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-Being able to wield any book as an improvised weapon that does no more than 1D4 blunt damage. Sorcerers and Wizards could carry magical tomes of power (aside from their spellbooks) in their hands while the more zealous Paladins and Clerics could bash undead skulls with a one-handed weapon and a holy book in their off-hand.
-The ability to directly write in a book or paper note item, something that's already implemented by certain modules and PWs but would be great to have by default. Being able to apply a wax seal to a letter could improve the system further.
-Food. I like to visit taverns that let my character sit down to have a meal and I would like to be able to purchase and carry food rations. When used, food rations could make characters rest 50% faster or provide some other minor and optional benefit. Evil characters could attempt to poison food. A variety of food and books do a lot to deepen the immersion and atmosphere of many RPGs. Cooking could be added as a skill if some way to make it useful is found. Hunger implementation is best left to module builders though.
-Make the less useful skills more useful by giving them additional uses that aren't dependent
on module integration. An example would be improving the bluff skill by allowing players to disguise themselves with it, which could help justify putting points into that skill even if someone is playing a module where bluff is otherwise useless.
-Characters are unable to crouch, crawl, swim, climb, grapple opponents or wield a spear 1-handed (with or without a shield).
On the subjects of feats relating to weapons - Weapon Style feats, any of them that might-tempt-optimizers / mechanically-reward supotimal away from Scythe/Rapier/Kukri type builds. Eg Crescent moon, Hammer's edge, Spinning Halberd.
Feature: Monk flurry with quarter-staff...Ok should probably be able to flurry with all monk weapons but Quaterstaff would be my priority choice. Monks already have unarmed flurry and flurry with the kama, would be nice to flurry with a 2 handed weapon for appropriate strength bonus they may have to apply.
Expanded or Altered Subrace system. Rather than the player typing in the subrace a selectable choice..I'd guess the various Forgotten Realms subraces by default with the option for mods/haks to add further selections.
Additional Class: WARLOCK! - The primary reason I keep NWN 2 around. The ability to limitlessly cast always keep bringing me back to that class. I suspect there are others who would certainly agree there.
Class Modification: Sorcerer - More spells at epic levels. Though it makes sense a wizard has additional feats since they have to prepare spells, the sorcerer ends up a bit left out at the higher levels (at least it feels that way for me). I usually end up multiclassing, and usually end up regretting it due to poor stats.
Prestige Class: Sorcerer/Monk hybrid - Just isn't a viable build without Red Dragon Disciple, and even then rather flimsy. As a sorcerer has a sort of "innate arcane skill" a sorcerer/monk build is rather appealing to me.
Obviously, the above would need to be balanced. Though NWN by its very nature tends to be about tactics and planning, the warlock gave things a more "hack and slash feel" as a magic user (if one was looking for that). Being a more casual gamer, it allowed me to jump into things a bit easier. I love playing a sorcerer, but almost always end up feeling gimped and going back to wizard.
Finally, I just wanted to say to Beamdog that you've done a remarkable job at bringing back an old classic. Having been a software engineer for over 20 years, I know that working with old code can be like walking through a minefield. Every change must be carefully checked to avoid breaking compatibility with pre-existing modules/haks. I eagerly look forward to your upcoming changes, and hope to see my recommendations come to fruition one day!
Also, letting players use the Intimidate skill in combat to make enemies Shaken (similar to using the Taunt skill) would be nice, seeing as it had that use in D&D, and typically it isn't quite as good as Persuade as a dialogue skill because it's "more evil".
A little idea floated around my head recently, and although I know this is not likely going to be considered, I was wondering if Beamdog would be interested in making the original 3 campaigns, but an enhanced version, so at the main campaign select screen, you have a choice of OC, SOU, HOTU classic, and OC, SOU, HOTU enhanced. I know it's a limited engine, but I'm interested to see how the originals could be improved upon. My main issue with these games is how often you're limited to one (2 in HOTU) companions, with all their awful ai. Even if I can't control or manually level up my own party, I think it'd be great to go with a full group, considering it doesn't nerf EXP gained, too hard. It's also a pain knowing exactly how necessary a rogue is, with the hordes of locked treasure chests and traps around the place. It'd also be nice to see more dialogue checks here and there, new and interesting areas, redesigned areas... I guess that just comes from me enjoying director's cuts and other such things that reinvent certain things.
Regarding skills, I've always been dismayed regarding NWN, and 3rd edition in general. Perception and stealth being broken up into so many separate skills just kind of killed playing the rogue for me; you pretty much had to pump INT or roll human. I'd like to see something like the able learner feat, or at least something that allows us to become proficient in a skill, even if it's simply choosing bonus proficiencies at first level, or using a feat.
So yeah, tl;dr all my wishlists for the game essentially come hand in hand with changing the 3.0 rules, and I know that's not what people want, in the long run. I want red dragon disciple to come with some spellcasting progression, or for druids to be able to take natural spell, but that's a limitation provided by the ruleset, not the original game design.
I'm looking forward to seeing how NWN is improved upon in the year.
