Neverwinter Nights Forum News
Posted Sunday, August 31, 2003 - 17:41 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
David Gaider, Designer
Online Gaming: As said above, lag can happen because of many reasons, most of them tied to the way a module is designed and what machine it does run on (how many areas, how large areas, how many heartbeats, how many different models, how many player engaged in what activity, how much user created content, how well are the scripts coded, how many cpu controlled creatures, how much memory on the server, how much bandwith on the server, what CPU on the server, network latency on the servers internet connections, how many visual effects going on ...., how fast is the client machine, how well is the client machine connected to the internet, ..., how many third party applications running, network firewall/packetfilter involved...)
The list is endless, and most issues boil down to the realm of the creator of the PW and the players. NWN is not, was not and will never be a "build your own PW" game, its "build your own FR module". We can not officially support PWs because NWN was not created with them in mind in the first place. This does not mean PWs can not be done, but it does mean that you can not expect a player designed PW to run as fast as a small scale adventure module without investing a great deal of time and utilitzing design and scripting techniques aiming on reducing lag/optimizing a module for a high number of players. The Live team will fix bugs affecting any kind of multiplayer problem when brought to their attention and when they have enough information to figure out what is going on. Finally HotU will add quite a few very powerful new functions to the scripting language, but many of those come at a cost. When used in a large scale, they may degrade performance. Any new event added costs performance (i.e. OnEquip) because there is now code running at times when the CPU was idle before.
Scripting Wishlist: Talking about hordes.
Sure:
- int GetLastSpellCastClass(); (spell scripts)
Probable:
- int GetSpellResistance(object oTarget);
- int GetObjectIsInLOS(object oObject);
Workaround
- int GetSpellCastLevel(); (can be looked up in 2da)
- int GetCanDamageObject(object oTarget); (could be scripted by examining item properties)
- int GetDamageReductionVersus(object oTarget, int iPower, int iMaxDamage); (could be scripted by examining item properties).
Unlikely because of engine limitations:
- void SetUseable(object oPlaceable, int iUseable);
- void GetUseable(object oPlaceable);
- void SetStatic(object oPlaceable, int iUseable);
- void GetStatic(object oPlaceable);
Unlikely because of the way the game works:
- int GetPathToObjectValid(object oTarget, object oWalker = OBJECT_SELF); (and maybe one for locations, of course).
Unlikely because it can be done via scripting:
- void CopyInventoryTo(object oCopyFrom, object oCopyTo);
... plus a way to override the DetermineCombatRound script with your own scripts at runtime. Hacktastic
Ah, and
Workaround
int GetIsImmuneToSpell(object oTarget, int iSpell);
(can be scripted by examining item properties)
Multiple Henchman: Not initially, a module has to be created with that option activated. Not sure if there are any plans to modify the previous campaigns for that. NWN and SoU are balanced for 1 henchman, you can not just plug in another one without breaking that balance.
Temple of Elemental Evil Forum Highlights
Posted Saturday, August 30, 2003 - 22:20 CET by Gopher
Here are recent Temple of Elemental Evil forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Huy Nguyen, Interface and Magic
Quote: They [Troika] have decided to limit the player's capability to create the party/character they want for no real reason. IMO. I never play any of the damn games until I can find a hack program to make the party up the way *I* want it to be.
IIRC, the gold box AD&D games allowed you to "modify" your characters, so you could create characters and modify them to all 18's, 18/100, or whatever (racial and gender limits not withstanding).
Btw, obviously it's not Troika's system per se; It's D&D 3.0/3.5 rules... but yes, we're actually "breaking rules" already by allowing unlimited rerolls (and yes, the DMG 25 point buy method is in). Rerolls and choice in generation method were considered enough flexibility for most gamers; anything else, well, you'd have to ask WoTC about their rules system.
As a design decision, you could argue if that we're already allowing multiple rerolls, why not just have 200+ point buy or whatever - if it makes you feel any better, I fought to get the different DMG point buy start values in the game (28, 32, etc - called "high-powered campaigns" or something?), but they didn't make it in in time, unfortunately, as other parts of the game were deemed more important to work on and get into the game.
We'll all have to live with it... I understand the frustration, despite the undertones of your first post, but what's implemented right now should be more than satisfactory (we hope).
Anyways, just like rolling the bones in PnP - there is some tactile feel (for some people) with rolling the character and finally getting the scores that you want... granted, if the rerolling is tedious, it just plain sucks. I hated rerolling characters in like wizardry, which required you to go thru the entire creation process before letting you reroll - god that was awful. Finally rewarding, but awful to go through (wiz6 and wiz7 i think).
Quote: Will corpses remaim on the ground after they are killed?
Slain enemies' bodies stay on the ground and decay over time once you leave the area. Items carried drop to the ground. NPC's do not pick items up off the ground either. It was ruled 'not fun' - play arcanum (again) and relive the frustration.
Quote: A fairly simple fix (I think) would be to just give a penalty to all creatures without low-light/darkvision in areas of near darkness or total darkness. Couldn't that be done? If so, it'd make half elves more of a viable option again.
Actually, the easiest fix to dynamic lighting and its effects on characters is to not worry about it at all ...which, unfortunately, are the kinds of design/implementation decisions that have to be made on this kind of game and its engine, given the time constraints of the schedule.
Trust me, there isn't anyone on the team who wouldn't enjoy at least another year or so to include all the features that we wanted, but couldn't include!
A design issue all in itself is the question of visibility when given that your viewpoint of the game world as a player, is from the entire party, not any particular character. I don't want to get into it too much, but i'm sure you can imagine the situations that arise when you have one character who cannot see, and others in the party who can - how do you properly relay that information to the player in the best way that best approaches gameplay and game-world immersion?
Definitely open to much discussion, probably with many examples from other games that successful/unsuccessfully handle this; so it was decided that this is the way it is. And the game doesn't suffer too terribly much at all because of it, in my opinion.
In-Game Tutorials Suck!
Our tutorial is "out of game" - i.e. You select tutorial from the main menu and it has no bearing on any games you start. And IIRC, all the NPC tutorial dialog is written in character. The actual tutorial aspect is handled by popup window prompts, and they are in terms of gameplay. For example:
An NPC you meet will tell you that she needs to memorize spells before continuing - she says it in dialog, something like "i must rest so i can recover and cast spells" (or something to that effect).
After the dialog is concluded, you will then get the popup that tells you how to do this in gameplay terms. And no, these tutorial popups do not occur in-game. Although you can always manually open the help screen to get D&D 3E and gameplay information.
Does Temple of Elemental Evil have Gary Gygax's approval?
Not necessarily "approval", but mistah Tim Cain and Gary Gygax talked over the phone and corresponded several times, mainly to go over the finer points of the module and clarify plotlines/ideas/characters/etc and to reaffirm some conclusions/assumptions that tim had made as a DM of the module (several times) in his own PnP campaigns, IIRC.
Mr. Gygax was quite amiable and gracious by all accounts. (This is from memory, so don't quote me) he said that he wasn't that much of a computer gamer, but that his nephews or sons (I think? Can't remember) are, and all were looking forward to play ToEE. Sounds like we have to send him a free copy of the game, hehe.
Steve Moret, Lead Programmer
Is it possible to make it so that the blood from enemies doesn't fade away?
I'm guessing one could crack the .dat files, find the particle system associated with it, and mark the particles as perminent, but then performance would chug as every blood particle never expired and just stayed in the engine.
Chris Glenn, Concept Artist
ToEE's Portraits look poo! Can I use my own?
Visceris's original statement is true, alot of the portraits from the original screenshots are ass. They were portraits I did about 18 months ago when I didn't know what I was doing. Unfortunately, I wasn't able to do new portraits until much much later, so alot of the screenshots always had the "old and busted" portraits. Rest assured they have all been redone and look much better and more consistent.
Also, when the game is on shelves, I will post on my website instructions on how to import your own portraits. Fear not people.
Temple of Elemental Evil Screenshots at GameBanshee
Posted Saturday, August 30, 2003 - 19:04 CET by Veldrin
GameBanshee has added 3 new screenshots to its Temple of Elemental Evil Screenshots of the week feature. They can be seen here.
Neverwinter Nights Forum News
Posted Saturday, August 30, 2003 - 18:57 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Georg Zoeller, Designer
Time Graph Readouts: Green is Graphics Engine, Red scripting, if I remember correctly. Graphics can be optimized by using only a few different creature appearances for each area as well as using the premade appearances contrary to creatures with custom appearances. Red can be brought down by removing unneccessary events (i.e. On Perception perception) from creatures who fight in huge groups as well as by minimizing the number of different heartbeats and delayed commands. SetAILevel() also helps.
Heartbeat Scripts: Indeed, using a heartbeat is in most cases better than most of those complex, recursive pseudo heartbeat solutions people came up with...A module heartbeat script does not necessarily decrease your module performance if it is well coded and cached in the module properties. The ##timegraph 1 console command can help you debug how much cpu power is consumed by your scripts. Short: Heartbeats are not evil if coded well and used only for the essential tasks that can not be run on other events.
David Gaider, Designer
Visual Effects: Do you mean a "visual effect" property... so that you can make a sword all glowy without it being tied to Holy Damage? Yes, I believe that is in. There's no extra effects that I'm aware of, but all the currently-existing visual effects can be assigned (and no doubt the community will expand that list a bit).
