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Новости
NardДата: Среда, 03.10.2007, 12:06 | Сообщение # 1
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появился перевод от [rus] для 1.10 , правда на простой НвН2 без аддона
http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=65
 
NardДата: Суббота, 20.10.2007, 23:51 | Сообщение # 2
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в понедельник будет анонс первого премиум мода для НВН2 - Neverwinter Nights 2: Mysteries of Westgate
http://nwn2forums.bioware.com/forums....rum=109
http://www.alazander.blogspot.com/

надюсь контетнт из модуля (тайлсет , монстры и т.д.) добавят через будущие патчи как это было в НВН1

 
NardДата: Суббота, 20.10.2007, 23:57 | Сообщение # 3
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Neverwinter Nights 2 Community Update обновился
http://forums.obsidianent.com/index.p....ntry=93
 
OranjДата: Воскресенье, 21.10.2007, 00:04 | Сообщение # 4
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Nard, спасибо, щас почитаем

Заработай деньги в интеренете вместе с UcoZ
Качественный Бесплатный хостинг от UcoZ
Травиан - браузерная игра
 
NecrosisДата: Воскресенье, 21.10.2007, 00:27 | Сообщение # 5
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Neverwinter Nights 2: Mysteries of Westgate между прочим это французики сделали smile

Zhentarim.ru - Neverwinter Nights 2 Persistent World
 
skirmirДата: Воскресенье, 21.10.2007, 12:18 | Сообщение # 6
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Вот текст анонса:

Atari Announces Neverwinter Nights™ 2

Adventure Pack DIGITAL DOWNLOAD COMING AUTUMN 2007

- ‘Neverwinter Nights 2: Mysteries of Westgate’ Delivers New Story, Quests, Characters, Music and More to the Community -

LYON, FRANCE – 22 October 2007 – Atari today announced the forthcoming launch of the first Neverwinter Nights™ 2 Adventure Pack to be available exclusively via digital download, bringing a wealth of new content to the Neverwinter Nights 2 experience and growing the franchise still further. Created by Atari and some of the most prominent members of the Neverwinter Nights 2 communities, Neverwinter Nights 2: Mysteries of Westgate provides hours of additional entertainment with all new engrossing storylines, professional voice acting, enchanting musical scores, new in-game content, and much more. Neverwinter Nights 2 is set in the DUNGEONS & DRAGONS® Forgotten Realms® universe created by Wizards of the Coast, a subsidiary of Hasbro, Inc. (NYSE: HAS). DUNGEONS & DRAGONS is under license from HPG, the licensing division of Hasbro.

Developed by Ossian Studios, Neverwinter Nights 2: Mysteries of Westgate is the first full featured Adventure Pack available from Atari. Set in the infamous Forgotten Realms city of Westgate, players find themselves in possession of a powerful but cursed treasure that threatens to destroy them. Linked to the underworld organization known as the Night Masks, the treasure will draw players into a city-spanning clash between warring factions. Players must choose their allegiance in order to break the curse and ultimately uncover a plot that threatens Westgate itself.

“Neverwinter Nights 2 and the influence of this phenomenal brand continues to grow through the tremendous work done by the committed and highly active fan community who have mastered Obsidian’s toolset to create deeply involving new adventures,” said Mathias Hautefort, Executive Vice President of publishing and production, Atari. “Our successful work with independent developer Obsidian in creating the original game is now being enhanced by our collaborative efforts with these highly talented and emerging studios such as Ossian Studios, and the result is nothing less than the fans would expect of Neverwinter Nights: high production values, engrossing storylines, and long, involving campaigns.”

From the creators of the critically-acclaimed Neverwinter Nights module, Darkness over Daggerford, Neverwinter Nights 2: Mysteries of Westgate will feature a non-linear, open-ended single-player campaign with numerous side quests covering more than 15 hours of game play. Atari’s new Adventure Pack will also feature 3 new companions; an entirely new underground sewers tile set themed after the seedy underbelly of Westgate; a host of new monsters to do battle with, including some truly epic foes; an exciting new and original musical score; as well as thousands of new lines of professionally recorded dialogue.


Кошки всегда приземляются на лапаы. Хлеб всегда падает маслом вниз. Подброшенная кошка с привязанным к спине хлебом будет парить в состоянии квантумной нерешительности.

Сообщение отредактировал skirmir - Воскресенье, 21.10.2007, 12:19
 
RaptorДата: Воскресенье, 21.10.2007, 16:08 | Сообщение # 7
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Советую заглянуть сюда.

