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Pavlos
02-15-2008, 01:03 PM
Source (http://es.biz.yahoo.com/080213/189/5ui7t.html)Titles we plan to release during the next fiscal year of 2008-2009: [blah, blah] NeverWinter Night 2 Expansion Pack2 PC [blah, blah]

The fact that they can't get the name of their own game right doesn't exactly fill me with confidence :p.

It's unclear as to whether or not good ol' Obs are developing this one but we do have this from over on the Codex (http://www.rpgcodex.net/phpBB/viewtopic.php?t=22703):Well I guess the proverbial cat is out of the bag now.

How in the world is anything supposed to stay sekrit on the intart00b.

Let's hope it's more along the lines of MotB than the OC, eh?

DeadYorick
02-15-2008, 01:06 PM
Whooooo. I can't wait

But I would rather have a sequel

mur'phon
02-15-2008, 01:20 PM
I'll be happy if it's just half as good as MoTB

Emperor Devon
02-15-2008, 02:05 PM
Ooooooh, absolutely delightful news! Here's to a totally over-the-top level 30-50 campaign following MotB. (And perhaps a proper Epic spell system to go with it?)

Bah, they'll probably just go the way BioWare did with SoU and make it something completely new. But here is to the level cap being raised again in any case. (At least 40 like in NWN would be very nice.)

But I would rather have a sequel

Don't get your hopes up. With how large a selling point modding has been for the series Obsidian isn't likely to uproot the community after giving it only a yearish to settle in with the current game. I'd predict if we'll ever see a NWN3 it'll be in three or four years (or shortly after the release of 4E at the absolute earliest).

Web Rider
02-15-2008, 02:29 PM
I wouldn't mind if I didn't have to patch it the first 7 days I owned it just to make it playable.

Still, I can't see much of a sequel coming out of MotB...

Lantzen
02-15-2008, 06:28 PM
This is taken from a loading screen in MotB, they did the same thing with OC, they mention Rashemen in a loading screen

"Evan as far north as Rashemen, sailors whisper of distant Chult, a land of steaming jungles, deadly disease, and massive reptilian monsters. Local peoples cling to coastal regions, mounting occasional expeditions into the deep jungle... and living in fear of serpents who can take the shape of men."

So next stop Chult ? ^^

Web Rider
02-15-2008, 06:35 PM
This is taken from a loading screen in MotB, they did the same thing with OC, they mention Rashemen in a loading screen

"Evan as far north as Rashemen, sailors whisper of distant Chult, a land of steaming jungles, deadly disease, and massive reptilian monsters. Local peoples cling to coastal regions, mounting occasional expeditions into the deep jungle... and living in fear of serpents who can take the shape of men."

So next stop Chult ? ^^

Wow, the biblical references are just....just....


so lame.

Aash Li
02-15-2008, 06:35 PM
Im currently tired of mmos... atleast until Chronicles of the Spellborn come out... any good mods for this game?

Does the wait between actions get any better? Or is it always attack wait reattack wait attack again...?

Jae Onasi
02-15-2008, 07:11 PM
It's turn based, but I think you can turn the feature off if you don't want to wait.
Combat also goes a lot faster once you get out of the first few levels because you get more than one attack per round as you increase in levels.

Miltiades
02-15-2008, 07:41 PM
I'm ashamed to say I haven't got MotB yet, but it still warms my heart should Obsidian announce a second expansion to the game, after the success of the first campaign. Let's hope it's true.

Lantzen
02-16-2008, 08:46 AM
I really don't understand all the complains about that you attack then need to wait, are you not using the rest of your party members ? Of course you need to wait if you just watching your own characther, its the same in Kotor. But you have a hole party. If you controll evryone in a battle you don't need to wait. I think i have to short time in some of the larger battle to micro my party ^^

Balderdash
02-16-2008, 09:36 AM
Im currently tired of mmos... atleast until Chronicles of the Spellborn come out... any good mods for this game?

Does the wait between actions get any better? Or is it always attack wait reattack wait attack again...?It's only like that at low levels. Once you get a higher BAB you get more attacks per round, and the animation speeds up.

Aash Li
02-16-2008, 01:01 PM
I really don't understand all the complains about that you attack then need to wait, are you not using the rest of your party members ? Of course you need to wait if you just watching your own characther, its the same in Kotor. But you have a hole party. If you controll evryone in a battle you don't need to wait. I think i have to short time in some of the larger battle to micro my party ^^

Youre both right and wrong. There is a wait in the other games, but its not noticeable. In NWN2 there is a discernible wait between actions in battle... but if it goes away as I level up then Im fine.

Now if we could just make the characters not-ugly, the game would be great.


I just bout MotB today, and I love the way the genasi look! Really great. If they keep up the nice looking characters in their second xpack, I might forgive them the fugly characters in the original. >.>

Pavlos
06-09-2008, 02:00 PM
Source (http://www.rpgcodex.net/phpBB/viewtopic.php?t=24582)

According to a news post on a <Romantic Language Here> site, Neverwinteros (http://www.neverwinteros.com/), The Sword Coast seems set to make a return in Obsidian's next installment of the Neverwinter Nights 2 saga. Neverwinter Nights 2: Storm of Zehir will plunge the player into an epic and truly heroic world of... economic manipulation.

The news apparently comes straight from the horse's mouth, Atari Europe having issued this release to all European Community representatives. Confirmation comes from Obsidian's Anthony Davis; who declared it as "realz" (http://www.rpgcodex.net/phpBB/viewtopic.php?t=24582&postdays=0&postorder=asc&start=25).

In the aftermath of the defeat of the King of Shadows, the Sword Coast is in the midst of an uneasy economic recovery. Trade syndicates have sprung up to exploit the post-war confusion for their own ends. The players’ party will wade into this uncertain environment; in order to increase their own fortunes, they can either ally with a syndicate to create a trade empire, or cut their own path through Faerûn by preying upon caravans and selling the goods on the black market. As they attempt to extend their influence, players will become aware of a new faction working behind the scenes: the evil, shapeshifting, serpentine Yuan-Ti."

Obsidian seems to be taking Neverwinter Nights 2 in a very different direction from both the one started on in the original game and the one found in Mask of the Betrayer. I can't say that's a bad thing, to be honest, it suggests that they're not afraid to take the series in new directions, nor are they above experimenting with fresh ideas.

For the second time with their handling of the NWN licence, Obsidian have pleasantly surprised me. Once again I have read a press-release that doesn't involve the word 'epic'. Though not much is clear at this time, the plot seems more centred on intrigue than it does fighting Ancient Evil; refreshing, I tells ya!

Something about the word "streamlined" causes horror to lock her icy arms around my chest, though.

Update: Anothny Davis (http://rpgcodex.net/phpBB/viewtopic.php?p=534621#534621) has said that while he's not yet able to talk specifics on this project, "I will say this about the game, the very first time I saw the new over land map stuff, it FELT like a completely different game than NWN2 and NX1, in a good way."

mur'phon
06-09-2008, 02:54 PM
^^Is it just me, or does this trade warz from hell scenario apear to be rather grey? Heres to hoping it turns out that way.

Pavlos: Combat is NWN2's weakest link, if the streamlining is aimed at making it more entertaining I have nothing agains it.

patient_zero
06-09-2008, 04:20 PM
Something about the idea of "an economic adventure in Faerun" makes me both curious and fearful. But I'll wait to find out more before passing judgement.

Bee Hoon
06-09-2008, 11:51 PM
Who is this Zehir anyway?:P

The Bioware boards seem to agree that the KC's story is done (sigh, no saving the smexy Bishop?), so looks like we'll be starting from scratch. Economic adventure, hrm. I'm not exactly fond of managing my finances in RPGs (save obsessively gathering and selling things until I realise that I don't actually *buy* anything besides ammo), but I have faith in Obsidian:)

Sounds interesting to try as a multiplayer game though.

Web Rider
06-10-2008, 01:57 AM
To be honest, if I see economic stimulation, I can find it in real-life economies, or if I want simulation I have my trusty Sim City. A Sim City mmo would be interesting to say the least, though I have no real desire to do so in the Faerun setting.

Lantzen
06-19-2008, 01:57 PM
New info, and level 30 is still max level. So no halfgods here
http://www.actiontrip.com/previews/neverwinternights2stormofzehir_i.phtml
http://www.strategyinformer.com/pc/neverwinternights2stormofzehir/interview.html

Pavlos
06-19-2008, 02:05 PM
Source (http://forums.obsidianent.com/index.php?showtopic=49928&st=285&p=863933&#entry863933)

ActionTrip (http://www.actiontrip.com/previews/neverwinternights2stormofzehir_i.phtml) and Strategy Informer (http://www.strategyinformer.com/pc/neverwinternights2stormofzehir/interview.html) and Rock, Paper, Shotgun (http://www.rockpapershotgun.com/?p=1950#more-1950) are sporting new interviews with Obsidian Entertainment's Kevin Saunders, Lead Designer on MotB and a Producer (according to ActionTrip) on SoZ.