Quote: -Gender specific restrictions and/or damage modifiers
No, we won't have these. However I believe there is a plan for some properties/events that may allow you to script this (and, indeed, just about any effect or property you can write a script for).
-The ability to assign 'OnUseUniquePower', 'OnEquip' and 'OnUnequip' scripting to an item so that it could use this function in modules other than the one it is in.
OnEquip and OnUnEquip are probably in... but these will ALWAYS be events at the module level. You cannot assign a script to an item, and nor would that be a good idea (you want someone bringing strange scripts into your module? Probably not...).
Quote: -Level restrictions that are reduced by penalties
We had these and removed them as they were too easily abused by applying penalties that either would never arise in that module or did not affect the character that planned on using them. They did not serve the function they were intended for, then, and so will likely never be restored.
Quote: -A query button in the toolset that allows you to check what an effect does before you apply it to a weapon.
An interesting idea.
Quote: -Properties such as 'Mithril' and 'Elven Chain' that can be assigned in the same manner as 'Holy Avenger'
We are hoping to get an "Arcane Failure modification" armor property, but that's about as far as this would go.
Quote: I agree. At present there is no point in cursed items.
I believe the plan is for a 'cursed' checkbox with does not allow a player to drop an item... not to mention more power to script items to, say, give them hidden effects which are not listed on the item's Examine sheet. That should allow a DM to make properly cursed items, indeed, I'd think.
Quote: I think what is being asked Georg, is will HotU allow mod builders to add the VFX to a weapon without having to add tremendous magical effects.
Yes.
Quote: oka im confussed so are we going to get to choose how are weapons glow know with what ever color we want or no we are not . we really need to be able to and the acid and cold colors need to not drip off our blades.
No... you are not going to get to choose how your weapons glow. The old effects are available to be assigned, but no new ones have been made (which is what multiple glow colors would require). And the acid/cold effects still drip as they always have. It may be possible that the custom content community could alter current effects or make new glow colors for use after release, I really don't know. But there you have it.
Derek French, Assistant Producer
Patch 1.32: Bad News. We found an issue with the 1.32 Beta 1 yesterday and we are not able to release it yet. Tuesday, Sep 2nd would be the soonest now. Sorry for the hassle.
Neverwinter Nights Forum News
Posted Friday, August 29, 2003 - 17:15 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Don Moar, Tools Programmer
Bug Priorities: As I've already said, problems with classic and classic + xp compatibility need to be fixed ASAP. Also, I'm not just talking about the player needing to make sure that they've updated to the latest version. The builder is also responsible to ensure that their modules continue work with each update. There is no way we can guarantee that changes made in an update won't screw up some aspect of your module built using a previous version of the game. In the meantime, as Albereth and BaadFOOd already suggested:
1. Create a dual install of nwn and nwn/sou.
2. Open your module in the nwn version.
3. Save and compile local copies of the nw_c2_default* and nw_o2_default scripts.
4. Save your module.
5. Play it in nwn/sou to confirm that the waypoint walking and secret door detection works again.
6. Double check to make sure that nothing else is broken.
I've already confirmed that doing the above steps, corrects the test module I created earlier. As far as why things were changed / removed or whatever, I can't comment on it since I don't know what actually happened and neither do you. Calling the person responsible a fool is a ridiculus and useless comment that I would have thought beneath the majority of builders on this forum. In my experience, people don't do things that they know are mistakes, they do them because they seem like a reasonable solution to a different problem (or partial problem) and failed to take into account _all_ the possible consequences. In a game as complex as NWN, I don't think _anyone_ on the development team can claim to know _all_ the possible consequences of each change. Yes, there are meetings and discussions to try to avoid problems like this but they will still happen. It's been said before, but as builders on an evolving product, you are actually participating in the game development process. As such, you are vulnerable to the same kinds of compatibility problems as our internal designers. There's no way around it except to simply stop making any changes at all and I don't think anyone really wants that.
David Gaider, Designer
Visual Effects: Yup. There is now a colourless "ghost" version of the ethereal vfx thing... they just become mostly transparent without becoming all glowy.
Quote: Is it possible to add more "wing types" to the wings.2da then, to create more options of wings for ourselvs, much like creating new body parts?
*shrugs* I dunno. Probably. You boys are smart, you'll figure it out. And there are 6 wing models, as I recall, not 3.
Georg Zoeller, Designer
Epic Levels: There is a difference between whining and customer demand. Epic levels were wanted by the far majority of players. The crowd on the board here is a very small faction of the overall NWN audience, through a vocal one. We have to make a game for everyone, not the loudest guys on the board here. If the question was Epic Levels or Archmage, the answer would be Epic Levels. This does not mean the community here has no influence on our games, but that influence is somewhat limited by the big picture...Short: Whine as you like, it will not affect design decisions.
Archmage: No Archmages in HotU. This is not going to change. Challenges do not work here
Hordes of the Underdark Preview at Silven Crossroads
Posted Friday, August 29, 2003 - 1:41 CET by Veldrin
Silven Crossroads has posted a small preview of Hordes of the Underdark. Here is a clip:
Hordes of the Underdark is the next official expansion for Bioware’s popular Neverwinter Nights. It includes a number of new features to impress, interest, challenge and maybe even exasperate fans as they adventure into yet another new campaign set against the backdrop of Neverwinter Nights. Many gamers are anxious to see this expansion which includes the much-anticipated epic character levels, allowing characters to progress to Level 40. It will include new tiles sets, new monsters, new feats, new spells and a host of other enhancements.
See it all here.
Neverwinter Nights Forum News
Posted Friday, August 29, 2003 - 1:36 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Don Moar, Tools Programmer
Module Creation: I think there are three issues here, Av:
1. Creating a module that is not flagged as requiring an expansion while having the expansion installed.
2. Compatibility issues between different versions of the game.
3. Compatibility issues between classic and classic + xp installs (both at the same version - say 1.31).
In the first case, there are a couple of options such as dual install or manually editing the module.ifo file using the erf and gff editors available from the For Developers section of the community site. They're not perfect solutions, but they get the job done. In the second case, compatibility issues between different versions of the game are a fact of life. If something changes between 1.29 and 1.31 that changes how your module works, you're going to have to take the time and update it. Backwards compatibility of this nature cannot be completely guaranteed. Finally, in the third case, with the exception of the new game resources (tilesets, creatures, place-ables, etc.) that's a problem and should be fixed. I have a dual NWN / NWN + SoU install on my home machine (I'm currently on vacation), updated to 1.31 and tested each of the problems you listed in both your posts in a new module I created using the original NWN (1.31):
1. Cross-area waypoint-walking worked in NWN but not NWN + SoU
2. Secret doors worked in NWN but does not appear to in NWN + SoU.
3. Custom factions work in both.
4. Posts work in both.
So, there are still problems with some of the features in the game that may impact a module's ability to be created in the original game and played in an expansion. These will hopefully be corrected soon and once they are, the module builder will be able to create their original NWN module and play it on any server. In the long term, it will not require the module builder to redo their original NWN module (using only original NWN resources) for each install option (NWN, NWN/SoU, NWN/HotU, NWN/SoU/HotU).
Georg Zoeller, Designer
Beholder AI: Beholders are likely to run their own mini AI scripts.
Levels: Each additional level costs time to implement, time for data entry, time for creating familiars and associate templates, etc. 40 is enough.
Quote: I wasn't too clear on flame weapon. The description mentions if the main weapon is magical or has any spell effect, the off-hand weapon is affected by flame weapon instead. Does this mean flame weapon will only work on plain, non-magical weapons? Or is it only in the case of dual wielding?
You can target a specific weapon, or a creature. If you target a creature, the first hand weapon is affected. If that weapon is not valid for any reason (i.e. not a melee weapon, no weapon equipped or even already flaming), the weapon in the offhand is affected. Thats basically how those spells work.
Quote: Thanks Georg. More specifically though, will it affect magical weapons? The description may be ambiguous on that, "If you or your target dual-wield and your main weapon either is magical or has some spell cast on it, this spell will target the off-hand weapon."
I am not sure, but I think the spell might work on magical weapons as long as they are not flaming.
Derek French, Assistant Producer
Petition: Thanks a bunch for not doing the petition on our forums. They are treated as spam and are locked. I would like to call out some points that I will expand upon later as time permits.
- 1.32 will be coming out very soon as an emergency patch to address a server crash exploit. We will not be giving any more details than that about the exploit.
- 1.33 is the planned update to fix the introduced DM Client issues. Originally 1.32 was the target, but the server crash exploit forced us to rechedule.
- Petitions have absolutely no effect on how we prioritize bugs in NWN. The petition just reaffirms to us just how much you guys care about our game.
- almost all of the DM bugs listed in that petition are already in our bug database and slated to be fixed in 1.33
Patch 1.32: We are just doing some final testing. Hopefully, we will have the Beta for you tomorrow (Thurs).
Quote: Thanks Derek. What's the BW position on publicly posting the list of valid bugs submitted by users? This would save BW and the user community much time and frustration
That actually doesn't save us any time as it turns into one more thing to maintain. We already have enough things on our plate that adding a non-bug fixing task to it would just take away from us fixing bugs.