You cannot kill what you did not create.
 
skirmirДата: Пятница, 26.10.2007, 09:21 | Сообщение # 8
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Atari/Ossian Mysteries of Westgate Interview

1) When was Ossian Studios first contacted about the reinstatement of the premium module program, now called the adventure pack program?
Alan Miranda: We started talking with Atari shortly after the release of Darkness over Daggerford for NWN1, back in late August 2006. They contacted us to see if we wanted to get setup with the NWN2 beta, which of course we were very keen on. It was at that point that we began discussing what Ossian Studios could do for the NWN2 franchise, as we had successfully done for NWN1 with Daggerford, a game which has won several awards and had over 44,000 downloads since release. As far as I know, it's always been Atari's intent to support the NWN2 community and release official content to fans, much as the premium modules were done for NWN1, so developing the first NWN2 adventure pack for them has been great.

2) How much work is being done by Ossian Studios versus Obsidian?
Alan Miranda: All development on "Mysteries of Westgate" (or MoW) is being done by Ossian Studios, from concept to finished product. What we receive from Obsidian is mainly technical support and help with questions that we have about NWN2. For the work done on MoW, Ossian handles the design, art, and audio production, as we already have experience in these areas.

3) Was Ossian given the opportunity to select the background for the first adventure pack?
Alan Miranda: Yes, Atari asked Ossian to choose the setting for the adventure, subject to Wizards of the Coast approval, and we eventually selected Westgate. We submitted a few proposed settings for the first adventure pack after sifting through many different Forgotten Realms locales and taking into account what fans had posted on the forums as to their favourite locations. However, we felt that Westgate offered the largest potential.
Strangely enough, our very first proposal was to set the game in Rashemen, with plenty of berserkers, witches, and telthors (and a splash of firewine!). There's a tremendous amount of mysticism there for an epic, role-playing adventure. Of course, we were soon informed that the setting had already been taken by MotB, so we picked something else.

4) Why was the Dragon Coast in general and Westgate in particular chosen for the setting for NWN 2: Mysteries of Westgate?
Luke Scull: The Dragon Coast has been described as a nest of vultures and thieves, a place where anything goes, and nowhere is that more apparent than in Westgate, the most powerful city in the region. We really wanted to tell a story brimming with intrigue and mystery, where myriad factions all tussle for dominance and the player is never sure where his or her true allies lie. With its cutthroat nature and complex political structure, Westgate was a perfect fit. It also represents a new and relatively unexplored setting for players who have had their fill of the Sword Coast over the years.
Alan Miranda: As Luke has said, the nature of Westgate itself is of a cutthroat metropolis of great racial diversity, which offers an ideal backdrop to weave an adventure into. We were looking for something different than the previous NWN1 games as well, and the challenge of doing a city-based game (vs a countryside exploration like in Daggerford) was an attractive one. I think city-based adventures require a lot of work to keep areas from feeling like non-interactive, empty backgrounds, and the team has really tried its best to develop significant sidequest content within the scope of the game.

5) Westgate is considered to be a city full of thieves and scoundrels and is also home to the Night Masks. Will this background play a part in the module and, if so, how?
Luke Scull: The Night Masks go hand in hand with Westgate, so it's no surprise that their presence looms large in the backdrop against which our story is set. Thieves and scoundrels abound, but they are often only minor players compared to the other evils that lurk within the city: some hidden, others not hidden yet masquerading as something else entirely, and yet others not truly evil at all but rather driven to dark deeds because the ends justify the means.

6) What is the basic storyline for NWN 2: Mysteries of Westgate?
Luke Scull: The storyline begins with the player seeking to rid themselves of a cursed object, one that haunts their dreams and threatens their very sanity. After learning from an old sage that the object is inextricably linked to the nefarious organization known as the Night Masks, the player catches the next ship to Westgate in the hopes of uncovering the cure to the curse. Soon afterwards, the player is drawn into a vicious street war between factions. Players must choose their allegiance in order to break the curse and ultimately uncover a plot that threatens Westgate itself.

7) Where in the timeline of Westgate and the Dragon Coast does this story fall?
Luke Scull: The story begins on the 30th day of Marpenoth (October in our calendar), 1372 DR - sometime after the most recent documented events within the region. (Ed. Note: Check out this word doc timeline from Wizards.com)

8) Will any character type and/or alignment fare better than another in Mysteries of Westgate?
Luke Scull: Mysteries of Westgate has been designed to provide a balanced experience for all character races, classes, and alignments. As the module is very role-play-focused, classes with varied skills such as bards and rogues will, in some situations, have an easier time of it than melee-orientated classes. Conversely, characters with strong martial skills may have an easier time overcoming the terrifying array of enemies pitted against them, should combat prove inevitable. Paladins, and priests of good deities, may have a small advantage against the more fiendish or unholy enemies in the game.
I wanted to make alignment a real factor in Mysteries of Westgate. Most modern RPGs allow the player a certain amount of freedom, but draw the line at anything that will really affect the outcome of the story, funneling the player down a certain path as a story reaches its climax. While I appreciate the advantages of this approach, I wanted to do something more, to empower the player to make the choices a real chaotic evil character might. Therefore, in Mysteries of Westgate, actions have huge consequences. Whether the player is the scourge or savior of the city is ultimately up to them.

