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NWN2 News September 14, 2007

Posted by Rob McGinnis , 15 September 2007 · 6655 views

NWN2 News
Neverwinter Nights 2 Community Update
September 14, 2007

It's that time again. This week we look at the Sacred Fist prestige class, a couple great community mods and the Sundren Persistent World.

Mask of The Betrayer

Sacred Fist
Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.

Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.

Requirements:
  • Base Attack Bonus: +4
  • Feats: Improved Unarmed Strike, Stunning Fist, Combat Casting.
  • Skills: Lore 8 ranks
  • Spellcasting: Ability to cast 1st level divine spells.
Class Features:
  • Hit Die: d8
  • Base Attack Bonus: High.
  • High Saves: Fortitude and Reflex.
  • Proficiencies: Sacred Fists gain no proficiency with any weapons, armor or shields.
  • Skill Points: 4 + Int Modifier.
  • Class Skills: Concentration, Heal, Lore, Spellcraft and Tumble.
  • Spells per Day/Spells Known: When a new Sacred Fist level is gained (except levels 4 and 8 ), the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 1st-level divine spells. If the caster had more than one applicable divine spellcasting class, he must pick one to improve.
  • AC Bonus: When unencumbered and wearing light or no armor, a 1st level Sacred Fist gains a +1 AC bonus. This bonus increases to +2 at 5th level, and +3 at 10th level.
  • Unarmed Damage: A Sacred Fist deals unarmed combat as a monk of equal level. A Sacred Fist's monk level (if any) stacks with his class level for the purposes of determining unarmed damage.
  • Fast Movement: If the Sacred Fist has levels of Monk, his Sacred Fist level stacks with his monk level for purposes of determining Monk Speed. Otherwise he gets the equivalent of Monk Speed at 3rd level, and it progresses identically to the 3rd level monk ability Monk Speed.
  • Sacred Flames: At 4th level the Sacred Fist can invoke sacred flames around his fists. These flames add to the Sacred Fist's unarmed damage. The additional damage is equal to the Sacred Fist's class level plus Wisdom modifier. This lasts 10 combat rounds. This ability initially can only be used once per day, increasing to twice per day at 8th level.
  • Uncanny Dodge: At 6th level, the Sacred Fist retains any Dexterity bonus to AC when flat-footed or when struck by an invisible attacker.
  • Inner Armor: At 10th level, the Sacred Fist can protect himself from harm once per day. He gets a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and a spell resistance equal to 25 for a number of rounds equal to his Wisdom modifier.
Community Works

Bastard Sword Override by Riuthamus


It looks as though Riuthamus has started a series of custom weapon models. The goal looks to be to make more accurate, and less fantastic weapons. His first weapon pack, Bastard Swords, can be found here on NWVault.


RWS Bridge Pack by Robinson Workshop



The guys at Robinson Workshop have released their bridge pack. You can have a look here on NWVault.


Persistent World Spotlight: Sundren
by Saulus Mursadus

What is Sundren?
Allow me to introduce Sundren. Sundren is a low magic Neverwinter Nights 2 persistent world, in the heavy roleplaying category. We are constantly improving our module, as well as the extensive backend we provide for the server. We also provide a community portal with forums and a photo gallery which our users can submit images to. The website is hosted on a dedicated server, as is our in-house client updater and our development server. What this means for you as a player, is that our uptime is nothing short of excellent, and that you will be able to be online when you please, independent of what time zone you just might happen to live in. Our development server and bug tracking system allows us to replicate and respond to the bugs you report much, much faster.


Storyline
Sundren is set in the Forgotten Realms, using a timeline only slightly altered from the material provided by Wizards of the Coast. The land of Sundren is located south of Icewind Dale, near the spine of the world. Encircled by imposing mountain ranges and treacherous reefs, Sundren is a very recent land in the Forgotten Realms timeline. Having never been plagued by the wars and territory disputes of older kingdoms, Sundren has recently become the focus of several organizations interested in the vast amount of precious minerals the country’s rocky soil provides. Ruthless merchant organizations converge on the ripe land, as does several much more nefarious organizations. The black hand of Bane threatens the peace of the Vale by their sheer presence, as does the terrible and powerful Bloodmaim orcs, and the Mossclaw Alliance; Kobolds and Gnolls under a common banner.

