1.65 beta is out!

Moderator: Event DM

User avatar
mortzestus
Team Member; Retired with Honors
Posts: 3964
Joined: Wed Sep 17, 2003 4:34 pm
Location: Madrid, Spain (GMT +1)

1.65 beta is out!

Post by mortzestus » Tue Dec 07, 2004 5:07 pm

A lot of nice fixes coming soon! A few of them are really amazing, if they work as advertised.

Neverwinter Nights Game

- Added Stormy Skybox to game resources.
- Fixed a crash that could happen when you had enabled SubNetProfiling (by setting "Enable SubNet Profiling=1" in your nwn.ini file).
- Fixed an issue with server vault saves causing various problems for shifted characters.
- Fixed a crash related to calling GetHasSpell() on spells that have an innate level of 10 in the spells.2da
- Fixed a crash caused by calling SetSkyBox() in a multiplayer game while a player was still on the Character Select screen.
- Slight change of behavior for Attacks Of Opportunity. Now if have an invisibility effect applied (e.g. Invisibility, Sanctuary) you will no longer make attacks of opportunity.
- Another change to AOO behavior. You will no longer take an AOO while you are using a healing kit.
- Circle Kick should no longer try to target creatures that you can not reach (which was making you become flat footed).
- Whirlwind attack will no longer leave you stuck in combat mode after using it. You will now also try to reaquire your original target after a Whirlwind attack (may not succeed if your target is now dead or gone).
- Damage Shields (e.g. Mestil's Acid Sheath ) now affect the melee attacker when the attacker hits the creature that has a damage shield (rather than only when they damage the shielded creature).
- Fixed an issue where respawning encounters would stop working under certain circumstances when saving and reloading the game.
- Fixed an issue with unlimited ammo not being identified when you equipped a weapon that had the unlimited ammo property.
- Fixed an issue with some single shot traps not applying damage correctly.
- Fixed a crash that would occur when an NPC tried to drop a container on the ground.
- Fixed an issue with True Seeing being removed incorrectly when you had mutliple True Seeing effects stacked and only one of them was supposed to be removed.
- Fixed an issue with some effects from Haste (extra attacks and spell casting benefits) not being updated correctly when you had multiple haste effects applied and only one of them was removed. Fixed the same issue for multiple Slow effects as well.
- Fixed an issue with size modifiers affecting your attack bonus when making Knockdown attacks. The size modifiers now only affect the opposed roll to resist the Knockdown attack.
- Effects being dispelled should now properly use the caster level when determining whether the dispel succeeds or not
- Fixed an issue with the Epic Dodge feedback messages for melee attacks that were being evaded.
- Fixed an issue where your screen could become permanently blacked out under certain circumstances after unpossessing a familiar that was inside an AOE darkness effect.
- Fixed some issues where the Darkness spell, when combined with Ultravision/True Seeing, could under specific circumstances incorrectly make you blind when your Ultravision/True Seeing wore off.
- Fixed "On Hit: Sleep" item property, so that it works again.
- 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

- The DM difficulty slider tooltip will now display the current difficulty setting
- Fixed a crash that could happen when minimizing the game.
- Fixed an issue with issuing commands to groups of creatures (such as trying to make them run).
- Fixed an issue where the DM's screen could end up being permanently blacked out after the DM unpossessed a creature that was inside an AOE darkness effect.


Neverwinter Nights Aurora Toolset

- Fixed a problem with variables being lost from items that were placed inside a container.
- Fixed a "List index out of bounds (0)" error that could occur when there were no sounds in the sound list on the Sound Properties menu.
- The scripting command GetName() now works with stores.
- The scripting command GetItemPossessedBy() now works with stores.
- GetEffectType() will now return EFFECT_TYPE_ETHEREAL for the greater sanctuary effect (was incorrectly returning EFFECT_TYPE_SANCTUARY).
- Fixed the following scripting commands to return the correct information (they were reversed before): GetAnimalCompanionName(), GetAnimalCompanionCreatureType(), GetFamiliarName(), GetFamiliarCreatureType(). If you recompile any scripts that use these scripting commands, you will need to update your scripts to use the new (proper) functionality.
- Added new GetFogAmount() and SetFogAmount() scripting commands.
- Fixed an issue with GetSpellSaveDC() returning the DC of any new spell cast (or feat used) by the creator of an AOE spell when called from within the AOE's heartbeat script (rather than returning the DC of the originally cast AOE spell).
- Extended the scripting command EffectHeal(), so that it now also works on doors and placeables.
- Fixed a couple of issues with the ResistSpell() scripting command:
First issue occurred when it was called from within an AOE heart beat script after the caster had cast a new spell since casting the original AOE spell, the AOE spell could stop working under these conditions (it should now work properly).
Second issue was with the spell immunity check not returning the proper result when called with the caster object specified as an AOE object.


