Author Topic: Beta 1.69  (Read 15007 times)

Offline Mercy

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Beta 1.69
« on: December 22, 2007, 06:37:51 PM »
Current Available Beta: 1.69 Beta 2
Updated: Wednesday, December 12 2007, 17:00 MT


New Purple Dragon Knight Prestige Class

8 New Tilesets:

* Barrows Interior
* Castle Exterior, Rural
* Castle Interior 2
* City Interior 2
* Fort Interior
* Sea Caves
* Steamworks
* Tropical

17 New Music Tracks

New Creatures (over 100 new apperances)

* Caladnei (NPC)
* Cobra (Regular, Black and Gold )
* Curst Swordsman
* Gem Golems (Diamond, Emerald and Ruby)
* G'Zhorb the All seeing Eye
* Halaster
* Harat, Lord of Darkness (Large and Small)
* Horses (63 Different varients, plus mounted Humans, Elves, Half-Elves, Halflings, Gnomes, Half-Orcs and Dwarves)
* Lord Antoine Baccha, Visier de Guise (NPC)
* Maggris, the Hive Mother
* Masterius (Regular, Disguised and Powerful)
* Mist Dragon
* Nightmare ( Regular, Saddled and Armored )
* Ogre Chieftan
* Purple Dragon Knight Archer (Female and Male)
* Purple Dragon Knight Blade (Female and Male)
* Satyr (Regular, Archer and Warrior)
* Wereboar
* Widow Hagatha
* Wyvern (Great, Adult, Juvenile and Young)

New Placeables (nearly 350)

New Visual Effects (over 100)

Feat Prerequisite changes (these may make some existing characters invalid in multiplayer games)

* The Epic Dodge feat now requires 30 ranks of Tumble skill as a prerequsite, as per the description (feat.2da).
* The "Dragon Shape" feat now requires Wild Shape 6x/day as per the description (feats.2da).
* Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club" rather than "Improved Critical Club" (feat.2da).
* Weapon Specialization Club now requires four fighter levels to obtain (rather than one).


Added missing Trident weapon feats.

Trident are now classified as a "Martial" weapon, rather than a simple weapon.
(beta 1 added Tridents)

Added ability to turn off visible cloaks in the nwnplayer.ini file (set to 1 to enable cloaks, 0 for no visible cloaks).

[Game Options]
Visible Cloaks=1

# Added new nwnplayer.ini file setting to always roll maximum hit points at level up for players (defaults to off).

[Server Options]
Max Hit Points=1

# Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances angainst weapons that inflict more than one base weapon damage type.
# Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks are done at the player's full BAB.
# The Defensive Roll feat now works 1/day as per the description.
# Fixed the caster level being used for Holy Avengers (it is now always set to 10 as it is cast from an item, rather than using the player's paladin caster level).
# Updated Weapon Finesse to work with all Creature Weapons regardless of the creature's size.
And here is the new Prestige Class

The class description from the tlk:

The famous Purple Dragons of Cormyr are regarded across Faerun as exemplars of disciplined, skilled, loyal soldiers. Their reputation is deserved partly because of the heroic actions of their leaders, the Purple Dragon Knights. Purple Dragon Knights develop uncanny skills relating to coordinating and leading soldiers. Most are fighters, rangers or paladins, but a few bards, clerics, and rogues have been known to become Purple Dragon Knights. Sorcerers and Wizards tend to join the War Wizards, Cormyr's elite brigade of fighting spellcasters, while barbarians are too undisciplined, and druids and monks too "uncivilized" in Cormyr to enter this career.

- Hit Die: d10.
- Proficiencies: A purple dragon knight gains no additional proficiences.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Alignment: Non-Evil and Non-Chaotic.
Base Attack Bonus: +4.
Feats: Mounted Combat (requires Ride 1).
Skills: Spot 2 ranks, Intimidate 1 rank, Listen 2 ranks, Persuade 1 rank, Ride 2 ranks.

ABILITIES:

Level
1: Rallying Cry - +1 Attack Bonus to all allies within 60 feet, can be used three times a day.
2: Inspire Courage - +2 saves vs. mind affecting, and +1 attack and damage, useable once a day.
3: Fear - As fear spell, useable once per day.
4: Inspire Courage - Can now be used twice a day.
Oath of Wrath - +2 bonus to attack, damage, saves and skill vs. single enemy.
5: Final Stand - +2d10 HP to a number of allies equal to Purple Dragon Knight level + Charisma Bonus, once per day.

