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Old 11-18-08, 09:55 PM   #637
ArrowMk84
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Default Re: Neverwinter Nights II Feedback Thread

Is this patch included with the new expansion?
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Old 11-18-08, 10:04 PM   #638
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Default Re: Neverwinter Nights II Feedback Thread

not 100% sure, but i would say no, since it updates the second expansion as well.
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Old 11-19-08, 12:00 AM   #639
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Default Re: Neverwinter Nights II Feedback Thread

those bastards, they removed the button that you could reset the camera back to standard original NWN2 camera.
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Old 11-19-08, 12:20 AM   #640
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Default Re: Neverwinter Nights II Feedback Thread

What? They only just put that in!
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Old 11-19-08, 01:23 AM   #641
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Default Re: Neverwinter Nights II Feedback Thread

Quote:
Originally Posted by nekrosoft13 View Post
not 100% sure, but i would say no, since it updates the second expansion as well.
Second Expansion?
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Old 11-19-08, 04:49 AM   #642
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Default Re: Neverwinter Nights II Feedback Thread

http://www.nvnews.net/vbulletin/showthread.php?t=123324
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Old 11-19-08, 06:19 AM   #643
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Default Re: Neverwinter Nights II Feedback Thread

Quote:
Originally Posted by crainger View Post
What? They only just put that in!
if i can't get the camera back to what it used to be, i will be forced to skip the second expansion.
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Old 02-26-09, 08:32 PM   #644
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Default Re: Neverwinter Nights II Feedback Thread

Neverwinter Nights 2 Game Update 1.22
English BETA Patch Notes - December 19, 2008
Bug Fixes
General
Spell focus feats are no longer available for Warlocks during character creation or level-up
The class description of Stormlord has been changed to reflect the skills available.
Weapon switching has been enabled for enemies, but not party members.
Fixed an issue that allowed players to get the dinosaur companion for free.
The item "Stone of Alarm" will now work as intended.
Yuan-ti Purebloods now gain Alertness and Blind-Fight instead of Snakeblood, per PnP rules. Race description has been altered accordingly.
The Flurry of Blows feat description has been altered to more accurately reflect which weapons can be used to gain the benefit of this feat.
The Default Swashbuckler package will no longer choose Luck of Heroes at level 1.
Familiars will always follow their masters, unless told to stand their ground.
Fixed an issue that caused the 2d/3d bias option setting to not save.
"Alchemist's Fire" will now add a damage bonus when applied to a weapon
The Eldritch Lore feat description has been revised to reflect that its use is automatic, not selected.
The Favored Soul and Spirit Shaman classes now work properly for Storm of Zehir owners that do not have the Mask of the Betrayer expansion installed.

Toolset & Custom Content
Fixed an issue that was causing conversations to abort when no speaker is designated (the PC was designated as the speaker by default).
A single TLK file is now required for custom content and module building. It must have a TLK extension to be seen by the toolset and the game.
Two new module properties are available to designate a module as needing NX1 (Mast of the Betrayer), or NX2 (Storm of Zehir).
The Ooze class has been enabled in the toolset.
Scripting
DespawnRosterMember() will no longer cause a crash when used.
Multiplayer
Action queues will no longer be cleared when a player toggles hostile/friendly in the player list. (In process).
Adjustments have been made to WASD to decrease network traffic.

