lfnetwork.com mark read register faq members calendar

Thread: NWN2 patch information
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 09-28-2007, 09:27 AM   #41
stoffe
Network Caretaker
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,833
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally Posted by tk102
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.

stoffe is offline   you may: quote & reply,
Old 10-03-2007, 11:28 AM   #42
Pavlos
Scruffy Englishman
 
Pavlos's Avatar
 
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
Missed this one

Quote:
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?


StarWarsKnights.com -- News and features will be returning shortly...

I 'gin to be a-weary of the sun,
And wish the estate o' the world were now undone.
Pavlos is offline   you may: quote & reply,
Old 12-07-2007, 04:51 PM   #43
Pavlos
Scruffy Englishman
 
Pavlos's Avatar
 
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
*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.

Quote:
Originally Posted by Rob McGinnis
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 . 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.
Pavlos is offline   you may: quote & reply,
Old 12-07-2007, 06:05 PM   #44
stoffe
Network Caretaker
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,833
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally Posted by Pavlos
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.
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 )

stoffe is offline   you may: quote & reply,
Old 12-07-2007, 07:40 PM   #45
Pavlos
Scruffy Englishman
 
Pavlos's Avatar
 
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
What fun, another update have we.

Quote:
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.
Pavlos is offline   you may: quote & reply,
Old 12-07-2007, 08:35 PM   #46
Web Rider
Senior Member
 
Web Rider's Avatar
 
Join Date: May 2006
Location: here
Posts: 1,768
You know honestly I gave up on updating my game weeks ago.


"So if you go to Washington, it's buildings clean and nice. Bring a pack of matches...and we'll burn the White House twice!"

"Nobody's talking about extermination. No one ever does. They just do it." - Magneto

"Don't solicit for your sister, that's not nice, unless you get a good percentage of her price."
Web Rider is offline   you may: quote & reply,
Old 12-09-2007, 07:53 AM   #47
stoffe
Network Caretaker
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,833
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally Posted by Pavlos
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.

stoffe is offline   you may: quote & reply,
Old 12-11-2007, 11:22 AM   #48
Pavlos
Scruffy Englishman
 
Pavlos's Avatar
 
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
The patch is out, guys.

Quote:
Originally Posted by Rob McGinnis
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.
Pavlos is offline   you may: quote & reply,
Old 12-11-2007, 01:18 PM   #49
Balderdash
Rookie
 
Balderdash's Avatar
 
Join Date: Oct 2006
Location: The Cage
Posts: 247
How is it? Any problems with it? I installed it this morning but I'm not playing NWN2 at the moment.


...
Balderdash is offline   you may: quote & reply,
Old 02-02-2008, 09:53 AM   #50
Pavlos
Scruffy Englishman
 
Pavlos's Avatar
 
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
Source.

1.12 seems to be shaping up nicely:

Quote:
  • 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).
Pavlos is offline   you may: quote & reply,
Old 02-04-2008, 03:57 AM   #51
Arátoeldar
Flame Imperishable
 
Arátoeldar's Avatar
 
Join Date: Nov 2003
Location: Karningul
Posts: 1,574
Thank you for the heads up Pavlos. Any ETA as to when the final version might be released?


Not all those who wander are lost.-J.R.R. Tolkien

I believe in Christianity as I believe the sun has risen, not only because I see it but by it I see everything else - C.S. Lewis
Arátoeldar is offline   you may: quote & reply,
Old 02-04-2008, 10:15 AM   #52
tk102
Well past expiration date
 
tk102's Avatar
 
Join Date: Jan 2004
Posts: 5,766
Current Game: Fallout 2
Forum Veteran Helpful! Notable contributor 
Fixed 75 spells?!


tk102 is offline   you may: quote & reply,
Old 02-04-2008, 11:28 AM   #53
Pavlos
Scruffy Englishman
 
Pavlos's Avatar
 
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
Quote:
Originally Posted by Arátoeldar
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.

Quote:
Originally Posted by tk102
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 .
Pavlos is offline   you may: quote & reply,
Old 02-04-2008, 12:06 PM   #54
Jae Onasi
Antiquis temporibus, nati tibi similes in rupibus ventosissimis exponebantur ad necem
 
Jae Onasi's Avatar
 
Status: Super Moderator
Join Date: Aug 2005
Posts: 10,912
Current Game: Guild Wars 2, VtMB, TOR
Alderaan News Holopics contributor Helpful! LucasCast staff Veteran Fan Fic Author 
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.


