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IWD NWN2 Remake Release Date


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#1
slowdive.fan

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We are pleased to announce the release of the IWD remake for NWN2.  After three years in the making, the complete campaign is finally complete. We are currently in BETA testing so if you are interested in helping out go to The Vault and download (be aware that there may still be bugs and even game stoppers).

OFFICIAL RELEASE DATE AND PARTY
Mark your calendars; March 9th will be the official release date. We would like to celebrate the release with a weekend of festivities that include MP sessions on Saturday and Sunday. I'm thinking a 2 hour session on Saturday (morning in USA and evening for Europe) and another 2 hour session on Sunday (same time).

Let us know if you would like to take part in the MP sessions and if so what time works best for you.

Game features:
-Most everything from the original game
-over 20+ hours of game play
-create your own party of characters (party sizes of 1-6 possible)
-SoZ party chat and death system also used
-Kaedrin’s PrC Pack compatibility (use override version of his pack)(not fully tested)
-basic crafting (not fully tested)
-over 80 new custom placeables
-many new custom metatiles created for this project

Here are a couple of screenshots:

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For more screenshots and project information see the following thread:
IWD NWN2 Remake

#2
NWN DM

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Congratulations! Certainly a huge amount of effort and time went into this.

Maybe consider publicizing it on the Steam and NWC forums as well.

#3
Kaldor Silverwand

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Congratulations. Very impressive. I look forward to playing it.

#4
-Semper-

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gratz on release! i will test the module soon right after finishing some more modeling :D
btw nice looking screens. you catched the iwd atmosphere just perfect.

#5
nicethugbert

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MP session, NEAT! Sign me up! I could do the mp session this weekend to beta test. Much better than testing alone. We could use team speak, better than typing.

Hmm, we could mp session a lot of modules.

The President is now officially available to MP seesion the NWN2 universe.  Please arrange.

Modifié par nicethugbert, 28 février 2012 - 10:21 .


#6
foil-

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Congratulations. That's something else....nice staying power sticking with this release. I've been looking forward to this for years since I saw your first development shots of the town. I'm glad to see it's not another abandoned project considering given the promise it had from the start. Good luck on the beta testing...I'll toast for smooth patching.

Icewind Dale and Mass Effect 3 in the same week. I better plan a couple weeks off from work.

#7
woofgirl

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Congratulations! Please accept my sincerest thanks and appreciation for the years of work that have gone into this achievement. It's people like you who keep this community alive. :wub:

#8
Alupinu

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Well congratulations! After over two years of work you must be quite pleased? And by all means you should be. IWD is quite an accomplishment, I salute you!

P.S And thanks for giving the rest of us incentive to keep grinding away on our own projects.

#9
Arkalezth

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Congrats! I've never played the original, so I'll be playing this remake for sure. I had thought about testing it, but considering how large the module is, I don't know if I'll be able to.

Good idea about the MP sessions, if I can, I might participate in those. Same to NTB if he thinks of other modules to do the same.

#10
MokahTGS

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Ok, I played the first 5 minutes of this and either I have very pathetic lvl 1 characters or this mod is setup a tad too hard. Since you are using the SoZ death system, the first goblin encounter by the lakeshore cost me one of the coins of life you get at the beginning. Then the orcs in the first cave caused a total wipe. I was using a full party of six, btw.

The goblin archers were one hitting my rogue and magic user. My cleric kept my sorcerer alive, but the walkmesh by the lakeshore causes a deadly bottleneck for a big party with archers just picking them off.

#11
Shallina

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use the magic spell: sleep.

#12
MokahTGS

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Shallina wrote...

use the magic spell: sleep.


Yeah, but the arrows hit and kill my mage long before I can get anything off.  I don't think I would ever give ranged weapons to 1st level encounters...easpecially when there are 9+ of them spawning...

#13
Shaun the Crazy One

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Congratulations on the release, count me in for MP session.

