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  • Small tidbits about 1.06

    1.06 Is going to be a large patch. Right now, all I will say is in the plan for 1.06 is to get scripting up to 1.68 functionality, Multiplayer stability, a metric ton of DM client fixes - and much, much more. Some things may get bumped due to time, but so far, that's the plan.
    Sounds pretty rockin...

  • #2
    Hrmmm.... Interesting. I wouldn't start salivating over it just yet, though, seeing as it'll probably be a long way off.
    Character(s)
    >Olin Lavith - Human scholar with a passion for knowledge.


    Don't change the color to match the walls. Look like you belong and the walls will change color to match you.
    ?Kender Proverb, Time of the Twins

    Comment


    • #3
      here is the link if you dont want to read the following:
      http://nwn2forums.bioware.com/forums...forum=109&sp=0

      Just an update here. 1.06 beta is out.. and here are the patch notes from Rob McGinnis:

      Neverwinter Nights 2 – Version 1.06 Beta Patch Notes
      May 2nd, 2007


      ** PLEASE NOTE: THIS IS A PRE-RELEASE BETA VERSION OF PATCH 1.06. THIS BUILD HAS NOT GONE THROUGH A FULL TESTING CYCLE, AND SUPPORT FOR THIS PATCH IS NOT AVAILABLE VIA ATARI CUSTOMER SUPPORT.
      IF YOU ARE NOT COMFORTABLE RUNNING PRE-RELEASE SOFTWARE, YOU CAN REVERT BACK TO 1.05. PLEASE SEE OUR WEBSITE FOR MORE INFORMATION AT Click Here.


      If you would like to report any issues with this build, please visit the Official Neverwinter Nights 2 forums at Click Here. Please indicate in the subject of your posting that you are using the 1.06 BETA.

      NEW FEATURES

      Custom Content
      --Several new UI customizability features. Among them, users can now set textures on UI objects via script, and users can set the state of progress bars via script.
      --Spells that have multiple casting modes can now be cast from items (i.e., protection from evil, meteor swarm).
      Scripting
      --Many new script functions have been added.
      ---- SetGUIObjectTexture()
      ---- UIObject_Misc_ExtractData()
      ---- UIObject_OnRadial_DisplayCustomRadial()
      ---- UIObject_Input_ActionTargetScript()
      ---- GetInfiniteFlag()
      ---- SetInfiniteFlag()
      ---- GetKeyRequiredFeedbackMessage()
      ---- SetKeyRequiredFeedbackMessage()
      ---- GetPickpocketableFlag()
      ---- SetPickpocketableFlag()
      ---- GetTrapActive()
      ---- SetWillSavingThrow() (Used for Doors and Placeables only)
      ---- SetReflexSavingThrow() (Used for Doors and Placeables only)
      ---- SetFortitudeSavingThrow() (Used for Doors and Placeables only)
      ---- SetLockKeyRequired()
      ---- SetLockKeyTag()
      ---- SetLockLockDC()
      ---- SetLockUnlockDC()
      ---- SetLockLockable()
      ---- SetHardness()
      ---- GetHardness()
      ---- GetAreaSize()
      ---- SetUseableFlag()
      ---- GetPlaceableLastClickedBy()
      ---- SetGUIProgressBarPosition()
      ---- IntToObject()
      ---- ObjectToInt()
      --Placeables now have an OnClick event. This event will fire whenever a user clicks a placeable, regardless of whether the user can currently path to it.
      --EffectSetScale() can now be used to scale creatures non-uniformally along different axes.
      --SpeakOneLineConversation() now has a volume parameter that understands Whispers and Shouts.
      --GetAttribute() now takes a parameter called nBaseAttribute=FALSE. If made TRUE, then the value returned will be the creature's BASE attribute instead of total.
      --CreateItemOnObject() now has a 4th parameter that allows users to set the tag of the created item.

      Toolset
      --Undo and Redo now work for Terrain, Grass, and Water painting.
      --There are several new hot keys that alter Brush size and pressure in the toolset:
      [ Brush size down 1
      Shift + [ Brush outer size down 1
      ] Brush size up 1
      Shift + ] Brush outer size up 1
      - Pressure down 10%
      Shift + - Pressure down 25%
      = Pressure up 10%
      Shift + = Pressure up 25%

      --The Flatten tool has been modified to more gradually slope between its inner and outer height. Additionally, a Pressure setting has been added to the tool to determine how rapidly it applies the change, and the Inner value is now capped at 0 instead of 1.
      --A new Cliff_08 texture has been added.

