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Neverwinter Nights v1.62 Patch details: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= - Added the Sea Hag to game resources.

- Added the Winter Sky skybox to game resources. - Custom talk tables now work in multiplayer games. If you don't have the module 's required "*.tlk" file in your "tlk" directory the module wont load and you wi ll be given an error message telling you that the tlk file is missing. This beha viour is the same as for Hak Paks. - Fixed up a few spells for various bugs: Elemental Shape, Improved Invisibility , and Crumble. - Fixed a bug that was causing store purchasing restrictions messages to be disp layed at inappropriate times. - HotU: Fixed crash in the official campaign that could sometimes happen after t alking to the Battle Herald if you had a summoned familiar present. - Fixed a bug that could cause some visual effects to be displayed on your chara cter forever. - Made a fix to the lootable corpse system. If the only inventory item that a lo otable corpse drops is gold, the gold will now show up on the corpse, rather tha n the corpse appearing empty. Also, if a lootable corpse is empty, it will becom e unselectable after you search it once. - Lootable corpses wont be stripped of items until after the corpse has been loo ted by a player. - Made a fix to the Server/Module details. They were showing up under the wrong headings in the server details page. - Made some fixes to skyboxes for their display and their transitions. - Creatures now drop out of stealth mode and lose invisibility effects when they die. Makes it a little easier to find the body for resurrection purposes. - Fixed a bug that was capping the Experience Points granted for killing a creat ure to a maximum Creature Rating of 20. You now get the proper experience point s for killing creatures that have a CR above 20. - Fixed bug that would occur if you were disconnected from a multiplayer game wh ile in defensive stance. If you logged back into the server your character would never be able to move ever again. - Fixed a number of bugs with regards to the Dragon Disciple and ELC checks. - Fixed a problem with henchman not running their on death scripts. - Bane of enemies feat now does the correct amount of damage. - Touch attacks now properly takes into account "epic weapon focus" bonus if its in unarmed attack. - An Epic level Bard/Palemaster will now properly show the epic level spells on their spells radial menu once the Palemaster reaches level 15. - We now try removing stealth/invisibility visual effects from henchman before t he are removed from the party, so that they stop fading in and out. - Fixed a bug could cause your character to fail leveling-up if you had previous ly lost a class due to a level-loss. - Added a slight delay to the "inventory is full" sound effect. This fixes a pro blem, where the sound wouldn't play if you dropped an item while switching weapo ns. - Fixed a bug that would cause placeable containers to get permanently stuck ope n. - Fixed a few bugs where the contents of your inventory would suddenly dissappea r. - Fixed a message where the "Gained Gold" text message was being displayed when you were actually losing gold. - Added more emotes to the emotes menu (Read, Drink potion, Meditate, Worship, S it on ground, Fall down forwards, Fall down backwards). - Fixed the text message when using cleave in a defensive stance.

- Fixed character select screen crash that would occur if you had a character wi th a custom character class in the list and you loaded a module that didn't supp ort that custom character class. The unsupported class will be displayed as "Bar barian". - Fixed a bug in the encounter system that would cause 1st level creatures to be spawned in once your character was above 20th level. This change affects all mo dules that are NOT the official campaign. - Clicking OK in the sound options menu will now correctly save the selected sou nd provider selected in the Advanced Sound Options gui to the nwn.ini file. Rath er than overriding it with the preferred sound provider, which could be differen t. - Fixed a display issue with the Henchman stealth mode/spell mode radial menu op tions. - Fixed the Zen Archery Feat so that it is now used for non-touch ranged attacks instead of just ranged touch attacks. - There were a number of problems with the calculations to attack bonuses for Me lee Touch Attacks. These have been fixed now. - Made some fixes to prevent game/character hacking. Sorry, but we will never pu blically discuss specific changes to the game with regards to hacking the game. - Made several game stability fixes. DM Client: =-=-=-=-=- Added a confirmation box to the DM "Jump All Players to Point" feature. - DM spawned in Placeables now spawn in facing the DM, rather than always facing East. - DMs can now attack things again. Scripting-specific: =-=-=-=-=-=-=-=-=-= - The GetFacing() scripting command will now always return the angle rounded to the nearest degree. This fixes a problem where in some odd situations the return ed value was off by more than 0.01 and causing comparison operations to fail and breaking some puzzles in HotU. - Made some fixes to GetIsImmune() to address the various issues where Monks, Dr uids, Paladins, and Red Dragon Disciples that have various feats that give immun ities to poisons and disease. - Made a fix to GetHasSpell() where it was returning incorrect values for creatu res that could cast the Cure/Inflict Wounds spells. - Made a fix to the GetClassByPosition() scripting command, so that it now works with the new HotU prestige classes and CLASS_TYPE_OOZE. - Made a fix to the CreateItemOnObject() scripting command. Now if the item crea ted was merged into an existing stack of similar items CreateItemOnObject() will return the merged stack object rather than OBJECT_INVALID. If the merged stack overflowed, then CreateItemOnObject() will return the overflowed stack that was created. This also fixes a Scribe Scroll bug, where if you created a new scroll and you had an existing scroll in your inventory, it would state that you failed , but the scroll would be created anyways. - Fixed an issue when calling SetCutsceneMode(FALSE) and it not clearing the pla yer's plot flag. - The SurrenderToEnemies() scripting command now removes wounding effects from t he surrendering creature, so that you can talk to them. - We now allow users to specify any Camera Traslation Speed. - Made a fix to CreateObject() so that objects created are done from their templ ates so they can pick up template variables. - The GetLastClosedBy() scripting command now works in the OnStoreClosed event o f stores. The GetLastOpenedBy() scripting command should now be more reliable wh en used on stores in a multiplayer game.

- GetIsImmune() scripting command now also takes into account Palemaster's Tough as Bones feat, Paladin's aura of courage feat and Monks perfect self. Fixes som e immunity text message feedback weirdness when Palemasters are being attacked b y Gelatenous cubes and such. Server-specific changes: =-=-=-=-=-=-=-=-=-==-=- Made some optimizations to improve the responsiveness of the Windows dedicated server interface. 2DA Files Changed in this Update: =-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=- appearance.2da - iprp_aligngrp.2da - iprp_onhitspell.2da - polymorph.2da - portraits.2da - skyboxes.2da - soundset.2da - spells.2da - vfx_persistent.2da Please visit the Neverwinter Nights Community Site at: http://nwn.bioware.com/

Patch details for 1.61: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= - added support for custom TLK files for single-player games. Multiplayer suppor t for custom TLK files will be added in a future update. - HotU: A few issues with cutscenes have been resolved - HotU: Chapter 2 - Fixed a problem with the Inner Gate near the end of Chapter 2 - HotU: Chapter 2 - Fixed a bug with Matron Myrune's dialogue - HotU: Chapter 2 - Fixed an issue when giving out commands to NPC's near the en d of Chapter 2 - HotU: Chapter 2 - Fixed a problem with a couple of autosaves near the end of C hapter 2 - HotU: Chapter 3 - Fixed a bug with a henchman dialogue - HotU: Chapter 3 - Fixed a bug with party interaction - HotU: Chapter 3 - Fixed a Sleeping Man interaction bug - HotU: Chapter 3 - Fixed an issue with a cutscene where it was possible to beco me invulnerable - HotU: Chapter 3 - Tweaked end sequence - Made damage reduction for DD and barbarians stack. - Added dm_visualeffect console command. first param is int for vfx #, second i s duration in seconds (float, optional). Can target ground, doors, creatures and placeable objects. - Fixed NPCs trying to use items that they were not usable due to race, alignmen t or class restrictions and standing around looking dumb. - Fixed Whirlwind timing for attacking so you can attack right away after finish ing the whirlwind, and fixed too many attacks warnings - Fixed a bug with opening inventory while container is opened on top of open in ventory, inventory was open but had no items. - Fixed a bug on LAN page where connect button was not being updated when the li st is empty and a new server is added.

