Icewind Dale II Interview
Posted Friday, May 31, 2002 - 20:22 CET by Mollusken
Gaming Illustrated has posted an interview with lead designer J.E. Sawyer from Black Isle.
How large of a game will IWD2 be? Is there a main base of operations (as Kuldahar in IWD)?
The number of areas in IWD2 is greater than the number of areas in IWD and HoW, so it's pretty "beefy". The party's base of operations shifts throughout the game. Circumstances require the player to change their home base every once in a while. The first main urban area in the game, Targos, serves as HQ for about a third of the game.
Read the whole interview here.
GameSpy E3 Awards
Posted Friday, May 31, 2002 - 19:53 CET by Mollusken
Neverwinter Nights went all the way at GameSpy, and in their opinion it was the best RPG at E3 2002.
The hour-long play sessions at E3 clearly showed that six players of differing RPG experience and a DM could have fun game, and each game was unique. Whether sixty-four players in a single game will work remains to be seen, but we award our Best RPG of E3 to Neverwinter Nights for empowering players to build and share the worlds of their dreams.
Read everything at GameSpy.
Neverwinter Nights Contest at NW Vault
Posted Friday, May 31, 2002 - 19:46 CET by Mollusken
Neverwinter Vault has a contest going on, where you can guess the exact date and time for Neverwinter Nights going gold. The prizes are a DM guide (signed by several BioWare people), a poster, a collector card and a display box. More info about the contest can be found here.
IGN PC E3 Awards
Posted Thursday, May 30, 2002 - 15:31 CET by Mollusken
IGN PC have given out awards to the different games at E3. Neverwinter Nights has been awarded "Best Presentation", and together with Icewind Dale II it was a runner up in "Best RPG" (behind Deus X II). Check out all the awards at IGN PC.
BioWare's Road to E3 Part 8 and 9
Posted Thursday, May 30, 2002 - 15:27 CET by Mollusken
E3 is over, but the articles keep coming. Part 8 of BioWare's E3 reports contains a lot of images from day 3, and part 9 contains a summary of all the reviews we're seen lately.
Neverwinter Nights E3 Report at Games Domain
Posted Thursday, May 30, 2002 - 7:18 CET by Mollusken
Not much to say. Read everything here.
"It'll have characters that squabble and argue and there will be characters you can fall in love with," added Ray Muzyka, bringing to mind sweet memories of delicate Aerie and sultry Viconia (perhaps also of Anomen for some of you out there). Another factor is the editor, which makes modules that can be run without a DM. So friends can trade adventures without ever meeting on the 'net.
Neverwinter Nights Movies at NW Vault
Posted Thursday, May 30, 2002 - 7:10 CET by Mollusken
A movie of BioWare's Trent Oster showing off Neverwinter Nights at the Infogrames E3 booth is available in different formats here. Neverwinter Vault has also released a new gameplay movie, which can be downloaded in different resolutions right here.
ALFA E3 Report
Posted Wednesday, May 29, 2002 - 20:35 CET by Mollusken
The Neverwinter Nights multiplayer project A Land Far Away has posted their report from E3.
Before I go on to some tidbits I gathered at E3, I want to share my overall impression about NWN at E3:
It is everything we asked it to be. I can still see some areas for improvement, but on the very sweet gaming rigs Infogrames had set up on the display floor, NWN looked gorgeous and played sweet. The gameplay in fact was so nice that I quickly stopped noticing it. I can easily see players, once they get the hang of the radial menu, ignoring essentially transparent gameplay issues and focusing on the story and action unfolding around them. Neverwinter Nights had the nicest overall graphics I have seen on any game, and the ease of use was standout (but quickly faded top the background as it should). If you were worried about NWN, if you thought it might not live up to the hype, set your mind at ease. With the sole exception of some kind of Domain Name Server (DNS) forwarding, the game looks like it will make everyone happy (currently the game only forwards via portals listing IP address. The much vaunted feature of linking servers together won't be much good to people without static IP's unless this is fixed.)
You can read everything here.
Neverwinter Nights Magazine Ads Dungeon Magazine Computer Gaming World
Posted Wednesday, May 29, 2002 - 20:26 CET by Mollusken
A couple of two page ads of Neverwinter Nights has been spotted in Dungeon Magazine #93 and another one in Computer Gaming World #216 July Edition. Simply click the images for a larger view.



Thanks to Neverwinter Vault for this.
NWN Forum Update
Posted Wednesday, May 29, 2002 - 19:28 CET by Z-Layrex
Jay Watamaniuk, Community Manager
Character Creation stages: I had to demonstrate the character creation process several times (many, many several times) last week at E3 so I'll give you a break down...
1. Gender- M/F
2. Race- The core races plus a place to type in the name of a sub race (not recognized in the official campaign but can be scripted into user-created modules).
3. Portrait- Over 200 portraits to choose from. These get filtered for male and female once gender is selected.
4. Class- The 11 classes
5. Alignment- There are 9 nine Alignments
6. Abilities- Str, Dex, Int, Wis, Con, Char.
7. Packages- Packages are for beginners who wish to have a theme to their characters. These packages do not give you extra abilities they simply select certain skills, feats and spells that fit the text description given as you gain levels. You will always have the opportunity to choose everything yourself however.
Configure Packages:
Skills- 19 Skills in NWN. Some are class specific such as Perform.
Feats- Around 47 Feats to choose from. Some are based on base attack number (i.e must have +4 Base Attack as a prerequisite)
Spells- (If you are a spellaster) over 200 spells in NWN based on character class and level.
Choose Familiar if you are a Sorcerer or Wizard. Animal companions are summoned in-game.
8. Customize
Head- many different head types based on race.
Tattoo
Body
Clothing- Several different starting outfits. These change when new clothing or armour is worn.
Skin Color- Choose one color from 32.
Hair Color- Choose one color from 56.
Tattoo Color- Choose 2 colors from 56.
9. Details
Name- You can type in your own name or hit the generate name button to get suggestions for a name based on race.
Background- Type in your own background.
Age- Age is set based on your race but has little affect on the game except in cases where a scripted event is based off your age.
Deity- Type in your own.
Voice Set- Choose one from a group of 6 for male and 6 for female.
It does not take very long to put together a character. The designers have implemented a 'Recommend' button if you are new to D&D and would like some suggestions as to what spells to take, abilities to choose and so on it will choose things for you. You can always alter these suggestions or simply do not hit the 'Recommend' button. I can't say for sure how long the entire process would take if you carefully choose everything and type up a background story and so on. Anywhere from 2 minutes to.... as long as it takes.
More:
Initially you can select a premade character if you want to have nothing to do with picking stuff for your character. Apart from that you can always hit the 'Recommend' button at every stage of character creation (apart from 'Gender' I believe) and selections will be made for you. It is very tough to make the detail folks happy without making the non-detail people confused- the 'Recommend' button solves all that.
Dragons: Dragons can cast spells. If you wish to give your dragon any spell in the game go into Properties-> Special Abilities and give your dragon whatever spell you want and have them cast it as any level of spell-caster. I've fought dragons- they are mighty and can cast some pretty angry spells. I still think the breath weapon is the best looking thing in the game.
David Gaider, Designer
Monk Weapons: I haven't read this whole thread, but I will say that an item type was added to the game after the beta toolset was made. I believe they're called 'monk's gloves' or maybe just 'gloves' and add their enchantment bonus to unarmed attacks only. I don't know much more about it, personally, but it sounds like that addresses the lack of penetration you're referring to with monks, no?
Active Spells: You will get a series of icons in the upper right that indicate any effects currently on your character. You can also pull up your character sheet and they will be listed there, as well.,
Bob McCabe, Designer
Two Weapons Everyone can use two weapons at the same time. It is all based upon feats (if you want to do it with fewer penalties). Rangers get them free. Other classes may purchase them if they so choose.
Intro Movie One of the animators could probably answer this a lot better, but so far as I remember it (from reading the original intro movie script), the plan was to have four of the major NPCs out doing their thing for fun - killing a minotaur, etc. etc. etc. - and then Aribeth summons them to answer the call-to-duty and protect Neverwinter - a scene that would lead into the opening of the game. Several changes in the story forced the intro movie to shift accordingly, as did a general lack of time (there's never enough time to do all of the things you want to do ). The goal then became to show off some wicked combat and get you pumped up for the game. Judging by the crowds at E3, the animators have a lot to be proud of, because people were watching that thing over and over again Personally, I just really dig watching the guy creep through the forest with the bow readied.
Our Neverwinter Nights Contest Winners!
Posted Wednesday, May 29, 2002 - 18:47 CET by Sorcerer
It wasn't easy, but we managed to pick two stories whose lucky authors will be playing the beta of Neverwinter Nights soon.
Click here to see who won and read the excellent stories!
Aurora Toolset Beta Review
Posted Tuesday, May 28, 2002 - 18:45 CET by Mollusken
A fellow called S. Monte Augenstein has written a review of the Aurora Toolset for Neverwinter Nights. He's found both good and not so good features in the program, but it seems like he's happy with it after all.
The next thing you'll notice is the tile sets and how they work. As promised, you can lay down an area of virtually any square-like design in a matter of minutes. The obvious limitation is that you are limited in your architectural design. The main limitation is that you can't mix areas, like having a castle in an underground cavern, or a forest in the middle of a castle. This really isn't that bad given the flexibility of the transition system and that fact that new tiles can always be made that include these things. The other limitation is that you are limited to the tile variations that are included; for instance, there are five crypt corridors, some have torches, some have graves, some have neither. Odds are that the exact look you want will not be included as a tile, but that doesn't mean you can't get what you want.
You can read everything here.
Neverwinter Nights Preview at GamesFirst
Posted Tuesday, May 28, 2002 - 16:15 CET by Mollusken
Another preview of Neverwinter Nights has been spotted at GamesFirst.