      BUG FIXES

      General

      --“Greater Weapon Specialization (Light Hammer)” will no longer show up as “Greater Weapon Specialization (Flail)”
      --The Dedicated Server will now load modules from directories as well as from .mod files. To load a module directory from the command line, use the following parameter: -moduledir <module name>
      --Specular Lighting has been improved. Shiny objects should now look better than before.
      --Trees and Objects that fade no longer lose their directional light shadow when faded out.
      Scripting
      --ActionRest() will now properly utilize the bIgnoreNoRestFlag parameter.
      --EffectHeal() can now restore the HP of doors and placeables.
      --SetTrapActive() now works on Doors and Placeables as well as triggers.
      --SetOrientOnDialog() now functions properly.
      --ExportAllCharacters() and ExportSingleCharacters() will write to the server vault.

      Effects/Spells/Domains
      --Bestow Curse now reduces all of the target’s ability scores by 3 rather than 2.
      --Energy Drain no longer allows a saving throw.
      --The War Domain has been renamed to the Fury Domain, to allow future implementation of a more D&D-accurate War Domain.

      2DA Changes
      The following 2DA files have been changed in v1.06 Beta:
      --ambientmusic.2da
      --appearance.2da
      --crafting.2da
      --disease.2da
      --doortypes.2da
      --iprp_monsterhit.2da
      --soundset.2da
      --spells.2da
      --visualeffects.2da
      "People who say it cannot be done should not interrupt the person doing it."
      __________________
      Gamespy ID: ItalianDDog
      Vladislak Phen - Deceased
      Odalis Occultian - Alive and thieving
      Laric Frashul - Healer Priest of Ilmater

      Comment


      • #4
        Quoting Jaspere here:

        I was going to post all script changes. I lost what I had done for 25 minutes when I clicked back accidentily, and poof my post was gone (these forums like to do that...grr).

        The script changes generally are pretty much nothing changed apart from some ga_* ones which have bbAllPCs changed to bAllPartyMembers (so it uses GetFactionMember not GetNextPC).

