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Role-Play FRP, RPG...

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Stara 1.3.2008, 23:13   #681
Lokigodofirendlies
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Red Dragon kaže: Pregled poruke
Bah...msilim da ce napraviti pauzu od NWN2. Nikako da se nakanim da nastavim sa igrom. Mislim da cu preci na Witcher, Cod4, Hard to be a God i ostale, pa cu onda dovrsiti NWN. Svi hvale ovaj Witcher, greota da propustim.
To je glavni problem NeverWinter Nights jer nema smek i pricu da odrzi paznju kao neke druge igre iz iste postavke ili istog zanra, nekako je pa PROSECAN.

PS Proslo je zlatno doba roleplay-a
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Stara 2.3.2008, 11:01   #682
Red Dragon
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To je glavni problem NeverWinter Nights jer nema smek i pricu da odrzi paznju kao neke druge igre iz iste postavke ili istog zanra, nekako je pa PROSECAN.

PS Proslo je zlatno doba roleplay-a

Eh. gde su ona zlatna vremena, kad su harali Fallout, Planescape, Baldurs Gate i ostali.
No dobro da ne idemo u off.
Ovo ce biti samo kratka pauza, zavrsicu NWN, necu ostaviti mog Red Dragona da bleji.
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Stara 2.3.2008, 11:54   #683
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To je glavni problem NeverWinter Nights jer nema smek i pricu da odrzi paznju kao neke druge igre iz iste postavke ili istog zanra, nekako je pa PROSECAN.
Odigraj ekspanziju (Mask of the Betrayer), pa se vrati da ovo ponoviš, ako smeš
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Stara 2.3.2008, 18:04   #684
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Odigraj ekspanziju (Mask of the Betrayer), pa se vrati da ovo ponoviš, ako smeš
Odigr'o sam i:

To je glavni problem NeverWinter Nights jer nema smek i pricu da odrzi paznju kao neke druge igre iz iste postavke ili istog zanra, nekako je pa PROSECAN.

Aaah,drevno zlo je u meni ja treba da se borim ili da ga embrace-ujem, evo pao sam sa stolice od sjajne price i celavo-blatnjavih likova.
Jedino Gann of dreams vadi stvar.
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Stara 2.3.2008, 20:23   #685
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Red Dragon kaže: Pregled poruke
Mislim da cu preci na Witcher, Cod4, Hard to be a God i ostale
Preskoči Hard To Be A God slobodno.
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Stara 3.3.2008, 10:35   #686
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Sta bi sa onim modom za NWN2, Planescape? U kakvom je to stanju?
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Stara 3.3.2008, 12:23   #687
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Sta bi sa onim modom za NWN2, Planescape? U kakvom je to stanju?
Chudo se neko setio , imamo odredjenih problema al nije sve u raspadu. Problem je u tome sto pola tima pa i vise odlazi da radi profesionalno za white wolf na novoj vampire igrici (potvrdjeno) koja ce biti u unreal3 engineu (samo par nas iz originalnog tima nije htelo u sustini da se prebaci jer bi morali da se selimo za SAD, mozda jednog dana...). Sa druge strane mod (uglavnom) treba istestirati i fixovati probleme jer se 3-4 clana ekipe potpuno spalilo (spavali po par sati nedeljno u poslednja 3 meseca) od unosenja skripti i importovanja stvari a desavalo se da igra reaguje potpuno drugacije u zavisnosti od patch verzije. U sustini, okvirno govoreci, mod je gotov ali u "raw" formatu, treba dosta stvari urediti, koliko vidim trajanje je oko 20-30 sati igranja (u sustini ja ne isprobavam, samo 3d modeli protagonista, objekata i animacije - mislim da je dosta ), ko hoce moze da se prijavi da testira. Imas na youtube i "kolaz" mod-a Purgatorio, mada je ipak to samo mali deo svega.
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Stara 3.3.2008, 17:49   #688
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Sta bi sa onim modom za NWN2, Planescape? U kakvom je to stanju?
Planescape mod?! E divota, sad moram da vracam NWN(i da ga dovrsim) na komp zbog vas!
Mozete mi samo ukratko reci za taj mod? Jel i ovde imamo Bezimenog, Morta, Ignusa i kompaniju ili je nesto drugo?
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Stara 3.3.2008, 23:09   #689
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Planescape mod?! E divota, sad moram da vracam NWN(i da ga dovrsim) na komp zbog vas!
Mozete mi samo ukratko reci za taj mod? Jel i ovde imamo Bezimenog, Morta, Ignusa i kompaniju ili je nesto drugo?
Ne, nije PS: Torment, nego se samo odigrava u Planescape settingu , prica je potpuno nezavisna od njih (hronoloski izmedju perioda kad je bio bezimeni i rata fakcija), mada eventualno mogu da se pojave kao special encounteri (eventualno). U svakom slucaju strpi se, izaci ce sigurno - bagovi su najveci problem i imamo coveka u timu koji u isto vreme radi i u obsidianu tako da moze da nam pomogne ako zatreba neki njihov tool ili plugin koji nisu izdali, posebno vezan za patcheve koji nam pomeraju du... mozak. U sustini zacin C, ocekujte u toku godine da se pojavi (septembar?) i to je to .
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Stara 4.3.2008, 9:25   #690
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Jel to samo prvi modul? Ili Sva tri?
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Stara 4.3.2008, 9:49   #691
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Ne, nije PS: Torment, nego se samo odigrava u Planescape settingu , prica je potpuno nezavisna od njih (hronoloski izmedju perioda kad je bio bezimeni i rata fakcija), mada eventualno mogu da se pojave kao special encounteri (eventualno). U svakom slucaju strpi se, izaci ce sigurno - bagovi su najveci problem i imamo coveka u timu koji u isto vreme radi i u obsidianu tako da moze da nam pomogne ako zatreba neki njihov tool ili plugin koji nisu izdali, posebno vezan za patcheve koji nam pomeraju du... mozak. U sustini zacin C, ocekujte u toku godine da se pojavi (septembar?) i to je to .
Ja vam u svakom slucaju skidam kapu za trud.
A do septembra cu valjda zavrsiti i NWN.
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Stara 4.3.2008, 12:43   #692
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Jel to samo prvi modul? Ili Sva tri?
Samo prvi, drugi je u razradi (radio sam deo gradjevina), i lik iz prvog se ne nadovezuje na drugi vec su price isprepletane. Anyway, bice inovacija (ubaceni su bariaur i quadron kao potpuno novi PC-i) a u drugom tj infernu videcu da ubacimo jos nekog i tako (mada moze da se desi da ne bude besplatan).