For more casual gamers or those who prefer to play rather than program, Neverwinter Nights will offer a character creation system with pre-made characters, as well as a button for Recommended settings for attributes, name, and other characteristics to speed up the creation process. More in depth players can eschew the Recommended button and take advantage of a wide range of customization options like 200 character portraits and billions of different looks. All seven races and eleven character classes explained in the AD&D 3rd edition rule books are available. Player characters can climb to the twentieth level, a ceiling imposed not by the game but by the rule books from which it’s adapted. BioWare reports that they’re happy to increase the experience cap if TSR makes rules for higher levels.
Read everything here.
Neverwinter Nights E3 Report at NW Stratics
Posted Tuesday, May 28, 2002 - 15:53 CET by Mollusken
We've recieved the following from Neverwinter Nights Stratics, where they announce an E3 report found on their site.
Prescient Dragon, one of the lucky members of the Stratics staff to attend E3 2002 AND get a hands-on glimpse of Neverwinter Nights, sent us this report from the show floor as well as some screenshots of his all too short time playing the game.
Dragons... did you say dragons? Yes, there are dragons in Neverwinter Nights and they are amazing... Prescient took a number of shots of the dragons for your enjoyment. You can find his report and the screenshots at A View of Neverwinter Nights at E3 2002.
Neverwinter Nights Preview at Gamers.com
Posted Tuesday, May 28, 2002 - 7:20 CET by Mollusken
Gamers.com also participated in a Neverwinter Nights multiplayer sessions DMed by BioWare at E3, and they've written a report of what they experienced.
Playing a Wizard, I was quickly amazed by the spell animations and effects. A little ways into the game, our DM suggested that I cast the spell 'Weird'. I did as he suggested, and to my surprise and awe, a gigantic demonic, beastly creature, larger even than the dragon I was casting it on, emerged out of the ground, unfolded, and instantly dominated the screen. Fireballs crashed down and enveloped the battle in beautiful orange light, and the "oohs" and "aahs" from the rest of the players just go to show how massive and extraordinary the spells really are. The wondrous and supernatural natural of these spells is a true highlight, and though they're naturally balanced (I was the only one who died during the campaign), you'll be able to rival the fighters in scope, size, and visible power. It's cool to be a wizard again, and you really have something to show for it.
You can read everything here.
Herve Caen (Interplay) Interview at GameSpy
Posted Monday, May 27, 2002 - 17:16 CET by Mollusken
GameSpy had a chance to sit down with Interplay CEO Herve Caen at E3, and they took the opportunity to ask a few questions about himself and the company.
Gamespy: Well there was one difference, Interplay got things on the shelf pretty quick, was always much quicker I think than Vivendi does normally for their games. So that's probably because they have different distribution models.
Herve Caen: Yes, I think so just because this industry is maturing. If you compare this industry when it was years ago when I could finish a game on Friday night and drive my car to the station myself and could get my games on the shelf by Monday. Ah, that's because it was a small industry, there wasn't even an industry, it was very small. We became this year again bigger than the movie business so you have to put some procedures in place because the logistics of shipping hundreds of thousands of games is different than just doing it ourselves. So I think we may have lost a few days in the way you fulfill the channel, but we've gained so much in efficiency. We can reach so much more doors by using Vivendi as a distribution entity. So I don't see it as a negative for us, just the industry matures and you have to change the way you've done business in the past. It is not because you have done it in the past doesn't mean it is the right way to do it in the future.
Read everything at GameSpy.
Icewind Dale II E3 Report at GameSpy
Posted Monday, May 27, 2002 - 13:57 CET by Mollusken
Call it a report, a preview or whatever you like. This article at GameSpy unveils a lot of game features.
While killing everything continues to be an option, other avenues have been expanded. The third edition skills Bluff, Intimidate, and Diplomacy can be used to provide useful options in conversations. These conversations also have greater sensitivity to the race and class of the speakers. As an example, in the Jungles of Chult, it is possible to find disguises that will allow you to infiltrate the temple of the yuan-ti half-breeds. If you learn the tenets of their religion from your earlier conversations, you'll be able to avoid insulting them when questioned as you work your way through the complex. More puzzles have also been added, again with consideration for multiple approaches. In a combination puzzle shown, you could either figure it by trial and error, or persuade the high priest to send an initiate who ends up revealing the sequence unwittingly.
Read everything at GameSpy.
Icewind Dale II Designer Diary Part 8
Posted Sunday, May 26, 2002 - 19:56 CET by Mollusken
Designer Dave Maldonado from Black Isle continues RPG Vault designer diaries, and has written a progress report from the game.
Hey, what's going on over there?"
Well, the programmers are kept busy fixing new bugs that QA and the design team dredge up each day in the course of their work, and implementing the last (and hopefully least game-impacting) of the 3E rules. Spell-casting ability score requirements, for example.
Nothing crazy - aside from the hours they're putting in - seems to be going on. Which, this close to the end of a project, is a Good Thing.
"And the artists?"
Gone, having left us to work on other projects. Even the incomparable Brian Menze - who had hung on 'til nearly the end to help make our icons look as spiffy as possible - has moved on to other tasks outside the Forgotten Realms' frigid north.
"Which leaves..."
... the scripters and designers.
Head over to RPG Vault for the rest.
Icewind Dale II Preview at IGN PC
Posted Sunday, May 26, 2002 - 19:48 CET by Mollusken
Based on what they saw of the game at E3, IGN PC has written a preview of Icewind Dale II.
One of ID2's most anticipated features has to be the revised interface. Apparently, some critics of the original felt that the in-game set up was a little too inaccessible for newcomers and didn't make for the most efficient gameplay, so BI has gone to great lengths to make the new interface as appealing as possible. Power gamers will be pleased to know that the action bar is now fully customizable (no more digging through menus to find that key spell), the inventory slot capacity has been bumped up from 16 to 24, the spell memorization screens are now all integrated, and spell icons have been totally reformatted. Couple this with a new feature that allows you to access preset weapons combinations on the fly and you have one hell of a versatile interface.
Read everything here.
NWN Forum Update
Posted Sunday, May 26, 2002 - 15:56 CET by Z-Layrex
Derek French, Assistant Producer
Will there be ground fog?: What you are referring to is volumetric fog. Sorry, but we don't have volumetric fog in the game.
Will there be joypad support?: No, no joypad support in Neverwinter Nights.
David Gaider, Designer
Wands/Rods: Wands and rods can't be equipped in the hand like weapons can. We considered it at one point (I think that's why they have 3D models), but it was cut. They are used via their radial menu (and can be put on the quickbar, as well).
Autosaves: Autosave exists in single-player games. In multiplayer games, it's up to the host to save.
Large Weapons: I don't think weapons re-size to their wielder. Armor does, but that's because each race has modelled versions of each armor type. I believe there's only one model for each weapon, though I could be wrong. At any rate, when we want to simulate a larger weapon we simply use the item properties to add the difference in damage... the base damage doesn't change.
Menus: I think the idea was to keep it simple but functional... and to spend our time doing other stuff. Like providing as much content as possible. Sorry about the plain menus. I hope you stay awake through them long enough to play the game.
Scripting Weapons: You cannot attach a script to a weapon. Look on the inventory items that you create... do you see events to place scripts in, like as with objects and creatures? The only scripting you can easily do with items is with the OnItemAcquire/OnItemUnAcquire in the module events and with the OnItemActivate event combined with the Unique Power item property. There is no OnHit or OnEquipped module event... and that will restrict the type of properties you can script an item to have outside of the item properties in the editor. It's not impossible to do them (you can place scripts to watch for these items on the creature events or the module's Heartbeat), but it does make them far more difficult.
Custom Portrait in Multiplayer: I'm no expert on how this is supposed to work in NWN... but wasn't it similar in BG2? You could select a custom portrait, but in MP if someone else didn't have that portrait they just saw a default? I believe that's all that's being suggested, here, is that everybody has the same 'menu' of portraits in a module so it is recognized. As any custom content has to go into the hak pak, that's where the extra portraits would have to be. Naturally it would be nicer if each user could have his own database of custom portraits and could select one and this was seen by the server and other players. I don't know what's involved with that, however, and it certainly hasn't 'been around' since BG1.
Will we be able to change attack rounds for creatures?: It would have been cool had this been included right on the statistics page of the creature editor. Unfortunately, that's going to have to be something we write down to add later. As it is, you do have control over both. The base # of attacks and BAB of a creature are based on the levels assigned to them. If you give a creature 20 levels of Fighter, for example, it's going to have 4 attacks per round and a BAB of +20. Monster classes also have similar advancement as per pg. 13 of the Monster Manual. While you can't adjust # of attacks after the levels have been assigned, you do have control over everything else. They can be adjusted in the editor... and, as well, you can make a creature 'hide' item which goes in their creature inventory. On this item you can add bonuses/negatives to attack bonus, saves and many other properties. This is where we put many 'creature properties' when we build our own creatures.
Could we hide the mini-map through scripting?: No, I don't believe there's any way to do that, currently. Though that's not a bad idea.
Neverwinter Nights E3 Reports
Posted Sunday, May 26, 2002 - 10:49 CET by Mollusken
A lot of people tried out Neverwinter Nights at E3, and some of them have written reports or previews based on their experiences. First we go to GameSpy, who participated in a multiplayer session with BioWare's Tom Ohle as dungeon master.
We were waylaid by an umber hulk with its gaze of confusion. As the barbarian stood around transfixed, the party killed the monster and continued. Shortly thereafter, my thief noticed a portion of the floor was colored red - a trap. Right-clicking on the trap brought up NWN's context-sensitive, radial menu, an elegant method to handle the myriad of spells, abilities, feats, skills and actions in the game. Selecting Disarm Trap, a progress bar then appeared and after about 10 seconds, the trap was gone. Suddenly, out of nowhere, a fire elemental appeared -- apparently, the DM thought we were having it too easy. But it was a pushover, and we pushed on, opening the final two seals and reaching the lowest level of the dungeon.
GameSpot has also tried the multiplayer game, and this is a part of what they had to say.
