Neverwinter Nights Community Patch 1.71 beta 8 released:DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)
(only english version available, builders resources are included)
Finally, took so long but its done. This is last betaversion before final release as proposed. Thus it is last time to point any flaws in design, though it takes at least another month than I create a complete documentation to what I have done within all 1.71 betas. Also, I will need a help integrating the dialog.tlk changes into translations. I would also like to unite all translations to use 1.69 english as a base and all the differences of the foreign version will be integrated in new bif loaded on top of all others. Opinions? Questions?
Fixed broken stuff from previous Patch versions:- corrected saving throws type in function DoMissileStormSpell at 70_spellfunc include
- fixed bug in Bigby's Clencing Fist which stunned creatures with immunity to paralyse (and not immune to stun) without any saving throw roll
- fixed bug in Dismissal spell that calculated SR/saving throws with wrong target
- fixed bug in Wail of Banshee that checked the inability to hear on wrong target
- added missing spellsIsTarget feature proposed in beta7, yet not actually added due to an oversight
- Aura of vitality range reconsidered and corrected to the short as per description (touch in vanilla, long in previous CP releases)
- fixed toolset error when placing 'Shop 2 1x2' group in City interior 2 tileset
- fixed toolset error when placing 'Round basement 1x1 down' in Caste interior 2 tileset
Removed features from previous Patch versions- Alchemist fire re-allowed to be thrown at ground (this behavior isn't intented according to the spellscript, yet it should be according to the DnD rules and common sense (was quite weird))
- "secret" Gem placeable blueprints removed because they were present in standard palette already
- Sunbeam & Sunburst damage/saving throw type reconsidered and restored into their default state
- removed Undeath's eternal foe improvement from previous CP beta version
- Stonehold: undocumented change of saving throw subtype restored back to mind spells (the spell should probably have paralysis but that would be significant improvement as there are no vs. paralysis items)
- Ghoul touch: saving throw subtype restored back to negative (this applies only for initial spell not the poisonous cloud)
New fixes and featuresbaseitems.2da- torch AC type changed from shield to deflection from balance reasons
- allowed stacking of empty potions and blank scrolls to 10pieces
itempropsdef.2daitemprops.2da- several changes related to the wounding itemproperty such as allowing this property to be added on items and selected in toolset
classes.2da- MaxLevel raised to 60 for most prestige classes to allow add creature more than 40levels via creature wizard
feat.2da- fixed AI stuck issue with Animate Dead, Summon Undead and Summon Greater Undead feats
- all feats' toolset category corrected and united
iprp_spells.2da- fixed spell index for "cure critical wounds other" that was linked with standard cure critical wounds and thus allowed to heal self
domains.2da, cls_feat_cler.2da- fixed client bug with active domains and custom feats in radial menu
spells.2da- Greater restoration spell school changed to conjuration (as it should be - no impact on gameplay anyway)
- few small corrections into Psionic mind blast spellability
- Psionic charm monster spellability corrected to gaze/cone per spellscript implementation and changed into special ability; that means maily not be be subject of contentration (was spell probably as a result of copy&past from original spell counterpart)
- Golem ranged slam spellability corrected to actually be the special ability; that means maily not be be subject of contentration (was spell probably as a result of copy&past from original spell counterpart)
Tileset fixes:tid01.set - pathnode corrected for tiles d03_01, f03_01 and b17_01
tni01.set - visibility node for home groups corrected to default (copy of what Zwerkules have done for original City interior)
tic01_z09_01 - tilefading corrected
tni02_z09_01 - tilefading corrected
tti01_c02_01,02,03, c03_01, c04_01,02,03, c06_01, c07_01,02, c18_01, m07_01, m09_01, z02_01, z06_01 - white polygon tilefade issue corrected
tdc01_s13_01, t13_01 - white polygon tilefade issue corrected
tds01_s13_01, t13_01 - white polygon tilefade issue corrected
tcn01_c07_01 - white polygon tilefade issue corrected
ttr01_d07_01 - tilefading corrected
tib01_z01_01 - missing polygon added
ttd01_g05_04 - weird shadow issue (overstretched texture) corrected
ttu01_g15_01, m01_01,02,03,04, m02_01,02,03,04, m04_01 and z11_01 - tilefading corrected
tde01_s05_01, t05_01 - walkmesh corrected
tde01_h05_02, h05_03 - corrected pillar position, added missing polygon
tde01_p13_01, o13_01 - tilefading corrected
+ many tiles' light sources in drow interior, winter rural, rural and desert tileset corrected or, if was missing completely, added (the ammount of files is too large to mention, mostly the light nodes were just misnamed, if they were missing I copied them from similar tiles)
Creature fixes:- corrected Helmed/Battle horror's spell immunities, these constructs are now immune to the fireball, cone of cold, lightning bolt and magic missile
- spectre polymorph from Undead shape will retain also the benefits of being incorporeal (implemented in x2_inc_switches and x2_s2_gwildshp)
- added the usual undead immunities to the Wrath spider and his alignment also changed to lawful evil (was chaotic good)
Spells and spellabilities:- Cure critical wounds (others): corrected maximize spell damage, undead are now damaged by positive (was negative)
- Cure wounds spells: empower is doubled in case the caster has also healing domain
- Curse song: bards will no longer be immune to the curse song of others
- Elemental shape, Wild shape, Greater wild shape: all shapes now consider custom content item in left hand as a shield and thus merge it (unless its weapon of course), also implemented two new features to merge bracers/gloves and stack ability bonuses when merging
