Muzyka: Dragon Age 2 "one of the most polarising launches we've had"
#451
Posté 18 juin 2011 - 01:40
"Its just resting!"
http://orangecow.org...t/pet-shop.html
#452
Posté 18 juin 2011 - 01:41
Stanley Woo wrote...
Again, as you are unfamiliar with what we do and how, I will say that your version of how we do things is incorrect. Remember, please, that Dragon Age II was developed, in part, based on player feedback from Dragon Age Origins. You can see just how far we can go in listening to and acting on some of the feedback we receive. I don't see why people can accuse us of resting on our laurels, while at the same time chastising us for doing some things too differently.
True enough, you listened. But I (and several others that I know), felt like you did not understand the feedback you received, and then over reacted.
I can't speak for everyone, but it would not surprise me that some of the hate and angst that people send towards the developers and company overall would stem from the belief that you might listen, but you don't understand what we're saying. Especially some of the interviews where the phrase "players couldn't handle it" comes in. That is extremely insulting and does seem to imply that those who "can't handle it" are lesser people (whether it be mentally or emotionally) for not being able to cope with the changes. Just because someone doesn't like the change, does not mean they can't handle it. And yes, you may make changes for DA3, but given that you've already set a precedent that you do not seem to understand the criticism (The transition between ME 1 to 2 and DA:O to DA2 are the precedent here), it leaves some believing that DA3 will be yet another set of drastic overboard changes that only serve to alienate the core and bow to the casual. You can lump me in with that particular belief.
#453
Posté 18 juin 2011 - 01:41
That is not my perception.magicwins wrote...
Also, from what I read in a lot places, most people who disliked Dragon Age 2 were not knocking it for trying things they saw as driven by player feedback from Origins.
I know I and several others expressed desire for ME 2 style outfits and voiced dialogue, a change to the graphic style, more responsive combat, and the ability for fighters and rogues to do 'cool' things while fighting.
Yes, no one asked for map reuse.
#454
Posté 18 juin 2011 - 01:47
I think more time in the Fade would've been nice. Mind you, I don't mean hours upon hours! It'd be great, to have a power where you could step into the Fade, then move back into the normal world. Kind of like Portal 2, except you'd be entering the next dimension. Or find runes or Fade dust can that summon Fade creatures! Yeah...
-edit- You know how Fenris has his lyrium tattoo? Giving gamers the option maybe to equip a character with that would add another twist. It may boost your magic skills but slash off some of your health bar permantely.
Modifié par UnspokenSoul22, 18 juin 2011 - 01:51 .
#455
Posté 18 juin 2011 - 01:49
UnspokenSoul22 wrote...
Instead of a frame story, why not reverse it? Begin with the game in the present, flash to the future, then back to the present. Show some of the consequences of your action or predicted events, then zoom back into the story. Eventually, you'd make it to that spot in the future flashed forward to--the catch is that what you expected is far from reality. Just a thought.
I think more time in the Fade would've been nice. Mind you, I don't mean hours upon hours! It'd be nice even, to have a power where you could step into the Fade, then move back into the normal world. Kind of like Portal 2, except you'd be entering the next dimension. Or summon Fade creatures! Yeah...
The reason they chose a framed narrative was so they could hand wave any decisions the player may have made in DA2 that they don't like for DA3. Like, you know, how Leliana is in DA2 even though you can kill her in DA:O.
#456
Posté 18 juin 2011 - 01:52
If some of the gameplay changes were made because of feedback, it makes me wish I was more vocal back then.
I was one of those people who enjoyed the FADE and the DEEP ROADS in Origins. I would have rather seen them scaled back slightly then to how over simplied they were in DA:2
Modifié par Melca36, 18 juin 2011 - 01:56 .
#457
Posté 18 juin 2011 - 01:52
Alistairlover94 wrote...
alex90c wrote...
I like how they say a lot of people loved the game and yet the Dragon Age 2 forum ever since release has just been "feature x sucks" and "i hate da2" (on the whole) for practically three months straight.