- Fixed a crash in sound options GUI that could happen when Environment Effects= 1 but had disabled hardware sound acceleration through DXDiag. - Fixed a crash in the level-up GUI if you had a invalid familiar - Fixed a crash when loading saved game when user managed to save between the ti me an OnHitCastSpell event was signalled and the time it impacted. - Fixed a crash when examining object just before area transition - Fixed an ELC problem that was sometimes evident in Epic Levels - Fixed a Palemaster level bonus bug - Fixed a couple relatively rare crash bugs - Fixed a save/load bug when using a custom talktable file - Made some fixes to prevent game/character hacking. Sorry, but we will never pu blically discuss specific changes to the game with regards to hacking the game. - Made several game stability fixes. DM Client: =-=-=-=-=- Fixed HP sometimes displaying as 0/0 in DM party bar. - DMs will now be included in Attack, Damage, and Death messages as if they were a member of the party - Fix so that you can't send a DM possessed creature into Limbo - Fixed another instance of the bug when a DM cancels out of game options screen the difficulty was being set to easy. - Fixed bug where if a DM stole an item directly from a players equipped slot th e weight encumbrance of that character was not being recalulated. Scripting-specific: =-=-=-=-=-=-=-=-=-= - Added a number of HotU scripting commands including: GetCreatureStartingPackage() SetCameraHeigth() ForceRest() SetStolenFlag() GetIsCreatureDisarmable() GetItemPropertyParam1Value() GetItemPropertyParam1() GetItemPropertyCostTableValue() GetItemPropertyCostTable() GetIsInSubArea() EffectCutsceneImmobilize() - this effect is meant for the Dwarven Defender's d efensive stance. it roots the creature to the spot so that they can't move but g rants no other penalties. It cannot be resisted (even by Freedom of Movement) - We now drop items at the object's position when CopyItem() or CopyAndModifyIte m() fails to add the new item to the inventory. - Fix to CopyAndModifyItem() to not always drop the items at your feet - Fixed a crash when an area attempted to do an ActionSpeakString() - StartNewModule() will no longer crash if the module name is invalid 2DA Files Changed in this Update: =-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=- probably most of them - please see the 2dasource.zip file or the "source" dire ctory in your NWN install.

Patch details for 1.32: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-=

- Made some fixes to prevent game/character/server hacking. Sorry, but we will n ever publically discuss specific changes to the game with regards to hacking the game. - Added some safety checks to the CD checking code. Hopefully this will prevent silly messages from Windows asking you to insert your NWN CD into your hard driv e. Doing this might void your hard drive's warranty. - Fixed a nasty frame rate killing bug - if you fired lots of missile weapons wi th some form of added damage (eg. fire) eventually your frame rate would slow to a crawl. - Made a fix to wounding. - Fixed some display issues in the internet multiplayer server list: - older servers are not listed (some were being shown) - newer servers are listed, but the Connect button is disabled - if you don't have the required expansion pack(s) for the listed server the C onnect button is disabled - Details page shows XP requirements in the version number slot (eg. "7041 + X P1 + XP2") and is highlighted in red if you don't meet the requirements 2DA Files Changed in this Update: =-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=none Patch details for v1.31: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= - Fix to database system referencing player name variables. This fix is already in Live 1.30 but will break compatibility between player-specific data between SoU 1.30 and 1.31. We apologize for any inconvienience. - Fixed up some SoU vs. non-SoU compatibility issues. - SoU: Henchman will remember level-up status per module per PC - SoU: Chapter 1 - Tymofarrar should talk only to nearby henchmen and not those that he can only see (and might be too far away to talk to). - SoU: Chapter 1 - Changed meat desc' at Drogan's kitchen. - SoU: Chapter 2 - updated some database changes from Chapter 1 - SoU: Interlude - more rest areas before mummy fight - SoU: Interlude - fixed not creating a pc copy at the slaad cutscene. - SoU: Interlude - Fixed retrieval of henchman data from chapter 1 - Updated some player portraits. - Fix to henchman not loading in from the database after module transition. - Fixed Monk Glowing eyes not showing up at level 20. - Made a theoretical fix to the "body switching" bug. Let us know if this fixes it or if its still happening at nwbugs@bioware.com - Added a new console command - "setfogdistance x" where x is the distance to se t the fog. At this time, this command can only move the plane out, not back in. - Fixed the ShowDMJoinedMessage ini server option so that it actually works now. - Fixed a problem with ModifyNumAttacks not stacking properly. - Removed penalty for point blank shots (firing into melee penalty). - Made a fix to the GameSpy autologin process. - Deflect arrows feat now works if either of you hands are free. Rather than the left hand always having to be free regardless of whether or not you have someth ing in your right hand. - Fixed "On Hit: Blindness" item property so that it now works again. - You actually have to take damage from a stunning fist attack in order to get s tunned by it. - You actually have to take damage from a quivering palm attack in order to die from it. - Put in a fix to allow henchman in the Original Official Campaign to equip unid entified magic items on loading to allow for the SoU henchmen changes.

- Item property "On Hit Knock" now actually uses it DC value. - Made a fix to Attack Bonus calculation that was erroneously granting attack bo nuses to certain damage reduction effects. - Fixed a bug where you always failed your concentration check for spells on a s ubradial menu. - Fixed a bug where cleric always failed their concentration checks when casting a non-cleric domain spell (e.g. an Air Domain cleric casting Chain Lightning). - Fixed the level up summary screen so that it displays the correct hit points g ained if you level up when you are diseased and you CON has gone down. - If you're immortal and you get a death effect and your hit points are below 1, they're now set back up to 1. - You now have to have a ring/amulet equipped in order to cast spells from it. - Fixed the "Server Description" incorrectly appearing under the "Module Descrip tion" heading in the Favorites/History page. - Spell Resistance from items no longer stacks with the SR from a Monk's innate ability under weird circumstances. - Added fix for defensive casting not working. - Fixed counterspell causing the player to walk toward the target. - Fixed DC to detect traps to use a d20 on your roll, not a d10. - Fixed Nature's Sense and Trackless step, so that they now take effect when in the proper environment. - Fixed an issue with module switching and the character selection screen. - Made a fix to drive mode keys while entering cutscene mode. - Fixed autosave character portrait and character info, for when the autosave oc curred as the player was in an area transition. - Fixed double clicking on a button in the load game menu causing the screen sho t to get messed up. - Fixed a crash when you do massive damage to a non-creature. - Fix to radial equip option on items on the ground. - Fix to texture replacements. VFX for stoneskin, barkskin, petrify and shadow s kin should stack properly now (removing one won't remove them all). - Fixed "Server Description" scroll bars not working in the History/Favorites/LA N pages. - Fixed trapped placeables that were spawned in through scripting were not being added to the area's trap list, so it couldn't be detected. - Fixed up some ELC checks that weren't working quite right. - Fixed a problem with hostile monsters being able to open doors that were trapp ed by the PC without setting off the trap. - Fixed item containers in henchman inventory issues - Fixed selling items from henchman's item containers - Fixed Set/Disable Trap synergy bonus not showing up on the character sheet. - Fixed some spellbook display issues. - Fixed a crash while saving with certain malformed custom portrait .tga files. - Fixed a crash when creature dies and DM is looking at inventory. - Fixed crash in game options, if you quickly moved the "Overall Graphics Qualit y" slider when anti-aliasing was turned on. - Fixed a rare crash when dropping gold into a container. - Fixed a crash when calling unpossess familiar when you weren't possessing. - Fixed a few memory leaks. - Fixed a crash that would occasionally happen when viewing the LAN server detai ls page. - Fixed a crash when trying to pick up item in NULL area - Made some fixes to prevent game/character hacking. Sorry, but we will never pu blically discuss specific changes to the game with regards to hacking the game. - Made several game stability fixes. DM Client: =-=-=-=-=- Added a new DM "Jump Single Player to DM" radial menu option. Also moved the D

