NWN2 Feed Back and Patch Discussion Thread

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shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
Originally posted by: Fenixgoon
im having a tough time getting + influence with kelgar.. i want to get his monk quests done, and part of that requires you have high influence with him >-<
Well, like some of the other WoTC/Obsidian games you eventually run out of chances to change your allies influence. Once you run out of new dialog its very difficult to move it up.
Though continually having the same bad conversation over again will likely drop your influence with them.

Khelgar is easy if you dont mind angering everybody else. He is generally honorable and lawful so just agree with any decisions that put societies needs ahead of your own, also try turning down rewards and definitely dont [INTIMIDATE] for extra rewards. Of course this will sometimes upset some of the more selfish members of the party, like thieves or evil characters.

BUT.... He is also sort of a happy thug. You should try agreeing with conversations that promote skull thumping activities. But, this will sometimes anger the more peace-loving members of the team, like druids and most Lawful-Good PC's.
EDIT: DAMN! Once again I took too long and got beat to the punch.

- = NEW TOPIC = -
( with spoilers )

In the Market District there is a graveyard with a missing cleric or monk. Oleff asks you to rescue him.
In the dungeon you have a couple of rooms with some nasty traps. One of them continually spawns undead guardians until you can flip a switch on the other side of a tricky gate. (I finally figured out that one.)
The other two shoot fireballs and lay waste to your party.
The first fireball room isnt too bad because its got some cover and isnt too long a run.

The second (narrow) fireball room is kicking my butt.
Even with all the spells available and a Robe of Fire Resistance I cant get down, unlock the chest, and hual ass back quickly enough to avoid killing my whole party.
The problem is doubly irritating because, (UNLIKE BG2!), you cant order your party members to wait around a corner while you slip in real fast.
No matter how you set their behavior they always come in running after you when you get close to the chest. And in NwN unlocking a chest takes a while (again, unlike BG2).

Has anybody figured out how to grab the goodies safely? I cant seem to cast enough protection spells to get everybody out alive.
I always lose at least 3 people and then they gut stuck in the hall forever.
Everytime they revive its with 1 hit point and the fireballs kill them before they can take a step.
I have the BradyGames strategy guide but it seems to be missing that section. Once again it shows that guide publishers should not be allowed to make a book for a game until AFTER the retail version is out.

So far I havent found anything useful on the gaming forums. I guess folks must either be cheating or passing up the treasure. Near as I can tell its not essential to the game. But as challenging as the traps are I'd guess its pretty good.
 

The Stuck

Junior Member
Nov 29, 2006
1
0
0
Originally posted by: shortylickens
Originally posted by: Fenixgoon
im having a tough time getting + influence with kelgar.. i want to get his monk quests done, and part of that requires you have high influence with him >-<
Well, like some of the other WoTC/Obsidian games you eventually run out of chances to change your allies influence. Once you run out of new dialog its very difficult to move it up.
Though continually having the same bad conversation over again will likely drop your influence with them.

Khelgar is easy if you dont mind angering everybody else. He is generally honorable and lawful so just agree with any decisions that put societies needs ahead of your own, also try turning down rewards and definitely dont [INTIMIDATE] for extra rewards. Of course this will sometimes upset some of the more selfish members of the party, like thieves or evil characters.

BUT.... He is also sort of a happy thug. You should try agreeing with conversations that promote skull thumping activities. But, this will sometimes anger the more peace-loving members of the team, like druids and most Lawful-Good PC's.
EDIT: DAMN! Once again I took too long and got beat to the punch.

- = NEW TOPIC = -
( with spoilers )

In the Market District there is a graveyard with a missing cleric or monk. Oleff asks you to rescue him.
In the dungeon you have a couple of rooms with some nasty traps. One of them continually spawns undead guardians until you can flip a switch on the other side of a tricky gate. (I finally figured out that one.)
The other two shoot fireballs and lay waste to your party.
The first fireball room isnt too bad because its got some cover and isnt too long a run.

The second (narrow) fireball room is kicking my butt.
Even with all the spells available and a Robe of Fire Resistance I cant get down, unlock the chest, and hual ass back quickly enough to avoid killing my whole party.
The problem is doubly irritating because, (UNLIKE BG2!), you cant order your party members to wait around a corner while you slip in real fast.
No matter how you set their behavior they always come in running after you when you get close to the chest. And in NwN unlocking a chest takes a while (again, unlike BG2).

Has anybody figured out how to grab the goodies safely? I cant seem to cast enough protection spells to get everybody out alive.
I always lose at least 3 people and then they gut stuck in the hall forever.
Everytime they revive its with 1 hit point and the fireballs kill them before they can take a step.
I have the BradyGames strategy guide but it seems to be missing that section. Once again it shows that guide publishers should not be allowed to make a book for a game until AFTER the retail version is out.

So far I havent found anything useful on the gaming forums. I guess folks must either be cheating or passing up the treasure. Near as I can tell its not essential to the game. But as challenging as the traps are I'd guess its pretty good.

Select neeshka (100 % fire immunity). Get the broadcast command menu to come up on her and select "stand your ground" with your party outside the room. She will be free to move through without your party getting blasted.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
according to a poster above ... beta 1.03 was due by Thanksgiving ... 1.03 final is supposedly due this week

hopefully

i am finally looking to play my $50 game i got Nov 1st that i can get fot $25 today.