#14
Axe_Edge

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I'm lucky enough to be playing this MP with a great group. We started playing the IWD Remake at the beginning of October. Glad to see we will be able to finish it.  Very fun mp mod!

Modifié par Axe_Edge, 28 février 2012 - 10:55 .


#15
Ranger Solo

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Won't be able to MP with you all but I shall be eagerly awaiting the official release of the game.

Solo

#16
Ugly_Duck

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Fantastic! I cannot wait! Thanks for your dedication.

#17
NWN DM

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Maybe try to schedule something on Neverwinter Connections.

#18
Dorateen

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Outstanding! Simply outstanding.

I was looking through the old hand-written spiral notebook I kept back in 2000, remembering when Icewind Dale was first released. What a classic adventure.

Has early voting started? *votes 10*

Harumph!

Modifié par Dorateen, 29 février 2012 - 03:30 .


#19
Gulfwulf

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Axe_Edge wrote...

I'm lucky enough to be playing this MP with a great group. We started playing the IWD Remake at the beginning of October. Glad to see we will be able to finish it.  Very fun mp mod!


I'm the host of Axe Edge's game and I have a few comments aside from the ones he's already sent you:

We all really enjoy the game and the setting. I played about 1/3 of IWD but never finished it. Still, I recognize a lot of places in the mod and they look like what I remember.
With a party of five, we haven't run into any battles we couldn't handle provided we used proper tatics, but I can see how a solo character would have a very difficult time in the mod. That's not your fault, that's how the original game was set up.

We did run across a few issues:

There is a group of humans that worship some God of peace or similiar, but I forget the God's name. The issue was that one of the merchants had no store. It wasn't the librarian (his opened up just fine), it was the other one. I got the message "You browse the merchant's wares", but didn't see any.
The Gnome merchant's airship in Kuldahar had no floor or walls. I assumed this was because the building was a boat and there wasn't a good way to portray this inside. I still would have put in a floor and walls and made a note of it in the readme that the inside wouldn't necessarily have the same shape as the outside. It's a little weird to feel like we're standing on nothing.
The merchants in Kuldahar run out of healing supplies way too quickly. I think potions and healing kits should have been set to unlimited instead of a set amount. I had to log in as a DM once just to give us kits because we couldn't buy anymore. Any town that has access to the raw materials to make kits and potions would if a band of adventureres came in and looked like they were going to stay awhile, especially if they were helping out the town elder. If I were a merchant, I would be making that stuff as fast as I could so I could sell as many as the group would buy. I would do the same with magical missles like arrows, bolts, and bullets because they shouldn't be all that hard to make - there is a wizard in town after all.

As I said, we're all enjoying your work and will be using this mod after it's finished. We still have a ways to go I think, so hopefully most of the bugs will be squashed by the time we get to it.  Keep up the good work. :o

#20
Artemis Absinthe

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Gulfwulf wrote...

Axe_Edge wrote...

I'm lucky enough to be playing this MP with a great group. We started playing the IWD Remake at the beginning of October. Glad to see we will be able to finish it.  Very fun mp mod!


I'm the host of Axe Edge's game and I have a few comments aside from the ones he's already sent you:

We all really enjoy the game and the setting. I played about 1/3 of IWD but never finished it. Still, I recognize a lot of places in the mod and they look like what I remember.
With a party of five, we haven't run into any battles we couldn't handle provided we used proper tatics, but I can see how a solo character would have a very difficult time in the mod. That's not your fault, that's how the original game was set up.

