Patch 1.64 beta2 is out

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Epistaxis
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Patch 1.64 beta2 is out

Post by Epistaxis »

Hi

What is the plans for NS and 1.64? Any chance it will be added before it reaches GA?

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1.64 beta2

Post by Epistaxis »

Quote: Posted 08/26/04 17:22:22 (GMT) by Derek French

We are working on getting 1.64 Beta 2 ready right now. I have heard that the localization is almost complete so we should have French, German, Spanish, Italian Beta 2s ready sometime next week. Mac and Linux Beta 2s are almost done as well (no point in going back to Beta 1 for FIGS or the other platforms).
For those interested, these are the "official" changes to Beta 2 (since Beta 1):

Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.

Added a new Sub Net Profiling system (which logs bandwidth usage). To activate it, go to nwn.ini and in the [Game Options] section add in "Enable SubNet Profiling=1". A log file called SubNetProfile.log will be created in your root Neverwinter Nights directory once the game/server shuts down.

Added new "Max Memory Usage" ini setting to [Game Options] in the nwnplayer.ini file. This allows you to set the amount of available memory (in Megs) that the game will use for caching resources in memory. Adding more memory for the cache may improve performance up to a point, after which increasing the cache size any more most likely wont do much. Your mileage may vary.

Fixed an issue that could cause the game to crash under certain circumstances when the player entered cutscene mode while their character was able to level up.

Fixed an issue that was causing the "Greater Shadow Conjuration Web" spell to have a DC of 127. Should also fix the DC for other spells that also appear on a sub-radial menu.

Made some optimizations to the game's resource caching system.

Made several game stability fixes.

Fixed a crash related to switching areas after trying to place corridors on top of a group.

Made a fix to the damage healed by the spell Nature's Balance.

Made a fix to the empowered damaged caused by the spell Slay Living.

Undead are no longer immune to the blindness effect from the spell Sun Burst.

Fixed some issues with spell mantles stacking when they shouldn't.

Fixed a problem with the damage calculated for the cloud kill spell.

Fixed the way the BAB increase was being calculated for the spell Divine Power.

Protection from Spells can now be extended properly.

Changed the duration of the spell Magic Weapon to match the in-game description.

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Post by Epistaxis »

I can soon use my shifter :D

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Post by DrakhanValane »

Wow! They're actually fixing the DC 100 Web and maybe Divine Power?!
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Post by Lework »

whats wrong with divine power now?

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Post by DrakhanValane »

The default is done incorrectly. The devs fixed it in NS4.
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Post by AlienOverlord »

But now it kinds sucks as a level 4 spell. Most people have the 18 str (thru bull str and equipment) so then all it does is raise your ab by a couple points (4 at best as a level 20 cleric). Seems pretty crappy for the short duration and it being level 4. Does it at least give you an extra attack at level 11 or 16?

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Post by Spura »

AlienOverlord wrote:But now it kinds sucks as a level 4 spell. Most people have the 18 str (thru bull str and equipment) so then all it does is raise your ab by a couple points (4 at best as a level 20 cleric). Seems pretty crappy for the short duration and it being level 4. Does it at least give you an extra attack at level 11 or 16?
4 AB bonus is crappy?Duration is short? it is longer than bard song, same as battletide and warcry and prayer and so on

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Post by satantrik »

A cleric can (still) get +15 AB with this spell without even getting the strength bonus...

Bless +1 AB
Aid +1 AB
Prayer +1 AB
Divine Favor +5 AB
Divine Power +5 AB (at level 16+)
Battletide +2 AB

+15 AB...
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Post by AlienOverlord »

Spura wrote:4 AB bonus is crappy?Duration is short? it is longer than bard song, same as battletide and warcry and prayer and so on
All those spells and bard song are area of effect spells, so not really comparable. +4 to ab is good for pvp, but how hard is it for a cleric to hit monsters anyway (if he hasn't killed them thru offensive spells)? If it gave you fighter attacks (ie 4 per round at level 16) then it is still a good spell but i thought i checked my char sheet and didn't see that happen. Then there would be less need to take 4 levels of fighter.

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Post by satantrik »

The extra attack granted by Divine Power (and Tenser's Transformation, IIRC) doesn't show up on the character sheet - the same as Haste/Mass Haste BTW. Check the combat text.
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Post by AlienOverlord »

Still, it remains that divine favor gives a +5 to hit and damage and it is a level 1 spell. A level 1 spell that also gives damage and a level 4 spell that gives less ab and maybe an extra attack (not if you already have 4 attacks per round).

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Post by Lokey »

Favor lasts 1 minute while Divine Power lasts caster level rounds, adds temp hitpoints and raises your strength to 18.

Favor ab is a luck bonus--there's many things it shouldn't stack with. Damage will be tough to do (supposed to be weapon damage). Question is to code the damage the easy way or the very hard, time-consuming, non-exploitable way :(
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Post by Spura »

AlienOverlord wrote:Still, it remains that divine favor gives a +5 to hit and damage and it is a level 1 spell. A level 1 spell that also gives damage and a level 4 spell that gives less ab and maybe an extra attack (not if you already have 4 attacks per round).
Yes I see your point now....divine favor is overpowered.

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