        The spells on the otherhand are more changes.
        • Melfs Acid Arrow - nw_s0_acidarrow - No more spell resistance or any form of globe / spell immunity / spell mantle!
        • Aid - nw_s0_aid - HP bonus is seperated from other bonuses, and the spells continal effects will be there after it has been lost. Dispelling works correctly still.
        • Assay Resistance - nw_s0_assayrest - Fixed so the effect is correctly applied to the caster, with a simple visual applied to the target. A caster can only assay a single target at once.
        • Bears Endurance - nw_s0_bearendur - Removes previous castings as other ability powering spells do.
        • Bestow Curse - nw_s0_bescurse - -3 to all stats rather then -2.
        • Blade Barrier - nw_s0_baldebarselfa, nw_s0_baldebarselfc, nw_s0_baldebarwalla, nw_s0_baldebarwallc - Reflex save changed to a proper reflex adjusted damage, which now takes into account Evasion feats.
        • Body of the Sun - nw_so_bodysuna, nw_so_bodysunc - Twofold - There are only effects each round, not when a creature enters the affected area, and the save like Blade Barrier now takes into account Evasion feats.
        • Magic Cirle Against Evil / Good - small change, GetFriend changed to the standard ALL_ALLIES faction check.
        • Color Spray - nw_s0_colspray - Sleep is not applied at all levels now. <= L2 is sleep, >= 3 and <= 4 is blindness (at -1 of normal rounds duration), >= 5 is stun (at -2 of normal rounds duration)
        • Creeping Doom - nw_s0_crpdoom - Metamagic now applied correctly.
        • Death Knell - NW_S0_DeathKnel - Correctly removes existing bonuses from this spell only if we can gain them. As Aid, HP is seperated correctly (but still removed correctly from dispel magic).
        • Disintegrate - nw_s0_disngrt - Now does a ranged touch attack, not a melee one. Empower metamagic now works. Beam effect is applied if the target is missed (Although *not* if the target is friendly or if they resist the spell?)
        • Divine Power - nw_s0_divpower - No longer provides an attack bonus, but instead a new effect which makes the caster's BAB equal to his hit dice ("as a fighter of equal level"). HP is seperated as with Aid, and dispelled correctly.
        • Eagles Splendor - nw_s0_eaglespl - Constant name fix.
        • Energy Drain - nw_s0_enedrain - No fortitude save anymore
        • Enlarge Person - nw_s0_enlrgeper - GITHYANKI and GITHZERAI racial types can now be affected. Will not work twice on someone with the Grey Dwarf version either.
        • False Life - nw_s0_falselife - Removes previous castings.
        • Fire Burst - nw_s0_fireburst - Correctly does a reflex save which takes into account Evasion feats.
        • Freedom of Movement - nw_s0_freemove - Good spells which make a person move slower are not removed (foundation of stone, tortoise shell, stone body, iron body).
        • Ghostly Visage - nw_s0_ghostvis - Altered so magical weapons, not magical damage (such as from magic missile) is needed to penetrate the damage reduction.
        • Grease - nw_s0_grease - Duration now 1 round / level (up from 2 + caster level / 3)
        • Greater Heroism - nw_s0_grheroism - Rather then 60 seconds * caster level * 10, it is now 6 seconds * caster level * 10 (making it, in fact, 1 turn / level). Previous castings removed properly. HP is seperated as Aid. Fear immunity added to the effects.
        • Greater Restoration - nw_s0_grrestore - Good spells which provide some bad effects are not removed; Enlarge Person + Grey version, Righteous Might, Stone Body, Iron Body.
        • Greater Invisibility - NW_S0_GrtrInvis - (L4 mage spell) When attacking, it no longer removes the concealment bonus of the spell (like Aid with the HP bonus).
        • Horrid Wilting - nw_s0_horrwilt - Upped AOE radius from 20' to 30' (+50%!)
        • Warlock Dark Invocation: Dark Foresight - nw_s0_idarkfors - Limit of the DR correctly calculated. Previous effects correctly removed.
        • Warlock Lesser Invocation: Flee the Scene - nw_s0_ifleescen - Caster now gets haste effects too.
        • Improved Mage Armor - nw_s0_impmagarm - Bonus is a static +6 (changed from less then 6 if < 10 caster level), but at 1 hour / level duration now (up from 1 turn / level)
        • Improved Invisibility - NW_S0_ImprInvis - (Assassing version) Same fix as Greater Invisibility.
        • Invisibilty Purge - NW_S0_InvPurgeA - Assassin Improved Invisibility also removed from this spell.
        • Warlock Dark Invocation: Dark Foresight - nw_s0_iretinvis - Caster is not affected by the feedback from the effect being dispelled.
        • Joyful Noise - NW_S0_JoyFlNois - small change, GetFriend changed to the standard ALL_ALLIES faction check.
        • Lesser Restoration - NW_S0_LsRestor - As greater restoration, doesn't remove good spells.
        • Lesser Spell Mantle - NW_S0_LsSpMant - Maximise correctly calculated (now 12, from 10)
        • Least Spell Mantle - nw_s0_lstspmant - Maximise correctly calculated (now 8, from 10)
        • Nature's Avatar - nw_s0_natavatar - Damage Bonus of +10 correctly calcualted. Bonus HP is sperated correctly like Aid. Previous effects removed.
        • Prismatic Spray - NW_S0_PrisSpray - Factions now checked (line was uncommented before). Double effects ("Roll twice") properly applied.
        • Rejuvination Cocoon - nw_s0_rejuvcocoon - Duration correctly changed with metamagic. Damage reduction is against anything, and cannot be bypassed with adamantium weapons as before.
        • Remove Disease - nw_s0_remeffect - Ability decreases removed from this removal do not remove good spells (like Greater Restoration doesn't).
        • Restoration - nw_s0_restore - As Greater Restoration, no good spells removed.
        • Righteous Might - nw_s0_rightmight - Grey Dwarf spell doesn't stack. Duration lowered to 1 round / level (from 60 seconds / level), Damage resistance vs. positive or negative damage is now damage reduction against a specific alignment (neutral/good vs. evil, evil vs. good).
        • Remove Paralysis - NW_S0_RmvParal - small change, GetFriend changed to the standard ALL_ALLIES faction check.
        • Shades - nw_s0_shadescaster - If cast on self, correctly removes shield and applies +4 shield AC (before applied a mage armor +4 armor AC effect)
        • Storm Avatar - nw_s0_stormavatar - Although partially corrected, damage bonus should be applied correctly without empower / maximise metamagic. Metamagic correctly applied to duration.
        • Sunbeam - nw_s0_Sunbeam - Evasion and improved evasion are properly applied on sucessful saves.
        • Tensor's Transformation - NW_S0_TensTrans - HP is split off like Aid.
        • Tortoise Shell - nw_s0_tortshell - Metamagic empower / maximise don't work (if forced) now. Duration metamagic applied now. Bonus AC is 6 + ((Caster Level - 11) / 3) up from 6 + (nCLevel - 11).
        • Vitriolic Sphere - nw_s0_vitsphere - Evasion is now used properly. Duration effects applied on failed save (which have no further saves).
        • Greater Magic Fang - x0_s0_gmagicfang - Applies bonuses to the creature weapons now.
        • Magic Fang - x0_s0_magicfang - As G. Magic Fang.
        • Battletide - X2_S0_BattTideB - Warpriest version properly removed when exiting the area of effect.


