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Pavlos
04-11-2007, 06:40 PM
Source (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=558940&forum=109)

The patch has been removed due to some technical difficulty or another - it should be back soon enough.

Neverwinter Nights 2 – Version 1.05 Patch Notes
March 30th, 2007

NEW FEATURES

General
--A beta implementation of Multi-Select is now available as an option in both the DM Client and main game client. By default, Mouse 4 will select the entire party, and Mouse 5 or holding CTRL+Left Click will enable lasso selection of party members. We are planning to continue to revise and improve our Multi-Select functionality in future patches.
--There is now an “Advanced Options” button on the Server Options panel. Server Administrators can specify two URLs in this menu: One, intended to point to their server’s homepage, if it has one, and one intended to directly point to the server’s latest PWC file. Players will be able to see these links from the Server Details on the Internet Game browser and clicking them will launch the user’s Browser and direct them to the URL specified.
--There is now a 4th parameter to the DisplayGuiScreen() script function that allows a user to define the name fo the *.xml file to load if the 'ScreenName' can't be found inside the INIs already. This will allow custom GUI creators to add GUIs (Using the ui\custom\ folder) and not need to edit the INIs stored in ui\default to make the game able to load them.
--Augment Summoning and Augment Healing are now selectable once their prerequisites have been met.
--Players can now adjust the scale of their player models in the character creation process.
Scripting
--A bDisplayFeedback=TRUE parameter was added to both ActionGiveItem and ActionTakeItem. Changing it from the default of TRUE to FALSE will keep the feedback strings from appearing in the chat window when these script functions are used.
--2DAs queried by script functions are now cached. This should increase performance of scripts that frequently reference 2Das.
--Within the Script Editor, hitting the Tab key now creates 5 spaces instead of inserting a tab character.
Toolset
--Within the appearance.2da, NWN2_Scale has now been split into three columns: NWN2_Scale_X, NWN2_Scale_Y and NWN2_Scale_Z. This will allow users to scale creature appearances non-uniformally through the appearance.2da.
--The Grass, Creature Appearance Type, and Creature Soundset lists are now sorted alphabetically.
--There is now an option to have the TAB key insert 5 spaces instead of a TAB character in the Script Editor.

BUG FIXES

General
--The Quick Cast menu was blocking movement clicks for its entire area – even parts that were not visible. Players can now click through any non-visible part of the Quick Cast menu.
--Feats will now properly show their cool down timer countdown.
--The Chat Window is no longer cleared after an area transition.
DM Client
--The DM Chat toggle could previously not be turned back on after it was turned off. This has been fixed.
Effects/Spells
--Certain multiclass characters could lose spells from their hotbar after making area transitions. This will no longer occur.
--The Reflex save for Defensive Roll can now happen multiple times per day.
--Manyshot was previously always applying the full attack bonus and penalty to hit, regardless of the character’s BAB. This has been fixed.
--Female Drow Clerics would be previously be forced to pick a new deity at level up if they had selected Lolth during character creation. This has been fixed.
--Spears now give the proper 3x critical damage multiplier.

Toolset
--Several words that previously were incorrectly being highlighted by the syntax highlighter will no longer be highlighted.
--The GetIsPartyTransition() flag for triggers always returned true, regardless of what was set in the toolset. This has been fixed.
--The DescID column in NWN2_Dieties.2da can now accept a string enclosed in quotation marks in addition to a STRREF.

Bug Fixes from 1.05 Beta
--Augment Healing and Summoning were not selectable. This has been fixed.
--The functionality of the Height and Girth sliders has been improved and allows for more attractive results now.
--The TAB key inserting 5 spaces rather than a TAB character is now optional in the script editor.
--Barter and Trade will now work from the Radial menu in Multiplayer.
--Spears are now giving the proper 3x critical damage multiplier.

2DA Changes
The following 2DA files have been changed in v1.05:

appearance.2da
baseitems.2da
classes.2da
cls_atk_1.2da
cls_atk_2.2da
cls_atk_3.2da
cls_bsplvl_arctr.2da
cls_bsplvl_eknight.2da
cls_bsplvl_harper.2da
cls_bsplvl_palema.2da
cls_bsplvl_wprst.2da
cls_savthr_barb.2da
cls_savthr_bard.2da
cls_savthr_cler.2da
cls_savthr_cons.2da
cls_savthr_dru.2da
cls_savthr_fight.2da
cls_savthr_monk.2da
cls_savthr_pal.2da
cls_savthr_rang.2da
cls_savthr_rog.2da
cls_savthr_sorc.2da
cls_savthr_wild.2da
cls_savthr_wiz.2da
damagelevels.2da
feat.2da
hen_companion.2da
hen_familiar.2da
iprp_damagecost.2da
iprp_srcost.2da
keymap.2da
placeables.2da
racialtypes.2da
spells.2da

In addition, the following 2DA files have been added in v1.05:

cls_featmap_arctr.2da
cls_featmap_eknight.2da
cls_featmap_harper.2da
cls_featmap_palema.2da
cls_featmap_wprst.2da

stoffe
04-11-2007, 07:12 PM
Good to see they are still working on improving the game and not just abandoning it like many other game companies seem to do with their products nowadays. :nod:

Source (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=558940&forum=109)

The patch has been removed due to some technical difficulty or another - it should be back soon enough.

It sure sounds reassuring that a patch can go through a full beta test cycle and be released only to be yanked moments later due to presumably serious enough issues. :)


--A beta implementation of Multi-Select is now available as an option in both the DM Client and main game client.

--Augment Summoning and Augment Healing are now selectable once their prerequisites have been met.

--Players can now adjust the scale of their player models in the character creation process.

--The Chat Window is no longer cleared after an area transition.


Hmm, is multi-select similar to how you controlled your party in the Baldur's Gate and PS:Torment games, where you can put your party members into formations and move them in groups? I hope the controls are configurable for those of us who don't push around a small keyboard on our mousepads. :)

I hope they've fixed the Augment feats actually being used by the scripts as well. The majority of the cure spells ignored the Augment Healing feat entirely before.

Variable character scale would have been nice with my Dark Elf warlock so she wouldn't have to be roughly the same height as Khelgar. :) Wonder if you can adjust the scale of your character afterwards as well? I started a new character recently and wouldn't be too keen on having to start over. Perhaps can be modified in the savegame with a GFF editor.

As for the chat window keeping its content: :emodanc:

Pavlos
04-11-2007, 07:34 PM
It sure sounds reassuring that a patch can go through a full beta test cycle and be released only to be yanked moments later due to presumably serious enough issues. :)

Something to do with the toolset not opening, I think.

Hmm, is multi-select similar to how you controlled your party in the Baldur's Gate and PS:Torment games, where you can put your party members into formations and move them in groups? I hope the controls are configurable for those of us who don't push around a small keyboard on our mousepads. :)

I believe the multi-select is similar to that in the Infinity engine games so :emodanc:. However, we don't have party formations yet, which is a shame.

Arátoeldar
04-11-2007, 10:13 PM
Hopefully OE will be able to work on this game as long as Bioware was able to work on NWN.

Pavlos
05-08-2007, 01:05 PM
1.06 BETA is out now.

Perhaps a mod could change the title of the topic to "NWN2 patch information" or some such.

stoffe
05-08-2007, 01:08 PM
1.06 BETA is out now.

Perhaps a mod could change the title of the topic to "NWN2 patch information" or some such.

Hmm, did they get the 1.05 patch re-released again or did they skip it entirely in favor of 1.06?

(Changed thread title.)

Pavlos
05-08-2007, 02:23 PM
Hmm, did they get the 1.05 patch re-released again or did they skip it entirely in favor of 1.06?

They re-released 1.05 a while ago :). It seems the patch was so large it caused problems so far as coordinating efforts went, turns out they've dropped the large patches in favour for smaller patches which are close together. The original 1.06 is now 1.06, 1.07 and 1.08 (as far as I can tell). So we're getting the same content but rather than there being a dry-spell then a monsoon, we're getting a healthy trickle of water.

Edit: I haven't got the patch but I read something about all the Neverwinter Nights 1.68 script functions being in the game now.

Pavlos
06-13-2007, 12:47 PM
NWN2 v1.06 is now out, chaps and chapettes.

New Features
Custom Content
• Several new UI customizability features. Among them, users can now set textures on UI objects via script, and users can set the state of progress bars via script.
• Spells that have multiple casting modes can now be cast from items (i.e., protection from evil, meteor swarm).
Scripting
• Many new script functions have been added.
o SetGUIObjectTexture()
o UIObject_Misc_ExtractData()
o UIObject_OnRadial_DisplayCustomRadial()
o UIObject_Input_ActionTargetScript()
o GetInfiniteFlag()
o SetInfiniteFlag()
o GetKeyRequiredFeedbackMessage()
o SetKeyRequiredFeedbackMessage()
o GetPickpocketableFlag()
o SetPickpocketableFlag()
o GetTrapActive()
o SetWillSavingThrow() (Used for Doors and Placeables only)
o SetReflexSavingThrow() (Used for Doors and Placeables only)
o SetFortitudeSavingThrow() (Used for Doors and Placeables only)
o SetLockKeyRequired()
o SetLockKeyTag()
o SetLockLockDC()
o SetLockUnlockDC()
o SetLockLockable()
o SetHardness()
o GetHardness()
o GetAreaSize()
o SetUseableFlag()
o GetPlaceableLastClickedBy()
o SetGUIProgressBarPosition()
o IntToObject()
o ObjectToInt()
• Placeables now have an OnClick event. This event will fire whenever a user clicks a placeable, regardless of whether the user can currently path to it.
• EffectSetScale() can now be used to scale creatures non-uniformally along different axes.
• SpeakOneLineConversation() now has a volume parameter that understands Whispers and Shouts.
• GetAttribute() now takes a parameter called nBaseAttribute=FALSE. If made TRUE, then the value returned will be the creature's BASE attribute instead of total.
• CreateItemOnObject() now has a 4th parameter that allows users to set the tag of the created item.
Toolset
• Undo and Redo now work for Terrain, Grass, and Water painting.
• There are several new hot keys that alter Brush size and pressure in the toolset:
o [ Brush size down 1
o Shift + [ Brush outer size down 1
o ] Brush size up 1
o Shift + ] Brush outer size up 1
o - Pressure down 10%
o Shift + - Pressure down 25%
o = Pressure up 10%
o Shift + = Pressure up 25%
• The Flatten tool has been modified to more gradually slope between its inner and outer height. Additionally, a Pressure setting has been added to the tool to determine how rapidly it applies the change, and the Inner value is now capped at 0 instead of 1.
• A new Cliff_08 texture has been added.
• Higher resolution normal maps have been added to the Cliff_04 and Cliff_05 textures.
Bug Fixes
General
• “Greater Weapon Specialization (Light Hammer)” will no longer show up as “Greater Weapon Specialization (Flail)”
• The Dedicated Server will now load modules from directories as well as from .mod files. To load a module directory from the command line, use the following parameter:
-moduledir <module name>
• Specular Lighting has been improved. Shiny objects should now look better than before.
• Trees and Objects that fade no longer lose their directional light shadow when faded out.
Scripting
• ActionRest() will now properly utilize the bIgnoreNoRestFlag parameter.
• EffectHeal() can now restore the HP of doors and placeables.
• SetTrapActive() now works on Doors and Placeables as well as triggers.
• SetOrientOnDialog() now functions properly.
• ExportAllCharacters() and ExportSingleCharacters() will write to the server vault.