Quote: Why wouldn’t you try and clean up a few of the DM client bugs with 1.32 beta?
Because each new fix added, adds time to make, time to test, and simply more time. If we do, the 1.32 Update won't come out in Beta this week and the servers are crashing right now.
Quote: I mean is it possible to actually make the code any worse?
Yes. By rushing something like this, things will get worse. So we are going to take our time and do it right in 1.33
Quote: Who know at least by making an attempt to look at them you might actually make people happy, isn’t that what you want?
No. We don't want to make people happy. We want to fix bugs and other issues. If by doing that people get happy, then that is good.
Patch 1.32: Hi there. We have been made aware of a server crash exploit today and we are preparing the 1.32 Update to address this. The first Beta should be sometime this week. Due to the sensitive nature of all exploits, we won't be providing you any details on the issue. The DM Client issues as well as other bugs that were originally scheduled for being fixed in 1.32 have been moved to 1.33.
Quote: And is it going to address the problem of what looks like people being able to load hacked characters in Server Vault servers. Currently there is one running around on Mystara with 255 stats. He was apparently seen on Dragon Coast as well. Is Enforce Legal Characters turned on? If not, then it's not a bug.
Correct. The only way we can duplilcate this, is by turning off ELC. If you have it off, then you need to script checks when the character enters your world.
David Gaider, Designer
HotU Roleplaying: A "richer roleplaying experience". From the ability to be a gold elf, or a shield dwarf instead of just an elf or dwarf. Really. It makes that much of a difference in the roleplaying. Somehow I just don't buy it. And insofar as this Underdark adventure being the "perfect place" to play a drow... how so? Either your drow character is tapped for the mission because of supposed knowledge of the Underdark (which the player may not have) or the mission involves infiltrating a drow city (which then would make sense, but isn't the case). Otherwise it's just a drow going in to do what any other character would be doing... except in this case the setting is the Underdark, Underdark NPC's would have to react completely differently (what fun! entirely new dialogue for a subrace), and you would maybe lose the character in the dark screens but for that blazing white hair. So, no... HotU is not inherently a better place to implement subraces than anyplace else and we're not changing our minds.
Quote: Does this mean that you cannot change wing colour independantly (so that they correspond to skin colour) or that there is a single generic colour for all wings? Sorry to pester you!
You cannot change the colour of the wings at all. Each wing model has its corresponding colour... so if the "dragon wing" model is red, for instance, it is always red regardless of the skin colour of the model it's been placed on.
Last Week's Poll's Results
Posted Thursday, August 28, 2003 - 14:49 CET by Sorcerer
What we asked:
Q: Do you have higher expectations of the second Neverwinter Nights expansion, Hordes of the Underdark, than of the first one (Shadows of Undrentide)?
(207 votes total)
Yes, higher (135) 65%
Approximately the same (54) 26%
No, lower (18) 9%
It appears that the majority of those who voted (65%) feel that Shadows of Undrentide was just an expansion to tide us over till Hordes of the Underdark, the second Neverwinter Nights expansion, is released. Naturally, they have higher expectations of HotU.
26% of poll participants expect HotU to deliver approximately the same as SoU did.
Only 9% of all who participated in poll have lower expectations of Hordes of the Underdark than of Shadows of Undrentide.
Neverwinter Wednesday
Posted Thursday, August 28, 2003 - 13:24 CET by Sorcerer
Another week's around and here are the latest NWN Wednesday goodies:
Hordes Treats!
Several Hordes of the Underdark goodies have been unchained for you to feast on. Several spells, including the fiery Flame Weapon have been posted up, and some cool screenshots have been added to the gallery. In addition, 3 new feats have been released to fansites - you can find a list of participating sites here! Discuss.
Easter Eggs Updated
The BioWare Game Secrets section has been updated with some new easter eggs! Console commands have been added for Neverwinter Nights and Shadows of Undrentide (try out "dm_cowsfromhell"!) and an infinite Light Side point loop has been added for Knights of the Old Republic. Discuss.
Neverwinter Nights Forum News
Posted Wednesday, August 27, 2003 - 17:35 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Brent Knowles, Co Lead Designer
Prestige Classes: We were unable to use the Divine Champion because we needed this cleric/paladin prestige class to be able to be a 10-level prestige classes (unlike the 5-level prestige class, Harper Scout). WOTC could not grant approval of a 5-level Divine Champion but they approved the 10-level Champion of Torm (which is basically a 10-level Divine Champion). None of the powers are "Torm specific", so its still a very generic, versatile class. Red Dragon Disciple - Has no alignment restriction (just because daddy dragon was evil doesn't mean you became evil). This is an art limitation -- we don't have the resources to create multiple wing/breath weapon colors. This might be something down the road that we could add to in updates to give more flavor (i.e., bonus White Dragon prestige class), but that would be up to the live team.
WOTC could not approve a *10-level* Divine Champion as it went against their PnP description. They approved the 10-level Champion of Torm. We did not want to add another 5-level prestige class since they cannot take epic levels.
David Gaider, Designer
Succubus: The succubus model still has her wing node from waaay back when we had originally begun to set up the optional wing feature. So, yes... I believe that you should be able to slap some wings on that puppy, if you so choose.
Wings: The PC models will all have wing nodes, but only some of the creatures will. Should a wing node be added to a model by the community, then yes... I assume you could add the wings to it just like the succubus (though there might be something you need to add to the 2da for sizing, I don't know).
Nope. I'm pretty sure it's just there for the DD PrC, though you can make some pretty interesting-looking NPC's out of the wing selection.
Quote: David, any word on whether or not that got fixed up and/or working for HoU?
Tails? Maaaaaybe. As for the wing selection, yes... it's added into an Appearance tab in the toolset that is greyed-out unless a wing node is present.
Quote: In particular I am looking for any of these:
* OnEquip/OnUnequip scripting hooks
* Changes to the merchant system (e.g. no identify, etc.)
* Ability to use .tlk entries in haks
* Ability to limit races/classes during character generation via .2da files (this currently works only on level up)
* Ability to limit a player's inventory size
* Ability to edit the AC, Spell Failure and AC penalties
* New item properties (gender limitation, etc)
About half of these are, indeed, included with HotU (and are already in our builds, in fact). We probably won't be talking about them just yet. Look for more info in future NW Wednesdays.
3 New Hordes of the Underdark Feats Revealed
Posted Wednesday, August 27, 2003 - 13:07 CET by Sorcerer
3 new HotU feats were exclusively made available to Neverwinter Nights fansites by BioWare. They offer a sneak peek at what is to come in the second NWN expansion, so check them out:
Energy Resistance
Your natural affinity for a specific energy in this world has blossomed with experience and training into a distinct advantage over your opponents…and to your own companions dismay when they realize that they do not share your gifts.
Each different form of energy must be taken separately Acid, Cold, Electricity, Fire, Sonic
Type of Feat: Defensive
Prerequisite: 21st level
Specifics: The character gains resistance 10 to the specific type of energy named form of damage. This feat may be taken multiple times, to a maximum of 100.
Use: Automatic.
Player Note: As your levels move higher and higher so to the chance that you may be called on to travel to areas that are inhospitable and even deadly to unprotected travelers.
Great Char, Con, Dex, Int, Str or Wis
You have realized that all the training in the world cannot exceed one thing: your natural limits. As impossible as it seems you must better yourself before you can continue to better your skills. You have selected what is the most important to you and have turned you mind and body to breaking through your own borders for enlightenment.
Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +1 to their chosen ability. This may be taken multiple times, to a maximum of +10.
Use: Automatic.
Player Note: The benefit of increasing your natural attributes cannot be underestimated but if this is the best use of feat must also be considered as feats are precious, few and far apart.
Whirlwind Attack
Lesser opponents think that numbers will give them some sort of advantage when facing your prowess. Little do they know that by massing around you all they are doing is placing themselves in a more convenient location to strike. You have learned how to move from one opponent to the next without breaking stride to watch their horrified faces.
Type of Feat: General
Prerequisite: Intelligence 13+, Expertise, Dexterity 13+, Dodge, Mobility, base attack of +4 or higher and Spring Attack.
Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against each opponent within 5 feet.
Use: Selected.
Player Note: Crowds of minions should not be a problem when you need to move on to greater foes. This attack will make sure you keep your more dire appointments.
Dungeons & Dragons Online Update at GameSpot
Posted Tuesday, August 26, 2003 - 18:14 CET by Veldrin
GameSpot has posted an update about Turbine's up and coming Dungeons & Dragons Online. Here's a clip:
According to Anderson, Dungeons & Dragons Online will emphasize "the three C's: content, combat, and community." The new game will be the first to use an all-new fantasy world conceived for the recently-released 3.5-Edition Dungeons & Dragons world. You'll be able to create characters from four main races: humans, halflings, dwarves, and elves, and Turbine intends to implement all the standard 3.5-Edition character classes, such as barbarians, sorcerers, and rogues.
Read it all here.
Neverwinter Nights Forum News
Posted Tuesday, August 26, 2003 - 18:08 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Derek French, Assistant Producer
Scripting: The problem with the double scanning of the list is that it greatly reduces the number of items that can be placed in a chest. We only have a budget of 20k instructions before we get a TMI. Thus the idea of making a quick lookup table is nice since it avoids a second scan.