Never[Winter]Again



until it is bargain bin

learned my lesson

Hehe apoppin know how you feel,I have installed the game and only played the tutorial west harbor bit,not going any further until the official patch is out.On a side note it runs ok at 1680x1050 on my PC,I was getting around 30fps or more.I read the beta 1.03 patch improves speed/performance so I expect the same from the official patch.
 

a123456

Senior member
Oct 26, 2006
885
0
0
Originally posted by: Fenixgoon
In the Market District there is a graveyard with a missing cleric or monk. Oleff asks you to rescue him.
In the dungeon you have a couple of rooms with some nasty traps. One of them continually spawns undead guardians until you can flip a switch on the other side of a tricky gate. (I finally figured out that one.)
The other two shoot fireballs and lay waste to your party.
The first fireball room isnt too bad because its got some cover and isnt too long a run.

The second (narrow) fireball room is kicking my butt.
Even with all the spells available and a Robe of Fire Resistance I cant get down, unlock the chest, and hual ass back quickly enough to avoid killing my whole party.
The problem is doubly irritating because, (UNLIKE BG2!), you cant order your party members to wait around a corner while you slip in real fast.
No matter how you set their behavior they always come in running after you when you get close to the chest. And in NwN unlocking a chest takes a while (again, unlike BG2).

Has anybody figured out how to grab the goodies safely? I cant seem to cast enough protection spells to get everybody out alive.
I always lose at least 3 people and then they gut stuck in the hall forever.
Everytime they revive its with 1 hit point and the fireballs kill them before they can take a step.
I have the BradyGames strategy guide but it seems to be missing that section. Once again it shows that guide publishers should not be allowed to make a book for a game until AFTER the retail version is out.

So far I havent found anything useful on the gaming forums. I guess folks must either be cheating or passing up the treasure. Near as I can tell its not essential to the game. But as challenging as the traps are I'd guess its pretty good.

I haven't played this in a while, but you can right click on yourself (or whoever you decide to take) and broadcast a Stand Your Ground. Then, you're free to move off and do whatever you want.

I don't exactly remember the "second" fire room. If it's the one with a lever and 2 statues firing off fire, then what you need to do is have one of your Stand Your Ground characters near the lever. Hit the lever. Move along, switch characters to flip the lever so that the stone always gives you coverage both ways. Maybe this was the first fire room. It's all a bit fuzzy now. If that's not it, maybe you can describe the room a bit more?

The Stuck: I thought tieflings get 5/- on fire, not 100% immunity.

For performance, I'm not sure why but the mid-range systems seem to have the least problems. I'm running a very average X1950 Pro at stock along with a P4 3.2 and I get ~20-30 fps minimum (up to 60 on small areas) on medium settings with 4xAA at 1680 res. I didn't really think a 256M card can handle high textures, so I didn't try that. No crashes at all, only the minor bugs that appear here and there.

Those with 8800s or other really nice cards are having all kinds of problems, so I don't know.
 

TanisHalfElven

Diamond Member
Jun 29, 2001
3,512
0
76
Originally posted by: Sniper82
Originally posted by: shortylickens
Originally posted by: Kiwi
There are some early, very contradictory reports from some of the D2D downloaders. In the six weeks leading up to the release, Obsidian kept tightening their system requirements every couple of weeks. They started out with basically the same (very optimistic) video card support list that Oblivion had (and which was unrealistic in the extreme).

Since then, they upped the ante on CPU's to P4/ 2.4 GHz equivalent for the minimum, and dropped every video card slower than the Radeon 9500 Pro. Which made sense, *IF* the game engine pushes the hardware as hard as Oblivion's engine does. But now someone claims it runs very well on a puny little 6200? Really wierd stuff here. Either Obsidian seriously exaggerated how difficult the code was to run, or that game- player with the 6200 is lying her head off.
:frown:
I'll take a guess that the user was lying their buttocks off.
I have heard hundreds of times from people that they got such-and-such game to run on their cheap-ass video card when I know darn well its not possible. I think they are either cheap or poor and want folks to believe they are having a good time with the latest and greatest games when their hardware sucks.
Heard claims of folks running Doom3 smoothly on a GeForce 3 when my Radeon 9700Pro was not giving me sufficient frame rates.
That could be the other problem. Some folks out there honestly cant see the difference between 10 frames per second and 60 frames per second.
Not only can I tell the difference but I prefer to be closer to one than the other when I am actually trying to play the game. Especially with a first person shooter.

It probably is playable on a 6200 with most everything on lowest settings. As was Doom III with a GF3 but thing is no one on these forums(or many anyway) wanna play at lowest settings so we need beefy systems. Ppl making comments on latest games running on slow hardware probably doesn't realize they can upgrade it and turn the graphics up and it look 10x better. They probably think all video cards are the same.

NOT TRUE.
ppl realize their hardware has limits and they live with limits cuz they can't upgrade (for whatever reason). i do.
minimum requirements are alweays that. minimum. at minimum settings. i'm sure the game is prolly playable with all setting to low and low resolutions.
 

apoppin

Lifer
Mar 9, 2000
34,890
1
0
alienbabeltech.com
Originally posted by: Mem
according to a poster above ... beta 1.03 was due by Thanksgiving ... 1.03 final is supposedly due this week

hopefully

i am finally looking to play my $50 game i got Nov 1st that i can get fot $25 today.