Spells
Animate Dead now randomly summons a 5 HD skeleton or zombie warrior.
Create Undead now randomly summons an 11 HD mummy, wraith, or ghast.
Create Greater Undead now randomly summons a 15 HD vampire fighter or warlock, but only for 1 round/level to prevent it from being too powerful.
The druid elemental wildshape form will now properly categorize the druid as an elemental.
The Polymorph spell's gargoyle form will now properly categorize the caster as a monstrous humanoid.
The Shapechange spell's nightwalker form will now properly categorize the caster as undead.
Aura of Glory will no longer apply Charisma bonus to party members
Cacophonic Burst: damage applied to first target won't be used when calculating damage to other targets (will roll damage separately for each target)
Cacophonic Burst: will be properly maximized if having caster level below 15 (will not do full 90 points of damage anymore)
Made adjustments to the number of enemies that Chain Lighting will affect.
Made adjustments to the number of enemies that Wail of the Banshee will affect.
Fixed Cloud of Bewilderment, so the Empower and Maximize metamagic abilities properly increase duration of effects on the target.
The constitution damage of the Cloudkill spell now stacks properly and can no longer be dispelled.
Color Spray: Blindness will no longer affect creatures immune to mind affecting spells.
Color Spray: Will no longer trigger a spell resistance check on caster in some situations.
Fixed Curse of Impending Blades (including Mass version), so it will check for spell resistance properly.
Fixed Delayed Blast Fireball, so only enemies can trigger explosion.
Fixed Doom, so saving throw isn't rolled if spell is blocked by spell resistance or immunity.
Fixed Extract Water Elemental, so only non-living creatures are immune to it (Constructs and Undead), and not everyone who has immunity to Death magic (just like Horrid Wilting).
Fire Storm is now capped properly at 20d6 damage.
Fixed Flame Weapon, so it doesn't cancel out spells or abilities that add non-fire elemental damage to the weapons.
Glyph of Warding spell will now check for spell resistance.
Glyph of Warding spell will now allow a Reflex save for half damage.
Glyph of Warding spell will now be properly affected by Empower or Maximize metamagic abilities.
Glyph of Warding spell will no longer affect creatures outside its area of effect (vfx_persistent.2da change).
Fixed Haste (including Warpriest version), so it can affect proper number of allies (enemies won't be counted anymore).
The Jagged Tooth spell will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included). (Work in progress - does not affect dragon companions).
The Magic Fang spell will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included).
The Greater Magic Fang spell, will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included).
Critical hits from the Meteor Swarm spell will now double fire damage, not just blunt damage.
Creatures immune to critical hits will no longer receive doubled damage on critical hits from a Meteor Swarm spell.
Mind Fog will now properly check for spell resistance.
Remove Fear now properly removes shaken effects caused by fear auras.
Fixed Shades (Self), so that depleting damage reduction won't end its other effects.
Critical hits caused by the Shocking Grasp spell will now be calculated properly.
The Solipsism spell will now bypass paralysis immunity.
The Solipsism spell will no longer be removed by spells that cancel paralysis.
The Solipsism spell will be removed by Greater Restoration or the Mind Blank line of spells.
The visual effects of the Solipsism spell have been changed.
Stone Body, will no longer add electricity immunity, if same is already applied by the Stormlord class (prevents a bug with getting no immunity at all).
The Storm of Vengeance spell will now calculate damage for each affected creature.
The stun effect of the Storm of Vengeance spell is now removed properly if a target successfully saves.
The effects of the Swamp Lung spell will no longer stack.
The Tortoise Shell spell is now properly capped at 20th level (+9 bonus to AC).

Creature Abilities
Fixed the Angel Protective Aura used by Planetars and Solars, so it affects all his allies. Also, it will give proper +4 bonus to saves and AC.
Fixed Blindness/Deafness spell-like ability of Deep Gnome, so it has consistent save DC (always Cha based, with +4 racial modifier).
Fixed Dragon Breath for all Dragons (including companions), so that damage is rolled for each target, instead applying the same value to all targets.
Fixed Dragon Breath for Black Dragons, so it won't affect targets outside the "line of effect."
The visual effect for the dragon companion's breath weapon will now display properly.
The dragon companion's breath weapon will now have a proper save DC.
The dragon companion's breath weapon damage output has been adjusted.
The damage caused by the fire genasi's Reach to the Blaze ability has been adjusted.
The water genasi Shroud of Fog ability will now affect creatures with spell immunities.

Class Abilities
Fixed Dragon Breath ability of Red Dragon Disciples, so that damage is rolled for each target, instead applying same value to all targets.
Fixed Favored Soul and Warpriest Haste ability, so it affects multiple targets correctly if targeted on caster himself.
Fixed the Warpriest Implacable Foe ability, so it will not trigger attacks from companions if allied NPCs get affected by it.



