Giant killers are unable to track.

    STALKER: Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are the spies, informants and interrogators... and their mastery of stealth makes them deadly opponents.

    Advantages:
    * +10% to Stealth.
    * May make Sneak Attacks as if a Rogue of half the Stalker's level.

    Disadvantages:
    * May not wear armor greater than Studded Leather.
    * May only use a Rogue's selection of weapons.

    Paladin Kits

    CAVALIER:
    The name "cavalier" represents an attitude rather than a profession. The cavalier is a fearless combatant against monstrous opponents, inspiring others with his or her fearless dedication and prowess in battle. Cavaliers always fight at the front of every battle, choosing to use close-combat melee weapons over weapons with reach.

    Advantages:
    * +3 Attack Bonus and Damage vs. demonic and draconic creatures.
    * Remove Fear 1/day/level.
    * Immunity to poison.
    * 3rd level: Emotion Control: Courage 1/day.

    Disadvantages:
    * May not use missile weapons, halberds, or spears.
    * May not use armor less than splint mail.

    INQUISITOR: The inquisitor has dedicated his or her life to finding and eliminating practitioners of evil magic and defeating the forces of darkness.

    Advantages:
    * May use Inquisitor Dispel Magic 1/day/4 levels: ability is used at speed factor 1.
    * Immune to hold and charm spells.
    * 7th level: Spell Shield 1/Day.
    * 9th level: Miscast Magic 1/Day.
    * 15th level: Anti-Magic Shell 1/Day.

    Disadvantages:
    * May not use Lay on Hands.
    * May not cast priest spells.
    * May not use Cure Disease.

    VOTARY: Grim, intensely devoted champions of their faith, votaries are the bane of all evil priests. Votaries are known for their vehement dislike for all foreign religions and their skill at dispatching the agents of such faiths.

    Advantages:
    * +4 attack bonus and Damage vs. Clerics and Druids.
    * 1 additional spell per spell level the votary is able to cast.
    * 1 additional Holy Smite per day/4 levels.

    Disadvantages:
    * May not use Lay on Hands.
    * May not use Cure Disease.

    Cleric Kits

    SILVERSTAR OF SELUNE:
    The goddess of the moon, Selune, is popular across the Forgotten Realms. Her priests are champions of goodness and freedom. They preach tolerance and acceptance and wage war against hatred and ignorance.

    Advantages:
    * May cast Moon Motes (cone of electricity, 4-16 damage) 1/3 levels/day.
    * May cast Moonblade 1/5 levels/day.
    * May cast Wall of Moonlight 1/10 levels/day.

    Disadvantages:
    * Cannot turn undead.

    BATTLEGUARD OF TEMPUS: Priests of the god of war can be found wherever there is conflict in the Realms. They believe that the execution of war makes civilization stronger for future generations. Battleguards act in the belief that death on the battlefield is one of the most honorable ways to die.

    Advantages:
    * Battleguards can use and gain proficiency in any weapon type.
    * Battleguards can incite a berserk rage in themselves 1/4 levels/day.
    * Battleguards can cast Prayer 1/5 levels/day.

    Disadvantages:
    * Battleguards cannot turn undead.

    DREADMASTER OF BANE: The most feared and reviled deity in the Forgotten Realms, Bane is the lord of strife, hatred, and tyranny. His followers fight each other almost as much as enemy faiths, which is one of the prime reasons their devious priesthood has not dominated the Realms.

    Advantages:
    * Dreadmasters are immune to all Fear effects.
    * Dreadmasters may cast Cloak of Fear 1/4 levels/day.
    * Dreadmasters may cast Dominate 1/5 levels/day.

    Disadvantages:
    * Dreadmasters may not turn undead.

    Druid Kits

    AES DANA:
    Among the more civic-minded of druids, the aes dana are well versed in history, frequently assist war bands, and heal the wounded after battle. Druids like the aes dana are often found in the Moonshae Isles.

    Advantages:
    * +10 to Lore.
    * 3rd level: Cure Moderate Wounds 1/Day.
    * 5th level: Prayer 1/Day.
    * 7th level: Recitation 1/Day.

    Disadvantages:
    * Cannot shapeshift into animals, only elementals at high levels.

    AVENGER: A member of a special sect within a druidic order, a druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average druid does not; additional abilities that have been earned through extensive rituals, a process that is very physically draining.

    Advantages:
    * 3rd level: Beast Claw 2/Day.
    * 5th level: Spike Growth 2/Day.
    * 7th level: Thorn Spray 2/Day.

    Disadvantages:
    * May not shapeshift into animals, only elementals at high levels.

    SHAPESHIFTER: These druids master their shapechanging abilities much more extensively than others and train intensely to increase their powers throughout their life.

    Advantages:
    * All normal druidic shapechanging powers.
    * 9th level: shapeshift into arctic boar.
    * 11th level: shapeshift into black panther.
    * 13th level: shapeshift into shambling mound.

    Disadvantages:
    * Do not gain Poison Immunity.
    * Do not gain Timeless Body.

    Rogue Kits:

    ARCANE ROGUE:
    Combining the skills of a rogue with minor magical powers, the arcane rogue is a potent scout and decoy. The arcane rogue focuses less time on lethal combat than his or her fellow rogues.

    Advantages:
    * +10% to Use Magic Device.
    * 5th level: Invisibility 1/day.
    * 9th level: Improved Invisibility 1/day.
    * 11th level: Dimension Door 1/day.
    * 15th level, Shades 1/day.