Never[Winter]Again



until it is bargain bin

learned my lesson

Hehe apoppin know how you feel,I have installed the game and only played the tutorial west harbor bit,not going any further until the official patch is out.On a side note it runs ok at 1680x1050 on my PC,I was getting around 30fps or more.I read the beta 1.03 patch improves speed/performance so I expect the same from the official patch.

i am not really bitter ... life has many lessons ... and i RElearned one
... cheap ... only $25 and frustration ...
HOWever, i DID get my OS reinstalled and my rig running really well in the process of trying to run NWN2 ... so all is not lost ... and i really love Gothic3 in the meantime
:thumbsup:

the only regret is that i feel "left out" as you guys that have no problems glowingly describe your game ... :(

i am really looking forward to this game
[and it looks like i have PC gaming covered for months to come ... anything esle will be bargain bin when i finally get to it]

:)
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
Nope, in tabletop or video game Teiflings do not get immunity to fire.
However, I did forget about the natural 5/fire resistance, that along with some spells and the ability to broadcast commands helped me get the goodies.
The treasure was OK, but only if you dont get killed for it.

Sorry about not using Broadcast Command earlier. I incorrectly assumed it was like other games where your allies listen to the command for 5 seconds and then just do their own thing.

I still think the Baldurs Gate system for controlling PC's was a lot better.
EDIT: HAVING SAID ALL THAT.....

For those of you who just arent sure yet, this game is finally a worthy successor to Baldurs Gate 2. Even with the control problems it manages to be a really fun game. I am only in act 1 but it looks like they tried very hard to make a large, immersive and entertaining world. The game is more than enjoyable enough to overlook the bugs.
 

Fenixgoon

Lifer
Jun 30, 2003
33,104
12,515
136
anyone know where some damn ore mines are? im in chapter 3 and cant do crap to... *deletes spoilers*
 

Fenixgoon

Lifer
Jun 30, 2003
33,104
12,515
136
Originally posted by: Whitecloak
Originally posted by: Fenixgoon
anyone know where some damn ore mines are? im in chapter 3 and cant do crap to... *deletes spoilers*

http://nwn2forums.bioware.com/forums/viewtopic.html?topic=516992&forum=110

it has everything you need about the Keep.

just beat the game about 20 minutes ago.. HMFS (holy m0therfvcking $hit) it was awesome! best game i have played in a LOOOOOOONG time!!!


*SPOILERS*

oh FYI: my troops were best trained, poor weapons, no armor, and i still wtf-pwned the war ;)

/*SPOILERS*
 

Whitecloak

Diamond Member
May 4, 2001
6,074
2
0
Originally posted by: Fenixgoon
Originally posted by: Whitecloak
Originally posted by: Fenixgoon
anyone know where some damn ore mines are? im in chapter 3 and cant do crap to... *deletes spoilers*

http://nwn2forums.bioware.com/forums/viewtopic.html?topic=516992&forum=110

it has everything you need about the Keep.

just beat the game about 20 minutes ago.. HMFS (holy m0therfvcking $hit) it was awesome! best game i have played in a LOOOOOOONG time!!!


*SPOILERS*

oh FYI: my troops were best trained, poor weapons, no armor, and i still wtf-pwned the war ;)

/*SPOILERS*


the ending sucked for the good side. I am playing through as an evil cleric to see the other ending. Quite an easy game actually. My party died only once during the entire game and that was when facing the red dragon for the first time.
 

Fenixgoon

Lifer
Jun 30, 2003
33,104
12,515
136
Originally posted by: Whitecloak
Originally posted by: Fenixgoon
Originally posted by: Whitecloak
Originally posted by: Fenixgoon
anyone know where some damn ore mines are? im in chapter 3 and cant do crap to... *deletes spoilers*

http://nwn2forums.bioware.com/forums/viewtopic.html?topic=516992&forum=110

it has everything you need about the Keep.

just beat the game about 20 minutes ago.. HMFS (holy m0therfvcking $hit) it was awesome! best game i have played in a LOOOOOOONG time!!!


*SPOILERS*

oh FYI: my troops were best trained, poor weapons, no armor, and i still wtf-pwned the war ;)

/*SPOILERS*


the ending sucked for the good side. I am playing through as an evil cleric to see the other ending. Quite an easy game actually. My party died only once during the entire game and that was when facing the red dragon for the first time.

what skill setting did you have it on? i played the hardest (double damage, you can hurt your own characters with spells, and a few other things i think)
 

a123456

Senior member
Oct 26, 2006
885
0
0
the ending sucked for the good side. I am playing through as an evil cleric to see the other ending. Quite an easy game actually. My party died only once during the entire game and that was when facing the red dragon for the first time.

Yeah, I thought the ending could have been improved for the good side. If you're lazy, load up a game from before the final fight. Use console commands (forget what, but searchable on the Bioware forums) to give yourself evil alignment and then you get different talking options to allow for the evil ending.

The whole stronghold thing is a waste of time. Your characters (around level 18 or 19) are so strong that they don't really need much help from the NPCs. I ended up getting all the allies, 700 soldiers best of the best, best armor, best weapons, etc.
 

Bateluer

Lifer
Jun 23, 2001
27,730
8
0
Watch it with the spoilers please.