Let me reiterate here. If you have a script that includes this script that has been modified, then the script that includes must be recompiled. Also, if you have a chest or NPC that is using a standard BioWare script that includes that script, then it must be included in your module and also recompiled. To include a standard script in your module, bring it up in the script editor and save it, a copy will be made in your module.
Patch 1.32: Hi there. We have been made aware of a server crash exploit today and we are preparing the 1.32 Update to address this. The first Beta should be sometime this week. Due to the sensitive nature of all exploits, we won't be providing you any details on the issue. The DM Client issues as well as other bugs that were originally scheduled for being fixed in 1.32 have been moved to 1.33.
Tom Ohle, Communications Associate
Shifter: There is no Plane Shifter in Hordes... there is, however, a Shifter.
David Gaider, Designer
HotU Henchman: You aren't forced to take two henchmen with you. And, incidentally, weren't you the one posting about how HotU was certain to disappoint you? And now having two henchmen is not a boon but double the aggravation? Why do you play these games, anyway? Is this some masochistic impulse thing I really don't want to know about? Incidentally, two new controls that ARE added for henchmen: the ability to ask them not to cast any spells until further notice AND the ability to enter stealth mode with you.
Henchman: I wonder why the article said two. Hmm. There's actually four. For clarity, I mean there's four henchmen from the original campaign. Plus Deekin. And, no, I'm not saying that's all the henchmen there are in the game.
Golems: Actually, no, the adamantium and mithril golems each have their own new unique model.
Quote: Since each henchperson can only have 2 possible progressions, I'm guessing deekin WILL be a pure bard with the option to become a dragon disciple.
Correct. Some of the other characters won't be quite as you remember them. We thought that was okay, since they were pretty Plain Jane originally and we have options now we didn't back then.
Quote: Now that Dragon Desciples can have wings, I wonder if Celestial wings, and Demonic wings are hidden in as a side bonus.
Maybe.
Quote: I wonder if the wing model will play nice with armor. In other words, if a dragon disciple is wearing chainmail, will you see the chainmail?
Yes, you will see the chainmail. The wings are simply added overtop of everything else.
Quote: Oh yeah they can add wings with no problem, but adding robes and cloaks is not going to happen. This doesnt make sense. Im not asking for robes and cloaks anymore. Im complaining that there are no robes or cloaks coming!
Complain away. The system for wings actually existed in the original NWN... we just didn't get it completed to a state that we liked. The work has been minimal.
Quote: Do the wings scale properly for small races?
Yes.
Quote: thinking that deekin would make a great dragon disciple
You mean, make him cool and useful? Perish the thought.
Quote: 1. Are the npcs from the original NWN OC going to remian single class, or can you multiclass them like the SOU npcs?
I think all of them have an alternate level-up scheme as an option.
Quote: 2. Can npcs take PrC too?
If they're set up to do so.
Quote: 3. How is resting going to be implemented? Like the original OC? sou? lIKE THE ie games where you can rest when you want; but there's a chance of being interrupted by monsters? Or in a delayed time seqeunce like 5-10 minutes or so like some user made mods, and WW?
I believe we're going for a combination of SoU with an improved resting encounter system.
Quote: Is respawning possible, or is that being crossed out completely in favor of the if you die you are dead philosophy?
Limited respawning, like in Chapter 1 of SoU. But this is more related to the story... you'll see.
Quote: 5. Is there anything resembling the recall stone? If so, I hope it's a teleport type spell.
See #4.
Quote: 6. Are Dorna, and Sharwyn in? These are my favorite npcs along with Aribeth from the NWN series so I hope at least one of them make it in.
At least one of them is.
Quote: Are rust monsters, and deepspawn in as mystery monsters?
Wishlist stuff has its own sticky.
SP Happenings #12
Posted Tuesday, August 26, 2003 - 17:57 CET by Sorcerer
The flood of SoBig infected mails has lessened a bit to "only" a few hundred per day, which is a good thing. After this, I consider all the spam I get quite a refreshment and a much lesser nuisance than the SoBig flood. Funny how a few thousand infected mails can change your perspective...
Things around SP are shifting back to normal. The SP merchandise is very close to completion, and we should be ordering samples in a few days to verify the print quality. Work on the redesign continues, though at pretty much snail's pace. Still, I'm confident we'll get there eventually.
The next site update will be sometime next week.
Hordes of the Underdark Preview at GameSpot
Posted Monday, August 25, 2003 - 17:58 CET by Veldrin
GameSpot has posted a small preview of Hordes of the Underdark. Some of it does contain spoilers about the start of the game. Here's a clip, spoiler free:
The expansion will also feature an improved camera that can zoom in very closely onto the action onscreen, as well as new tilesets for enthusiasts who wish to create more of their own custom adventures using the game's map editor, including a tileset for the Underdark, the subterranean section of the Forgotten Realms universe that houses the evil dark elves, beholders, and mind flayers--and these and other enemies will benefit from improved monster AI that will cause some enemies to use more-detailed tactics such as immediately casting an improved invisibility spell when they detect your presence, then following up with a suite of protective spells and queuing up a powerful offensive spell when they sight you.
See it all here.
Hordes of the Underdark Preview at GameSpy
Posted Monday, August 25, 2003 - 17:52 CET by Veldrin
GameSpy has posted a preview of Hordes of the Underdark with more details on the graphics, story, and classes in the second Neverwinter Nights expansion. Here's a clip:
One of my favorite additions to Shadows was the six prestige classes it added. They gave players an opportunity for more role-playing and the classes had some really interesting twists. Hordes also offers six new prestige classes. They are the plane shifter, the weapon master, the dwarven defender, the red dragon disciple, and the champion of Torm. The plane shifter can change into numerous creatures, including some otherworldly beasts. Similar to a kensei, the weapon waster is a stout fighter with ridiculous power attacks. Dwarven defenders are like holy dwarven champions with boosted attacks and killer defensive abilities. The champion of Torm is a super paladin that worships the mortal-champion-turned-lawful-good-deity. The dragon disciple is the most unusual and interesting prestige class. These characters have wings, can breath fire, and have many of the same immunities as dragons.
Read it all here.
Shadows of Undrentide Review at Silven Crossroads
Posted Sunday, August 24, 2003 - 18:04 CET by Veldrin
Silven Crossroads has posted a positive review of Shadows of Undrentide and gave it a final score of 8.5/10. Here's what they had to say:
Several new tile sets, objects, and creatures have been added to the engine as a result of the SoU expansion, and these additions clearly show that Bioware is continuing to learn lessons with every new game they put out. The new tile sets are graphically more detailed, show greater variation, and add wonderful ambiance to the expansion. Along with a new musical score and what we believe are new sound effects, the expansion provides a very enjoyable gaming experience. If you have played NWN previously, you will find yourself constantly stopping to wonder “What’s that?” or spot some little graphical detail in a nearby object that will amaze you.
Read it all here.
Neverwinter Nights Forum News
Posted Sunday, August 24, 2003 - 17:57 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Georg Zoeller, Designer
Discipline: Monks and Rangers will get discipline in Hordes
I would think that they will get discipline in all versions of the game
HotU Multiclassing: 3 classes is maximum. maximum total characterlevel is 40. maximum total classlevel is 40 if you have only one class.
David Gaider, Designer
Quote: It surprises me 5 are even considered when Bioware continously states they do not want to put anything in the game if they can't do it right.
Doing it right also means doing what looks and works the best. Mindless adherence to canon, aesthetics or practicality be damned, is not what we're aiming for here. But if we can get more eyestalks on the beholder model without it being too poly-heavy (we're aiming for having plenty of them on-screen at a time) and it still looks good, then all the better.
Temple of Elemental Evil Screenshots at GameBanshee
Posted Saturday, August 23, 2003 - 18:19 CET by Veldrin
GameBanshee has posted six more Temple of Elemental Evil screenshots for its Screenshots of the Week feature. They can be seen here.
Neverwinter Nights Forum News
Posted Saturday, August 23, 2003 - 18:08 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Georg Zoeller, Designer
Tilesets: No, none of the new tilesets are reskins and they all have a very unique theme and atmosphere.
Quote: Just a quick wish list regarding control of a henchman:
1. Give him the ability to use potions when I want him to. All that's necessary for this is to allow me to right click on potions in his inventory and then have the radial menu show an option to "Use."
2. By adding two entries to the henchman's dialog menu, give my main character the ability to disable, or enable, his henchman's spellcasting.
1. Since you can drag potions on him and he will use them immediately (and you can pause the game while doing this), I do not actually see the a reason for that
2. Yes
David Gaider, Designer
Beholders: Relax, please. The models are all still being tweaked. Indeed, just this morning the artist working on the beholder added a row of 5 smaller eyestalks behind the larger, animated ones, just to test out how it looked. I thought it looked pretty good, so it might stay that way, but the point is none of the models are final. The artists are just trying to make them look their best while still working well inside the game.
Quote: Does this solidify the theory that the only thing worth the zots is what is included in the Official Campaign and not what is requested from world builders?
Not quite. It goes both ways, a bit. The OC we do has to incorporate a lot of the elements that are being requested by the community first and foremost... we are demo'ing the features of the expansion, to a degree. That doesn't mean we can get every request in, naturally... we have to pick and choose what we can. After that, more specific features that are needed by the OC take priority (such as if we discover we need a drow temple tile for the tileset... even here we'll still try to do stuff that the community can use). Stuff that isn't needed by the OC at all does take a lower priority, but that doesn't mean it won't get in, either. I can think of several decent features in HotU that aren't going to come up in the OC at all.