For those who are wondering, Tony Evans is the lead on SoZ; he designed both Mulsantir and the Slumbering Coven in MotB. Seeing as how the latter of those two areas is some of the most fun I've had in a game for a long time (the Infernal Contract dream sequence was awesome), I have hope that even if the plot is not the main focus, it will still be both enjoyable and well-thought-out.

Another benefit from the Overland Map has been our D&D rules implementation. We’ve never been thrilled with the role Skills have played in Neverwinter Nights games. They are not as well integrated into the gameplay as we would have liked. On the Overland Map, skills like Spot, Survival, and Listen could all be given gameplay effects that would be fun and interesting, clear to the player, and more faithful to their D&D implementation.

At least their plans for improving gameplay seem well planned, even if I'm not overly pleased that the plot is not the focal point. The sheer concentration of the word Fallout brings a smile to my withered heart, at any rate. Although I may have to add it to my list of buzzwords should they continue to use it...

Edit: Damn you, Lantzen! :xp:

Lantzen
06-19-2008, 02:09 PM
Long post is long:xp:

It's the same team that did mask of the betrayer that work on this expansion. So i think this can be really good if they put down the same effort as last time

Emperor Devon
06-19-2008, 02:35 PM
(the Infernal Contract dream sequence was awesome)

While the dialogue for it was all very well-written (the PC's actually differs in style from the rest of the game if you look closely), it wasn't a terribly open-ended sequence. All you had to do was click through all the options (reading them wasn't necessary) and you'd come across the solution to Faras' dilemma.

Granted, as I said, the dialogue and premise of that side quest was all very well-done. It was just rather lacking in player choice, but thankfully there looks to be an emphasis on that here.

we do have some major 4th Edition story tie-ins.

4th ed butchered all that was good about the Forgotten Realms when they destroyed everything east of the Sword Coast (who needs original settings like Thay and Rashemen when you can have an overused medieval sword-and-sorcery one?) so that doesn't sound good. Hmm, maybe they'll kill off Elminster or Drizzt...? I can dream, can't I? I'd so love to see them dead. Serves them right, intruding in BG2 like they did.

We would love to create a 4th Edition D&D game

Go to hell. One of them anyways. >:|

Bah, I never wanted a NWN3 in the first place.

Pavlos
06-25-2008, 07:00 AM
Source (http://www.computerandvideogames.com/article.php?id=191562)

ComputerAndVideoGames.com (what a long name...) has posted an interview (http://www.computerandvideogames.com/article.php?id=191562) with the lead designer of Neverwinter Nights 2's latest expansion pack, Storm of Zehir, along with some random screenshots from Neverwinter Nights for reasons which, I'm sure, were clear to the site's editor if not to me. [They've fixed their goof]

Some good stuff in there along with confirmation of the level range (3 - 15) that SoZ will be covering.

We focus on giving players maximum reactivity based on how they play and how they customise their party. No longer will you put points in a skill like Survival and then not be able to tell what effect it has in the game.

As players explore Samarach and the Sword Coast and interact with its many fascinating characters, the player will reap the benefits, and drawbacks, of their choices.
Choices having a negative effect on the progression of a character? :hug:

Aash Li
06-25-2008, 09:32 AM
An economic/political theme in this expansion? O.o That sounds like it could be really cool!

*nerd-gasm*

Darth333
06-25-2008, 06:39 PM
Sounds interesting. I really liked MOTB's story but there are two things that really annoyed me in that game and I am not quite sure if I will want to go through another expansion:

1. The horrible camera (I thought I'd get a tendinitis from trying to keep the camera in place with the mouse).

2. The influence system. The idea is good but I really dislike how it has been implemented. I found it extremely annoying and "immersion breaking" to have to go through the same dialog options over and over in order to maybe get a different answer that will reveal a bit more about the story and the characters. I didn't liked that in KotOR 2 but I felt that it was just worse in MoTB (perhaps because it was more "dialog heavy").

Lantzen
06-26-2008, 09:35 AM
Well, atleast it's better in MotB then in normal NWN2. There it was plain broken, you coudeln't get all the influence dialougs with numerous partymembers if you didn't use bugs in the game.

Aash Li
06-26-2008, 09:57 AM
Hmm... any modders what to try and do a female model edit to make them skinnier? Particularly the plaintouched. >.> Or a model switch with the elves...

Darth333, that complainer thread is hilarious.

Inyri
06-26-2008, 10:00 AM
Hmm... any modders what to try and do a female model edit to make them skinnier? Particularly the plaintouched. >.> Or a model switch with the elves...They were pretty chunky come to think of it, weren't they? I always thought my warlock looked a bit heavy.

Aash Li
06-26-2008, 10:07 AM
Yes they were, and they werent attractive in the slightest... except from the neck up. The way I describe them:

Its like the model designer was blind, and he was touching several different women to get an idea of what a woman was like physically. And thats what we ended up with. >.>

Aash Li
06-26-2008, 01:02 PM
Does anyone know what the name of the base skin of the model is? For female air genasi? Such as:

p_hhf_cl_body164.dds

I know thats not it though...

Pavlos
07-16-2008, 06:54 PM
Source (http://www.warcry.com/news/view/85061-NWN-2-Storm-of-Zehir-Facts-Screens)

A fact-sheet (http://www.warcry.com/news/view/85061-NWN-2-Storm-of-Zehir-Facts-Screens) has just been released for Storm of Zehir -- Obsidian's second expansion for 2006's Neverwinter Nights 2 -- which details the features of the game. While it's mostly a rehash of old information, it does contain our first glimpses of the game in action.

"Developed by Obsidian Entertainment, Atari will be expanding on the Neverwinter Nights 2 franchise with Neverwinter Nights™ 2: Storm of Zehir, by delivering an engrossing DUNGEONS & DRAGONS® experience. Neverwinter Nights™ 2: Storm of Zehir hearkens back to the days of the Baldur's Gate and Icewind Dale franchises by including full party customization, dungeon crawling, and free exploration of a non-linear game world via Overland Map. This thrilling game is scheduled for worldwide launch in Q4 2008."

The shots aren't that breathtaking but, then again, look at some of the first shots (http://static.computergames.ro/cg/assassin/images3/nwn2maskofthebetrayer/nwn2maskofthebetrayer009.jpg) of Mask of the Betrayer compared to the end product (http://image.com.com/gamespot/images/2007/234/939027_20070823_screen004.jpg).

Updated

Source (http://www.rockpapershotgun.com/2008/07/16/rps-ish-at-ish-e3-day-two-atari/)

Rock, Paper, Shotgun have just put up a preview of Obsidian's Storm of Zehir and CD Projekt Red's The Witcher: Enhanced Edition on their site (http://www.rockpapershotgun.com/2008/07/16/rps-ish-at-ish-e3-day-two-atari/).

It's an interesting, if short, read if you want to hop on over. It's a shame that the coverage of Storm of Zehir at E3 has not been greater; it seems to be shaping up nicely

"Now, I have absolutely no experience with NWN2, so my impression of the expansion pack – that it seems kind of good – might not really mean anything, but the title does feature some interesting features, from a party system that gives you four main characters (in any situation, such as conversations, you can pick the one which will do the best job) and an intentional effort to make the skills from Dungeons and Dragons that no one ever uses useful (so you can “craft” items from debris found at your shipwreck, or use “spot” to find hidden items)."

Arátoeldar
07-16-2008, 08:26 PM
I'm confused about the references to BG & IWD. Are they only talking about the Tactical Combat only of both games. Or are they also including the Party Interaction of BGII?

mur'phon
07-17-2008, 07:52 AM
Heh, It sounds like I'll be able to create 4 chars instead of one, if so, it might be time to let IWD2 rest.

Q
07-17-2008, 08:14 AM
Neverwinter Nights™ 2: Storm of Zehir hearkens back to the days of the Baldur's Gate and Icewind Dale franchises by including full party customization, dungeon crawling, and free exploration of a non-linear game world via Overland Map.All right. If this is true then I might have to finally break down and buy this game.

Pavlos
07-18-2008, 05:56 PM
Source (http://uk.pc.ign.com/articles/891/891207p1.html)

IGN has posted a short preview (http://uk.pc.ign.com/articles/891/891207p1.html) of Storm of Zehir which details the new party dialogue system and overland map but does contain some spoilers for the beginning of the game. A more in-depth and spoiler-free (but unofficial) explanation of the dialogue system can be found here (http://www.rpgcodex.net/phpBB/viewtopic.php?p=544220&highlight=#544220).

