Neverwinter Nights Community Patch 1.71 RC2 released:DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)
(only english version available, builders resources are included)
Since 1.71, I decided not to support unofficial 1.69 patches anymore. This is nothing personal, neither its because authors of those unofficial patches did it badly. Its simpy to maintain match in data files for players of all languages and OSes. Users with unofficial Polish/German 1.69 should therefore install 1.69 english and then change language file to their language.
This version was originaly meant to be final, but I'm having difficulties with writing the documentation and I still haven't found anyone who would help to update russian language texts. Neither anyone who would made a new GUI or help me to change the "1.70" text inside the current logo to 1.71. I'm also still hoping that someone will provide a solution for gamespy replacement to be used within this project as it is a great opportunity to distribute it with new unofficial patch. Anyway, I would like to release the final 1.71 in a week or two. There shouldn't be any major changes anymore so this version should be safe to use by PWs already. Report any issues or bugs you find out to me with PM please.
Now to the RC2 content. First at all, I removed or revised many features that could cause troubles in already existing modules. I also moved all new functions to own includes to avoid compile errors of the new spellscript trying to compile with old includes. Now all default scripts should be able to be compiled with new includes without errors and at the same time new scripts should be able to be compiled with old includes without errors.
I also radically changed how the spell engine works. The spell structure is now global, meaning you can access and even modify any spell informations in functions called by the original spellscript such as MyResistSpell. This works also within delayed functions so you don't have to pass them inside function parameters anymore.
From this reason, many builders who used this spell engine in their modules will have to make some adjustions to be able to compile spells. A simple mass replace tool will do this, replace:
"struct spell spell = " with empty string
"struct aoespell aoe = " with empty string
"aoe.Id" with "spell.Id"
"aoe.DC" with "spell.DC"
"aoe.Meta" with "spell.Meta"
"aoe.Level" with "spell.Level"
And you have to merge old bioware includes again because of the movement of the new functions. This is easy and swift task if you use some compare-app like Beyond Compare 2.
I also softcored two hidden prestige classes that Bioware partly implemented. They are not enabled by default but a module builder can do that simply via modifying Playerclass collumn in classes.2da. It is recommended to move custom classes occupying their lines (39,40) on different lines to avoid getting hidden functionalities. For example, class line 40 (that is Shou Disciple) has different unarmed damage and is able to reuse monk AC feat. I haven't tested it much, thats up to you. More informations below.
EDIT: And BTW the multisummon feature uses an unique solution that is scripted in summons' OnSpawn script and doesn't interfere with spellscripts like the solution from PRC. The unsummon VFX still appears - but with some work you can get rid of it by deleting the VFX_IMP_UNSUMMON line in visualeffects.2da and moving it on different line - that is however something I couldn't do in CP from compatibility constraints.
Fixed broken stuff from previous Patch versions:- fixed scaled fear effect under low difficulty, now properly reduces attack rating (wasn't working due to the bug in bioware script)
- fixed paralysis gaze special ability which didn't worked due to typo in script
- fixed fear howl special ability which didn't worked due to typo in script
- fixed crafted wand class restrictions change from beta 8 release
- corrected stacking protection in silence spell that could led into the removal of the previous silence effect without applying new one
- corrected name of the breach origin in the breach feedback
- corrected GetScaled* functions within AOE spells
- Gate: the previous change was revised to keep summoning the weaker of the balors (still they are summons of the caster)
- removed the death VFX from the destruction spell as that wasn't there in its default version
- SR check now properly calculate caster level also from "caster level modifier" feature which was omitted
Removed features from previous Patch versions:- Scare spell implementation restored to default (as a reaction to critique)
- removed duration scaling from krenshar spell (as scaling shouldn't affect exactly specified duration)
- removed a workaround for making onhit poisons extraordinary (according to the Whizard's research, this is not neccessary because since magical by GetEffectSubType, onhit poisons cannot be dispelled)
- removed the rebalanced cost of the negative bonus itemproperty (as this change affected also preexisting items with this itemproperty and could affect ILR greatly)
- removed the armor.2da change of the robe DEX limit (as it appears that the AC from robe is unlimited despite this limit in 2da)
