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Fast Facts
Name:
Neverwinter Nights 2
Acronym:
NWN2
Developer:
Obsidian Ent.
Publisher:
Atari
Release Date:
10/31/06
Country:
USA
Genre:
RPG
ESRB Rating:
Teen
News
Neverwinter Nights 2: Developer Chat Log: Questions & Answers

Llyranor: What divergence have you had from 3.5e rules, and for what reason?

[OEI]JESawyer: We really haven't diverged very much. The only thing that really comes to mind are some relatively minor specialist wizard changes. Otherwise, we're trying to stick very closely. Things like the new Damage Reduction rules, ranger class, etc. are in.

[bbnwn]Baldurien:[/b] One of the best thing of NWN1 was the ability to add custom content. Could we know a little much about the 3D tools that will be necessary to use to create new placeable and/or monsters? Could we import a floor rendering or a customized sky?

[OEI]BrianLawson: We've used 3D Studio Max exclusively for this project. At this point in time that's the only package we have plug-ins for in terms of getting data out of. I believe there are plans for eventually releasing the exporter plug-in. This should cover all non-skinned objects. We're still currently investigating a solution for skinned objects (i.e. creatures).

The sky is mostly procedurally generated. There is a sun and moon texture that could possibly be replaced. The colors of the sky and all of the clouds are generated programatically, so there really is no "overriding" them per-se. However, the parameters for tweaking those settings will be exposed for you to do what you want with them. The list of parameters is actually quite extensive.

Talwyn: The multi players game over internet will still be by GameSpy?

[OEI]JESawyer: Yes, still through GameSpy.

AelrynBloodmoon:Animal companions and familiars worked well within the context of NWN1, but I was wondering if we'll see something different and more involved for them in NWN2; have these companions been changed/improved upon, and in what ways?

[OEI]JESawyer: Animal companions and familiars are still in the process of being implemented, but we are examining their role in the game more closely. Sorry I can't be more specific, but we're waiting on QA feedback once they're all in! We definitely recognize that familiars and animal companions are important to wiz/sorcs and druids/rangers.

Himo: Will the UI be "rock-solid" as it was in NWN (and most other games) or will it have a certain degree of transparency?

[OEI]nchap: The UI supports transparency, and there will be various panels (i.e., the chat panel) that will be transparent in the UI that ships with the game.

Pal_X: Will there be a pre-release toolset or viewer like the original?

[OEI]JESawyer: We currently have no plans to pre-release the toolset. Sorry!

Noviere: Will half-elves have there own set of head/body models?

[OEI]AdamB: YES

Benjamin: Can Obsidian talk about the diversity of Romance dialogue in Neverwinter Nights 2? For example, how much attention has female romance dialogue received.

[OEI]JESawyer: The female romance dialoges have received the same amount of attention as the male romance dialogues. The characters involved in the romance vary highly in personality so of course the experience will feel different.

ALFA-Wynna: I'd also like to know more about any NWScript API extensions they've made. I've heard lots of generic info. Specifics are what I'm after.

[OEI][C4][C4]Bfox: All the original NWN1 scripts are more or less in place, but I can tell you that the total scrip library has grown tremendously. Just the fact that the conversation editor allows you to attach scripts that accept parameters is super powerful, and has prompted us to write gazillions of scripts for our own development.
For example, one new function called GroupOnDeathBeginConversation utilizes a concept of 'groups' that allows us to control multiple creatures as a single group object. When the group dies, we trigger a conversation. That's just one simple example of the unlimited possibilities that will be available to the community.

Dwinblood: Can you tell us more about the Visual Effects editor built into the toolset and what we will be able to accomplish with it?

[OEI]AdamB: The visual effects editor is one of the plugins in the toolset that Erik and I have mentioned on the forums a few times. It allows users to create and modify particle systems as well as our other effects systems in real-time. You can modify playback times and do all sorts of other neat stuff. All of our spell effects were created using this tool, and when you guys see some of the spells in action, I guarantee you will wet your pants.

NorD_fr: In term of gameplay, NWN had some special attacks for warriors that greatly added to combat dynamism (disarm, knockdown). Will there be new special attacks for NwN2? Will a charge special attack be included? Will it have an animation?

[OEI]JESawyer: There are a lot of new animations in NWN2 but we are currently in the process of reviewing them. Because of the huge volume of animations, quality control is pretty tricky. Sorry we can't be more specific right now, but we really do want to make sure that everything you see animated in the game feels engaging and sharp.

