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1 Release Notes WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 74 TOOLSET ARE TAGGED AS REQUIRING VERSION 74 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET. Installable through the Beamdog Client and Steam The game uses an install directory (read-only), and a user directory for your content and save-games that is independent of the install directory. This user folder can be found in: [My Documents]\Neverwinter Nights (Windows) ~/Documents/Neverwinter Nights (macos) ~/.local/share/neverwinter Nights (Linux) Launching executables with the command-line option -userdirectory alternative_directory will use alternative_ directory instead of the one specified. New Advanced Graphics Options (nwn.ini) Advanced Frame-Buffer Effect (Vibrance). Boosts saturation (or colour vibrancy) in areas that are monochrome. Enable FBEffect Vibrance=1 Advanced Frame-Buffer Effect (Depth of Field). Causes more distant pixels to be blurred. This effect only becomes visible as the camera zooms in close to the player character. Enable FBEffect Depth of Field=1 New frame-buffer effects off. New frame-buffer effects on. Release Notes / 1
2 Upscaled UIs Added When in full-screen, Neverwinter Nights: Enhanced Edition will automatically use your desktop resolution. The UI will now upscale to the largest resolution possible (3x scaling on a 4k monitor). New Shader Support Custom content authors can apply both vertex- and fragment-shaders on textures by supplying the command customshadername XXX in a.txi file. The game engine will look for the files fsxxx.shd and vsxxx.shd (put them in override or in a hak) and apply them to each texture instance. For details, see Shaders_README.txt. Linux Install Rebuilt For nwmain, we now link against a different set of libraries for audio (see LinuxInstall_README.txt for more info). macos Support Updated Both the main game and the standalone-server should now run on macos (OS X) 10.9 Mavericks or later. Gamespy (Unique Player Names Support) Removed Now that Gamespy no longer operates, unfortunately we can no longer guarantee player names are unique across the community. Your identity is now based around your public CD key (granted through Beamdog servers). Languages Updated French, German, Italian, Polish and Spanish translations of v74 have been completed. NWN 1.69 was English only! Server Changes Optimized multiple hotspots in the servers to speed up processing speed. Exposed new.ini option to let servers use less CPU when not enough players are connected, but run at full throttle once enough players are connected. Conversation performance dramatically improved on busy servers. Servervault characters will be saved by public cdkey (secured via master server) instead of by player name. Features added for server admins to allow them to switch servervaults from NWN 1.69 to v74 (see official Beamdog forums for more information on what clients and servers must do to make this work). Added a crash reporter to the Linux server that will enable server administrators to easily report issues. New nwnplayer.ini Options Option added to allow users to claim names permanently and associate the name with their CD Key. Off by default. Turn on ONLY if you are running a persistent world. Sticky Player Names=0 When Sticky Player Names is set, this allows the old NWN 1.69 servervault characters saved by player name directory behaviour. Recommended for old persistent worlds that do not want to swap to the new servervault format. Server Vault By Player Name=0 Specify the number of clients required to be connected to a server before it stops aggressively attempting reduce its CPU usage via sleep(). Clients Required To Disable CPU Sleep=1 Specifies the maximum number of scripting instructions available to run within a given script before the script is assumed to be in an infinite loop and terminated (was in NWN 1.69, minimum = , maximum = ) [Script Options] Instruction Limit= New nwn.ini options Language. If you wish to override the language choice as specified by the Beamdog Client, you may set this entry directly in nwn.ini. [Display Options] language=en Release Notes / 2
