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changes from NWN to NWN2

 
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NWN2- everything for everybody? - Let's take bets. Is Obsidian going to make the EFE for design mistake in NWN2? Can they pull it off? And they better have database support or be with NWNX2! RAWR!

NWN2 - So when is it going to come out???

NWN2 first impression - is as bad as the previous game. Graphics are better. Controls are improved. Can't zoom out far enough.

NWN2 Questions? - Does the game level well? If you finish a chapter without doing many Side Quests will you end up to weak for the next chapter? What the coolist looking monster? What are the hardist monsters to kill? Anyone know how many hours NWN2 should take to..

Minimum requirements for NWN2 - The minimum system for NWN2 have been Minimum, right now, is looking like a 2.4GHz P4, 512MB of RAM, NVidia 5600Ultra or ATI 9500pro or better and broadband for
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mattmiles22

External


Since: Nov 20, 2006
Posts: 9



(Msg. 1) Posted: Mon Nov 20, 2006 12:10 pm
Post subject: changes from NWN to NWN2
Archived from groups: alt>games>neverwinter-nights (more info?)

I am looking for the "low-down" on what is changing from NWN to NWN2,
other than the whole 3.0 vs 3.5 thing and the other obvious changes
such as new character classes.

For example, one of the silent changes in the Undrentide expansion was
that the maximum ability bonus went from +10 to +12. That is, if your
dex bonus from spells and equipped items was +11, then Undrentide
would give you the full +11, whereas the original game capped it at
+10. This may sound like a minor point, but it can determine your
choices for high-end equipment.

Another change was the behavior of chain lightning. The original game
gave full damage to all monsters hit (which was incorrect, according
to the description). Undrentide fixed this (secondary targets get
half damage).

Yet another change in Undrentide was the introduction of Isaac's
Missile Storm, which was a completely hosed spell. It basically broke
mage PvP unless all parties agreed not to use it. Since each missile
individually counted against a Spell Mantle, Isaac's effectively acted
as a Spell Breach. This of course made Spell Mantle and Spell Breach
obsolete --- two key aspects of mage PvP.

If this is not already done elsewhere, I would like to start a list of
such non-obvious changes from NWN to NWN2. For example is the
double-haste bug fixed in NWN2? (Under some circumstances, if you
cast haste on yourself while hasted then you lose your haste.)

 >> Stay informed about: changes from NWN to NWN2 
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Login to vote
mattmiles22

External


Since: Nov 20, 2006
Posts: 9



(Msg. 2) Posted: Mon Nov 20, 2006 12:10 pm
Post subject: changes from NWN to NWN2
Archived from groups: per prev. post (more info?)

I am looking for the "low-down" on what is changing from NWN to NWN2,
other than the whole 3.0 vs 3.5 thing and the other obvious changes
such as new character classes.

For example, one of the silent changes in the Undrentide expansion was
that the maximum ability bonus went from +10 to +12. That is, if your
dex bonus from spells and equipped items was +11, then Undrentide
would give you the full +11, whereas the original game capped it at
+10. This may sound like a minor point, but it can determine your
choices for high-end equipment.

Another change was the behavior of chain lightning. The original game
gave full damage to all monsters hit (which was incorrect, according
to the description). Undrentide fixed this (secondary targets get
half damage).

Yet another change in Undrentide was the introduction of Isaac's
Missile Storm, which was a completely hosed spell. It basically broke
mage PvP unless all parties agreed not to use it. Since each missile
individually counted against a Spell Mantle, Isaac's effectively acted
as a Spell Breach. This of course made Spell Mantle and Spell Breach
obsolete --- two key aspects of mage PvP.

If this is not already done elsewhere, I would like to start a list of
such non-obvious changes from NWN to NWN2. For example is the
double-haste bug fixed in NWN2? (Under some circumstances, if you
cast haste on yourself while hasted then you lose your haste.)

 >> Stay informed about: changes from NWN to NWN2 
Back to top
Login to vote
mattmiles22

External


Since: Nov 20, 2006
Posts: 9



(Msg. 3) Posted: Mon Nov 20, 2006 12:10 pm
Post subject: changes from NWN to NWN2
Archived from groups: per prev. post (more info?)

I am looking for the "low-down" on what is changing from NWN to NWN2,
other than the whole 3.0 vs 3.5 thing and the other obvious changes
such as new character classes.

For example, one of the silent changes in the Undrentide expansion was
that the maximum ability bonus went from +10 to +12. That is, if your
dex bonus from spells and equipped items was +11, then Undrentide
would give you the full +11, whereas the original game capped it at
+10. This may sound like a minor point, but it can determine your
choices for high-end equipment.

Another change was the behavior of chain lightning. The original game
gave full damage to all monsters hit (which was incorrect, according
to the description). Undrentide fixed this (secondary targets get
half damage).