M "Examine Character Sheet" and DM "View Inventory" icons to their own examine s ub-radial menu, in order to make room for the new option. - Fixed the portrait not being saved out for DMs when the DM is hosting the game and saves. Scripting-specific: =-=-=-=-=-=-=-=-=-= - Added 7 scripting commands. Please see the script editor for more details. void ExportSingleCharacter(object oPlayer); void SetSubRace(object oCreature, string sSubRace); void SetDeity(object oCreature, string sDeity); int GetIsDMPossessed(object oCreature); int GetWeather(object oArea); int GetIsAreaNatural(object oArea); int GetIsAreaAboveGround(object oArea); - Added gender option to GetStringByStrRef() - Added support for triggers in GetLockKeyTag() script command - Objects should not default to private conversations, which means BeginConversa tion can now be used to run dialogs between NPCs. - Made a fix to CreateObject scripting command for creating stores. - Made a fix so game timers wouldn't get confused when SetCalendar or SetTime we re called. - Fixed EffectNegativeLevel so it doesn't cause a script underflow. - Made a fix so that GetTotalDamageDealt() work with doors/placeables. - Made a few small fixed to ActionEquipMostDamagingMelee(). - Made a fix to the script debugger format that would cause issues when a functi on with parameters and a prototype is followed by a constant value. - Fix to GetDamageRoll(), so that it now returns the correct max unarmed damage. - Fixed crashes caused by scripting an area to apply an AOE spell to a location or object using the scripting command ApplyEffectAtLocation or ApplyEffectToObje ct. Server-specific changes: =-=-=-=-=-=-=-=-=-==-=- Added the option to backup a character file on export. nwnplayer.ini [Server Options] BackupSavedChars=1 2DA Files Changed in this Update: =-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=- iprp_spellcost.2da - spells.2da - Safe 2DA lines have been issued. Please see the following file - Safe2DALines. txt

Patch details for v1.30: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.30 TOOLS ET ARE TAGGED AS REQUIRING VERSION 1.30 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET. IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.30 THEN DO NOT EDIT YOUR MODULE IN T HE VERSION 1.30 TOOLSET. IF YOU WANT TO GO BACK TO 1.29, WE WILL HAVE A 1.30 TO 1.29 PATCH AVAILABLE.

- Added Hobgoblin and Pit Fiend creatures to the game resources. - Added database access scripting commands. - Made some improvements to network performance. - Made some fixes to prevent game/character hacking. Sorry, but we will never pu blically discuss specific changes to the game with regards to hacking the game. - Made several game stability fixes. - Changed the connection panel so if you press Cancel on GameSpy connect it will dump you to the History/Favorites/Buddies pages. - Fixed bug with buddy list where buddy names list was not showing correct name associated with server. Also fixed bug where there was an extra server showing up with ping of -1 that didn't really exist. - Fixed a bug where if you loaded a module with a hak pack that had a custom cre ature in it, quit out, then loaded it again it would crash. - Fixed the character sheet displaying the incorrect "Attack Bonus" after loadin g a saved game from within the game. - Charsheet now also displays your base attack bonus. - "Limited" animation creatures can now use bows and crossbows. - Fixed loading saved games if the save folder did not specify a number. - Made a symptomatic fix to a counterspell issue where the character would walk up to its target. - Fix to disarm/recover trap progress GUI not disappearing when the character or familiar doing it dies. - Scripts on custom area of effect objects are now being loaded in from saved ga mes properly. - Changed the feedback system on skills to handle traps that cannot be disarmed. Now if you try and disarm/recover a trap that is not flagged as disarmable, yo ur character will try just like on a normal trap, then it will give a message sa ying *success will never be possible*. - Fix to trap feedback messages, before it was reporting success not possible wh en it actually was possible. - Fixed some combat debugging feedback messages in regards to AC Decrease proper ties. - Made "spell immunity"/"saving thow" user feedback messages display in a more i ntuitive manner. - Fixed a bug so now Halflings Good Aim bonus will show up on the character shee t. - Added feedback for when a henchman runs out of ammunition. - Give appropriate alignment shifting feedback in all cases when you are getting close to losing/regaining the ability to level up in a class. - Game now displays "Item Acquired:..." feedback when the acquired item is stack ed onto an existing item in the inventory. - Changed bodybags so they are called "Remains". - Changed the description on Body bags (when you examine them) to display the na me of the object that spawned them. - Fixed a problem with some of Healer Kits/Theives Tools not getting the number of uses updated properly on your quickbar after they'd been used. - Changed level drain visual feedback system on the client extensively. Now it will show your level in red if your are level drained, it will also show saving throws and skills in red as they are effected by level drain. It will also alwa ys effect your highest level now, taking into account the level after negative l evels have been applied. - We now display feedback on creature's saving throws, when you cast an AOE spel l on them. - Damage Vulnerabilities on items are now being correctly removed when the item is unequipped - Items with an AC Decrease property (e.g. -5 AC) will now give you the correct AC modifier. - Fixed a bug with multiple item effects not always being removed correctly when the item was unequipped.

- Fixed a bug where you would lose an item that was unequiped due to losing a le vel. - Items can no longer be sold if they can't be unequipped. - Fixed problem with saving throw bonuses not getting properly removed when you unequip an item. - Fixed a problem where is some custom built modules, closing a door could somet imes cause a creature in a different part of the area to teleport into the room. - Door/Placeable traps that are flagged as undetectable in the toolset will now truely be undetecable. - Plot items should appear properly in the lostitems store now - Plot items will now appear in the Divining Pool if a player logs out of a mult iplayer game while in possession of them. - Fixed RemoveJournalQuestEntry so it'd pull the date and time as well. - Fixed bug where if you were a multiclassed cleric/ranger - spells were incorre ctly showing up in the rangers known list. - Changed it so in 800X600 you can't enable the larger font. Also if you switch to 800X600 it will disable the large font option and switch you to the normal o ne if your already using it. - Fixed resting so that associates will now rest after any custom OnPlayerRest s cript has already fired. - Fix to the way AreaEffect spells were being saved and loaded in. - Stopped polymorph from firing off onexit and onenter scripts. - Fixed polymorphed spell casting via dragging spells to quickbar. - Polymorphed player creatures can now use potions - Fixed a problem where a druid's weapons were not visible after leaving wild sh ape. - Fixes to domination. The effect should no longer partially remove itself when the associate is attacked, and they should no longer return their master as a v alid enemy (since it was using their personal reputation values to adjust the ha ppy friendly value) - Added "saving status" to the server status control on nwserver. The server sta tus control will now display wether or not the save was successfull and the reas on why any save attempts failed. - Made some changes to the nwserver gui layout for Japanese language support. - Fixed a bug with spell resistance increase/decrease not being handled properly . - Changed default violence setting (if there is nothing set in the ini file) to medium violence. - Fixed bug where recommended button on skill panel in character generation did nothing. - Recommended button on levelup will select the class last leveled up in (if the character can still gain a level in that class), otherwise it will now find a v alid class, preferably one the character already has a level in. - Fixed some issues with dominating creatures and animal empathy. - Immortal creatures are immune to all 'state' effects (daze, sleep, paralyze, p etrify, etc..) - Fixed problem where dead people would spawn in standing up and then immediatel y fall over (they now spawn in lying down). - Fixed a problem where creatures in a crowded location would sometimes appear o n the wrong side of a door when loading a saved game. - Fixed bug with barter panel preventing chat from being resized after it is clo sed. - Changed min number of voice channels from 8 to 16. This SHOULD solve problems where combat sounds were not playing in certain rooms with lots of ambient soun ds. - Fixed unlocking and locking of doors (with and without using a key). You can n ow lock doors with the proper key. Yay! - Poison and disease effects are no longer applied to dead creatures - Fixed to Called Shot. Target will now only suffer a penalty if the Called Shot attack actually does damage (i.e. due to target having Damage Reduction).

