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NWN 2 has arrived...


Andyr

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Awww. Obsidian is working to address various issues and a patch #3 is on the horizon, so by the time you are able to play you may have a better experience. The game is a lot of fun and it's easy to get sucked into the quests, so hopefully you'll find time to play soon.

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Just wanted to add my opinion on NWN2 so far.

 

I've really enjoyed it and think I'm currently around the middle of chapter 2. The one thing that has consistently bothered me, and I think this was mentioned earlier, is the inventory system. I pretty much agree with all Smoketest has to say on that.

 

The NPC characters are quite entertaining and while being forced to take one along may seem unattractive to some, most of the time it makes sense, at least to me. I think once you hit chapter 2 there is a little more freedom in choosing who you want to take with you. The influence system for the NPCs is taken from Kotor2, and works well, but can make it a little hard to know where you stand with a character and when their dialog options should change since the chapters are quite long. But the NPCs have some great lines and interactions; I just wish there were more of them.

 

From what I've read and experienced thus far, there seem to be at least two romanceable NPCs for each gender of player character. This may increase if expansion campaigns are released in the future. And, of course, you can always use the new, improved toolset to write your own adventures, or get a friend with skills to do it.

 

Just a quick note on the romances. There is only one for each gender that can actually be completed. There are a few false romances which have predictably confused people and led to complaints over on the nwn2 boards. :)

 

The story is quite engaging and I definitely save often to see different ways to play out certain events. The different parts that they weave together keep it interesting and not too predictable. I'm playing a good aligned character, so I'm not sure how many options an evil one has.

 

I tend to play more to see the story, so I don't have comments on the battle system. It was easy enough to pick up for me to advance through the story and I'm by no means an expert player when it comes to battles.

 

Might post more when I get further if its of interest to anyone.

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My fighter is fairly standard and isn't going to take a prestige class. His primary mode of attack is Great Cleave, though I have other attacks for single targets. I thought about making a Weapon Master but I wanted to see what the balance of weapons was first. For example, it doesn't make sense to master Bastard Swords if there aren't any good ones to be found. That said, apparently you can craft better stuff than you can buy from merchants. You can also craft alchemical components to be used later in other forms of crafting. It's a very deep, improved system, and one that I'm ignoring (for now). There are various recipe books to be found throughout the game, which is good because the printed manual contains no recipes. I'm going to copy the info out of the books to save time next time I play; the recipes aren't random.

 

I cheated a bit on this, went in the toolset, and took a look through all the recipe books I could find. If you want I can send you the file, though I'll need to get it organised a bit first.

 

edit: Here's a list of stuff you can make, hopefully in an understandable form.

 

AMULETS

 

Medallion of Thought: Immunity to mind-affecting spells and effects

Requires: Caster level 8, Craft Wondrous Item feat

- Iron ingot

- Weak Power Essence

- Weak Water Essence

- Canary diamond

Cast owl's wisdom on a magic workbench containing the above

 

Scarab of Greater Protection: Spell resistance 20, immunity to death effects and energy drain

Requires: Caster level 18, Craft Wondrous Item feat

- Iron ingot

- Radiant Power Essence

- Radiant Fire Essence

- Radiant Water Essence

- Blue diamond

Cast death ward on a magic workbench containing the above

 

Periapt of Wisdom: +x bonus to Wisdom

Requires: Caster level 8, Craft Wondrous Item feat

- Iron ingot

- Water Essence (Faint for +2. Weak for +4. Glowing for +6)

- Diamond for +2, Star Sapphire for +4, Rogue stone for +6

Cast owl's wisdom on a magic workbench containing the above

 

Amulet of Natural Armor +x: +x bonus to AC (+1/+2/+3/+4/+5)

Requires: Caster level 5, Craft Wondrous Item feat

- Iron ingot

- Earth Essence (Faint/Weak/Glowing/Glowing/Radiant)

- Power Essence (none/none/faint/weak/weak)

- Sapphire/Emerald/Jacinth/Blue Diamond/Beljuril)

Cast barkskin on a magic workbench containing the above

 

Fortified Armor: Immunity to critical hits and sneak attack

Requires: Caster level 13, Craft Magic Arms and Armor feat

- Any armor

- Glowing Power Essence

- Radiant Earth Essence

- Blue diamond

Cast banishment on a magic workbench containing the above

 