The forum isn't the majority. Not everyone visits BSN.
No, they don't. However...unfortunately for DA3, people are posting on forums that aren't "here".
There are players saying "I hate DA2's direction", "feature "x" sucks" [focussing on the hint wheel, not being able to control what Hawke says, voiced pc (when you can't stand the voice actor) over the top flipping kicking hyper combat, enemy explosions, enemy lego collapses, etc] and generally doing a thorough criticing job of the game on other forums as well. A small number of people who like the game, a larger number that doesn't. And it isn't because they can't grasp the concept of "innovation".
#458
Posté 18 juin 2011 - 01:53
Bejos_ wrote...
The reason they chose a framed narrative was so they could hand wave any decisions the player may have made in DA2 that they don't like for DA3. Like, you know, how Leliana is in DA2 even though you can kill her in DA:O.
Leliana's in DA2? Ahh, dang it! I didn't get to that part, yet. :L
But, yes. I understand what you're saying. It does make it ten times easier to adjust the game after certain decisions are affirmed.
#459
Posté 18 juin 2011 - 01:54
There would still have been no guarantee that your ideas would have fit with our decisions. We don't just go with whoever's loudest or most persistent.Melca36 wrote...
Speaking as someone who did not hate Dragon Age 2, I liked the game...
but if some of the gameplay changes were made because of feedback, it makes me wish I was more vocal back then.
#460
Guest_Rojahar_*
Posté 18 juin 2011 - 01:55
Guest_Rojahar_*
I also liked that not all choices layed out plot flags or changed things, but rather offered opportunities to RP Hawke's personality, feelings, or reasonings in more detail than is offered in other games. I liked that there were bisexual LIs. Even though I didn't make use of that feature, I felt like it added more to the game, much in that someone who may not choose certain options appreciates that those options exist.
I liked the waves. I liked the combat system and skill trees and class overhauls. I liked the companions and I liked the plot WAY more than DAO's. I even liked that companions had their own "iconic look" to them, and their own skill trees.
It seems like there are some very vocal people on this forum who freak out and feel the need to venomously try to tear apart and attack anything that doesn't share their rabid hatred of everything DA2. They take it as a personal insult that Bioware doesn't say everything about the game was garbage, but they don't because it's subjective. Some people DO like the game, and it would be an insult to say it's garbage, far moreso than the "insult" of simply not joining the lynch mob.
I don't think it occurs to many of the more angry and vocal people here that perhaps not everybody shares the exact same opinions, or wants the exact same changes. Even among people who furiously hate DA2, many hate them for different reasons. I think the only thing people universally hate are bugs and reused maps, but even those aren't dealbreakers for everyone. To some people, DA2 was "the worst ever" because of bi romances and the story but they loved the combat, and to some it was the worst for the exact opposite reason. Then there are those who hate everything, and those who love everything. I think it's egotistical, and very dellusional, for some people to always speak with "we" as if they speak for everyone and know what "the majority" likes and dislikes.
I think what Stanley said earlier is right, about people wanting to like the game and lobbying to make the next one a game they will like, claiming that DA2 is universally garbage when it may just not be there kind of game. If not, then why do the people like Bejos who seem to hate Bioware SO much and thinks Bioware is SO unforgiveably awful to the fans hang out on this forum? Why loiter so much and invest so much in talking about a game you hate, on the forum of a company that you believe treats you like garbage? Why not go someplace that makes you happy?
Modifié par Rojahar, 18 juin 2011 - 02:03 .
#461
Posté 18 juin 2011 - 01:55
Lunar Savage wrote...
And yes, you may make changes for DA3, but given that you've already set a precedent that you do not seem to understand the criticism (The transition between ME 1 to 2 and DA:O to DA2 are the precedent here), it leaves some believing that DA3 will be yet another set of drastic overboard changes that only serve to alienate the core and bow to the casual. You can lump me in with that particular belief.