I put NWN2 on the backburner while I played Medieval 2, then I got tied up in homework and work. Now, I intend to finish the game before the start of the Christmas holiday.

Reading the NWN2 forums reveals that the devs are working on the game and supporting it. Also, consulting NW Vault reveals that more and more mods are appearing, as people learn their way around the game. In particular interest are the 1.04 patch threads and the UI improvement thread.

Oddly enough though, my particular installation of NWN2 may need to be reinstalled. The launcher menu reveals my version to be 1.01.809, despite my updating to 1.02.809 before M2TW. Launching the game reveals my version to be 1.02.809 however, and it does load the game to the main menu. I haven't tried to load my save games yet though.
 

Cynicist

Senior member
Nov 27, 2004
512
0
0
Btw influence with Khelgar is incredibly easy once you get to the dwarf part of the game. Just support anything he says, especially when it comes to honor or their history or whatever.
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
Originally posted by: Bateluer
Oddly enough though, my particular installation of NWN2 may need to be reinstalled. The launcher menu reveals my version to be 1.01.809, despite my updating to 1.02.809 before M2TW. Launching the game reveals my version to be 1.02.809 however, and it does load the game to the main menu. I haven't tried to load my save games yet though.
They took back one of the official patches after it had too many issues.
Whatever you auto-updated to recently is OK.
To the best of my knowledge the 1.03 is still in beta. The 1.02 you have looks like the last one and also the best.
You should be alright until the good 1.03 comes out.

EDIT: This one looks good too. I like the idea of a command bar thats always active.
http://nwvault.ign.com/View.php?view=NWN2UI.Detail&id=29

I have the triple bar at the bottom of the page. Every day I come back there are more mods.
http://nwvault.ign.com/View.php?view=nwn2ui.list&show_days_back=10
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Patch 1.03 English Final Released!


Link.


Here are the patch notes for 1.03:

Quote:
Neverwinter Nights 2 ? Version 1.03 Patch Notes

New Features
General
? Weapon combos in hotbar: Added the ability to set up dual weapon, weapon & shield, or weapon & torch combos in the hotbar. Clicking the hotbar button for a weapon you already have equipped will unequip it.
? Camera Changes: We?ve made a series of camera changes to this version:
o New options for adjusting sensitivity for controlling the camera by keyboard, mouse, and edge of screen.
o Chase Cam adjusted to work more like NWN1.
o In free cam mode, the arrow keys now pan the camera, and holding down CTRL will zoom and yaw the camera.
o Added bindable keyboard key for mouse look / camera control. This mimics functionality of pressing down the middle mouse button for those without a middle mouse button.
? Graphics Optimizations: A number of new graphics optimizations have been added:
o Anti-Aliasing Support: Anti-aliasing is now supported and can be enabled in the Options Menu. Please note: This could significantly affect frame rate, depending on your hardware.
o Shadow Rendering: Shadow rendering speed has been improved.
o Tree Rendering: Speed improvements to the rendering of trees.
o Water Rendering: Speed improvements to how water is rendered by the engine.
? New Options:
o Buy/Sell Confirmation: You can now turn off the buy/sell confirmation dialog.
o Options menu has been reorganized to support many new camera control options.
o You can now change keybindings in game.
? Database Support:
o The database script functions from NWN1 have been re-enabled. They are now significantly faster in many cases.

Multiplayer
? Improved /t style chat.
DM Client
? Added initial support for hotbar buttons and context menus.
? Added in party bar. It will only list the connected players in the game and not who is in your faction.
? You can now hover over menu items in the Chooser instead of having to click on them first.
? ?Very Easy? difficulty option has been restored.
? The DM chat channel is once again available via the /dm prefix.
Scripting
? EffectWildshape() ? New function for Wildshape effect.
? GetEncumbranceState () - Added script function to get the encumbrance state of a given player
? GetPlayerCreatureExamineTarget() - Added script function to get the current creature examine target for a player
? PackCampaignDatabase() ? A new database feature to NWN2, this will pack the campaign database and purge deleted records from a database.
? GetPlayerTargetObject() ? New script function to get the current selected target object for a given player.
? UnlinkDoor() ? New script command to turn an area transition door into a normal door.
? Database support has been added, including new PackCampaignDatabase() function.

Toolset
? Added a load screen image previewer.
? Added item icon previewer.
? Area names and tags now default to the area?s file name for new areas.
? The spell tab now shows multiple instances of spells, so creatures can have multiple instances of a spell with different metamagic types.
? Right-clicking while placing tiles now rotates the tile.
? The first column and row of the 2DA viewer are now pinned, making it easier to use.
? Changes on item blueprints will now be propagated to items in creature or placeable inventories, or that are equipped on creatures.
? Added new option to the File menu that allows the user to compile only currently open scripts.
? There is a new panel in the script editor that allows the user to insert scripts from the NWN2Toolset\Templates folder into the current script.
? Script search functionality changed to bring up all results in one result window and the user can double-click to open up that search result.
? Item cost calculations added to the item properties.
? New visual style.
? Doors now have a flag that allows them to render an invisible area transition (aka an invisible "black door.") This is adjustable in the toolset. This is to address concerns with the ?black area? behind open doors and how silly it looked on open gates in the middle of Neverwinter, etc.
? When users enter a string ref, they can also check a box to say that the string ref is from the custom file and the string returned will be from that file instead of the main .tlk table.
? Feminine versions of strings are now editable.
? Hex values can now be used as string references within 2DAs. This makes it easier to use custom TLK files with 2DAs.
? The script editor runs faster and uses less memory.