Effects/Spells/Domains
• Bestow Curse now reduces all of the target’s ability scores by 3 rather than 2.
• Energy Drain no longer allows a saving throw.
• The War Domain has been renamed to the Fury Domain, to allow future implementation of a more D&D-accurate War Domain.
Fixes from v1.06 Beta:
• The Turn Undead ability will now function properly.
• Druids, Rangers and Clerics w/ Animal Domain can properly select their animal companions.
• The toolset will no longer throw an unhandled exception when bringing up the “Will Not Buy…” and “Will Not Sell…” dialogues on store properties.
2DA Changes
The following 2DA files have been changed in v1.06:
• ambientmusic.2da
• appearance.2da
• crafting.2da
• disease.2da
• doortypes.2da
• iprp_bonushp.2da
• iprp_monsterhit.2da
• soundset.2da
• spells.2da
• terrainmaterials.2daW
• visualeffects.2da

Edit: All I can say is: Yay! Finally a fully working undo!

Edit: I also want to know when Obsidian will actually tell us what is in their patches... they're underselling themselves; we have an animation viewer in the toolset - which is insanely cool:

http://img113.imageshack.us/img113/6900/animationsij9.th.jpg (http://img113.imageshack.us/img113/6900/animationsij9.jpg)

tk102
06-13-2007, 01:08 PM
NWN2 v1.06 is now out, chaps and chapettes.
New script functions...
o IntToObject()
o ObjectToInt()
Interesting. I wonder where these two functions are used. I suppose they make it possible to store a reference to an object as a global variable.
CreateItemOnObject() now has a 4th parameter that allows users to set the tag of the created item.Nice. :)

Pavlos
06-13-2007, 01:16 PM
Interesting. I wonder where these two functions are used. I suppose they make it possible to store a reference to an object as a global variable.

As far as I can tell it allows you to 'wield' your object as an integer (i.e. access the actual IDs that the game uses to identify objects).

Edit: Yeah, that seems to be it;

The ObjectToInt() script funciton is just data conversion. The 'object' engine type in the scripting language is really just an unsigned int. Converting the 'object' type to 'int' type doesn't do anything special other than let you now manipulate the object ID as an int.

For example:

object oPC = GetFirstPC();
int nPC = ObjectToInt( oPC ); //nPC now equals the PC's object ID
string sPC = IntToString( nPC );//sPC is now a string that equates to the PC's object ID.

If you copy an object, then that object has a new ID, so ObjectToInt() on the new copy will return a different numeric value.

All this function really does is give you script access to the actual IDs that uniquely identify objects.

I hope this helps explain it a little.

tk102
06-13-2007, 01:26 PM
Yep, I just wonder how/why the devs made use of the object "handles", and I'm trying to imagine how others might leverage them.

stoffe
06-13-2007, 01:52 PM
Interesting. I wonder where these two functions are used. I suppose they make it possible to store a reference to an object as a global variable.
Nice. :)

That would be somewhat risky since global variables are game-wide while all objects except players, roster members and what they carry are module specific. While you probably could do it I can't see where it would be useful that couldn't be handled via "real" object Locals set on an object instead.

They can be useful if you want to create tags that are unique for one specific object.... for example:


object oTarget = GetSpellTargetObject();
int iOID = ObjectToInt(OBJECT_SELF);
string sTag = "IsActive_" + IntToString(iOID);

if (!GetLocalInt(oTarget, sTag)) {
SetLocalInt(oTarget, sTag, TRUE);
DelayCommand(HoursToSeconds(24), DeleteLocalInt(oTarget, sTag));
// Do something...
}
else {
SendMessageToPC(OBJECT_SELF, GetName(oTarget) + " has already been affected by this today, and is immune for the rest of the day...");
}


That could be used to produce something like a fear aura that can only affect the victim once per day, rendering them immune in the meantime. It would set a tracking local on the victim, but one that is unique to that particular caster (using their OID as part of the variable tag), since you only want them immune to the aura of that creature, not all creatures.

tk102
06-13-2007, 02:03 PM
Ah! I confess I haven't looked closely at the nwscript.nss for NWN2. I didn't realize local variables are associated with strings rather than integer "slots". How brilliant that is. Certainly if you can store the info locally, all the better.

Pavlos
06-16-2007, 05:32 PM
Hmm... I took a break from playing Jade Empire and loaded up a couple of modules to see what exactly this new specular lighting is and how it has improved over the old version. The game definitely looks a lot nicer now, shiny surfaces actually shine, eyes shimmer in fire light, and everyone's skin tones look a lot more human (even if they are elves :p) with the new lighting - or at least, that's the way it seems to me. An example:

http://img507.imageshack.us/img507/6038/nwn2ss061607212720pd2.th.jpg (http://img507.imageshack.us/img507/6038/nwn2ss061607212720pd2.jpg)

Edit: Jerro looks a little more threatening now that the random blue crystals glow while he's in the shadows and his eyes glint like that - some welcome improvements, I'd say.

Edit: Better would be this:

http://img166.imageshack.us/img166/1803/nwn2ss061607212723ue9.th.jpg (http://img166.imageshack.us/img166/1803/nwn2ss061607212723ue9.jpg)

stoffe
07-05-2007, 02:02 PM
After finally updating my Neverwinter Nights 2 game with the 1.06 patch something weird seems to have happened on on the key bindings screen. Is this just caused by some weird mod glitch in my game, or does it look like this for other people too?

http://img395.imageshack.us/img395/6808/nwn2weirdsettings1gq6.th.jpg (http://img395.imageshack.us/img395/6808/nwn2weirdsettings1gq6.jpg) http://img111.imageshack.us/img111/181/nwn2weirdsettings2mn4.th.jpg (http://img111.imageshack.us/img111/181/nwn2weirdsettings2mn4.jpg)

Seems like the Quick Save key binding has vanished too, and cannot be reset on the key bindings screen. :(

Balderdash
07-06-2007, 03:23 PM
Lol, that is odd. I'll see if mine is the same next time I load up the game...

Something wierd happens with the extra quickbars from the patch for me. I'd been using one of the new ones to store racial spells and other items and abilities that aren't spells, but they showed up on the old 8th level quickbar as well for some reason. If I remove them from there they disappear from the extra quickbar as well.

stoffe
07-06-2007, 03:50 PM
Lol, that is odd. I'll see if mine is the same next time I load up the game...

Please do, if it's just my game that is messed up it's unnecessary to report it as a bug. :)


Something wierd happens with the extra quickbars from the patch for me. I'd been using one of the new ones to store racial spells and other items and abilities that aren't spells, but they showed up on the old 8th level quickbar as well for some reason. If I remove them from there they disappear from the extra quickbar as well.

The extra quickbars don't seem to add any new quick slots, they are just shortcuts to one of the standard 10 quickslot rows.

Pavlos
07-06-2007, 07:35 PM
This must be an issue with one of your edits, stoffe, as I can safely say that this is not an issue on my machine :). I can understand the reluctance to from a quality assurance stand point but I'd like to see them implement a patcher that patches rather than replaces... ah well.

Hopefully it's just a quick fix for you :). If you need it, I can send you an unedited 1.06 dialog.tlk - I always keep a backup, just in case.

stoffe
07-06-2007, 08:47 PM
This must be an issue with one of your edits, stoffe, as I can safely say that this is not an issue on my machine :)

Hopefully it's just a quick fix for you :). If you need it, I can send you an unedited 1.06 dialog.tlk - I always keep a backup, just in case.

Weird, I suppose something must have been messed up with some INI file or the dialog.tlk file during patching to 1.06. What are those entries on the options screen supposed to really say?

I suspect it's not just some dialog.tlk error since the key binding for quicksave has vanished and cannot be set again as well, but it might be worth a try to test with another dialog.tlk file and see if it makes any difference.

Pavlos
07-06-2007, 09:51 PM
Imageshack is being its usual sluggish self but I managed to (finally) get these up.

http://img209.imageshack.us/img209/5592/nwn2ss070607232906mh9.th.jpg (http://img209.imageshack.us/img209/5592/nwn2ss070607232906mh9.jpg)
http://img209.imageshack.us/img209/5673/nwn2ss070607232910hd6.th.jpg (http://img209.imageshack.us/img209/5673/nwn2ss070607232910hd6.jpg)

stoffe
07-06-2007, 10:01 PM
Imageshack is being its usual sluggish self but I managed to (finally) get these up.


Hmm, strange, those strings doesn't even exist in my game's dialog.tlk file. Something must have gone wrong during the updating even though I didn't get any error messages from the updater. :confused:

If you could send me the unbroken 1.06 dialog.tlk file it would be much appreciated. :)


Edit: Figured out how to get quick-save to work again. Apparently the Action71 key was missing under the [keymapping] section in nwnplayer.ini for some reason. Adding it back made quicksave show up on the settings screen and work in-game again.

Pavlos
07-07-2007, 05:30 PM
I'd just like to say that the quick-save doesn't seem to be messed up on just stoffe's computer - it appears to be an issue caused by 1.06. If you have issues, the best thing to do is to use stoffe's method, as posted above :).

Pavlos
07-08-2007, 01:24 PM
I hate to double post but I felt this was interesting enough to warrant it. We now seem to have facial animations... which was unexpected - they're just not used very often in the OC. I have no idea what patch this was implemented in because it certainly wasn't there at launch - as far as I could tell. Some of the animations look a little... umm... odd, or at least badly named. "FACIAL_ANNOYED" would be better suited as "FACIAL_INTRIGUED", for example.

I wouldn't have noticed this but for a strange change in Sir Nevalle's features on a recent play-through:

http://img233.imageshack.us/img233/2884/nevallewj5.jpg

Now to begin the unenviable task of going through the conversations and adding these animations into them - hopefully helping to solve the "bobbing head" issues.

Edit: Hmm... just looking through a few models in the animation viewer, it seems that a lot of the facial expressions are entirely based around the eyebrows - I guess the lips are to do with the lip synch files rather than the animations. Still... it's better than nothing :).

stoffe
07-08-2007, 02:05 PM
I hate to double post but I felt this was interesting enough to warrant it. We now seem to have facial animations... which was unexpected - they're just not used very often in the OC.

Weird that there wasn't any from the start, most games that contain any form of dialog tend to have them nowadays (even though the quality varies a lot). Perhaps they are adding them bit by bit to the main campaign over several patches? Would go well with the "half finished, some assembly required" state the game was shipped in. :)

* * *

Btw, aren't you supposed to be able to pick a tail when creating a Tiefling character, or was it just Neeshka who was retrofitted with one?

Pavlos
07-08-2007, 03:00 PM
I think it's just Neeshka... which is a little annoying for those who want to play as tieflings. I suppose you'd have to edit the save data with NWN2-GFF to add one in.

stoffe
07-08-2007, 05:13 PM
I think it's just Neeshka... which is a little annoying for those who want to play as tieflings. I suppose you'd have to edit the save data with NWN2-GFF to add one in.

Works fine to use nwn2gff, I've created some characters with nonstandard appearances and wings and tails with it and it has worked fine (so far) in-game. But it would be easier if you could do it in-game when creating the character like you could in NWN1. :)

My current (rather pink) Tiefling warlock character with a pair of wings:
http://img512.imageshack.us/img512/8882/tieflingdressqt0.jpg

Pavlos
08-31-2007, 07:48 PM
Source (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=582924&forum=109)

We have a so-called "premonition" (but not the actual thing) of what's coming for 1.07 and the future of NWN2.

Neverwinter Nights 2 - Premonition (Version 1.07) Beta Patch Notes
August 28th, 2007

Developer Note

Hi Everyone!

There’s a word I’d like you all to keep in mind – by the end of this note, you’ll understand why. That word is Premonition.

We here at Obsidian have been working on Neverwinter Nights 2 for just over three years now. The biggest milestone in our three years working on Neverwinter Nights 2 was last October’s launch of the game. It was great to get the product out to people, so they could see the campaign we’d developed and check out what the new engine and toolset were capable of.

