NWN 2 info from GenCon

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NWN 2 info from GenCon

Post by bolo » Sun Aug 13, 2006 9:44 am

NWVault has some info garnered from GenCon.Goes into some of the changes to the game since E3.

Hopefully I'll get a chance to check it out Sunday, though I know a lot of displays start getting toirn down on Saturday night.

http://nwvault.ign.com/View.php?view=ar ... tail&id=46
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Post by downsystem » Mon Aug 14, 2006 3:31 am

6) Characters always receive maximum hit points when they level up.

No more crying about hit points maxing.

"One interesting thing that Josh mentioned in discussing the World Map was that the Official Campaign has Random Encounters. Just like Baldur’s Gate, when you transition between areas on the world map, there is a chance for an encounter. When an encounter happens, you are put into a default area to workout the encounter."

Oh this is good very good, was wondering if they were going to do that. I wonder if a dm will be able to pull a travelling character into a random encounter. Sure hope so.
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Post by Zonr_0 » Mon Aug 14, 2006 3:45 am

my highlights, live from #Avlis!

[20:40] * Zonr_0 drools at nwn2 feature:
[20:40] <Zonr_0> "5) The Script Generator will be tied to the Lexicon, so that a character can access the online version of the Lexicon at the click of a button."
[20:40] <Rhissaerk> Ooooh...niiiiice.
[20:40] <Zonr_0> 1) They may possibly add a spell sequence to the Mode Bar. This would allow a user to place several spells into a sequence in which they want those spells to be cast. Then the user would click a play button and the spell caster would automatically cast the spells in the order specified).
[20:41] * Zonr_0 drools again
[20:41] <Zonr_0> "4) One of the Prestige Classes we focused in on was the Warpriest. This class gains several buffing options (morale bonuses) that affect companions and a Fear Aura effect. The Warpriest also gains Mass Cure spells, including Mass Heal at higher levels. Every 2 levels that the Warpriest gains add Spells per Day levels to the base class. Primary requirement is being able to cast 4th level divine spells, so Druids qualify and (although at a much higher level) so do Rangers and Paladins."
[20:42] * Zonr_0 clericgasms
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Post by bolo » Mon Aug 14, 2006 7:22 am

I had hoped to be able to try it out on Sunday, but over at the booth, they only had 3 stations ( always somebody on), and when things finally began to slow down, they started their teardowns.
I did watch someone go through character creation, and there certainly looked to be a lot of different options.
Only thing for me, the graphics reminded me a bit of EQ2 models.They have that cgi "plastic" look to them.
It would be great if he could get his "wish list "in, and have a spellbook for PrCs someday.

I also took a look at Warhammer Online, but there wasn't enough there to really tell if it would be a good game or not ( it's over a year away,this was an early Alpha build).

Also, NWVault has put up a lot of stuff from Gencon, including lots of movies and screenshots, and stuff added to the Wiki.
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Post by Albion » Mon Aug 14, 2006 9:57 am

Warpriest sounds very nice as a PRC and i read about strongholds which sounds good as well.
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Post by Levis Pie » Mon Aug 14, 2006 4:27 pm

Zonr_0 wrote:
[20:40] <Zonr_0> 1) They may possibly add a spell sequence to the Mode Bar. This would allow a user to place several spells into a sequence in which they want those spells to be cast. Then the user would click a play button and the spell caster would automatically cast the spells in the order specified).
:shock: w00t! that would be awesome! if i undertood that right, so you would have the spells, in sequence, all on one hotkey?
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Post by Pekarion » Mon Aug 14, 2006 5:08 pm

I also hope they put that sequencer in, buffing is boring 8P


I also really really like the thought of warpriest especially concerning rangers and paladins, having a prc for those two classes that veer more off in the direction of divine casting part of them just sounds.. plain awesome.
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Post by bolo » Tue Aug 15, 2006 2:14 am

Here's a link from someone who got to play around with the toolset

http://nwn2forums.bioware.com/forums/vi ... &forum=100
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Post by Nob » Tue Aug 15, 2006 2:26 am

Have they indicated yet whether sorcs and bards will actually be able to take spell casting prestige classes and get additional spells KNOWN or did they just decide not to bother to fix this particularly nasty oversight that Bioware first created when doing prestige classes for NWN1?