Al Schilling, Product Manager
Mac Updater: And, if you haven't found it yet-a new updater is available. Sorry for the problems with the first.
NWN Mac: Don't do it just to put a thorn in our side. We really WANT you to enjoy NWN Mac. If picking up the PC version of SoU makes your NWN experience better-we're happy. We can't offer you tech support for it but we're not opposed to it. For those of you who think that we at MacSoft are in this just for the money-you are very wrong. I've had some tech-support staff on vacation this week and had to fill in for them. Had a blast. There's nothing better than ending a call with a happy customer. Sure, we want to make a living but, like most of the people I've met in these forums, we really want to provide folks with some fun and enjoyment. As long as you're not stealing games, we've got no problem. If you want to spend $30 bucks on the PC expansion-go for it. The guys who really made this game happen (BioWare) will still get their cut. (Keep in mind that they won't be able to offer you Mac tech support either.)
Tom Ohle, Communications Associate
HotU CD-Key: The red paper thing wasn't planned for SoU... we'll do our best to ensure the CD Key isn't printed on one this time around.
Shadows of Undrentide Review at Prophecy
Posted Friday, August 22, 2003 - 18:40 CET by Veldrin
Prophecy has posted a short Shadows of Undrentide review with no final score. Here is their conclusion:
All in all though, Shadows offers a very fun, involving albeit just too damn short single player campaign - it'll hook you but will leave you craving more, and too soon. However, if a lengthy challenge isn't what you're looking for, or if multi-player is your sole interest, then Shadows of Undrentide delivers the goods.
Heartily reccomended for any Neverwinter Nights fan.
Read it all here.
Neverwinter Nights Forum News
Posted Friday, August 22, 2003 - 17:52 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Jay Watamaniuk, Community Manager
Beholders: While the beholder is pretty darn scary he will not be able to bite your arm off. Also Psionics are not being implemented into the game as a whole. The Mind Flayer creatures have certain special attacks that can only be labeled Psionics because of how they make those attacks. In pure game terms they are being treated as spells and not a new form of attack. The Psionic system is not being added.
Georg Zoeller, Designer
Beholders: I think the artists tried 10 eyestalks but it did not look good with all of them moving around and such, so we are down to 5. Its looking pretty nice in the game. I guess polycount was another reason, better have 5 more detailed stalks than 10 less detailed ones... plus those are considered a MONSTER_NODE_* .... those who are into scripting know what that means I guess.
Levels: There is no need for a local variable, the maximum level can be set in the server options. You can use the prestige class prerequisite functionality used in SoU to "unlock" epic levels, but this will require a small hakpak containing some 2da files.
Neverwinter Nights Forum News
Posted Thursday, August 21, 2003 - 18:03 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Georg Zoeller, Designer
Patch 1.31: You can only join servers with the same version number as your game. If you update very early, it will take some time until the servers are brought up to the new version. This has always been the case, and it will always be that way.
Polymorph: Yes. Technically in polymorph.2da there is a column for claws, special attacks and hide items that get equipped on a creature when it polymorphs
Quote: Quote: So that's what was happening to my dang Elementals. I was wondering why I'd summon them in and they would instantly be damaged 108 hp. I didn't scroll back to see exactly why but now I know.
No its actually casting drown on the area, and since drown uses a part of the elemental itself to fuel the power, it gets weakened. Wail, Wilting and Weird have been fixed in the internal builds we are working with, so I guess you will see a fix for these issues at some point.
Don Moar, Tools Programmer
Inaccessible Locations: An inaccessible location is any place to which you can't walk (ie deep water in the rural tileset or on tops of buildings in the city exterior tileset). You will see a warning if you attempt to save an area with objects in such locations. Only if you have any creatures so positioned will the toolset actually prevent you from saving, however. The toolset has always made this check, however.
David Gaider, Designer
Quote: Rumor is we won't be seeing much of Waterdeep anyway.
Consider that confirmed. The campaign is not about Waterdeep, which... and I'm sure you agree on this point... to do it justice would require a complete campaign dedicated to it and it only.
I know what's in the Castle Ward. Assuming you get to see the Castle Ward or even part of it. Really, there's plenty of material out there to tell someone what and who's in practically every single building within Waterdeep... which is why I'd never want to do a Waterdeep translation, myself. Not a chance.
Craig Welburn, Live Team Programmer
DM Client Bugs: To be blunt (and as David Gaider has discussed extensively earlier), the DM client is only used by a very small portion of the people using the game. As such it gets assigned a lower priority for resource allocation. This is unfortunate, but it is a reality that we have to work with since we can't fix every thing with the time and resources that we have. We have received bug reports on these issues (we thank those that sent in detailed bug reports) and these bugs have been entered into our bug database (I entered some of them myself). However, we had to stop fixing bugs at some point so that we could test and release the 1.31 patch. Because of how these DM client bugs were prioritized and the limited time and resources that we have to fix issues in all areas of the game, the bug fixes for these issues didn't make the cut off.
However, that being said we do value the DM client and know how it enhances the game experience. These bugs will be addressed in a future patch (can't say when or which patch at this time). Other DM client bugs that were higher priority (such as the crash when viewing a player's inventory when they die or log out and a crash related to spawning in SOU content into a non-SOU module) were fixed in time for the 1.31 patch cut off.
SoU Mods: This was a bug that has been fixed. If you were running a non-SOU mod and another player was connected to your game who didn't have SOU installed and you spawned in SOU specific content it would crash the non-SOU players game, since that player doesn't have the required resources such as monsters and placeables. The module now has to be flagged as requiring SOU in order to spawn in SOU content in the module.
Neverwinter Wednesday
Posted Thursday, August 21, 2003 - 17:57 CET by Sorcerer
Another week's around and here are the latest NWN Wednesday goodies:
Hordes of the Underdark Site Launch!
The new Hordes of the Underdark site has been launched! Head on over and check out details about this upcoming expansion - including 4 creature profiles, tileset info and screenshots! Discuss.
Neverwinter Vault Module Contest
Maximus from NWVault has announced a new module contest! Shadows of Undrentide and Hordes of the Underdark take the player all the way from fledgling first level character to a grizzled veteran of epic power. Maximus wants to have the talented members of the community create a module that bridges the two expansions and allows a smooth transition from Shadows to Hordes. Modules will be judged, with very fine prizes given from IGN and BioWare to the top creations. Watch for more information over at NWVault in the coming weeks! Discuss.
Last Week's Poll's Results
Posted Thursday, August 21, 2003 - 17:46 CET by Sorcerer
Q: How do you feel about BioWare's decision to add epic levels (up to level 40) with the second Neverwinter Nights expansion, Hordes of the Underdark?
(296 votes total)
Good idea (227) 77%
Undecided / don't care (45) 15%
Bad idea (24) 8%
Unsurprisingly, the overwhelming majority of poll participants (77%) feel that the planned addition of epic levels with the Hordes of the Underdark expansion is a good idea.
15% of those who voted are undecided on the issue, however, or don't care about it at all.
Only 8% of all poll participants feel that the inclusion of epic levels with the second Neverwinter Nights expansion is a bad idea.
Infected Mails - Are You Spreading Them Too?
Posted Wednesday, August 20, 2003 - 20:49 CET by Sorcerer
During the last few days my inbox has been flooded with infected mails coming from hundreds of different sources. I'm getting several hundred of these infected mails per day, so if you submit something to SP and don't get a response in 24 hours, please resend it. (A valid mail easily slips by when you have to look for it among several hundred infected ones.)
You can read more about the Sobig.F virus at Yahoo and F-Prot.
Virus protection today is essential, so I urge everyone to install a virus scanner. McAfee offers a free online scan of your computer to determine whether your computer is infected or not. Needless to say, EVERYONE who does not already have an up to date version of their favourite virus scanner should run this test to make sure they are not helping the worm spread.
Shadows of Undrentide Review at Gameguru Mania
Posted Wednesday, August 20, 2003 - 18:07 CET by Veldrin
Gameguru Mania has reviewed Shadows of Undrentide and gave it a final score of 83%. Here's a clip:
Although I like this expansion, the additions made in the Shadows of Undrentide are not as many as I was hoping for. Firstly, the new adventure is not integrated into the original, secondly the 20 level experience cap was not raised (it looks like the level cap is going to be raised in the next expansion), also to some, it may come as a disappointment that the game hasn't changed visually. Well, at least there are new Prestige classes, new monsters, new weapons, new spells, new feats, and new skills. Also your henchmen options (you're still limited to direct control over just one character) are more interesting this time out. You can finally access your henchmen's inventories, so you can transfer items in and out of their pack. Not so bad after all.
See it all here.
Neverwinter Nights v1.31 Patch Released
Posted Wednesday, August 20, 2003 - 17:58 CET by Veldrin
BioWare has released the v1.31 patch, here's a list of some of the fixes:
# fixed up some SoU vs. non-SoU compatibility issues
# fixed some SoU campaign issues
# added 7 scripting commands
# fixed Monk Glowing eyes not showing up at level 20
# sped up loading of resources in Hak Paks in the Toolset
# numerous small fixes
# added the option to backup a character file on export
The patch is out for all operating systems. You can get it here.
