1.69 Beta is apparently out :)

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LinuxPup
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1.69 Beta is apparently out :)

Post by LinuxPup »

Neverwinter Nights v1.69 Beta 1
Patch details:
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.69 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.69 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.69 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.69 TOOLSET.
IF YOU WANT TO GO BACK TO 1.68, WE HAVE A 1.69 TO 1.68 REVERT BETA PATCH AVAILABLE.
New Content added from the Neverwinter Nights Premium Modules (http://store.bioware.com/products/neverwinternights/)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Purple Dragon Knight Prestige Class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves
Steamworks
Tropical
17 New Music Tracks:
=-=-=-=-=-=-=-=-=-=-
New Creatures (over 100 new apperances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold )
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different varients, plus mounted Humans, Elves, Half-Elves, Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare ( Regular, Saddled and Armored )
Ogre Chieftan
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)
New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Feat Prerequisite changes (these may make some existing characters invalid in multiplayer games)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a prerequsite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the description (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club" rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain (rather than one).
General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaledges under Windows Vista.
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a setting of -1 will be converted to 0). If you need to disable this feature set the value to -2.
- Colorized the cloaks in the official campaigns (they are no longer all tan colored).
- Added missing Trident weapon feats.
- Trident are now classified as a "Martial" weapon, rather than a simple weapon.
- Added new nwnplayer.ini file settings, so that red/green color blind users don't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file (set to 1 to enable cloaks, 0 for no visible cloaks).
[Game Options]
Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable, only supports English).
[Game Options]
In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at level up for players (defaults to off).
[Server Options]
Max Hit Points=1
- Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances angainst weapons that inflict more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks are done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set to 10 as it is cast from an item, rather than using the player's paladin caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed issue where your henchman/associates could sometimes overlap the position of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining a touch attack.
Spell/Feat description changes:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of "Bard Song" to correctly reflect the required Perform skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it behaves.
- Updated description for "Resist Energy" to properly reflect the Fort Save Bonus required.
- Updated description for displacement spell. It was incorrectly listing a "Somatic" component.
- Updated the description for Keen Edge to clarify that it only works on "slashing melee" weapons.
- Updated the description for Clarity to display the proper duration "5 Rounds + 1 Round / Level" and it now correctly mentions that it removes Daze effects as well.
- Updated the description for "Undeaths's Eternal Foe" to include the +4 deflection bonus to AC.
- Updated description for "Tenser's Transformation" to properly reflect the bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the immunities given by the spell.
- Updated description for "Black blade of disaster" so that the sword's enhancement bonus is correctly described.
- Updated description for "Mordenkainen's disjunction" to properly reflect how the dispel check is done.
- Updated description for "Deafening clang" to clarify that the bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of the weapon.
- Updated description for "Nature's Balance" to properly reflect the damage healed.
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made creatures that use a phenotype of 10 or greater.
Script-specific:
=-=-=-=-=-=-=-=-=-=
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
object GetPCChatSpeaker();
string GetPCChatMessage();
int GetPCChatVolume();
void SetPCChatMessage(string sNewChatMessage="");
void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
string GetDescription(object oObject, int bOriginalDescription=FALSE, int bIdentifiedDescription=TRUE);
void SetDescription(object oObject, string sNewDescription="", int bIdentifiedDescription=TRUE);
- Added a new starting position parameter to the FindSubString scripting command.
int FindSubString(string sString, string sSubString, int nStart=0);
- Increased the limit on the SetPhenoType() scripting command to 99.
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- Made CopyItemAndModify() scripting command work with both the old and new cloak systems.
- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level (nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats (nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hitpoints healed/damaged for the empowered "Healing Circle" spell (nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than one creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Updated Get2DAString() scripting command 2da caching code to cache a number of 2das specified in an ini setting.
[Server Options]
2DA Cache Size=10
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()

2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description (spells.2da).
- The spell WarCry now requires a somatic component as per the spell description (spells.2da).
- Greater Sactuary now requires a somatic component, as per the spell description (spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description (spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da MetaMagic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration is instantaneous (spells.2da).
- Removed reference to non-existant script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA, CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA, CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Loadscreen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons no longer all use the ir_nod.tga (so that the community can properly override the images with custom content).
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LinuxPup
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Post by LinuxPup »

Haha apparently I copied cely...
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Post by Blystos Re »

- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection bonus
:cry:

LinuxPup
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Post by LinuxPup »

NS4's Undeath's Eternal Foe doesn't give any AC anyway... what's the problem?
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Nyeleni
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Post by Nyeleni »

woot, let's hope tridents really were fixed...
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Post by Blystos Re »

LinuxPup wrote:NS4's Undeath's Eternal Foe doesn't give any AC anyway... what's the problem?
Nothing. :lol: Sorry about that completely unappreciative response.