Scripting-specific

- Bigby's Grasping/Crushing Hand spells now properly affect creatures that are immune to mind affecting spells (x0_s0_bigby3.nss, x0_s0_bigby5.nss).
- Weird now properly handles creatures that are immune to mind-affecting and fear spells (nw_s0_weird.nss).
- Druid's elemental shape can no longer be dispelled (nw_s2_elemshape.nss).
- Choking Powder now properly respects poison immunity (x0_i0_spells.nss).
- Fixed an issue with some creatures no longer using their special abilities (nw_i0_generic.nss)
- Crafted wands should now start with 1-20 charges rather than 1-10 charges (x2_inc_craft.nss)
- Added Troglodyte Stench ability to the game (spells.2da, VFX_Persistent.2DA, nw_s1_trogstink.nss and nw_s1_trogstinka.nss ).
- You now get a reflex save against Ball Lightning (x2_s0_balllghtng.nss).
- Stone Hold will no longer remove caster buffs (x2_s0_stneholdc.nss).
- Divine Wrath can no longer be dispelled (x2_s2_divwrath.nss).
Aura versus Alignment spells will now being properly extended (x0_i0_spells.nss).
- Terrifying Rage can no longer be dispelled (x2_i0_spells.nss, x2_s2_terrage_a.nss).
- Fixed a couple of issues with the darkness OnEnter script (nw_s0_darknessa.nss).


Custom Content

- Increased the number of allowable custom phenotypes to 18.
Arandil
Elder Sage
Posts: 4637
Joined: Mon Dec 30, 2002 2:33 pm

Post by Arandil » Tue Dec 07, 2004 5:19 pm

Some VERY nice fixes there. Especially Greater Sanc and circle kick will make alot of people happy.
User avatar
mortzestus
Team Member; Retired with Honors
Posts: 3964
Joined: Wed Sep 17, 2003 4:34 pm
Location: Madrid, Spain (GMT +1)

Post by mortzestus » Tue Dec 07, 2004 5:23 pm

And the knockdown one, now there will be no reason to say that IKD is broken/overpowered since all knockdown attempts will be done at -4 and the bonuses will only be applied in the discipline check. Spamming improved knockdown is not such a good thing now, that's simply awesome.
User avatar
Krator
Elder Sage
Posts: 4935
Joined: Thu Jun 10, 2004 6:44 pm
Timezone: GMT
Location: Amsterdam

Post by Krator » Tue Dec 07, 2004 5:23 pm

SetFogAmount() :) :) :) :) :) :) :) :) :) :) :) :) :) *gasp* :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)
Playing as: Sir Douglas Hope of Gorethar, old school paladin | Krator Blackfist, gold mage | Warren, half nymph barbarian
User avatar
Talwin Hawkins
Team Member; Retired with Honors
Posts: 3980
Joined: Fri Aug 27, 2004 7:56 pm
Timezone: GMT+1
Location: London - England GMT

Post by Talwin Hawkins » Tue Dec 07, 2004 5:24 pm

Bioware rocks! some great fixes there, and for me the whirlwind kick fix :D
Woodsmaster Talon Blade
Battle Sergeant of Le'Nofaythen'T'Nanshi
Former Hero of of Lonovanen'Hirefya
____________________
Deider wrote: Michelle Pfeiffer - I'd drink her bathwater.
http://twitter.com/AJDSullivan
Melakin Skywieder
Team Member; Retired with Honors
Posts: 6175
Joined: Mon Feb 10, 2003 8:25 pm
Location: Over the hill

Post by Melakin Skywieder » Tue Dec 07, 2004 5:24 pm

Fixed a crash that could happen when minimizing the game
]


:D :D :D
If money it the root of all evil, I want to be a bad man!
User avatar
Nighthawk4
Assist DM
Assist DM
Posts: 25898
Joined: Fri Feb 07, 2003 8:32 pm
Timezone: GMT
DM Avatar: DruEl
Location: The Home of the Bard of Avon
Contact:

Post by Nighthawk4 » Tue Dec 07, 2004 5:31 pm

Whirlwind Attack and Circle Kick - maybe we don't need to fix this? :wink:
Life is never as bad as you think it is, although that doesn't help at the time.
Orleron wrote:I think it's a fun idea if you can idiot-proof it. Problem is God always builds a better idiot. :P
User avatar
Fire Monkey
Master Sage
Posts: 5352
Joined: Sun Apr 06, 2003 3:11 pm

Post by Fire Monkey » Tue Dec 07, 2004 5:39 pm

No fix for disarm :cry: .
Snow
Team Member; Retired with Honors
Posts: 5819
Joined: Sun Jul 11, 2004 2:27 am

Post by Snow » Tue Dec 07, 2004 5:41 pm

No more AOO while invisible :D
User avatar
storminj
Sage
Posts: 2401
Joined: Mon Nov 04, 2002 5:32 pm
Location: Houston Texas (GMT -5)

Re: 1.65 beta is out!