Yup, thats my concern. Its all fantastic that they're listening to feedback but until one can see how that feedback is manifested into a final product, who knows? Supposedly DA2 is in part the result of Origins feedback?
I loved Origins yet thought it had issues too, but an iterative sequel would have made for a great game. Yet most of my complaints with Origins weren't addressed in DA2, but most of them became worse.
Instead you get DA2, which by Laidlaw's own admission was mostly a 180 from Origins ("I think the big key is to not adjust 180 degrees again, because we've done this.") But that was supposedly in part done based on Origins' feedback? Even when DA2 was started before Origins was even released?
But frankly, given that I thought DA2 was largely unremarkable, I probably wouldn't mind another 180 degree change.
#462
Posté 18 juin 2011 - 01:56
Xewaka wrote...
Thor Rand Al wrote...
I love the fact that ya never know what's goin to come out of Hawke's mouth when u pick an option of what to say.
For the life of me I will never understand how people can actually consider such a blatant theft of character control from the player a positive element in a roleplaying game.
I like people like you. I just wish there was someone influential at Bioware or EA that felt the same way. -.-
Once upon a time, you could count on Bioware to give you enough options to make your character act or speak the way you wanted them to. But no more.
Our characters now are reduced to only having a selection of 3 tones. Nice, neutral/smartass, or mean. And they use smoke and mirrors to hide what you're really going to say and how it's going to be said. Even some of the "nice" options aren't that nice. And some of the "mean" options either aren't mean enough. Bioware has certainly made it clear these days that we're not playing characters we create, but instead watching the interactive movie they slapped together.
#463
Posté 18 juin 2011 - 01:59
Prettiest? Cutest? Most badass?Stanley Woo wrote...
There would still have been no guarantee that your ideas would have fit with our decisions. We don't just go with whoever's loudest or most persistent.Melca36 wrote...
Speaking as someone who did not hate Dragon Age 2, I liked the game...
but if some of the gameplay changes were made because of feedback, it makes me wish I was more vocal back then.
Come on Woo, don't leave us hanging.
#464
Posté 18 juin 2011 - 02:00
#465
Posté 18 juin 2011 - 02:02
UnspokenSoul22 wrote...
Bejos_ wrote...
The reason they chose a framed narrative was so they could hand wave any decisions the player may have made in DA2 that they don't like for DA3. Like, you know, how Leliana is in DA2 even though you can kill her in DA:O.
Leliana's in DA2? Ahh, dang it! I didn't get to that part, yet. :L
But, yes. I understand what you're saying. It does make it ten times easier to adjust the game after certain decisions are affirmed.
I'm sooo sorry.
#466
Posté 18 juin 2011 - 02:02
You're right, Maria. We go with the cutest feedback.Maria Caliban wrote...
Prettiest? Cutest? Most badass?Stanley Woo wrote...
There would still have been no guarantee that your ideas would have fit with our decisions. We don't just go with whoever's loudest or most persistent.Melca36 wrote...
Speaking as someone who did not hate Dragon Age 2, I liked the game...
but if some of the gameplay changes were made because of feedback, it makes me wish I was more vocal back then.
Come on Woo, don't leave us hanging.
#467
Posté 18 juin 2011 - 02:03
Stanley Woo wrote...
There would still have been no guarantee that your ideas would have fit with our decisions. We don't just go with whoever's loudest or most persistent.Melca36 wrote...
Speaking as someone who did not hate Dragon Age 2, I liked the game...
but if some of the gameplay changes were made because of feedback, it makes me wish I was more vocal back then.
Thats true and I KNOW I am in the minority when it comes to alot of things.
I just want my money's worth when it comes to a game.
And while I have completed DA:2 six times. It left me unsatisfied.
It was like getting a snack when Origins was a full meal.
Since we're talking..........Please Please Please less Fetch and Deliver quests and more quests like The Magistrate's Orders.