Campaign Fixes (Spoilers beyond this point)
Neverwinter Nights 2 Campaign Fixes
Fixed an issue that was causing a crash when exiting the Sunken Flagon.
Fixed various conversation issues in the Skymirror area.
Storm of Zehir Campaign Fixes
Reduced the spawn rate and maximum number of encounters on the overland map.
The NPC Redfeyer will no longer simply sing in combat.
The difficulty of the Priory of the Depths puzzle has been adjusted.
Losing the deed to Parrum's Rock will no longer block quests.
Resolved an issue where the Team Rush feat would cause the game to crash on module transition.
Fixed an issue that caused Adreum to repeat his conversation.
Fixed various text and misspelling issues in conversations and quests.
Fixed a sequence issue with the "Wrath of Umberlee" quest.
Fixed an issue that was causing the quantity of trade bars being carried to be misreported.
Fixed an issue that was causing the players' demise to be reported prematurely.
Fixed various issues with the Priory of the Depths puzzle.
Septimund has been made unkillable in Port Llast.
Fixed an issue that caused the undead to remain in Port Llast after you raise the army of the dead.
Fixed an issue that was causing certain conversations to be presented as cutscenes.
Players can now access rare resources stored in the warehouses.
Septimund should now have the proper level.
Fixed an issue with unlimited loot in some areas.
Fixed an issue that allowed the scrying orb to give unlimited XP.
Creature parts are no longer forced into the bounty bag and must be manually placed. This only applies to any new creature parts the player picks up. Existing parts in inventory still suffer under the old blueprints.
Fixed issues related to customizing a character's package in the party editor.
Fixed a sequence issue with the "Price of a Song" quest. The quest will now update properly.
Chir's familiar will no longer be nameless.
The NPC Soraevora has been improved.
The "Shipwreck Survivor" epithet feat is now granted to all player-made characters.

SoZ Crafting
Sound effects have been added to crafting

http://nwn2forums.bioware.com/forums...9454&forum=109
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Old 02-26-09, 08:48 PM   #645
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Default Re: Neverwinter Nights II Feedback Thread

I just wish you could select which chapters to start on like nwn1, after wanting to try out other classes I got burned and never finished it and probably never will.
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Old 07-17-09, 07:34 PM   #646
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Default Re: Neverwinter Nights II Feedback Thread

