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Update 1.23
English Patch Notes - As of May 27, 2009
Bug Fixes
General
Fixed an issue that was causing the "Character has too many feats" error message to display when
attempting to cross-class a level 5 Sorceror with a level of Cleric with the Earth or War domain.
Players can no longer remove the last living party member from the party.
Fixed an issue that was causing enemies to remain highlighted if they died while being
highlighted.
Fixed an issue that was causing creatures to show as "Effortless" when Show CR was enabled.
The UI Atlas system has been removed so that UI objects that are not 1:1 will no longer appear
blurred.
Hook points should now appear properly in the toolset.
Hovering over a property sheet value in the toolset will now correctly display any truncated text
as a tooltip.
A more friendly message is displayed when plugins fail to load, telling the user which files are
not loading in a single messagebox.
Fixed an issue with settings that were causing hook points to not display properly.
Scripting
Fixed the ActionCastSpellAtLocation() script so that the nDomainLevel parameter is in the right
position.
SetCollision() has been changed to work with placeables. However it will only turn collision on
if the blueprint for the object has collision by default.
Removed the setmaterialtype limitation, which required you to limit materials to predefined
GMATERIAL consts.
Fixed an issue where compiling all scripts would dump the .ncs files into the mod folder and
would ignore the campaign folder.
Multiplayer
Fixed an issue that was causing servers to crash when a polymorphed character would attempt to
transition.
Players possessing their familiars will no longer lock up when transitioned by a DM
The Missing File error message, when attempting to connect to a server, now reports the file that
is missing.
When examining other players and creatures, CR will no longer be displayed twice.
Warlock Invocations are now properly marked as somantic in the spells.2da file.
Fixed an issue that was causing you to damage your own party members, on Normal difficulty
setting, with AOE spells.
Casting invisibility will now make the affected character silent, as well as invisible. There will
no longer be an opaque appearance on invisible creatures, which should reduce confusion.
Concentration check for Warlock invocations is now DC10+DamageDealt+SpellLevel.
Fixed an issue that was causing Vampiric Regeneration to work intermittently.
Animal Trance has been fixed to allow for certain types of metamagic.
Hammer of the Gods has been fixed to allow for certain types of metamagic.
Animalistic Power has been fixed to allow for certain types of metamagic.
The Blades of Fire spell has been fixed to allow for certain types of metamagic.
Bladeweave has been fixed to allow for certain types of metamagic.
Conviction has been fixed to allow for certain types of metamagic.
Living Undeath has been fixed to allow for certain types of metamagic.
Nightshield has been fixed to allow for certain types of metamagic.
Reduce Person has been fixed to allow for certain types of metamagic.
Reduce Animal has been fixed to allow for certain types of metamagic.
Greater Reduce Person has been fixed to allow for certain types of metamagic.
Mass Reduce Person has been fixed to allow for certain types of metamagic.
Arc of Lightning has been fixed to allow for certain types of metamagic.
Blood to Water has been fixed to allow for certain types of metamagic.
Castigate has been fixed to allow for certain types of metamagic.
Dehydrate has been fixed to allow for certain types of metamagic.
Healing Sting has been fixed to allow for certain types of metamagic.
Animal Trance will now make the proper spell resistance check.
Healing Sting will now make the proper spell resistance check.
Casting the spell Avasculate will now cause the caster to become visible.
Casting the spell Bestow Curse will now cause the caster to become visible.
Casting the spell Death Knell will now cause the caster to become visible.
Casting the spell Hypothermia will now cause the caster to become visible.
Casting the spell Moon Bolt will now cause the caster to become visible.
Casting the spell Swamp Lung will now cause the caster to become visible.
Casting the spell Deep Slumber will now cause the caster to become visible.
Casting the Curse of Despair Invocation will now cause the caster to become visible.
The Bestow Curse spell is now considered supernatural and may no longer be dispelled.
Feats
Increased the duration of Divine Might and Divine Vengeance feats for one round, to compensate
for inability to attack in same round when those abilities are activated
Fixed the Divine Vengeance bonus, so it gives extra 2d6 damage against undead, and not some
random value between 2-12
AI Controlled characters with the Two-Weapon Fighting feat will no longer unequip off-hand
weapons.
Racial Abilities
Fixed Cause Fear, Charm Person and Entangle spell-like abilities of Yuan-Ti Purebloods, so that
duration and DC are not based on first class taken at character creation. Instead, as per PnP rules,
DC is Charisma based and duration depends from total character level.
Fixed the aura used by Drowned undead, so it does not affect creatures with Iron Body, which
gives immunity to drowning.
Fixed the Howl of Fear ability used by Shadow Mastiffs, so it will no longer affect the casting
creature when part of the player's faction on Hardcore difficulty.
