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-   -   [NWN2] Expansion Pack and Model Exporter announced! (http://www.lucasforums.com/showthread.php?t=177487)

Pavlos 04-12-2007 08:48 AM

[NWN2] Expansion Pack and Model Exporter announced!
 
Mod note: I split it since it's probably better to have this in a separate thread after all. The thread title was getting too long to include all that. :) ~M

Two threads about this game in the space of two days didn't seem right, so I just thought I'd post this piece of exciting information (well, I think it is exciting... but I liked Peragus so what do I know?)

Obsidian's Blog

Quote:

Originally Posted by Rob McGinnis
Granny Beta Underway!

That’s right! We started a closed beta last week for the Granny Animation export tools for Max. With this tool, Custom Content Community members will be able to create creatures, placeables, clothing and much more to extend the content of Neverwinter Nights 2! Many of your favorite Custom Content people are involved in the beta. Hopefully next week I will have some screenshots to share.

Being that the beta just started, it will be a little while before the tools can be released to the community.

I'd imagine that we'll start to see the custom content community start to pick up a bit more once we can successfully model creatures and so forth.

Edit: Oh... well, that's small time news because now we're getting an expansion pack :). Neverwinter Nights 2: Mask of the Betrayer.

stoffe 04-12-2007 09:23 AM

Quote:

Originally Posted by Pavlos
That’s right! We started a closed beta last week for the Granny Animation export tools for Max. With this tool, Custom Content Community members will be able to create creatures, placeables, clothing and much more to extend the content of Neverwinter Nights 2!
(snip)
I'd imagine that we'll start to see the custom content community start to pick up a bit more once we can successfully model creatures and so forth.

Very nice. Even if I'm not a modeling guru it's always useful to be able to tweak and adjust things with the models. I wonder if there will be an Import Tool as well, so you can tweak existing models, or if you must create them from scratch?

Hopefully it will work for gmax as well and not just 3dsmax. The latter is a bit expensive to pick up to use for minor model tweaks for a game. :)

Quote:

Originally Posted by Pavlos
Edit: Oh... well, that's small time news because now we're getting an expansion pack :). Neverwinter Nights 2: Mask of the Betrayer.

Ohh... seems like they do continue the current story and doesn't just leave us buried under a pile of rubble for the rest of eternity. :) Seems like it will be more action-oriented and less dialog-oriented than NWN2 was though... Don't know if that's a good idea (unless I misinterpret what that Press Release stated).

Pavlos 04-12-2007 11:10 AM

Quote:

Originally Posted by stoffe
Ohh... seems like they do continue the current story and doesn't just leave us buried under a pile of rubble for the rest of eternity. :) Seems like it will be more action-oriented and less dialog-oriented than NWN2 was though... Don't know if that's a good idea.

Yeah, I was unsettled by that too but they have promised "several new advances in story development" - I have no idea what that means but at least thought is going into the plot and we won't be landed with a hack 'n slash... I hope.

*Does jig regardless*

Edit: Actually, I'm rather pleased by "hordes of new monsters; and enhanced modding tools."

Arátoeldar 04-12-2007 06:57 PM

Quote:

Originally Posted by stoffe
Ohh... seems like they do continue the current story and doesn't just leave us buried under a pile of rubble for the rest of eternity. :) Seems like it will be more action-oriented and less dialog-oriented than NWN2 was though... Don't know if that's a good idea (unless I misinterpret what that Press Release stated).

I love the fact that they continue the story. I was disappointed that Bioware started with a 1st level character in SoU.

Emperor Devon 04-12-2007 07:18 PM

Oh, YEAAHH!! :clap2:

This sounds excellent! It's fantastic to hear they're planning to continue the story.

Hopefully they'll incorporate the option to play as evil PC in this, as they seem to have canonized the ending as the good one. (But then again, that ending would show up if you refused to share any power with him)

Hmm, I'd hope the line "the player awakens alone and stranded" doesn't mean all the party members got killed off... I'd hate to adventure throughout Thay without AJ, Grobnar or all the rest.
spoiler:
Especially after they were nice enough to kill off Shandra, too! :p That would be truly ironic.


Well, the expansion looks to have a lot of potential, and that's not even getting into the new features. Epic levels (yay, my wizard can cast Hellball again) and all those new classes... And this new toolset feature looks great, too (though kind of vague).