This is going to be an awesome addition to the resources available to builders, and once it's out of beta it might be nice to see some of the content used in NS4, I'm thinking Wyvern dens, mounted bandits, Steamworks for Primus' secret lair, etc. etc. etc. (or converting Daeron to the Tyr Nan'Og (sp?) tileset. :wink:)

I concur with Nyelini's w00t. :D

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Post by SkotG »

It's really nice to see they are still working on this game......how many other games have had this level of shelf-life?......Good News all around methinks.
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LinuxPup
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Post by LinuxPup »

My thoughts:

-Halberds, Scythes, and Morningstars are going to rock even more than they already do.

-Crossbows could actually be a decent weapon.

-Would be nice if the crash fixes involve polymorph.
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Post by JesterOI »

I was thinking the samething.
Ever since they first "fixed" dual-damage weapons I was wanting to make a morningstar master.
Looks like now is an even better time than ever.

It's also awesome to see xbows becoming a real choice too.
Ranged support cleric's might do a non-pitiful amount of damage now.

Now to find my discs... lol

My new system has all it's kinks worked out now, NWN should run wicked-awesome on it.
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Post by -BannyD- »

hmm, so rapid reload lets you have more than 3 attacks/round with a xbow now? wow...

xbows are sexy

also, anyone have stats on the new prestige class?
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Post by Sparky »

Its probably the terrible 5 level prestige class I'm familiar with from PnP.
If it is, you don't want to see the stats.
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Post by mgrjebbo »

- Added new nwnplayer.ini file settings, so that red/green color blind users don't get killed by traps unexpectedly.

lmfao- the dem's got to bioware and gave them a political correctness seminar.

- Added new nwnplayer.ini file setting to always roll maximum hit points at level up for players (defaults to off).

YAY!

Greater Restoration can no longer be selected as an Extended Spell, as its duration is instantaneous (spells.2da).

that kinda sucks for clerics

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Post by Aarkon Draco »

hmm some nice changes in there doubble damage type weapons defff get better using the worst prot rather than the best as before. yay for trident feats. and new mobs are always welcome bring on the wyvern den woot some satyr friends for TC perhaps? nightmare mounted HoD doom knights maybe? the cristiline cave for thoes gem gollems ... lots of nice goodies indeed


and last but certianly not least PURPLE DRAGON KNIGHTS!!!!!!!!!!!!!

dunno how accurate this is but its the only description i could find


The famous Purple Dragons of Cormyr are regarded across Faerun as exemplars of disciplined, skilled, loyal soldiers. Their reputation is deserved partly because of the heroic actions of their leaders, the Purple Dragon Knights. Purple Dragon Knights develop uncanny skills relating to coordinating and leading soldiers. Most are fighters, rangers or paladins, but a few bards, clerics, and rogues have been known to become Purple Dragon Knights. Sorcerers and Wizards tend to join the War Wizards, Cormyr's elite brigade of fighting spellcasters, while barbarians are too undisciplined, and druids and monks too "uncivilized" in Cormyr to enter this career.

- Hit Die: d10.
- Proficiencies: A purple dragon knight gains no additional proficiences.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Alignment: Non-Evil and Non-Chaotic.
Base Attack Bonus: +4.
Feats: Mounted Combat (requires Ride 1).
Skills: Spot 2 ranks, Intimidate 1 rank, Listen 2 ranks, Persuade 1 rank, Ride 2 ranks.

ABILITIES:

Level
1: Rallying Cry - +1 Attack Bonus to all allies within 60 feet, can be used three times a day.
2: Inspire Courage - +2 saves vs. mind affecting, and +1 attack and damage, useable once a day.
3: Fear - As fear spell, useable once per day.
4: Inspire Courage - Can now be used twice a day.
Oath of Wrath - +2 bonus to attack, damage, saves and skill vs. single enemy.
5: Final Stand - +2d10 HP to a number of allies equal to Purple Dragon Knight level + Charisma Bonus, once per day.

The feat missing from the description is:

Heroic Shield
Type of Feat: Class
Prerequisite: Purple Dragon Knight level 1.
Specifics: You may aid an ally, giving them a +4 bonus to their armour class for one round.
Use: Selected.
Last edited by Aarkon Draco on Fri Dec 07, 2007 7:22 pm, edited 2 times in total.
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LinuxPup
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Post by LinuxPup »

Yeah, the stats for the Purple Dragon Knight looked pretty bad when I Google'd it... here's a link of the stats:

http://nwnprc.netgamers.co.uk/manual/en ... s/157.html

I think this is the PnP version, so it may not accurately reflect how NWN implemented it.
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Post by -BannyD- »

LinuxPup wrote:Yeah, the stats for the Purple Dragon Knight looked pretty bad when I Google'd it... here's a link of the stats:

http://nwnprc.netgamers.co.uk/manual/en ... s/157.html

I think this is the PnP version, so it may not accurately reflect how NWN implemented it.
does that mean you can get 2weapon fighting and blinding speed for 'free'?

cause if not...then this class will see as much use as harper
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