    Disadvantages:
    * -10% on all rogue skills except Use Magic Device.
    * Cannot make Sneak Attacks.

    ASSASSIN: This is a killer trained in discreet and efficient murder, thriving on anonymity and surprise to perform his or her tasks.

    Advantages:
    * May coat weapon in poison once per day per 4 levels. The next hit with that weapon will inject the poison into the target, dealing out 6 damage every 6 seconds for 30 seconds. A saving throw vs. poison limits damage to 6 total. The strength of the poison increases at 10th level. At 20th level, it also slows targets.
    * +1 Attack Bonus and Damage.

    Disadvantages:
    * Only 15% per level to distribute on skills.

    SWASHBUCKLER: This rogue is part acrobat, part swordsman and part wit... the epitome of charm and grace. A swashbuckler fights with dramatic flair and deadly precision. Due a swashbuckler's healthy sense of pride, they do not deign to learn the roguish talent for Sneak Attacks.

    Advantages:
    * -1 to AC/5 levels.
    * +1 to Hit and Damage/5 levels.
    * May specialize in any weapons available to thieves.

    Disadvantages:
    * Cannot make Sneak Attacks.

    Bard Kits

    BLADE:
    The Blade is an expert fighter and adventurer whose bardic acting abilities go towards making him appear more intimidating and fearsome. His fighting style is showy but also quite deadly.

    Advantages:
    * Blades automatically have an extra proficiency slot in the Two-Weapon fighting style.
    * 3rd level: Trick Shot: When Blades critically hit, they cause Blindness (50% chance) or Slow (50% chance) for five rounds unless a save vs. death is made. Undead, constructs, and elementals are immune to these effects.
    * 5th level: Offensive Spin: When a Blade activates this ability, he or she gains a +2 attack bonus and a +2 bonus to damage for ten rounds. He or she can use this ability 3/day.
    * 7th level: Defensive Spin: When a Blade activates this ability, he or she gains a +2 generic armor class and saving throw bonus for ten rounds. He or she can use this ability 3/day.

    Disadvantages:
    * Only has one-half Lore value.
    * Can only play the Ballad of Three Heroes bard song.

    RIDDLEMASTER: This bard uses odd, confusing riddles to infuriate and dazzle opponents. As a riddlemaster gains experience, he or she learns more powerful riddles in the same manner that a traditional bard learns songs.

    Advantages:
    * 3rd level: The Infuriating Dilemma: This riddle is so annoying to the target that he or she goes berserk for five rounds. It is useable 3/day.
    * 5th level: King's Logic: The riddlemaster presents a logic puzzle so fascinating that the target is stunned for five rounds. It is useable 3/day.
    * 7th level: Gram's Paradox: All enemy creatures within 20' of the riddlemaster are confused for five rounds. It is useable 1/day.
    * 9th level: Foolproof: The riddlemaster is immune to all confusion, fear, and berserk effects.
    * 11th level: Conundrum: The target of this incredibly difficult riddle is subjected to a Feeblemind spell. It is useable 3/day.

    Disadvantages:
    * All deaf/silenced creatures, elementals, undead, animals, and constructs are immune to the riddlemaster's riddles. Creatures with Intelligence under 5 or over 19 are immune to the riddles as well. All creatures receive a saving throw vs. spell against the effects.
    * Riddlemasters only gain the Ballad of Three Heroes bard song.

    SKALD: This is a tribal bard who is also a warrior of great strength, skill and virtue. His songs are inspiring sagas of battle and valor, and the skald devotes his life to those pursuits.

    Advantages:
    * Skalds have +1 attack bonus and Damage with all weapons.
    * 3rd level: Heroic Inspiration: Every time a member of the party (PC) dies, the Skald gains +1 attack bonus and damage, up to a maximum of +5. This bonus lasts as long as enemies are in view.
    * 11th level: Inspire Fury: At 11th level, the Skald gains the ability to incite Blood Rage 1/Day.

    Disadvantages:
    * Skalds have -10% to Pick Pockets and Use Magic Device.
    * Skalds gain half as many points in Pick Pockets and Use Magic Device, per level.

    Sorcerer Class

    Sorcerers are practitioners of magic who were born with the innate ability to cast spells. It is thought that the blood of some powerful creature flows through their veins; perhaps they even are the spawn of dragons walking in humanoid form. Regardless, the Sorcerer's magic is intuitive rather than logical. They know fewer spells than wizards, and acquire spells more slowly, but they can cast spells more often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the way wizards do. Other than these differences, a Sorcerer is very similar to the wizard.

    NOTE: A sorcerer does NOT learn spells from scrolls. He chooses new spells with each level. A sorcerer's prime requisite is CHARISMA.

    Hit Points per Level: 1-4
    Weapons Allowed: Club, Dagger, Dart, Heavy Crossbow, Light Crossbow, Halberd, Mace, Morning Star, Quarter Staff, Spear.
    Armor Allowed: None.

    Monk Class

    Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best-known feat is their ability to stun an opponent with an unarmed blow.