From the sounds of it (notably on the mention of a lack of being able to do a custom spell progression list for PrCs) I'm getting the feeling they haven't actually fixed this.
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Post by downsystem » Tue Aug 15, 2006 2:38 am

Is this a good or bad thing?

"One last thing I would like to mention about outdoor areas is that they seem much larger than in the original game. To verify this, I tried lining up orcs across one of the tiles. I managed to get roughly 52 orcs into one tile. In the old toolset, I placed thirty orcs across an entire 4x4 area!!! So it appears that just one tile in the new outdoor area is larger than an entire 4x4 area in the original game."

He later says this in the thread.

"It turns out that areas are not as big as I at first thought. Each tilset is divided into several red squares, each one of which is 20M (or equal to two NWN1 tile squares.) In addition, there is a large unplayable area around the edges so that each area, though it looks larger, is actually only as big as a similar area in NWN1. You can still make the areas look huge, though, by placing objects in the non-playable areas."
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Post by tindertwiggy » Tue Aug 15, 2006 3:04 am

Or orcs are smaller.
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Post by weeno » Tue Aug 15, 2006 6:17 am

did i read that right that shifters are no longer going to be part of NWN2?
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Post by Sunscream » Tue Aug 15, 2006 6:19 am

weeno wrote:did i read that right that shifters are no longer going to be part of NWN2?
Shifter is not in, something about not having the right creatures in the game.
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Post by Fifty » Tue Aug 15, 2006 1:55 pm

Strongholds looking very cool:

http://pc.ign.com/articles/725/725416p1.html
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Post by Czarcasm » Tue Aug 15, 2006 3:00 pm

Fifty wrote:Strongholds looking very cool:

http://pc.ign.com/articles/725/725416p1.html
I'm excited to see if that is a system or just a massive amount of code for the SP campaign only. It certainly sounds like the thing I've been trying to do in Kurathene since day one.

On a side note, the screenshots on that link get me excited about open-face helmets and (more) realistic armor instead of the goofy stuff we have in NWN1.
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Post by bolo » Wed Aug 16, 2006 11:24 pm

Doh! DP
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Complete type up of base and PrCs by cdaulepp

Post by bolo » Wed Aug 16, 2006 11:24 pm

Complete type of each base class from NWN2 as shown at Gencon
http://nwn2forums.bioware.com/forums/vi ... 4&forum=95

Just browsing through it, besides rangers, bards get a nice boost from the bardic inspirations( they actually look pretty powerful overall).Though as was mentioned the inspirations are taking the place of bardsong, but the perform requirements are actually attainable.I'm thinking bards are going to be really really popular in NWN 2.
I read about the Warlock, and I'm not seeing the appeal there.

And here are the Prestige Classes!
http://nwn2forums.bioware.com/forums/vi ... 7&forum=95

Battle Priests look cool, as do Divine Champions ( not sure since I never played one, but this just might be a Champion of Torm renamed).
Blackguards get a tiny boost I see, in the aura of despair, but they still get the crappy spells list, Bull's Strength being the only really useful one.
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Re: Complete type up of base and PrCs by cdaulepp

Post by Aloro » Wed Aug 16, 2006 11:53 pm

Bolo wrote:Just browsing through it, besides rangers, bards get a nice boost from the bardic inspirations( they actually look pretty powerful overall).
Yeah, Bards get a huge upgrade; those Inspirations are pretty damned useful. :D
• Inspiration: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time. At 1st level, the bard can only inspire courage, but as he increases in level, he gains access to a variety of inspirations from which his companions (and himself) may benefit. There are seven types of inspirations.
• Inspire Courage (1st level): This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.
• Inspire Competence (2nd level): This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level.
• Inspire Defense (5th level): This gives a dodge AC bonus to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, and +5 at 20th level.
• Inspire Regeneration (7th level): This heals all party members a certain number of hit points every round. This starts at 2 hit points per round, becomes 4 at 12th level, and 6 at 17th level.
• Inspire Toughness (8th level): This gives a bonus to saving throws for all allies. It starts at +1, then +2 at 13th level, and then +3 at 18th level.
• Inspire Slowing (11th level): All enemies that come within 20 feet of the bard have to make a Will save (DC 13 + = Bard level + CHA modifier) otherwise they will be slowed down. Initially they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement, unlike the slow spell.
• Inspire Jarring (14th level): All enemies within 20’ of the bard suffer a -4 penalty to all Discipline and Concentration checks and -2 to all Will saves.
I want to be in a party with 3 Bards... one runs Inspire Courage, one runs Inspire Defense, and one runs Inspire Regeneration, and all 3 use Bardic Music for crowd control. Whoa. :shock:


