Neverwinter Nights: Shadows Of Undrentide Patch 1.6.7b1 review
DownloadNote: Each patch contains all the fixes from the previous patches.
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Note: Each patch contains all the fixes from the previous patches.
Neverwinter Nights: Shadows Of Undrentide Patch brindgs a multitude of improvements and fixes to the previous version of the game.
What's New:
Official Campaign: Chapter 2E - Made Voleron's OnDeath script a bit more robust.
HotU: Chapter 2 - Fixed an issue that could sometimes occur during the battle in the Environs near the end of Chapter 2. You should no longer get stuck and be unable to move if the Battle Herald does not approach you and initiate a conversation with you (this fix will retroactively fix saved games exhibiting this issue, but only if you load a saved game from before you entered the Environs).
Added a new command line parameter for automatically loading a module in single player. This will cause the module to be loaded and takes the player to the premade character select screen.
+LoadNewModule "module name that needs quotes if it contains spaces"
Added a new command line parameter for automatically testing a module in single player. This will cause the module to be loaded and then starts the module using the first character listed on the premade character select screen.
+TestNewModule "module name that needs quotes if it contains spaces"
Added 3 portraits and 3 music themes from the BioWare Premium Modules Kingmaker, ShadowGuard, and Witch's Wake 1 to game resources.
Fixed an issue that was causing the game to slow down and become unplayable at the start of SoU Chapter 2.
Fixed an issue with creatures some times occupying the same space. This should happen a lot less frequently now.
Extended the glowing monk eye effect to work on all the default playable races.
Neutral monks now get ultra cool purple glowing eyes.
Fixed placement of glowing monk eyes on Human/Half-Elf females (much thanks to the DLA team for their help with this).
Fixed placement of helmets on Human/Half-Elf females (much thanks to the DLA team for their help with this).
Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.
Fixed an issue with the Greater Sanctuary icon some times incorrectly showing up as the regular Sanctuary icon.
Fixed an issue with Damage Immunities not working correctly once they were stacked way too high above 100%.
Fixed an issue with the Enable Texture Animations advanced video setting not being restored correctly when restarting the game (if it was turned off).
Fixed Damage Immunities against weapons with more than one damage type (e.g. Halberds with slashing/piercing damage) to work correctly.
Immunity to "Mind Affecting Spells" will no longer make you immune to the Monk's Stunning Fist attack.
Wounding effects are now removed from creatures once you leave the area that the wounded creature is in.
Added skyboxes back into the outdoor areas of the original Official Campaign.
Fixed an issue that could rarely cause your character to become illegal if you leveled up during an episode of game lag.
The "Single Player Enforce Legal Characters" setting in the nwnplayer.ini file has been disabled. ELC is now always turned off in single player games.
Fixed an issue that was causing creatures to always face east when sitting on a stool placeable (plc_x05.pwk).
Fixed another issue where under specific circumstances items would not show up in your inventory panel.
Immunity to mind spells no longer makes you immune to the Assasin's Death Attack.
Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat.
Fixed a minor animation issue that could occur if you performed a Whirlwind attack while you had some 2 handed weapons equipped.
Fixed some issues with Tile "time of day" animations. This was causing flickering and other issues at the end of a DayToNight/NightToDay transition.
Fixed an issue with the Force Field door sounds using the default wooden door sounds (placeableobjsnds.2da, genericdoors.2DA).
Fixed an issue related to copying a creature from a hak pak through scripting and then saving and loading the hak pak saved game from inside gameplay (was causing some different weird issues).
Added support for WeaponType 5 (Bludgeoning and Piercing) in the BaseItems.2da.
Updated Morningstars to use the new Bludgeoning and Piercing WeaponType (BaseItems.2da).
The following weapons have had their WeaponType changed to 3 (Slashing) in the BaseItems.2da in order to bring them inline with 3rd edition D&D rules (and their NWN in game descriptions): Longsword, Bastard sword, Greatsword, Katana, and Double Axe.
Added missing armor proficiency to Gnolls.
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.
DM Client
DMs can now still login to a server when the server is full, so that they are not prevented from performing any required administration tasks. If you go above the 64 player maximum, server performance may be adversely affected until some players leave the server (your mileage may vary).
The game no longer displays encumbered feedback messages for DMs, since they actually can't ever be encumbered.
Custom Content
Added a new column to the feat.2da "ReqAction" (all default NWN feats have this value set to 1 and if the column is missing from the feats.2da, such as in a hak pak, it will also default to 1). Turning this off means that the adjusted feat will no longer require an action from the object (it fires immediately, takes no action, and ignores your action queue entirely). In order to use this new functionality you need to do the following:
Set the "ReqAction" value for the feat to 0 in the feat.2da
Have a spellID associated with the feat in the feat.2da.
Have a "ImpactScript" specified in the spells.2da for the spellID that you specified in the feat.2da
The ImpactScript will then fire immediately when the feat is used.
Walk meshes now work when placed at heights above -30 (previous lower limit was -10).
Added an option to change/increase the selector height (when placing tiles) in the tileset "set" file. In order to use this you must add a new setting called "SelectorHeight" to the set file and specify the desired float value for this setting. The selector height will continue to default to the transition height if it has not been specified.
Added more tile path nodes types m, n, o, and p. For custom tile set support.
Requirements:
Neverwinter Nights.
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