That said I will be buying the DLC because I enjoyed the game enough to be willing to pay for it.
#468
Posté 18 juin 2011 - 02:04
I'm pretty sure he's used to that, it comes with being successful after all.sphinxess wrote...
I hope someone tells Mr. Muzyka he might want to review his talking points a bit if a single interview can create a 20 page forum thread in 10 hours.
#469
Posté 18 juin 2011 - 02:05
Bejos_ wrote...
I'm sooo sorry.I just assumed everyone had played through it at least once by now. Feel free to kick and scream at me ...
Ahh, no big deal. My friend already ruined the ending for me...at least the chantry part.
I was in Act Three and randomly feel an urge to create a whole new game in hopes of later going back to finish my first. So, after my fit of stupidty, I found out that I'd lost my original game.
I'm nearly done with Act Two--just racking my brains whether or not to romance Fenris or not. I know, such a hard decision...
#470
Posté 18 juin 2011 - 02:06
These are the things that confuse me too. Asking them to "admit a mistake" on a certain element of the game that YOU hated, seems silly to me. Because not everyone agrees. Were there parts of the game (as far as the writing goes) that made meRojahar wrote...
It seems like there are some very vocal people on this forum who freak out and feel the need to venomously try to tear apart and attack anything that doesn't share their rabid hatred of everything DA2.
I don't think it occurs to many of the more angry and vocal people here that perhaps not everybody shares the exact same opinions, or wants the exact same changes.
Why loiter so much and invest so much in talking about a game you hate, on the forum of a company that you believe treats you like garbage? Why not go someplace that makes you happy?
Modifié par cmessaz, 18 juin 2011 - 02:08 .
#471
Posté 18 juin 2011 - 02:09
Remember when some people had recieved their games early and that huge spoiler thread?
I think those threads should not be allowed before a game's release. Its gives people preconcieved notions.
Modifié par Melca36, 18 juin 2011 - 02:12 .
#472
Posté 18 juin 2011 - 02:11
Maria Caliban wrote...
Prettiest? Cutest? Most badass?
Come on Woo, don't leave us hanging.
*sighs* You only think of yourself! Throw me a bone! Tallest? Best hair? Most gorgeous eyes?
#473
Posté 18 juin 2011 - 02:14
cmessaz wrote...
These are the things that confuse me too. Asking them to "admit a mistake" on a certain element of the game that YOU hated, seems silly to me. Because not everyone agrees. Were there parts of the game (as far as the writing goes) that made meRojahar wrote...
It seems like there are some very vocal people on this forum who freak out and feel the need to venomously try to tear apart and attack anything that doesn't share their rabid hatred of everything DA2.
I don't think it occurs to many of the more angry and vocal people here that perhaps not everybody shares the exact same opinions, or wants the exact same changes.
Why loiter so much and invest so much in talking about a game you hate, on the forum of a company that you believe treats you like garbage? Why not go someplace that makes you happy?...of course. Post these things in the constructive critisizm thread and if many agree on the same point, then something may be "admited". But I'm not going to say "I hate (A) and demand they admit that they failed because I hate (A)" because not everyone else did.
I've already stated my reasons. Why continually try to chase away people who come here to talk about the game in negative terms? I'm sure Bioware appreciates the feedback. Anyway, whatever negatives I do mention about the game, I try not to mention again, unless I'm specifically asked to do so, or unless there's a specific thread about that topic.
Yikes, guys, do you want BSN to be Stepford County?
#474
Posté 18 juin 2011 - 02:14
CoS Sarah Jinstar wrote...
Persephone wrote...
Ryllen Laerth Kriel wrote...
Most extensive patch Bioware has ever done for DA 2 or any of their games? And yes, I'm seriously asking this.
One OF the most extensive, not THE most extensive.
Yay, what I'm saying is twisted too. Joy!
Apparently people forget some of the huge NWN patches years after release.