Joining a multiplayer game is simple-we choose our character, clicked on the "connect" button, and we were in. All characters appeared in a small training area with training dummies-we were able to try out the game's simple point-and-click combat, which is initiated with a single click on the target enemy. We also took some time to try out the game's different spells-Neverwinter Nights will have nearly all the popular magic spells that appeared in the Baldur's Gate series, though they will the spells will be modified to be consistent with the 3rd-edition rules. Among other things, we were able to use Heal, Horrid Wilting, Cloudkill, and Fireball, as well as turn undead. As you've probably seen in previous screenshots and movie footage, Neverwinter Nights uses colorful particle effects for most of its magic, and though they seem rather simple for the most part, all spells are immediately recognizable at a glance.
Gamehelper has written a preview of Neverwinter Nights based on their E3 experiences.
With the almost infinitesimal amount of detail happening behind the scenes of Neverwinter Nights, would you believe the graphics are some of the best ever for an RPG? It’s true; BioWare has gone the 3D route and has packaged a behemoth of content in a beautiful package. From the demonstration we were only able to view a small dungeon area and the beginning of a quest within a castle keep, but that small glimpse still sold me on the promise of Neverwinter Nights to come. The camera scrolled around the character and could be drawn back and forth. Flames flickered, spells and their effects were amazing, and the combat, though a tad repetitive in animation, was still classic BioWare RPG stamp of approval.
And finally, another preview can be found at Frictionless Insight.
The DM Client was also surprisingly easy to use. As soon as we had jumped into the session we were adding hostile dragons, giants and loot to a real-time game, without difficulty or much explanation. You can also take control of NPCs' action and dialogue. Everything seems clear and menu-driven. Of course, the quality of play will depend on the quality of the DM, but the toolset appears robust enough to give a good DM a fair amount of control over the play experience. Multiplayer sessions support up to 64 players, in any combination of characters and DMs. One DM could manage an enormous game, or 63 DMs could cater to a single player's every need. The DM can set a password for DM control, to prevent grief DMing, but once in, all DMs are created equal. Bioware may implement a ranking or prioritization of DMs at some point after release.
BioWare's Day Two at E3
Posted Saturday, May 25, 2002 - 18:09 CET by Mollusken
Day one seemed to be too busy for BioWare, so you'll get this report from day two instead. There's a lot of pictures of people, banners and computer games to view right here.
Day one of E3 2002 was busy. So busy that we didn't have time to grab some photos. So these photos are from Day Two. BioWare had a very good day one (and two), with Trent Oster showing Neverwinter Nights on the main stage at Infogrames main show floor (photos coming soon). As well, NWN was shown playable at Infogrames NWN pods (photos below). Additionally, Ray & Greg were showing Neverwinter Nights at Infogrames press reception area (occasionally spelled off by Jay, Trent and Chris Zeschuk (BioWare Systems Administrator), and Tom Ohle, our intrepid communications associate, was leading people through a custom adventure module up in BioWare's Neverwinter Nights Play Room. Whew!
I'm not done yet... Intel wanted Neverwinter Nights to be running on a couple of their workstations at the Intel meeting room... as did Nvidia.
NWN Contest at Sorcerer's Place Over
Posted Saturday, May 25, 2002 - 11:31 CET by Sorcerer
All in all we received 15 submissions, although 5 of them were not in accordance with our contest rules and were excluded. The rest are all good stories and it is going to be quite hard to pick 2 winning entries out. The judging will be done by me, Blackthorne and Extremist, all well known to our community.
Although I expected that we would receive more submissions, the age limit and high requirements turned many a fan off unfortunately. A number of people have contacted me regarding the age limit, but as I explained to them, this was not my idea but Infogrames' official requirement to be able to participate in the beta test...
The two winning stories will be announced here on the front page of Sorcerer's Place (and on our contest details page) and their authors notified by e-mail. We'll be done judging by Friday or sooner, I believe.
Thanks to everyone who participated in the contest!
Neverwinter Nights Forum Update
Posted Saturday, May 25, 2002 - 6:24 CET by Arwen
David Gaider, Designer:
Weapon specialization: Weapon Specialization requires you to get +4 BAB from the Fighter class before you can take it.
I just tried it. Made a 1st level fighter and then leveled up 5 times in Barbarian. Weapon Specialization did not come up as an option for feats. Once I hit 4th level fighter, Weapon Specialization appeared as a feat option.
Equipping weapons: Will PCs be allowed to equip 2 "sets" of weapon/sheild combinations, and then be able to toggle between them. i.e., can I equip a 2-handed sworded (or 1-handed sword + shield) as one option, and a 2-handed ranged weapon as another?
Any weapons/shields you own you can drag down to the hotkey bar... and pressing the appropriate function key will automatically equip it.
Drinks: Yes, there are ale, spirits and wine in NWN as standard items... and I assume you can always make more with the intoxication effect and the various bottle, decanter and mug icons.
Phenotypes: The skinny phenotype has been out for awhile. If I remember right, a number of the QA guys and such had characters who still used it... which is why you say 'skinny' PC's for some time even after it was cut.
The models might even be still in there somewhere, I'm not sure. At any rate, the skinny phenotype was cut because it simply didn't look good.
As for the two remaining, the 'normal' phenotype IS the one that was often referred to as the 'muscular' phenotype. There is no mystery missing phenotype.
Sitting NPCs: Yes, there is sitting (both in a chair as well as on the ground). Both are playable animations, though when sitting in the chair you might want to use the ActionSit command to target the chair or they can look kinda funny sitting on nothing.
As for lying down (or sleeping), you simply need to apply the EffectSleep() when you need them to lie down and they will do so. Applying effects is a little trickier, tho.
Portraits restricted by race: You may select any portrait you wish, I believe (though you MAY be restricted by gender... I can't remember). I played an elf recently using one of the halfling portraits.
Scripting ability adjustments: Yes, but scripted effects only last inside the module. They don't accompany the character into the vault.
Last Week's Poll Results
Posted Friday, May 24, 2002 - 20:19 CET by Sorcerer
What we asked:
Q: The release of Icewind Dale II has been delayed till Summer (sometime). What are your feelings on this?
(368 votes total)
Good, at least the game won't come out half-finished (229) 62%
Bad, I can't wait to play it already! (81) 22%
Indifferent, I don't know if I'll buy it anyway (58) 16%
Well, the latest on the release date is that we can expect the game to ship around the first half of July. Which isn't that bad, I suppose... If it actually gets released then, that is.
Anyway, the majority of our visitors who voted in the poll (62%) don't hold any grudges on the delay because they know it means a) more stuff being added to the game and b) more bugs squashed. Hopefully.
22% of those who voted do feel bad about the delay, however. Mostly because they can't wait to play this new truly 3rd edition D&D game already. But I'm sure that deep down in their hearts they know that it's better that the game comes out late than seriously bugged.
16% of poll participants don't have any feelings regarding this delay at all, since they're not sure yet if they'll buy the game.
Neverwinter Nights Portraits at Gloomveil
Posted Friday, May 24, 2002 - 16:37 CET by Mollusken
Gloomveil reports that they have 40 colour and 100 (!) different Neverwinter Nights portraits available for download at their site. All the portraits are available here.
NWN Contest at Sorcerer's Place - Final Reminder
Posted Thursday, May 23, 2002 - 21:19 CET by Sorcerer
Only a day and a half more before the contest ends!
The contest to win a beta copy of Neverwinter Nights ends on midnight of May 24, so get to work quickly and come up with a story according to our contest details. Since the rules are pretty strict (the age limit is very annoying, I know) and we do have 2 beta copies to give away, your chances of winning one are still pretty good - if you come up with a good story, that is!
Neverwinter Nights Interview at FiringSquad
Posted Thursday, May 23, 2002 - 20:24 CET by Mollusken
FiringSquad has asked BioWare a few questions about Neverwinter Nights. We've seen a lot of interviews now, but if you study closely there may be a few new things to learn in each one of them.
Most of the screenshots we've seen for NWN show a 3/4 overhead
viewpoint. Will it be possible to script different camera angles?
Perhaps zoomed-in, over the shoulder of your character, or a directly
overhead shot?
There are actually 3 different camera modes in the game, with 2 different camera angles – one angle is similar to Baldur’s Gate, and the other angle is an over the shoulder 3rd person view. Both angles are fun to play. The 3 modes are: 2 chase cam modes (one high view and one over the shoulder view), and one free moving camera mode. Overall there is a good amount of variety for all players.
The whole interview can be found here.
Icewind Dale II E3 Trailer and More
Posted Thursday, May 23, 2002 - 17:38 CET by Mollusken
A fresh Icewind Dale II trailer has been spotted, and it's available for download at FilePlanet. GameSpot has written a few E3 impressions from the game, which you can read here.
We were able to run through some of the game's environments and levels, which include popular areas from the Forgotten Realms' universe, such as the snowy reaches of Icewind Dale and the jungles of Chult. As with the original game, Icewind Dale II will be a mostly linear game, but it will let players make some intelligent use of dialogue options--for instance, in order to infiltrate an evil monastery in Chult, you'll be able to defeat a group of monks guarding the entrance, steal their robes, and disguise your party to sneak past the guards. If you've paid careful attention to the monks' dialogue, you'll be able to bluff your way through the temple without having to fight the sizeable groups of guards.
Neverwinter Nights E3 Stuff
Posted Thursday, May 23, 2002 - 17:27 CET by Mollusken
BioWare has posted their E3 diary part 6, which includes a lot of pictures from the BioWare booth. Neverwinter Vault has made an E3 Update section which at the moment has a movie, screenshots and more. They've also recieved a sample of Jeremy Soule's compositions for the game, which can be downloaded in mp3 format here. Finally, at GameSpot you'll find a review of what they've seen from the game at E3, as well as even more screenshots.
Icewind Dale II Music at RPGDot
Posted Thursday, May 23, 2002 - 16:57 CET by Mollusken
RPGDot has recieved 3 music samples from Black Isle's upcoming Icewind Dale II. The music is composed by Inon Zur (Baldur's Gate 2: Throne of Bhaal and Fallout Tactics), and they can be downloaded here (click on the guitar images).