Neverwinter Nights Forum News
Posted Wednesday, August 20, 2003 - 17:39 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Don Moar, Tools Programmer
Functions: It's not a bug. Once you press [F2], the listbox with the functions has focus and anything you enter at that point on is independent of what you typed prior. Typically, you would use the up / down arrow keys to navigate the list but you can also type letters and the listbox will attempt to find any matches. As I said, this is independent of what you typed prior to pressing [F2]. In your example, you would type 'Send', press [F2] and then type 'SendMessageToP' to get your function. Although, personally, I would type 'SendM', press [F2] and then the down arrow once. Also, once you find your desired function in the list and press [Enter], the signature appears in the Help tab, just as if you'd double-clicked it in the function list on the right side of the window. It doesn't bring up a tooltip with the function's signature because it was never programmed to do so and isn't really necessary (see above).
Georg Zoeller, Designer
Prestige Classes: Yes it is quite possible. As a matter of fact, you only need to set one integer variable on the player to TRUE to lock a certain prestige class for her. All those variables are defined in the CLS_PRES_* 2da files (you can either download them under downloads/misc from this site, or check your source directory for them). The last line in those files defines the name of the variable that can be set to TRUE in order to block the class for a character. You could just set those variables to TRUE for any player OnClientEnter, and selectively set them to FALSE after the quest you want to be prerequisite for the PRC.
Monks Glowing Eyes: The fix for the glowing eyes in 1.31 fixed one problem with them. Female monks not having them is another bug which is still on our list afaik.
NWN Security Holes: An interesting topic, and, as always, the self proclaimed security experts that are all over the internet jump in and start their usual fear, uncernity, doubt doomsayings. There is no known problem in NWN that could lead to remote compromise of the machine running the server. There are a few crash problems, some of them have been fixed with 1.31, more will. The key however is, that the people working on the networking aspects of NWN require solid information on how to reproduce a certain bug to do anything about it. And, btw, Insulting, demanding and threatening is usually the best way to ensure that one is not been taken serious. All bugs send to the correct email adresses are being investigated and worked on, but, to ensure that people have time to actually work on those bugs, you are not going to get a valued-customer-gift package with full explaination what is going to happen about your bug each time you sent one in. I hope you can understand that. talon, your posts in this thread qualify you for what people in the industry call a "script kiddie". Throwing around words like "buffer overflow", "remote exploit", etc certainly makes one look important, but it does not help the situation at all. Posting links to code that exploits problems in Halflife also does not make you appear any more knowlegeable about any problem with NWN. Its FUD. Ranting about a graphics engine programmer to fix glowing monk eyes instead of fixing network code shows just how much you know about how this industry works. NWN has a number of unsolved crash issues for sure, but they are being worked on. Accusing Bioware of not fixing bugs is outright wrong, as reading the patchnotes will show. Bioware does not discuss any security related fixes in detail, but almost any patchnote since 1.26 had something like "fixed a couple of crash or exploits, sorry we do not discuss this in detail" in it
The Temple of Elemental Evil Forum News
Posted Tuesday, August 19, 2003 - 23:05 CET by Gopher
Here are today's Greyhawk: The Temple of Elemental Evil forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Steve Moret, Lead Programmer
Quote: The FAQ said resolution goes up to 1280x1024, thankfully!
We may have to lockdown the resolutions because of interface resizing issues. This is still in debate, and will most likely get resolved soon but I'm not going to promise that anything besides 800x600 will work flawlessly out of the box.
We will try and keep you posted on the situation.
Quote: That's some bad news Steve. Please, please, please do your magic and make it work in higher resolutions.
It is our goal to squash all of the interface in odd resolution bugs before we go gold but if that doesn't happen you'll have to run the game with a special flag to get those higher resolutions enumerated.
They are localized to very small portions of interface but we just can't be a professional title and ship with those kinds of interface errors.
Magically create us some more time and we'll fix them all for ya.
Quote: Just to let everyone know, the latest issue of PC Gamer has a 10 minute preview for TOEE on the DVD that comes with the issue!
I believe it is supposed to be a walkthru of the Moathouse filled with "Director's Commentary" style dialog from Huy, Sean, and Craig. From what I understand you may urinate with laughter if you listen to it. I have not yet had that pleasure, but I assure you I'm on my way to the newsstands now with my Portable Urinal.
Huy Nguyen, Interface and Magic
Quote: Some Screenshots make the Dialogue Boxes look like ass.
Yes, optimizations in the renderer caused the text in the radial menu to look screwed for a few days - everyone complained, heh. That's the risk you run when you have a reviewer drop by one day and take a daily build that's in the process of being fixed... :P
Don't worry, the artists above all want the game to look goood and will beat us if it doesn't! *fears the whacking stick*
One problem we had with a 100% dynamic radialmenu is that we are aiming for consistency whenever possible. The radial menu works best once you get acclimated to how the structure/setup is - if the lowest levels of the menu are constantly changing (and in some cases, they do, e.g. If you don't have Spells at all), then you will have a more difficult time "mastering" the interface.
Ideally, if the UI is designed well in the first place, then the need for customizability/etc lessens to an extent. ...I myself only have one hotkey, that being for "5 foot step".
Quote: Will the third/fourth mouse button and/or the mouse wheel be supported in any way?
Mousewheel for UI's
Neverwinter Nights Forum News
Posted Tuesday, August 19, 2003 - 17:39 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
David Gaider, Designer
Online Play: More is always merrier, that's sort of a no-brainer. We have to be careful to apply our limited zots to the areas we'll get the most return, however. And a caution regarding comments about "really big servers" (meaning PW servers, I assume)... keep in mind that NWN was never designed to be used as a PW and we've said that consistently from the get-go. We'll support it to a point, but if someone says to us that NWN can't make 100 unique PC's, say, our first response would be that it isn't meant to. Irregardless, even in a smaller game, more variety would be nice. We'll see what we can do regarding HotU, though we're not commenting on our plans just yet.
Quote: Could we get any designers to at least give us a, "we'll consider it."
I truly doubt it. This isn't a matter of personal preference, this is what WotC specifically outlined to us. The only elves we are talking about here are the elf race as presented in the 3rd edition Player's Handbook. Not Forgotten Realms-specific elves, not Drow elves, not Wild elves, not 2nd edition elves. Very clearly, the elves from 3rd edition are smaller and slimmer than humans by a fair amount. Now, whether WotC would approve of adding variant models I don't really know. I doubt it, but I also doubt we've ever asked... throwing zots in just for those who prefer their elves a bit taller doesn't seem much worth it, especially when none of the races allow for height variations at all. Allowing for height scaling would be a worthy project, but you're not going to see that unless a sequel is made, as we're talking major re-tooling to do so. That's the skinny on it, anyhow. So to speak.
Quote: All I ask out of this is that female characters be given a wider choice rather than 3 for males and 1 for females.
It will likely be 1 for each. That's as fair as you can get.
Quote: Looking forward to seeing Waterdeep. I'm hoping that means rubbing elbows with the likes of Danilo Thann, Elaith Craunobler (but please, a better picture for him this time!) and company. Don't need to see Blackstaff, though I'm kind of expecting it.
Well, you might see Waterdeep, but the story is mostly about the Underdark, so don't expect to see too much of it. A city-exploring adventure this is not.
Quote: I'm curious though... is this going to tie in at all to the Year of the Drow line that WotC is doing?
Maaaaayyybe. WotC does seem to like its uberplots, doesn't it?
SP Happenings #11
Posted Tuesday, August 19, 2003 - 16:22 CET by Sorcerer
Gopher has finally returned from his holidays, so you can expect to see The Temple of Elemental Evil forum news posted regularly again. As soon as he got back we fixed the merchandise images, so now the SP merchandise project is continuing at full speed. Most people are obviously enjoying their holidays since the content contributions to SP have lessened considerably in the last few weeks, so another site update won't occur for at least two weeks. Hopefully by then this summer monotony will be over and I will have more interesting things to write about here.
Chris Avellone Interview at RPGDot
Posted Tuesday, August 19, 2003 - 0:21 CET by Veldrin
This week's Ad Personam at RPGDot focuses on Chris Avellone, formerly of Black Isle and now with Obsidian. Here's a clip:
RPGDot: If you'd be able to choose anyone from within the game industry to work on your dream project, who'd you put in your team?
Chris Avellone: I'm working with them now. For starters, I'd say Josh Sawyer, except I started working with him a few years ago, and I discovered I hate him. Probably Tim Cain, too. I don't know about Tim's dog, though, I heard he pees on new employees. We used to have this bonehead named T-Ray who did art on Fallout 2, he was fun to work with. And Tim Donley, lead artist on Planescape - never did I meet a nicer, more enthusiastic guy. And Eric Campanella. And Dan Spitzley. And Feargus, of course... you know, this list could go on forever. I've worked with a bunch of people over the years who I'd love to work with again. I'm sure there's tons of other people out there who are equally as cool.
Read it all here.