We did run across a few issues:

There is a group of humans that worship some God of peace or similiar, but I forget the God's name. The issue was that one of the merchants had no store. It wasn't the librarian (his opened up just fine), it was the other one. I got the message "You browse the merchant's wares", but didn't see any.
The Gnome merchant's airship in Kuldahar had no floor or walls. I assumed this was because the building was a boat and there wasn't a good way to portray this inside. I still would have put in a floor and walls and made a note of it in the readme that the inside wouldn't necessarily have the same shape as the outside. It's a little weird to feel like we're standing on nothing.
The merchants in Kuldahar run out of healing supplies way too quickly. I think potions and healing kits should have been set to unlimited instead of a set amount. I had to log in as a DM once just to give us kits because we couldn't buy anymore. Any town that has access to the raw materials to make kits and potions would if a band of adventureres came in and looked like they were going to stay awhile, especially if they were helping out the town elder. If I were a merchant, I would be making that stuff as fast as I could so I could sell as many as the group would buy. I would do the same with magical missles like arrows, bolts, and bullets because they shouldn't be all that hard to make - there is a wizard in town after all.

As I said, we're all enjoying your work and will be using this mod after it's finished. We still have a ways to go I think, so hopefully most of the bugs will be squashed by the time we get to it.  Keep up the good work. :o


This last release has gone through a massive debug, and a lot of new content has been added, so, probably, it's already been fixed. 

As for the potions, temples, now, will provide, along with the regular shop, a custom ui for purchasing "healing spells". Anyway, when you step in the temple, Reverend Sister Calliana (the potion merchant in Kuldahar) tells you that they're running out of supplies, so, it's part of the plot, that potions aren't infinite. 

About the MP session, my spells are ready... but I have to re-install TS :mellow:

Modifié par Artemis Absinthe, 29 février 2012 - 08:35 .


#21
sirchet

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I would love to get in on a MP session or three with this fantastic adaption of Icewind Dale.

#22
nicethugbert

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Can't wait for MP session. I prefer to play warlock, cleric, or fighter in that order.

#23
Arkalezth

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About MP, is there a player limit or something? It may not happen, but, how will you handle it if a lot of people join the session?

#24
slowdive.fan

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Just to reiterate, my goal was to recreate IWD in the NWN2 engine as close to the original as I could.  This means that I have taken painstaking measures to ensure that combat, avalability of equipment, level progression, xp progression based on party size, etc. are as close to the original as I could do. I have been playing through the original along side the building process and I have been using Infinity Explorer extensively to match everything. Does this mean that everything is perfectly exact? No, I'm not that good, but I have tried and will fix anything that I find or others find. I figure that once I have finished the basic, bare bones, close to the original version, others or myself can add additional content or mods to our hearts content Posted Image.

I am finishing a custom XP modification script that will adjust the XP quest rewards to match the original game so level progression will be closer to the original. It also takes into account party size and adjusts accordingly. So this means that if you are soloing or a party of two, you will have a similar level progression as in the original game.  So all you soloist get ready for your solo challenge threads and your no reload threadsPosted Image.

So I may need to try a test MP session this weekend to make sure everything is working properly in MP mode after all my bug fixes and new script systems. Anyone willing to help out, let me know.

Back to bug fixing and feature adding for me...

oh yeah, P.S. the missing tiles in Oswald's Airship and Dragon's Eye are because I was using the RWS custom tilesets and I forgot to add the Tile.2da to a hak file. I never saw the issue because I had the Tile.2da file in my override the whole time Posted Image...Oops. Anyway, it is all there in the current version on The Vault as I fixed the issue weeks ago. For those playing through an old version of the campaign, try placing this file in your override and see if that fixes it:

http://dl.dropbox.co...27275/Tiles.2da

I'm not sure about too many player limits, but I guess we could run multiple simultaneous sessions and document our sessions to share with the other groups.

Modifié par slowdive.fan, 01 mars 2012 - 01:35 .


#25
PJ156

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I'm having a lot of fun with this. I have ressurected The Bhalti Boys, the party I last played the game with, the same basic party make up but who can resist the new classes :)

Josh Rogan (the mighty warrior)
Bhuna (The sorceress)
Saag (The Elven scout - replacing the rogue Moghlai)
Tarka Dhal (The mysterious mage)

Together they add a little heat and spice to the cold north.

Curried knucklehead anybody?

PJ

Modifié par PJ156, 01 mars 2012 - 07:47 .