Not all is bleak, however. The paladins of Helm have recently arrived, and are taking the fight back to the Banites and lawbreakers that threaten Sundren.

The Triumvirate, those who serve Tyr, Torm and Illmater, rally even today on the battlefield, and ready to take the fight back to the enemy.

Be you from faraway Thay, or a simple Waterdhavian merchant, Sundren welcomes you.

Features
One of the first things you will notice when you log onto Sundren, is the quality and craftsmanship of our Areas. We take great pride in them, and always try to perfect them even further. They have been painstakingly created to immerse the player into the world. They convey their level of detail in a manner never seen before using the Neverwinter Nights 2 platform, and in addition to this, follow very stringent performance requirements, to make the most of every inch of your monitor, while not grinding your PC to a halt.


Sundren employs use of a completely custom loot drop system using a DB backend that allows detailed implementation of random loot generation down to ¼ billionths of a percent. Associated tables make specific drops for creatures easier, and the system also features random magic item generation. Overall this system gives much more detail to random loot method. The system is also very efficient with very little overhead.

We are currently developing one of the best and most robust quest systems possible in any CRPG, allowing us to create anything from the simple “fetch this” quests, to the multi-subquest epically scoped quests provided in the endgame phase, in the most resource effective manner possible.

Not only that, but you will also be seeing a lot of unique and onetime quests in the world, that follow one of the overarching storylines. We always maintain a high DM-to-Player ratio, in order to be able to provide you with an excellent experience, even if you just log in for a chat over the campfire. Who would not like it if the local guard joined the casual chat in a relaxed and natural manner?

This brings us to the matter of experience and leveling, a major stumbling block of many major persistent worlds. We genuinely have you and your characters best interest at heart, and thus have implemented a very soft cap on the experience you can achieve. In the beginning you will face a level restriction, which will increase as your character ages. As well as this, we know very well that grinding bores you, and thus, it is not a viable option for attaining high levels in unheard of spans of time. Instead, we encourage team play by actively increasing the amount of experience you gain when you are part of a group.

The world not only seems and looks alike, it also feels alike. We implement a very carefully managed and balanced economy, which is driven as much by our players as the seasons and the way the harvest was this year. In other words, the local village smith will not suddenly be buying or selling major magical items of any kind, but one of the highly specialized vendors in the major city of Sundren will.

This is of course also combined with a crafting system. We utilize a heavily modified and balanced version of the crafting system made by Obsidian Entertainment for the official Neverwinter Nights 2 Campaign, simply because we believe it is the best way to implement crafting in a CRPG environment while still maintaining a good balance of magical item distribution.

You have, of course, made mistakes during character creation, or simply disliked a character that you previously created. While we do not cap the amount of characters you can create in any way, we understand that you will want to avoid cluttering your character selection screen. Therefore, we provide you with an easy to use ingame context menu option for deleting the currently logged on character. We of course provide multiple layers of security for this, to avoid mistaken deletions. This is just one of the many plug-in’s we provide to you, to make the experience even more seamless and immersing.

Of course, what we provide for you does not stop there. We are constantly adding and refining a large amount of high quality content, and we are fiercely determined to be the very best at what we do.
This means that we also have to look ahead. In that vein, we are already working on ways to implement and make the most of the systems and additional options that the coming expansion for NWN2 will provide us with. Early adoption is paramount to us when Mask of The Betrayer is launched.

In par with our commitment to be the best, we listen to what our players have to say. Every comment and suggestion is much appreciated by the team behind Sundren. Our forums are very active, and we are very much looking forward to seeing your first posts there as well!

Sincerely,
The Sundren Development Team
http://www.sundren.org


Special Thanks
Before ending this week's Blog, I wanted to make a couple notes of thanks here. First, to the players and staff of two great Persistent Worlds - Dragon Coast: Shores of Haldun and Sundren (this week's PW Spotlight). Both of these two PWs have been especially helpful in testing out the 1.07 patch. So, my thanks to you and the appreciation of the entire NWN2 team as well.

Second, We had a press event here this week to show off Mask of The Betrayer. We were able to sneak the guys from Robinson Workshop in and a couple guys from Rogue Dao Studios were able to infiltrate the event as well. All of us at Obsidian appreciate what you are doing for the community and have been greatly impressed by your work.