    Hit Points per Level: 1-8
    Weapons Allowed: Club, Dagger, Dart, Long Sword, Mace, Morning Star, Scimitar, Short Sword, Sling.
    Armor Allowed: None

    Advantages:
    * The monk can make 1 unarmed attack per round; he gains an additional attack every 3 levels.
    * As the monk increases in levels, the damage his fists inflicts does as well:
    Level 1-2: 1-6
    Level 3-5: 1-8
    Level 6-8: 1-10
    Level 9-11: 1-12
    Level 12-14: 1-12
    Level 15-17: 1-20
    Level 18+: 1-20

    * A monk's natural armor bonus gets better as he goes up in levels. His armor bonus starts off at 11, and then increases by 1 for every 2 levels.
    * Stunning blow, once per day for every 4 levels. All attacks in the next 6 seconds force the victim to save or be stunned. NOTE: this special ability automatically modifies a Monk's normal attack, no targeting needs to be done.
    * Monks have the Deflect Missiles ability. This gives them a +1 to their armor bonus vs missiles for every 3 levels.
    * The monk gains a +2 to save vs spells
    * A monk starts off moving at +2 move, then +1 move every 5 levels.
    * 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
    * 7th level: Lay on Hands to heal 2 hit points per level
    * 8th level: -1 to speed factor
    * 9th level: +1 to all saves. Immune to charm. The monk's fist is considered a +1 weapon (+2 at 12th, +3 at 15th)
    * 11th level: Immune to poison
    * 12th level: Another -1 to speed factor. Fists are considered +2 weapons.
    * 13th level: Quivering palm spell once per day. This spell gives them one hand attack. If they hit an opponent, the opponent must save or die. NOTE: this special ability automatically modifies a Monk's normal attack, no targeting needs to be done.
    * 14th level: The monk gains 3% magic resistance per level (starts at 42% at 14th level)
    * 15th level: Fists are considered +3 weapons

    Disadvantages:
    * No armor, limited weapon selection.

    Barbarian Class

    A barbarian can be an excellent warrior. While not as disciplined or as skilled as a normal fighter, the barbarian can willingly throw himself into a berserker rage, becoming a tougher and stronger opponent.

    Advantages:
    * They move at 2 points faster than the usual character
    * Barbarians are immune to Sneak Attacks
    * Can rage once per day per every 4 levels (starts at 1st level with one use). Rage gives them +4 to constitution and strength for 5 rounds. Gives a 2 point armor bonus penalty and +2 to saves vs magic (for 5 rounds). Rage also gives immunity to all charm, hold, and fear spells
    * At 11th level the barbarian gains 2 points of resistance to slashing, piercing, crushing and missile damage. He gains 1 additional point of resistance every 4 levels thereafter.
    * The barbarian gains 1-12 hit points per level instead of a fighter's 1-10.

    Disadvantages:
    * A barbarian cannot wear full plate, plate mail.
    * A barbarian cannot gain Weapon Mastery, High Mastery, or Grand Mastery.


    Neverwinter Nights Forum Update
    Posted Friday, February 22, 2002 - 14:45 CET by Arwen

    Jay Watamaniuk, Community Manager:

    NWN Accesibility Options: Interesting question. Most of the game can be run off the mouse using the radial dial system. The keyboard is used to essentially speed things up by using the Quickbar (the function buttons at the top used for fast retrieval of potions, spells etc.)and communication like Quick Chat.

    Another use of the keyboard is the number pad that is laid out like the radial system allowing quicker sifting through the menus.

    So the exclusive use of the mouse should be fine but you will need to be quite good with knowing where your selections are.

    NWN Wednesdays: I thought I might step in here and talk about the Neverwinter Wednesday stuff as I see that many, many threads have popped up today as we were getting stuff ready to go. I remember writing up a big piece about this last week but I'll write this up as a refresher for people who missed what I talked about before.

    We are releasing new stuff about NWN on Wednesdays. We can't give a specific time during the day as things come up that distract us from having any kind of idea when, exactly, that will be. We also can't be specific on exactly what is being released as we prepare different things ahead of time and they go through the approval process or demand time from specific people who may be caught in something or even out of town. While we may have an idea what will be ready, it has sometimes turned out not to be true. We also have items come back early from the approval process that we were not expecting, and so we end up going with something other than what we were expecting. We can't be specific, that's the bottom line.

    I have seen the reaction to any kind of promise we have made which hit a snag and wasn't delverable. Folks were sorely disappointed and sometimes expressed themselves in ways that are not acceptable on these boards and are not representative of the vast majority of people who post here. So, having learned that lesson, I don't want to make promises that might get derailed along the way. As a result, I need to ask people to expect something on Wednesday but with no details beyond that.

    I also want to avoid the whole big up and 'secret' thing as it resulted in such a strong reaction that individuals were actually threatening our moderators. Obviously that wasn't tolerated. I would rather be very shocked by that sort behavior then be expecting it as was the case when it happened.

    We have a great vocal community here that comes here for information and discussion and a great, silent community that comes here to read the information and discussion. The extreme stuff isn't needed or desired by the looks of things.

    Sorry about the length of this but, as always, I want to be clear.

    10 questions: We have a very fine collection of specific questions from some of the most frequent posters on these boards. These are not Top 10 Questions, but specific questions from individuals that we asked...

    Answers from Greg Zeschuk (with help and sage advice from Trent Oster).

    Q: What is the status of the DM client and are there any major limitations with it?

    [Greg] The DM client is up and running - it is currently undergoing QA testing internally. There aren't really any limitations per se - it allows you to teleport around to different maps, manipulate creatures and items in all kinds of interesting ways, and to even enter command line instructions that can be executed in the module. Overall we think it is both easy to use (with nice and simple GUI driven system) and quite powerful. Post a thread to the board if you have any specific questions that you want answered on it and we'll do our best to address your question.