Jae Onasi 04-12-2007 08:39 PM

As long as I can have Sand around, I'm happy. :D We'll be getting the expansion pack too, as soon as they have things sorted out with the bugs.

Det. Bart Lasiter 04-12-2007 10:55 PM

Looks like I'll have to reinstall NWN2 in Fall 2007 then...

Achilles 04-13-2007 12:12 AM

I suspect that I'll be too busy with GTA:IV. I'll put this on my agenda for Spring/Summer 08 :D

Balderdash 04-13-2007 02:18 AM

Awesome. I really don't want to fight hundreds and hundreds more undead, though. Hopefully there's more to the antagonists of the expansion than "a horde of evil spirits" - I'm sure there will be.

I too am intrigued by the disappearance of the rest of my party, and I would love to have Sand or Ammon around again...

Who can tell me about Rashemen and Thay? I don't know much about them really. I remember there was that wizard from Thay at the beginning of SoU.

stoffe 04-13-2007 07:58 AM

Quote:

Originally Posted by Emperor Devon
Hopefully they'll incorporate the option to play as evil PC in this, as they seem to have canonized the ending as the good one. (But then again, that ending would show up if you refused to share any power with him)

Quite, I wouldn't classify the ending options in NWN2 as a Good ending and an Evil ending, but rather as a smart ending and a brain dead ending. :) No evil character with an INT score above 10 would pick the second one unless they are either blinded by power and doubt their own ability to beat the KOSH, or are insane, IMO. :)

Quote:

Originally Posted by Emperor Devon
Hmm, I'd hope the line "the player awakens alone and stranded" doesn't mean all the party members got killed off... I'd hate to adventure throughout Thay without AJ, Grobnar or all the rest.

Hopefully at least some of them return, if not all of them. Could be like in Baldur's Gate II where you get separated at the beginning but get a chance to meet up with some old party members from BG1 later in the game (along with a bunch of new ones).
spoiler:

At least the ones who didn't betray you and sided with the KOSH and subsequently got killed by you. If the expansion continues with a NWN2 savegame then the outcome of that scene will likely be available for the expansion pack to use.

To start with a full roster of party members at the beginning of the game could make the party progression somewhat stale. :)

Quote:

Originally Posted by Emperor Devon
Well, the expansion looks to have a lot of potential, and that's not even getting into the new features. Epic levels (yay, my wizard can cast Hellball again)

At least unless they implement the backlash part of Hellball this time, otherwise it will only turn your wizard into a suicide bomber unless you've put a fair number of attribute points in CON. :)

I hope the selection of epic spells, feats and abilities is somewhat more inspired than the ones in NWN:HotU, where some of the epic spells didn't feel all that epic. :)

Quote:

Originally Posted by Balderdash
Who can tell me about Rashemen and Thay? I don't know much about them really. I remember there was that wizard from Thay at the beginning of SoU.

There is a short description of them on Wikipedia. Essentially Rashemen is a "wild" country that's ruled by an order of spellcasting witches, while Thay is a Lawful Evil Magocracy ruled by the Red Wizards of Thay, and where the Red Wizards and Rashemen witches are sworn enemies.

If you've played the Baldur's Gate series of games you've met a few characters from there. Edwin was a Red Wizard of Thay, Dynaheir was a Rashemen witch, and Minsc&Boo was a ranger/berserker from Rashemen. :)

Pavlos 04-13-2007 01:52 PM

Woo!

Game Banshee has an interview with Kevin Saunders, the lead designer on this project. Tragically, I don't think we'll be seeing our companions (at least from the get go) in the expansion:

"Mask of the Betrayer begins almost immediately after the ending of NWN2. You will play your same character (if you wish), continuing his or her story. (Your weapons and gold are gone, but you’ll have many of your other equipped items still.) While the story in Mask of the Betrayer is connected to Neverwinter Nights 2, you don’t have to have played the expansion – the story stands alone, but players who have gone through the NWN2 campaign will recognize some references that occur in NX1."

stoffe 04-13-2007 03:02 PM

Quote:

Originally Posted by Pavlos
Tragically, I don't think we'll be seeing our companions (at least from the get go) in the expansion:

He doesn't say anything about them in the part you quoted, so it may still be open. If it's supposed to be stand alone we might still see the ones who will be with you at the end no matter what you do. I think Khelgar, Jerro, Grobnar, Zhjaeve and Casavir are the only ones you can't lose. Though Zhjaeve and Jerro are probably done with you now that the KOSH is beaten, since that was their reason to ally themselves with you.

