Looks very good and it sounds like they're paying attention to us modders too.

Moderator: Event DM
lol"The fact that the Dungeons & Dragons morality system has a Law & Chaos axis in addition to Good and Evil drove us crazy -- especially when you compare it to the simple Dark Side/Light Side Star Wars system."
They've also included every Forgotten Realms playable race and sub-race in the game as a player option -- the first time this has ever been done in a D&D game.
Finally, should all this not be enough, players can even write and import their own plug-ins and APIs to create their own effects. "It's difficult to express how much of a quantum leap this is." Baudoin concluded. We'll see for ourselves when the game is released in 2006.
This was the best news I read in the entire article! Hopefully *crosses fingers* it will make PW easier to run and setup, and customize.PlasmaJohn wrote:Finally, should all this not be enough, players can even write and import their own plug-ins and APIs to create their own effects. "It's difficult to express how much of a quantum leap this is." Baudoin concluded. We'll see for ourselves when the game is released in 2006.*faints*
somebody tell me they fixed the fekkin' license...
Why?drunkenpig wrote:This was the best news I read in the entire article! Hopefully *crosses fingers* it will make PW easier to run and setup, and customize.PlasmaJohn wrote:Finally, should all this not be enough, players can even write and import their own plug-ins and APIs to create their own effects. "It's difficult to express how much of a quantum leap this is." Baudoin concluded. We'll see for ourselves when the game is released in 2006.*faints*
somebody tell me they fixed the fekkin' license...
Well, if the plugins they're talking about actually interface the script engine and we get the ability to inject events that's simply huge. For starters, we can simply use the script VM (which is teh suxxors) as a thin glue between the game and the real script engine, one capable of running a large world. At the very least, it'll make rewriting NWNX trivial.TiVO25 wrote:Why?drunkenpig wrote:This was the best news I read in the entire article! Hopefully *crosses fingers* it will make PW easier to run and setup, and customize.
Lightfoot halflings, strongheart halflings, wild halflingsBolo wrote:Sounds good, but what actually constitutes all the playable races in FR?TiVO25 wrote:They've also included every Forgotten Realms playable race and sub-race in the game as a player option -- the first time this has ever been done in a D&D game.![]()
![]()
![]()
![]()
ThyRiveter wrote:WTF do you think quoting is?
Like that's hard. What do you have to implement other than attribute and skill modifiers?Zyndro wrote:Lightfoot halflings, strongheart halflings, wild halflingsBolo wrote:Sounds good, but what actually constitutes all the playable races in FR?TiVO25 wrote::shock: :shock: :shock: :shock: :shock:They've also included every Forgotten Realms playable race and sub-race in the game as a player option -- the first time this has ever been done in a D&D game.
moon elves, wood elves, sun elves, wild elves
shield dwarves, gold (i think?) dwarves
half-elf, half-orc, human, gnome
Sounds good, but what actually constitutes all the playable races in FR?
Wild halflings = Ghostwise HalflingsLightfoot halflings, strongheart halflings, wild halflings
Left out Drowmoon elves, wood elves, sun elves, wild elves
Also Gray Dwarvesshield dwarves, gold (i think?) dwarves
Gnomes sub-races are Deep or Rockhalf-elf, half-orc, human, gnome
I would bet that the licensing is the same, and you'll be prohibited from recouping the costs. Would have to be a donation system much like Avlis has now. Or you'd have to send like 95% of it all to Wizard, Atari, Bioware, and whoever else has a piece of the DND licensingPlasmaJohn wrote:
The biggest issue will be one of licensing though. If, like NWN, worlds are prohibited from recouping operational costs, don't expect many of the larger ones to convert.
Yup, same as with Diablo. The game still has a small and ever-slinking group of die-hard fans, but almost all new players went to DiabloII, so in the end it's a dying fossil because the influx doesn't match the outflux.drunkenpig wrote:I would bet that the licensing is the same, and you'll be prohibited from recouping the costs. Would have to be a donation system much like Avlis has now. Or you'd have to send like 95% of it all to Wizard, Atari, Bioware, and whoever else has a piece of the DND licensingPlasmaJohn wrote:
The biggest issue will be one of licensing though. If, like NWN, worlds are prohibited from recouping operational costs, don't expect many of the larger ones to convert.![]()
I think that over time the larger ones will face a choice: convert or shut down. As more people switch to NWN 2, the pool of potential players for NWN 1 PW will dwindle. You'll have die hards that stick with NWN 1, but a majority will switch to NWN 2. At some point, there will be a someone who immitates Copap for NWN 2. Whether or not they succeed only the years will tell.
I hope this means Avlis will continue to evlove too ?Because Obsidian kept Aurora's scripting and modding code virtually untouched, modders will be able to port their creations from NWN over to the sequels engine with the minimum of fuss ..Urquhart