Yet another change in Undrentide was the introduction of Isaac's
Missile Storm, which was a completely hosed spell. It basically broke
mage PvP unless all parties agreed not to use it. Since each missile
individually counted against a Spell Mantle, Isaac's effectively acted
as a Spell Breach. This of course made Spell Mantle and Spell Breach
obsolete --- two key aspects of mage PvP.

If this is not already done elsewhere, I would like to start a list of
such non-obvious changes from NWN to NWN2. For example is the
double-haste bug fixed in NWN2? (Under some circumstances, if you
cast haste on yourself while hasted then you lose your haste.)
 >> Stay informed about: changes from NWN to NWN2 
Back to top
Login to vote
mattmiles22

External


Since: Nov 20, 2006
Posts: 9



(Msg. 4) Posted: Mon Nov 20, 2006 12:10 pm
Post subject: changes from NWN to NWN2
Archived from groups: per prev. post (more info?)

I am looking for the "low-down" on what is changing from NWN to NWN2,
other than the whole 3.0 vs 3.5 thing and the other obvious changes
such as new character classes.

For example, one of the silent changes in the Undrentide expansion was
that the maximum ability bonus went from +10 to +12. That is, if your
dex bonus from spells and equipped items was +11, then Undrentide
would give you the full +11, whereas the original game capped it at
+10. This may sound like a minor point, but it can determine your
choices for high-end equipment.

Another change was the behavior of chain lightning. The original game
gave full damage to all monsters hit (which was incorrect, according
to the description). Undrentide fixed this (secondary targets get
half damage).

Yet another change in Undrentide was the introduction of Isaac's
Missile Storm, which was a completely hosed spell. It basically broke
mage PvP unless all parties agreed not to use it. Since each missile
individually counted against a Spell Mantle, Isaac's effectively acted
as a Spell Breach. This of course made Spell Mantle and Spell Breach
obsolete --- two key aspects of mage PvP.

If this is not already done elsewhere, I would like to start a list of
such non-obvious changes from NWN to NWN2. For example is the
double-haste bug fixed in NWN2? (Under some circumstances, if you
cast haste on yourself while hasted then you lose your haste.)
 >> Stay informed about: changes from NWN to NWN2 
Back to top
Login to vote
mattmiles22

External


Since: Nov 20, 2006
Posts: 9



(Msg. 5) Posted: Mon Nov 20, 2006 12:10 pm
Post subject: changes from NWN to NWN2
Archived from groups: per prev. post (more info?)

I am looking for the "low-down" on what is changing from NWN to NWN2,
other than the whole 3.0 vs 3.5 thing and the other obvious changes
such as new character classes.

For example, one of the silent changes in the Undrentide expansion was
that the maximum ability bonus went from +10 to +12. That is, if your
dex bonus from spells and equipped items was +11, then Undrentide
would give you the full +11, whereas the original game capped it at
+10. This may sound like a minor point, but it can determine your
choices for high-end equipment.

Another change was the behavior of chain lightning. The original game
gave full damage to all monsters hit (which was incorrect, according
to the description). Undrentide fixed this (secondary targets get
half damage).

Yet another change in Undrentide was the introduction of Isaac's
Missile Storm, which was a completely hosed spell. It basically broke
mage PvP unless all parties agreed not to use it. Since each missile
individually counted against a Spell Mantle, Isaac's effectively acted
as a Spell Breach. This of course made Spell Mantle and Spell Breach
obsolete --- two key aspects of mage PvP.

If this is not already done elsewhere, I would like to start a list of
such non-obvious changes from NWN to NWN2. For example is the
double-haste bug fixed in NWN2? (Under some circumstances, if you
cast haste on yourself while hasted then you lose your haste.)
 >> Stay informed about: changes from NWN to NWN2 
Back to top
Login to vote
mattmiles22

External


Since: Nov 20, 2006
Posts: 9



(Msg. 6) Posted: Mon Nov 20, 2006 12:10 pm
Post subject: changes from NWN to NWN2
Archived from groups: per prev. post (more info?)

I am looking for the "low-down" on what is changing from NWN to NWN2,
other than the whole 3.0 vs 3.5 thing and the other obvious changes
such as new character classes.

For example, one of the silent changes in the Undrentide expansion was
that the maximum ability bonus went from +10 to +12. That is, if your
dex bonus from spells and equipped items was +11, then Undrentide
would give you the full +11, whereas the original game capped it at
+10. This may sound like a minor point, but it can determine your
choices for high-end equipment.

Another change was the behavior of chain lightning. The original game
gave full damage to all monsters hit (which was incorrect, according
to the description). Undrentide fixed this (secondary targets get
half damage).

Yet another change in Undrentide was the introduction of Isaac's
Missile Storm, which was a completely hosed spell. It basically broke
mage PvP unless all parties agreed not to use it. Since each missile
individually counted against a Spell Mantle, Isaac's effectively acted
as a Spell Breach. This of course made Spell Mantle and Spell Breach
obsolete --- two key aspects of mage PvP.