Fixed the Summon Gale ability of Air Genasi, so it will not remove auras from other creatures
anymore.
Class Abilities
Bard
Fixed an issue that was causing the Chorus of Heroism to not work properly when used by NPC
AI.
Fixed an issue with Legionnaire's March Song so the increased attack bonus is calculated
properly.
Cleric
Turn Undead will no longer include previously turned outsiders in the Hit dice calculation for
new turning attempts.
The 'Turning Failed' message will no longer display for a creature that cannot be turned.
Druid
Fixed an issue that was causing the game to crash if a druid, with a sling attached, casts
Elemental Shape > Air.
Neverwinter Nine
The duration of the Furious Assault ability has been increased by one round.
Fixed an issue with Guarding the Lord so that its duration is now properly based on the
character's level.
Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues
and characters of the same type, in the same area.
Fixed an issue that was causing icons for persistent aura effects to not display properly.
Paladin
Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues
and characters of the same type, in the same area.
Fixed an issue that was causing icons for persistent aura effects to not display properly.
Ranger
Ranger abilities will no longer be disabled when equipping mithral chainmail armor.
Blackguard
Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatures
and characters of the same type, in the same area.
Fixed an issue that was causing icons for persistent aura effects to not display properly.
Doomguide
Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues
and characters of the same type, in the same area.
Fixed an issue that was causing icons for persistent aura effects to not display properly.
Hellfire Warlock
Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues
and characters of the same type, in the same area.
Fixed an issue that was causing icons for persistent aura effects to not display properly.
Warlock
Imbue item will now properly substitute for any spell needed in SoZ Crafting.
Warpriest
Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatures
and characters of the same type, in the same area.
Fixed an issue that was causing icons for persistent aura effects to not display properly.
Items
Improved versions of Alchemist's Fire will now provide the correct damage bonus when applied
to weapons.
Fixed an issue with electrical traps that caused neutral creatures to be affected by the secondary
damage.
Electrical trap damage will now arc to other creatures when the trap is set with the Set Trap skill.
Fatal sonic traps will no longer damage neutral faction creatures.
Epic sonic traps will no longer damage neutral faction creatures.
Fixed an issue that was causing gas traps to apply poison twice to the same target.
Fixed an issue that was preventing gas traps from damaging enemies when placed with the Set
Trap skill.
New Features
General
New client command line option: -home. Allows user to specify an alternative location to "My
Documents\Neverwinter Nights 2"
New INI file option "Pause On Lose Focus". A setting of 1 will cause the game to pause when
losing focus. A setting of 0 will not pause the game when it loses focus.
Multiplayer
New server command line option: -home. Allows user to specify an alternative location to "My
Documents\Neverwinter Nights 2"
New server command line option: -cs 0/1 <- turn off/on downloader (defaults to no downloader
behavior)
New server command line option: -du 0/1 <- turn off/on custom UI on the client (defaults to
allow custom UI)
New server command line option: -do 0/1 <- turn off/on override folders on the client (defaults to
allow override)
Scripting
Added script function int GetVariableValueInt(object oObject, int nIndex); Get the value of a
local int stored at the index provided. 0 if no var is present.
Added script function string GetVariableValueString(object oObject, int nIndex); Get the value of
a local string stored at the index provided, empty string if no var is present there.
Added script function float GetVariableValueFloat(object oObject, int nIndex); Get the value of a
local float stored at the index provided. 0.00 if no var is present there.
Added script function location GetVariableValueLocation(object oObject, int nIndex); Get the
value of a local location stored at the index provided. Invalid location no var is present there.
Added script function object GetVariableValueObject(object oObject, int nIndex); Get the value
of a local object stored at the index provided. OBJECT_INVALID if no var is present there.
Added script function int GetVariableCount(object oObject); Get the number of local variables
stored on this object.
Added script function void SetBaseAbilityScore(object oCreature, int nAbilityType, int nScore);
EXPERIMENTAL! Note that any changes to skill rank will NOT be lost if the character is deleveled. IMPORTANT: Most usages of this will cause characters to fail 'enforce legal character'
restrictions.
Added script function void SetBaseSkillRank(object oCreature, int nSkill, int nRank, int
bTrackWithLevel = TRUE); EXPERIMENTAL! set bTrackWithLevel = TRUE if you wish for
the skill change to be associated with the character's level. In other words, should the character
lose the skill change if they lose their current level? IMPORTANT: Most usages of this will cause
characters to fail 'enforce legal character' restrictions.
