Neverwinter Nights Community Patch 1.71 RC4 released:DOWNLOAD - this is english version - to install, simply extract in the NWN folder and allow overwrite everything.
German, polish, czech language file for this version is included in
this archive.
(builders resources and all NWNX Patch plugins are included inside main package)
CPP current documentation was updated to reflect changes from this version:
Project main documentation.Spell changes documentationSpecial Abilitity and feat changes documentationEDIT: forgot that I also added an AI support for polymorphing based on discussion
here. This is not enabled by default, to enable creature to use shapechanging feats, you need to se variable 70_ALLOW_SHAPECHANGE int 1 on a creature.
Fixed broken stuff from previous Patch versions:-
Revisited features from previous Patch versions:- On a suggestions from the community, the Empower Spell feat behavior changed to enforce the "vanilla" behavior which is "empower everything" rather than SoU "empower only dice results" which CPP till now used.
- Removed the double-empower from healing spells which would now, with vanilla empower resulted in too high healing. Thus, the cure wounds spell healing/damage was restored to match exactly the vanilla values.
(Deeper explanation: the healing domain makes the spell to be also empowered, but when the spell is already cast empowered this has no effect normally. This is why CPP previously enforced doubling the empower, but due to the fact that empower is now twice as strong already, this feature was removed.)- DoGrenade function in x0_i0_spells include revisited again to make spells using it backwards compiling compatible again (this compatibility has been lost somwhere between RC 2 and 3).
- Greater restoration spell school restored to the default (Necromancy) due to the issue with specialized wizards - still, the changed spell description intentionally remains Conjuration so it doesn't bother anyone anymore. Nobody spots the difference anyway.
- Tanglefoot's bag can affect characters with woodland stride again.
- Removed the credits from the comments on the spellscripts - this was there because some of the fixes comes from other contributors, but due to the fact that almost every spell contained my own name I rather removed it all as someone might seen that as a advertisement or something.
New fixes and features:Tileset fixes:- tde01_a15_01, tde01_a15_02 - fixed visibility node (allowed to see hidden rooms)
- tde01_d09_01 - small gap when tilefading fixed
- tdc01_f10_01 - fixed polygon gaps on the black coverages
- ttr01_z10_01 - fixed polygon gaps on the black coverages
- tin01_l13_02 - the two collumns under the ground position corrected
2DA changes:spells.2da- Cure spells uses now a new script,
70_s0_curewounds to allow higher flexibility in modifying the way how healing works. (This change is backwards compatible - aka it is not needed to merge this at all if you dont wish to)
feat.2da- Added Epic Ranger feat as a prerequisite for the Bane of enemies feat - this will prevent the exploit with bane completely. (Also, unlike previous solution, this will automatically turn all those, who abused this exploit before, invalid.)
- Added Epic Blackguard feat as a prerequisite for the Epic Fiend feat (still to prevent exploit completely, 70_mod_levelup script is required)
iprp_soak.2da- Added a zero soak itemproperty in order to be able to create a creature skin without any soak but granting the penetration of +X to any weapon the creature possess.
polymorph.2da--corrected the portrait of the BOAT polymorph
Creature fixes:- Corrected an appearance sound for the oozes added in patch 1.69. (human -> slime)
- Added missing OnBlocked script to the Lizard Warrior B blueprint.
- Added the usual construct immunities to the Shelgarn's dagger summoned creature.
- Corrected AI script in the Ochre Jelly's OnSpellCastAt event.
Item fixes:- Added Helm 11 and 17 icon fix from the Realms of Mythology team (
http://nwvault.ign.c...s.Detail&id=146).
- Added several clothing icon corrections between genders from the Realms of Mythology team (
http://nwvault.ign.c...s.Detail&id=147).
Spells and spellabilities:- Bigby's forceful hand: disabled self-stacking
- Bigby's grappling hand: disabled self-stacking, incorporeal creatures won't be grappled
- Bigby's crushing hand: incorporeal creatures won't be grappled.
- Gust of Wind: code for opening/closing door changed to be working without delay also in huge modules with slowdown issues
- Shadow evade: effects made undispelable.
- Shifter's wildshape: a spectre polymorph now also release character from the effects of the grappling (Bigby's grasping/crushing hand/entangle effects)
- Cure wounds - other: target type changed from standard hostile to the single target
Scripts:- Added a new module switch, MODULE_SWITCH_SOU_EMPOWER_SPELL_BEHAVIOR, that will enforce the SoU empower spell behavior (which was up till now what CPP used).
- Fixed losing skin under ILR/ELC settings. This fixes losing the mounted horse when relogging and other issues. (x2_mod_def_unequ)
- Creatures under darkness effect cannot use gaze attack and are also immune to gaze attacks.
- Incorporeal creatures gains also immunity to knockdown and immunity to entangle effects.
Secret Content restoration:- The secret "Neverwinter Eye" sword enabled for builders in toolset (longsword model number 9) (CEP1 team)
- Enabled unused potion bottom icon (bottom 7, color 9).
- An eight hidden portraits has been added into portraits.2da. (Disclaimer: players without patch won't be able to see them although they are in core game files.)
Client improvements:- Added chicken texture fix from Ancarion (
http://nwvault.ign.c...s.Detail&id=628)
- Added high resolution texture for barkskin effect from Gruftlord.
- Added a high resolution texture of the silver haired nymph from Gruftlord.
DIALOG.TLK corrections:- Sunburst area of effect corrected to colossal.
HAK Version only:- Added two unused versions of the ochre yelly creature (Large with one small yelly inside and second medium which is bit smaller than the original, there is one more small version but with no difference to the original small yelly so I haven't added it into 2da).
- Fixed portraits in few of the new blueprints.
Community Patch NWNX Plugin (both server and client version)- Enables to choose custom base class in initial character creation. (client-only feature)
- Increases the effect icons limit from 130 to 255. (client-only feature)
- Removed the limitation on weapon color from CopyItemAndModify function.
- Fixes trident weapon focus bug.
- Fixed the bug with a fact that immunity to the ability decrease prevented also ability decrease from equipped items.
- Curse effect ignores immunity to ability decrease on a DnD Rules/Very High difficulty.
- Circle kick has been changed to swap the target back after the extra attack on a different one.
Note for the linux users:Unix client is not supported, we suggest using WINE.
Due to the way how the nwnx works on unix, you might not be able to use the precompiled library which is coming with the CPP release. If thats the case you find all the sources and documentation
here. For further details visit the
nwnx forum where you find a thread devoted to this plugin.
Modifié par ShaDoOoW, 22 février 2014 - 08:28 .