NWN Model and Movie at Neverwinter Stratics
Posted Wednesday, May 22, 2002 - 19:58 CET by Mollusken
We've just recieved this announcement from Neverwinter Nights Stratics, with words that they have another model for the Model Viewer and another short teaser movie.
Neverwinter Nights Stratics is proud to announce the addition of two special Neverwinter Nights features provided to us by BioWare for your viewing pleasure.
The new model for the Neverwinter Nights Model Viewer features the Wight, the tragic result of excessive use of hair care products and a number of unnecessary face-lifts, these creatures inhabit places that are infused with death and desperation like underground catacombs, dusty burial mounds and public washrooms. Much like boy bands, Wights are invulnerable to mind-influencing effects and can create more undead simply through infecting those unfortunate enough to succumb to their evil.
You can download the Wight from our Model Gallery.
The second is a new Neverwinter Nights Teaser movie which reveals more of the magic, majesty and mystery that lies within the lands of Neverwinter. The 1:50 minute movie is a 16.6M mpg file that is worth every download moment. You can find the movie in our Movie Gallery.
NWN Forum Update
Posted Wednesday, May 22, 2002 - 19:42 CET by Z-Layrex
Jay Watamaniuk, Community Manager
New Item Limits Info: I sense some issues regarding this level restrictions on items and so on? Right now the system is set-up so that the level item restriction stuff is part of the Enforced Legal Character (ELC) setting on a server. The ELC is a watchdog setting that checks to make sure a character is legal according to the character creation rules (i.e. a 1st level character does not have 20 feats). The level item restrictions are a separate system continually used within the game of not allowing a character to equip items that are too powerful for that character's level (i.e. a first level character would not be able to equip a +5 Holy Avenger). These items can be seen and part of your inventory but cannot be equipped for use. Several people are unhappy with this and so the other option is to have two separate settings on a server:
1. ELC- on/off
2. Enforce level item restrictions- on/off
David Gaider, Designer
Cliffs: The only way to have a sheer-face cliff that is more than the normal one-height-transition in height is to have a tile that specifically does that. There is a 'Cliff' tile in the Forest tileset, but not in the Rural tileset.
Items on tables: Um. Okay I love this game and all, but this is just insanity. I mean you NEED basic functionality like this in order to have an rpg. I could think of an infinite number of reasons why you'd need to put a sword on a table, hopefully I don't need to point this out to you guys. There are lots of tables and such that are part of the interior tilesets. Even on outdoor tilesets, you will find some surfaces. You can place items visibly on these. Placeable objects cannot have items visibly placed on top of them... whether they are a table or a crate or a statue. Placeable objects can be placed on top of each other, but not items. Why? Because placeable objects are 'selectable' by the cursor on their own... tileset objects are not. Regardless, any placeable object can be marked so that it is a container... you can therefore put any items which are 'on' the placeable object inside the object's inventory. So you can click on a placed table and 'open' it to see it's inventory (what's 'on' it). And that's only if you don't have a tileset surface where you need it.
Donations: The easiest way is in dialogue. When you've reached the point of the dialogue where the PC has agreed to give the beggar gold, just use this command:
TakeGoldFromCreature(Amount, GetPCSpeaker());
The 'Amount' is the number of gold pieces the beggar will take.
Morning Stars: Morningstars are in... similar to a mace but with a spiked ball at the end of the handle. No chain. Flails are also in (light and heavy)... a handle with a ball connected by a small chain. The chain in NWN is necessarily not very long, but there's definitely a chain. This is as according to the pictures in the PHB.
Edge of Map: You can tell that there's a vague 'edge', but beyond that edge, the terrain of whatever meets that edge seems to continue off into the distance. If it's plains that meet the edge, it will seem to continue on into plains. If it's a forest tile, there will seem to be a larger forest continuing on beyond the edge.
Helmets with open faces: There are some head models that have an open-faced helmet on them. It's not an item, however... and if you put a helmet item on that model, the head will be replaced by the regular close-faced helm.
Spells on Items: The problem we had with spells that added effects onto items, as I understood it, was in the stacking of these 'temporary effects' with the effects a weapon might already have had. Given enough time, it's definitely possible that this problem might be rectified (allowing enchanted arrows and likely equippable non-proficient weapons as well). Seeing as an expansion usually prioritises extra content (like spells), getting the time to solve this on an expansion is quite possible. Too early to start a wish-list though
Sorcerer's Place Wants Your Screenshots
Posted Tuesday, May 21, 2002 - 22:34 CET by Mollusken
That's right. If you've got any cool, unusual or funny screenshots from any of the games we cover here at Sorcerer's Place (including the Aurora Toolset Beta), then mail them to sorcerer --AT-- sorcerers.net. Just remember that the subject has to be "Screenshot of the week" or "SotW", and that you should also attach a short text to go along with the screenshot (like you've seen in previous SotWs).
Further SotW guidelines can be found here.
New Neverwinter Nights Screenshots
Posted Tuesday, May 21, 2002 - 13:27 CET by Mollusken
Adrenaline Vault has posted five screenshots from Neverwinter Nights. Go here to view them all.
BioWare's Road to E3 Part 4
Posted Tuesday, May 21, 2002 - 13:12 CET by Mollusken
BioWare has arrived at the Los Angeles Convention Center, and they're busy preparing everything for E3. At BioWare's site you can find a lot of images from the preparations, as well as some images of Neverwinter Nights and Star Wars: Knight of the Old Republic banners and posters around the center.
NWN Contest at Sorcerer's Place - Reminder
Posted Sunday, May 19, 2002 - 18:50 CET by Sorcerer
The contest to win a beta copy of Neverwinter Nights ends on May 24, so get to work and come up with a story according to our contest details. Since the rules are pretty strict (the age limit is very annoying, I know) and we do have 2 beta copies to give away, your chances of winning one are pretty good - if you come up with a good story, that is!
Aurora Toolset First Impressions
Posted Sunday, May 19, 2002 - 11:53 CET by Mollusken
Neverwinter Vault has written a short review of the Aurora Toolset, and they've also captured a lot of screenshots from it.
In conclusion, the experienced world builder from games such as Quake and Half-life will find themselves at home in the toolset, with more tools then they can imagine at their disposal. The experienced gamer will find it relatively easy to learn the tools, and is it easy enough that your grandmother could use it? Well that might be a slight exaggeration if she's 89 years old with bad eyesight and her idea of computers involve robots but if she reads the documentation, then I don't see why not. Look forward to our series on using the toolset, where we will create tutorials that will help guarantee tons of grandmother friendly lessons on using the toolset.
You can read everything at NW Vault.
Aurora Toolset FAQ
Posted Sunday, May 19, 2002 - 11:48 CET by Mollusken
Moderator Urthpaw has posted a long list of questions about the Aurora Toolset for Neverwinter Nights at the BioWare forums.
How do you make a weapon flaming?
Under Item properties for the weapon (I haven't found the property for bows yet):
Properties: Damage Bonus -> Element – hahnsoo
For visual effects to appear on the weapon from elemental damage you must set to damage bonus to +4 or greater. You also get effects from bonuses against alignment groups good or evil. Bonuses against good have an evil looking red glow, bonuses against evil have the holy avenger look.
You can view the questions and all the answers here.
NWN Forum Update
Posted Saturday, May 18, 2002 - 23:33 CET by Z-Layrex
Derek French, Assistant Producer
Wallpaper Graphics: These models are rendered in 3D Studio Max for the the wallpapers so there are a number of rendering options that can be done there that makes the models look better.
Jay Watamaniuk, Community Manager
E3: Sorry about the lack of news- I spent the ENTIRE day getting the module ready for E3. Changing the traps, putting some different monsters down, giving better treasure etc. I even have this room where about 10 ravens are flying around until some rowdy PC hits one and then they swarm whomever attacked. Very cool.
Can we tone down the violence?: There is a violence setting that can be adjusted within the game.
David Gaider, Designer
Why no shield spell?: Shield spell is not in because 'cover' is not implemented fully. It simply adds to AC... and if that was the case, a full +7 AC bonus to AC would be hellishly powerful.
Why were some spells taken out?: As I just posted elsewhere, there are various categories of spells that are, indeed, possible to do... given enough time. Seeing as we only had time to do so many hundreds of spells, a significant number had to be put aside until later to implement.
Mislead is definitely one. Detect spells, weapon enhancement spells, etc. The main effort was to include as broad a selection as possible, covering the bases for the various schools and tactical uses.
Adding more spells into the game is definitely something that will be done in the future... if the fans don't beat us there, first (and even then, most like).
What do the different species of Dragon look like?: I believe that the dragon bodies look more or less the same (different color, naturally), but the dragon heads are the individualized portion.
There is only one size for the models, as well.
Last Week's Poll Results
Posted Saturday, May 18, 2002 - 18:46 CET by Sorcerer
What we asked:
Q: What do you think of Icewind Dale 2's new main interface panel?
(253 votes total)
A change for the better (133) 53%
As long as it's there, I don't care what it looks like (88) 35%
A change for the worse (32) 13%
It appears that more than half of the people who voted (53%) really like the new interface. (You can check screenshots of it on Page 2 of our IWD2 Screenshots subsection.)
The second large group of votes (35%) goes to complete indifference... Quite a lot of people obviously don't care what the interface looks like, as long as it performs its function.
Finally, 13% of poll participants think the new interface is worse than the old one.
Aurora Toolset Beta Released
Posted Saturday, May 18, 2002 - 10:40 CET by Mollusken
The beta version of the Aurora Toolset has been released. With this, we can now get an idea of what creating modules will be like. The toolset features two out of the nine different tilesets in the game (rural and crypt), and a few selected monsters and objects. You'll find download mirrors for the file (which is about 250 mb) here. When you've downloaded it, you'll find an introduction to the toolset here.
Neverwinter Nights Community Site Launched
Posted Friday, May 17, 2002 - 22:41 CET by Mollusken
BioWare has launched their community site for Neverwinter Nights. This is community manager Jay Watamaniuk's short announcement.
