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Author Patch Notes Preview for NWN2 Update 1.12 (Incomplete)
Rob McGinnis
Assistant Producer


Joined: 02 Nov 2006
Posted: Wednesday, 13 February 2008 06:25PM
Here is a draft of the patch notes. I am still waiting on some testing before I add in some things (such the DM low-light/Night Vision Aura fix, the transition with familiars fix and the invisibility fix), but here they are in all their glory. These notes may be added to, but nothing should be removed at this point.

Expected release date is in about three to four weeks.

Enjoy!

Neverwinter Nights 2 Game Update 1.12
Patch Notes - February 13, 2008

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

Fixes

General

  • Experience gains of zero will no longer show up in the chat log.
  • The Player List is now mapped to, and accessible from the P key
  • Natural AC is now being properly applied to creatures.
  • Use Magic Device checks, when casting from scrolls, will no longer circumvent caster classes.
Custom Content

  • Armorrulestats.2DA is now able to be recognized in-game when read from a hak pack.

Scripting

  • Passing a numeric string variable will not cause an empty string to be passed to a script.
  • 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

  • A store's Identify cost now show correctly in-game.

Multiplayer

  • Attempting to split an item stack that is no longer in the character's inventory will not 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.
  • The Dedicated Server Creator (to be released separate from the patch) will now properly prompt the user to include Mask of The Betrayer files.
  • Fixed an issue where the dedicated server would crash when hosting an MoTB game.
  • Transition Crashes: A new 'Shortcut Transitions=1' optional INI setting has been added for the dedicated server. 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.

Classes & Prestige Classes

Arcane Archer

  • Fixed Enchant Arrow ability, to not wrongly 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
  • Fixed an issue, when bonus from Greater and Epic Weapon Specialization wouldn't be added to Arcane Archer arrow damage, when using his special abilities. Also, Strength bonus will no longer be added to such attacks, if having no bow with Mighty properties, and critical hits from such attacks won't do additional damage against creatures immune to critical hits
  • Added missing shooting animation for Arcane Archer's use of Death Arrow
  • Fixed Imbue Arrow ability, so shooting animation is shown when Arcane Archer misses the target

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

  • Fixed songs and inspirations used by Bards, so that deafened creatures don't get affected by them. Also, deaf Bards won't be prohibited from using their own songs and inspirations.
  • Fixed Song and Hymn of Requiem, so they get properly extended with Lingering Song feat. Also, Hymn healing won't be applied to invalid song targets
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.
  • Storm Avatar Spell will now work on weapons with electrical damage bonus.
Warlock

  • Warlocks are now able to take Create Wondrous Item and Create Magical Arms and Armor at their proper levels.
  • Fiendish Resilience, so it will regenerate specified 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 attack bonus properly (not just damage, saves and skills) and will no longer affect the caster on hardcore difficulty.
  • Ghoul Touch fog effect will not 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 get dazed if the player character is affected.
  • Mass Curse of Impending Blades spell now has the proper 20ft radius (won't 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
    ---Continuous damage will have correct duration (not 1 round less)
    ---If it misses the target, it will not cancel Acid Arrow currently in the effect
    ---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:
    ---Will no longer stack with itself.
    ---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.
  • 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 (since they have area effects).
  • Dismissal can now target the ground not just creatures directly (since they have area effects).
  • Scare can now target the ground not just creatures directly (since they have area effects).
  • Song of Discord can now target the ground not just creatures directly (since they have area effects).
  • Undeath to Death can now target the ground not just creatures directly (since they have area effects)
  • Fixed Lesser Planar Binding and Planar Binding, so they can target hostile outsiders
  • Fixed Mass Aid and Mass Death Ward, so they can be Extended with metamagic
  • Fixed visuals for Blade Barrier, so that swords don't disappear right after spell is cast
  • Fixed visuals 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:
    ---It will not arc to secondary targets when primary one was missed
  • Will now perform the proper number of attack rolls on secondary targets.
  • 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:
    ---Fixed a bug, when swarm would sometimes ignore valid targets
    ---Dispelling will remove continuous damage as well as effects.
    ---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, x, y, z) function added
  • float GetScale( object, axis ) function added
GUI

  • 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.

_________________
Don't let your life be about the donuts!

Edited By Rob McGinnis on 02/13/08 23:40

  Profile: Rob McGinnis   Send Message To: Rob McGinnis
Selene Moonsong
Moderator
Moderator

Joined: 12 May 2004
From: I've likely been there...
Posted: Wednesday, 13 February 2008 06:36PM
Wow, that's a load of work, Rob, you guys rock!
  Profile: Selene Moonsong   Send Message To: Selene Moonsong
Heed
Game Owner
Profile: HeedNWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB


Joined: 17 Oct 2001
From: Dasein
Posted: Wednesday, 13 February 2008 08:30PM
Quote: Posted 02/13/08 18:25 (GMT) by Rob McGinnis

Scripting

  • Passing a numeric string variable will not cause an empty string to be passed to a script.
  • 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.


  • void SetScale(object, x, y, z) function added
  • float GetScale( object, axis ) function added


Very nice list overall. These ones particularly caught my eye. Thanks to Rich and the rest of the team for fixing the bug with passing ints as strings.
_________________
Heed House 2

A Game is a machine that can get into action only if the players consent to become puppets for a time.