3 Choices available are: German: de English: en Spanish: es French: fr Italian: it Polish: pl Note that if language selected does not exist in your build, English will be selected by default. SetUIScale. The UI attempts to resize to the maximum scale possible (when at the default value of 0). However, if this UI choice given is too large for you, you may set the UI Scale to a lower number. If the number is set to a value between 1 and 8, it will attempt to give you that exact UI scale. The game may decide to override this value if you are running at a resolution that does not allow this value properly on the screen. SetUIScale=0 New Scripting Commands SetTag(object, string), void SetTag(object,string). Specifies a new tag for the given object. Note that this call will not update any of the references to this tag (such as area transitions). string GetEffectTag(effect eeffect). Returns the string tag set for the provided effect. If no tag has been set, returns an empty string. effect TagEffect(effect eeffect, string snewtag). Tags the effect with the provided string. Any other tags in the link will be overwritten. int GetEffectCasterLevel(effect eeffect). Returns the caster level of the creature who created the effect. If not created by a creature, returns 0. If created by a spell-like ability, returns 0. int GetEffectDuration(effect eeffect). Returns the total duration of the effect in seconds. Returns 0 if the duration type of the effect is not DURATION_ TYPE_TEMPORARY. int GetEffectDurationRemaining(effect eeffect). Returns the remaining duration of the effect in seconds. Returns 0 if the duration type of the effect is not DURATION_TYPE_TEMPORARY. string GetItemPropertyTag(itemproperty nproperty). Returns the string tag set for the provided item property. If no tag has been set, returns an empty string. itemproperty TagItemProperty(itemproperty nproperty, string snewtag). Tags the item property with the provided string. Any tags currently set on the item property will be overwritten. int GetItemPropertyDuration(itemproperty nproperty). Returns the total duration of the item property in seconds. Returns 0 if the duration type of the item property is not DURATION_TYPE_ TEMPORARY. int GetItemPropertyDurationRemaining(ite mproperty nproperty). Returns the remaining duration of the item property in seconds. Returns 0 if the duration type of the item property is not DURATION_TYPE_TEMPORARY. Crashes Fixed Game running on some ATI/AMD graphics cards (updated water support). Creatures containing more than 255 memorized spell slots for a level. Using Smite Evil and Smite Good against noncreature objects. Polymorph spell and items with constitution bonus (in some situations). Using NWScript s GetReputation() on area of effects created by modules and areas. Player starts barter with a stackable undroppable (cursed) item. (Rare) objects deleted while contained in an area of effect. (Rare) divide by zero crash in the particle system (hellball VFX creates this infrequently). Entries longer than 255 characters in.2da files. Opening the second page of the epic spell radial menu. Case-sensitive filesystems (Linux) with nonlowercase resources in override. Other Issues Fixed aggressive removal of spell uses for bards/ sorcerers when charisma bonus is removed from the character. Fixed DC checks for spell-like abilities (instant feats). Local variables are now copied correctly to items purchased from an infinite-stack in stores. OnHit::SpellCast property will no longer overwrite properties of spell currently being cast by creature. Fixed an issue using EnforceLegalCharacters where feats were temporarily removed, causing spell slots to disappear. Fixed an issue where spell slots are removed because of premature calculation of primary statistic as we equip the character during validation. Fixed an issue where item properties can be attributed permanently to a creature without having the item equipped. Release Notes / 3
4 Fixed an issue where placeables could get stuck open/closed. No longer remove creature weapons/armor when ItemLevelRestrictions or EnforceLegalCharacters is on (since this is how horses are generated). Ensure the PC is actually saved when a PC has been dominated (was saving the dominator s creature data in its place). Binarized some of the 1.69 MDL files (horses, dragon wings) to improve the speed of loading them into the game. Dispel Check calculation now takes a tie as a remove effect, as specified in the Player s Handbook. Counterspell cleaned up properly, no longer grants a wizard with an instananeous spell cast after it is finished. OnClientLeave event is now called before the creature is physically removed from the area, instead of after, to allow scripting to determine the creature s position as it leaves. Assassins with Death Attack can now use Improved Sneak Attack without having Sneak Attack 1. Player Party Changes will only cause other players to stop hostile actions against the creature that has now become friendly, instead of all hostile actions against all creatures everywhere. Casting a metamagic spell will no longer add the metamagic to the item used immediately afterwards. Weapon Focus (Trident) should now work properly. Prevent characters, when being moved in drive mode, from rarely appearing in incorrect locations after area transitions. Ensure that the module s desired HAK and TLK files are loaded before we attempt to start character creation within a multiplayer module (allows servers to specify their own set of additional base classes, races, et