http://nwn2forums.bioware.com/forums...5890&forum=109

1.23 Now Available

Neverwinter Nights 2 Game Update 1.23
English Patch Notes - As of May 27, 2009
Bug Fixes
General
• Fixed an issue that was causing the "Character has too many feats" error message to display when attempting to cross-class a level 5 Sorceror with a level of Cleric with the Earth or War domain.
• Players can no longer remove the last living party member from the party.
• Fixed an issue that was causing enemies to remain highlighted if they died while being highlighted.
• Fixed crash on exit to Desktop when hak pak(s) are in use
• Infinite items in stores should no longer lose focus after purchasing.
• Fixed an issue that was causing creatures to show as "Effortless" when Show CR was enabled.
Toolset & Custom Content
• The UI Atlas system has been removed so that UI objects that are not 1:1 will no longer appear blurred.
• Hook points should now appear properly in the toolset.
• Compile All Scripts now compiles campaign scripts too
• Hovering over a property sheet value in the toolset will now correctly display any truncated text as a tooltip.
• A more friendly message is displayed when plugins fail to load, telling the user which files are not loading in a single messagebox.
• Fixed an issue with settings that were causing hook points to not display properly.
• Fixed 'out of bounds' issues that were causing toolset crashes.
Scripting
• Fixed the ActionCastSpellAtLocation() script so that the nDomainLevel parameter is in the right position.
• SetCollision() has been changed to work with placeables. However it will only turn collision on if the blueprint for the object has collision by default.
• Removed the setmaterialtype limitation, which required you to limit materials to predefined GMATERIAL consts.
• Fixed an issue where compiling all scripts would dump the .ncs files into the mod folder and would ignore the campaign folder.
Multiplayer
• Fixed an issue that was causing servers to crash when a polymorphed character would attempt to transition.
• Players possessing their familiars will no longer lock up when transitioned by a DM
• The Missing File error message, when attempting to connect to a server, now reports the file that is missing.
• When examining other players and creatures, CR will no longer be displayed twice.
Spells & Invocations
• Warlock Invocations are now properly marked as somantic in the spells.2da file.
• Fixed an issue that was causing you to damage your own party members, on Normal difficulty setting, with AOE spells.
• Casting invisibility will now make the affected character silent, as well as invisible. There will no longer be an opaque appearance on invisible creatures, which should reduce confusion.
• Concentration check for Warlock invocations is now DC10+DamageDealt+SpellLevel.
• Fixed an issue that was causing Vampiric Regeneration to work intermittently.
• Animal Trance has been fixed to allow for certain types of metamagic.
• Hammer of the Gods has been fixed to allow for certain types of metamagic.
• Animalistic Power has been fixed to allow for certain types of metamagic.
• The Blades of Fire spell has been fixed to allow for certain types of metamagic.
• Bladeweave has been fixed to allow for certain types of metamagic.
• Conviction has been fixed to allow for certain types of metamagic.
• Living Undeath has been fixed to allow for certain types of metamagic.
• Nightshield has been fixed to allow for certain types of metamagic.
• Reduce Person has been fixed to allow for certain types of metamagic.
• Reduce Animal has been fixed to allow for certain types of metamagic.
• Greater Reduce Person has been fixed to allow for certain types of metamagic.
• Mass Reduce Person has been fixed to allow for certain types of metamagic.
• Arc of Lightning has been fixed to allow for certain types of metamagic.
• Blood to Water has been fixed to allow for certain types of metamagic.
• Castigate has been fixed to allow for certain types of metamagic.
• Dehydrate has been fixed to allow for certain types of metamagic.
• Healing Sting has been fixed to allow for certain types of metamagic.
• Animal Trance will now make the proper spell resistance check.
• Healing Sting will now make the proper spell resistance check.
• Casting the spell Avasculate will now cause the caster to become visible.
• Casting the spell Bestow Curse will now cause the caster to become visible.
• Casting the spell Death Knell will now cause the caster to become visible.
• Casting the spell Hypothermia will now cause the caster to become visible.
• Casting the spell Moon Bolt will now cause the caster to become visible.
• Casting the spell Swamp Lung will now cause the caster to become visible.
• Casting the spell Deep Slumber will now cause the caster to become visible.
• Casting the Curse of Despair Invocation will now cause the caster to become visible.
• The Bestow Curse spell is now considered supernatural and may no longer be dispelled.
• Blade Barrier will now be properly dispelled.
• The Blades of Fire spell now provides a benefit for two rounds.
• Blood to Water will now properly check for spell resistance.
• The Constitution damage caused by Blood to Water may no longer be dispelled.
• The effects of the Camouflage and Mass Camouflage spells will no longer stack.
• Mass Camouflage will now affect characters within a targeted area.
• Castigate will now properly check for spell resistance.
• Castigate will no longer affect creatures with the same alignment as the caster.
• Gray Orcs will now be affected by the Charm Person spell.
• Gray Orcs will now be affected by the Daze spell.
• Gray Orcs will now be affected by the Dominate Person spell.
• The Dehydrate spell will now properly check for spell resistance.
• The Dehydrate spell will now be negated by a successful Fortitude save.