Since you're in charge of a four-person party now, you can use each member to access different dialogues. The fighter in our party, for instance, intimidated a soldier into giving up his sword, while our rogue used diplomacy to convince another survivor to hand over her bow. This is all part of the developers' efforts to make your characters' skills more meaningful throughout the game. Another extension of that thinking is the ability of craft-trained characters to create weapons out of the wreckage that has washed ashore.

Update

Source (http://www.rpgcodex.net/phpBB/viewtopic.php?t=25250&postdays=0&postorder=asc&start=25)

Gametrailers has uploaded an interview (http://www.gametrailers.com/player/37137.html?type=) about Storm of Zehir with the mysterious Matthew Rorie, Obsidian's new(ish) press manager. Perhaps most interesting is the screen behind Mr. Rorie's head which shows Storm of Zehir live and in action. If you keep an eye on it you should catch a clear view (especially if you're watching in high-def) of the overland map.

http://i17.photobucket.com/albums/b73/Pavlos_1/StormofZehirmap.jpg (http://www.gametrailers.com/player/37137.html?type=)

The map certainly appears to do what they say: open up the environment to player exploration, extending the use of Spot as a skill beyond finding ore deposits in the OC. We shall have to wait and see. Keep up the good work, guys.

Interest++

Update 2

Source (http://www.rpgcodex.net/phpBB/viewtopic.php?t=25250&postdays=0&postorder=asc&start=75)

Every time I close our news management page, I come across a new piece of Storm of Zehir news. Anyway, a French site, La Bibliothèque de Neverwinter Nights, has managed to get its paws on some new snaps (http://www.bbnwn.eu//phpbb2/viewtopic.php?t=12191) of SoZ.

http://i17.photobucket.com/albums/b73/Pavlos_1/SoZcombat.jpg (http://membres.lycos.fr/lultimerendezvous/forums/images/mes_images/sto_005.jpg)

I'm not sure if the area design is of as high a standard as MotB but I suppose we will have to play the game to find out.

With the emphasis placed on exploration, I would imagine that they have less time than they did on NX1 (a game with an emphasis on a tight and short plot) to craft areas as breath-taking as Ashenwood. I have this horrible feeling that the world map will simply end up the same way as Mass Effect's unexplored worlds: generic maps with a smattering of combat. Time will tell...

RyuuKage
07-19-2008, 12:13 AM
i'm 50/50 on this...a new expansion is awesome, but of the two campaigns we have, only one can be played to the finish for me (OC always crashes at some random point during the Crossroad Keep Siege...YAY!!!), so i've never seen the ending, but MOTB worked great...hope that's true of Zehir

Arátoeldar
07-20-2008, 11:31 PM
I am already slightly disappointed in SoZ. The party limit of four reminds me of the horrible console Baldur's Gate games. :disaprove

stoffe
07-21-2008, 10:34 AM
I am already slightly disappointed in SoZ. The party limit of four reminds me of the horrible console Baldur's Gate games. :disaprove

Is there really much difference from how it is in Neverwinter Nights 2 already? Both the NWN2 campaign and Mask of the Betrayer gave you a party of 4 through parts of those campaigns, if I remember correctly.

(And hopefully you can mod it, like those two earlier games, to bring along as many as you want :))

Arátoeldar
07-21-2008, 04:51 PM
Is there really much difference from how it is in Neverwinter Nights 2 already? Both the NWN2 campaign and Mask of the Betrayer gave you a party of 4 through parts of those campaigns, if I remember correctly.

(And hopefully you can mod it, like those two earlier games, to bring along as many as you want :))

You're right. I must have been having a senior citizen moment. :giveup:

Pavlos
07-31-2008, 05:32 PM
Source (www.nwvault.com)

NWVault have posted an interview (http://nwvault.ign.com/View.php?view=Interviews.Detail&id=333) with Obsidian's Tony Evans, lead designer on Storm of Zehir, the second expansion pack to the developer's 2006 Neverwinter Nights 2. Spoilers are present within the article but are clearly marked for those wishing a virgin gaming experience.

Yes, there is something I’d like to get off my chest... I am really, really jealous of all the people who will get to play Storm of Zehir later this year. You see, the team at Obsidian set out to make the kind of RPG that we’ve always wanted to play but, the problem with that is, game developers typically cannot bear to play the games they make once they are finished. It would be kind of like dating your daughter after you’ve finished raising her. So, you guys (and gals) will be able to enjoy Storm of Zehir in ways that are sadly lost to us poor developers.

Looks like Annie Carlson is taking on the role of Creative Director for Storm of Zehir, the role held by George Ziets on Mask of the Betrayer. We also have confirmation of Port Llast's return, safe and secure with some new music.

mur'phon
07-31-2008, 07:29 PM
Yay, so I'll get to create my own party, though I'm not exactly thrilled to return to port everlast.

Pavlos
08-16-2008, 08:31 AM
Source (http://rpgvault.ign.com)

RPG Vault has posted an interview (http://rpgvault.ign.com/articles/899/899068p1.html) with a few of the core team members -- including Creative Lead Annie Carlson -- working on Obsidian's new expansion pack for Neverwinter Nights 2, Storm of Zehir.

You will return to Crossroad Keep, Neverwinter and West Harbor. Each map has been extensively updated, and is now much more detailed than the original versions. In Neverwinter, you return to the Blacklake District. The main area in front of the castle has been completely rebuilt after the battles the community endured in the previous games. The Thayan Academy and Temple of Waukeen have constructed new building headquarters located here. Also, the castle wall has a new viewing stand to see the rest of the cityscape.

Obsidian continues to impress me with each and every article they put out about this game. Personally, I'm hoping this new dialogue system add yet another dynamic to dialogue.

Rather than just having skills affect how an NPC reacts, what about race, class, and appearance too? Sure your Drow party member may have a huge Diplomacy score but that doesn't mean he's going to get a positive reaction from the average person on the street. The player will be forced not only to think about whose line to choose in a dialogue based on statistics but also based on what sort of emotional response the character will have to the speaker. Perhaps that's a bit too progressive in terms of NPC interaction for an expansion pack, though...

We shall see.

SpaceAlex
08-16-2008, 08:34 AM
What would we do without you, Pavlos? You always bring us the latest news... :urpdude:

Bee Hoon
08-16-2008, 09:42 AM
And they're all new, no leftovers from Neverwinter Nights 2 or Mask of the Betrayer*weeps for the lack of Bishop and Asa Seigel's voice*

Apart from that, it sounds fantastic! I always thought it was silly how traveling with someone with survival as a skill made absolutely no difference, one way or another. Looks like I'm going to have to save up for it!

dowon
08-16-2008, 11:37 AM
RPG Vault has posted an [url=http://rpgvault.ign.com/articles/899/899068p1.html]interview (http://rpgvault.ign.com) with a few of the core team members -- including Creative Director Annie Carlson -- working on Obsidian's new expansion pack for Neverwinter Nights 2, Storm of Zehir.

The only Creative Director/Chief Creative Officer at Obsidian is Chris Avellone. He always will be unless he leaves the company. CD/CCO oversees Obsidian's all projects.

Thus, Annie Carlson is not a creative director. She may be a Creative Lead because a CL at Obsidian means a lead writer for a single project.

Corinthian
08-16-2008, 01:24 PM
Well, I gotta give Obsidian some credit - they made it so that I don't have to deal with party members like Elanee the Rapist, Qara, or Neeshka. *Shudders* On the other hand, this means no genuinely amusing banters, such as with Sand. Ah, well, you can't have your cake and eat it, too.

Pavlos
08-16-2008, 04:20 PM
Thus, Annie Carlson is not a creative director. She may be a Creative Lead because a CL at Obsidian means a lead writer for a single project.
My mistake, I'll correct the misprint.

Emperor Devon
08-16-2008, 06:31 PM
sequels tend to get darker and grittier, but we've gone in the other direction with Storm of Zehir. <snip> it's a tale of light-hearted adventure and exploration. It's more fun and less serious.

Ah, crap. :(

Pavlos
08-21-2008, 06:19 PM
Source (http://ve3d.ign.com)

Fourteen shots of Obsidian's Storm of Zehir can be found over on Voodoo Extreme (http://ve3d.ign.com/images/fullsize/35824/PC/Neverwinter-Nights-2-Storm-of-Zehir). While mostly showing off some of the game's combat scenarios -- and a dinosaur -- we do catch a glimpse or two of the world map in Glorious High Resolution.