I'm not sure if the deities of 3.0/3.5 era Forgotten Realms or whatever the current lore says deities are would be most appropriate - My gut says with the setting that it should be a choice of the 3.0 deities with pantheoistic and atheist available for non-clerics.
2. Add the ''loot all'' button support
3. Add more quick bars as shown on the screenshot https://pp.userapi.com/c621513/v621513835/3d3f6/w31_pHJ7_qI.jpg It should be mentioned that additional quick bars on ''ctrl'', ''shift'' and ''alt'' do not have hot keys.
4. Make it possible for potions to be automatically transported not in the general inventory, as t s now, but to a particular container, depending on the player's needs.
5. The main character sometimes doesn't want to run in a particular direction, in case it is hill or mountain, though in case there is a crate, the character will run to it without problems.
6. The main character often have movement problems, especially when it comes to walls.
7. Add new animations. For example, make it possible to a character to stand holding his sword on a shoulder.
8. The scrolling becomes a difficult task in case you have many additional portraits. It would be useful to divide portraits on ''portrait lists'', 100 portraits each, to resolve this problem.
9. Could you add an opportunity to enlarge the current size of inventory?
10. Make it possible to have 99 stacks of each item.
11. Mass buffing spells cover even those, who are behind the wall.
12. Add the ability to note on the map the place where the main character should go.
13. While playing the persistent world regime there is a bug, that allows players to ''clone'' the unique equipment illegally, and that crushes the game.
14. The persistent worlds should have the opportunity to support more than one language at the same time.
15. Make a good chart. Add the hotkey support, for example to copy and paste the text.
16. Add more panels for spells.
17. Could you add various fonts for the chat in multiplayer?
18. Fix the polymorph, so that druid would have the ability to cast while in a wild shape
19. Taking off the armour or weapon in case there is no spare place in the inventory makes the game crushed.
20. When we create the character, we have a standard biography. To delete it we use ''backspace'' button. Make
21. Do you plan ios/android versions of NWN:EE??
22. Some familiars may attack the player in the non-PvP zones. Beholder, for instance.
23. Some spells may damage the player even if he is not in the damage zone anymore.
24. In case there are too many items dropped at one place, it is too difficult to choose the one we want to get back. Could you add the support of the inventory-screen, like when we are opening the chest or smth.
25. Enlarge the inventory screen for crates and boxes.
26. Make it possible to ''switch'' the inventory depending on the types of items.
27. Make it possible for items of the same type in containers to stuck with each other.
28. In case you cast ''enhanced'' spell and after it you are trying to cast the ordinary one, it would have the enhanced effect as well.
29. Will the Pale Master be granted with the ability to upgrade his spellcaster level while leveling up?
30. Counter spell bug. You may use the spell right after using this fit.
31. Pale Master's Dark Vision is not working properly.
32. Pale Master's Deathless Master's Touch is killing characters even in a non-PvP zone.
33. Activated player's game map is closing after we load the game so that we have to activate it once more to appear on the screen.
36. Make it possible to edit the biography of your character while in game.
37. Make the elements of UI more transportable.
38. In case we have too many spell effects on a character, not all of them are displayed at the top of the screen.
39. In case we choose RAD Game Tools RSX 3D Audio in the audio settings of the game, it makes the game crush.
40. Make the mirrors reflective.
41. The choosen diety should be
presented at the list of the character.
42. Add the quick-load button.
43. Make the game video HD.
44. Let the players know the current duration of effects, cated on a character.
45. Add the support for male and female dialogue options.
46. Add the opprtunity to see the description of an item without clicking right mouse button.
47. Add the function for a map to switch automatically depending on the size of the location.
48. Make the keyboard setting more flexible.
Adding Subraces and more Base races like:
Dwarven Subraces (Hill, Mountain, Duegar)
Gnome Subraces (Rock, Deep)
Elven Subraces (Moon, Wood, Sun, Eladrin)
Halfling Subraces (Stout, Lightfoot)
Genasi and Genasi Subraces (Earth, Air, Fire, Water)
Dragonborn and Dragonborn Subraces (I don't feel like mentioning all the different types, both Metallic and Chromatic)
Tieflings (Note: Already makes several appearences in the base game in "Hordes of the Underdark")
These are just the most well accepted of the various playable races, others like Aasimar and Goliaths or even something a bit more exotic like a Tabaxi or Tortles may also have a place in the game but I imagine their addition may be a bit more controversial and harder to implement.
Now for classes, I think we should see a similar philosophy on what classes to add with Warlock being the most obvious as it is present in 5th edition. Perhaps we could see others that also appeared in various other editions such as:
Psionic - "Mind Magic"
Runecaster - Magic of Runes
Shaman - Deriving power from Spirits and Ancestors (In NWN2 aswell)
And Prestige classes:
Arcane Trickster - Combining Magic with Rogue like abilities (3.5 Prestige class; was in NWN2 aswell)
Loremaster (3.5)
Eldritch Knight - Complementing Fighting with Magic(3.5 Revision)
Hierophant - Gaining abilities specific to one's deity (3.5 Revision, Note: not too disimilar to the idea behind Champion of Torm)