NWN 1.66 BETA was released

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NWN 1.66 BETA was released

Post by szabot » Mon Mar 07, 2005 10:37 pm

http://nwn.bioware.com/forums/viewtopic ... 1&forum=42

Nice:
Fixed an issue with creatures sometimes occupying the same space. This should happen a lot less frequently now.
Also:
Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat.
:D
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Post by Midknight » Tue Mar 08, 2005 12:48 am

Here we go again... *smacks forehead, awaiting the inevitable slew of new bugs to be introduced*
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Post by Tristan_Durst » Tue Mar 08, 2005 1:23 am

errr..... *ponders weather or not Bioware could of waited a few months to release the patch*
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Post by szabot » Tue Mar 08, 2005 1:25 am

Tristan_Durst wrote:errr..... *ponders weather or not Bioware could of waited a few months to release the patch*
Could still be a few months. The beta was released about 2 weeks ago.
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Post by szabot » Tue Mar 08, 2005 1:25 am

Midknight wrote:Here we go again... *smacks forehead, awaiting the inevitable slew of new bugs to be introduced*
At least they're fixing one of the big ones introduced in 1.65. :P
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Post by Fuzz » Tue Mar 08, 2005 3:02 am

At least they continue to support a 3 year old game. How many other companies can you say that about?
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Post by Ben DeVeny » Tue Mar 08, 2005 3:17 am

Actually, I am REALLY happy that they already came with a new patch. The last patch was not very good. In fact I wonder if they even play tested it. I cant believe some of the bugs they published in that one.

So the sooner the better says this faithful fan.
*prays a mantra that they also fixed the bug that makes me stop attacking and stand motionless in a melee getting beat up two or three times in EVERY damned spawn I encounter*
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Post by Tristan_Durst » Tue Mar 08, 2005 3:53 am

I am actually happy about the patch from a player stand point. :)

Its the World Design that I am doing that is going to be a pain.... :evil:
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Post by szabot » Mon Apr 04, 2005 6:15 pm

1.66 BETA 2 released.

http://nwn.bioware.com/forums/viewtopic ... um=42&sp=0

Some things I didn't notice in the first BETA:

"Fixed Damage Immunities against weapons with more than one damage type (e.g. longswords with slashing/piercing damage) to work correctly."

"Immunity to mind spells no longer makes you immune to the Assasin's Death Attack."
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Post by Krator » Mon Apr 04, 2005 6:17 pm

szabot wrote:."Immunity to mind spells no longer makes you immune to the Assasin's Death Attack."
That's cool! So when are people going to get epic assassins who can actually kill someone in one blow?
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Post by Glocknal » Mon Apr 04, 2005 6:29 pm

Illusionists rejoice!

* Phantasmal Killer now properly respects Fear immunity and properly ignores Death Magic immunity (nw_s0_phankill.nss).
* Weird now properly ignores Death Magic immunity (nw_s0_weird.nss).
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Post by Aerill » Mon Apr 04, 2005 8:19 pm

Besides the already mentioned this is my favourite fix :)
* Fixed placement of helmets on Human/Half-Elf females (much thanks to the DLA team for their help with this).
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Post by choraldances » Mon Apr 04, 2005 9:14 pm

Yeah.. no kidding. those helmets make you look short...
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Post by Vergilius » Mon Apr 04, 2005 9:20 pm

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).
This will be nice.
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Post by szabot » Wed May 04, 2005 6:38 am

A THIRD beta was released a while ago:

http://nwn.bioware.com/forums/viewtopic ... light=1.66

:P
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Post by Zonr_0 » Wed May 04, 2005 2:43 pm

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).
yay!
Wounding effects are now removed from creatures once you leave the area that the wounded creature is in.
good, this'll fix alot of bugs, like one where I had to start my campaign over because of it one time.
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Post by Heronimous Fox » Wed May 04, 2005 5:29 pm

W00t
Fixed Damage Immunities against weapons with more than one damage type (e.g. longswords with slashing/piercing damage) to work correctly.

Hurrah
Added support for WeaponType 5 (Bludgeoning and Piercing) in the BaseItems.2da.

At bloody last
Updated Morningstars to use the new Bludgeoning and Piercing WeaponType (BaseItems.2da).

Amen
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.
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