Shadows of Undrentide Review at DeadAlfs
Posted Monday, August 18, 2003 - 20:05 CET by Veldrin
Another pretty positive review of Shadows of Undrentide has been posted, this time at DeadAlfs. They gave the game a final score of 8/10. Here's a clip:
Further fleshing out the character advancement options are 30 new feats and 3 new skills. I must admit to being slightly disappointed by at least half the new feats being available only at character creation. My frustration inevitably led to me taking a human character so I could have both ‘Silver Palm’ (+2 to appraise and persuade checks) and ‘Courteous Magocracy’ (+2 to Lore and Spellcraft Checks). Many of the other feats build on top of existing ones (Improved Power Attack, Great Cleave etc) or expand ‘feat paths’ (Spring Attack, Divine Might etc), while others like Zen Archery (Apply Wis instead of Dex mod to ranged attacks) and Dirty Fighting (guaranteed extra d4 to melee attacks) mix things up a bit. The three new skills are: Appraise (for selling cheap and buying low), Tumble (for moving through enemy ranks without provoking attacks of opportunity) and Craft: Trap (which is a bit obvious). Phew! Let’s see if I can talk about the 50 new spells spread across the 5 spell-lists without using brackets!
Read it all here.
Neverwinter Nights Forum News
Posted Monday, August 18, 2003 - 17:46 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Don Moar, Tools Programmer
Toolset: The point is that our designers find it faster than typing it into the search. It's one example where you have several ways to activate the same function in the toolset - similar to how you have mouse-driven mechanisms and one or two keyboard mechanisms to drive most menu-based commands (eg: Edit | Copy, Alt+E | C, Ctrl+C all copy the selected text in Word). While the mouse is the basic interface, the keyboard is more advanced but both do the same thing.
Georg Zoeller, Designer
Quote: Will HotU include everything that SoU has? In that case, HotU makes it useless to buy SoU.
No
Bugged Spells: Spells that *explicitly* state that the caster is not effected (i.e. Warcry) and do so at the moment are considered bugged and are going to be fixed (not sure if in 1.31). Spells that do not mention the caster to be excluded from the spells effect will stay the way they are. Please not that your difficulty setting also plays a role when it comes to determining who is affected by a spell
SoU & NWN: Sou or NWN is not the deciding point for playing together. Theoretically people on the same version number (NWN 1.30, SoU 1.30 etc...) can play together as long as the module does not use any SoU specific content. You can play a module created in the NWN toolset with both SoU and NWN clients, but NWN players won't be able to use any of the SoU specific classes or feats, while SoU users can. If the module was saved in the SoU toolset (and includes any of the new placeables or tilesets), NWN players can not play it. There are ways to create NWN classic modules with the SoU toolset, but they are a bit more complicated. You can read about them in sticky posts in the custom content forum
Diety: A starting dialog asking the character which god he wants to worship at the start of your module, and using SetDeity to set the god then, should do that very well, so I doubt the requested change would be really worth the time it would cost to add such a thing to the GUI. There are more interesting features on the list... (I think Morrowind used a similar system which worked pretty well for me)
Neverwinter Nights Forum News
Posted Sunday, August 17, 2003 - 17:53 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Don Moar, Tools Programmer
Function Completion: Enigmatic, start typing the name of a function, press [F2] to get the list of possible functions based on what you've already typed, select the one you want and then press [Enter].
Georg Zoeller, Designer
HotU Toolset: Sorry, I can't comment on most things discussed here. You can be sure there will be some quite major improvements and feature additions to toolset and scripting language coming with HotU and I think there is even more planned by the Live Team, but we are not ready to discuss those features yet. Btw, did you know you can press F2 to get a visual studio like command auto completion feature in the script editor?
Quote: Why did Bioware neglect the z-axis anyway? If nobody minds me asking.
Every game has a limited feature set and, simplified, a 3rd dimension adds 1/3rd more work for level design, artists, etc.. Given NWNs somewhat isometric view (probably inherited from BG), not doing a 3rd dimension makes sense. Its sad, but thats a reality. Not to forget that NWN was planned during a period of time where 2D RPGs (BG, Planescape, Arcanum, Diablo etc) were state-of-technology. Thats my guess on that
Shadows of Undrentide Review at Gamers.com
Posted Saturday, August 16, 2003 - 19:12 CET by Veldrin
The SoU reviews just keep coming. This time, Gamers.com reviews the Neverwinter Nights expansion pack and gives it a final score of 8/10. Here's a clip:
SOU's campaign, which is a wholly separate story from NWN's campaign, appears deceptively short (two chapters and an interlude). But even the interlude is filled with three lengthy dungeons, so you'll find yourself spending anywhere between 25 and 30 total hours on this. And overall, SOU far betters NWN's uneven single-player campaign, in which the few excellent and memorable quests and dungeons (Charwood, the Creator Ruins) were buried among more traditional D&D RPG fare. Here, there's a more Fallout-ish approach to traditional quests in that just about every quest can be solved diplomatically--utilizing intelligence or charisma--in addition to the "apply weapon to target liberally" method. Opportunities include convincing gnolls to switch sides, negotiating with hostage-taking kobolds, and brokering a trade agreement over holy wine. While SOU isn't flexible enough to let you finish it without ever hitting anyone, the quality of the quests and, later on, the dungeons is enough to make the SOU campaign more consistent and interesting than the original NWN campaign. You still can't control Henchman, but at least you can fiddle with their inventory and give them better battle behavior orders (like Fallout 2's improvement upon Fallout). Unfortunately, the Henchman changes aren't retroactive to the original NWN campaign.
See it all here.
Temple of Elemental Evil Screenshots at GameBanshee
Posted Saturday, August 16, 2003 - 18:52 CET by Veldrin
GameBanshee has posted some new screenshots in their Screenshots of the Week feature on Temple of Elemental Evil. They can be seen here.
Dungeons & Dragons Online Q&A at GameBanshee
Posted Saturday, August 16, 2003 - 18:45 CET by Veldrin
GameBanshee has posted a short Q&A with Turbine about the up and coming Dungeons and Dragons Online. Here's one of the questions:
GB: How many players at any time are you planning to have the D&D Online servers support? Will the number of players per server be comparable to other MMORPGs?
Turbine: We’re taking a different approach to population size than other MMPs have done to date. With worlds on other games often having a concurrent population of several thousand, there’s a good chance that you’ll never see the same person twice. We don’t think “bigger is better” in this case. Dungeons and Dragons Online will use smaller, (and therefore more) worlds to better foment a sense of community. Your actions and conduct in this world will have real consequences --the people you see on the streets won’t be strangers, they’ll be neighbors.
Read it all here.
Hordes of the Underdark CG quotes at Neverwinter Vault
Posted Friday, August 15, 2003 - 18:15 CET by Veldrin
Neverwinter Vault has posted some quotes from Computer Games' September preview of Hordes of the Underdark. Here's one of them:
Among the high-level goodies you'll get to experience is the exquisitely-named "Infestation of Maggots" spell, which Oster describes as "buckets of good wholesome fun" It results in one to four points of Constitution damage each combat round until your target makes its saving throw -- or something unpleasant happens.
You can see them all here.
Neverwinter Nights Forum News
Posted Friday, August 15, 2003 - 18:06 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Georg Zoeller, Designer
SoU Modules: Actually people without SoU CAN play on SoU servers as long as the module itself is not using SoU content like tileset and placeables. Adding features to tilesets and not releasing them via Live would make those tilesets "expansion only".
Subraces: Let me try to explain it, even if I know many of you will disagree. We can not implement subraces with the given manpower and schedule in a way we would feel comfortable with without taking manpower and time from other features that have been found more important, more bang-for-the-bug, etc. The importance of certain features varies greatly in the community and everyone wants his most beloved feature implemented. Subraces, while often requested, had obviously less priority than i.e. epic levels. I can not tell you the exact reasons for that decision because I don't know them, and, discussing any design decision made in a game in the community is not an option. At some point you have to trust that Bioware is doing the right thing, but keep in mind that the "right thing" is heavily dependent on your perspective"
Adding subraces at this point of the developmentcycle is just not possible anymore, that is the reason for the "aprupt" no. Also, when it is stated that a feature will not be in the game, the reason is most likely not "because it can not be done", but "because it can not be done in a fashion we feel comfortable with at the given time and with the current available manpower". If people here think a feature that previously was not feasible suddenly becomes an option because a certain new engine feature,etc, was added, things get re-evaluated. Keep in mind that the community has nearly "unlimited" time and manpower, needs not to worry about creating a extremely impressive Singleplayer campaign and does not need to do various tasks like fixing bugs, data entry and whatever. (I already started questioning my sanity after estimating how many hours, err, weeks, I spent creating scripts and modules for NWN last year, when I was still a member of the community)
They also do not have to worry about rigid limits for polygons on models as they do not need their content to run on a minimum spec machine. . People like CODI, DLA, Martin E., Lisa, John, etc... have created very cool and professional additions to NWN, and if you add up the time they spent doing this, you can see what I am trying to say: Its expensive in time and manpower. Bottomline: Given the nature of fully playable subraces however, it is pretty safe to say that there is absolutely no chance (read 99.9%) of seeing this feature in Hordes of the Underdark. I am sure we will see some pretty advanced subrace systems by the community after the release of hordes, because the scripting language is constantly evolving and things that could not be done a while ago may be possible in the future....
Neverwinter Wednesday
Posted Thursday, August 14, 2003 - 19:51 CET by Sorcerer
Another week's around and here are the latest NWN Wednesday goodies:
Preview and Screenshot!
