patch 1.63 oh boy i am excited

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Lunas
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patch 1.63 oh boy i am excited

Post by Lunas »

Shifter:
- Problems with server autosaves fixed
- Problems with direct switching between forms fixed
- Missing gargoyle hide added
- Epic Dragon hides now granting +6 DR

Red Dragon disciple:
- Now get correct d12 hit die in epic levels

Pale master:
- Deathless Vigor feat now behaving as it should.

Feats:
- Dev Crit now working with bows
- Fixed to defensive stance becoming permanent under certain conditions
- Death attack sometimes missing feedback strings fixed

Spells:
- Dispel magic code rewritten, among other things it will now take the casters level into account (as it should have)
- Tons and tons of fixes to spellscripts and creature ability scripts.

Scripting commands:
- Added GetPhenoType()
- Added SetPhenoType()
- Optimizations to several scripting commands
- SetSkyBox() added
- SetFogColor() added
- ResistSpell() now working with domain spells/subradial
- ActionCastSpellAt* now working with subradial spells
- DecrementRemainingSpellUses() problem with domain spells fixed
- OnStoreClosed() now working correctly
- Potential crashes in GetFactionBestAC(), GetFactionWorstAC(), GetArmorClassVersus() fixed
- GetCreatureHasTalent() stack underflow fixed
- Added DAMAGE_TYPE_BASE_WEAPON to GetDamageDealtByType()
- Fixes to GetIsImmune().

Custom Content Goodies:
- Added new column to VisualEffects.2da "OrientWithObject",
- Increased the limit on the max number of tilesets from 24 to 50.
- Added support for 8 new custom animation types:
ANIMATION_LOOPING_CUSTOM3
ANIMATION_LOOPING_CUSTOM4
ANIMATION_LOOPING_CUSTOM5
ANIMATION_LOOPING_CUSTOM6
ANIMATION_LOOPING_CUSTOM7
ANIMATION_LOOPING_CUSTOM8
ANIMATION_LOOPING_CUSTOM9
ANIMATION_LOOPING_CUSTOM10
- Several new pathfinding node types added for custom tileset creators

Game Mechanics:
- You can no longer sell undroppable items.
- Several fixes to the AI include scripts.
- Touch attack code rewritten.
- Several fixes to inventory pages disappearing, items staying gray, etc
- Item properties "Immunity: Damage Type Positive Energy",
"Immunity: Damage Type Negative Energy" fixed

General stuff:
- Optimization to the games resource/memory management
- Several memory leaks fixed
- Security and stability related fixes
- Changes/fixes to the lootable corpse system (i.e. weapons now stay visible until looted)
- Changes to the games behavior to clear all actions when someone joins the party. Potentially problematic actions will still be cleared (to prevent hostility problems), but especially nonhostile actions like rest are not affected anymore
- Game no longer displays "Experience Points Gained: 0" messages.

DM Client:
- Fixes to the DM client (ie. portraits vanishing, quickbar becoming unuseable)
- DMs can now move undroppable (cursed) items between inventories.
- DMs can now drop undroppable (cursed) items.
- Added useful tooltips for all the DM Creator Quickbar buttons.
- Added ability for DMs to create items directly inside placeable

Server Admin goodies
- Bandwith profiling option
- Module description problem fixed
containers (e.g. chests) using the creator.

Finally, Craig just added this the other day, this will make a lot of people happy I guess :
- Added ini setting to nwnplayer.ini [Server Options]
"Saving Throw Automatic Failure On 1=1"
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IcemanXV
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Post by IcemanXV »

Bug Fix wrote:- Changes to the games behavior to clear all actions when someone joins the party. Potentially problematic actions will still be cleared (to prevent hostility problems), but especially nonhostile actions like rest are not affected anymore


YAY!

No more people not paying attention and inviting people/leaving when someone is taking a crucial rest.

Biggest pet peeve ever is actually going to be fixed.

(Also is nice if you're afk fighting for a few seconds and someone joins/leaves)

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Post by Lunas »

Not to mention the fact that Rideable mounts will be added :D
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Post by Lunas »

my only worry is that it will most likely break all of NS4's custom scripts
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Post by ATI »

Break? Shatter like a glass of water. Sorry dev's but it looks like you're gonna end up having a late night crazy fest when 1.63 comes out :D

But at least it gives a sure shot to the automatic failure save coding, which is nice to have quick access too...i guess :D
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Post by Lunas »

well or it will delay the final version another year or two away since they will probably have to go back to the beggining on the scripts but good news they will not have to redraw the world :lol:
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Post by Throst54 »

i am gonna be optimistic and say they wont have too... that's why they did pretty much all thier own scripting for everything.. err not pretty much.. did do...
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IcemanXV
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Post by IcemanXV »

New scripting commands should not screw up old and working ones. Unless somehing directly changes OLD script commands, I doubt there will be a big scripting problem when 1.63 comes out.

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Post by Sagil »

Where did you get that patch information? Didn't see anything on the bioware site.. :shock:
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Post by Lunas »

bioware forums

and every patch we have ever under gone has broken something and witht he reworkings of the base code they are planning for this update i expect that it will break alot of scripts and leave alot of dial-up users out in the cold as i expect this update to be between 50 and 200 meg in size over all i think this is bad planning on bioware's part as this update should have happened with the release of a expantion my only hope is that they release NWN:Platnium at the same time
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Post by Ace Dragonfury »

Lunas, you're a prophet! And I hate it that you're right. I was wondering why all the script errors tonight and why transitions were broken and now we have a reason...

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Post by Kirg »

What are you talking about? Its not out yet...

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Post by IcemanXV »

Lunas wrote:bioware forums

and every patch we have ever under gone has broken something and witht he reworkings of the base code they are planning for this update i expect that it will break alot of scripts and leave alot of dial-up users out in the cold as i expect this update to be between 50 and 200 meg in size over all i think this is bad planning on bioware's part as this update should have happened with the release of a expantion my only hope is that they release NWN:Platnium at the same time


Punctuation? lol.

It will probably change a few things but I've made Single player campaigns with some custom scripting and new patches have had minimal changes. Usually only applies to the commands they change or "fix".

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Post by Lunas »

well since they are re writing some of the spells completely i will assume that any scripts that used them as they were will break.

and since i have no way of knowing every thing that will change i assume there will be alot of changes to the base code and it will break alot of scripts just because the orginal sub-routines will have changed on the up hand we will have the ability to ride dragons and horses and stuff so hate can be replaced with mounts
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Post by DrakhanValane »

I think Lokey or Joran mentioned in another thread that all the standard Bio scripts were thrown out in NS4...
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