The feat missing from the description is:

Heroic Shield
Type of Feat: Class
Prerequisite: Purple Dragon Knight level 1.
Specifics: You may aid an ally, giving them a +4 bonus to their armour class for one round.
Use: Selected.
Elessar: why is the shit coming from his head?
Anheg: cause its japanese?

Offline 420

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Beta 1.69
« Reply #1 on: December 22, 2007, 08:24:41 PM »
Already trying to get CEP 2+ to be compatible with it. Lots of fun new stuff!

I'll definitely be working on adding as much of this to Smith Hold as I can possibly cram in.

Too bad Trident duels will no longer be cool.

-420
« Last Edit: December 22, 2007, 10:10:12 PM by 420 »

Offline Talon

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Beta 1.69
« Reply #2 on: December 22, 2007, 09:05:37 PM »
This looks like a good one :)

Offline Soul Sojourner

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Beta 1.69
« Reply #3 on: December 22, 2007, 10:20:36 PM »
Awesome.

Monks too uncivilized? *bursts out laughing*
Yeah...

Chard!

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Beta 1.69
« Reply #4 on: December 23, 2007, 03:21:21 AM »
Sweet!

Offline BzK

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Beta 1.69
« Reply #5 on: December 24, 2007, 02:58:11 AM »
still making patches for NWN 1, neato

btw, hi! ^_^

Offline Anheg

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Beta 1.69
« Reply #6 on: December 24, 2007, 03:08:04 AM »
Quote
still making patches for NWN 1, neato

btw, hi! ^_^
[snapback]38882[/snapback]
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My PS3 Game Library:
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Offline BzK

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Beta 1.69
« Reply #7 on: December 24, 2007, 03:21:32 AM »
Quote
Mike's a whore
[snapback]38883[/snapback]
woot :yahoo:

Ser Red Ronnet Connington

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Beta 1.69
« Reply #8 on: December 26, 2007, 07:12:41 AM »
A new class woop woop, does that mean we get to ride donkey's?

Chard!

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Beta 1.69
« Reply #9 on: December 26, 2007, 08:04:30 AM »
I can't fuckin wait. I'm gonna die.

Offline Soul Sojourner

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« Reply #10 on: December 26, 2007, 01:10:33 PM »
I want dragon flying and seafaring to have more support in a new patch, that would be nice. I've always wanted to use ships in the game more and what not... I think that part of the game is a little cut short, with the amount of docks, ships, and pirates in the realms.

And for dragons, I think the only time I ever got close to being able to fly one much was in a part of a series by Adam Miller. I can't remember if it was the Shadowlords or Dreamcatcher ones, but it was pretty sweet nonetheless.

Chard!

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Beta 1.69
« Reply #11 on: December 26, 2007, 01:54:06 PM »
Any game where you get to fly/ride a dragon is awesome.

Offline BzK

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Beta 1.69
« Reply #12 on: December 27, 2007, 03:35:17 PM »
purple dragon knight seems kinda lackluster :(

Offline Mercy

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Beta 1.69
« Reply #13 on: December 27, 2007, 03:37:10 PM »
It's more for the rp servers because that is really all that is left lol.
Elessar: why is the shit coming from his head?
Anheg: cause its japanese?

Chard!

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Beta 1.69
« Reply #14 on: December 27, 2007, 06:03:03 PM »
Any new content for NWN (as long as it's alot) seems fine to me. Because I still got the damn game installed!

Offline Soul Sojourner

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« Reply #15 on: December 27, 2007, 08:10:27 PM »
NWN Rocks. There should be new shit all the time! Yeah!

Ser Red Ronnet Connington

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Beta 1.69
« Reply #16 on: December 30, 2007, 07:45:49 AM »
Quote
NWN Rocks. There should be new shit all the time! Yeah!
[snapback]38900[/snapback]

Where do you still play hell?

Offline 420

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Beta 1.69
« Reply #17 on: February 22, 2008, 04:29:44 PM »
1.69 Beta 6 is now available. I've sent in bug reports for Beta 5, gonna have to see if they made it in. Also some related news, CEP 2.1 Rideable Horses will use the Bioware system (ie the radial menu) for horse related commands and feats.

