patch 1.63 oh boy i am excited
patch 1.63 oh boy i am excited
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"
- 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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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)
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
But at least it gives a sure shot to the automatic failure save coding, which is nice to have quick access too...i guess
But at least it gives a sure shot to the automatic failure save coding, which is nice to have quick access too...i guess
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.
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
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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
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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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".
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
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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I think Lokey or Joran mentioned in another thread that all the standard Bio scripts were thrown out in NS4...
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science