[bbnwn]Baldurien:[/b] What about transitions between areas? In previous preview and interview, you spoke about a better system that allow us to "hide" the end of area? [NdT: in NWN1, if we had a road, the road was repeated after the limit of area, etc]

[OEI]nchap: There are two systems that we use (and that you can use) to hide the "edge of the world" in NWN2. The first is a 2 "terrain tile" border area that is non-walkable but can have placeables, trees, grass, and other objects put onto it. The second system is a "skyring" that is simple geometry in the distance that is always present along the edge of the world. It stays on the sky, so it doesn't get closer as you move towards it, which gives it a nice sense of scale. It makes an area appear to extend far into the distance rather than showing the edge of the world and horizon.

Pal_X: So are you guys still having fun? Cause thats important, and reflects a lot about the game for me.

[OEI]JESawyer: Yes, the fun rises daily as the game gets better. For a while things were looking pretty rough -- that's what re-writing a renderer can do. But the wait has been worth it. Seeing everything come together is very exciting. Bugs are also pretty amusing. Today I cast Isaac's Lesser Missile Swarm and I could only target the ground with it. When it went off, all the missiles flew around and hit a little kid in the face. Good times.

[OEI]nchap: From a QA perspective, I can say that we're definitely still having fun. It seems like every week the game gets better, and that's something that's very gratifying for us in QA - assuring quality and all that.

Himo: Dialogues in NWN were extremely obvious... You could easily know the good and the bad answer... Will that be better handled? Will they be less obvious?

[OEI][C4][C4]Bfox: The dialogue in NWN2 is really impressive, and like NWN1 there will be certain responses where the intent and outcome will be somewhat transparent. However, in NWN2, you have the element of developing and maintaining relationships with your companions, which can have a profound impact on the game itself. Some of those dialogues are less transparent or completely opaque.

NorD_fr: Will there be animated placeables for NwN2? Anything planned for traps for example?

[OEI]JESawyer: Yes, there will definitely be animated placeables. Yesterday Tim Donley sent out some cool shots of the "Neverwinter Fleet" (not actually Neverwinter Fleet) bobbing around.However, traps are still using standard particle systems when they go off.

Targeter: Has the script editor seen any usability improvements, for instance the ability to use the main toolset while the script editor is open?

[OEI][C4][C4]Bfox: Here's the greatest thing that ever happened to the script editor: it's tabbed! This means that, unlike in NWN1, you don't have to close the last three windows you opened just to get back to the script editor! You can switch between several different script files at once, all the while keeping your various area and conversation viewers open simultaneously! Sweet lord, it's the best!

[PRC]GaiaWerewolf: How much voice acting will there be in the single player campaign?

[OEI]JESawyer: We aren't doing full VO for all dialogue, but all major characters will be voiced.

[DLA]BryanBlaire: The armor/clothing system has been described as a set of functional units capable of being manipulated on a per unit basis (shoulder, chest, knee joint). Is this going to be done in a similar manner to NWN, with actual model replacement, or with a layer system, such that you could have pants under plate mail?

[OEI]JESawyer: It's a mixture of both. Some of the base components get fully swapped out, but attachments will snap on to the base pieces. So you could have a breastplate with a variety of pauldrons, for instance.

Wulf: If you're a first timer to NWN2. Will it be easy to understand and fun to play as a standalone?

[OEI]JESawyer: D&D is a very complicated ruleset, so I guess it depends on how much of a nublet you to D&D or RPGs in general. That said, I think our tutorial is very well done. It's informative and well-integrated into the storyline.I think that people familiar with RPGs should be able to get into it quickly, but total nubs will have problems.

[b]NorD_fr: Big monster are always favorite when time come to fight! Can we have a scoop on some new 'big monster'?

[b][OEI]nchap: So, I don't know if they count as "new" but we have Red Dragons. And they are HUGE. Gargantuan. And they look really cool. Not only do they look cool, but they are a great showcase of some of the awesome new technology that's in the game. On the smaller but still pretty darn big scale are things like Iron Golems, Balor Demons, etc. On top of all this, is a fun feature we have that lets you scale monsters. While there is an upper limit to how big you can make a monster before it'll look wrong, you can make guys pretty darn huge. Even a 20% increase in the size of, say, a lizardman makes 'em feel like a much more menacing opponent.