Quote:

Originally Posted by Pavlos
(Your weapons and gold are gone, but you’ll have many of your other equipped items still.)

Hmm, if you get to keep your inventory aside from weapons and gold there might be some point to looting all those ancient skeletons in the Vale of Merdelain after all. :)

Since my Warlock doesn't even carry a weapon (aside from the Silver Sword) that wouldn't be a terrible loss either way, though it probably hurts more for fighter types who've spent hours at the forge and magic workbenches to craft the most extreme implements of munchkinism imaginable. :)

Wonder why they're so fond of stripping you of your equipment in NWN expansions? They did the same thing at the start of NWN:HotU after all.

Quote:

Originally Posted by Pavlos
While the story in Mask of the Betrayer is connected to Neverwinter Nights 2, you don’t have to have played the expansion – the story stands alone, but players who have gone through the NWN2 campaign will recognize some references that occur in NX1.

I suppose this might be the strongest hint that you'll have to form a new party for yourself, since some of the NWN2 party members and their reasons for being with you is so strongly tied to the story. Might be good or bad, depending on how well they manage to flesh out the new characters in the much shorter gameplay time an expansion pack offers.

In the BG series where you get to keep party members between games and expansions this might be due to the two games and ToB expansion all are part of the same saga telling the same over-arching story, while the NWN games seem to go for a more stand-alone approach with different adventures.

NX1 = NWN Expansion 1 (Shadows of Undrentide), or NWN2 Expansion 1? Probably the latter. :)

Emperor Devon 04-13-2007 08:14 PM

Quote:

Originally Posted by stoffe
No evil character with an INT score above 10 would pick the second one unless they are either blinded by power and doubt their own ability to beat the KOSH, or are insane, IMO. :)

Lucky for my wizard he had such a high INT. :p

Quote:

Originally Posted by stoffe
To start with a full roster of party members at the beginning of the game could make the party progression somewhat stale. :)

It would be easy to work around that if a previous NWN2 save isn't required (and from the comments about MotB being a stand-alone expansion it probably won't be) and they simply get rid of all the killable party members.

Quote:

Originally Posted by stoffe
At least unless they implement the backlash part of Hellball this time, otherwise it will only turn your wizard into a suicide bomber unless you've put a fair number of attribute points in CON. :)

It'll probably be turned off on the normal difficulty setting. I think it was in NWN.

Quote:

Originally Posted by stoffe
I hope the selection of epic spells, feats and abilities is somewhat more inspired than the ones in NWN:HotU, where some of the epic spells didn't feel all that epic. :)

A fair number of them were. Hellball, Greater Ruin and the dragon summoning spell (can't recall the name) were all quite flashy and very useful to use. Even the two buff spells, while not much in the way of eye candy, were still quite useful.

The only pointless one was the mummy summoning spell IMO. Not a very powerful creature to summon.

The spells were useful but they didn't quite seem like what an epic wizard would use - you selected them as feats and could only use them once before resting. Something like a 10th level of spells or simply more epic ones would be better IMO. (And while we're on the subject of high-level spellcasters, hopefully Obsidian will be putting the archmage prestige class into MotB. Can't have 30th level wizards who aren't even archmages)

Quote:

Originally Posted by stoffe
I think Khelgar, Jerro, Grobnar, Zhjaeve and Casavir are the only ones you can't lose. Though Zhjaeve and Jerro are probably done with you now that the KOSH is beaten, since that was their reason to ally themselves with you.

Zhjave will probably be going back to Limbo, but I dunno about Jerro. He's no longer got a fortress or any demons to command, and now that the KoS is dead his life's purpose is basically over. The PC is the only person who even knows he's still alive, too. I can see him choosing to go along with him/her to Thay (especially since he can get to like good or evil players).

Khelgar might be interested in going with the PC as they're good friends, but now that he's rejoined his clan going visiting Thay is probably the last thing on his mind.

Hmm, being able import a previous savegame would be useful. So much of what your party members would want to do depends on what happened during the OC.

stoffe 04-13-2007 08:54 PM

Quote:

Originally Posted by Emperor Devon
The spells were useful but they didn't quite seem like what an epic wizard would use - you selected them as feats and could only use them once before resting. Something like a 10th level of spells or simply more epic ones would be better IMO. (And while we're on the subject of high-level spellcasters, hopefully Obsidian will be putting the archmage prestige class into MotB. Can't have 30th level wizards who aren't even archmages)

There are 10th level spell slots, but no 10th level spells, so they can only be used for metamagic-ed versions of lower level spells.