Pavlos
08-24-2008, 01:11 PM
Source (http://www.neogaf.com/forum/showthread.php?t=332471)

GameSpot have uploaded a ten minute long video (http://uk.gamespot.com/pc/rpg/neverwinternights2stormofzehir/video/6196650/gc-2008-neverwinter-nights-2-storm-of-zehir?tag=videos;title;1) of Obsidian's Storm of Zehir expansion pack for 2006's Neverwinter Nights 2 featuring the world's smoothest boat journey. The video does contain spoilers for the beginning of the game so you may wish to avert your eyes.

http://i17.photobucket.com/albums/b73/Pavlos_1/StormSnakes.jpg (http://uk.gamespot.com/pc/rpg/neverwinternights2stormofzehir/video/6196650/gc-2008-neverwinter-nights-2-storm-of-zehir?tag=videos;title;1)

The video features the first full-blooded demonstration of the new dialogue system which should clarify the mechanics to those who are still uncertain. In addition we catch our first detailed look at how the world map works and looks. A pretty packed video, all in all, which shows off some impressive area design.

Emperor Devon
08-26-2008, 11:19 PM
Huzzah, another article (http://rpgvault.ign.com/articles/902/902639p1.html)!

They are acquired through various quests given to you by the new Adventurer's Guild in Crossroad Keep.

>_<

On the bright side, though, the article mentioned there's going to be less high-powered loot left lying around. And it promises open-endedness with consequences for the player's choices!

Oh - and, as you can imagine, this freedom of choice opens up some diverse endings that are - ah... pretty different. I can't go into super detail, but what you do or don't do does have an effect on the world around you.

Fun new stuff all around, though I'm still disappointed the game is returning to the Sword Coast. Hopefully the most time will be spent in Chult.

Pavlos
09-28-2008, 09:02 AM
Source (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=651082&forum=128)

Obsidian and Atari have launched their new website (http://www.atari.com/nwn2/soz/flash_us.html) for Storm of Zehir, the second expansion pack to 2006's Neverwinter Nights 2. There's nothing new but the site does provide us with a hub of videos and pictures.

Pavlos
10-08-2008, 07:35 AM
Source (http://www.gameshark.com/)

GameShark have run an interview (http://www.gameshark.com/features/522/Neverwinter-Nights-2-Storm-of-Zehir-Q&A.htm) with Rob McGinnis about Obsidian's latest expansion pack for Neverwinter Nights 2.

Storm of Zehir's storyline involves many economical aspects. One of the reasons that you're allowed free passage around Samarach is that you earn the patronage of the leader of a powerful merchant empire; otherwise the Samarachans would greatly restrict your movement. Also, when you return to the Sword Coast, you find that the economy has been greatly weakened by the war with the King of Shadows; whether you choose to exploit this or attempt to repair the economy is up to you.

The core of the system revolves around trading raw materials to towns and cities that you come across in exchange for trade bars, which are a kind of currency that is used by various merchant guilds that you will have to interact with to advance the story. The better your relations with these merchant guilds, the better the gear you will be able to purchase from them. You will also be able to set up merchant caravans between cities, but they will also be in danger of attack from roaming monsters.

It is eerily fitting that the game centres around a troubled economy...

stoffe
10-08-2008, 07:41 AM
Source (http://www.gameshark.com/)

GameShark have run an interview (http://www.gameshark.com/features/522/Neverwinter-Nights-2-Storm-of-Zehir-Q&A.htm) with Rob McGinnis about Obsidian's latest expansion pack for Neverwinter Nights 2.

Interesting. The game sounds more like a strategy game than a (traditional) RPG from that description though. :) At least you can't blame them for recycling the same generic fantasy story over and over if this is any indication of how the game will be.


It is eerily fitting that the game centres around a troubled economy...

Sometimes you can almost think game designers are capable of predicting the future. Deus Ex is a good example of that too, set in a future marked by terrorist attacks and the subsequent paranoia/fear those create, and released just a year or two before that (sort of) became reality.

ChAiNz.2da
10-08-2008, 07:42 AM
It is eerily fitting that the game centres around a troubled economy...

Indeed. Sad irony that some of the most engaging 'pretend' storylines are taken from history. Just look how popular War games are. :indif:

Though I'm kind of startled that it has seeped into the fantasy world setting. I tend to want to play fantasy to get away from the real world :xp:

Lantzen
10-08-2008, 10:02 AM
Well the story in BG1 centers around iron shortage, so it's nearly the same thing . Troubled economy

Jeff
10-08-2008, 07:17 PM
IGN Storm of Zehir Hands on (http://pc.ign.com/articles/917/917182p1.html)

We recently had the chance to play through a good chunk of the single-player campaign to see how all of these innovations work in practice and we've come away even more convinced that Storm of Zehir recaptures some of the magic of the original Baldur's Gate games and our old pen-and-paper sessions.This is the kind of thing I like to hear. The original Baldur's Gate is still my favorite Forgotten Realms RPG so I will definitely enjoy this one if it brings back some of its greatness.

Lantzen
10-10-2008, 06:32 AM
A pretty intressing and funny interview with lead designer Tony Evans, he talks about alot of the new features in the game and how some of them come to be

http://www.gamespot.com/pc/rpg/neverwinternights2stormofzehir/news.html?sid=6198747&tag=topslot%3Btitle%3B2&page=1

Pavlos
10-10-2008, 08:34 AM
Something about Obsidian's Neverwinter Nights team is refreshingly eccentric in a way none of the others are. I can't imagine a developer on Alpha Protocol being anything other than stone-faced serious about his work.

Bee Hoon
10-10-2008, 09:10 AM
Both of those are good reads! Thanks :D

...where did heck did One of Many pop out from? O_o

patient_zero
10-10-2008, 12:44 PM
...where did heck did One of Many pop out from? O_o

There's something unsettling about seeing it in the middle of a brightly coloured jungle world.

Emperor Devon
10-12-2008, 04:42 AM
...where did heck did One of Many pop out from? O_o

Out of the ending for evil PCs who stay in the City of Judgment, it looks like. It mentions One of Many moves to Chult and starts terrorizing the locals or gets worshiped as a god by them or somesuch.

I thought the events of Storm of Zehir were supposed to take place during and not after MotB, though?

Bee Hoon
10-12-2008, 05:48 AM
So does that make the evil ending sort of canon then?

Lantzen
10-12-2008, 08:09 AM
About time with a evil cannon ending if thats the case

Arátoeldar
10-12-2008, 01:53 PM
So does that make the evil ending sort of canon then?

There is no canon ending in PS:T just as there is no canon ending to the Fallout series. Most RPGs don't have a canon ending. I really wish GL and LA would have never given any canon to the KotOR series.

Lantzen
10-12-2008, 03:00 PM
Note: This is a spoiler heavy note for PS:T and Fallout

Well, that aint completly true. PS:T don't need a canon since it have nothing more build on it, if they would make a PS:T 2 that also was about the nameless one they would probaly make some of the things canon, like you don't end your game in drowned nation as the new silent king

Same with Fallout, it's canon that you in Fallout1 don't join the super mutants, so they have made some things canon. And id you read the manual to Fallout2 they have a short story about what happend in Fallout1, but if that story is canon i don't know

Almost all RPG i have played that have a expansion or a followup to it make some of the things canon. Apperntly it most be canon that you travled with Imoen, Minsc and Jaheria in BG1, otherwise they wouldent be with you at start in BG2

But the thing about Kotor is just weird, Obsidian designed the game so it wouldent mather if you went DS or LS in Kotor1. So making lsm canon was just a stupid move on their part imo

Emperor Devon
10-13-2008, 12:31 AM
About time with a evil cannon ending if thats the case

It's more indecisive that evil, it means a PC evil enough to devour Okku decided not to devour Akachi. More evil-turned-neutral-at-the-last-minute-of-the-game than anything else.

So making lsm canon was just a stupid move on their part imo

Has LucasFilm forced your in-game Revan to be LSM? I can hardly blame them for not wanting to make four separate versions of every KotOR comic or book or miniature or whatever other assorted media that later comes along.

Arátoeldar
10-13-2008, 02:11 AM
Note: This is a spoiler heavy note for PS:T and Fallout

Well, that aint completly true. PS:T don't need a canon since it have nothing more build on it, if they would make a PS:T 2 that also was about the nameless one they would probaly make some of the things canon, like you don't end your game in drowned nation as the new silent king

Same with Fallout, it's canon that you in Fallout1 don't join the super mutants, so they have made some things canon. And id you read the manual to Fallout2 they have a short story about what happend in Fallout1, but if that story is canon i don't know

Almost all RPG i have played that have a expansion or a followup to it make some of the things canon. Apperntly it most be canon that you travled with Imoen, Minsc and Jaheria in BG1, otherwise they wouldent be with you at start in BG2

But the thing about Kotor is just weird, Obsidian designed the game so it wouldent mather if you went DS or LS in Kotor1. So making lsm canon was just a stupid move on their part imo

Just because an expansion or follow up game assumes something doesn't make it "canon". In BG 2 with Imoen, Minsc(Dynaheir), Jaheira(Khalid) and you makes a full party in BG1. Yet the game assumes you know Edwin and Viconia, with cameos from the rest (2 dead, 2 in the tutorial, 1 in "disguise").