As with any undertaking of the scope of NWN2, there have been many challenges – but we’ve always dedicated ourselves to resolving them, pressing ahead and looking forward to the potential of what we felt a great sequel to Neverwinter Nights should be. As exciting and rewarding as it was to release the game, and as proud as we are of it, we certainly understood and in many cases agreed with some of the complaints. Even at launch, we wanted to improve the game in several ways. And so we pressed ahead, always driven to achieve that potential – driven by the vision of what both we and the community could make of Neverwinter Nights 2.

Update 1.03 saw massive performance improvements, and now Update 1.07 will include a second set of performance optimizations. We’ve worked with the community to improve some of the walkmesh and AI issues with the game, and our dedication to supporting our scriptable, customizable graphical user interface (GUI) has paid off with the community developing UI modifications that allow people to customize the game’s UI to their liking. The DM client you’re getting with this patch is a full featured tool for running multiplayer games.

Additionally, we knew when we released the game that while the Neverwinter Nights 2 toolset was much more flexible and powerful than the original game’s, it would have a steeper learning curve. Additionally, some of us were worried about whether the community would step up to the plate with the new functionality we’d given them. For instance, we knew the UI scripting we introduced was powerful – but would people take advantage of it?
I’m pleased to say that, while there certainly has been a bit of a learning curve while the community has been mastering the new engine, new toolset and new functionality we’ve provided, looking back at the past year I can point to lots of fantastic things that the community has generated – many of which were impossible in the old game. For examples, check out our NWN2 Blog, where each week we highlight some of the cool things the community has made. But, here’s a short list of examples of cool community creations within the last year:

The NWN2 DMFI, with its strong integration into the user interface and its own custom GUI.
All of the cool community generated stuff up on NWVault, including the custom Modules, prefab areas, custom GUIs, and much more.
The extremely useful toolset plugins, which extend to the community the ability to generate the tools that they want or need.
TonyK and evenflw’s AI improvements.
All of the entrants into our Module contest.
Several very cool, active persistent worlds.


All this – and people haven’t even had the new toolset and engine for a full year!

And so, we’re going to continue looking forward. This October, Neverwinter Nights 2: Mask of the Betrayer will ship, a little bit shy of NWN2’s first birthday. And, in anticipation of Mask, we’re delivering the largest, most feature rich update to NWN2 yet.

Remember when I mentioned Premonition earlier? A premonition is a sense of the future; an anticipation of what is to come. In many ways, Mask was designed to anticipate the things that you guys would like to see improved in Neverwinter 2 – better performance and new creatures, area textures, placeables, races and classes and more.

We here at Obsidian are very excited to get Mask to all of you. And, we’re excited to see what the community will do with the new stuff we’ve provided. This update contains many of the core game changes that we’ve made during the development of Mask of the Betrayer. It even contains a sneak peak at one of Mask’s new creatures. We felt that this update was big enough to warrant its own title – and so we decided on Premonition, as this Update gives you, the community, a chance to anticipate some of what you all are going to see when you pick up Mask.

Premonition is a fitting title for another reason, too. This update is a preview of our future plans to continue to improve the level of support and dedication we’ve given to the game - to continue to look forward and make Neverwinter Nights 2 the ultimate computer D&D role-playing experience.

From all of us here at Obsidian, we hope you enjoy Premonition and Mask of the Betrayer. And, as always, we’re looking forward to seeing the awesome and creative content you guys develop with the new tools we’ve provided.

Thanks,

Nathaniel Chapman
Assistant Producer
Obsidian Entertainment, Inc.


NEW FEATURES IN PREMONITION

General

Character Mode and Strategy Mode – In advance of the release of the Mask of the Betrayer expansion pack this September, we’ve included one of the major new revisions we’ve made to the camera and control modes. Now, the four camera modes (Top Down, Chase, Driving and Free Camera) have been consolidated into two modes that are more configurable and clearer to use than the old modes – Character Mode and Strategy Mode.

These modes affect both the function of the camera and the controls for each mode, and are designed to be most efficient for the two primary styles of play – controlling a single character, and controlling a full party. Note that while the information given here refers to the default function of each mode, these modes are highly configurable. Please check out all of the options in the newly updated Options Menu. You can toggle which mode you are in by pressing the * key by default.


Character Mode: In Character Mode, the camera follows behind and over the shoulder of the currently controlled character. This mode is useful for getting a good look at your surroundings and exploring an area while focused on controlling an individual character. While in Character Mode, by default, holding the Left Mouse Button down and moving the mouse to the left or right will turn the character. You can also turn by moving the mouse to the edge of the screen. Holding down the Middle Mouse Button or pressing the Arrow keys will allow you to rotate the camera around the currently controlled character.
Strategy Mode: Strategy Mode is a top down Play Mode that is intended to make controlling a full party easier. This mode is most useful for controlling combat situations involving a full party of characters against a large number of enemies. In Strategy Mode, by default, you can click and drag to select multiple party members. You can rotate the camera either by holding the Middle Mouse Button and moving the mouse, by moving the mouse cursor to the edge of the screen, or by pressing the Arrow Keys.
New Options Menu – Patch 1.07 also introduces a new options menu that gives you access to consolidated and clear options for each camera mode, and better organization of the already existing options.
Marquee/Multi-Selection Revamp – Marquee and Multi-selection have been dramatically improved to make controlling a full party much easier. You can see the new improvements to Marquee and Multi-selection in the new Strategy Mode.


UI Improvements


Party AI On/Off Button – There is now a button on the main game UI, next to the rest button, that will toggle the entire party’s AI on or off.
Player Chat List – A list of all players on the server is now available on the Player Menu (the NWN2 “Eye” button in the lower left corner of the screen). You can select any player from this list to send them a tell.

"Handles" have been added to the chat windows to allow them to be moved more easily.
A logcommands console command has been added that allows you to dump all of the console commands to a text file.
Console commands are no longer case sensitive.


Gameplay Improvements


Darkvision and Low-light Vision are now modes that can be toggled on or off using the Mode Bar. They also have new visual effects to accompany this change.
Bronze Dragon - New Creature! The Bronze Dragon creature has been added to the Toolset, so expect him to show up in new community content as well as Mask of the Betrayer.
Stealth Improvements – Some improvements have been made to stealth to make it more effective in a Multiplayer environment. Among these, characters who are hidden will no longer show up when detected by any party member, and hidden characters should be hidden properly regardless of faction.


Toolset

A "Find a Resource" Plugin has been added to the toolset.
A Creature Appearance Wizard has been added. This will allow you to change the appearance of spawned creatures and creature blueprints, including race, gender, armor and armor attachments. This feature can be accessed by right clicking on a creature or blueprint entry. NOTE: This feature is currently in Beta, and there are plans to improve its functionality.
A Texture Swapper has been added that allows builders to swap the textures in a tileset. This feature can be accessed from a tile’s properties pane, visible by right clicking on a tile.
A new custom skydome system has been added to the toolset, allowing users to replace the NWN2 skies with skydomes of their own creating.
Areas now have additional settings under their Day/Night Stage Properties that allow builders to “de-saturate” an area – that is, remove a percentage of the color from an area, all the way to black and white.


DM Client

A UI feature has been added to allow DMs to adjust player/creature alignments using a slider bar.
Comments from the toolset (comments within the {} brackets) will now show up in the Creator.
The distance a DM can zoom out has been greatly increased.
A filter feature has been added to the DM Client player list. This will allow DMs to select specific players and filter their list down to only show those selected players.



BUG FIXES IN PREMONITION

General

The PC model during level up should be scaled to match the scaling in game
Module Debug text should now display properly.
The Dwarven Defender Defensive Stance ability now functions properly.
The game will no longer crash if a player presses the + key on the number pad in a multiplayer game.
Fixed an issue that was resulting in corrupted save games.
Typing // will now make it so that the rest of the string is not treated as a command input, allowing the character to speak the rest of the string without any changes.
Character AI should now respond to all attacks, not just attacks that result in damage.
Fixed an exploit that allowed players to increase their CON.
Neutral players should now be able to select Akadi as a deity.
The Improved Defense feats should now replace each other.
Mouse camera panning and tilting are now options in the game.


Toolset

The 2DA editor in toolset should now handle rows where the row # is 4 digits.
When viewing a 2DA in the toolset, sorting by any column other than the # will no longer renumber all the entries when saving.
Changing a placeable's OpenState property will no longer yield an Unknown.
Swapping textures in the toolset should no longer result in solid black textures.
Opening the toolset after having set the TreeLeaves option to false in the View -> Options -> Graphics menu should result in leaves not being rendered.
Builders can now select male or female model previews on the Armor Tab in the creature properties window.
Manually entering a value in the Pressure's text field should now affect brushes.
When you run the toolset a prefabs folder should be created, which becomes the default location for saving Prefab objects. Exported Prefabs will not get added to the blueprint list until the Toolset is restarted.
Ctrl-Z will no longer set height-lock in the toolset. The Z key is used now.
Turning the On? property of a light OFF and ON will toggle the light source OFF and ON.
Pasting encounter triggers with spawn points no longer crashes the Toolset.
All the effects associated with an air elemental are played in the proper place.
The name of the last conversation will no longer be missing from the conversation dropdown in the properties list.
Adding a new entry in the journal, when another entry is currently selected, will add the new entry to the parent category of the selected entry.
Red conversation nodes now show "[END DIALOG]" if they have no response nodes under them.
The DELETE key will now work properly when manually entering color values
Glow maps stay on the creatures for which they are intended.
Map hotspots will now appear in the same position in-game as they do in the World Map Editor.


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.
DM commands listed in the Keymapping tab will now function properly.
Dead players will no longer disappear from the chooser.
Possessing/Unpossessing Creatures will no longer play the creature's possession sound.
Players will no longer see the floating text from DMs unless the DM is visible.
Changing the resolution in the DM client should no longer cause the text to disappear from the chooser and creator.
DMs can change the faction of a creature using the dm_setfaction command.
Players will no longer hear the footsteps of hidden DMs.
The disable AI button in the chooser will now work properly.
DebugMode will no longer need to be active for a DM to use console commands.
The last entries in the Chooser or Creator lists will no longer be blank.
The chooser will now focus on the current area when opened.
DMs can now select dead PCs from within the chooser.
The Chooser and Creator will no longer require double-clicks on the buttons.
The + key on the number pad will now jump the DM to the location of the mouse pointer.
The toggle trap/trigger display button will now work properly.
DMs will now be able to join a server that is full, even if that puts the player count over the limit. DMs will still count against the overall player count.
When a DM saves his avatar, the custom shortcuts in the quickbar should no longer become unuseable at next login.
Player portraits in the player list will no longer be blank if a player is in a different area.
Player portraits in the player list will now have the correct portraits and names.


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).
The "GetGroupNumKiled" script within ginc_group has been renamed to "GetGroupNumKilled".


Spells

Melf's Acid Arrow will no longer be stopped by spell resistance.
The combat log will now report Disintegrate as a ranged touch attack when cast.
Disintegrate will now gain bonus damage when Empowered.
The targeting circle for Horrid Wilting has been changed to 30 feet.
Fixed a spelling error for the Glyph of Warding spell description.


It does look something of a mammoth - multiplayer seems to have gotten a lot of attention... but then that aspect of the game was apparently gimped so hopefully that should fix a lot of complaints. Kudos to Obsidian, I say... though I wonder how many bugs this one will introduce :xp:. But this whole confession of mistakes they made throughout the hyping of MotB and now for patch notes is heartening - for me, at least.