The staff of BioWare welcomes you to the official community site for their massive role-playing game Neverwinter Nights (NWN). This site is designed to offer a wealth of information about NWN and the many aspects of the game including the Official Campaign, the Dungeon Master’s Client and the Aurora Toolset. Our Web Developers, Robin and Dups, have created a spectacular place for fans to gather and learn more about BioWare's games.
Some of the main features of the site include the NWN forums where enthusiastic discussion is happening right now on a huge number of topics about specific parts of the game. As well, the Messaging featurewill help you get in contact and stay in contact with other NWN fans. Finally, a whole bucket of fantastic content For Players, For DMs, and For Builders.
I also promise to include more of the following essential comedy elements in upcoming editorials: monkeys, monkeys with funny hats, weasels, angry pigs, detonating kidneys, space aliens, the phrase ‘upside yo head’ and, of course, the ring-tailed Lemur.
We invite you to discover the endless adventure of Neverwinter Nights…
Jay Watamaniuk
Community Manager
BioWare
You'll find the brand new site right here.
Neverwinter Nights Radio Interview at XGR
Posted Friday, May 17, 2002 - 22:27 CET by Mollusken
XGR, X-treme Gaming Radio, has interviewed the joint CEOs of BioWare, Ray Musyka and Greg Zeschuk. The interview is avaliable in mp3 format and is split in five different files.
Ray Muzyka and Greg Zeschuk are the Joint CEO's of BioWare and Co-Executive Producers for Neverwinter Nights. This upcoming RPG is loaded with a bunch of features that will have gamers everywhere very impressed. I had a chance to talk with both of them and here are some of the topics we covered:
The files are available for download here.
More Neverwinter Nights Beta Contests
Posted Friday, May 17, 2002 - 7:16 CET by Mollusken
If you have any cool Dungeons & Dragons spells you've made, you might have a chance to win one of two NWN Beta spots at Neverwinter Stratics.
Have you ever played Dungeons & Dragons and found yourself wanting a specific spell but it is no where to be found and wished you could create it yourself? Well here is your chance! Create and submit the best spell that is not in Dungeons & Dragons but should be for your chance at winning a "Get into the Neverwinter Nights Beta Free" card!
BioWare has given us two (2) slots to award to members of our community for the upcoming Neverwinter Nights beta program. If you submit one of the two winning spells, you will join those that get to take the first steps into the lands of Neverwinter.
See the Neverwinter Nights Beta Contest page for the submission criteria, deadlines, and rules governing this contest.
Good spell casting and the best of luck in the contest!
At Planet Neverwinter you can win by describing a D&D character.
As we stated yesterday, we have two Neverwinter Nights beta test spots to give away to two lucky fans. Today begins our contest to choose them:
Describe a character in 500 words or less. All entries will be graded on originality and entertainment value by our fabulous PlanetNeverwinter staff. Please only submit descriptions of original characters (We already know who Minsc and Boo are, thanks)
For more details and to submit your entries, visit our contest page here.
Note: The contest ends next Friday, May 24th
NWN Contest at Sorcerer's Place
Posted Thursday, May 16, 2002 - 22:01 CET by Sorcerer
As I promised, here are the contest details. Since we have many creative writers in our community (and among our visitors as well, I'm sure), I've decided that the contest will be for the best fantasy story, written by the guidelines listed in contest details. Two of the best stories will be awarded with a Neverwinter Nights beta slot!
Neverwinter Nights Interview at Role Expert
Posted Thursday, May 16, 2002 - 16:09 CET by Mollusken
The french site Role Expert has asked BioWare a few questions about Neverwinter Nights. Most of the questions might be common knowledge, but there is a few interesting answers there.
Can we trust the release date of the 25 June or it is just another rumour?
We are going hard for a release before the end of June. Neverwinter Nights is a very big game, but everything is on track and proceeding as planned.
Read everything here.
NWN Rogue Class Analysis
Posted Thursday, May 16, 2002 - 16:01 CET by Mollusken
ShadeRaven has continued his 3rd edition class analysises at Neverwinter Vault, and this time he goes through the rogue.
Rogues are not terrific fighters like Rangers or Barbarians. They aren't powerful spell casters. What they are is resourceful at getting what they want. Some use stealth and deception while others can pick locks or even your purse off your belt. As their skills increase Rogues gain the abilities to attack vital areas on their opponents inflicting more damage, evade some spell attacks, dodge incoming attacks, and much more. In addition to these abilities they are often skilled at moving silently, hiding where they can't be seen, climbing sheer walls, opening locks, and picking pockets.
Without question, the Rogue is one of the most adaptable and flexible classes in the game. Thief, warrior, scout, archer, and even wizard (through use device) are roles the class can fill. Charming bandit, brutal thug, or smooth envoy, the class offers more possibilities to the imaginative player than any other. In Neverwinter Nights, I expect this to continue to be the case.
Read everything over at NW Vault.
BioWare Interview at Gamers Pulse
Posted Thursday, May 16, 2002 - 15:58 CET by Mollusken
The two joint CEOs Greg Zeschuk and Ray Muzyka has answered a few questions about this years trip to the Electronic Entertainment Expo (E3).
Do you hang out with other developers at E3? Who?
Ray: Definitely - this is one of our favorite things to do at the show. We always look forward to saying hello to our friends in the development community, and in fact both Greg and I make a concerted effort to visit many of the booths at the show to try to find and say hello to other developers we know. We know and greatly respect many, many other developers (both on PC and console), and if I tried to list them all I would only forget five times as many as I list…so I’d rather not list names :)
Are you planning to announce any future titles?
Ray: We do have another title in development now but we will not be announcing this at E3, but rather in the months following E3. Our focus this E3 is on our Dungeons and Dragons epic, Neverwinter Nights (demoed at our publisher Infogrames booth, BioWare’s booth, and at Intel’s booth) and on the first roleplaying game in the Star Wars universe, Star Wars: Knights of the Old Republic (demoed at at our publisher LucasArts’ booth, Microsoft’s Xbox booth as a specially featured game, and BioWare’s booth).
Head over to Gamers Pulse for the whole interview. While you're at it, you might also want to cheack out BioWare's Road to E3 Part 3.
Aurora Toolset Beta Update
Posted Thursday, May 16, 2002 - 15:51 CET by Mollusken
BioWare community manager Jay Watamaniuk has posted this short update about the Toolset Beta on the BioWare forums:
We have just heard from our publisher that the packages for the Beta Toolset should be arriving in retailers hands this Friday (May 17, 2002)!
This means that some retailers will get the CD's for the Toolset on May 17th. Keep in mind the retailers may not have them ready for fans on the Friday.
Expect to see it available online for download shortly thereafter...
Screamin' Toolset Fan: Will the Toolset cause heart problems in the very excited?!
Jay: Yes. Use it wisely.
Screamin' Toolset Fan: Can the Toolset heal the sick?
Jay: No. Maybe in the full version.
Screamin Toolset Fan: I'm so happy I need to kiss someone!
Jay: That is advised only under strict consenting adult-type conditions.
New NWN Wallpaper
Posted Wednesday, May 15, 2002 - 22:15 CET by Sorcerer
It hasn't been officially announced yet, but trust me to dig it up for you sooner...

NWN Forum Update
Posted Wednesday, May 15, 2002 - 19:56 CET by Z-Layrex
David Gaider, Designer
Time: Yes, you can set the time... forward only, not backward. The thing to be careful with this is that the time change is universal throughout the module. If you jump time forward, it's jumped forward for everyone.
Why no teleportation?: It depends on how they're setting up their module. What if someone decides to make their module without using triggers at all? That's not impossible, especially if they plan on having a live DM there to cover the bases. If they don't plan on having a DM, not having triggers will make it inordinately difficult to activate any kind of scripts inside of an area beyond the area/module events. Other people may come up with versions of teleport that work for their campaigns, such as disallowing it in certain areas or having it entirely scripted through items (as we've done with Word of Recall). We're not including it because it presents certain fundamental problems with its implementation and with regards to the official campaign that we simply don't have the time to try and address... it's a fairly complex issue.
Will NWN henchmen have as much dialogue as te BG2 NPCs?: Well, the NWN henchmen are different from BG2 NPC's in several ways:
- they don't start their dialogue randomly... if you want to talk to them and get to know them, you have to initiate dialogue with them.
- their dialogues when you talk to them are considerably longer than most BG2 NPC's (excepting only the romance NPC's there, I'd say). However, since the NWN henchmen don't interject into normal conversation and don't have inter-party banter (obviously), I'd say they overall have less dialogue.
- the NWN henchmen do have a few quests relating to each of them, but these are related more to the stories they tell when you talk to them... they aren't seperate stories that occur because you have the henchmen with you.
I think Bob mentioned once before that we all wish we could have spent more time writing scads of dialogue for the henchmen... that would have been cool. As it is, though, they have very distinct personalities and stories, and for those people who are interested in them, they will be worthwhile getting to know.
Especially Tomi. But, then, I could be biased.
Derek French, Assistant Producer
Toolset Beta: Two Facts:
1. Toolset Beta will be coming out, date not finalized yet, not today, not Wendesday, no idea about Thursday, Friday, Saturday, Sunday, etc. yet.
2. The Toolset WILL be shipping with the game. Not a beta version, not a pre-release, but the full Toolset.
Thank you, and drive through.
Win a NWN Beta Slot at Sorcerer's Place!
Posted Wednesday, May 15, 2002 - 18:56 CET by Sorcerer
BioWare let us know that the lucky visitors of Sorcerer's Place will get the chance to win 2 slots in the Neverwinter Nights beta test!
The catch is, you must win your slot through a contest that I come up with. I'll post the details here shortly, so check back soon!
Neverwinter Nights Beta Contest
Posted Wednesday, May 15, 2002 - 10:04 CET by Mollusken
Neverwinter Vault has arranged a contest where two winners will be participating in the Neverwinter Nights beta testing. So if you have any skills in making models, scripts or other Neverwinter Nights stuff, you might have a chance to be one of the two. Click here to read more about the contest.