Pavlos
10-17-2008, 05:23 PM
Source (www.gamespy.com)

GameSpy has previewed Storm of Zehir and collected their thoughts in this (http://uk.pc.gamespy.com/pc/neverwinter-nights-2-storm-of-zehir/920469p1.html) article.

Unfortunately, the early version of the game we were playing does illustrate the reason why most RPG gamers hate wandering monsters: They can be impossible to evade, something that probably needs to be tweaked before release. The annoyance of the wandering monsters is more than made up for with an interesting mini-game based on the overland map, in which the players can set up a trading empire by sending out trade caravans, guarding them from wandering monsters, and searching for monster parts for the buffed-up crafting system.

Balderdash
10-17-2008, 06:56 PM
The thing about the wandering monsters is a valid point. Maybe they should make it so that the wandering monsters keep their distance if you are of a much higher level than they are (give them survival instincts basically). One of the things that annoyed me about BG2 was the pointless random encounters with the cannon fodder bandits and whatnot.

Yar-El
10-25-2008, 06:43 PM
I have plans on waiting for a few player reviews. Game magazines and sites sometimes don't match how an ordinary gammer views things. Wait and see approach.

Darth333
10-25-2008, 06:59 PM
It looks interesting but I don't know if I'll get it and/or if I'll have the patience to play it. While I enjoyed MOTB's story a lot, two things made it a "do not replay" experience for me:

- the dialog system: yes, I admit the dialogs were good and well written and the story was great too. However, while I like the principle behind the influence system, I hate how it has been implemented: having to go through the same dialog branches ad nauseam just to see if you've finally gained enough influence to unlock a new conversation option with an npc is "annoying" to say the least (and to remain polite), especially when several of these conversation options give you insight on the main plot and what's going on. I admit, I am one of those persons who likes to explore dialog options and who tends to save before speaking to a party member so it might have amplified the "I've heard that at least 20 times already...time to switch the disc" feeling).

- the camera...dammit...we're in 2008...almost 2009, can't they fix that thing? The only way I could get a good angle was to constantly press the middle mouse button...I almost got a tendinitis in the end. The * on the numpad to switch camera modes wouldn't cut it for me.

Arátoeldar
11-19-2008, 03:03 AM
Storm of Zehir is out

First (mini) review is done. It contains slight spoilers.

Read it here. (http://www.thieves-guild.net/index.php?pid=277)

Edit NWN2 patch is up to 1211549 which includes Storm of Zehir (1201541)

Bug Fixes

General
* Item costs in the game should match the costs in the toolset.
* Party members that have wands with 0 charges will now attack and use spells normally.
* When dropping an item, characters will now use the appropriate "drop" animation.
* Fixed an issue with opening two bags at once. You will now only be able to open one bag.
*The tool tip for the Player Chat menu item will now say Player Chat.
* Fixed an issue that caused freecam (console command) to not work properly.
* Made several corrections to the Doomgude class description.
* Snake's Swiftness, Mass will now affect the entire party.
* Hellfire Shield should now play an appropriate sound effect when activated.
* Hellfire Blast should now play an appropriate sound when activated.
* The description of Hellfire Shield has been changed to appropriately reflect it is an Area of Effect shield.
* Weapon Focus: Warmace will now be available to all qualified characters.
* The ability score descriptions in character creation have been changed to be more informative and reflect changes to the game.
* Fixed an issue that was causing certain AI behavior feedback to be displayed, even after being deactivated.
* When the game is paused, a much more noticeable message is displayed.
* Aura of protection will no longer provide "No Stacking" feedback.

Toolset
* Item costs in the toolset should match the costs in game.
* Changing checkboxes with multiple objects selected will no longer cause the toolset to crash.
* Changing dropdown lists with multiple objects selected will no longer cause the toolset to crash.
* Fixed an issue where resizing a creature may not have resized the collision spheres.
* Fixed an issue where the creature cache was not working properly.
* Dropdowns generated from 2DAs will no longer start with the wrong row selected.
* Redesigned the fields associated with setting Tints to no longer be collapsed controls.
* Fixed an issue that caused light and sound spheres to not render at their proper size.
* Fixed an issue that caused ceiling tint changes to not show up in the toolset.

New Features

General
* Playable races now have a proper stealth animation.
* Added in the AI functionality from TonyK's AI.
* In a peer-to-peer multiplayer session, the hosting player may now unpause the game unconditionally.

Toolset
* Added properties associated with the overland map, including camera positioning and the flag to mark the area as an overland map.
* Added camera positioning functionality settings in the area properties to support overland maps created by the community.
* Added a flag in the area properties to set an area to be an overland map.
* Added Campaign flags for Unrestricting NPC level ups (Lets them chose any class at level up)
* Added Campaign flags for Conversation Distance limit override.
* Added Campaign flags to turn off party-control character swapping for dialogs on a global level.
* Added Campaign flags to enable Party Creation and setting what the size of the party should be.
* Added Campaign flags to toggle the new death system.

Scripting
* PlaySound() now takes an optional parameter: bPlayAs2D. This parameter will default to FALSE. Setting this parameter to TRUE will force the engine to play the sound you specified as a 2D sound rather than 3D Positional audio, regardless of what the engine would normally do before.
* BeginConversation() now has a parameter that allows you to block the character's 'Greeting' VO from playing.
* Added a script function SetScrollBarValue()
* Added a script function SetPause()
* Added a script function GetPause()

Additional items that will be int he patch, but are not listed int he patch notes are:

* Added in the authentication system to support the Adventure Pack system.

* Fixed issues that would cause the Arcane Scholar of Candlekeep to crash on transition if they had certain items or metamagic spells in the quickbar.

* Use Magic Device will no longer supersede a character's caster class or level, when that caster level is higher than the UMD skill.

* Fixed an issue that caused high level items to be used when a character had a single point in Use Magic Device.

stoffe
11-21-2008, 08:16 PM
A warning to those who are getting Storm of Zehir but are still playing Mask of the Betrayer. If you install SoZ it will mess up all the cinematic dialogs/cutscenes in MotB. The voiceover/lipsync will be gone and the game will race through the dialog nodes, making MotB rather unplayable.

The only solution seems to be to not install SoZ until you're done playing MotB. :)

Darth333
11-21-2008, 11:12 PM
A warning to those who are getting Storm of Zehir but are still playing Mask of the Betrayer. If you install SoZ it will mess up all the cinematic dialogs/cutscenes in MotB. The voiceover/lipsync will be gone and the game will race through the dialog nodes, making MotB rather unplayable.

Ouch! I imagine that they will fix that...seems like a major issue :o

The one thing that seems to be lacking is any form of interaction from the cohorts. No snappy dialogue - no witty repartee. Even attempting to initiate a conversation gives you zip. Nothing. The cohorts are as silent as the stone heads at Easter Island. It looks like if I ever buy it, I will miss Sand even more... :( I have always liked party members interactions.

SpaceAlex
11-22-2008, 12:21 AM
A warning to those who are getting Storm of Zehir but are still playing Mask of the Betrayer. If you install SoZ it will mess up all the cinematic dialogs/cutscenes in MotB. The voiceover/lipsync will be gone and the game will race through the dialog nodes, making MotB rather unplayable.

The only solution seems to be to not install SoZ until you're done playing MotB. :)

What's with them always releasing expansions with a broken installer. If my memory serves me right, MOTB broke the OC. Can't they ever get it right. :D

Web Rider
11-22-2008, 01:22 AM
What's with them always releasing expansions with a broken installer. If my memory serves me right, MOTB broke the OC. Can't they ever get it right. :D

Well, at least they're consistent, even if they're consistently wrong.

Lantzen
11-22-2008, 06:43 AM
Have played for two hours and the game is really great of what i played. Love that you create a 4-man party so you can really decide what you want for the group. And if they have diffrent stats and skills they can give very diffrent dialouges. Have meet two normal joinable NPC but none of them seem any intressing so i dumped them after they joined the party.

First i though the system with switchable characthers in dialouges would be a mess to handle, but it works really good.

Arátoeldar
11-22-2008, 02:41 PM
Ouch! I imagine that they will fix that...seems like a major issue :o

It looks like if I ever buy it, I will miss Sand even more... :( I have always liked party members interactions.