From MST3K's spoof of "Hercules Unchained"--heard as Roman medic soldiers carry off an unconscious Greek Hercules on a 1950's Army green canvas stretcher: "Hi, we're IX-I-I. Did somebody dial IX-I-I?"

Read The Adventures of Jolee Bindo and see the amazing Peep Surgery
Story WIP: The Dragonfighters
My blog: Confessions of a Geeky Mom--Latest post: Security Alerts!
Love Star Trek AND gaming? Check out Lotus Fleet.

Jae Onasi is offline   you may: quote & reply,
Old 02-04-2008, 07:58 PM   #55
Emperor Devon
36 Wings, 365 Eyes
 
Emperor Devon's Avatar
 
Join Date: Oct 2004
Posts: 5,479
Current Game: Ass Effect
Contest winner - Fan Fiction 
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. :/

Quote:
Originally Posted by tk102
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...s.Detail&id=99 and http://nwvault.ign.com/View.php?view...s.Detail&id=85) But at least that means I won't have to bother installing them again for the next patch.

Quote:
Originally Posted by Jae Onasi
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.
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.


Quote:
Originally Posted by Sabretooth
We will be great failures one day, you and I
Emperor Devon is offline   you may: quote & reply,
Old 02-05-2008, 08:30 AM   #56
stoffe
Network Caretaker
 
stoffe's Avatar
 
Status: Administrator
Join Date: Apr 2002
Posts: 5,833
Helpful! 10 year veteran! Notable contributor 
Quote:
Originally Posted by Emperor Devon
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. 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.

stoffe is offline   you may: quote & reply,
Old 02-05-2008, 03:01 PM   #57
Balderdash
Rookie
 
Balderdash's Avatar
 
Join Date: Oct 2006
Location: The Cage
Posts: 247
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...


...
Balderdash is offline   you may: quote & reply,
Old 02-05-2008, 07:08 PM   #58
Emperor Devon
36 Wings, 365 Eyes
 
Emperor Devon's Avatar
 
Join Date: Oct 2004
Posts: 5,479
Current Game: Ass Effect
Contest winner - Fan Fiction 
Quote:
Originally Posted by Balderdash
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.


Quote:
Originally Posted by Sabretooth
We will be great failures one day, you and I
Emperor Devon is offline   you may: quote & reply,
Old 02-16-2008, 09:59 AM   #59
Pavlos
Scruffy Englishman
 
Pavlos's Avatar
 
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
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
Quote:
Originally Posted by Rob McGinnis
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:
Quote:
Originally Posted by Rob McGinnis
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 is offline   you may: quote & reply,
Old 03-24-2008, 06:34 AM   #60
Pavlos
Scruffy Englishman
 
Pavlos's Avatar
 
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
Wall of text alert

1.12 has been released for your pleasure:
Quote:
Originally Posted by Rob McGinnis
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
Pavlos is offline   you may: quote & reply,
Old 03-24-2008, 09:34 AM   #61
Achilles
Dapper Chimp
 
Achilles's Avatar
 
Join Date: May 2004
Posts: 8,204
Helpful! Veteran Modder Forum Veteran 
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.
Achilles is offline   you may: quote & reply,
Old 06-07-2008, 01:38 PM   #62
Pavlos
Scruffy Englishman
 
Pavlos's Avatar
 
Join Date: Sep 2005
Location: The real world/ivory towers
Posts: 1,974
Current Game: Viking Warrior Poets
Source

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.

Quote:
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!


StarWarsKnights.com -- News and features will be returning shortly...

I 'gin to be a-weary of the sun,
And wish the estate o' the world were now undone.
Pavlos is offline   you may: quote & reply,
Old 07-31-2008, 12:16 AM   #63
Arátoeldar
Flame Imperishable
 
Arátoeldar's Avatar
 
Join Date: Nov 2003
Location: Karningul
Posts: 1,574
Patch 1.13 is out

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

Quote:
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


Not all those who wander are lost.-J.R.R. Tolkien

I believe in Christianity as I believe the sun has risen, not only because I see it but by it I see everything else - C.S. Lewis
Arátoeldar is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > Knights of the Old Republic > Community > The Outlander Club > NWN2 patch information

Tags
game, neverwinter nights

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 07:30 PM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.