Community Patch 1.72 Beta 7 Released
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Note that the 1.72 beta is (still) dependant on 1.71 as it contains only new and changed files (to keep distributing simple for me). It won't work without it and might cause crashing.
To install it, follow as in 1.71 manual installation. Simply unpack the archive into folder with NWN files (thus if you do this right it will want to overwrite bunch of files which you have to confirm). The 1.72 is international, works for all languages as there are no changes in dialog.tlk file yet.
To uninstall it, either run 1.69 critical rebuild, 1.71 installation, or manually delete/rename the xp2patch.key file and rename the xp2patch171.key which is included in the 1.72 beta distribution.
Neverwinter Nights Community Patch 1.72 beta 7 content:
Fixed broken stuff from previous Patch versions:
- fixed a bug in NWN©X_Patch plugins that considered weapon focus as if it would be weapon finesse and weapon finesse feat did nothing
- fixed a NWN©X_Patch crash with Flurry of Blows that occured when weapon hooks were disabled in nwnplayer.ini
- Fixed a bug in all cure wounds spells which didn’t maximized the result on normal and easy difficulty.
New fixes and features:
Tileset fixes:
tid01_a02_01 - corrected few gaps between polygons
tid01_b09_01 - corrected few gaps between polygons
tid01_b12_01 - corrected few gaps between polygons
tid01_b13_01 - fixed walkmesh issue that prevented to move into the doorway
tid01_b13_01 - visibility issue fixed
tid01_b13_01 - corrected two gaps between polygons
tid01_b14_01 - pathnode correction
tid01_b17_01 - pathnode correction
tid01_d03_01 - pathode correction
tid01_f03_01 - pathode correction
tid01_h01_08 - added missing doors which also fixed the visibility issue
tid01_h02_01 - added missing doors which also fixed the visibility issue
tid01_h05_01 - added missing doors which also fixed the visibility issue
tid01_h08_01 - added missing doors which also fixed the visibility issue
tid01_h01_08 - corrected two gaps between polygons
tid01_h03_01 - corrected several gaps between polygons
tid01_k02_01 - corrected several gaps between polygons
tid01_k07_01 - corrected few gaps between polygons
Spells and spellabilities:
- Protection against elements: duration unified with resist elements and energy buffer to 1turn/level (simply logical decision as these spells are implemented differently than in DnD)
- Lesser Dispel spell: added verbal component and appropriate chants (in all sources DnD3.0/3.5/NWN2 this spell has verbal component)
- Timestop: added freeze animations visual effect
- Color Spray: sightless creatures are now immune
- Dragon fear aura: effects made supernatural (not dispellable)
- Dragon fear breath: due to the bug in my code, the promised fix for too long duration from 1.71 didn't work - that was fixed, also effects made supernatural and implemented missing effect scaling
- Dragon breath paralyse: effects made supernatural (not dispellable)
- Dragon breath sleep: effects made supernatural (not dispellable), added scaling into duration
- Dragon breath slow: effects made supernatural (not dispellable), saving throw type changed to fortitude as per DnD rules
Other scripts:
- x0_i0_spells: pseudodragon added into list of flying creatures
- x2_pc_craft/x2_inc_craft: added feature to override maximum spell level to brew potion/craft wand. This can be overriden by the specific variable on module or player:
int X2_CI_CRAFTWAND_MAXLEVEL value=1-9 - will override maximum spell level that can be crafted into wand
int X2_CI_BREWPOTION_MAXLEVEL value=1-9 - will override maximum spell level that can be crafted into potion
however the maximum level reported by the error message when player tries to cast spell of too high level (ie. timestop (9) while max allowed is set to 5) it will report the original max level (ie. 3 for potions and 4 for wands)
- x2_inc_switches/x2_def_mod_load: added new switch to disable the new flying creature trap immunity feature
- added four new multispell scripts, the point of this is to enable builder to modify all these spells in single script
- 70_s0_stoneskin (For stoneskin (and shadow variant), greater stoneskin and premonition)
- 70_s0_elements (for endure elements, resist elements, protection against elements and energy buffer)
- 70_s0_abilbuff (for all ability buff spells, including Harper and BG version and their greater versions, but excluding owls insight)
- 70_s3_iounstone (for all ioun stones)
- 70_s3_healkit - Heal Kits will be able to remove even "fake" poison when poisons are set to stack
NWNX_Patch and NWNCX_Patch plugins (current version v1.10):
- added a new feature to create a favored enemy feat for custom races. This is done by the new collumn in racialtypes.2da FavoredEnemyFeat.
- added a new feature to modify favored enemy bonus. This is done by the integer variable FE_MODIFIER on a creature (can be both positive and negative).
- flying creatures will be now immune to the ground traps (won't trigger them). This feature can be turned off globally via module switch (see x2_inc_switches/x2_def_mod_load) or for specific traps using variable DISALLOW_FLYING int 1.
Notes:
1) The change to protection against elements and lesser dispell are not yet reflected in ingame description, this is in order to make 1.72beta international, its not overlook, will be added in final version of course
2) There is a question whether add a new custom feat Favored enemy: Oozes that is missing in the game (now when this is possible). The problem is that player picking this feat in character creation screen would end up rejected by server not using CPP (or with nonfunctional feat if not rejected). It is worth this drawback?
3) I made the flying immunity to traps a default state. It makes sense. However this indirectly and significally boost Shifter class and Polymorph Self spell (pixie appearance). Could in certain cases completely ruin a dungeon design. I think that possibility to turn this off by module variable + variable to turn this off for specific traps is enough but Im willing to rethink that...
4) Timestop immunity feature doesn't work in singleplayer, since this is a custom feature that weren't implemented before I think that it could stay this way (default timestop for SP, modified PW friendly timestop for MP). If builder wants to impletement timestop immunity in his SP module, he can modify the timestop script and enforce the MP behavior in his module.
5) The new multispell scripts are not obligatory. Its simply additional feature and you don't need to merge it into your spells.2da. The purpose of these scripts is to make a global changes to the spells they implement easier. Many times builder wants to modify these spell "families" to not stack/etc., normally builder would have to modify multiple scripts to enforce that, now he only needs to modify one. Purely optional.