Bug Fixes
General
? Animal Companions, Familiars, and Summoned Creatures are now unsummoned when a roster member is being despawned. This will address problems where companions can become familiars on transitions.
? Some minor adjustments to the pathing system to prevent characters from being put into illegal areas.
? Split out Armored Caster feat into class specific feats for Bards and Warlocks to properly apply spell failure percentages. This will allow users who add new classes to give them specific armored casting ability easily.
? Some minor fixes to drop shadow rendering.
? The debug DirectX check has been removed ? some users had problems running the game, even without the DirectX SDK being installed.
? The game would crash when a module with more than 16,000 objects was loaded.
? Fixed a memory leak related to grass that would occur in certain areas.
Multiplayer
? Fixed issue when a player was resurrected by another player, the ?respawn? button would stay up on their screen, and could be used to restore life and remove effects.
DM Client
? Added larger ?+? buttons for the Chooser and Creator to make them easier to click on.
? Fixed some issues with keymapping.
? Player list is used instead of the party list when displaying party members on the minimap and areamap.
? DM?s can now area transition while possessing something and the entire faction doesn?t come with them.
? Fixed issue with trying to possess a creature in a different area than the one the DM is currently standing in.
? Fixed mouse action target for Dungeon Masters, so they don't start conversations with everyone. Also fixed highlight, so they can't always highlight themselves.
? DM can now move around while game is paused.
? Moved feats granted to a DM character from being hard-coded to a new flag in the feat.2da, "DMFeat". If it's marked as 0, the DM doesn't get it; as 1, he does.
? NWN database bug: Variables names are now properly truncated to 32 characters in all cases.

Effects/Spells
? If weapon trails are disabled in the options menu, hit and parry visuals are disabled as well.
? Character validation was not taking Spellcasting Prodigy into account for a number of spells wizards learn at first level.
? You no longer get max spells after unequipping an ability boost item, then an extra spell slot item. Also, changed extra spell slot items so that they only grant extra spell slots if you are capable of casting spells of that level.
? Neutralize Poison should not remove Disease and Ability Decrease effects.
? Lowered Frenzy damage to 6 per round.
? You can no longer recover traps with DC 20 or higher if you do not have the Trapfinding feat. If you try to disarm or recover a DC 20+ trap without Trapfinding, you will receive feedback that success is never possible; it is still possible to suffer a critical failure and have the trap go off on you. You can still flag, examine, and set a trap of any DC without Trapfinding; you can also always disarm or recover a trap you set yourself.
? EffectShareDamage() was not actually applying damage to the caster.
? Some fixes to global scripts on how spells affect NPCs, etc., in Hardcore mode.
? Finger of Death affects players in multiplayer mode now.
? Heal spells no longer call a touch attack when cast on undead.
? The Mass Inflict Line of spells now properly call a will save instead of a Fort save.
? The Mass Inflict Line of spells have now been updated to have the same behavior as Mass Inflict Light Wounds in regards to target discrimination and undead.
? Mass Inflict Light Wounds no longer harms hostile undead. Neither will it heal them. The healing effect is only applied to friendly undead.
? Casting Mage Armor on a character who already has Improved Mage Armor applied will no longer remove the stronger spell.
? Improved Mage Armor now correctly provides +6 AC rather than +8.
? The duration on Tymora?s Smile has been corrected.
? The spells Foundation of Stone, Body of Sun, Jagged Tooth, Tortoise Shell, Swamp Lung, Storm Avatar, and Nature's Avatar now properly apply their metamagic abilities.
? Tymora's Smile is now self-cast only.
? Crafting wands, potions, and scrolls was not working for many spells. All spells should now craft properly.
? Soothing Light will now auto-cast when selected.
? Guarding the Lord will now only target other creatures.
? Warlock Darkness now has the same targeting UI as arcane Darkness.
? Mass Heal now has a range of "close."
? The Mass Cure line of spells now uniformly have a range of "close."
? Old behavior for Bigby's 3 was causing some creatures to become paralyzed rather than immobilized in order to simulate grappling. This allowed them a chance to break out on a will save. The paralysis effect has been replaced with an immobilization effect.
? Prismatic Spray was always petrifying, rather than applying a random effect. This is fixed.
? Web and Greater Shadow Conjuration/Web now have the same targeting UI.
? Greater Fireburst will no longer damage the caster on hardcore difficulty.
? Fireburst will no longer harm the caster.
? Iron Horn now properly uses a cone shape instead of a sphere.
? Foundation of stone was calculating its duration in seconds rather than rounds. This has been fixed.
? Magic Fang and Greater Magic Fang now can be applied to any animal, beast, or vermin. This includes wildshaped druids.
? Missile Storm will no longer target friendlies on hardcore mode.
? Bombardment now knocks down targets on a failed save.
? Blade Barrier now plays a species specific blood spray when it damages a target.
? Destruction now checks the target for death immunity.

Items
? Changed Holy Avenger bonus damage from 1d6 to 2d6 vs. evil.