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Red Dragon kaže: Pregled poruke
Ja vam u svakom slucaju skidam kapu za trud.
A do septembra cu valjda zavrsiti i NWN.
Fala fala, malo da zavrsim sa ispitima pa cu manje da zabusavam na modu, mada u sustini pojavilo se par novih animatora i modelera koji ce da dovrse neke stvari na kojima sam "zaostao", tako da napreduje.

U sustini, najveci problem, kao sto rekoh, je sto se ljudi spaljuju od sredjivanja bagova i sto su pod stresom jer postoji disbalans "ozbiljnih" i "neozbiljnih", ali srecom uvek se pojavi po neko nov ko moze da zameni starog i tako .
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Stara 4.3.2008, 14:10   #693
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Drugi deo nece biti dz?! Pa vi vec sebi digli standard!

Mogli bi da u treci deo (ako vec niste planirali) ubacite Namelessa u prolazu, a mislim da vam (bar sa graficke strane) ne bio bio problem da ubacite Namelessa, Annahu, Vhaliora.
Da li postoji mogucnost i novih klasa?

Da li bi postojala mogucnost da ubacite i nekog red dragon fightera po uzoru na moj (za sada komirani) aar, i da me ucinite besmrtnim?
Da li postoji nacin da me ucinite besmrtnim?

Ja sam hteo da se zezam malo sa modulima, cak sam iimao i nabacanu neku radnju (ako nista bar mi ideja za radnje ne nedostaje), pa zbog obaveza stao sa NWN, mozda cu kad tad da i da ga uradim, ali moje delo ce biti dzabe, i delicu ga sirotinji, necu ko vi da dignete nos, i da drugi modul vec napalcujete!
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Stara 4.3.2008, 15:37   #694
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Drugi deo nece biti dz?! Pa vi vec sebi digli standard!

Mogli bi da u treci deo (ako vec niste planirali) ubacite Namelessa u prolazu, a mislim da vam (bar sa graficke strane) ne bio bio problem da ubacite Namelessa, Annahu, Vhaliora.
Da li postoji mogucnost i novih klasa?

