New Development Build ready for testing
JuliusBorisov
Member, Administrator, Moderator, Developer Posts: 22,754
New Development Build for Neverwinter Nights: Enhanced Edition is coming to Steam, GOG, and the Beamdog Client!
🔥New HDR-bloom postprocessing effect
🗨️Improvements to the gameplay UI
🏃♂️Significant performance improvements
🛠️Over a hundred bugfixes
This release is being developed for personal enjoyment and out of goodwill for our fellow players and creators by unpaid software engineers from the NWN community:
- clippy, Daz, Jasperre, Liareth, niv, shadguy, Soren, Squatting Monk, tinygiant, virusman
To our fellow community:
Thank you all for keeping this shared adventure alive.
Please note this is a work-in-progress and not a full final patch release yet. Playtest - or just play - using the new branch, and provide your feedback!
Highlights
See https://nwn.beamdog.net/docs/ for the full list of over 300 changes.
You are cordially invited to join the NWN community developer Discord, here: https://nwn.beamdog.net/discord/
Kindly report issues you find at https://github.com/Beamdog/nwn-issues by following the instructions provided there.
🔥New HDR-bloom postprocessing effect
🗨️Improvements to the gameplay UI
🏃♂️Significant performance improvements
🛠️Over a hundred bugfixes
This release is being developed for personal enjoyment and out of goodwill for our fellow players and creators by unpaid software engineers from the NWN community:
- clippy, Daz, Jasperre, Liareth, niv, shadguy, Soren, Squatting Monk, tinygiant, virusman
To our fellow community:
Thank you all for keeping this shared adventure alive.
Please note this is a work-in-progress and not a full final patch release yet. Playtest - or just play - using the new branch, and provide your feedback!
Highlights
- New HDR-bloom postprocessing effect accumulates overlapping effects more naturally and makes intense colors bleed into the surrounding pixels.
- Improvements to the gameplay UI, such as toggling object highlight by double-pressing TAB.
- Significant performance improvements across the board, both on servers and clients.
- Many new and improved scripting functions, including support for synchronised audio playback and improvements to the scriptable UI.
- Over a hundred bugfixes, including several notorious 20-year-old bugs, such as area objects sometimes showing up too late.
- Script compiler is now open source and available as a standalone tool at https://github.com/niv/neverwinter.nim.
See https://nwn.beamdog.net/docs/ for the full list of over 300 changes.
You are cordially invited to join the NWN community developer Discord, here: https://nwn.beamdog.net/discord/
Kindly report issues you find at https://github.com/Beamdog/nwn-issues by following the instructions provided there.
0
Comments
Hopefully my request will be heard there or by beamdog's devs here.
We have an old version of NWN:EE published here: https://files.beamdog.com/
I see, but i wanted the new version, SPECIALLY because of the optimizations which surely were needed.
If we look at modern games, most seem to be who has the biggest ... game engine. And these
are usually all about 3D and actor-centric view, e. g. you run up to some monster, bash it in,
collect the loot, run to the next one, maybe have some cut scene or dialogue, run to the next,
level up, gain features, bash some more - and so forth. Almost all games seem to be a permanent
repetition of that.
There are some exceptions, such as Little Nightmares, but as much as I like Little Nightmares,
they are also very linear (run through, solve a puzzle, run to the next room etc...).
My question is how feasible it would be to have e. g. 3D isometric oldschool top-down look
games (such as Baldur's Gate). BG3 seems to be different as well. How feasible is it to
develop a "modern" variant that has that "oldschool" vibe? Only Indie development is
possible? Or is such a genre permanently dead?