Armor of Spell Resistance: Spell resistance 14

Requires: Caster level 15, Craft Magic Arms and Armor feat

- Any armor

- Weak Power Essence

- Glowing Fire Essence

- Star sapphire

Cast spell resistance on a magic workbench containing the above

 

Improved Armor of Spell Resistance: Spell resistance 18

Requires: Caster level 15, Craft Magic Arms and Armor feat

- Any armor

- Glowing Power Essence

- Radiant Fire Essence

- Blue diamond

Cast spell resistance on a magic workbench containing the above

 

Armor of Arrow Deflection: Grants Deflect Arrows as a bonus feat

Requires: Caster level 5, Craft Magic Arms and Armor feat

- Any armor

- Faint Power Essence

- Weak Air Essence

- Jacinth

Cast mage armor on a magic workbench containing the above

 

Invulnerable Armor: Damage reduction 10/magic

Requires: Caster level 18, Craft Magic Arms and Armor feat

- Any armor

- Radiant Fire Essence

- Blue diamond

Cast stoneskin on a magic workbench containing the above

 

Armor of Energy Resistance: Acid/Cold/Electricity/Fire/Sonic resistance 10/20/30

Requires: Caster level 3/7/11, Craft Magic Arms and Armor feat

- Any armor

- Essence Faint/Weak/Glowing (Acid-Earth; Cold-Water; Electricity-Air;Fire-Fire; sonic-Power)

- Jacinth/Rogue Stone/King's Tear

Cast resist energy on a magic workbench containing the above

 

Base Armor Enchantment +x: Armor gains +x enhancement bonus

Requires: Caster level 3, Craft Magic Arms and Armor feat

- Any armor

- Earth Essence (Faint/Faint/Weak/Glowing/Glowing)

- Power Essence (none/none/Faint/Weak/Glowing)

- Obsidian/Diamond/Emerald/Star Sapphire/Blue Diamond

Cast light on a magic workbench containing the above

 

Shadowy Armor: +5/10/15 competence bonus on Hide checks

Requires: Caster level 5/10/15, Craft Magic Arms and Armor feat

- Any armor

- Water Essence (Faint/Weak/Glowing

- Fire opal/Star Sapphire/Blue Diamond

Cast invisibility on a magic workbench containing the above

 

Silent Armor: +5/10/15 competence bonus on Move Silently checks

Requires: Caster level 5, Craft Magic Arms and Armor feat

- Any armor

- Water Essence (Faint/Weak/Glowing

- Fire opal/Star Sapphire/Blue Diamond

Cast silence on a magic workbench containing the above

 

Quick Armor: Permanent haste effect

Requires: Caster level 7, Craft Magic Arms and Armor feat

- Any armor

- Weak Power Essence

- Weak Air Essence

- Blue diamond

Cast haste on a magic workbench containing the above

 

Armor of Spell Resistance: Spell resistance 14/18/22

Requires: Caster level 15, Craft Magic Arms and Armor feat

- Any armor

- Power Essence (Faint/Glowing/Radiant)

- Fire Essence (Glowing/Radiant/Radiant)

- Star sapphire/Blue Diamond/Beljuril

Cast spell resistance on a magic workbench containing the above

 

BELTS

 

Belt of Agility +2/+4/+6: +x bonus to Dexterity

Requires: Caster level 8, Craft Wondrous Item feat

- Leather hide

- Air Essence (Faint/Weak/Glowing)

- Diamond/Star Sapphire/Rogue Stone

Cast cat's grace on a magic workbench containing the above

 

Belt of Giant Strength +4/+6: +x bonus to Strength

Requires: Caster level 8, Craft Wondrous Item feat

- Leather hide

- Fire Essence (Weak/Glowing)

- Blue diamond/Beljuril

Cast bull's strength on a magic workbench containing the above

 

BOOTS

 

Boots of Striding +4/+6: +x bonus to Constitution

Requires: Caster level 8, Craft Wondrous Item feat

- Leather hide

- Earth Essence (Weak/Glowing)

- Jacinth/Rogue Stone

Cast bear's endurance on a magic workbench containing the above

 

Boots of Elvenkind: +5 bonus on Move Silently checks

Requires: Caster level 3, Craft Wondrous Items feat

- Leather hide

- Faint Water Essence

- Fire opal

Cast silence on a magic workbench containing the above

 

BRACERS

 