Now, being the vindictive gamers we are, once we caught the Rogue Dao guys, we tied them to a chair and made them watch old episodes of Manimal until they showed us Purgatorio. All I can say is I can't wait to get my hands on this mod. You guys should be proud of what you have achieved. As a note to the Community: even if you don't normally like Single Player modules, you should play this mod.

Anyway, we hope you enjoyed the event and that you had the chance to chat with all the developers you wanted. The pictures came out great and, don't worry, we won't tell anyone your secrets.


That's about it for this week's update. See you all next week.




Forgot to mention our URL. original.gif

http://www.sundren.org

Our find us under the roleplay section.

Get our client updater here.

Server IP: nwn2.sundren.org
QUOTE
Sacred Fists are stong in faith, will and body.

You really wanted to write "STONG" or it was "STRONG"?

If "stong"... what does it means?


QUOTE
but sorcerers and wizards fins little to interest them.

Ehm... what do you mean "sorcerers and wizards FINS"?
Thanks, Rob, for taking the time to update here! It's obvious you folks are incredibly busy just now, and I appreciate your commitment to finding the time to post. Wow, the screenshots of Sundren look fantastic! I hope someday we get broadband available in the far reaches where I live. I have tried with dialup, but my connection is just too slow to play online. But I can certainly see the care and skill that went into those areas! Well done, Sundren team.

Regards,
JFK
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Baron Rosencheck1
Sep 15 2007 10:29 AM
Hellfire and I would like to extend our thanks to Rob and the folks at Obsidian for the invite to the press event on thursday. All I can say is how impressed we were with the enthusiasm each member we spoke to had about MotB. Hellfire I know spoke to each designer, artist, coder he could. And we have a few nice surprises for the community thanks to their help I think.

We are going to do a write up of our experience there and have Maximus post up on the vault sometime early next week.

I also second Rob's suggestion to everyone to DL Purgatoria when it is released..the level of quality in that mod is just stupendous, from the hours of custom music tracks to the voice overs..All I could do sitting there was just gape at the amount of work Rogue Dao has done..Adjectives fail me.

Thanks again...
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Rob McGinnis
Sep 15 2007 10:33 AM
QUOTE(Patcha @ Sep 15 2007, 10:58 AM)
QUOTE
Sacred Fists are stong in faith, will and body.

You really wanted to write "STONG" or it was "STRONG"?

If "stong"... what does it means?


QUOTE
but sorcerers and wizards fins little to interest them.

Ehm... what do you mean "sorcerers and wizards FINS"?


what errors? innocent.gif
LOL! :D
You have made me creazy on translating! laughing.gif

However... do you know if Rogue Dao uses custom TLK files?
I would enjoy very much if Purgatorio and others mod of the series would be "easy" to translate for intenations communities!
QUOTE(Patcha @ Sep 15 2007, 11:52 AM)
LOL! :D
You have made me creazy on translating! laughing.gif

However... do you know if Rogue Dao uses custom TLK files?
I would enjoy very much if Purgatorio and others mod of the series would be "easy" to translate for intenations communities!


We are planning on putting all in-game text into a single tlk for easier translation. Note however, the phrase "easier translation" rather than "easy translation." Even with a single tlk to work with it'll still be a monumental task to translate over a quarter million words of very cant-heavy dialog and description into other languages.

We will do everything we can to make it as easy as possible for people to translate it wink.gif

And thanks so much for the kind words Rob and Baron. Everyone on the team really appreciates it.

This would all be impossible without the power of the NWN2 engine and toolset, so we've got Obsidian and Atari to thank for making another Planescape adventure possible.
Obivious "easier"... my mystake! innocent.gif
I used quotation marks just to "grab" the sense: "easy but not easy". wink.gif
Actually "easier" sounds better. innocent.gif

However there is another thing useful if you'll use TLK files: you'll be able to test TLK features and report issues to Obsidian. wink.gif
I'm in the habit of doing bi-laguage contents (ENG/ITA... even if I'm not so good with English), so I really look forward for TLK feature improvement! thumbsup.gif
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nicethugbert
Sep 15 2007 03:21 PM
TGIF original.gif

That first Sundren screeny is very very nice.

