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.
1.65 beta is out!
Moderator: Event DM
- mortzestus
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1.65 beta is out!
A lot of nice fixes coming soon! A few of them are really amazing, if they work as advertised.
- mortzestus
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SetFogAmount()
*gasp*






























Playing as: Sir Douglas Hope of Gorethar, old school paladin | Krator Blackfist, gold mage | Warren, half nymph barbarian
- Talwin Hawkins
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Bioware rocks! some great fixes there, and for me the whirlwind kick fix 

Woodsmaster Talon Blade
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Former Hero of of Lonovanen'Hirefya
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Former Hero of of Lonovanen'Hirefya
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Re: 1.65 beta is out!
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
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).
- mortzestus
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Nice.Fixed an issue with server vault saves causing various problems for shifted characters.
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.

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".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.
- WrathOG777
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Haaalee lu ya! *a beam of light pours down through a break in the clouds upon NwN*- 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.
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.
- Nob
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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.
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
- WrathOG777
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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.
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.
- mortzestus
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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.
- WrathOG777
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- 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.













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YAY YAY YAY YAY YAY!- 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.
*goes to read REST of fixes now*
Bioware's Shifter Goddess! . . . Zelle's Shifter Details, Version V
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.
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...
<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...