Post by storminj » Tue Dec 07, 2004 5:43 pm

I hope this help with some items I have

Fey Duster (this explains why it seemed worthless with onhit sleep not working)
Slow from Blood Rust axe
Immunity blindness (hopefully)

I still wish they would fix darkvision for PrC's
Neverwinter Nights Game


- Another change to AOO behavior. You will no longer take an AOO while you are using a healing kit.

- Fixed an issue with some effects from Haste (extra attacks and spell casting benefits) not being updated correctly when you had multiple haste effects applied and only one of them was removed. Fixed the same issue for multiple Slow effects as well.

- Fixed "On Hit: Sleep" item property, so that it works again.



- Fixed a couple of issues with the darkness OnEnter script (nw_s0_darknessa.nss).
User avatar
mortzestus
Team Member; Retired with Honors
Posts: 3964
Joined: Wed Sep 17, 2003 4:34 pm
Location: Madrid, Spain (GMT +1)

Post by mortzestus » Tue Dec 07, 2004 5:46 pm

Fire Monkey wrote:No fix for disarm :cry: .
Yeah, i was looking specifically for that too. It's my only complaint about this patch but hey, these are just the details for the beta 2 so it might be fixed in the final release of the patch.
User avatar
Zyndro
Sage
Posts: 1937
Joined: Tue Jun 08, 2004 1:15 pm
Location: Oooooooooklahoma!
Contact:

Post by Zyndro » Tue Dec 07, 2004 5:50 pm

Fixed an issue with server vault saves causing various problems for shifted characters.
Nice.

These various problems included: permanent loss of shifted abilities (even if re-shifted) until relog, permanent weight gain (causing heavy encumberence) until relog, permanent gain of shifted abilities (even after downshifted) until relog. Essentialy, server vault change = you're going to be bugged, possibly beneficial, possibly non-beneficial. Now it finaly looks like it's going to work right. 8)
Enverex
Sage
Posts: 2060
Joined: Thu Jun 03, 2004 3:05 pm
Location: Worcester, UK
Contact:

Post by Enverex » Tue Dec 07, 2004 5:50 pm

mortzestus wrote:And the knockdown one, now there will be no reason to say that IKD is broken/overpowered since all knockdown attempts will be done at -4 and the bonuses will only be applied in the discipline check. Spamming improved knockdown is not such a good thing now, that's simply awesome.
hmm.... that was the only thing that actually allowed me to "hit" anything... *sighs* looks like I will have to just pay out money and resume the roll of "healer".
Gladenfar
Apprentice Scholar
Posts: 986
Joined: Tue Jun 03, 2003 12:26 am
Location: Lancaster (PA) GMT -4/-5

Post by Gladenfar » Tue Dec 07, 2004 5:56 pm

- Circle Kick should no longer try to target creatures that you can not reach (which was making you become flat footed).
*crosses fingers*

hmm - maybe those threatening letters actually worked. :lol:
Playing as:
Gladd'avenglori - Headmaster of the Order of the Dragon
User avatar
WrathOG777
Master Sage
Posts: 5325
Joined: Fri Mar 07, 2003 4:17 pm
Location: Abyss (GMT 2200-0500)

Post by WrathOG777 » Tue Dec 07, 2004 5:58 pm

- Fixed an issue with size modifiers affecting your attack bonus when making Knockdown attacks. The size modifiers now only affect the opposed roll to resist the Knockdown attack.
Haaalee lu ya! *a beam of light pours down through a break in the clouds upon NwN*

That is my opinion, not nessasarily anyone else's opinon, might just be, but that would be a coincodence, and damnit, sometimes the crap I write is not even my opinion either.
Arandil
Elder Sage
Posts: 4637
Joined: Mon Dec 30, 2002 2:33 pm

Post by Arandil » Tue Dec 07, 2004 6:14 pm

So whats the deal with IKD now? Can someone explain in simple terms?
User avatar
Nob
Lore Council Member
Lore Council Member
Posts: 7930
Joined: Mon Jun 30, 2003 1:19 am
DM Avatar: Dead but still a Dreamer

Post by Nob » Tue Dec 07, 2004 6:17 pm

It means IKD is no longer a free lunch.

Pre-1.64 taking Improved Knockdown gave you the size bonus which made it so that anything that's the same size as you, you could perform IKD without an AB penalty.

That's being removed so that the IKD AB penalty is there, but you get a bonus vs discipline checks made vs knockdown.

So...if you have a +34 ab...