NWN2 SF seems to be very faithful to the PnP SF. The swap of uncanny dodge for blindsense 10ft. is the only difference I see. I suspect it's easy to change that. Not that I mind the swap. Clerics and druids get blindsight spell anyway. If The Devs saw this then I'm happy they are paying attention to these details.
QUOTE(Patcha @ Sep 15 2007, 11:13 PM)
Obivious "easier"... my mystake! innocent.gif
I used quotation marks just to "grab" the sense: "easy but not easy". wink.gif
Actually "easier" sounds better. innocent.gif

However there is another thing useful if you'll use TLK files: you'll be able to test TLK features and report issues to Obsidian. wink.gif
I'm in the habit of doing bi-laguage contents (ENG/ITA... even if I'm not so good with English), so I really look forward for TLK feature improvement! thumbsup.gif


I guess you didn't realice that custom TLKs doesn't work on conversations :D
QUOTE(Qkrch @ Sep 16 2007, 12:24 PM)
QUOTE(Patcha @ Sep 15 2007, 11:13 PM)
Obivious "easier"... my mystake! innocent.gif
I used quotation marks just to "grab" the sense: "easy but not easy". wink.gif
Actually "easier" sounds better. innocent.gif

However there is another thing useful if you'll use TLK files: you'll be able to test TLK features and report issues to Obsidian. wink.gif
I'm in the habit of doing bi-laguage contents (ENG/ITA... even if I'm not so good with English), so I really look forward for TLK feature improvement! thumbsup.gif


I guess you didn't realice that custom TLKs doesn't work on conversations :D

Unfortunately I do realize TLK system has some issues, yet.
That's the second motivation I hope Rogue Dao guys will try to adopt TLK for an easy translatability of custom products.

I think Rogue Dao guys are (rightly) trusted by Obisdian guys.
So I hope them could create a direct "link" to excange TLK use informations and issues... so finally we'll have got a better international support for custom content. wink.gif
I'm editing a module using a custom TLK files.
If you use "Custom TLK" check it doesn't work, because it adds automatically 2147483648 to your custom ResRef value and treat it as a starndard ResRef value.
At the contrary, if you manually add 16777216 (instead of 2147483648) to your custom ResRef and manually you treat it as starndard ResRef value, it works in the game!

So the problem is Toolset uses different file names and location, and different custom ResRef values than the game!

Toolset:
Custom file shouldn't have .tlk extension and should be located in the NWN2 installation directory.
Custom ResRef value will be treated as standard ResRef value + 2147483648.

Game:
Custom file should have .tlk extension and should be located in Documents' NWN2 tlk directory.
Custom ResRef value will be treated as standard ResRef value + 16777216.

I tested it with objects names and descriptions, with dialogues, and with scripts... and it works.
But if you use "Toolset method", you can see toolset text, but in game you'll see standard dialog.tlk entryes (es: custom ResRef 1 will be Barbarian as standard ResRef 1).
Instead if you use "Game method", you'll see it correctly in the game, but you'll see nothing in the toolset! So it's really hard to manage a game-working TLK module in the toolset!

Sample:
We've got custom.tlk file, with entry 0 is "Holy Mount" (brows.gif) and entry 1 is "Light Ray".
Toolset: To see it properly into the toolset, you need the file named "custom" (with no extension) in NWN2 installation folder (i.e.: C:\Programs\Atari\Neverwinter Nights 2\"), and when you'll set entry 0 as ResRef wherever, it will use 2147483648, and it will use 2147483649 for custom entry 1. But in Game you will see 0 as nothing and 1 as Barbarian, as it is in standard dialog.tlk NWN2 file!
Game: To see it properly into the game, you need a copy of custom.tlk (with extension) in Documents\Neverwinter Nights 2\tlk folder, and to treat custom entries as standard entries + 16777216... so custom entry 0 will be 16777216 and custom entry 1 will be 16777217. But in the toolset you'll see nothing/empty!!!

So, my suggestion is to fix the toolset, so the "Game method" would be valid and automatic in the Toolset, too... wink.gif

[Sorry for bad English... I can't re-read it to search for mistakes! I have to hurry! Bye!]
I created a thread into NWN2 Toolset Official Forum (Bioware Forum, CD-KEY restricted) to discuss TLK, here: http://nwn2forums.bi...t...3&forum=113 wink.gif

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