- Find traps: won't reveal undetectable traps anymore, won't disable undisarmable traps anymore, at DnD rules and higher difficulty setting, the spell no longer disarm traps at all
- Flame arrow: the extra point of damage removed to match description
- Ghoul touch: added immunity workaround to ensure that cloud AOE won't be created on paralysis immune creature and to ensure no roll behavior
- Golem ranged slam: fixed knockdown duration
- Holy water: second signal event removed
- Horizikal's boom: saving throw subtype corrected to sonic as per spell's descriptor
- Stonehold: added special workaround to ensure no roll behavior in case that target is immune to paralysis but not mind spells
- Sound burst: silenced creature also immune to the stun (deaf were already since beta4)
- Summon creature spells: the animal domain power doesn't work anymore when the spell is cast from an item
- War cry: deaf/silenced creatures are not affected anymore (sound descriptor)
Scripts:- x3_def_mod_enter: fixed bug that changed polymorph appearance when relogging into game
- DoGrenadeSpell (70_inc_spellfunc): impact damage from grenades will be treated as target type SINGLETARGET instead of STANDARDHOSTILE (SINGLETARGET is new target type added in CP 1.70, and its used for spells with direct target and such they can normally affect neutral NPCs)
- spellsIsImmuneToPetrification (x0_i0_spells): added missing Lich appearance
- improvements into item wand crafting
- the class restriction on wand will match the classes that are normally (domains aren't considered) able to cast the spell + class from which the spell was cast (thats the case of cleric's domain spells)
- nw_c2_gargoyle: original source restored (the one added in expansions were wrong entirely)
- nw_o2_gargoyle: rewritten to use of an AOE for efficiency reasons, also improved the spawn "animation" (the new script will automatically in first heartbeat replace the placeable with no-heartbeat version, credits to henesua for the idea)
- nw_o2_skeleton: rewritten to use of an AOE for efficiency reasons
- nw_o2_zombie: rewritten to use of an AOE for efficiency reasons, also improved the spawn animation
- new module switches (x2_inc_switches):
- switch adding the Pale Master levels into the caster level calculation
- switch allowing to cast weapon boost spells on gloves
- switch to merge bracers or gloves into polymorph (only defensive bonuses counts)
- switch to stack all ability bonuses from all items merged by polymorph together
- added new spell-related variable 'SPECIAL_ABILITY_CASTER_LEVEL_MODIFIER' (integer/any number) allowing to modify caster level of all special abilities by certain value. This allows to maintain certain variability of the caster level between various special abilities.
- added new spell-related variable 'SPECIAL_ABILITY_DC_MODIFIER' (integer/any number) allowing to modify DC of all special abilities by certain value. This allows to maintain certain variability of the DC between various special abilities.
- added new spell-related variable 'ITEM_CASTER_LEVEL_MODIFIER' (integer/any number) allowing to modify caster level of all spells on item.
- added new spell-related variable 'ITEM_DC_MODIFIER' (integer/any number) allowing to modify DC of all spells on item.
- added new spell-related variable 'SPELL_CASTER_LEVEL_MODIFIER' (integer/any number) allowing to modify caster level of all spells.
- added new spell-related variable 'SPELL_DC_MODIFIER' (integer/any number) allowing to modify DC of all spells.
- added new scripting function GetJournalQuestEntry into the 'nw_i0_plot' include file
- added new scripting function GetSlotByItem into the 'x2_inc_itemprop' include file
- added new scripting function GetIsAbleToHear into the 'x0_i0_spells' include file
AI fixes and improvements:- better ranged weapons handling, ordinary creatures will always try to equip ranged weapon at ranged distance (this further improves the CP fix to allow throwing weapons - with this change creature using throwing weapons will equip new stack after ran out)
- fixed AI stuck issue with Animate Dead, Summon Undead and Summon Greater Undead feats
- creatures will use smite evil, smite good and stunning fist regardless of their "attack" rating (they didn't used these talents against high AC targets at all)
Items:- (re)implementation of the unused Wounding itemproperty to be the opposite of the Regeneration - however the clients without patch will not be able to see actual value of the draining unless builder apply the 2DA changes to his own haks - the default damage type is magical and this itemproperty won't work without new version of X2 default OnEquip script (x2_mod_def_equ). This itemproperty also works only for player characters.
- added a "PC Widget tool" into standard game resources, the resref of this item is 70_pcwidget and it does allow players to toggle usefull module switches comfortably (the widget works even without tag-based scripting active)
Client:- a_ba.mdl: fix to maintain NO position or rotation keys for Impact node (OldTimeRadio -
http://social.biowar...7236394#7268261)
DIALOG.TLK CHANGES:- Alchemist fire: coated weapon deals additional +1 bonus
- Cloud of bewilderment: descriptor renamed to poison
- Fire storm: added missing divine descriptor
- Flame strike: added missing divine descriptor
- Geedlee's electric loop: added missing descriptor (mind-affecting)
- Greater restoration: spell school changed to conjuration to match new 2DA settings coming with this patch
- Monstrous regeneration: added missing Druid into casters list
- Tasha's hideous laughter: added missing descriptor (mind-affecting)
- War cry: mind-affecting descriptor replaced by fear
HAK content:baseitems.2da- added new misc small, medium, large and thin that stacks up to 10pieces, they have same name in toolset, but the stackable ones are the lower in list
Modifié par ShaDoOoW, 02 décembre 2012 - 09:18 .