• The Constitution damage caused by the Dehydrate spell will now stack.
• The Constitution damage caused by the Dehydrate spell may no longer be dispelled.
• The duration of the Deep Slumber spell has been reduced.
• The Devour Magic invocation will now properly grant temporary hit points when an area effect is dispelled.
• The Devour Magic invocation will no longer attempt to dispel temporary hitpoints granted by the use of devour magic.
• Negative levels granted by the Enervation spell may no longer be dispelled.
• The effects of Enlarge Person will no longer stack on a Duergar already affected by Entropic Husk.
• The duration of the Flame Weapon spell has been reduced to one minute per level.
• Fixed the duration of the Foundation of Stone spell to match its description.
• Casting Lesser Visage of the Deity will no longer cause the caster to become visible.
• Casting Greater Visage of the Deity will no longer cause the caster to become visible.
• The gust of wind spell will no longer remove auras.
• The Living Undeath spell will now impart a proper Charisma penalty.
• Mass Blindness will now only effect enemies on hardcore difficulty setting.
• Mass Deafness will now only effect enemies on hardcore difficulty setting.
• Mass Curse of Impending Blades will now only effect enemies on hardcore difficulty setting.
• Mass Reduce Person will no longer affect enemies.
• Mass Reduce Person will no longer be canceled if there are non-humanoids in the area.
• Nightshield will now provide the proper +3 bonus to saving throws for casters 9th level or higher.
• Slay Living will no longer trigger a spell resistance check if the melee attack fails.
• Tasha's Hideous Laughter will now be properly affected by dispel spells.
• The Magic Fang spell has been changed from the Conjuration spell school to the Transmutation spell school.
• The Greater Magic Fang spell has been changed from the Conjuration spell school to the Transmutation spell school.
• The Mind Fog spell has been changed from the Illusion spell school to the Enchantment spell school.
• The Shroud of Flame spell has been changed from the Transmutation spell school to the Evocation spell school.
• The Bless Weapon spell can no longer be maximized.
• The Death Armor spell can no longer be maximized.
• The Elemental Shield spell can no longer be maximized.
• The Flame Weapon spell can no longer be maximized.
• The Heal Animal Companion spell can no longer be maximized.
• The Mage Armor spell can no longer be maximized.
• The Mass Snake Swiftness spell can no longer be maximized.
• The Poison spell can no longer be maximized.
• The Rejuvination spell can no longer be maximized.
• The Cocoon spell can no longer be maximized.
• The Tortoise Shell spell can no longer be maximized.
• The Creeping Cold spell can no longer be extended or made persistent.
• The Greater Creeping Cold spell can no longer be extended or made persistent.
• The Cause Fear spell can no longer be made persistent.
• The Lesser Dispel spell can now be made silent.
• The Scare spell can now be made silent.
• The Greater Resistance spell can now be cast with Still metamagic.
• The Superior Resistance spell can now be cast with Still metamagic.
• Fixed various issues that prevented the use of certain metamagic feats with the Animal Trance spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Animalistic Power spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Arc of Lightning spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Blades of Fire spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Bladeweave spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Blood to Water spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Castigate spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Conviction spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Dehydrate spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Healing Sting spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Living Undeath spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Nightshield spell.
• Fixed various issues that prevented the use of certain metamagic feats with the Stabilize spell.
• The Blindness spell will no longer have a somatic component.
• The Deafness spell will no longer have a somatic component.
• Changed the range for the Crushing Despair spell from medium to short.
• Fixed an issue with Lesser Planar Binding that was preventing its use on hostile outsiders in SoZ.
• Fixed an issue with Planar Binding that was preventing its use on hostile outsiders in SoZ.
• The Castigate spell will now properly be centered on the caster.
• Fixed an issue that was preventing Mordenkainen's Disjunction from targeting enemies.
Feats
• Increased the duration of Divine Might and Divine Vengeance feats for one round, to compensate for inability to attack in same round when those abilities are activated
• Fixed the Divine Vengeance bonus, so it gives extra 2d6 damage against undead, and not some random value between 2-12
• AI Controlled characters with the Two-Weapon Fighting feat will no longer unequip off-hand weapons.
Racial Abilities
• Fixed Cause Fear, Charm Person and Entangle spell-like abilities of Yuan-Ti Purebloods, so that duration and DC are not based on first class taken at character creation. Instead, as per PnP rules, DC is Charisma based and duration depends from total character level.
• Fixed the aura used by Drowned undead, so it does not affect creatures with Iron Body, which gives immunity to drowning.
• Fixed the Howl of Fear ability used by Shadow Mastiffs, so it will no longer affect the casting creature when part of the player's faction on Hardcore difficulty.
• Fixed the Summon Gale ability of Air Genasi, so it will not remove auras from other creatures anymore.