- Skill Decrease effects should stack properly now. - Fixed a bug where if you clicked at the just the right time on the legal scree n the mouse wouldn't work when you got to main menu, forcing you to alt-tab out and back in for it to work again. - Stopped battlemusic from playing if you leave an area. - Fixes to Protection Vs Alignment spells. - Fixed immunity vs spells cast from a creature of a particular alignment type. - Fixed bonus saving throws so that they now work properly against Area of Effec t spells cast by a creature of a particular alignment type. - You now get the +2 attack bonus for your initial attack when you're invisible. - Daze will now allow you to walk, but not cast spells or attack. - Fixed a problem with music sources in alternate directories. - Fixed a problem with the party bar icon missing in multiplayer when using a ch aracter from the character list instead of a saved game - Fix for removing spells in levelup when they're on your quickbar. - Fixed quickbar item removal. - Made some fixes to damage resistance/reduction, so that it always decrements t he damage limit by the correct amount (i.e. by a maximum of the amount resisted) and the user feedback messages are now displaying the correct values too. - Made some more fixes to the damage reduction system. The damage reduction feed back system has also been fixed so it is much less confusing and much more infor mative. - Fixed a problem where ingame keyboard shortcuts did not work if you had to ent er your CD Key when starting the game. - Fixed level drain so skills now are effected by it. - Knockdown does a ClearAllActions() - Fixed bug where subrace was not being reset when user changed race. - Fixed a problem with you getting locked into conversation and being unable to successfully start a converstaion with another NPC - Many changes to the way darkness works in combination with True Seeing/Ultravi sion. - DMs are no longer blinded by darkness. - The Blindness visual effect (screen black out) will no longer carry over from one game to the next. - Made some fixes to make sure that saved creatures load their animations proper ly - Spells are now sorted in char generation, the level up panel, and the characte r sheet. - Fixed a spell casting issue. (Memorized count not always reducing) - Fixed bug with examine item in multiplayer. - Rangers companions are now the same level as shown in level up. They get the c ompanion that compares to their real level now, not starting at level 6 any more .- Fixed imported characters and negative effects put on them making them unable to modify their action queue. - Fixed a crash that would happen if you tried to change the violence password a nd got it wrong. - Fixed crash that would sometimes occur when the host quit a mulitplayer game. - Fixed crash that could occur when damaging people who are pretending to cast a spell - Fixed a crash that would rarely occur when casting spells at a target. - Fixed a crash that could occur when acquiring stackable equipped items that we re able to merge with other items. - Fix to crash when copying gold to a player's repository. - Fixed clients hanging on a partially faded screen if the server autosaved whil e they were in an area transition. - Fixed crash caused by using up a potion and then dropping it on the quickbar. - Fixed a rare crash with Floaty Text and game loading. DM Client:

=-=-=-=-=- DM's can now open and modify any inventory, including players. They can give items, take them away, or equip and unequip them. Its pretty sweet! - DM characters will now remain invulnerable when loaded in from a saved game. - Fixed crash when reloading a saved game from within a running game (as a DM) w hen the saved game contained a DM saved character. - The difficulty setting will no longer reset when a DM logs into a multiplayer game. The DM's difficulty slider will now also update to the current server diff iculty when logging in. - Now when a DM changes the difficulty slider, other DMs in the game will now se e it change. - Fixed bug where DM's could not cast spells at NPC's. - Fixed a crash that could occur with DM Goto commands. Scripting-specific: =-=-=-=-=-=-=-=-=-= - Added some new scripting commands - please refer to the Toolset for the detail s: int GetAppearanceType(object oCreature); void SpawnScriptDebugger(); int GetModuleItemAcquiredStackSize(); object CopyItem(object oItem, object oTargetInventory=OBJECT_INVALID); void SetCampaignFloat(string sCampaignName, string sVarName, float flFloat, o bject oPlayer=OBJECT_INVALID); void SetCampaignInt(string sCampaignName, string sVarName, int nInt, object o Player=OBJECT_INVALID); void SetCampaignVector(string sCampaignName, string sVarName, vector vVector, object oPlayer=OBJECT_INVALID); void SetCampaignLocation(string sCampaignName, string sVarName, location locL ocation, object oPlayer=OBJECT_INVALID); void SetCampaignString(string sCampaignName, string sVarName, string sString, object oPlayer=OBJECT_INVALID); void DestroyCampaignDatabase(string sCampaignName); float GetCampaignFloat(string sCampaignName, string sVarName, object oPlayer= OBJECT_INVALID); int GetCampaignInt(string sCampaignName, string sVarName, object oPlayer=OBJE CT_INVALID); vector GetCampaignVector(string sCampaignName, string sVarName, object oPlaye r=OBJECT_INVALID); location GetCampaignLocation(string sCampaignName, string sVarName, object oP layer=OBJECT_INVALID); string GetCampaignString(string sCampaignName, string sVarName, object oPlaye r=OBJECT_INVALID); void DeleteCampaignVariable(string sCampaignName, string sVarName, object oPl ayer=OBJECT_INVALID); int StoreCampaignObject(string sCampaignName, string sVarName, object oObject , object oPlayer=OBJECT_INVALID); object RetrieveCampaignObject(string sCampaignName, string sVarName, location locLocation, object oOwner = OBJECT_INVALID, object oPlayer=OBJECT_INVALID); int GetItemStackSize(object oItem); void SetItemStackSize(object oItem, int nSize); int GetItemCharges(object oItem); void SetItemCharges(object oItem, int nCharges); int GetIsSkillSuccessful(object oTarget, int nSkill, int nDifficulty); effect EffectSpellFailure(int nPercent=100, int nSpellSchool=SPELL_SCHOOL_GEN ERAL); void SpeakStringByStrRef(int nStrRef, int nTalkVolume=TALKVOLUME_TALK); void SetCutsceneMode(object oCreature, int nInCutscene=TRUE); object GetLastPCToCancelCutscene();