The patches that included content for modders to use? Tilesets and stuff? Those patches that weren't only fixing issues/glitches/problems with the game? Nah. I remember. They used to patch with regularity, especially when they were updating resources like tilesets and fixing multiplayer stuff. I don't know whether there were ever any patches that had 100 fixes for the main game alone though.
1.69[/b] Patch Details
New Purple Dragon Knight Prestige class
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8 New Tilesets:
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Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)
Audio:
=-=-=-
15 New Music Tracks:
14 New Ambient Sounds
New Creatures (over 100 new appearances):
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Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-Elves,
Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)
New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
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New Visual Effects (over 100)
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Glowing eye colors (White, Blue, Cyan, Purple, Orange and Yellow).
Purple Dragon Knight feat visual effects.
Lance shattering visual effects.
Arrow visual effects.
New Armor Part Appearances (lots).
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New Weapon Part Appearances.
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Gem parts used for the new "Gem Golem" weapons.
New Item
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Portable Encampment
ini file setting additions/changes
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- Added new nwnplayer.ini file settings, so that red/green color blind
users don't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file
(set to 1 to enable cloaks, 0 for no visible cloaks).
[Game Options]
Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable,
only supports English).
[Game Options]
In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at
level up for players (defaults to off).
[Server Options]
Max Hit Points=1
- Added new nwnplayer.ini file setting to not display the hit points rolled
on the level up summary gui (defaults to off).
[Server Options]
Hide Hit Points Gained=0
- Added new nwnplayer.ini file setting to restore the remaining spell uses
from the character file on log in to a "server vault" server. This option
defaults to off.
[Server Options]
Restore Spell Uses On Login=0
- Added new nwn[/b].ini file setting to set how far into the distance grass
should be rendered (default value 900.0, valid values range from 900.0
to 30000.0). Increasing this value will cause more grass to be rendered
in outdoor grassy areas, but will also reduce game performance in
these areas.
[Video Options]
Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of
creature deaths.
[Game Options]
Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by
an encounter trigger every time that it spawns creatures. If this option
is turned on, the encounter trigger will always spawn creatures based on
the triggering player's level rather than potentially using left over
spawned creature from an early triggering that was initiated by a much
higher level player.
[Server Options]
Always Reset Encounter Spawns=0
- Updated Get2DAString() scripting command 2da caching code to cache a number of
2das specified in an ini setting.
[Server Options]
2DA Cache Size=10
- Added new nwnplayer.ini file setting to log each script as it executes
(defaults to off). Enabling this will degrade game performance. It should
only be used for script debugging purposes (i.e. when you have a bad script
that causes your module to lock up, checking the log file will let you know
the last script that executed).
[Script Options]
Enable Logging=1
- Added new nwnplayer.ini file setting to obtain script profiling data in the
log file (defaults to off). Enabling this will degrade game performance. It
should only be used to determine which scripts you need to optimize to
improve the performance of your module. Note: "Enable Logging" should be
turned off when profiling is enabled.
[Script Options]
Enable Profiling=1
- Added new option to the nwtoolset.ini file to set the toolset CPU affinity
on multi-core computers. If you have more than one CPU on your PC, then
you can use this setting to make the toolset run on only one of the CPUs
by specifying the number of the CPU (0-31). Setting "CPU Affinity=-1"
will turn off CPU affinity
(default 0).
[Start Up]
"CPU Affinity".
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a
setting of -1 will be converted to 0). If you need to disable this
feature set the value to -2.
Feat Prerequisite changes (these may make some existing characters invalid in
multiplayer games)
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a
prerequisite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the
description (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club"
rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain
(rather than one).
General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaleges under
Windows Vista.
- Fixed issue with corrupted textures on newer Nvidia cards.
- Colorized the cloaks in the official campaigns (they are no longer all
tan colored).
- Added missing Trident weapon feats.
- Tridents are now classified as a "Martial" weapon, rather than a simple weapon.