Class Abilities
• Fixed an issue that was causing the game to crash if a druid, with a sling attached, casts Elemental Shape > Air.
Neverwinter Nine
• The duration of the Furious Assault ability has been increased by one round.
• Fixed an issue with Guarding the Lord so that its duration is now properly based on the character's level.
• Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
• Fixed an issue that was causing icons for persistent aura effects to not display properly.
Paladin
• Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
• Fixed an issue that was causing icons for persistent aura effects to not display properly.
Ranger
• Ranger abilities will no longer be disabled when equipping mithral chainmail armor.
Blackguard
• Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatures and characters of the same type, in the same area.
• Fixed an issue that was causing icons for persistent aura effects to not display properly.

Doomguide
• Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
• Fixed an issue that was causing icons for persistent aura effects to not display properly.
Hellfire Warlock
• Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
• Fixed an issue that was causing icons for persistent aura effects to not display properly.
Warlock
• Imbue item will now properly substitute for any spell needed in SoZ Crafting.
Warpriest
• Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatures and characters of the same type, in the same area.
• Fixed an issue that was causing icons for persistent aura effects to not display properly.
Items
• Improved versions of Alchemist's Fire will now provide the correct damage bonus when applied to weapons.
• Fixed an issue with electrical traps that caused neutral creatures to be affected by the secondary damage.
• Electrical trap damage will now arc to other creatures when the trap is set with the Set Trap skill.
• Fatal sonic traps will no longer damage neutral faction creatures.
• Epic sonic traps will no longer damage neutral faction creatures.
• Fixed an issue that was causing gas traps to apply poison twice to the same target.
• Fixed an issue that was preventing gas traps from damaging enemies when placed with the Set Trap skill.
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Old 07-17-09, 07:35 PM   #647
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Default Re: Neverwinter Nights II Feedback Thread