    Q: I know that the aim of NWN is for small one DM controlled modules. However, many are trying to link these modules together and form a kind of MMORPG-lite environment. Have any tools been created or modified with persistent worlds in mind? Or is this segment of the community going to be blazing it's own trail through script writing?

    [Greg] We haven't developed specific tools with only persistent worlds in mind, instead all of the tools and code take into consideration that the game can contain multiple players and act accordingly. Some of the basic features like encounter groups scale to match the number of players in a group.

    As far as linking modules together (and servers together for that matter) you're probably aware of the portal system that's been coded to allow players to travel from server to server. That's as far as we've gone at this point.

    Q: How hard would it be to script an NPC raising in level, and what would the script/trigger be like?

    [Greg] We've developed an easy way to script NPC leveling that will be available for review in the campaign we create. The quick non-technical summary - when a NPC levels he or she will be replaced by an identical NPC of the new desired level. It's a quick-switch maneuver that should be transparent to players (and quite effective).

    Q: Just how easy (or hard) is it going to be to insert user created art? Also, is there a way to update a client from the server, installing these new objects when the server D/Ls the module, and if not, and the module says "obj01 at xxx/yyy", what shows up there if that object file is not on the client?

    UPDATED - we double checked the following information and this is the updated version
    [Greg] It's easy to support user created art - we're developing a system we call 'hack packs' that refers to content created by players beyond the stuff normally done in the tools (including new models, textures and animation). These hack packs are associated with specific modules within the toolset and are required on the client side for you to play that module.

    If you want to play on a server running a module with a specific hack pack, you will need to have just that specific hack pack installed, prior to connecting to the server. If you don't have that hack pack installed, you won't be able to connect to the server. The client does not require the entire module. This is our current plan for initial release. If required by time pressure we will hold the hack pack support for post release.

    Q: Can we have an overview on just exactly how cut scenes will be developed using the tool set? For example...will there be a scripting wizard specifically built for creating cut scenes? Can a player be forced to carry out certain actions during a cut scene? Can players be frozen while a cut scene is playing? Are cut scenes presented in letterbox format? Can you put a pitch-black screen with nothing on it except for text, to simulate a chapter title announcement? Can the camera pan across the screen following a moving object such as a squirrel? Any information regarding cut scenes will be very much appreciated.

    [Greg] Cut scenes are a very complicated issue - you have to consider them in the context of a multiplayer game.

    We have a movie player that will be used to compile rendered movies (as well as other graphics used to tell the story) outside the game, such as before modules - these cut scenes will be features of the campaign we ship with the game. This is the first layer of cut scenes that will be present in the full release.

    For in-game cut scenes things get a little more tricky. Because there is a possibility of multiple players in a game, and there is also a possibility that all of the players aren't going to all be at the right 'spot' to trigger a cut scene we're trying a few different things to make the cut scenes viable. The first thing we're trying to do is to integrate the cut scenes into the game in real time - instead of stopping the game for the cut scenes to occur we do them as the game is running - and the player sees them from their perspective. The reason we can do this is the game AI and pathfinding is considerably more sophisticated than the Baldur's Gate series and NPCs should be able to execute their scripts to completion even if they are interrupted. With regard to actually stopping the game, we can do this (an easy way within the system is to trigger a Timestop spell and allow the characters you need to move to execute their actions) but it's not something we recommend in a multiplayer setting. Currently we're not giving specific scripting control over camera actions due to the incredibly large number of things that could break. Also, cut scenes are not letter boxed (with the exception of the rendered ones if we so choose).

    Q: So what's your favorite spell affect so far? Describe it please.

    [Greg] The snazziest spell effect so far is Firestorm - at its name describes it rains fiery death down on the game world with spectacular flame and explosive effects. It fills practically the entire screen with destruction, regardless of the camera positioning. Overall, it's just plain jaw-dropping.

    Q: Is variable movement going to be implemented for races (Halflings, Dwarves, and Gnomes), and not just the classes (IE Barbarian and Monk)?

    [Greg] Variable movement will only be in for the classes. Variable movement will not be in for races.

    If that question has been already been asked or cannot be answered...

    How will tower shields, not to mention partial cover, work in NWN? More importantly, will it be implemented?

    [Greg] We do not account for cover in the game, and tower shields will give an AC bonus.

    Q: As you may or may not know I am a big Sorcerer fan. And in big I had a lot problems searching stuff while in a battle. Lucky the pause function was there, but in NWN its not. So my question is how have (or if ) you have simplified the user interface for faster game play. So pretty much I would like you to explain how the user interface will look and how it will help us be more efficient.

    [Greg] There are two things that should make casters with a lot of spells (like Sorcerers) quite happy. First, using the radial menu with the keypad is shockingly fast - once you know where the spells you frequently use are located you can get to them with a few simple taps of the keypad (all of the numbers on the keypad are assigned to each of the eight directions corresponding to the radial menus).

    Understanding that the keypad/radial menu combo might not be enough - we have three levels of quickbars available at the base of the screens accessible via the function keys - F1-F12. Also, by holding Shift or Controls you will get alternate bars - giving you a total of 36 quickslots into which you can place spells, feats, and items.

    As a Sorcerer you can load up your quickbars with all of your favorite spells and with relative easy they should all be one key press (or one combined key press) away.