There are some exciting new classes in that list: Arcane Tricksters, Duelists, Eldritch Knights (Steelcaster, anyone?), Frenzied Berzerkers, and War Priests. Harper Agents (Harper Scout renamed) will probably continue not to fit in Avlis, of course, as will Red Dragon Disciples, given there is no group like the Harpers in Avlis nor any Red Dragons. The Divine Champion (Champion of Torm renamed) looks ok for use in Avlis. I think two other new classes - Neverwinter Nine and Shadow Thief of Amn - can likely just be renamed for use in Avlis-NWN2 (Shadow Thief of Amn = Grey Dirk of Andarr, perhaps).

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Re: Complete type up of base and PrCs by cdaulepp

Post by p0m » Wed Aug 16, 2006 11:59 pm

Aloro wrote:Yeah, Bards get a huge upgrade; those Inspirations are pretty damned useful. :D
• Inspiration: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time. At 1st level, the bard can only inspire courage, but as he increases in level, he gains access to a variety of inspirations from which his companions (and himself) may benefit. There are seven types of inspirations.
• Inspire Courage (1st level): This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.
• Inspire Competence (2nd level): This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level.
• Inspire Defense (5th level): This gives a dodge AC bonus to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, and +5 at 20th level.
• Inspire Regeneration (7th level): This heals all party members a certain number of hit points every round. This starts at 2 hit points per round, becomes 4 at 12th level, and 6 at 17th level.
• Inspire Toughness (8th level): This gives a bonus to saving throws for all allies. It starts at +1, then +2 at 13th level, and then +3 at 18th level.
• Inspire Slowing (11th level): All enemies that come within 20 feet of the bard have to make a Will save (DC 13 + = Bard level + CHA modifier) otherwise they will be slowed down. Initially they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement, unlike the slow spell.
• Inspire Jarring (14th level): All enemies within 20’ of the bard suffer a -4 penalty to all Discipline and Concentration checks and -2 to all Will saves.
I want to be in a party with 3 Bards... one runs Inspire Courage, one runs Inspire Defense, and one runs Inspire Regeneration, and all 3 use Bardic Music for crowd control. Whoa. :shock:
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Post by Fifty » Thu Aug 17, 2006 12:03 am

You know that ideal party list?

6 bards, anyone?
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Post by Fifty » Thu Aug 17, 2006 12:08 am

Personally, so gonna be a duelist.
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Post by bolo » Thu Aug 17, 2006 12:09 am

6 bards and an Ed. Hit a tough monster, play Inspire Legion. :shock:
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Post by bolo » Thu Aug 17, 2006 12:14 am

I love rangers, and will try one out, but I am so wanting to try out Eldritch Knight.
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Post by Aloro » Thu Aug 17, 2006 12:25 am

Fifty wrote:You know that ideal party list?

6 bards, anyone?
Hmmm... I have to assume the Inspirations won't stack with themselves, so you can't have 2 Bards running e.g. Inspire Regeneration for a total of twice the benefit.

While Inspire Jarring is fairly useful in combat (primarily to reduce the Will saves and thus increase the effectiveness of all the Fascinate/Cloud Mind use), and Inspire Toughness moderately useful (a minor bonus to saving throws is nice but not terribly exciting), Inspire Slowing only affects movement and Inspire Competence won't have much impact at all (few skills are used in combat in NWN).

After the 3rd or perhaps 4th Bard, you're not getting much increased power by adding more Bards. But oh, those first 3... :D

Parties in NWN2 are definitely going to want Bards much moreso than they did in NWN.

And yeah, a bunch of Bards with one really tough higher-level Warrior-type would be just plain nasty. Inspire Legion FTW!

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Post by Fifty » Thu Aug 17, 2006 12:29 am

I was thinking of having every single inspiration running at once :) None of them are unhelpful :)
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