Da li bi postojala mogucnost da ubacite i nekog red dragon fightera po uzoru na moj (za sada komirani) aar, i da me ucinite besmrtnim?
Da li postoji nacin da me ucinite besmrtnim?

Ja sam hteo da se zezam malo sa modulima, cak sam iimao i nabacanu neku radnju (ako nista bar mi ideja za radnje ne nedostaje), pa zbog obaveza stao sa NWN, mozda cu kad tad da i da ga uradim, ali moje delo ce biti dzabe, i delicu ga sirotinji, necu ko vi da dignete nos, i da drugi modul vec napalcujete!
Pa takvi smo ti mi, nadrndani, dizemo nos, mlatimo pare od ljudi
Zezam se, ne zavisi od mene, u sustini ja ne bi imao problem sa tim da sve sto napravim bude za raju medjutim amer nam gazda (obsidijanac), amer odlucuje.
Postoji mogucnost ubacivanja novih klasa, samo da se redizajnira UI, jer modroni ne nose armor ali zato imaju one zumarice, krilca, dodatni par ruku itd.
Ne znam za red dragon fightere, pretezno pokusaj je da se priblizimo PS settingu.
Pa, ko sto rekoh, moze da protrci - u sustini inferno ide kroz vechiti rat, pa mu ne bi falilo, mislim nije problem napraviti sve likove iz tormenta, pa i gradjevine, posebno sto bi bolje izgledali u danasnjim enginima.
Mogu da probam da te napravim besmrtnim, al opet bi zavrsio u baatoru, bez dnevnika...
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Stara 4.3.2008, 15:57   #695
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@Red Dragon
Imam ja jednu staaaru prijateljicu koja moze da ti pomogne al' prvo moras da joj odgovoris na pitanje “What could change the nature of a man?" Preziva se Puzzlewellic i jos smo u dobrim kontaktima.

@madhatter
To je stvarno najbolji seting za computer roleplay igre a tragicno je neiskoriscen.Svaka Vam cast, posto vidim da je radjen u robovlasnickom odnosu trebalo bi da bude sjajan.Bilo bi glupo terati Vas da Vash mod sa slicnim setingom pretvorite u remake Tormenta ali bi stari likovi predstavljali sjajan dodatak(posebno Anah,jel sam vam pricao kako sam samo sa Anom i Mor.....ovde me moje drustvo prekida i panicno bezi pa ni vama necu dosadjivati)
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Stara 4.3.2008, 16:42   #696
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Pa pazi, praviti remake ili nesto bolje od tormenta u ovakvim uslovima bi stvarno bilo tesko jer ipak je avelon iskusan novelista-scenarista, sta vec, koji to radi za pare, kao i ljudi oko njega - to je njegov i njihov hleb. Sa druge strane, ovde par ljudi drzi konce dok se ostali vec uklapaju u pricu. Ako hoces posteno ja sam delimicno gurnuo pricu van osnovnog settinga (primera mechanus nije bio planiran, kao ni limbo) i videcemo da li nesto da skratimo (vec ima vise od par gigabajta mod, ali opet to je nesredjeno u odredjenim oblastima). Postiji jedna od knjiga Uncaged faces of sigil ili tako nesto, par likova odatle je vec ubacheno, potrudicu se da napravim jos par njih kao i gradjevine/prostorije vezane za njih, kao i propratne likove (posebno onog sudiju, kako mu vec beshe ime). Anyway, da ne duzim pricu, ovo nije Torment, ali ima kontakata sa istim.
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Stara 20.3.2008, 5:36   #697
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Izasao novi patch:
Citat:
Neverwinter Nights 2 Game Update 1.12
Patch Notes - February 17, 2008

Special thanks to NWN2 Community member RPGPlayer1 for many of the spell, invocation and effects fixes.

Fixes

General
• Experience gains of zero will no longer show up in the chat log.
• Natural AC is now being properly applied to creatures.
• Use Magic Device checks, when casting from scrolls, will no longer override caster classes.
• Players will no longer see the fountain of question marks effect in the case of a missing visual effect.
• Fixed an issue where companions were replaced by familiars/animal companions during transitions.
• Fixed an issue where losing points in Use Magic Device can cause items to be unequipped and replace other items in inventory, causing the replaced items to be destroyed.