        Feat scripts:
        • Frenzy - NW_S1_Frenzy - Additional +1 attack (for some reason) for this feat.
        • Inspire Frenzy - nw_s1_inspfrenzy - Additional +1 attack (for some reason) for this feat. (Also, greater frenzy doesn't boost the strength bonus to 10 rounds, it is always 6)
        • Aura of Despair - NW_S2_AuraDespairA - (Blackguard) - Only affects enemies (so no allies in a full PvP setting).
        • Battle Mastery - NW_S2_BatMast - (Domain) DR is not bypassable by adamantium now
        • Implacable Foe - NW_S2_ImpFoe - (Warpriest) - Bonus Hit Points changed to Temporary Hit Points. Caster now (correctly) not affected.
        • Bard Song: Cloud Mind - nw_s2_sngcldmnd - Will now not remove other bard songs in effect (although this can be removed by "normal" bard songs if they remove any at all).
        • Bard Song: Countersong - nw_s2_sngcountr - As Cloud Mind.
        • Bard Song: Fascinate - nw_s2_sngfascin - As Cloud Mind.
        • Bard Song: Song of Freedom - nw_s2_sngfreedm - As Cloud Mind.
        • Bard Song: Haven Song - nw_s2_snghaven - as Cloud Mind.
        • Bard Song: Inspire Heroics - NW_S2_SngInHero - As Cloud Mind, plus HP bonus is applied seperately.
        • Bard Song: Inspire Legion - NW_S2_SngInLegn - As Cloud Mind.
        • Bard Song: Ironskin Chant - nw_s2_sngiron - As Cloud Mind, plus damage resistance to all damage, is now damage reduction (thus only physical attack damage) 5/-
        • Warpriest Fear Aura - NW_S2_WPFearAura - Only affects enemies (so no allies in a full PvP setting).
        • Tymora's Smile - x0_s2_HarpSmile - Now a supernatual (undispellable, not removed by resting) effect
        • Shadow Evade - X0_S2_ShadEvade - Properly applies the damage reduction effects using correct bypassing properties (ie; adamatium and suchlike will work).
        • Divine Wrath - x2_s2_DivWrath - Damage reduction is set to none, thus 5/- DR (or higher) is applied.


        Include files (affects multiple spells):
        • nwn2_inc_spells - Entropic Husk is a size-increasing spell (multiple size increasing spells cannot be applied at once), and Devour Dispel will not apply multiple temporary hitpoint effects and remove all previous ones.
        • x2_i0_spells - Thundering Rage no longer applies deafness, only 2d6 massive criticals now. Also, delayed spells' effects which run on enemies will stop if the target becomes friendly.
        "People who say it cannot be done should not interrupt the person doing it."
        __________________
        Gamespy ID: ItalianDDog
        Vladislak Phen - Deceased
        Odalis Occultian - Alive and thieving
        Laric Frashul - Healer Priest of Ilmater

        Comment


        • #5
          and some more from Jaspere:

          WinMerge to the scene - I have checked out various 2da and script changes from 1.05 -> 1.06 beta.

          Lines are physical line numbers. Take roughly 4 off to get the "row id"

          ambientmusic.2da
          New column "Label" - which is at the far right, and for default tracks just has the "Resource" column copied to it. User tracks can likely label it like the spells.2da can be.

          appearance.2da
          4 amazing changes
          • Line 542: Label column: Beetle_Bombadier -> Beetle_Bombardier
          • Line 574: Label column: "Dwarf,Durgar" -> "Dwarf,Duergar"
          • Line 602: Label column: NPC_Kharlever -> NPC_Khralver
          • Line 611: Label column: NPC_HunterStaute -> NPC_HunterStatue

          crafting.2da
          • TAGS column. Mass change, all "0" values now "****"
          • SKILL column. Line 4 - 146 - "0" values now "1092"

          disease.2da

          Mummy Rot First_Save and Subs_Save changed from 20 / 20 to 16 / 16. This generally affects the mummy's melee attack if I recall correctly.