Bracers of Armor +1/+2/+3/+4/+5/+6/+7/+8: +x bonus to AC

Requires: Caster level 7, Craft Wondrous Item feat

- 2 iron ingots

- Earth Essence (Faint/Faint/Weak/Weak/Glowing/Glowing/Radinat/Radiant)

- Obsidian/Diamond/Canary Diamond/Jacinth/BlueDiamond/Rogue Stone/Beljuril/King's Tear)

Cast mage armor on a magic workbench containing the above

 

CLOAK

 

Cloak of Elvenkind: +5 bonus on Hide checks

Requires: Caster level 3, Craft Wondrous Item feat

- 2 leather hides

- Faint Water Essence

- Fire opal

Cast invisibility on a magic workbench containing the above

 

Greater Mantle of Spell Resistance: Spell resistance 21

Requires: Caster level 9, Craft Wondrous Item feat

- 2 leather hides

- Radiant Power Essence

- Radiant Fire Essence

- King's tear

Cast spell resistance on a magic workbench containing the above

 

Cloak of Resistance +1/+2/+3/+4/+5: +x bonus on saving throws

Requires: Caster level 5/6/9/12/15, Craft Wondrous Item feat

- 2 leather hides

- Earth Essence (Faint/Faint/Weak/Glowing/Radiant)

- Obsidian/Diamond/Canary Diamond/Jacinth/Blue Diamond)

Cast resistance on a magic workbench containing the above

 

Cloak of Displacement: Cast displacement three times per day

Requires: Caster level 3, Craft Wondrous Item feat

- 2 leather hides

- Weak Air Essence

- Blue diamond

Cast displacement on a magic workbench containing the above

 

Nymph Cloak +4/+6: +x bonus to Charisma

Requires: Caster level 8, Craft Wondrous Item feat

- 2 leather hides

- Water Essence (Weak/glowing)

- Star sapphire/Rogue stone

Cast eagle's splendor on a magic workbench containing the above

 

Head

 

Headband of Intellect +2/+4/+6: +x bonus to Intelligence

Requires: Caster level 8, Craft Wondrous Item feat

- Leather hide

- Fire Essence (Faint/Weak/Glowing

- Diamond/Star Sapphire/Rogue Stone

Cast fox's cunning on a magic workbench containing the above

 

Odd Stuff

 

Scabbard of Keen Edges: Casts keen edge once per day

Requires: Caster level 5, Craft Wondrous Item feat

- Wooden plank

- Faint Earth Essence

- Jacinth

Cast keen edge on a magic workbench containing the above

 

Gem of Seeing: Casts true seeing once per day

Requires: Caster level 10, Craft Wondrous Item feat

- Weak Air Essence

- King's Tear

Cast true seeing on a magic workbench containing the above

 

Rings

 

Ring of Divine Power 1/2/3/4: Prepare and cast one extra x-level divine spell per day

Requires: Caster level 8, Craft Wondrous Item feat

- Iron ingot

- Fire Essence (Faint/Weak/Weak/Glowing)

- Power Essence (none/none/Faint/Weak)

- Obsidian/Diamond/Canary Diamond/Star Sapphire)

Cast owl's wisdom on a magic workbench containing the above

 

Ring of Wizardry 1/2/3/4: Prepare and cast one extra x-level arcane spell per day

Requires: Caster level 8, Craft Wondrous Item feat

- Iron ingot

- Air Essence (Faint/Weak/Weak/Glowing)

- Power Essence (none/none/Faint/Weak)

- Obsidian/Diamond/Canary Diamond/Star Sapphire)

Cast fox's cunning on a magic workbench containing the above

 

Weapons

 

Weapon of Life Stealing: Vampiric regeneration 1/3/5

Requires: Caster level 7/11, Craft Magic Arms and Armor feat

- Any weapon

- Power Essence (Weak/Glowing/Radiant)

- Fire Essence (Weak/Glowing/Radiant)

- Ruby/Canary Diamond/Beljuril

Cast enervation on a magic workbench containing the above

 

Base Weapon Enchantment +1/+2/+3/+4/+5

Requires: Caster level 3, Craft Magic Arms and Armor feat

- Any weapon

- Air Essence (Faint/Faint/weak/Weak/Glowing)

- Power Essence (none/none/Weak/Weak/Glowing)

- Obsidian/Diamond/Emerald/Star Sapphire/Blue Diamond

Cast light on a magic workbench containing the above

 