Scripting
? AttemptToDisarmTrap() - Returns FALSE if character cannot path to trap instead of assuming they don't have the skill points to do so.
? GetArmorRank - Returns whether an equipped item is ARMOR_RANK_NONE, _LIGHT, _MEDIUM, or _HEAVY
? GetSpellLevel() wasn?t taking cleric domains into account. This has been fixed.
? GetWeaponType() ? Lets Keen Edge spell also affect piercing weapons.
? TalentSpellFilter() ? This has been standardized in regards to Keen Edge and Weapon of Impact.
? Added script command gr_character_xml run from console that will export character data in XML format to the log.
? Fixed X2_inc_switches constant that was causing the override spellscript and the tagbased script prefix to overwrite each other.
? NPC casters can no longer affect themselves with AOE spells in Hardcore+ difficulty
? NPCs of non-opposed factions can no longer affect each other with AOE spells in Hardcore+ difficulty
? Added additional effects and fixed parameter listing for ga_effect.
Crafting
? 'Medalion of Thought' recipe now gives that item instead of the 'Talisman of Pure Evil'
? The 'Armor of Arrow Deflection' recipe now gives the correct effect and not 'Spell Specialization: Abjuration' on the Armor enchanted
? 'Invulnerable Armor' recipe now give Damage Reduction Effect
? 'Posion Weapon' recipe now give poison effect
? The 'Armor of Spell Resistance' recipes now gives spell resistance effect.
? Crafted wands, and scrolls now give the correct class restrictions based on class spell lists.
? Wands and potions now take into account the class and level of the caster for determining if the max spell level is surpasses instead of using the innate level of a spell.
? removed item cast at item restriction for spell storing devices (wands, potions, scrolls)
? Reduced cost of 0 level spells for wands, potions, and scrolls by half
? Added warlock darkness crafting recipes for Gold Filigree Charm and Infernal Focus
? Number of charges for newly crafted wand now defaults to 50.

Interface
? Fixed a bug where screen edge turning was frame rate dependent, making the camera behave differently based on graphics settings or area.
? Fixed a few minor bugs with mouse selection.
? Save game name will now show up properly when overwriting savegames.
? Fixed issue where gaining bonus feats from items were not causing a refresh of the character sheet.
? The character ?ø? has been added to our fonts.
? Context Menu Delay slider and Weapon trail Option are now properly saved and read in correctly.
? You can no longer resize on of the multiplayer chat windows offscreen.
? You can now click past feat selection if you have no feats to select. You lose that feat pick permanently. This was added so characters with low stats in core abilities could process through level up.
Toolset
? Turning off fog along with the ?use area far plane? option now works correctly, and will render the area up to the far plane specified in the Graphics section of the Options screen.
? Oriented billboards in visual effects will now render correctly in the toolset.
? Weapon scaling now looks correct in the toolset.
? Fixed a bug with the script and conversation search windows stealing focus.
? Fixed a bug with changes to spells not getting saved if the active tab was changed before changes were applied.
? Level 9 spells are now saved correctly for creatures.
? Font preferences are now saved correctly.
? Fixed a bug where docking windows would snap closed if a drop-down box was used while they were shown.
? Reduction in memory pre-allocation by half. This should address some customer reported issues with the toolset crashing on load.
? Some improvements to script editor speed and reductions in memory usage.
? Fixed a bug where placed instances of stores weren't copying the "infinite" flag for items.
? Fixed memory leak when erasing grass.
? Fixed issue for non-English versions where some required toolset preferences were not being loaded.
? Module variables are now displayed under the ?Scripts? category.
? Fixed bug where turning off light spheres would turn off sound spheres.
? Focus wouldn?t change properly when clicking on the propertygrid or the blueprint view. Fixed.
? Fixed crash when trying to modify prefabs in the universal blueprint changer.
? Fix for an exception that could be thrown if a journal was modified from code (like a plugin.)
? Fixed inability to modify camera orientation, Orientation has been re-enabled.
? Some fixes to toolset memory management to improve stability.
? Floating windows that are offscreen will be moved back onscreen on startup.
? Newly-created blueprints will have their template property set to the same name as the blueprint.
? Fixed a bug where creating new item blueprints, assigning them to a creature or placeable, and then immediately placing the creature or placeable would result in the item having incorrect properties.
? Fixed a bug in the script editor where certain NWN-specific data types would confuse the parameter info display.
? Using the ?Find All? button in the script search window now displays all results in a popup window. Users can select the matching script/line they want to view.
? An estimated value for the cost of an item (before appraise rolls etc) has been added to the properties of items.
? Updated look and feel of the tab controls.
? Fixed a bug with the ?Save? button in the world map editor. It will no longer corrupt map images.

