Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > Neverwinter Nights 1 & 2 Also SoU & HotU Forum

Reply
 
Thread Tools Search this Thread
Old 04-03-2005, 04:16 AM   #1
T-D-C
Ironworks Moderator
 

Join Date: October 26, 2003
Location: Sydney, Australia
Age: 43
Posts: 4,415
Hey Everyone the 1.66 Beta patch is avaialbe.

Changes made are below.

Beta patch can be found here

WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.66 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.66 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.

IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.66 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.66 TOOLSET.

IF YOU WANT TO GO BACK TO 1.65, WE WILL HAVE A 1.66 TO 1.65 PATCH AVAILABLE

Neverwinter Nights Game
HotU: Chapter 2 - Fixed an issue that could sometimes occur during the battle in the Environs near the end of Chapter 2. You should no longer get stuck and be unable to move if the Battle Herald does not approach you and initiate a conversation with you (this fix will retroactively fix saved games exhibiting this issue, but only if you load a saved game from before you entered the Environs).
Added a new command line parameter for automatically loading a module in single player. This will cause the module to be loaded and takes the player to the premade character select screen.
+LoadNewModule "module name that needs quotes if it contains spaces"
Added a new command line parameter for automatically testing a module in single player. This will cause the module to be loaded and then starts the module using the first character listed on the premade character select screen.
+TestNewModule "module name that needs quotes if it contains spaces"
Added 3 portraits and 3 music themes from the BioWare Premium Modules Kingmaker, ShadowGuard, and Witch's Wake 1 to game resources.
Fixed an issue that was causing the game to slow down and become unplayable at the start of SoU Chapter 2.
Fixed an issue with creatures some times occupying the same space. This should happen a lot less frequently now.
Extended the glowing monk eye effect to work on all the default playable races.
Neutral monks now get ultra cool purple glowing eyes.
Fixed placement of glowing monk eyes on Human/Half-Elf females (much thanks to the DLA team for their help with this).
Fixed placement of helmets on Human/Half-Elf females (much thanks to the DLA team for their help with this).
Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.
Fixed an issue with the Greater Sanctuary icon some times incorrectly showing up as the regular Sanctuary icon.
Fixed an issue with Damage Immunities not working correctly once they were stacked way too high above 100%.
Fixed an issue with the Enable Texture Animations advanced video setting not being restored correctly when restarting the game (if it was turned off).
Fixed Damage Immunities against weapons with more than one damage type (e.g. longswords with slashing/piercing damage) to work correctly.
Wounding effects are now removed from creatures once you leave the area that the wounded creature is in.
Added skyboxes back into the outdoor areas of the original Official Campaign.
Fixed an issue that could rarely cause your character to become illegal if you leveled up during an episode of game lag.
The "Single Player Enforce Legal Characters" setting in the nwnplayer.ini file has been disabled. ELC is now always turned off in single player games.
Fixed an issue that was causing creatures to always face east when sitting on a stool placeable (plc_x05.pwk).
Immunity to mind spells no longer makes you immune to the Assasin's Death Attack.
Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat.
Fixed a minor animation issue that could occur if you performed a Whirlwind attack while you had some 2 handed weapons equipped.
Fixed some issues with Tile "time of day" animations. This was causing flickering and other issues at the end of a DayToNight/NightToDay transition.
Added missing armor proficiency to Gnolls.
Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.
DM Client
DMs can now still login to a server when the server is full, so that they are not prevented from performing any required administration tasks. If you go above the 64 player maximum, server performance may be adversely affected until some players leave the server (your mileage may vary).
The game no longer displays encumbered feedback messages for DMs, since they actually can't ever be encumbered.
Neverwinter Nights Aurora Toolset
Added a "Test Module" option to the toolset's Build menu that allows you to quick launch the game (for testing module changes). Selecting this option will give you the choice of saving your module changes. The game will then automatically launch, load the module, select the first available premade character in the list and enter gameplay with that character. The Hot Key for this new functionality is F9.
Fixed an issue with answering no to any warnings that appear during module opening causing any subsequently opened module to potentially become corrupt.
Fixed comments for the scripting commands EffectSavingThrowIncrease and EffectSavingThrowDecrease (nwscript.nss).
The GetIsImmune() scripting command now reports the proper result when the creature specified has the Pale Master's Deathless Mastery feat.
Fixed a stack underflow error when the scripting command GetStandardFactionReputation() was called with an invalid creature object as an argument.
Fixed an issue with the scripting command GetStandardFactionReputation() returning -1 when called on the defender faction with a PC creature object specified.
Fixed an issue with the scripting command SetFogColor() when used to set the sun fog color in an always dark area (or the moon fog color in an always bright area).
Added some missing IP_CONST_FEAT_* constants to nwscript.nss
Fixed a Copy area/script/dialog issue that was making it look like the toolset was loosing data and could sometimes lead to a crash.
Fixed an issue with the script compiler that could cause a Stack Underflow error when a switch statement was placed inside a Do/While loop. There is also a new command line compiler in the Neverwinter Nights utils directory that includes this fix (clcompile.exe).
Script Debugger
Fixed a compiler issue that was causing the script debugger (DebugServer.exe that is in your NWN utils directory) to not work properly when stepping into/out of case statements (see the scripting command SpawnScriptDebugger() for more information regarding the script debugger).
Server-specific
Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.
Scripting-specific
Phantasmal Killer now properly respects Fear immunity and properly ignores Death Magic immunity (nw_s0_phankill.nss).
Weird now properly ignores Death Magic immunity (nw_s0_weird.nss).
Mind fog now properly respects immunity to mind affecting spells (nw_s0_mindfoga.nss).
The item properties "Immunity: Specific Spell [Gaze Petrification/Touch Petrification/Breath Petrification]" now work properly against monster petrification effects (x0_i0_spells.nss).
Fixed an issue with Choking Powder heart beat script not repecting poison immunity ( x0_s3_chokehb.nss ).
Fixed an issue with the way the damage calculation was being done for the Cone of Frost monster ability (nw_s1_conecold.nss).
Made the Shifter's Manticore's spike script work correctly in the case when it is inappropriately given to an NPC Manticore monster by mistake (x2_s1_gwspikes.nss).
Custom Content
Added a new column to the feat.2da "ReqAction" (all default NWN feats have this value set to 1 and if the column is missing from the feats.2da, such as in a hak pak, it will also default to 1). Turning this off means that the adjusted feat will no longer require an action from the object (it fires immediately, takes no action, and ignores your action queue entirely). In order to use this new functionality you need to do the following:
Set the "ReqAction" value for the feat to 0 in the feat.2da
Have a spellID associated with the feat in the feat.2da.
Have a "ImpactScript" specified in the spells.2da for the spellID that you specified in the feat.2da
The ImpactScript will then fire immediately when the feat is used.
Walk meshes now work when placed at heights above -30 (previous lower limit was -10).
Added an option to change/increase the selector height (when placing tiles) in the tileset "set" file. In order to use this you must add a new setting called "SelectorHeight" to the set file and specify the desired float value for this setting. The selector height will continue to default to the transition height if it has not been specified.
Added more tile path nodes types m, n, o, and p. For custom tile set support.
TYPE m TYPE n
--------- ---------
[ | | | ] [ | | | ]
[-+ | +-] [-+ + +-]
[ + ] [ ]
[-+ | +-] [-+ + +-]
[ | | | ] [ | | | ]
--------- ---------

