Community Patch 1.72 Beta 11 Released
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To install it, follow as in 1.71 manual installation. Simply unpack the archive into folder with NWN files (thus if you do this right it will want to overwrite bunch of files which you have to confirm). The 1.72 is international, works for all languages as there are no changes in dialog.tlk file yet.
To uninstall it, either run 1.69 critical rebuild, 1.71 installation, or manually delete/rename the xp2patch.key file and rename the xp2patch171.key which is included in the 1.72 beta distribution.
Im calling the "this will be last beta" off. I can't release something thats not 100% tested and perfect, no not me, other projects can but not community patch. And to test monster as this, I need more testers or to test in on a PW. Which is problem because PWs are not interested in something which is in beta...
Anyway I'm still looking for anyone willing to try it on his PW, it doesn't have to be a PW with 20 players, not even already released PW, just PW where are atleast few peoples playing/testing things.
Neverwinter Nights Community Patch 1.72 beta 11 content:
Fixed broken stuff from previous Patch versions:
- fixed a 1.71 bug where under specific circumstances, an aoe spell like delayed fireball ignored target immunity to 9/8/7 level spells if this spell was acquired by some custom content like a polymorph or something
- fixed temporary hitpoint stacking from Shapechange spell
- added missing externalizations into few spellscripts (spike growth)
- ballista and ballista, arbalet set not to be static in 2da (could cause crashing and other issues on some graphic cards)
- fixed an issue with multisummoning feature, where summoning a creature close to the other player with his own summons count the other player as a master and could unsummone his own summon
- implemented the "merge all switch" which was somehow completely omitted
- fixed two tiles from beta10 that threw SQRT Domain error when placing
- fixed all elemental spells that stopped working in beta10
Revisited features from previous Patch versions:
- Ioun stones will no longer be dispellable by the standard means. This was implemented in early 1.70 and reverted before release due to the critique on this change. I know there are modules where they prefer ioun stones to be dispellable, but on the same hand there are modules which prefer not to. Since DnD rules are clear, I decided they will be not dispellable by default in 1.72. Either way, it's very easy to change this in scripts especially when 1.72 introduced single multiscript for all ioun stones 70_s3_iounstone.
- the custom evasion function that handles dnd evasion rules implemented into all scripts, not just spells
- new metamagic icons in spellbook from previous version colored a bit to better match with previous star icon and the spell level icons (preview compare with beta10 preview)
- switch to ignore spell resist/immunity on AOE spells won't consider delayed blast fireball as glyph of warding as AOE spells thus they will still check for this
- multi summoning switch can be now used also locally, ie. builder can allow this feature only certain player meeting some prerequisites etc.
New fixes and features:
Tileset fixes:
tdc01.set,tde01.set,tdr01.set,tsw01.set,tdt01.set,tdm01.set,tdc01.set - Big Door tiles visibility changed to fix the issue with revealing what's behind doors without opening them
ttf01_edge.2da - fixed missing cliff edge tile in the corner of the area
tds01_o13_01 - fixed path node rotation
tds01_d06_01 - fixed visibility node, rotated by 90°(allowed to see hidden rooms)
tdc01_g09_01 - critical walkmesh fix (could trap characters close to wall)
tdc01_a13_01 - fixed polygon gaps in black coverage with tilefading enabled
tdc01_f09_01 - fixed polygon gaps in black coverage with tilefading enabled
tdc01_f11_01 - fixed polygon gaps in black coverage with tilefading enabled
tdc01_f18_01 - fixed polygon gaps in black coverage with tilefading enabled
tdc01_g13_01 - fixed polygon gaps in black coverage with tilefading enabled
ttr01_j17_01 - fixed polygon gaps in black coverage with tilefading enabled
ttr01_z17_01 - fixed polygon gaps in black coverage with tilefading enabled
tdm01_d11_01 - fixed polygon gap in wall
tdm01_d12_01 - fixed polygon gap in wall
Spells, feats and special abilities:
- Battletide, Mind Fog: the penalty is added instantly, although the visual will land with a delay - this is to prevent a situation when player moves into aura/fog and immediately moves back, because the penalty is delayed and not yet present on character the onexit script can't remove it and thus player ends up with permanent penalty