Here are the full notes, including all beta versions:
Quote
-----------------------------------------------------------------------
Beta patch specific fixes made since Beta 5
-----------------------------------------------------------------------

- More fixes to the horse related scripts. Some of the feat/spell constants have changed. If you have overridden any horse scripts in your module, you will need to recompile them other wise the mount/dismount actions may be reversed.
- Added new generic horse dismount triggers to toolset palette.
- Lots of tileset fixes (including adding missing light sources to the Tropical tileset).
- Fixed some "long coat" chair sitting animation issues for short non-human races.
- Fixed more typo/spelling errors in the official campaign.
- Removed non-existant henchman rest script from all the horse templates.
- Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file
  on log in to a "server vault" server. This option defaults to off.
  [Server Options]
  Restore Spell Uses On Login=0
- Added new nwn.ini file setting to set how far into the distance grass should be rendered (default 900.0).
  Increasing this value will cause more grass to be rendered in outdoor grassy areas, but will also reduce game performance in these areas.
  [Display Options]
  Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of creature deaths.
  [Game Options]
  Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by an encounter
  trigger every time that it spawns creatures. If this option is turned on, the encounter
  trigger will always spawn creatures based on the triggering player's level rather than
  potentially using left over spawned creature from an early triggering that was initiated
  by a much higher level player.
    [Server Options]
    Always Reset Encounter Spawns=0
- Fixed portrait entry for the mist dragon in the appearance.2da.
- Fixed non-expansion pack versions of nwn causing characters becoming illegal if they got any of the new feats that were added in the 1.69 update.
- Fixed incorrect tails on Lizardmen templates.
- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in both the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying the desert image instead (they will now also appear under the tileset filtered lists).
- Fixed some missing resource issues for the "gem" weapon part appearances.
- Fixed environment mapping on the bone golem (appearance.2da).
- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when used they play the drinking animation, can be dropped on henchman, etc).
- Made default equipment on Troglodyte Warrior non-droppable.
- Fixed weight of two-bladed swords (baseitems.2da).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrows and Death Arrow now take into consideration the Epic Weapon Specialization feat (x0_i0_spells.nss)
- Fixed issue with "Improved Expertise" mode not being correctly displayed in the combat log for "special" attacks.
- Reduced some cloak clipping issues.
- Fixed issue with reting not getting canceled correctly if a member of your party started attacking something during your rest period.
- Added new scripting command : itemproperty ItemPropertyMaterial(int nMaterialType);
- Added new scripting command : itemproperty ItemPropertyQuality(int nQuality);
- Added new scripting command : itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).
- Reprocessed a bunch of tiles that contain "shiny water" in the hopes of fixing shiny water related crashes.

-----------------------------------------------------------------------
Beta patch specific fixes made since Beta 4
-----------------------------------------------------------------------
- Fixes to horse related scripts.
- Fixed portable encampment script x3_it_camp.nss, so that it only fires when the item is activated.
- Fixed toolset crash when shutting down toolset, or switching between modules.
- Fixed issue in the "City Interior 2" tileset that could cause the toolset/game to crash.
- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter" by default.
- Removed extra broken ruby template from Toolset palette.
- Fixed broken portrait references in Appearance.2da for Halaster, Satyr Archer, Satry Warrior and the "Witch King, Disguised".
- Many tileset fixes.
- Many spelling/typo fixes to the offical campaign.
- Fixed issue with some flag/tree placeables moving after being placed down in the toolset.
- Fixed server hang caused by Wizards having more than 255 spells known in their spell book.

-----------------------------------------------------------------------
Beta patch specific fixes made since Beta 3
-----------------------------------------------------------------------
- Mephits in the toolset palette are now the correct neutral alignment.