Flaming Weapon: +1d6 fire damage

Requires: Caster level 10, Craft Magic Arms and Armor feat

- Any weapon

- Weak Fire Essence

- Ruby

Cast fireball or flame strike on a magic workbench containing the above

 

Frost Weapon: +1d6 cold damage

Requires: Caster level 10, Craft Magic Arms and Armor feat

- Any weapon

- Weak Water Essence

- Star sapphire

Cast ice storm on a magic workbench containing the above

 

Shock Weapon: +1d6 electricity damage

Requires: Caster level 10, Craft Magic Arms and Armor feat

- Any weapon

- Weak Air Essence

- Canary diamond

Cast call lightning or lightning bolt on a magic workbench containing the above

 

Poison Weapon: Poison (DC 14, 1d2 Con damage) on hit

Requires: Caster level 10, Craft Magic Arms and Armor feat

- Any weapon

- Weak Earth Essence

- Emerald

Cast poison on a magic workbench containing the above

 

Acid Weapon: +1d6 acid damage

Requires: Caster level 10, Craft Magic Arms and Armor feat

- Any weapon

- Weak Earth Essence

- Emerald

Cast Melf's acid arrow on a magic workbench containing the above

 

Anarchic Weapon: +2d6 damage against lawful creatures

Requires: Caster level 7, Craft Magic Arms and Armor feat

- Any weapon

- Faint Power Essence

- Faint Air Essence

- Canary diamond

Cast inflict critical wounds on a magic workbench containing the above

 

Axiomatic Weapon: +2d6 damage against chaotic creatures

Requires: Caster level 7, Craft Magic Arms and Armor feat

- Any weapon

- Faint Power Essence

- Faint Earth Essence

- Jacinth

Cast inflict critical wounds on a magic workbench containing the above

 

Holy Weapon: +2d6 damage against evil creatures

Requires: Caster level 7, Craft Magic Arms and Armor feat

- Any weapon

- Faint Power Essence

- Faint Water Essence

- Diamond

Cast cure critical wounds on a magic workbench containing the above

 

Unholy Weapon: +2d6 damage against good creatures

Requires: Caster level 7, Craft Magic Arms and Armor feat

- Any weapon

- Faint Power Essence

- Faint Fire Essence

- Star sapphire

Cast inflict critical wounds on a magic workbench containing the above

 

Hunting Weapon: +2d6 damage against beasts

Requires: Caster level 7, Craft Magic Arms and Armor feat

- Any weapon

- Faint Power Essence

- Faint Water Essence

- Star sapphire

Cast light on a magic workbench containing the above

 

Weapon of Disruption: Undead must make a DC 14 Will save or be destroyed

Requires: Caster level 14, Craft Magic Arms and Armor feat

- Any weapon

- Glowing Power Essence

- Glowing Water Essence

- Jacinth

Cast undeath to death on a magic workbench containing the above

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Thanks to SmokeTest and others for the detailed reviews. It sounds like I'll be getting NWN but will "tone down" my expectations for how high I can set detail and quality level.

 

Now off to the Obsidian boards to determine if anyone has played multiplayer coop and what their impressions are... it's a big issue at my house.

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I was trying to avoid spoilers in this thread, but thanks for the list of items, and for the offer. However, I've no printer at the moment. When I'm ready, I'll create a comprehensive compendium from all the books I find. (I've almost filled one bag with them, and they cover much more than mere item crafting.) I haven't spent much time with the toolset yet because I haven't needed to; I'm too busy playing the game anyway.

 

I have a good idea who the 'real' romance is for male characters. Thanks to the influence system, which I've never experienced before, I'm back in good graces with my old friend. This is for the better since the NPC who was so easy to talk up earlier took a whopping influence penalty when I obeyed mi'lord's orders instead of throwing a fit over a misunderstanding and old grudges. Interestingly, my NG friend kept her mouth shut through the whole thing, preferring to focus on the real issues at hand. My friend takes more effort to be influenced becuase I have to look for ways to do it. Most of her interactions are separate from the main plot, due to her class and background.

 

There are several features of NWN2 that give me flashbacks to older games, since plot elements are heavily recycled. As well, mi'lord seems to be waffling on his foreign policy so that makes some court scenes a bit difficult for me. (This is what contributed to my influence penalty with a female NPC; some testing revealed that the only way to avoid the penalty was to openly disagree with mi'lord, which my LG character is not going to do.)