    Q: The lack of the toolset for Linux and Mac is unfortunate but understandable. It has been speculated whether the toolset is runnable under various emulators; specifically my hope lies with Wine, a Windows API emulator for Linux. What I'd like an answer to is whether anyone at Bioware has tried running the toolset under Wine, and what happened. Did it work at all? Maybe worked well? And if you managed to get it to run, will you post tips/instructions on what settings are needed for Wine to manage it?

    [Greg] We have yet to try this. We'll have someone here run it and see what happens.

    Q: Will the game have tutorials for the toolset, scripting, and if so, will they ship with the game or be downloadable?

    [Greg] Due to time constraints we're probably not going to be able to create tutorials as lavish as we would like to ship with the game. Currently our plans include the creation of primarily online tutorials on how to build modules that will be available shortly after the release of the game. Also, we're counting on the active members of the community to help out each other by trading tips on building modules. Also - we're going to include the 'source' to all of our modules so people can see how we do things.

    Emotes: There are some great emotes I have seen so far like salute and bow.
    I'm not sure if an emote but, I did manage to see one of our designers making a room with a bunch of skeletons on the ground worshipping something. Looked pretty creepy.

    Running/jumping: Well we were considering jumping horses that can climb but we had to cut that along the way
    Your question, however, was answered correctly- you can run but cannot jump.

    David Gaider, Designer:

    Treasure for encounters & placed creatures: 1. Is it possible to assign treasure to placed creatures (not encounters)? For example, the goblins placed in the E3 2001 demo movie.

    Yes, you can place it in their inventory.

    2. For encounters, do we populate a treasure list the same way we populate the creature list? For example, can I design an encounter to drop either 1gp, 5gp, or 10gp?

    Yes, you can put this in their script. We actually do this in the official campaign...we have on many creatures 'generic' treasure that we use a number of scripts to generate, assigning it a value of 'small', 'medium', 'valuable' and so on.

    3. Can I, either by script or toolset design, base the treasure drop on the creature selected from the list? For example, can I configure an encounter that spawns either 1 orc, 2 orcs, or 3 orcs to load 1gp, 2gp, or 3gp depending on the creature that is spawned?

    Well, sure. Using the encounter wizard, you can have a variable number of orcs spawn in, right? And then the amount of treasure that is on each of them will be determined by the random script above. Such a script could also be applied to, say, a chest... and you could very easily alter such a script to put more treasure in the chest the more orcs that were spawned in (as an example).

    Tile levels: I'm no artist, beeglebug, but I know that we can have a player walk on 'top' of a building or tower that is three or four transitions high and have them 'look down' at the city below. I also know, like you mention, that several tiles (like the pits) physically go below 'ground level'.

    While I can't answer just how deep a tile could potentially be constructed below ground level, it would certainly be possible to build a very high tile that looks down not only four transitions 'deep' but below ground level, as well.

    I've built areas previously where I raised every tile to the fifth heigh transition...making that the new ground level, in effect (I did this to make a canyon, fyi)...so I know that can be done. Hopefully someone can come on and tell you whether there is a limitation to the depth or not, but this could work for you as well (if I'm making sense).

    Height transitions per area: Ok, my bad... I thought there was a limit of five 'heights' in an area, simply because I've never worked with a full-size area, I guess. Ratbert is completely right, however...the limit is 1 height transition per tile.

    I just went and made a 32x32 area and picked a point on the far right of the map and kept raising it. The result literally looks like a mountain. I was blown away. It is HUGE. A plunked down a bunch of ramps so you can climb it and jumped in-game... and the resulting feel of height is incredible.

    So there is a LOT of room as to how high you can potentially make your model. The only limitation, of course, being that there is an 'edge' to the landscape that an aerial view might look kind of funny (depending on where you looked down from... I suspect a large tower in the very middle of a 32x32 map would still look impressive). There is also a limit to the distance you can see, too, even with the minimum fog effects on. Still looked fantabulous, though.

    Halfling feet: Nope. Halflings don't have bare, hairy feet in 3rd edition anymore.

    Armor on NPC monsters: For most of the monster animations, you will be able to give them whatever equipment you like...whether or not you will see it on their animation depends on whether or not it was set up for that creature.

    For the most part, you won't see armor that you put on a creature. The majority of them, however, can display all weapon types and (often) shields. Some of the humanoid monsters that have variations to their models have varying levels of armor, tho.

    As mentioned above, the sheer number of armor skins required for the player races alone prohibits this from being extended to all creatures as well.

    Blade Barrier: I haven't seen the Blade Barrier spell in action in the game... but I did pull up the NWN spell description and it reads as it should. According to the description it is an offensive spell, not a defensive one, with an area effect.

    Seeing as the Spell Pass has already been done, I imagine the description would have been changed if it was otherwise.

    Multiple throwing weapons: No, you can only equip one throwing weapon at a time.

    Stanley Woo, Quality Assurance:

    D&D turn system ans combat in NWN: I'll try and give combat an explanation.

    Combat is real-time. Everyone moves, and does all their actions at the same time. There is a six second round, in which, you can only do as much as you would be allowed to, based upon the 3E D&D rules.

    An example:
    You are playing a Sixth level fighter.
    You are fighting against 4 Orcs.

    In the first six seconds of combat:
    You attack the first orc twice.
    All four Orcs attack you.
    The Guards on the other side of the map keep patrolling.
    The other people exploring the module keep doing whatever they are doing.