Epic spells have special Epic spell slots they can be memorized in. The feat solution used in NWN:HotU was only used since they probably didn't have time to do the extensive engine rewrites needed to add Epic spell slots. Remains to see if Obsidian is more ambitious in that regard.

Quote:

Originally Posted by Emperor Devon
I dunno about Jerro. He's no longer got a fortress or any demons to command, and now that the KoS is dead his life's purpose is basically over.

Then it's time for him to take a one-way trip to Baator to make good on his end of the deals and pacts he made. Unless the player is keen on going there as well they most likely part ways after KOSH is beaten.

Seems like the female NPCs are more expendable than the male ones. Only Zhjaeve who will stick with you no matter what. :)
spoiler:

Shandra gets killed, Elanee can abandon you to rejoin her druid circle in fighting you, Neeshka gets compelled by Garius to fight you, Qara can betray you to Garius and fight you.



Quote:

Originally Posted by Emperor Devon
Hmm, being able import a previous savegame would be useful. So much of what your party members would want to do depends on what happened during the OC.

Hopefully they will set it up similar to Throne of Bhaal, in that the game just automatically continues on to the Expansion after the normal end if you play through it, but you are also given the opportunity to start a new game straight in the expansion. Would give a more fluid experience and allow gameplay decisions to carry over to the expansion.

Pavlos 04-14-2007 04:05 AM

Quote:

Originally Posted by stoffe
spoiler:
Shandra gets killed, Elanee can abandon you to rejoin her druid circle in fighting you, Neeshka gets compelled by Garius to fight you, Qara can betray you to Garius and fight you.

spoiler:
Neeshka doesn't always get compelled by Garius - there is a second influence check and if you pass it she fights him off and joins your side.

Achilles 04-17-2007 05:30 AM

Hooray for screenies!!! :bounce1:

Point Man 04-17-2007 10:28 PM

Wow! The screenshots look great! I can't wait for the expansion pack to come out.

Emperor Devon 04-17-2007 11:04 PM

Quote:

Originally Posted by stoffe
Then it's time for him to take a one-way trip to Baator to make good on his end of the deals and pacts he made. Unless the player is keen on going there as well they most likely part ways after KOSH is beaten.

I actually don't think AJ would be headed off to Baator - he looks more like he forcibly summoned his army of fiends than made any pacts with them. Mephasm tried to use the PC to run off during the middle of a mission, and Koraboros claims AJ "imprisoned" him and tries to kill him for it. Being law-abiding devils, they'd have remained loyal to him if they/their superiors had made any pacts. Demons I doubt would even bother with any agreements, as they violate then as they saw fit.

AJ could still adventure with the PC, though there'd probably be quite a few vengeful fiends on his tail.

(Though I suppose his fate is sealed, as he's Neutral Evil and bound for the Lower Planes anyway)

Pavlos 05-01-2007 11:26 AM

Some new news, guys

Clicky

I must say, the story sounds interesting.

Jeff 05-01-2007 12:10 PM

I'll have to get the first one played soon! I still haven't really given it much time.

Jae Onasi 05-01-2007 12:16 PM

Ack. I won't be able to have Sand in my party in the expansion!!! I'm bummed.

The rest of it looks like it'll be fun, and at least a resolution to
spoiler:
the 'you saved the world, but you died in a basement'
icky feeling I had at the end of the game.

Emperor Devon 05-01-2007 07:11 PM

Obsidian certainly looks like they're putting a lot of effort and new ideas into this - having influence with companions determine how much you can order them around is a nice touch.

But ten thousand curses, no more AJ and Grobnar!

Pavlos 05-02-2007 11:33 AM

Quote:

Originally Posted by Emperor Devon
But ten thousand curses, no more AJ and Grobnar!

Know that they are the two best characters in the game... along with Sand.

Emperor Devon 05-02-2007 07:01 PM

Quote:

Originally Posted by Pavlos
Know that they are the two best characters in the game...

Oh, and Zjhaeve. Can't forget about her. :p

I'd love to see Sand again, but there's even less chance of that than the other characters with how he or Qara has to has desert.