- Fixed how Damage Resistance works against weapons that do more than one
type of damage (i.e. Morning Stars and Halberds). The target now uses the
worst of the multiple damage resistances against weapons that inflict
more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks
are done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set
to 10 as it is cast from an item, rather than using the player's paladin
caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the
creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed client crash that seemed to be related to other players coming out of stealth.
- Fixed issue where your henchman/associates could sometimes overlap the position
of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining
a touch attack.
- Fixed Bandoleers on hobgoblins.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the
Tower Shield).
- Screenshots are now prefixed with the module name (set in the Module properties in
the toolset) rather than "NWN[/b]". Screenshots are also now placed in the
screenshots subdirectory.
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword"
- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when
used they play the drinking animation, can be dropped on henchman, etc).
- Fixed issue with "Improved Expertise" mode not being correctly displayed in
the combat log for "special" attacks.
- Fixed issue with resting not getting canceled correctly if a member of your party
started attacking something during your rest period (the OnPlayerRest event
is now properly called in this situation).
- Made some changes that will hopefully address area loading crashes related to
"shiny water" being enabled in watery areas of the official campaign.
- Fixed issue with the DM "Send Exit Event" radial command when used on generic
triggers. The DM object wasn't being set correctly as the exiting object
causing scripting calls to GetExitingObject() to not work correctly.
- Fixed attack bonus granted when attacking stunned creatures.
- Fixed AC Increase vs Damage Type item property to work correctly.
- Fixed some memory leaks.
- Fixed some exploits.
Spell/Feat description and other text changes:
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- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of "Bard Song" to correctly reflect the required Perform
skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it behaves.
- Updated description for "Resist Energy" to properly reflect the Fort Save
Bonus required.
- Updated description for displacement spell. It was incorrectly listing a
"Somatic" component.
- Updated the description for Keen Edge to clarify that it only works on
"slashing melee" weapons.
- Updated the description for Clarity to display the proper duration "5 Rounds + 1
Round / Level" and it now correctly mentions that it removes Daze effects as well.
- Updated the description for "Undeaths's Eternal Foe" to include the +4
deflection bonus to AC.
- Updated description for "Tenser's Transformation" to properly reflect the
bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the immunities
given by the spell.
- Updated description for "Black blade of disaster" so that the sword's enhancement
bonus is correctly described.
- Updated description for "Mordenkainen's disjunction" to properly reflect how the
dispel check is done.
- Updated description for "Deafening clang" to clarify that the bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of the weapon.
- Updated description for "Nature's Balance" to properly reflect the damage healed.
- Updated description for "Hammer of the Gods" to properly relect the effects of a
successful Will save.
- Fixed many spelling errors and typos in the official campaign.
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter"
by default. This script is used to give pre-existing characters horse related
feats, so that they can use horses.
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made
creatures that use a phenotype of 10 or greater.
- Added new generic horse dismount triggers to toolset palette.
- Fixed incorrect tails on Lizardmen templates.
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Mephits in the toolset palette are now the correct neutral alignment.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in
the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying the
desert image instead (they will now also appear under the tileset filtered lists).
- Made default equipment on Troglodyte Warrior non-droppable.
- Fixed some environment mapping issues for Wings/Tails.
- Fixed a scaling issue for Wings/Tails.
- Fixed incorrect portrait on Rope placeable.
Script-specific:
=-=-=-=-=-=-=-=-
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
object GetPCChatSpeaker();
string GetPCChatMessage();
int GetPCChatVolume();
void SetPCChatMessage(string sNewChatMessage="");
void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
string GetDescription(object oObject, int bOriginalDescription=FALSE,
int bIdentifiedDescription=TRUE);
void SetDescription(object oObject, string sNewDescription="",
int bIdentifiedDescription=TRUE);
int GetColor(object oObject, int nColorChannel);
void SetColor(object oObject, int nColorChannel, int nColorValue);
itemproperty ItemPropertyMaterial(int nMaterialType);
itemproperty ItemPropertyQuality(int nQuality);
itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Added a new starting position parameter to the FindSubString scripting command.
int FindSubString(string sString, string sSubString, int nStart=0);
- Added extra parameter to scripting command:
void AdjustAlignment(object oSubject, int nAlignment, int nShift,
int bAllPartyMembers=TRUE);
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
- Increased the limit on the SetPhenoType() scripting command to 99.
