Neverwinter Nights Community Patch 1.71 beta 5 released:Reason why I made a major balance change into Sunbeam/Sunburst and monstrous regeneration is written above, I made a big research before decing how to do it and whether do it at all, in the end I chosen to do it as the default implementation didn't make sense.
Still undecided content I would like to hear opinions about:- remove stolen flag from traps?
- allow empower/maximize metamagic for damage shield spells? They should have it however it could make balance issues.
- add invisible AOEs for custom content from PRC/CEP vfx_persistent.2da?
- add more bonus feats into iprp_feats.2da?
DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)
Fixed broken stuff from previous Patch versions:- mythallar placeable blueprint set non-static by default (was informed it might cause crashing when static)
Removed features from previous Patch versions- innate level of Sunbeam spell restored back to 7
New fixes and featuresspells.2da- Sunbeam spell moved onto 7th level for Druid (this change will not break old characters that has sunbeam memorised - such characters, after they log in, simply find their memorised slots empty)
- added visual and other missing values for protection/magic circle against chaos/law spells (they were not added to the subradial neither for standalone use though)
feat.2da- toolset listing corrected for creature weapon feats and elf weapon proficiency
placeables.2da- Static flag was set to 1 for almost all placeables from patch 1.69
Creature fixes:- added missing skin (ooze traits) and blindsight ability to gelatinous cube
- stealth variable fixed on all cobra blueprints from patch 1.69
- mindflayer venerator: removed items from clerical package
Items:- minor blob acid trap set to stolen by default in order to unite with other traps
- added trap, spell, law, chaos, good and evil subtype into saving throw itemproperty (it's however important to realize that no vanilla spell/ability uses alignment based saving throw so this is useable only with conjuction with custom content)
Placeables:- removed Static field from almost all blueprints from patch 1.69 in order to use setting from placeables.2da
- the bioware sitting script has been assigned to all placeables appropriate for this action
- Volkarion, Inventory, Invisible object and invisible wall were moved from Miscelanious to Secret objects category in standard palette
- Secret door, secret trapdoor and their invisible origins were moved from Miscelanious interiors to Secret object category in standard palette
Spells and spellabilities:- Spells removing disease/poisons improved so they can remove also any other effect came from poison/disease like blindness etc.
- Awaken:
- spell allowed to be recast for new wisdom roll
- added feedback message in case of target wouldn't be an animal companion
- Dungeon Master will be able to cast this spell on any animal companion
- Flare - sightless creatures are immune
- Monstrous regeneration duration double to round/level in order to balance with spell Regenerate
- Sunbeam major change:
- oozes and plants takes full damage as if they were undead (this was already done; repeated for newcomers)
- damage type and saving throw type changed to positive
- damage is doubled for light vulnerable creatures (drow, sahuagin)
- Sunburst major change
- removed second and third save - all effects are now tied with first save
- added vfx applications into the cases that didn't had them
- oozes and plants takes full damage as if they were undead
- damage type and saving throw type changed to positive
- damage is doubled for light vulnerable creatures (drow, sahuagin)
- Undeath eternal foe:
- added immunity to fear and paralysis in order to increase usefulness of this spell
- Fear aura will work continuosly at very difficult difficulty
- Epic dragon breath: fixed bug that disallowed to target door and placeables
- Cube Onhit paralysis: "Paralysed!" message won't appear on immmune target anymore
- Hell inferno: damage penalty changed to slashing in order to affect physical damage
- Detect evil (unused spellability) - spellscript changed to check class and in case the spell would be cast from Blackguard class it will work as detect good instead
- spellscript for Magic circle and Protection against Chaos and Law spell implemented
Scripts:- two new fixes into spellsIsTarget function (aka "target check")
- fixed rare case when invisible DM was targeted with standard hostile AOE spell
- PC won't hurt himself in No-PvP areas anymore (was possible at high difficulty settings)
+ also added a feedback message for direct target hostile spells cast on friendly target
- two new functions in
x0_i0_spells used by certain spellscripts:
- spellsIsSightless - return true for sightless creatures -> oozes
- spellsIsLightVulnerable - return true for light vulnerable creatures -> drow, sahuagin, vampire and anyone with vampire or drow in their subrace field
- MySavingThrow function improved so it does consider immunity to mind_spells as well, if the saving throw is against paralysis
- note for SetBaseAttackBonus function corrected to inform it does work for PC actually (nwscript.nss)
- added new IP_CONST_SAVEVS_* constants for saving throw types to be used within itemproperty functions (nwscript.nss)
- Magic electrifier script further improved:
- crafted wands cannot be recharged unless variable "ELECTRIFIER_CHARGE_MAX" is set to positive value
- any item with variable "ELECTRIFIER_CHARGE_MAX" with value below zero cannot be recharged as well
- builder can specify the cost of each charge (in gp), by setting variable "ELECTRIFIER_CHARGE_COST" with value of single charge cost (1000gp is default)
Client:- added spell and scroll icons for protection/magic circle agains law/chaos from PRC because those available are rather unfinished and doesn't fit the standard icon design