NWN2: Mask of the Betrayer - Preview @ MPOGD

Dhruin

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Multiplayer specialist site MPOGD has a preview of NWN2: Mask of the Betrayer from GenCon. It's a pretty general article but this bit is interesting:
NeverWinter Nights 2: Mask of the Betrayer will be available mid September to early October. The game is finished and ready to hit the shelves, but Atari wants to ensure that they can do a simultaneous world-wide launch. As soon as those translations are complete, you'll see it at your closest game store.
I would have thought v1.07 would have been released if the expansion is already finished. Thanks, Lucky Day!
More information.
 
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The rhetoric I get out of Obsidian is that 1.07 will be released then MotB and "about the same time as its released" there will be other features such as Multiplayer fixes.
 
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I bought the Euro addon version and I have US version of the NWN2 (CE). Do you think they will be compatible with each other? Somtimes they alter the UK versions for like censor reasons and stuff.

In the requirements it says "nwn2" and no mentioning of whether it needs to be US or Euro one so I guess there is no problem. Othervice they might be liable to give me my money back because they falsified the game requirements.
 
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Patches bring the games up to the same development level, so yes it will work, if not then it's a bug most likely.

Also I understood (possibly incorrectly) the 1.07 would include the new races, so I didn't think it would get released till MotB.
 
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things like new races and especially new classes and PrC's are generally reserved for expansions.

Part of the next news on MotB from the players questions is whether the expansion classes will be playable on a server that was not built with the classes. The answer is yet. For more clarity, it will be like nwn1.

--

What I would like to know is if installing the expansion or updating the patch force a mod made with the updated toolset to require the expansion as well. This was a big controversy with the first nwn1 until nearly everyone still playing got themselves updated. The game actually lost a lot of players over it.
 
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Ahh ok, the way I understood it was that was the purpose of the 1.7 patch to make all versions of the game playable together.

So if a server is running v1.7, anyone could play the original campaign with all the new races, spells and additions, except you needed the physical Expansion to play the Expansion campaign and any mods requiring the Expansion.
 
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Lucky, there was a way to circumvent that, but it was SO complicated and tedious that I eventually gave in and bought SoU!!
 
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Yep, I used to do it all the time.

Initially Bioware gave out a series of batch files that were ridiculous and actually wanted us to thank us for doing that.

I had talked to Lilac Soul and he came up with a GUI for it and he did. It's available on the Vault.

Bioware allowed a vanilla NWN to log in to an SoU server so long as the mod didn't have any SoU content. They then took that option away.

So finally if you had a mod tagged for expansions then you could rename the mod to .hak, take the hak editor, export out a file, take a GFF editor to it, remove the expansion requirement then import it back in. Then you'd rename the mod back. I used to do it all the time until my builders started expecting me to do it instead of simply not using the expansion.
 
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Yep, I think I have still have that GFF editor somewhere on my HD. I hated the time it took me to set up just so I could play a mod online with friends!!
 
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