-----------------------------------------------------------------------
Beta patch specific fixes made since Beta 2
-----------------------------------------------------------------------
- Added scripting support for horses.
- Fixed issue with mus_wc_ruralguitar.bmu exceeding the 16 character filename limit and not playing.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the Tower Shield).
- Added new FOOTSTEP_TYPE_HORSE constant to nwscript.nss
- Colorized some cloaks that were missed in the official campaigns.
- Fixed issue with broken unknown item property (unknown/cursed).
- Added missing ITEM_PROPERTY_MATERIAL/QUALITY/UNKNOWN constants to nwscript.nss
- Added Portable Encampment item from Infinite Dungeons.
- Added missing PLAYER_TOOL_# feats to cls_feat_*.2da files (the feats should show up on the radial menu now when granted).
- Updated SurfaceMat.2da with TNO falling rock material for cliff bridges and added missing vfx for falling rocks.
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Many tileset fixes.
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with building tilesets.
- Screenshots are now prefixed with the module name (set in the Module properties in the toolset) rather than "NWN". Screenshots are also now placed in the screenshots subdirectory.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Added new nwnplayer.ini file setting to obtain script profiling data in the log file (defaults to off). Enabling this will degrade game performance. It should only be used to determine which scripts you need to optimize to improve the performance of your module.
  [Script Options]
  Enable Profiling=1
- Added new nwnplayer.ini file setting to log each script as it executes (defaults to off). Enabling this will degrade game performance. It should only be used for script debugging purposes (i.e. when you have a bad script that causes your module to lock up, checking the log file will let you know the last script that executed). Script logging should also be turned off while doing script profiling as it will affect the profiling statistics.
  [Script Options]
  Enable Logging=1
- Added missing "Rubble, Large" placeable from Infinite Dungeons to the toolset palette.
- Changed the name of the Infinite Dungeons music to not be labeled as battle music (as it appears in the day/night menus not the battle menu).
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword" (as that's what it is).
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Evards Black Tentacles now applies the damage per tentacle, rather than all tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).


-----------------------------------------------------------------------
Beta patch specific fixes made since Beta 1
-----------------------------------------------------------------------
- Moved Wyvern Blood Item to its proper location in the toolset palette.
- New Generic Doors are now available in the toolset palette (also changed the displayed name for existing generic doors to make doors easier to locate).
- Fixed missing Satyr portrait.
- Fixed two missing entries from TNO "Tileset Specific" door palette.
- Fixed issue with duplicate "Marketstall 02" tile entries in City Exterior, Rural tileset.
- Fixed issue with bad smoke texture for "City Exterior, Rural" tileset buildings.
- Tileset fixes to new tilesets (various doors that were either rotated incorrectly, or had incorrect doors and some walkmesh and shadow fixes).
- Added Magical Tridents to the toolset palette.
- Fixed the Trident names in some of the merchant shops in the HotU campaign.
- Added missing Trident Weapon Focus feat to Weapon Master.
- Fixed Bandoleers on hobgoblins.
- Fixed missing faction information on Caladnei and the Mist Dragon.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.

- New Music tracks will now show up in the toolset.
- Added missing SKILL_RIDE constant to nwscript.nss

- Fixed texture issue in toolset where Robe textures (and others) were not appearing correctly on the non-human races.
- "DM Tool" Custom Instant Feats can now be assigned to the DM quickbar.
- Fixed misplaced "Check for Conflicts" button on Module Properties "Custom Content" tab in toolset
- Tweaked the way targets were being chosen for the Whirlwind feats.
- Fixed issue with FindSubString() scripting command not being backwards compatible.
- Fixed issue with LevelUpHenchman() not working properly with new PDK class.
- Added new scripting commands:
   int GetColor(object oObject, int nColorChannel);
   void SetColor(object oObject, int nColorChannel, int nColorValue);
- Properly fixed LoadScreen.2da entries past 255 (wasn't quite working properly in 1.69 beta 1).
- Updated the WingModel.2da, so that the new wing entries don't break backwards compatibility with CEP2.
- Updated the LoadScreens.2da so that the new entries don't break backwards compatibility with CEP2.
- Increased the amount of allowable Wing/Tail/Generic Door appearances above the old 255 limit.

-----------------------------------------------------------------------
Patch 1.69
-----------------------------------------------------------------------

New Content added from the Neverwinter Nights Premium Modules (http://store.bioware.com/products/neverwinternights/)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Purple Dragon Knight Prestige Class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)

15 New Music Tracks:
=-=-=-=-=-=-=-=-=-=-

New Creatures (over 100 new appearances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-Elves, Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)

New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Armor Part Appearances (lots).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Weapon Part Appearances.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gem parts used for the new "Gem Golem" weapons.

New Item
=-=-=-=-
Portable Encampment

Feat Prerequisite changes (these may make some existing characters invalid in multiplayer games)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a prerequisite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the description (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club" rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain (rather than one).