9) Some fans had suggestions for improvements in the Daggerford module. Have any of those suggestions been included in Mysteries of Westgate and, if so, which ones?
Luke Scull: While Daggerford was wonderfully received, there were some aspects of it identified by players as a little weak when compared to the things the module did very well. The core path story, for example, was somewhat lackluster and short on surprises. The henchmen were bland and underdeveloped. Both these areas have been given huge attention in Mysteries of Westgate. I'm particularly pleased with our companions, who are exceptionally deep and have interesting personalities with detailed histories and strong opinions of their own. We even have unique quests for each companion, all of which have different endings depending on the player's influence - or lack thereof.
Alan Miranda: We do our best to listen to what our fans have to say and to address their valid concerns. There were some excellent aspects to Daggerford, such as the world exploration and area design, the multitude of unique sidequests, and the sheer volume of fun dialogue (almost 200,000 words). But when we shipped the game, we knew the henchmen were still too bare bones, yet there was nothing we could do about it because we had run out of time. On MoW though, I'm extremely impressed with what the writers have accomplished with the companion characters. And MoW's core story, with its branching paths, should easily satisfy Daggerford fans who were wanting more plot intrigue and choice.

10) Who wrote the story for Mysteries of Westgate and is the story based on PnP or tabletop adventures or is it a completely new creation?
Luke Scull: The story is a completely original creation and very much a collaborative effort between Alan and I. We initially discussed the central plot theme, working out how best to fit this within Westgate's complex background and lore. Alan then came up with the first draft of the story, which I filled out further. After many hours spent editing and sending the document back and forth, we finally arrived at a place we were both happy with. I should mention that Mat Jobe, one of our writers, created the original cursed item concept. All of the writers on the team also contributed towards fleshing out the minor story details and coming up with cool additions.

Взято от сюда.


Кошки всегда приземляются на лапаы. Хлеб всегда падает маслом вниз. Подброшенная кошка с привязанным к спине хлебом будет парить в состоянии квантумной нерешительности.
 
skirmirДата: Пятница, 26.10.2007, 20:01 | Сообщение # 9
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Скрины Mysteries of Westgate:



Кошки всегда приземляются на лапаы. Хлеб всегда падает маслом вниз. Подброшенная кошка с привязанным к спине хлебом будет парить в состоянии квантумной нерешительности.

Сообщение отредактировал skirmir - Пятница, 26.10.2007, 20:03
 
BOGUSДата: Пятница, 26.10.2007, 20:06 | Сообщение # 10
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КАК у тебя получается ТАКОЙ размер!!?? Мне это жизненно необходимо! Для всего Кэндлкипа!

From Candlekeep Inn to Friendly Arm. Tavern for Dwarf also is a field off battle!
 
skirmirДата: Пятница, 26.10.2007, 20:30 | Сообщение # 11
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Попробуй ставить в отдельную строчку.
Еще скрины:



Кошки всегда приземляются на лапаы. Хлеб всегда падает маслом вниз. Подброшенная кошка с привязанным к спине хлебом будет парить в состоянии квантумной нерешительности.

Сообщение отредактировал skirmir - Пятница, 26.10.2007, 20:49
 
BOGUSДата: Суббота, 27.10.2007, 20:06 | Сообщение # 12
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skirmir, я понял как у тебя такие здоровые изображения: в настройках ИмаджШака у тебя 1024х768!

From Candlekeep Inn to Friendly Arm. Tavern for Dwarf also is a field off battle!
 
BOGUSДата: Пятница, 02.11.2007, 18:47 | Сообщение # 13
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Боги! Как давно я это писал! Кто-нибудь знает, что происходит в кино по ДнД?

From Candlekeep Inn to Friendly Arm. Tavern for Dwarf also is a field off battle!
 
RaptorДата: Суббота, 03.11.2007, 21:55 | Сообщение # 14
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Интересное обновление от Community Blog.

You cannot kill what you did not create.
 
BOGUSДата: Суббота, 03.11.2007, 22:14 | Сообщение # 15
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Ну, Raptor, вот это подарок! Я только снёс весь nwn2+motb, теперь снова запишу.

From Candlekeep Inn to Friendly Arm. Tavern for Dwarf also is a field off battle!
 
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