    There's no pausing, stopping, or "Turns" as in PoR2.

    Craft skill rank: For the cosmopolitan gamer on the go, BioWare has included shortcuts to all your favourite parts of character creation. Has this ever happened to you?

    BioWare has automated everything from recommended ability scores to recommended feat and skill selection! We'll have you going in no time!

    But BioWare, you say, I don't want to play POR2! I acutlaly want to choose my skills, ability scores, and feats!

    And you CAN! For the high-maintenance, detail-oriented gamer, we've included a fully operational point-buy system! Everyone from your little brother to your mom (who, buy the way, is a hottie) will be able to sit down with the game and make a character in less time than it takes to explain to your loved ones what Neverwinter's all about!

    So say goodbye to limited character creation rules and awkward character sheets. Don't worry about your inability to look sohpisticated and worldly while throwing the dice. You'll never have to be ashamed of your CRPG again!


    Baldur's Gate II Review
    Posted Thursday, February 21, 2002 - 19:04 CET by Mollusken

    Wargamer has posted a very long review of Baldur's Gate II: Shadows of Amn.

    I could go on and say a lot more good things about Baldur's Gate II: Shadows of Amn, but I would rather not keep you here all day. This is an amazing RPG, and by far the best I've ever played. It offers tons of cool monsters, interesting items, powerful spells, varied quests, and a plot I really enjoyed. When considering playing Baldur's Gate 2, there are two real things to consider. First, at a bare minimum this game will suck up about 100 hours of your life; the Coalition ground forces managed to eject Iraq from Kuwait in that same amount of time. That assumes that you stick to only the necessary quests. That also assumes you never replay BG2 as a different character class or decide to be an evil character and become Amn's scourge instead of its savior. One has to wonder whether or not reading Tolstoy or spending time with friends and family (and yes role-players do have real friends and family) might not be a better use of four days of one's life. Second, this is not Diablo II; killing monsters is a lot slower and more complex than just clicking on a demon and hacking it to death. If you completed Diablo II and were left with a desire for more enemies and faster action this may not be the game for you. If, however, you looked at Blizzard's latest product and admired the artistic way in which they told the story but otherwise thought the plot was pretty weak, then you may want to head out to your nearest games shop and pick up Baldur's Gate 2.

    Read the whole review at Wargamer.


    NWN Progress Report
    Posted Thursday, February 21, 2002 - 10:37 CET by Mollusken

    IGN PC has posted a NWN progress report, which also contains a few questions and answers from BioWare's Trent Oster, Greg Zeschuk and Ray Muzyka.

    The designers and developers at Bioware are known as perfectionists, and given that Neverwinter Nights has been in development for nearly five years now, it appears as if Bioware's philosophy of fine-crafting and making sure it's right the first time will certainly be apparent yet again. But the big question still remained in our heads: "When in the hell are we actually going to be able to play this amazing sounding game?" Thankfully it appears that the long wait is nearly over!

    IGNPC: What's still left to be done?

    Greg Zeschuk: At BioWare we do significant story and content reworking in the final months of development based on feedback from people testing the game (this includes everyone that plays it, not just the testers). Our opinion is you can't really finish a story until you can fully experience it -- this is usually right at the end of the development process.

    We also go through extreme degrees of polishing art and optimizing code. We typically work on our games for a long time, so we put a lot into prepping them to their maximum quality before we release them. We also try to fix every bug we can possibly find (this is quite a challenge considering the various hardware ranges and products that exist on the PC).

    In essence -- we're making it fun!


    Read the whole article here.


    Icewind Dale II Interview
    Posted Wednesday, February 20, 2002 - 21:04 CET by Mollusken

    Freelancer has done an interview with Black Isle designer Dave Maldonado. Of course the interview focuses on general aspects of the upcoming Icewind Dale II.

    [Yurg] In your interview to GameSpy you mentioned a reworked interface. How does it look now? The screenshots don't show it off yet...

    [Dave] We think people will be mighty pleased with the re-tooled interface. Three "final candidates" were spread around the division last week and I believe the favorite is being implemented as I speak... or write, rather! There ought to be some tasty screenshots soon enough...

    [Yurg] How do our avatars look like, are there any new models, more frames of animation for PCs/NPCs/monsters? Can we hope to see some spectacular spell FX from PS:T (they really, really rocked)?

    [Dave] We're using BG2's PC avatars. The new monsters and spell effects are pretty sweet, definitely up to par with the IWD work - and in some cases, even more cool!


    Read the whole interview here.


    NWN Druid Class Analysis
    Posted Wednesday, February 20, 2002 - 20:50 CET by Mollusken

    Shaderaven at Neverwinter Vault continues his NWN class analysises, and this time he looks into the druid.

    Living far outside of the cities, druids strive to be at one with nature. Just as clerics gain their spells from the gods, so do druids also. What separates the two though is the druid nature abilities. All druids have the ability to befriend an animal who will follow the druid as a close companion. Beyond this ability, they eventually are able to pass an area without leaving tracks and walk through even the thickest brush without difficulty. As they gain in skill, they are also granted the ability to change into the shape of a chosen animal.

    Visit NW Vault for the rest.


    Boards O' Magick Up!
    Posted Wednesday, February 20, 2002 - 18:24 CET by Sorcerer

    Yes... Finally!