          doortypes.2da

          OpenTime column added to far right. All entries are **** . What is this for?

          feat.2da

          Column: OrReqFeat3, lines: 68, 69, 70, 72 (Improved Critical for: Short sword, Shortbow, Rapier, Longsword). Entries changed from **** to 1763 (Bard Weapon Proficiency).

          iprp_bonushp.2da

          New entries added for values 25, 30...+5...50.

          iprp_monsterhit.2da

          Added Ability Drain 1d4, 1d6 and 1d8 variants. Not sure what the original was.

          k_xp_awards.2da - Removed

          spells.2da
          • Line: 371 (Horrid Wilting) Column: TargetingUI. changed from 2 to 10.
          • Line: 490 (Stone to Flesh) Column: Category. changed from 9 to 7.

          terrainmaterials.2da

          Empty new lines to 164 (Padding?), on 165 is a new entry for TT_GR_Cliff_08.

          texturestileceiling.2da - New
          texturestilefloor.2da - New
          texturestilewall.2da - New

          Not really sure why they were added, am not a modeller.

          visualeffects.2da

          Line: 877 (Acid Breath). Column: Ces_HeadCon_Node. Changed from fx_question_fountain.sef to ****

          I'll do scripts in a second post.
          _________________
          Jasperre
          "People who say it cannot be done should not interrupt the person doing it."
          __________________
          Gamespy ID: ItalianDDog
          Vladislak Phen - Deceased
          Odalis Occultian - Alive and thieving
          Laric Frashul - Healer Priest of Ilmater

          Comment


          • #6
            Wow, thanks for taking the time to do this. Good stuff.
            Garion Redwind- Elitist Wizard
            Rake- The one-eyed Scout
            Two wrongs dont make a right, but three lefts do!

            Comment


            • #7
              Looks like they really went into the trenches and tried to adjust a lot of stuff with the spells. Goodie. ^_^
              Maia Nanethiel ~ Moon Elf Female Ranger

              Comment


              • #8
                I thought they broke up what they orginally planned for 1.06 into several smaller patches?

                I saw all those patch notes and such, but the original info from the OP seems out of date (since March).

                I hope I'm wrong. Tell me I'm wrong please. Tell me they're fixing stealth now.
                sigpic
                How to Save $$ at Christmas

                Fingal Haller - dwarven scout, locksmith and mercenary
                Reuel - Human (absent-minded) Wizard
                Rudash - Orc-blooded lad with a chip on his shoulder

                Comment


                • #9
                  Stealth I am unsure of ... but all that was posted is currently in the 1.06 beta that is available. They are going to improve upon it for the final. And remember they are breaking the patches up into several smaller ones... but even though they are 'smaller' they are by no means SMALL

                  However If you go to the main forums there are several discussions of stealth and Rob McGinnis says it is being worked on. They are doing a good job with the continued support.
                  "People who say it cannot be done should not interrupt the person doing it."
                  __________________
                  Gamespy ID: ItalianDDog
                  Vladislak Phen - Deceased
                  Odalis Occultian - Alive and thieving
                  Laric Frashul - Healer Priest of Ilmater

                  Comment


                  • #10
                    Just about the spells, for the sake of justice. All those fixes have been on the vault for months. Obsidian is just including them in the game officially, it seems.
                    Ashley, the social chameleon.

                    ---

                    Lockindal: "All PVP is an epeen fight."

                    Comment


                    • #11
                      what! they still arn't fixing blindsight/seeinvis/truesight !!!! plus invis is also bugged wtf...

                      ok continue that was just my little moment
                      Lady Isiovien, Drow (retired)

                      Esiela, Tiefling Wizard

                      Comment


                      • #12
                        What be wrong with dem spells?

                        Comment


                        • #13
                          Originally posted by Akitsuki View Post
                          what! they still arn't fixing blindsight/seeinvis/truesight !!!! plus invis is also bugged wtf...
                          I think the invisibilty problem is related to stealth, and thus probably no fix till 1.07. Looks like they did make some corrections with the invisibilty spells, like for concealment with the greater version. The blindsight/seeinvisibility/truesight problems seem to be to do with the way they've been implemented. I can't see them fixing truesight vs. non-magical stealth, although a boost to the spot skill would be much better than the way it is now.

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