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skirmirДата: Понедельник, 03.12.2007, 16:00 | Сообщение # 31
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Сборник интервью от Gamer Zer0 о 4 редакции(и почем, связанным с ДнД). Все на youtube, так что все без анлима смотрите стоит просмотр того или нет.

Собрание инфы о 4 редакции и прочих фишках.

Форум посвященный D&D Insider.


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 - Понедельник, 03.12.2007, 17:00
 
skirmirДата: Пятница, 07.12.2007, 11:44 | Сообщение # 32
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Интервью о "Драконах весенних сумерек".

1) How much of the three books is covered in the movie?
Cindi Rice: The film is an adaptation of the first book in the trilogy, Dragons of Autumn Twilight.

2) Why Kiefer Sutherland for the voice of Raistlin?
Cindi Rice: We thought he would be perfect for the role not only because he is an amazing actor but he also has a distinctive voice, with a naturally raspy, breathy quality, which we felt would help convey Raistlin's distinctive illness and quiet power.

3) Is Tas portrayed as a thief like he is in the books?
Cindi Rice: We tried to follow Margaret & Tracy's careful balance with Tasslehoff, portraying him as a fun-loving "acquirer". While he is definitely a "thief" in game terms, it's important to keep in mind that as a character, Tas does not see himself like that at all. He doesn't plan to steal or take things from anyone, and he's always happy to give them back if anyone notices. This may seem like a fine line, but it's one of the many things that make him so fascinating as a character. Tas just unconsciously collects things that attract his attention (no matter who happens to possess them at the time), though he is genuinely surprised if anyone accuses him of stealing something.

4) When casting for each character, what was it that you were looking for?
Cindi Rice: Obviously, the most important thing was finding talented actors, as well as making sure all the voices were distinct from one another, though each character did have key qualities we wanted to embody through their voices. For Tas, we were seeking a voice that could combine eager enthusiasm and innocence. For Flint, we needed to convey his friendly gruffness, in contrast to Fizban, who had to come across both bumbling and lovable. Tika needed to be vibrant and coy, while Laurana's voice should seem both naïve and regal. Sturm's voice required quiet strength and nobility, and we felt that Goldmoon should sound wise and steadfast. Tanis was probably the hardest, since he needed to seem haunted and uncertain, while also instilling confidence as the default leader of the companions.

5) What style of animation will the movie use?
Cindi Rice: The movie is a hybrid of 2D and 3D animation.

6) What bonus features will the DVD have?
Chris Dreyer: Special Features - There are two very short segments / slideshows. One shows early test animation, the other shows the original character line art. We knew the fans would want additional content besides the film so we put these two pieces on. We originally had looked into archived footage from past conventions etc. but with clearances etc. we simply didn't have enough time. However, if the opportunity ever arises for a special edition we would absolutely endeavor to get additional content. But we think fans will be pleased with the overall release that will be available on Jan 15

7) How long did it take to produce?
Cindi Rice: We began working on the script with George Strayton in March 2005, we began character designs in March 2006, animation commenced in August 2006, and final post-production was just recently completed.

8) Are there plans for other releases?
Cindi Rice: From the beginning, we hoped to produce this as a series of films, adapting as many of the books as we could. Obviously, sequels will depend on how well this first release performs, but we've already begun planning the next one.

9) Will it be available worldwide?
Chris Dreyer: Paramount international is currently determining which international markets they will release the dvd. But it will for sure be released in territories outside the U.S.

10) What were some of the challenges in creating the movie?
Cindi Rice: The biggest challenge was probably with the script. Dragons of Autumn Twilight is a huge story with a large group of characters, so it was not easy to adapt into a 100-page script. Luckily, Margaret & Tracy were extremely helpful in identifying the heart of the story, guiding us through the process of choosing what elements to focus on for the film.

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.

Сообщение отредактировал skirmir - Пятница, 07.12.2007, 11:48
 
skirmirДата: Пятница, 07.12.2007, 12:37 | Сообщение # 33
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Список(думаю, неполный) изменений в следующем патче(скорее всего - бета), запланированом на понедельник.

Bug Fixes in 1.11

General

Stealth was previously not functioning properly. It is now functioning as designed.

Opening the Game Options window will no longer reset the camera focus of Strategy Mode.

The Dwarven Defender’s Defensive Stance should now function properly.

An exploit was fixed that allowed players to increase their CON by unequipping and re-equipping items.

A message will now be displayed if a character cannot equip an item due to being Frightened.

The “Enable Buy/Sell Confirmation” option will now properly retain its state when you exit the game.

Duergar are now properly ECL +1 rather than ECL +2.

Mask of the Betrayer Fixes (WARNING: Spoilers)

The Spirit Eater abilities Supress, Gorge and Ravenous Incarnation will no longer alter the PC's alignment.

The Lobby Level-up conversation will no longer lock out other players from leveling up.

Some animation issues with the Faceless Man have been addressed.

Okku will now properly speak in several situations where he was not previously.

Several of Okku’s animations have been fixed to prevent graphical glitches that were occurring.

Okku’s Paw weapon will now always upgrade properly as he gains levels.