--Marshall McLuhan,
Understanding Media
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Alchas
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Jade Empire:SE
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Joined: 09 Jul 2003
Posted: Wednesday, 13 February 2008 08:42PM
Really nice to see that custom portraits has been implemented! The best news is probably the progress on transition crashes and the stability of the game, as it is one of the bigger issues in multiplayer.

Also good that you are making progress on spell fixes. However, it is a bit disappointing to see that the only Wild Shape related change was to nerf Nature's Avatar. Considering how weak the epic wild shapes added in MotB were, I hope Obsidian is planning to improve those, as well as fix Greater Magic Fang so it doesn't just work on animals. (In PnP it works on the natural weapons of any creature, and changing so it works like this would give a needed boost to Magical Beast and Dragon shapes, as well as the non epic ones.)

All in all, I'm happy that the patching process has speeded up, and I hope the game will continue to be improved at a similar rate.
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Leinadi
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Profile: LeinadiSW: KotOR PC
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Joined: 08 Jun 2007
From: Sweden
Posted: Wednesday, 13 February 2008 08:43PM
Thanks Rob and the NWN2 patching team. And thanks RPGPlayer1 for fixes.

Keep up the good work!
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macrocarl
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Joined: 08 Jun 2004
Posted: Wednesday, 13 February 2008 09:24PM
Thanks! This is a ton of work and is much appreciated!

You guys (and ladies) are awesome!

-MC
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DM_Acoustic
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Profile: DM_AcousticNWN
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Joined: 09 Aug 2007
Posted: Wednesday, 13 February 2008 10:46PM
Really great work. Very excited to see the dedication to solving some issue with NWN2

Quick question - somewhere in the fixes is there a solution for the DM "party list" so players are accessible for jumping to etc?
  Profile: DM_Acoustic   Send Message To: DM_Acoustic
sly_1
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Joined: 01 May 2003
Posted: Wednesday, 13 February 2008 10:48PM
Hey Rob:

Thanks for the update and the continued support of nwn2!

That said, I didn't see anything about lesser dispel magic, dispel magic, greater dispel magic or mordenkainens disjunction in your post.

Currently none of those spells allow you to single target a foe: you can only try to include foes inside the AOE effect. This drastically changes the way those spells are intended to function and alters the fundamental balance of the magic system in nwn2.

Are there any plans to address this?
_________________
A dingo stole your baby!
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BrianMeyer
Game Owner
Profile: BrianMeyerNWN 2
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Joined: 17 Jun 2003
Posted: Thursday, 14 February 2008 03:20AM
Very good list. Nice to see continous improvement, expecially with so many details getting fixed.
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GreasyDogMeat
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Joined: 05 Jan 2004
Posted: Thursday, 14 February 2008 04:07AM
'The Player List is now mapped to, and accessible from the P key'

Does this mean we can swap out companions on the fly in the OCs? If so... sweet!

I suspect this refers to multiplayer though...

If this is about single player mode, I do hope that you can't swap out companions DURING a battle, as that would be rather cheap.
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JudgeMT
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Joined: 22 Aug 2007
Posted: Thursday, 14 February 2008 05:11AM
looking really good! Thanks for the prerelease notes.
_________________
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Lost Dungeons of Adventure
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conan2005
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Joined: 29 Jan 2004
Posted: Thursday, 14 February 2008 06:39AM
Thanks, Rob. Good looking list. It's really great to get these regular updates on what's going on behind the scenes.

So, once 1.12 rolls out in 3-4 weeks, then the new patch schedule begins?
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rpgplayer1
Game Owner
Profile: rpgplayer1NWN: HotU


Joined: 10 Feb 2004
From: Belgrade, Serbia
Posted: Thursday, 14 February 2008 08:23AM
Quote: Posted 02/13/08 18:25 (GMT) by Rob McGinnis

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.
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.
Warpriest

  • The Warpriest will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
Hmm...
[thinking loudly]
I could update my feat fixes to include these, now when I know which epic spells go to what classes. A band-aid for 1.11.
[/thinking loudly]
_________________
Spell Fixes compilation for NWN2
Feat Selection Fixes for NWN2

Edited By rpgplayer1 on 02/14/08 08:31

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rpgplayer1
Game Owner
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Joined: 10 Feb 2004
From: Belgrade, Serbia
Posted: Thursday, 14 February 2008 08:40AM
Quote: Posted 02/13/08 18:25 (GMT) by Rob McGinnis

Warlock
  • Warlocks are now able to take Create Wondrous Item and Create Magical Arms and Armor at their proper levels.

If there is time this should be looked into:
Imbue Item Indexing Bug Fix
_________________
Spell Fixes compilation for NWN2
Feat Selection Fixes for NWN2

Edited By rpgplayer1 on 02/14/08 08:41

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SunKnight0
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Joined: 02 Feb 2003
Posted: Thursday, 14 February 2008 03:29PM
Quote: Rob - above:

Armorrulestats.2DA is now able to be recognized in-game when read from a hak pack.

Quote: Rob - blog:

Allow Armorrulestats.2da to be readable from hak pack in-game. (fixed as of 1/28)
Allow dieties.2da to be readable from hak pack in-game. (fixed as of 2/1)

What happened to dieties.2da? Unforseen complications or just forgot to include it in the patch notes?
_________________
A.K.A. Shemar

Edited By SunKnight0 on 02/14/08 15:32

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