float GetDialogSoundLength(int nStrRef); void FadeFromBlack(object oCreature, float fSpeed=FADE_SPEED_MEDIUM); void FadeToBlack(object oCreature, float fSpeed=FADE_SPEED_MEDIUM); void StopFade(object oCreature); void BlackScreen(object oCreature); int GetBaseAttackBonus(object oCreature); void SetImmortal(object oCreature, int bImmortal); void OpenInventory(object oCreature, object oPlayer); void StoreCameraFacing(); void RestoreCameraFacing(); int LevelUpHenchman(object oCreature, int nClass = CLASS_TYPE_INVALID, int bR eadyAllSpells = FALSE); void SetDroppableFlag(object oItem, int bDroppable); int GetWeight(object oTarget=OBJECT_SELF); object GetModuleItemAcquiredBy(); int GetImmortal(object oTarget=OBJECT_SELF); string Get2DAString(string s2DA, string sColumn, int nRow); effect EffectEthereal(); int GetAILevel(object oTarget=OBJECT_SELF); void SetAILevel(object oTarget, int nAILevel); int GetIsPossessedFamiliar(object oCreature); void UnpossessFamiliar(object oCreature); void PlaySoundByStrRef(int nStrRef, int nRunAsAction = TRUE ); - Added a parameter to ActionStartConversation() to stop playing the hello - Fixed an issue in scripting where the code would skip a switch evaluation line (in particular, if it was called without a compound statement as the statement inside an if, while, do/while or for statement!) - Copy item template name as part of copy item (used for infinite store items) - Fixed compilation bug that causes compiler/toolset to crash when a semi-colon immediately followed the "else" keyword. - Fix a crash related to GetCasterLevel(). Server-specific changes: =-=-=-=-=-=-=-=-=-==-=- Fixed a server crash when a creature that was the target of a spell was sent i nto limbo. - Made some improvements to network performance. - Made some fixes to prevent game/character hacking. Sorry, but we will never pu blically discuss specific changes to the game with regards to hacking the game. - Made several game stability fixes. 2DA Files Changed in this Update: =-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=- appearance.2da - baseitems.2da - classes.2da - feat.2da - iprp_spells.2da - itempropdef.2da - packages.2da - portraits.2da - soundset.2da - spells.2da - visualeffects.2da - weaponsounds.2da

Patch details for 1.29: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= - Fixed an issue with NPCs "warping" around on the client screen - Added support for 5.1 and 7.1 speakers settings in the sound panel - Fixed Stoneskin limit, so that its now reduced by the correct amount if you ta ke more than the maximum absorbed damage from a hit. - Active item properties should be properly useable on items bought from stores and split from piles. This fixes the "can't use purchased item in inventory" iss ue. - Fixed logging out with a placeable container open causing the container to be permanently stuck open. - Added more informative user feedback on why their new server vault character w as rejected. - Fixed NPCs attacking DMs. - PCs can no longer pick the DMs pocket. =P - Fixed potions/scrolls not working and breaking your game if you set the starti ng hour/year to zero in module properties. - Tags are now being properly enforced to their 32 character limit. - Fixed a bug where game rooms would show up twice when you hit cancel on direct connect panel. - Fixed an art bug with filter list on internet page and tweaked chat page also. - Fixed the "Release From Domination" icon. DM Client: =-=-=-=-=- Fixed a display issue where not all players were being displayed in the DM Cli ents player list. - Fixed DM possessed creatures changing to friendly on No-PVP servers. Scripting-specific: =-=-=-=-=-=-=-=-=-= ************************ * SCRIPTERS TAKE NOTE! * ************************ - CopyObject() scripting command "Tag" parameter is now clamped at the common ma ximum of 32 characters for tags. Server-specific changes: =-=-=-=-=-=-=-=-=-==-=- Fixed the server option "RotateServerLog" to not delete old logs when rotation is disabled on a server restart. 2DA Files Changed in this Update: =-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=- NONE Patch details for 1.28: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.28 TOOLS ET ARE TAGGED AS REQUIRING VERSION 1.28 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET. IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.28 THEN DO NOT EDIT YOUR MODULE IN T HE VERSION 1.28 TOOLSET.

IF YOU WANT TO GO BACK TO 1.27, WE WILL HAVE A 1.28 TO 1.27 PATCH AVAILABLE. - Added Gnolls to the game resources. - Added support for multiple Hak Paks. - Added "unlockcamera 1" console command. This overrides min/max pitch and dista nce to allow distances from 1 - 25, and pitch from 1 - 89. - Added custom tokens to the journal system. No, really. For sure this time. - Added custom token support to placeables. If you add a custom token to a place able name, then if that token is set when the area loads in, it will show up in the name of the placeable. (ie: Jail Cell can be changed to "Yoko's Jail Cell" w hen you re-enter an area once you've captured Yoko in the keep). This won't chan ge for people already in the area. - Fixed polymorph removal on all saving/exporting of creatures. - Added new ATI code for the ATI Catalyst 3.0/3.1 drivers. Please upgrade to the ATI Catalyst 3.1 drivers if you have not done so already. - Changed Ambient Music Day/Night transition fadeout time to 10 seconds. - On level up and down, made sure that we change the pre-polymorph values for ST R, DEX, and CON that are stored on the server, so that when the polymorph is can celled, the ability changes are reflected on the base creature. - Made a fix to Henchmen/familiars having problems when using an exported charac ter in a saved game. - Fixed the Flame Arrow script that was incorrectly signalling itself as Magic M issle. - Fixed an obscure crash when closing the options panel using the default 'O' ke y. - Made a fix to prevent an obscure crash when generating a familiar name. - Fixed an issue with the hide empty/hide full servers filter being switched aro und. - Fixed an issue where tag lookups using more than 32 characters would fail. - Made a fix for pressing 'I' to close inventory while a placeable container is open, causing the container to be stuck open permanently. - Fixed an odd faction bug where certain NPC's were hating each other. - Fixed a feedback crash with Barbarian Rage in certain specific areas. - Fixed "Damage Reduction absorbed # damage" message. It now displays the correc t value absorbed for Barbarians/Monks. - Changed resolution of FirstName and LastName tokens in conversations so that i f a first name is required but isn't populated, it will use the last name instea d and vice-versa. Note that this means if both a FirstName and a LastName token are used and only one name is given for the character, the name will appear twic e in a conversation. But, you should be using <FullName> in that case anyway. - If GameSpy is offline, Favorites, History, Buddy Lists, and Direct Connect wil l all be available from the Internet Multiplayer screen instead of denying acces s. - Fixed problem with inventory items locking up after moving them and then cance lling the action queue. - Fixed problem with inventory items locking up after trying to move, drop, or u nequip them while stunned. - Fixed problem with unmemorizing spells on multi-class characters. - Fixed a problem with many items in the action queue and the queue misfiring. - Fix for in game guis not updating after a character loses a class during a lev el-down. - Fixed the the restoring of previous remaining skill points during a level-down . It was restoring them based on the earlier multi-class level instead of the to tal character levels. - Fixed seamless portals that don't have waypoints specified (they will portal y ou now) - Fixed an incorrect entry in soundset.2da that was causing Dire Rats to not hav e sounds. - Fixed Gargoyle statues not destroying themselves when spawning a Gargoyle, as well as improved the visual effect of the statue's destruction.