In other news: I like the "Character Mode" camera. Sounds like a much more flexible version of KotOR's already terrific camera :). And "woo!" we have a Creature Appearance plugin for the toolset (finally).

Edit: And hurrah for more performance improvements - hopefully I'll be able to turn on shadows now...

ChAiNz.2da
08-31-2007, 07:54 PM
Agreed. This new Expansion/Update may just redeem NWN2 in my eyes :) I really hope so because the NWN series was so much of my gaming life I feel like I've been "separated" from a loved one :lol:

Here's to hoping :D

stoffe
08-31-2007, 09:54 PM
It does look something of a mammoth - multiplayer seems to have gotten a lot of attention... but then that aspect of the game was apparently gimped so hopefully that should fix a lot of complaints.

Nice, hopefully they'll continue to improve the game as there still seems to be plenty left to do. :)

I didn't see anything in that release note about fixing the Spell Resistance bug, about fixing the toolset from crashing when using a color picker in a template after having used "Save as file" to save a template, or fixing the bug in the 2DA editor (introduced with 1.06) that causes it to corrupt some 2DA files which contains long entries since it doesn't pad the columns properly with whitespaces (causing some values to appear right next to the value of the preceeding column with no whitespace in between).

Jae Onasi
08-31-2007, 10:02 PM
I'm looking forward to this update, too. Any improvement in spells, AI, and general playability is welcome. Some of the community members have made spell fixes that have really helped fix things. Of course, some of the spells that were overdoing it were now fixed back to what they really are supposed to do, like cone of cold, hehe. I'll see if I can find that mod and post it here.

Pavlos
09-06-2007, 03:03 PM
1.07 BETA (Premonition [how fancy...]) (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=583670&forum=109) has been released. Same feature list as above. I'm going to risk the beta and take a look at the engine optimisations, the camera changes, and the toolset.

Un link (http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=128)

Edit:

2da Changes:

actions.2da
ambientmusic.2da
appearance.2da
baseitems.2da
classes.2da
cls_feat_wm.2da
color_wildelf.2da
crafting.2da
des_crft_scroll.2da
des_crft_spells.2da
domains.2da
feat.2da
hen_familiar.2da
iprp_damagereduction.2da
iprp_weightinc.2da
itempropdef.2da
itemtypes.2da
keymap.2da
metamagic.2da
metatiles.2da
nwn2_dmcommands.2da
nwn2_emotes.2da
nwn2_scriptsets.2da
nwn2_voicemenu.2da
placeableobjsnds.2da
skills.2da
spells.2da
tailmodel.2da

Known Issues:

1. In item properties, some properties will have strange text for bonuses rather than numbers. When you select the text, it will place the appropriate number (such as +9) in the field.

2. Changing the color of some armors using the armor set tab will result in the color reverting back to the original or last color, or it will be saved as black.

Please list any problems you have with the patch in this thread here. [Pavlos: The thread over on BioWare, obviously not here :xp:.]

(thought that last should be more obvious, CD.)

stoffe
09-06-2007, 03:47 PM
1.07 BETA (Premonition [how fancy...]) (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=583670&forum=109) has been released. Same feature list as above. I'm going to risk the beta and take a look at the engine optimisations, the camera changes, and the toolset.

Un link (http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=128)


Hmm, I'm a bit ambivalent about this patch... lots of good improvements, but they also seem to mess quite a lot with things that weren't really broken, like the cameras/controls/options. Seems like they've applied a planet-sized nerf to the Knockdown feat as well, making it mostly worthless. It will also be annoying if they've added an Oblivion-Nighteye like effect to Darkvision (which it sounds like from the readme) since it ruins the visuals of the game if you just see the world in black and white during the night or while indoors. In particular since I can't remember any really dark area in the game.

Hopefully all the changes aren't hardcoded so you can change them back to what you are accustomed to while still getting the performance enhancements. :)

Pavlos
09-06-2007, 04:48 PM
No, knockdown was broken, apparently (I have no idea where to start on DnD rules :p).

Umm... the camera is... new. I'm not sure what more I can say - it took a while to get used to but I got the strategy mode to work as I wanted to and then managed to get the character mode to work nicely too. The camera rotation is finally no longer limited by your framerate, or so it would seem because when I swing it around, it maintains the same speed. So: the camera is actually an improvement but it sort of takes some getting used to (like the first time I played NWN2) and it will hopefully settle some of the "the camera is broken!!!!111!!!" people down :xp:. Oh and my first thoughts when looking at the camera screen were, "Oh my lord, buttons! Thousands of buttons!" My second thought was, "The marquee control can now be tied to a drag click? Hurrah!"

The... game seemed to mysteriously forget my graphics settings but no big deal. There are some nice improvements - such as the addition of a "far shadows" check-box - but, the graphics screen just seems to be a rearrangement and rewording of things. I didn't get much of a performance increase (but that may be something to do with my very, very old AMD Althlon 64 3000+... or was in 3200+? One of those, anyway). One thing I did notice, though, is that there seems to be less fluctuation in frame rate and as such conversation animations are a little more fluent :). Others are reporting rather large increases in fps but this is the internet, the realm of exaggeration, so it's probably best to take them with a grain of salt.

I'm not sure if it's psychological but I think module and area load times have been decreased, it would be nice if someone could verify this for me.

On the toolset side: load times seem pretty much the same, but we now have a plugin to search through the game's resources and the interior tilesets no longer have a red ceiling (hurrah!). I've never had problems with the toolset crashing so I'm not really in any position to comment on that. Same with multiplayer.

Low light vision doesn't actually seem to work :rolleyes:... so no fears there, stoffe.

Edit: Oh and a little yellow message comes up across the top of the screen when you get a new journal entry in the cinematic conversation mode - which is nice. I'm not sure if it does the same with influence (like it did in the MotB preview) but I'd imagine that it does. You can also view the numerical values for your alignment, which is a nice touch :).

Jae Onasi
09-06-2007, 05:40 PM
Usually I'm not too excited about trying a beta patch, but I might just give this one a shot since the improvements seem to be worth the risk. :)

stoffe
09-06-2007, 06:07 PM
No, knockdown was broken, apparently (I have no idea where to start on DnD rules :p).

Knockdown was a Bioware invention for NWN1, that feat does not exist in D&D. So they could make it work like they want. Now they've seemingly decided to make it worthless. Hopefully at least the cooldown can be removed in feat.2da. That should hopefully still make it fairly useful as a spellcaster disruption tool for fighters. :)


Umm... the camera is... new. I'm not sure what more I can say - it took a while to get used to but I got the strategy mode to work as I wanted to and then managed to get the character mode to work nicely too.

Is it possible to configure it to work just like Top-down mode does? I prefer being able to swing the camera around, zoom in and out, pan tilt the camera as I wish etc.


it will hopefully settle some of the "the camera is broken!!!!111!!!" people down :xp:. Oh and my first thoughts when looking at the camera screen were,

the camera might be broken!!!!111!!!


The... game seemed to mysteriously forget my graphics settings but no big deal.

Every time you start it, or just the first time after the patch has been applied?


There are some nice improvements - such as the addition of a "far shadows" check-box - but, the graphics screen just seems to be a rearrangement and rewording of things.

I hope you can still turn off he same things through... without minimal shadows and point light shadows, soft shadows and reflective water off the game becomes unplayable on my computer.


Others are reporting rather large increases in fps but this is the internet, the realm of exaggeration, so it's probably best to take them with a grain of salt.

Might depend on hardware, but I wouldn't be surprised if much of it is placebo. If people are being told there are performance increases they often see what they've been told they should see to some extent. :)


Low light vision doesn't actually seem to work :rolleyes:... so no fears there, stoffe.

Nothing happens if you toggle it? Weird. Darkvision was pretty bugged before already (you had to switch control to another party member and then back to your PC after an area transition to turn it on), but at least it worked reasonably OK. I liked that it just slightly increased the light level of the area without any fancy (aka: annoying in the long run) visual effects like the Nightvision in Oblivion.


Edit: Oh and a little yellow message comes up across the top of the screen when you get a new journal entry in the cinematic conversation mode - which is nice.

That's nice, it was always a bit annoying that you couldn't see what effects your choices in a dialog had until after the dialog was done. :)

Pavlos
09-07-2007, 04:35 PM
Ok... more stuff:

The camera is much more flexible to tweak and as such, a new player may be overwhelmed by all the buttons but I can safely say that it is a big improvement, for me, at least. After eight months of patching, I can actually get the game to play like Baldur's Gate II. Shift+click on a party member's portrait adds them to your currently controlled characters, the marquee works with a click and drag - as it should have done from the off - the issues with the group select and character actions seem to have been fixed, so you don't have to deselect your party members and just control the PC to interact with objects. The character mode isn't annoying, either... it actually works and I have it set up so when I switch to that mode the game plays almost exactly like KotOR.

I was also a little harsh on the performance improvements. I've extended my tests to the other areas of the OC (rather than just West Harbor) and I've seen an improvement of 5-10 fps (which is substantial on my ageing system). As I said before, there's less fluctuation in this as well, so swinging the camera about and panning isn't painful for the eyes.

What's more: New items flash in the inventory, to tell you that you've just picked them up - which is more useful than you can possibly believe.

So: some bugs, some flaws but I'm really impressed with 1.07 thus far :).

Balderdash
09-07-2007, 05:55 PM
Usually I'm not too excited about trying a beta patch, but I might just give this one a shot since the improvements seem to be worth the risk. :)
There's no risk, really. You can revert back to 1.06 easily enough, I believe.

I'd try it out myself but I'm too lazy... I am looking forward to using the new camera modes though, and performance updates are always welcome...

tk102
09-27-2007, 11:04 AM
NWVault has posted that Obsidian released a patch to "v1.10 final" yesterday.

http://nwvault.ign.com/#33385
http://nwvault.ign.com/View.php?view=NWN2Articles.Detail&id=230

I tried using the updater but it told me my v1.06.980 was the latest. :shrug: Maybe the updater hasn't been updated yet. I haven't manually downloaded the patch either so I haven't seen the readme. (Edit: there isn't one)

Edit: A bit more info found from this nwn2 forum thread:
http://nwn2forums.bioware.com/forums/viewtopic.html?topic=586736&forum=121
With the MoTB release imminent, we have been taking a look at the 1.07 patch and how it interacts with MoTB.

Many of you have seen already that we have been slowly bringing the code forks together now, so that the NWN2 patches are compatible with MoTB.

Patching the game is always a difficult process. When one thing is fixed, other things break. So, with that in mind we had to make a decision about how to handle the 1.07 patch with the MoTB release.

What we have decided is that, the 1.07 final patch will be "reversioned" to become 1.10. The 1.10 final patch will contain only data fixes from 1.07. It will not contain any programming fixes that are not already in 1.07. This means that some things, such as stealth, while they are fixed for us, may not be fixed in 1.10 for you. This is to make sure that when you have your copy of MoTB installed, the patch won't break it unnecessarily.

Now, for those of you that purchase and install MoTB, you should see all the fixes right away - including stealth - as they are "native" to that code. But for those of you that don't have MoTB, the fixes will be finalized in the patch after the MoTB release.

We apologize for any inconvenience, but feel this is the safest course of action for all players.

Pavlos
09-27-2007, 07:12 PM
Should be good to go with the autopatcher now, guys. That is... for those of us that don't have MotB yet.