    I know you've been just as impatient as we were. Go post now to make up for all the lost time. ;)

  • Sorcerer's Place Message Boards - Boards O' Magick


    Site up 95%, Boards Coming Soon
    Posted Wednesday, February 20, 2002 - 17:43 CET by Sorcerer

    Oh, here's the latest scoop.

    We have 95% of everything up, so all pages EXCEPT the IWD screenshots and online walkthrough should be up already. This missing bit will be uploaded shortly.

    We are currently setting up the boards as well, so they should be up in less than an hour, if everything goes according to plan.

    Stay tuned...

    (For those of you who missed it, our ex server had a total HD failure so we had to set up shop on a new server. 10 days of message boards activity were lost.)


    Icewind Dale II Article at GameSpot
    Posted Wednesday, February 20, 2002 - 15:11 CET by Mollusken

    In their last number of GameSpotting, GameSpot has written a small article about Icewind Dale II.

    Normally, I'd use this space to gloat about how none of you could ever possibly guess the obscure game reference I just made with the title of this GameSpotting column. Instead, I'll talk about Icewind Dale II, the upcoming RPG sequel from Black Isle Studios. The company recently announced the game in an interview with GameSpot PC, and I'm definitely looking forward to it. Like Black Isle's other recent RPGs, the original Icewind Dale was based on official Dungeons & Dragons rules. But unlike any other game before it, it was up against one of the toughest competitors it could ever face: Blizzard's Diablo II. In fact, the two games were released on the same day, but Icewind Dale actually held up pretty well, since it was a solid hack-and-slash game that remained very true to its source material (at least as much as the game engine would allow).

    The whole article can be found at GameSpot.


    Brian Fargo Interview at GameSpot
    Posted Wednesday, February 20, 2002 - 15:07 CET by Mollusken

    Founder and former CEO of Interplay, Brian Fargo, answers some questions over at GameSpot.

    GameSpot: Thanks for talking with us. Can you tell us briefly about your reasons for leaving Interplay? How long have you been planning your departure?

    Brian Fargo: I don't think it comes as a surprise that the last three to four years have been tough and certainly not fun. Somewhere along the line I ended up doing purely executive and financial management functions with very little creative, design, talent scouting, marketing, or any other work I enjoy. That said, I accepted the role I was thrust into and managed to lower the bank debt from $40 million to almost zero while still managing to maintain quality and ship some phenomenal games like Sacrifice, Baldur's Gate, Fallout, and so on. After coming very close to securing several deals for the acquisition of the company in early 2001, only to see them fail due to too many interests and then having a financing deal go sideways after Titus announced its intent to take over, I knew it was time to go.


    Read the whole interview here.


    Neverwinter Nights Forum Update
    Posted Wednesday, February 20, 2002 - 10:04 CET by Marnix

    Bob McCabe, Writing & Design:

    Making Maps:
    If you're just painting down an empty map, it's going to take you about 3 seconds - if that. If you want to me an interesting looking map, but still have nothing going on within, it's probably going to take you closer to 5 to 20 minutes, depending on how big the map is and how picky you are about the look of things (and how many times you start over to get it just right).

    One thing that would make that a bit more headache-inducing late into the show, however...if you've got creatures or objects placed on a tile, you have to move or remove them before you can edit the tile. It's not really hard to just grab them, shove them over a tile or two, edit and replace.

    Immortal NPC's: Characters can be flagged as mortal or immortal. The actual terminology is something like "killable", but like "placeable", that don't fly with me. The same goes for whether or not your NPCs can be attacked. Regardless, it's up to you to decide whether your NPCs are "normal" or not. And for all of the arguments against using it, a single-player game with no DM can end pretty quickly if you accidentally kill the character that gives you all of the quests.

    David Gaider, Designer:

    Planar Tilesets:
    Just a comment...I've seen a few people sometimes requesting planar tilesets, and I'd just like to point out something. Keep in mind that we're not only developing the D&D ruleset but that we do have an official setting, as well...the Forgotten Realms. This does not include Planescape, Greyhawk, Kara-Tur, Spelljammer, Ravenloft, or any other campaign setting.

    I'm not saying it's impossible that we would ever expand beyond the FR license, but the fact is that the FR setting as it stands is what NWN is being developed for.

    If there is an expansion, I've no doubt that it will likely involve some new tilesets. Whether there is an expansion, however, and what it will contain has yet to be determined. All I'm saying, however, is that NWN is specifically based in the Forgotten Realms...not in the D&D universe at large. Planescape may be adjacent to and reachable by people in the FR, sure...as is Greyhawk (technically), Ravenloft and the others...but that NWN is being developed specifically for the FR setting, itself (and, yes...arctic, desert, jungle and other types of tilesets would be part of the FR, I'm not referring to those).

    It would be nice to do some planar tilesets and so forth...what's a good D&D game without an occasional jaunt to the planes? We are not restricted from adding in elements from Spelljammer or Planescape, sure, but the priority will be developing the FR setting and not the D&D Universe at large. I'm in no position to rule it out, of course...I just thought I would urge caution to some who may be expecting a bit much in terms of the setting scope.

    Penguins: I don't know how they got in there...but, yes, oddly enough there are penguins.

    Boats: You can get on the ship. Not sure if there is anything that would qualify as a really good boat interior. You could probably put something together with the interior tiles that would look good. There are both docked ships as well as a ship that is entirely surrounded by water.