I can tell you that there are a lot of unhappy people over at SA. Most of them feel like the game is trying too hard to be like a MMORRG instead of a SPRPG. They feel that Atari/OE betrayed them with the lack of reviews before the game came out.

Lance Monance
11-23-2008, 06:38 AM
The one thing that seems to be lacking is any form of interaction from the cohorts. No snappy dialogue - no witty repartee. Even attempting to initiate a conversation gives you zip. Nothing. The cohorts are as silent as the stone heads at Easter Island. Perhaps it's simply a matter of how far I've gotten in the game. While I wasn't expecting lengthy MotB type dialogues, I did expect at least something equal to if not better than the OC. Having nothing so far is surprising. If party interaction is a major driver for you, you are in for a severe letdown. This is a major disappointment..
What the hell? Looks like I won't be playing this after all...

Lantzen
11-23-2008, 09:59 AM
Well, that's not completly true. But it's harder to get dialouges with NPC now then in the normal NWN2. First the cohorts have unique dialouges sometimes in the new dialouge tree, if you switch to there characther they can choose diffrent responses during some of the quests. And you can initiate a dialouge with them by holding shift and right clicking on them, more often then not they have nothing to say but sometimes after quests they have dialouges.

The conversations are more like in BG2 where they only peek in sometimes but you can never initiate a conversation with them

But since you create a four man party the game focus more on your four main characthers then the cohorts NPC:s, and the dialouge can be very diffrent depending on the skills and stats of your four main characthers.

Det. Bart Lasiter
11-23-2008, 03:38 PM
I can tell you that there are a lot of unhappy people over at SA. Most of them feel like the game is trying too hard to be like a MMORRG instead of a SPRPG. They feel that Atari/OE betrayed them with the lack of reviews before the game came out.goons bitching about something isnt really an indicator of its quality

Emperor Devon
11-24-2008, 04:37 AM
Installed the game yesterday and have been playing it for most of today. Some of my first impressions...

Pros:
- The AI. Enemies, particularly spellcasters, are a lot smarter than they used to be. They'll actually cast spells at you (and themselves in the case of buffs), which is a refreshing change of pace.

- The loot is balanced. At level 10 a +3 weapon is something to be excited over.

- The overland map, obviously.

- Skills matter. Listen and Spot can detect approaching encounters. Survival makes your party move faster in forested areas on the overland map (and in turn help avoid encounters, which despite the XP gain you actually want to do). Search can find hidden loot. Even playing an 18 Int rogue I still couldn't cover everything.

- What I've heard of the music so far has been pretty good. There's only a few instances in which pieces from the OC and MotB are reused, and even then they're appropriate ones (such as the Thayan academy music playing in the Neverwinter Thayan embassy).

- The game assumes Neeshka is dead, as I've not seen her around Crossroad Keep or heard any mention of her.

- Minor tie-ins to the 4e Forgotten Realms. Although I don't like a lot of the changes that were made there, it makes the setting feel less static.

Cons:
- The new dialogue system. I think being able to take advantage of all your party's skills is overrated, since it ensures a diverse enough group will be able to handle any situation that gets thrown at them. Which in turn takes away replay value and makes the player's chosen class irrelevant.

My chiefest complaint with the new system, though, is how there are no longer any cinematic KotOR-style conversations. Why couldn't Obsidian have let you switch between party members in the middle of those? Personally I think it really detracts from the atmosphere.

- There isn't a [Success/Failure] indicator in front of NPCs' responses to being Bluffed/Intimidated/Diplomacized (I'm sure that isn't a word). This wouldn't be very annoying on its own, but with how there are so many redundant uses of the conversation skills this makes things confusing.

For instance, during a conversation with Volo after you've retrieved a certain doodad for him, there's a [Diplomacy] option to say something along the lines of 'the locals will be offended if they see this, you should probably not keep it out in the open'. At the same time there's a non-Diplomatic option which says basically the same thing. With how there's no longer a [Success] or [Failure] indicator after you use a conversation skill on an NPC, I can't be sure if said skills are a waste of points or not - each time they come up, there are skill-independent responses that say the same thing.

- The story is fairly slow. I'm not saying it's bad per say, just slow - I've spent about half the weekend playing the game, and essentially all I've found out is that the ship at the start of the game was sabotaged by someone working for the yuan-ti. Still absolutely no idea why they wanted to. By this time in MotB I'd have found out my PC is the new spirit-eater.

- The cohorts don't have much to say - on their own, that is. One of the disadvantages of the new dialogue system is that if you want to see what they'd quip up with, you have to switch over to them (so switching to a cohort who's a paladin will give a lawful good-ish response to choose from). Even so, it's still impossible to sit down and chat with them like you could with the companions from MotB/the OC. This makes them feel pretty devoid of any personality, but perhaps they'll quip up at a more plot-critical moment. I've not played a whole lot of the main quest yet (running around the overland map exploring caves and dungeons eats up a lot of time).

- Random encounters on the overland map are too frequent. If they could have been limited to just one a day with all the rest optional, that would've been super. But combined with how each encounter loads a new area and some of them can be significantly below your party's level (encounters only run away from you if their EL is 6 lower), this can be pretty annoying. I've found the best solution is for a character with a high Hide skill to lead the party around the map, and to switch over to one with high Survival if an encounter notices you (Survival makes your party move faster on the map). If you can give chase for long enough it eventually gives up.

- The game assumes Sand is dead, as I've not seen him around Crossroad Keep or heard any mention of him. Unfortunately the same can't be said of Nasher.

And that's that for now. Despite my cons list being twice as long as the pros, I'm actually having fun with the game so far - I'm just a lot more verbose when I criticize things than when I compliment them. :p

Lantzen
11-24-2008, 07:55 AM
- The cohorts don't have much to say - on their own, that is. One of the disadvantages of the new dialogue system is that if you want to see what they'd quip up with, you have to switch over to them (so switching to a cohort who's a paladin will give a lawful good-ish response to choose from). Even so, it's still impossible to sit down and chat with them like you could with the companions from MotB/the OC. This makes them feel pretty devoid of any personality, but perhaps they'll quip up at a more plot-critical moment. I've not played a whole lot of the main quest yet (running around the overland map exploring caves and dungeons eats up a lot of time). Reread my post above, you can get into conversations with them like in NWN2 and MotB by holding shift and click them, but like i said earlier they usally don't have anything to say but sometimes they do.

It's not near the same class as in MotB or even the normal NWN2, but you can still talk to them sometimes by not switching to them in conversations

stoffe
11-24-2008, 08:15 AM
It's not near the same class as in MotB or even the normal NWN2, but you can still talk to them sometimes by not switching to them in conversations

Baldurs Gate II didn't have any player initiated conversation with party members either, but still managed fairly decently to give (a few of) them personality. Will the cohorts do like in BG2 and start conversation with you at the worst possible moments to vent whatever's on their mind? :)

(Still remember an incident in BG2 where we were just about to start fighting a Lich. While the Lich was just about to finish casting Time Stop, Anomen butted in with some conversation about being frustrated with his dad. I half expected the lich to interject with "Do you mind? I'm trying to kill someone here!". :p)

If the cohorts don't have much in the way of conversation, is there any point in bringing them along instead of your own custom created characters in the party? Do they have anything your own characters don't?

Lantzen
11-24-2008, 10:06 AM
From what i experince the cohorts have some unique dialoges with some NPC:s, and sometimes after a quest if you initiate a conversation with them they can have something to say about what just happend. I haven't notice that they start conversations like in BG2, you most start it when the moment is right. Sometimes when you enter a area they say something about the area, but do not initiate a dialouge about it.

The point of bringing them with you is that you can only have four custom characther, if you have a cohorts with you, you will have five members in the party instead of you custom created four.

And a last note, i don't have cohorts with me most of the time, i have only travled with them when i meet them during a quest and they can help you with it, then dumped them after the quest. So they maybe don't have anything to say about anything else then there quests.

But to say that they don't say anything is not correct. So the point Emperor Devon made about them feeling "pretty devoid of any personality" i can agree on

Yar-El
11-29-2008, 08:35 PM
I didn't find this game to be engaging. Obsidian's storytelling is rather dull; however, the Storm of Zehir was not 100% made for that style. I give them thumbs up for inovation; nevertheless, it takes away from Obsidian making exciting and bug free games. I don't think Obsidian has what it takes to become a BioWare or Blizzard. Storm of Zehir is a throwback to the games in the 1990s, but with a twist of modern and yawn. Obsidian needs to put the amount of time they place into inovation aside; thus, allowing themselves some time to complete games and work on better storytelling. Neverwinter Knights 2 is a pretty good game; however, its second counterpart is rather dull and annoying.

