Neverwinter Nights Community Patch 1.71 RC3 released:DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)
(only english version available, builders resources and NWNCX Patch plugin are included inside package)
I know I promised that next version will be final, but I'm still not there yet. Sorry. At least there is more time to polish already existing content - if you think something should be otherwise and you can support it with good arguments I will remove or reconsider it. The new polymorph "engine" is not included in this release, and probably won't be neither in final release - it needs more testing and it uses quite ugly workarounds so it will not be a part of the base patch.
Hidden classes has been revisited. Since they are intented to be selectable by players playing single player modules without modifying 2da, they are now enabled as player classes by default (that is, player with CP installed should see them in level up class selection) but they are disabled by default because they might not be desired by majority builders and player that want to take them must first enable them. This can be done in the PC Widget, player can spawn this widget via console command "dm_spawnitem 70_pcwidget". PC Widget item opens conversation which allows also to toggle some module switches and change a gameplay as player desire. To allow these classes in your module by default with scripting, you have to set variable on a player:
SetLocalInt(oPC,"70_AllowShou",1);
SetLocalInt(oPC,"70_AllowGruumsh",1);
Another option is to modify cls_pres_* 2DAs but thats a way rather for a more advanced users.
I'm working on a better documentation with all these new features and hopefully will be finished soon.
Fixed broken stuff from previous Patch versions:- fixed adjustable swinging/spike trap, so they no longer allow evasion when unset DC
- removed the AI improvement for unseen attackers as it sometimes caused monsters to stop chasing target
- fixed tilefading gaps on grassy trees in castle/rural tileset
Revisited features from previous Patch versions:- Touch Attack feedback (re)allowed for all spells even when cast from item: the reason of this was to hide the roll when it's cast from onhit, but at the same time this hidden feedback when PC used scroll/wand etc.
- spell engine structure name revisited to avoid bug in Torlack's external compiler (this is only "visual" change that should't change behavior neither functionality of your scripts)
- removed 70_inc_spellfunc library and integrated changes from there into default versions of the functions in x0_i0_spells (wasn't possible before, but now due to the globality of spell struct it is)
- spell penetration for modified caster level improved: now applies also in case the overriden caster level is lower than original (this was previously intentionally ignored but now reconsidered)
- altered poison and disease "engine" to create creator object from the invisible object placeable to maintain compatibility when the script is used in a module without CP installed
- the two unlocked prestige classes, the Shou Disciple and the Eye of the Gruumsh, enabled as player class by default but restricted by variable so they can be toggled on/off by the PC widget tool or custom scripting
New fixes and featuresTileset fixes:- ttu01_f13_01 - missing polygon when tilefading corrected
- tic01_o16_01 and tni02_o16_01 - small gap between stairs and black coverage corrected
- tdm01_p11_01 - needless coverage polygon removed
- tcn01_s09_01 and tcn01_t09_01 - window tilefading issue corrected
- tcn01_z15_01 - white polygon when tilefading issue fixed
- tcn01_o16_01 - walkmesh fixed (Zwerkules)
- tde01_b02_01 - tilefading corrected
- tde01_b04_01 - corrected polygon positions to remove the small gap visible in the corner
- tde01_h10_01 - missing polygon when tilefading added
- tde01_p13_01 - missing polygon when tilefading added
- tde01_s06_01 and tde01_t06_01 - tilefading corrections
- tin01_g06_01 - fixed weird bitmap on oven (helvene)
- tin01_s01_01 - missing polygon when tilefading added
- tni01_s01_01 - missing polygon when tilefading added
- lot of fixes in mechanical tileset, the texturing work there is sloppy at least, I tried my best in retexturing the worst issues, but this tileset would deserve a complete retexture, content:
- many texture corrections so the same objects on different tiles are now connected smoothly
- few texture replacements where it was obvious that current texture is wrong
- few forgotten vertical objects made to fade
- few polygon gap corrections
Placeable fixes:- fixed tilefading in the "Bookshelf 2" placeable
- added fixes from "More TNO placeables" by Tiberius Morhuun
- laying rubble texture fix
- hanging flags texture fixes
Creature fixes:- Helmed Horror will not leave footprints anymore
- sound of Will-O-Wisp and Lanter Archon changed to more positive one instead of the spectre sounds (Twisted_Euphoria)
Spells and spellabilities:- empower metamagic allowed for Sunbeam and Sound burst spells
- Keen edge: keen itemproperty will be correctly extended when recast before expiration
- Crumble: fixed bug that caused this spell to be nonfunctional on placeables and doors
- Finger of death: target selection scheme changed from selective to singe-target to allow target neutral creatures
- Slay live: added missing impact damage visual effect
- Deflecting force (prismatic dragon ability): effects made undispellable
- Inflict Wounds: visual effect changed to less intrusive one
- Storm of Vengeance: fixed rare case when AOE lasted longer than 10 rounds
- Barbarian rage: implemented the Eye of the Gruumsh strength bonus
- implemented the Blinding Spittle and Command Horde feat of the Eye of Gruumsh hidden class
Scripts:- spell penetration for modified caster level improved: added more reliable solution to hide SR decrease/increase effect icon entirely (sometimes appeared for a second previously under special conditions)
- metamagic exploit fix improved, now will cancel every spell that has been cast metamagically without metamagic feat (previously, only empower/maximize were checked and instead of cancel they have been negated - in case of max/emp being abused in polymorph engine will allow to cast the spell and the metamagic flaw will be just negated as it was previously)
- fixed bug in the spell penetration calculation where spells cast from special ability tab had their caster level equal to (innate level*2-1)
- fixed bug in 'SPAWN_CONDITION_FAST_BUFF_ENEMY' that prevented creatures to cast metamagically enhanced spells
- crafted wands and scrolls will be free to use to anyone if crafted on easy/very easy game difficulty
Other:- musical instruments greatly improved
-- musical instruments now play sounds when used
-- cannot be used under silence anymore, also deafness add 20% chance to failure
-- a new module switch added to enable additional restriction for either Perform skill or Bard Song feat uses (see x2_inc_switches or full readme for details)
- nonexistant sound reference of 'negative damage hit' visual effect fixed
- negative damage hit visual effect from weapons changed from electrical to real negative (Caution: this is serverside actually, be sure your players have a CP installed or distribute them CP's visualeffects.2DA in your haks!)
- added NWNCX plugin into the main package, for players using NWN Client Extender, featuring:
-- enables to choose custom base class in initial character creation
-- fixes trident weapon focus
AI fixes and improvements:- high AI creatures will not try to sneak sneak/critical immune targets
- high AI creatures will use defensive casting if it has sense
- bards can cast with armor now even with just automatic still spell II (was III)
Modifié par ShaDoOoW, 17 novembre 2013 - 07:23 .