- Fixed Wail of the Banshee script. It now allows the game to do proper Death Im munity checking. - Added seamless portal password security check. ie: portal seamlessly to passwo rded server with no password specified fails. - Made a fix for creatures in a Hak Pak crashing the game when reloading the hak pak saved game from within the game. - PVP attitude is no longer re-initialized on area transitions. Like/Dislike but tons won't reset to "Like" on area transitions. - Added in-game chat color stripping. - Fixed convoluted saving crash related to creating a placeable with inventory t hen unclicking the 'inventory' checkbox and then deleting said inventory through scripting and then trying to save. - Made several game stability fixes. - Made some fixes to prevent game/character hacking. Sorry, but we will never pu blically discuss specific changes to the game with regards to hacking the game. - Fixed a problem where containers could get stuck open when an NPC starts a con versation with you. - Fixed JumpToPoint and JumpToObject from firing when the client is loading or p laying a movie. DM Client: =-=-=-=-=- Changed the DM Faction when possessing a creature to that creature's faction. ie: Possessing a hostile creature will keep him hostile. - Added some safety checks to some DM commands. - Partial fix for server crash when DM possesses gated in Balor and it gets unsu mmoned. - Fixed crashes caused by using console command "dm_setfaction <faction_name>". - Fixed Dungeon Master area transitions - they were getting a blank entry in the party bar during some transitions. - Made some fixes to the DM jump to/goto commands and added some more error chec king to address any potential crash situations. - Fixed problem where DM viewing NPC character sheets displayed hit points as 1/ 1. - Fixed an issue caused by DM possessing a creature and then creating/editing a map pin. Scripting-specific: =-=-=-=-=-=-=-=-=-= - Added smooth transitioning parameter to SetCameraFacing(). // - nTransitionType: CAMERA_TRANSITION_TYPE_* SNAP will immediately move the // camera to the new position, while the other types will result in the c amera moving gradually into position // int CAMERA_TRANSITION_TYPE_SNAP = 0; // int CAMERA_TRANSITION_TYPE_CRAWL = 2; // int CAMERA_TRANSITION_TYPE_VERY_SLOW = 5; // int CAMERA_TRANSITION_TYPE_SLOW = 20; // int CAMERA_TRANSITION_TYPE_MEDIUM = 40; // int CAMERA_TRANSITION_TYPE_FAST = 70; // int CAMERA_TRANSITION_TYPE_VERY_FAST = 100; - Added CopyObject() scripting command. // Duplicates the object specified by oSource. // ONLY creatures and items can be specified. // If an owner is specified and the object is an item, it will be put into their inventory // If the object is a creature, they will be created at the location. // If a new tag is specified, it will be assigned to the new object.

object CopyObject(object oSource, location locLocation, object oOwner = OBJ ECT_INVALID, string sNewTag = ""); - RemoveFromParty() no longer removes a player from the party when the server is set to "One Party Only". - Added some safety checks for ActionGiveItem() and ActionTakeItem() - there wer e some reports in the scripting forum that the scripting commands could crash th e game in some odd situations. - Fixed GetNearestCreature() so that when first or only criteria is CREATURE_TYP E_IS_ALIVE it doesn't always return an invalid object. - Changed how OnDisturb events are fired for placeables when the item being move d is gold. - Fixed GetIsResting() - was always returning false except when called from OnPl ayerRest. - Changed AddHenchman() so that you cannot add a player character or a DM as a h enchman. - Fixed problem with SetMapPinEnabled() whereby map pins could not be disabled. The map wasn't updating correctly, so the pin WAS indeed disabled but still disp layed on map. - Fixed GetHasSpell() and DecrementRemainingSpellUses() to work properly with sp ontaneously cast spells. - Fixed the GetFirst/NextFactionMember() scripting command toggle. - Fixed crash when ActionStartConversation() assigned to area or module. - Fixed a bug when calling a GetAlignment() function on a non-creature. Server-specific changes: =-=-=-=-=-=-=-=-=-==-=- Added server option "RotateServerLog=0/1" to nwnplayer.ini, under [Server Opti ons]. If this is turned off the server logs won't rotate (default is on). - Added logging for the ban list being modified and the difficulty setting chang ing. - Added server logging of connection attempts. - Added server CDKey logging to "Player Name (XXXXXXXX) Joined as Player #" mess ages. - We now load in the ban lists from the ini, when ever the ini file has changed. This should allow cross server banning when running multiple servers on the sam e box. 2DA Files Changed in this Update: =-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=- appearance.2da - portraits.2da - soundset.2da

Patch details for v1.27: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.27 TOOLS ET ARE TAGGED AS REQUIRING VERSION 1.27 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET. IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.27 THEN DO NOT EDIT YOUR MODULE IN T HE VERSION 1.27 TOOLSET. IF YOU WANT TO GO BACK TO 1.26, WE WILL HAVE A 1.27 TO 1.26 PATCH AVAILABLE. - Added Rat and Dire Rat to game resources. - Added support for Shiny Water for ATI Radeon users. - Added an option for users to log client chat to the "logs\nwclientLog1.txt" fi

le. The setting in the nwnplayer.ini file is: [Game Options] ClientChatLogging=0 - Changed Journal system to allow for tokens. - Added feedback to text window, for failed level-up attempts. - Official Campaign fixes: - Chapter 1 - Fixed the force-field door in the Beggar's Nest Warehouse. - Chapter 1 - fixed a blank journal entry problem. - Chapter 2E - made a symptomatic fix to the Host Tower: Pinacle bug - currentl y broken save games will have to follow the instructions here - http://nwn.biowa re.com/support/known.html#1.25 - Chapter 3 - fixed a blank journal entry problem. - Chapter 3 - fixed force field doors in Creator Race Ruins so that they are cl osed. - Monks now suffer the penalty of equiping a shield just like equipping armour. - Fixed a bug where character files would be saved out then loaded would sometim e be unusable with ghosted inventory items and an inability to act in the game. The Combat Flag was being saved out and reloaded here. - Fixed a bug when validating a Wizard character's spells; it was using their us e thier CHA modifier instead of INT. - Made a preliminary fix for the infamous "Swapping Out the Blood Sailor Uniform After Being Shot By Arrows" crash. Oh man was this an obscure one to find. - Made a symptomatic fix to Henchmen going hostile. It seems that after quitting and rejoining a multiplayer game, something was getting corrupted, causing your henchman to go hostile. We have fixed this, although they still aren't in your party even though they show up on your party bar after a load. You can simply as k them to join you again. We are continuing to investigate so we can have a perm anent solution. - Made a fix to properly level down multi-classed characters. - Reversed size bonus for Knockdown so that the larger creature has the advantag e as stated in the manual. - Changed Improved Knockdown so that the attacker knocks down as if it were one size larger, as stated in the manual. - Made a preliminary fix for corrupted character files crashing the game server. Bad characters will end up as ghosts on the server. - Made some fixes to prevent game/character hacking. Sorry, but we will never pu blically discuss specific changes to the game with regards to hacking the game. Scripting-specific: =-=-=-=-=-=-=-=-=-= - Added optional parameter to ClearAllActions() that allows you to clear the com bat state on a creature. - Added EffectCutsceneDomination(). // Returns an effect that is guaranteed to dominate a creature // Like EffectDominated but cannot be resisted effect EffectCutsceneDominated(); - Added GetDroppableFlag(), GetUseableFlag(), and GetStolenFlag(). // Return true if item can be dropped // - oItem: item to query int GetDroppableFlag(object oItem); // Returns true if placeable object can be used int GetUseableFlag(object oObject=OBJECT_SELF); // Returns true if item is stolen // - oItem: item to query int GetStolenFlag(object oItem); - Fixed a script compiler issue where too many variables in a script caused the compiler to fail with a non-descriptive "Privileged Instruction" error. - Fixed a crash if GetIsDM() is called with a non-creature.

