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Old 01-31-2006, 09:55 PM   #1
javan
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Bioware has released the 1.67 patch in beta version.

beta patch

As with all bata versions it is unsupported by Biioware so use at your own risk.
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Old 01-31-2006, 10:03 PM   #2
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Also beware that if you download this patch in Beta the chances are you won't be able to connect to your favourite NWN server. So use it on another machine for testing if you must.
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Old 01-31-2006, 10:05 PM   #3
Sir Goulum
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I'm curious, why wouldn't you be able to connect?
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Old 01-31-2006, 11:03 PM   #4
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Because you can only connect to servers with the same patch version. If you install this beta patch then you can only connect to servers with the beta patch installed.
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Old 01-31-2006, 11:14 PM   #5
T-D-C
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And here come the patch notes

WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.67 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.67 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.

IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.67 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.67 TOOLSET.

IF YOU WANT TO GO BACK TO 1.66, WE WILL HAVE A 1.67 TO 1.66 PATCH AVAILABLE.

Neverwinter Nights Game
Official Campaign: Chapter 2e - Fixed an issue with attacking Tolan Losen causing all commoners to become hostile.
Official Campaign: Chapter 3 - One of the pedestals in Layenne's Tomb can no longer be accidentally destroyed.
Added 13 varieties of new creatures to the game from Pirates of the Sword Coast: Sharks (Goblin, Mako, Hammerhead), Gray Ooze, Ochre Jelly (Large, Medium, Small), Sahuagin (regular, Cleric, Leader), Parrot, Seagull (flying, walking).
Added 79 new placeable objects to game resources:
Arrow (Penants & Signs) - 8 variety of colors
Flag (Penants & Signs) - Pirate and Umberlee
X (Penants & Signs) - Pirate X mark
Bubbles (Visual Effects) - 3 different heights
Candle (Misc. Interior) - 2 types of 2 versions - 1 set with ambient light, 1 without
Chest (Containers & Switches) - 1 buried, 1 sunken - sunken one has a bubbles effect when opened
Driftwood (Parks & Nature) - 4 types
Bed & Bench & Table & Chair, Dwarven (Misc. Interior)
School of Fish (Parks & Nature) - 3 types
Footprints (Misc.) - left and right
Fungus (Parks & Nature)
Hanging Dwarf Skeleton (Misc. Interior)
Kelp (Parks & Nature) - 3 sizes of 3 types
Mushrooms (Parks & Nature) - 4 types
Net (Misc.)
Palm Tree (Parks & Nature) - 2 types
Parrot (Misc.)
Portal (Visual Effects)
Puddle (Misc.) - 2 types
Raft (Misc.) - 1 normal, 1 broken
Rocks (Parks & Nature) - 5 types
Rope Coils (Misc.) - 2 types
Sea Chair (Misc. Interior)
Sea Idol (Misc.)
Sea Obelisk (Misc.)
Sea Table (Misc. Interior)
Seashell (Parks & Nature) - 3 types
Shrine of Umberlee (Misc. Interior) - 1 with ambient light, 1 without
Starfish (Parks & Nature)
Trog Bed (Misc. Interior)
Trog Egg (Misc. Interior)
Trog Nest (Misc. Interior)
Trog Shrine (Misc. Interior)
Trog Throne (Misc. Interior)
Added a new option to the nwnplayer.ini file under [Game Options] "Client CPU Affinity" (for Windows only). If you have more than one CPU on your PC, then you can use this setting to make the game run on only one of the CPUs by specifying the number of the CPU (0-31). Setting "Client CPU Affinity=-1" will turn off CPU affinity.
Added a new setting to the nwnplayer.ini file under [Server Options] "Examine Effects On Creatures=1". If this option turned off then any magical effects on a creature will not appear in the creature description when you examine a creature in the game (Note: DMs will still see the effects on the creature).
Fixed a crash that could happen going to the character select screen if you had a character in the list that was using a specific community made custom class that the current module does not support.
Fixed an issue with using an item on another item causing the player to run to the corner of the area. The player will now run to get within range of the targetted item instead.
Fixed a number of FeatIndex errors in the following 2das: PackFTShad.2DA, PackFTRog1.2DA, PackFTRog2.2DA, PackFTRog3.2DA, PackFTRog5.2DA, PackFTRog6.2DA, PackFTRog7.2DA
Fixed an issue with being able to pick pocket empty containers that were not flagged as being "pickpocketable".
Fixed an issue with custom tokens not getting cleared/cleaned-up properly when quitting a module.
Fixed a crash related to large creatures having weapons equipped that were too small for them to use.
Fixed Defensive Casting to work properly with sub-radial spells.
The area behind a door that was bashed down will now become properly explored.
Fixed the displayed TAG name when using the console command "dm_dumplocals" on an item or creature object.
Fixed an issue where the text window feedback message that states that "Your journal has been updated." wasn't properly replacing custom tokens.
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
Added the ability for DMs to spawn in traps on doors/placeables through the creator (and quickbar slots dragged from the creator menu).
Made custom triggers and traps from the DM creator menu spawn in correctly (rather than spawn in as a default trap).
The DM instant kill key (default 'Y') now also works on non-plot items that are on the ground.
Added a new "Give Alignment Shift" sub radial to the DM's Give/Take creature radial menu.
Added an "Examine" option to the DM's Examine Creature sub-radial menu.
When a DM 'Examines' a PC, it will now display their Experience and GP totals as well.
When a DM 'Examines' an item, it will now also display the value of the item in GP.