General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaleges under Windows Vista.
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a setting of -1 will be converted to 0). If you need to disable this feature set the value to -2.
- Colorized the cloaks in the official campaigns (they are no longer all tan colored).
- Added missing Trident weapon feats.
- Tridents are now classified as a "Martial" weapon, rather than a simple weapon.
- Added new nwnplayer.ini file settings, so that red/green color blind users don't get killed by traps unexpectedly.
   [Trap Colors]
   FriendlyColor=0,255,0
   HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file (set to 1 to enable cloaks, 0 for no visible cloaks).
    [Game Options]
    Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable, only supports English).
    [Game Options]
    In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at level up for players (defaults to off).
  [Server Options]
  Max Hit Points=1
- Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file
  on log in to a "server vault" server. This option defaults to off.
  [Server Options]
  Restore Spell Uses On Login=0
- Added new nwn.ini file setting to set how far into the distance grass should be rendered (default value 900.0, valid values range from 900.0 to 30000.0).
  Increasing this value will cause more grass to be rendered in outdoor grassy areas, but will also reduce game performance in these areas.
  [Display Options]
  Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of creature deaths.
  [Game Options]
  Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by an encounter trigger every time that it spawns creatures. If this option is turned on, the encounter trigger will always spawn creatures based on the triggering player's level rather than potentially using left over spawned creature from an early triggering that was initiated by a much higher level player.
  [Server Options]
  Always Reset Encounter Spawns=0
- Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances against weapons that inflict more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks are done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set to 10 as it is cast from an item, rather than using the player's paladin caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed client crash that seemed to be related to other players coming out of stealth.
- Fixed issue where your henchman/associates could sometimes overlap the position of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining a touch attack.
- Fixed Bandoleers on hobgoblins.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the Tower Shield).
- Screenshots are now prefixed with the module name (set in the Module properties in the toolset) rather than "NWN". Screenshots are also now placed in the screenshots subdirectory.
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword"
- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when used they play the drinking animation, can be dropped on henchman, etc).
- Fixed issue with "Improved Expertise" mode not being correctly displayed in the combat log for "special" attacks.
- Fixed issue with resting not getting canceled correctly if a member of your party started attacking something during your rest period (the OnPlayerRest event is now properly called in this situation).
- Made some changes that will hopefully address area loading crashes related to "shiny water" being enabled in watery areas of the official campaign.

Spell/Feat description and other text changes:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of "Bard Song" to correctly reflect the required Perform skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it behaves.
- Updated description for "Resist Energy" to properly reflect the Fort Save Bonus required.
- Updated description for displacement spell. It was incorrectly listing a "Somatic" component.
- Updated the description for Keen Edge to clarify that it only works on "slashing melee" weapons.
- Updated the description for Clarity to display the proper duration "5 Rounds + 1 Round / Level" and it now correctly mentions that it removes Daze effects as well.
- Updated the description for "Undeaths's Eternal Foe" to include the +4 deflection bonus to AC.
- Updated description for "Tenser's Transformation" to properly reflect the bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the immunities given by the spell.
- Updated description for "Black blade of disaster" so that the sword's enhancement bonus is correctly described.
- Updated description for "Mordenkainen's disjunction" to properly reflect how the dispel check is done.
- Updated description for "Deafening clang" to clarify that the bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of the weapon.
- Updated description for "Nature's Balance" to properly reflect the damage healed.
- Fixed many spelling errors and typos in the official campaign.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter" by default. This script is used to give pre-existing characters horse related feats, so that they can use horses.
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made creatures that use a phenotype of 10 or greater.
- Added new generic horse dismount triggers to toolset palette.
- Fixed incorrect tails on Lizardmen templates.
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Mephits in the toolset palette are now the correct neutral alignment.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying the desert image instead (they will now also appear under the tileset filtered lists).
- Made default equipment on Troglodyte Warrior non-droppable.