cetera) Area of Effect objects (in areas containing PCs) have a higher AI priority. Area of Effect objects now move each time their creature moves (to prevent creatures from outrunning their own auras in busy areas). Character sheet will now be refreshed when a player loses a level. Attempting to buy a non-infinite item from a store when you have a full inventory will no longer cause the item to disappear from store. Fixed rules for deflecting arrows (use the target, not the shooter, to measure whether we must wield the current weapon with both hands). Properly linked item property to their associated game effects (removal of temporary game effects would occasionally remove the item property effects instead). Metamagic slots are now properly removed, if the metamagic feat is lost. Assassin s Death Attack balanced to only fire once per round (first attack). Assassin s Death Attack paralysis length is based only on assassin level, not total character level. Quivering Palm will no longer work against Pale Masters with Deathless mastery (immunity system fixed). For feat-based spells (such as Harper Scout sleep), GetSpellSaveDC now computed properly when the base ability score for the character is less than 10. Extra spell slots earned from items are unreadied instead of cleared when shapeshifting/ polymorphing. Dungeon Master limboing a sitting creature will no longer make the placeable they were sitting on unusable. Triggers and doors will no longer run default.nss for scripting events if no script has been declared for the event within the Aurora Toolset. Spells cast with cones will never target the caster (when launched in some directions, the cone would sometimes encompass the caster) Applying EffectDeath() on a target immune to death magic will no longer cause the creature to stop all of its actions. Remove all bad effects from a creature properly (some bad effects were ignored). Fix to Uncanny Dodge 2 feat (higher-level rogues are now allowed to attack lesser rogues with Sneak/Death attacks). Increase maximum number of charges that can be placed on items from 50 to 250. Scripting command CopyItemAndModify can now modify colours 1-9 for custom-content weapons (note that all standard content only has four colours) Release Notes / 4
5 Weapon Master prestige class: For the Ki Critical feat, the offhand weapon will no longer use weapon of choice of onhand weapon. Monk s Circle Kick: When current target leaves maximum attack range, we will now pick a new target within attack range instead of standing and doing nothing. Defensive Stance mode will be canceled properly when casting spell or using an item. Fixed issues with saving a character while polymorphed/shapeshifted (temporarily removing the polymorph, saving the creature and reapplying the polymorph). Greater Sanctuary now stacks properly with Invisibility (True Seeing no longer pierces both effects). Spell-like abilities assigned in Special Ability tab in creature properties will be cast at level as set by builder (was ignored and set to innate caster level). Combat modes are now terminated properly when swapping from one combat mode to another. EffectDeaf() should now work properly for perception. Monk s Stunning Fist: Balance change to last only one round instead of three rounds. Party list UI element should function correctly now when one has a large party list and many members leave/rejoin. Custom-content added base classes can now be selected during character creation. Players cannot cancel actions through the UI when character is non-commandable (for example, while confused). Special abilities and cleric domain feats can now coexist in the Special Abilities radial menu if there are >= 8 elements. Added Rob Krajacarski and Jenny McKearney to the English XP2 credits (they were in the credits for all other language builds). Combined credits list for all languages into a unified credits movie for XP1 and XP2. Updated embedded zlib library. Fixed case where Enforce Legal Characters could prevent a character from multiclassing into a new class with a larger hit dice than the one previously selected. Removed ability for shapeshifting players to abuse the UI and use their normal spells while shapeshifted. Security audit; removed numerous hacking methods from codebase. Known Issues On macos, changing your audio output devices while Neverwinter Nights: Enhanced Edition is running will cause instability. We are working with our sound library provider (RAD Game Tools) to solve this issue. The networking code (written in an era before network address translation was prevalent) still requires that the server s public IP and port be reachable directly. Release Notes / 5
macos Support Updated Both the main game and the standalone-server should now run on macos (OS X) 10.9 Mavericks or later.
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