- Entangle, Grease, Web: added missing caster validity check, aoes will vanish with its caster
- Tymora Smile: effects made undispellable (supernatural)
Scripts:
- 70_mod_resurrect - new script which will fire after casting raise dead or resurrection spell
- 70_mod_petrified - new script which will fire after petrify effect application from any spell/ability
- 70_s2_pickpocket - new script which implements pickpocket skill, runs only when nwn©x_patch is in use
- nw_ch_summon_9 - henchmens will stay closer to the master as was intended
- 70_inc_main - new library for a generic functions I had no other place to put, contains:
- ShutdownServer: server shutdown/crash without need for NWNX
- NWNX_Patch_IsInUse: checks availability of the nwnx_patch or nwncx_patch
- AddFeat: allows add a feat on player, using PC Skin system from 1.69 and expanded iprp_feats.2da from 1.72 where each working feat is added into itemproperty with constant number + offset of 100
- GetCommunityPatchVersion: returns -1, 170, 171 or 172 depending on the community patch version installed on the running machine
- 70_inc_itemprop:
- added new function UpdateItemCharges (fixes cast spell itemproperties when charges set to 0)
- x2_inc_itemprop:
- added new function IPGetIsThrownWeapon
- implemented module switch to use weapon boost spells on ammo or throwing weapons
- x2_inc_switches:
- new module switch MODULE_SWITCH_DISABLE_DAMAGE_SHIELD_STACKING, this switch enforces the "only one damage shield spell" rule
- new module switch MODULE_SWITCH_DISABLE_WEAPON_BOOST_STACKING, this switch enforces the "only one weapon boost spell" rule
- new module switch MODULE_SWITCH_DISABLE_AOE_SPELLS_STACKING, this switch allows to limit how much persistent aoes of the same type can player cast in same area
- new module switch MODULE_SWITCH_ALLOW_BOOST_THROWING_WEAPONS to enable weapon boost spells to be used on darts, shurikens or throwing axes
- new module switch MODULE_SWITCH_ALLOW_BOOST_AMMO to enable weapon boost spells to be used on arrows, bolts and bullets
- x3_inc_horse: HorseGetIsMounted changed in a way it checks phenotype instead of integer on skin - this change should prevent creation of the PC Skin in a modules without horses
Polymorph system:
- the merge arms and ability stacking switches will now work also locally, ie. you can apply these rules only for certain PC, not just for everyone, To do this, use SetLocalInt on the player with corresponding module switch variable and value.
- fixed stacking abilities from weapon when stacking from all items wasn't enabled
- implemented a hitpoints correction to fix special case where repolymorph increased character hitpoints
- small rewrite to handle spells like Shapechange that has delay on the polymorph application
Spell-engine:
- the spell id overriding variables like (id)_CASTER_LEVEL_OVERRIDE are now also checked on module. The reason for this is that the spellhook is by default triggered only for player characters, so if you wanted to make igms limited to 15 missiles max for everyone not just players, you would had to modify 70_spellhook to trigger module spellhook also for npcs or use.
Client:
- updated PC Widget tool to include ammo and throwing weapons spell boosting
NWNX_Patch and NWNCX_Patch plugins (current version v1.14):
- softcoded pickpocket skill
Notes:
1) The pickpocket implementation is as close to vanilla as possible with few exceptions. Main is that the victim get the "lost item" feedback if thief steals an item. I haven't add this functionality mainly because I would have to add a new NWNX function for this or expand the DestroyObject somehow to take second parameter. Either way, that wouldn't really fit into plugin that patches things. So the options are: a) add it into nwnx_patch anyway, b.) ship with patch also nwnx_funcs or cool (which both are highly unstable unfortunately), c) create a new nwnx plugin for functions, d) leave it be. I choosed d as you see. Need suggestion whether any other option has sense. I bet many players (except thieves) and DMs will prefer it this way anyway.
2) I was considering add some more functions into 70_inc_main from Homebrew thread on forums. However since most of them comes from me, I rather choosed not to as Im biased. I takes suggestions on custom functions to add from anyone interested in this.
3) The disable spell stacking switches weren't added into PC Widget because it is improbable that a player would want to use them. They are intented for module Builders who can code this into module itself. Also, the PC Widget conversation grows large so if I should add them, I will need to create some categories first...