Neverwinter Nights Community Patch 1.71 beta 7 released:DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)
Mainly AI fixes and improvements. Already existing sorcerers and bards might, and very probably will, change their casting behavior and order significally. They should cast more randomly; reason is that sorcerers and bards were very susceptible to casting one spell over and over. This change should fix it unless the creature has only one spell of course. Due to this however, some sorcerers might cast even less efficiently than before - if this doesn't suit you, there is a new feature for builder - setting a variable X2_SPELL_RANDOM to -1 will restore the casting to use "best" available.
Fixed broken stuff from previous Patch versions:- AI behavior of using invisibility/GS corrected: using GS won't be blocked by the TS/SI, also creatures will be using ii even if just for the concealment effect
- Balagarn's Iron Horn: added special workaround to handle the way this spell is cast by default AI (the AI cast this spell on enemies while its personal range - this wasnt issue pre-1.70 since spellscript didn't handled potions properly, now when it does due to this issue the spell will affect caster if cast by AI)
Removed features from previous Patch versions- default AOE circle VFX returned for backwards compatibility reasons as players with patch didnt see the aura vfx on servers without patch. (2DA version without circles was moved into patch170.hak)
New fixes and featuressoundset.2da - fixed gender for two female soundsets
feat.2da - Greater spell penetration - added missing successor
- toolset sort category corrected for various combat feats: dirty fighting, quivering palm, smite, flurry, ranger dual
spells.2da - Warcry: fixed Category field so AI will not cast this personal range spell on enemies (which caused issues with new spellscript from this patch)
- Power Word: Kill: Category removed as this spell is now coded into AI explicitly in order to avoid losing this spell needlessly
Spells and spellabilities:- Cure wounds spells: the healing domain power doesn't work anymore when the spell is cast from an item
- Lich lyric: cannot be useable under silence effect anymore
Scripts:- spellsIsTarget: on "Very difficult" difficulty setting, the SPELLTARGET_SELECTIVE_HOSTILE spells will behave as if it was SPELLTARGET_STANDARD_HOSTILE
- DetermineclassToUse: fixed bug that lead into choosing invalid class sometimes (which had impact on AI behavior)
- CountEnemiesAndAllies: won't count dead creatures anymore (which had impact on AI behavior)
- NWScript constant for OBJECT_TYPE_ALL changed to 0 (as per new info on wiki from Whizard)
- NWScript constant for talent categories harmful aoe discriminant and indiscriminant corrected (the values actually matched 2DA but GetCreatureTalent used them reversed)
AI fixes and improvements:- fix for associates casting spell over and over unable to finish it when their master attacking ranged/melee
- fix for silence/deaf issue that lead bards to endless bard song loop or being stucked
- fix for casting indiscriminant AOE harmful spells where should be discriminant actually
- increased chance that bards will go into normal attack instead of casting spells
- bards and sorcerers will cast more randomly (as if they had X2_SPELL_RANDOM variable set to TRUE, setting the variable X2_SPELL_RANDOM to negative value disables this feature)
- bards with spell failure over 30% won't try to cast spells anymore
- bards will be able to use curse song
- even better Power Word: Kill's spell handling
- fixed reactivating Rage ability in combat
- barbarians will be able to use Rage and Mighty rage
- creatures with death attack or BG's sneak will try to flank too
- creatures won't use flurry of blows with ranged weapon anymore (which resulted in doing nothing)
- creatures won't waste quivering palm on wrong enemies anymore
- creatures won't cast haste on targets hasted already (still doesn't check haste items due to the efficiency constraints)
- equip code fixes and improvements:
- fixed not equipping ranged weapon when explicitly told to from conversation
- henchmans won't try to equip unidentified items
- small creatures won't try to equip tower shield
- unarmed monks won't try to equip inappropriate melee weapons or shield
- rangers will be able to dual wield without need for ambidex/2weap fighting
- creatures with shield equipped won't try to equip other shields from inventory
- few minor efficiency impromevents (only such that doesn't break code look to maintain easier code comparing)
Client side features and fixesDescription:- Sun domain benefits corrected
- Lance critical multiplier corrected
Modifié par ShaDoOoW, 23 juillet 2012 - 09:45 .