Okku now gains Regeneration at the Devoted Influence level.

Party members should now always be properly restored when returning from dream states.

The Death Knight’s Abyssal Blast ability will now cause only one Reflex save.

You can no longer use Provoke Spirit on the Priest in the Death God’s Vault – doing this would cause you to not be able to access the furnace.

The dialogue between Magda and Gann in the Veil Theater will now only occur if Gann is in the party.

The conversation with Shelvedar will no longer drop if the player is female.

Animal Companions will no longer break events in the Ice Troll Lodge.

Occasionally, Spirit Energy would not be properly deducted when travelling from Mulsantir to Ashenwood and vice-versa. This has been fixed.

The Sealed Passage in the Middle Barrow is no longer referred to as sealed once it has been opened.

The Silver Sword ability Infinite Resonance will now function properly.

Casting 0-level spells onto the Silver Sword will now properly add charges.

Safiya will now properly grant Improved Empower Spell at Loyal and Devoted levels of Influence.

The player can no longer encounter a progression break when using Soul Housing No. 184 to free Ammon Jerro before completing the Conflicted quest.

The Spirit Energy meter will no longer remain after defeating the Faceless Man.

Toolset

Several crashes have been addressed in the Creature Appearance Wizard.

DM Client

On the DM's Context menu, if you are controlling the DM avatar the non-DM heal skill will not show up. If you possess another creature, the non-DM heal skill will show up.

Scripting

EffectDeath() now has a new parameter that will make it so that any visual effects on the creature aren't purged (With the exception of mobility imparing effects, like stun, paralysis, etc).

Spells

Enervate will always display its visual effect properly and will now only roll one ranged touch attack.

Lionheart can now be scribed to a scroll.

Extract Water Elemental can now be scribed to a scroll.

Many spells which previously were not able to be used to craft wands now work.

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.

Сообщение отредактировал skirmir - Пятница, 07.12.2007, 12:42
 
OranjДата: Пятница, 07.12.2007, 13:59 | Сообщение # 34
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Спасибо за новости smile

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skirmirДата: Суббота, 08.12.2007, 12:24 | Сообщение # 35
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Блог Обсидиана обновился.

Кошки всегда приземляются на лапаы. Хлеб всегда падает маслом вниз. Подброшенная кошка с привязанным к спине хлебом будет парить в состоянии квантумной нерешительности.
 
OranjДата: Суббота, 08.12.2007, 14:28 | Сообщение # 36
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Еще вчера в новостях отписался smile

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skirmirДата: Суббота, 08.12.2007, 14:41 | Сообщение # 37
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bag booze

Кошки всегда приземляются на лапаы. Хлеб всегда падает маслом вниз. Подброшенная кошка с привязанным к спине хлебом будет парить в состоянии квантумной нерешительности.
 
NardДата: Вторник, 11.12.2007, 09:35 | Сообщение # 38
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патч 1.11 наконец-то появился http://nwn2forums.bioware.com/forums....rum=109
интересно , что это не бета , а сразу релиз
обзидиан видимо переходит на другую модель разработки патчей , надеюсь в обещанный 6 недельный период разработки они будут укладываться и 1.12 мы увидим в конце января
 
Logan_120Дата: Вторник, 11.12.2007, 13:15 | Сообщение # 39
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skirmir везде новости пишет, и тут и на моём)))
как успевает?
 
OranjДата: Вторник, 11.12.2007, 14:04 | Сообщение # 40
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Nard, спасиб за новость, а уже забыл про то, что патч в начале этой недели должен был выйти smile

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NardДата: Среда, 12.12.2007, 10:19 | Сообщение # 41
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оказывается , что часть спеллов из 1.12 попавших по ошибке в 1.11 вполне рабооспособны (хотя могут и глючить вероятно) , вот их список в количестве 12и штук:

Arc of Lighting
Conjuration (Creation) [Electricity]
Level: Druid 4, sorceror/wizard 5
Components: V, S
Range: Close
Area: A line between two creatures
Saving Throw: Reflex half
Spell Resistance: No

This bolt deal 1d6 points of electricity damage to per caster level (maximum 15d6) to both creatures and to anything in the line beteen them.

Blades of Fire
Conjuration (Creation) [Fire]
Level: Ranger 1, sorceror/wizard 1
Components: V
Range: Touch
Targets: Up to two melee weapons you are weilding
Duration: 2 rounds
Saving throw: None
Spell Resistance: None

Your melee weapons each deal an extra 1d8 points of fire damage. This damage stacks with any energy damage your weapons already deal.

Bladeweave
Illusion [Pattern]
Level: Bard 2, Wizard/Sorcerer 2
Components: V
Range: Personal
Target: You
Duration: 1 round/level
Saving Thow: See Text
Spell Resistance: See text

For the duration of the spell, your weapon gains the ability to daze opponents who fail their will save for one round. The save is calculated based on the caster's abilities.

*NOTE* Currently the save is set at 16, need further support to make save based on caster level.

Blood to Water
Necromancy [Water]
Level: Cleric 7
Components: V, S
Range: Close
Effect: Up to five living creatures withint a 30ft. radius.
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

You transmute the subjects' blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.