SpaceAlex 05-06-2007 07:59 AM

Quote:

Originally Posted by Emperor Devon
Oh, and Zjhaeve. Can't forget about her. :p

Know that i'm glad i will never see her in my party again. :D

I actually think it's a good idea your old companions are not in the expansion. I already know everything i need to about them. It would be nice to see them again (if only to speak with them) at some point in the game though.

Pavlos 05-28-2007 01:11 PM

An interesting article over on Eurogamer.

Of interest: death actually means something now - which is interesting. And Feargus likes to compare the expansion to Planescape: Torment. Tragically, this means that the game has already failed in the eyes of a thousand fans of that game. But if they do pull off a second Torment, I will be pleased :). Not holding out for anything, mind.

Emperor Devon 05-28-2007 04:42 PM

Huh, I'm a bit skeptical about the combat.

Quote:

the hardcore players will find some great combat challenges, but the more casual gamers won't be overwhelmed by the game's difficulty. Overall, our goal is simply to ensure that everyone can have fun with the game.
I'll be surprised if they can balance that out. You can't really make the game easy for new players and hard for veteran ones at the same time.

stoffe 05-28-2007 07:42 PM

Quote:

Originally Posted by Emperor Devon
Huh, I'm a bit skeptical about the combat.

I'll be surprised if they can balance that out. You can't really make the game easy for new players and hard for veteran ones at the same time.

Difficulty slider in the game options? They've had that for many games, which can make combat more difficult by giving enemies unfair advantages or more sophisticated AI. Combat is probably the part of the game that is easiest to adjust the challenge level of, by just making enemies tougher, smarter and more dangerous.

Emperor Devon 05-28-2007 08:00 PM

Not with NWN2. That spells harm you and your companions in the higher difficulty options frustrated me too much to use them.

stoffe 05-28-2007 08:08 PM

Quote:

Originally Posted by Emperor Devon
Not with NWN2. That spells harm you and your companions in the higher difficulty options frustrated me too much to use them.

Sounds like increased combat challenge to me. He didn't specify what form the challenge would take. :) Perhaps they'll implement it properly this time though so some spells don't turn into suicide abilities no matter how you used them.

Self-harmful spells if done right are not necessarily a bad thing. In the Baldur's Gate series of games you and your party took damage from your own indiscriminant AoE spells as well, requiring mages to be deployed carefully and use the proper protections. Some AoE spells would only harm hostiles. This was an important factor to keep in mind when planning battle tactics. In general combat was harder, more tactical and less straightforward in those older games. Perhaps they plan to reintroduce some of those elements, what with all the talk of being spiritual successor to older games?

Pavlos 06-01-2007 03:42 PM

*Bounces*

New screen shots. It appears that we finally have ripples when we move across water.

ChAiNz.2da 06-01-2007 03:45 PM

Quote:

Originally Posted by Pavlos
*Bounces*

New screen shots. It appears that we finally have ripples when we move across water.

Dude! The Shambling Mound was enuff to get me giddy all over again. I may just have to give NWN2 a second chance ;)

Emperor Devon 06-02-2007 05:10 AM

Quote:

Originally Posted by stoffe
Self-harmful spells if done right are not necessarily a bad thing. .{snip} Perhaps they plan to reintroduce some of those elements, what with all the talk of being spiritual successor to older games?

I hope so. The spells have pretty big areas of affect (hard to steer your party members out of), or worse yet ones like Fireburst or Meteor Swarm that will always damage your PC. Would be fun to have a somewhat easy to deal with friendly fire with spells.

I'd rather have more advanced AI/special abilities, tho. Enemy spellcasters casting Dispel Magic on you or buffs on their companions, using Disintegrate on party members with -9 HP (when they hit -10 they should stay dead, darn it :P), that sort of thing. Enemy spellcasters could be quite a challenge if they had good enough AI. (Especially when coupled with Resurrection/Raise Dead only working on intact bodies)

Thanks for the screen links, Pavlos! (Obsidian's done a very good job on that Shambling Mound)

stoffe 06-02-2007 05:49 AM

Quote:

Originally Posted by Emperor Devon
I hope so. The spells have pretty big areas of affect (hard to steer your party members out of), or worse yet ones like Fireburst or Meteor Swarm that will always damage your PC. Would be fun to have a somewhat easy to deal with friendly fire with spells.