Script-specific:
=-=-=-=-=-=-=-=-=-=
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
   object GetPCChatSpeaker();
   string GetPCChatMessage();
   int GetPCChatVolume();
   void SetPCChatMessage(string sNewChatMessage="");
   void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
   string GetDescription(object oObject, int bOriginalDescription=FALSE, int bIdentifiedDescription=TRUE);
   void SetDescription(object oObject, string sNewDescription="", int bIdentifiedDescription=TRUE);
   int GetColor(object oObject, int nColorChannel);
   void SetColor(object oObject, int nColorChannel, int nColorValue);
   itemproperty ItemPropertyMaterial(int nMaterialType);
   itemproperty ItemPropertyQuality(int nQuality);
   itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Added a new starting position parameter to the FindSubString scripting command.
    int FindSubString(string sString, string sSubString, int nStart=0);
- Added extra parameter to scripting command:
    void AdjustAlignment(object oSubject, int nAlignment, int nShift, int bAllPartyMembers=TRUE);
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
- Increased the limit on the SetPhenoType() scripting command to 99.
- Made CopyItemAndModify() scripting command work with both the old and new cloak systems.
- Updated Get2DAString() scripting command 2da caching code to cache a number of 2das specified in an ini setting.
    [Server Options]
    2DA Cache Size=10
- Added new nwnplayer.ini file setting to log each script as it executes (defaults to off). Enabling this will degrade game performance. It should only be used for script debugging purposes (i.e. when you have a bad script that causes your module to lock up, checking the log file will let you know the last script that executed).
    [Script Options]
    Enable Logging=1
- Added new nwnplayer.ini file setting to obtain script profiling data in the log file (defaults to off). Enabling this will degrade game performance. It should only be used to determine which scripts you need to optimize to improve the performance of your module. Note: "Enable Logging" should be turned off when profiling is enabled.
    [Script Options]
    Enable Profiling=1
- Evard's Black Tentacles now applies the damage per tentacle, rather than all tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrows and Death Arrow now take into consideration the Epic Weapon Specialization feat (x0_i0_spells.nss)
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level (nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats (nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hit points healed/damaged for the empowered "Healing Circle" spell (nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss) and the bonuses for level 11 are now granted at level 11 (rather than level 12).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than one creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Added a horse scripting system for builders that want to use horses in their modules. View the x3_inc_horse script in the toolset for more information.

2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description (spells.2da).
- The spell War Cry now requires a somatic component as per the spell description (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell description (spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description (spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Meta Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA, CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA, CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Fixed weight of two-bladed swords (baseitems.2da).
- Fixed environment mapping on the bone golem (appearance.2da).
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).

Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Load screen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons no longer all use the ir_nod.tga (so that the community can properly override the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoors.2da from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with building tilesets.

Special Information with regards to some of the new content:
=-=-=-=-=-=-=-==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-===-=
Barrows Interior Tileset:
- The white patches in the "Final 7x7" group are there to help you position the "Pillar #, Barrows" placeables from the "Placeable->Miscellaneous Interior" standard palette.  You can turn this off by unchecking "Animation Loop 1" in the tile properties for the placed tile group). 

Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC's appearance to "Human mounted, Male" (or choose another race/gender that you desire). Set the PhenoType to "Normal Mounted" (or Large for larger human phenotypes). Click on the Appearance tab and from the "Tail" pull down menu select the type of horse that you desire.
- Changing the NPC's Phenotype to one of the "Jousting Mounted" settings will cause the NPC horse to use Jousting animations in game, rather than the normal horse combat animations.

« Last Edit: February 22, 2008, 04:31:01 PM by 420 »

Offline 420

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Beta 1.69
« Reply #18 on: February 22, 2008, 04:36:28 PM »
Quote
- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when used they play the drinking animation, can be dropped on henchman, etc).
Looks like one of the bugs I reported made it in. Daedalus the Crafter will be so happy!

Oh and here is where you can download 1.69 Beta 6 to help test: 1.69 Beta 6 Download

Just stick both zips (the 300+ meg beta 6 zip and the revert for 1.68) into the NWN install directory and run the autoupdate. If your at 1.68 it will patch to 1.69 beta 6, if your at 1.69 beta 6 it will revert you to 1.68.

-420
« Last Edit: February 22, 2008, 04:39:06 PM by 420 »

Offline 420

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Re: Beta 1.69
« Reply #19 on: March 09, 2008, 03:06:49 PM »
Beta 8 is now available and there is talk of dedicating 1.69 to Gary Gygax!

Thread on Bioware forum: Dedicate 1.69 to Gary Gygax

Response from Brian Chung is "stay tuned".

-420

Offline Mo

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Re: Beta 1.69
« Reply #20 on: March 09, 2008, 09:28:03 PM »
wow a patch dedication...whats the world coming to..