 

The enemy in NWN2 is weaker than the enemy in NWN, but they have the annoying habit of fleeing the scene just as I arrive, so I'm being led on a merry chase. Yes, it's annoying. Cowards.

 

One nice feature is that you can get out of certain random attack events by resorting to intimidation and bluffing. No more brainless random encounters like those found in BG2.

 

There is a huge court scene in chapter 2, and I had a great time with it. It's the classic scenario; you present the evidence you searched for earlier, the prosecution calls their witness, you cross-examine, you call your witnesses, the prosecution cross-examines, and then the lord of the land renders judgement (with a nice little twist that I won't reveal). Feedback is provided by the crowd ooohing, awwing, and booing based on what you or the prosecution manage to pull off. You can use skills like Diplomacy, Intimidation and Bluffing, if you have them, along with stats like Lore, Wisdom and Intelligence, but the skills/stats you employ have to be fairly high level or you'll be humiliated. Thankfully I always invest heavily in dialog skills so I won the day with ease, and had a great time doing it. Though the prosecution had no counsel, I had one. And since he was also in my party, it turned out to be wise for me to gain influence with him during our short search for evidence. His alignment is LN so my LG character was able to appeal to his sense of justice.

 

Investing in dialog skills also makes many quests easier, and hilarious sometimes. My dwarven party member once commented "Now I've seen everything" when I managed to use a dialog skill to talk some warring orcs into letting me have a peaceful visit with their leader. We avoided many big battles this way. The game also rewards you with XP for successfully using your dialog skills.

 

The characters in NWN2 are modeled differently. Gone are the half-dressed models who strut about in their underwear until you put some clothes on them. All NPCs now have default clothing painted onto them, though you can override this by giving them armor/robes to wear. This is a bit unrealistic, not that I want my NPCs to run around in their skivvies and catch a cold, but that you can see how the clothing blurrs into the skin on some characters. In this sense I miss NWN's tunics, shirts, rags, etc., that I could have my characters wear for fun. One time I let Pavel join me and I took his Neverwinter Guard uniform and wore it through the game as a representative of Neverwinter wherever I went. Alas, nobody recognized that I was wearing the uniform, but it was still funny. Anyway, if you liked this little detail, you'll miss it in NWN2.

 

That said, the characters do look good in their default outfits (if you don't look too closely at the pixels.) It's sufficient for most dialog closeups. And I suppose it saves rendering cost since only one set of textures needs to be applied to the model, and with this game every little bit helps.

 

That's all I can think of for now. More to come after tonight's adventures, no doubt.

 

Update: I found a crash bug: when a merchant first opens their inventory to you, nothing is selected. If you click the Buy button without selecting an item, the game will crash to the desktop. Those of you playing are hereby warned. I posted it on Obsidian's boards so hopefully a dev will take notice.

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My thoughts so far are mostly gameplay related. I like the story so far (I have one character end chapter 2, one beginning of chapter one, more on that later), and while some may find the forcable joining of NPC's disturbing (think Kotor style), I like the clashing of personalities too much to let it bother me.

 

The game plays very much like a good original NWN module (not the OC) with party members, and in this instance reminds me a lot of BG2, which I suppose is a great compliment to hand out. The Influence system does not always make sense (you can convince a party member to change their mind about some bad habit if you have high enough influence... which you gain by doing what they agree with), but it's mostly executed very well.

 

As for the new classes: I'm kind of disappointed in the new Warlock class (the one I took into chapter 2). The unlimited casting is nice, but with NWN2 allowing you to rest very often it's not as useful, and he just doesn't have the same damage output as a sorcerer or wizard. His spells are not half-bad, but usually don't influence the battle much. The class is solid enough, but is not something you'd spent a party slot on the whole time, so not much of a choice for your main character. For those who want to play fighter/mages, I'd advice taking a wizard or sorcerer and crossing over into Eldritch Knight: more spells, higher base attack... the works.

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Small update...

 

The player does get a stronghold in Chapter 2. I won't get too detailed about it, other than to say you are given control over how it is improved, how it operates from day to day, who works/lives there, and who your allies are. Quite fun. Huge improvement over BG2's strongholds. Borrows elements from each of BG2's strongholds and combines them into one, with a few extra goodies here and there.