In the older games is was a bit easier to keep a larger party under control since you didn't steer one particular character and had an AI make the others tag along. You would select one or several party members and then give them orders, moving them along more like units in a RTS than a PC in a FPS like in later games. Thus it was easier to deploy your party in formations and set positions for ambushes and AoE spell usage.

Spells like Fireburst etc are just bugged in NWN2 though, they should never harm the caster. (And neither should Firebrand and Missile storm, though since those are Bioware creations and not standard D&D spells they have some more freedom there :))

Quote:

Originally Posted by Emperor Devon
I'd rather have more advanced AI/special abilities, tho. Enemy spellcasters casting Dispel Magic on you or buffs on their companions, using Disintegrate on party members with -9 HP (when they hit -10 they should stay dead, darn it :P), that sort of thing.

Part of the problem, I think, is that the AI in the NWN games is meant to be fully generic, "one size fits all" for use with all NPCs/monsters in the game. So it comes into the Jack of all Trades, Master of none category, where the AI is half-arsed at a lot of things but not really impressive in any regard.

In games like BG2 there was no singular creature AI, but rather a bunch of different AI scripts for different types and difficulties of characters. While the Infinity engine scripting language was extremely simplistic compared to NWScript this still made the NPCs feel more aggressive and acting somewhat as a character of this class should (even though NPC behavior became fairly predictable if you replayed the game a few times).

I can understand why they went with a unified AI: makes things easier for modders and makes it much quicker to add new hostiles to the game. Still, the standard AI leaves a lot to be desired, both in NWN1 and NWN2, in terms of situational awareness, assumed knowledge and learning from mistakes (a high Lore wizard would not cast mind affecting spells on undead for example, nor would anyone with decent intelligence score cast fireball on a fire elemental). I would guess that is a time factor responsible for that, since even I could rewrite the NWN1 AI over a few month's time to behave somewhat intelligently in most situations in the end.

I hope they will at least give major boss characters their own unique AI adapted to the situation in NWN2:XP1

(Casting disintegrate on someone below 0 HP would be quite a waste though, since they're already out of the fight and rapidly on their way to dying (-10 HP) if they haven't been stabilized. You could coup de grace them with a rusty butter knife to kill them, pretty much. :p)

Pavlos 06-08-2007 07:28 PM

More news!

Of interest:

Quote:

FiringSquad: What are the development team's favorite new monsters in Mask of the Betrayer?

Kevin Saunders: This isn't a new creature, but everyone loves the chicken's new flying kick attack that animator Andrea Bobick created. Why would a chicken need to be able to do a flying kick, you ask? You'll see... =)
Quote:


FiringSquad: What is the current status of the expansion's progress and when will it be released?

Kevin Saunders: We just achieved a full progression of the game. From here on in, it's all about polishing. Atari has announced a release date of Fall, 2007.
Interestingly, it seems Obsidian has finally found itself able to set realistic design targets :) - which gives me hope.

Edit: Oh and according to Jeff Husges we will have horses but no mounts (I don't think they work well in a game like NWN2 where the areas are so small, anyway). "In. Not as mounts, though."

Pavlos 06-25-2007 11:20 AM

Images!

The concept work looks nice... as does the actual game. Either they've done several engine upgrades yet to be released in patches or they've learnt how to use their own toolset effectively :xp:.

I do hope this doesn't count as a double post...

Aash Li 06-25-2007 04:26 PM

Someone make/alter me a Drow model that isnt flat-chested and hasnt been beaten with an ugly-stick! Please! >_>

Thanks. lol

Pavlos 07-06-2007 12:15 PM

This may be interesting to you guys.

Of note: You can bend thousands of tormented souls to your will, forcing them to serve you. You can play King of the Hill with frost giants. You can trick a wizard into the clutches of a harvester devil.

Yay for insanity, eh?

Arátoeldar 07-06-2007 01:31 PM

The two biggest things I like about this expansion pack are:

1) Josh Sawyer is the lead designer from the start.

2) They are finally moving away from the Sword Coast of Toril.

Killwithhonor 07-06-2007 09:58 PM

Ahh man, i shouldnt have uninstalled the game so early, i beat the game 3 times with 3 different characters and now they are all gone, if i knew you could use existing characters in this new expansion i would have kept em.. o well, but it looks promising, i can't wait for it and The Sword Coast was boringggggggg, it was basically the same everywhere you went, vender wise and i wish there were more sidequests


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