Added script function void SendChatMessage(object oSender, object oReceiver, int nChannel,
string sMessage, int bInvokeCallback = FALSE); This function is used to send a chat message, as
if spoken by a PC or by the server. Except for 'CHAT_MODE_SERVER', oSender must be a PC
or nothing will occur. oSpeaker - the PC who will speak, OBJECT_INVALID if channel is
CHAT_MODE_SERVER. This must be a valid PC object for CHAT_MODE_PARTY to work.
oReceiver - if nChannel is CHAT_MODE_TELL or CHAT_MODE_SERVER, then this must be
the PC who will be receiving the message. nMode - CHAT_MODE const indicating the type of
message to be sent. Only the CHAT_MODE_* values provided are accepted. sMessage - actual
message text bInvokeCallback = the module's nChat script will be invoked to filter this message,
if this is TRUE. WARNING: use extreme caution if setting bInvokeCallback to TRUE from
within the OnChat handler itself -- this could lead to an infinite loop and hang your module!
Added script function int GetIsLocationValid(location lLocation); Returns TRUE if the location
is a valid, walkable location.
Added script function int GetSurfaceMaterialsAtLocation(location lLocation); Returns a bitmask
composed of 0 or more SM_* values.
Added script function int GetSpellKnown(object oCreature, int nSpell); EXPERIMENTAL!
Returns if the spell is known to this creature under any class or level.
Added script function int GetItemBaseMaterialType(object oItem); returns the GMATERIAL_*
const to get the base material type of the item specified. At this time, only the pre-defineid base
material types work.
Added script function void SetItemBaseMaterialType(object oItem, int nMaterialType);
EXPERIMENTAL! Set the base material type of oItem to nmaterialType, which must be a valid
GMATERIAL_* const value.Added instant feat support. New column "Instant" in feats.2da
GetClassLevelByPosition and related script functions will now recognize custom classes. (This
also applies for anything internally that performs calculations based on class level and in
particular, should correct custom classes not being used in spell caster level calculations).
global variable values. This value is available to all screens. oPlayer - player whose GUI will
have the variable. nVarIndex - variable index, from 100 - 400 (values outside of this range will be
ignored). sVarValue - the value to set.
Added support for reading texture and terrain 2da files from hak packs.
Added script function int FindSubString(string sString, string sSubString, int nStart = 0); //
modified to add nStart
Added script function void SetSpellKnown(object oCreature, int nClassPosition, int nSpell, int
bKnown = TRUE, int bTrackWithLevel = TRUE);
Added script function object GetLimboCreatureCount(object oCreature);
Added script function object GetCreatureInLimbo(int nTh);
Added script function void SendCreatureToLimbo(object oCreature);
Added script function void SetSkillPointsRemaining(object oPC, int nPoints);
Added script function int GetSkillPointsRemaining(object oPC);
Added script function int GetSpellSchool(object oPC, int nClassSeq);
Added script function void SetGender(object oCreature, int nGender);
Added script function void SetTag(object oObject, string sNewTag);
Added script function int GetArmorRulesType(object oItem);
Added script function void SetArmorRulesType(object oItem, int nType);
Added script function void SetItemIcon(object oItem, int nIcon);
Added script function object GetObjectByTagAndType(string sTag, int nObjectType, int nTh);
The following new script functions work together as a group:
o void AddScriptParameterInt(int nParam);
o void AddScriptParameterString(string sParam);
o void AddScriptParameterFloat(float fParam);
o void AddScriptParameterObject(object oParam);
o int ExecuteScriptEnhanced(string sScript, object oTarget);
o int ClearScriptParams();
A new Content Autodownloader system has been added to Neverwinter Nights 2 Multiplayer. It
is designed to be used with the dedicated server. Changes have been made to the Dedicated
Server, Game Client and Toolset to accommodate this new feature. Two documents,
Autodownloader Server Admin Guide.pdf and Autodownloader Toolset User Guide.pdf, can be
downloaded separately.
Files located in the C:\Users\<username>\Documents\Neverwinter Nights 2\hak (Vista) or in the
C:\Documents and Settings\<username>\My Documents\Neverwinter Nights 2\hak (WinXP)
directories will now load prior to character creation.
User Interface
There is now a Close option on transition doors for players. (Used to be that if a door was a
transition, they could only use it - not close it.)
o This UI callback allows modders to control when menu nodes are hidden or displayed, based on
the results of comparing a global UI variable against a specified value. All tests are performed as
int values if both values are valid ints; otherwise they're perform as case-insensitive string
comparisons.
test-type: test to perform (all tests are done as as int if both values are int, else as caseinsensitive strings)
rvalue: a constant value that you are comparing the global variable to.
The menu node will be displayed or hidden based on the value given:
if the expression evaluates true and the action is SHOW, then the
node will be shown
if the expression evaluates true and the action is HIDE, then the
node will be hidden
if the expression evaluates false and the action is HIDE, then the
node will be shown
Added Henchspells.2da
Spells.2da - Various spell changes
Feat.2da - added an "Instant" column.
Added Henchspells.2da
Spells.2da - Various spell changes
Feat.2da - added an "Instant" column.