 

I've confirmed that there is one long-term romance for the male character, and one short-term romance. The long-term romance can be achieved regardless of whether you pursue the short-term romance or not, because both are based on friendship, which can weather almost any storm. So long as you don't accrue any negative influence points with the long-term character, you're good to go. (She'll stand aside, and possibly warn you, if you're more friendly/influential with the short-term character than with her, but she won't cast you aside for it.)

 

There are now a total of two evil-aligned characters (NE and CE) who will be forced into your party whether you like it or not. At least the NE character is useful; the CE character is a waste of NPC content.

 

Hmmm, can't say much more without blowing the plot, which I'm right in the middle of in Chapter 3. This campaign is larger than I expected; just as I'm thinking we're going to move on to the final battle, several more quests appear out of nowhere. The good part is that these quests fit into the story and appear necessary in order to reach the final goal, so it's not tedious or anything. The game keeps you busy, no doubt about it. I've been able to visit some rather interesting places.

 

The level cap of 20 is too low if you're an explorer like me. I'm a ways off from the end of the game yet and several characters are already at level 20.

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There are only three chapters in the campaign, but they are sizable. Also, you get more XP for solving problems through dialog than by solving them at the end of a blade, so my fighter/thief character with good dialog skills got most of the bonus XP you can get. He could have done all NPC side quests for more XP, but I focused on the three NPCs I spent the most time with. His history/accomplishments feat list was as long, if not longer, than his abilities feat list.

 

I had mixed feelings on the end game. As yet I've not seen anyone post any feelings specific to the end game, so I have no idea how others feel about it. I was disappointed.

 

The toolset is a snap to use, though you may need a programming background to do scripting, since it's written in C.

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A thought on the XP awards. Could it be that they want to award enough XP for any character to reach 20th level even if they belong to one of the level-adjustment races? That would explain why characters are reaching 20th level some time before the end, if it's intended that a Svirfneblin (ECL+3) should also be able to get there.

 

I agree about the Toolset being excellent, but I'm not sure I'd say it's a snap to use because the learning curve is really steep. If you've experience with the original though this is a great improvement.

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Everyone is always at the same level as the main character, so everyone will reach level 20 if he does. The special races will actually be a bit behind in their actual race level, but their functional level is what is considered and correspondingly capped.

 

The folks who've finished the game so far report finishing around level 16 or 17. Again, this is because many people run through the game and miss things, and their characters most likely don't get all the possible skill rewards because they don't have enough ranks in particular skills/attributes. While playing NWN I learned that while combat skill is important for survival, so too conversation skills are important for getting extra quest options and corresponding XP gains. This carried over into NWN2 and has been implemented more fully. It helps to keep gear handy that boosts things like Lore, Diplomacy, Bluff, Intimidation, etc. Put it on right before a conversation and go to work, or wear it all the time except for boss fights. The only real combat challenges in NWN2 are the boss fights, so you can wear non-combat gear most of the time and get by.

 

It's true that not everyone will be able to use the toolset effectively, but I find it easy to work with. (I've been doing stuff like this since 1984.)

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Everyone is always at the same level as the main character, so everyone will reach level 20 if he does. The special races will actually be a bit behind in their actual race level, but their functional level is what is considered and correspondingly capped.

 

What I am actually wondering though is if your main character was from one of the special races, would the PC gain enough XP to reach 20th level? Sorry, that wasn't really clear from what I wrote.

 

The folks who've finished the game so far report finishing around level 16 or 17. Again, this is because many people run through the game and miss things, and their characters most likely don't get all the possible skill rewards because they don't have enough ranks in particular skills/attributes. While playing NWN I learned that while combat skill is important for survival, so too conversation skills are important for getting extra quest options and corresponding XP gains. This carried over into NWN2 and has been implemented more fully. It helps to keep gear handy that boosts things like Lore, Diplomacy, Bluff, Intimidation, etc. Put it on right before a conversation and go to work, or wear it all the time except for boss fights. The only real combat challenges in NWN2 are the boss fights, so you can wear non-combat gear most of the time and get by.

 

I've noticed this. One of my quickbars is devoted to equipment slots for a quick change of gear from combat to talk mode :)

 

It's true that not everyone will be able to use the toolset effectively, but I find it easy to work with. (I've been doing stuff like this since 1984.)

 

I had experience with the original set, so found it reasonably easy to understand. But since I'm intending to write a review for another website of the toolset I gave a copy to a friend of mine, who found it really hard to get anything more than a very basic area created. I think it's great myself, but I do wonder if there'll be as many people creating for NWN2 as there were for NWN1.

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