- Made CopyItemAndModify() scripting command work with both the old and new
cloak systems.
- Fixed issue with the scripting command SetCreatureAppearance() not restoring
players to PC movement speed when restoring the character back to one
of the playable races.
- Evard's Black Tentacles now applies the damage per tentacle, rather than all
tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrows and
Death Arrow now take into consideration the Epic Weapon Specialization feat
(x0_i0_spells.nss)
- Fixed Isacc's Missile Storm Projectile Traps to work again (x0_i0_spells.nss).
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level
(nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats
(nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hit points healed/damaged for the empowered "Healing Circle" spell
(nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss) and the
bonuses for level 11 are now granted at level 11 (rather than level 12).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection
bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than one
creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Fixed missing concealment bonus on the Shadowdancer's Epic Shadowlord
(x2_ch_summon_sld.nss).
- Negative Energy Traps no longer harm undead (nw_t1_negavgc.nss, nw_t1_negstrc.nss,
nw_t1_negdeadc.nss, nw_t1_negminc.nss).
- Fixed duration calculation on Gaze and Howl fear effects (nw_s1_gazefear.nss,
nw_s1_howlfear.nss)
- Fixed Gust of Wind to only disperse cloudlike area of effect spells
(x0_s0_gustwind.nss).
- Added a horse scripting system for builders that want to use horses in their
modules. View the x3_inc_horse script in the toolset for more information.
- Tridents and Magic staves are now considered melee weapons by the scripting
command GetMeleeWeapon() (x2_i0_spells). If you have used this scripting command
in your own custom module, you will need to recompile your scripts to take
advantage of this change.
2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description
(spells.2da).
- The spell War Cry now requires a somatic component as per the spell
description (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell description
(spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description
(spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Meta
Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration
is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA,
CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA,
CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium
armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Fixed weight of two-bladed swords (baseitems.2da).
- Fixed environment mapping on the bone golem (appearance.2da).
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).
- Fixed issue with Champions of Torm not being able to take Ambidexterity and
Two Weapon Fighting as Bonus Feats (CLS_FEAT_DIVCHA.2da).
Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Load screen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons
no longer all use the ir_nod.tga (so that the community can properly override
the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoors.2da
from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with
building tilesets.
- Added support for 10 new custom animations (plus a new mount and dismount).
Special Information with regards to some of the new content:
=-=-=-=-=-=-=-==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-===-=
Barrows Interior Tileset:
- The white patches[/b] in the "Final 7x7" group are there to help you position the "Pillar #,
Barrows" placeables from the "Placeable->Miscellaneous Interior" standard palette.
You can turn this off by unchecking "Animation Loop 1" in the tile properties
for the placed tile group).
Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC's appearance to "Human mounted, Male" (or choose another race/gender
that you desire). Set the PhenoType to "Normal Mounted" (or Large for larger
human phenotypes). Click on the Appearance tab and from the "Tail" pull down menu
select the type of horse that you desire.
- Changing the NPC's Phenotype to one of the "Jousting Mounted" settings will cause the
NPC horse to use Jousting animations in game, rather than the normal horse combat
animations.
Now all of that, with the "more than 'rogue', 'fighter', and 'mage' classes, races, and armor make me want to play again....
Modifié par DanaScu, 18 juin 2011 - 02:18 .
#475
Posté 18 juin 2011 - 02:17
And I am one step closer to my flying gryphon mount that shoots lightning balls from its mouth.Stanley Woo wrote...
You're right, Maria. We go with the cutest feedback.
Modifié par Maria Caliban, 18 juin 2011 - 02:18 .





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