If this is not already done elsewhere, I would like to start a list of
such non-obvious changes from NWN to NWN2. For example is the
double-haste bug fixed in NWN2? (Under some circumstances, if you
cast haste on yourself while hasted then you lose your haste.)
 >> Stay informed about: changes from NWN to NWN2 
Back to top
Login to vote
mattmiles22

External


Since: Nov 20, 2006
Posts: 9



(Msg. 7) Posted: Mon Nov 20, 2006 12:10 pm
Post subject: changes from NWN to NWN2
Archived from groups: per prev. post (more info?)

I am looking for the "low-down" on what is changing from NWN to NWN2,
other than the whole 3.0 vs 3.5 thing and the other obvious changes
such as new character classes.

For example, one of the silent changes in the Undrentide expansion was
that the maximum ability bonus went from +10 to +12. That is, if your
dex bonus from spells and equipped items was +11, then Undrentide
would give you the full +11, whereas the original game capped it at
+10. This may sound like a minor point, but it can determine your
choices for high-end equipment.

Another change was the behavior of chain lightning. The original game
gave full damage to all monsters hit (which was incorrect, according
to the description). Undrentide fixed this (secondary targets get
half damage).

Yet another change in Undrentide was the introduction of Isaac's
Missile Storm, which was a completely hosed spell. It basically broke
mage PvP unless all parties agreed not to use it. Since each missile
individually counted against a Spell Mantle, Isaac's effectively acted
as a Spell Breach. This of course made Spell Mantle and Spell Breach
obsolete --- two key aspects of mage PvP.

If this is not already done elsewhere, I would like to start a list of
such non-obvious changes from NWN to NWN2. For example is the
double-haste bug fixed in NWN2? (Under some circumstances, if you
cast haste on yourself while hasted then you lose your haste.)
 >> Stay informed about: changes from NWN to NWN2 
Back to top
Login to vote
mattmiles22

External


Since: Nov 20, 2006
Posts: 9



(Msg. 8) Posted: Mon Nov 20, 2006 12:10 pm
Post subject: changes from NWN to NWN2
Archived from groups: per prev. post (more info?)

I am looking for the "low-down" on what is changing from NWN to NWN2,
other than the whole 3.0 vs 3.5 thing and the other obvious changes
such as new character classes.

For example, one of the silent changes in the Undrentide expansion was
that the maximum ability bonus went from +10 to +12. That is, if your
dex bonus from spells and equipped items was +11, then Undrentide
would give you the full +11, whereas the original game capped it at
+10. This may sound like a minor point, but it can determine your
choices for high-end equipment.

Another change was the behavior of chain lightning. The original game
gave full damage to all monsters hit (which was incorrect, according
to the description). Undrentide fixed this (secondary targets get
half damage).

Yet another change in Undrentide was the introduction of Isaac's
Missile Storm, which was a completely hosed spell. It basically broke
mage PvP unless all parties agreed not to use it. Since each missile
individually counted against a Spell Mantle, Isaac's effectively acted
as a Spell Breach. This of course made Spell Mantle and Spell Breach
obsolete --- two key aspects of mage PvP.

If this is not already done elsewhere, I would like to start a list of
such non-obvious changes from NWN to NWN2. For example is the
double-haste bug fixed in NWN2? (Under some circumstances, if you
cast haste on yourself while hasted then you lose your haste.)
 >> Stay informed about: changes from NWN to NWN2 
Back to top
Login to vote
mattmiles22

External


Since: Nov 20, 2006
Posts: 9



(Msg. 9) Posted: Mon Nov 20, 2006 12:10 pm
Post subject: changes from NWN to NWN2
Archived from groups: per prev. post (more info?)

I am looking for the "low-down" on what is changing from NWN to NWN2,
other than the whole 3.0 vs 3.5 thing and the other obvious changes
such as new character classes.

For example, one of the silent changes in the Undrentide expansion was
that the maximum ability bonus went from +10 to +12. That is, if your
dex bonus from spells and equipped items was +11, then Undrentide
would give you the full +11, whereas the original game capped it at
+10. This may sound like a minor point, but it can determine your
choices for high-end equipment.

Another change was the behavior of chain lightning. The original game
gave full damage to all monsters hit (which was incorrect, according
to the description). Undrentide fixed this (secondary targets get
half damage).

Yet another change in Undrentide was the introduction of Isaac's
Missile Storm, which was a completely hosed spell. It basically broke
mage PvP unless all parties agreed not to use it. Since each missile
individually counted against a Spell Mantle, Isaac's effectively acted
as a Spell Breach. This of course made Spell Mantle and Spell Breach
obsolete --- two key aspects of mage PvP.

If this is not already done elsewhere, I would like to start a list of
such non-obvious changes from NWN to NWN2. For example is the
double-haste bug fixed in NWN2? (Under some circumstances, if you
cast haste on yourself while hasted then you lose your haste.)
 >> Stay informed about: changes from NWN to NWN2 
Back to top
Login to vote
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