- Fixed a crash when ActionUnequipItem() was called by a non-creature. - Fixed a crash when certain scripts try delete polymorphed creature items. - Fixed a bug in GetMaxHitpoints() when hitpoints for a PC's level are less than 1 it was resetting their total hitpoints to 1. - GetHasFeat() will now check the highest level of a feat. - DecrementRemainingFeatUses() will now look for the highest level of the feat t o decrement. (ie. barbarian rage will decrement properly for higher levels) - GetHasSpell() and DecrementRemainingSpellUses() will now work with master spel ls (like protection from alignment). - Game no longer behaves erratically when the first element of a structure is a string or engine-defined structure. Linux Dedicated Server: =-=-=-=-=-=-=-=-=-==-=- Fixed a few RedHat 8 compatibility issues causing a shutdown crash and high CP U utilization. Patch details for 1.26: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= - Fixed the AC application bug where AC changes through spells and feats weren't being applied, but were being removed. Please note: Stoneskin and Greater Stone skin are not supposed to change your AC. - Fixed a crash using Direct Connect on LAN server page. - Fixed a GameSpy chat crash - Double-clicking in chat once again will start sending a private message. - Suppressed a To Hit roll when casting healing spells. This To Hit roll was onl y for using healing to attack hostile undead. - Changed default chat mode to Talk. - Made a fix for barter panel text - some of it was not being clipped properly. - Fixed the history page so it will show servers on same IPs but different ports . - Fixed an issue with the save game screen and NWN module names not showing up a s translated. - Fixed the player list multiple selection bug. - Fixed it so that campaign hints do not show up in user created modules. - Direct connecting as a DM now properly prompts for the DM password. The text w as missing before. - Changed the default sort column on the Buddy List to server name instead of pl ayer name. This just looks better as it packs all offline servers together. - Fixed a display issue with connecting to a server loaded from a save game and displaying the wrong character information. Scripting-specific: =-=-=-=-=-=-=-=-=-= - Made a fix to DecrementRemainingFeatUses() - You must have at least one feat u se remaining to be able to decrement it. Patch details for 1.25: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.25 TOOLS ET ARE TAGGED AS REQUIRING VERSION 1.25 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET. IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.25 THEN DO NOT EDIT YOUR MODULE IN T HE VERSION 1.25 TOOLSET. IF YOU WANT TO GO BACK TO 1.24, WE WILL HAVE A 1.25 TO 1.24 PATCH AVAILABLE.

- added Kobolds and Malar Panther to the game - demo modules included - added Hidden Wall Door and Hidden Trap Door placeables to the game - demo modu le included - added the Neverwinter Nights Content Installer. Please check out the new files in your "utils" directory. - added Buddy Lists to both the in-game Server Browser and the Neverwinter Night s Community site. Through this, you will be able to see the on-line gaming status of your Buddie s as well as the server that they are playing on. You can view the Community site version of the Buddy List here - http://nwn.bi oware.com/my_account/buddy_list.html - Moved "source" 2DA files from the patching system as they were sometimes break ing people's ability to patch. They are now in the root of the NWN directory in a file called "2dasource.zip". - Upgraded sound system to Miles 6.5 - Added the ability for users to specify their chat colors using settings in nwn player.ini. The color values are specified by: Color=RedValue,GreenValue,BlueValue where the color values can be in the range of 1 to 255. You cannot use 0. Here are the default colors: [Chat Colors] TalkColor=240,240,240 ShoutColor=255,239,80 WhisperColor=128,128,128 TellColor=32,255,32 ServerColor=176,176,176 PartyColor=240,240,240 DMColor=16,223,255 Here are some sample color settings: [Colors] Color=255,1,1 // Red Color=1,255,1 // Green Color=1,1,255 // Blue Color=1,255,255 // Cyan Color=255,1,255 // Magenta Color=255,255,1 // Yellow Color=255,255,255 // White In case you interested Orange = 255,102,1 - Added "/tk" and "/talk" to the chat command list. - Added Console Commands and for: - getbannedlist - banplayername [name] - banplayerip [ip] - banplayercd [public CD Key] - unbanplayername [name] - unbanplayerip [ip] - unbanplayercd [public CD Key] - All 2DAs now work properly in Hak Paks. Seriously. I am not kidding. - Fixed miscalculation of AC bonuses. - Fixed saving throw miscalculation. - Reversed disarm weapon size modifier so that the larger weapon gets a bonus ra ther than a penalty to match the feat description.

- Improved CD checking compatibility. - Fixed the plot-item Paladin tunic problem in Olgerds store in the Prelude. - Fixed door initial state animation. - Fixed a problem with portals not going to the proper waypoint. - Bard song temporary hitpoints are now working properly. - Changed ban lists to write out to the nwnplayer.ini file on each modification. - Offhand damage should now work properly for double bladed weapons. - Sped up the server vault character listing. - You can no longer set traps on objects that are already trapped. - Prevent illegal characters in the module name from breaking save game file nam es. - Fixed Store Sell Mark Up value to work in the same range as the Toolset. - Failing to load a Module reports the proper error message instead of "Not Enou gh Disk Space" - Fixed a problem with the game loading modules with multiple periods in the mod ule file name. - Fixed the problem of not being able to unequip your items if you polymorph, sa ve, load, then unpolymorph. - Do Max CR check for spell talents always, not just for metamagicked spells. - Fixed a visual bug on older ATI cards playing the Bink movies under Windows XP . - Fixed a potential server hang in Jump all players to point. - Fixed a problem if you were kicked from the server while in an area transition , your client would hang. - Fixed a server crash when a player ignored a party join request from a player who had left the game. - Fixed 2 memory leaks. DM Client: =-=-=-=-=- Fixed problems associated with saving games while DM possessing NPCs - DMs will now see a player's/creature's Character Sheet when examining them, ra ther than the Examine Menu. - DM Party bar will now display Character Names instead of Player Names. - DMs now hear ALL party chat messages from ALL players by default. - Fixed a DM-created portalling issue. - Cleaned up some DM chat display issues. - Fixed a problem associated with saving games while DM possessing NPCs. - Fixed a rare crash that occurs when radialing off of a Player Portrait when us ing the DM client. - DMs are no longer affected by Jump all players to point. - Fixed a crash that sometimes occurs when a DM tries to level down an NPC using Take Level. Scripting-specific: =-=-=-=-=-=-=-=-=-= - In ActivePortal(), the sWaypointTag parameter is now case sensitive. - Changed maximum size of compiled scripts from 256K to 512K. - Added GetResRef() scripting command. - Added DecrementRemainingFeatUses(): // Decrement the remaining uses per day for this creature by one. // - oCreature: creature to modify // - nFeat: constant FEAT_* void DecrementRemainingFeatUses(object oCreature, int nFeat); - Added DecrementRemainingSpellUses(). // Decrement the remaining uses per day for this creature by one. // - oCreature: creature to modify // - nSpell: constant SPELL_* void DecrementRemainingSpellUses(object oCreature, int nSpell); - Fixed ActionPauseConversation().