    There's no moving water animation that I've seen (except on the fountains and waterfalls and such)... we've no plans on including ship travel with this release, so it's hard to justify a reason to include it. There might be some coastal sound effects, but only Dave Chan would know for sure.

    I set up an area, myself, and put the ship on it...it definitely looks like you're on a ship at sea that way (fog's nice, too). It does not really look like the ship's in motion, tho... no effects that can think of that would fake it, either, unfortunately.

    Swords: Flipping through the list of weapon types, we have:

    Bastard Sword
    Greatsword
    Longsword
    Rapier
    Scimitar
    Short Sword
    Two-Bladed Sword

    Each have their own unique selections for their appearance, though some have more options than others.

    Making Modules: Basically, you spend very little time putting together the actual tiles for the maps. A lot of stuff that you do often (like area transitions) is mostly automated... so you can create large areas that connect to each other fairly swiftly. Background scenery is, more or less, painted in...it takes literally no time at all.

    Once you start adding placeable objects to a map, it takes a bit more time. I find this part enjoyable, tho, as it adds a lot of detail and makes things come to life. Even right now, there's a whole pack of 'standard' items and creatures that you could literally just drop in wherever you'd like.

    The time-consuming parts could be considered the following:
    - dialogue (it CAN be simple... but can also be as complicated as you like. Fortunately we've got some generic dialogues that the module-maker can use and edit as he wishes, making dialogue a lot easier. This will allow you to create an assortment of simple plots, information-providing NPC's and ambient characters without even having to know how to script or have good dialogue structure.)
    - creating creatures (the wizard can make this very simple... and you can spend as much or as little on the details as you like)
    - scripting (this CAN be a big one... it all depends on what you're trying to accomplish. There are a lot of scripts included and annotated that you can use or modify right off the bat. If you have really complex things in mind, it can take a while).
    - journals (you don't have to use these...but the ability is there, and it's a great way of rewarding XP. If you have a DM overseeing a game, tho, even that's not necessary.)

    Hmmm... can't think of other things right off the bat. Naturally, we spend a lot of time on dialogue and scripting and going through and making sure everything just so... and it'll be no different for any end-user who wants to make a very complicated and large campaign. It doesn't have to be so complicated, however, is my point... and fortunately the simple stuff is easy and all your time can be devoted to the stuff that really makes a difference in your module.

    Changing Maps: You can alter the map at any time. All you need to do is have the 'map' function on the painter selected and you can edit away.

    Trap-setting: There are two ways to set traps:

    1) by laying down a poly trigger (same as BG2) that has a script attached.
    2) by applying a trap script in the Trap section of containers & placeable objects.

    At current glance, there are 4 categories of pre-cooked trap scripts... Average, Minor, Strong, and Deadly... each with about 10 different scripts in them.

    Placeable Walls: No walls as placeable objects, no. Not a bad idea... but I'm wondering how it would be possible to make a believable fit between actual tile walls.

    Unless the plan is to put down walls on their own so, say, a building was demolishable or something. Not sure how that would work. At any rate, there's nothing like that in the objects currently.

    Current testing-char: Still using my female bard, at the moment. I'm loving some of the animations that can play... walked into a tavern that Preston had put together and I was really struck at how cool it looks to have all the people physically look like they're talking/arguing/pleading and such. Scripting the emotes works really well (pounded down a door in the bordello to be greeted by the courtesan and her customer angrily shaking their fists at me and displaying all kinds of angry text... that looked really cool. I actually felt like I had intruded.)

    Had a good laugh when a certain naughty erinye in a certain tower didn't recognize that my character was female... although I guess demonesses are allowed to be a bit racy, eh?

    Monsters & Equipment: Yes, to close out the thought, the biped set can also wield any-and-all armor and weaponry.

    For most of the monster animations, you will be able to give them whatever equipment you like...whether or not you will see it on their animation depends on whether or not it was set up for that creature.

    For the most part, you won't see armor that you put on a creature. The majority of them, however, can display all weapon types and (often) shields. Some of the humanoid monsters that have variations to their models have varying levels of armor, though.

    As mentioned above, the sheer number of armor skins required for the player races alone prohibits this from being extended to all creatures as well.

    You could add the armor onto the giant, but most likely you wouldn't see a corresponding change in the giant's model. He still gets all the proper effects from wearing said armor, though.

    If you didn't want the player to be able to take/use that armor, you could mark it as 'non-droppable' so it won't appear on his body. Otherwise the player could take it and wear it as per normal.

    Giving the giant weapons, however, would make them appear on the model properly.

    Nathan Frederick, Quality Assurance:

    Toolset Facelift:
    The toolset is currently undergoing a gui/interface facelift.
    Anything shown to you right now, would look nothing like what you get to use.

    Jonathan Epp, Quality Assurance:

    Fences:
    Yes, you can shoot arrows and cast spells on people when there is a fence between you and your target.

    Brenon Holmes, Programmer:

    Visuals:
    Perception is relative, it's entirely based on what you see and hear as a player, not on what other people see... each creature has a unique perception of the world. However the visual effect system used in the scripting language is an entirely different beast altogether as it simply applies effects to objects with no thought as to relative perception or anything of the sort... something either exists or it doesn't. However as David mentioned this is something that has been brought up by design so we'll probably be looking at this at some point...


    Site Upload Details
    Posted Tuesday, February 19, 2002 - 20:23 CET by Sorcerer

    I was hoping that I woul