New Features

General
• New client command line option: -home. Allows user to specify an alternative location to "My Documents\Neverwinter Nights 2"
• New INI file option "Pause On Lose Focus". A setting of 1 will cause the game to pause when losing focus. A setting of 0 will not pause the game when it loses focus.
Multiplayer
• New server ini option: HideChallengeRatingInExamine
• New server ini option: HideEffectListInExamine
• Files located in the C:\Users\<username>\Documents\Neverwinter Nights 2\hak (Vista) and in the C:\Documents and Settings\<username>\My Documents\Neverwinter Nights 2\hak directories will now load prior to character creation.
• Added support for Server to Server transitions through the function ActivatePortal() - Currently the parameter for seamless transition must be set to TRUE
• A new .ini option has been added to allow server admins (hosts) to toggle the auto-heal feature on or off for player login. With the feature turned off, when a player rejoins a server, they will be in the same condition as when they logged off (HP, Spells per day, etc.).
• A new Content Autodownloader system has been added to Neverwinter Nights 2 Multiplayer. It is designed to be used with the dedicated server. Changes have been made to the Dedicated Server, Game Client and Toolset to accommodate this new feature. Two documents, Autodownloader Server Admin Guide.pdf and Autodownloader Toolset User Guide.pdf, can be downloaded separately.
• Server admins now have the ability, as an option, to preempt the use of the override folder on clients
• New server command line option: -home. Allows user to specify an alternative location to "My Documents\Neverwinter Nights 2"
• New server command line option: -cs 0/1 <- turn off/on downloader (defaults to no downloader behavior)
• New server command line option: -du 0/1 <- turn off/on custom UI on the client (defaults to allow custom UI)
• New server command line option: -do 0/1 <- turn off/on override folders on the client (defaults to allow override)
Scripting
• Added script function int GetVariableValueInt(object oObject, int nIndex); Get the value of a local int stored at the index provided. 0 if no var is present.
• Added script function string GetVariableValueString(object oObject, int nIndex); Get the value of a local string stored at the index provided, empty string if no var is present there.
• Added script function float GetVariableValueFloat(object oObject, int nIndex); Get the value of a local float stored at the index provided. 0.00 if no var is present there.
• Added script function location GetVariableValueLocation(object oObject, int nIndex); Get the value of a local location stored at the index provided. Invalid location no var is present there.
• Added script function object GetVariableValueObject(object oObject, int nIndex); Get the value of a local object stored at the index provided. OBJECT_INVALID if no var is present there.
• Added script function int GetVariableCount(object oObject); Get the number of local variables stored on this object.
• Added script function void SetBaseAbilityScore(object oCreature, int nAbilityType, int nScore); EXPERIMENTAL! Note that any changes to skill rank will NOT be lost if the character is de-leveled. IMPORTANT: Most usages of this will cause characters to fail 'enforce legal character' restrictions.
• Added script function void SetBaseSkillRank(object oCreature, int nSkill, int nRank, int bTrackWithLevel = TRUE); EXPERIMENTAL! set bTrackWithLevel = TRUE if you wish for the skill change to be associated with the character's level. In other words, should the character lose the skill change if they lose their current level? IMPORTANT: Most usages of this will cause characters to fail 'enforce legal character' restrictions.
• Added script function void SendChatMessage(object oSender, object oReceiver, int nChannel, string sMessage, int bInvokeCallback = FALSE); This function is used to send a chat message, as if spoken by a PC or by the server. Except for 'CHAT_MODE_SERVER', oSender must be a PC or nothing will occur. oSpeaker - the PC who will speak, OBJECT_INVALID if channel is CHAT_MODE_SERVER. This must be a valid PC object for CHAT_MODE_PARTY to work. oReceiver - if nChannel is CHAT_MODE_TELL or CHAT_MODE_SERVER, then this must be the PC who will be receiving the message. nMode - CHAT_MODE const indicating the type of message to be sent. Only the CHAT_MODE_* values provided are accepted. sMessage - actual message text bInvokeCallback = the module's nChat script will be invoked to filter this message, if this is TRUE. WARNING: use extreme caution if setting bInvokeCallback to TRUE from within the OnChat handler itself -- this could lead to an infinite loop and hang your module!
• Added script function int GetIsLocationValid(location lLocation); Returns TRUE if the location is a valid, walkable location.
• Added script function int GetSurfaceMaterialsAtLocation(location lLocation); Returns a bitmask composed of 0 or more SM_* values.
• Added script function int GetSpellKnown(object oCreature, int nSpell); EXPERIMENTAL! Returns if the spell is known to this creature under any class or level.
• Added script function int GetItemBaseMaterialType(object oItem); returns the GMATERIAL_* const to get the base material type of the item specified. At this time, only the pre-defineid base material types work.
• Added script function void SetItemBaseMaterialType(object oItem, int nMaterialType); EXPERIMENTAL! Set the base material type of oItem to nmaterialType, which must be a valid GMATERIAL_* const value.Added instant feat support. New column "Instant" in feats.2da
• GetClassLevelByPosition and related script functions will now recognize custom classes. (This also applies for anything internally that performs calculations based on class level and in particular, should correct custom classes not being used in spell caster level calculations).
• New script function: void SetGlobalGUIVariable(object oPlayer, int nVarIndex, string sVarValue); Sets global GUI variable, available to all UI screens as global:x. globals can be used in most places that locals can be used. This can also be used to work with the new UI callback UIRadialNode_OnInit_TestGlobalVar, which allows you to display/hide radial nodes based on global variable values. This value is available to all screens. oPlayer - player whose GUI will have the variable. nVarIndex - variable index, from 100 - 400 (values outside of this range will be ignored). sVarValue - the value to set.
• Added support for reading texture and terrain 2da files from hak packs.
• Added script function int FindSubString(string sString, string sSubString, int nStart = 0); // modified to add nStart
• Added script function void SetSpellKnown(object oCreature, int nClassPosition, int nSpell, int bKnown = TRUE, int bTrackWithLevel = TRUE);
• Added script function object GetLimboCreatureCount(object oCreature);
• Added script function object GetCreatureInLimbo(int nTh);
• Added script function void SendCreatureToLimbo(object oCreature);
• Added script function void SetSkillPointsRemaining(object oPC, int nPoints);
• Added script function int GetSkillPointsRemaining(object oPC);
• Added script function int GetSpellSchool(object oPC, int nClassSeq);
• Added script function void SetGender(object oCreature, int nGender);
• Added script function void SetTag(object oObject, string sNewTag);
• Added script function int GetArmorRulesType(object oItem);
• Added script function void SetArmorRulesType(object oItem, int nType);
• Added script function void SetItemIcon(object oItem, int nIcon);
• Added script function object GetObjectByTagAndType(string sTag, int nObjectType, int nTh);
• The following new script functions work together as a group:
o void AddScriptParameterInt(int nParam);
o void AddScriptParameterString(string sParam);
o void AddScriptParameterFloat(float fParam);
o void AddScriptParameterObject(object oParam);
o int ExecuteScriptEnhanced(string sScript, object oTarget);
o int ClearScriptParams();