- Fixed CreateObject() - it was having problems if the template wasn't found. - Fixed GetFirstObjectInArea() and GetNextObjectInArea(). - GetStartLocation() nows return a valid area. - Fixed GetHasSpell() to work for Sorcerers and Bards. - GetName() will work for modules and areas now (returns name in language of mod ule). - Fixed a crash in PlaySound() when called by module. - Fixed main tile light constants and added constants for source lights. - SetTileSourceLightColor() is now working properly. - Fixed GetItemPossessor() to work when loading polymorphed possessor in a save game. - Rotating placeables now rotates the walkmesh as well in SetFacing(). - AdjustAlignment() no longer effects DMs. Patch details for 1.24: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= - Added support for high resolution font (larger text in most places). The optio n is in Advanced Video Options. - onLocked and onUnLocked events for doors and placeables work now. - DM to DM chat messages can now be filtered out in the chat window. - Added a tooltip for quickbar "Assign Command". - Fixed pop-up GUIs appearing on top of the load screen. - Made a small fix to the server list chat edit area. - When saving a servervault subdirectory character and the player has no name, s ave into a subdirectory called "lost+found" instead of the root of the servervau lt. - Fixed an issue with generating texture IDs for Matrox video cards. - Plot objects now have all immunities. - Fixed a memory leak in inventory. - Fixes to Darkness vs. Ultravision and True Seeing. - Fixed a DM Client crash when trying to bring up the PvP menu in certain situat ions. - Fixed a problem with determining character encumbrance when loading. - Fixed a problem with DMs where getting killed when someone turned off their pl ot flag through scripting. - Fixed the 21st player dedicated server crash. - Made a fix to diseases that addresses a server crash. - Fixed server crash when critically failing to set a trap. Scripting-specific =-=-=-=-=-=-=-=-=- Allow CreateItemOnObject() to work on item containers. - Fixed the GetItemInInventory() crash when examining item containers. - VectorToAngle() bug fixed. - InsertString() wierdness that caused a crash is fixed. - DelayCommand() now works for delays over 1 game day. - GetSpellId() now works for non-creatures. Patch details for 1.23: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= - We have removed SecureROM disk checking. - Optimized some multiplayer code for modem/high-ping users. - Added new Toolset Wizards. See below for details. - Improved overall game stability. - Added the option "Suppress Base Servervault" to prevent listing characters in the root of a Server Vault:

nwplayer.ini [Server Options] Suppress Base Servervault=0 Set this to 1 if you don't want your clients seeing character files from the roo t of the Server Vault. - Added code to handle bad save game data properly. - Invalid Character bug in Server Vault is fixed. - More DM Client fixes for possesion, factions, and crashes. - "dm_spawnitem" command readded to the game - Added a swearfilter to the multiplayer chat area. - Fixed an issue with scripting a door or placeable to lock itself. - Fixed the GetFacing() command in NWscript to return the correct value. - Fixed creature bumping through walls/doors. - Fixed a problem where DMs couldn't GoTo a new area if a large part of the cent er of the new area was elevated, or didn't have a walkmesh by increasing the sea rch radius. - Fixed a bug causing new characters to enter the game with an empty quickbar ra ther than a default set. - Cleaned up and fixed several quick bar issues, including text overlapping and replacing problems. - Fixed a bug with Armor Class specific bonuses versus alignment not always work ing. - Added an /ignore command to the multiplayer chat area: /ignore <chatname> /unignore <chatname> Since chat names can change at each session, the ignore list is not saved. - Fixed the adjust alignment feedback messages for the neutral range. - Fixed a bug with weapon damage display on the character sheet with variable bo nuses and power attack. - Added scripting access functions for stealth/detect mode. // Returns the stealth mode of the specified creature. // - oCreature // * Returns a constant STEALTH_MODE_* int GetStealthMode(object oCreature); // Returns the detection mode of the specified creature. // - oCreature // * Returns a constant DETECT_MODE_* int GetDetectMode(object oCreature); - Fixed crash bug where a trap set fails critically and sets off the trap. - Fixed an unhilighting bug in the DM chooser that was causing the DM Client to crash randomly on some GoTo's that involved an area transition. - We no longer allow the DM to attempt to possess corpses. - Fixed server crash when trying to possess a creature that is transitioning int o Limbo. - Added module/game version checking for future game content patches. Patch details for 1.22: Neverwinter Nights Game =-=-=-=-=-=-=-=-=-=-=-= - Fixed Intellect Devourer not spawning in certain cross-version save games. - Fixed a bug where Skills on the character sheet weren't being displayed and we re disabling certain skills.

- Changed the error message for 'load module failed' to include the possibility that the module was created using a newer version of the resources/toolset. - Fixed a text color issue in the game server chat area. - Fixed a bug where you joining a server with no module loaded that could crash the game client in certain situations. - Fixed a bug where typing a server password for a client connection was showing actual characters that are typed, instead of asterisks. - Fixed a bug in "One party only" game where the DM possesses hostile creature, then player joins and gets added to hostile creature's party. - Fixed a server crash that occurred when saving during a module load, which cou ld occur with autosaves/manual saves when "Reload When Empty" was enabled or dur ing module transitions. - Fixed server crash if a script called ExportAllCharacters() when a player was at the character selection screen. - Fixed an incorrect result for many of the damage types in Linux due to small d ifferences in floating point math. - Fixed 4 memory leaks - Fix to an odd spell-casting/emote bug that allowed users to cast multiple spel ls with only one spell slot used. - Added the manual saving controls to the tabbing order on the Windows dedicated server. - Fixed a bug where certain player area transitioning during a module transition caused the server to crash. - Fixed a bug on the Sound Options page. - Detailed error message is now displayed on client when character validation fa ils. - Code added to prevent "more spells" radial from appearing if there were not an y more spells. This was preventing all spells from levels 7,8,9 from appearing i n radial. - Sped up character listings from server to client. Patch details for 1.21: - Items located in Creature Inventory slots will now be DELETED when validating a Player through ELC and ILR. Custom modules that use Creature Inventory slots t o assign Sub Race abilities will have to re-add items on joining the custom modu le. - Item Costs will now be properly calculated for Plot items in ELC checks. - Sped up character listing coming from a Dedicated Server. - Fixed an issue with saving at inopportune times resulting in breaking save gam es. - Fixed some item "ghosting" issues. - Fixed the DM Faction bug, where possessing a creature results in that creature 's friendly faction going hostile. - 2DA files are now being loaded in the proper order in Hak Paks. - General bug fixes. Patch details for 1.20: - Added code to prevent non-Neverwinter Nights files from corrupting modules in the Toolset. Patch details for 1.19: - Creatures will now use their spell-like abilities again. - Bards will no longer become illegal characters when changing modules after lev eling up and removing spells. - The chat client now ignores all non-existing '/' commands. - Fixed the 'Bad Strref' GameSpy connection message.

- The game now sorts Community Names alphabetically in the chat portion of the S erver Browser area. - Made Neverwinter Nights work with DirectX debug DLLs. - Added a Tech Support chat area in the Server Browser area. - Fixed an issue with save game characters and moving between single and multipl ayer. Patch details for v1.18: Fixed the server filter crash in the server browser screen. Improved client and server stability. Fixed the issue with plot items being dragged directly into an inventory bag. Removed the player joining and leaving chat room messages. Pressing enter mid-line in chat no longer cuts off your text. Added a refresh button to the LAN page. Cleaned up some Journal Entry issues. Cleaned up some general sound issues. Made a correction to the tabbing order for the dedicated server GUI. Fixed duplicate player names appearing on the dedicated server's player list. Corrected the issue that occurred when pressing the Load button without custom modules.

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