Your IKD attempt would be made at +30, but your opponent would have ot make an opposed discipline check of DC 1d20 + 34 rather than +30 like normal knockdown.
"Andrinor grant me the patience not to kill those who screw things up through stupidity, the power to incinerate those who screw things up on purpose, and the wisdom to distinguish between one and the other." -The War Mage's Serenity Prayer
User avatar
WrathOG777
Master Sage
Posts: 5325
Joined: Fri Mar 07, 2003 4:17 pm
Location: Abyss (GMT 2200-0500)

Post by WrathOG777 » Tue Dec 07, 2004 6:25 pm

or more importantly...

A wemic with an ungodly +30 bab already, hits a goblin with IKD. Suddenly the wemic's bab is 30 base + 4 large attacker + 4 small target -4 KD +4 IKD = +38 to hit.

That is my opinion, not nessasarily anyone else's opinon, might just be, but that would be a coincodence, and damnit, sometimes the crap I write is not even my opinion either.
Arond
Sage
Posts: 1863
Joined: Sun Sep 28, 2003 4:44 pm
Location: San Diego (PDT, GMT - 8)

Post by Arond » Tue Dec 07, 2004 6:30 pm

I'm glad to see the fixes coming for my monk friends :)
User avatar
mortzestus
Team Member; Retired with Honors
Posts: 3964
Joined: Wed Sep 17, 2003 4:34 pm
Location: Madrid, Spain (GMT +1)

Post by mortzestus » Tue Dec 07, 2004 6:34 pm

As Wrath said. That wemic will attack the goblin with 30 - 4 knockdown = 26 AB. However, if he lands a blow he'll get +12 against the goblin's discipline check (+4 IKD, + 8 size modifiers). That's how it should have worked since the beginning because right now there is no drawback if you spam IKD all the time against enemies of your size and what's more, you even get a bonus if the opponent is smaller. Knockdown & Improved Knockdown will still be damn powerful but it won't be able to be abused as before.
User avatar
WrathOG777
Master Sage
Posts: 5325
Joined: Fri Mar 07, 2003 4:17 pm
Location: Abyss (GMT 2200-0500)

Post by WrathOG777 » Tue Dec 07, 2004 6:38 pm

now if they fix it so that prone characters are not flat footed too... *dreams*

That is my opinion, not nessasarily anyone else's opinon, might just be, but that would be a coincodence, and damnit, sometimes the crap I write is not even my opinion either.
Wyrmwing
Team Member; Retired with Honors
Posts: 5827
Joined: Mon Aug 25, 2003 6:41 pm
Location: Croissant Country
Contact:

Post by Wyrmwing » Tue Dec 07, 2004 6:40 pm

- Slight change of behavior for Attacks Of Opportunity. Now if have an invisibility effect applied (e.g. Invisibility, Sanctuary) you will no longer make attacks of opportunity.
- Another change to AOO behavior. You will no longer take an AOO while you are using a healing kit.
:D :D :D :D :D :D :D :D :D :D :D :D :D
Sadako Sasaki wrote:I will write peace on your wings, and you will fly all over the world.
User avatar
WrathOG777
Master Sage
Posts: 5325
Joined: Fri Mar 07, 2003 4:17 pm
Location: Abyss (GMT 2200-0500)

Post by WrathOG777 » Tue Dec 07, 2004 7:06 pm

those are my second favorate change. but I have gotten used to useing a ranged weapon every time I go invisable.

That is my opinion, not nessasarily anyone else's opinon, might just be, but that would be a coincodence, and damnit, sometimes the crap I write is not even my opinion either.
User avatar
Zelle
Lord of Blithering Idiots
Posts: 128
Joined: Sat Sep 04, 2004 11:21 am
Location: East of the Sun, West of the Moon
Contact:

Post by Zelle » Tue Dec 07, 2004 7:13 pm

- Fixed some issues where the Darkness spell, when combined with Ultravision/True Seeing, could under specific circumstances incorrectly make you blind when your Ultravision/True Seeing wore off.
YAY YAY YAY YAY YAY!

*goes to read REST of fixes now*
Bioware's Shifter Goddess! . . . Zelle's Shifter Details, Version V
User avatar
Fuzz
Elder Sage
Posts: 4648
Joined: Fri Jul 04, 2003 4:36 am
Location: Kayvareh
Contact:

Post by Fuzz » Tue Dec 07, 2004 7:33 pm

Too bad Circle Kick will still be broken, since you'll still change your focus from the primary target, rather than kicking another target and then returning to the initial target.

So forget about trying to focus on that caster and kill him/her first. :|
<Sili> I've seen septic tanks with less shit in them than Fuzz.

<Ronnin> damm not even a kiss??
<Chasmania> Kiss Fuzz? I'd rather fellate a goat.

<Chasmania> there are many roads to Rome..they just picked a shit filled alley full of scabby hookers and bums.


The shape of things to come...
Post Reply