Original Campaign Fixes ? Possible Spoilers Below!
Global
? More NPCs will drop poisons now.
Companions will now no longer stop following the player after certain cutscenes.
? Poisons can be purchased from Uncus or Caelryna in Crossroad Keep.
? Players can no longer encumber companions to exploit certain battles in the game.
? Fixed some faulty condition checks in Bevil?s conversation in Crossroad Keep.
? Fixed a bug in the Crossroad Keep report that showed the Walls as ruined when they have been upgraded.
? Added bonuses to Land and Road Security when upgrading Walls, Towers and surrounding areas in Crossroad Keep.
Act 1:
? Bishop takes the two weapon fighting path of rangers despite longbow feats and constant references to arrows. This has been fixed; the game will scan your package for valid Ranger Combat Styles (when you become a level 2 ranger) and picks that. If you don?t have one in your package, it defaults to dual-wield.
? Fixed quest-breaker where player can not turn in ?Lewy's hog? quest if player committed a triple cross.
? Mind affecting spells should no longer freeze the Harvest Brawl.
? Archery Competition now more multiplayer friendly.
? Fixed issue where stripped items in the tutorial were not being returned in West Harbor.
? Script changes to the following to address the "Black Screen" issue where cutscenes would fail to fire (this is in addition to the code fix):
o Wheat Field battle in West Harbor
o Casavir's intro in Old Owl Well
o Construct intro when raiding Githyanki Hideout
o Shandra's scenes late in Act 1
o Bishop's scenes in Ember
? Fixed problem with Georg in West Harbor where he could occasionally get into a state where his dialog wouldn't start up.
? Fixed the lingering sound effects, fires, and bodies from the raid on West Harbor.
? Fixed issue where Bevil was in a "Stand your ground" state after recovering the shard in West Harbor.
? Galen will now talk to you in Fort Locke even if you haven't spoken with Marshal Cormick yet.
? Added a couple obsidian gems in Highcliff module so crafters can create +1 weapons.
? Fixed issue where Commander Tann would have nothing to say in some circumstances.
? Fixed quest break in the Highcliff graveyard if player pulled lever before speaking to Tann.
? Moved zombie spawns away from the portcullis near the Shadow Priest in the crypt near Fort Locke so they and companions don't aggro each other through the gate.
? Fixed issue where Tann was not being removed from the party in a multiplayer game
? Fixed zombies that were getting into a perpetually stuck state in Highcliff castle ruins. Occasionally, the zombies around the shadow priest would never attack or react.
? Made a script change to how Elanee is spawned during her intro to fix a bug where she would sometimes fail to appear.
? Fixed issue where players would occasionally get stuck on the boat ride to Neverwinter city.
? Fixed many creatures who were improperly marked as non-disarmable.
? Fixed Karina sticking around Old Owl Well when she should have returned to Neverwinter.
? Ironfist Clanhold journal update now occurs when picking up the Gauntlets of Ironfist.
? Fixed World Map Transitions in Highcliff and Casavir's intro that required the player to drive into them rather than being activated on clicking.
? Fixed issue where Slaan was not being removed from the party in a multiplayer game.
? Hlam in the Church of Tyr now heals the party properly when asked to.
? Ophala should no longer talk about Leldon if the PC hasn't run into any of the Bounty Hunters yet.
? Reduced framerate hit early in Githyanki Hideout due to number of spawns occurring.
? Fixing Shadow Priest heads in Act 1 to use the proper head model.
? Druid in wolf form in the Docks that opens up Elanee's Skymirror quest now properly shows up in Act 1 only.
? Fixed issue where Grobnar and Casavir were not showing up in the Sunken Flagon when they should have.
? Fixed incorrect journal entry appearing after defeating Ahja during the Sea Ghost quest.
? Companions will now participate in the Githyanki attack on the flagon.
? Fixed issue where some Githyanki would stick around after the Githyanki attack on the Flagon.
? Fixed exploit where player can skip Zeeaire's confrontation cut scene using the inter-dimensional sphere.
? Allowed player to take their shards back from Zeeaire's corpse. Player doesn't need to wait until they are automatically awarded back at the beginning of Act 2.
? Fixed a dialog loop involving Bishop and female players after rescuing Shandra from Zeeaire.
? Axle's house no longer accessible to City Watch players in acts 2 and 3.
? Fixed issue where Bevil could not be recruited in Act 2.
? Companions will no longer cast 'Keen Edge' and 'Weapon of Impact' on inappropriate weapons.
? Fixed issue where companions would say they couldn't disarm a trap when they meant they couldn't path to one.
? Fixed rare issue where spell breach was not removing more than one protection.
? Fixed a number of errors with NPC descriptions.
Act 2:
? Fixed an issue where if you choose to attack Pentin for not paying you for ore deposits, he wasn?t turning hostile.
? Dialogue with Qaggoth-yeg in Lord Tavorick?s basement should fire more reliably now.
? Gannish estate will show up on the Blacklake area map now when it?s supposed to.
? Added an alternate solution to the fourth riff in the Battle of the Bards, since one of the pitches was ambiguous.
? Fixed issue where loading a saved game during an encounter with an Animus elemental caused a different cutscene to fire.
? Sand will no longer be marked as unselectable if he wasn?t in the party and the player attempted to transition to Port Llast.
? Fixed an issue where the outdoor statue of purification in Arvahn wasn?t useable if the player killed everything in the area prior to using it.
? Player can no longer leave Jerro?s Haven after completing the three paths in the approach and telling the guardian about them. This fixes a potential progression break.
? Fixed a bug where Axle?s house would be unlocked in Act 2 even if the player was with the City Watch.
? If the player has recruited Guyven, he will receive experience points for discovering Ammon Jerro?s Haven.
? Calindra will now leave the Alliance Arms Inn in Port Llast if you return after you have recruited her to Crossroad Keep.
? Orlan will now leave West Harbor if you return after you have recruited him to Crossroad Keep.
? Bevil will now leave West Harbor if you return after you have recruited him to Crossroad Keep.
? Torio in Crossroad Keep will no longer talk about the Church and Tower before Act 3.
Act 3:
? Poisons will drop off of the Shadow Thieves in the Merchant Quarter.
? Mephasm will now take the intended item for the blind sacrifice.
? Minor improvements to some cutscenes in Act 3.
? Added a workaround for a bug reported on the forums where Nolaloth?s Valley was not being revealed on the World Map.
? If the player has recruited Guyven, he will receive experience points for discovering the Wendersnaven clearing.
? Fixed Ivarr?s Atonement and Path of the Holy quests so that they can be completed by talking to Ivarr after slaying Tholapsyx.
? Fixed a problem with Veedle telling you there is more to build when you have already built everything.
? Added a journal entry and XP awards for killing the three Shadow Reavers in the Merdelain Gauntlet.
? Fixed an issue with the Wendersnaven cutscene not triggering correctly if you use a companion to loot the Journal of the Relentless Poet.
? Fixed Light of Heaven?s Heal special ability so it will work properly.
? Construct will no longer be in two places at once in Crossroad Keep after the Siege.
? Fixed a conversation drop that happened at the beginning cutscene in the Merdelain Gauntlet if Elanee was not there.
? Added theme music to the ending denouement sequences.
? Mephasm will now give you an Infernal Bargaining epithet feat if you successfully bargain with him three times.
? The Trial of the Sun Soul will no longer remove the player?s inventory.
? Merdelain: Added Collision Sphere to more easily select portal object
? Merdelain: Fixed Evil Ending combat AI
? Merdelain: Removed latent spell sounds during game ending
 