*Glares at stoffe in envy*

tk102
09-27-2007, 10:40 PM
I had higher hopes for the toolkit's "Find a Resource" plugin. Sadly, it's no better than my Yahoo! Desktop Search. It doesn't even search within .mod files. :(
Oh how I wish there was tool that could help me Find References. LOL, I crack myself up.

stoffe
09-28-2007, 10:27 AM
I had higher hopes for the toolkit's "Find a Resource" plugin. Sadly, it's no better than my Yahoo! Desktop Search. It doesn't even search within .mod files. :(

You don't have any plans of turning FindRefs into a Toolset plugin? I think that would be rather popular, given how poor the standard search features in the Toolset are. :)

Pavlos
10-03-2007, 12:28 PM
Missed this one (http://forums.obsidianent.com/index.php?automodule=blog&blogid=2&showentry=92)

So many of you have seen we have talked about the ability to use custom portraits instead of the default 3d portraits of NWN2. For those with MoTB installed, you can see that we have used this for the companions and other creatures.

Right now, there is no easy way to set the portraits for characters as you could during character creation in NWN1, so we started work on a system to allow this. But, after some discussions we felt that Persistent World Players needed something more. For those of you that don't play on PWs, it's important to understand that characters evolve on PWs, as well as the world around them. As such, we felt it would be great if you could actually change your portrait during play. So, once the feature is released in a patch you will be able to double-click on your portrait in the character screen and a portrait selection dialog (shown below) will appear. You will be able to change your portrait as often as you like and, as long as other players have your portrait in their portraits folder (My Documents\Neverwinter Nights 2\Portraits), they will be able to see the change as well. If you ever want to go back to your 3d game-generated portrait, just click the clear button.

Nifty, no? Kudos to Obsidian, I'm unlikely to use the system but the more freedom to customise our characters the better, no?

Pavlos
12-07-2007, 05:51 PM
*Blows off dust*

Hmm... been a while but we finally have news of our next patch. Release will be on Monday 10th December; apparently they could release today but it's too near the weekend to offer immediate support.

Here is a quick look at some of the fixes and features in Patch 1.11. Happy reading.

Neverwinter Nights 2 - Version 1.11 Patch Notes
October 30th, 2007


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.


It seems they've fixed the Mask of the Betrayer basic spirit-eater powers so they don't alter alignment. Must have been because everyone disliked it :xp:. Good call on that, I'd say. Another good thing: the deduction of spirit points when travelling has been fixed.

Obsidian are pretty famous for not mentioning half of what's gone into the patch (not sure why they don't list it all...) so here's a link to the thread so you can read the responses to other people's questions... and question them yourself, too! Clicky. (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=604834&forum=109)

stoffe
12-07-2007, 07:05 PM
Obsidian are pretty famous for not mentioning half of what's gone into the patch (not sure why they don't list it all...) so here's a link to the thread so you can read the responses to other people's questions... and question them yourself, too! Clicky. (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=604834&forum=109)

Nice. Still no mention of fixing the broken Spell Resistance on creature hides (unless I'm confused), though. I wonder how hard that could be since that bug has been there from the start and they don't even seem to acknowledge it exists.

At least there is a bunch of other things I've noticed that they have fixed (even though I've corrected many of them myself already :))

Pavlos
12-07-2007, 08:40 PM
What fun, another update have we. (http://forums.obsidianent.com/index.php?automodule=blog&blogid=2&showentry=100)

Clearing the Air

We have been making some changes to the way we will be handling patches moving forward. While I can't give you full details yet, I will let you in on some of the changes: We will be working on a six week schedule for each patch, starting with 1.12. This is a tighter schedule and that means that the number of fixes and features included with each patch will be reduced when compared to the average patch in the past. This, however, does mean that you should be seeing patches more often and at a more predictable rate. We are setting our goals pretty high with this new plan. We will be attempting to address some pretty important, but very risky fixes and features as well.

As part of the new plan, I hope to make our patching process more transparent. I would like to tell you much earlier what we plan to work on in the patches and keep you much more up to date as to how the patches change as we go through each phase: from production, through testing and, finally, to release. I will start this process by posting our primary goals for each patch in this blog. These lists will not be complete lists of what we plan to address as we would still like to put a few surprises in and we will still be keeping exploits a secret so as not to make PW Admins' lives more difficult. The lists will start out pretty general in nature and, as we discuss each patch internally, the lists will become more refined as we add and remove fixes and features from the goals list. Eventually, I would like to be able to post a plan for up to three patches out, so you have a general idea of where things are heading.

So to start things off, here is a list of goals we have for the 1.12 patch:

Eliminate the errors caused by transitioning with familiars summoned.
Fix the issue where the Use Magic Device skill takes priority over caster levels.
Allow Warlocks to be able to take crafting feats.
Eliminate area transition crashes.
Fix the issue where swapping spells on level-up makes characters invalid.
Update the Dedicated Server Creator to install NX1 files and model directories.
Provide more detail in the Multiplayer "missing file" error message.
Eliminate the item identification price discrepancies between the toolset and the price displayed in-game.
Fix 75 spells.
Make appropriate spells able to be scribed to a scroll.
Allow Armorrulestats.2da to be readable from hak pack in-game.
Implement stealth animations for playable races.
Add in about 20 more spells. [Bolderisingification by me...]
Bind the player list to the P key.
Implement the UI feature to change portraits in-game.
Implement multi-server portal support.
Increase the dedicated server player limit to 120.
Implement the ability to change the loot bag appearance.


Now, as I said, this list can change. We are feeling pretty confident about it now, but in game development there are always snags and issues that prevent some things. It is also important that you realize that this is not a promise of what will be fixed and when, but more of a list of goals that we hope to achieve. Some of the items on this list are so risky that they could bump some items to a later patch.

Also, just because you do not see the issue that is important to you in this list does not mean it has been forgotten. Chances are your issue is scheduled for a later patch.

Personally, I am pretty excited about the new changes. Hopefully you are too. We are currently scheduling the first patch to be released around February 11, but there are some things that may push this back a bit.

Hopefully this change means they're applying the methods that made Mask of the Betrayer so good to the patching process :).

As small as it seems... I still wish they'd implement some sort of head tracking. It looks absurd to have Khelgar talking to my character's crotch... it really does.

Web Rider
12-07-2007, 09:35 PM
You know honestly I gave up on updating my game weeks ago.

stoffe
12-09-2007, 08:53 AM
As small as it seems... I still wish they'd implement some sort of head tracking. It looks absurd to have Khelgar talking to my character's crotch... it really does.

Probably too late for that, model animation changes are probably too time consuming to implement in a patch. So it if happens it would probably be in some future expansion pack. Besides, the halfling/gnome/dwarf characters would probably develop a sore neck after talking to all the humans in the game with all that looking up. :)

Pavlos
12-11-2007, 12:22 PM
The patch is out, guys.


Changed 2DAs:

For NWN2-ONLY Builders:
des_crft_scroll.2da
des_crft_spells.2da
keymap.2da
placeables.2da
racialsubtypes.2da
trees.2da


For MoTB Builders:
baseitems.2da
des_crft_scroll.2da
des_crft_spells.2da
domains.2da
itemprops.2da
keymap.2da
placeables.2da
racialsubtypes.2da
spells.2da
vfx_persistent.2da
visualeffects.2da

Note: The TLK file has also been updated.

Balderdash
12-11-2007, 02:18 PM
How is it? Any problems with it? I installed it this morning but I'm not playing NWN2 at the moment.

Pavlos
02-02-2008, 10:53 AM
Source (http://forums.obsidianent.com/index.php?automodule=blog&blogid=2&showentry=104).

1.12 seems to be shaping up nicely:

Eliminate the errors caused by transitioning with familiars summoned.
Fix the issue where the Use Magic Device skill takes priority over caster levels. (Fixed as of 2/1)
Allow Warlocks to be able to take crafting feats. (Fixed as of 1/28)
Eliminate area transition crashes.
Fix the issue where swapping spells on level-up makes characters invalid. (Fixed as of 1/11).
Update the Dedicated Server Creator to install NX1 files and model directories. (Fixed as of 2/1)
Provide more detail in the Multiplayer "missing file" error message.
Eliminate the item identification price discrepancies between the toolset and the price displayed in-game. (Fixed as of 1/11).
Fix 75 spells. - May move to next patch as we may need to include all spell fixes at once.
Make appropriate spells able to be scribed to a scroll. (Arcane spells complete)
Allow Armorrulestats.2da to be readable from hak pack in-game. (fixed as of 1/28)
Allow dieties.2da to be readable from hak pack in-game. (fixed as of 2/1)
Fix issues with Invisibility.
Bind the player list to the P key.
Implement the UI feature to change portraits in-game.(Implemented as of 1/11).
Implement multi-server portal support.
Increase the dedicated server player limit to 120. (Fixed as of 1/11 - Player limit will be 96).
Natural AC is not working properly (Fixed as of 1/28).
Losing points in UMD can cause items to be destroyed. - 80% Complete
Spellcasting classes not adding together in regards to prerequisites for feats and epic spells.
Non-MoTB players can see the low-light vision effect around other players (Added to the patch).
Fix the issue where splitting dropped items can cause crashes (Fixed as of 2/1).

Arátoeldar
02-04-2008, 04:57 AM
Thank you for the heads up Pavlos. Any ETA as to when the final version might be released?

tk102
02-04-2008, 11:15 AM
Fixed 75 spells?!

Pavlos
02-04-2008, 12:28 PM
Thank you for the heads up Pavlos. Any ETA as to when the final version might be released?

After trying both firm dates and "When it's done" they've sort of settled on a happy medium. They don't set themselves a public deadline so it can be moved without a thousand fanboys shaking their fists and crying foul. But they also don't leave us in the dark about things until the patch is released. Essentially, they make the process transparent and so we have a pretty good idea of when the patch will be completed but they don't have to rush things to meet a deadline.

Best of both worlds.

Fixed 75 spells?!

Yeah, so far as bug-fixing goes this seems like a pretty hefty patch (not much for new features, though).

They did plan for 25 new spells in 1.12 but it got shifted to the next update. Though, while I'm pleased with Obsidian's dedication to making NWN2 a better game and keeping everything up-to-date, I do wish they'd document their changes properly. I opened the toolset the other day to find out that things like check-boxes (for True/False settings in area properties) had been introduced in place of the selection boxes. These things are improving the useablity of the toolset (as well as helping to fix the "O, God, what sort of hellish development environment have I stumbled into?!" image) but they're not broadcast across the world.

They can make patches they just can't document them :xp:.

Jae Onasi
02-04-2008, 01:06 PM
75 spells, eh? Now that just might pull me away from GW long enough to try again and play MotB, which will undoubtedly make Emperor Devon giddy enough with happiness to give thanks to the non-deity of his choice. ;P

Emperor Devon
02-04-2008, 08:58 PM
Aww man, another patch out already? If it weren't for the natural armor bug I probably wouldn't even bother downloading this. Upgrading and making things compatible with my existing 2das is such a pain. :/

Fixed 75 spells?!

I suspect most of them are copied scripts from the two major spell fix mods already out. (http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=99 and http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=85) But at least that means I won't have to bother installing them again for the next patch.

Now that just might pull me away from GW long enough to try again and play MotB, which will undoubtedly make Emperor Devon giddy enough with happiness to give thanks to the non-deity of his choice. ;P

That you have possessed a copy of that game and neglected to play it for weeks is nothing less than high treason against everything good and beautiful in the world!

But you got the last bit of that right, my wizard did have 'No Deity' selected for the deity of his choice.

stoffe
02-05-2008, 09:30 AM
But you got the last bit of that right, my wizard did have 'No Deity' selected for the deity of his choice.

That will cost you by missing chunks of deity-specific dialog throughout the games. :p Besides, isn't it a bit crazy not to believe in gods in a universe where their existence is plain for all to see? Sort of like a D&D character who doesn't believe magic exists? :)

As for the patch I really hope they start to document in more detail what changes they do to game data files. It takes hours to apply each update and make it play nice with mods as it is now. Hours much better spent playing the game than doing dreary maintenance work. :)

Balderdash
02-05-2008, 04:01 PM
He didn't say he was an athiest. Maybe his wizard just really doesn't like any of the pantheon and doesn't want to worship any of them. Maybe even because of the wall of the faithless...