Custom Content
• Armorrulestats.2DA is now able to be recognized in-game when read from a hak pack.
• Deities.2da is now able to be recognized in-game when read from a hak pack.
Scripting
• Strings that contain a pure number will no longer be converted to an empty string when passed into a script expecting a string parameter. This bug would manifest itself such that if a call to UIObject_Misc_ExecuteScript passed along a string that looked like "9", and the script on the server side was expecting a string, the script would get an empty string instead of the "9" as expected.
Toolset
• The cost to identify items in-game will now match what is set in the toolset.
Multiplayer
• Attempting to split an item stack that is no longer in the character's inventory will no longer crash the game.
• On servers with Enforce Legal Characters turned on, characters that have swapped spells will no longer be considered invalid.
• The Player List on the Neverwinter Eye menu is now accessible via the P key and can be remapped to other keys.
• Bigby's Grasping Hand and Bigby's Crushing Hand spells will no longer crash the dedicated server.
• Transition Crashes: A new 'Shortcut Transitions=1' optional INI setting has been added. The INI entry should go in nwn2player.ini under [Server Options]. If added and set to true, a portion of the transition code will be bypassed. This will help with some of the timeouts people have run into, but will not resolve all issues. Further refinement of feedback will be gathered via the following Multiplayer fix (below).
• Transition Crashes: Log files are being expanded to include additional information to help in narrowing down the issues related to multiplayer transition crashes. The log file, located in the root of the game install directory (with the name nwn2main - no extension) will regenerate each time the game crashes.
• Players will no longer see the low-light/darkvision aura effect around the DM.

Classes & Prestige Classes

Arcane Archer
• Enchant Arrow ability will no longer add magical damage bonus to the arrows when using other Arcane Archer special abilities (should be physical). Also, in those cases, that bonus will properly be multiplied for critical hits.
• Fixed an issue where the bonus from Greater or Epic Weapon Specialization wouldn't be added to Arcane Archer arrow damage when using his special abilities. A Character's Strength bonus will no longer be added to such attacks if the character does is not using a bow with Mighty properties. Critical hits from such attacks will no longer do additional damage against creatures immune to critical hits.
• Added shooting animation for Arcane Archer's use of Death Arrow
• Attack animation will now play when Arcane Archer misses the target, when using the Imbue Arrow ability.
Arcane Scholar of Candlekeep
• The Arcane Scholar of Candlekeep will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.

Arcane Trickster
• The Arcane Trickster will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.

Barbarian
• Resting during barbarian rage will no longer generate fatigue penalties afterwards.

Bard
• Songs and inspirations used by Bards will no longer affect deafened creatures. Also, deaf Bards will not be prohibited from using their own songs and inspirations.
• Fixed Song and Hymn of Requiem, so they will be properly extended by the Lingering Song feat.
• Hymn healing will no longer be applied to invalid song targets
• The Bard will be able to choose Epic Spells from the following list: Epic Gate and Mass Fowl.

Blackguard
• Fixed Inflict Serious and Inflict Critical Wounds abilities for Blackguard, so they add Blackguard level as bonus damage (to replace caster level they do not have)

Eldritch Knight
• The Eldritch Knight will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.

Harper Agent
• The Harper Agent will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast, Epic Gate and Mass Fowl.

Pale Master
• The Pale Master will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.

Red Wizard of Thay
• The Red Wizard of Thay will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.

Sacred Fist
• The Sacred Fist will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.

Stormlord
• The Stormlord will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
• The Storm Avatar Spell will now work on weapons with electrical damage bonus.
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nastavak:
Citat:
Warlock
• Warlocks are now able to take Create Wondrous Item and Create Magical Arms and Armor feats at the appropriate levels.
• Fiendish Resilience will now regenerate the appropriate amount of health per round, instead per second.

Warpriest
• The Warpriest will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.