Neverwinter Nights Forum Update
Posted Tuesday, May 14, 2002 - 22:51 CET by Arwen
Trent Oster, Producer:
Music format: MP3
David Gaider, Designer:
Cutcenes: From what I've seen, most cut-scenes people will need to do is covered with the regular scripting language. If I understand it correctly (I might not), you can script a PC to no longer receive commands from the player and basically play out your cut-scene as is required, not unlike the way we did in BG2.
As far as camera control is concerned, I simply don't know. I suspect there may not be very many options for scripting camera control at all. That's the only possible hitch that I can see, that you may not be able to 'detatch' the camera from the PC's and focus it somewhere else for your cut-scene.
But again, this is only my current impression and may not be the case... this may be changing even as I speak. Once we have definite word on what control you will have, we will all know, and this is why nothing's been added on the point to date. (Yes, we know you want to know about everything NOW but everything ain't done, dammit.
Shield spell: Since there is no cover bonus per se, the Shield spell can't be implemented properly. The 1st level spell for raising a mage's AC is Mage Armor.
Keep in mind that we had to come up with most of our spell list (as in the spells we wanted to implement... of course we can always change the details of those spells later) during a time when there wasn't even a 3rd edition spell list available for us to look at, never mind an errata. How's that for crazy?
Site News - New Additions
Posted Monday, May 13, 2002 - 22:31 CET by Sorcerer
Subsection Updates -> Games
Our game store has been updated with links to our two new partners - EBgames and Gamer.uk.com. EBgames is well known for its exclusive game packages (currently for Neverwinter Nights, where you also get the beta toolset if you pre-order), and Gamer.uk.com is an UK-based online game store with excellent prices.
With so many partners Sorcerer's Place offers you an unique service - you can compare prices of all the merchants we are affiliated with and always pick the best deal! By buying through our game store you also help us keep this site up & running, since we earn a small commission for each sold game, so please buy from us!
Subsection Updates - Games -> Baldur's Gate
The TeamBG subsection has been updated with the latest versions of the high level rule packs, now for levels 30, 40 and 50. I have also added a similar modification which sets the basic D&D rules for high levels.
Subsection Updates - Games -> Baldur's Gate 2
A number of additions have been made to the Editors, Hacks & Custom Characters subsection.
In Subsection #2, you can find a new item pack and another collection of Dragon Ball Z characters.
In Subsection #3, Extremist's excellent SP Fixpack has been updated to version 1.0, a major release. It includes fixes for more bugs left over in BG2 than you ever wanted to know existed.
In Subsection #5, a very cool Drizzt portrait and painting have been added, along with an updated version of the Playboy portraits collection. (Off limits to kids!)
Last addition has been made in Subsection #7, namely the Expanded Thief Stronghold mod.
Subsection Updates - Games -> Icewind Dale
There was only addition made here, the updated HoW Spells Guide in the Tips, Tricks & Hints subsection.
Subsection Updates - Games -> Icewind Dale 2
I have added links to places you can buy the official strategy guide from to the Walkthroughs & Guides subsection.
The Tips, Tricks & Hints subsection has also been updated. Here you can now find a listing of basic tips & hints for playing the game, courtesy of Chris Avellone and compiled by yours truly.
The Screenshots subsection has also been updated significantly. 5 new screenshots were added to Page 2 of the subsection, and 17 more to Page 3.
Finally, surprise, surprise, we also have 2 collections of portraits in the Editors, Hacks & Custom Characters subsection! How often does it happen that you can download portraits for a game before it is even released? ;)
Subsection Updates - Games -> Neverwinter Nights
I have reorganized the introductory page a bit, and added a table of the latest system requirements for Windows machines.
As usual, there are also a couple of new things in the Miscellanea Subsection. One new movie has been added to my movies & trailers listing, and 3 new models/animations have been added to the Model Viewer models & skins page.
Icewind Dale II - Not on May 28
Posted Monday, May 13, 2002 - 22:20 CET by Sorcerer
Just in case you were wondering how BIS is going to release the game on May 28, when it's quite obvious they're still working hard on it at this point - well, they will not.
Icewind Dale II will be a Summer release. That's all I have for now. More details when I learn of them.
GamersClick Icewind Dale II Interview
Posted Monday, May 13, 2002 - 20:43 CET by Mollusken
Doug Avery from Black Isle has answered a few questions about Icewind Dale II. The questions are mostly related to the gameplay aspects of the game.
Tell us a bit about the dread foes we'll be facing. What creatures stand out most for you?
As I progress further and further into the game, I come across more new and unusual creatures that our design team has put in. The Chimera (a three headed beast with a goat's head, a lion's head and body, and a red dragon's head) are extremely deadly. The Will-o-Wisps are pretty freaky, but the Driders (think of a centaur with a spider's body instead of a horse's) take the cake when it comes to sheer creepiness. Admittedly, I'm not a big spider fan.
Head over to GamersClick to read the rest.
New Neverwinter Nights Screenshots
Posted Monday, May 13, 2002 - 20:31 CET by Mollusken
A few new Neverwinter Nights screenshots has been spotted at the Infogrames UK site. They feature a couple of spell effects both during daylight and at night. Go here to view everything.
NWN Forum Update
Posted Sunday, May 12, 2002 - 18:27 CET by Z-Layrex
David Gaider, Designer
Will there be black Dragons?: No. Regardless, pitch black doesn't look good on any model if you want to see anything of its surface features (that's why the 2nd edition picture of the fire giant has its skin light grey... or were you all just pretending that that was really black?)... as I'm sure people who instantly re-color the fire giant model will discover. At any rate, I'm sure you'll be pleased when you finally see the dragon models. The thing I love the most about them, personally, is the attention to detail paid to the difference in each dragon's head.
Leveling up: Running around on a PW or a MMORPG generally calls for a different kind of design... levels going up to 50 or 100 so there can be constant 'levelling up' and little rewards that go along with each time you do (although, strangely, never really becoming much of a power in the grand scheme of things). Neither D&D nor NWN are designed with this scheme in mind, nor will they ever be. Even if Epic Level rules are eventually implemented (God help us), it still won't accomodate that type of game. We're talking episodic campaigns, here. Sure, your character can be built-up over the course of a few adventures (depending on the amount of fighting and XP being thrown about, you can do it in 5 min, can't you?), but it's supposed to be about the adventure and role-playing you do while playing that character. The only reason to bring out that level 20 veteran is for a specific story. This is NOT a game where you run around in a world and kill things on a constant basis and expect that the rules should accomodate you keeping that same character forever while making him more powerful all the time. And I'm not saying that there aren't people out there who are going to attempt a role-playing-oriented PW, either. But a player in one of those who's only goal is to level up will do so quickly enough, as well... and be in the same boat.
NPCs summoning NPCs?: When casting a summoning spell, NPC's have the same restrictions that PC's do (they only get one).
Alternatively, you could script a summoning and not use the actual spell. I could, let's say, go into the Succubus script and say that when she's half-damaged she adds into her action queue an action that makes her 'cast a spell'... which has a 10% chance of spawning in a Balor.
If I script creatures to be spawned in, however, they aren't considered 'summoned' and there is no limit. I could have an NPC spawn in 10 Balors, if I wished... but I would specifically have to instruct it to do so.
As for whether the Succubus has a spell that does the 10% Balor summon or not, I'm not actually sure.
Domain Spells?: Since a lot of the wizard and cleric spells haven't been implemented, that means that many of the domain spells in the various lists are not available.
We've balanced the lists (so they all have the same number of spells in their list), but gotten rid of the extra domain spell (which was only useable for a spell from the domain list... there's no point having an extra slot at 'some' levels, which changes for each domain)... your domain spells are available for memorization along with your regular spells.
Is a PC's Faction membership on a server saved?: The faction information is stored in the module, referencing that PC. It stays in place even after a save/restore and even if the PC goes through a portal to another server and comes back.
Icewind Dale II Designer Diary #7
Posted Saturday, May 11, 2002 - 22:44 CET by Mollusken
Chris Avellone from Black Isle studios continues RPG Vault's Icewind Dale II designer diaries. This one includes a few tips for playing the game, a short emotion-spells cartoon and a few screenshots.
Any hints for Icewind Dale II?
Now since I designed a large chunk of the first area of the game you're going to find yourselves in, I thought I would crap out some common-sense adventuring advice and some not-so-common-sense adventuring advice once you step off the ship and run around like a jaybird along the cliffs of Targos.
The following general advice can help you in your adventuring in Icewind Dale II. I know all you hardcore special forces RPGers have heard this junk a million times, so you can test out of this class and skip the next few paragraphs. If you need a refresher course, read on.
Tips for the Icewind Dale II adventurer
Wear Clothes: Do not play Icewind Dale II naked. C'mon, really. Keep your "Heart of Fury" where it belongs, no matter how hot that female halfling portrait is.
Stay Sober: It is not funny to intoxicate your Dreadmaster, then go into multiplayer games and start casting Finger of Deaths willy-nilly. Some players get really angry about this.
Read everything over at RPG Vault.
Icewind Dale II Screenshots
Posted Saturday, May 11, 2002 - 22:22 CET by Mollusken
A few new screenshots, showing the brand new game interface, have been released at the official Icewind Dale II site. Click here to view them all.

Last Week's Poll Results
Posted Saturday, May 11, 2002 - 20:30 CET by Sorcerer
What we asked:
Q: The NWN beta test will be beginning soon. An enormous number of people have signed up for it, and yet only a handful of people will actually get to test the game. How do you feel about this?
(290 votes total)
I never play betas so I couldn't care less (124) 43%
It's no big deal if I won't be able to play the beta (88) 30%
I'll cry like a baby if they don't let me play it (56) 19%
I'll be very disappointed if I don't get to play it (22) 8%
Heh, not that big of a disaster after all. 43%, a vast majority of all who voted, couldn't care less about the beta test of Neverwinter Nights, since they never beta test games anyway.
30%, the next big group of poll participants, is not very concerned about not being able to beta test the game either, stating that it's no big deal if they don't get to play it.
19% of those who voted, however, will be devastated and cry like babies if they are denied the pleasure of getting their hands on the game early.
8%, least of all, voted for being very disappointed if they won't get to play the beta.