Emperor Devon
02-05-2008, 08:08 PM
He didn't say he was an athiest. Maybe his wizard just really doesn't like any of the pantheon and doesn't want to worship any of them.

Zigactomundo. The events in MotB show they can be just as petty and spiteful as any mortal - far from worthy of worship.

Pavlos
02-16-2008, 10:59 AM
This is probably unexciting with all that Mass Effect news floating around the forum. But we have the first formal patch notes for 1.12 (subject to change).

Source (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=617629&forum=109)
Neverwinter Nights 2 Game Update 1.12
Patch Notes - February 13, 2008

Special thanks to NWN2 Community member RPGPlayer1 for many of the spell, invocations and effects fixes.

Fixes

General

Experience gains of zero will no longer show up in the chat log.
The Player List is now mapped to, and accessible from the P key
Natural AC is now being properly applied to creatures.
Use Magic Device checks, when casting from scrolls, will no longer circumvent caster classes.
Custom Content
Armorrulestats.2DA is now able to be recognized in-game when read from a hak pack.

Scripting

Passing a numeric string variable will not cause an empty string to be passed to a script.
Strings that contain a pure number will no longer be converted to an empty string when passed into a script expecting a string parameter. This bug would manifest itself such that if a call to UIObject_Misc_ExecuteScript passed along a string that looked like "9", and the script on the server side was expecting a string, the script would get an empty string instead of the "9" as expected.

Toolset

A store's Identify cost now show correctly in-game.

Multiplayer

Attempting to split an item stack that is no longer in the character's inventory will not crash the game.
On servers with Enforce Legal Characters turned on, characters that have swapped spells will no longer be considered invalid.
The Player List on the Neverwinter Eye menu is now accessible via the P key and can be remapped to other keys.
Bigby's Grasping Hand and Bigby's Crushing Hand spells will no longer crash the dedicated server.
The Dedicated Server Creator (to be released separate from the patch) will now properly prompt the user to include Mask of The Betrayer files.
Fixed an issue where the dedicated server would crash when hosting an MoTB game.
Transition Crashes: A new 'Shortcut Transitions=1' optional INI setting has been added for the dedicated server. The INI entry should go in nwn2player.ini under [Server Options]. If added and set to true, a portion of the transition code will be bypassed. This will help with some of the timeouts people have run into, but will not resolve all issues. Further refinement of feedback will be gathered via the following Multiplayer fix (below).
Transition Crashes: Log files are being expanded to include additional information to help in narrowing down the issues related to multiplayer transition crashes. The log file, located in the root of the game install directory (with the name nwn2main - no extension) will regenerate each time the game crashes.

Classes & Prestige Classes

Arcane Archer

Fixed Enchant Arrow ability, to not wrongly add magical damage bonus to the arrows when using other Arcane Archer special abilities (should be physical). Also, in those cases, that bonus will properly be multiplied for critical
Fixed an issue, when bonus from Greater and Epic Weapon Specialization wouldn't be added to Arcane Archer arrow damage, when using his special abilities. Also, Strength bonus will no longer be added to such attacks, if having no bow with Mighty properties, and critical hits from such attacks won't do additional damage against creatures immune to critical hits
Added missing shooting animation for Arcane Archer's use of Death Arrow
Fixed Imbue Arrow ability, so shooting animation is shown when Arcane Archer misses the target

Arcane Scholar of Candlekeep

The Arcane Scholar of Candlekeep will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.

Arcane Trickster

The Arcane Trickster will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Barbarian
Resting during barbarian rage will no longer generate fatigue penalties afterwards.
Bard
Fixed songs and inspirations used by Bards, so that deafened creatures don't get affected by them. Also, deaf Bards won't be prohibited from using their own songs and inspirations.
Fixed Song and Hymn of Requiem, so they get properly extended with Lingering Song feat. Also, Hymn healing won't be applied to invalid song targets
Blackguard
Fixed Inflict Serious and Inflict Critical Wounds abilities for Blackguard, so they add Blackguard level as bonus damage (to replace caster level they do not have)
Eldritch Knight
The Eldritch Knight will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Harper Agent
The Harper Agent will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast, Epic Gate and Mass Fowl.
Pale Master
The Pale Master will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Red Wizard of Thay
The Red Wizard of Thay will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Sacred Fist
The Sacred Fist will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
Stormlord
The Stormlord will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Storm Avatar Spell will now work on weapons with electrical damage bonus.
Warlock
Warlocks are now able to take Create Wondrous Item and Create Magical Arms and Armor at their proper levels.
Fiendish Resilience, so it will regenerate specified amount of health per round, instead per second
Warpriest
The Warpriest will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
Spells
Burning Hands will no longer check the caster for spell resistance in some situations.
Color Spray will no longer check the caster for spell resistance in some situations.
Cone of Cold will no longer check the caster for spell resistance in some situations.
Mestil's Acid Breath will no longer check the caster for spell resistance in some situations.
Prismatic Spray will no longer check the caster for spell resistance in some situations.
Creeping Cold: damage will no longer depend on other spells cast in following rounds.
Greater Creeping Cold: damage will no longer depend on other spells cast in following rounds.
Enervation will no longer roll two touch attacks and, if maximized, it will no longer double the number of levels lost, except on critical hits. Corrected the missing visual effect.
Ghoul Touch spell: the fumes emitted by a paralyzed target will reduce attack bonus properly (not just damage, saves and skills) and will no longer affect the caster on hardcore difficulty.
Ghoul Touch fog effect will not affect targets immune to poison.
Ghoul Touch fog effect will now dissipate, if target is freed from paralysis
Glass Doppelganger spell: damage reduction of the copy is 15/bludgeoning and the copy will no longer copy the gold and items from the original/target character.
Shadow Simulacrum will not make a copy of target's gold and items.
Grease spell: movement reduction effect always gets applied (no save).
Greater Heroism will no longer stack with Heroism when cast on other characters.
Heal and Harm spells will now require touch attack on hostile targets.
Heal Animal Companion spell will no longer be able to heal creatures and characters that are not considered animal companions.
Fixed a bug with Ice Storm in which some targets would not take damage if another creature was killed during the spell's duration.
Infestation of Maggots will no longer affect creatures immune to diseas. Also, if using Hardcore rules, it will only kill creatures that have their Constitution reduced to zero, not three (3).
Inflict Wounds spells will now roll proper attacks when targeting friendly undead.
Invisibility Sphere will now end properly if invisibility is canceled on the caster.
Isaac's Missile Storm spells will no longer lose missiles if cast on an area with both friends and enemies.
Mass Aid spell will no longer check for the Spell Resistance of the target. Depleting temporary hit points granted by Mass Aid will no longer remove other effects, nor will it stack with itself or the Aid spell.
Mass Charm Monster will no longer affect the caster or friendly targets on hardcore difficulty. Mass Charm Monster will now charm the proper number of monsters. Other creatures will no longer get dazed if the player character is affected.
Mass Curse of Impending Blades spell now has the proper 20ft radius (won't affect creatures outside target marker).
Mass Death Ward will no longer check the spell resistance of targets.
Mass Lesser Vigor will now have the proper area of effect to match its targeting marker.
Melf's Acid Arrow
---Continuous damage will have correct duration (not 1 round less)
---If it misses the target, it will not cancel Acid Arrow currently in the effect
---If it hits the target, it will not prolong Acid Arrow currently in the effect to last as long as new effect (fixed to not stack)
Mind Fog will no longer affect targets immune to mind affecting spells.
Mirror Image can now be properly dispelled and will now work properly when maximized.
Moon Bolt can now be properly Extended, Empowered or Maximized.
Nature's Avatarcan no longer be used on polymorphed/wildshaped creatures.
Phantasmal Killer will no longer affect creatures immune to Fear.
Polar Ray will now double damage on a critical hit.
Vampiric Touch will now double damage on a critical hit.
Recitation will no longer stack with itself.
Scare will now affect multiple targets correctly, and that fear on them can be properly dispelled.
Scorching Ray will now affect the proper number of hostile creatures in an area. The visual effect on Scorching Ray will now display properly.
Fixed the Shadow Conjuration version of Web spell, so that movement decrease gets properly removed after exiting the affected area.
Shadow Simulacrum will now copy creatures up to twice the caster level, not half the caster level
Fixed Shout, Greater Shout and Mass Drown, so they will no longer ignore some creatures in the targeting area.
Shroud of Flame spell:
---Will no longer stack with itself.
---damage will no longer depend on other spells cast in following rounds.
Silence spell will now only check for spell resistance when targeted directly on hostile creature. Also, targets immune to silence effects will get sonic immunity properly removed when exiting the area of effect.
Storm Avatar will now work on weapons with electrical damage bonus
Fixed the Sunbeam and Sunburst spells so that a single Reflex save protects against both damage and blindness (and Vampire death, in case of Sunburst), instead of rolling several separate saves.
Tasha's Hideous Laughter will no longer affect targets protected by Protection from Good/Evil, if it should apply.
Weird will no longer affect targets protected by Protection from Good/Evil, if it should apply.
Undeath to Death will now have the proper 30ft radius (won't affect undead outside target marker)
Vampiric Touch will now have the proper effects when Maximized (drains 6HP per die, instead of 8 )
Vitriolic Sphere will no longer depend on other spells cast in later rounds for damage calculation, and will no longer ignore some creatures in the area of effect.
Wail of the Banshee will now require the proper number of saving throws and the death effect will be applied more quickly.
Wall of Fire damage will now be capped properly at 2d6+20 (and not at just 20)
Wall of Greater Dispel Magic is now properly capped at caster level 15, not 10
Bless can now target the ground, and not just creatures directly (since they have area effects).
Dismissal can now target the ground not just creatures directly (since they have area effects).
Scare can now target the ground not just creatures directly (since they have area effects).
Song of Discord can now target the ground not just creatures directly (since they have area effects).
Undeath to Death can now target the ground not just creatures directly (since they have area effects)
Fixed Lesser Planar Binding and Planar Binding, so they can target hostile outsiders
Fixed Mass Aid and Mass Death Ward, so they can be Extended with metamagic
Fixed visuals for Blade Barrier, so that swords don't disappear right after spell is cast
Fixed visuals for Evard's Black Tentacles, so that tentacles stay for full spell duration
Warlock Invocations
Eldritch Blast will no longer deal double damage to creatures immune to critical hits.
Eldritch Chain:
---It will not arc to secondary targets when primary one was missed
Will now perform the proper number of attack rolls on secondary targets.
Secondary targets will get doubled damage on critical when appropriate.
Eldritch Cone will no longer injure the caster on Hardcore difficulty
Curse of Despair stat penalty will now mimic that of Bestow Curse spell (-3, not -2 to all attributes). Also, attack penalty on successful save will last properly for 10 rounds and will no longer be permanent
Otherworldly Whispers, will no longer behave like a hostile invocation (rolling initiative, putting character into combat stance, etc...)
Tenacious Plague:
---Fixed a bug, when swarm would sometimes ignore valid targets
---Dispelling will remove continuous damage as well as effects.
---Will no longer register a miss if you match your target's Armor Class.
Eldritch Doom targeting marker now matches the area affected (old marker was smaller then area affected).
Creature Abilities
Death Knights can still be affected by divine damage if they evade fire damage.
Fixed Cones of Acid, Fire and Frost used by some creatures, so that saving successfully from their damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage
Fixed Fear auras used by some creatures (dragons included), to prevent characters immune to fear or mind effects from getting penalties.
Ghast and Hezrou auras will no longer affect creatures immune to poison.