Dethfrumbelo

Golden Member
Nov 16, 2004
1,499
0
0
I would definitely recommend picking up an AI mod as well - there's a good one out already by Evenflow, and another soon to be released by TonyK.
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
HOORAY!

World leaders hail this event as a major step for humanity.

EDIT:
CRAP!@$%&*
It looks like they gimped a bunch of spells too.
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
-=[ NEW ISSUE!! ]=-

I have never gotten a cleric to a high level when playing table-top D&D 3rd.

My hero in NWN2 is a cleric and he's at level 10 right now.
Am pretty sure at next level I can go into the Divine Champion Prestige class.

I know that multiclassing is generally a good thing (have had that discussion MANY times in traditional RPG forums) but I wanted some advice from folks that have played the video game with a cleric. Do you guys think I should do it or not?
I like the idea of having a butt-load of divine spells from a pure cleric, but I also like the abilities provided from the divine champion. Not sure what will work best for the game.

EDIT: Nevermind, just got access to it and realized the Divine Champion has no divine spells and only a handful of Paladin-like abilities. I think I'll go with a pure cleric. The duelist and warpriest classes also look OK but again they limit my access to lots of powerful spells.
 

a123456

Senior member
Oct 26, 2006
885
0
0
Go at least 15 levels of cleric to get the decent Level 8 spells. I'm really not that big a fan of the Level 9 spells, so if you want to multiclass over to get up a little more AB and general fighting things, that might be fine then. I'm too lazy to figure out if you get an extra attack. The only decent one is Mass Heal. Implosion got seriously nerfed with the -3 in the spell DC along with Spell Focus losing another -1, so it's much easier to save against it now.

Still, you won't be too bad off if you just go with Maximized Blade Barriers at Level 9. Cleric 20 is one of the most powerful classes. It doesn't really need any of the other stuff unless you really like melee over spellcasting.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
I kind of figured they'd leave it out. This game is heavy as hell for my X1900XT with the core at 690. I've turned down some settings to get by though.

Runs fine on my PC with my 7800GT ,mind you I'm using no AA or shadows,but at 1680x1050 things are smooth,the story is pretty good ,however the AI movement sucks big time,hard to control your team sometimes when half go in the wrong direction or just stand there while your main character is fighting,had to reload a few times because of bad AI.


No crashes so stability is very good,personally AA is overrated,I have always preferred AF to AA in games when I have had the choice between the two.

I hope next patch improves AI then the game will be even better,not as good as BG2 but then that game is a classic.


 

Fenixgoon

Lifer
Jun 30, 2003
33,104
12,515
136
i think the AI got dumber after patching, for some reason. out of the box version 1.00 played perfectly for me:confused:
 

Dethfrumbelo

Golden Member
Nov 16, 2004
1,499
0
0
Originally posted by: Mem
I kind of figured they'd leave it out. This game is heavy as hell for my X1900XT with the core at 690. I've turned down some settings to get by though.

Runs fine on my PC with my 7800GT ,mind you I'm using no AA or shadows,but at 1680x1050 things are smooth,the story is pretty good ,however the AI movement sucks big time,hard to control your team sometimes when half go in the wrong direction or just stand there while your main character is fighting,had to reload a few times because of bad AI.


No crashes so stability is very good,personally AA is overrated,I have always preferred AF to AA in games when I have had the choice between the two.

I hope next patch improves AI then the game will be even better,not as good as BG2 but then that game is a classic.

The stock AI is horrific, but as I've said before, there's already a pretty good AI mod out that makes huge improvements. Just copy it into your override folder under My Documents/NWN2.

Here it is:

Even's AI mod

TonyK is also working on one, which will likely be even better, but this is a big help in the meantime.