NOTE: The spell specifies that water and fire subtypes are immune to this spell. I am fine with ignoring this rule or special casing fire/water genasi and fire giants from the list. Outsiders, elementals, undead, etc, are already covered under the "living targets" rule.

Bodak's Glare
Necromancy [Death, Evil]
Level: Cleric 8
Components: V, S
Range: Close
Target: One living creature
Duration: TBD
Saving Throw: Fortitude negates
Spell Resistance: Yes

Upon completion of the spell, you target a creature within range. That creature dies instantly unless it succeeds on a Fortitude save.

If you slay a humanoid creature with this attack, it will return as a bodak under your control.

*NOTE* Currently using zombie as bodak place holder, also duration set at caster level is temporary as well

Dehydrate
Necromancy
Level: Druid 3
Components: V, S
Range: Medium
Target: One living creature
Saving Throw: Fortitude negates
Spell Resistance: Yes

You afflict the target with a horrible, dessicating curse that deals 1d6 points of Constitution damage, plus 1 additional point of Constitution damage per three caster levels, to a maximum of 1d6+5 at 15th level. Oozes and plants are more susceptible to this spell than other targets. Such creatures take 1d8 points of Constitution damage plus 1 additional point of Constitution damage per three caster levels to a maximim of 1d8+5.

Animalistic Power
Transmutation
Level: Cleric 2, Druid 2, duskblade 2, ranger 2, sorceror/wizard 2
Components: V, S
Range: Touch
Target: Creature touched
Duration 1 minute/level

You imbue the subject with an aspect of the natural world. The subject gains a +2 bonus to Strength, Dexterity, and Constitution.

Healing Sting
Necromancy
Level: Druid 2
Components: V, S
Range: Touch
Targets: You and one living creature
Saving Throw: None
Spell Resistance: Yes

Focusing the power of negative energy, you deal 1d12 points of damage +1 per caster level (maximum 1d12+10) to a living creature and gain and equal amount of hit points if you make a successful melee touch attack. A healing sting cannot give you more hit points than your full normal total. Excess hit points are lost.

Living Undeath
Necromancy
Level: Cleric 2
Components: V, S
Range: Touch
Target: Creature Touched
Duration: 1 minute/level

The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed with no seeming ill effect. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead.

While the spell is in effect, the subject takes a -4 penalty to Charisma score (to a minimum of 1).

Nightshield
Abjuration
Level: Cleric 1, sorceror/wizard 1
Components: V, S
Range: Personal
Target: You
Duration: 1 minute/level

This spell provides a +1 resistance bonus on saving throws; this resistance increases to +2 at caster level 6th, and +3 at caster level 9th. In addition, the spell negate magic missile attacks directed at you.

Conviction
Abjuration
Level: Cleric 1
Components: V, S
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 bonus at 18th level).

Castigate
Evocation [Sonic]
Level: Cleric 4, paladin 4
Components: V
Range: 10 ft.
Area: 10-ft.-radius burst centered on you
Saving Throw: Fortitude half
Spell Resistance: Yes

All creatures whose alignment differs from yours on both the law-chaos and good-evil axes take 1d4 points of damage per caster level (maximum 10d4). All creatures who alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.

For example, a lawful good cleric who casts this spell deals full damage to any creature that is not lawful and not good, half damage to any creature that is lawful or good (but not both), and no damage to lawful good creatures.

A fortitude saving throw reduces damage by half.

остальные 8 совсем сырые как я понял и для них нет даже нормальных иконок в спеллуке

 
skirmirДата: Среда, 12.12.2007, 11:39 | Сообщение # 42
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Quote (Nard)
Animalistic Power
Transmutation
Level: Cleric 2, Druid 2, duskblade 2, ranger 2, sorceror/wizard 2
Components: V, S
Range: Touch
Target: Creature touched
Duration 1 minute/level
You imbue the subject with an aspect of the natural world. The subject gains a +2 bonus to Strength, Dexterity, and Constitution.

hands


Кошки всегда приземляются на лапаы. Хлеб всегда падает маслом вниз. Подброшенная кошка с привязанным к спине хлебом будет парить в состоянии квантумной нерешительности.
 
OranjДата: Среда, 12.12.2007, 15:49 | Сообщение # 43
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Nard, спасибо, новость - бомба, а то я еще не запускал игру после патча smile

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NardДата: Среда, 12.12.2007, 22:50 | Сообщение # 44
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поставил патч - для всех новых спеллов к сожалению нет нормального описания в спеллбуке и для некоторых даже нормальных иконок

а так спеллы работают и их описание скорее всего взяли прямо из скриптов

возможно найдется человек в коммунити который подцепит названия и описания для уже работающих спеллов и скроет неработающие , тогда ими будт возможно пользоваться как нормальными

Сообщение отредактировал Nard - Среда, 12.12.2007, 22:53
 
LoveGunДата: Четверг, 13.12.2007, 05:06 | Сообщение # 45
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Quote (skirmir)
duskblade
Или я что-то не понял, или одно из двух smile Планируется добавление этого класа?


Безбашенный пофигист
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