New Features

Multiplayer

When a player gains 0 XP, the server no longer sends a message to the player to inform them they gained 0 XP.
Dedicated Server Max Players limit has been increased to 96.
Scripting
A lerptime attribute was added to the UIProgressBar GUI object. This allows you to adjust the time it takes to interpolate.
the UIProgressBar GUI object now takes a:
'lerptime' parameter which lets one adjust the time it takes to interpolate.
In order to interpolate, either the:
lerpincrease=true
or
lerpdecrease=true
or both attributes need to be present for the UIProgressBar.
Two new functions added - GetNum2DAColumns and GetNum2DARows - that will return the number of columns or rows in a 2DA.
void SetScale(object, x, y, z) function added
float GetScale( object, axis ) function added
GUI
Players are now able to double-click on their portrait in the character sheet and bring up the portrait selection menu. Through this menu, the player is able to select a new portrait for themselves. All players on a server must have a copy of the portrait in order for the custom portrait to be seen.

We should be getting it in three or four weeks.

My eyes hurt from all the spell fixes

Edit:

An update on the patch situation:1. The Low-Light/Darkvision aura around the DM will no longer be visible to players in a Multiplayer game.

2. Fixed an issue where companions were replaced by familiars/animal companions during transitions. That's the final list which means they've just got to finish off the testing. The official patch notes will be, of course, released with the patch.

Pavlos
03-24-2008, 07:34 AM
Wall of text alert

1.12 has been released for your pleasure:
Released March 19, 2008

Neverwinter Nights 2 Game Update 1.12
Patch Notes - February 13, 2008

Special thanks to NWN2 Community member RPGPlayer1 for many of the spell, invocations and effects fixes.

Fixes

General

Experience gains of zero will no longer show up in the chat log.
The Player List is now mapped to, and accessible from the P key
Natural AC is now being properly applied to creatures.
Use Magic Device checks, when casting from scrolls, will no longer circumvent caster classes.
Fixed an issue where companions were replaced by familiars/animal companions during transitions.

Custom Content
Armorrulestats.2DA is now able to be recognized in-game when read from a hak pack.
Deities.2DA is now able to be recognized in-game when read from a hak pack.


Scripting

Passing a numeric string variable will not cause an empty string to be passed to a script.
Strings that contain a pure number will no longer be converted to an empty string when passed into a script expecting a string parameter. This bug would manifest itself such that if a call to UIObject_Misc_ExecuteScript passed along a string that looked like "9", and the script on the server side was expecting a string, the script would get an empty string instead of the "9" as expected.

Toolset

A store's Identify cost now show correctly in-game.
ERF/HAK editor plugin

Multiplayer

Attempting to split an item stack that is no longer in the character's inventory will not crash the game.
On servers with Enforce Legal Characters turned on, characters that have swapped spells will no longer be considered invalid.
The Player List on the Neverwinter Eye menu is now accessible via the P key and can be remapped to other keys.
Bigby's Grasping Hand and Bigby's Crushing Hand spells will no longer crash the dedicated server.
The Dedicated Server Creator (to be released separate from the patch) will now properly prompt the user to include Mask of The Betrayer files.
Fixed an issue where the dedicated server would crash when hosting an MoTB game.
Transition Crashes: A new 'Shortcut Transitions=1' optional INI setting has been added for the dedicated server. The INI entry should go in nwn2player.ini under [Server Options]. If added and set to true, a portion of the transition code will be bypassed. This will help with some of the timeouts people have run into, but will not resolve all issues. Further refinement of feedback will be gathered via the following Multiplayer fix (below).
Transition Crashes: Log files are being expanded to include additional information to help in narrowing down the issues related to multiplayer transition crashes. The log file, located in the root of the game install directory (with the name nwn2main - no extension) will regenerate each time the game crashes.
The Low-Light/Darkvision aura around the DM will no longer be visible to players in a Multiplayer game.

Classes & Prestige Classes

Arcane Archer

Fixed Enchant Arrow ability, to not wrongly add magical damage bonus to the arrows when using other Arcane Archer special abilities (should be physical). Also, in those cases, that bonus will properly be multiplied for critical
Fixed an issue, when bonus from Greater and Epic Weapon Specialization wouldn't be added to Arcane Archer arrow damage, when using his special abilities. Also, Strength bonus will no longer be added to such attacks, if having no bow with Mighty properties, and critical hits from such attacks won't do additional damage against creatures immune to critical hits
Added missing shooting animation for Arcane Archer's use of Death Arrow
Fixed Imbue Arrow ability, so shooting animation is shown when Arcane Archer misses the target

Arcane Scholar of Candlekeep

The Arcane Scholar of Candlekeep will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.

Arcane Trickster

The Arcane Trickster will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Barbarian
Resting during barbarian rage will no longer generate fatigue penalties afterwards.
Bard
Fixed songs and inspirations used by Bards, so that deafened creatures don't get affected by them. Also, deaf Bards won't be prohibited from using their own songs and inspirations.
Fixed Song and Hymn of Requiem, so they get properly extended with Lingering Song feat. Also, Hymn healing won't be applied to invalid song targets
Blackguard
Fixed Inflict Serious and Inflict Critical Wounds abilities for Blackguard, so they add Blackguard level as bonus damage (to replace caster level they do not have)
Eldritch Knight
The Eldritch Knight will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Harper Agent
The Harper Agent will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast, Epic Gate and Mass Fowl.
Pale Master
The Pale Master will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Red Wizard of Thay
The Red Wizard of Thay will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Sacred Fist
The Sacred Fist will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
Stormlord
The Stormlord will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Storm Avatar Spell will now work on weapons with electrical damage bonus.
Warlock
Warlocks are now able to take Create Wondrous Item and Create Magical Arms and Armor at their proper levels.
Fiendish Resilience, so it will regenerate specified amount of health per round, instead per second
Warpriest
The Warpriest will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
Spells
Burning Hands will no longer check the caster for spell resistance in some situations.
Color Spray will no longer check the caster for spell resistance in some situations.
Cone of Cold will no longer check the caster for spell resistance in some situations.
Mestil's Acid Breath will no longer check the caster for spell resistance in some situations.
Prismatic Spray will no longer check the caster for spell resistance in some situations.
Creeping Cold: damage will no longer depend on other spells cast in following rounds.
Greater Creeping Cold: damage will no longer depend on other spells cast in following rounds.
Enervation will no longer roll two touch attacks and, if maximized, it will no longer double the number of levels lost, except on critical hits. Corrected the missing visual effect.
Ghoul Touch spell: the fumes emitted by a paralyzed target will reduce attack bonus properly (not just damage, saves and skills) and will no longer affect the caster on hardcore difficulty.
Ghoul Touch fog effect will not affect targets immune to poison.
Ghoul Touch fog effect will now dissipate, if target is freed from paralysis
Glass Doppelganger spell: damage reduction of the copy is 15/bludgeoning and the copy will no longer copy the gold and items from the original/target character.
Shadow Simulacrum will not make a copy of target's gold and items.
Grease spell: movement reduction effect always gets applied (no save).
Greater Heroism will no longer stack with Heroism when cast on other characters.
Heal and Harm spells will now require touch attack on hostile targets.
Heal Animal Companion spell will no longer be able to heal creatures and characters that are not considered animal companions.
Fixed a bug with Ice Storm in which some targets would not take damage if another creature was killed during the spell's duration.
Infestation of Maggots will no longer affect creatures immune to diseas. Also, if using Hardcore rules, it will only kill creatures that have their Constitution reduced to zero, not three (3).
Inflict Wounds spells will now roll proper attacks when targeting friendly undead.
Invisibility Sphere will now end properly if invisibility is canceled on the caster.
Isaac's Missile Storm spells will no longer lose missiles if cast on an area with both friends and enemies.
Mass Aid spell will no longer check for the Spell Resistance of the target. Depleting temporary hit points granted by Mass Aid will no longer remove other effects, nor will it stack with itself or the Aid spell.
Mass Charm Monster will no longer affect the caster or friendly targets on hardcore difficulty. Mass Charm Monster will now charm the proper number of monsters. Other creatures will no longer get dazed if the player character is affected.
Mass Curse of Impending Blades spell now has the proper 20ft radius (won't affect creatures outside target marker).
Mass Death Ward will no longer check the spell resistance of targets.
Mass Lesser Vigor will now have the proper area of effect to match its targeting marker.
Melf's Acid Arrow
---Continuous damage will have correct duration (not 1 round less)
---If it misses the target, it will not cancel Acid Arrow currently in the effect
---If it hits the target, it will not prolong Acid Arrow currently in the effect to last as long as new effect (fixed to not stack)
Mind Fog will no longer affect targets immune to mind affecting spells.
Mirror Image can now be properly dispelled and will now work properly when maximized.
Moon Bolt can now be properly Extended, Empowered or Maximized.
Nature's Avatarcan no longer be used on polymorphed/wildshaped creatures.
Phantasmal Killer will no longer affect creatures immune to Fear.
Polar Ray will now double damage on a critical hit.
Vampiric Touch will now double damage on a critical hit.
Recitation will no longer stack with itself.
Scare will now affect multiple targets correctly, and that fear on them can be properly dispelled.
Scorching Ray will now affect the proper number of hostile creatures in an area. The visual effect on Scorching Ray will now display properly.
Fixed the Shadow Conjuration version of Web spell, so that movement decrease gets properly removed after exiting the affected area.
Shadow Simulacrum will now copy creatures up to twice the caster level, not half the caster level
Fixed Shout, Greater Shout and Mass Drown, so they will no longer ignore some creatures in the targeting area.
Shroud of Flame spell:
---Will no longer stack with itself.
---damage will no longer depend on other spells cast in following rounds.
Silence spell will now only check for spell resistance when targeted directly on hostile creature. Also, targets immune to silence effects will get sonic immunity properly removed when exiting the area of effect.
Storm Avatar will now work on weapons with electrical damage bonus
Fixed the Sunbeam and Sunburst spells so that a single Reflex save protects against both damage and blindness (and Vampire death, in case of Sunburst), instead of rolling several separate saves.
Tasha's Hideous Laughter will no longer affect targets protected by Protection from Good/Evil, if it should apply.
Weird will no longer affect targets protected by Protection from Good/Evil, if it should apply.
Undeath to Death will now have the proper 30ft radius (won't affect undead outside target marker)
Vampiric Touch will now have the proper effects when Maximized (drains 6HP per die, instead of 8 )
Vitriolic Sphere will no longer depend on other spells cast in later rounds for damage calculation, and will no longer ignore some creatures in the area of effect.
Wail of the Banshee will now require the proper number of saving throws and the death effect will be applied more quickly.
Wall of Fire damage will now be capped properly at 2d6+20 (and not at just 20)
Wall of Greater Dispel Magic is now properly capped at caster level 15, not 10
Bless can now target the ground, and not just creatures directly (since they have area effects).
Dismissal can now target the ground not just creatures directly (since they have area effects).
Scare can now target the ground not just creatures directly (since they have area effects).
Song of Discord can now target the ground not just creatures directly (since they have area effects).
Undeath to Death can now target the ground not just creatures directly (since they have area effects)
Fixed Lesser Planar Binding and Planar Binding, so they can target hostile outsiders
Fixed Mass Aid and Mass Death Ward, so they can be Extended with metamagic
Fixed visuals for Blade Barrier, so that swords don't disappear right after spell is cast
Fixed visuals for Evard's Black Tentacles, so that tentacles stay for full spell duration
Warlock Invocations
Eldritch Blast will no longer deal double damage to creatures immune to critical hits.
Eldritch Chain:
---It will not arc to secondary targets when primary one was missed
Will now perform the proper number of attack rolls on secondary targets.
Secondary targets will get doubled damage on critical when appropriate.
Eldritch Cone will no longer injure the caster on Hardcore difficulty
Curse of Despair stat penalty will now mimic that of Bestow Curse spell (-3, not -2 to all attributes). Also, attack penalty on successful save will last properly for 10 rounds and will no longer be permanent
Otherworldly Whispers, will no longer behave like a hostile invocation (rolling initiative, putting character into combat stance, etc...)
Tenacious Plague:
---Fixed a bug, when swarm would sometimes ignore valid targets
---Dispelling will remove continuous damage as well as effects.
---Will no longer register a miss if you match your target's Armor Class.
Eldritch Doom targeting marker now matches the area affected (old marker was smaller then area affected).
Creature Abilities
Death Knights can still be affected by divine damage if they evade fire damage.
Fixed Cones of Acid, Fire and Frost used by some creatures, so that saving successfully from their damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage
Fixed Fear auras used by some creatures (dragons included), to prevent characters immune to fear or mind effects from getting penalties.
Ghast and Hezrou auras will no longer affect creatures immune to poison.