Toolset & Custom Content
• A new Content Autodownloader system has been added to Neverwinter Nights 2 Multiplayer. It is designed to be used with the dedicated server. Changes have been made to the Dedicated Server, Game Client and Toolset to accommodate this new feature. Two documents, Autodownloader Server Admin Guide.pdf and Autodownloader Toolset User Guide.pdf, can be downloaded separately.
• Files located in the C:\Users\<username>\Documents\Neverwinter Nights 2\hak (Vista) or in the C:\Documents and Settings\<username>\My Documents\Neverwinter Nights 2\hak (WinXP) directories will now load prior to character creation.
User Interface
• UIObject_Misc_ExecuteServerScript no longer truncates data that contains apostrophes
• There is now a Close option on transition doors for players. (Used to be that if a door was a transition, they could only use it - not close it.)
• New UI callback: UIRadialNode_OnInit_TestGlobalVar(global-index,test-type,rvalue, action)
o This UI callback allows modders to control when menu nodes are hidden or displayed, based on the results of comparing a global UI variable against a specified value. All tests are performed as int values if both values are valid ints; otherwise they're perform as case-insensitive string comparisons.
o Parameters are as follows
 global-index: global var index in format of global:x
 test-type: test to perform (all tests are done as as int if both values are int, else as case-insensitive strings)
 EQ = two values are equal
 NEQ = two values are not equal
 LT = global value is less than the comparision value
 LTE = global value is less than or equal to the comparison value
 GT = global value is greater than the comparison value
 GTE = global value is greater than or equal to the comparison value
 rvalue: a constant value that you are comparing the global variable to.
 action: SHOW or HIDE.
 The menu node will be displayed or hidden based on the value given:
 if the expression evaluates true and the action is SHOW, then the node will be shown
 if the expression evaluates false and the action is SHOW, then the node will be hidden
 if the expression evaluates true and the action is HIDE, then the node will be hidden
 if the expression evaluates false and the action is HIDE, then the node will be shown


2DA File Changes

Neverwinter Nights 2
• Added Henchspells.2da
• Spells.2da - Various spell changes
• Feat.2da - added an "Instant" column.
Neverwinter Nights 2: Mask of the Betrayer
• Added Henchspells.2da
• Spells.2da - Various spell changes
• Feat.2da - added an "Instant" column.
Neverwinter Nights 2: Storm of Zehir
• Spells.2da - Various spell changes
• Feat.2da - added an "Instant" column.
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