Made a change to try and reduce game lag that has been reported to occur when a DM possesses a creature that is part of a very large faction.
Neverwinter Nights Aurora Toolset
Added a boat-load of new scripting commands (check the Toolset for more information):
GetCreatureWingType()
SetCreatureWingType()
GetCreatureTailType()
SetCreatureTailType()
GetCreatureBodyPart()
SetCreatureBodyPart()
GetHardness()
SetHardness()
SetLockKeyRequired()
SetLockKeyTag()
SetLockLockable()
SetLockLockDC()
SetLockUnlockDC()
SetTrapDisarmable()
SetTrapDetectable()
SetTrapOneShot()
SetTrapKeyTag()
SetTrapDisarmDC()
SetTrapDetectDC()
CreateTrapAtLocation()
CreateTrapOnObject()
SetWillSavingThrow()
SetReflexSavingThrow()
SetFortitudeSavingThrow()
GetTilesetResRef()
GetTrapRecoverable()
SetTrapRecoverable()
GetModuleXPScale()
SetModuleXPScale()
GetKeyRequiredFeedback()
SetKeyRequiredFeedback()
GetTrapActive()
SetTrapActive()
GetInfiniteFlag()
SetInfiniteFlag()
LockCameraPitch()
LockCameraDistance()
LockCameraDirection()
GetPlaceableLastClickedBy()
GetAreaSize()
SetName() - Sets the name of an Object (a creature, placeable, item, or door) - does NOT work on player objects.
GetPortraitId()
SetPortraitId()
GetPortraitResRef()
SetPortraitResRef()
As if the above wasn't enough, we also added new parameters to the following scripting commands:
GetAbilityScore(object oCreature, int nAbilityType, int nBaseAbilityScore=FALSE)
GetSkillRank(int nSkill, object oTarget=OBJECT_SELF, int nBaseSkillRank=FALSE)
SetTrapDetectedBy(object oTrap, object oDetector, int bDetected=TRUE)
ExploreAreaForPlayer(object oArea, object oPlayer, int bExplored=TRUE)
SetCutsceneMode(object oCreature, int nInCutscene=TRUE, int nLeftClickingEnabled=FALSE)
GetPCPublicCDKey(object oPlayer, int nSinglePlayerCDKey=FALSE)
CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int nStackSize=1, string sNewTag="")
Added a new OnClick event type for placeables. This event fires immediately when a PC left clicks on a placeable (regardless of how far away they are from the placeable, or whether or not they can reach the placeable for whatever reason). To obtain the player that left clicked on the placeable object, call GetPlaceableLastClickedBy() in the placeable's OnClick script.
Added 53 new VFX_DUR_AURA_* visual effects (VisualEffects.2da) for use with the scripting command EffectVisualEffect().
Added 80 new visual effect constants (VisualEffects.2da) for use with the scripting command EffectVisualEffect(). These use the new constants VFX_DUR_AURA_*, VFX_EYES_* and VFX_DUR_BUBBLES.
Added the ability to force a placeable to be non-static (grey out the static checkbox) for any placeable using skin mesh. This is toggleable in the placeables.2da in a "Static" column. Defaults to allow if column missing.
The scripting command GetResRef() now works on areas.
The scripting command PlayAnimation() now works on doors (use the new animation constants ANIMATION_DOOR_*).
The scripting command GetClassByPosition() will now work with community made custom classes.
Made the scripting command CopyItemAndModify() work with arrows and bolts using the constants ITEM_APPR_TYPE_WEAPON_*
Added random facing button to the toolset. This button allows you to select one or more things and change their facing to a random direction.
Added option to skip multiple hak pak warning message.
Fixed scripting command ItemPropertyImmunityToSpellLevel(), it was creating a spell immunity property that was one level lower than what it should have been creating.
Fixed a typo in the constant name IP_CONST_FEAT_USE_POISON. If you recompile a script that uses the old name, you will need to update your script to use the new fixed name.
Fixed a typo in the constant name FOOTSTEP_TYPE_SOFT. If you recompile a script that uses the old name, you will need to update your script to use the new fixed name.
Fixed an issue with the incorrect door type showing up for the "Turfhouse Interior 2x2" in the Ruins tileset (tdr01.set).
Fixed an issue with no door showing up for the "Cloak Tower 2x2" in the Rural Winter tileset (tts01.set).
Fixed an issue with the door being rotated for the "Turf House 2" in the Rural Winter tileset (tts01.set).
Fixed the Rural Tileset - Wall 2 Gate w/Road model for people that have HotU installed.
Fixed a visual issue with the campfire placeable (plc_i06.mdl).
Fixed the level up wizard duplicating Special Abilities from the Creature Properties window.
Scripting-specific
Made Web Bolt attacks respect the Woodland stride feat (nw_s1_bltweb.nss).
Fixed a typo in the impact script name for "Greater Fox's Cunning" in the spells.2da that was causing the spell to not work.
Changed implosion so that it no longer affects the caster (nw_s0_implosion.nss).
Fixed an issue with the way the reflex saving throw was being done in DoMissileStorm() (x0_i0_spells.nss).
Fixed an issue with Cloud of Bewilderment not respecting poison immunity (x2_s0_cldbewlda.nss, x2_s0_cldbewldc.nss).
Finger of Death now properly respects immunity to death magic on a failed save (NW_S0_FingDeath.NSS).
Fixed a bug with MatchSingleHandedWeapon and MatchDoubleHandedWeapon returning the incorrect value for some weapon types (x0_i0_match.nss)
Mass Blindness/Deafness now only affects enemies even on the harder difficulty settings (nw_s0_massbldf.nss).
Custom Content
Change to allow plt texture support on custom created part based creature races. Part based creatures (past row 481 in the appearance.2da) will now use a plt texture name based on the "RACE" letter specified in the appearance.2da (rather than always using the pfh0_ prefix). If your hak pak uses custom part based creatures past row 481 in the appearance.2da you will need to update you custom creature to be compatible with versions of the game past 1.67.
Fixed an issue with how the caster level was being calculated for classes that used the ArcSpellLvlMod and DivSpellLvlMod values in the classes.2da (for values other than 2).
Added custom grass texture support to the tileset set file. The new grass texture entry is "GrassTextureName". For example specifying the following in the set file: [GRASS]
Grass=1
GrassTextureName=my_grass