New Features

Multiplayer

When a player gains 0 XP, the server no longer sends a message to the player to inform them they gained 0 XP.
Dedicated Server Max Players limit has been increased to 96.
Scripting
A lerptime attribute was added to the UIProgressBar GUI object. This allows you to adjust the time it takes to interpolate.
the UIProgressBar GUI object now takes a:
'lerptime' parameter which lets one adjust the time it takes to interpolate.
In order to interpolate, either the:
lerpincrease=true
or
lerpdecrease=true
or both attributes need to be present for the UIProgressBar.
Two new functions added - GetNum2DAColumns and GetNum2DARows - that will return the number of columns or rows in a 2DA.
void SetScale(object, x, y, z) function added
float GetScale( object, axis ) function added
GUI
Players are now able to double-click on their portrait in the character sheet and bring up the portrait selection menu. Through this menu, the player is able to select a new portrait for themselves. All players on a server must have a copy of the portrait in order for the custom portrait to be seen.


NOTE: Beta testers will need to revert back to 1.11 in order to install the patch.

2DA changes:

MotB
appearance.2da
classes.2da
cls_feat_eknight.2da
cls_feat_harper.2da
cls_feat_palema.2da
cls_feat_redwiz.2da
cls_fist_sacredfist.2da
cls_feat_scholar.2da
cls_feat_stormlord.2da
cls_feat_wprst.2da
feat.2da
iprp_spells.2da
nwn2_icons.2da
polymorph.2da
soundset.2da
spells.2da
tilesets.2da
visualeffects.2da
wingmodel.2da

NWN2
ambientmusic.2da
appearance.2da
cls_feat_arctr.2da
feat.2da
itemprops.2da
nwn2_icons.2da
polymorph.2da
soundset.2da
spells.2da
tilecolor.2da
visualeffects.2da
wingmodel.2da

Achilles
03-24-2008, 10:34 AM
After patching to 1.12, you might receive a pop-up telling you that no disk was found in the drive when trying to start the game. Clicking "continue" twice will allow you to start as normal.

Pavlos
06-07-2008, 02:38 PM
Source (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=632723&forum=109)

Rob McGinnis, Obsidian's NWN2 Community Coordinator, has posted the patch notes for the NWN2 1.13 patch before it goes into beta testing. Mr. McGinnis has noted that while things rarely get added after the beta things may get taken away so don't consider this a final list.

Neverwinter Nights 2 Game Update 1.13
Patch Notes - June 2, 2008

Bug Fixes
---------------

General

The toolset and game now load hak files in the same order.
Skills such as Search will no longer broadcast multiple messages to the chat window while in use. A single message will be displayed when turning the skill on or off.

Multiplayer

The chat channel will no longer revert to Local when a player transitions to a new area or module.

DM Client

Fixed an issue where DMs would not receive messages on the DM channel if they were filtering out the shout channel.
The console command dm_setfaction will no longer cause crashes.

Toolset

The toolset and game now load hak files in the same order.
Fixed an issue where you could not tint multi-selected tiles.
Light spheres shall now display properly.
Sound spheres shall now display properly.
The creature cache in Area Properties shall now work as intended.

Scripting

The GetNextItemInInventory() script function should now work properly with stores.

Custom Content

The Skills.2da file will now accept up to 100 rows of data.


New Features
---------------
Multiplayer

The chat system now has a /r command for replying to the last private message a player receives. After receiving a private message, the player can enter "/r" into the chat system which will automatically address a private message to the person that sent the previous private message.
The ability to send a private message by right clicking on a character's portrait in the party bar has been added to the DM and player client.

Toolset

The ItemPropertyActivationPreference property for items is now accessible through scripting.

DM Client

DMs can now jump to object when right clicking on a portrait in the party bar.
DMs can now jump a player to the DM's location when right clicking on a portrait in the party bar.
DMs can now examine the character sheet of a player in the same area when right clicking on a portrait in the party bar.
DMs can now shift the alignment of a player in the same area when right clicking on a portrait in the party bar.
DMs can now toggle the invulnerability of a player in the same area when right clicking on a portrait in the party bar.
DMs can now force players to rest when right clicking on a portrait in the party bar.
DMs can now Give/Take gold to/from players when right clicking on a portrait in the party bar.
DMs can now Give/Take XP to/from players when right clicking on a portrait in the party bar.
DMs can now Give/Take levels to/from players when right clicking on a portrait in the party bar.
Character names will now display when you mouse over a character's portrait in the party bar.
The ability to send a private message by right clicking on a character's portrait in the party bar has been added to the DM and player client.


Scripting

A SetCollision(object oTarget, int bCollision) function has been made available. This will allow builders and DMs to turn the collision of a creature or placeable object on or off dynamically. This function is only useful on creatures/players/placeables that already have collision and will set collision to NONE if called on an object that never had collision in the first place.
A GetCollision(object oTarget) function has been added. This function will return the collision Boolean for an object.
The ItemPropertyActivationPreference property for items is now accessible through scripting.
A GetBicFileName function has been made available. This function will return the file name of a .bic file in a server vault.
New List Box functionality has been added to the game. This includes the following script commands:
o ClearListBox
o AddListBoxRow
o RemoveListBoxRow
o ModifyListBoxRow
A SetScrollBarRanges(object oPlayer, string sScreenName, string sScrollBarName, int nMinSize, int nMaxSize, int nMinValue, int nMaxValue) function has been added to the game. This function will allow you to set custom values to a scrollbar.
A SetFactionLeader(object oNewLeader) function has been added to the game. This allows you to set a companion to be the speaker in a conversation.
A GetFirstSubArea(object oArea, vector vPosition) function has been added to the game. This function lets you iterate over the ‘subareas’ at a given position in an area. A subarea would be a trigger, an encounter, or a AoEEffect.
A GetNextSubArea(object oArea) function has been added to the game.
A GetMovementRateFactor(object oCreature) function has been added to the game.
A SetMovementRateFactor(object oCreature, float fFactor) function has been added to the game. This function sets the creature's movement factor to that value. This movement factor is also modified by effects, encumberance, etc.

What fun!

Arátoeldar
07-31-2008, 01:16 AM
Patch 1.13 is out

Posted 07/30/08 18:06 (GMT) by Rob McGinnis

Please remember to clear out your override and custom UI folders before applying the patch.

PW Players should hold off on updating until their PW Admins have had a chance to update the PW Server.

Neverwinter Nights 2 Game Update 1.13
Patch Notes - June 2, 2008

Bug Fixes
---------------

General

The toolset and game now load hak files in the same order.
Skills such as Search will no longer broadcast multiple messages to the chat window while in use. A single message will be displayed when turning the skill on or off.

Multiplayer

The chat channel will no longer revert to Local when a player transitions to a new area or module.

DM Client

Fixed an issue where DMs would not receive messages on the DM channel if they were filtering out the shout channel.
The console command dm_setfaction will no longer cause crashes.

Toolset

The toolset and game now load hak files in the same order.
Fixed an issue where you could not tint multi-selected tiles.
Light spheres shall now display properly.
Sound spheres shall now display properly.
The creature cache in Area Properties shall now work as intended.

Scripting

The GetNextItemInInventory() script function should now work properly with stores.

Custom Content

The Skills.2da file will now accept up to 100 rows of data.


New Features
---------------
Multiplayer

The chat system now has a /r command for replying to the last private message a player receives. After receiving a private message, the player can enter "/r" into the chat system which will automatically address a private message to the person that sent the previous private message.
The ability to send a private message by right clicking on a character's portrait in the party bar has been added to the DM and player client.

Toolset

The ItemPropertyActivationPreference property for items is now accessible through scripting.

DM Client

DMs can now jump to object when right clicking on a portrait in the party bar.
DMs can now jump a player to the DM's location when right clicking on a portrait in the party bar.
DMs can now examine the character sheet of a player in the same area when right clicking on a portrait in the party bar.
DMs can now shift the alignment of a player in the same area when right clicking on a portrait in the party bar.
DMs can now toggle the invulnerability of a player in the same area when right clicking on a portrait in the party bar.
DMs can now force players to rest when right clicking on a portrait in the party bar.
DMs can now Give/Take gold to/from players when right clicking on a portrait in the party bar.
DMs can now Give/Take XP to/from players when right clicking on a portrait in the party bar.
DMs can now Give/Take levels to/from players when right clicking on a portrait in the party bar.
Character names will now display when you mouse over a character's portrait in the party bar.
The ability to send a private message by right clicking on a character's portrait in the party bar has been added to the DM and player client.


Scripting

A SetCollision(object oTarget, int bCollision) function has been made available. This will allow builders and DMs to turn the collision of a creature or placeable object on or off dynamically. This function is only useful on creatures/players/placeables that already have collision and will set collision to NONE if called on an object that never had collision in the first place.
A GetCollision(object oTarget) function has been added. This function will return the collision Boolean for an object.
The ItemPropertyActivationPreference property for items is now accessible through scripting.
A GetBicFileName function has been made available. This function will return the file name of a .bic file in a server vault.
New List Box functionality has been added to the game. This includes the following script commands:

o ClearListBox
o AddListBoxRow
o RemoveListBoxRow
o ModifyListBoxRow

A SetScrollBarRanges(object oPlayer, string sScreenName, string sScrollBarName, int nMinSize, int nMaxSize, int nMinValue, int nMaxValue) function has been added to the game. This function will allow you to set custom values to a scrollbar.
A SetFactionLeader(object oNewLeader) function has been added to the game. This allows you to set a companion to be the speaker in a conversation.
A GetFirstSubArea(object oArea, vector vPosition) function has been added to the game. This function lets you iterate over the ‘subareas’ at a given position in an area. A subarea would be a trigger, an encounter, or a AoEEffect.
A GetNextSubArea(object oArea) function has been added to the game.
A GetMovementRateFactor(object oCreature) function has been added to the game.
A SetMovementRateFactor(object oCreature, float fFactor) function has been added to the game. This function sets the creature's movement factor to that value. This movement factor is also modified by effects, encumberance, etc.



Posted 07/31/08 04:00 (GMT) by amya7x

Posted 07/31/08 03:42 (GMT) by ShadowRaven

Unless I'm reading incorrectly, there doesn't seem to be a compelling reason for me update to 1.13. I gave up on the whole PW thing and I don't play MP. There doesn't seem to be anything in it for SP players. I'm not having any earth-shattering issues with 1.12 so why invite problems?

Well, just realized that 1.13 breaks Divine Might, you might want to wait for the hotfix, as I am.

You can get the stand alone patch here (http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=19)