Updated NWN System Requirements
Posted Thursday, May 9, 2002 - 21:46 CET by Mollusken
The system requirements for Neverwinter Nights have been updated, and it seems like we need something more than a box which can barely run the Infinity Engine games. You can view the full system requirements at the official NWN pages.
NWN Forum Update
Posted Thursday, May 9, 2002 - 16:39 CET by Z-Layrex
David Gaider, Designer
I have a case when an NPC calls for help. Now, I can certainly use the Create Object command, coupled with GetFactionAverageLevel to spawn appropriate enemies. Still, it would be cool to be able to trigger an encounter without the player actually entering the normal trigger area. No, the encounter system wouldn't do that for you. Encounters are just a very specific use of the triggers that sets up an encounter within that trigger based on a menu of creatures you provide and a difficulty level that spawns in the appropriate number/CR of creatures to the party/PC that activated the encounter.
Events? When events are triggered (whether on a module, a placeable object, or wherever), the most important part to using the event via script is being able to identify who or what triggered the event. Keep in mind that this is separate from the UserDefinedEvent... these are the events that are hard-coded into each individual object. You assign a script to that event and, when it is triggered, that script will run.
What are interiors like? Most of the interior tiles are pre-furnished with major furniture (beds, tables, some chairs, etc). The reason for this is so they can be accounted for in the walkmesh. Placeable objects can cause havoc on pathfinding... and while filling a room with them might look pretty, I wouldn't want to have an NPC who was trying to navigate amongst it all.
The only tile that is completely blank is a Castle Interior tile that is a 'stone room'. All the City Interior tiles at least have some furnishings in them.
As for the bed, the problem is actual dual: one, there is no 'lying down on the bed animation'. Combine this with the fact that the bed does not have a walk-mesh (it's a 'no-walk' area) makes it difficult to actually put someone on it. We had this same problem in BG... but there we also had an attribute you could apply to a sprite that allowed you to spawn it in overtop of a no-walk area (but you couldn't move it after that point).
Derek French, Assistant Producer
I was hoping for a better distinction between portals and new connections. For example, requiring a password to join a server, but allowing unchecked portals from a specific server. This would be useful for DMs needing to connect directly, but still force players to go through the gateway. The DM, having god-like powers on the servers they are able to log into, could connect to Server B and instantly move anywhere within that server. A DM in that 2 by 2 area isn't restricted in any way, because he has DM powers.
Bob McCabe, Designer
How does counter-spellcasting work? I actually did just this the other day. I was so proud.
Basically, I right-clicked off of the enemy spell-caster, radialed to counterspell, and then waited. When the wizard attempted to cast a spell that I recognized, and had, my wizard would begin casting as the enermy wizard did. At the end, his spell fizzled and I received the counterspell message.
Exclusive NWN Model at Sorcerer's Place
Posted Wednesday, May 8, 2002 - 23:52 CET by Sorcerer
You want exclusive stuff? How about this:

NWN PC Gamer Ad
Posted Wednesday, May 8, 2002 - 20:54 CET by Mollusken
A four pages Neverwinter Nights ad has been spotted in the new issue of PC Gamer. Click here to view the full ad.
Thanks to Neverwinter Vault for this one.
Icewind Dale 2 Interview at TFH Gaming.com
Posted Wednesday, May 8, 2002 - 19:26 CET by Sorcerer
The guys at TFH Gaming.com have let us know that they've posted an interview with Josh Sawyer of the Black Isle Studios fame. Here's a snip:
TFH Gaming: Can you give us any hints as to which areas or quests in IWD2 you think will stand out in player's minds (as the Underdark did in BG2)?
J.E. Sawyer: I think that the Western Pass, Black Raven Monastery, and Dragon's Eye will be particularly memorable, albeit troublesome, regions. The Western Pass and its sub areas contain some complex character interactions and a number of difficult puzzles. The Black Raven Monastery is a monastery full of fighting monks in the Spine of the World Mountains. The player has the option of beating the monks' heads in or taking on their "chambers of trials" to pass by. The return to Dragon's Eye is particularly bizarre. The first few levels have some tricky puzzles in them, but it's the last level that really takes the cake.
Check out the rest here.
Neverwinter Nights Forum Update
Posted Tuesday, May 7, 2002 - 23:41 CET by Arwen
Bob McCabe, Writing & Design:
Stealth mode and familiars: Q: If your rogue sorcerer hides in shadows and then possesses her/his familiar, does the character remain hidden? If so, does the character remain hidden? A:I just tried it in-game. I put my wizard into stealth, and then possessed my familiar. My wizard did not break stealth mode. I ran around as a panther (Feyna the Wonder Kitty) for a while, and watched as Mr. Wizard stood in place, in stealth mode. Afterward, I unpossessed my familiar. This caused stealth mode to break.
I think you can jump back in before anyone sees you, though, as it seems that there is some delay on the breaking of stealth...
David Gaider, Designer:
Stonecunning skill: Stonecunning: +2 to Search rolls when made underground.
Dwarves also get a racial +2 bonus to Lore, as well, incidentally.
Skill check bonuses for favored enemy: For favored enemy, you get +1 to damage, Listen, Spot and Taunt. That bonus goes up +1 for every 5 levels. (And, of course, you get extra selections later, too).
Animal companion levels: Rangers begin getting their animal companion at level 4 or 5 (I forget which). Druids begin getting theirs at level 1. Either way, the level of their animal companion stacks, yes... I just played a ranger who had just gotten his animal companion. When I leveled up, I took Druid, and the animal companion moved up a level, as well.
Factions: For one, each PC's faction is his party. If he's not a member of a party, then yes... he, himself, is a faction. As far as how other factions feel about an individual PC, that is 'Reaction'. Reaction is a rating that starts at the FR but changes according to an individual's actions.
As well, the ratings of faction to faction are NOT mutually inclusive. FactionA can be friendly to FactionB, but FactionB hostile to FactionA (a situation which would not last long if FactionB's members started killing FactionA's members).
As far as 'mixed' factions go, PC's are always members of their party faction... and that's it. The FR is how non-PC factions feel about the PC's and each other.
A party attacking Purple Dragon members would incur a small penalty to overall FR for each member killed. Those who have been attacked will have a hostile Reaction to all party members. You can script changes to Reaction and FR yourself, yes, but I wouldn't call that simple... it's not as customizeable as changing settings on a Module Wizard, for example.
Reactions are maintained individually and retained by the module. If a player is currently hostile with NPC A and logs off, when he returns he is still hostile with NPC A. The same applies to FR, although players with different FR's who band together in the party end up having a new 'party FR' somewhere in the middle (I might be wrong about this, but this is my understanding of what Sonya was talking about earlier in another post). So basically, if you team up with someone who is scum, you're not going to be looked on as highly, yourself.
Beyond that, yes... there are no functions for creating long-term player guilds in NWN as they exist in MMORPG's.
A PC does not 'join' an NPC faction. How that faction feels about the individual PC, however, determines their Reaction. If a PC 'joins' the Harpers and you set the Harpers to be Friendly to him... and when they are Friendly they defend him in combat and have dialogue that treats him as a member of their organization, THAT is how a PC 'joins' them.
The Faction system can be used to simulate a player joining an organization, but you have to get the idea of a player literally 'joining a Faction' in terms of the Faction system out of your head.
A PC is free to join any party he has been invited to, and may leave at any time.
As far as his relations with organizations in your game, that will be however you script their FR to the particular PC and the dialogue involved.
The Harpers on Server A are completely different from the Harpers on Server B. There is no 'Owner Faction' that crosses server boundaries... NWN is not set up that way, period. Like I said, it might be possible to communicate to the Server B that their relationship to the PC needs to chance when he portals to that Server, but that's something that you will have to figure out on your own.
Servers can share a vault and therefore have standardized filters to make player transfer easier, but there is no module-to-module communication beyond what you can script. Hopefully this is something that we can make easier for the PW crowd in the future.
I know these are a LOT of questions, but hey, just goes to show how unresolved/confusing the issue is.
Succubus: The succubus model is its demonic form... no wings, though. Originally the plan was to have bird & bat wings as selectable (so it could be either an erinyes or succubus), but it just couldn't be done properly (the wing issue has been mentioned before, I think, in regards to the humanoid models). The model was made demonic because a succubus trying to pass herself off as human would likely use a human model anyway, right?
It's definitely recognizeable as a demon, however... and insofar as showing demonic skin, I don't think anyone would mistake it as anything other than a succubus.
DM-ing large groups: 32 or 64 players or whatever is the physical limit on the server... which has nothing to do with the practical limit for how many you can run in your module.
If your module has a lot of automation and is specifically designed to handle a large number of players at once, then you may be able to get away with a larger number of players.
Same thing if you have more than one DM in the game... you'll likely be able to handle more players (depending on how well the DM's co-ordinate, I guess).
Beyond that, your average pick-up game will not be much different from your average PnP game. I might be able to fit 32 people in my living room... doesn't mean it's very feasible to DM them all in the same game at once. At least... not without a lot of preparation, right?
Can a magic item grant a weapon proficiency feat?: According to the list I just pulled up inside the toolset (I've never actually looked at it before, personally), the following is a list of bonus feats that are possible to be applied via an item property:
- Alertness
- Ambidexterity
- Cleave
- Combat Casting
- Dodge
- Extra Turning
- Knockdown
- Point Blank Shot
- Power Attack
- Spell Focus
- Spell Penetration
- Two-Weapon Fighting
So, as you can see, there isn't an item property that exists to grant a proficiency feat.
Derek French, Assistant Producer:
Can a server be set up to only accept portalling characters, and not direct (client initiated) connections?: No, but there is a super-easy workaround.
All modules must have a starting location. If I had 4 servers (A through D) each running one module of my world, I would make A my gateway server and hope that all people start through here. On the modules on the B though D servers, I would put the starting location in an almost empty 2 by 2 area with a portal to Server A. This way, even if they manage to connect to server B through D, they would end up at the gateway server, A.
Is that it, or did I miss a detail?