TYPE o TYPE p
--------- ---------
[ | | | ] [ | | ]
[-+ | | ] [-+ | ]
[ + +-] [-+ +-]
[-+ | | ] [-+ | ]
[ | | | ] [ | | ]
--------- ---------

2DA Files Changed in this Update
ambientmusic.2da
cls_skill_blkgrd.2da
feat.2da
iprp_feats.2da
portraits.2da
swearfilter.2da
__________________
T-D-C is offline   Reply With Quote
Old 04-07-2005, 07:28 AM   #2
robertthebard
Xanathar Thieves Guild
 

Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 60
Posts: 4,537
You'd never know how much stuff is broken, until you read what they fix...
__________________
To those we have lost; May your spirits fly free.
Good Music: Here.
Interesting read, one of my blogs.
robertthebard is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search

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

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

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Looking for Beta Testers lostzac Miscellaneous Games (RPG or not) 13 01-15-2005 12:17 AM
Beta testers ??? curious email I did get Variol (Farseer) Elmwood General Conversation Archives (11/2000 - 01/2005) 5 01-05-2005 07:19 AM
Mad Mob Bug - Beta v1.1 test Ziroc NWN Mod: Escape from Undermountain 2 08-17-2003 07:00 PM
all beta testers Aar-Daneel Neverwinter Nights 1 & 2 Also SoU & HotU Forum 18 05-14-2002 09:19 AM
Beta Help Lanthir Neverwinter Nights 1 & 2 Also SoU & HotU Forum 7 04-25-2002 08:52 AM


All times are GMT -4. The time now is 03:41 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved