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Neverwinter Nights v1.60 Beta1 (English)

Patch details:

Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
- some stuff is better now

2DA Files Changed in this Update:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-
-

Please visit the Neverwinter Nights Community Site at:

nwn.bioware.com/

Patch details for 1.32:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
- Made some fixes to prevent game/character/server hacking. Sorry, but we will
never 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
drive. Doing this might void your hard drive's warranty.
- Fixed a nasty frame rate killing bug - if you fired lots of missile weapons
with 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
Connect button is disabled
- Details page shows XP requirements in the version number slot (eg. "7041
+ XP1 + 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 set 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
something 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
stunned 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
unidentified 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
bonuses to certain damage reduction effects.
- Fixed a bug where you always failed your concentration check for spells on
a subradial 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
gained 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
Description" 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
occurred as the player was in an area transition.
- Fixed double clicking on a button in the load game menu causing the screen
shot 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
skin should stack properly now (removing one won't remove them all).
- Fixed "Server Description" scroll bars not working in the History/Favorites/LAN
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 trapped
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
Quality" 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 details
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
publically 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 DM "Examine Character Sheet" and DM "View Inventory"
icons to their own examine sub-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 BeginConversation
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
were 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 function
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 ApplyEffectToObject.

Server-specific changes:
=-=-=-=-=-=-=-=-=-==-=-
- Added the option to backup a character file on export.
nwnplayer.ini
[Server Options]
BackupSavedChars=1

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Sped up loading of resources in Hak Paks.
- Added progress bars to loading of Hak Paks
- Added ability to hear soundsets when clicking their names in the listbox in
the soundset selection dialog.
- Added Location Adjustment dialog to Area Editor context menu for object instances.
- Added context menu option in area viewer to go straight to the inventory dialog
for creatures and placeables.
- Fixed 6 memory leaks.
- When opening a module that does not currently require all the expansions that
the toolset currently has installed, the user is warned that saving the module
will flag it as needing all the installed expansion packs.
- Toolset no longer checks the "Location" string in registry to determine
where its resources are located. It will just use the directory that it is being
run from. This means that you can have two installs of neverwinter, one with
XP1 and one without, and the toolset executables will run be able to run independently
from each install folder.
- Help | About dialog now lists the installed expansion packs.
- Fixed BadStrRef appearing when mousing over certain regions of various dialogs
inherited from the generic wizard dialog.
- Fixed BadStrRef hint when mousing over area listbox and Finish image in Module
Wizard.
- Fixed the Location Dialog to have the correct caption.
- Fixed access violation when loading custom palettes when a custom blueprint
contains a palette node ID that does not exist in the custom palette tree for
that blueprint.
- Sped up loading of resources in Hak Paks some more
- Conversation Editor, Script Editor, and Plot Wizard now include warnings if
editing or trying to save a resource that already exists in a Hak Pak or in
standard game resources.
- Added Option to toggle the above "editing-a-standard-resource" warning
on or off.

Creature Dialog:
- Added Clear Spell List button
- Certain creature models will now play their Pause animation instead of standing
frozen.
- Main form's Edit menu no longer contains "Placeable Properties"
menu item if more than one Placeable is selected, since the Placeable Object
dialog does not support multi-edit.
- Fixed "Full Plate +4" appearing instead of "Building Module..."
on the Build Module progress bar.

Area Transition Dialog
- Auto-created area transition script when editing a transition door or trigger's
OnClick event was not the same as nw_g0_transition. It is now.

Palette
- Added Find Text menu option and shortcut to the Palette treeviews.
- Changed terrain palette to select a node on right-click.
- Refresh Palette menu option flags module as modified.

Plot Wizard
- Added support for giving negative XP in Plot Node Wizard.

Script Editor:
- if there is selected text when you invoke the search dialog, the selected
text will now be automatically entered as the search string.

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 TOOLSET
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 THE 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
publically 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
creature in it, quit out, then loaded it again it would crash.
- Fixed the character sheet displaying the incorrect "Attack Bonus"
after loading 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
games 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,
your character will try just like on a normal trap, then it will give a message
saying *success will never be possible*.
- Fix to trap feedback messages, before it was reporting success not possible
when it actually was possible.
- Fixed some combat debugging feedback messages in regards to AC Decrease properties.
- Made "spell immunity"/"saving thow" user feedback messages
display in a more intuitive manner.
- Fixed a bug so now Halflings Good Aim bonus will show up on the character
sheet.
- 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 stacked 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
name 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 always effect your highest level now, taking into account the level after
negative levels have been applied.
- We now display feedback on creature's saving throws, when you cast an AOE
spell 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 level.
- 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 sometimes
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
multiplayer 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 incorrectly
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
one if your already using it.
- Fixed resting so that associates will now rest after any custom OnPlayerRest
script 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
shape.
- 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 valid enemy (since it was using their personal reputation values to adjust
the happy friendly value)
- Added "saving status" to the server status control on nwserver.
The server status control will now display wether or not the save was successfull
and the reason 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 valid 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,
petrify, etc..)
- Fixed problem where dead people would spawn in standing up and then immediately
fall over (they now spawn in lying down).
- Fixed a problem where creatures in a crowded location would sometimes appear
on the wrong side of a door when loading a saved game.
- Fixed bug with barter panel preventing chat from being resized after it is
closed.
- 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 sounds.
- Fixed unlocking and locking of doors (with and without using a key). You can
now 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 screen
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 Effect
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 character 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
the 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
feedback system has also been fixed so it is much less confusing and much more
informative.
- Fixed a problem where ingame keyboard shortcuts did not work if you had to
enter 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/Ultravision.
- 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 properly
- Spells are now sorted in char generation, the level up panel, and the character
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
companion 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
and 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
were 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
while 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)
when 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
difficulty when logging in.
- Now when a DM changes the difficulty slider, other DMs in the game will now
see 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 details:
int GetAppearanceType(object oCreature);
void SpawnScriptDebugger();
int GetModuleItemAcquiredStackSize();
object CopyItem(object oItem, object oTargetInventory=OBJECT_INVALID);
void SetCampaignFloat(string sCampaignName, string sVarName, float flFloat,
object oPlayer=OBJECT_INVALID);
void SetCampaignInt(string sCampaignName, string sVarName, int nInt, object
oPlayer=OBJECT_INVALID);
void SetCampaignVector(string sCampaignName, string sVarName, vector vVector,
object oPlayer=OBJECT_INVALID);
void SetCampaignLocation(string sCampaignName, string sVarName, location locLocation,
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=OBJECT_INVALID);
vector GetCampaignVector(string sCampaignName, string sVarName, object oPlayer=OBJECT_INVALID);
location GetCampaignLocation(string sCampaignName, string sVarName, object oPlayer=OBJECT_INVALID);
string GetCampaignString(string sCampaignName, string sVarName, object oPlayer=OBJECT_INVALID);
void DeleteCampaignVariable(string sCampaignName, string sVarName, object oPlayer=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_GENERAL);
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 bReadyAllSpells
= 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
into limbo.
- Made some improvements to network performance.
- Made some fixes to prevent game/character hacking. Sorry, but we will never
publically discuss specific changes to the game with regards to hacking the
game.
- Made several game stability fixes.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Added a new system for script caching on the game server. You can now cache
your most frequently called scripts to help improve performance. Go to "Module
Properties" and click on the new "Cached Scripts" tab.
- Added ability to save and load a set of spell selections on the Spells tab
of Creatures. Uh, is this the coolest thing ever, or what?
- Added buttons on Scripts page of various object types to save an load a set
of script assignments. Actually, this is pretty darn cool, too.
- Added Autolevelup Package dropdown to Classes tab for Creatures, for use when
autolevelling up a creature via scripting.
- Changed representation of current area's treenode in the area treeview. Instead
of being in bold text, it now uses the Script Editor's keyword color. Bold text
was causing sizing issues with certain fonts, most notably in Japanese.
- When deleting temp0 folder, delete read-only files as well as files of types
unknown to the resource manager. If the directory cannot be removed, show an
error message.
- Added double-click support to Inventory dialog. Double-clicking a treeview
item sends it to the backpack/store. Double-clicking a backpack item attempts
to equip it. Double-clicking an equipped item unequips it.
- Added Cancel button to Build Module progress bar.
- Added warnings when editing a resource that is in a Hak Pak, and added option
to enable/disable the resource-is-in-Hak-Pak warning.
- Fixed creation of temp directories for new modules so that they are called
"temp0" instead of just "0".
- Changed handling of stray temp directories in the modules folder. Toolset
will try to use only temp0, not any of the higher numbers. It will automatically
remove a stale temp0 if temp0 is empty, and prompt to remove temp0 if it is
not empty but contains no module.ifo to recover. It will now do the temp0 check
on every attempt to create a new module or open an existing one.
- Added support in the Resource Selection dialog for "x#_" resref
filters when the filter currently in use begins with "nw_" or "plc_".
- Modifications to current area now prompted for save when exporting the current
area via File|Export. It had already been doing this when exporting via the
area treeview's Export context menu option.
- Added Armor Class field to the Appearance tab for armor being edited in the
Item properties dialog. This makes it easier to see the effect of armor appearance
on AC. This is simply a duplicate of the one on the General page.
- Added Armor Check Penalty, Arcane Failure Rate, and Max Dex Bonus fields to
Item properties dialog.
- Fixed bug in item dialog where Stack Size adjustments using the UpDown control
would update the Total Cost field using the previous stack size value.
- Fixed bug in Store Dialog where the Sell Mark Up would increment when attempting
to increase the Buy Mark Down past its maximum. The Sell Mark Up now remains
the same.
- Inventory dialog for stores now consistent with game in terms of buy/sell
values. Minimum buy/sell price is 1 gp at all times, except for plot items,
which are always 0 gp buy/sell.
- Static Placeable objects forced to default animation, because that's the only
animation the game supports for them.
- Fixed stack overflow bug when placeable object properties opens an object
whose portrait ID has no value in portraits.2da.
- Open Lock and Close Lock DC now disabled when 'Key Required to Lock or Unlock'
is checked.
- Fixed minor bug with Preview Window layout cutting off information for triggers.
- Fixed Preview Window not showing all information for Trigger and Store instances.
- Fixed problem where in non-English languages, the users would see English
text in the custom palettes, even when the custom palette node's blueprint did
have a StrRef for its name. Refreshing a palette will now use the StrRef for
a blueprint IF the blueprint name has a StrRef, AND the blueprint name's locstring
does not have any embedded text.
- Fixed bug where, if a module could not be opened, the toolset would say that
required hak paks are missing even if there are no missing hak paks.
- Fixed inability to cut/copy/paste in the non-modal dialogs appearing over
the main toolset window (eg., the Find Instances dialog).
- Fixed garbled characters in Store Setup Dialog when warning that the selected
creature is of a hostile faction.
- Fixed creature and item colors not updating when choosing their colors in
their property dialogs when environment mapping is turned off.
- Fixed memory leak in hak pak attachment in the module properties dialog.
- Fixed encounter spawn point orientations not saving correctly when they are
facing between 0 and 180 degrees.
- Fixed OK button appearing on the generic warning dialog when it should not.
- Fixed bug where, when trying to remove all references to a script or conversation
from the module, it would stop after the first such removal in each area in
the module, leaving the other object instances untouched.
- Fixed bug where certain item types were being rotated about an incorrect axis
when rotating them in the area viewer.
- Fixed access violations and allocated memory overwrite errors when doing the
following exact set of steps: Ctrl-C an instance, Ctrl-V, then select a different
palette or blueprint, then select another instance and Ctrl-C, Ctrl-V.
- Fixed bug where shrinking an area would not mark the area or module as modified.

Script Editor:
- Script Editor no longer parses #include files inside /* */-style block comments
when generating the list of functions and variables in the sidebar
- In Script Editor, Ctrl+F now prompts to search again from the beginning if
the string was not found, just like F3.
- Script Editor dialog remembers window state (maximized/normal)
- Fixes bug where Script Editor would fail to compile conditional scripts when
doing a Save All with Autocompile-on-save turned on.
- Fixed bug where exporting a conditional script would sometimes not compile
the script.

Conversation Editor:
- Added Insert Token button to Conversation Editor.
- Conversation Editor remembers position of splitter bars.
- Added Ctrl+F, Ctrl-R, and F3 shortcut keybindings to Conversation Editor.
- Fixed Conversation Test dialog's initial test node not showing all the text
for a response that has long, multiline text.
- Fixed BadStrRef context menu item in the Conversation Dialog Input dialog.
It now reads "Insert Token".
- Fixed bug in Conversation Editor where the [END DIALOGUE] indicator on a PC
node (and all nodes linking to it) would not disappear after pasting an NPC
node under it (either as a link or for real).

Journal Editor:
- Journal Editor no longer re-sorts the Entries within a Category unless the
last edited Entry had its ID changed. This reduces the frequency with which
the treeview will scroll to the right when moving among the treenodes (the scrolling
was annoying).
- Journal Editor has vertical scrollbars in text entry fields now.

Plot Wizard:
- Changed Plot Wizard basic page to show blueprint full names instead of resrefs.
- When loading a plot blueprint, Plot Wizard no longer asks for confirmation
to overwrite the current plot if the current plot has not been modified.
- Fixed progress frame sometimes not repainting when changing the status of
a line or set of lines.
- Fixed progress frame having red X's for all steps when reopening a plot or
an existing plot node. The steps are now marked with green checks to reflect
that they had been completed already.
- localized plot overwrite confirmation when loading plot blueprint in plot
wizard.

Utilities
=-=-=-=-=
- added a script debugger, spawnable from scripting - utilsDebugServer.exe
- YOU MUST GO INTO THE TOOLSET OPTIONS AND TURN ON THE OPTION "Generate
Debug Information When Compiling Scripts"
- added a command-line script compiler - utilsclcompile.exe
- added a database packing program - utilsDataPack.exe

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
take 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"
issue.
- 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
was 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 starting
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
Clients 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 maximum 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.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fixed an issue where deleting a resource would replace the resource with the
word "resref".

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 TOOLSET
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 THE 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 distance 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 placeable
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"
when you re-enter an area once you've captured Yoko in the keep). This won't
change 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
STR, DEX, and CON that are stored on the server, so that when the polymorph
is cancelled, the ability changes are reflected on the base creature.
- Made a fix to Henchmen/familiars having problems when using an exported character
in a saved game.
- Fixed the Flame Arrow script that was incorrectly signalling itself as Magic
Missle.
- Fixed an obscure crash when closing the options panel using the default 'O'
key.
- 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
around.
- 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 correct value absorbed for Barbarians/Monks.
- Changed resolution of FirstName and LastName tokens in conversations so that
if a first name is required but isn't populated, it will use the last name instead
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
twice in a conversation. But, you should be using in that case anyway.
- If GameSpy is offline, Favorites, History, Buddy Lists, and Direct Connect
will all be available from the Internet Multiplayer screen instead of denying
access.
- Fixed problem with inventory items locking up after moving them and then cancelling
the action queue.
- Fixed problem with inventory items locking up after trying to move, drop,
or unequip 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
level-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
total character levels.
- Fixed seamless portals that don't have waypoints specified (they will portal
you now)
- Fixed an incorrect entry in soundset.2da that was causing Dire Rats to not
have 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
Immunity checking.
- Added seamless portal password security check. ie: portal seamlessly to passworded
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
buttons 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
then 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
publically 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
conversation with you.
- Fixed JumpToPoint and JumpToObject from firing when the client is loading
or playing 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
unsummoned.
- Fixed crashes caused by using console command "dm_setfaction ".
- 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
checking 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 camera
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 = OBJECT_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
were some reports in the scripting forum that the scripting commands could crash
the game in some odd situations.
- Fixed GetNearestCreature() so that when first or only criteria is CREATURE_TYPE_IS_ALIVE
it doesn't always return an invalid object.
- Changed how OnDisturb events are fired for placeables when the item being
moved is gold.
- Fixed GetIsResting() - was always returning false except when called from
OnPlayerRest.
- Changed AddHenchman() so that you cannot add a player character or a DM as
a henchman.
- 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
displayed on map.
- Fixed GetHasSpell() and DecrementRemainingSpellUses() to work properly with
spontaneously 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 Options]. 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 changing.
- Added server logging of connection attempts.
- Added server CDKey logging to "Player Name (XXXXXXXX) Joined as Player
#" messages.
- 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
same box.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Added multiple Hak Pak support.
- Improved module loading speed. However, this change means that you can no
longer insert blueprints into a module outside of the Toolset by putting them
in the module temp directory, and expect them to appear when you load the module.
- Added right-click menu option to manually reload any of the blueprint palettes.
Useful if you inserted blueprints into a module outside of the toolset and they
don't appear because of the new module loading code.
- Optimized loading of blueprint files during palette refresh after operations
such as File|Import, or creating a new plot.
- In the inventory dialog, warn user when equipping items that a creature cannot
use, and list the feats that are missing. This will not warn about existing
problems with creatures, only warn for new equipping attempts.
- The Toolset will no longer open a module if the module's Hak Pak does not
exist.
- The Conversation Editor saves newlines as just an LF character, instead of
a CR+LF. Fixes appearance of "box" characters when showing the conversation
in the game. (Note: any existing conversation nodes containing CR-LF newlines
will have to be edited in order to be converted.)
- Added 2D view to items in the preview window
- Mouse rotation of objects will snap orientation to mulitples of the rotation
increment.
- Increased precision/decreased rotation speed on the object rotate buttons.
- Fixed a bug where the Sound Source position would not be updated when the
3D graphical representation of a sound object was moved, causing the user to
hear it from its orginal position instead of the correct new position.
- Fixed an assertion error when redrawing a trigger/encounter polygon after
viewing the properties of a creature blueprint.
- After redrawing a trigger/encounter polygon, the selection bounding box correctly
updates to the new shape instead of still appearing around the original polygon's
vertices.
- Fixed an access violation when painting an object from a palette when a different
palette is active.
- Changed the Script Wizard to use HasItem() instead of CheckPartyHasItem()
since the wizard can only take items from the speaker, not from the party.
- Fixed a divide by zero script error with AutoDC checks from the Script Wizard.
- Recursive file includes in scripts no longer generates the same error message
twice.
- Fixed a bug where parsing a script file with a circular include would cause
the script text to change to the error text. The error text will correctly go
into the Help pane now.
- When loading a tileset's groups, show an error message when a tilegroup has
no entry for one of its tiles.
- Deleting a generic trigger's OnClick event will reset the Cursor to 'none'.
- Palettes no longer remain visible after user indirectly closes the current
area by attaching a hak pak.
- When exporting resources, it is now optional as to whether Factions reset
to their Parent values.
- Fixed the Trigger dialog Tag fields not being flagged as modified when pasting
text containing invalid Tag characters. Fixes bug where changes would not be
saved when pasting such text.
- Fixed a bug where Placeable Objects, under rare cases, would be saved as BTP
instead of UTP.
- Placeable Wizard no longer saves a blueprint file when it's not supposed to
(eg, when started in Plot Wizard).
- Fixed memory leak when destroying Placeable Properties dialog.
- Fixed memory leak while adding a placeable blueprint's node to the blueprint
palettes.
- When editing the inventory of a blueprint, the Inventory dialog will autoselect
the appropriate blueprint palette when the user right-clicks on an item in the
inventory.

Plot Wizard
=-=-=-=-=-=
- Fixed bug where acquiring a plot item would grant XP every time it was acquired,
instead of only the first time.
- Fixed some StrRefs in the plot blueprints.
- Fixed BadStrRef label on the 'Insert Token' menu option when editing conversations.
- Fixed NonPlotWizard plots not having their ResRefs set after being saved.
- NonPlotWizard Plots can be deleted now.
- Talking to a villain no longer updates the state of the current plot, although
it will still update the cast member conversation state on the villain.
- Fixed Extra Scripting button for Conversation Actions still being visible
in a Single Statement Plot Node.
- Fixed Journal Checkbox not being checked when the journal entry has no string
but has a stringref.
- Modified the Conditional script that shows the Acceptance Conversation node:
If the prerequisite node requires killing a villain, then the condition will
check for that.
- Added custom scripting to plot node conversation nodes.

Hak Pak Editor:
=-=-=-=-=-=-=-=
- Added File|Merge option to merge another Hak Pak into the one that is currently
open. This will just merge the file content of the Hak Paks. This will NOT merge
2DA files.
- Added error reporting to the "Build Hak from directory" option of
the Hak Pak editor, which is invoked with a command line of the form "nwhak.exe
"

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 TOOLSET
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 THE 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
wclientLog1.txt"
file. 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 - currently
broken save games will have to follow the instructions here - nwn.bioware.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
closed.
- 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 sometime
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
use 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
ask them to join you again. We

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