I'm sure there will be people who think differently; nevertheless, I would not suggest this game to anyone who wants something exciting.

Aash Li
12-07-2008, 12:38 PM
I like the option to play a Yuan-ti, though I have yet to see how hideous they made the females look... still installing.

Well the Yuan-ti dont look halfbad! Congrats to Obsidian for making a race that doesnt make me wrinkle my nose in disgust. lol Although they forgot to mention on the front of the package that you need to have MotB installed as well. >.>

Jae Onasi
12-12-2008, 01:03 PM
Anyone know how to mod the camera controls back to the original version in nwn2 (or where to find one)? These new controls are making me crazy. :)

stoffe
12-12-2008, 05:34 PM
Anyone know how to mod the camera controls back to the original version in nwn2 (or where to find one)? These new controls are making me crazy. :)

You can toggle between the three camera modes with a keyboard shortcut (* is default in my game). Exploration Mode is pretty much the same as default NWN2, if I remember correctly.

(You can set some graphics settings and key bindings independently for each camera mode in the options.)


On a side note, you can make ridiculous amounts of money in this game. When I sold most of my trade bars I got 4 million gold. Too bad there's nothing to spend it on. :)

Lantzen
12-13-2008, 02:32 PM
You could always retire as a millionare :xp: Pretty funny option that you can end the game before you finish it

Det. Bart Lasiter
12-13-2008, 03:39 PM
you can buy 4 million bone wands

Aash Li
12-14-2008, 10:56 PM
I still wish we could mod the figures to give the females wider hips... breasts are ok size, but the hips look like they forgot to widen them for the female models...

Arátoeldar
12-17-2008, 05:42 AM
Fixes and Workarounds for some of the regularly reported SoZ bugs/issues (last edited Dec 15/08) (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=659129&forum=128)

Lantzen
12-20-2008, 09:20 AM
Is there a quick way to add cohorts to the party, like a console command or mod ? Im in the middle of nowhere, and meet One-of-Many with my evil party and it would take too long to return to a city too get cohorts.

Det. Bart Lasiter
12-20-2008, 10:14 AM
The console command partyadd should work. Just look up the tag of the cohort you want in the toolset or specify an NPC.

Lantzen
12-20-2008, 11:22 AM
Ehhm, how exactly do i look up there tags ? Just using the cohorts name didn't work, and i have never used the toolset

Det. Bart Lasiter
12-20-2008, 11:39 AM
Ehhm, how exactly do i look up there tags ? Just using the cohorts name didn't work, and i have never used the toolsethmm

the cohorts i could find are co_<cohort name>, i.e. co_septimund, co_lastri, etc, etc

you can open up the toolset then just check the tags of npcs in the blueprints pane on the right side. cohorts are listed when you open up a soz module (they have x2 in the file name) and expand the cohorts branch

Lantzen
12-20-2008, 11:40 AM
Thanks, i try that then. Will report back if it works ^^

Edit: Nope, don't seem to work with PartyAdd co_<cohort name>.

Damm, small spoiler about One-of-ManyYou can sacrifice Cohorts to One-of-Many, but you need to sacrifice multiple of them to get a reward, and he is a really long way from any city so it would take forever to get all the sacrifices to him. Think i will skip that quest now :(

Lantzen
12-24-2008, 06:09 PM
Have finished Storm of Zehir for the second time now, and this time with a party just with Monks + Ribsmasher. Was a pretty funny experince, they kicked the **** out of most things and the end fight was a walk in the park. I sacrificed a little of one of the monks figthing skills, and made him INT/DEX focus so he was almost as good as a Rouge in lockpicking and Disable Device with feats increasing those skills, and he had also skills for the overall map. Most of the time when i meet spellcasters my monk was all over him and killed him before he even had time to cast his first buff :D

I really didn't think that party would work out in the long run, but it did and it was a hell of fun playing with it :)


Thinking about replaying MotB now, with a Swashbuckler/Duelist characther, those two seems to be a good fit to combine. Im wondering about the name of the mod, or if it's even a console command that increase the numbers of members you can have in the party. I remember it was so annoying that you had to leave one of the party members behind

stoffe
12-24-2008, 07:30 PM
Im wondering about the name of the mod, or if it's even a console command that increase the numbers of members you can have in the party. I remember it was so annoying that you had to leave one of the party members behind

Don't know the name of any mod that does it, but it's a pretty easy fix only requiring one script to be changed. Unzip the content of the attached file into your override folder and the companions shouldn't refuse to join due to your current party size. :)

Arátoeldar
12-29-2008, 10:24 PM
1.22 Beta Patch Available! (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=660757&forum=109)

Posted 12/19/08 23:40 (GMT) by Rob McGinnis

Instructions for downloading and installing the patch will be in the next post

Neverwinter Nights 2 Game Update 1.22
English BETA Patch Notes - December 19, 2008
Bug Fixes

General
* Spell focus feats are no longer available for Warlocks during character creation or level-up
* The class description of Stormlord has been changed to reflect the skills available.
* Weapon switching has been enabled for enemies, but not party members.
* Fixed an issue that allowed players to get the dinosaur companion for free.
* The item "Stone of Alarm" will now work as intended.
* Yuan-ti Purebloods now gain Alertness and Blind-Fight instead of Snakeblood, per PnP rules. Race description has been altered accordingly.
* The Flurry of Blows feat description has been altered to more accurately reflect which weapons can be used to gain the benefit of this feat.
* The Default Swashbuckler package will no longer choose Luck of Heroes at level 1.
* Familiars will always follow their masters, unless told to stand their ground.
* Fixed an issue that caused the 2d/3d bias option setting to not save.
* "Alchemist's Fire" will now add a damage bonus when applied to a weapon
* The Eldritch Lore feat description has been revised to reflect that its use is automatic, not selected.

Toolset & Custom Content
* Fixed an issue that was causing conversations to abort when no speaker is designated (the PC was designated as the speaker by default).
* A single TLK file is now required for custom content and module building. It must have a TLK extension to be seen by the toolset and the game.
* Two new module properties are available to designate a module as needing NX1 (Mask of the Betrayer), or NX2 (Storm of Zehir).
* The Ooze class has been enabled in the toolset.

Scripting
* DespawnRosterMember() will no longer cause a crash when used.

Multiplayer
* Action queues will no longer be cleared when a player toggles hostile/friendly in the player list. (In process).
* Adjustments have been made to WASD to decrease network traffic.

Spells (Special thanks to RPGPlayer1)
* Animate Dead now randomly summons a 5 HD skeleton or zombie warrior.
* Create Undead now randomly summons an 11 HD mummy, wraith, or ghast.
* Create Greater Undead now randomly summons a 15 HD vampire fighter or warlock, but only for 1 round/level to prevent it from being too powerful.
* The druid elemental wildshape form will now properly categorize the druid as an elemental.
* The Polymorph spell's gargoyle form will now properly categorize the caster as a monstrous humanoid.
* The Shapechange spell's nightwalker form will now properly categorize the caster as undead.
* Aura of Glory will no longer apply Charisma bonus to party members
* Cacophonic Burst: damage applied to first target won't be used when calculating damage to other targets (will roll damage separately for each target)
* Cacophonic Burst: will be properly maximized if having caster level below 15 (will not do full 90 points of damage anymore)
* Made adjustments to the number of enemies that Chain Lighting will affect.
* Made adjustments to the number of enemies that Wail of the Banshee will affect.
* Fixed Cloud of Bewilderment, so the Empower and Maximize metamagic abilities properly increase duration of effects on the target.
* The constitution damage of the Cloudkill spell now stacks properly and can no longer be dispelled.
* Color Spray: Blindness will no longer affect creatures immune to mind affecting spells.
* Color Spray: Will no longer trigger a spell resistance check on caster in some situations.
* Fixed Curse of Impending Blades (including Mass version), so it will check for spell resistance properly.
* Fixed Delayed Blast Fireball, so only enemies can trigger explosion.
* Fixed Doom, so saving throw isn't rolled if spell is blocked by spell resistance or immunity.
* Fixed Extract Water Elemental, so only non-living creatures are immune to it (Constructs and Undead), and not everyone who has immunity to Death magic (just like Horrid Wilting).
* Fire Storm is now capped properly at 20d6 damage.
* Fixed Flame Weapon, so it doesn't cancel out spells or abilities that add non-fire elemental damage to the weapons.
* Glyph of Warding spell will now check for spell resistance.
* Glyph of Warding spell will now allow a Reflex save for half damage.
* Glyph of Warding spell will now be properly affected by Empower or Maximize metamagic abilities.
* Glyph of Warding spell will no longer affect creatures outside its area of effect (vfx_persistent.2da change).
* Fixed Haste (including Warpriest version), so it can affect proper number of allies (enemies won't be counted anymore).
* The Jagged Tooth spell will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included). (Work in progress - does not affect dragon companions).
* The Magic Fang spell will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included).
* The Greater Magic Fang spell, will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included).
* Critical hits from the Meteor Swarm spell will now double fire damage, not just blunt damage.
* Creatures immune to critical hits will no longer receive doubled damage on critical hits from a Meteor Swarm spell.
* Mind Fog will now properly check for spell resistance.
* Remove Fear now properly removes shaken effects caused by fear auras.
* Fixed Shades (Self), so that depleting damage reduction won't end its other effects.
* Critical hits caused by the Shocking Grasp spell will now be calculated properly.
* The Solipsism spell will now bypass paralysis immunity.
* The Solipsism spell will no longer be removed by spells that cancel paralysis.
* The Solipsism spell will be removed by Greater Restoration or the Mind Blank line of spells.
* The visual effects of the Solipsism spell have been changed.
* Stone Body, will no longer add electricity immunity, if same is already applied by the Stormlord class (prevents a bug with getting no immunity at all).
* The Storm of Vengeance spell will now calculate damage for each affected creature.
* The stun effect of the Storm of Vengeance spell is now removed properly if a target successfully saves.
* The effects of the Swamp Lung spell will no longer stack.
* The Tortoise Shell spell is now properly capped at 20th level (+9 bonus to AC).