- removed two module switches of arguable value: dusty rose ioun stone revert switch and continuous light spell revert switch
Revisited features from previous Patch versions:
- The CP spell engine radically revisited: the spell engine structure is now global to allow access to all spell informations within all called functions, even those delayed - all without need to pass the spell structure in parameters and with ability to modify any spell information in any part of the script (from now on, the function spellsDeclareMajorVariables is of void type! and its purpose now changed, it simply initializes the global spell structure now)
- All new functions created by CP and originally added into bioware includes moved into own includes to maintain forward compatibility
- From the same reason, extra parameters from default bioware functions were either removed completely or in few cases kept with default value but unused by CP spells
- previous AI improvement to suggest creatures with death attack (or BG's sneak) to flank, if possible, revisited: creatures with BG's sneak attack or death attack won't automatically flank unless they also posses at least one level in the matching class (this is to enable builder to make use of these feats without the flanking behavior)
- previous AI improvement to allow creatures to use barbarian rage disabled by default. To allow it, the creature must have variable 70_ALLOW_RAGE set to 1. (this is to prevent hunting creatures that suddenly started using rage and tone them down. It also appears that bioware added many barbarian monsters the monster rage which caused default nwn creatures to activate both abilities at once)
New fixes and featuresTwo hidden classes and their feats added to the game. These classes are unavailable withou 2DA edit, but I setup their saving throw, feats, skills and prerequisities already and most of theirs feats works (yes martial flurry is really working!). Some aren't (blinding spittle) because I haven't also added spells for them. So far blinding spittle points into black slaad spittle so you can add a code in the spellscript to support this feat.
Some extra info on this:
- the Shou disciple feats are bound with the class id (40)
- Shou disciple is able to reuse Monk AC feat without monk levels
- Shou disciple unarmed damage is 1:1d6, 2:1d8, 3:1d10, 4:1d10, 5:2d6 this is not documented in the class description.
Thats all I've researched so far, the rest is up to you.
Tileset fixes:tcn01_a09_01 - white polygon tilefade issue corrected
tcn01_t09_01 - missing polygon then tilefading issue corrected
tin01_d02_03 - fixed nonfunctional animation loop lights
tin01_h16_02 - added missing polygon when tilefading
ttz01_edge - added missing edge tiles (Squatting Monk)
Creature fixes:- missing soundset fixed for a celestial avenger and half celestial warrior creatures
- blinded and sightless creatures (namely oozes) are now immune to the gaze special attacks
polymorph.2da
- dexterity and constitution stats of the panther wild shape corrected (swapped).
Spells and spellabilities:- Infestation of maggots: duration corrected to 1round/2levels to match spell description
- Mass charm: extended duration corrected to be twice of the normal duration
- Hell hound breath: damage increased to account for added saving throw and scaled by hit dice to enable reuse it by stronger creatures (damage is 2d6 for standard hell hound which matches with DnD 3.5 manual for this creature)
- Gate: spell resistance check corrected for the balor's death explosion, also fixed unsummon vfx that appeared at balor's spawn position rather at his position in the time of despawn
- Silence: allies will be correctly affected by the silence effect no matter of game difficulty/pvp setting and without need to make SR checks
- Slow: target pool was decreased only in case of failed SR check and saving throw
- Terrifying rage: fixed the automatic paralysis/shaken penalty on targets with fear immunity
- Slay living: immunity check corrected per new save vs death behavior in order to fix the action cancel issue
Scripts:- added a new module switch to allow more than one summon at the same time, up to unlimited (x2_inc_switches)
- WalkWayPoints (x0_i0_walkway): added new flag NW_WALK_FLAG_LOOPING (value = 16), creature with this flag set will go back to the first waypoint instead of walking reversely.
- spellsIsSightless (70_inc_spells): function now returns true for every ooze creature even such with custom appearance type
- added new scripting function GetIsAbleToSee into the '70_inc_spells' include file
- fixed declaration/implementation inconsistencies in few default includes (x0_i0_anim, x2_inc_spellhook, x2_inc_restsys)
AI fixes and improvements:- creatures with blindsight ability will not waste see invis/true seeing talents as well
Client:-
DIALOG.TLK CHANGES:Battletide: descriptor changed to the negative as per spell's implementation
True strike: removed the somatic component from this spell that was never required
Owl's insight: innate level corrected
All healing spells: added positive descriptor as per spells' implementations
HAK content:-
Modifié par ShaDoOoW, 04 mars 2013 - 04:04 .