Spyware: No, version 1.09 of GameSpy Arcade that ships with NWN does not contain any spyware as certified by myself and AdAware. GameSpy Arcade install is NOT madatory and is NOT required to play NWN.
Icewind Dale II Preview at CG Online
Posted Tuesday, May 7, 2002 - 7:20 CET by Mollusken
Computergames Online has posted a short preview and a few screenshots from Icewind Dale II, which now has only three weeks left until release.
Don't head off to Old Navy for a set of mourning duds quite yet, though. Interplay isn't about to give up without a fight, and its chosen weapon is Icewind Dale II, a sequel to its well-received combat heavy Forgotten Realms game from 2000. Over the years, Interplay has taken good advantage of its access to BioWare's Infinity Engine, the venerable 2D role-playing game technology that powered the Baldur's Gate games, Planescape Torment, and Icewind Dale. Now, it's turning to a much-enhanced version for this latest game, due in May. Set a generation after the events in the original, it returns you once again to the mountainous region of the Ten Towns, and drops you in the middle of a growing threat to peace and prosperity.
Associate Producer Doug Avery outlines a host of changes that he hopes will set Icewind Dale II apart from its predecessors. Chief among these is the adoption of many rules from the 3rd Edition of Dungeons & Dragons. "We have implemented many of the 3rd Edition rules thus far and are adding more wherever possible," he says, noting that the team is converting all of the game's items, spells, and bonuses to the 3rd Edition rules as well. Gone are the infamous THAC0 and arcane armor class and saving throw calculations of the earlier Black Isle RPGs; this new project will use the 3rd Edition's streamlined system in each case. In addition to combat, experience, and leveling rules from the 3rd Edition, Black Isle is also upgraded magic. "We are also using the 3rd Edition spells and their effects as opposed to the second edition ones used in all past Infinity Engine games," says Avery.
Read everything at CG Online.
Icewind Dale II Forum Update
Posted Monday, May 6, 2002 - 22:27 CET by Tiamat
Feargus Urquhart, President - Black Isle Studios
Weapon specialization: It works the same way in IWD2. You need to have 4 levels of Fighter to get Weapon Specialization, not just some levels of Fighter and other levels from other classes that add up to 4.
Darren Monahan, Producer
Helms and critical hits: Nope – helmets in IWD2 don't protect you from critical hits like they did in BG or IWD. We also didn't hack critters that are immune to critical hits, we added a nice little flag for that in our creature files.
Paladins of Ilmater: If you multiclass into a Cleric of Ilmater, then yes, you would get the domain spells, but unfortunately Paladins of Ilmater on their own do not get special domain spells. After multiclassing this way, when you go to your spellbook, you'll see three tabs: one for Cleric, one for Domain, and one for Paladin spells.
Dave Maldonado, Designer
Duergar Tidbits: Duergar "generics" tend come in three flavors: hammer-heftin' male warriors, crossbow-carryin' female bolters, and the oh-so-grumpy clerics of Laduguer, dour-faced Duergar Deity of Grumpiness (well not really, but he might as well be).
Do helms protect from critical hits? Helmets no longer protect from critical hits. As in 3E, they are considered just "part of the armor" unless they're magic.
Creeping Doom: It's currently the same.
Bard-Only Feats: This list was recently modified - currently only Lingering Song and Heroic Inspiration (previously a Skald ability) are "bard exclusive.
Number of Feats: There's between 60-70 right now, not counting the various weapon specialization and focus feats.
Traps: I don't have a handy table listing the every single trap in the game's Detect and Disarm rating, but the worst they get on the "balancing guidelines" sheet makes for DC's of 18-28 in the final areas. There are always exceptions to such, of course.
There is a random element; the PC "rolls" a 1d20 and adds his or her total skill (so plus statistics and item bonuses, etc.); meeting or beating the trap's DC means YOU = WINNER.
Stoneskin: The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/+5 (it ignores the first 10 points of damage, though a weapon with a +5 enhancement bonus or any magical attack bypasses the reduction). Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged. This is how it currently works. However, there is the intent to switch it over to "10/everything" when possible.
Multiclass BaB: It appears that those wacky programmers finally got them stacking; a 3rd/2nd Barbarian/Fighter has a BAB of 5, for instance. Yey!
Summoning Elementals: Currently E, A, F, & W, and the spell's now called "Elemental Legion."
Shapeshifting: I will say that the shambler form is available as feat. The prereq is currently eight levels o' druid. There are a few more "extra forms" in there, too, but not werewolf.
High-Level Spell Progression Chart:
BARD
20 4 4 4 4 4 4 0 0
21 4 4 4 4 4 4 1 0
22 4 4 4 4 4 4 1 0
23 4 4 4 4 4 4 2 0
24 4 4 4 4 4 4 3 0
25 5 4 4 4 4 4 4 0
26 5 5 4 4 4 4 4 1
27 5 5 5 4 4 4 4 2
28 5 5 5 5 4 4 4 3
29 5 5 5 5 5 4 4 4
30 5 5 5 5 5 5 4 4
PALADIN/RANGER
20 3 3 3 3 0 0
21 4 3 3 3 1 0
22 4 3 3 3 1 0
23 4 4 3 3 1 0
24 4 4 4 3 1 0
25 4 4 4 4 1 0
26 4 4 4 4 2 0
27 5 4 4 4 2 0
28 5 5 4 4 2 0
29 5 5 5 4 2 1
30 5 5 5 5 3 1
CLERIC/DRUID
20 5 5 5 5 5 4 4 4 4
21 6 5 5 5 5 5 4 4 4
22 6 5 5 5 5 5 4 4 4
23 6 6 5 5 5 5 5 4 4
24 6 6 5 5 5 5 5 5 4
25 6 6 6 5 5 5 5 5 4
26 6 6 6 5 5 5 5 5 5
27 6 6 6 6 5 5 5 5 5
28 7 6 6 6 5 5 5 5 5
29 7 6 6 6 6 5 5 5 5
30 7 7 6 6 6 5 5 5 5
SORCERER
20 6 6 6 6 6 6 6 6 6
21 7 6 6 6 6 6 6 6 6
22 7 6 6 6 6 6 6 6 6
23 7 7 6 6 6 6 6 6 6
24 7 7 6 6 6 6 6 6 6
25 7 7 7 6 6 6 6 6 6
26 7 7 7 6 6 6 6 6 6
27 7 7 7 7 6 6 6 6 6
28 8 7 7 7 6 6 6 6 6
29 8 7 7 7 7 6 6 6 6
30 8 8 7 7 7 6 6 6 6
WIZARD
20 4 4 4 4 4 4 4 4 4
21 5 4 4 4 4 4 4 4 4
22 5 4 4 4 4 4 4 4 4
23 5 5 4 4 4 4 4 4 4
24 5 5 4 4 4 4 4 4 4
25 5 5 5 4 4 4 4 4 4
26 5 5 5 4 4 4 4 4 4
27 5 5 5 5 4 4 4 4 4
28 5 5 5 5 4 4 4 4 4
29 5 5 5 5 5 4 4 4 4
30 5 5 5 5 5 4 4 4 4
Druid Alignment Restrictions: Yes: N, NG, or NE.
Monster AI attacking other party members across the map if the attacker goes invisible: Depends on how the area's scripted. Much of the pre-fight scripting/AI will be very similar to IWD/HOW; it's the in-fight stuff that's been fiddled with the most.
Goblin Avatar: The goblin avatar colors haven't changed.
Malarites avatar: The Malarites use the Curst Townie avatar, as did Blackrose.
Interface dropping: The interface doesn't drop by the left or right half; it drops by the upper (portraits & customizable buttons) or lower bar (dialog box and interface buttons), or both.
Are there random encounters? No. And if there were, I certainly wouldn't tell everyone about them here and spoil the delight of coming upon it themselves.
Planescape: Torment Connections: Aside from some creature avatars, no, I don't think so.
Robes as armor: Plate mail that's as light as leather still isn't as flexible (and thus arguably shouldn't allow the virtual feats), and junk like elven chain or whatever should be considered "light armor" in the engine (e.g. we set it up so that the game thinks they're just robes with a good AC bonus or something).
Dispel Magic: Currently, I believe an enemy may make a Will save in order to resist having his, her, or its affects removed. It doesn't take the caster or casting levels of the various effects into account - I'm not sure if that'd even be possible within the engine. That is, I think that once the effect hits and is determined and applied, it's not really tied to the original spell or caster.
Spellcraft: Whenever an NPC starts to cast a spell, any PC in line of sight with the Spellcraft skill makes a check to determine what the coming spell will be.
New potions: There's the occasionally wacky thing like "iron rations" (which are basically minor healing potions), but nothing major or significantly game-play affecting.
Item distribution: The item distribution is still being tweaked, so I couldn't say at the moment. I don't think there are an exceptional number of "caster" items, though... most creatures that have them expend them (on your party!) before adventurers can get their grubby little hands on them, but there is a pretty wide variety and many are available in stores.
Doug Avery, Associate Producer
CD number: We are trying to get everything to fit on 2 CDs. Let me re-iterate that. We are TRYING to get everything to fit on 2 CDs. It is looking more like it will be three, but Darren may have a few tricks up his sleeve to make it fit on two.
Will there be new weapon types? There will be no "new" weapons, but there are new variants of existing weapons. For example, we have implemented throwing hammers as weapons now.
Hammers: The hammers are not all magical and can be bought in stores. They do use the axe animation, but it is a pretty quick animation and it works well for either weapon.
Chad Nicholas, Sciptor
Script Speed: Right now it's like IwD1. I'm not sure if we're going to have enough time to look into this before we ship.
Heart of Fury: You can always start a new game in HoF after beating the game, and use the character arbitration screen to make a party of newbies
Can clerics cast heal when you rest? It's be nice, but the difference is only between: "You have rested for 16 hours." and: "You have rested for 8 hours." It's not like it will seriously affect your clerics power or usefulness in your party.
Can your cleric not have a domain? You must choose a domain.
TCP vs. UDP: TCP is terrible for games. When you send a UDP packet, you can forget