Creature Abilities
* Fixed the Angel Protective Aura used by Planetars and Solars, so it affects all his allies. Also, it will give proper +4 bonus to saves and AC.
* Fixed Blindness/Deafness spell-like ability of Deep Gnome, so it has consistent save DC (always Cha based, with +4 racial modifier).
* Fixed Dragon Breath for all Dragons (including companions), so that damage is rolled for each target, instead applying the same value to all targets.
* Fixed Dragon Breath for Black Dragons, so it won't affect targets outside the "line of effect."
* The visual effect for the dragon companion's breath weapon will now display properly.
* The dragon companion's breath weapon will now have a proper save DC.
* The dragon companion's breath weapon damage output has been adjusted.
* The damage caused by the fire genasi's Reach to the Blaze ability has been adjusted.
* The water genasi Shroud of Fog ability will now affect creatures with spell immunities.

Class Abilities
* Fixed Dragon Breath ability of Red Dragon Disciples, so that damage is rolled for each target, instead applying same value to all targets.
* Fixed Favored Soul and Warpriest Haste ability, so it affects multiple targets correctly if targeted on caster himself.
* Fixed the Warpriest Implacable Foe ability, so it will not trigger attacks from companions if allied NPCs get affected by it.



Campaign Fixes (Spoilers beyond this point)

Neverwinter Nights 2 Campaign Fixes
* Fixed an issue that was causing a crash when exiting the Sunken Flagon.
* Fixed various conversation issues in the Skymirror area.

Storm of Zehir Campaign Fixes
* Reduced the spawn rate and maximum number of encounters on the overland map.
* The NPC Redfeyer will no longer simply sing in combat.
* The difficulty of the Priory of the Depths puzzle has been adjusted.
* Losing the deed to Parrum's Rock will no longer block quests.
* Resolved an issue where the Team Rush feat would cause the game to crash on module transition.
* Fixed an issue that caused Adreum to repeat his conversation.
* Fixed various text and misspelling issues in conversations and quests.
* Fixed a sequence issue with the "Wrath of Umberlee" quest.
* Fixed an issue that was causing the quantity of trade bars being carried to be misreported.
* Fixed an issue that was causing the players' demise to be reported prematurely.
* Fixed various issues with the Priory of the Depths puzzle.
* Septimund has been made unkillable in Port Llast.
* Fixed an issue that caused the undead to remain in Port Llast after you raise the army of the dead.
* Fixed an issue that was causing certain conversations to be presented as cutscenes.
* Players can now access rare resources stored in the warehouses.
* Septimund should now have the proper level.
* Fixed an issue with unlimited loot in some areas.
* Fixed an issue that allowed the scrying orb to give unlimited XP.
* Creature parts are no longer forced into the bounty bag and must be manually placed. This only applies to any new creature parts the player picks up. Existing parts in inventory still suffer under the old blueprints.
* Fixed issues related to customizing a character's package in the party editor.
* Fixed a sequence issue with the "Price of a Song" quest. The quest will now update properly.
* Chir's familiar will no longer be nameless.
* The NPC Soraevora has been improved.
* The "Shipwreck Survivor" epithet feat is now granted to all player-made characters.

SoZ Crafting
* Sound effects have been added to crafting.


[mod edit: fixed Mast of the Betrayer to properly reflect Mask ]

Posted 12/19/08 23:45 (GMT) by Rob McGinnis

Just a reminder that this is a BETA Release of the 1.22 patch. Use this patch at your own risk!

You must be patched to version 1.21 of the game to take part in this beta.

These files are for the English version of the game only. The beta will not be released in other languages.

Instructions:

Simply follow the appropriate link below to download the beta patch. Remember where the patch download is saved.

Double click on the self-extracting file and the beta patch will install in the proper directory.

There is a patch installer and a revert patch. Make sure you are trying to install the correct one.

The patches can be downloaded from these links:

NWN2 v1.22 Beta Patch (English)
Update: Click Here (http://nwn2patch.obsidian.net/files/Beta/NWN2_v121-v122_BETA_ENGLISH.exe)
Revert: Click Here (http://nwn2patch.obsidian.net/files/Beta/NWN2_v122_BETA-v121_REVERT_ENGLISH.exe)

Mask of the Betrayer v1.22 Beta Patch (English)
Update: Click Here (http://nwn2patch.obsidian.net/files/Beta/MOTB_v121-v122_BETA_ENGLISH.exe)
Revert: Click Here (http://nwn2patch.obsidian.net/files/Beta/MOTB_v122_BETA-v121_REVERT_ENGLISH.exe)

Storm of Zehir v1.22 Beta Patch (English)
Update: Click Here (http://nwn2patch.obsidian.net/files/Beta/SoZ_v121-v122_BETA_ENGLISH.exe)
Revert: Click Here (http://nwn2patch.obsidian.net/files/Beta/SoZ_v122_BETA-v121_REVERT_ENGLISH.exe)

Lantzen
01-13-2009, 11:16 AM
Storms of Zehir design interview with Kevin Saunders and Tony Evans
http://www.irontowerstudio.com/forum/index.php?topic=699.0

Emperor Devon
02-21-2009, 12:37 AM
If you install SoZ it will mess up all the cinematic dialogs/cutscenes in MotB. The voiceover/lipsync will be gone and the game will race through the dialog nodes, making MotB rather unplayable.

To anyone's knowledge, has this been fixed yet?

SpaceAlex
02-21-2009, 05:12 AM
To anyone's knowledge, has this been fixed yet?

Yeah, there was a hotfix released a while back. But if you don't want to download 325mb or so, just rename (or make a copy of) VO_X1.zip to something else before installing SOZ, and rename it back after installing it. :)

Emperor Devon
02-21-2009, 07:14 PM
Danke sehr.

Arátoeldar
04-11-2009, 10:10 PM
I see that Mysteries of Westgate has a review up on nwvault.

http://nwvault.ign.com/View.php?view=NWN2Reviews.Detail&id=49.

From what I have read it's the copy protection for Europe that is holding up the release of premium mod.

Emperor Devon
04-12-2009, 05:12 AM
I'd give it a week until the DRM that delayed this 2ish years is cracked.

stoffe
04-12-2009, 06:39 AM
I see that Mysteries of Westgate has a review up on nwvault.


Interesting read. The silence and general lack of personality of your party members in Storm of Zehir was a bit disappointing, so it's good to have a return back to normal from that. :)


From what I have read it's the copy protection for Europe that is holding up the release of premium mod.

If they are using the same kind of protection as the NWN premium modules where the new assets are encrypted, non-modifiable and not usable outside of the module they come with it's extremely counterproductive "protection". For a game where 3rd party modding is a bullet point feature at the back of the box it's a very odd choice to go with, one that makes me refuse to buy them no matter how good they are. Have to draw the line where the protection negatively effects the value of the product it protects. :carms:

Phantom Joker
04-12-2009, 11:54 AM
If they are using the same kind of protection as the NWN premium modules where the new assets are encrypted, non-modifiable and not usable outside of the module they come with it's extremely counterproductive "protection".
The mod and assets are currently encrypted, yes. However, the guys at Ossian have stated that the new models and tileset will be opened up to the community later on. They've also mentioned that they want it to be sooner rather than later. It's good news if everything goes according to plan.