Will cause "my_grass.tga" (maximum of 16 characters) to be used as the grass texture for the tileset. The game will default to the usual "grass.tga" if "GrassTextureName" is not specified.
Fixed an issue where new names added to the SavingThrowTable column in the classes.2da were causing the toolset to behave erratically.
Added support for prestige class prerequisite type "SAVE" (used in the CLS_PRES_*.2da files). ReqParam1 ReqParam2
1 = Fort Save Minimum Base Save Required
2 = Ref Save Minimum Base Save Required
3 = Will Save Minimum Base Save Required

Note to custom tilelset makers: When creating custom tilsets, don't forget to create a corresponding entry for the new tileset in the areag.ini file. The "Interior" flag must match that from the .set file created.
Updated the DefaultIcon column of the BaseItems.2da to have new entries. This fixes an issue with taking hak pak specific items into a non-hak pak module which in turn was causing your inventory to start behaving erratically.
Changed the behavior of in game Robe inventory icons. The icon will now also display non-hidden body parts as specified in the parts_robe.2da (the icon will only display the robe, pelvis, belt, torso and shoulders).
Added a new "DefaultPhenoType" column to the phenotype.2da. The number specified in this column will be the phenotype that will be used in the case where the model does not exist for the desired phenotype (e.g. when using the SetPhenoType() scripting command).
Made Head models use the same "DefaultPhenoType" system as above (rather than your head just disappearing if the model didn't exist for the desired phenotype).
2DA Files Changed in this Update
appearance.2da
baseitems.2da
classes.2da
feat.2da
footstepsounds.2da
parts_foot.2da
parts_hand.2da
parts_shin.2da
placeables.2da
portraits.2da
skyboxes.2da
soundset.2da
visualeffects.2da
weaponsounds.2da
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Old 02-01-2006, 01:41 AM   #6
Legolas
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Sounds absolutely brilliant
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Old 02-01-2006, 10:42 AM   #7
robertthebard
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I was impressed at the top, and just got overwhelmed by the end. The get and set creature wing type will do a lot to help with some of the subraces we have made in the other module I play in.
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Old 02-01-2006, 04:51 PM   #8
T-D-C
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yeah they have added all sorts of new goodies for Mod builders.

I can't believe that after so long they are still patching this game. Thats dedication.
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Old 02-01-2006, 09:16 PM   #9
robertthebard
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With NWN's 2 getting so close, they have to tempt as many people as they can...
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Old 02-02-2006, 06:23 AM   #10
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Noooo! This means I'll have to trawl through all the spells to see which ones have been updated for the NWN spells reference. Good job I haven't got around to the arcane guide yet!

It is good news though!
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