Spells
• Burning Hands will no longer check the caster for spell resistance in some situations.
• Color Spray will no longer check the caster for spell resistance in some situations.
• Cone of Cold will no longer check the caster for spell resistance in some situations.
• Mestil's Acid Breath will no longer check the caster for spell resistance in some situations.
• Prismatic Spray will no longer check the caster for spell resistance in some situations.
• Creeping Cold: damage will no longer depend on other spells cast in following rounds.
• Greater Creeping Cold: damage will no longer depend on other spells cast in following rounds.
• Enervation will no longer roll two touch attacks and, if maximized, it will no longer double the number of levels lost, except on critical hits. Corrected the missing visual effect.
• Ghoul Touch spell: the fumes emitted by a paralyzed target will reduce the attack bonus properly (not just damage, saves and skills) and will no longer affect the caster on hardcore difficulty.
• Ghoul Touch fog effect will no longer affect targets immune to poison.
• Ghoul Touch fog effect will now dissipate if target is freed from paralysis.
• Glass Doppelganger spell: damage reduction of the copy is 15/bludgeoning and the copy will no longer copy the gold and items from the original/target character.
• Shadow Simulacrum will not make a copy of target's gold and items.
• Grease spell: movement reduction effect always gets applied (no save).
• Greater Heroism will no longer stack with Heroism when cast on other characters.
• Heal and Harm spells will now require touch attack on hostile targets.
• Heal Animal Companion spell will no longer be able to heal creatures and characters that are not considered animal companions.
• Fixed a bug with Ice Storm in which some targets would not take damage if another creature was killed during the spell's duration.
• Infestation of Maggots will no longer affect creatures immune to diseas. Also, if using Hardcore rules, it will only kill creatures that have their Constitution reduced to zero, not three (3).
• Inflict Wounds spells will now roll proper attacks when targeting friendly undead.
• Invisibility Sphere will now end properly if invisibility is canceled on the caster.
• Isaac's Missile Storm spells will no longer lose missiles if cast on an area with both friends and enemies.
• Mass Aid spell will no longer check for the Spell Resistance of the target.
• Depleting temporary hit points granted by Mass Aid will no longer remove other effects, nor will it stack with itself or the Aid spell.
• Mass Charm Monster will no longer affect the caster or friendly targets on hardcore difficulty. Mass Charm Monster will now charm the proper number of monsters. Other creatures will no longer be dazed if the player character is affected.
• Mass Curse of Impending Blades spell now has the proper 20ft radius (will not affect creatures outside target marker).
• Mass Death Ward will no longer check the spell resistance of targets.
• Mass Lesser Vigor will now have the proper area of effect to match its targeting marker.
• Melf's Acid Arrow
o Continuous damage will have correct duration (not 1 round less).
o If it misses the target, it will not cancel Acid Arrow currently in the effect.
o If it hits the target, it will not prolong Acid Arrow currently in the effect to last as long as new effect (fixed to not stack).
• Mind Fog will no longer affect targets immune to mind affecting spells.
• Mirror Image can now be properly dispelled and will now work properly when maximized.
• Moon Bolt can now be properly Extended, Empowered or Maximized.
• Nature's Avatarcan no longer be used on polymorphed/wildshaped creatures.
• Phantasmal Killer will no longer affect creatures immune to Fear.
• Polar Ray will now double damage on a critical hit.
• Vampiric Touch will now double damage on a critical hit.
• Recitation will no longer stack with itself.
• Scare will now affect multiple targets correctly, and that fear on them can be properly dispelled.
• Scorching Ray will now affect the proper number of hostile creatures in an area. The visual effect on Scorching Ray will now display properly.
• Fixed the Shadow Conjuration version of Web spell, so that movement decrease gets properly removed after exiting the affected area.
• Shadow Simulacrum will now copy creatures up to twice the caster level, not half the caster level.
• Fixed Shout, Greater Shout and Mass Drown, so they will no longer ignore some creatures in the targeting area.
• Shroud of Flame spell:
o Will no longer stack with itself.
o damage will no longer depend on other spells cast in following rounds.
• Silence spell will now only check for spell resistance when targeted directly on hostile creature. Also, targets immune to silence effects will get sonic immunity properly removed when exiting the area of effect.
• Storm Avatar will now work on weapons with electrical damage bonus.
• Fixed the Sunbeam and Sunburst spells so that a single Reflex save protects against both damage and blindness (and Vampire death, in case of Sunburst), instead of rolling several separate saves.
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Stara 20.3.2008, 5:40   #699
player1
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Određen forumom Re: Neverwinter Nights 2

nastavak:
Citat:
• Tasha's Hideous Laughter will no longer affect targets protected by Protection from Good/Evil, if it should apply.
• Weird will no longer affect targets protected by Protection from Good/Evil, if it should apply.
• Undeath to Death will now have the proper 30ft radius (won't affect undead outside target marker).
• Vampiric Touch will now have the proper effects when Maximized (drains 6HP per die, instead of 8 ).
• Vitriolic Sphere will no longer depend on other spells cast in later rounds for damage calculation, and will no longer ignore some creatures in the area of effect.
• Wail of the Banshee will now require the proper number of saving throws and the death effect will be applied more quickly.
• Wall of Fire damage will now be capped properly at 2d6+20 (and not at just 20).
• Wall of Greater Dispel Magic is now properly capped at caster level 15, not 10.
• Bless can now target the ground, and not just creatures directly.
• Dismissal can now target the ground not just creatures directly.
• Scare can now target the ground not just creatures directly.
• Song of Discord can now target the ground not just creatures directly.
• Undeath to Death can now target the ground not just creatures directly.
• Lesser Planar Binding can now target hostile outsiders.
• Planar Binding can now target hostile outsiders.
• Mass Aid can now be Extended with metamagic.
• Mass Death Ward can now be Extended with metamagic.
• Fixed the visual effects for Blade Barrier, so that swords don't disappear right after spell is cast.
• Fixed the visual effects for Evard's Black Tentacles, so that tentacles stay for full spell duration.

Warlock Invocations
• Eldritch Blast will no longer deal double damage to creatures immune to critical hits.
• Eldritch Chain:
o It will not arc to secondary targets when primary one was missed.
o Will now perform the proper number of attack rolls on secondary targets.
o Secondary targets will get doubled damage on critical when appropriate.
• Eldritch Cone will no longer injure the caster on Hardcore difficulty
• Curse of Despair stat penalty will now mimic that of Bestow Curse spell (-3, not -2 to all attributes). Also, attack penalty on successful save will last properly for 10 rounds and will no longer be permanent.
• Otherworldly Whispers, will no longer behave like a hostile invocation (rolling initiative, putting character into combat stance, etc...).
• Tenacious Plague:
o Fixed a bug where the swarm would sometimes ignore valid targets.
o Dispelling will remove continuous damage as well as effects.
o Will no longer register a miss if you match your target's Armor Class.
• Eldritch Doom targeting marker now matches the area affected (old marker was smaller then area affected).

Creature Abilities
• Death Knights can still be affected by divine damage if they evade fire damage.
• Fixed Cones of Acid, Fire and Frost used by some creatures, so that saving successfully from their damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage.
• Fixed Fear auras used by some creatures (dragons included), to prevent characters immune to fear or mind effects from getting penalties.
• Ghast and Hezrou auras will no longer affect creatures immune to poison.

New Features

Multiplayer
• When a player gains 0 XP, the server no longer sends a message to the player to inform them they gained 0 XP.
• Dedicated Server Max Players limit has been increased to 96.

Scripting
• A lerptime attribute was added to the UIProgressBar GUI object. This allows you to adjust the time it takes to interpolate.
the UIProgressBar GUI object now takes a:
'lerptime' parameter which lets one adjust the time it takes to interpolate.
In order to interpolate, either the:
lerpincrease=true
or
lerpdecrease=true
or both attributes need to be present for the UIProgressBar.
• Two new functions added - GetNum2DAColumns and GetNum2DARows - that will return the number of columns or rows in a 2DA.
• void SetScale(object oTarget, float x, float y, float z) function added
• float GetScale( object oTarget, int axis) function added

User Interface
• Players are now able to double-click on their portrait in the character sheet and bring up the portrait selection menu. Through this menu, the player is able to select a new portrait for themselves. All players on a server must have a copy of the portrait in order for the custom portrait to be seen.

Toolset
• A new ERF Editor plugin has been added to the toolset. This plugin allows you to edit ERF files and create/edit Hak files from within the toolset.
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Stara 13.4.2008, 11:49   #700
PixelTerror
Član
 
Član od: 11.11.2006.
Lokacija: Pannonia
Poruke: 276
Zahvalnice: 337
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Slanje poruke preko MSN-a korisniku PixelTerror
Određen forumom Re: Neverwinter Nights 2

Na početku u questu kad treba da odeš po shard, ja odem, pokupim ga ali dialog opcija mi ne izađe pa ne mogu da nastavim quest, a lik ko mi je dao quest kaže kao što si se vratio praznih ruku a shard mi je u backpacku... šta da radim?
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