GameSpy has posted a NWN: Hordes of the Underdark preview with an early look at some of the many features packed into this upcoming Neverwinter Nights expansion. As an added bonus, we have also released a new Hordes of the Underdark screenshot! Discuss in the Hordes of the Underdark forum.
Lands of Lore Profile
The Neverwinter Community is sustained by the passion and commitment of role-players, artists, designers, writers, and technical professionals and amateurs using their skill and dedication to take Neverwinter in new and unimagined directions. We caught up with Herner, the grand high overlord over at Lands of Lore, to talk about his thriving Neverwinter community that has grown with Neverwinter over the last year. Discuss.
For Developers
The For Devs section has been revamped as 5 file type documents have been updated, and 5 new documents have been added. Discuss this new documentation and third-party applications enhancing our products in the Developers forum.
Temple of Elemental Evil preview at Gamespy
Posted Thursday, August 14, 2003 - 18:42 CET by Veldrin
Gamespy has previewed Troika's Temple of Elemental Evil and has posted 2 pages about everything from the opening cinematic to the inventory screen. Here's a clip:
Those who played Baldur's Gate or any other turn-based games that didn't play as turn-based are in for a rude awakening, especially if they are unfamiliar with the rules of combat. Moving past enemies during a movement phase (or moving in close to an enemy with a long weapon or reach) leaves characters open for attacks of opportunity, which can do lots of damage (although a high Tumble skill helps in avoiding those). Characters using a bow can take a five-foot drop backwards to avoid penalties in close range shots without affecting the ability to shoot. Familiarity with the rules is not essential, but certainly helps in appreciating all the nuances of the game's capabilities.
Read it all here.
Neverwinter Nights Forum News
Posted Thursday, August 14, 2003 - 18:24 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Georg Zoeller, Designer
HotU: Patience, we got *a lot* of new scripting and toolset features for you ... but remember, this is make your own DnD FR module, not make your own RPG.
It is content that sells this game to the majority of people. Creating a completely data driven game with no hardcoding at all can not be done in the timeframe given to these projects, especially not without sacrificing content and story, and that is not going to happen.
Scripting: EffectSummon should remove existing summoned creatures automatically when being called a second time.
HotU Henchman: To sum it up:
Full henchman control in HotU (like BG) - NO
Improvements to Henchmen Behavior, etc - Yes
more details later in the development cycle
Disabling Epic Levels: There is no need for a local variable, the maximum level can be set in the server options. You can use the prestige class prerequisite functionality used in SoU to "unlock" epic levels, but this will require a small hakpak containing some 2da files.
Epic Levels: (talking about the epic rules, not necessarily their implementation in HotU here, so please do not jump on any conclusions)
Class features however are still reliant on the class level in epic levels, so I would paraphrase it this way:
with 21 character levels you become an epic character
with 21 class levels, your class becomes epic.
So 22 barbarian 3 rogue would mean you are an "epic character", "epic barbarian" but not necessarily an "epic rogue"
HotU Timeline: It takes place after the Shadows of Undrentide campaign (which took place simultaneously with the events of the official NWN campaign). In the timeline it is set after the SoU OC and NWN OC.
You are supposed to be the same hero who solved shadows, yes. (But using the same character is not mandantory of course).
Level Cap: The required time to support 40 levels it not sigificantly higher than the time required to do 30 levels, thanks to the epic rules.
Creating Classes: You can create your own classes already, as CODI has shown that. However, this can and will never be an official feature for NWN as it is a "create your own DnD Forgotton Realms Module", not "create your own RPG" game and there is only so much time to spend on new features on an expansion.
Quote: Personally, I don't think the Bioware maticore looks anything like the community one (I assume you are talking about the CODI/TheBatInTheHat one?). I actually CODI one but variety is good...if you have a pack of manticores at least they don't have to all look the same.
The Bioware version has to stay close to the established 3rd Edition image for a creature, while the community has a lot more freedom in the creation of their models.
Quote: I didn't mean ILR when I said item restrictions in my original post. I meant the DM placing limit on items, such as removal of immunity items, or only putting items with reasonable abilities in their gameworld in the first place.
With item properties accessible through scripting, the DM/Builder will have much better controls which items enter his server.
Quote: YEAH! Like the most stupid limitation to a single summon that there isnt in any rulebook!
The framerate of your rulebook does not slow down to crawl if every player in a PnP game summons a monster...(Through combat resolution does) Seriously, there are things that do not transfer well from PnP into a computer online role playing game
David Gaider, Designer
Henchman Control: No, there will not be full henchmen control in HotU. Monkeys will fly out of my butt, first, before that happens. Giant ones, with poison fangs. But, yes, there will be the option to tell your henchmen not to cast any spells until you say otherwise.
HotU Screenshots: Mmm... I've said it before and I'll say it again. I don't envision the Underdark as being pitch black, and to top it off I don't think pitch black is fun. Period. While those screenshots have too much ambient light, I agree, we will not be aiming for stumbling-through-the-dark at all. That works for PnP, but not for a video game. Keep the unearthly color of the screenshot, make it darker and add in a healthy dose of phosphorescent mushrooms and lichen (which are not done yet) and that's what our version will likely be in the end (not unlike BG2's version, actually).
Houses Of Ill Repute: I don't think we've ever added houses of ill repute where they didn't belong. They're part of the setting... we don't go slipping them in gratuitously. Hilltop didn't have them simply because it was a small town, period, and the only settlement in the expansion of any size.
Quote: And I thought NW is supposed to emulate PnP as close as possibile. If pitch black is the environment, then pitch black is what should be in there.
Nonsense. In PnP, the DM can use other senses to describe the environment to one who's blinded. He can describe to you stumbling around in the pitch dark, tripping over things... but you would still get a sense of movement. The only feedback you get from a computer screen is visual. If the screen is pitch black you could even be moving around and you would have no feedback saying that is the case, none whatsoever. And even if it's not pitch black but just really, really, dark... you know what 90% of the people do when presented with an area like that? Squint, get frustrated and turn up the gamma and brightness on their monitor. Why? Because that kind of darkness is only fun in theory. The themes presented in the Underdark are those of an alien environment of massive caverns with danger around every corner... you don't need to blind the player to convey these things and, indeed, that would be detrimental. Someone with darkvision maybe will be able to see easier in the Underdark, but it should not be a requirement.
Quote: I think the concern is valid, ans Bioware has already crafted underground areas (OC Chapter 2 caves) that are as bright as a sunny afternoon.
And I've already said that the Underdark will be much darker than in those screenshots... but that the idea is to make it alien and dangerous rather than to have the player stumbling around in the dark. Yes, moody shadows and dim areas are wonderful. Yes, contrast is good. No, pitch darkness is bad (and that is what some are asking for, here).
Tom Ohle, Communications Associate
Screenshots: There are actually just mushrooms... don't infer that we're putting in myconids from that
Last Week's Poll's Results
Posted Thursday, August 14, 2003 - 14:35 CET by Sorcerer
What we asked:
Q: On a scale of 1-5, how would you rate the recently released Neverwinter Nights expansion, Shadows of Undrentide?
(263 votes total)
Haven't played it yet (120) 46%
4 (63) 24%
3 (39) 15%
5 (best) (16) 6%
1 (worst) (13) 5%
2 (12) 5%
Most of the people who voted (46%) haven't played Shadows of Undrentide yet, so they could not rate it. The question is, how many of these people ever will...
24% of poll participants rated SoU 4 out of possible 5. 15% rated it 3. 6% of those who voted considered it excellent and rated it 5/5. 5%, however, though it was horrible and rated it 1/5. Another 5% of people rated it 2/5.
Neverwinter Nights Forum News
Posted Wednesday, August 13, 2003 - 7:03 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Darcy Pajak, Assistant Producer
Future Expansion Packs: Any future expansion will depend heavily on how many copies we sell of SoU and HoTU.
Horses: Although we try to provide some fantasy fulfillment, our game mechanics present no easy way to add mounts and mounted combat. Each mount needs to be able to integrate each character size, and then combat needs to add new animations for every character action, etc. Besides, there is no real need for it regarding other game mechanics. Time is not a factor in the game, and neither is fatigue, so we do not need any devices that get the player anywhere quicker, or carry their stuff. Because the cost is so high, and there is no need for them as far as game mechanics, there are no plans to add mounts to HoTU.
David Gaider, Designer
Quote: Does this mean our level 12-13 or so characters at the end of SoU will be suitable for taking straight into HotU?
Currently, yes. You are, after all, a famous hero... immortalized by the publishing of a certain epic novel named (by the publishers, much to the author's chagrin) "Shadows of Undrentide".
Tom Ohle, Communications Associate
HotU: Like I've said, you'll only reach around level 25 or so in the campaign. As for the concerns about not having challenging creatures to fight... well... you've only seen a few of the ones we have. I went up against a certain creature with a level 30 character and was quickly handed my head on a platter.
Neverwinter Nights Forum News
Posted Tuesday, August 12, 2003 - 20:41 CET by Veldrin
Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
Georg Zoeller, Designer
HotU: Level Cap is 40. I don't know the current number of pickable feats (changing constantly), but its definitly more than 30
David Gaider, Designer
HotU Plot: I'm not sure t